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 { Scene, Frustum, Matrix4, Vector2, Vector3, Vector4, DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoColorSpace, NoToneMapping, LinearFilter, LinearSRGBColorSpace, RenderTarget, HalfFloatType, RGBAFormat } from 'three'; import { NodeMaterial } from '../../nodes/Nodes.js'; import QuadMesh from '../../objects/QuadMesh.js'; const _scene = new Scene(); const _drawingBufferSize = new Vector2(); const _screen = new Vector4(); const _frustum = new Frustum(); const _projScreenMatrix = new Matrix4(); const _vector3 = new Vector3(); const _quad = new QuadMesh( new NodeMaterial() ); class Renderer { constructor( backend, parameters = {} ) { this.isRenderer = true; // const { logarithmicDepthBuffer = false, alpha = true } = parameters; // public this.domElement = backend.getDomElement(); this.backend = backend; 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 = true; this.stencil = false; this.clippingPlanes = []; this.info = new Info(); // nodes this.toneMappingNode = null; // internals 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._renderLists = null; this._renderContexts = null; this._textures = null; this._background = null; 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._renderObjectFunction = null; this._currentRenderObjectFunction = null; this._handleObjectFunction = this._renderObjectDirect; this._initialized = false; this._initPromise = null; this._compilationPromises = null; // backwards compatibility this.shadowMap = { enabled: false, type: null }; this.xr = { enabled: false }; } 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 ) => { const backend = this.backend; try { await backend.init( this ); } catch ( error ) { 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._renderContexts = new RenderContexts(); // this._initialized = true; resolve(); } ); return this._initPromise; } get coordinateSystem() { return this.backend.coordinateSystem; } async compileAsync( scene, camera, targetScene = null ) { 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( this, camera ); // sceneRef.onBeforeRender( this, scene, camera, renderTarget ); // const renderList = this._renderLists.get( scene, camera ); renderList.begin(); this._projectObject( scene, camera, 0, renderList ); // 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 lightsNode = renderList.lightsNode; if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode ); if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, 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' ); } 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 { currentColorSpace } = this; const useToneMapping = this._renderTarget === null && ( this.toneMapping !== NoToneMapping || this.toneMappingNode !== null ); const useColorSpace = currentColorSpace !== LinearSRGBColorSpace && currentColorSpace !== NoColorSpace; 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.backend.parameters.antialias ? 4 : 0 } ); 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 ) { 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 ++; 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( this, 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 ); 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 opaqueObjects = renderList.opaque; const transparentObjects = renderList.transparent; const lightsNode = renderList.lightsNode; if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode ); if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, 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 ); _quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture ); 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 ); } getArrayBuffer( attribute ) { // @deprecated, r155 console.warn( 'THREE.Renderer: getArrayBuffer() is deprecated. Use getArrayBufferAsync() instead.' ); return this.getArrayBufferAsync( attribute ); } 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 ) { 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 ); } 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 currentColorSpace() { const renderTarget = this._renderTarget; if ( renderTarget !== null ) { const texture = renderTarget.texture; return ( Array.isArray( texture ) ? texture[ 0 ] : texture ).colorSpace; } return this.outputColorSpace; } dispose() { this.info.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; } async computeAsync( computeNodes ) { if ( this._initialized === false ) await this.init(); const nodeFrame = this._nodes.nodeFrame; const previousRenderId = nodeFrame.renderId; // this.info.calls ++; this.info.compute.calls ++; this.info.compute.computeCalls ++; 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 ); // computeNode.onInit( { 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 ); await this.backend.resolveTimestampAsync( computeNodes, 'compute' ); // nodeFrame.renderId = previousRenderId; } 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 ); } copyFramebufferToTexture( framebufferTexture ) { const renderContext = this._currentRenderContext; this._textures.updateTexture( framebufferTexture ); this.backend.copyFramebufferToTexture( framebufferTexture, renderContext ); } copyTextureToTexture( position, srcTexture, dstTexture, level = 0 ) { this._textures.updateTexture( srcTexture ); this._textures.updateTexture( dstTexture ); this.backend.copyTextureToTexture( position, srcTexture, dstTexture, level ); } readRenderTargetPixelsAsync( renderTarget, x, y, width, height, index = 0 ) { return this.backend.copyTextureToBuffer( renderTarget.textures[ index ], x, y, width, height ); } _projectObject( object, camera, groupOrder, renderList ) { if ( object.visible === false ) return; const visible = object.layers.test( camera.layers ); if ( visible ) { if ( object.isGroup ) { groupOrder = object.renderOrder; } 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 ) { _vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix ); } const geometry = object.geometry; const material = object.material; if ( material.visible ) { renderList.push( object, geometry, material, groupOrder, _vector3.z, null ); } } } 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 = object.geometry; const material = object.material; if ( this.sortObjects === true ) { if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); _vector3 .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, _vector3.z, group ); } } } else if ( material.visible ) { renderList.push( object, geometry, material, groupOrder, _vector3.z, null ); } } } } const children = object.children; for ( let i = 0, l = children.length; i < l; i ++ ) { this._projectObject( children[ i ], camera, groupOrder, renderList ); } } _renderObjects( renderList, camera, scene, lightsNode ) { // 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 } = 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 ); } } } else { this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode ); } } } renderObject( object, scene, camera, geometry, material, group, lightsNode ) { let overridePositionNode; let overrideFragmentNode; let overrideDepthNode; // object.onBeforeRender( this, scene, camera, geometry, material, group ); material.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; } 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.shadowNode && material.shadowNode.isNode ) { overrideFragmentNode = overrideMaterial.fragmentNode; overrideMaterial.fragmentNode = material.shadowNode; } if ( this.localClippingEnabled ) { if ( material.clipShadows ) { if ( overrideMaterial.clippingPlanes !== material.clippingPlanes ) { overrideMaterial.clippingPlanes = material.clippingPlanes; overrideMaterial.needsUpdate = true; } if ( overrideMaterial.clipIntersection !== material.clipIntersection ) { overrideMaterial.clipIntersection = material.clipIntersection; } } else if ( Array.isArray( overrideMaterial.clippingPlanes ) ) { overrideMaterial.clippingPlanes = null; overrideMaterial.needsUpdate = true; } } } material = overrideMaterial; } // if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { material.side = BackSide; this._handleObjectFunction( object, material, scene, camera, lightsNode, group, 'backSide' ); // create backSide pass id material.side = FrontSide; this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); // use default pass id material.side = DoubleSide; } else { this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); } // if ( overridePositionNode !== undefined ) { scene.overrideMaterial.positionNode = overridePositionNode; } if ( overrideDepthNode !== undefined ) { scene.overrideMaterial.depthNode = overrideDepthNode; } if ( overrideFragmentNode !== undefined ) { scene.overrideMaterial.fragmentNode = overrideFragmentNode; } // object.onAfterRender( this, scene, camera, geometry, material, group ); } _renderObjectDirect( object, material, scene, camera, lightsNode, group, passId ) { const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId ); renderObject.drawRange = group || object.geometry.drawRange; // this._nodes.updateBefore( renderObject ); // object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); // this._nodes.updateForRender( renderObject ); this._geometries.updateForRender( renderObject ); this._bindings.updateForRender( renderObject ); this._pipelines.updateForRender( renderObject ); // this.backend.draw( renderObject, this.info ); } _createObjectPipeline( object, material, scene, camera, lightsNode, passId ) { const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId ); // this._nodes.updateBefore( renderObject ); // this._nodes.updateForRender( renderObject ); this._geometries.updateForRender( renderObject ); this._bindings.updateForRender( renderObject ); this._pipelines.getForRender( renderObject, this._compilationPromises ); } get compute() { return this.computeAsync; } get compile() { return this.compileAsync; } } export default Renderer;