@plastic-software/three 0.167.0

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Files changed (1023) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +86 -0
  3. package/build/three.cjs +54311 -0
  4. package/build/three.module.js +53897 -0
  5. package/build/three.module.min.js +6 -0
  6. package/build/three.webgpu.js +76281 -0
  7. package/build/three.webgpu.min.js +6 -0
  8. package/examples/fonts/LICENSE +13 -0
  9. package/examples/fonts/README.md +11 -0
  10. package/examples/fonts/droid/NOTICE +190 -0
  11. package/examples/fonts/droid/README.txt +18 -0
  12. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  13. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  14. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  15. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  16. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  17. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  18. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  19. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  20. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  21. package/examples/fonts/optimer_bold.typeface.json +1 -0
  22. package/examples/fonts/optimer_regular.typeface.json +1 -0
  23. package/examples/fonts/ttf/README.md +9 -0
  24. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  25. package/examples/jsm/Addons.js +299 -0
  26. package/examples/jsm/animation/AnimationClipCreator.js +116 -0
  27. package/examples/jsm/animation/CCDIKSolver.js +484 -0
  28. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  29. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  30. package/examples/jsm/cameras/CinematicCamera.js +208 -0
  31. package/examples/jsm/capabilities/WebGL.js +108 -0
  32. package/examples/jsm/capabilities/WebGPU.js +57 -0
  33. package/examples/jsm/controls/ArcballControls.js +3224 -0
  34. package/examples/jsm/controls/DragControls.js +282 -0
  35. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  36. package/examples/jsm/controls/FlyControls.js +326 -0
  37. package/examples/jsm/controls/MapControls.js +28 -0
  38. package/examples/jsm/controls/OrbitControls.js +1532 -0
  39. package/examples/jsm/controls/PointerLockControls.js +162 -0
  40. package/examples/jsm/controls/TrackballControls.js +828 -0
  41. package/examples/jsm/controls/TransformControls.js +1573 -0
  42. package/examples/jsm/csm/CSM.js +384 -0
  43. package/examples/jsm/csm/CSMFrustum.js +152 -0
  44. package/examples/jsm/csm/CSMHelper.js +193 -0
  45. package/examples/jsm/csm/CSMShader.js +295 -0
  46. package/examples/jsm/curves/CurveExtras.js +422 -0
  47. package/examples/jsm/curves/NURBSCurve.js +80 -0
  48. package/examples/jsm/curves/NURBSSurface.js +52 -0
  49. package/examples/jsm/curves/NURBSUtils.js +542 -0
  50. package/examples/jsm/curves/NURBSVolume.js +62 -0
  51. package/examples/jsm/effects/AnaglyphEffect.js +154 -0
  52. package/examples/jsm/effects/AsciiEffect.js +263 -0
  53. package/examples/jsm/effects/OutlineEffect.js +539 -0
  54. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -0
  55. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  56. package/examples/jsm/effects/StereoEffect.js +55 -0
  57. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  58. package/examples/jsm/environments/RoomEnvironment.js +144 -0
  59. package/examples/jsm/exporters/DRACOExporter.js +267 -0
  60. package/examples/jsm/exporters/EXRExporter.js +579 -0
  61. package/examples/jsm/exporters/GLTFExporter.js +3389 -0
  62. package/examples/jsm/exporters/KTX2Exporter.js +292 -0
  63. package/examples/jsm/exporters/MMDExporter.js +217 -0
  64. package/examples/jsm/exporters/OBJExporter.js +284 -0
  65. package/examples/jsm/exporters/PLYExporter.js +528 -0
  66. package/examples/jsm/exporters/STLExporter.js +199 -0
  67. package/examples/jsm/exporters/USDZExporter.js +743 -0
  68. package/examples/jsm/geometries/BoxLineGeometry.js +69 -0
  69. package/examples/jsm/geometries/ConvexGeometry.js +53 -0
  70. package/examples/jsm/geometries/DecalGeometry.js +356 -0
  71. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  72. package/examples/jsm/geometries/ParametricGeometries.js +254 -0
  73. package/examples/jsm/geometries/ParametricGeometry.js +139 -0
  74. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -0
  75. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  76. package/examples/jsm/geometries/TeapotGeometry.js +704 -0
  77. package/examples/jsm/geometries/TextGeometry.js +65 -0
  78. package/examples/jsm/helpers/LightProbeHelper.js +130 -0
  79. package/examples/jsm/helpers/OctreeHelper.js +73 -0
  80. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -0
  81. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -0
  82. package/examples/jsm/helpers/TextureHelper.js +237 -0
  83. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -0
  84. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -0
  85. package/examples/jsm/helpers/ViewHelper.js +347 -0
  86. package/examples/jsm/interactive/HTMLMesh.js +570 -0
  87. package/examples/jsm/interactive/InteractiveGroup.js +106 -0
  88. package/examples/jsm/interactive/SelectionBox.js +227 -0
  89. package/examples/jsm/interactive/SelectionHelper.js +104 -0
  90. package/examples/jsm/libs/ammo.wasm.js +822 -0
  91. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  92. package/examples/jsm/libs/basis/README.md +46 -0
  93. package/examples/jsm/libs/basis/basis_transcoder.js +21 -0
  94. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  95. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  96. package/examples/jsm/libs/draco/README.md +32 -0
  97. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  98. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  99. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  100. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  101. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  102. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  103. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  104. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  105. package/examples/jsm/libs/ecsy.module.js +1792 -0
  106. package/examples/jsm/libs/fflate.module.js +2672 -0
  107. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  108. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  109. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  110. package/examples/jsm/libs/meshopt_decoder.module.js +178 -0
  111. package/examples/jsm/libs/mikktspace.module.js +128 -0
  112. package/examples/jsm/libs/mmdparser.module.js +11530 -0
  113. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  114. package/examples/jsm/libs/opentype.module.js +14506 -0
  115. package/examples/jsm/libs/potpack.module.js +125 -0
  116. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  117. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  118. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  119. package/examples/jsm/libs/stats.module.js +167 -0
  120. package/examples/jsm/libs/surfaceNet.js +201 -0
  121. package/examples/jsm/libs/tween.module.js +876 -0
  122. package/examples/jsm/libs/utif.module.js +1665 -0
  123. package/examples/jsm/libs/zstddec.module.js +1 -0
  124. package/examples/jsm/lights/LightProbeGenerator.js +286 -0
  125. package/examples/jsm/lights/RectAreaLightTexturesLib.js +91 -0
  126. package/examples/jsm/lights/RectAreaLightUniformsLib.js +24 -0
  127. package/examples/jsm/lines/Line2.js +19 -0
  128. package/examples/jsm/lines/LineGeometry.js +79 -0
  129. package/examples/jsm/lines/LineMaterial.js +603 -0
  130. package/examples/jsm/lines/LineSegments2.js +376 -0
  131. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -0
  132. package/examples/jsm/lines/Wireframe.js +71 -0
  133. package/examples/jsm/lines/WireframeGeometry2.js +24 -0
  134. package/examples/jsm/lines/webgpu/Line2.js +20 -0
  135. package/examples/jsm/lines/webgpu/LineSegments2.js +376 -0
  136. package/examples/jsm/loaders/3DMLoader.js +1764 -0
  137. package/examples/jsm/loaders/3MFLoader.js +1480 -0
  138. package/examples/jsm/loaders/AMFLoader.js +521 -0
  139. package/examples/jsm/loaders/BVHLoader.js +437 -0
  140. package/examples/jsm/loaders/ColladaLoader.js +4116 -0
  141. package/examples/jsm/loaders/DDSLoader.js +318 -0
  142. package/examples/jsm/loaders/DRACOLoader.js +613 -0
  143. package/examples/jsm/loaders/EXRLoader.js +2563 -0
  144. package/examples/jsm/loaders/FBXLoader.js +4303 -0
  145. package/examples/jsm/loaders/FontLoader.js +183 -0
  146. package/examples/jsm/loaders/GCodeLoader.js +261 -0
  147. package/examples/jsm/loaders/GLTFLoader.js +4730 -0
  148. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -0
  149. package/examples/jsm/loaders/IESLoader.js +337 -0
  150. package/examples/jsm/loaders/KMZLoader.js +130 -0
  151. package/examples/jsm/loaders/KTX2Loader.js +937 -0
  152. package/examples/jsm/loaders/KTXLoader.js +176 -0
  153. package/examples/jsm/loaders/LDrawLoader.js +2471 -0
  154. package/examples/jsm/loaders/LUT3dlLoader.js +168 -0
  155. package/examples/jsm/loaders/LUTCubeLoader.js +153 -0
  156. package/examples/jsm/loaders/LUTImageLoader.js +149 -0
  157. package/examples/jsm/loaders/LWOLoader.js +1052 -0
  158. package/examples/jsm/loaders/LogLuvLoader.js +606 -0
  159. package/examples/jsm/loaders/LottieLoader.js +77 -0
  160. package/examples/jsm/loaders/MD2Loader.js +399 -0
  161. package/examples/jsm/loaders/MDDLoader.js +102 -0
  162. package/examples/jsm/loaders/MMDLoader.js +2295 -0
  163. package/examples/jsm/loaders/MTLLoader.js +567 -0
  164. package/examples/jsm/loaders/MaterialXLoader.js +845 -0
  165. package/examples/jsm/loaders/NRRDLoader.js +686 -0
  166. package/examples/jsm/loaders/OBJLoader.js +905 -0
  167. package/examples/jsm/loaders/PCDLoader.js +467 -0
  168. package/examples/jsm/loaders/PDBLoader.js +232 -0
  169. package/examples/jsm/loaders/PLYLoader.js +771 -0
  170. package/examples/jsm/loaders/PVRLoader.js +251 -0
  171. package/examples/jsm/loaders/RGBELoader.js +450 -0
  172. package/examples/jsm/loaders/RGBMLoader.js +1081 -0
  173. package/examples/jsm/loaders/STLLoader.js +410 -0
  174. package/examples/jsm/loaders/SVGLoader.js +3173 -0
  175. package/examples/jsm/loaders/TDSLoader.js +1124 -0
  176. package/examples/jsm/loaders/TGALoader.js +517 -0
  177. package/examples/jsm/loaders/TIFFLoader.js +36 -0
  178. package/examples/jsm/loaders/TTFLoader.js +214 -0
  179. package/examples/jsm/loaders/TiltLoader.js +520 -0
  180. package/examples/jsm/loaders/USDZLoader.js +870 -0
  181. package/examples/jsm/loaders/UltraHDRLoader.js +583 -0
  182. package/examples/jsm/loaders/VOXLoader.js +318 -0
  183. package/examples/jsm/loaders/VRMLLoader.js +3537 -0
  184. package/examples/jsm/loaders/VTKLoader.js +1236 -0
  185. package/examples/jsm/loaders/XYZLoader.js +106 -0
  186. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  187. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  188. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  189. package/examples/jsm/materials/MeshGouraudMaterial.js +432 -0
  190. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -0
  191. package/examples/jsm/math/Capsule.js +82 -0
  192. package/examples/jsm/math/ColorConverter.js +36 -0
  193. package/examples/jsm/math/ConvexHull.js +1271 -0
  194. package/examples/jsm/math/ImprovedNoise.js +71 -0
  195. package/examples/jsm/math/Lut.js +204 -0
  196. package/examples/jsm/math/MeshSurfaceSampler.js +250 -0
  197. package/examples/jsm/math/OBB.js +423 -0
  198. package/examples/jsm/math/Octree.js +546 -0
  199. package/examples/jsm/math/SimplexNoise.js +444 -0
  200. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -0
  201. package/examples/jsm/misc/GPUComputationRenderer.js +430 -0
  202. package/examples/jsm/misc/Gyroscope.js +66 -0
  203. package/examples/jsm/misc/MD2Character.js +276 -0
  204. package/examples/jsm/misc/MD2CharacterComplex.js +576 -0
  205. package/examples/jsm/misc/MorphAnimMesh.js +75 -0
  206. package/examples/jsm/misc/MorphBlendMesh.js +322 -0
  207. package/examples/jsm/misc/ProgressiveLightMap.js +324 -0
  208. package/examples/jsm/misc/RollerCoaster.js +566 -0
  209. package/examples/jsm/misc/Timer.js +128 -0
  210. package/examples/jsm/misc/TubePainter.js +202 -0
  211. package/examples/jsm/misc/Volume.js +473 -0
  212. package/examples/jsm/misc/VolumeSlice.js +229 -0
  213. package/examples/jsm/modifiers/CurveModifier.js +346 -0
  214. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -0
  215. package/examples/jsm/modifiers/SimplifyModifier.js +618 -0
  216. package/examples/jsm/modifiers/TessellateModifier.js +307 -0
  217. package/examples/jsm/objects/GroundedSkybox.js +50 -0
  218. package/examples/jsm/objects/InstancedPoints.js +21 -0
  219. package/examples/jsm/objects/Lensflare.js +397 -0
  220. package/examples/jsm/objects/MarchingCubes.js +1176 -0
  221. package/examples/jsm/objects/Reflector.js +264 -0
  222. package/examples/jsm/objects/ReflectorForSSRPass.js +352 -0
  223. package/examples/jsm/objects/Refractor.js +327 -0
  224. package/examples/jsm/objects/ShadowMesh.js +80 -0
  225. package/examples/jsm/objects/Sky.js +219 -0
  226. package/examples/jsm/objects/SkyMesh.js +189 -0
  227. package/examples/jsm/objects/Water.js +333 -0
  228. package/examples/jsm/objects/Water2.js +361 -0
  229. package/examples/jsm/objects/Water2Mesh.js +160 -0
  230. package/examples/jsm/objects/WaterMesh.js +103 -0
  231. package/examples/jsm/offscreen/jank.js +45 -0
  232. package/examples/jsm/offscreen/offscreen.js +8 -0
  233. package/examples/jsm/offscreen/scene.js +86 -0
  234. package/examples/jsm/physics/AmmoPhysics.js +306 -0
  235. package/examples/jsm/physics/JoltPhysics.js +281 -0
  236. package/examples/jsm/physics/RapierPhysics.js +240 -0
  237. package/examples/jsm/postprocessing/AfterimagePass.js +104 -0
  238. package/examples/jsm/postprocessing/BloomPass.js +172 -0
  239. package/examples/jsm/postprocessing/BokehPass.js +141 -0
  240. package/examples/jsm/postprocessing/ClearPass.js +46 -0
  241. package/examples/jsm/postprocessing/CubeTexturePass.js +85 -0
  242. package/examples/jsm/postprocessing/DotScreenPass.js +65 -0
  243. package/examples/jsm/postprocessing/EffectComposer.js +231 -0
  244. package/examples/jsm/postprocessing/FilmPass.js +64 -0
  245. package/examples/jsm/postprocessing/GTAOPass.js +582 -0
  246. package/examples/jsm/postprocessing/GlitchPass.js +125 -0
  247. package/examples/jsm/postprocessing/HalftonePass.js +79 -0
  248. package/examples/jsm/postprocessing/LUTPass.js +108 -0
  249. package/examples/jsm/postprocessing/MaskPass.js +104 -0
  250. package/examples/jsm/postprocessing/OutlinePass.js +654 -0
  251. package/examples/jsm/postprocessing/OutputPass.js +97 -0
  252. package/examples/jsm/postprocessing/Pass.js +95 -0
  253. package/examples/jsm/postprocessing/RenderPass.js +99 -0
  254. package/examples/jsm/postprocessing/RenderPixelatedPass.js +235 -0
  255. package/examples/jsm/postprocessing/RenderTransitionPass.js +168 -0
  256. package/examples/jsm/postprocessing/SAOPass.js +334 -0
  257. package/examples/jsm/postprocessing/SMAAPass.js +199 -0
  258. package/examples/jsm/postprocessing/SSAARenderPass.js +228 -0
  259. package/examples/jsm/postprocessing/SSAOPass.js +414 -0
  260. package/examples/jsm/postprocessing/SSRPass.js +641 -0
  261. package/examples/jsm/postprocessing/SavePass.js +79 -0
  262. package/examples/jsm/postprocessing/ShaderPass.js +77 -0
  263. package/examples/jsm/postprocessing/TAARenderPass.js +188 -0
  264. package/examples/jsm/postprocessing/TexturePass.js +67 -0
  265. package/examples/jsm/postprocessing/UnrealBloomPass.js +415 -0
  266. package/examples/jsm/renderers/CSS2DRenderer.js +235 -0
  267. package/examples/jsm/renderers/CSS3DRenderer.js +350 -0
  268. package/examples/jsm/renderers/Projector.js +918 -0
  269. package/examples/jsm/renderers/SVGRenderer.js +556 -0
  270. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +89 -0
  271. package/examples/jsm/shaders/AfterimageShader.js +58 -0
  272. package/examples/jsm/shaders/BasicShader.js +29 -0
  273. package/examples/jsm/shaders/BleachBypassShader.js +61 -0
  274. package/examples/jsm/shaders/BlendShader.js +49 -0
  275. package/examples/jsm/shaders/BokehShader.js +145 -0
  276. package/examples/jsm/shaders/BokehShader2.js +397 -0
  277. package/examples/jsm/shaders/BrightnessContrastShader.js +56 -0
  278. package/examples/jsm/shaders/ColorCorrectionShader.js +52 -0
  279. package/examples/jsm/shaders/ColorifyShader.js +50 -0
  280. package/examples/jsm/shaders/ConvolutionShader.js +103 -0
  281. package/examples/jsm/shaders/CopyShader.js +45 -0
  282. package/examples/jsm/shaders/DOFMipMapShader.js +56 -0
  283. package/examples/jsm/shaders/DepthLimitedBlurShader.js +171 -0
  284. package/examples/jsm/shaders/DigitalGlitch.js +101 -0
  285. package/examples/jsm/shaders/DotScreenShader.js +70 -0
  286. package/examples/jsm/shaders/ExposureShader.js +44 -0
  287. package/examples/jsm/shaders/FXAAShader.js +286 -0
  288. package/examples/jsm/shaders/FilmShader.js +59 -0
  289. package/examples/jsm/shaders/FocusShader.js +89 -0
  290. package/examples/jsm/shaders/FreiChenShader.js +96 -0
  291. package/examples/jsm/shaders/GTAOShader.js +424 -0
  292. package/examples/jsm/shaders/GammaCorrectionShader.js +43 -0
  293. package/examples/jsm/shaders/GodRaysShader.js +321 -0
  294. package/examples/jsm/shaders/HalftoneShader.js +312 -0
  295. package/examples/jsm/shaders/HorizontalBlurShader.js +59 -0
  296. package/examples/jsm/shaders/HorizontalTiltShiftShader.js +63 -0
  297. package/examples/jsm/shaders/HueSaturationShader.js +67 -0
  298. package/examples/jsm/shaders/KaleidoShader.js +58 -0
  299. package/examples/jsm/shaders/LuminosityHighPassShader.js +64 -0
  300. package/examples/jsm/shaders/LuminosityShader.js +48 -0
  301. package/examples/jsm/shaders/MMDToonShader.js +134 -0
  302. package/examples/jsm/shaders/MirrorShader.js +56 -0
  303. package/examples/jsm/shaders/NormalMapShader.js +55 -0
  304. package/examples/jsm/shaders/OutputShader.js +85 -0
  305. package/examples/jsm/shaders/PoissonDenoiseShader.js +226 -0
  306. package/examples/jsm/shaders/RGBShiftShader.js +54 -0
  307. package/examples/jsm/shaders/SAOShader.js +179 -0
  308. package/examples/jsm/shaders/SMAAShader.js +466 -0
  309. package/examples/jsm/shaders/SSAOShader.js +300 -0
  310. package/examples/jsm/shaders/SSRShader.js +370 -0
  311. package/examples/jsm/shaders/SepiaShader.js +52 -0
  312. package/examples/jsm/shaders/SobelOperatorShader.js +92 -0
  313. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +90 -0
  314. package/examples/jsm/shaders/TechnicolorShader.js +45 -0
  315. package/examples/jsm/shaders/ToonShader.js +326 -0
  316. package/examples/jsm/shaders/TriangleBlurShader.js +74 -0
  317. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +47 -0
  318. package/examples/jsm/shaders/VelocityShader.js +130 -0
  319. package/examples/jsm/shaders/VerticalBlurShader.js +59 -0
  320. package/examples/jsm/shaders/VerticalTiltShiftShader.js +63 -0
  321. package/examples/jsm/shaders/VignetteShader.js +51 -0
  322. package/examples/jsm/shaders/VolumeShader.js +289 -0
  323. package/examples/jsm/shaders/WaterRefractionShader.js +95 -0
  324. package/examples/jsm/textures/FlakesTexture.js +40 -0
  325. package/examples/jsm/transpiler/AST.js +270 -0
  326. package/examples/jsm/transpiler/GLSLDecoder.js +983 -0
  327. package/examples/jsm/transpiler/ShaderToyDecoder.js +49 -0
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  994. package/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +1287 -0
  995. package/src/renderers/webgpu/nodes/WGSLNodeFunction.js +159 -0
  996. package/src/renderers/webgpu/nodes/WGSLNodeParser.js +14 -0
  997. package/src/renderers/webgpu/utils/WebGPUAttributeUtils.js +322 -0
  998. package/src/renderers/webgpu/utils/WebGPUBindingUtils.js +274 -0
  999. package/src/renderers/webgpu/utils/WebGPUConstants.js +332 -0
  1000. package/src/renderers/webgpu/utils/WebGPUPipelineUtils.js +641 -0
  1001. package/src/renderers/webgpu/utils/WebGPUTexturePassUtils.js +285 -0
  1002. package/src/renderers/webgpu/utils/WebGPUTextureUtils.js +1190 -0
  1003. package/src/renderers/webgpu/utils/WebGPUUtils.js +114 -0
  1004. package/src/renderers/webxr/WebXRController.js +343 -0
  1005. package/src/renderers/webxr/WebXRDepthSensing.js +110 -0
  1006. package/src/renderers/webxr/WebXRManager.js +832 -0
  1007. package/src/scenes/Fog.js +38 -0
  1008. package/src/scenes/FogExp2.js +35 -0
  1009. package/src/scenes/Scene.js +77 -0
  1010. package/src/textures/CanvasTexture.js +17 -0
  1011. package/src/textures/CompressedArrayTexture.js +32 -0
  1012. package/src/textures/CompressedCubeTexture.js +19 -0
  1013. package/src/textures/CompressedTexture.js +28 -0
  1014. package/src/textures/CubeTexture.js +33 -0
  1015. package/src/textures/Data3DTexture.js +35 -0
  1016. package/src/textures/DataArrayTexture.js +41 -0
  1017. package/src/textures/DataTexture.js +22 -0
  1018. package/src/textures/DepthTexture.js +56 -0
  1019. package/src/textures/FramebufferTexture.js +23 -0
  1020. package/src/textures/Source.js +128 -0
  1021. package/src/textures/Texture.js +320 -0
  1022. package/src/textures/VideoTexture.js +55 -0
  1023. package/src/utils.js +120 -0
@@ -0,0 +1,2847 @@
1
+ import {
2
+ REVISION,
3
+ BackSide,
4
+ FrontSide,
5
+ DoubleSide,
6
+ HalfFloatType,
7
+ UnsignedByteType,
8
+ NoToneMapping,
9
+ LinearMipmapLinearFilter,
10
+ SRGBColorSpace,
11
+ LinearSRGBColorSpace,
12
+ RGBAIntegerFormat,
13
+ RGIntegerFormat,
14
+ RedIntegerFormat,
15
+ UnsignedIntType,
16
+ UnsignedShortType,
17
+ UnsignedInt248Type,
18
+ UnsignedShort4444Type,
19
+ UnsignedShort5551Type,
20
+ WebGLCoordinateSystem,
21
+ DisplayP3ColorSpace,
22
+ LinearDisplayP3ColorSpace
23
+ } from '../constants.js';
24
+ import { Color } from '../math/Color.js';
25
+ import { Frustum } from '../math/Frustum.js';
26
+ import { Matrix4 } from '../math/Matrix4.js';
27
+ import { Vector3 } from '../math/Vector3.js';
28
+ import { Vector4 } from '../math/Vector4.js';
29
+ import { WebGLAnimation } from './webgl/WebGLAnimation.js';
30
+ import { WebGLAttributes } from './webgl/WebGLAttributes.js';
31
+ import { WebGLBackground } from './webgl/WebGLBackground.js';
32
+ import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
33
+ import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
34
+ import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
35
+ import { WebGLClipping } from './webgl/WebGLClipping.js';
36
+ import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
37
+ import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
38
+ import { WebGLExtensions } from './webgl/WebGLExtensions.js';
39
+ import { WebGLGeometries } from './webgl/WebGLGeometries.js';
40
+ import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
41
+ import { WebGLInfo } from './webgl/WebGLInfo.js';
42
+ import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
43
+ import { WebGLObjects } from './webgl/WebGLObjects.js';
44
+ import { WebGLPrograms } from './webgl/WebGLPrograms.js';
45
+ import { WebGLProperties } from './webgl/WebGLProperties.js';
46
+ import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
47
+ import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
48
+ import { WebGLRenderTarget } from './WebGLRenderTarget.js';
49
+ import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
50
+ import { WebGLState } from './webgl/WebGLState.js';
51
+ import { WebGLTextures } from './webgl/WebGLTextures.js';
52
+ import { WebGLUniforms } from './webgl/WebGLUniforms.js';
53
+ import { WebGLUtils } from './webgl/WebGLUtils.js';
54
+ import { WebXRManager } from './webxr/WebXRManager.js';
55
+ import { WebGLMaterials } from './webgl/WebGLMaterials.js';
56
+ import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
57
+ import { createCanvasElement, probeAsync, warnOnce } from '../utils.js';
58
+ import { ColorManagement } from '../math/ColorManagement.js';
59
+
60
+ class WebGLRenderer {
61
+
62
+ constructor( parameters = {} ) {
63
+
64
+ const {
65
+ canvas = createCanvasElement(),
66
+ context = null,
67
+ depth = true,
68
+ stencil = false,
69
+ alpha = false,
70
+ antialias = false,
71
+ premultipliedAlpha = true,
72
+ preserveDrawingBuffer = false,
73
+ powerPreference = 'default',
74
+ failIfMajorPerformanceCaveat = false,
75
+ } = parameters;
76
+
77
+ this.isWebGLRenderer = true;
78
+
79
+ let _alpha;
80
+
81
+ if ( context !== null ) {
82
+
83
+ if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) {
84
+
85
+ throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' );
86
+
87
+ }
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
+ // tone mapping
149
+
150
+ this.toneMapping = NoToneMapping;
151
+ this.toneMappingExposure = 1.0;
152
+
153
+ // internal properties
154
+
155
+ const _this = this;
156
+
157
+ let _isContextLost = false;
158
+
159
+ // internal state cache
160
+
161
+ let _currentActiveCubeFace = 0;
162
+ let _currentActiveMipmapLevel = 0;
163
+ let _currentRenderTarget = null;
164
+ let _currentMaterialId = - 1;
165
+
166
+ let _currentCamera = null;
167
+
168
+ const _currentViewport = new Vector4();
169
+ const _currentScissor = new Vector4();
170
+ let _currentScissorTest = null;
171
+
172
+ const _currentClearColor = new Color( 0x000000 );
173
+ let _currentClearAlpha = 0;
174
+
175
+ //
176
+
177
+ let _width = canvas.width;
178
+ let _height = canvas.height;
179
+
180
+ let _pixelRatio = 1;
181
+ let _opaqueSort = null;
182
+ let _transparentSort = null;
183
+
184
+ const _viewport = new Vector4( 0, 0, _width, _height );
185
+ const _scissor = new Vector4( 0, 0, _width, _height );
186
+ let _scissorTest = false;
187
+
188
+ // frustum
189
+
190
+ const _frustum = new Frustum();
191
+
192
+ // clipping
193
+
194
+ let _clippingEnabled = false;
195
+ let _localClippingEnabled = false;
196
+
197
+ // camera matrices cache
198
+
199
+ const _projScreenMatrix = new Matrix4();
200
+
201
+ const _vector3 = new Vector3();
202
+
203
+ const _vector4 = new Vector4();
204
+
205
+ const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
206
+
207
+ let _renderBackground = false;
208
+
209
+ function getTargetPixelRatio() {
210
+
211
+ return _currentRenderTarget === null ? _pixelRatio : 1;
212
+
213
+ }
214
+
215
+ // initialize
216
+
217
+ let _gl = context;
218
+
219
+ function getContext( contextName, contextAttributes ) {
220
+
221
+ return canvas.getContext( contextName, contextAttributes );
222
+
223
+ }
224
+
225
+ try {
226
+
227
+ const contextAttributes = {
228
+ alpha: true,
229
+ depth,
230
+ stencil,
231
+ antialias,
232
+ premultipliedAlpha,
233
+ preserveDrawingBuffer,
234
+ powerPreference,
235
+ failIfMajorPerformanceCaveat,
236
+ };
237
+
238
+ // OffscreenCanvas does not have setAttribute, see #22811
239
+ if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
240
+
241
+ // event listeners must be registered before WebGL context is created, see #12753
242
+ canvas.addEventListener( 'webglcontextlost', onContextLost, false );
243
+ canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
244
+ canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
245
+
246
+ if ( _gl === null ) {
247
+
248
+ const contextName = 'webgl2';
249
+
250
+ _gl = getContext( contextName, contextAttributes );
251
+
252
+ if ( _gl === null ) {
253
+
254
+ if ( getContext( contextName ) ) {
255
+
256
+ throw new Error( 'Error creating WebGL context with your selected attributes.' );
257
+
258
+ } else {
259
+
260
+ throw new Error( 'Error creating WebGL context.' );
261
+
262
+ }
263
+
264
+ }
265
+
266
+ }
267
+
268
+ } catch ( error ) {
269
+
270
+ console.error( 'THREE.WebGLRenderer: ' + error.message );
271
+ throw error;
272
+
273
+ }
274
+
275
+ let extensions, capabilities, state, info;
276
+ let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
277
+ let programCache, materials, renderLists, renderStates, clipping, shadowMap;
278
+
279
+ let background, morphtargets, bufferRenderer, indexedBufferRenderer;
280
+
281
+ let utils, bindingStates, uniformsGroups;
282
+
283
+ function initGLContext() {
284
+
285
+ extensions = new WebGLExtensions( _gl );
286
+ extensions.init();
287
+
288
+ utils = new WebGLUtils( _gl, extensions );
289
+
290
+ capabilities = new WebGLCapabilities( _gl, extensions, parameters, utils );
291
+
292
+ state = new WebGLState( _gl );
293
+
294
+ info = new WebGLInfo( _gl );
295
+ properties = new WebGLProperties();
296
+ textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
297
+ cubemaps = new WebGLCubeMaps( _this );
298
+ cubeuvmaps = new WebGLCubeUVMaps( _this );
299
+ attributes = new WebGLAttributes( _gl );
300
+ bindingStates = new WebGLBindingStates( _gl, attributes );
301
+ geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
302
+ objects = new WebGLObjects( _gl, geometries, attributes, info );
303
+ morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
304
+ clipping = new WebGLClipping( properties );
305
+ programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
306
+ materials = new WebGLMaterials( _this, properties );
307
+ renderLists = new WebGLRenderLists();
308
+ renderStates = new WebGLRenderStates( extensions );
309
+ background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
310
+ shadowMap = new WebGLShadowMap( _this, objects, capabilities );
311
+ uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
312
+
313
+ bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
314
+ indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
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 = true ) {
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 === true ) {
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 ).round() );
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 ).round() );
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 = true, depth = true, stencil = true ) {
533
+
534
+ let bits = 0;
535
+
536
+ if ( color ) {
537
+
538
+ // check if we're trying to clear an integer target
539
+ let isIntegerFormat = false;
540
+ if ( _currentRenderTarget !== null ) {
541
+
542
+ const targetFormat = _currentRenderTarget.texture.format;
543
+ isIntegerFormat = targetFormat === RGBAIntegerFormat ||
544
+ targetFormat === RGIntegerFormat ||
545
+ targetFormat === RedIntegerFormat;
546
+
547
+ }
548
+
549
+ // use the appropriate clear functions to clear the target if it's a signed
550
+ // or unsigned integer target
551
+ if ( isIntegerFormat ) {
552
+
553
+ const targetType = _currentRenderTarget.texture.type;
554
+ const isUnsignedType = targetType === UnsignedByteType ||
555
+ targetType === UnsignedIntType ||
556
+ targetType === UnsignedShortType ||
557
+ targetType === UnsignedInt248Type ||
558
+ targetType === UnsignedShort4444Type ||
559
+ targetType === UnsignedShort5551Type;
560
+
561
+ const clearColor = background.getClearColor();
562
+ const a = background.getClearAlpha();
563
+ const r = clearColor.r;
564
+ const g = clearColor.g;
565
+ const b = clearColor.b;
566
+
567
+ if ( isUnsignedType ) {
568
+
569
+ uintClearColor[ 0 ] = r;
570
+ uintClearColor[ 1 ] = g;
571
+ uintClearColor[ 2 ] = b;
572
+ uintClearColor[ 3 ] = a;
573
+ _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );
574
+
575
+ } else {
576
+
577
+ intClearColor[ 0 ] = r;
578
+ intClearColor[ 1 ] = g;
579
+ intClearColor[ 2 ] = b;
580
+ intClearColor[ 3 ] = a;
581
+ _gl.clearBufferiv( _gl.COLOR, 0, intClearColor );
582
+
583
+ }
584
+
585
+ } else {
586
+
587
+ bits |= _gl.COLOR_BUFFER_BIT;
588
+
589
+ }
590
+
591
+ }
592
+
593
+ if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;
594
+ if ( stencil ) {
595
+
596
+ bits |= _gl.STENCIL_BUFFER_BIT;
597
+ this.state.buffers.stencil.setMask( 0xffffffff );
598
+
599
+ }
600
+
601
+ _gl.clear( bits );
602
+
603
+ };
604
+
605
+ this.clearColor = function () {
606
+
607
+ this.clear( true, false, false );
608
+
609
+ };
610
+
611
+ this.clearDepth = function () {
612
+
613
+ this.clear( false, true, false );
614
+
615
+ };
616
+
617
+ this.clearStencil = function () {
618
+
619
+ this.clear( false, false, true );
620
+
621
+ };
622
+
623
+ //
624
+
625
+ this.dispose = function () {
626
+
627
+ canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
628
+ canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
629
+ canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
630
+
631
+ renderLists.dispose();
632
+ renderStates.dispose();
633
+ properties.dispose();
634
+ cubemaps.dispose();
635
+ cubeuvmaps.dispose();
636
+ objects.dispose();
637
+ bindingStates.dispose();
638
+ uniformsGroups.dispose();
639
+ programCache.dispose();
640
+
641
+ xr.dispose();
642
+
643
+ xr.removeEventListener( 'sessionstart', onXRSessionStart );
644
+ xr.removeEventListener( 'sessionend', onXRSessionEnd );
645
+
646
+ animation.stop();
647
+
648
+ };
649
+
650
+ // Events
651
+
652
+ function onContextLost( event ) {
653
+
654
+ event.preventDefault();
655
+
656
+ console.log( 'THREE.WebGLRenderer: Context Lost.' );
657
+
658
+ _isContextLost = true;
659
+
660
+ }
661
+
662
+ function onContextRestore( /* event */ ) {
663
+
664
+ console.log( 'THREE.WebGLRenderer: Context Restored.' );
665
+
666
+ _isContextLost = false;
667
+
668
+ const infoAutoReset = info.autoReset;
669
+ const shadowMapEnabled = shadowMap.enabled;
670
+ const shadowMapAutoUpdate = shadowMap.autoUpdate;
671
+ const shadowMapNeedsUpdate = shadowMap.needsUpdate;
672
+ const shadowMapType = shadowMap.type;
673
+
674
+ initGLContext();
675
+
676
+ info.autoReset = infoAutoReset;
677
+ shadowMap.enabled = shadowMapEnabled;
678
+ shadowMap.autoUpdate = shadowMapAutoUpdate;
679
+ shadowMap.needsUpdate = shadowMapNeedsUpdate;
680
+ shadowMap.type = shadowMapType;
681
+
682
+ }
683
+
684
+ function onContextCreationError( event ) {
685
+
686
+ console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
687
+
688
+ }
689
+
690
+ function onMaterialDispose( event ) {
691
+
692
+ const material = event.target;
693
+
694
+ material.removeEventListener( 'dispose', onMaterialDispose );
695
+
696
+ deallocateMaterial( material );
697
+
698
+ }
699
+
700
+ // Buffer deallocation
701
+
702
+ function deallocateMaterial( material ) {
703
+
704
+ releaseMaterialProgramReferences( material );
705
+
706
+ properties.remove( material );
707
+
708
+ }
709
+
710
+
711
+ function releaseMaterialProgramReferences( material ) {
712
+
713
+ const programs = properties.get( material ).programs;
714
+
715
+ if ( programs !== undefined ) {
716
+
717
+ programs.forEach( function ( program ) {
718
+
719
+ programCache.releaseProgram( program );
720
+
721
+ } );
722
+
723
+ if ( material.isShaderMaterial ) {
724
+
725
+ programCache.releaseShaderCache( material );
726
+
727
+ }
728
+
729
+ }
730
+
731
+ }
732
+
733
+ // Buffer rendering
734
+
735
+ this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
736
+
737
+ if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
738
+
739
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
740
+
741
+ const program = setProgram( camera, scene, geometry, material, object );
742
+
743
+ state.setMaterial( material, frontFaceCW );
744
+
745
+ //
746
+
747
+ let index = geometry.index;
748
+ let rangeFactor = 1;
749
+
750
+ if ( material.wireframe === true ) {
751
+
752
+ index = geometries.getWireframeAttribute( geometry );
753
+
754
+ if ( index === undefined ) return;
755
+
756
+ rangeFactor = 2;
757
+
758
+ }
759
+
760
+ //
761
+
762
+ const drawRange = geometry.drawRange;
763
+ const position = geometry.attributes.position;
764
+
765
+ let drawStart = drawRange.start * rangeFactor;
766
+ let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;
767
+
768
+ if ( group !== null ) {
769
+
770
+ drawStart = Math.max( drawStart, group.start * rangeFactor );
771
+ drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );
772
+
773
+ }
774
+
775
+ if ( index !== null ) {
776
+
777
+ drawStart = Math.max( drawStart, 0 );
778
+ drawEnd = Math.min( drawEnd, index.count );
779
+
780
+ } else if ( position !== undefined && position !== null ) {
781
+
782
+ drawStart = Math.max( drawStart, 0 );
783
+ drawEnd = Math.min( drawEnd, position.count );
784
+
785
+ }
786
+
787
+ const drawCount = drawEnd - drawStart;
788
+
789
+ if ( drawCount < 0 || drawCount === Infinity ) return;
790
+
791
+ //
792
+
793
+ bindingStates.setup( object, material, program, geometry, index );
794
+
795
+ let attribute;
796
+ let renderer = bufferRenderer;
797
+
798
+ if ( index !== null ) {
799
+
800
+ attribute = attributes.get( index );
801
+
802
+ renderer = indexedBufferRenderer;
803
+ renderer.setIndex( attribute );
804
+
805
+ }
806
+
807
+ //
808
+
809
+ if ( object.isMesh ) {
810
+
811
+ if ( material.wireframe === true ) {
812
+
813
+ state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
814
+ renderer.setMode( _gl.LINES );
815
+
816
+ } else {
817
+
818
+ renderer.setMode( _gl.TRIANGLES );
819
+
820
+ }
821
+
822
+ } else if ( object.isLine ) {
823
+
824
+ let lineWidth = material.linewidth;
825
+
826
+ if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
827
+
828
+ state.setLineWidth( lineWidth * getTargetPixelRatio() );
829
+
830
+ if ( object.isLineSegments ) {
831
+
832
+ renderer.setMode( _gl.LINES );
833
+
834
+ } else if ( object.isLineLoop ) {
835
+
836
+ renderer.setMode( _gl.LINE_LOOP );
837
+
838
+ } else {
839
+
840
+ renderer.setMode( _gl.LINE_STRIP );
841
+
842
+ }
843
+
844
+ } else if ( object.isPoints ) {
845
+
846
+ renderer.setMode( _gl.POINTS );
847
+
848
+ } else if ( object.isSprite ) {
849
+
850
+ renderer.setMode( _gl.TRIANGLES );
851
+
852
+ }
853
+
854
+ if ( object.isBatchedMesh ) {
855
+
856
+ if ( object._multiDrawInstances !== null ) {
857
+
858
+ renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
859
+
860
+ } else {
861
+
862
+ if ( ! extensions.get( 'WEBGL_multi_draw' ) ) {
863
+
864
+ const starts = object._multiDrawStarts;
865
+ const counts = object._multiDrawCounts;
866
+ const drawCount = object._multiDrawCount;
867
+ const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1;
868
+ const uniforms = properties.get( material ).currentProgram.getUniforms();
869
+ for ( let i = 0; i < drawCount; i ++ ) {
870
+
871
+ uniforms.setValue( _gl, '_gl_DrawID', i );
872
+ renderer.render( starts[ i ] / bytesPerElement, counts[ i ] );
873
+
874
+ }
875
+
876
+ } else {
877
+
878
+ renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
879
+
880
+ }
881
+
882
+ }
883
+
884
+ } else if ( object.isInstancedMesh ) {
885
+
886
+ renderer.renderInstances( drawStart, drawCount, object.count );
887
+
888
+ } else if ( geometry.isInstancedBufferGeometry ) {
889
+
890
+ const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
891
+ const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );
892
+
893
+ renderer.renderInstances( drawStart, drawCount, instanceCount );
894
+
895
+ } else {
896
+
897
+ renderer.render( drawStart, drawCount );
898
+
899
+ }
900
+
901
+ };
902
+
903
+ // Compile
904
+
905
+ function prepareMaterial( material, scene, object ) {
906
+
907
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
908
+
909
+ material.side = BackSide;
910
+ material.needsUpdate = true;
911
+ getProgram( material, scene, object );
912
+
913
+ material.side = FrontSide;
914
+ material.needsUpdate = true;
915
+ getProgram( material, scene, object );
916
+
917
+ material.side = DoubleSide;
918
+
919
+ } else {
920
+
921
+ getProgram( material, scene, object );
922
+
923
+ }
924
+
925
+ }
926
+
927
+ this.compile = function ( scene, camera, targetScene = null ) {
928
+
929
+ if ( targetScene === null ) targetScene = scene;
930
+
931
+ currentRenderState = renderStates.get( targetScene );
932
+ currentRenderState.init( camera );
933
+
934
+ renderStateStack.push( currentRenderState );
935
+
936
+ // gather lights from both the target scene and the new object that will be added to the scene.
937
+
938
+ targetScene.traverseVisible( function ( object ) {
939
+
940
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
941
+
942
+ currentRenderState.pushLight( object );
943
+
944
+ if ( object.castShadow ) {
945
+
946
+ currentRenderState.pushShadow( object );
947
+
948
+ }
949
+
950
+ }
951
+
952
+ } );
953
+
954
+ if ( scene !== targetScene ) {
955
+
956
+ scene.traverseVisible( function ( object ) {
957
+
958
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
959
+
960
+ currentRenderState.pushLight( object );
961
+
962
+ if ( object.castShadow ) {
963
+
964
+ currentRenderState.pushShadow( object );
965
+
966
+ }
967
+
968
+ }
969
+
970
+ } );
971
+
972
+ }
973
+
974
+ currentRenderState.setupLights();
975
+
976
+ // Only initialize materials in the new scene, not the targetScene.
977
+
978
+ const materials = new Set();
979
+
980
+ scene.traverse( function ( object ) {
981
+
982
+ const material = object.material;
983
+
984
+ if ( material ) {
985
+
986
+ if ( Array.isArray( material ) ) {
987
+
988
+ for ( let i = 0; i < material.length; i ++ ) {
989
+
990
+ const material2 = material[ i ];
991
+
992
+ prepareMaterial( material2, targetScene, object );
993
+ materials.add( material2 );
994
+
995
+ }
996
+
997
+ } else {
998
+
999
+ prepareMaterial( material, targetScene, object );
1000
+ materials.add( material );
1001
+
1002
+ }
1003
+
1004
+ }
1005
+
1006
+ } );
1007
+
1008
+ renderStateStack.pop();
1009
+ currentRenderState = null;
1010
+
1011
+ return materials;
1012
+
1013
+ };
1014
+
1015
+ // compileAsync
1016
+
1017
+ this.compileAsync = function ( scene, camera, targetScene = null ) {
1018
+
1019
+ const materials = this.compile( scene, camera, targetScene );
1020
+
1021
+ // Wait for all the materials in the new object to indicate that they're
1022
+ // ready to be used before resolving the promise.
1023
+
1024
+ return new Promise( ( resolve ) => {
1025
+
1026
+ function checkMaterialsReady() {
1027
+
1028
+ materials.forEach( function ( material ) {
1029
+
1030
+ const materialProperties = properties.get( material );
1031
+ const program = materialProperties.currentProgram;
1032
+
1033
+ if ( program.isReady() ) {
1034
+
1035
+ // remove any programs that report they're ready to use from the list
1036
+ materials.delete( material );
1037
+
1038
+ }
1039
+
1040
+ } );
1041
+
1042
+ // once the list of compiling materials is empty, call the callback
1043
+
1044
+ if ( materials.size === 0 ) {
1045
+
1046
+ resolve( scene );
1047
+ return;
1048
+
1049
+ }
1050
+
1051
+ // if some materials are still not ready, wait a bit and check again
1052
+
1053
+ setTimeout( checkMaterialsReady, 10 );
1054
+
1055
+ }
1056
+
1057
+ if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {
1058
+
1059
+ // If we can check the compilation status of the materials without
1060
+ // blocking then do so right away.
1061
+
1062
+ checkMaterialsReady();
1063
+
1064
+ } else {
1065
+
1066
+ // Otherwise start by waiting a bit to give the materials we just
1067
+ // initialized a chance to finish.
1068
+
1069
+ setTimeout( checkMaterialsReady, 10 );
1070
+
1071
+ }
1072
+
1073
+ } );
1074
+
1075
+ };
1076
+
1077
+ // Animation Loop
1078
+
1079
+ let onAnimationFrameCallback = null;
1080
+
1081
+ function onAnimationFrame( time ) {
1082
+
1083
+ if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1084
+
1085
+ }
1086
+
1087
+ function onXRSessionStart() {
1088
+
1089
+ animation.stop();
1090
+
1091
+ }
1092
+
1093
+ function onXRSessionEnd() {
1094
+
1095
+ animation.start();
1096
+
1097
+ }
1098
+
1099
+ const animation = new WebGLAnimation();
1100
+ animation.setAnimationLoop( onAnimationFrame );
1101
+
1102
+ if ( typeof self !== 'undefined' ) animation.setContext( self );
1103
+
1104
+ this.setAnimationLoop = function ( callback ) {
1105
+
1106
+ onAnimationFrameCallback = callback;
1107
+ xr.setAnimationLoop( callback );
1108
+
1109
+ ( callback === null ) ? animation.stop() : animation.start();
1110
+
1111
+ };
1112
+
1113
+ xr.addEventListener( 'sessionstart', onXRSessionStart );
1114
+ xr.addEventListener( 'sessionend', onXRSessionEnd );
1115
+
1116
+ // Rendering
1117
+
1118
+ this.render = function ( scene, camera ) {
1119
+
1120
+ if ( camera !== undefined && camera.isCamera !== true ) {
1121
+
1122
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
1123
+ return;
1124
+
1125
+ }
1126
+
1127
+ if ( _isContextLost === true ) return;
1128
+
1129
+ // update scene graph
1130
+
1131
+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
1132
+
1133
+ // update camera matrices and frustum
1134
+
1135
+ if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
1136
+
1137
+ if ( xr.enabled === true && xr.isPresenting === true ) {
1138
+
1139
+ if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
1140
+
1141
+ camera = xr.getCamera(); // use XR camera for rendering
1142
+
1143
+ }
1144
+
1145
+ //
1146
+ if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
1147
+
1148
+ currentRenderState = renderStates.get( scene, renderStateStack.length );
1149
+ currentRenderState.init( camera );
1150
+
1151
+ renderStateStack.push( currentRenderState );
1152
+
1153
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
1154
+ _frustum.setFromProjectionMatrix( _projScreenMatrix );
1155
+
1156
+ _localClippingEnabled = this.localClippingEnabled;
1157
+ _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
1158
+
1159
+ currentRenderList = renderLists.get( scene, renderListStack.length );
1160
+ currentRenderList.init();
1161
+
1162
+ renderListStack.push( currentRenderList );
1163
+
1164
+ if ( xr.enabled === true && xr.isPresenting === true ) {
1165
+
1166
+ const depthSensingMesh = _this.xr.getDepthSensingMesh();
1167
+
1168
+ if ( depthSensingMesh !== null ) {
1169
+
1170
+ projectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects );
1171
+
1172
+ }
1173
+
1174
+ }
1175
+
1176
+ projectObject( scene, camera, 0, _this.sortObjects );
1177
+
1178
+ currentRenderList.finish();
1179
+
1180
+ if ( _this.sortObjects === true ) {
1181
+
1182
+ currentRenderList.sort( _opaqueSort, _transparentSort );
1183
+
1184
+ }
1185
+
1186
+ _renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;
1187
+ if ( _renderBackground ) {
1188
+
1189
+ background.addToRenderList( currentRenderList, scene );
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
+ // render scene
1210
+
1211
+ const opaqueObjects = currentRenderList.opaque;
1212
+ const transmissiveObjects = currentRenderList.transmissive;
1213
+
1214
+ currentRenderState.setupLights();
1215
+
1216
+ if ( camera.isArrayCamera ) {
1217
+
1218
+ const cameras = camera.cameras;
1219
+
1220
+ if ( transmissiveObjects.length > 0 ) {
1221
+
1222
+ for ( let i = 0, l = cameras.length; i < l; i ++ ) {
1223
+
1224
+ const camera2 = cameras[ i ];
1225
+
1226
+ renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 );
1227
+
1228
+ }
1229
+
1230
+ }
1231
+
1232
+ if ( _renderBackground ) background.render( scene );
1233
+
1234
+ for ( let i = 0, l = cameras.length; i < l; i ++ ) {
1235
+
1236
+ const camera2 = cameras[ i ];
1237
+
1238
+ renderScene( currentRenderList, scene, camera2, camera2.viewport );
1239
+
1240
+ }
1241
+
1242
+ } else {
1243
+
1244
+ if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );
1245
+
1246
+ if ( _renderBackground ) background.render( scene );
1247
+
1248
+ renderScene( currentRenderList, scene, camera );
1249
+
1250
+ }
1251
+
1252
+ //
1253
+
1254
+ if ( _currentRenderTarget !== null ) {
1255
+
1256
+ // resolve multisample renderbuffers to a single-sample texture if necessary
1257
+
1258
+ textures.updateMultisampleRenderTarget( _currentRenderTarget );
1259
+
1260
+ // Generate mipmap if we're using any kind of mipmap filtering
1261
+
1262
+ textures.updateRenderTargetMipmap( _currentRenderTarget );
1263
+
1264
+ }
1265
+
1266
+ //
1267
+
1268
+ if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
1269
+
1270
+ // _gl.finish();
1271
+
1272
+ bindingStates.resetDefaultState();
1273
+ _currentMaterialId = - 1;
1274
+ _currentCamera = null;
1275
+
1276
+ renderStateStack.pop();
1277
+
1278
+ if ( renderStateStack.length > 0 ) {
1279
+
1280
+ currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
1281
+
1282
+ if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera );
1283
+
1284
+ } else {
1285
+
1286
+ currentRenderState = null;
1287
+
1288
+ }
1289
+
1290
+ renderListStack.pop();
1291
+
1292
+ if ( renderListStack.length > 0 ) {
1293
+
1294
+ currentRenderList = renderListStack[ renderListStack.length - 1 ];
1295
+
1296
+ } else {
1297
+
1298
+ currentRenderList = null;
1299
+
1300
+ }
1301
+
1302
+ };
1303
+
1304
+ function projectObject( object, camera, groupOrder, sortObjects ) {
1305
+
1306
+ if ( object.visible === false ) return;
1307
+
1308
+ const visible = object.layers.test( camera.layers );
1309
+
1310
+ if ( visible ) {
1311
+
1312
+ if ( object.isGroup ) {
1313
+
1314
+ groupOrder = object.renderOrder;
1315
+
1316
+ } else if ( object.isLOD ) {
1317
+
1318
+ if ( object.autoUpdate === true ) object.update( camera );
1319
+
1320
+ } else if ( object.isLight ) {
1321
+
1322
+ currentRenderState.pushLight( object );
1323
+
1324
+ if ( object.castShadow ) {
1325
+
1326
+ currentRenderState.pushShadow( object );
1327
+
1328
+ }
1329
+
1330
+ } else if ( object.isSprite ) {
1331
+
1332
+ if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1333
+
1334
+ if ( sortObjects ) {
1335
+
1336
+ _vector4.setFromMatrixPosition( object.matrixWorld )
1337
+ .applyMatrix4( _projScreenMatrix );
1338
+
1339
+ }
1340
+
1341
+ const geometry = objects.update( object );
1342
+ const material = object.material;
1343
+
1344
+ if ( material.visible ) {
1345
+
1346
+ currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );
1347
+
1348
+ }
1349
+
1350
+ }
1351
+
1352
+ } else if ( object.isMesh || object.isLine || object.isPoints ) {
1353
+
1354
+ if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1355
+
1356
+ const geometry = objects.update( object );
1357
+ const material = object.material;
1358
+
1359
+ if ( sortObjects ) {
1360
+
1361
+ if ( object.boundingSphere !== undefined ) {
1362
+
1363
+ if ( object.boundingSphere === null ) object.computeBoundingSphere();
1364
+ _vector4.copy( object.boundingSphere.center );
1365
+
1366
+ } else {
1367
+
1368
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
1369
+ _vector4.copy( geometry.boundingSphere.center );
1370
+
1371
+ }
1372
+
1373
+ _vector4
1374
+ .applyMatrix4( object.matrixWorld )
1375
+ .applyMatrix4( _projScreenMatrix );
1376
+
1377
+ }
1378
+
1379
+ if ( Array.isArray( material ) ) {
1380
+
1381
+ const groups = geometry.groups;
1382
+
1383
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
1384
+
1385
+ const group = groups[ i ];
1386
+ const groupMaterial = material[ group.materialIndex ];
1387
+
1388
+ if ( groupMaterial && groupMaterial.visible ) {
1389
+
1390
+ currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );
1391
+
1392
+ }
1393
+
1394
+ }
1395
+
1396
+ } else if ( material.visible ) {
1397
+
1398
+ currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );
1399
+
1400
+ }
1401
+
1402
+ }
1403
+
1404
+ }
1405
+
1406
+ }
1407
+
1408
+ const children = object.children;
1409
+
1410
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
1411
+
1412
+ projectObject( children[ i ], camera, groupOrder, sortObjects );
1413
+
1414
+ }
1415
+
1416
+ }
1417
+
1418
+ function renderScene( currentRenderList, scene, camera, viewport ) {
1419
+
1420
+ const opaqueObjects = currentRenderList.opaque;
1421
+ const transmissiveObjects = currentRenderList.transmissive;
1422
+ const transparentObjects = currentRenderList.transparent;
1423
+
1424
+ currentRenderState.setupLightsView( camera );
1425
+
1426
+ if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
1427
+
1428
+ if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
1429
+
1430
+ if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
1431
+ if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
1432
+ if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
1433
+
1434
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
1435
+
1436
+ state.buffers.depth.setTest( true );
1437
+ state.buffers.depth.setMask( true );
1438
+ state.buffers.color.setMask( true );
1439
+
1440
+ state.setPolygonOffset( false );
1441
+
1442
+ }
1443
+
1444
+ function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {
1445
+
1446
+ const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1447
+
1448
+ if ( overrideMaterial !== null ) {
1449
+
1450
+ return;
1451
+
1452
+ }
1453
+
1454
+ if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) {
1455
+
1456
+ currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, {
1457
+ generateMipmaps: true,
1458
+ type: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType,
1459
+ minFilter: LinearMipmapLinearFilter,
1460
+ samples: 4,
1461
+ stencilBuffer: stencil,
1462
+ resolveDepthBuffer: false,
1463
+ resolveStencilBuffer: false,
1464
+ colorSpace: ColorManagement.workingColorSpace,
1465
+ } );
1466
+
1467
+ // debug
1468
+
1469
+ /*
1470
+ const geometry = new PlaneGeometry();
1471
+ const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );
1472
+
1473
+ const mesh = new Mesh( geometry, material );
1474
+ scene.add( mesh );
1475
+ */
1476
+
1477
+ }
1478
+
1479
+ const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ];
1480
+
1481
+ const activeViewport = camera.viewport || _currentViewport;
1482
+ transmissionRenderTarget.setSize( activeViewport.z, activeViewport.w );
1483
+
1484
+ //
1485
+
1486
+ const currentRenderTarget = _this.getRenderTarget();
1487
+ _this.setRenderTarget( transmissionRenderTarget );
1488
+
1489
+ _this.getClearColor( _currentClearColor );
1490
+ _currentClearAlpha = _this.getClearAlpha();
1491
+ if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );
1492
+
1493
+ _this.clear();
1494
+
1495
+ if ( _renderBackground ) background.render( scene );
1496
+
1497
+ // Turn off the features which can affect the frag color for opaque objects pass.
1498
+ // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
1499
+ const currentToneMapping = _this.toneMapping;
1500
+ _this.toneMapping = NoToneMapping;
1501
+
1502
+ // Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector).
1503
+ // Transmission render pass requires viewport to match the transmissionRenderTarget.
1504
+ const currentCameraViewport = camera.viewport;
1505
+ if ( camera.viewport !== undefined ) camera.viewport = undefined;
1506
+
1507
+ currentRenderState.setupLightsView( camera );
1508
+
1509
+ if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
1510
+
1511
+ renderObjects( opaqueObjects, scene, camera );
1512
+
1513
+ textures.updateMultisampleRenderTarget( transmissionRenderTarget );
1514
+ textures.updateRenderTargetMipmap( transmissionRenderTarget );
1515
+
1516
+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131
1517
+
1518
+ let renderTargetNeedsUpdate = false;
1519
+
1520
+ for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {
1521
+
1522
+ const renderItem = transmissiveObjects[ i ];
1523
+
1524
+ const object = renderItem.object;
1525
+ const geometry = renderItem.geometry;
1526
+ const material = renderItem.material;
1527
+ const group = renderItem.group;
1528
+
1529
+ if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
1530
+
1531
+ const currentSide = material.side;
1532
+
1533
+ material.side = BackSide;
1534
+ material.needsUpdate = true;
1535
+
1536
+ renderObject( object, scene, camera, geometry, material, group );
1537
+
1538
+ material.side = currentSide;
1539
+ material.needsUpdate = true;
1540
+
1541
+ renderTargetNeedsUpdate = true;
1542
+
1543
+ }
1544
+
1545
+ }
1546
+
1547
+ if ( renderTargetNeedsUpdate === true ) {
1548
+
1549
+ textures.updateMultisampleRenderTarget( transmissionRenderTarget );
1550
+ textures.updateRenderTargetMipmap( transmissionRenderTarget );
1551
+
1552
+ }
1553
+
1554
+ }
1555
+
1556
+ _this.setRenderTarget( currentRenderTarget );
1557
+
1558
+ _this.setClearColor( _currentClearColor, _currentClearAlpha );
1559
+
1560
+ if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport;
1561
+
1562
+ _this.toneMapping = currentToneMapping;
1563
+
1564
+ }
1565
+
1566
+ function renderObjects( renderList, scene, camera ) {
1567
+
1568
+ const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1569
+
1570
+ for ( let i = 0, l = renderList.length; i < l; i ++ ) {
1571
+
1572
+ const renderItem = renderList[ i ];
1573
+
1574
+ const object = renderItem.object;
1575
+ const geometry = renderItem.geometry;
1576
+ const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
1577
+ const group = renderItem.group;
1578
+
1579
+ if ( object.layers.test( camera.layers ) ) {
1580
+
1581
+ renderObject( object, scene, camera, geometry, material, group );
1582
+
1583
+ }
1584
+
1585
+ }
1586
+
1587
+ }
1588
+
1589
+ function renderObject( object, scene, camera, geometry, material, group ) {
1590
+
1591
+ object.onBeforeRender( _this, scene, camera, geometry, material, group );
1592
+
1593
+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
1594
+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
1595
+
1596
+ material.onBeforeRender( _this, scene, camera, geometry, object, group );
1597
+
1598
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
1599
+
1600
+ material.side = BackSide;
1601
+ material.needsUpdate = true;
1602
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1603
+
1604
+ material.side = FrontSide;
1605
+ material.needsUpdate = true;
1606
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1607
+
1608
+ material.side = DoubleSide;
1609
+
1610
+ } else {
1611
+
1612
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1613
+
1614
+ }
1615
+
1616
+ object.onAfterRender( _this, scene, camera, geometry, material, group );
1617
+
1618
+ }
1619
+
1620
+ function getProgram( material, scene, object ) {
1621
+
1622
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1623
+
1624
+ const materialProperties = properties.get( material );
1625
+
1626
+ const lights = currentRenderState.state.lights;
1627
+ const shadowsArray = currentRenderState.state.shadowsArray;
1628
+
1629
+ const lightsStateVersion = lights.state.version;
1630
+
1631
+ const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
1632
+ const programCacheKey = programCache.getProgramCacheKey( parameters );
1633
+
1634
+ let programs = materialProperties.programs;
1635
+
1636
+ // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
1637
+
1638
+ materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
1639
+ materialProperties.fog = scene.fog;
1640
+ materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
1641
+ materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
1642
+
1643
+ if ( programs === undefined ) {
1644
+
1645
+ // new material
1646
+
1647
+ material.addEventListener( 'dispose', onMaterialDispose );
1648
+
1649
+ programs = new Map();
1650
+ materialProperties.programs = programs;
1651
+
1652
+ }
1653
+
1654
+ let program = programs.get( programCacheKey );
1655
+
1656
+ if ( program !== undefined ) {
1657
+
1658
+ // early out if program and light state is identical
1659
+
1660
+ if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
1661
+
1662
+ updateCommonMaterialProperties( material, parameters );
1663
+
1664
+ return program;
1665
+
1666
+ }
1667
+
1668
+ } else {
1669
+
1670
+ parameters.uniforms = programCache.getUniforms( material );
1671
+
1672
+ material.onBeforeCompile( parameters, _this );
1673
+
1674
+ program = programCache.acquireProgram( parameters, programCacheKey );
1675
+ programs.set( programCacheKey, program );
1676
+
1677
+ materialProperties.uniforms = parameters.uniforms;
1678
+
1679
+ }
1680
+
1681
+ const uniforms = materialProperties.uniforms;
1682
+
1683
+ if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
1684
+
1685
+ uniforms.clippingPlanes = clipping.uniform;
1686
+
1687
+ }
1688
+
1689
+ updateCommonMaterialProperties( material, parameters );
1690
+
1691
+ // store the light setup it was created for
1692
+
1693
+ materialProperties.needsLights = materialNeedsLights( material );
1694
+ materialProperties.lightsStateVersion = lightsStateVersion;
1695
+
1696
+ if ( materialProperties.needsLights ) {
1697
+
1698
+ // wire up the material to this renderer's lighting state
1699
+
1700
+ uniforms.ambientLightColor.value = lights.state.ambient;
1701
+ uniforms.lightProbe.value = lights.state.probe;
1702
+ uniforms.directionalLights.value = lights.state.directional;
1703
+ uniforms.directionalLightShadows.value = lights.state.directionalShadow;
1704
+ uniforms.spotLights.value = lights.state.spot;
1705
+ uniforms.spotLightShadows.value = lights.state.spotShadow;
1706
+ uniforms.rectAreaLights.value = lights.state.rectArea;
1707
+ uniforms.ltc_1.value = lights.state.rectAreaLTC1;
1708
+ uniforms.ltc_2.value = lights.state.rectAreaLTC2;
1709
+ uniforms.pointLights.value = lights.state.point;
1710
+ uniforms.pointLightShadows.value = lights.state.pointShadow;
1711
+ uniforms.hemisphereLights.value = lights.state.hemi;
1712
+
1713
+ uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
1714
+ uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
1715
+ uniforms.spotShadowMap.value = lights.state.spotShadowMap;
1716
+ uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
1717
+ uniforms.spotLightMap.value = lights.state.spotLightMap;
1718
+ uniforms.pointShadowMap.value = lights.state.pointShadowMap;
1719
+ uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1720
+ // TODO (abelnation): add area lights shadow info to uniforms
1721
+
1722
+ }
1723
+
1724
+ materialProperties.currentProgram = program;
1725
+ materialProperties.uniformsList = null;
1726
+
1727
+ return program;
1728
+
1729
+ }
1730
+
1731
+ function getUniformList( materialProperties ) {
1732
+
1733
+ if ( materialProperties.uniformsList === null ) {
1734
+
1735
+ const progUniforms = materialProperties.currentProgram.getUniforms();
1736
+ materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );
1737
+
1738
+ }
1739
+
1740
+ return materialProperties.uniformsList;
1741
+
1742
+ }
1743
+
1744
+ function updateCommonMaterialProperties( material, parameters ) {
1745
+
1746
+ const materialProperties = properties.get( material );
1747
+
1748
+ materialProperties.outputColorSpace = parameters.outputColorSpace;
1749
+ materialProperties.batching = parameters.batching;
1750
+ materialProperties.batchingColor = parameters.batchingColor;
1751
+ materialProperties.instancing = parameters.instancing;
1752
+ materialProperties.instancingColor = parameters.instancingColor;
1753
+ materialProperties.instancingMorph = parameters.instancingMorph;
1754
+ materialProperties.skinning = parameters.skinning;
1755
+ materialProperties.morphTargets = parameters.morphTargets;
1756
+ materialProperties.morphNormals = parameters.morphNormals;
1757
+ materialProperties.morphColors = parameters.morphColors;
1758
+ materialProperties.morphTargetsCount = parameters.morphTargetsCount;
1759
+ materialProperties.numClippingPlanes = parameters.numClippingPlanes;
1760
+ materialProperties.numIntersection = parameters.numClipIntersection;
1761
+ materialProperties.vertexAlphas = parameters.vertexAlphas;
1762
+ materialProperties.vertexTangents = parameters.vertexTangents;
1763
+ materialProperties.toneMapping = parameters.toneMapping;
1764
+
1765
+ }
1766
+
1767
+ function setProgram( camera, scene, geometry, material, object ) {
1768
+
1769
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1770
+
1771
+ textures.resetTextureUnits();
1772
+
1773
+ const fog = scene.fog;
1774
+ const environment = material.isMeshStandardMaterial ? scene.environment : null;
1775
+ const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
1776
+ const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
1777
+ const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
1778
+ const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
1779
+ const morphTargets = !! geometry.morphAttributes.position;
1780
+ const morphNormals = !! geometry.morphAttributes.normal;
1781
+ const morphColors = !! geometry.morphAttributes.color;
1782
+
1783
+ let toneMapping = NoToneMapping;
1784
+
1785
+ if ( material.toneMapped ) {
1786
+
1787
+ if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {
1788
+
1789
+ toneMapping = _this.toneMapping;
1790
+
1791
+ }
1792
+
1793
+ }
1794
+
1795
+ const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
1796
+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
1797
+
1798
+ const materialProperties = properties.get( material );
1799
+ const lights = currentRenderState.state.lights;
1800
+
1801
+ if ( _clippingEnabled === true ) {
1802
+
1803
+ if ( _localClippingEnabled === true || camera !== _currentCamera ) {
1804
+
1805
+ const useCache =
1806
+ camera === _currentCamera &&
1807
+ material.id === _currentMaterialId;
1808
+
1809
+ // we might want to call this function with some ClippingGroup
1810
+ // object instead of the material, once it becomes feasible
1811
+ // (#8465, #8379)
1812
+ clipping.setState( material, camera, useCache );
1813
+
1814
+ }
1815
+
1816
+ }
1817
+
1818
+ //
1819
+
1820
+ let needsProgramChange = false;
1821
+
1822
+ if ( material.version === materialProperties.__version ) {
1823
+
1824
+ if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
1825
+
1826
+ needsProgramChange = true;
1827
+
1828
+ } else if ( materialProperties.outputColorSpace !== colorSpace ) {
1829
+
1830
+ needsProgramChange = true;
1831
+
1832
+ } else if ( object.isBatchedMesh && materialProperties.batching === false ) {
1833
+
1834
+ needsProgramChange = true;
1835
+
1836
+ } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {
1837
+
1838
+ needsProgramChange = true;
1839
+
1840
+ } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) {
1841
+
1842
+ needsProgramChange = true;
1843
+
1844
+ } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) {
1845
+
1846
+ needsProgramChange = true;
1847
+
1848
+ } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
1849
+
1850
+ needsProgramChange = true;
1851
+
1852
+ } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
1853
+
1854
+ needsProgramChange = true;
1855
+
1856
+ } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
1857
+
1858
+ needsProgramChange = true;
1859
+
1860
+ } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
1861
+
1862
+ needsProgramChange = true;
1863
+
1864
+ } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {
1865
+
1866
+ needsProgramChange = true;
1867
+
1868
+ } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {
1869
+
1870
+ needsProgramChange = true;
1871
+
1872
+ } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {
1873
+
1874
+ needsProgramChange = true;
1875
+
1876
+ } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {
1877
+
1878
+ needsProgramChange = true;
1879
+
1880
+ } else if ( materialProperties.envMap !== envMap ) {
1881
+
1882
+ needsProgramChange = true;
1883
+
1884
+ } else if ( material.fog === true && materialProperties.fog !== fog ) {
1885
+
1886
+ needsProgramChange = true;
1887
+
1888
+ } else if ( materialProperties.numClippingPlanes !== undefined &&
1889
+ ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
1890
+ materialProperties.numIntersection !== clipping.numIntersection ) ) {
1891
+
1892
+ needsProgramChange = true;
1893
+
1894
+ } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
1895
+
1896
+ needsProgramChange = true;
1897
+
1898
+ } else if ( materialProperties.vertexTangents !== vertexTangents ) {
1899
+
1900
+ needsProgramChange = true;
1901
+
1902
+ } else if ( materialProperties.morphTargets !== morphTargets ) {
1903
+
1904
+ needsProgramChange = true;
1905
+
1906
+ } else if ( materialProperties.morphNormals !== morphNormals ) {
1907
+
1908
+ needsProgramChange = true;
1909
+
1910
+ } else if ( materialProperties.morphColors !== morphColors ) {
1911
+
1912
+ needsProgramChange = true;
1913
+
1914
+ } else if ( materialProperties.toneMapping !== toneMapping ) {
1915
+
1916
+ needsProgramChange = true;
1917
+
1918
+ } else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) {
1919
+
1920
+ needsProgramChange = true;
1921
+
1922
+ }
1923
+
1924
+ } else {
1925
+
1926
+ needsProgramChange = true;
1927
+ materialProperties.__version = material.version;
1928
+
1929
+ }
1930
+
1931
+ //
1932
+
1933
+ let program = materialProperties.currentProgram;
1934
+
1935
+ if ( needsProgramChange === true ) {
1936
+
1937
+ program = getProgram( material, scene, object );
1938
+
1939
+ }
1940
+
1941
+ let refreshProgram = false;
1942
+ let refreshMaterial = false;
1943
+ let refreshLights = false;
1944
+
1945
+ const p_uniforms = program.getUniforms(),
1946
+ m_uniforms = materialProperties.uniforms;
1947
+
1948
+ if ( state.useProgram( program.program ) ) {
1949
+
1950
+ refreshProgram = true;
1951
+ refreshMaterial = true;
1952
+ refreshLights = true;
1953
+
1954
+ }
1955
+
1956
+ if ( material.id !== _currentMaterialId ) {
1957
+
1958
+ _currentMaterialId = material.id;
1959
+
1960
+ refreshMaterial = true;
1961
+
1962
+ }
1963
+
1964
+ if ( refreshProgram || _currentCamera !== camera ) {
1965
+
1966
+ // common camera uniforms
1967
+
1968
+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
1969
+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1970
+
1971
+ const uCamPos = p_uniforms.map.cameraPosition;
1972
+
1973
+ if ( uCamPos !== undefined ) {
1974
+
1975
+ uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
1976
+
1977
+ }
1978
+
1979
+ if ( capabilities.logarithmicDepthBuffer ) {
1980
+
1981
+ p_uniforms.setValue( _gl, 'logDepthBufFC',
1982
+ 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1983
+
1984
+ }
1985
+
1986
+ // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
1987
+
1988
+ if ( material.isMeshPhongMaterial ||
1989
+ material.isMeshToonMaterial ||
1990
+ material.isMeshLambertMaterial ||
1991
+ material.isMeshBasicMaterial ||
1992
+ material.isMeshStandardMaterial ||
1993
+ material.isShaderMaterial ) {
1994
+
1995
+ p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
1996
+
1997
+ }
1998
+
1999
+ if ( _currentCamera !== camera ) {
2000
+
2001
+ _currentCamera = camera;
2002
+
2003
+ // lighting uniforms depend on the camera so enforce an update
2004
+ // now, in case this material supports lights - or later, when
2005
+ // the next material that does gets activated:
2006
+
2007
+ refreshMaterial = true; // set to true on material change
2008
+ refreshLights = true; // remains set until update done
2009
+
2010
+ }
2011
+
2012
+ }
2013
+
2014
+ // skinning and morph target uniforms must be set even if material didn't change
2015
+ // auto-setting of texture unit for bone and morph texture must go before other textures
2016
+ // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
2017
+
2018
+ if ( object.isSkinnedMesh ) {
2019
+
2020
+ p_uniforms.setOptional( _gl, object, 'bindMatrix' );
2021
+ p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
2022
+
2023
+ const skeleton = object.skeleton;
2024
+
2025
+ if ( skeleton ) {
2026
+
2027
+ if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
2028
+
2029
+ p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
2030
+
2031
+ }
2032
+
2033
+ }
2034
+
2035
+ if ( object.isBatchedMesh ) {
2036
+
2037
+ p_uniforms.setOptional( _gl, object, 'batchingTexture' );
2038
+ if ( objects._matricesTexture !== null ) {
2039
+
2040
+ p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
2041
+
2042
+ }
2043
+
2044
+ p_uniforms.setOptional( _gl, object, 'batchingIdTexture' );
2045
+ if ( object._indirectTexture !== null ) {
2046
+
2047
+ p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );
2048
+
2049
+ }
2050
+
2051
+ p_uniforms.setOptional( _gl, object, 'batchingColorTexture' );
2052
+ if ( object._colorsTexture !== null ) {
2053
+
2054
+ p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures );
2055
+
2056
+ }
2057
+
2058
+ }
2059
+
2060
+ const morphAttributes = geometry.morphAttributes;
2061
+
2062
+ if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) {
2063
+
2064
+ morphtargets.update( object, geometry, program );
2065
+
2066
+ }
2067
+
2068
+ if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
2069
+
2070
+ materialProperties.receiveShadow = object.receiveShadow;
2071
+ p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
2072
+
2073
+ }
2074
+
2075
+ // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
2076
+
2077
+ if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
2078
+
2079
+ m_uniforms.envMap.value = envMap;
2080
+
2081
+ m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
2082
+
2083
+ }
2084
+
2085
+ if ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) {
2086
+
2087
+ m_uniforms.envMapIntensity.value = scene.environmentIntensity;
2088
+
2089
+ }
2090
+
2091
+ if ( refreshMaterial ) {
2092
+
2093
+ p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
2094
+
2095
+ if ( materialProperties.needsLights ) {
2096
+
2097
+ // the current material requires lighting info
2098
+
2099
+ // note: all lighting uniforms are always set correctly
2100
+ // they simply reference the renderer's state for their
2101
+ // values
2102
+ //
2103
+ // use the current material's .needsUpdate flags to set
2104
+ // the GL state when required
2105
+
2106
+ markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
2107
+
2108
+ }
2109
+
2110
+ // refresh uniforms common to several materials
2111
+
2112
+ if ( fog && material.fog === true ) {
2113
+
2114
+ materials.refreshFogUniforms( m_uniforms, fog );
2115
+
2116
+ }
2117
+
2118
+ materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] );
2119
+
2120
+ WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2121
+
2122
+ }
2123
+
2124
+ if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
2125
+
2126
+ WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2127
+ material.uniformsNeedUpdate = false;
2128
+
2129
+ }
2130
+
2131
+ if ( material.isSpriteMaterial ) {
2132
+
2133
+ p_uniforms.setValue( _gl, 'center', object.center );
2134
+
2135
+ }
2136
+
2137
+ // common matrices
2138
+
2139
+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
2140
+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
2141
+ p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
2142
+
2143
+ // UBOs
2144
+
2145
+ if ( material.isShaderMaterial || material.isRawShaderMaterial ) {
2146
+
2147
+ const groups = material.uniformsGroups;
2148
+
2149
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
2150
+
2151
+ const group = groups[ i ];
2152
+
2153
+ uniformsGroups.update( group, program );
2154
+ uniformsGroups.bind( group, program );
2155
+
2156
+ }
2157
+
2158
+ }
2159
+
2160
+ return program;
2161
+
2162
+ }
2163
+
2164
+ // If uniforms are marked as clean, they don't need to be loaded to the GPU.
2165
+
2166
+ function markUniformsLightsNeedsUpdate( uniforms, value ) {
2167
+
2168
+ uniforms.ambientLightColor.needsUpdate = value;
2169
+ uniforms.lightProbe.needsUpdate = value;
2170
+
2171
+ uniforms.directionalLights.needsUpdate = value;
2172
+ uniforms.directionalLightShadows.needsUpdate = value;
2173
+ uniforms.pointLights.needsUpdate = value;
2174
+ uniforms.pointLightShadows.needsUpdate = value;
2175
+ uniforms.spotLights.needsUpdate = value;
2176
+ uniforms.spotLightShadows.needsUpdate = value;
2177
+ uniforms.rectAreaLights.needsUpdate = value;
2178
+ uniforms.hemisphereLights.needsUpdate = value;
2179
+
2180
+ }
2181
+
2182
+ function materialNeedsLights( material ) {
2183
+
2184
+ return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
2185
+ material.isMeshStandardMaterial || material.isShadowMaterial ||
2186
+ ( material.isShaderMaterial && material.lights === true );
2187
+
2188
+ }
2189
+
2190
+ this.getActiveCubeFace = function () {
2191
+
2192
+ return _currentActiveCubeFace;
2193
+
2194
+ };
2195
+
2196
+ this.getActiveMipmapLevel = function () {
2197
+
2198
+ return _currentActiveMipmapLevel;
2199
+
2200
+ };
2201
+
2202
+ this.getRenderTarget = function () {
2203
+
2204
+ return _currentRenderTarget;
2205
+
2206
+ };
2207
+
2208
+ this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
2209
+
2210
+ properties.get( renderTarget.texture ).__webglTexture = colorTexture;
2211
+ properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
2212
+
2213
+ const renderTargetProperties = properties.get( renderTarget );
2214
+ renderTargetProperties.__hasExternalTextures = true;
2215
+
2216
+ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
2217
+
2218
+ if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
2219
+
2220
+ // The multisample_render_to_texture extension doesn't work properly if there
2221
+ // are midframe flushes and an external depth buffer. Disable use of the extension.
2222
+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
2223
+
2224
+ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
2225
+ renderTargetProperties.__useRenderToTexture = false;
2226
+
2227
+ }
2228
+
2229
+ }
2230
+
2231
+ };
2232
+
2233
+ this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
2234
+
2235
+ const renderTargetProperties = properties.get( renderTarget );
2236
+ renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
2237
+ renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
2238
+
2239
+ };
2240
+
2241
+ this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
2242
+
2243
+ _currentRenderTarget = renderTarget;
2244
+ _currentActiveCubeFace = activeCubeFace;
2245
+ _currentActiveMipmapLevel = activeMipmapLevel;
2246
+
2247
+ let useDefaultFramebuffer = true;
2248
+ let framebuffer = null;
2249
+ let isCube = false;
2250
+ let isRenderTarget3D = false;
2251
+
2252
+ if ( renderTarget ) {
2253
+
2254
+ const renderTargetProperties = properties.get( renderTarget );
2255
+
2256
+ if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
2257
+
2258
+ // We need to make sure to rebind the framebuffer.
2259
+ state.bindFramebuffer( _gl.FRAMEBUFFER, null );
2260
+ useDefaultFramebuffer = false;
2261
+
2262
+ } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
2263
+
2264
+ textures.setupRenderTarget( renderTarget );
2265
+
2266
+ } else if ( renderTargetProperties.__hasExternalTextures ) {
2267
+
2268
+ // Color and depth texture must be rebound in order for the swapchain to update.
2269
+ textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
2270
+
2271
+ } else if ( renderTarget.depthBuffer ) {
2272
+
2273
+ // check if the depth texture is already bound to the frame buffer and that it's been initialized
2274
+ const depthTexture = renderTarget.depthTexture;
2275
+ if ( renderTargetProperties.__boundDepthTexture !== depthTexture ) {
2276
+
2277
+ // check if the depth texture is compatible
2278
+ if (
2279
+ depthTexture !== null &&
2280
+ properties.has( depthTexture ) &&
2281
+ ( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height )
2282
+ ) {
2283
+
2284
+ throw new Error( 'WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.' );
2285
+
2286
+ }
2287
+
2288
+ // Swap the depth buffer to the currently attached one
2289
+ textures.setupDepthRenderbuffer( renderTarget );
2290
+
2291
+ }
2292
+
2293
+ }
2294
+
2295
+ const texture = renderTarget.texture;
2296
+
2297
+ if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
2298
+
2299
+ isRenderTarget3D = true;
2300
+
2301
+ }
2302
+
2303
+ const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
2304
+
2305
+ if ( renderTarget.isWebGLCubeRenderTarget ) {
2306
+
2307
+ if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {
2308
+
2309
+ framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];
2310
+
2311
+ } else {
2312
+
2313
+ framebuffer = __webglFramebuffer[ activeCubeFace ];
2314
+
2315
+ }
2316
+
2317
+ isCube = true;
2318
+
2319
+ } else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
2320
+
2321
+ framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
2322
+
2323
+ } else {
2324
+
2325
+ if ( Array.isArray( __webglFramebuffer ) ) {
2326
+
2327
+ framebuffer = __webglFramebuffer[ activeMipmapLevel ];
2328
+
2329
+ } else {
2330
+
2331
+ framebuffer = __webglFramebuffer;
2332
+
2333
+ }
2334
+
2335
+ }
2336
+
2337
+ _currentViewport.copy( renderTarget.viewport );
2338
+ _currentScissor.copy( renderTarget.scissor );
2339
+ _currentScissorTest = renderTarget.scissorTest;
2340
+
2341
+ } else {
2342
+
2343
+ _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
2344
+ _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2345
+ _currentScissorTest = _scissorTest;
2346
+
2347
+ }
2348
+
2349
+ const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2350
+
2351
+ if ( framebufferBound && useDefaultFramebuffer ) {
2352
+
2353
+ state.drawBuffers( renderTarget, framebuffer );
2354
+
2355
+ }
2356
+
2357
+ state.viewport( _currentViewport );
2358
+ state.scissor( _currentScissor );
2359
+ state.setScissorTest( _currentScissorTest );
2360
+
2361
+ if ( isCube ) {
2362
+
2363
+ const textureProperties = properties.get( renderTarget.texture );
2364
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
2365
+
2366
+ } else if ( isRenderTarget3D ) {
2367
+
2368
+ const textureProperties = properties.get( renderTarget.texture );
2369
+ const layer = activeCubeFace || 0;
2370
+ _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
2371
+
2372
+ }
2373
+
2374
+ _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
2375
+
2376
+ };
2377
+
2378
+ this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2379
+
2380
+ if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2381
+
2382
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
2383
+ return;
2384
+
2385
+ }
2386
+
2387
+ let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2388
+
2389
+ if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
2390
+
2391
+ framebuffer = framebuffer[ activeCubeFaceIndex ];
2392
+
2393
+ }
2394
+
2395
+ if ( framebuffer ) {
2396
+
2397
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2398
+
2399
+ try {
2400
+
2401
+ const texture = renderTarget.texture;
2402
+ const textureFormat = texture.format;
2403
+ const textureType = texture.type;
2404
+
2405
+ if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
2406
+
2407
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
2408
+ return;
2409
+
2410
+ }
2411
+
2412
+ if ( ! capabilities.textureTypeReadable( textureType ) ) {
2413
+
2414
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
2415
+ return;
2416
+
2417
+ }
2418
+
2419
+ // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
2420
+
2421
+ if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2422
+
2423
+ _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2424
+
2425
+ }
2426
+
2427
+ } finally {
2428
+
2429
+ // restore framebuffer of current render target if necessary
2430
+
2431
+ const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
2432
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2433
+
2434
+ }
2435
+
2436
+ }
2437
+
2438
+ };
2439
+
2440
+ this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2441
+
2442
+ if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2443
+
2444
+ throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
2445
+
2446
+ }
2447
+
2448
+ let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2449
+ if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
2450
+
2451
+ framebuffer = framebuffer[ activeCubeFaceIndex ];
2452
+
2453
+ }
2454
+
2455
+ if ( framebuffer ) {
2456
+
2457
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2458
+
2459
+ try {
2460
+
2461
+ const texture = renderTarget.texture;
2462
+ const textureFormat = texture.format;
2463
+ const textureType = texture.type;
2464
+
2465
+ if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
2466
+
2467
+ throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' );
2468
+
2469
+ }
2470
+
2471
+ if ( ! capabilities.textureTypeReadable( textureType ) ) {
2472
+
2473
+ throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' );
2474
+
2475
+ }
2476
+
2477
+ // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
2478
+ if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2479
+
2480
+ const glBuffer = _gl.createBuffer();
2481
+ _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
2482
+ _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );
2483
+ _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 );
2484
+ _gl.flush();
2485
+
2486
+ // check if the commands have finished every 8 ms
2487
+ const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
2488
+ await probeAsync( _gl, sync, 4 );
2489
+
2490
+ try {
2491
+
2492
+ _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
2493
+ _gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer );
2494
+
2495
+ } finally {
2496
+
2497
+ _gl.deleteBuffer( glBuffer );
2498
+ _gl.deleteSync( sync );
2499
+
2500
+ }
2501
+
2502
+ return buffer;
2503
+
2504
+ }
2505
+
2506
+ } finally {
2507
+
2508
+ // restore framebuffer of current render target if necessary
2509
+
2510
+ const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
2511
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2512
+
2513
+ }
2514
+
2515
+ }
2516
+
2517
+ };
2518
+
2519
+ this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) {
2520
+
2521
+ // support previous signature with position first
2522
+ if ( texture.isTexture !== true ) {
2523
+
2524
+ // @deprecated, r165
2525
+ warnOnce( 'WebGLRenderer: copyFramebufferToTexture function signature has changed.' );
2526
+
2527
+ position = arguments[ 0 ] || null;
2528
+ texture = arguments[ 1 ];
2529
+
2530
+ }
2531
+
2532
+ const levelScale = Math.pow( 2, - level );
2533
+ const width = Math.floor( texture.image.width * levelScale );
2534
+ const height = Math.floor( texture.image.height * levelScale );
2535
+
2536
+ const x = position !== null ? position.x : 0;
2537
+ const y = position !== null ? position.y : 0;
2538
+
2539
+ textures.setTexture2D( texture, 0 );
2540
+
2541
+ _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height );
2542
+
2543
+ state.unbindTexture();
2544
+
2545
+ };
2546
+
2547
+ this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
2548
+
2549
+ // support previous signature with dstPosition first
2550
+ if ( srcTexture.isTexture !== true ) {
2551
+
2552
+ // @deprecated, r165
2553
+ warnOnce( 'WebGLRenderer: copyTextureToTexture function signature has changed.' );
2554
+
2555
+ dstPosition = arguments[ 0 ] || null;
2556
+ srcTexture = arguments[ 1 ];
2557
+ dstTexture = arguments[ 2 ];
2558
+ level = arguments[ 3 ] || 0;
2559
+ srcRegion = null;
2560
+
2561
+ }
2562
+
2563
+ let width, height, minX, minY;
2564
+ let dstX, dstY;
2565
+ if ( srcRegion !== null ) {
2566
+
2567
+ width = srcRegion.max.x - srcRegion.min.x;
2568
+ height = srcRegion.max.y - srcRegion.min.y;
2569
+ minX = srcRegion.min.x;
2570
+ minY = srcRegion.min.y;
2571
+
2572
+ } else {
2573
+
2574
+ width = srcTexture.image.width;
2575
+ height = srcTexture.image.height;
2576
+ minX = 0;
2577
+ minY = 0;
2578
+
2579
+ }
2580
+
2581
+ if ( dstPosition !== null ) {
2582
+
2583
+ dstX = dstPosition.x;
2584
+ dstY = dstPosition.y;
2585
+
2586
+ } else {
2587
+
2588
+ dstX = 0;
2589
+ dstY = 0;
2590
+
2591
+ }
2592
+
2593
+ const glFormat = utils.convert( dstTexture.format );
2594
+ const glType = utils.convert( dstTexture.type );
2595
+
2596
+ textures.setTexture2D( dstTexture, 0 );
2597
+
2598
+ // As another texture upload may have changed pixelStorei
2599
+ // parameters, make sure they are correct for the dstTexture
2600
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2601
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2602
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2603
+
2604
+ const currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
2605
+ const currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
2606
+ const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
2607
+ const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
2608
+ const currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
2609
+
2610
+ const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
2611
+
2612
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
2613
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
2614
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );
2615
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );
2616
+
2617
+ if ( srcTexture.isDataTexture ) {
2618
+
2619
+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data );
2620
+
2621
+ } else {
2622
+
2623
+ if ( srcTexture.isCompressedTexture ) {
2624
+
2625
+ _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data );
2626
+
2627
+ } else {
2628
+
2629
+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image );
2630
+
2631
+ }
2632
+
2633
+ }
2634
+
2635
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
2636
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
2637
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
2638
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
2639
+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
2640
+
2641
+ // Generate mipmaps only when copying level 0
2642
+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
2643
+
2644
+ state.unbindTexture();
2645
+
2646
+ };
2647
+
2648
+ this.copyTextureToTexture3D = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
2649
+
2650
+ // support previous signature with source box first
2651
+ if ( srcTexture.isTexture !== true ) {
2652
+
2653
+ // @deprecated, r165
2654
+ warnOnce( 'WebGLRenderer: copyTextureToTexture3D function signature has changed.' );
2655
+
2656
+ srcRegion = arguments[ 0 ] || null;
2657
+ dstPosition = arguments[ 1 ] || null;
2658
+ srcTexture = arguments[ 2 ];
2659
+ dstTexture = arguments[ 3 ];
2660
+ level = arguments[ 4 ] || 0;
2661
+
2662
+ }
2663
+
2664
+ let width, height, depth, minX, minY, minZ;
2665
+ let dstX, dstY, dstZ;
2666
+ const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
2667
+ if ( srcRegion !== null ) {
2668
+
2669
+ width = srcRegion.max.x - srcRegion.min.x;
2670
+ height = srcRegion.max.y - srcRegion.min.y;
2671
+ depth = srcRegion.max.z - srcRegion.min.z;
2672
+ minX = srcRegion.min.x;
2673
+ minY = srcRegion.min.y;
2674
+ minZ = srcRegion.min.z;
2675
+
2676
+ } else {
2677
+
2678
+ width = image.width;
2679
+ height = image.height;
2680
+ depth = image.depth;
2681
+ minX = 0;
2682
+ minY = 0;
2683
+ minZ = 0;
2684
+
2685
+ }
2686
+
2687
+ if ( dstPosition !== null ) {
2688
+
2689
+ dstX = dstPosition.x;
2690
+ dstY = dstPosition.y;
2691
+ dstZ = dstPosition.z;
2692
+
2693
+ } else {
2694
+
2695
+ dstX = 0;
2696
+ dstY = 0;
2697
+ dstZ = 0;
2698
+
2699
+ }
2700
+
2701
+ const glFormat = utils.convert( dstTexture.format );
2702
+ const glType = utils.convert( dstTexture.type );
2703
+ let glTarget;
2704
+
2705
+ if ( dstTexture.isData3DTexture ) {
2706
+
2707
+ textures.setTexture3D( dstTexture, 0 );
2708
+ glTarget = _gl.TEXTURE_3D;
2709
+
2710
+ } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {
2711
+
2712
+ textures.setTexture2DArray( dstTexture, 0 );
2713
+ glTarget = _gl.TEXTURE_2D_ARRAY;
2714
+
2715
+ } else {
2716
+
2717
+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
2718
+ return;
2719
+
2720
+ }
2721
+
2722
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2723
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2724
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2725
+
2726
+ const currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
2727
+ const currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
2728
+ const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
2729
+ const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
2730
+ const currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
2731
+
2732
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
2733
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
2734
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );
2735
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );
2736
+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ );
2737
+
2738
+ if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
2739
+
2740
+ _gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );
2741
+
2742
+ } else {
2743
+
2744
+ if ( dstTexture.isCompressedArrayTexture ) {
2745
+
2746
+ _gl.compressedTexSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );
2747
+
2748
+ } else {
2749
+
2750
+ _gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );
2751
+
2752
+ }
2753
+
2754
+ }
2755
+
2756
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
2757
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
2758
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
2759
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
2760
+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
2761
+
2762
+ // Generate mipmaps only when copying level 0
2763
+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
2764
+
2765
+ state.unbindTexture();
2766
+
2767
+ };
2768
+
2769
+ this.initRenderTarget = function ( target ) {
2770
+
2771
+ if ( properties.get( target ).__webglFramebuffer === undefined ) {
2772
+
2773
+ textures.setupRenderTarget( target );
2774
+
2775
+ }
2776
+
2777
+ };
2778
+
2779
+ this.initTexture = function ( texture ) {
2780
+
2781
+ if ( texture.isCubeTexture ) {
2782
+
2783
+ textures.setTextureCube( texture, 0 );
2784
+
2785
+ } else if ( texture.isData3DTexture ) {
2786
+
2787
+ textures.setTexture3D( texture, 0 );
2788
+
2789
+ } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
2790
+
2791
+ textures.setTexture2DArray( texture, 0 );
2792
+
2793
+ } else {
2794
+
2795
+ textures.setTexture2D( texture, 0 );
2796
+
2797
+ }
2798
+
2799
+ state.unbindTexture();
2800
+
2801
+ };
2802
+
2803
+ this.resetState = function () {
2804
+
2805
+ _currentActiveCubeFace = 0;
2806
+ _currentActiveMipmapLevel = 0;
2807
+ _currentRenderTarget = null;
2808
+
2809
+ state.reset();
2810
+ bindingStates.reset();
2811
+
2812
+ };
2813
+
2814
+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
2815
+
2816
+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
2817
+
2818
+ }
2819
+
2820
+ }
2821
+
2822
+ get coordinateSystem() {
2823
+
2824
+ return WebGLCoordinateSystem;
2825
+
2826
+ }
2827
+
2828
+ get outputColorSpace() {
2829
+
2830
+ return this._outputColorSpace;
2831
+
2832
+ }
2833
+
2834
+ set outputColorSpace( colorSpace ) {
2835
+
2836
+ this._outputColorSpace = colorSpace;
2837
+
2838
+ const gl = this.getContext();
2839
+ gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
2840
+ gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
2841
+
2842
+ }
2843
+
2844
+ }
2845
+
2846
+
2847
+ export { WebGLRenderer };