@playdrop/playdrop-cli 0.3.1-build.1

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Files changed (1315) hide show
  1. package/README.md +24 -0
  2. package/bin/playdrop +3 -0
  3. package/bin/playdrop-cli +2 -0
  4. package/config/client-meta.json +45 -0
  5. package/dist/apiClient.d.ts +9 -0
  6. package/dist/apiClient.js +21 -0
  7. package/dist/apps/build.d.ts +24 -0
  8. package/dist/apps/build.js +561 -0
  9. package/dist/apps/index.d.ts +15 -0
  10. package/dist/apps/index.js +23 -0
  11. package/dist/apps/upload.d.ts +19 -0
  12. package/dist/apps/upload.js +114 -0
  13. package/dist/apps/validate.d.ts +3 -0
  14. package/dist/apps/validate.js +75 -0
  15. package/dist/catalogue-utils.d.ts +24 -0
  16. package/dist/catalogue-utils.js +121 -0
  17. package/dist/catalogue.d.ts +262 -0
  18. package/dist/catalogue.js +1289 -0
  19. package/dist/clientInfo.d.ts +6 -0
  20. package/dist/clientInfo.js +51 -0
  21. package/dist/commandContext.d.ts +15 -0
  22. package/dist/commandContext.js +40 -0
  23. package/dist/commands/asset-packs.d.ts +27 -0
  24. package/dist/commands/asset-packs.js +508 -0
  25. package/dist/commands/assets.d.ts +35 -0
  26. package/dist/commands/assets.js +668 -0
  27. package/dist/commands/build.d.ts +1 -0
  28. package/dist/commands/build.js +56 -0
  29. package/dist/commands/capture.d.ts +11 -0
  30. package/dist/commands/capture.js +681 -0
  31. package/dist/commands/create.d.ts +6 -0
  32. package/dist/commands/create.js +1174 -0
  33. package/dist/commands/detail.d.ts +5 -0
  34. package/dist/commands/detail.js +320 -0
  35. package/dist/commands/dev.d.ts +1 -0
  36. package/dist/commands/dev.js +281 -0
  37. package/dist/commands/devServer.d.ts +18 -0
  38. package/dist/commands/devServer.js +122 -0
  39. package/dist/commands/devShared.d.ts +24 -0
  40. package/dist/commands/devShared.js +213 -0
  41. package/dist/commands/documentation.d.ts +1 -0
  42. package/dist/commands/documentation.js +152 -0
  43. package/dist/commands/feedback.d.ts +16 -0
  44. package/dist/commands/feedback.js +323 -0
  45. package/dist/commands/format.d.ts +1 -0
  46. package/dist/commands/format.js +65 -0
  47. package/dist/commands/generation.d.ts +33 -0
  48. package/dist/commands/generation.js +509 -0
  49. package/dist/commands/init.d.ts +13 -0
  50. package/dist/commands/init.js +300 -0
  51. package/dist/commands/list.d.ts +7 -0
  52. package/dist/commands/list.js +347 -0
  53. package/dist/commands/login.d.ts +10 -0
  54. package/dist/commands/login.js +117 -0
  55. package/dist/commands/logout.d.ts +1 -0
  56. package/dist/commands/logout.js +8 -0
  57. package/dist/commands/migrateCatalogueV2.d.ts +1 -0
  58. package/dist/commands/migrateCatalogueV2.js +142 -0
  59. package/dist/commands/upgrade.d.ts +1 -0
  60. package/dist/commands/upgrade.js +28 -0
  61. package/dist/commands/upload.d.ts +4 -0
  62. package/dist/commands/upload.js +651 -0
  63. package/dist/commands/validate.d.ts +1 -0
  64. package/dist/commands/validate.js +53 -0
  65. package/dist/commands/versions.d.ts +17 -0
  66. package/dist/commands/versions.js +384 -0
  67. package/dist/commands/whoami.d.ts +1 -0
  68. package/dist/commands/whoami.js +72 -0
  69. package/dist/config.d.ts +10 -0
  70. package/dist/config.js +41 -0
  71. package/dist/environment.d.ts +11 -0
  72. package/dist/environment.js +66 -0
  73. package/dist/http.d.ts +6 -0
  74. package/dist/http.js +49 -0
  75. package/dist/index.d.ts +2 -0
  76. package/dist/index.js +700 -0
  77. package/dist/messages.d.ts +12 -0
  78. package/dist/messages.js +65 -0
  79. package/dist/playwright.d.ts +10 -0
  80. package/dist/playwright.js +100 -0
  81. package/dist/proxyFetch.d.ts +14 -0
  82. package/dist/proxyFetch.js +203 -0
  83. package/dist/taskSelection.d.ts +16 -0
  84. package/dist/taskSelection.js +205 -0
  85. package/dist/taskUtils.d.ts +4 -0
  86. package/dist/taskUtils.js +35 -0
  87. package/dist/uploadLog.d.ts +15 -0
  88. package/dist/uploadLog.js +118 -0
  89. package/node_modules/@playdrop/ai-client/dist/index.d.ts +377 -0
  90. package/node_modules/@playdrop/ai-client/dist/index.d.ts.map +1 -0
  91. package/node_modules/@playdrop/ai-client/dist/index.js +318 -0
  92. package/node_modules/@playdrop/ai-client/package.json +21 -0
  93. package/node_modules/@playdrop/api-client/dist/client.d.ts +299 -0
  94. package/node_modules/@playdrop/api-client/dist/client.d.ts.map +1 -0
  95. package/node_modules/@playdrop/api-client/dist/client.js +1908 -0
  96. package/node_modules/@playdrop/api-client/dist/index.d.ts +177 -0
  97. package/node_modules/@playdrop/api-client/dist/index.d.ts.map +1 -0
  98. package/node_modules/@playdrop/api-client/dist/index.js +329 -0
  99. package/node_modules/@playdrop/api-client/package.json +32 -0
  100. package/node_modules/@playdrop/config/client-meta.json +45 -0
  101. package/node_modules/@playdrop/config/dist/src/constants.d.ts +9 -0
  102. package/node_modules/@playdrop/config/dist/src/constants.d.ts.map +1 -0
  103. package/node_modules/@playdrop/config/dist/src/constants.js +10 -0
  104. package/node_modules/@playdrop/config/dist/src/index.d.ts +13 -0
  105. package/node_modules/@playdrop/config/dist/src/index.d.ts.map +1 -0
  106. package/node_modules/@playdrop/config/dist/src/index.js +197 -0
  107. package/node_modules/@playdrop/config/dist/src/server/fastify.d.ts +12 -0
  108. package/node_modules/@playdrop/config/dist/src/server/fastify.d.ts.map +1 -0
  109. package/node_modules/@playdrop/config/dist/src/server/fastify.js +103 -0
  110. package/node_modules/@playdrop/config/dist/src/types.d.ts +59 -0
  111. package/node_modules/@playdrop/config/dist/src/types.d.ts.map +1 -0
  112. package/node_modules/@playdrop/config/dist/src/types.js +2 -0
  113. package/node_modules/@playdrop/config/dist/test/validateClientEnvironment.test.d.ts +2 -0
  114. package/node_modules/@playdrop/config/dist/test/validateClientEnvironment.test.d.ts.map +1 -0
  115. package/node_modules/@playdrop/config/dist/test/validateClientEnvironment.test.js +63 -0
  116. package/node_modules/@playdrop/config/dist/tsconfig.tsbuildinfo +1 -0
  117. package/node_modules/@playdrop/config/package.json +19 -0
  118. package/node_modules/@playdrop/entity-core/dist/src/entity-cleaner.d.ts +13 -0
  119. package/node_modules/@playdrop/entity-core/dist/src/entity-cleaner.js +146 -0
  120. package/node_modules/@playdrop/entity-core/dist/src/entity-cleaner.js.map +1 -0
  121. package/node_modules/@playdrop/entity-core/dist/src/entity-utils.d.ts +47 -0
  122. package/node_modules/@playdrop/entity-core/dist/src/entity-utils.js +328 -0
  123. package/node_modules/@playdrop/entity-core/dist/src/entity-utils.js.map +1 -0
  124. package/node_modules/@playdrop/entity-core/dist/src/format-utils.d.ts +3 -0
  125. package/node_modules/@playdrop/entity-core/dist/src/format-utils.js +38 -0
  126. package/node_modules/@playdrop/entity-core/dist/src/format-utils.js.map +1 -0
  127. package/node_modules/@playdrop/entity-core/dist/src/humanoid/geometry.d.ts +23 -0
  128. package/node_modules/@playdrop/entity-core/dist/src/humanoid/geometry.js +11 -0
  129. package/node_modules/@playdrop/entity-core/dist/src/humanoid/geometry.js.map +1 -0
  130. package/node_modules/@playdrop/entity-core/dist/src/humanoid/index.d.ts +4 -0
  131. package/node_modules/@playdrop/entity-core/dist/src/humanoid/index.js +21 -0
  132. package/node_modules/@playdrop/entity-core/dist/src/humanoid/index.js.map +1 -0
  133. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/common.d.ts +4 -0
  134. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/common.js +24 -0
  135. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/common.js.map +1 -0
  136. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/index.d.ts +3 -0
  137. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/index.js +20 -0
  138. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/index.js.map +1 -0
  139. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/textured-builder.d.ts +3 -0
  140. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/textured-builder.js +431 -0
  141. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/textured-builder.js.map +1 -0
  142. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/types.d.ts +6 -0
  143. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/types.js +3 -0
  144. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/types.js.map +1 -0
  145. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/voxel-builder.d.ts +3 -0
  146. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/voxel-builder.js +396 -0
  147. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r15/voxel-builder.js.map +1 -0
  148. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/builder.d.ts +12 -0
  149. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/builder.js +199 -0
  150. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/builder.js.map +1 -0
  151. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/index.d.ts +4 -0
  152. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/index.js +18 -0
  153. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/index.js.map +1 -0
  154. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/scanner.d.ts +43 -0
  155. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/scanner.js +142 -0
  156. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/scanner.js.map +1 -0
  157. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/textures/artifacts.d.ts +26 -0
  158. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/textures/artifacts.js +65 -0
  159. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/textures/artifacts.js.map +1 -0
  160. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/textures/face-map.d.ts +33 -0
  161. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/textures/face-map.js +175 -0
  162. package/node_modules/@playdrop/entity-core/dist/src/humanoid/r6/textures/face-map.js.map +1 -0
  163. package/node_modules/@playdrop/entity-core/dist/src/humanoid/templates/humanoid_r15.json +1517 -0
  164. package/node_modules/@playdrop/entity-core/dist/src/humanoid/templates/humanoid_r6.json +61 -0
  165. package/node_modules/@playdrop/entity-core/dist/src/humanoid/templates/index.d.ts +10 -0
  166. package/node_modules/@playdrop/entity-core/dist/src/humanoid/templates/index.js +23 -0
  167. package/node_modules/@playdrop/entity-core/dist/src/humanoid/templates/index.js.map +1 -0
  168. package/node_modules/@playdrop/entity-core/dist/src/index.d.ts +19 -0
  169. package/node_modules/@playdrop/entity-core/dist/src/index.js +36 -0
  170. package/node_modules/@playdrop/entity-core/dist/src/index.js.map +1 -0
  171. package/node_modules/@playdrop/entity-core/dist/src/materials.d.ts +26 -0
  172. package/node_modules/@playdrop/entity-core/dist/src/materials.js +188 -0
  173. package/node_modules/@playdrop/entity-core/dist/src/materials.js.map +1 -0
  174. package/node_modules/@playdrop/entity-core/dist/src/palette_tools.d.ts +68 -0
  175. package/node_modules/@playdrop/entity-core/dist/src/palette_tools.js +491 -0
  176. package/node_modules/@playdrop/entity-core/dist/src/palette_tools.js.map +1 -0
  177. package/node_modules/@playdrop/entity-core/dist/src/serialization.d.ts +4 -0
  178. package/node_modules/@playdrop/entity-core/dist/src/serialization.js +382 -0
  179. package/node_modules/@playdrop/entity-core/dist/src/serialization.js.map +1 -0
  180. package/node_modules/@playdrop/entity-core/dist/src/textures.d.ts +29 -0
  181. package/node_modules/@playdrop/entity-core/dist/src/textures.js +214 -0
  182. package/node_modules/@playdrop/entity-core/dist/src/textures.js.map +1 -0
  183. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/infer-face.d.ts +9 -0
  184. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/infer-face.js +316 -0
  185. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/infer-face.js.map +1 -0
  186. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/layer-mode.d.ts +9 -0
  187. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/layer-mode.js +153 -0
  188. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/layer-mode.js.map +1 -0
  189. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/merge-overlay.d.ts +2 -0
  190. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/merge-overlay.js +121 -0
  191. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/merge-overlay.js.map +1 -0
  192. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/slice.d.ts +20 -0
  193. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/slice.js +398 -0
  194. package/node_modules/@playdrop/entity-core/dist/src/transforms/textured-boxes/slice.js.map +1 -0
  195. package/node_modules/@playdrop/entity-core/dist/src/transforms/upscale.d.ts +3 -0
  196. package/node_modules/@playdrop/entity-core/dist/src/transforms/upscale.js +210 -0
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  198. package/node_modules/@playdrop/entity-core/dist/src/transforms/voxels/slice.d.ts +12 -0
  199. package/node_modules/@playdrop/entity-core/dist/src/transforms/voxels/slice.js +81 -0
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  201. package/node_modules/@playdrop/entity-core/dist/src/transforms/voxels/textured-to-voxel.d.ts +12 -0
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  1306. package/node_modules/three/src/textures/Data3DTexture.js +35 -0
  1307. package/node_modules/three/src/textures/DataArrayTexture.js +27 -0
  1308. package/node_modules/three/src/textures/DataTexture.js +22 -0
  1309. package/node_modules/three/src/textures/DepthTexture.js +58 -0
  1310. package/node_modules/three/src/textures/FramebufferTexture.js +23 -0
  1311. package/node_modules/three/src/textures/Source.js +128 -0
  1312. package/node_modules/three/src/textures/Texture.js +338 -0
  1313. package/node_modules/three/src/textures/VideoTexture.js +55 -0
  1314. package/node_modules/three/src/utils.js +91 -0
  1315. package/package.json +63 -0
@@ -0,0 +1,2610 @@
1
+ import {
2
+ REVISION,
3
+ BackSide,
4
+ FrontSide,
5
+ DoubleSide,
6
+ RGBAFormat,
7
+ HalfFloatType,
8
+ FloatType,
9
+ UnsignedByteType,
10
+ NoToneMapping,
11
+ LinearMipmapLinearFilter,
12
+ SRGBColorSpace,
13
+ LinearSRGBColorSpace,
14
+ sRGBEncoding,
15
+ LinearEncoding,
16
+ RGBAIntegerFormat,
17
+ RGIntegerFormat,
18
+ RedIntegerFormat,
19
+ UnsignedIntType,
20
+ UnsignedShortType,
21
+ UnsignedInt248Type,
22
+ UnsignedShort4444Type,
23
+ UnsignedShort5551Type,
24
+ WebGLCoordinateSystem,
25
+ DisplayP3ColorSpace,
26
+ LinearDisplayP3ColorSpace
27
+ } from '../constants.js';
28
+ import { Color } from '../math/Color.js';
29
+ import { Frustum } from '../math/Frustum.js';
30
+ import { Matrix4 } from '../math/Matrix4.js';
31
+ import { Vector2 } from '../math/Vector2.js';
32
+ import { Vector3 } from '../math/Vector3.js';
33
+ import { Vector4 } from '../math/Vector4.js';
34
+ import { floorPowerOfTwo } from '../math/MathUtils.js';
35
+ import { WebGLAnimation } from './webgl/WebGLAnimation.js';
36
+ import { WebGLAttributes } from './webgl/WebGLAttributes.js';
37
+ import { WebGLBackground } from './webgl/WebGLBackground.js';
38
+ import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
39
+ import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
40
+ import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
41
+ import { WebGLClipping } from './webgl/WebGLClipping.js';
42
+ import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
43
+ import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
44
+ import { WebGLExtensions } from './webgl/WebGLExtensions.js';
45
+ import { WebGLGeometries } from './webgl/WebGLGeometries.js';
46
+ import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
47
+ import { WebGLInfo } from './webgl/WebGLInfo.js';
48
+ import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
49
+ import { WebGLObjects } from './webgl/WebGLObjects.js';
50
+ import { WebGLPrograms } from './webgl/WebGLPrograms.js';
51
+ import { WebGLProperties } from './webgl/WebGLProperties.js';
52
+ import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
53
+ import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
54
+ import { WebGLRenderTarget } from './WebGLRenderTarget.js';
55
+ import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
56
+ import { WebGLState } from './webgl/WebGLState.js';
57
+ import { WebGLTextures } from './webgl/WebGLTextures.js';
58
+ import { WebGLUniforms } from './webgl/WebGLUniforms.js';
59
+ import { WebGLUtils } from './webgl/WebGLUtils.js';
60
+ import { WebXRManager } from './webxr/WebXRManager.js';
61
+ import { WebGLMaterials } from './webgl/WebGLMaterials.js';
62
+ import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
63
+ import { createCanvasElement } from '../utils.js';
64
+ import { ColorManagement } from '../math/ColorManagement.js';
65
+
66
+ class WebGLRenderer {
67
+
68
+ constructor( parameters = {} ) {
69
+
70
+ const {
71
+ canvas = createCanvasElement(),
72
+ context = null,
73
+ depth = true,
74
+ stencil = true,
75
+ alpha = false,
76
+ antialias = false,
77
+ premultipliedAlpha = true,
78
+ preserveDrawingBuffer = false,
79
+ powerPreference = 'default',
80
+ failIfMajorPerformanceCaveat = false,
81
+ } = parameters;
82
+
83
+ this.isWebGLRenderer = true;
84
+
85
+ let _alpha;
86
+
87
+ if ( context !== null ) {
88
+
89
+ _alpha = context.getContextAttributes().alpha;
90
+
91
+ } else {
92
+
93
+ _alpha = alpha;
94
+
95
+ }
96
+
97
+ const uintClearColor = new Uint32Array( 4 );
98
+ const intClearColor = new Int32Array( 4 );
99
+
100
+ let currentRenderList = null;
101
+ let currentRenderState = null;
102
+
103
+ // render() can be called from within a callback triggered by another render.
104
+ // We track this so that the nested render call gets its list and state isolated from the parent render call.
105
+
106
+ const renderListStack = [];
107
+ const renderStateStack = [];
108
+
109
+ // public properties
110
+
111
+ this.domElement = canvas;
112
+
113
+ // Debug configuration container
114
+ this.debug = {
115
+
116
+ /**
117
+ * Enables error checking and reporting when shader programs are being compiled
118
+ * @type {boolean}
119
+ */
120
+ checkShaderErrors: true,
121
+ /**
122
+ * Callback for custom error reporting.
123
+ * @type {?Function}
124
+ */
125
+ onShaderError: null
126
+ };
127
+
128
+ // clearing
129
+
130
+ this.autoClear = true;
131
+ this.autoClearColor = true;
132
+ this.autoClearDepth = true;
133
+ this.autoClearStencil = true;
134
+
135
+ // scene graph
136
+
137
+ this.sortObjects = true;
138
+
139
+ // user-defined clipping
140
+
141
+ this.clippingPlanes = [];
142
+ this.localClippingEnabled = false;
143
+
144
+ // physically based shading
145
+
146
+ this._outputColorSpace = SRGBColorSpace;
147
+
148
+ // physical lights
149
+
150
+ this._useLegacyLights = false;
151
+
152
+ // tone mapping
153
+
154
+ this.toneMapping = NoToneMapping;
155
+ this.toneMappingExposure = 1.0;
156
+
157
+ // internal properties
158
+
159
+ const _this = this;
160
+
161
+ let _isContextLost = false;
162
+
163
+ // internal state cache
164
+
165
+ let _currentActiveCubeFace = 0;
166
+ let _currentActiveMipmapLevel = 0;
167
+ let _currentRenderTarget = null;
168
+ let _currentMaterialId = - 1;
169
+
170
+ let _currentCamera = null;
171
+
172
+ const _currentViewport = new Vector4();
173
+ const _currentScissor = new Vector4();
174
+ let _currentScissorTest = null;
175
+
176
+ const _currentClearColor = new Color( 0x000000 );
177
+ let _currentClearAlpha = 0;
178
+
179
+ //
180
+
181
+ let _width = canvas.width;
182
+ let _height = canvas.height;
183
+
184
+ let _pixelRatio = 1;
185
+ let _opaqueSort = null;
186
+ let _transparentSort = null;
187
+
188
+ const _viewport = new Vector4( 0, 0, _width, _height );
189
+ const _scissor = new Vector4( 0, 0, _width, _height );
190
+ let _scissorTest = false;
191
+
192
+ // frustum
193
+
194
+ const _frustum = new Frustum();
195
+
196
+ // clipping
197
+
198
+ let _clippingEnabled = false;
199
+ let _localClippingEnabled = false;
200
+
201
+ // transmission
202
+
203
+ let _transmissionRenderTarget = null;
204
+
205
+ // camera matrices cache
206
+
207
+ const _projScreenMatrix = new Matrix4();
208
+
209
+ const _vector2 = new Vector2();
210
+ const _vector3 = new Vector3();
211
+
212
+ const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
213
+
214
+ function getTargetPixelRatio() {
215
+
216
+ return _currentRenderTarget === null ? _pixelRatio : 1;
217
+
218
+ }
219
+
220
+ // initialize
221
+
222
+ let _gl = context;
223
+
224
+ function getContext( contextNames, contextAttributes ) {
225
+
226
+ for ( let i = 0; i < contextNames.length; i ++ ) {
227
+
228
+ const contextName = contextNames[ i ];
229
+ const context = canvas.getContext( contextName, contextAttributes );
230
+ if ( context !== null ) return context;
231
+
232
+ }
233
+
234
+ return null;
235
+
236
+ }
237
+
238
+ try {
239
+
240
+ const contextAttributes = {
241
+ alpha: true,
242
+ depth,
243
+ stencil,
244
+ antialias,
245
+ premultipliedAlpha,
246
+ preserveDrawingBuffer,
247
+ powerPreference,
248
+ failIfMajorPerformanceCaveat,
249
+ };
250
+
251
+ // OffscreenCanvas does not have setAttribute, see #22811
252
+ if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
253
+
254
+ // event listeners must be registered before WebGL context is created, see #12753
255
+ canvas.addEventListener( 'webglcontextlost', onContextLost, false );
256
+ canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
257
+ canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
258
+
259
+ if ( _gl === null ) {
260
+
261
+ const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
262
+
263
+ if ( _this.isWebGL1Renderer === true ) {
264
+
265
+ contextNames.shift();
266
+
267
+ }
268
+
269
+ _gl = getContext( contextNames, contextAttributes );
270
+
271
+ if ( _gl === null ) {
272
+
273
+ if ( getContext( contextNames ) ) {
274
+
275
+ throw new Error( 'Error creating WebGL context with your selected attributes.' );
276
+
277
+ } else {
278
+
279
+ throw new Error( 'Error creating WebGL context.' );
280
+
281
+ }
282
+
283
+ }
284
+
285
+ }
286
+
287
+ if ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153
288
+
289
+ console.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' );
290
+
291
+ }
292
+
293
+ // Some experimental-webgl implementations do not have getShaderPrecisionFormat
294
+
295
+ if ( _gl.getShaderPrecisionFormat === undefined ) {
296
+
297
+ _gl.getShaderPrecisionFormat = function () {
298
+
299
+ return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
300
+
301
+ };
302
+
303
+ }
304
+
305
+ } catch ( error ) {
306
+
307
+ console.error( 'THREE.WebGLRenderer: ' + error.message );
308
+ throw error;
309
+
310
+ }
311
+
312
+ let extensions, capabilities, state, info;
313
+ let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
314
+ let programCache, materials, renderLists, renderStates, clipping, shadowMap;
315
+
316
+ let background, morphtargets, bufferRenderer, indexedBufferRenderer;
317
+
318
+ let utils, bindingStates, uniformsGroups;
319
+
320
+ function initGLContext() {
321
+
322
+ extensions = new WebGLExtensions( _gl );
323
+
324
+ capabilities = new WebGLCapabilities( _gl, extensions, parameters );
325
+
326
+ extensions.init( capabilities );
327
+
328
+ utils = new WebGLUtils( _gl, extensions, capabilities );
329
+
330
+ state = new WebGLState( _gl, extensions, capabilities );
331
+
332
+ info = new WebGLInfo( _gl );
333
+ properties = new WebGLProperties();
334
+ textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
335
+ cubemaps = new WebGLCubeMaps( _this );
336
+ cubeuvmaps = new WebGLCubeUVMaps( _this );
337
+ attributes = new WebGLAttributes( _gl, capabilities );
338
+ bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
339
+ geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
340
+ objects = new WebGLObjects( _gl, geometries, attributes, info );
341
+ morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
342
+ clipping = new WebGLClipping( properties );
343
+ programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
344
+ materials = new WebGLMaterials( _this, properties );
345
+ renderLists = new WebGLRenderLists();
346
+ renderStates = new WebGLRenderStates( extensions, capabilities );
347
+ background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
348
+ shadowMap = new WebGLShadowMap( _this, objects, capabilities );
349
+ uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
350
+
351
+ bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
352
+ indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
353
+
354
+ info.programs = programCache.programs;
355
+
356
+ _this.capabilities = capabilities;
357
+ _this.extensions = extensions;
358
+ _this.properties = properties;
359
+ _this.renderLists = renderLists;
360
+ _this.shadowMap = shadowMap;
361
+ _this.state = state;
362
+ _this.info = info;
363
+
364
+ }
365
+
366
+ initGLContext();
367
+
368
+ // xr
369
+
370
+ const xr = new WebXRManager( _this, _gl );
371
+
372
+ this.xr = xr;
373
+
374
+ // API
375
+
376
+ this.getContext = function () {
377
+
378
+ return _gl;
379
+
380
+ };
381
+
382
+ this.getContextAttributes = function () {
383
+
384
+ return _gl.getContextAttributes();
385
+
386
+ };
387
+
388
+ this.forceContextLoss = function () {
389
+
390
+ const extension = extensions.get( 'WEBGL_lose_context' );
391
+ if ( extension ) extension.loseContext();
392
+
393
+ };
394
+
395
+ this.forceContextRestore = function () {
396
+
397
+ const extension = extensions.get( 'WEBGL_lose_context' );
398
+ if ( extension ) extension.restoreContext();
399
+
400
+ };
401
+
402
+ this.getPixelRatio = function () {
403
+
404
+ return _pixelRatio;
405
+
406
+ };
407
+
408
+ this.setPixelRatio = function ( value ) {
409
+
410
+ if ( value === undefined ) return;
411
+
412
+ _pixelRatio = value;
413
+
414
+ this.setSize( _width, _height, false );
415
+
416
+ };
417
+
418
+ this.getSize = function ( target ) {
419
+
420
+ return target.set( _width, _height );
421
+
422
+ };
423
+
424
+ this.setSize = function ( width, height, updateStyle = true ) {
425
+
426
+ if ( xr.isPresenting ) {
427
+
428
+ console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
429
+ return;
430
+
431
+ }
432
+
433
+ _width = width;
434
+ _height = height;
435
+
436
+ canvas.width = Math.floor( width * _pixelRatio );
437
+ canvas.height = Math.floor( height * _pixelRatio );
438
+
439
+ if ( updateStyle === true ) {
440
+
441
+ canvas.style.width = width + 'px';
442
+ canvas.style.height = height + 'px';
443
+
444
+ }
445
+
446
+ this.setViewport( 0, 0, width, height );
447
+
448
+ };
449
+
450
+ this.getDrawingBufferSize = function ( target ) {
451
+
452
+ return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
453
+
454
+ };
455
+
456
+ this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
457
+
458
+ _width = width;
459
+ _height = height;
460
+
461
+ _pixelRatio = pixelRatio;
462
+
463
+ canvas.width = Math.floor( width * pixelRatio );
464
+ canvas.height = Math.floor( height * pixelRatio );
465
+
466
+ this.setViewport( 0, 0, width, height );
467
+
468
+ };
469
+
470
+ this.getCurrentViewport = function ( target ) {
471
+
472
+ return target.copy( _currentViewport );
473
+
474
+ };
475
+
476
+ this.getViewport = function ( target ) {
477
+
478
+ return target.copy( _viewport );
479
+
480
+ };
481
+
482
+ this.setViewport = function ( x, y, width, height ) {
483
+
484
+ if ( x.isVector4 ) {
485
+
486
+ _viewport.set( x.x, x.y, x.z, x.w );
487
+
488
+ } else {
489
+
490
+ _viewport.set( x, y, width, height );
491
+
492
+ }
493
+
494
+ state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
495
+
496
+ };
497
+
498
+ this.getScissor = function ( target ) {
499
+
500
+ return target.copy( _scissor );
501
+
502
+ };
503
+
504
+ this.setScissor = function ( x, y, width, height ) {
505
+
506
+ if ( x.isVector4 ) {
507
+
508
+ _scissor.set( x.x, x.y, x.z, x.w );
509
+
510
+ } else {
511
+
512
+ _scissor.set( x, y, width, height );
513
+
514
+ }
515
+
516
+ state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
517
+
518
+ };
519
+
520
+ this.getScissorTest = function () {
521
+
522
+ return _scissorTest;
523
+
524
+ };
525
+
526
+ this.setScissorTest = function ( boolean ) {
527
+
528
+ state.setScissorTest( _scissorTest = boolean );
529
+
530
+ };
531
+
532
+ this.setOpaqueSort = function ( method ) {
533
+
534
+ _opaqueSort = method;
535
+
536
+ };
537
+
538
+ this.setTransparentSort = function ( method ) {
539
+
540
+ _transparentSort = method;
541
+
542
+ };
543
+
544
+ // Clearing
545
+
546
+ this.getClearColor = function ( target ) {
547
+
548
+ return target.copy( background.getClearColor() );
549
+
550
+ };
551
+
552
+ this.setClearColor = function () {
553
+
554
+ background.setClearColor.apply( background, arguments );
555
+
556
+ };
557
+
558
+ this.getClearAlpha = function () {
559
+
560
+ return background.getClearAlpha();
561
+
562
+ };
563
+
564
+ this.setClearAlpha = function () {
565
+
566
+ background.setClearAlpha.apply( background, arguments );
567
+
568
+ };
569
+
570
+ this.clear = function ( color = true, depth = true, stencil = true ) {
571
+
572
+ let bits = 0;
573
+
574
+ if ( color ) {
575
+
576
+ // check if we're trying to clear an integer target
577
+ let isIntegerFormat = false;
578
+ if ( _currentRenderTarget !== null ) {
579
+
580
+ const targetFormat = _currentRenderTarget.texture.format;
581
+ isIntegerFormat = targetFormat === RGBAIntegerFormat ||
582
+ targetFormat === RGIntegerFormat ||
583
+ targetFormat === RedIntegerFormat;
584
+
585
+ }
586
+
587
+ // use the appropriate clear functions to clear the target if it's a signed
588
+ // or unsigned integer target
589
+ if ( isIntegerFormat ) {
590
+
591
+ const targetType = _currentRenderTarget.texture.type;
592
+ const isUnsignedType = targetType === UnsignedByteType ||
593
+ targetType === UnsignedIntType ||
594
+ targetType === UnsignedShortType ||
595
+ targetType === UnsignedInt248Type ||
596
+ targetType === UnsignedShort4444Type ||
597
+ targetType === UnsignedShort5551Type;
598
+
599
+ const clearColor = background.getClearColor();
600
+ const a = background.getClearAlpha();
601
+ const r = clearColor.r;
602
+ const g = clearColor.g;
603
+ const b = clearColor.b;
604
+
605
+ if ( isUnsignedType ) {
606
+
607
+ uintClearColor[ 0 ] = r;
608
+ uintClearColor[ 1 ] = g;
609
+ uintClearColor[ 2 ] = b;
610
+ uintClearColor[ 3 ] = a;
611
+ _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );
612
+
613
+ } else {
614
+
615
+ intClearColor[ 0 ] = r;
616
+ intClearColor[ 1 ] = g;
617
+ intClearColor[ 2 ] = b;
618
+ intClearColor[ 3 ] = a;
619
+ _gl.clearBufferiv( _gl.COLOR, 0, intClearColor );
620
+
621
+ }
622
+
623
+ } else {
624
+
625
+ bits |= _gl.COLOR_BUFFER_BIT;
626
+
627
+ }
628
+
629
+ }
630
+
631
+ if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;
632
+ if ( stencil ) {
633
+
634
+ bits |= _gl.STENCIL_BUFFER_BIT;
635
+ this.state.buffers.stencil.setMask( 0xffffffff );
636
+
637
+ }
638
+
639
+ _gl.clear( bits );
640
+
641
+ };
642
+
643
+ this.clearColor = function () {
644
+
645
+ this.clear( true, false, false );
646
+
647
+ };
648
+
649
+ this.clearDepth = function () {
650
+
651
+ this.clear( false, true, false );
652
+
653
+ };
654
+
655
+ this.clearStencil = function () {
656
+
657
+ this.clear( false, false, true );
658
+
659
+ };
660
+
661
+ //
662
+
663
+ this.dispose = function () {
664
+
665
+ canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
666
+ canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
667
+ canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
668
+
669
+ renderLists.dispose();
670
+ renderStates.dispose();
671
+ properties.dispose();
672
+ cubemaps.dispose();
673
+ cubeuvmaps.dispose();
674
+ objects.dispose();
675
+ bindingStates.dispose();
676
+ uniformsGroups.dispose();
677
+ programCache.dispose();
678
+
679
+ xr.dispose();
680
+
681
+ xr.removeEventListener( 'sessionstart', onXRSessionStart );
682
+ xr.removeEventListener( 'sessionend', onXRSessionEnd );
683
+
684
+ if ( _transmissionRenderTarget ) {
685
+
686
+ _transmissionRenderTarget.dispose();
687
+ _transmissionRenderTarget = null;
688
+
689
+ }
690
+
691
+ animation.stop();
692
+
693
+ };
694
+
695
+ // Events
696
+
697
+ function onContextLost( event ) {
698
+
699
+ event.preventDefault();
700
+
701
+ console.log( 'THREE.WebGLRenderer: Context Lost.' );
702
+
703
+ _isContextLost = true;
704
+
705
+ }
706
+
707
+ function onContextRestore( /* event */ ) {
708
+
709
+ console.log( 'THREE.WebGLRenderer: Context Restored.' );
710
+
711
+ _isContextLost = false;
712
+
713
+ const infoAutoReset = info.autoReset;
714
+ const shadowMapEnabled = shadowMap.enabled;
715
+ const shadowMapAutoUpdate = shadowMap.autoUpdate;
716
+ const shadowMapNeedsUpdate = shadowMap.needsUpdate;
717
+ const shadowMapType = shadowMap.type;
718
+
719
+ initGLContext();
720
+
721
+ info.autoReset = infoAutoReset;
722
+ shadowMap.enabled = shadowMapEnabled;
723
+ shadowMap.autoUpdate = shadowMapAutoUpdate;
724
+ shadowMap.needsUpdate = shadowMapNeedsUpdate;
725
+ shadowMap.type = shadowMapType;
726
+
727
+ }
728
+
729
+ function onContextCreationError( event ) {
730
+
731
+ console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
732
+
733
+ }
734
+
735
+ function onMaterialDispose( event ) {
736
+
737
+ const material = event.target;
738
+
739
+ material.removeEventListener( 'dispose', onMaterialDispose );
740
+
741
+ deallocateMaterial( material );
742
+
743
+ }
744
+
745
+ // Buffer deallocation
746
+
747
+ function deallocateMaterial( material ) {
748
+
749
+ releaseMaterialProgramReferences( material );
750
+
751
+ properties.remove( material );
752
+
753
+ }
754
+
755
+
756
+ function releaseMaterialProgramReferences( material ) {
757
+
758
+ const programs = properties.get( material ).programs;
759
+
760
+ if ( programs !== undefined ) {
761
+
762
+ programs.forEach( function ( program ) {
763
+
764
+ programCache.releaseProgram( program );
765
+
766
+ } );
767
+
768
+ if ( material.isShaderMaterial ) {
769
+
770
+ programCache.releaseShaderCache( material );
771
+
772
+ }
773
+
774
+ }
775
+
776
+ }
777
+
778
+ // Buffer rendering
779
+
780
+ this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
781
+
782
+ if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
783
+
784
+ const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
785
+
786
+ const program = setProgram( camera, scene, geometry, material, object );
787
+
788
+ state.setMaterial( material, frontFaceCW );
789
+
790
+ //
791
+
792
+ let index = geometry.index;
793
+ let rangeFactor = 1;
794
+
795
+ if ( material.wireframe === true ) {
796
+
797
+ index = geometries.getWireframeAttribute( geometry );
798
+
799
+ if ( index === undefined ) return;
800
+
801
+ rangeFactor = 2;
802
+
803
+ }
804
+
805
+ //
806
+
807
+ const drawRange = geometry.drawRange;
808
+ const position = geometry.attributes.position;
809
+
810
+ let drawStart = drawRange.start * rangeFactor;
811
+ let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;
812
+
813
+ if ( group !== null ) {
814
+
815
+ drawStart = Math.max( drawStart, group.start * rangeFactor );
816
+ drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );
817
+
818
+ }
819
+
820
+ if ( index !== null ) {
821
+
822
+ drawStart = Math.max( drawStart, 0 );
823
+ drawEnd = Math.min( drawEnd, index.count );
824
+
825
+ } else if ( position !== undefined && position !== null ) {
826
+
827
+ drawStart = Math.max( drawStart, 0 );
828
+ drawEnd = Math.min( drawEnd, position.count );
829
+
830
+ }
831
+
832
+ const drawCount = drawEnd - drawStart;
833
+
834
+ if ( drawCount < 0 || drawCount === Infinity ) return;
835
+
836
+ //
837
+
838
+ bindingStates.setup( object, material, program, geometry, index );
839
+
840
+ let attribute;
841
+ let renderer = bufferRenderer;
842
+
843
+ if ( index !== null ) {
844
+
845
+ attribute = attributes.get( index );
846
+
847
+ renderer = indexedBufferRenderer;
848
+ renderer.setIndex( attribute );
849
+
850
+ }
851
+
852
+ //
853
+
854
+ if ( object.isMesh ) {
855
+
856
+ if ( material.wireframe === true ) {
857
+
858
+ state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
859
+ renderer.setMode( _gl.LINES );
860
+
861
+ } else {
862
+
863
+ renderer.setMode( _gl.TRIANGLES );
864
+
865
+ }
866
+
867
+ } else if ( object.isLine ) {
868
+
869
+ let lineWidth = material.linewidth;
870
+
871
+ if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
872
+
873
+ state.setLineWidth( lineWidth * getTargetPixelRatio() );
874
+
875
+ if ( object.isLineSegments ) {
876
+
877
+ renderer.setMode( _gl.LINES );
878
+
879
+ } else if ( object.isLineLoop ) {
880
+
881
+ renderer.setMode( _gl.LINE_LOOP );
882
+
883
+ } else {
884
+
885
+ renderer.setMode( _gl.LINE_STRIP );
886
+
887
+ }
888
+
889
+ } else if ( object.isPoints ) {
890
+
891
+ renderer.setMode( _gl.POINTS );
892
+
893
+ } else if ( object.isSprite ) {
894
+
895
+ renderer.setMode( _gl.TRIANGLES );
896
+
897
+ }
898
+
899
+ if ( object.isBatchedMesh ) {
900
+
901
+ renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
902
+
903
+ } else if ( object.isInstancedMesh ) {
904
+
905
+ renderer.renderInstances( drawStart, drawCount, object.count );
906
+
907
+ } else if ( geometry.isInstancedBufferGeometry ) {
908
+
909
+ const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
910
+ const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );
911
+
912
+ renderer.renderInstances( drawStart, drawCount, instanceCount );
913
+
914
+ } else {
915
+
916
+ renderer.render( drawStart, drawCount );
917
+
918
+ }
919
+
920
+ };
921
+
922
+ // Compile
923
+
924
+ function prepareMaterial( material, scene, object ) {
925
+
926
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
927
+
928
+ material.side = BackSide;
929
+ material.needsUpdate = true;
930
+ getProgram( material, scene, object );
931
+
932
+ material.side = FrontSide;
933
+ material.needsUpdate = true;
934
+ getProgram( material, scene, object );
935
+
936
+ material.side = DoubleSide;
937
+
938
+ } else {
939
+
940
+ getProgram( material, scene, object );
941
+
942
+ }
943
+
944
+ }
945
+
946
+ this.compile = function ( scene, camera, targetScene = null ) {
947
+
948
+ if ( targetScene === null ) targetScene = scene;
949
+
950
+ currentRenderState = renderStates.get( targetScene );
951
+ currentRenderState.init();
952
+
953
+ renderStateStack.push( currentRenderState );
954
+
955
+ // gather lights from both the target scene and the new object that will be added to the scene.
956
+
957
+ targetScene.traverseVisible( function ( object ) {
958
+
959
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
960
+
961
+ currentRenderState.pushLight( object );
962
+
963
+ if ( object.castShadow ) {
964
+
965
+ currentRenderState.pushShadow( object );
966
+
967
+ }
968
+
969
+ }
970
+
971
+ } );
972
+
973
+ if ( scene !== targetScene ) {
974
+
975
+ scene.traverseVisible( function ( object ) {
976
+
977
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
978
+
979
+ currentRenderState.pushLight( object );
980
+
981
+ if ( object.castShadow ) {
982
+
983
+ currentRenderState.pushShadow( object );
984
+
985
+ }
986
+
987
+ }
988
+
989
+ } );
990
+
991
+ }
992
+
993
+ currentRenderState.setupLights( _this._useLegacyLights );
994
+
995
+ // Only initialize materials in the new scene, not the targetScene.
996
+
997
+ const materials = new Set();
998
+
999
+ scene.traverse( function ( object ) {
1000
+
1001
+ const material = object.material;
1002
+
1003
+ if ( material ) {
1004
+
1005
+ if ( Array.isArray( material ) ) {
1006
+
1007
+ for ( let i = 0; i < material.length; i ++ ) {
1008
+
1009
+ const material2 = material[ i ];
1010
+
1011
+ prepareMaterial( material2, targetScene, object );
1012
+ materials.add( material2 );
1013
+
1014
+ }
1015
+
1016
+ } else {
1017
+
1018
+ prepareMaterial( material, targetScene, object );
1019
+ materials.add( material );
1020
+
1021
+ }
1022
+
1023
+ }
1024
+
1025
+ } );
1026
+
1027
+ renderStateStack.pop();
1028
+ currentRenderState = null;
1029
+
1030
+ return materials;
1031
+
1032
+ };
1033
+
1034
+ // compileAsync
1035
+
1036
+ this.compileAsync = function ( scene, camera, targetScene = null ) {
1037
+
1038
+ const materials = this.compile( scene, camera, targetScene );
1039
+
1040
+ // Wait for all the materials in the new object to indicate that they're
1041
+ // ready to be used before resolving the promise.
1042
+
1043
+ return new Promise( ( resolve ) => {
1044
+
1045
+ function checkMaterialsReady() {
1046
+
1047
+ materials.forEach( function ( material ) {
1048
+
1049
+ const materialProperties = properties.get( material );
1050
+ const program = materialProperties.currentProgram;
1051
+
1052
+ if ( program.isReady() ) {
1053
+
1054
+ // remove any programs that report they're ready to use from the list
1055
+ materials.delete( material );
1056
+
1057
+ }
1058
+
1059
+ } );
1060
+
1061
+ // once the list of compiling materials is empty, call the callback
1062
+
1063
+ if ( materials.size === 0 ) {
1064
+
1065
+ resolve( scene );
1066
+ return;
1067
+
1068
+ }
1069
+
1070
+ // if some materials are still not ready, wait a bit and check again
1071
+
1072
+ setTimeout( checkMaterialsReady, 10 );
1073
+
1074
+ }
1075
+
1076
+ if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {
1077
+
1078
+ // If we can check the compilation status of the materials without
1079
+ // blocking then do so right away.
1080
+
1081
+ checkMaterialsReady();
1082
+
1083
+ } else {
1084
+
1085
+ // Otherwise start by waiting a bit to give the materials we just
1086
+ // initialized a chance to finish.
1087
+
1088
+ setTimeout( checkMaterialsReady, 10 );
1089
+
1090
+ }
1091
+
1092
+ } );
1093
+
1094
+ };
1095
+
1096
+ // Animation Loop
1097
+
1098
+ let onAnimationFrameCallback = null;
1099
+
1100
+ function onAnimationFrame( time ) {
1101
+
1102
+ if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1103
+
1104
+ }
1105
+
1106
+ function onXRSessionStart() {
1107
+
1108
+ animation.stop();
1109
+
1110
+ }
1111
+
1112
+ function onXRSessionEnd() {
1113
+
1114
+ animation.start();
1115
+
1116
+ }
1117
+
1118
+ const animation = new WebGLAnimation();
1119
+ animation.setAnimationLoop( onAnimationFrame );
1120
+
1121
+ if ( typeof self !== 'undefined' ) animation.setContext( self );
1122
+
1123
+ this.setAnimationLoop = function ( callback ) {
1124
+
1125
+ onAnimationFrameCallback = callback;
1126
+ xr.setAnimationLoop( callback );
1127
+
1128
+ ( callback === null ) ? animation.stop() : animation.start();
1129
+
1130
+ };
1131
+
1132
+ xr.addEventListener( 'sessionstart', onXRSessionStart );
1133
+ xr.addEventListener( 'sessionend', onXRSessionEnd );
1134
+
1135
+ // Rendering
1136
+
1137
+ this.render = function ( scene, camera ) {
1138
+
1139
+ if ( camera !== undefined && camera.isCamera !== true ) {
1140
+
1141
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
1142
+ return;
1143
+
1144
+ }
1145
+
1146
+ if ( _isContextLost === true ) return;
1147
+
1148
+ // update scene graph
1149
+
1150
+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
1151
+
1152
+ // update camera matrices and frustum
1153
+
1154
+ if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
1155
+
1156
+ if ( xr.enabled === true && xr.isPresenting === true ) {
1157
+
1158
+ if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
1159
+
1160
+ camera = xr.getCamera(); // use XR camera for rendering
1161
+
1162
+ }
1163
+
1164
+ //
1165
+ if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
1166
+
1167
+ currentRenderState = renderStates.get( scene, renderStateStack.length );
1168
+ currentRenderState.init();
1169
+
1170
+ renderStateStack.push( currentRenderState );
1171
+
1172
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
1173
+ _frustum.setFromProjectionMatrix( _projScreenMatrix );
1174
+
1175
+ _localClippingEnabled = this.localClippingEnabled;
1176
+ _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
1177
+
1178
+ currentRenderList = renderLists.get( scene, renderListStack.length );
1179
+ currentRenderList.init();
1180
+
1181
+ renderListStack.push( currentRenderList );
1182
+
1183
+ projectObject( scene, camera, 0, _this.sortObjects );
1184
+
1185
+ currentRenderList.finish();
1186
+
1187
+ if ( _this.sortObjects === true ) {
1188
+
1189
+ currentRenderList.sort( _opaqueSort, _transparentSort );
1190
+
1191
+ }
1192
+
1193
+ //
1194
+
1195
+ this.info.render.frame ++;
1196
+
1197
+ if ( _clippingEnabled === true ) clipping.beginShadows();
1198
+
1199
+ const shadowsArray = currentRenderState.state.shadowsArray;
1200
+
1201
+ shadowMap.render( shadowsArray, scene, camera );
1202
+
1203
+ if ( _clippingEnabled === true ) clipping.endShadows();
1204
+
1205
+ //
1206
+
1207
+ if ( this.info.autoReset === true ) this.info.reset();
1208
+
1209
+
1210
+ //
1211
+
1212
+ if ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {
1213
+
1214
+ background.render( currentRenderList, scene );
1215
+
1216
+ }
1217
+
1218
+ // render scene
1219
+
1220
+ currentRenderState.setupLights( _this._useLegacyLights );
1221
+
1222
+ if ( camera.isArrayCamera ) {
1223
+
1224
+ const cameras = camera.cameras;
1225
+
1226
+ for ( let i = 0, l = cameras.length; i < l; i ++ ) {
1227
+
1228
+ const camera2 = cameras[ i ];
1229
+
1230
+ renderScene( currentRenderList, scene, camera2, camera2.viewport );
1231
+
1232
+ }
1233
+
1234
+ } else {
1235
+
1236
+ renderScene( currentRenderList, scene, camera );
1237
+
1238
+ }
1239
+
1240
+ //
1241
+
1242
+ if ( _currentRenderTarget !== null ) {
1243
+
1244
+ // resolve multisample renderbuffers to a single-sample texture if necessary
1245
+
1246
+ textures.updateMultisampleRenderTarget( _currentRenderTarget );
1247
+
1248
+ // Generate mipmap if we're using any kind of mipmap filtering
1249
+
1250
+ textures.updateRenderTargetMipmap( _currentRenderTarget );
1251
+
1252
+ }
1253
+
1254
+ //
1255
+
1256
+ if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
1257
+
1258
+ // _gl.finish();
1259
+
1260
+ bindingStates.resetDefaultState();
1261
+ _currentMaterialId = - 1;
1262
+ _currentCamera = null;
1263
+
1264
+ renderStateStack.pop();
1265
+
1266
+ if ( renderStateStack.length > 0 ) {
1267
+
1268
+ currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
1269
+
1270
+ } else {
1271
+
1272
+ currentRenderState = null;
1273
+
1274
+ }
1275
+
1276
+ renderListStack.pop();
1277
+
1278
+ if ( renderListStack.length > 0 ) {
1279
+
1280
+ currentRenderList = renderListStack[ renderListStack.length - 1 ];
1281
+
1282
+ } else {
1283
+
1284
+ currentRenderList = null;
1285
+
1286
+ }
1287
+
1288
+ };
1289
+
1290
+ function projectObject( object, camera, groupOrder, sortObjects ) {
1291
+
1292
+ if ( object.visible === false ) return;
1293
+
1294
+ const visible = object.layers.test( camera.layers );
1295
+
1296
+ if ( visible ) {
1297
+
1298
+ if ( object.isGroup ) {
1299
+
1300
+ groupOrder = object.renderOrder;
1301
+
1302
+ } else if ( object.isLOD ) {
1303
+
1304
+ if ( object.autoUpdate === true ) object.update( camera );
1305
+
1306
+ } else if ( object.isLight ) {
1307
+
1308
+ currentRenderState.pushLight( object );
1309
+
1310
+ if ( object.castShadow ) {
1311
+
1312
+ currentRenderState.pushShadow( object );
1313
+
1314
+ }
1315
+
1316
+ } else if ( object.isSprite ) {
1317
+
1318
+ if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1319
+
1320
+ if ( sortObjects ) {
1321
+
1322
+ _vector3.setFromMatrixPosition( object.matrixWorld )
1323
+ .applyMatrix4( _projScreenMatrix );
1324
+
1325
+ }
1326
+
1327
+ const geometry = objects.update( object );
1328
+ const material = object.material;
1329
+
1330
+ if ( material.visible ) {
1331
+
1332
+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1333
+
1334
+ }
1335
+
1336
+ }
1337
+
1338
+ } else if ( object.isMesh || object.isLine || object.isPoints ) {
1339
+
1340
+ if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1341
+
1342
+ const geometry = objects.update( object );
1343
+ const material = object.material;
1344
+
1345
+ if ( sortObjects ) {
1346
+
1347
+ if ( object.boundingSphere !== undefined ) {
1348
+
1349
+ if ( object.boundingSphere === null ) object.computeBoundingSphere();
1350
+ _vector3.copy( object.boundingSphere.center );
1351
+
1352
+ } else {
1353
+
1354
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
1355
+ _vector3.copy( geometry.boundingSphere.center );
1356
+
1357
+ }
1358
+
1359
+ _vector3
1360
+ .applyMatrix4( object.matrixWorld )
1361
+ .applyMatrix4( _projScreenMatrix );
1362
+
1363
+ }
1364
+
1365
+ if ( Array.isArray( material ) ) {
1366
+
1367
+ const groups = geometry.groups;
1368
+
1369
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
1370
+
1371
+ const group = groups[ i ];
1372
+ const groupMaterial = material[ group.materialIndex ];
1373
+
1374
+ if ( groupMaterial && groupMaterial.visible ) {
1375
+
1376
+ currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1377
+
1378
+ }
1379
+
1380
+ }
1381
+
1382
+ } else if ( material.visible ) {
1383
+
1384
+ currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
1385
+
1386
+ }
1387
+
1388
+ }
1389
+
1390
+ }
1391
+
1392
+ }
1393
+
1394
+ const children = object.children;
1395
+
1396
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
1397
+
1398
+ projectObject( children[ i ], camera, groupOrder, sortObjects );
1399
+
1400
+ }
1401
+
1402
+ }
1403
+
1404
+ function renderScene( currentRenderList, scene, camera, viewport ) {
1405
+
1406
+ const opaqueObjects = currentRenderList.opaque;
1407
+ const transmissiveObjects = currentRenderList.transmissive;
1408
+ const transparentObjects = currentRenderList.transparent;
1409
+
1410
+ currentRenderState.setupLightsView( camera );
1411
+
1412
+ if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
1413
+
1414
+ if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );
1415
+
1416
+ if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
1417
+
1418
+ if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
1419
+ if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
1420
+ if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
1421
+
1422
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
1423
+
1424
+ state.buffers.depth.setTest( true );
1425
+ state.buffers.depth.setMask( true );
1426
+ state.buffers.color.setMask( true );
1427
+
1428
+ state.setPolygonOffset( false );
1429
+
1430
+ }
1431
+
1432
+ function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {
1433
+
1434
+ const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1435
+
1436
+ if ( overrideMaterial !== null ) {
1437
+
1438
+ return;
1439
+
1440
+ }
1441
+
1442
+ const isWebGL2 = capabilities.isWebGL2;
1443
+
1444
+ if ( _transmissionRenderTarget === null ) {
1445
+
1446
+ _transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {
1447
+ generateMipmaps: true,
1448
+ type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
1449
+ minFilter: LinearMipmapLinearFilter,
1450
+ samples: ( isWebGL2 ) ? 4 : 0
1451
+ } );
1452
+
1453
+ // debug
1454
+
1455
+ /*
1456
+ const geometry = new PlaneGeometry();
1457
+ const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );
1458
+
1459
+ const mesh = new Mesh( geometry, material );
1460
+ scene.add( mesh );
1461
+ */
1462
+
1463
+ }
1464
+
1465
+ _this.getDrawingBufferSize( _vector2 );
1466
+
1467
+ if ( isWebGL2 ) {
1468
+
1469
+ _transmissionRenderTarget.setSize( _vector2.x, _vector2.y );
1470
+
1471
+ } else {
1472
+
1473
+ _transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );
1474
+
1475
+ }
1476
+
1477
+ //
1478
+
1479
+ const currentRenderTarget = _this.getRenderTarget();
1480
+ _this.setRenderTarget( _transmissionRenderTarget );
1481
+
1482
+ _this.getClearColor( _currentClearColor );
1483
+ _currentClearAlpha = _this.getClearAlpha();
1484
+ if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );
1485
+
1486
+ _this.clear();
1487
+
1488
+ // Turn off the features which can affect the frag color for opaque objects pass.
1489
+ // Otherwise they are applied twice in opaque objects pass and transmission objects pass.
1490
+ const currentToneMapping = _this.toneMapping;
1491
+ _this.toneMapping = NoToneMapping;
1492
+
1493
+ renderObjects( opaqueObjects, scene, camera );
1494
+
1495
+ textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
1496
+ textures.updateRenderTargetMipmap( _transmissionRenderTarget );
1497
+
1498
+ let renderTargetNeedsUpdate = false;
1499
+
1500
+ for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {
1501
+
1502
+ const renderItem = transmissiveObjects[ i ];
1503
+
1504
+ const object = renderItem.object;
1505
+ const geometry = renderItem.geometry;
1506
+ const material = renderItem.material;
1507
+ const group = renderItem.group;
1508
+
1509
+ if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
1510
+
1511
+ const currentSide = material.side;
1512
+
1513
+ material.side = BackSide;
1514
+ material.needsUpdate = true;
1515
+
1516
+ renderObject( object, scene, camera, geometry, material, group );
1517
+
1518
+ material.side = currentSide;
1519
+ material.needsUpdate = true;
1520
+
1521
+ renderTargetNeedsUpdate = true;
1522
+
1523
+ }
1524
+
1525
+ }
1526
+
1527
+ if ( renderTargetNeedsUpdate === true ) {
1528
+
1529
+ textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
1530
+ textures.updateRenderTargetMipmap( _transmissionRenderTarget );
1531
+
1532
+ }
1533
+
1534
+ _this.setRenderTarget( currentRenderTarget );
1535
+
1536
+ _this.setClearColor( _currentClearColor, _currentClearAlpha );
1537
+
1538
+ _this.toneMapping = currentToneMapping;
1539
+
1540
+ }
1541
+
1542
+ function renderObjects( renderList, scene, camera ) {
1543
+
1544
+ const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
1545
+
1546
+ for ( let i = 0, l = renderList.length; i < l; i ++ ) {
1547
+
1548
+ const renderItem = renderList[ i ];
1549
+
1550
+ const object = renderItem.object;
1551
+ const geometry = renderItem.geometry;
1552
+ const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
1553
+ const group = renderItem.group;
1554
+
1555
+ if ( object.layers.test( camera.layers ) ) {
1556
+
1557
+ renderObject( object, scene, camera, geometry, material, group );
1558
+
1559
+ }
1560
+
1561
+ }
1562
+
1563
+ }
1564
+
1565
+ function renderObject( object, scene, camera, geometry, material, group ) {
1566
+
1567
+ object.onBeforeRender( _this, scene, camera, geometry, material, group );
1568
+
1569
+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
1570
+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
1571
+
1572
+ material.onBeforeRender( _this, scene, camera, geometry, object, group );
1573
+
1574
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
1575
+
1576
+ material.side = BackSide;
1577
+ material.needsUpdate = true;
1578
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1579
+
1580
+ material.side = FrontSide;
1581
+ material.needsUpdate = true;
1582
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1583
+
1584
+ material.side = DoubleSide;
1585
+
1586
+ } else {
1587
+
1588
+ _this.renderBufferDirect( camera, scene, geometry, material, object, group );
1589
+
1590
+ }
1591
+
1592
+ object.onAfterRender( _this, scene, camera, geometry, material, group );
1593
+
1594
+ }
1595
+
1596
+ function getProgram( material, scene, object ) {
1597
+
1598
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1599
+
1600
+ const materialProperties = properties.get( material );
1601
+
1602
+ const lights = currentRenderState.state.lights;
1603
+ const shadowsArray = currentRenderState.state.shadowsArray;
1604
+
1605
+ const lightsStateVersion = lights.state.version;
1606
+
1607
+ const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
1608
+ const programCacheKey = programCache.getProgramCacheKey( parameters );
1609
+
1610
+ let programs = materialProperties.programs;
1611
+
1612
+ // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
1613
+
1614
+ materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
1615
+ materialProperties.fog = scene.fog;
1616
+ materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
1617
+
1618
+ if ( programs === undefined ) {
1619
+
1620
+ // new material
1621
+
1622
+ material.addEventListener( 'dispose', onMaterialDispose );
1623
+
1624
+ programs = new Map();
1625
+ materialProperties.programs = programs;
1626
+
1627
+ }
1628
+
1629
+ let program = programs.get( programCacheKey );
1630
+
1631
+ if ( program !== undefined ) {
1632
+
1633
+ // early out if program and light state is identical
1634
+
1635
+ if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
1636
+
1637
+ updateCommonMaterialProperties( material, parameters );
1638
+
1639
+ return program;
1640
+
1641
+ }
1642
+
1643
+ } else {
1644
+
1645
+ parameters.uniforms = programCache.getUniforms( material );
1646
+
1647
+ material.onBuild( object, parameters, _this );
1648
+
1649
+ material.onBeforeCompile( parameters, _this );
1650
+
1651
+ program = programCache.acquireProgram( parameters, programCacheKey );
1652
+ programs.set( programCacheKey, program );
1653
+
1654
+ materialProperties.uniforms = parameters.uniforms;
1655
+
1656
+ }
1657
+
1658
+ const uniforms = materialProperties.uniforms;
1659
+
1660
+ if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
1661
+
1662
+ uniforms.clippingPlanes = clipping.uniform;
1663
+
1664
+ }
1665
+
1666
+ updateCommonMaterialProperties( material, parameters );
1667
+
1668
+ // store the light setup it was created for
1669
+
1670
+ materialProperties.needsLights = materialNeedsLights( material );
1671
+ materialProperties.lightsStateVersion = lightsStateVersion;
1672
+
1673
+ if ( materialProperties.needsLights ) {
1674
+
1675
+ // wire up the material to this renderer's lighting state
1676
+
1677
+ uniforms.ambientLightColor.value = lights.state.ambient;
1678
+ uniforms.lightProbe.value = lights.state.probe;
1679
+ uniforms.directionalLights.value = lights.state.directional;
1680
+ uniforms.directionalLightShadows.value = lights.state.directionalShadow;
1681
+ uniforms.spotLights.value = lights.state.spot;
1682
+ uniforms.spotLightShadows.value = lights.state.spotShadow;
1683
+ uniforms.rectAreaLights.value = lights.state.rectArea;
1684
+ uniforms.ltc_1.value = lights.state.rectAreaLTC1;
1685
+ uniforms.ltc_2.value = lights.state.rectAreaLTC2;
1686
+ uniforms.pointLights.value = lights.state.point;
1687
+ uniforms.pointLightShadows.value = lights.state.pointShadow;
1688
+ uniforms.hemisphereLights.value = lights.state.hemi;
1689
+
1690
+ uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
1691
+ uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
1692
+ uniforms.spotShadowMap.value = lights.state.spotShadowMap;
1693
+ uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
1694
+ uniforms.spotLightMap.value = lights.state.spotLightMap;
1695
+ uniforms.pointShadowMap.value = lights.state.pointShadowMap;
1696
+ uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1697
+ // TODO (abelnation): add area lights shadow info to uniforms
1698
+
1699
+ }
1700
+
1701
+ materialProperties.currentProgram = program;
1702
+ materialProperties.uniformsList = null;
1703
+
1704
+ return program;
1705
+
1706
+ }
1707
+
1708
+ function getUniformList( materialProperties ) {
1709
+
1710
+ if ( materialProperties.uniformsList === null ) {
1711
+
1712
+ const progUniforms = materialProperties.currentProgram.getUniforms();
1713
+ materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );
1714
+
1715
+ }
1716
+
1717
+ return materialProperties.uniformsList;
1718
+
1719
+ }
1720
+
1721
+ function updateCommonMaterialProperties( material, parameters ) {
1722
+
1723
+ const materialProperties = properties.get( material );
1724
+
1725
+ materialProperties.outputColorSpace = parameters.outputColorSpace;
1726
+ materialProperties.batching = parameters.batching;
1727
+ materialProperties.instancing = parameters.instancing;
1728
+ materialProperties.instancingColor = parameters.instancingColor;
1729
+ materialProperties.skinning = parameters.skinning;
1730
+ materialProperties.morphTargets = parameters.morphTargets;
1731
+ materialProperties.morphNormals = parameters.morphNormals;
1732
+ materialProperties.morphColors = parameters.morphColors;
1733
+ materialProperties.morphTargetsCount = parameters.morphTargetsCount;
1734
+ materialProperties.numClippingPlanes = parameters.numClippingPlanes;
1735
+ materialProperties.numIntersection = parameters.numClipIntersection;
1736
+ materialProperties.vertexAlphas = parameters.vertexAlphas;
1737
+ materialProperties.vertexTangents = parameters.vertexTangents;
1738
+ materialProperties.toneMapping = parameters.toneMapping;
1739
+
1740
+ }
1741
+
1742
+ function setProgram( camera, scene, geometry, material, object ) {
1743
+
1744
+ if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
1745
+
1746
+ textures.resetTextureUnits();
1747
+
1748
+ const fog = scene.fog;
1749
+ const environment = material.isMeshStandardMaterial ? scene.environment : null;
1750
+ const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
1751
+ const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
1752
+ const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
1753
+ const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
1754
+ const morphTargets = !! geometry.morphAttributes.position;
1755
+ const morphNormals = !! geometry.morphAttributes.normal;
1756
+ const morphColors = !! geometry.morphAttributes.color;
1757
+
1758
+ let toneMapping = NoToneMapping;
1759
+
1760
+ if ( material.toneMapped ) {
1761
+
1762
+ if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {
1763
+
1764
+ toneMapping = _this.toneMapping;
1765
+
1766
+ }
1767
+
1768
+ }
1769
+
1770
+ const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
1771
+ const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
1772
+
1773
+ const materialProperties = properties.get( material );
1774
+ const lights = currentRenderState.state.lights;
1775
+
1776
+ if ( _clippingEnabled === true ) {
1777
+
1778
+ if ( _localClippingEnabled === true || camera !== _currentCamera ) {
1779
+
1780
+ const useCache =
1781
+ camera === _currentCamera &&
1782
+ material.id === _currentMaterialId;
1783
+
1784
+ // we might want to call this function with some ClippingGroup
1785
+ // object instead of the material, once it becomes feasible
1786
+ // (#8465, #8379)
1787
+ clipping.setState( material, camera, useCache );
1788
+
1789
+ }
1790
+
1791
+ }
1792
+
1793
+ //
1794
+
1795
+ let needsProgramChange = false;
1796
+
1797
+ if ( material.version === materialProperties.__version ) {
1798
+
1799
+ if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
1800
+
1801
+ needsProgramChange = true;
1802
+
1803
+ } else if ( materialProperties.outputColorSpace !== colorSpace ) {
1804
+
1805
+ needsProgramChange = true;
1806
+
1807
+ } else if ( object.isBatchedMesh && materialProperties.batching === false ) {
1808
+
1809
+ needsProgramChange = true;
1810
+
1811
+ } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {
1812
+
1813
+ needsProgramChange = true;
1814
+
1815
+ } else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
1816
+
1817
+ needsProgramChange = true;
1818
+
1819
+ } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
1820
+
1821
+ needsProgramChange = true;
1822
+
1823
+ } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
1824
+
1825
+ needsProgramChange = true;
1826
+
1827
+ } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
1828
+
1829
+ needsProgramChange = true;
1830
+
1831
+ } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {
1832
+
1833
+ needsProgramChange = true;
1834
+
1835
+ } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {
1836
+
1837
+ needsProgramChange = true;
1838
+
1839
+ } else if ( materialProperties.envMap !== envMap ) {
1840
+
1841
+ needsProgramChange = true;
1842
+
1843
+ } else if ( material.fog === true && materialProperties.fog !== fog ) {
1844
+
1845
+ needsProgramChange = true;
1846
+
1847
+ } else if ( materialProperties.numClippingPlanes !== undefined &&
1848
+ ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
1849
+ materialProperties.numIntersection !== clipping.numIntersection ) ) {
1850
+
1851
+ needsProgramChange = true;
1852
+
1853
+ } else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
1854
+
1855
+ needsProgramChange = true;
1856
+
1857
+ } else if ( materialProperties.vertexTangents !== vertexTangents ) {
1858
+
1859
+ needsProgramChange = true;
1860
+
1861
+ } else if ( materialProperties.morphTargets !== morphTargets ) {
1862
+
1863
+ needsProgramChange = true;
1864
+
1865
+ } else if ( materialProperties.morphNormals !== morphNormals ) {
1866
+
1867
+ needsProgramChange = true;
1868
+
1869
+ } else if ( materialProperties.morphColors !== morphColors ) {
1870
+
1871
+ needsProgramChange = true;
1872
+
1873
+ } else if ( materialProperties.toneMapping !== toneMapping ) {
1874
+
1875
+ needsProgramChange = true;
1876
+
1877
+ } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
1878
+
1879
+ needsProgramChange = true;
1880
+
1881
+ }
1882
+
1883
+ } else {
1884
+
1885
+ needsProgramChange = true;
1886
+ materialProperties.__version = material.version;
1887
+
1888
+ }
1889
+
1890
+ //
1891
+
1892
+ let program = materialProperties.currentProgram;
1893
+
1894
+ if ( needsProgramChange === true ) {
1895
+
1896
+ program = getProgram( material, scene, object );
1897
+
1898
+ }
1899
+
1900
+ let refreshProgram = false;
1901
+ let refreshMaterial = false;
1902
+ let refreshLights = false;
1903
+
1904
+ const p_uniforms = program.getUniforms(),
1905
+ m_uniforms = materialProperties.uniforms;
1906
+
1907
+ if ( state.useProgram( program.program ) ) {
1908
+
1909
+ refreshProgram = true;
1910
+ refreshMaterial = true;
1911
+ refreshLights = true;
1912
+
1913
+ }
1914
+
1915
+ if ( material.id !== _currentMaterialId ) {
1916
+
1917
+ _currentMaterialId = material.id;
1918
+
1919
+ refreshMaterial = true;
1920
+
1921
+ }
1922
+
1923
+ if ( refreshProgram || _currentCamera !== camera ) {
1924
+
1925
+ // common camera uniforms
1926
+
1927
+ p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
1928
+ p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1929
+
1930
+ const uCamPos = p_uniforms.map.cameraPosition;
1931
+
1932
+ if ( uCamPos !== undefined ) {
1933
+
1934
+ uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
1935
+
1936
+ }
1937
+
1938
+ if ( capabilities.logarithmicDepthBuffer ) {
1939
+
1940
+ p_uniforms.setValue( _gl, 'logDepthBufFC',
1941
+ 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1942
+
1943
+ }
1944
+
1945
+ // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
1946
+
1947
+ if ( material.isMeshPhongMaterial ||
1948
+ material.isMeshToonMaterial ||
1949
+ material.isMeshLambertMaterial ||
1950
+ material.isMeshBasicMaterial ||
1951
+ material.isMeshStandardMaterial ||
1952
+ material.isShaderMaterial ) {
1953
+
1954
+ p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
1955
+
1956
+ }
1957
+
1958
+ if ( _currentCamera !== camera ) {
1959
+
1960
+ _currentCamera = camera;
1961
+
1962
+ // lighting uniforms depend on the camera so enforce an update
1963
+ // now, in case this material supports lights - or later, when
1964
+ // the next material that does gets activated:
1965
+
1966
+ refreshMaterial = true; // set to true on material change
1967
+ refreshLights = true; // remains set until update done
1968
+
1969
+ }
1970
+
1971
+ }
1972
+
1973
+ // skinning and morph target uniforms must be set even if material didn't change
1974
+ // auto-setting of texture unit for bone and morph texture must go before other textures
1975
+ // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
1976
+
1977
+ if ( object.isSkinnedMesh ) {
1978
+
1979
+ p_uniforms.setOptional( _gl, object, 'bindMatrix' );
1980
+ p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1981
+
1982
+ const skeleton = object.skeleton;
1983
+
1984
+ if ( skeleton ) {
1985
+
1986
+ if ( capabilities.floatVertexTextures ) {
1987
+
1988
+ if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
1989
+
1990
+ p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
1991
+
1992
+ } else {
1993
+
1994
+ console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );
1995
+
1996
+ }
1997
+
1998
+ }
1999
+
2000
+ }
2001
+
2002
+ if ( object.isBatchedMesh ) {
2003
+
2004
+ p_uniforms.setOptional( _gl, object, 'batchingTexture' );
2005
+ p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
2006
+
2007
+ }
2008
+
2009
+ const morphAttributes = geometry.morphAttributes;
2010
+
2011
+ if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {
2012
+
2013
+ morphtargets.update( object, geometry, program );
2014
+
2015
+ }
2016
+
2017
+ if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
2018
+
2019
+ materialProperties.receiveShadow = object.receiveShadow;
2020
+ p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
2021
+
2022
+ }
2023
+
2024
+ // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
2025
+
2026
+ if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
2027
+
2028
+ m_uniforms.envMap.value = envMap;
2029
+
2030
+ m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
2031
+
2032
+ }
2033
+
2034
+ if ( refreshMaterial ) {
2035
+
2036
+ p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
2037
+
2038
+ if ( materialProperties.needsLights ) {
2039
+
2040
+ // the current material requires lighting info
2041
+
2042
+ // note: all lighting uniforms are always set correctly
2043
+ // they simply reference the renderer's state for their
2044
+ // values
2045
+ //
2046
+ // use the current material's .needsUpdate flags to set
2047
+ // the GL state when required
2048
+
2049
+ markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
2050
+
2051
+ }
2052
+
2053
+ // refresh uniforms common to several materials
2054
+
2055
+ if ( fog && material.fog === true ) {
2056
+
2057
+ materials.refreshFogUniforms( m_uniforms, fog );
2058
+
2059
+ }
2060
+
2061
+ materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
2062
+
2063
+ WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2064
+
2065
+ }
2066
+
2067
+ if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
2068
+
2069
+ WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
2070
+ material.uniformsNeedUpdate = false;
2071
+
2072
+ }
2073
+
2074
+ if ( material.isSpriteMaterial ) {
2075
+
2076
+ p_uniforms.setValue( _gl, 'center', object.center );
2077
+
2078
+ }
2079
+
2080
+ // common matrices
2081
+
2082
+ p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
2083
+ p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
2084
+ p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
2085
+
2086
+ // UBOs
2087
+
2088
+ if ( material.isShaderMaterial || material.isRawShaderMaterial ) {
2089
+
2090
+ const groups = material.uniformsGroups;
2091
+
2092
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
2093
+
2094
+ if ( capabilities.isWebGL2 ) {
2095
+
2096
+ const group = groups[ i ];
2097
+
2098
+ uniformsGroups.update( group, program );
2099
+ uniformsGroups.bind( group, program );
2100
+
2101
+ } else {
2102
+
2103
+ console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );
2104
+
2105
+ }
2106
+
2107
+ }
2108
+
2109
+ }
2110
+
2111
+ return program;
2112
+
2113
+ }
2114
+
2115
+ // If uniforms are marked as clean, they don't need to be loaded to the GPU.
2116
+
2117
+ function markUniformsLightsNeedsUpdate( uniforms, value ) {
2118
+
2119
+ uniforms.ambientLightColor.needsUpdate = value;
2120
+ uniforms.lightProbe.needsUpdate = value;
2121
+
2122
+ uniforms.directionalLights.needsUpdate = value;
2123
+ uniforms.directionalLightShadows.needsUpdate = value;
2124
+ uniforms.pointLights.needsUpdate = value;
2125
+ uniforms.pointLightShadows.needsUpdate = value;
2126
+ uniforms.spotLights.needsUpdate = value;
2127
+ uniforms.spotLightShadows.needsUpdate = value;
2128
+ uniforms.rectAreaLights.needsUpdate = value;
2129
+ uniforms.hemisphereLights.needsUpdate = value;
2130
+
2131
+ }
2132
+
2133
+ function materialNeedsLights( material ) {
2134
+
2135
+ return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
2136
+ material.isMeshStandardMaterial || material.isShadowMaterial ||
2137
+ ( material.isShaderMaterial && material.lights === true );
2138
+
2139
+ }
2140
+
2141
+ this.getActiveCubeFace = function () {
2142
+
2143
+ return _currentActiveCubeFace;
2144
+
2145
+ };
2146
+
2147
+ this.getActiveMipmapLevel = function () {
2148
+
2149
+ return _currentActiveMipmapLevel;
2150
+
2151
+ };
2152
+
2153
+ this.getRenderTarget = function () {
2154
+
2155
+ return _currentRenderTarget;
2156
+
2157
+ };
2158
+
2159
+ this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
2160
+
2161
+ properties.get( renderTarget.texture ).__webglTexture = colorTexture;
2162
+ properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
2163
+
2164
+ const renderTargetProperties = properties.get( renderTarget );
2165
+ renderTargetProperties.__hasExternalTextures = true;
2166
+
2167
+ if ( renderTargetProperties.__hasExternalTextures ) {
2168
+
2169
+ renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
2170
+
2171
+ if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
2172
+
2173
+ // The multisample_render_to_texture extension doesn't work properly if there
2174
+ // are midframe flushes and an external depth buffer. Disable use of the extension.
2175
+ if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
2176
+
2177
+ console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
2178
+ renderTargetProperties.__useRenderToTexture = false;
2179
+
2180
+ }
2181
+
2182
+ }
2183
+
2184
+ }
2185
+
2186
+ };
2187
+
2188
+ this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
2189
+
2190
+ const renderTargetProperties = properties.get( renderTarget );
2191
+ renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
2192
+ renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
2193
+
2194
+ };
2195
+
2196
+ this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
2197
+
2198
+ _currentRenderTarget = renderTarget;
2199
+ _currentActiveCubeFace = activeCubeFace;
2200
+ _currentActiveMipmapLevel = activeMipmapLevel;
2201
+
2202
+ let useDefaultFramebuffer = true;
2203
+ let framebuffer = null;
2204
+ let isCube = false;
2205
+ let isRenderTarget3D = false;
2206
+
2207
+ if ( renderTarget ) {
2208
+
2209
+ const renderTargetProperties = properties.get( renderTarget );
2210
+
2211
+ if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
2212
+
2213
+ // We need to make sure to rebind the framebuffer.
2214
+ state.bindFramebuffer( _gl.FRAMEBUFFER, null );
2215
+ useDefaultFramebuffer = false;
2216
+
2217
+ } else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
2218
+
2219
+ textures.setupRenderTarget( renderTarget );
2220
+
2221
+ } else if ( renderTargetProperties.__hasExternalTextures ) {
2222
+
2223
+ // Color and depth texture must be rebound in order for the swapchain to update.
2224
+ textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
2225
+
2226
+ }
2227
+
2228
+ const texture = renderTarget.texture;
2229
+
2230
+ if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
2231
+
2232
+ isRenderTarget3D = true;
2233
+
2234
+ }
2235
+
2236
+ const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
2237
+
2238
+ if ( renderTarget.isWebGLCubeRenderTarget ) {
2239
+
2240
+ if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {
2241
+
2242
+ framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];
2243
+
2244
+ } else {
2245
+
2246
+ framebuffer = __webglFramebuffer[ activeCubeFace ];
2247
+
2248
+ }
2249
+
2250
+ isCube = true;
2251
+
2252
+ } else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
2253
+
2254
+ framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
2255
+
2256
+ } else {
2257
+
2258
+ if ( Array.isArray( __webglFramebuffer ) ) {
2259
+
2260
+ framebuffer = __webglFramebuffer[ activeMipmapLevel ];
2261
+
2262
+ } else {
2263
+
2264
+ framebuffer = __webglFramebuffer;
2265
+
2266
+ }
2267
+
2268
+ }
2269
+
2270
+ _currentViewport.copy( renderTarget.viewport );
2271
+ _currentScissor.copy( renderTarget.scissor );
2272
+ _currentScissorTest = renderTarget.scissorTest;
2273
+
2274
+ } else {
2275
+
2276
+ _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
2277
+ _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
2278
+ _currentScissorTest = _scissorTest;
2279
+
2280
+ }
2281
+
2282
+ const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2283
+
2284
+ if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
2285
+
2286
+ state.drawBuffers( renderTarget, framebuffer );
2287
+
2288
+ }
2289
+
2290
+ state.viewport( _currentViewport );
2291
+ state.scissor( _currentScissor );
2292
+ state.setScissorTest( _currentScissorTest );
2293
+
2294
+ if ( isCube ) {
2295
+
2296
+ const textureProperties = properties.get( renderTarget.texture );
2297
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
2298
+
2299
+ } else if ( isRenderTarget3D ) {
2300
+
2301
+ const textureProperties = properties.get( renderTarget.texture );
2302
+ const layer = activeCubeFace || 0;
2303
+ _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
2304
+
2305
+ }
2306
+
2307
+ _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
2308
+
2309
+ };
2310
+
2311
+ this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
2312
+
2313
+ if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2314
+
2315
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
2316
+ return;
2317
+
2318
+ }
2319
+
2320
+ let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2321
+
2322
+ if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
2323
+
2324
+ framebuffer = framebuffer[ activeCubeFaceIndex ];
2325
+
2326
+ }
2327
+
2328
+ if ( framebuffer ) {
2329
+
2330
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2331
+
2332
+ try {
2333
+
2334
+ const texture = renderTarget.texture;
2335
+ const textureFormat = texture.format;
2336
+ const textureType = texture.type;
2337
+
2338
+ if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2339
+
2340
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
2341
+ return;
2342
+
2343
+ }
2344
+
2345
+ const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
2346
+
2347
+ if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
2348
+ ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
2349
+ ! halfFloatSupportedByExt ) {
2350
+
2351
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
2352
+ return;
2353
+
2354
+ }
2355
+
2356
+ // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
2357
+
2358
+ if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2359
+
2360
+ _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2361
+
2362
+ }
2363
+
2364
+ } finally {
2365
+
2366
+ // restore framebuffer of current render target if necessary
2367
+
2368
+ const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
2369
+ state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2370
+
2371
+ }
2372
+
2373
+ }
2374
+
2375
+ };
2376
+
2377
+ this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
2378
+
2379
+ const levelScale = Math.pow( 2, - level );
2380
+ const width = Math.floor( texture.image.width * levelScale );
2381
+ const height = Math.floor( texture.image.height * levelScale );
2382
+
2383
+ textures.setTexture2D( texture, 0 );
2384
+
2385
+ _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );
2386
+
2387
+ state.unbindTexture();
2388
+
2389
+ };
2390
+
2391
+ this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
2392
+
2393
+ const width = srcTexture.image.width;
2394
+ const height = srcTexture.image.height;
2395
+ const glFormat = utils.convert( dstTexture.format );
2396
+ const glType = utils.convert( dstTexture.type );
2397
+
2398
+ textures.setTexture2D( dstTexture, 0 );
2399
+
2400
+ // As another texture upload may have changed pixelStorei
2401
+ // parameters, make sure they are correct for the dstTexture
2402
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2403
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2404
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2405
+
2406
+ if ( srcTexture.isDataTexture ) {
2407
+
2408
+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
2409
+
2410
+ } else {
2411
+
2412
+ if ( srcTexture.isCompressedTexture ) {
2413
+
2414
+ _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
2415
+
2416
+ } else {
2417
+
2418
+ _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
2419
+
2420
+ }
2421
+
2422
+ }
2423
+
2424
+ // Generate mipmaps only when copying level 0
2425
+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
2426
+
2427
+ state.unbindTexture();
2428
+
2429
+ };
2430
+
2431
+ this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
2432
+
2433
+ if ( _this.isWebGL1Renderer ) {
2434
+
2435
+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
2436
+ return;
2437
+
2438
+ }
2439
+
2440
+ const width = sourceBox.max.x - sourceBox.min.x + 1;
2441
+ const height = sourceBox.max.y - sourceBox.min.y + 1;
2442
+ const depth = sourceBox.max.z - sourceBox.min.z + 1;
2443
+ const glFormat = utils.convert( dstTexture.format );
2444
+ const glType = utils.convert( dstTexture.type );
2445
+ let glTarget;
2446
+
2447
+ if ( dstTexture.isData3DTexture ) {
2448
+
2449
+ textures.setTexture3D( dstTexture, 0 );
2450
+ glTarget = _gl.TEXTURE_3D;
2451
+
2452
+ } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {
2453
+
2454
+ textures.setTexture2DArray( dstTexture, 0 );
2455
+ glTarget = _gl.TEXTURE_2D_ARRAY;
2456
+
2457
+ } else {
2458
+
2459
+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
2460
+ return;
2461
+
2462
+ }
2463
+
2464
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
2465
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
2466
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
2467
+
2468
+ const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
2469
+ const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
2470
+ const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
2471
+ const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
2472
+ const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
2473
+
2474
+ const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
2475
+
2476
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
2477
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
2478
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
2479
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
2480
+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
2481
+
2482
+ if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
2483
+
2484
+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
2485
+
2486
+ } else {
2487
+
2488
+ if ( srcTexture.isCompressedArrayTexture ) {
2489
+
2490
+ console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
2491
+ _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
2492
+
2493
+ } else {
2494
+
2495
+ _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
2496
+
2497
+ }
2498
+
2499
+ }
2500
+
2501
+ _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
2502
+ _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
2503
+ _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
2504
+ _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
2505
+ _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
2506
+
2507
+ // Generate mipmaps only when copying level 0
2508
+ if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
2509
+
2510
+ state.unbindTexture();
2511
+
2512
+ };
2513
+
2514
+ this.initTexture = function ( texture ) {
2515
+
2516
+ if ( texture.isCubeTexture ) {
2517
+
2518
+ textures.setTextureCube( texture, 0 );
2519
+
2520
+ } else if ( texture.isData3DTexture ) {
2521
+
2522
+ textures.setTexture3D( texture, 0 );
2523
+
2524
+ } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
2525
+
2526
+ textures.setTexture2DArray( texture, 0 );
2527
+
2528
+ } else {
2529
+
2530
+ textures.setTexture2D( texture, 0 );
2531
+
2532
+ }
2533
+
2534
+ state.unbindTexture();
2535
+
2536
+ };
2537
+
2538
+ this.resetState = function () {
2539
+
2540
+ _currentActiveCubeFace = 0;
2541
+ _currentActiveMipmapLevel = 0;
2542
+ _currentRenderTarget = null;
2543
+
2544
+ state.reset();
2545
+ bindingStates.reset();
2546
+
2547
+ };
2548
+
2549
+ if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
2550
+
2551
+ __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
2552
+
2553
+ }
2554
+
2555
+ }
2556
+
2557
+ get coordinateSystem() {
2558
+
2559
+ return WebGLCoordinateSystem;
2560
+
2561
+ }
2562
+
2563
+ get outputColorSpace() {
2564
+
2565
+ return this._outputColorSpace;
2566
+
2567
+ }
2568
+
2569
+ set outputColorSpace( colorSpace ) {
2570
+
2571
+ this._outputColorSpace = colorSpace;
2572
+
2573
+ const gl = this.getContext();
2574
+ gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
2575
+ gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
2576
+
2577
+ }
2578
+
2579
+ get outputEncoding() { // @deprecated, r152
2580
+
2581
+ console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );
2582
+ return this.outputColorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding;
2583
+
2584
+ }
2585
+
2586
+ set outputEncoding( encoding ) { // @deprecated, r152
2587
+
2588
+ console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );
2589
+ this.outputColorSpace = encoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace;
2590
+
2591
+ }
2592
+
2593
+ get useLegacyLights() { // @deprecated, r155
2594
+
2595
+ console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
2596
+ return this._useLegacyLights;
2597
+
2598
+ }
2599
+
2600
+ set useLegacyLights( value ) { // @deprecated, r155
2601
+
2602
+ console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
2603
+ this._useLegacyLights = value;
2604
+
2605
+ }
2606
+
2607
+ }
2608
+
2609
+
2610
+ export { WebGLRenderer };