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 NodeManager from './nodes/NodeManager.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 XRManager from './XRManager.js'; import InspectorBase from './InspectorBase.js'; import CanvasTarget from './CanvasTarget.js'; import NodeMaterial from '../../materials/nodes/NodeMaterial.js'; import { Scene } from '../../scenes/Scene.js'; import { ColorManagement } from '../../math/ColorManagement.js'; import { Frustum } from '../../math/Frustum.js'; import { FrustumArray } from '../../math/FrustumArray.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, HalfFloatType, RGBAFormat, PCFShadowMap, VSMShadowMap } from '../../constants.js'; import { float, vec3, vec4, Fn } from '../../nodes/tsl/TSLCore.js'; import { reference } from '../../nodes/accessors/ReferenceNode.js'; import { highpModelNormalViewMatrix, highpModelViewMatrix } from '../../nodes/accessors/ModelNode.js'; import { context } from '../../nodes/core/ContextNode.js'; import { error, warn, warnOnce, yieldToMain } from '../../utils.js'; const _scene = /*@__PURE__*/ new Scene(); const _drawingBufferSize = /*@__PURE__*/ new Vector2(); const _screen = /*@__PURE__*/ new Vector4(); const _frustum = /*@__PURE__*/ new Frustum(); const _frustumArray = /*@__PURE__*/ new FrustumArray(); const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); const _vector4 = /*@__PURE__*/ new Vector4(); const _shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide }; /** * Base class for renderers. */ class Renderer { /** * Renderer options. * * @typedef {Object} Renderer~Options * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not. * @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not. * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque. * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not. * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not. * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not. * @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 * to overwrite the default. * @property {?Function} [getFallback=null] - This callback function can be used to provide a fallback backend, if the primary backend can't be targeted. * @property {number} [outputBufferType=HalfFloatType] - Defines the type of output buffers. The default `HalfFloatType` is recommend for best * quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though. * @property {boolean} [multiview=false] - If set to `true`, the renderer will use multiview during WebXR rendering if supported. */ /** * Constructs a new renderer. * * @param {Backend} backend - The backend the renderer is targeting (e.g. WebGPU or WebGL 2). * @param {Renderer~Options} [parameters] - The configuration parameter. */ constructor( backend, parameters = {} ) { /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isRenderer = true; // const { logarithmicDepthBuffer = false, reversedDepthBuffer = false, alpha = true, depth = true, stencil = false, antialias = false, samples = 0, getFallback = null, outputBufferType = HalfFloatType, multiview = false } = parameters; /** * A reference to the current backend. * * @type {Backend} */ this.backend = backend; /** * Whether the renderer should automatically clear the current rendering target * before execute a `render()` call. The target can be the canvas (default framebuffer) * or the current bound render target (custom framebuffer). * * @type {boolean} * @default true */ this.autoClear = true; /** * When `autoClear` is set to `true`, this property defines whether the renderer * should clear the color buffer. * * @type {boolean} * @default true */ this.autoClearColor = true; /** * When `autoClear` is set to `true`, this property defines whether the renderer * should clear the depth buffer. * * @type {boolean} * @default true */ this.autoClearDepth = true; /** * When `autoClear` is set to `true`, this property defines whether the renderer * should clear the stencil buffer. * * @type {boolean} * @default true */ this.autoClearStencil = true; /** * Whether the default framebuffer should be transparent or opaque. * * @type {boolean} * @default true */ this.alpha = alpha; /** * Whether logarithmic depth buffer is enabled or not. * * @type {boolean} * @default false * @readonly */ this.logarithmicDepthBuffer = logarithmicDepthBuffer; /** * Whether reversed depth buffer is enabled or not. * * @type {boolean} * @default false * @readonly */ this.reversedDepthBuffer = reversedDepthBuffer; /** * Defines the output color space of the renderer. * * @type {string} * @default SRGBColorSpace */ this.outputColorSpace = SRGBColorSpace; /** * Defines the tone mapping of the renderer. * * @type {number} * @default NoToneMapping */ this.toneMapping = NoToneMapping; /** * Defines the tone mapping exposure. * * @type {number} * @default 1 */ this.toneMappingExposure = 1.0; /** * Whether the renderer should sort its render lists or not. * * Note: Sorting is used to attempt to properly render objects that have some degree of transparency. * By definition, sorting objects may not work in all cases. Depending on the needs of application, * it may be necessary to turn off sorting and use other methods to deal with transparency rendering * e.g. manually determining each object's rendering order. * * @type {boolean} * @default true */ this.sortObjects = true; /** * Whether the default framebuffer should have a depth buffer or not. * * @type {boolean} * @default true */ this.depth = depth; /** * Whether the default framebuffer should have a stencil buffer or not. * * @type {boolean} * @default false */ this.stencil = stencil; /** * Holds a series of statistical information about the GPU memory * and the rendering process. Useful for debugging and monitoring. * * @type {Info} */ this.info = new Info(); /** * A global context node that stores override nodes for specific transformations or calculations. * These nodes can be used to replace default behavior in the rendering pipeline. * * @type {ContextNode} * @property {Object} value - The context value object. */ this.contextNode = context(); /** * The node library defines how certain library objects like materials, lights * or tone mapping functions are mapped to node types. This is required since * although instances of classes like `MeshBasicMaterial` or `PointLight` can * be part of the scene graph, they are internally represented as nodes for * further processing. * * @type {NodeLibrary} */ this.library = new NodeLibrary(); /** * A map-like data structure for managing lights. * * @type {Lighting} */ this.lighting = new Lighting(); // internals /** * The number of MSAA samples. * * @private * @type {number} * @default 0 */ this._samples = samples || ( antialias === true ) ? 4 : 0; /** * OnCanvasTargetResize callback function. * * @private * @type {Function} */ this._onCanvasTargetResize = this._onCanvasTargetResize.bind( this ); /** * The canvas target for rendering. * * @private * @type {CanvasTarget} */ this._canvasTarget = new CanvasTarget( backend.getDomElement() ); this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize ); this._canvasTarget.isDefaultCanvasTarget = true; /** * The inspector provides information about the internal renderer state. * * @private * @type {InspectorBase} */ this._inspector = new InspectorBase(); this._inspector.setRenderer( this ); /** * This callback function can be used to provide a fallback backend, if the primary backend can't be targeted. * * @private * @type {?Function} */ this._getFallback = getFallback; /** * A reference to a renderer module for managing shader attributes. * * @private * @type {?Attributes} * @default null */ this._attributes = null; /** * A reference to a renderer module for managing geometries. * * @private * @type {?Geometries} * @default null */ this._geometries = null; /** * A reference to a renderer module for managing node related logic. * * @private * @type {?NodeManager} * @default null */ this._nodes = null; /** * A reference to a renderer module for managing the internal animation loop. * * @private * @type {?Animation} * @default null */ this._animation = null; /** * A reference to a renderer module for managing shader program bindings. * * @private * @type {?Bindings} * @default null */ this._bindings = null; /** * A reference to a renderer module for managing render objects. * * @private * @type {?RenderObjects} * @default null */ this._objects = null; /** * A reference to a renderer module for managing render and compute pipelines. * * @private * @type {?Pipelines} * @default null */ this._pipelines = null; /** * A reference to a renderer module for managing render bundles. * * @private * @type {?RenderBundles} * @default null */ this._bundles = null; /** * A reference to a renderer module for managing render lists. * * @private * @type {?RenderLists} * @default null */ this._renderLists = null; /** * A reference to a renderer module for managing render contexts. * * @private * @type {?RenderContexts} * @default null */ this._renderContexts = null; /** * A reference to a renderer module for managing textures. * * @private * @type {?Textures} * @default null */ this._textures = null; /** * A reference to a renderer module for backgrounds. * * @private * @type {?Background} * @default null */ this._background = null; /** * Cache for the fullscreen quad. * This fullscreen quad is used for internal render passes * like the tone mapping and color space output pass. * * @private * @type {Map} */ this._quadCache = new Map(); /** * A reference to the current render context. * * @private * @type {?RenderContext} * @default null */ this._currentRenderContext = null; /** * A custom sort function for the opaque render list. * * @private * @type {?Function} * @default null */ this._opaqueSort = null; /** * A custom sort function for the transparent render list. * * @private * @type {?Function} * @default null */ this._transparentSort = null; /** * Cache of framebuffer targets per canvas target. * * @private * @type {Map} */ this._frameBufferTargets = new Map(); const alphaClear = this.alpha === true ? 0 : 1; /** * The clear color value. * * @private * @type {Color4} */ this._clearColor = new Color4( 0, 0, 0, alphaClear ); /** * The clear depth value. * * @private * @type {number} * @default 1 */ this._clearDepth = 1; /** * The clear stencil value. * * @private * @type {number} * @default 0 */ this._clearStencil = 0; /** * The current render target. * * @private * @type {?RenderTarget} * @default null */ this._renderTarget = null; /** * The active cube face. * * @private * @type {number} * @default 0 */ this._activeCubeFace = 0; /** * The active mipmap level. * * @private * @type {number} * @default 0 */ this._activeMipmapLevel = 0; /** * The current output render target. * * @private * @type {?RenderTarget} * @default null */ this._outputRenderTarget = null; /** * The MRT setting. * * @private * @type {?MRTNode} * @default null */ this._mrt = null; /** * This function defines how a render object is going * to be rendered. * * @private * @type {?Function} * @default null */ this._renderObjectFunction = null; /** * Used to keep track of the current render object function. * * @private * @type {?Function} * @default null */ this._currentRenderObjectFunction = null; /** * Used to keep track of the current render bundle. * * @private * @type {?RenderBundle} * @default null */ this._currentRenderBundle = null; /** * Next to `_renderObjectFunction()`, this function provides another hook * for influencing the render process of a render object. It is meant for internal * use and only relevant for `compileAsync()` right now. Instead of using * the default logic of `_renderObjectDirect()` which actually draws the render object, * a different function might be used which performs no draw but just the node * and pipeline updates. * * @private * @type {Function} */ this._handleObjectFunction = this._renderObjectDirect; /** * Indicates whether the device has been lost or not. In WebGL terms, the device * lost is considered as a context lost. When this is set to `true`, rendering * isn't possible anymore. * * @private * @type {boolean} * @default false */ this._isDeviceLost = false; /** * A callback function that defines what should happen when a device/context lost occurs. * * @type {Function} */ this.onDeviceLost = this._onDeviceLost; /** * Defines the type of output buffers. The default `HalfFloatType` is recommend for * best quality. To save memory and bandwidth, `UnsignedByteType` might be used. * This will reduce rendering quality though. * * @private * @type {number} * @default HalfFloatType */ this._outputBufferType = outputBufferType; /** * A cache for shadow nodes per material * * @private * @type {WeakMap} */ this._cacheShadowNodes = new WeakMap(); /** * Whether the renderer has been initialized or not. * * @private * @type {boolean} * @default false */ this._initialized = false; /** * The call depth of the renderer. Counts the number of * nested render calls. * * @private * @type {number} * @default - 1 */ this._callDepth = - 1; /** * A reference to the promise which initializes the renderer. * * @private * @type {?Promise} * @default null */ this._initPromise = null; /** * An array of compilation promises which are used in `compileAsync()`. * * @private * @type {?Array} * @default null */ this._compilationPromises = null; /** * Whether the renderer should render transparent render objects or not. * * @type {boolean} * @default true */ this.transparent = true; /** * Whether the renderer should render opaque render objects or not. * * @type {boolean} * @default true */ this.opaque = true; /** * Shadow map configuration * @typedef {Object} ShadowMapConfig * @property {boolean} enabled - Whether to globally enable shadows or not. * @property {boolean} transmitted - Whether to enable light transmission through non-opaque materials. * @property {number} type - The shadow map type. */ /** * The renderer's shadow configuration. * * @type {ShadowMapConfig} */ this.shadowMap = { enabled: false, transmitted: false, type: PCFShadowMap }; /** * XR configuration. * @typedef {Object} XRConfig * @property {boolean} enabled - Whether to globally enable XR or not. */ /** * The renderer's XR manager. * * @type {XRManager} */ this.xr = new XRManager( this, multiview ); /** * Debug configuration. * @typedef {Object} DebugConfig * @property {boolean} checkShaderErrors - Whether shader errors should be checked or not. * @property {?Function} onShaderError - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now. * @property {Function} getShaderAsync - Allows the get the raw shader code for the given scene, camera and 3D object. */ /** * The renderer's debug configuration. * * @type {DebugConfig} */ 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( this._renderTarget, this._mrt ); 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 }; } }; } /** * Initializes the renderer so it is ready for usage. * * @async * @return {Promise} A Promise that resolves when the renderer has been initialized. */ async init() { 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 NodeManager( this, backend ); this._animation = new Animation( this, this._nodes, this.info ); this._attributes = new Attributes( backend, this.info ); 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.info ); 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 ); // this._animation.start(); this._initialized = true; // this._inspector.init(); // resolve( this ); } ); return this._initPromise; } /** * A reference to the canvas element the renderer is drawing to. * This value of this property will automatically be created by * the renderer. * * @type {HTMLCanvasElement|OffscreenCanvas} */ get domElement() { return this._canvasTarget.domElement; } /** * The coordinate system of the renderer. The value of this property * depends on the selected backend. Either `THREE.WebGLCoordinateSystem` or * `THREE.WebGPUCoordinateSystem`. * * @readonly * @type {number} */ get coordinateSystem() { return this.backend.coordinateSystem; } /** * Compiles all materials in the given scene. This can be useful to avoid a * phenomenon which is called "shader compilation stutter", which occurs when * rendering an object with a new shader for the first time. * * If you want to add a 3D object to an existing scene, use the third optional * parameter for applying the target scene. Note that the (target) scene's lighting * and environment must be configured before calling this method. * * @async * @param {Object3D} scene - The scene or 3D object to precompile. * @param {Camera} camera - The camera that is used to render the scene. * @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. * @return {Promise} A Promise that resolves when the compile has been finished. */ 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 previousHandleObjectFunction = this._handleObjectFunction; const previousCompilationPromises = this._compilationPromises; // if ( targetScene === null ) targetScene = scene; // Use the actual scene for caching when compiling individual objects // This ensures cache keys match between compileAsync and render const sceneRef = ( scene.isScene === true ) ? scene : ( targetScene.isScene === true ) ? targetScene : _scene; // Match render()'s logic: use frameBufferTarget when needsFrameBufferTarget is true const useFrameBufferTarget = this.needsFrameBufferTarget && this._renderTarget === null; const renderTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : ( this._renderTarget || this._outputRenderTarget ); const renderContext = this._renderContexts.get( renderTarget, this._mrt ); 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 ); // // Use sceneRef for render list to ensure lightsNode matches between compileAsync and render const renderList = this._renderLists.get( sceneRef, 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; } // if ( targetScene !== scene ) { this._background.update( targetScene, renderList, renderContext ); } else { this._background.update( sceneRef, renderList, renderContext ); } // process render lists - _createObjectPipeline will push async promises to _compilationPromises 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._handleObjectFunction = previousHandleObjectFunction; this._compilationPromises = previousCompilationPromises; // Process compilation work items sequentially to avoid freezing // Yields between objects to keep animation smooth for ( const item of compilationPromises ) { const renderObject = this._objects.get( item.object, item.material, item.scene, item.camera, item.lightsNode, item.renderContext, item.clippingContext, item.passId ); renderObject.drawRange = item.object.geometry.drawRange; renderObject.group = item.group; this._geometries.updateForRender( renderObject ); // Use async node building to yield to main thread await this._nodes.getForRenderAsync( renderObject ); this._nodes.updateBefore( renderObject ); this._nodes.updateForRender( renderObject ); this._bindings.updateForRender( renderObject ); // Wait for pipeline creation const pipelinePromises = []; this._pipelines.getForRender( renderObject, pipelinePromises ); if ( pipelinePromises.length > 0 ) { await Promise.all( pipelinePromises ); } this._nodes.updateAfter( renderObject ); // Yield between objects to allow animation frames await yieldToMain(); } } /** * Renders the scene in an async fashion. * * @async * @deprecated * @param {Object3D} scene - The scene or 3D object to render. * @param {Camera} camera - The camera. * @return {Promise} A Promise that resolves when the render has been finished. */ async renderAsync( scene, camera ) { warnOnce( 'Renderer: "renderAsync()" has been deprecated. Use "render()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181 await this.init(); this.render( scene, camera ); } /** * Can be used to synchronize CPU operations with GPU tasks. So when this method is called, * the CPU waits for the GPU to complete its operation (e.g. a compute task). * * @async * @deprecated * @return {Promise} A Promise that resolves when synchronization has been finished. */ async waitForGPU() { error( 'Renderer: waitForGPU() has been removed. Read https://github.com/mrdoob/three.js/issues/32012 for more information.' ); } // set inspector( value ) { if ( this._inspector !== null ) { this._inspector.setRenderer( null ); } this._inspector = value; this._inspector.setRenderer( this ); } /** * The inspector instance. The inspector can be any class that extends from `InspectorBase`. * * @type {InspectorBase} */ get inspector() { return this._inspector; } /** * Enables or disables high precision for model-view and normal-view matrices. * When enabled, will use CPU 64-bit precision for higher precision instead of GPU 32-bit for higher performance. * * NOTE: 64-bit precision is not compatible with `InstancedMesh` and `SkinnedMesh`. * * @param {boolean} value - Whether to enable or disable high precision. * @type {boolean} */ set highPrecision( value ) { const contextNodeData = this.contextNode.value; if ( value === true ) { contextNodeData.modelViewMatrix = highpModelViewMatrix; contextNodeData.modelNormalViewMatrix = highpModelNormalViewMatrix; } else if ( this.highPrecision ) { delete contextNodeData.modelViewMatrix; delete contextNodeData.modelNormalViewMatrix; } } /** * Returns whether high precision is enabled or not. * * @return {boolean} Whether high precision is enabled or not. * @type {boolean} */ get highPrecision() { const contextNodeData = this.contextNode.value; return contextNodeData.modelViewMatrix === highpModelViewMatrix && contextNodeData.modelNormalViewMatrix === highpModelNormalViewMatrix; } /** * Sets the given MRT configuration. * * @param {MRTNode} mrt - The MRT node to set. * @return {Renderer} A reference to this renderer. */ setMRT( mrt ) { this._mrt = mrt; return this; } /** * Returns the MRT configuration. * * @return {MRTNode} The MRT configuration. */ getMRT() { return this._mrt; } /** * Returns the output buffer type. * * @return {number} The output buffer type. */ getOutputBufferType() { return this._outputBufferType; } /** * Returns the output buffer type. * * @deprecated since r182. Use `.getOutputBufferType()` instead. * @return {number} The output buffer type. */ getColorBufferType() { // @deprecated, r182 warnOnce( 'Renderer: ".getColorBufferType()" has been renamed to ".getOutputBufferType()".' ); return this.getOutputBufferType(); } /** * Default implementation of the device lost callback. * * @private * @param {Object} info - Information about the context lost. */ _onDeviceLost( info ) { let errorMessage = `THREE.WebGPURenderer: ${info.api} Device Lost:\n\nMessage: ${info.message}`; if ( info.reason ) { errorMessage += `\nReason: ${info.reason}`; } error( errorMessage ); this._isDeviceLost = true; } /** * Renders the given render bundle. * * @private * @param {Object} bundle - Render bundle data. * @param {Scene} sceneRef - The scene the render bundle belongs to. * @param {LightsNode} lightsNode - The lights node. */ _renderBundle( bundle, sceneRef, lightsNode ) { const { bundleGroup, camera, renderList } = bundle; const renderContext = this._currentRenderContext; // const renderBundle = this._bundles.get( bundleGroup, camera, renderContext ); const renderBundleData = this.backend.get( renderBundle ); const needsUpdate = bundleGroup.version !== renderBundleData.version; const renderBundleNeedsUpdate = needsUpdate || renderBundleData.bundleGPU === undefined; if ( renderBundleNeedsUpdate ) { this.backend.beginBundle( renderContext ); if ( renderBundleData.renderObjects === undefined || needsUpdate ) { renderBundleData.renderObjects = []; } this._currentRenderBundle = renderBundle; const { transparentDoublePass: transparentDoublePassObjects, transparent: transparentObjects, opaque: opaqueObjects } = renderList; 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 ); 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 ); } /** * Renders the scene or 3D object with the given camera. This method can only be called * if the renderer has been initialized. When using `render()` inside an animation loop, * it's guaranteed the renderer will be initialized. The animation loop must be defined * with {@link Renderer#setAnimationLoop} though. * * For all other use cases (like when using on-demand rendering), you must call * {@link Renderer#init} before rendering. * * The target of the method is the default framebuffer (meaning the canvas) * or alternatively a render target when specified via `setRenderTarget()`. * * @param {Object3D} scene - The scene or 3D object to render. * @param {Camera} camera - The camera to render the scene with. */ render( scene, camera ) { if ( this._initialized === false ) { throw new Error( 'Renderer: .render() called before the backend is initialized. Use "await renderer.init();" before rendering.' ); } this._renderScene( scene, camera ); } /** * Returns whether the renderer has been initialized or not. * * @readonly * @return {boolean} Whether the renderer has been initialized or not. */ get initialized() { return this._initialized; } /** * Returns an internal render target which is used when computing the output tone mapping * and color space conversion. Unlike in `WebGLRenderer`, this is done in a separate render * pass and not inline to achieve more correct results. * * @private * @return {?RenderTarget} The render target. The method returns `null` if no output conversion should be applied. */ _getFrameBufferTarget() { const { currentToneMapping, currentColorSpace } = this; const useToneMapping = currentToneMapping !== NoToneMapping; const useColorSpace = currentColorSpace !== ColorManagement.workingColorSpace; if ( useToneMapping === false && useColorSpace === false ) return null; const { width, height } = this.getDrawingBufferSize( _drawingBufferSize ); const { depth, stencil } = this; // TODO: Unify CanvasTarget and OutputRenderTarget const target = this._outputRenderTarget || this._canvasTarget; let frameBufferTarget = this._frameBufferTargets.get( target ); if ( frameBufferTarget === undefined ) { frameBufferTarget = new RenderTarget( width, height, { depthBuffer: depth, stencilBuffer: stencil, type: this._outputBufferType, format: RGBAFormat, colorSpace: ColorManagement.workingColorSpace, generateMipmaps: false, minFilter: LinearFilter, magFilter: LinearFilter, samples: this.samples } ); frameBufferTarget.isPostProcessingRenderTarget = true; const dispose = () => { target.removeEventListener( 'dispose', dispose ); frameBufferTarget.dispose(); this._frameBufferTargets.delete( target ); }; target.addEventListener( 'dispose', dispose ); this._frameBufferTargets.set( target, frameBufferTarget ); } const outputRenderTarget = this.getOutputRenderTarget(); frameBufferTarget.depthBuffer = depth; frameBufferTarget.stencilBuffer = stencil; if ( outputRenderTarget !== null ) { frameBufferTarget.setSize( outputRenderTarget.width, outputRenderTarget.height, outputRenderTarget.depth ); } else { frameBufferTarget.setSize( width, height, 1 ); } // RenderTarget || CanvasTarget const viewport = this._outputRenderTarget ? this._outputRenderTarget.viewport : target._viewport; const scissor = this._outputRenderTarget ? this._outputRenderTarget.scissor : target._scissor; const pixelRatio = this._outputRenderTarget ? 1 : target._pixelRatio; const scissorTest = this._outputRenderTarget ? this._outputRenderTarget.scissorTest : target._scissorTest; frameBufferTarget.viewport.copy( viewport ); frameBufferTarget.scissor.copy( scissor ); frameBufferTarget.viewport.multiplyScalar( pixelRatio ); frameBufferTarget.scissor.multiplyScalar( pixelRatio ); frameBufferTarget.scissorTest = scissorTest; frameBufferTarget.multiview = outputRenderTarget !== null ? outputRenderTarget.multiview : false; frameBufferTarget.resolveDepthBuffer = outputRenderTarget !== null ? outputRenderTarget.resolveDepthBuffer : true; frameBufferTarget._autoAllocateDepthBuffer = outputRenderTarget !== null ? outputRenderTarget._autoAllocateDepthBuffer : false; return frameBufferTarget; } /** * Renders the scene or 3D object with the given camera. * * @private * @param {Object3D} scene - The scene or 3D object to render. * @param {Camera} camera - The camera to render the scene with. * @param {boolean} [useFrameBufferTarget=true] - Whether to use a framebuffer target or not. * @return {RenderContext} The current render context. */ _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 previousHandleObjectFunction = this._handleObjectFunction; // this._callDepth ++; const sceneRef = ( scene.isScene === true ) ? scene : _scene; const outputRenderTarget = this._renderTarget || this._outputRenderTarget; const activeCubeFace = this._activeCubeFace; const activeMipmapLevel = this._activeMipmapLevel; // let renderTarget; if ( frameBufferTarget !== null ) { renderTarget = frameBufferTarget; this.setRenderTarget( renderTarget ); } else { renderTarget = outputRenderTarget; } // make sure a new render target has correct default depth values if ( renderTarget !== null && renderTarget.depthBuffer === true ) { const renderTargetData = this._textures.get( renderTarget ); if ( renderTargetData.depthInitialized !== true ) { // we need a single manual clear if auto clear depth is disabled if ( this.autoClear === false || ( this.autoClear === true && this.autoClearDepth === false ) ) { this.clearDepth(); } renderTargetData.depthInitialized = true; } } // const renderContext = this._renderContexts.get( renderTarget, this._mrt, this._callDepth ); this._currentRenderContext = renderContext; this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject; this._handleObjectFunction = this._renderObjectDirect; // this.info.calls ++; this.info.render.calls ++; this.info.render.frameCalls ++; nodeFrame.renderId = this.info.calls; // this.backend.updateTimeStampUID( renderContext ); this.inspector.beginRender( this.backend.getTimestampUID( renderContext ), scene, camera, renderTarget ); // const xr = this.xr; if ( xr.isPresenting === false ) { let projectionMatrixNeedsUpdate = false; // reversed depth if ( this.reversedDepthBuffer === true && camera.reversedDepth !== true ) { camera._reversedDepth = true; if ( camera.isArrayCamera ) { for ( const subCamera of camera.cameras ) { subCamera._reversedDepth = true; } } projectionMatrixNeedsUpdate = true; } // WebGPU/WebGL coordinate system const coordinateSystem = this.coordinateSystem; if ( camera.coordinateSystem !== coordinateSystem ) { camera.coordinateSystem = coordinateSystem; if ( camera.isArrayCamera ) { for ( const subCamera of camera.cameras ) { subCamera.coordinateSystem = coordinateSystem; } } projectionMatrixNeedsUpdate = true; } // camera update if ( projectionMatrixNeedsUpdate === true ) { camera.updateProjectionMatrix(); if ( camera.isArrayCamera ) { for ( const subCamera of camera.cameras ) { subCamera.updateProjectionMatrix(); } } } } // if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); if ( xr.enabled === true && xr.isPresenting === true ) { if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); camera = xr.getCamera(); // use XR camera for rendering } // const canvasTarget = this._canvasTarget; let viewport = canvasTarget._viewport; let scissor = canvasTarget._scissor; let pixelRatio = canvasTarget._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 = canvasTarget._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 ); // const frustum = camera.isArrayCamera ? _frustumArray : _frustum; if ( ! camera.isArrayCamera ) { _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth ); } 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 = _drawingBufferSize.width; renderContext.height = _drawingBufferSize.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; // renderContext.scissorValue.max( _vector4.set( 0, 0, 0, 0 ) ); if ( renderContext.scissorValue.x + renderContext.scissorValue.width > renderContext.width ) { renderContext.scissorValue.width = Math.max( renderContext.width - renderContext.scissorValue.x, 0 ); } if ( renderContext.scissorValue.y + renderContext.scissorValue.height > renderContext.height ) { renderContext.scissorValue.height = Math.max( renderContext.height - renderContext.scissorValue.y, 0 ); } // this._background.update( sceneRef, renderList, renderContext ); // renderContext.camera = camera; 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; this._handleObjectFunction = previousHandleObjectFunction; // this._callDepth --; if ( frameBufferTarget !== null ) { this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel ); this._renderOutput( renderTarget ); } // sceneRef.onAfterRender( this, scene, camera, renderTarget ); // this.inspector.finishRender( this.backend.getTimestampUID( renderContext ) ); // return renderContext; } _setXRLayerSize( width, height ) { // TODO: Find a better solution to resize the canvas when in XR. this._canvasTarget._width = width; this._canvasTarget._height = height; this.setViewport( 0, 0, width, height ); } /** * The output pass performs tone mapping and color space conversion. * * @private * @param {RenderTarget} renderTarget - The current render target. */ _renderOutput( renderTarget ) { const cacheKey = this._nodes.getOutputCacheKey(); let quadData = this._quadCache.get( renderTarget.texture ); let quad; if ( quadData === undefined ) { quad = new QuadMesh( new NodeMaterial() ); quad.name = 'Output Color Transform'; quad.material.name = 'outputColorTransform'; quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture ); quadData = { quad, cacheKey }; this._quadCache.set( renderTarget.texture, quadData ); // dispose logic const dispose = () => { quad.material.dispose(); this._quadCache.delete( renderTarget.texture ); renderTarget.texture.removeEventListener( 'dispose', dispose ); }; renderTarget.texture.addEventListener( 'dispose', dispose ); } else { quad = quadData.quad; if ( quadData.cacheKey !== cacheKey ) { quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture ); quad.material.needsUpdate = true; quadData.cacheKey = cacheKey; } } // a clear operation clears the intermediate renderTarget texture, but should not update the screen canvas. const currentAutoClear = this.autoClear; const currentXR = this.xr.enabled; this.autoClear = false; this.xr.enabled = false; this._renderScene( quad, quad.camera, false ); this.autoClear = currentAutoClear; this.xr.enabled = currentXR; } /** * Returns the maximum available anisotropy for texture filtering. * * @return {number} The maximum available anisotropy. */ getMaxAnisotropy() { return this.backend.capabilities.getMaxAnisotropy(); } /** * Returns the active cube face. * * @return {number} The active cube face. */ getActiveCubeFace() { return this._activeCubeFace; } /** * Returns the active mipmap level. * * @return {number} The active mipmap level. */ getActiveMipmapLevel() { return this._activeMipmapLevel; } /** * Applications are advised to always define the animation loop * with this method and not manually with `requestAnimationFrame()` * for best compatibility. * * @async * @param {?onAnimationCallback} callback - The application's animation loop. * @return {Promise} A Promise that resolves when the set has been executed. */ async setAnimationLoop( callback ) { if ( this._initialized === false ) await this.init(); this._animation.setAnimationLoop( callback ); } /** * Returns the current animation loop callback. * * @return {?Function} The current animation loop callback. */ getAnimationLoop() { return this._animation.getAnimationLoop(); } /** * Can be used to transfer buffer data from a storage buffer attribute * from the GPU to the CPU in context of compute shaders. * * @async * @param {BufferAttribute} attribute - The storage buffer attribute to read frm. * @param {ReadbackBuffer|ArrayBuffer} target - The storage buffer attribute. * @param {number} offset - The storage buffer attribute. * @param {number} count - The offset from which to start reading the * @return {Promise} A promise that resolves with the buffer data when the data are ready. */ async getArrayBufferAsync( attribute, target = null, offset = 0, count = - 1 ) { // tally the memory for this readback buffer if ( target !== null && target.isReadbackBuffer ) { if ( this.info.memoryMap.has( target ) === false ) { this.info.createReadbackBuffer( target ); const disposeInfo = () => { target.removeEventListener( 'dispose', disposeInfo ); this.info.destroyReadbackBuffer( target ); }; target.addEventListener( 'dispose', disposeInfo ); } } if ( offset % 4 !== 0 || ( count > 0 && count % 4 !== 0 ) ) { throw new Error( 'THREE.Renderer: "getArrayBufferAsync()" offset and count must be a multiple of 4.' ); } return await this.backend.getArrayBufferAsync( attribute, target, offset, count ); } /** * Returns the rendering context. * * @return {GPUCanvasContext|WebGL2RenderingContext} The rendering context. */ getContext() { return this.backend.getContext(); } /** * Returns the pixel ratio. * * @return {number} The pixel ratio. */ getPixelRatio() { return this._canvasTarget.getPixelRatio(); } /** * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio. * * @param {Vector2} target - The method writes the result in this target object. * @return {Vector2} The drawing buffer size. */ getDrawingBufferSize( target ) { return this._canvasTarget.getDrawingBufferSize( target ); } /** * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio. * * @param {Vector2} target - The method writes the result in this target object. * @return {Vector2} The renderer's size in logical pixels. */ getSize( target ) { return this._canvasTarget.getSize( target ); } /** * Sets the given pixel ratio and resizes the canvas if necessary. * * @param {number} [value=1] - The pixel ratio. */ setPixelRatio( value = 1 ) { this._canvasTarget.setPixelRatio( value ); } /** * This method allows to define the drawing buffer size by specifying * width, height and pixel ratio all at once. The size of the drawing * buffer is computed with this formula: * ```js * size.x = width * pixelRatio; * size.y = height * pixelRatio; * ``` * * @param {number} width - The width in logical pixels. * @param {number} height - The height in logical pixels. * @param {number} pixelRatio - The pixel ratio. */ setDrawingBufferSize( width, height, pixelRatio ) { // Renderer can't be resized while presenting in XR. if ( this.xr && this.xr.isPresenting ) return; this._canvasTarget.setDrawingBufferSize( width, height, pixelRatio ); } /** * Sets the size of the renderer. * * @param {number} width - The width in logical pixels. * @param {number} height - The height in logical pixels. * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not. */ setSize( width, height, updateStyle = true ) { // Renderer can't be resized while presenting in XR. if ( this.xr && this.xr.isPresenting ) return; this._canvasTarget.setSize( width, height, updateStyle ); } /** * Defines a manual sort function for the opaque render list. * Pass `null` to use the default sort. * * @param {Function} method - The sort function. */ setOpaqueSort( method ) { this._opaqueSort = method; } /** * Defines a manual sort function for the transparent render list. * Pass `null` to use the default sort. * * @param {Function} method - The sort function. */ setTransparentSort( method ) { this._transparentSort = method; } /** * Returns the scissor rectangle. * * @param {Vector4} target - The method writes the result in this target object. * @return {Vector4} The scissor rectangle. */ getScissor( target ) { return this._canvasTarget.getScissor( target ); } /** * Defines the scissor rectangle. * * @param {number | Vector4} x - The horizontal coordinate for the upper left corner of the box in logical pixel unit. * Instead of passing four arguments, the method also works with a single four-dimensional vector. * @param {number} y - The vertical coordinate for the upper left corner of the box in logical pixel unit. * @param {number} width - The width of the scissor box in logical pixel unit. * @param {number} height - The height of the scissor box in logical pixel unit. */ setScissor( x, y, width, height ) { this._canvasTarget.setScissor( x, y, width, height ); } /** * Returns the scissor test value. * * @return {boolean} Whether the scissor test should be enabled or not. */ getScissorTest() { return this._canvasTarget.getScissorTest(); } /** * Defines the scissor test. * * @param {boolean} boolean - Whether the scissor test should be enabled or not. */ setScissorTest( boolean ) { this._canvasTarget.setScissorTest( boolean ); // TODO: Move it to CanvasTarget event listener. this.backend.setScissorTest( boolean ); } /** * Returns the viewport definition. * * @param {Vector4} target - The method writes the result in this target object. * @return {Vector4} The viewport definition. */ getViewport( target ) { return this._canvasTarget.getViewport( target ); } /** * Defines the viewport. * * @param {number | Vector4} x - The horizontal coordinate for the upper left corner of the viewport origin in logical pixel unit. * @param {number} y - The vertical coordinate for the upper left corner of the viewport origin in logical pixel unit. * @param {number} width - The width of the viewport in logical pixel unit. * @param {number} height - The height of the viewport in logical pixel unit. * @param {number} minDepth - The minimum depth value of the viewport. WebGPU only. * @param {number} maxDepth - The maximum depth value of the viewport. WebGPU only. */ setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) { this._canvasTarget.setViewport( x, y, width, height, minDepth, maxDepth ); } /** * Returns the clear color. * * @param {Color} target - The method writes the result in this target object. * @return {Color} The clear color. */ getClearColor( target ) { return target.copy( this._clearColor ); } /** * Defines the clear color and optionally the clear alpha. * * @param {Color} color - The clear color. * @param {number} [alpha=1] - The clear alpha. */ setClearColor( color, alpha = 1 ) { this._clearColor.set( color ); this._clearColor.a = alpha; } /** * Returns the clear alpha. * * @return {number} The clear alpha. */ getClearAlpha() { return this._clearColor.a; } /** * Defines the clear alpha. * * @param {number} alpha - The clear alpha. */ setClearAlpha( alpha ) { this._clearColor.a = alpha; } /** * Returns the clear depth. * * @return {number} The clear depth. */ getClearDepth() { return ( this.reversedDepthBuffer === true ) ? 1 - this._clearDepth : this._clearDepth; } /** * Defines the clear depth. * * @param {number} depth - The clear depth. */ setClearDepth( depth ) { this._clearDepth = depth; } /** * Returns the clear stencil. * * @return {number} The clear stencil. */ getClearStencil() { return this._clearStencil; } /** * Defines the clear stencil. * * @param {number} stencil - The clear stencil. */ setClearStencil( stencil ) { this._clearStencil = stencil; } /** * This method performs an occlusion query for the given 3D object. * It returns `true` if the given 3D object is fully occluded by other * 3D objects in the scene. * * @param {Object3D} object - The 3D object to test. * @return {boolean} Whether the 3D object is fully occluded or not. */ isOccluded( object ) { const renderContext = this._currentRenderContext; return renderContext && this.backend.isOccluded( renderContext, object ); } /** * Performs a manual clear operation. This method ignores `autoClear` properties. * * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. */ clear( color = true, depth = true, stencil = true ) { if ( this._initialized === false ) { throw new Error( 'Renderer: .clear() called before the backend is initialized. Use "await renderer.init();" before before using this method.' ); } const renderTarget = this._renderTarget || this._getFrameBufferTarget(); let renderContext = null; if ( renderTarget !== null ) { this._textures.updateRenderTarget( renderTarget ); const renderTargetData = this._textures.get( renderTarget ); renderContext = this._renderContexts.get( renderTarget, null, - 1 ); // using - 1 for the call depth to get a render context for the clear operation 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; // #30329 const color = this.backend.getClearColor(); renderContext.clearColorValue.r = color.r; renderContext.clearColorValue.g = color.g; renderContext.clearColorValue.b = color.b; renderContext.clearColorValue.a = color.a; renderContext.clearDepthValue = this.getClearDepth(); renderContext.clearStencilValue = this.getClearStencil(); renderContext.activeCubeFace = this.getActiveCubeFace(); renderContext.activeMipmapLevel = this.getActiveMipmapLevel(); if ( renderTarget.depthBuffer === true ) renderTargetData.depthInitialized = true; } this.backend.clear( color, depth, stencil, renderContext ); if ( renderTarget !== null && this._renderTarget === null ) { this._renderOutput( renderTarget ); } } /** * Performs a manual clear operation of the color buffer. This method ignores `autoClear` properties. */ clearColor() { this.clear( true, false, false ); } /** * Performs a manual clear operation of the depth buffer. This method ignores `autoClear` properties. */ clearDepth() { this.clear( false, true, false ); } /** * Performs a manual clear operation of the stencil buffer. This method ignores `autoClear` properties. */ clearStencil() { this.clear( false, false, true ); } /** * Async version of {@link Renderer#clear}. * * @async * @deprecated * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. * @return {Promise} A Promise that resolves when the clear operation has been executed. */ async clearAsync( color = true, depth = true, stencil = true ) { warnOnce( 'Renderer: "clearAsync()" has been deprecated. Use "clear()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181 await this.init(); this.clear( color, depth, stencil ); } /** * Async version of {@link Renderer#clearColor}. * * @async * @deprecated * @return {Promise} A Promise that resolves when the clear operation has been executed. */ async clearColorAsync() { warnOnce( 'Renderer: "clearColorAsync()" has been deprecated. Use "clearColor()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181 this.clear( true, false, false ); } /** * Async version of {@link Renderer#clearDepth}. * * @async * @deprecated * @return {Promise} A Promise that resolves when the clear operation has been executed. */ async clearDepthAsync() { warnOnce( 'Renderer: "clearDepthAsync()" has been deprecated. Use "clearDepth()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181 this.clear( false, true, false ); } /** * Async version of {@link Renderer#clearStencil}. * * @async * @deprecated * @return {Promise} A Promise that resolves when the clear operation has been executed. */ async clearStencilAsync() { warnOnce( 'Renderer: "clearStencilAsync()" has been deprecated. Use "clearStencil()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181 this.clear( false, false, true ); } /** * Returns `true` if a framebuffer target is needed to perform tone mapping or color space conversion. * If this is the case, the renderer allocates an internal render target for that purpose. * */ get needsFrameBufferTarget() { const useToneMapping = this.currentToneMapping !== NoToneMapping; const useColorSpace = this.currentColorSpace !== ColorManagement.workingColorSpace; return useToneMapping || useColorSpace; } /** * The number of samples used for multi-sample anti-aliasing (MSAA). * * @type {number} * @default 0 */ get samples() { return this._samples; } /** * The current number of samples used for multi-sample anti-aliasing (MSAA). * * When rendering to a custom render target, the number of samples of that render target is used. * If the renderer needs an internal framebuffer target for tone mapping or color space conversion, * the number of samples is set to 0. * * @type {number} */ get currentSamples() { let samples = this._samples; if ( this._renderTarget !== null ) { samples = this._renderTarget.samples; } else if ( this.needsFrameBufferTarget ) { samples = 0; } return samples; } /** * The current tone mapping of the renderer. When not producing screen output, * the tone mapping is always `NoToneMapping`. * * @type {number} */ get currentToneMapping() { return this.isOutputTarget ? this.toneMapping : NoToneMapping; } /** * The current color space of the renderer. When not producing screen output, * the color space is always the working color space. * * @type {string} */ get currentColorSpace() { return this.isOutputTarget ? this.outputColorSpace : ColorManagement.workingColorSpace; } /** * Returns `true` if the rendering settings are set to screen output. * * @returns {boolean} True if the current render target is the same of output render target or `null`, otherwise false. */ get isOutputTarget() { return this._renderTarget === this._outputRenderTarget || this._renderTarget === null; } /** * Frees all internal resources of the renderer. Call this method if the renderer * is no longer in use by your app. */ dispose() { if ( this._initialized === true ) { this.info.dispose(); this.backend.dispose(); this._animation.dispose(); this._objects.dispose(); this._geometries.dispose(); this._pipelines.dispose(); this._nodes.dispose(); this._bindings.dispose(); this._renderLists.dispose(); this._renderContexts.dispose(); this._textures.dispose(); for ( const canvasTarget of this._frameBufferTargets.keys() ) { canvasTarget.dispose(); } Object.values( this.backend.timestampQueryPool ).forEach( queryPool => { if ( queryPool !== null ) queryPool.dispose(); } ); } this.setRenderTarget( null ); this.setAnimationLoop( null ); } /** * Sets the given render target. Calling this method means the renderer does not * target the default framebuffer (meaning the canvas) anymore but a custom framebuffer. * Use `null` as the first argument to reset the state. * * @param {?RenderTarget} renderTarget - The render target to set. * @param {number} [activeCubeFace=0] - The active cube face. * @param {number} [activeMipmapLevel=0] - The active mipmap level. */ setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { this._renderTarget = renderTarget; this._activeCubeFace = activeCubeFace; this._activeMipmapLevel = activeMipmapLevel; } /** * Returns the current render target. * * @return {?RenderTarget} The render target. Returns `null` if no render target is set. */ getRenderTarget() { return this._renderTarget; } /** * Sets the output render target for the renderer. * * @param {?RenderTarget} renderTarget - The render target to set as the output target. */ setOutputRenderTarget( renderTarget ) { this._outputRenderTarget = renderTarget; } /** * Returns the current output target. * * @return {?RenderTarget} The current output render target. Returns `null` if no output target is set. */ getOutputRenderTarget() { return this._outputRenderTarget; } /** * Sets the canvas target. The canvas target manages the HTML canvas * or the offscreen canvas the renderer draws into. * * @param {CanvasTarget} canvasTarget - The canvas target. */ setCanvasTarget( canvasTarget ) { this._canvasTarget.removeEventListener( 'resize', this._onCanvasTargetResize ); this._canvasTarget = canvasTarget; this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize ); } /** * Returns the current canvas target. * * @return {CanvasTarget} The current canvas target. */ getCanvasTarget() { return this._canvasTarget; } /** * Resets the renderer to the initial state before WebXR started. * * @private */ _resetXRState() { this.backend.setXRTarget( null ); this.setOutputRenderTarget( null ); this.setRenderTarget( null ); for ( const canvasTarget of this._frameBufferTargets.keys() ) { canvasTarget.dispose(); } } /** * Callback for {@link Renderer#setRenderObjectFunction}. * * @callback renderObjectFunction * @param {Object3D} object - The 3D object. * @param {Scene} scene - The scene the 3D object belongs to. * @param {Camera} camera - The camera the object should be rendered with. * @param {BufferGeometry} geometry - The object's geometry. * @param {Material} material - The object's material. * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`. * @param {LightsNode} lightsNode - The current lights node. * @param {ClippingContext} clippingContext - The clipping context. * @param {?string} [passId=null] - An optional ID for identifying the pass. */ /** * Sets the given render object function. Calling this method overwrites the default implementation * which is {@link Renderer#renderObject}. Defining a custom function can be useful * if you want to modify the way objects are rendered. For example you can define things like "every * object that has material of a certain type should perform a pre-pass with a special overwrite material". * The custom function must always call `renderObject()` in its implementation. * * Use `null` as the first argument to reset the state. * * @param {?renderObjectFunction} renderObjectFunction - The render object function. */ setRenderObjectFunction( renderObjectFunction ) { this._renderObjectFunction = renderObjectFunction; } /** * Returns the current render object function. * * @return {?Function} The current render object function. Returns `null` if no function is set. */ getRenderObjectFunction() { return this._renderObjectFunction; } /** * Execute a single or an array of compute nodes. This method can only be called * if the renderer has been initialized. * * @param {Node|Array} computeNodes - The compute node(s). * @param {number|Array|IndirectStorageBufferAttribute} [dispatchSize=null] * - A single number representing count, or * - An array [x, y, z] representing dispatch size, or * - A IndirectStorageBufferAttribute for indirect dispatch size. * @return {Promise|undefined} A Promise that resolve when the compute has finished. Only returned when the renderer has not been initialized. */ compute( computeNodes, dispatchSize = null ) { if ( this._isDeviceLost === true ) return; if ( this._initialized === false ) { warn( 'Renderer: .compute() called before the backend is initialized. Try using .computeAsync() instead.' ); return this.computeAsync( computeNodes, dispatchSize ); } // 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; // this.backend.updateTimeStampUID( computeNodes ); this.inspector.beginCompute( this.backend.getTimestampUID( computeNodes ), computeNodes ); // 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.deleteForCompute( 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, dispatchSize ); } backend.finishCompute( computeNodes ); // nodeFrame.renderId = previousRenderId; // this.inspector.finishCompute( this.backend.getTimestampUID( computeNodes ) ); } /** * Execute a single or an array of compute nodes. * * @async * @param {Node|Array} computeNodes - The compute node(s). * @param {number|Array|IndirectStorageBufferAttribute} [dispatchSize=null] * - A single number representing count, or * - An array [x, y, z] representing dispatch size, or * - A IndirectStorageBufferAttribute for indirect dispatch size. * @return {Promise} A Promise that resolve when the compute has finished. */ async computeAsync( computeNodes, dispatchSize = null ) { if ( this._initialized === false ) await this.init(); this.compute( computeNodes, dispatchSize ); } /** * Checks if the given feature is supported by the selected backend. * * @async * @deprecated * @param {string} name - The feature's name. * @return {Promise} A Promise that resolves with a bool that indicates whether the feature is supported or not. */ async hasFeatureAsync( name ) { warnOnce( 'Renderer: "hasFeatureAsync()" has been deprecated. Use "hasFeature()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181 await this.init(); return this.hasFeature( name ); } async resolveTimestampsAsync( type = 'render' ) { if ( this._initialized === false ) await this.init(); return this.backend.resolveTimestampsAsync( type ); } /** * Checks if the given feature is supported by the selected backend. If the * renderer has not been initialized, this method always returns `false`. * * @param {string} name - The feature's name. * @return {boolean} Whether the feature is supported or not. */ hasFeature( name ) { if ( this._initialized === false ) { throw new Error( 'Renderer: .hasFeature() called before the backend is initialized. Use "await renderer.init();" before before using this method.' ); } return this.backend.hasFeature( name ); } /** * Returns `true` when the renderer has been initialized. * * @return {boolean} Whether the renderer has been initialized or not. */ hasInitialized() { return this._initialized; } /** * Initializes the given textures. Useful for preloading a texture rather than waiting until first render * (which can cause noticeable lags due to decode and GPU upload overhead). * * @async * @deprecated * @param {Texture} texture - The texture. * @return {Promise} A Promise that resolves when the texture has been initialized. */ async initTextureAsync( texture ) { warnOnce( 'Renderer: "initTextureAsync()" has been deprecated. Use "initTexture()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181 await this.init(); this.initTexture( texture ); } /** * Initializes the given texture. Useful for preloading a texture rather than waiting until first render * (which can cause noticeable lags due to decode and GPU upload overhead). * * This method can only be used if the renderer has been initialized. * * @param {Texture} texture - The texture. */ initTexture( texture ) { if ( this._initialized === false ) { throw new Error( 'Renderer: .initTexture() called before the backend is initialized. Use "await renderer.init();" before before using this method.' ); } this._textures.updateTexture( texture ); } /** * Initializes the given render target. * * @param {RenderTarget} renderTarget - The render target to intialize. */ initRenderTarget( renderTarget ) { if ( this._initialized === false ) { throw new Error( 'Renderer: .initRenderTarget() called before the backend is initialized. Use "await renderer.init();" before before using this method.' ); } this._textures.updateRenderTarget( renderTarget ); const renderTargetData = this._textures.get( renderTarget ); const renderContext = this._renderContexts.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; this.backend.initRenderTarget( renderContext ); } /** * Copies the current bound framebuffer into the given texture. * * @param {FramebufferTexture} framebufferTexture - The texture. * @param {?(Vector2|Vector4)} [rectangle=null] - A two or four dimensional vector that defines the rectangular portion of the framebuffer that should be copied. */ 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 { error( '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 ); this._inspector.copyFramebufferToTexture( framebufferTexture ); } /** * Copies data of the given source texture into a destination texture. * * @param {Texture} srcTexture - The source texture. * @param {Texture} dstTexture - The destination texture. * @param {Box2|Box3} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional. * @param {Vector2|Vector3} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional. * @param {number} [srcLevel=0] - The source mip level to copy from. * @param {number} [dstLevel=0] - The destination mip level to copy to. */ copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) { this._textures.updateTexture( srcTexture ); this._textures.updateTexture( dstTexture ); this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel ); this._inspector.copyTextureToTexture( srcTexture, dstTexture ); } /** * Reads pixel data from the given render target. * * @async * @param {RenderTarget} renderTarget - The render target to read from. * @param {number} x - The `x` coordinate of the copy region's origin. * @param {number} y - The `y` coordinate of the copy region's origin. * @param {number} width - The width of the copy region. * @param {number} height - The height of the copy region. * @param {number} [textureIndex=0] - The texture index of a MRT render target. * @param {number} [faceIndex=0] - The active cube face index. * @return {Promise} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array. */ async readRenderTargetPixelsAsync( renderTarget, x, y, width, height, textureIndex = 0, faceIndex = 0 ) { return this.backend.copyTextureToBuffer( renderTarget.textures[ textureIndex ], x, y, width, height, faceIndex ); } /** * Analyzes the given 3D object's hierarchy and builds render lists from the * processed hierarchy. * * @private * @param {Object3D} object - The 3D object to process (usually a scene). * @param {Camera} camera - The camera the object is rendered with. * @param {number} groupOrder - The group order is derived from the `renderOrder` of groups and is used to group 3D objects within groups. * @param {RenderList} renderList - The current render list. * @param {ClippingContext} clippingContext - The current clipping context. */ _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 ) { const frustum = camera.isArrayCamera ? _frustumArray : _frustum; if ( ! object.frustumCulled || frustum.intersectsSprite( object, camera ) ) { 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 ) { error( 'Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' ); } else if ( object.isMesh || object.isLine || object.isPoints ) { const frustum = camera.isArrayCamera ? _frustumArray : _frustum; if ( ! object.frustumCulled || frustum.intersectsObject( object, camera ) ) { 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 ); } } /** * Renders the given render bundles. * * @private * @param {Array} bundles - Array with render bundle data. * @param {Scene} sceneRef - The scene the render bundles belong to. * @param {LightsNode} lightsNode - The current lights node. */ _renderBundles( bundles, sceneRef, lightsNode ) { for ( const bundle of bundles ) { this._renderBundle( bundle, sceneRef, lightsNode ); } } /** * Renders the transparent objects from the given render lists. * * @private * @param {Array} renderList - The transparent render list. * @param {Array} doublePassList - The list of transparent objects which require a double pass (e.g. because of transmission). * @param {Camera} camera - The camera the render list should be rendered with. * @param {Scene} scene - The scene the render list belongs to. * @param {LightsNode} lightsNode - The current lights node. */ _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 ); } } /** * Renders the objects from the given render list. * * @private * @param {Array} renderList - The render list. * @param {Camera} camera - The camera the render list should be rendered with. * @param {Scene} scene - The scene the render list belongs to. * @param {LightsNode} lightsNode - The current lights node. * @param {?string} [passId=null] - An optional ID for identifying the pass. */ _renderObjects( renderList, camera, scene, lightsNode, passId = null ) { for ( let i = 0, il = renderList.length; i < il; i ++ ) { const { object, geometry, material, group, clippingContext } = renderList[ i ]; this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode, clippingContext, passId ); } } /** * Retrieves shadow nodes for the given material. This is used to setup shadow passes. * The result is cached per material and updated when the material's version changes. * * @private * @param {Material} material * @returns {Object} - The shadow nodes for the material. */ _getShadowNodes( material ) { const version = material.version; let cache = this._cacheShadowNodes.get( material ); if ( cache === undefined || cache.version !== version ) { const hasMap = material.map !== null; const hasColorNode = material.colorNode && material.colorNode.isNode; const hasCastShadowNode = material.castShadowNode && material.castShadowNode.isNode; const hasMaskNode = ( material.maskShadowNode && material.maskShadowNode.isNode ) || ( material.maskNode && material.maskNode.isNode ); let positionNode = null; let colorNode = null; let depthNode = null; if ( hasMap || hasColorNode || hasCastShadowNode || hasMaskNode ) { let shadowRGB; let shadowAlpha; if ( hasCastShadowNode ) { shadowRGB = material.castShadowNode.rgb; shadowAlpha = material.castShadowNode.a; if ( this.shadowMap.transmitted !== true ) { warnOnce( 'Renderer: `shadowMap.transmitted` needs to be set to `true` when using `material.castShadowNode`.' ); } } else { shadowRGB = vec3( 0 ); shadowAlpha = float( 1 ); } if ( hasMap ) { shadowAlpha = shadowAlpha.mul( reference( 'map', 'texture', material ).a ); } if ( hasColorNode ) { shadowAlpha = shadowAlpha.mul( material.colorNode.a ); } colorNode = vec4( shadowRGB, shadowAlpha ); if ( hasMaskNode ) { const maskNode = material.maskShadowNode || material.maskNode; colorNode = Fn( ( [ color ] ) => { maskNode.not().discard(); return color; } )( colorNode ); } } if ( material.depthNode && material.depthNode.isNode ) { depthNode = material.depthNode; } if ( material.castShadowPositionNode && material.castShadowPositionNode.isNode ) { positionNode = material.castShadowPositionNode; } else if ( material.positionNode && material.positionNode.isNode ) { positionNode = material.positionNode; } cache = { version, colorNode, depthNode, positionNode }; this._cacheShadowNodes.set( material, cache ); } return cache; } /** * This method represents the default render object function that manages the render lifecycle * of the object. * * @param {Object3D} object - The 3D object. * @param {Scene} scene - The scene the 3D object belongs to. * @param {Camera} camera - The camera the object should be rendered with. * @param {BufferGeometry} geometry - The object's geometry. * @param {Material} material - The object's material. * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`. * @param {LightsNode} lightsNode - The current lights node. * @param {?ClippingContext} clippingContext - The clipping context. * @param {?string} [passId=null] - An optional ID for identifying the pass. */ renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext = null, passId = null ) { let materialOverride = false; let materialColorNode; let materialDepthNode; let materialPositionNode; let materialSide; // object.onBeforeRender( this, scene, camera, geometry, material, group ); // if ( material.allowOverride === true && scene.overrideMaterial !== null ) { const overrideMaterial = scene.overrideMaterial; materialOverride = true; // store original nodes materialColorNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.colorNode : null; materialDepthNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.depthNode : null; materialPositionNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.positionNode : null; materialSide = scene.overrideMaterial.side; if ( material.positionNode && material.positionNode.isNode ) { overrideMaterial.positionNode = material.positionNode; } overrideMaterial.alphaTest = material.alphaTest; overrideMaterial.alphaMap = material.alphaMap; overrideMaterial.transparent = material.transparent || material.transmission > 0 || ( material.transmissionNode && material.transmissionNode.isNode ) || ( material.backdropNode && material.backdropNode.isNode ); if ( overrideMaterial.isShadowPassMaterial ) { const { colorNode, depthNode, positionNode } = this._getShadowNodes( material ); if ( this.shadowMap.type === VSMShadowMap ) { overrideMaterial.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; } else { overrideMaterial.side = ( material.shadowSide !== null ) ? material.shadowSide : _shadowSide[ material.side ]; } if ( colorNode !== null ) overrideMaterial.colorNode = colorNode; if ( depthNode !== null ) overrideMaterial.depthNode = depthNode; if ( positionNode !== null ) overrideMaterial.positionNode = positionNode; } 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 ( materialOverride ) { scene.overrideMaterial.colorNode = materialColorNode; scene.overrideMaterial.depthNode = materialDepthNode; scene.overrideMaterial.positionNode = materialPositionNode; scene.overrideMaterial.side = materialSide; } // object.onAfterRender( this, scene, camera, geometry, material, group ); } /** * Checks if the given compatibility is supported by the selected backend. * * @param {string} name - The compatibility's name. * @return {boolean} Whether the compatibility is supported or not. */ hasCompatibility( name ) { if ( this._initialized === false ) { throw new Error( 'Renderer: .hasCompatibility() called before the backend is initialized. Use "await renderer.init();" before using this method.' ); } return this.backend.hasCompatibility( name ); } /** * This method represents the default `_handleObjectFunction` implementation which creates * a render object from the given data and performs the draw command with the selected backend. * * @private * @param {Object3D} object - The 3D object. * @param {Material} material - The object's material. * @param {Scene} scene - The scene the 3D object belongs to. * @param {Camera} camera - The camera the object should be rendered with. * @param {LightsNode} lightsNode - The current lights node. * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`. * @param {ClippingContext} clippingContext - The clipping context. * @param {string} [passId] - An optional ID for identifying the pass. */ _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; if ( this._currentRenderBundle !== null ) { const renderBundleData = this.backend.get( this._currentRenderBundle ); renderBundleData.renderObjects.push( renderObject ); renderObject.bundle = this._currentRenderBundle.bundleGroup; } // 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._pipelines.isReady( renderObject ) ) { this.backend.draw( renderObject, this.info ); if ( needsRefresh ) this._nodes.updateAfter( renderObject ); } } /** * A different implementation for `_handleObjectFunction` which only makes sure the object is ready for rendering. * Used in `compileAsync()`. * * @private * @param {Object3D} object - The 3D object. * @param {Material} material - The object's material. * @param {Scene} scene - The scene the 3D object belongs to. * @param {Camera} camera - The camera the object should be rendered with. * @param {LightsNode} lightsNode - The current lights node. * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`. * @param {ClippingContext} clippingContext - The clipping context. * @param {string} [passId] - An optional ID for identifying the pass. */ _createObjectPipeline( object, material, scene, camera, lightsNode, group, clippingContext, passId ) { // If in async compilation mode, queue the work for sequential execution if ( this._compilationPromises !== null ) { // Store work items instead of promises - will be processed sequentially this._compilationPromises.push( { object, material, scene, camera, lightsNode, group, clippingContext, passId, renderContext: this._currentRenderContext } ); return; } // Sync path const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId ); renderObject.drawRange = object.geometry.drawRange; renderObject.group = group; // 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 ); } /** * Callback when the canvas has been resized. * * @private */ _onCanvasTargetResize() { if ( this._initialized ) this.backend.updateSize(); } /** * Alias for `compileAsync()`. * * @method * @param {Object3D} scene - The scene or 3D object to precompile. * @param {Camera} camera - The camera that is used to render the scene. * @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. * @return {function(Object3D, Camera, ?Scene): Promise|undefined} A Promise that resolves when the compile has been finished. */ get compile() { return this.compileAsync; } } /** * Animation loop parameter of `renderer.setAnimationLoop()`. * * @callback onAnimationCallback * @param {DOMHighResTimeStamp} time - A timestamp indicating the end time of the previous frame's rendering. * @param {XRFrame} [frame] - A reference to the current XR frame. Only relevant when using XR rendering. */ export default Renderer;