three
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JavaScript 3D library
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JavaScript
import Animation from './Animation.js';
import RenderObjects from './RenderObjects.js';
import Attributes from './Attributes.js';
import Geometries from './Geometries.js';
import Info from './Info.js';
import Pipelines from './Pipelines.js';
import Bindings from './Bindings.js';
import RenderLists from './RenderLists.js';
import RenderContexts from './RenderContexts.js';
import Textures from './Textures.js';
import Background from './Background.js';
import Nodes from './nodes/Nodes.js';
import Color4 from './Color4.js';
import ClippingContext from './ClippingContext.js';
import QuadMesh from './QuadMesh.js';
import RenderBundles from './RenderBundles.js';
import NodeLibrary from './nodes/NodeLibrary.js';
import Lighting from './Lighting.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
import { Scene } from '../../scenes/Scene.js';
import { Frustum } from '../../math/Frustum.js';
import { Matrix4 } from '../../math/Matrix4.js';
import { Vector2 } from '../../math/Vector2.js';
import { Vector4 } from '../../math/Vector4.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoToneMapping, LinearFilter, LinearSRGBColorSpace, HalfFloatType, RGBAFormat, PCFShadowMap } from '../../constants.js';
const _scene = /*@__PURE__*/ new Scene();
const _drawingBufferSize = /*@__PURE__*/ new Vector2();
const _screen = /*@__PURE__*/ new Vector4();
const _frustum = /*@__PURE__*/ new Frustum();
const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _vector4 = /*@__PURE__*/ new Vector4();
class Renderer {
constructor( backend, parameters = {} ) {
this.isRenderer = true;
//
const {
logarithmicDepthBuffer = false,
alpha = true,
depth = true,
stencil = false,
antialias = false,
samples = 0,
getFallback = null
} = parameters;
// public
this.domElement = backend.getDomElement();
this.backend = backend;
this.samples = samples || ( antialias === true ) ? 4 : 0;
this.autoClear = true;
this.autoClearColor = true;
this.autoClearDepth = true;
this.autoClearStencil = true;
this.alpha = alpha;
this.logarithmicDepthBuffer = logarithmicDepthBuffer;
this.outputColorSpace = SRGBColorSpace;
this.toneMapping = NoToneMapping;
this.toneMappingExposure = 1.0;
this.sortObjects = true;
this.depth = depth;
this.stencil = stencil;
this.info = new Info();
this.nodes = {
modelViewMatrix: null,
modelNormalViewMatrix: null
};
this.library = new NodeLibrary();
this.lighting = new Lighting();
// internals
this._getFallback = getFallback;
this._pixelRatio = 1;
this._width = this.domElement.width;
this._height = this.domElement.height;
this._viewport = new Vector4( 0, 0, this._width, this._height );
this._scissor = new Vector4( 0, 0, this._width, this._height );
this._scissorTest = false;
this._attributes = null;
this._geometries = null;
this._nodes = null;
this._animation = null;
this._bindings = null;
this._objects = null;
this._pipelines = null;
this._bundles = null;
this._renderLists = null;
this._renderContexts = null;
this._textures = null;
this._background = null;
this._quad = new QuadMesh( new NodeMaterial() );
this._quad.material.type = 'Renderer_output';
this._currentRenderContext = null;
this._opaqueSort = null;
this._transparentSort = null;
this._frameBufferTarget = null;
const alphaClear = this.alpha === true ? 0 : 1;
this._clearColor = new Color4( 0, 0, 0, alphaClear );
this._clearDepth = 1;
this._clearStencil = 0;
this._renderTarget = null;
this._activeCubeFace = 0;
this._activeMipmapLevel = 0;
this._mrt = null;
this._renderObjectFunction = null;
this._currentRenderObjectFunction = null;
this._currentRenderBundle = null;
this._handleObjectFunction = this._renderObjectDirect;
this._isDeviceLost = false;
this.onDeviceLost = this._onDeviceLost;
this._initialized = false;
this._initPromise = null;
this._compilationPromises = null;
this.transparent = true;
this.opaque = true;
this.shadowMap = {
enabled: false,
type: PCFShadowMap
};
this.xr = {
enabled: false
};
this.debug = {
checkShaderErrors: true,
onShaderError: null,
getShaderAsync: async ( scene, camera, object ) => {
await this.compileAsync( scene, camera );
const renderList = this._renderLists.get( scene, camera );
const renderContext = this._renderContexts.get( scene, camera, this._renderTarget );
const material = scene.overrideMaterial || object.material;
const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext, renderContext.clippingContext );
const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
return { fragmentShader, vertexShader };
}
};
}
async init() {
if ( this._initialized ) {
throw new Error( 'Renderer: Backend has already been initialized.' );
}
if ( this._initPromise !== null ) {
return this._initPromise;
}
this._initPromise = new Promise( async ( resolve, reject ) => {
let backend = this.backend;
try {
await backend.init( this );
} catch ( error ) {
if ( this._getFallback !== null ) {
// try the fallback
try {
this.backend = backend = this._getFallback( error );
await backend.init( this );
} catch ( error ) {
reject( error );
return;
}
} else {
reject( error );
return;
}
}
this._nodes = new Nodes( this, backend );
this._animation = new Animation( this._nodes, this.info );
this._attributes = new Attributes( backend );
this._background = new Background( this, this._nodes );
this._geometries = new Geometries( this._attributes, this.info );
this._textures = new Textures( this, backend, this.info );
this._pipelines = new Pipelines( backend, this._nodes );
this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
this._renderLists = new RenderLists( this.lighting );
this._bundles = new RenderBundles();
this._renderContexts = new RenderContexts();
//
this._animation.start();
this._initialized = true;
resolve();
} );
return this._initPromise;
}
get coordinateSystem() {
return this.backend.coordinateSystem;
}
async compileAsync( scene, camera, targetScene = null ) {
if ( this._isDeviceLost === true ) return;
if ( this._initialized === false ) await this.init();
// preserve render tree
const nodeFrame = this._nodes.nodeFrame;
const previousRenderId = nodeFrame.renderId;
const previousRenderContext = this._currentRenderContext;
const previousRenderObjectFunction = this._currentRenderObjectFunction;
const previousCompilationPromises = this._compilationPromises;
//
const sceneRef = ( scene.isScene === true ) ? scene : _scene;
if ( targetScene === null ) targetScene = scene;
const renderTarget = this._renderTarget;
const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
const activeMipmapLevel = this._activeMipmapLevel;
const compilationPromises = [];
this._currentRenderContext = renderContext;
this._currentRenderObjectFunction = this.renderObject;
this._handleObjectFunction = this._createObjectPipeline;
this._compilationPromises = compilationPromises;
nodeFrame.renderId ++;
//
nodeFrame.update();
//
renderContext.depth = this.depth;
renderContext.stencil = this.stencil;
if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
renderContext.clippingContext.updateGlobal( sceneRef, camera );
//
sceneRef.onBeforeRender( this, scene, camera, renderTarget );
//
const renderList = this._renderLists.get( scene, camera );
renderList.begin();
this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
// include lights from target scene
if ( targetScene !== scene ) {
targetScene.traverseVisible( function ( object ) {
if ( object.isLight && object.layers.test( camera.layers ) ) {
renderList.pushLight( object );
}
} );
}
renderList.finish();
//
if ( renderTarget !== null ) {
this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
const renderTargetData = this._textures.get( renderTarget );
renderContext.textures = renderTargetData.textures;
renderContext.depthTexture = renderTargetData.depthTexture;
} else {
renderContext.textures = null;
renderContext.depthTexture = null;
}
//
this._nodes.updateScene( sceneRef );
//
this._background.update( sceneRef, renderList, renderContext );
// process render lists
const opaqueObjects = renderList.opaque;
const transparentObjects = renderList.transparent;
const transparentDoublePassObjects = renderList.transparentDoublePass;
const lightsNode = renderList.lightsNode;
if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
// restore render tree
nodeFrame.renderId = previousRenderId;
this._currentRenderContext = previousRenderContext;
this._currentRenderObjectFunction = previousRenderObjectFunction;
this._compilationPromises = previousCompilationPromises;
this._handleObjectFunction = this._renderObjectDirect;
// wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
await Promise.all( compilationPromises );
}
async renderAsync( scene, camera ) {
if ( this._initialized === false ) await this.init();
const renderContext = this._renderScene( scene, camera );
await this.backend.resolveTimestampAsync( renderContext, 'render' );
}
async waitForGPU() {
await this.backend.waitForGPU();
}
setMRT( mrt ) {
this._mrt = mrt;
return this;
}
getMRT() {
return this._mrt;
}
_onDeviceLost( info ) {
let errorMessage = `THREE.WebGPURenderer: ${info.api} Device Lost:\n\nMessage: ${info.message}`;
if ( info.reason ) {
errorMessage += `\nReason: ${info.reason}`;
}
console.error( errorMessage );
this._isDeviceLost = true;
}
_renderBundle( bundle, sceneRef, lightsNode ) {
const { bundleGroup, camera, renderList } = bundle;
const renderContext = this._currentRenderContext;
//
const renderBundle = this._bundles.get( bundleGroup, camera );
const renderBundleData = this.backend.get( renderBundle );
if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set();
//
const needsUpdate = bundleGroup.version !== renderBundleData.version;
const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || needsUpdate;
renderBundleData.renderContexts.add( renderContext );
if ( renderBundleNeedsUpdate ) {
this.backend.beginBundle( renderContext );
if ( renderBundleData.renderObjects === undefined || needsUpdate ) {
renderBundleData.renderObjects = [];
}
this._currentRenderBundle = renderBundle;
const opaqueObjects = renderList.opaque;
if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
this._currentRenderBundle = null;
//
this.backend.finishBundle( renderContext, renderBundle );
renderBundleData.version = bundleGroup.version;
} else {
const { renderObjects } = renderBundleData;
for ( let i = 0, l = renderObjects.length; i < l; i ++ ) {
const renderObject = renderObjects[ i ];
if ( this._nodes.needsRefresh( renderObject ) ) {
this._nodes.updateBefore( renderObject );
this._nodes.updateForRender( renderObject );
this._bindings.updateForRender( renderObject );
this._nodes.updateAfter( renderObject );
}
}
}
this.backend.addBundle( renderContext, renderBundle );
}
render( scene, camera ) {
if ( this._initialized === false ) {
console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
return this.renderAsync( scene, camera );
}
this._renderScene( scene, camera );
}
_getFrameBufferTarget() {
const { currentToneMapping, currentColorSpace } = this;
const useToneMapping = currentToneMapping !== NoToneMapping;
const useColorSpace = currentColorSpace !== LinearSRGBColorSpace;
if ( useToneMapping === false && useColorSpace === false ) return null;
const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
const { depth, stencil } = this;
let frameBufferTarget = this._frameBufferTarget;
if ( frameBufferTarget === null ) {
frameBufferTarget = new RenderTarget( width, height, {
depthBuffer: depth,
stencilBuffer: stencil,
type: HalfFloatType, // FloatType
format: RGBAFormat,
colorSpace: LinearSRGBColorSpace,
generateMipmaps: false,
minFilter: LinearFilter,
magFilter: LinearFilter,
samples: this.samples
} );
frameBufferTarget.isPostProcessingRenderTarget = true;
this._frameBufferTarget = frameBufferTarget;
}
frameBufferTarget.depthBuffer = depth;
frameBufferTarget.stencilBuffer = stencil;
frameBufferTarget.setSize( width, height );
frameBufferTarget.viewport.copy( this._viewport );
frameBufferTarget.scissor.copy( this._scissor );
frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
frameBufferTarget.scissorTest = this._scissorTest;
return frameBufferTarget;
}
_renderScene( scene, camera, useFrameBufferTarget = true ) {
if ( this._isDeviceLost === true ) return;
const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
// preserve render tree
const nodeFrame = this._nodes.nodeFrame;
const previousRenderId = nodeFrame.renderId;
const previousRenderContext = this._currentRenderContext;
const previousRenderObjectFunction = this._currentRenderObjectFunction;
//
const sceneRef = ( scene.isScene === true ) ? scene : _scene;
const outputRenderTarget = this._renderTarget;
const activeCubeFace = this._activeCubeFace;
const activeMipmapLevel = this._activeMipmapLevel;
//
let renderTarget;
if ( frameBufferTarget !== null ) {
renderTarget = frameBufferTarget;
this.setRenderTarget( renderTarget );
} else {
renderTarget = outputRenderTarget;
}
//
const renderContext = this._renderContexts.get( scene, camera, renderTarget );
this._currentRenderContext = renderContext;
this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
//
this.info.calls ++;
this.info.render.calls ++;
this.info.render.frameCalls ++;
nodeFrame.renderId = this.info.calls;
//
const coordinateSystem = this.coordinateSystem;
if ( camera.coordinateSystem !== coordinateSystem ) {
camera.coordinateSystem = coordinateSystem;
camera.updateProjectionMatrix();
}
//
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
//
let viewport = this._viewport;
let scissor = this._scissor;
let pixelRatio = this._pixelRatio;
if ( renderTarget !== null ) {
viewport = renderTarget.viewport;
scissor = renderTarget.scissor;
pixelRatio = 1;
}
this.getDrawingBufferSize( _drawingBufferSize );
_screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
renderContext.viewportValue.width >>= activeMipmapLevel;
renderContext.viewportValue.height >>= activeMipmapLevel;
renderContext.viewportValue.minDepth = minDepth;
renderContext.viewportValue.maxDepth = maxDepth;
renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
renderContext.scissorValue.width >>= activeMipmapLevel;
renderContext.scissorValue.height >>= activeMipmapLevel;
if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
renderContext.clippingContext.updateGlobal( sceneRef, camera );
//
sceneRef.onBeforeRender( this, scene, camera, renderTarget );
//
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
_frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem );
const renderList = this._renderLists.get( scene, camera );
renderList.begin();
this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
renderList.finish();
if ( this.sortObjects === true ) {
renderList.sort( this._opaqueSort, this._transparentSort );
}
//
if ( renderTarget !== null ) {
this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
const renderTargetData = this._textures.get( renderTarget );
renderContext.textures = renderTargetData.textures;
renderContext.depthTexture = renderTargetData.depthTexture;
renderContext.width = renderTargetData.width;
renderContext.height = renderTargetData.height;
renderContext.renderTarget = renderTarget;
renderContext.depth = renderTarget.depthBuffer;
renderContext.stencil = renderTarget.stencilBuffer;
} else {
renderContext.textures = null;
renderContext.depthTexture = null;
renderContext.width = this.domElement.width;
renderContext.height = this.domElement.height;
renderContext.depth = this.depth;
renderContext.stencil = this.stencil;
}
renderContext.width >>= activeMipmapLevel;
renderContext.height >>= activeMipmapLevel;
renderContext.activeCubeFace = activeCubeFace;
renderContext.activeMipmapLevel = activeMipmapLevel;
renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
//
this._nodes.updateScene( sceneRef );
//
this._background.update( sceneRef, renderList, renderContext );
//
this.backend.beginRender( renderContext );
// process render lists
const {
bundles,
lightsNode,
transparentDoublePass: transparentDoublePassObjects,
transparent: transparentObjects,
opaque: opaqueObjects
} = renderList;
if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
// finish render pass
this.backend.finishRender( renderContext );
// restore render tree
nodeFrame.renderId = previousRenderId;
this._currentRenderContext = previousRenderContext;
this._currentRenderObjectFunction = previousRenderObjectFunction;
//
if ( frameBufferTarget !== null ) {
this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
const quad = this._quad;
if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
quad.material.needsUpdate = true;
}
this._renderScene( quad, quad.camera, false );
}
//
sceneRef.onAfterRender( this, scene, camera, renderTarget );
//
return renderContext;
}
getMaxAnisotropy() {
return this.backend.getMaxAnisotropy();
}
getActiveCubeFace() {
return this._activeCubeFace;
}
getActiveMipmapLevel() {
return this._activeMipmapLevel;
}
async setAnimationLoop( callback ) {
if ( this._initialized === false ) await this.init();
this._animation.setAnimationLoop( callback );
}
async getArrayBufferAsync( attribute ) {
return await this.backend.getArrayBufferAsync( attribute );
}
getContext() {
return this.backend.getContext();
}
getPixelRatio() {
return this._pixelRatio;
}
getDrawingBufferSize( target ) {
return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
}
getSize( target ) {
return target.set( this._width, this._height );
}
setPixelRatio( value = 1 ) {
if ( this._pixelRatio === value ) return;
this._pixelRatio = value;
this.setSize( this._width, this._height, false );
}
setDrawingBufferSize( width, height, pixelRatio ) {
this._width = width;
this._height = height;
this._pixelRatio = pixelRatio;
this.domElement.width = Math.floor( width * pixelRatio );
this.domElement.height = Math.floor( height * pixelRatio );
this.setViewport( 0, 0, width, height );
if ( this._initialized ) this.backend.updateSize();
}
setSize( width, height, updateStyle = true ) {
this._width = width;
this._height = height;
this.domElement.width = Math.floor( width * this._pixelRatio );
this.domElement.height = Math.floor( height * this._pixelRatio );
if ( updateStyle === true ) {
this.domElement.style.width = width + 'px';
this.domElement.style.height = height + 'px';
}
this.setViewport( 0, 0, width, height );
if ( this._initialized ) this.backend.updateSize();
}
setOpaqueSort( method ) {
this._opaqueSort = method;
}
setTransparentSort( method ) {
this._transparentSort = method;
}
getScissor( target ) {
const scissor = this._scissor;
target.x = scissor.x;
target.y = scissor.y;
target.width = scissor.width;
target.height = scissor.height;
return target;
}
setScissor( x, y, width, height ) {
const scissor = this._scissor;
if ( x.isVector4 ) {
scissor.copy( x );
} else {
scissor.set( x, y, width, height );
}
}
getScissorTest() {
return this._scissorTest;
}
setScissorTest( boolean ) {
this._scissorTest = boolean;
this.backend.setScissorTest( boolean );
}
getViewport( target ) {
return target.copy( this._viewport );
}
setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
const viewport = this._viewport;
if ( x.isVector4 ) {
viewport.copy( x );
} else {
viewport.set( x, y, width, height );
}
viewport.minDepth = minDepth;
viewport.maxDepth = maxDepth;
}
getClearColor( target ) {
return target.copy( this._clearColor );
}
setClearColor( color, alpha = 1 ) {
this._clearColor.set( color );
this._clearColor.a = alpha;
}
getClearAlpha() {
return this._clearColor.a;
}
setClearAlpha( alpha ) {
this._clearColor.a = alpha;
}
getClearDepth() {
return this._clearDepth;
}
setClearDepth( depth ) {
this._clearDepth = depth;
}
getClearStencil() {
return this._clearStencil;
}
setClearStencil( stencil ) {
this._clearStencil = stencil;
}
isOccluded( object ) {
const renderContext = this._currentRenderContext;
return renderContext && this.backend.isOccluded( renderContext, object );
}
clear( color = true, depth = true, stencil = true ) {
if ( this._initialized === false ) {
console.warn( 'THREE.Renderer: .clear() called before the backend is initialized. Try using .clearAsync() instead.' );
return this.clearAsync( color, depth, stencil );
}
const renderTarget = this._renderTarget || this._getFrameBufferTarget();
let renderTargetData = null;
if ( renderTarget !== null ) {
this._textures.updateRenderTarget( renderTarget );
renderTargetData = this._textures.get( renderTarget );
}
this.backend.clear( color, depth, stencil, renderTargetData );
if ( renderTarget !== null && this._renderTarget === null ) {
// If a color space transform or tone mapping is required,
// the clear operation clears the intermediate renderTarget texture, but does not update the screen canvas.
const quad = this._quad;
if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
quad.material.needsUpdate = true;
}
this._renderScene( quad, quad.camera, false );
}
}
clearColor() {
return this.clear( true, false, false );
}
clearDepth() {
return this.clear( false, true, false );
}
clearStencil() {
return this.clear( false, false, true );
}
async clearAsync( color = true, depth = true, stencil = true ) {
if ( this._initialized === false ) await this.init();
this.clear( color, depth, stencil );
}
clearColorAsync() {
return this.clearAsync( true, false, false );
}
clearDepthAsync() {
return this.clearAsync( false, true, false );
}
clearStencilAsync() {
return this.clearAsync( false, false, true );
}
get currentToneMapping() {
return this._renderTarget !== null ? NoToneMapping : this.toneMapping;
}
get currentColorSpace() {
return this._renderTarget !== null ? LinearSRGBColorSpace : this.outputColorSpace;
}
dispose() {
this.info.dispose();
this.backend.dispose();
this._animation.dispose();
this._objects.dispose();
this._pipelines.dispose();
this._nodes.dispose();
this._bindings.dispose();
this._renderLists.dispose();
this._renderContexts.dispose();
this._textures.dispose();
this.setRenderTarget( null );
this.setAnimationLoop( null );
}
setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
this._renderTarget = renderTarget;
this._activeCubeFace = activeCubeFace;
this._activeMipmapLevel = activeMipmapLevel;
}
getRenderTarget() {
return this._renderTarget;
}
setRenderObjectFunction( renderObjectFunction ) {
this._renderObjectFunction = renderObjectFunction;
}
getRenderObjectFunction() {
return this._renderObjectFunction;
}
compute( computeNodes ) {
if ( this.isDeviceLost === true ) return;
if ( this._initialized === false ) {
console.warn( 'THREE.Renderer: .compute() called before the backend is initialized. Try using .computeAsync() instead.' );
return this.computeAsync( computeNodes );
}
//
const nodeFrame = this._nodes.nodeFrame;
const previousRenderId = nodeFrame.renderId;
//
this.info.calls ++;
this.info.compute.calls ++;
this.info.compute.frameCalls ++;
nodeFrame.renderId = this.info.calls;
//
const backend = this.backend;
const pipelines = this._pipelines;
const bindings = this._bindings;
const nodes = this._nodes;
const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
}
backend.beginCompute( computeNodes );
for ( const computeNode of computeList ) {
// onInit
if ( pipelines.has( computeNode ) === false ) {
const dispose = () => {
computeNode.removeEventListener( 'dispose', dispose );
pipelines.delete( computeNode );
bindings.delete( computeNode );
nodes.delete( computeNode );
};
computeNode.addEventListener( 'dispose', dispose );
//
const onInitFn = computeNode.onInitFunction;
if ( onInitFn !== null ) {
onInitFn.call( computeNode, { renderer: this } );
}
}
nodes.updateForCompute( computeNode );
bindings.updateForCompute( computeNode );
const computeBindings = bindings.getForCompute( computeNode );
const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
backend.compute( computeNodes, computeNode, computeBindings, computePipeline );
}
backend.finishCompute( computeNodes );
//
nodeFrame.renderId = previousRenderId;
}
async computeAsync( computeNodes ) {
if ( this._initialized === false ) await this.init();
this.compute( computeNodes );
await this.backend.resolveTimestampAsync( computeNodes, 'compute' );
}
async hasFeatureAsync( name ) {
if ( this._initialized === false ) await this.init();
return this.backend.hasFeature( name );
}
hasFeature( name ) {
if ( this._initialized === false ) {
console.warn( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead.' );
return false;
}
return this.backend.hasFeature( name );
}
hasInitialized() {
return this._initialized;
}
async initTextureAsync( texture ) {
if ( this._initialized === false ) await this.init();
this._textures.updateTexture( texture );
}
initTexture( texture ) {
if ( this._initialized === false ) {
console.warn( 'THREE.Renderer: .initTexture() called before the backend is initialized. Try using .initTextureAsync() instead.' );
return false;
}
this._textures.updateTexture( texture );
}
copyFramebufferToTexture( framebufferTexture, rectangle = null ) {
if ( rectangle !== null ) {
if ( rectangle.isVector2 ) {
rectangle = _vector4.set( rectangle.x, rectangle.y, framebufferTexture.image.width, framebufferTexture.image.height ).floor();
} else if ( rectangle.isVector4 ) {
rectangle = _vector4.copy( rectangle ).floor();
} else {
console.error( 'THREE.Renderer.copyFramebufferToTexture: Invalid rectangle.' );
return;
}
} else {
rectangle = _vector4.set( 0, 0, framebufferTexture.image.width, framebufferTexture.image.height );
}
//
let renderContext = this._currentRenderContext;
let renderTarget;
if ( renderContext !== null ) {
renderTarget = renderContext.renderTarget;
} else {
renderTarget = this._renderTarget || this._getFrameBufferTarget();
if ( renderTarget !== null ) {
this._textures.updateRenderTarget( renderTarget );
renderContext = this._textures.get( renderTarget );
}
}
//
this._textures.updateTexture( framebufferTexture, { renderTarget } );
this.backend.copyFramebufferToTexture( framebufferTexture, renderContext, rectangle );
}
copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
this._textures.updateTexture( srcTexture );
this._textures.updateTexture( dstTexture );
this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level );
}
readRenderTargetPixelsAsync( renderTarget, x, y, width, height, index = 0, faceIndex = 0 ) {
return this.backend.copyTextureToBuffer( renderTarget.textures[ index ], x, y, width, height, faceIndex );
}
_projectObject( object, camera, groupOrder, renderList, clippingContext ) {
if ( object.visible === false ) return;
const visible = object.layers.test( camera.layers );
if ( visible ) {
if ( object.isGroup ) {
groupOrder = object.renderOrder;
if ( object.isClippingGroup && object.enabled ) clippingContext = clippingContext.getGroupContext( object );
} else if ( object.isLOD ) {
if ( object.autoUpdate === true ) object.update( camera );
} else if ( object.isLight ) {
renderList.pushLight( object );
} else if ( object.isSprite ) {
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
if ( this.sortObjects === true ) {
_vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
}
const { geometry, material } = object;
if ( material.visible ) {
renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
}
}
} else if ( object.isLineLoop ) {
console.error( 'THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
} else if ( object.isMesh || object.isLine || object.isPoints ) {
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
const { geometry, material } = object;
if ( this.sortObjects === true ) {
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_vector4
.copy( geometry.boundingSphere.center )
.applyMatrix4( object.matrixWorld )
.applyMatrix4( _projScreenMatrix );
}
if ( Array.isArray( material ) ) {
const groups = geometry.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible ) {
renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, clippingContext );
}
}
} else if ( material.visible ) {
renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
}
}
}
}
if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {
const baseRenderList = renderList;
// replace render list
renderList = this._renderLists.get( object, camera );
renderList.begin();
baseRenderList.pushBundle( {
bundleGroup: object,
camera,
renderList,
} );
renderList.finish();
}
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
this._projectObject( children[ i ], camera, groupOrder, renderList, clippingContext );
}
}
_renderBundles( bundles, sceneRef, lightsNode ) {
for ( const bundle of bundles ) {
this._renderBundle( bundle, sceneRef, lightsNode );
}
}
_renderTransparents( renderList, doublePassList, camera, scene, lightsNode ) {
if ( doublePassList.length > 0 ) {
// render back side
for ( const { material } of doublePassList ) {
material.side = BackSide;
}
this._renderObjects( doublePassList, camera, scene, lightsNode, 'backSide' );
// render front side
for ( const { material } of doublePassList ) {
material.side = FrontSide;
}
this._renderObjects( renderList, camera, scene, lightsNode );
// restore
for ( const { material } of doublePassList ) {
material.side = DoubleSide;
}
} else {
this._renderObjects( renderList, camera, scene, lightsNode );
}
}
_renderObjects( renderList, camera, scene, lightsNode, passId = null ) {
// process renderable objects
for ( let i = 0, il = renderList.length; i < il; i ++ ) {
const renderItem = renderList[ i ];
// @TODO: Add support for multiple materials per object. This will require to extract
// the material from the renderItem object and pass it with its group data to renderObject().
const { object, geometry, material, group, clippingContext } = renderItem;
if ( camera.isArrayCamera ) {
const cameras = camera.cameras;
for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
const camera2 = cameras[ j ];
if ( object.layers.test( camera2.layers ) ) {
const vp = camera2.viewport;
const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
const viewportValue = this._currentRenderContext.viewportValue;
viewportValue.copy( vp ).multiplyScalar( this._pixelRatio ).floor();
viewportValue.minDepth = minDepth;
viewportValue.maxDepth = maxDepth;
this.backend.updateViewport( this._currentRenderContext );
this._currentRenderObjectFunction( object, scene, camera2, geometry, material, group, lightsNode, clippingContext, passId );
}
}
} else {
this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode, clippingContext, passId );
}
}
}
renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext = null, passId = null ) {
let overridePositionNode;
let overrideColorNode;
let overrideDepthNode;
//
object.onBeforeRender( this, scene, camera, geometry, material, group );
//
if ( scene.overrideMaterial !== null ) {
const overrideMaterial = scene.overrideMaterial;
if ( material.positionNode && material.positionNode.isNode ) {
overridePositionNode = overrideMaterial.positionNode;
overrideMaterial.positionNode = material.positionNode;
}
overrideMaterial.alphaTest = material.alphaTest;
overrideMaterial.alphaMap = material.alphaMap;
if ( overrideMaterial.isShadowNodeMaterial ) {
overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
if ( material.depthNode && material.depthNode.isNode ) {
overrideDepthNode = overrideMaterial.depthNode;
overrideMaterial.depthNode = material.depthNode;
}
if ( material.castShadowNode && material.castShadowNode.isNode ) {
overrideColorNode = overrideMaterial.colorNode;
overrideMaterial.colorNode = material.castShadowNode;
}
}
material = overrideMaterial;
}
//
if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
material.side = BackSide;
this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, 'backSide' ); // create backSide pass id
material.side = FrontSide;
this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId ); // use default pass id
material.side = DoubleSide;
} else {
this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId );
}
//
if ( overridePositionNode !== undefined ) {
scene.overrideMaterial.positionNode = overridePositionNode;
}
if ( overrideDepthNode !== undefined ) {
scene.overrideMaterial.depthNode = overrideDepthNode;
}
if ( overrideColorNode !== undefined ) {
scene.overrideMaterial.colorNode = overrideColorNode;
}
//
object.onAfterRender( this, scene, camera, geometry, material, group );
}
_renderObjectDirect( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
renderObject.drawRange = object.geometry.drawRange;
renderObject.group = group;
//
const needsRefresh = this._nodes.needsRefresh( renderObject );
if ( needsRefresh ) {
this._nodes.updateBefore( renderObject );
this._geometries.updateForRender( renderObject );
this._nodes.updateForRender( renderObject );
this._bindings.updateForRender( renderObject );
}
this._pipelines.updateForRender( renderObject );
//
if ( this._currentRenderBundle !== null ) {
const renderBundleData = this.backend.get( this._currentRenderBundle );
renderBundleData.renderObjects.push( renderObject );
renderObject.bundle = this._currentRenderBundle.scene;
}
this.backend.draw( renderObject, this.info );
if ( needsRefresh ) this._nodes.updateAfter( renderObject );
}
_createObjectPipeline( object, material, scene, camera, lightsNode, clippingContext, passId ) {
const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
//
this._nodes.updateBefore( renderObject );
this._geometries.updateForRender( renderObject );
this._nodes.updateForRender( renderObject );
this._bindings.updateForRender( renderObject );
this._pipelines.getForRender( renderObject, this._compilationPromises );
this._nodes.updateAfter( renderObject );
}
get compile() {
return this.compileAsync;
}
}
export default Renderer;