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three

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JavaScript 3D library

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import DataMap from '../DataMap.js'; import ChainMap from '../ChainMap.js'; import NodeBuilderState from './NodeBuilderState.js'; import { cubeMapNode } from '../../../nodes/utils/CubeMapNode.js'; import { NodeFrame } from '../../../nodes/Nodes.js'; import { objectGroup, renderGroup, frameGroup, cubeTexture, texture, rangeFog, densityFog, reference, pmremTexture, screenUV } from '../../../nodes/TSL.js'; import { CubeUVReflectionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping } from '../../../constants.js'; import { hashArray } from '../../../nodes/core/NodeUtils.js'; const outputNodeMap = new WeakMap(); class Nodes extends DataMap { constructor( renderer, backend ) { super(); this.renderer = renderer; this.backend = backend; this.nodeFrame = new NodeFrame(); this.nodeBuilderCache = new Map(); this.callHashCache = new ChainMap(); this.groupsData = new ChainMap(); } updateGroup( nodeUniformsGroup ) { const groupNode = nodeUniformsGroup.groupNode; const name = groupNode.name; // objectGroup is every updated if ( name === objectGroup.name ) return true; // renderGroup is updated once per render/compute call if ( name === renderGroup.name ) { const uniformsGroupData = this.get( nodeUniformsGroup ); const renderId = this.nodeFrame.renderId; if ( uniformsGroupData.renderId !== renderId ) { uniformsGroupData.renderId = renderId; return true; } return false; } // frameGroup is updated once per frame if ( name === frameGroup.name ) { const uniformsGroupData = this.get( nodeUniformsGroup ); const frameId = this.nodeFrame.frameId; if ( uniformsGroupData.frameId !== frameId ) { uniformsGroupData.frameId = frameId; return true; } return false; } // other groups are updated just when groupNode.needsUpdate is true const groupChain = [ groupNode, nodeUniformsGroup ]; let groupData = this.groupsData.get( groupChain ); if ( groupData === undefined ) this.groupsData.set( groupChain, groupData = {} ); if ( groupData.version !== groupNode.version ) { groupData.version = groupNode.version; return true; } return false; } getForRenderCacheKey( renderObject ) { return renderObject.initialCacheKey; } getForRender( renderObject ) { const renderObjectData = this.get( renderObject ); let nodeBuilderState = renderObjectData.nodeBuilderState; if ( nodeBuilderState === undefined ) { const { nodeBuilderCache } = this; const cacheKey = this.getForRenderCacheKey( renderObject ); nodeBuilderState = nodeBuilderCache.get( cacheKey ); if ( nodeBuilderState === undefined ) { const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer ); nodeBuilder.scene = renderObject.scene; nodeBuilder.material = renderObject.material; nodeBuilder.camera = renderObject.camera; nodeBuilder.context.material = renderObject.material; nodeBuilder.lightsNode = renderObject.lightsNode; nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene ); nodeBuilder.fogNode = this.getFogNode( renderObject.scene ); nodeBuilder.clippingContext = renderObject.clippingContext; nodeBuilder.build(); nodeBuilderState = this._createNodeBuilderState( nodeBuilder ); nodeBuilderCache.set( cacheKey, nodeBuilderState ); } nodeBuilderState.usedTimes ++; renderObjectData.nodeBuilderState = nodeBuilderState; } return nodeBuilderState; } delete( object ) { if ( object.isRenderObject ) { const nodeBuilderState = this.get( object ).nodeBuilderState; nodeBuilderState.usedTimes --; if ( nodeBuilderState.usedTimes === 0 ) { this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) ); } } return super.delete( object ); } getForCompute( computeNode ) { const computeData = this.get( computeNode ); let nodeBuilderState = computeData.nodeBuilderState; if ( nodeBuilderState === undefined ) { const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer ); nodeBuilder.build(); nodeBuilderState = this._createNodeBuilderState( nodeBuilder ); computeData.nodeBuilderState = nodeBuilderState; } return nodeBuilderState; } _createNodeBuilderState( nodeBuilder ) { return new NodeBuilderState( nodeBuilder.vertexShader, nodeBuilder.fragmentShader, nodeBuilder.computeShader, nodeBuilder.getAttributesArray(), nodeBuilder.getBindings(), nodeBuilder.updateNodes, nodeBuilder.updateBeforeNodes, nodeBuilder.updateAfterNodes, nodeBuilder.monitor, nodeBuilder.transforms ); } getEnvironmentNode( scene ) { return scene.environmentNode || this.get( scene ).environmentNode || null; } getBackgroundNode( scene ) { return scene.backgroundNode || this.get( scene ).backgroundNode || null; } getFogNode( scene ) { return scene.fogNode || this.get( scene ).fogNode || null; } getCacheKey( scene, lightsNode ) { const chain = [ scene, lightsNode ]; const callId = this.renderer.info.calls; let cacheKeyData = this.callHashCache.get( chain ); if ( cacheKeyData === undefined || cacheKeyData.callId !== callId ) { const environmentNode = this.getEnvironmentNode( scene ); const fogNode = this.getFogNode( scene ); const values = []; if ( lightsNode ) values.push( lightsNode.getCacheKey( true ) ); if ( environmentNode ) values.push( environmentNode.getCacheKey() ); if ( fogNode ) values.push( fogNode.getCacheKey() ); values.push( this.renderer.shadowMap.enabled ? 1 : 0 ); cacheKeyData = { callId, cacheKey: hashArray( values ) }; this.callHashCache.set( chain, cacheKeyData ); } return cacheKeyData.cacheKey; } updateScene( scene ) { this.updateEnvironment( scene ); this.updateFog( scene ); this.updateBackground( scene ); } get isToneMappingState() { return this.renderer.getRenderTarget() ? false : true; } updateBackground( scene ) { const sceneData = this.get( scene ); const background = scene.background; if ( background ) { const forceUpdate = ( scene.backgroundBlurriness === 0 && sceneData.backgroundBlurriness > 0 ) || ( scene.backgroundBlurriness > 0 && sceneData.backgroundBlurriness === 0 ); if ( sceneData.background !== background || forceUpdate ) { let backgroundNode = null; if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping || background.mapping === CubeUVReflectionMapping ) ) { if ( scene.backgroundBlurriness > 0 || background.mapping === CubeUVReflectionMapping ) { backgroundNode = pmremTexture( background ); } else { let envMap; if ( background.isCubeTexture === true ) { envMap = cubeTexture( background ); } else { envMap = texture( background ); } backgroundNode = cubeMapNode( envMap ); } } else if ( background.isTexture === true ) { backgroundNode = texture( background, screenUV.flipY() ).setUpdateMatrix( true ); } else if ( background.isColor !== true ) { console.error( 'WebGPUNodes: Unsupported background configuration.', background ); } sceneData.backgroundNode = backgroundNode; sceneData.background = background; sceneData.backgroundBlurriness = scene.backgroundBlurriness; } } else if ( sceneData.backgroundNode ) { delete sceneData.backgroundNode; delete sceneData.background; } } updateFog( scene ) { const sceneData = this.get( scene ); const fog = scene.fog; if ( fog ) { if ( sceneData.fog !== fog ) { let fogNode = null; if ( fog.isFogExp2 ) { const color = reference( 'color', 'color', fog ).setGroup( renderGroup ); const density = reference( 'density', 'float', fog ).setGroup( renderGroup ); fogNode = densityFog( color, density ); } else if ( fog.isFog ) { const color = reference( 'color', 'color', fog ).setGroup( renderGroup ); const near = reference( 'near', 'float', fog ).setGroup( renderGroup ); const far = reference( 'far', 'float', fog ).setGroup( renderGroup ); fogNode = rangeFog( color, near, far ); } else { console.error( 'WebGPUNodes: Unsupported fog configuration.', fog ); } sceneData.fogNode = fogNode; sceneData.fog = fog; } } else { delete sceneData.fogNode; delete sceneData.fog; } } updateEnvironment( scene ) { const sceneData = this.get( scene ); const environment = scene.environment; if ( environment ) { if ( sceneData.environment !== environment ) { let environmentNode = null; if ( environment.isCubeTexture === true ) { environmentNode = cubeTexture( environment ); } else if ( environment.isTexture === true ) { environmentNode = texture( environment ); } else { console.error( 'Nodes: Unsupported environment configuration.', environment ); } sceneData.environmentNode = environmentNode; sceneData.environment = environment; } } else if ( sceneData.environmentNode ) { delete sceneData.environmentNode; delete sceneData.environment; } } getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) { const nodeFrame = this.nodeFrame; nodeFrame.renderer = renderer; nodeFrame.scene = scene; nodeFrame.object = object; nodeFrame.camera = camera; nodeFrame.material = material; return nodeFrame; } getNodeFrameForRender( renderObject ) { return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material ); } getOutputCacheKey() { const renderer = this.renderer; return renderer.toneMapping + ',' + renderer.currentColorSpace; } hasOutputChange( outputTarget ) { const cacheKey = outputNodeMap.get( outputTarget ); return cacheKey !== this.getOutputCacheKey(); } getOutputNode( outputTexture ) { const renderer = this.renderer; const cacheKey = this.getOutputCacheKey(); const output = texture( outputTexture, screenUV ).renderOutput( renderer.toneMapping, renderer.currentColorSpace ); outputNodeMap.set( outputTexture, cacheKey ); return output; } updateBefore( renderObject ) { const nodeBuilder = renderObject.getNodeBuilderState(); for ( const node of nodeBuilder.updateBeforeNodes ) { // update frame state for each node this.getNodeFrameForRender( renderObject ).updateBeforeNode( node ); } } updateAfter( renderObject ) { const nodeBuilder = renderObject.getNodeBuilderState(); for ( const node of nodeBuilder.updateAfterNodes ) { // update frame state for each node this.getNodeFrameForRender( renderObject ).updateAfterNode( node ); } } updateForCompute( computeNode ) { const nodeFrame = this.getNodeFrame(); const nodeBuilder = this.getForCompute( computeNode ); for ( const node of nodeBuilder.updateNodes ) { nodeFrame.updateNode( node ); } } updateForRender( renderObject ) { const nodeFrame = this.getNodeFrameForRender( renderObject ); const nodeBuilder = renderObject.getNodeBuilderState(); for ( const node of nodeBuilder.updateNodes ) { nodeFrame.updateNode( node ); } } needsRefresh( renderObject ) { const nodeFrame = this.getNodeFrameForRender( renderObject ); const monitor = renderObject.getMonitor(); return monitor.needsRefresh( renderObject, nodeFrame ); } dispose() { super.dispose(); this.nodeFrame = new NodeFrame(); this.nodeBuilderCache = new Map(); } } export default Nodes;