@playdrop/playdrop-cli 0.3.5-build.1 → 0.3.8-build.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1288) hide show
  1. package/config/client-meta.json +5 -5
  2. package/dist/apps/upload.js +1 -0
  3. package/dist/catalogue.d.ts +7 -0
  4. package/dist/catalogue.js +70 -33
  5. package/dist/commands/create.js +129 -70
  6. package/dist/commands/createRemixContent.d.ts +3 -0
  7. package/dist/commands/createRemixContent.js +310 -0
  8. package/dist/commands/generation.d.ts +0 -1
  9. package/dist/commands/generation.js +0 -18
  10. package/dist/commands/init.js +3 -3
  11. package/dist/commands/upload.js +11 -0
  12. package/dist/index.js +17 -4
  13. package/node_modules/@playdrop/ai-client/dist/index.d.ts +1 -1
  14. package/node_modules/@playdrop/ai-client/dist/index.d.ts.map +1 -1
  15. package/node_modules/@playdrop/ai-client/dist/index.js +1 -1
  16. package/node_modules/@playdrop/api-client/dist/client.d.ts +8 -2
  17. package/node_modules/@playdrop/api-client/dist/client.d.ts.map +1 -1
  18. package/node_modules/@playdrop/api-client/dist/client.js +2 -0
  19. package/node_modules/@playdrop/api-client/dist/domains/apps.d.ts +3 -2
  20. package/node_modules/@playdrop/api-client/dist/domains/apps.d.ts.map +1 -1
  21. package/node_modules/@playdrop/api-client/dist/domains/apps.js +24 -2
  22. package/node_modules/@playdrop/api-client/dist/domains/asset-packs.d.ts +3 -1
  23. package/node_modules/@playdrop/api-client/dist/domains/asset-packs.d.ts.map +1 -1
  24. package/node_modules/@playdrop/api-client/dist/domains/asset-packs.js +19 -1
  25. package/node_modules/@playdrop/api-client/dist/domains/assets.d.ts +3 -1
  26. package/node_modules/@playdrop/api-client/dist/domains/assets.d.ts.map +1 -1
  27. package/node_modules/@playdrop/api-client/dist/domains/assets.js +19 -1
  28. package/node_modules/@playdrop/api-client/dist/index.d.ts +3 -0
  29. package/node_modules/@playdrop/api-client/dist/index.d.ts.map +1 -1
  30. package/node_modules/@playdrop/api-client/dist/index.js +9 -0
  31. package/node_modules/@playdrop/config/client-meta.json +5 -5
  32. package/node_modules/@playdrop/types/dist/api.d.ts +22 -1
  33. package/node_modules/@playdrop/types/dist/api.d.ts.map +1 -1
  34. package/node_modules/@playdrop/types/dist/asset-pack.d.ts +1 -0
  35. package/node_modules/@playdrop/types/dist/asset-pack.d.ts.map +1 -1
  36. package/node_modules/@playdrop/types/dist/asset.d.ts +27 -0
  37. package/node_modules/@playdrop/types/dist/asset.d.ts.map +1 -1
  38. package/node_modules/@playdrop/types/dist/graph.d.ts +21 -0
  39. package/node_modules/@playdrop/types/dist/graph.d.ts.map +1 -1
  40. package/node_modules/@playdrop/types/dist/graph.js +66 -0
  41. package/node_modules/@playdrop/types/dist/version.d.ts +1 -0
  42. package/node_modules/@playdrop/types/dist/version.d.ts.map +1 -1
  43. package/node_modules/@playdrop/vox-three/dist/src/index.d.ts +1 -0
  44. package/node_modules/@playdrop/vox-three/dist/src/index.js +18 -0
  45. package/node_modules/@playdrop/vox-three/dist/src/index.js.map +1 -0
  46. package/node_modules/@playdrop/vox-three/dist/src/vox.d.ts +25 -0
  47. package/node_modules/@playdrop/vox-three/dist/src/vox.js +425 -0
  48. package/node_modules/@playdrop/vox-three/dist/src/vox.js.map +1 -0
  49. package/node_modules/@playdrop/vox-three/dist/test/vox.test.d.ts +1 -0
  50. package/node_modules/@playdrop/vox-three/dist/test/vox.test.js +79 -0
  51. package/node_modules/@playdrop/vox-three/dist/test/vox.test.js.map +1 -0
  52. package/node_modules/@playdrop/vox-three/package.json +25 -0
  53. package/node_modules/three/LICENSE +1 -1
  54. package/node_modules/three/README.md +7 -7
  55. package/node_modules/three/build/three.cjs +49655 -25499
  56. package/node_modules/three/build/three.core.js +58952 -0
  57. package/node_modules/three/build/three.core.min.js +6 -0
  58. package/node_modules/three/build/three.module.js +11162 -45962
  59. package/node_modules/three/build/three.module.min.js +2 -2
  60. package/node_modules/three/build/three.tsl.js +640 -0
  61. package/node_modules/three/build/three.tsl.min.js +6 -0
  62. package/node_modules/three/build/three.webgpu.js +79685 -0
  63. package/node_modules/three/build/three.webgpu.min.js +6 -0
  64. package/node_modules/three/build/three.webgpu.nodes.js +79456 -0
  65. package/node_modules/three/build/three.webgpu.nodes.min.js +6 -0
  66. package/node_modules/three/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  67. package/node_modules/three/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  68. package/node_modules/three/examples/jsm/Addons.js +8 -18
  69. package/node_modules/three/examples/jsm/animation/AnimationClipCreator.js +59 -7
  70. package/node_modules/three/examples/jsm/animation/CCDIKSolver.js +154 -45
  71. package/node_modules/three/examples/jsm/capabilities/WebGL.js +28 -23
  72. package/node_modules/three/examples/jsm/capabilities/WebGPU.js +19 -17
  73. package/node_modules/three/examples/jsm/controls/ArcballControls.js +636 -324
  74. package/node_modules/three/examples/jsm/controls/DragControls.js +332 -101
  75. package/node_modules/three/examples/jsm/controls/FirstPersonControls.js +291 -169
  76. package/node_modules/three/examples/jsm/controls/FlyControls.js +245 -191
  77. package/node_modules/three/examples/jsm/controls/MapControls.js +43 -9
  78. package/node_modules/three/examples/jsm/controls/OrbitControls.js +1156 -802
  79. package/node_modules/three/examples/jsm/controls/PointerLockControls.js +137 -35
  80. package/node_modules/three/examples/jsm/controls/TrackballControls.js +629 -456
  81. package/node_modules/three/examples/jsm/controls/TransformControls.js +442 -97
  82. package/node_modules/three/examples/jsm/csm/CSM.js +230 -17
  83. package/node_modules/three/examples/jsm/csm/CSMFrustum.js +61 -4
  84. package/node_modules/three/examples/jsm/csm/CSMHelper.js +50 -0
  85. package/node_modules/three/examples/jsm/csm/CSMShader.js +17 -5
  86. package/node_modules/three/examples/jsm/csm/CSMShadowNode.js +599 -0
  87. package/node_modules/three/examples/jsm/curves/CurveExtras.js +303 -31
  88. package/node_modules/three/examples/jsm/curves/NURBSCurve.js +91 -16
  89. package/node_modules/three/examples/jsm/curves/NURBSSurface.js +52 -6
  90. package/node_modules/three/examples/jsm/curves/NURBSUtils.js +102 -112
  91. package/node_modules/three/examples/jsm/curves/NURBSVolume.js +24 -4
  92. package/node_modules/three/examples/jsm/effects/AnaglyphEffect.js +39 -14
  93. package/node_modules/three/examples/jsm/effects/AsciiEffect.js +69 -22
  94. package/node_modules/three/examples/jsm/effects/OutlineEffect.js +61 -111
  95. package/node_modules/three/examples/jsm/effects/ParallaxBarrierEffect.js +48 -12
  96. package/node_modules/three/examples/jsm/effects/StereoEffect.js +37 -1
  97. package/node_modules/three/examples/jsm/environments/DebugEnvironment.js +50 -0
  98. package/node_modules/three/examples/jsm/environments/RoomEnvironment.js +82 -48
  99. package/node_modules/three/examples/jsm/exporters/DRACOExporter.js +59 -15
  100. package/node_modules/three/examples/jsm/exporters/EXRExporter.js +58 -19
  101. package/node_modules/three/examples/jsm/exporters/GLTFExporter.js +460 -174
  102. package/node_modules/three/examples/jsm/exporters/KTX2Exporter.js +80 -25
  103. package/node_modules/three/examples/jsm/exporters/OBJExporter.js +25 -1
  104. package/node_modules/three/examples/jsm/exporters/PLYExporter.js +51 -17
  105. package/node_modules/three/examples/jsm/exporters/STLExporter.js +27 -5
  106. package/node_modules/three/examples/jsm/exporters/USDZExporter.js +783 -268
  107. package/node_modules/three/examples/jsm/geometries/BoxLineGeometry.js +23 -0
  108. package/node_modules/three/examples/jsm/geometries/ConvexGeometry.js +19 -0
  109. package/node_modules/three/examples/jsm/geometries/DecalGeometry.js +94 -30
  110. package/node_modules/three/examples/jsm/geometries/ParametricFunctions.js +100 -0
  111. package/node_modules/three/examples/jsm/geometries/ParametricGeometry.js +38 -5
  112. package/node_modules/three/examples/jsm/geometries/RoundedBoxGeometry.js +68 -7
  113. package/node_modules/three/examples/jsm/geometries/TeapotGeometry.js +23 -38
  114. package/node_modules/three/examples/jsm/geometries/TextGeometry.js +48 -21
  115. package/node_modules/three/examples/jsm/gpgpu/BitonicSort.js +715 -0
  116. package/node_modules/three/examples/jsm/helpers/LightProbeHelper.js +79 -44
  117. package/node_modules/three/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  118. package/node_modules/three/examples/jsm/helpers/OctreeHelper.js +36 -0
  119. package/node_modules/three/examples/jsm/helpers/PositionalAudioHelper.js +60 -0
  120. package/node_modules/three/examples/jsm/helpers/RapierHelper.js +59 -0
  121. package/node_modules/three/examples/jsm/helpers/RectAreaLightHelper.js +36 -3
  122. package/node_modules/three/examples/jsm/helpers/TextureHelper.js +28 -0
  123. package/node_modules/three/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  124. package/node_modules/three/examples/jsm/helpers/VertexNormalsHelper.js +61 -2
  125. package/node_modules/three/examples/jsm/helpers/VertexTangentsHelper.js +47 -2
  126. package/node_modules/three/examples/jsm/helpers/ViewHelper.js +192 -65
  127. package/node_modules/three/examples/jsm/inspector/Inspector.js +427 -0
  128. package/node_modules/three/examples/jsm/inspector/RendererInspector.js +415 -0
  129. package/node_modules/three/examples/jsm/inspector/tabs/Console.js +204 -0
  130. package/node_modules/three/examples/jsm/inspector/tabs/Parameters.js +332 -0
  131. package/node_modules/three/examples/jsm/inspector/tabs/Performance.js +268 -0
  132. package/node_modules/three/examples/jsm/inspector/tabs/Viewer.js +166 -0
  133. package/node_modules/three/examples/jsm/inspector/ui/Graph.js +95 -0
  134. package/node_modules/three/examples/jsm/inspector/ui/Item.js +170 -0
  135. package/node_modules/three/examples/jsm/inspector/ui/List.js +75 -0
  136. package/node_modules/three/examples/jsm/inspector/ui/Profiler.js +170 -0
  137. package/node_modules/three/examples/jsm/inspector/ui/Style.js +654 -0
  138. package/node_modules/three/examples/jsm/inspector/ui/Tab.js +46 -0
  139. package/node_modules/three/examples/jsm/inspector/ui/Values.js +423 -0
  140. package/node_modules/three/examples/jsm/inspector/ui/utils.js +56 -0
  141. package/node_modules/three/examples/jsm/interactive/HTMLMesh.js +50 -21
  142. package/node_modules/three/examples/jsm/interactive/InteractiveGroup.js +170 -62
  143. package/node_modules/three/examples/jsm/interactive/SelectionBox.js +106 -9
  144. package/node_modules/three/examples/jsm/interactive/SelectionHelper.js +76 -30
  145. package/node_modules/three/examples/jsm/libs/basis/basis_transcoder.js +8 -10
  146. package/node_modules/three/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  147. package/node_modules/three/examples/jsm/libs/demuxer_mp4.js +109 -0
  148. package/node_modules/three/examples/jsm/libs/draco/README.md +2 -2
  149. package/node_modules/three/examples/jsm/libs/fflate.module.js +694 -496
  150. package/node_modules/three/examples/jsm/libs/ktx-parse.module.js +1 -1
  151. package/node_modules/three/examples/jsm/libs/meshopt_decoder.module.js +75 -58
  152. package/node_modules/three/examples/jsm/libs/motion-controllers.module.js +1 -1
  153. package/node_modules/three/examples/jsm/libs/rhino3dm/rhino3dm.js +1 -8723
  154. package/node_modules/three/examples/jsm/libs/rhino3dm/rhino3dm.module.js +1 -8734
  155. package/node_modules/three/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  156. package/node_modules/three/examples/jsm/libs/tween.module.js +32 -14
  157. package/node_modules/three/examples/jsm/lighting/TiledLighting.js +42 -0
  158. package/node_modules/three/examples/jsm/lights/LightProbeGenerator.js +65 -14
  159. package/node_modules/three/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  160. package/node_modules/three/examples/jsm/lights/RectAreaLightUniformsLib.js +20 -59
  161. package/node_modules/three/examples/jsm/lines/Line2.js +41 -4
  162. package/node_modules/three/examples/jsm/lines/LineGeometry.js +80 -2
  163. package/node_modules/three/examples/jsm/lines/LineMaterial.js +100 -22
  164. package/node_modules/three/examples/jsm/lines/LineSegments2.js +69 -4
  165. package/node_modules/three/examples/jsm/lines/LineSegmentsGeometry.js +65 -8
  166. package/node_modules/three/examples/jsm/lines/Wireframe.js +58 -6
  167. package/node_modules/three/examples/jsm/lines/WireframeGeometry2.js +27 -2
  168. package/node_modules/three/examples/jsm/lines/webgpu/Line2.js +46 -0
  169. package/node_modules/three/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  170. package/node_modules/three/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  171. package/node_modules/three/examples/jsm/loaders/3DMLoader.js +86 -23
  172. package/node_modules/three/examples/jsm/loaders/3MFLoader.js +148 -5
  173. package/node_modules/three/examples/jsm/loaders/AMFLoader.js +32 -12
  174. package/node_modules/three/examples/jsm/loaders/BVHLoader.js +59 -12
  175. package/node_modules/three/examples/jsm/loaders/ColladaLoader.js +51 -12
  176. package/node_modules/three/examples/jsm/loaders/DDSLoader.js +68 -1
  177. package/node_modules/three/examples/jsm/loaders/DRACOLoader.js +149 -23
  178. package/node_modules/three/examples/jsm/loaders/EXRLoader.js +584 -109
  179. package/node_modules/three/examples/jsm/loaders/FBXLoader.js +165 -97
  180. package/node_modules/three/examples/jsm/loaders/FontLoader.js +83 -6
  181. package/node_modules/three/examples/jsm/loaders/GCodeLoader.js +37 -6
  182. package/node_modules/three/examples/jsm/loaders/GLTFLoader.js +337 -108
  183. package/node_modules/three/examples/jsm/loaders/HDRCubeTextureLoader.js +52 -3
  184. package/node_modules/three/examples/jsm/loaders/HDRLoader.js +486 -0
  185. package/node_modules/three/examples/jsm/loaders/IESLoader.js +42 -0
  186. package/node_modules/three/examples/jsm/loaders/KMZLoader.js +33 -0
  187. package/node_modules/three/examples/jsm/loaders/KTX2Loader.js +441 -138
  188. package/node_modules/three/examples/jsm/loaders/KTXLoader.js +31 -10
  189. package/node_modules/three/examples/jsm/loaders/LDrawLoader.js +194 -145
  190. package/node_modules/three/examples/jsm/loaders/LUT3dlLoader.js +47 -25
  191. package/node_modules/three/examples/jsm/loaders/LUTCubeLoader.js +46 -23
  192. package/node_modules/three/examples/jsm/loaders/LUTImageLoader.js +79 -52
  193. package/node_modules/three/examples/jsm/loaders/LWOLoader.js +47 -20
  194. package/node_modules/three/examples/jsm/loaders/LottieLoader.js +54 -1
  195. package/node_modules/three/examples/jsm/loaders/MD2Loader.js +37 -1
  196. package/node_modules/three/examples/jsm/loaders/MDDLoader.js +57 -12
  197. package/node_modules/three/examples/jsm/loaders/MTLLoader.js +61 -35
  198. package/node_modules/three/examples/jsm/loaders/MaterialXLoader.js +291 -39
  199. package/node_modules/three/examples/jsm/loaders/NRRDLoader.js +38 -6
  200. package/node_modules/three/examples/jsm/loaders/OBJLoader.js +54 -4
  201. package/node_modules/three/examples/jsm/loaders/PCDLoader.js +183 -32
  202. package/node_modules/three/examples/jsm/loaders/PDBLoader.js +44 -4
  203. package/node_modules/three/examples/jsm/loaders/PLYLoader.js +78 -44
  204. package/node_modules/three/examples/jsm/loaders/PVRLoader.js +25 -6
  205. package/node_modules/three/examples/jsm/loaders/RGBELoader.js +6 -438
  206. package/node_modules/three/examples/jsm/loaders/STLLoader.js +51 -40
  207. package/node_modules/three/examples/jsm/loaders/SVGLoader.js +118 -24
  208. package/node_modules/three/examples/jsm/loaders/TDSLoader.js +92 -72
  209. package/node_modules/three/examples/jsm/loaders/TGALoader.js +23 -0
  210. package/node_modules/three/examples/jsm/loaders/TIFFLoader.js +23 -0
  211. package/node_modules/three/examples/jsm/loaders/TTFLoader.js +50 -3
  212. package/node_modules/three/examples/jsm/loaders/USDLoader.js +219 -0
  213. package/node_modules/three/examples/jsm/loaders/USDZLoader.js +4 -810
  214. package/node_modules/three/examples/jsm/loaders/UltraHDRLoader.js +630 -0
  215. package/node_modules/three/examples/jsm/loaders/VOXLoader.js +67 -2
  216. package/node_modules/three/examples/jsm/loaders/VRMLLoader.js +57 -21
  217. package/node_modules/three/examples/jsm/loaders/VTKLoader.js +119 -6
  218. package/node_modules/three/examples/jsm/loaders/XYZLoader.js +39 -2
  219. package/node_modules/three/examples/jsm/loaders/lwo/IFFParser.js +81 -78
  220. package/node_modules/three/examples/jsm/loaders/usd/USDAParser.js +741 -0
  221. package/node_modules/three/examples/jsm/loaders/usd/USDCParser.js +17 -0
  222. package/node_modules/three/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  223. package/node_modules/three/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  224. package/node_modules/three/examples/jsm/materials/MeshGouraudMaterial.js +9 -1
  225. package/node_modules/three/examples/jsm/materials/MeshPostProcessingMaterial.js +25 -2
  226. package/node_modules/three/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  227. package/node_modules/three/examples/jsm/math/Capsule.js +91 -14
  228. package/node_modules/three/examples/jsm/math/ColorConverter.js +22 -0
  229. package/node_modules/three/examples/jsm/math/ColorSpaces.js +147 -0
  230. package/node_modules/three/examples/jsm/math/ConvexHull.js +517 -93
  231. package/node_modules/three/examples/jsm/math/ImprovedNoise.js +32 -15
  232. package/node_modules/three/examples/jsm/math/Lut.js +113 -0
  233. package/node_modules/three/examples/jsm/math/MeshSurfaceSampler.js +78 -13
  234. package/node_modules/three/examples/jsm/math/OBB.js +141 -29
  235. package/node_modules/three/examples/jsm/math/Octree.js +177 -25
  236. package/node_modules/three/examples/jsm/math/SimplexNoise.js +68 -42
  237. package/node_modules/three/examples/jsm/misc/ConvexObjectBreaker.js +45 -25
  238. package/node_modules/three/examples/jsm/misc/GPUComputationRenderer.js +105 -45
  239. package/node_modules/three/examples/jsm/misc/Gyroscope.js +12 -0
  240. package/node_modules/three/examples/jsm/misc/MD2Character.js +117 -2
  241. package/node_modules/three/examples/jsm/misc/MD2CharacterComplex.js +175 -11
  242. package/node_modules/three/examples/jsm/misc/MorphAnimMesh.js +44 -0
  243. package/node_modules/three/examples/jsm/misc/MorphBlendMesh.js +103 -0
  244. package/node_modules/three/examples/jsm/misc/ProgressiveLightMap.js +101 -54
  245. package/node_modules/three/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  246. package/node_modules/three/examples/jsm/misc/RollerCoaster.js +57 -0
  247. package/node_modules/three/examples/jsm/misc/TubePainter.js +437 -40
  248. package/node_modules/three/examples/jsm/misc/Volume.js +123 -75
  249. package/node_modules/three/examples/jsm/misc/VolumeSlice.js +95 -48
  250. package/node_modules/three/examples/jsm/modifiers/CurveModifier.js +77 -47
  251. package/node_modules/three/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  252. package/node_modules/three/examples/jsm/modifiers/EdgeSplitModifier.js +20 -0
  253. package/node_modules/three/examples/jsm/modifiers/SimplifyModifier.js +26 -11
  254. package/node_modules/three/examples/jsm/modifiers/TessellateModifier.js +35 -2
  255. package/node_modules/three/examples/jsm/objects/GroundedSkybox.js +25 -6
  256. package/node_modules/three/examples/jsm/objects/Lensflare.js +96 -4
  257. package/node_modules/three/examples/jsm/objects/LensflareMesh.js +376 -0
  258. package/node_modules/three/examples/jsm/objects/MarchingCubes.js +90 -5
  259. package/node_modules/three/examples/jsm/objects/Reflector.js +76 -2
  260. package/node_modules/three/examples/jsm/objects/ReflectorForSSRPass.js +41 -0
  261. package/node_modules/three/examples/jsm/objects/Refractor.js +62 -0
  262. package/node_modules/three/examples/jsm/objects/ShadowMesh.js +54 -4
  263. package/node_modules/three/examples/jsm/objects/Sky.js +30 -12
  264. package/node_modules/three/examples/jsm/objects/SkyMesh.js +243 -0
  265. package/node_modules/three/examples/jsm/objects/Water.js +45 -5
  266. package/node_modules/three/examples/jsm/objects/Water2.js +44 -4
  267. package/node_modules/three/examples/jsm/objects/Water2Mesh.js +199 -0
  268. package/node_modules/three/examples/jsm/objects/WaterMesh.js +196 -0
  269. package/node_modules/three/examples/jsm/physics/AmmoPhysics.js +48 -0
  270. package/node_modules/three/examples/jsm/physics/JoltPhysics.js +330 -0
  271. package/node_modules/three/examples/jsm/physics/RapierPhysics.js +231 -19
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  1288. /package/node_modules/three/{examples/jsm → src}/nodes/materialx/DISCLAIMER.md +0 -0
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+ import Animation from './Animation.js';
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+ import RenderObjects from './RenderObjects.js';
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+ import Attributes from './Attributes.js';
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+ import Geometries from './Geometries.js';
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+ import Info from './Info.js';
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+ import Pipelines from './Pipelines.js';
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+ import Bindings from './Bindings.js';
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+ import RenderLists from './RenderLists.js';
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+ import RenderContexts from './RenderContexts.js';
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+ import Textures from './Textures.js';
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+ import Background from './Background.js';
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+ import Nodes from './nodes/Nodes.js';
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+ import Color4 from './Color4.js';
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+ import ClippingContext from './ClippingContext.js';
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+ import QuadMesh from './QuadMesh.js';
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+ import RenderBundles from './RenderBundles.js';
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+ import NodeLibrary from './nodes/NodeLibrary.js';
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+ import Lighting from './Lighting.js';
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+ import XRManager from './XRManager.js';
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+ import InspectorBase from './InspectorBase.js';
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+ import CanvasTarget from './CanvasTarget.js';
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+
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+ import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
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+
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+ import { Scene } from '../../scenes/Scene.js';
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+ import { ColorManagement } from '../../math/ColorManagement.js';
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+ import { Frustum } from '../../math/Frustum.js';
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+ import { FrustumArray } from '../../math/FrustumArray.js';
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+ import { Matrix4 } from '../../math/Matrix4.js';
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+ import { Vector2 } from '../../math/Vector2.js';
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+ import { Vector4 } from '../../math/Vector4.js';
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+ import { RenderTarget } from '../../core/RenderTarget.js';
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+ import { DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoToneMapping, LinearFilter, HalfFloatType, RGBAFormat, PCFShadowMap } from '../../constants.js';
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+
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+ import { float, vec3, vec4 } from '../../nodes/tsl/TSLCore.js';
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+ import { reference } from '../../nodes/accessors/ReferenceNode.js';
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+ import { highpModelNormalViewMatrix, highpModelViewMatrix } from '../../nodes/accessors/ModelNode.js';
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+ import { error, warn, warnOnce } from '../../utils.js';
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+
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+ const _scene = /*@__PURE__*/ new Scene();
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+ const _drawingBufferSize = /*@__PURE__*/ new Vector2();
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+ const _screen = /*@__PURE__*/ new Vector4();
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+ const _frustum = /*@__PURE__*/ new Frustum();
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+ const _frustumArray = /*@__PURE__*/ new FrustumArray();
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+
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+ const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
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+ const _vector4 = /*@__PURE__*/ new Vector4();
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+
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+ /**
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+ * Base class for renderers.
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+ */
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+ class Renderer {
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+
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+ /**
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+ * Renderer options.
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+ *
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+ * @typedef {Object} Renderer~Options
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+ * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
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+ * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
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+ * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
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+ * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
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+ * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
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+ * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. This parameter can set to any other integer value than 0
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+ * to overwrite the default.
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+ * @property {?Function} [getFallback=null] - This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
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+ * @property {number} [colorBufferType=HalfFloatType] - Defines the type of color buffers. The default `HalfFloatType` is recommend for best
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+ * quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though.
68
+ * @property {boolean} [multiview=false] - If set to `true`, the renderer will use multiview during WebXR rendering if supported.
69
+ */
70
+
71
+ /**
72
+ * Constructs a new renderer.
73
+ *
74
+ * @param {Backend} backend - The backend the renderer is targeting (e.g. WebGPU or WebGL 2).
75
+ * @param {Renderer~Options} [parameters] - The configuration parameter.
76
+
77
+ */
78
+ constructor( backend, parameters = {} ) {
79
+
80
+ /**
81
+ * This flag can be used for type testing.
82
+ *
83
+ * @type {boolean}
84
+ * @readonly
85
+ * @default true
86
+ */
87
+ this.isRenderer = true;
88
+
89
+ //
90
+
91
+ const {
92
+ logarithmicDepthBuffer = false,
93
+ alpha = true,
94
+ depth = true,
95
+ stencil = false,
96
+ antialias = false,
97
+ samples = 0,
98
+ getFallback = null,
99
+ colorBufferType = HalfFloatType,
100
+ multiview = false
101
+ } = parameters;
102
+
103
+ /**
104
+ * A reference to the current backend.
105
+ *
106
+ * @type {Backend}
107
+ */
108
+ this.backend = backend;
109
+
110
+ /**
111
+ * Whether the renderer should automatically clear the current rendering target
112
+ * before execute a `render()` call. The target can be the canvas (default framebuffer)
113
+ * or the current bound render target (custom framebuffer).
114
+ *
115
+ * @type {boolean}
116
+ * @default true
117
+ */
118
+ this.autoClear = true;
119
+
120
+ /**
121
+ * When `autoClear` is set to `true`, this property defines whether the renderer
122
+ * should clear the color buffer.
123
+ *
124
+ * @type {boolean}
125
+ * @default true
126
+ */
127
+ this.autoClearColor = true;
128
+
129
+ /**
130
+ * When `autoClear` is set to `true`, this property defines whether the renderer
131
+ * should clear the depth buffer.
132
+ *
133
+ * @type {boolean}
134
+ * @default true
135
+ */
136
+ this.autoClearDepth = true;
137
+
138
+ /**
139
+ * When `autoClear` is set to `true`, this property defines whether the renderer
140
+ * should clear the stencil buffer.
141
+ *
142
+ * @type {boolean}
143
+ * @default true
144
+ */
145
+ this.autoClearStencil = true;
146
+
147
+ /**
148
+ * Whether the default framebuffer should be transparent or opaque.
149
+ *
150
+ * @type {boolean}
151
+ * @default true
152
+ */
153
+ this.alpha = alpha;
154
+
155
+ /**
156
+ * Whether logarithmic depth buffer is enabled or not.
157
+ *
158
+ * @type {boolean}
159
+ * @default false
160
+ */
161
+ this.logarithmicDepthBuffer = logarithmicDepthBuffer;
162
+
163
+ /**
164
+ * Defines the output color space of the renderer.
165
+ *
166
+ * @type {string}
167
+ * @default SRGBColorSpace
168
+ */
169
+ this.outputColorSpace = SRGBColorSpace;
170
+
171
+ /**
172
+ * Defines the tone mapping of the renderer.
173
+ *
174
+ * @type {number}
175
+ * @default NoToneMapping
176
+ */
177
+ this.toneMapping = NoToneMapping;
178
+
179
+ /**
180
+ * Defines the tone mapping exposure.
181
+ *
182
+ * @type {number}
183
+ * @default 1
184
+ */
185
+ this.toneMappingExposure = 1.0;
186
+
187
+ /**
188
+ * Whether the renderer should sort its render lists or not.
189
+ *
190
+ * Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
191
+ * By definition, sorting objects may not work in all cases. Depending on the needs of application,
192
+ * it may be necessary to turn off sorting and use other methods to deal with transparency rendering
193
+ * e.g. manually determining each object's rendering order.
194
+ *
195
+ * @type {boolean}
196
+ * @default true
197
+ */
198
+ this.sortObjects = true;
199
+
200
+ /**
201
+ * Whether the default framebuffer should have a depth buffer or not.
202
+ *
203
+ * @type {boolean}
204
+ * @default true
205
+ */
206
+ this.depth = depth;
207
+
208
+ /**
209
+ * Whether the default framebuffer should have a stencil buffer or not.
210
+ *
211
+ * @type {boolean}
212
+ * @default false
213
+ */
214
+ this.stencil = stencil;
215
+
216
+ /**
217
+ * Holds a series of statistical information about the GPU memory
218
+ * and the rendering process. Useful for debugging and monitoring.
219
+ *
220
+ * @type {Info}
221
+ */
222
+ this.info = new Info();
223
+
224
+ /**
225
+ * Stores override nodes for specific transformations or calculations.
226
+ * These nodes can be used to replace default behavior in the rendering pipeline.
227
+ *
228
+ * @type {Object}
229
+ * @property {?Node} modelViewMatrix - An override node for the model-view matrix.
230
+ * @property {?Node} modelNormalViewMatrix - An override node for the model normal view matrix.
231
+ */
232
+ this.overrideNodes = {
233
+ modelViewMatrix: null,
234
+ modelNormalViewMatrix: null
235
+ };
236
+
237
+ /**
238
+ * The node library defines how certain library objects like materials, lights
239
+ * or tone mapping functions are mapped to node types. This is required since
240
+ * although instances of classes like `MeshBasicMaterial` or `PointLight` can
241
+ * be part of the scene graph, they are internally represented as nodes for
242
+ * further processing.
243
+ *
244
+ * @type {NodeLibrary}
245
+ */
246
+ this.library = new NodeLibrary();
247
+
248
+ /**
249
+ * A map-like data structure for managing lights.
250
+ *
251
+ * @type {Lighting}
252
+ */
253
+ this.lighting = new Lighting();
254
+
255
+ // internals
256
+
257
+ /**
258
+ * The number of MSAA samples.
259
+ *
260
+ * @private
261
+ * @type {number}
262
+ * @default 0
263
+ */
264
+ this._samples = samples || ( antialias === true ) ? 4 : 0;
265
+
266
+ /**
267
+ * OnCanvasTargetResize callback function.
268
+ *
269
+ * @private
270
+ * @type {Function}
271
+ */
272
+ this._onCanvasTargetResize = this._onCanvasTargetResize.bind( this );
273
+
274
+ /**
275
+ * The canvas target for rendering.
276
+ *
277
+ * @private
278
+ * @type {CanvasTarget}
279
+ */
280
+ this._canvasTarget = new CanvasTarget( backend.getDomElement() );
281
+ this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize );
282
+ this._canvasTarget.isDefaultCanvasTarget = true;
283
+
284
+ /**
285
+ * The inspector provides information about the internal renderer state.
286
+ *
287
+ * @private
288
+ * @type {InspectorBase}
289
+ */
290
+ this._inspector = new InspectorBase();
291
+ this._inspector.setRenderer( this );
292
+
293
+ /**
294
+ * This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
295
+ *
296
+ * @private
297
+ * @type {?Function}
298
+ */
299
+ this._getFallback = getFallback;
300
+
301
+ /**
302
+ * A reference to a renderer module for managing shader attributes.
303
+ *
304
+ * @private
305
+ * @type {?Attributes}
306
+ * @default null
307
+ */
308
+ this._attributes = null;
309
+
310
+ /**
311
+ * A reference to a renderer module for managing geometries.
312
+ *
313
+ * @private
314
+ * @type {?Geometries}
315
+ * @default null
316
+ */
317
+ this._geometries = null;
318
+
319
+ /**
320
+ * A reference to a renderer module for managing node related logic.
321
+ *
322
+ * @private
323
+ * @type {?Nodes}
324
+ * @default null
325
+ */
326
+ this._nodes = null;
327
+
328
+ /**
329
+ * A reference to a renderer module for managing the internal animation loop.
330
+ *
331
+ * @private
332
+ * @type {?Animation}
333
+ * @default null
334
+ */
335
+ this._animation = null;
336
+
337
+ /**
338
+ * A reference to a renderer module for managing shader program bindings.
339
+ *
340
+ * @private
341
+ * @type {?Bindings}
342
+ * @default null
343
+ */
344
+ this._bindings = null;
345
+
346
+ /**
347
+ * A reference to a renderer module for managing render objects.
348
+ *
349
+ * @private
350
+ * @type {?RenderObjects}
351
+ * @default null
352
+ */
353
+ this._objects = null;
354
+
355
+ /**
356
+ * A reference to a renderer module for managing render and compute pipelines.
357
+ *
358
+ * @private
359
+ * @type {?Pipelines}
360
+ * @default null
361
+ */
362
+ this._pipelines = null;
363
+
364
+ /**
365
+ * A reference to a renderer module for managing render bundles.
366
+ *
367
+ * @private
368
+ * @type {?RenderBundles}
369
+ * @default null
370
+ */
371
+ this._bundles = null;
372
+
373
+ /**
374
+ * A reference to a renderer module for managing render lists.
375
+ *
376
+ * @private
377
+ * @type {?RenderLists}
378
+ * @default null
379
+ */
380
+ this._renderLists = null;
381
+
382
+ /**
383
+ * A reference to a renderer module for managing render contexts.
384
+ *
385
+ * @private
386
+ * @type {?RenderContexts}
387
+ * @default null
388
+ */
389
+ this._renderContexts = null;
390
+
391
+ /**
392
+ * A reference to a renderer module for managing textures.
393
+ *
394
+ * @private
395
+ * @type {?Textures}
396
+ * @default null
397
+ */
398
+ this._textures = null;
399
+
400
+ /**
401
+ * A reference to a renderer module for backgrounds.
402
+ *
403
+ * @private
404
+ * @type {?Background}
405
+ * @default null
406
+ */
407
+ this._background = null;
408
+
409
+ /**
410
+ * This fullscreen quad is used for internal render passes
411
+ * like the tone mapping and color space output pass.
412
+ *
413
+ * @private
414
+ * @type {QuadMesh}
415
+ */
416
+ this._quad = new QuadMesh( new NodeMaterial() );
417
+ this._quad.name = 'Output Color Transform';
418
+ this._quad.material.name = 'outputColorTransform';
419
+
420
+ /**
421
+ * A reference to the current render context.
422
+ *
423
+ * @private
424
+ * @type {?RenderContext}
425
+ * @default null
426
+ */
427
+ this._currentRenderContext = null;
428
+
429
+ /**
430
+ * A custom sort function for the opaque render list.
431
+ *
432
+ * @private
433
+ * @type {?Function}
434
+ * @default null
435
+ */
436
+ this._opaqueSort = null;
437
+
438
+ /**
439
+ * A custom sort function for the transparent render list.
440
+ *
441
+ * @private
442
+ * @type {?Function}
443
+ * @default null
444
+ */
445
+ this._transparentSort = null;
446
+
447
+ /**
448
+ * The framebuffer target.
449
+ *
450
+ * @private
451
+ * @type {?RenderTarget}
452
+ * @default null
453
+ */
454
+ this._frameBufferTarget = null;
455
+
456
+ const alphaClear = this.alpha === true ? 0 : 1;
457
+
458
+ /**
459
+ * The clear color value.
460
+ *
461
+ * @private
462
+ * @type {Color4}
463
+ */
464
+ this._clearColor = new Color4( 0, 0, 0, alphaClear );
465
+
466
+ /**
467
+ * The clear depth value.
468
+ *
469
+ * @private
470
+ * @type {number}
471
+ * @default 1
472
+ */
473
+ this._clearDepth = 1;
474
+
475
+ /**
476
+ * The clear stencil value.
477
+ *
478
+ * @private
479
+ * @type {number}
480
+ * @default 0
481
+ */
482
+ this._clearStencil = 0;
483
+
484
+ /**
485
+ * The current render target.
486
+ *
487
+ * @private
488
+ * @type {?RenderTarget}
489
+ * @default null
490
+ */
491
+ this._renderTarget = null;
492
+
493
+ /**
494
+ * The active cube face.
495
+ *
496
+ * @private
497
+ * @type {number}
498
+ * @default 0
499
+ */
500
+ this._activeCubeFace = 0;
501
+
502
+ /**
503
+ * The active mipmap level.
504
+ *
505
+ * @private
506
+ * @type {number}
507
+ * @default 0
508
+ */
509
+ this._activeMipmapLevel = 0;
510
+
511
+ /**
512
+ * The current output render target.
513
+ *
514
+ * @private
515
+ * @type {?RenderTarget}
516
+ * @default null
517
+ */
518
+ this._outputRenderTarget = null;
519
+
520
+ /**
521
+ * The MRT setting.
522
+ *
523
+ * @private
524
+ * @type {?MRTNode}
525
+ * @default null
526
+ */
527
+ this._mrt = null;
528
+
529
+ /**
530
+ * This function defines how a render object is going
531
+ * to be rendered.
532
+ *
533
+ * @private
534
+ * @type {?Function}
535
+ * @default null
536
+ */
537
+ this._renderObjectFunction = null;
538
+
539
+ /**
540
+ * Used to keep track of the current render object function.
541
+ *
542
+ * @private
543
+ * @type {?Function}
544
+ * @default null
545
+ */
546
+ this._currentRenderObjectFunction = null;
547
+
548
+ /**
549
+ * Used to keep track of the current render bundle.
550
+ *
551
+ * @private
552
+ * @type {?RenderBundle}
553
+ * @default null
554
+ */
555
+ this._currentRenderBundle = null;
556
+
557
+ /**
558
+ * Next to `_renderObjectFunction()`, this function provides another hook
559
+ * for influencing the render process of a render object. It is meant for internal
560
+ * use and only relevant for `compileAsync()` right now. Instead of using
561
+ * the default logic of `_renderObjectDirect()` which actually draws the render object,
562
+ * a different function might be used which performs no draw but just the node
563
+ * and pipeline updates.
564
+ *
565
+ * @private
566
+ * @type {?Function}
567
+ * @default null
568
+ */
569
+ this._handleObjectFunction = this._renderObjectDirect;
570
+
571
+ /**
572
+ * Indicates whether the device has been lost or not. In WebGL terms, the device
573
+ * lost is considered as a context lost. When this is set to `true`, rendering
574
+ * isn't possible anymore.
575
+ *
576
+ * @private
577
+ * @type {boolean}
578
+ * @default false
579
+ */
580
+ this._isDeviceLost = false;
581
+
582
+ /**
583
+ * A callback function that defines what should happen when a device/context lost occurs.
584
+ *
585
+ * @type {Function}
586
+ */
587
+ this.onDeviceLost = this._onDeviceLost;
588
+
589
+ /**
590
+ * Defines the type of color buffers. The default `HalfFloatType` is recommend for
591
+ * best quality. To save memory and bandwidth, `UnsignedByteType` might be used.
592
+ * This will reduce rendering quality though.
593
+ *
594
+ * @private
595
+ * @type {number}
596
+ * @default HalfFloatType
597
+ */
598
+ this._colorBufferType = colorBufferType;
599
+
600
+ /**
601
+ * A cache for shadow nodes per material
602
+ *
603
+ * @private
604
+ * @type {WeakMap<Material, Object>}
605
+ */
606
+ this._cacheShadowNodes = new WeakMap();
607
+
608
+ /**
609
+ * Whether the renderer has been initialized or not.
610
+ *
611
+ * @private
612
+ * @type {boolean}
613
+ * @default false
614
+ */
615
+ this._initialized = false;
616
+
617
+ /**
618
+ * A reference to the promise which initializes the renderer.
619
+ *
620
+ * @private
621
+ * @type {?Promise<this>}
622
+ * @default null
623
+ */
624
+ this._initPromise = null;
625
+
626
+ /**
627
+ * An array of compilation promises which are used in `compileAsync()`.
628
+ *
629
+ * @private
630
+ * @type {?Array<Promise>}
631
+ * @default null
632
+ */
633
+ this._compilationPromises = null;
634
+
635
+ /**
636
+ * Whether the renderer should render transparent render objects or not.
637
+ *
638
+ * @type {boolean}
639
+ * @default true
640
+ */
641
+ this.transparent = true;
642
+
643
+ /**
644
+ * Whether the renderer should render opaque render objects or not.
645
+ *
646
+ * @type {boolean}
647
+ * @default true
648
+ */
649
+ this.opaque = true;
650
+
651
+ /**
652
+ * Shadow map configuration
653
+ * @typedef {Object} ShadowMapConfig
654
+ * @property {boolean} enabled - Whether to globally enable shadows or not.
655
+ * @property {number} type - The shadow map type.
656
+ */
657
+
658
+ /**
659
+ * The renderer's shadow configuration.
660
+ *
661
+ * @type {ShadowMapConfig}
662
+ */
663
+ this.shadowMap = {
664
+ enabled: false,
665
+ type: PCFShadowMap
666
+ };
667
+
668
+ /**
669
+ * XR configuration.
670
+ * @typedef {Object} XRConfig
671
+ * @property {boolean} enabled - Whether to globally enable XR or not.
672
+ */
673
+
674
+ /**
675
+ * The renderer's XR manager.
676
+ *
677
+ * @type {XRManager}
678
+ */
679
+ this.xr = new XRManager( this, multiview );
680
+
681
+ /**
682
+ * Debug configuration.
683
+ * @typedef {Object} DebugConfig
684
+ * @property {boolean} checkShaderErrors - Whether shader errors should be checked or not.
685
+ * @property {?Function} onShaderError - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.
686
+ * @property {Function} getShaderAsync - Allows the get the raw shader code for the given scene, camera and 3D object.
687
+ */
688
+
689
+ /**
690
+ * The renderer's debug configuration.
691
+ *
692
+ * @type {DebugConfig}
693
+ */
694
+ this.debug = {
695
+ checkShaderErrors: true,
696
+ onShaderError: null,
697
+ getShaderAsync: async ( scene, camera, object ) => {
698
+
699
+ await this.compileAsync( scene, camera );
700
+
701
+ const renderList = this._renderLists.get( scene, camera );
702
+ const renderContext = this._renderContexts.get( scene, camera, this._renderTarget );
703
+
704
+ const material = scene.overrideMaterial || object.material;
705
+
706
+ const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext, renderContext.clippingContext );
707
+
708
+ const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
709
+
710
+ return { fragmentShader, vertexShader };
711
+
712
+ }
713
+ };
714
+
715
+ }
716
+
717
+ /**
718
+ * Initializes the renderer so it is ready for usage.
719
+ *
720
+ * @async
721
+ * @return {Promise<this>} A Promise that resolves when the renderer has been initialized.
722
+ */
723
+ async init() {
724
+
725
+ if ( this._initPromise !== null ) {
726
+
727
+ return this._initPromise;
728
+
729
+ }
730
+
731
+ this._initPromise = new Promise( async ( resolve, reject ) => {
732
+
733
+ let backend = this.backend;
734
+
735
+ try {
736
+
737
+ await backend.init( this );
738
+
739
+ } catch ( error ) {
740
+
741
+ if ( this._getFallback !== null ) {
742
+
743
+ // try the fallback
744
+
745
+ try {
746
+
747
+ this.backend = backend = this._getFallback( error );
748
+ await backend.init( this );
749
+
750
+ } catch ( error ) {
751
+
752
+ reject( error );
753
+ return;
754
+
755
+ }
756
+
757
+ } else {
758
+
759
+ reject( error );
760
+ return;
761
+
762
+ }
763
+
764
+ }
765
+
766
+ this._nodes = new Nodes( this, backend );
767
+ this._animation = new Animation( this, this._nodes, this.info );
768
+ this._attributes = new Attributes( backend );
769
+ this._background = new Background( this, this._nodes );
770
+ this._geometries = new Geometries( this._attributes, this.info );
771
+ this._textures = new Textures( this, backend, this.info );
772
+ this._pipelines = new Pipelines( backend, this._nodes );
773
+ this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
774
+ this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
775
+ this._renderLists = new RenderLists( this.lighting );
776
+ this._bundles = new RenderBundles();
777
+ this._renderContexts = new RenderContexts();
778
+
779
+ //
780
+
781
+ this._animation.start();
782
+ this._initialized = true;
783
+
784
+ //
785
+
786
+ this._inspector.init();
787
+
788
+ //
789
+
790
+ resolve( this );
791
+
792
+ } );
793
+
794
+ return this._initPromise;
795
+
796
+ }
797
+
798
+ /**
799
+ * A reference to the canvas element the renderer is drawing to.
800
+ * This value of this property will automatically be created by
801
+ * the renderer.
802
+ *
803
+ * @type {HTMLCanvasElement|OffscreenCanvas}
804
+ */
805
+ get domElement() {
806
+
807
+ return this._canvasTarget.domElement;
808
+
809
+ }
810
+
811
+ /**
812
+ * The coordinate system of the renderer. The value of this property
813
+ * depends on the selected backend. Either `THREE.WebGLCoordinateSystem` or
814
+ * `THREE.WebGPUCoordinateSystem`.
815
+ *
816
+ * @readonly
817
+ * @type {number}
818
+ */
819
+ get coordinateSystem() {
820
+
821
+ return this.backend.coordinateSystem;
822
+
823
+ }
824
+
825
+ /**
826
+ * Compiles all materials in the given scene. This can be useful to avoid a
827
+ * phenomenon which is called "shader compilation stutter", which occurs when
828
+ * rendering an object with a new shader for the first time.
829
+ *
830
+ * If you want to add a 3D object to an existing scene, use the third optional
831
+ * parameter for applying the target scene. Note that the (target) scene's lighting
832
+ * and environment must be configured before calling this method.
833
+ *
834
+ * @async
835
+ * @param {Object3D} scene - The scene or 3D object to precompile.
836
+ * @param {Camera} camera - The camera that is used to render the scene.
837
+ * @param {?Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
838
+ * @return {Promise<Array|undefined>} A Promise that resolves when the compile has been finished.
839
+ */
840
+ async compileAsync( scene, camera, targetScene = null ) {
841
+
842
+ if ( this._isDeviceLost === true ) return;
843
+
844
+ if ( this._initialized === false ) await this.init();
845
+
846
+ // preserve render tree
847
+
848
+ const nodeFrame = this._nodes.nodeFrame;
849
+
850
+ const previousRenderId = nodeFrame.renderId;
851
+ const previousRenderContext = this._currentRenderContext;
852
+ const previousRenderObjectFunction = this._currentRenderObjectFunction;
853
+ const previousCompilationPromises = this._compilationPromises;
854
+
855
+ //
856
+
857
+ const sceneRef = ( scene.isScene === true ) ? scene : _scene;
858
+
859
+ if ( targetScene === null ) targetScene = scene;
860
+
861
+ const renderTarget = this._renderTarget;
862
+ const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
863
+ const activeMipmapLevel = this._activeMipmapLevel;
864
+
865
+ const compilationPromises = [];
866
+
867
+ this._currentRenderContext = renderContext;
868
+ this._currentRenderObjectFunction = this.renderObject;
869
+
870
+ this._handleObjectFunction = this._createObjectPipeline;
871
+
872
+ this._compilationPromises = compilationPromises;
873
+
874
+ nodeFrame.renderId ++;
875
+
876
+ //
877
+
878
+ nodeFrame.update();
879
+
880
+ //
881
+
882
+ renderContext.depth = this.depth;
883
+ renderContext.stencil = this.stencil;
884
+
885
+ if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
886
+ renderContext.clippingContext.updateGlobal( sceneRef, camera );
887
+
888
+ //
889
+
890
+ sceneRef.onBeforeRender( this, scene, camera, renderTarget );
891
+
892
+ //
893
+
894
+ const renderList = this._renderLists.get( scene, camera );
895
+ renderList.begin();
896
+
897
+ this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
898
+
899
+ // include lights from target scene
900
+ if ( targetScene !== scene ) {
901
+
902
+ targetScene.traverseVisible( function ( object ) {
903
+
904
+ if ( object.isLight && object.layers.test( camera.layers ) ) {
905
+
906
+ renderList.pushLight( object );
907
+
908
+ }
909
+
910
+ } );
911
+
912
+ }
913
+
914
+ renderList.finish();
915
+
916
+ //
917
+
918
+ if ( renderTarget !== null ) {
919
+
920
+ this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
921
+
922
+ const renderTargetData = this._textures.get( renderTarget );
923
+
924
+ renderContext.textures = renderTargetData.textures;
925
+ renderContext.depthTexture = renderTargetData.depthTexture;
926
+
927
+ } else {
928
+
929
+ renderContext.textures = null;
930
+ renderContext.depthTexture = null;
931
+
932
+ }
933
+
934
+ //
935
+
936
+ this._background.update( sceneRef, renderList, renderContext );
937
+
938
+ // process render lists
939
+
940
+ const opaqueObjects = renderList.opaque;
941
+ const transparentObjects = renderList.transparent;
942
+ const transparentDoublePassObjects = renderList.transparentDoublePass;
943
+ const lightsNode = renderList.lightsNode;
944
+
945
+ if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
946
+ if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
947
+
948
+ // restore render tree
949
+
950
+ nodeFrame.renderId = previousRenderId;
951
+
952
+ this._currentRenderContext = previousRenderContext;
953
+ this._currentRenderObjectFunction = previousRenderObjectFunction;
954
+ this._compilationPromises = previousCompilationPromises;
955
+
956
+ this._handleObjectFunction = this._renderObjectDirect;
957
+
958
+ // wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
959
+
960
+ await Promise.all( compilationPromises );
961
+
962
+ }
963
+
964
+ /**
965
+ * Renders the scene in an async fashion.
966
+ *
967
+ * @async
968
+ * @deprecated
969
+ * @param {Object3D} scene - The scene or 3D object to render.
970
+ * @param {Camera} camera - The camera.
971
+ * @return {Promise} A Promise that resolves when the render has been finished.
972
+ */
973
+ async renderAsync( scene, camera ) {
974
+
975
+ warnOnce( 'Renderer: "renderAsync()" has been deprecated. Use "render()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
976
+
977
+ await this.init();
978
+
979
+ this.render( scene, camera );
980
+
981
+ }
982
+
983
+ /**
984
+ * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
985
+ * the CPU waits for the GPU to complete its operation (e.g. a compute task).
986
+ *
987
+ * @async
988
+ * @deprecated
989
+ * @return {Promise} A Promise that resolves when synchronization has been finished.
990
+ */
991
+ async waitForGPU() {
992
+
993
+ error( 'Renderer: waitForGPU() has been removed. Read https://github.com/mrdoob/three.js/issues/32012 for more information.' );
994
+
995
+ }
996
+
997
+ //
998
+
999
+ /**
1000
+ * Sets the inspector instance. The inspector can be any class that extends from `InspectorBase`.
1001
+ *
1002
+ * @param {InspectorBase} value - The new inspector.
1003
+ */
1004
+ set inspector( value ) {
1005
+
1006
+ if ( this._inspector !== null ) {
1007
+
1008
+ this._inspector.setRenderer( null );
1009
+
1010
+ }
1011
+
1012
+ this._inspector = value;
1013
+ this._inspector.setRenderer( this );
1014
+
1015
+ }
1016
+
1017
+ get inspector() {
1018
+
1019
+ return this._inspector;
1020
+
1021
+ }
1022
+
1023
+ /**
1024
+ * Enables or disables high precision for model-view and normal-view matrices.
1025
+ * When enabled, will use CPU 64-bit precision for higher precision instead of GPU 32-bit for higher performance.
1026
+ *
1027
+ * NOTE: 64-bit precision is not compatible with `InstancedMesh` and `SkinnedMesh`.
1028
+ *
1029
+ * @param {boolean} value - Whether to enable or disable high precision.
1030
+ * @type {boolean}
1031
+ */
1032
+ set highPrecision( value ) {
1033
+
1034
+ if ( value === true ) {
1035
+
1036
+ this.overrideNodes.modelViewMatrix = highpModelViewMatrix;
1037
+ this.overrideNodes.modelNormalViewMatrix = highpModelNormalViewMatrix;
1038
+
1039
+ } else if ( this.highPrecision ) {
1040
+
1041
+ this.overrideNodes.modelViewMatrix = null;
1042
+ this.overrideNodes.modelNormalViewMatrix = null;
1043
+
1044
+ }
1045
+
1046
+ }
1047
+
1048
+ /**
1049
+ * Returns whether high precision is enabled or not.
1050
+ *
1051
+ * @return {boolean} Whether high precision is enabled or not.
1052
+ * @type {boolean}
1053
+ */
1054
+ get highPrecision() {
1055
+
1056
+ return this.overrideNodes.modelViewMatrix === highpModelViewMatrix && this.overrideNodes.modelNormalViewMatrix === highpModelNormalViewMatrix;
1057
+
1058
+ }
1059
+
1060
+ /**
1061
+ * Sets the given MRT configuration.
1062
+ *
1063
+ * @param {MRTNode} mrt - The MRT node to set.
1064
+ * @return {Renderer} A reference to this renderer.
1065
+ */
1066
+ setMRT( mrt ) {
1067
+
1068
+ this._mrt = mrt;
1069
+
1070
+ return this;
1071
+
1072
+ }
1073
+
1074
+ /**
1075
+ * Returns the MRT configuration.
1076
+ *
1077
+ * @return {MRTNode} The MRT configuration.
1078
+ */
1079
+ getMRT() {
1080
+
1081
+ return this._mrt;
1082
+
1083
+ }
1084
+
1085
+ /**
1086
+ * Returns the color buffer type.
1087
+ *
1088
+ * @return {number} The color buffer type.
1089
+ */
1090
+ getColorBufferType() {
1091
+
1092
+ return this._colorBufferType;
1093
+
1094
+ }
1095
+
1096
+ /**
1097
+ * Default implementation of the device lost callback.
1098
+ *
1099
+ * @private
1100
+ * @param {Object} info - Information about the context lost.
1101
+ */
1102
+ _onDeviceLost( info ) {
1103
+
1104
+ let errorMessage = `THREE.WebGPURenderer: ${info.api} Device Lost:\n\nMessage: ${info.message}`;
1105
+
1106
+ if ( info.reason ) {
1107
+
1108
+ errorMessage += `\nReason: ${info.reason}`;
1109
+
1110
+ }
1111
+
1112
+ error( errorMessage );
1113
+
1114
+ this._isDeviceLost = true;
1115
+
1116
+ }
1117
+
1118
+ /**
1119
+ * Renders the given render bundle.
1120
+ *
1121
+ * @private
1122
+ * @param {Object} bundle - Render bundle data.
1123
+ * @param {Scene} sceneRef - The scene the render bundle belongs to.
1124
+ * @param {LightsNode} lightsNode - The lights node.
1125
+ */
1126
+ _renderBundle( bundle, sceneRef, lightsNode ) {
1127
+
1128
+ const { bundleGroup, camera, renderList } = bundle;
1129
+
1130
+ const renderContext = this._currentRenderContext;
1131
+
1132
+ //
1133
+
1134
+ const renderBundle = this._bundles.get( bundleGroup, camera );
1135
+ const renderBundleData = this.backend.get( renderBundle );
1136
+
1137
+ if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set();
1138
+
1139
+ //
1140
+
1141
+ const needsUpdate = bundleGroup.version !== renderBundleData.version;
1142
+ const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || needsUpdate;
1143
+
1144
+ renderBundleData.renderContexts.add( renderContext );
1145
+
1146
+ if ( renderBundleNeedsUpdate ) {
1147
+
1148
+ this.backend.beginBundle( renderContext );
1149
+
1150
+ if ( renderBundleData.renderObjects === undefined || needsUpdate ) {
1151
+
1152
+ renderBundleData.renderObjects = [];
1153
+
1154
+ }
1155
+
1156
+ this._currentRenderBundle = renderBundle;
1157
+
1158
+ const {
1159
+ transparentDoublePass: transparentDoublePassObjects,
1160
+ transparent: transparentObjects,
1161
+ opaque: opaqueObjects
1162
+ } = renderList;
1163
+
1164
+ if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
1165
+ if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
1166
+
1167
+ this._currentRenderBundle = null;
1168
+
1169
+ //
1170
+
1171
+ this.backend.finishBundle( renderContext, renderBundle );
1172
+
1173
+ renderBundleData.version = bundleGroup.version;
1174
+
1175
+ } else {
1176
+
1177
+ const { renderObjects } = renderBundleData;
1178
+
1179
+ for ( let i = 0, l = renderObjects.length; i < l; i ++ ) {
1180
+
1181
+ const renderObject = renderObjects[ i ];
1182
+
1183
+ if ( this._nodes.needsRefresh( renderObject ) ) {
1184
+
1185
+ this._nodes.updateBefore( renderObject );
1186
+
1187
+ this._nodes.updateForRender( renderObject );
1188
+ this._bindings.updateForRender( renderObject );
1189
+
1190
+ this._nodes.updateAfter( renderObject );
1191
+
1192
+ }
1193
+
1194
+ }
1195
+
1196
+ }
1197
+
1198
+ this.backend.addBundle( renderContext, renderBundle );
1199
+
1200
+ }
1201
+
1202
+ /**
1203
+ * Renders the scene or 3D object with the given camera. This method can only be called
1204
+ * if the renderer has been initialized. When using `render()` inside an animation loop,
1205
+ * it's guaranteed the renderer will be initialized. The animation loop must be defined
1206
+ * with {@link Renderer#setAnimationLoop} though.
1207
+ *
1208
+ * For all other use cases (like when using on-demand rendering), you must call
1209
+ * {@link Renderer#init} before rendering.
1210
+ *
1211
+ * The target of the method is the default framebuffer (meaning the canvas)
1212
+ * or alternatively a render target when specified via `setRenderTarget()`.
1213
+ *
1214
+ * @param {Object3D} scene - The scene or 3D object to render.
1215
+ * @param {Camera} camera - The camera to render the scene with.
1216
+ */
1217
+ render( scene, camera ) {
1218
+
1219
+ if ( this._initialized === false ) {
1220
+
1221
+ throw new Error( 'Renderer: .render() called before the backend is initialized. Use "await renderer.init();" before rendering.' );
1222
+
1223
+ }
1224
+
1225
+ this._renderScene( scene, camera );
1226
+
1227
+ }
1228
+
1229
+ /**
1230
+ * Returns whether the renderer has been initialized or not.
1231
+ *
1232
+ * @readonly
1233
+ * @return {boolean} Whether the renderer has been initialized or not.
1234
+ */
1235
+ get initialized() {
1236
+
1237
+ return this._initialized;
1238
+
1239
+ }
1240
+
1241
+ /**
1242
+ * Returns an internal render target which is used when computing the output tone mapping
1243
+ * and color space conversion. Unlike in `WebGLRenderer`, this is done in a separate render
1244
+ * pass and not inline to achieve more correct results.
1245
+ *
1246
+ * @private
1247
+ * @return {?RenderTarget} The render target. The method returns `null` if no output conversion should be applied.
1248
+ */
1249
+ _getFrameBufferTarget() {
1250
+
1251
+ const { currentToneMapping, currentColorSpace } = this;
1252
+
1253
+ const useToneMapping = currentToneMapping !== NoToneMapping;
1254
+ const useColorSpace = currentColorSpace !== ColorManagement.workingColorSpace;
1255
+
1256
+ if ( useToneMapping === false && useColorSpace === false ) return null;
1257
+
1258
+ const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
1259
+ const { depth, stencil } = this;
1260
+
1261
+ let frameBufferTarget = this._frameBufferTarget;
1262
+
1263
+ if ( frameBufferTarget === null ) {
1264
+
1265
+ frameBufferTarget = new RenderTarget( width, height, {
1266
+ depthBuffer: depth,
1267
+ stencilBuffer: stencil,
1268
+ type: this._colorBufferType,
1269
+ format: RGBAFormat,
1270
+ colorSpace: ColorManagement.workingColorSpace,
1271
+ generateMipmaps: false,
1272
+ minFilter: LinearFilter,
1273
+ magFilter: LinearFilter,
1274
+ samples: this.samples
1275
+ } );
1276
+
1277
+ frameBufferTarget.isPostProcessingRenderTarget = true;
1278
+
1279
+ this._frameBufferTarget = frameBufferTarget;
1280
+
1281
+ }
1282
+
1283
+ const outputRenderTarget = this.getOutputRenderTarget();
1284
+
1285
+ frameBufferTarget.depthBuffer = depth;
1286
+ frameBufferTarget.stencilBuffer = stencil;
1287
+ if ( outputRenderTarget !== null ) {
1288
+
1289
+ frameBufferTarget.setSize( outputRenderTarget.width, outputRenderTarget.height, outputRenderTarget.depth );
1290
+
1291
+ } else {
1292
+
1293
+ frameBufferTarget.setSize( width, height, 1 );
1294
+
1295
+ }
1296
+
1297
+ const canvasTarget = this._canvasTarget;
1298
+
1299
+ frameBufferTarget.viewport.copy( canvasTarget._viewport );
1300
+ frameBufferTarget.scissor.copy( canvasTarget._scissor );
1301
+ frameBufferTarget.viewport.multiplyScalar( canvasTarget._pixelRatio );
1302
+ frameBufferTarget.scissor.multiplyScalar( canvasTarget._pixelRatio );
1303
+ frameBufferTarget.scissorTest = canvasTarget._scissorTest;
1304
+ frameBufferTarget.multiview = outputRenderTarget !== null ? outputRenderTarget.multiview : false;
1305
+ frameBufferTarget.resolveDepthBuffer = outputRenderTarget !== null ? outputRenderTarget.resolveDepthBuffer : true;
1306
+ frameBufferTarget._autoAllocateDepthBuffer = outputRenderTarget !== null ? outputRenderTarget._autoAllocateDepthBuffer : false;
1307
+
1308
+ return frameBufferTarget;
1309
+
1310
+ }
1311
+
1312
+ /**
1313
+ * Renders the scene or 3D object with the given camera.
1314
+ *
1315
+ * @private
1316
+ * @param {Object3D} scene - The scene or 3D object to render.
1317
+ * @param {Camera} camera - The camera to render the scene with.
1318
+ * @param {boolean} [useFrameBufferTarget=true] - Whether to use a framebuffer target or not.
1319
+ * @return {RenderContext} The current render context.
1320
+ */
1321
+ _renderScene( scene, camera, useFrameBufferTarget = true ) {
1322
+
1323
+ if ( this._isDeviceLost === true ) return;
1324
+
1325
+ //
1326
+
1327
+ const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
1328
+
1329
+ // preserve render tree
1330
+
1331
+ const nodeFrame = this._nodes.nodeFrame;
1332
+
1333
+ const previousRenderId = nodeFrame.renderId;
1334
+ const previousRenderContext = this._currentRenderContext;
1335
+ const previousRenderObjectFunction = this._currentRenderObjectFunction;
1336
+
1337
+ //
1338
+
1339
+ const sceneRef = ( scene.isScene === true ) ? scene : _scene;
1340
+
1341
+ const outputRenderTarget = this._renderTarget || this._outputRenderTarget;
1342
+
1343
+ const activeCubeFace = this._activeCubeFace;
1344
+ const activeMipmapLevel = this._activeMipmapLevel;
1345
+
1346
+ //
1347
+
1348
+ let renderTarget;
1349
+
1350
+ if ( frameBufferTarget !== null ) {
1351
+
1352
+ renderTarget = frameBufferTarget;
1353
+
1354
+ this.setRenderTarget( renderTarget );
1355
+
1356
+ } else {
1357
+
1358
+ renderTarget = outputRenderTarget;
1359
+
1360
+ }
1361
+
1362
+ //
1363
+
1364
+ const renderContext = this._renderContexts.get( scene, camera, renderTarget );
1365
+
1366
+ this._currentRenderContext = renderContext;
1367
+ this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
1368
+
1369
+ //
1370
+
1371
+ this.info.calls ++;
1372
+ this.info.render.calls ++;
1373
+ this.info.render.frameCalls ++;
1374
+
1375
+ nodeFrame.renderId = this.info.calls;
1376
+
1377
+ //
1378
+
1379
+ this.backend.updateTimeStampUID( renderContext );
1380
+
1381
+ this.inspector.beginRender( this.backend.getTimestampUID( renderContext ), scene, camera, renderTarget );
1382
+
1383
+ //
1384
+
1385
+ const coordinateSystem = this.coordinateSystem;
1386
+ const xr = this.xr;
1387
+
1388
+ if ( camera.coordinateSystem !== coordinateSystem && xr.isPresenting === false ) {
1389
+
1390
+ camera.coordinateSystem = coordinateSystem;
1391
+ camera.updateProjectionMatrix();
1392
+
1393
+ if ( camera.isArrayCamera ) {
1394
+
1395
+ for ( const subCamera of camera.cameras ) {
1396
+
1397
+ subCamera.coordinateSystem = coordinateSystem;
1398
+ subCamera.updateProjectionMatrix();
1399
+
1400
+ }
1401
+
1402
+ }
1403
+
1404
+ }
1405
+
1406
+ //
1407
+
1408
+ if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
1409
+
1410
+ if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
1411
+
1412
+ if ( xr.enabled === true && xr.isPresenting === true ) {
1413
+
1414
+ if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
1415
+ camera = xr.getCamera(); // use XR camera for rendering
1416
+
1417
+ }
1418
+
1419
+ //
1420
+
1421
+ const canvasTarget = this._canvasTarget;
1422
+
1423
+ let viewport = canvasTarget._viewport;
1424
+ let scissor = canvasTarget._scissor;
1425
+ let pixelRatio = canvasTarget._pixelRatio;
1426
+
1427
+ if ( renderTarget !== null ) {
1428
+
1429
+ viewport = renderTarget.viewport;
1430
+ scissor = renderTarget.scissor;
1431
+ pixelRatio = 1;
1432
+
1433
+ }
1434
+
1435
+ this.getDrawingBufferSize( _drawingBufferSize );
1436
+
1437
+ _screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
1438
+
1439
+ const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
1440
+ const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
1441
+
1442
+ renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
1443
+ renderContext.viewportValue.width >>= activeMipmapLevel;
1444
+ renderContext.viewportValue.height >>= activeMipmapLevel;
1445
+ renderContext.viewportValue.minDepth = minDepth;
1446
+ renderContext.viewportValue.maxDepth = maxDepth;
1447
+ renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
1448
+
1449
+ renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
1450
+ renderContext.scissor = canvasTarget._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
1451
+ renderContext.scissorValue.width >>= activeMipmapLevel;
1452
+ renderContext.scissorValue.height >>= activeMipmapLevel;
1453
+
1454
+ if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
1455
+ renderContext.clippingContext.updateGlobal( sceneRef, camera );
1456
+
1457
+ //
1458
+
1459
+ sceneRef.onBeforeRender( this, scene, camera, renderTarget );
1460
+
1461
+ //
1462
+
1463
+ const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
1464
+
1465
+ if ( ! camera.isArrayCamera ) {
1466
+
1467
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
1468
+ frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
1469
+
1470
+ }
1471
+
1472
+ const renderList = this._renderLists.get( scene, camera );
1473
+ renderList.begin();
1474
+
1475
+ this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
1476
+
1477
+ renderList.finish();
1478
+
1479
+ if ( this.sortObjects === true ) {
1480
+
1481
+ renderList.sort( this._opaqueSort, this._transparentSort );
1482
+
1483
+ }
1484
+
1485
+ //
1486
+
1487
+ if ( renderTarget !== null ) {
1488
+
1489
+ this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
1490
+
1491
+ const renderTargetData = this._textures.get( renderTarget );
1492
+
1493
+ renderContext.textures = renderTargetData.textures;
1494
+ renderContext.depthTexture = renderTargetData.depthTexture;
1495
+ renderContext.width = renderTargetData.width;
1496
+ renderContext.height = renderTargetData.height;
1497
+ renderContext.renderTarget = renderTarget;
1498
+ renderContext.depth = renderTarget.depthBuffer;
1499
+ renderContext.stencil = renderTarget.stencilBuffer;
1500
+
1501
+ } else {
1502
+
1503
+ renderContext.textures = null;
1504
+ renderContext.depthTexture = null;
1505
+ renderContext.width = _drawingBufferSize.width;
1506
+ renderContext.height = _drawingBufferSize.height;
1507
+ renderContext.depth = this.depth;
1508
+ renderContext.stencil = this.stencil;
1509
+
1510
+ }
1511
+
1512
+ renderContext.width >>= activeMipmapLevel;
1513
+ renderContext.height >>= activeMipmapLevel;
1514
+ renderContext.activeCubeFace = activeCubeFace;
1515
+ renderContext.activeMipmapLevel = activeMipmapLevel;
1516
+ renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
1517
+
1518
+ //
1519
+
1520
+ renderContext.scissorValue.max( _vector4.set( 0, 0, 0, 0 ) );
1521
+
1522
+ if ( renderContext.scissorValue.x + renderContext.scissorValue.width > renderContext.width ) {
1523
+
1524
+ renderContext.scissorValue.width = Math.max( renderContext.width - renderContext.scissorValue.x, 0 );
1525
+
1526
+ }
1527
+
1528
+ if ( renderContext.scissorValue.y + renderContext.scissorValue.height > renderContext.height ) {
1529
+
1530
+ renderContext.scissorValue.height = Math.max( renderContext.height - renderContext.scissorValue.y, 0 );
1531
+
1532
+ }
1533
+
1534
+ //
1535
+
1536
+ this._background.update( sceneRef, renderList, renderContext );
1537
+
1538
+ //
1539
+
1540
+ renderContext.camera = camera;
1541
+ this.backend.beginRender( renderContext );
1542
+
1543
+ // process render lists
1544
+
1545
+ const {
1546
+ bundles,
1547
+ lightsNode,
1548
+ transparentDoublePass: transparentDoublePassObjects,
1549
+ transparent: transparentObjects,
1550
+ opaque: opaqueObjects
1551
+ } = renderList;
1552
+
1553
+ if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
1554
+ if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
1555
+ if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
1556
+
1557
+ // finish render pass
1558
+
1559
+ this.backend.finishRender( renderContext );
1560
+
1561
+ // restore render tree
1562
+
1563
+ nodeFrame.renderId = previousRenderId;
1564
+
1565
+ this._currentRenderContext = previousRenderContext;
1566
+ this._currentRenderObjectFunction = previousRenderObjectFunction;
1567
+
1568
+ //
1569
+
1570
+ if ( frameBufferTarget !== null ) {
1571
+
1572
+ this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
1573
+
1574
+ this._renderOutput( renderTarget );
1575
+
1576
+ }
1577
+
1578
+ //
1579
+
1580
+ sceneRef.onAfterRender( this, scene, camera, renderTarget );
1581
+
1582
+ //
1583
+
1584
+ this.inspector.finishRender( this.backend.getTimestampUID( renderContext ) );
1585
+
1586
+ //
1587
+
1588
+ return renderContext;
1589
+
1590
+ }
1591
+
1592
+ _setXRLayerSize( width, height ) {
1593
+
1594
+ // TODO: Find a better solution to resize the canvas when in XR.
1595
+
1596
+ this._canvasTarget._width = width;
1597
+ this._canvasTarget._height = height;
1598
+
1599
+ this.setViewport( 0, 0, width, height );
1600
+
1601
+ }
1602
+
1603
+ /**
1604
+ * The output pass performs tone mapping and color space conversion.
1605
+ *
1606
+ * @private
1607
+ * @param {RenderTarget} renderTarget - The current render target.
1608
+ */
1609
+ _renderOutput( renderTarget ) {
1610
+
1611
+ const quad = this._quad;
1612
+
1613
+ if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
1614
+
1615
+ quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
1616
+ quad.material.needsUpdate = true;
1617
+
1618
+ }
1619
+
1620
+ // a clear operation clears the intermediate renderTarget texture, but should not update the screen canvas.
1621
+
1622
+ const currentAutoClear = this.autoClear;
1623
+ const currentXR = this.xr.enabled;
1624
+
1625
+ this.autoClear = false;
1626
+ this.xr.enabled = false;
1627
+
1628
+ this._renderScene( quad, quad.camera, false );
1629
+
1630
+ this.autoClear = currentAutoClear;
1631
+ this.xr.enabled = currentXR;
1632
+
1633
+
1634
+ }
1635
+
1636
+ /**
1637
+ * Returns the maximum available anisotropy for texture filtering.
1638
+ *
1639
+ * @return {number} The maximum available anisotropy.
1640
+ */
1641
+ getMaxAnisotropy() {
1642
+
1643
+ return this.backend.getMaxAnisotropy();
1644
+
1645
+ }
1646
+
1647
+ /**
1648
+ * Returns the active cube face.
1649
+ *
1650
+ * @return {number} The active cube face.
1651
+ */
1652
+ getActiveCubeFace() {
1653
+
1654
+ return this._activeCubeFace;
1655
+
1656
+ }
1657
+
1658
+ /**
1659
+ * Returns the active mipmap level.
1660
+ *
1661
+ * @return {number} The active mipmap level.
1662
+ */
1663
+ getActiveMipmapLevel() {
1664
+
1665
+ return this._activeMipmapLevel;
1666
+
1667
+ }
1668
+
1669
+ /**
1670
+ * Applications are advised to always define the animation loop
1671
+ * with this method and not manually with `requestAnimationFrame()`
1672
+ * for best compatibility.
1673
+ *
1674
+ * @async
1675
+ * @param {?onAnimationCallback} callback - The application's animation loop.
1676
+ * @return {Promise} A Promise that resolves when the set has been executed.
1677
+ */
1678
+ async setAnimationLoop( callback ) {
1679
+
1680
+ if ( this._initialized === false ) await this.init();
1681
+
1682
+ this._animation.setAnimationLoop( callback );
1683
+
1684
+ }
1685
+
1686
+ /**
1687
+ * Returns the current animation loop callback.
1688
+ *
1689
+ * @return {?Function} The current animation loop callback.
1690
+ */
1691
+ getAnimationLoop() {
1692
+
1693
+ return this._animation.getAnimationLoop();
1694
+
1695
+ }
1696
+
1697
+ /**
1698
+ * Can be used to transfer buffer data from a storage buffer attribute
1699
+ * from the GPU to the CPU in context of compute shaders.
1700
+ *
1701
+ * @async
1702
+ * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
1703
+ * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
1704
+ */
1705
+ async getArrayBufferAsync( attribute ) {
1706
+
1707
+ return await this.backend.getArrayBufferAsync( attribute );
1708
+
1709
+ }
1710
+
1711
+ /**
1712
+ * Returns the rendering context.
1713
+ *
1714
+ * @return {GPUCanvasContext|WebGL2RenderingContext} The rendering context.
1715
+ */
1716
+ getContext() {
1717
+
1718
+ return this.backend.getContext();
1719
+
1720
+ }
1721
+
1722
+ /**
1723
+ * Returns the pixel ratio.
1724
+ *
1725
+ * @return {number} The pixel ratio.
1726
+ */
1727
+ getPixelRatio() {
1728
+
1729
+ return this._canvasTarget.getPixelRatio();
1730
+
1731
+ }
1732
+
1733
+ /**
1734
+ * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
1735
+ *
1736
+ * @param {Vector2} target - The method writes the result in this target object.
1737
+ * @return {Vector2} The drawing buffer size.
1738
+ */
1739
+ getDrawingBufferSize( target ) {
1740
+
1741
+ return this._canvasTarget.getDrawingBufferSize( target );
1742
+
1743
+ }
1744
+
1745
+ /**
1746
+ * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
1747
+ *
1748
+ * @param {Vector2} target - The method writes the result in this target object.
1749
+ * @return {Vector2} The renderer's size in logical pixels.
1750
+ */
1751
+ getSize( target ) {
1752
+
1753
+ return this._canvasTarget.getSize( target );
1754
+
1755
+ }
1756
+
1757
+ /**
1758
+ * Sets the given pixel ratio and resizes the canvas if necessary.
1759
+ *
1760
+ * @param {number} [value=1] - The pixel ratio.
1761
+ */
1762
+ setPixelRatio( value = 1 ) {
1763
+
1764
+ this._canvasTarget.setPixelRatio( value );
1765
+
1766
+ }
1767
+
1768
+ /**
1769
+ * This method allows to define the drawing buffer size by specifying
1770
+ * width, height and pixel ratio all at once. The size of the drawing
1771
+ * buffer is computed with this formula:
1772
+ * ```js
1773
+ * size.x = width * pixelRatio;
1774
+ * size.y = height * pixelRatio;
1775
+ * ```
1776
+ *
1777
+ * @param {number} width - The width in logical pixels.
1778
+ * @param {number} height - The height in logical pixels.
1779
+ * @param {number} pixelRatio - The pixel ratio.
1780
+ */
1781
+ setDrawingBufferSize( width, height, pixelRatio ) {
1782
+
1783
+ // Renderer can't be resized while presenting in XR.
1784
+ if ( this.xr && this.xr.isPresenting ) return;
1785
+
1786
+ this._canvasTarget.setDrawingBufferSize( width, height, pixelRatio );
1787
+
1788
+ }
1789
+
1790
+ /**
1791
+ * Sets the size of the renderer.
1792
+ *
1793
+ * @param {number} width - The width in logical pixels.
1794
+ * @param {number} height - The height in logical pixels.
1795
+ * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
1796
+ */
1797
+ setSize( width, height, updateStyle = true ) {
1798
+
1799
+ // Renderer can't be resized while presenting in XR.
1800
+ if ( this.xr && this.xr.isPresenting ) return;
1801
+
1802
+ this._canvasTarget.setSize( width, height, updateStyle );
1803
+
1804
+ }
1805
+
1806
+ /**
1807
+ * Defines a manual sort function for the opaque render list.
1808
+ * Pass `null` to use the default sort.
1809
+ *
1810
+ * @param {Function} method - The sort function.
1811
+ */
1812
+ setOpaqueSort( method ) {
1813
+
1814
+ this._opaqueSort = method;
1815
+
1816
+ }
1817
+
1818
+ /**
1819
+ * Defines a manual sort function for the transparent render list.
1820
+ * Pass `null` to use the default sort.
1821
+ *
1822
+ * @param {Function} method - The sort function.
1823
+ */
1824
+ setTransparentSort( method ) {
1825
+
1826
+ this._transparentSort = method;
1827
+
1828
+ }
1829
+
1830
+ /**
1831
+ * Returns the scissor rectangle.
1832
+ *
1833
+ * @param {Vector4} target - The method writes the result in this target object.
1834
+ * @return {Vector4} The scissor rectangle.
1835
+ */
1836
+ getScissor( target ) {
1837
+
1838
+ return this._canvasTarget.getScissor( target );
1839
+
1840
+ }
1841
+
1842
+ /**
1843
+ * Defines the scissor rectangle.
1844
+ *
1845
+ * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the box in logical pixel unit.
1846
+ * Instead of passing four arguments, the method also works with a single four-dimensional vector.
1847
+ * @param {number} y - The vertical coordinate for the lower left corner of the box in logical pixel unit.
1848
+ * @param {number} width - The width of the scissor box in logical pixel unit.
1849
+ * @param {number} height - The height of the scissor box in logical pixel unit.
1850
+ */
1851
+ setScissor( x, y, width, height ) {
1852
+
1853
+ this._canvasTarget.setScissor( x, y, width, height );
1854
+
1855
+ }
1856
+
1857
+ /**
1858
+ * Returns the scissor test value.
1859
+ *
1860
+ * @return {boolean} Whether the scissor test should be enabled or not.
1861
+ */
1862
+ getScissorTest() {
1863
+
1864
+ return this._canvasTarget.getScissorTest();
1865
+
1866
+ }
1867
+
1868
+ /**
1869
+ * Defines the scissor test.
1870
+ *
1871
+ * @param {boolean} boolean - Whether the scissor test should be enabled or not.
1872
+ */
1873
+ setScissorTest( boolean ) {
1874
+
1875
+ this._canvasTarget.setScissorTest( boolean );
1876
+
1877
+ // TODO: Move it to CanvasTarget event listener.
1878
+
1879
+ this.backend.setScissorTest( boolean );
1880
+
1881
+ }
1882
+
1883
+ /**
1884
+ * Returns the viewport definition.
1885
+ *
1886
+ * @param {Vector4} target - The method writes the result in this target object.
1887
+ * @return {Vector4} The viewport definition.
1888
+ */
1889
+ getViewport( target ) {
1890
+
1891
+ return this._canvasTarget.getViewport( target );
1892
+
1893
+ }
1894
+
1895
+ /**
1896
+ * Defines the viewport.
1897
+ *
1898
+ * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
1899
+ * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit.
1900
+ * @param {number} width - The width of the viewport in logical pixel unit.
1901
+ * @param {number} height - The height of the viewport in logical pixel unit.
1902
+ * @param {number} minDepth - The minimum depth value of the viewport. WebGPU only.
1903
+ * @param {number} maxDepth - The maximum depth value of the viewport. WebGPU only.
1904
+ */
1905
+ setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
1906
+
1907
+ this._canvasTarget.setViewport( x, y, width, height, minDepth, maxDepth );
1908
+
1909
+ }
1910
+
1911
+ /**
1912
+ * Returns the clear color.
1913
+ *
1914
+ * @param {Color} target - The method writes the result in this target object.
1915
+ * @return {Color} The clear color.
1916
+ */
1917
+ getClearColor( target ) {
1918
+
1919
+ return target.copy( this._clearColor );
1920
+
1921
+ }
1922
+
1923
+ /**
1924
+ * Defines the clear color and optionally the clear alpha.
1925
+ *
1926
+ * @param {Color} color - The clear color.
1927
+ * @param {number} [alpha=1] - The clear alpha.
1928
+ */
1929
+ setClearColor( color, alpha = 1 ) {
1930
+
1931
+ this._clearColor.set( color );
1932
+ this._clearColor.a = alpha;
1933
+
1934
+ }
1935
+
1936
+ /**
1937
+ * Returns the clear alpha.
1938
+ *
1939
+ * @return {number} The clear alpha.
1940
+ */
1941
+ getClearAlpha() {
1942
+
1943
+ return this._clearColor.a;
1944
+
1945
+ }
1946
+
1947
+ /**
1948
+ * Defines the clear alpha.
1949
+ *
1950
+ * @param {number} alpha - The clear alpha.
1951
+ */
1952
+ setClearAlpha( alpha ) {
1953
+
1954
+ this._clearColor.a = alpha;
1955
+
1956
+ }
1957
+
1958
+ /**
1959
+ * Returns the clear depth.
1960
+ *
1961
+ * @return {number} The clear depth.
1962
+ */
1963
+ getClearDepth() {
1964
+
1965
+ return this._clearDepth;
1966
+
1967
+ }
1968
+
1969
+ /**
1970
+ * Defines the clear depth.
1971
+ *
1972
+ * @param {number} depth - The clear depth.
1973
+ */
1974
+ setClearDepth( depth ) {
1975
+
1976
+ this._clearDepth = depth;
1977
+
1978
+ }
1979
+
1980
+ /**
1981
+ * Returns the clear stencil.
1982
+ *
1983
+ * @return {number} The clear stencil.
1984
+ */
1985
+ getClearStencil() {
1986
+
1987
+ return this._clearStencil;
1988
+
1989
+ }
1990
+
1991
+ /**
1992
+ * Defines the clear stencil.
1993
+ *
1994
+ * @param {number} stencil - The clear stencil.
1995
+ */
1996
+ setClearStencil( stencil ) {
1997
+
1998
+ this._clearStencil = stencil;
1999
+
2000
+ }
2001
+
2002
+ /**
2003
+ * This method performs an occlusion query for the given 3D object.
2004
+ * It returns `true` if the given 3D object is fully occluded by other
2005
+ * 3D objects in the scene.
2006
+ *
2007
+ * @param {Object3D} object - The 3D object to test.
2008
+ * @return {boolean} Whether the 3D object is fully occluded or not.
2009
+ */
2010
+ isOccluded( object ) {
2011
+
2012
+ const renderContext = this._currentRenderContext;
2013
+
2014
+ return renderContext && this.backend.isOccluded( renderContext, object );
2015
+
2016
+ }
2017
+
2018
+ /**
2019
+ * Performs a manual clear operation. This method ignores `autoClear` properties.
2020
+ *
2021
+ * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
2022
+ * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
2023
+ * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
2024
+ */
2025
+ clear( color = true, depth = true, stencil = true ) {
2026
+
2027
+ if ( this._initialized === false ) {
2028
+
2029
+ throw new Error( 'Renderer: .clear() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );
2030
+
2031
+ }
2032
+
2033
+ const renderTarget = this._renderTarget || this._getFrameBufferTarget();
2034
+
2035
+ let renderContext = null;
2036
+
2037
+ if ( renderTarget !== null ) {
2038
+
2039
+ this._textures.updateRenderTarget( renderTarget );
2040
+
2041
+ const renderTargetData = this._textures.get( renderTarget );
2042
+
2043
+ renderContext = this._renderContexts.getForClear( renderTarget );
2044
+ renderContext.textures = renderTargetData.textures;
2045
+ renderContext.depthTexture = renderTargetData.depthTexture;
2046
+ renderContext.width = renderTargetData.width;
2047
+ renderContext.height = renderTargetData.height;
2048
+ renderContext.renderTarget = renderTarget;
2049
+ renderContext.depth = renderTarget.depthBuffer;
2050
+ renderContext.stencil = renderTarget.stencilBuffer;
2051
+ // #30329
2052
+ renderContext.clearColorValue = this.backend.getClearColor();
2053
+ renderContext.activeCubeFace = this.getActiveCubeFace();
2054
+ renderContext.activeMipmapLevel = this.getActiveMipmapLevel();
2055
+
2056
+ }
2057
+
2058
+ this.backend.clear( color, depth, stencil, renderContext );
2059
+
2060
+ if ( renderTarget !== null && this._renderTarget === null ) {
2061
+
2062
+ this._renderOutput( renderTarget );
2063
+
2064
+ }
2065
+
2066
+ }
2067
+
2068
+ /**
2069
+ * Performs a manual clear operation of the color buffer. This method ignores `autoClear` properties.
2070
+ */
2071
+ clearColor() {
2072
+
2073
+ this.clear( true, false, false );
2074
+
2075
+ }
2076
+
2077
+ /**
2078
+ * Performs a manual clear operation of the depth buffer. This method ignores `autoClear` properties.
2079
+ */
2080
+ clearDepth() {
2081
+
2082
+ this.clear( false, true, false );
2083
+
2084
+ }
2085
+
2086
+ /**
2087
+ * Performs a manual clear operation of the stencil buffer. This method ignores `autoClear` properties.
2088
+ */
2089
+ clearStencil() {
2090
+
2091
+ this.clear( false, false, true );
2092
+
2093
+ }
2094
+
2095
+ /**
2096
+ * Async version of {@link Renderer#clear}.
2097
+ *
2098
+ * @async
2099
+ * @deprecated
2100
+ * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
2101
+ * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
2102
+ * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
2103
+ * @return {Promise} A Promise that resolves when the clear operation has been executed.
2104
+ */
2105
+ async clearAsync( color = true, depth = true, stencil = true ) {
2106
+
2107
+ warnOnce( 'Renderer: "clearAsync()" has been deprecated. Use "clear()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2108
+
2109
+ await this.init();
2110
+
2111
+ this.clear( color, depth, stencil );
2112
+
2113
+ }
2114
+
2115
+ /**
2116
+ * Async version of {@link Renderer#clearColor}.
2117
+ *
2118
+ * @async
2119
+ * @deprecated
2120
+ * @return {Promise} A Promise that resolves when the clear operation has been executed.
2121
+ */
2122
+ async clearColorAsync() {
2123
+
2124
+ warnOnce( 'Renderer: "clearColorAsync()" has been deprecated. Use "clearColor()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2125
+
2126
+ this.clear( true, false, false );
2127
+
2128
+ }
2129
+
2130
+ /**
2131
+ * Async version of {@link Renderer#clearDepth}.
2132
+ *
2133
+ * @async
2134
+ * @deprecated
2135
+ * @return {Promise} A Promise that resolves when the clear operation has been executed.
2136
+ */
2137
+ async clearDepthAsync() {
2138
+
2139
+ warnOnce( 'Renderer: "clearDepthAsync()" has been deprecated. Use "clearDepth()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2140
+
2141
+ this.clear( false, true, false );
2142
+
2143
+ }
2144
+
2145
+ /**
2146
+ * Async version of {@link Renderer#clearStencil}.
2147
+ *
2148
+ * @async
2149
+ * @deprecated
2150
+ * @return {Promise} A Promise that resolves when the clear operation has been executed.
2151
+ */
2152
+ async clearStencilAsync() {
2153
+
2154
+ warnOnce( 'Renderer: "clearStencilAsync()" has been deprecated. Use "clearStencil()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2155
+
2156
+ this.clear( false, false, true );
2157
+
2158
+ }
2159
+
2160
+ /**
2161
+ * Returns `true` if a framebuffer target is needed to perform tone mapping or color space conversion.
2162
+ * If this is the case, the renderer allocates an internal render target for that purpose.
2163
+ *
2164
+ */
2165
+ get needsFrameBufferTarget() {
2166
+
2167
+ const useToneMapping = this.currentToneMapping !== NoToneMapping;
2168
+ const useColorSpace = this.currentColorSpace !== ColorManagement.workingColorSpace;
2169
+
2170
+ return useToneMapping || useColorSpace;
2171
+
2172
+ }
2173
+
2174
+ /**
2175
+ * The number of samples used for multi-sample anti-aliasing (MSAA).
2176
+ *
2177
+ * @type {number}
2178
+ * @default 0
2179
+ */
2180
+ get samples() {
2181
+
2182
+ return this._samples;
2183
+
2184
+ }
2185
+
2186
+ /**
2187
+ * The current number of samples used for multi-sample anti-aliasing (MSAA).
2188
+ *
2189
+ * When rendering to a custom render target, the number of samples of that render target is used.
2190
+ * If the renderer needs an internal framebuffer target for tone mapping or color space conversion,
2191
+ * the number of samples is set to 0.
2192
+ *
2193
+ * @type {number}
2194
+ */
2195
+ get currentSamples() {
2196
+
2197
+ let samples = this._samples;
2198
+
2199
+ if ( this._renderTarget !== null ) {
2200
+
2201
+ samples = this._renderTarget.samples;
2202
+
2203
+ } else if ( this.needsFrameBufferTarget ) {
2204
+
2205
+ samples = 0;
2206
+
2207
+ }
2208
+
2209
+ return samples;
2210
+
2211
+ }
2212
+
2213
+ /**
2214
+ * The current tone mapping of the renderer. When not producing screen output,
2215
+ * the tone mapping is always `NoToneMapping`.
2216
+ *
2217
+ * @type {number}
2218
+ */
2219
+ get currentToneMapping() {
2220
+
2221
+ return this.isOutputTarget ? this.toneMapping : NoToneMapping;
2222
+
2223
+ }
2224
+
2225
+ /**
2226
+ * The current color space of the renderer. When not producing screen output,
2227
+ * the color space is always the working color space.
2228
+ *
2229
+ * @type {string}
2230
+ */
2231
+ get currentColorSpace() {
2232
+
2233
+ return this.isOutputTarget ? this.outputColorSpace : ColorManagement.workingColorSpace;
2234
+
2235
+ }
2236
+
2237
+ /**
2238
+ * Returns `true` if the rendering settings are set to screen output.
2239
+ *
2240
+ * @returns {boolean} True if the current render target is the same of output render target or `null`, otherwise false.
2241
+ */
2242
+ get isOutputTarget() {
2243
+
2244
+ return this._renderTarget === this._outputRenderTarget || this._renderTarget === null;
2245
+
2246
+ }
2247
+
2248
+ /**
2249
+ * Frees all internal resources of the renderer. Call this method if the renderer
2250
+ * is no longer in use by your app.
2251
+ */
2252
+ dispose() {
2253
+
2254
+ if ( this._initialized === true ) {
2255
+
2256
+ this.info.dispose();
2257
+ this.backend.dispose();
2258
+
2259
+ this._animation.dispose();
2260
+ this._objects.dispose();
2261
+ this._geometries.dispose();
2262
+ this._pipelines.dispose();
2263
+ this._nodes.dispose();
2264
+ this._bindings.dispose();
2265
+ this._renderLists.dispose();
2266
+ this._renderContexts.dispose();
2267
+ this._textures.dispose();
2268
+
2269
+ if ( this._frameBufferTarget !== null ) this._frameBufferTarget.dispose();
2270
+
2271
+ Object.values( this.backend.timestampQueryPool ).forEach( queryPool => {
2272
+
2273
+ if ( queryPool !== null ) queryPool.dispose();
2274
+
2275
+ } );
2276
+
2277
+ }
2278
+
2279
+ this.setRenderTarget( null );
2280
+ this.setAnimationLoop( null );
2281
+
2282
+ }
2283
+
2284
+ /**
2285
+ * Sets the given render target. Calling this method means the renderer does not
2286
+ * target the default framebuffer (meaning the canvas) anymore but a custom framebuffer.
2287
+ * Use `null` as the first argument to reset the state.
2288
+ *
2289
+ * @param {?RenderTarget} renderTarget - The render target to set.
2290
+ * @param {number} [activeCubeFace=0] - The active cube face.
2291
+ * @param {number} [activeMipmapLevel=0] - The active mipmap level.
2292
+ */
2293
+ setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
2294
+
2295
+ this._renderTarget = renderTarget;
2296
+ this._activeCubeFace = activeCubeFace;
2297
+ this._activeMipmapLevel = activeMipmapLevel;
2298
+
2299
+ }
2300
+
2301
+ /**
2302
+ * Returns the current render target.
2303
+ *
2304
+ * @return {?RenderTarget} The render target. Returns `null` if no render target is set.
2305
+ */
2306
+ getRenderTarget() {
2307
+
2308
+ return this._renderTarget;
2309
+
2310
+ }
2311
+
2312
+ /**
2313
+ * Sets the output render target for the renderer.
2314
+ *
2315
+ * @param {Object} renderTarget - The render target to set as the output target.
2316
+ */
2317
+ setOutputRenderTarget( renderTarget ) {
2318
+
2319
+ this._outputRenderTarget = renderTarget;
2320
+
2321
+ }
2322
+
2323
+ /**
2324
+ * Returns the current output target.
2325
+ *
2326
+ * @return {?RenderTarget} The current output render target. Returns `null` if no output target is set.
2327
+ */
2328
+ getOutputRenderTarget() {
2329
+
2330
+ return this._outputRenderTarget;
2331
+
2332
+ }
2333
+
2334
+ /**
2335
+ * Sets the canvas target. The canvas target manages the HTML canvas
2336
+ * or the offscreen canvas the renderer draws into.
2337
+ *
2338
+ * @param {CanvasTarget} canvasTarget - The canvas target.
2339
+ */
2340
+ setCanvasTarget( canvasTarget ) {
2341
+
2342
+ this._canvasTarget.removeEventListener( 'resize', this._onCanvasTargetResize );
2343
+
2344
+ this._canvasTarget = canvasTarget;
2345
+ this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize );
2346
+
2347
+ }
2348
+
2349
+ /**
2350
+ * Returns the current canvas target.
2351
+ *
2352
+ * @return {CanvasTarget} The current canvas target.
2353
+ */
2354
+ getCanvasTarget() {
2355
+
2356
+ return this._canvasTarget;
2357
+
2358
+ }
2359
+
2360
+ /**
2361
+ * Resets the renderer to the initial state before WebXR started.
2362
+ *
2363
+ */
2364
+ _resetXRState() {
2365
+
2366
+ this.backend.setXRTarget( null );
2367
+ this.setOutputRenderTarget( null );
2368
+ this.setRenderTarget( null );
2369
+
2370
+ this._frameBufferTarget.dispose();
2371
+ this._frameBufferTarget = null;
2372
+
2373
+ }
2374
+
2375
+ /**
2376
+ * Callback for {@link Renderer#setRenderObjectFunction}.
2377
+ *
2378
+ * @callback renderObjectFunction
2379
+ * @param {Object3D} object - The 3D object.
2380
+ * @param {Scene} scene - The scene the 3D object belongs to.
2381
+ * @param {Camera} camera - The camera the object should be rendered with.
2382
+ * @param {BufferGeometry} geometry - The object's geometry.
2383
+ * @param {Material} material - The object's material.
2384
+ * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
2385
+ * @param {LightsNode} lightsNode - The current lights node.
2386
+ * @param {ClippingContext} clippingContext - The clipping context.
2387
+ * @param {?string} [passId=null] - An optional ID for identifying the pass.
2388
+ */
2389
+
2390
+ /**
2391
+ * Sets the given render object function. Calling this method overwrites the default implementation
2392
+ * which is {@link Renderer#renderObject}. Defining a custom function can be useful
2393
+ * if you want to modify the way objects are rendered. For example you can define things like "every
2394
+ * object that has material of a certain type should perform a pre-pass with a special overwrite material".
2395
+ * The custom function must always call `renderObject()` in its implementation.
2396
+ *
2397
+ * Use `null` as the first argument to reset the state.
2398
+ *
2399
+ * @param {?renderObjectFunction} renderObjectFunction - The render object function.
2400
+ */
2401
+ setRenderObjectFunction( renderObjectFunction ) {
2402
+
2403
+ this._renderObjectFunction = renderObjectFunction;
2404
+
2405
+ }
2406
+
2407
+ /**
2408
+ * Returns the current render object function.
2409
+ *
2410
+ * @return {?Function} The current render object function. Returns `null` if no function is set.
2411
+ */
2412
+ getRenderObjectFunction() {
2413
+
2414
+ return this._renderObjectFunction;
2415
+
2416
+ }
2417
+
2418
+ /**
2419
+ * Execute a single or an array of compute nodes. This method can only be called
2420
+ * if the renderer has been initialized.
2421
+ *
2422
+ * @param {Node|Array<Node>} computeNodes - The compute node(s).
2423
+ * @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
2424
+ * - A single number representing count, or
2425
+ * - An array [x, y, z] representing dispatch size, or
2426
+ * - A IndirectStorageBufferAttribute for indirect dispatch size.
2427
+ * @return {Promise|undefined} A Promise that resolve when the compute has finished. Only returned when the renderer has not been initialized.
2428
+ */
2429
+ compute( computeNodes, dispatchSize = null ) {
2430
+
2431
+ if ( this._isDeviceLost === true ) return;
2432
+
2433
+ if ( this._initialized === false ) {
2434
+
2435
+ warn( 'Renderer: .compute() called before the backend is initialized. Try using .computeAsync() instead.' );
2436
+
2437
+ return this.computeAsync( computeNodes, dispatchSize );
2438
+
2439
+ }
2440
+
2441
+ //
2442
+
2443
+ const nodeFrame = this._nodes.nodeFrame;
2444
+
2445
+ const previousRenderId = nodeFrame.renderId;
2446
+
2447
+ //
2448
+
2449
+ this.info.calls ++;
2450
+ this.info.compute.calls ++;
2451
+ this.info.compute.frameCalls ++;
2452
+
2453
+ nodeFrame.renderId = this.info.calls;
2454
+
2455
+ //
2456
+
2457
+ this.backend.updateTimeStampUID( computeNodes );
2458
+
2459
+ this.inspector.beginCompute( this.backend.getTimestampUID( computeNodes ), computeNodes );
2460
+
2461
+ //
2462
+
2463
+ const backend = this.backend;
2464
+ const pipelines = this._pipelines;
2465
+ const bindings = this._bindings;
2466
+ const nodes = this._nodes;
2467
+
2468
+ const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
2469
+
2470
+ if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
2471
+
2472
+ throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
2473
+
2474
+ }
2475
+
2476
+ backend.beginCompute( computeNodes );
2477
+
2478
+ for ( const computeNode of computeList ) {
2479
+
2480
+ // onInit
2481
+
2482
+ if ( pipelines.has( computeNode ) === false ) {
2483
+
2484
+ const dispose = () => {
2485
+
2486
+ computeNode.removeEventListener( 'dispose', dispose );
2487
+
2488
+ pipelines.delete( computeNode );
2489
+ bindings.deleteForCompute( computeNode );
2490
+ nodes.delete( computeNode );
2491
+
2492
+ };
2493
+
2494
+ computeNode.addEventListener( 'dispose', dispose );
2495
+
2496
+ //
2497
+
2498
+ const onInitFn = computeNode.onInitFunction;
2499
+
2500
+ if ( onInitFn !== null ) {
2501
+
2502
+ onInitFn.call( computeNode, { renderer: this } );
2503
+
2504
+ }
2505
+
2506
+ }
2507
+
2508
+ nodes.updateForCompute( computeNode );
2509
+ bindings.updateForCompute( computeNode );
2510
+
2511
+ const computeBindings = bindings.getForCompute( computeNode );
2512
+ const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
2513
+
2514
+ backend.compute( computeNodes, computeNode, computeBindings, computePipeline, dispatchSize );
2515
+
2516
+ }
2517
+
2518
+ backend.finishCompute( computeNodes );
2519
+
2520
+ //
2521
+
2522
+ nodeFrame.renderId = previousRenderId;
2523
+
2524
+ //
2525
+
2526
+ this.inspector.finishCompute( this.backend.getTimestampUID( computeNodes ) );
2527
+
2528
+ }
2529
+
2530
+ /**
2531
+ * Execute a single or an array of compute nodes.
2532
+ *
2533
+ * @async
2534
+ * @param {Node|Array<Node>} computeNodes - The compute node(s).
2535
+ * @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
2536
+ * - A single number representing count, or
2537
+ * - An array [x, y, z] representing dispatch size, or
2538
+ * - A IndirectStorageBufferAttribute for indirect dispatch size.
2539
+ * @return {Promise} A Promise that resolve when the compute has finished.
2540
+ */
2541
+ async computeAsync( computeNodes, dispatchSize = null ) {
2542
+
2543
+ if ( this._initialized === false ) await this.init();
2544
+
2545
+ this.compute( computeNodes, dispatchSize );
2546
+
2547
+ }
2548
+
2549
+ /**
2550
+ * Checks if the given feature is supported by the selected backend.
2551
+ *
2552
+ * @async
2553
+ * @deprecated
2554
+ * @param {string} name - The feature's name.
2555
+ * @return {Promise<boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not.
2556
+ */
2557
+ async hasFeatureAsync( name ) {
2558
+
2559
+ warnOnce( 'Renderer: "hasFeatureAsync()" has been deprecated. Use "hasFeature()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2560
+
2561
+ await this.init();
2562
+
2563
+ return this.hasFeature( name );
2564
+
2565
+ }
2566
+
2567
+ async resolveTimestampsAsync( type = 'render' ) {
2568
+
2569
+ if ( this._initialized === false ) await this.init();
2570
+
2571
+ return this.backend.resolveTimestampsAsync( type );
2572
+
2573
+ }
2574
+
2575
+ /**
2576
+ * Checks if the given feature is supported by the selected backend. If the
2577
+ * renderer has not been initialized, this method always returns `false`.
2578
+ *
2579
+ * @param {string} name - The feature's name.
2580
+ * @return {boolean} Whether the feature is supported or not.
2581
+ */
2582
+ hasFeature( name ) {
2583
+
2584
+ if ( this._initialized === false ) {
2585
+
2586
+ throw new Error( 'Renderer: .hasFeature() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );
2587
+
2588
+ }
2589
+
2590
+ return this.backend.hasFeature( name );
2591
+
2592
+ }
2593
+
2594
+ /**
2595
+ * Returns `true` when the renderer has been initialized.
2596
+ *
2597
+ * @return {boolean} Whether the renderer has been initialized or not.
2598
+ */
2599
+ hasInitialized() {
2600
+
2601
+ return this._initialized;
2602
+
2603
+ }
2604
+
2605
+ /**
2606
+ * Initializes the given textures. Useful for preloading a texture rather than waiting until first render
2607
+ * (which can cause noticeable lags due to decode and GPU upload overhead).
2608
+ *
2609
+ * @async
2610
+ * @deprecated
2611
+ * @param {Texture} texture - The texture.
2612
+ * @return {Promise} A Promise that resolves when the texture has been initialized.
2613
+ */
2614
+ async initTextureAsync( texture ) {
2615
+
2616
+ warnOnce( 'Renderer: "initTextureAsync()" has been deprecated. Use "initTexture()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
2617
+
2618
+ await this.init();
2619
+
2620
+ this.initTexture( texture );
2621
+
2622
+ }
2623
+
2624
+ /**
2625
+ * Initializes the given texture. Useful for preloading a texture rather than waiting until first render
2626
+ * (which can cause noticeable lags due to decode and GPU upload overhead).
2627
+ *
2628
+ * This method can only be used if the renderer has been initialized.
2629
+ *
2630
+ * @param {Texture} texture - The texture.
2631
+ */
2632
+ initTexture( texture ) {
2633
+
2634
+ if ( this._initialized === false ) {
2635
+
2636
+ throw new Error( 'Renderer: .initTexture() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );
2637
+
2638
+ }
2639
+
2640
+ this._textures.updateTexture( texture );
2641
+
2642
+ }
2643
+
2644
+ /**
2645
+ * Copies the current bound framebuffer into the given texture.
2646
+ *
2647
+ * @param {FramebufferTexture} framebufferTexture - The texture.
2648
+ * @param {?(Vector2|Vector4)} [rectangle=null] - A two or four dimensional vector that defines the rectangular portion of the framebuffer that should be copied.
2649
+ */
2650
+ copyFramebufferToTexture( framebufferTexture, rectangle = null ) {
2651
+
2652
+ if ( rectangle !== null ) {
2653
+
2654
+ if ( rectangle.isVector2 ) {
2655
+
2656
+ rectangle = _vector4.set( rectangle.x, rectangle.y, framebufferTexture.image.width, framebufferTexture.image.height ).floor();
2657
+
2658
+ } else if ( rectangle.isVector4 ) {
2659
+
2660
+ rectangle = _vector4.copy( rectangle ).floor();
2661
+
2662
+ } else {
2663
+
2664
+ error( 'Renderer.copyFramebufferToTexture: Invalid rectangle.' );
2665
+
2666
+ return;
2667
+
2668
+ }
2669
+
2670
+ } else {
2671
+
2672
+ rectangle = _vector4.set( 0, 0, framebufferTexture.image.width, framebufferTexture.image.height );
2673
+
2674
+ }
2675
+
2676
+ //
2677
+
2678
+ let renderContext = this._currentRenderContext;
2679
+ let renderTarget;
2680
+
2681
+ if ( renderContext !== null ) {
2682
+
2683
+ renderTarget = renderContext.renderTarget;
2684
+
2685
+ } else {
2686
+
2687
+ renderTarget = this._renderTarget || this._getFrameBufferTarget();
2688
+
2689
+ if ( renderTarget !== null ) {
2690
+
2691
+ this._textures.updateRenderTarget( renderTarget );
2692
+
2693
+ renderContext = this._textures.get( renderTarget );
2694
+
2695
+ }
2696
+
2697
+ }
2698
+
2699
+ //
2700
+
2701
+ this._textures.updateTexture( framebufferTexture, { renderTarget } );
2702
+
2703
+ this.backend.copyFramebufferToTexture( framebufferTexture, renderContext, rectangle );
2704
+
2705
+ this._inspector.copyFramebufferToTexture( framebufferTexture );
2706
+
2707
+ }
2708
+
2709
+ /**
2710
+ * Copies data of the given source texture into a destination texture.
2711
+ *
2712
+ * @param {Texture} srcTexture - The source texture.
2713
+ * @param {Texture} dstTexture - The destination texture.
2714
+ * @param {Box2|Box3} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
2715
+ * @param {Vector2|Vector3} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
2716
+ * @param {number} [srcLevel=0] - The source mip level to copy from.
2717
+ * @param {number} [dstLevel=0] - The destination mip level to copy to.
2718
+ */
2719
+ copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
2720
+
2721
+ this._textures.updateTexture( srcTexture );
2722
+ this._textures.updateTexture( dstTexture );
2723
+
2724
+ this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );
2725
+
2726
+ this._inspector.copyTextureToTexture( srcTexture, dstTexture );
2727
+
2728
+ }
2729
+
2730
+ /**
2731
+ * Reads pixel data from the given render target.
2732
+ *
2733
+ * @async
2734
+ * @param {RenderTarget} renderTarget - The render target to read from.
2735
+ * @param {number} x - The `x` coordinate of the copy region's origin.
2736
+ * @param {number} y - The `y` coordinate of the copy region's origin.
2737
+ * @param {number} width - The width of the copy region.
2738
+ * @param {number} height - The height of the copy region.
2739
+ * @param {number} [textureIndex=0] - The texture index of a MRT render target.
2740
+ * @param {number} [faceIndex=0] - The active cube face index.
2741
+ * @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
2742
+ */
2743
+ async readRenderTargetPixelsAsync( renderTarget, x, y, width, height, textureIndex = 0, faceIndex = 0 ) {
2744
+
2745
+ return this.backend.copyTextureToBuffer( renderTarget.textures[ textureIndex ], x, y, width, height, faceIndex );
2746
+
2747
+ }
2748
+
2749
+ /**
2750
+ * Analyzes the given 3D object's hierarchy and builds render lists from the
2751
+ * processed hierarchy.
2752
+ *
2753
+ * @param {Object3D} object - The 3D object to process (usually a scene).
2754
+ * @param {Camera} camera - The camera the object is rendered with.
2755
+ * @param {number} groupOrder - The group order is derived from the `renderOrder` of groups and is used to group 3D objects within groups.
2756
+ * @param {RenderList} renderList - The current render list.
2757
+ * @param {ClippingContext} clippingContext - The current clipping context.
2758
+ */
2759
+ _projectObject( object, camera, groupOrder, renderList, clippingContext ) {
2760
+
2761
+ if ( object.visible === false ) return;
2762
+
2763
+ const visible = object.layers.test( camera.layers );
2764
+
2765
+ if ( visible ) {
2766
+
2767
+ if ( object.isGroup ) {
2768
+
2769
+ groupOrder = object.renderOrder;
2770
+
2771
+ if ( object.isClippingGroup && object.enabled ) clippingContext = clippingContext.getGroupContext( object );
2772
+
2773
+ } else if ( object.isLOD ) {
2774
+
2775
+ if ( object.autoUpdate === true ) object.update( camera );
2776
+
2777
+ } else if ( object.isLight ) {
2778
+
2779
+ renderList.pushLight( object );
2780
+
2781
+ } else if ( object.isSprite ) {
2782
+
2783
+ const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
2784
+
2785
+ if ( ! object.frustumCulled || frustum.intersectsSprite( object, camera ) ) {
2786
+
2787
+ if ( this.sortObjects === true ) {
2788
+
2789
+ _vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
2790
+
2791
+ }
2792
+
2793
+ const { geometry, material } = object;
2794
+
2795
+ if ( material.visible ) {
2796
+
2797
+ renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
2798
+
2799
+ }
2800
+
2801
+ }
2802
+
2803
+ } else if ( object.isLineLoop ) {
2804
+
2805
+ error( 'Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
2806
+
2807
+ } else if ( object.isMesh || object.isLine || object.isPoints ) {
2808
+
2809
+ const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
2810
+
2811
+ if ( ! object.frustumCulled || frustum.intersectsObject( object, camera ) ) {
2812
+
2813
+ const { geometry, material } = object;
2814
+
2815
+ if ( this.sortObjects === true ) {
2816
+
2817
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
2818
+
2819
+ _vector4
2820
+ .copy( geometry.boundingSphere.center )
2821
+ .applyMatrix4( object.matrixWorld )
2822
+ .applyMatrix4( _projScreenMatrix );
2823
+
2824
+ }
2825
+
2826
+ if ( Array.isArray( material ) ) {
2827
+
2828
+ const groups = geometry.groups;
2829
+
2830
+ for ( let i = 0, l = groups.length; i < l; i ++ ) {
2831
+
2832
+ const group = groups[ i ];
2833
+ const groupMaterial = material[ group.materialIndex ];
2834
+
2835
+ if ( groupMaterial && groupMaterial.visible ) {
2836
+
2837
+ renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, clippingContext );
2838
+
2839
+ }
2840
+
2841
+ }
2842
+
2843
+ } else if ( material.visible ) {
2844
+
2845
+ renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
2846
+
2847
+ }
2848
+
2849
+ }
2850
+
2851
+ }
2852
+
2853
+ }
2854
+
2855
+ if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {
2856
+
2857
+ const baseRenderList = renderList;
2858
+
2859
+ // replace render list
2860
+ renderList = this._renderLists.get( object, camera );
2861
+
2862
+ renderList.begin();
2863
+
2864
+ baseRenderList.pushBundle( {
2865
+ bundleGroup: object,
2866
+ camera,
2867
+ renderList,
2868
+ } );
2869
+
2870
+ renderList.finish();
2871
+
2872
+ }
2873
+
2874
+ const children = object.children;
2875
+
2876
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
2877
+
2878
+ this._projectObject( children[ i ], camera, groupOrder, renderList, clippingContext );
2879
+
2880
+ }
2881
+
2882
+ }
2883
+
2884
+ /**
2885
+ * Renders the given render bundles.
2886
+ *
2887
+ * @private
2888
+ * @param {Array<Object>} bundles - Array with render bundle data.
2889
+ * @param {Scene} sceneRef - The scene the render bundles belong to.
2890
+ * @param {LightsNode} lightsNode - The current lights node.
2891
+ */
2892
+ _renderBundles( bundles, sceneRef, lightsNode ) {
2893
+
2894
+ for ( const bundle of bundles ) {
2895
+
2896
+ this._renderBundle( bundle, sceneRef, lightsNode );
2897
+
2898
+ }
2899
+
2900
+ }
2901
+
2902
+ /**
2903
+ * Renders the transparent objects from the given render lists.
2904
+ *
2905
+ * @private
2906
+ * @param {Array<Object>} renderList - The transparent render list.
2907
+ * @param {Array<Object>} doublePassList - The list of transparent objects which require a double pass (e.g. because of transmission).
2908
+ * @param {Camera} camera - The camera the render list should be rendered with.
2909
+ * @param {Scene} scene - The scene the render list belongs to.
2910
+ * @param {LightsNode} lightsNode - The current lights node.
2911
+ */
2912
+ _renderTransparents( renderList, doublePassList, camera, scene, lightsNode ) {
2913
+
2914
+ if ( doublePassList.length > 0 ) {
2915
+
2916
+ // render back side
2917
+
2918
+ for ( const { material } of doublePassList ) {
2919
+
2920
+ material.side = BackSide;
2921
+
2922
+ }
2923
+
2924
+ this._renderObjects( doublePassList, camera, scene, lightsNode, 'backSide' );
2925
+
2926
+ // render front side
2927
+
2928
+ for ( const { material } of doublePassList ) {
2929
+
2930
+ material.side = FrontSide;
2931
+
2932
+ }
2933
+
2934
+ this._renderObjects( renderList, camera, scene, lightsNode );
2935
+
2936
+ // restore
2937
+
2938
+ for ( const { material } of doublePassList ) {
2939
+
2940
+ material.side = DoubleSide;
2941
+
2942
+ }
2943
+
2944
+ } else {
2945
+
2946
+ this._renderObjects( renderList, camera, scene, lightsNode );
2947
+
2948
+ }
2949
+
2950
+ }
2951
+
2952
+ /**
2953
+ * Renders the objects from the given render list.
2954
+ *
2955
+ * @private
2956
+ * @param {Array<Object>} renderList - The render list.
2957
+ * @param {Camera} camera - The camera the render list should be rendered with.
2958
+ * @param {Scene} scene - The scene the render list belongs to.
2959
+ * @param {LightsNode} lightsNode - The current lights node.
2960
+ * @param {?string} [passId=null] - An optional ID for identifying the pass.
2961
+ */
2962
+ _renderObjects( renderList, camera, scene, lightsNode, passId = null ) {
2963
+
2964
+ for ( let i = 0, il = renderList.length; i < il; i ++ ) {
2965
+
2966
+ const { object, geometry, material, group, clippingContext } = renderList[ i ];
2967
+
2968
+ this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode, clippingContext, passId );
2969
+
2970
+ }
2971
+
2972
+ }
2973
+
2974
+ /**
2975
+ * Retrieves shadow nodes for the given material. This is used to setup shadow passes.
2976
+ * The result is cached per material and updated when the material's version changes.
2977
+ *
2978
+ * @param {Material} material
2979
+ * @returns {Object} - The shadow nodes for the material.
2980
+ */
2981
+ _getShadowNodes( material ) {
2982
+
2983
+ const version = material.version;
2984
+
2985
+ let cache = this._cacheShadowNodes.get( material );
2986
+
2987
+ if ( cache === undefined || cache.version !== version ) {
2988
+
2989
+ const hasMap = material.map !== null;
2990
+ const hasColorNode = material.colorNode && material.colorNode.isNode;
2991
+ const hasCastShadowNode = material.castShadowNode && material.castShadowNode.isNode;
2992
+
2993
+ let positionNode = null;
2994
+ let colorNode = null;
2995
+ let depthNode = null;
2996
+
2997
+ if ( hasMap || hasColorNode || hasCastShadowNode ) {
2998
+
2999
+ let shadowRGB;
3000
+ let shadowAlpha;
3001
+
3002
+ if ( hasCastShadowNode ) {
3003
+
3004
+ shadowRGB = material.castShadowNode.rgb;
3005
+ shadowAlpha = material.castShadowNode.a;
3006
+
3007
+ } else {
3008
+
3009
+ shadowRGB = vec3( 0 );
3010
+ shadowAlpha = float( 1 );
3011
+
3012
+ }
3013
+
3014
+ if ( hasMap ) {
3015
+
3016
+ shadowAlpha = shadowAlpha.mul( reference( 'map', 'texture', material ).a );
3017
+
3018
+ }
3019
+
3020
+ if ( hasColorNode ) {
3021
+
3022
+ shadowAlpha = shadowAlpha.mul( material.colorNode.a );
3023
+
3024
+ }
3025
+
3026
+ colorNode = vec4( shadowRGB, shadowAlpha );
3027
+
3028
+ }
3029
+
3030
+ if ( material.depthNode && material.depthNode.isNode ) {
3031
+
3032
+ depthNode = material.depthNode;
3033
+
3034
+ }
3035
+
3036
+ if ( material.castShadowPositionNode && material.castShadowPositionNode.isNode ) {
3037
+
3038
+ positionNode = material.castShadowPositionNode;
3039
+
3040
+ } else if ( material.positionNode && material.positionNode.isNode ) {
3041
+
3042
+ positionNode = material.positionNode;
3043
+
3044
+ }
3045
+
3046
+ cache = {
3047
+ version,
3048
+ colorNode,
3049
+ depthNode,
3050
+ positionNode
3051
+ };
3052
+
3053
+ this._cacheShadowNodes.set( material, cache );
3054
+
3055
+ }
3056
+
3057
+ return cache;
3058
+
3059
+ }
3060
+
3061
+ /**
3062
+ * This method represents the default render object function that manages the render lifecycle
3063
+ * of the object.
3064
+ *
3065
+ * @param {Object3D} object - The 3D object.
3066
+ * @param {Scene} scene - The scene the 3D object belongs to.
3067
+ * @param {Camera} camera - The camera the object should be rendered with.
3068
+ * @param {BufferGeometry} geometry - The object's geometry.
3069
+ * @param {Material} material - The object's material.
3070
+ * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
3071
+ * @param {LightsNode} lightsNode - The current lights node.
3072
+ * @param {?ClippingContext} clippingContext - The clipping context.
3073
+ * @param {?string} [passId=null] - An optional ID for identifying the pass.
3074
+ */
3075
+ renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext = null, passId = null ) {
3076
+
3077
+ let materialOverride = false;
3078
+ let materialColorNode;
3079
+ let materialDepthNode;
3080
+ let materialPositionNode;
3081
+ let materialSide;
3082
+
3083
+ //
3084
+
3085
+ object.onBeforeRender( this, scene, camera, geometry, material, group );
3086
+
3087
+ //
3088
+
3089
+ if ( material.allowOverride === true && scene.overrideMaterial !== null ) {
3090
+
3091
+ const overrideMaterial = scene.overrideMaterial;
3092
+
3093
+ materialOverride = true;
3094
+
3095
+ // store original nodes
3096
+ materialColorNode = scene.overrideMaterial.colorNode;
3097
+ materialDepthNode = scene.overrideMaterial.depthNode;
3098
+ materialPositionNode = scene.overrideMaterial.positionNode;
3099
+ materialSide = scene.overrideMaterial.side;
3100
+
3101
+ if ( material.positionNode && material.positionNode.isNode ) {
3102
+
3103
+ overrideMaterial.positionNode = material.positionNode;
3104
+
3105
+ }
3106
+
3107
+ overrideMaterial.alphaTest = material.alphaTest;
3108
+ overrideMaterial.alphaMap = material.alphaMap;
3109
+ overrideMaterial.transparent = material.transparent || material.transmission > 0 ||
3110
+ ( material.transmissionNode && material.transmissionNode.isNode ) ||
3111
+ ( material.backdropNode && material.backdropNode.isNode );
3112
+
3113
+ if ( overrideMaterial.isShadowPassMaterial ) {
3114
+
3115
+ const { colorNode, depthNode, positionNode } = this._getShadowNodes( material );
3116
+
3117
+ overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
3118
+
3119
+ if ( colorNode !== null ) overrideMaterial.colorNode = colorNode;
3120
+ if ( depthNode !== null ) overrideMaterial.depthNode = depthNode;
3121
+ if ( positionNode !== null ) overrideMaterial.positionNode = positionNode;
3122
+
3123
+ }
3124
+
3125
+ material = overrideMaterial;
3126
+
3127
+ }
3128
+
3129
+ //
3130
+
3131
+ if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
3132
+
3133
+ material.side = BackSide;
3134
+ this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, 'backSide' ); // create backSide pass id
3135
+
3136
+ material.side = FrontSide;
3137
+ this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId ); // use default pass id
3138
+
3139
+ material.side = DoubleSide;
3140
+
3141
+ } else {
3142
+
3143
+ this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId );
3144
+
3145
+ }
3146
+
3147
+ //
3148
+
3149
+ if ( materialOverride ) {
3150
+
3151
+ scene.overrideMaterial.colorNode = materialColorNode;
3152
+ scene.overrideMaterial.depthNode = materialDepthNode;
3153
+ scene.overrideMaterial.positionNode = materialPositionNode;
3154
+ scene.overrideMaterial.side = materialSide;
3155
+
3156
+ }
3157
+
3158
+ //
3159
+
3160
+ object.onAfterRender( this, scene, camera, geometry, material, group );
3161
+
3162
+ }
3163
+
3164
+ /**
3165
+ * This method represents the default `_handleObjectFunction` implementation which creates
3166
+ * a render object from the given data and performs the draw command with the selected backend.
3167
+ *
3168
+ * @private
3169
+ * @param {Object3D} object - The 3D object.
3170
+ * @param {Material} material - The object's material.
3171
+ * @param {Scene} scene - The scene the 3D object belongs to.
3172
+ * @param {Camera} camera - The camera the object should be rendered with.
3173
+ * @param {LightsNode} lightsNode - The current lights node.
3174
+ * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
3175
+ * @param {ClippingContext} clippingContext - The clipping context.
3176
+ * @param {string} [passId] - An optional ID for identifying the pass.
3177
+ */
3178
+ _renderObjectDirect( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
3179
+
3180
+ const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
3181
+ renderObject.drawRange = object.geometry.drawRange;
3182
+ renderObject.group = group;
3183
+
3184
+ //
3185
+
3186
+ const needsRefresh = this._nodes.needsRefresh( renderObject );
3187
+
3188
+ if ( needsRefresh ) {
3189
+
3190
+ this._nodes.updateBefore( renderObject );
3191
+
3192
+ this._geometries.updateForRender( renderObject );
3193
+
3194
+ this._nodes.updateForRender( renderObject );
3195
+ this._bindings.updateForRender( renderObject );
3196
+
3197
+ }
3198
+
3199
+ this._pipelines.updateForRender( renderObject );
3200
+
3201
+ //
3202
+
3203
+ if ( this._currentRenderBundle !== null ) {
3204
+
3205
+ const renderBundleData = this.backend.get( this._currentRenderBundle );
3206
+
3207
+ renderBundleData.renderObjects.push( renderObject );
3208
+
3209
+ renderObject.bundle = this._currentRenderBundle.bundleGroup;
3210
+
3211
+ }
3212
+
3213
+ this.backend.draw( renderObject, this.info );
3214
+
3215
+ if ( needsRefresh ) this._nodes.updateAfter( renderObject );
3216
+
3217
+ }
3218
+
3219
+ /**
3220
+ * A different implementation for `_handleObjectFunction` which only makes sure the object is ready for rendering.
3221
+ * Used in `compileAsync()`.
3222
+ *
3223
+ * @private
3224
+ * @param {Object3D} object - The 3D object.
3225
+ * @param {Material} material - The object's material.
3226
+ * @param {Scene} scene - The scene the 3D object belongs to.
3227
+ * @param {Camera} camera - The camera the object should be rendered with.
3228
+ * @param {LightsNode} lightsNode - The current lights node.
3229
+ * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
3230
+ * @param {ClippingContext} clippingContext - The clipping context.
3231
+ * @param {string} [passId] - An optional ID for identifying the pass.
3232
+ */
3233
+ _createObjectPipeline( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
3234
+
3235
+ const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
3236
+ renderObject.drawRange = object.geometry.drawRange;
3237
+ renderObject.group = group;
3238
+
3239
+ //
3240
+
3241
+ this._nodes.updateBefore( renderObject );
3242
+
3243
+ this._geometries.updateForRender( renderObject );
3244
+
3245
+ this._nodes.updateForRender( renderObject );
3246
+ this._bindings.updateForRender( renderObject );
3247
+
3248
+ this._pipelines.getForRender( renderObject, this._compilationPromises );
3249
+
3250
+ this._nodes.updateAfter( renderObject );
3251
+
3252
+ }
3253
+
3254
+ /**
3255
+ * Callback when the canvas has been resized.
3256
+ *
3257
+ * @private
3258
+ */
3259
+ _onCanvasTargetResize() {
3260
+
3261
+ if ( this._initialized ) this.backend.updateSize();
3262
+
3263
+ }
3264
+
3265
+ /**
3266
+ * Alias for `compileAsync()`.
3267
+ *
3268
+ * @method
3269
+ * @param {Object3D} scene - The scene or 3D object to precompile.
3270
+ * @param {Camera} camera - The camera that is used to render the scene.
3271
+ * @param {Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
3272
+ * @return {function(Object3D, Camera, ?Scene): Promise|undefined} A Promise that resolves when the compile has been finished.
3273
+ */
3274
+ get compile() {
3275
+
3276
+ return this.compileAsync;
3277
+
3278
+ }
3279
+
3280
+ }
3281
+
3282
+ /**
3283
+ * Animation loop parameter of `renderer.setAnimationLoop()`.
3284
+ *
3285
+ * @callback onAnimationCallback
3286
+ * @param {DOMHighResTimeStamp} time - A timestamp indicating the end time of the previous frame's rendering.
3287
+ * @param {XRFrame} [frame] - A reference to the current XR frame. Only relevant when using XR rendering.
3288
+ */
3289
+
3290
+ export default Renderer;