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1437 lines
31 KiB
1437 lines
31 KiB
import Animation from './Animation.js';
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import RenderObjects from './RenderObjects.js';
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import Attributes from './Attributes.js';
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import Geometries from './Geometries.js';
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import Info from './Info.js';
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import Pipelines from './Pipelines.js';
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import Bindings from './Bindings.js';
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import RenderLists from './RenderLists.js';
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import RenderContexts from './RenderContexts.js';
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import Textures from './Textures.js';
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import Background from './Background.js';
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import Nodes from './nodes/Nodes.js';
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import Color4 from './Color4.js';
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import ClippingContext from './ClippingContext.js';
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import { Scene, Frustum, Matrix4, Vector2, Vector3, Vector4, DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoColorSpace, NoToneMapping, LinearFilter, LinearSRGBColorSpace, RenderTarget, HalfFloatType, RGBAFormat } from 'three';
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import { NodeMaterial } from '../../nodes/Nodes.js';
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import QuadMesh from '../../objects/QuadMesh.js';
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const _scene = new Scene();
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const _drawingBufferSize = new Vector2();
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const _screen = new Vector4();
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const _frustum = new Frustum();
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const _projScreenMatrix = new Matrix4();
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const _vector3 = new Vector3();
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const _quad = new QuadMesh( new NodeMaterial() );
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class Renderer {
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constructor( backend, parameters = {} ) {
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this.isRenderer = true;
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//
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const {
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logarithmicDepthBuffer = false,
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alpha = true
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} = parameters;
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// public
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this.domElement = backend.getDomElement();
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this.backend = backend;
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this.autoClear = true;
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this.autoClearColor = true;
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this.autoClearDepth = true;
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this.autoClearStencil = true;
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this.alpha = alpha;
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this.logarithmicDepthBuffer = logarithmicDepthBuffer;
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this.outputColorSpace = SRGBColorSpace;
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this.toneMapping = NoToneMapping;
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this.toneMappingExposure = 1.0;
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this.sortObjects = true;
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this.depth = true;
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this.stencil = false;
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this.clippingPlanes = [];
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this.info = new Info();
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// nodes
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this.toneMappingNode = null;
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// internals
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this._pixelRatio = 1;
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this._width = this.domElement.width;
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this._height = this.domElement.height;
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this._viewport = new Vector4( 0, 0, this._width, this._height );
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this._scissor = new Vector4( 0, 0, this._width, this._height );
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this._scissorTest = false;
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this._attributes = null;
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this._geometries = null;
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this._nodes = null;
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this._animation = null;
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this._bindings = null;
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this._objects = null;
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this._pipelines = null;
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this._renderLists = null;
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this._renderContexts = null;
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this._textures = null;
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this._background = null;
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this._currentRenderContext = null;
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this._opaqueSort = null;
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this._transparentSort = null;
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this._frameBufferTarget = null;
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const alphaClear = this.alpha === true ? 0 : 1;
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this._clearColor = new Color4( 0, 0, 0, alphaClear );
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this._clearDepth = 1;
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this._clearStencil = 0;
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this._renderTarget = null;
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this._activeCubeFace = 0;
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this._activeMipmapLevel = 0;
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this._renderObjectFunction = null;
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this._currentRenderObjectFunction = null;
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this._handleObjectFunction = this._renderObjectDirect;
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this._initialized = false;
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this._initPromise = null;
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this._compilationPromises = null;
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// backwards compatibility
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this.shadowMap = {
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enabled: false,
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type: null
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};
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this.xr = {
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enabled: false
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};
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}
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async init() {
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if ( this._initialized ) {
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throw new Error( 'Renderer: Backend has already been initialized.' );
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}
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if ( this._initPromise !== null ) {
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return this._initPromise;
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}
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this._initPromise = new Promise( async ( resolve, reject ) => {
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const backend = this.backend;
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try {
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await backend.init( this );
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} catch ( error ) {
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reject( error );
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return;
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}
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this._nodes = new Nodes( this, backend );
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this._animation = new Animation( this._nodes, this.info );
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this._attributes = new Attributes( backend );
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this._background = new Background( this, this._nodes );
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this._geometries = new Geometries( this._attributes, this.info );
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this._textures = new Textures( this, backend, this.info );
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this._pipelines = new Pipelines( backend, this._nodes );
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this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
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this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
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this._renderLists = new RenderLists();
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this._renderContexts = new RenderContexts();
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//
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this._initialized = true;
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resolve();
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} );
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return this._initPromise;
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}
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get coordinateSystem() {
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return this.backend.coordinateSystem;
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}
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async compileAsync( scene, camera, targetScene = null ) {
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if ( this._initialized === false ) await this.init();
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// preserve render tree
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const nodeFrame = this._nodes.nodeFrame;
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const previousRenderId = nodeFrame.renderId;
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const previousRenderContext = this._currentRenderContext;
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const previousRenderObjectFunction = this._currentRenderObjectFunction;
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const previousCompilationPromises = this._compilationPromises;
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//
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const sceneRef = ( scene.isScene === true ) ? scene : _scene;
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if ( targetScene === null ) targetScene = scene;
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const renderTarget = this._renderTarget;
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const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
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const activeMipmapLevel = this._activeMipmapLevel;
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const compilationPromises = [];
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this._currentRenderContext = renderContext;
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this._currentRenderObjectFunction = this.renderObject;
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this._handleObjectFunction = this._createObjectPipeline;
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this._compilationPromises = compilationPromises;
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nodeFrame.renderId ++;
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//
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nodeFrame.update();
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//
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renderContext.depth = this.depth;
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renderContext.stencil = this.stencil;
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if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
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renderContext.clippingContext.updateGlobal( this, camera );
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//
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sceneRef.onBeforeRender( this, scene, camera, renderTarget );
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//
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const renderList = this._renderLists.get( scene, camera );
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renderList.begin();
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this._projectObject( scene, camera, 0, renderList );
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// include lights from target scene
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if ( targetScene !== scene ) {
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targetScene.traverseVisible( function ( object ) {
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if ( object.isLight && object.layers.test( camera.layers ) ) {
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renderList.pushLight( object );
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}
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} );
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}
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renderList.finish();
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//
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if ( renderTarget !== null ) {
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this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
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const renderTargetData = this._textures.get( renderTarget );
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renderContext.textures = renderTargetData.textures;
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renderContext.depthTexture = renderTargetData.depthTexture;
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} else {
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renderContext.textures = null;
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renderContext.depthTexture = null;
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}
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//
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this._nodes.updateScene( sceneRef );
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//
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this._background.update( sceneRef, renderList, renderContext );
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// process render lists
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const opaqueObjects = renderList.opaque;
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const transparentObjects = renderList.transparent;
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const lightsNode = renderList.lightsNode;
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if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
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if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
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// restore render tree
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nodeFrame.renderId = previousRenderId;
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this._currentRenderContext = previousRenderContext;
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this._currentRenderObjectFunction = previousRenderObjectFunction;
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this._compilationPromises = previousCompilationPromises;
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this._handleObjectFunction = this._renderObjectDirect;
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// wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
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await Promise.all( compilationPromises );
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}
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async renderAsync( scene, camera ) {
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if ( this._initialized === false ) await this.init();
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const renderContext = this._renderScene( scene, camera );
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await this.backend.resolveTimestampAsync( renderContext, 'render' );
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}
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render( scene, camera ) {
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if ( this._initialized === false ) {
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console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
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return this.renderAsync( scene, camera );
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}
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this._renderScene( scene, camera );
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}
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_getFrameBufferTarget() {
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const { currentColorSpace } = this;
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const useToneMapping = this._renderTarget === null && ( this.toneMapping !== NoToneMapping || this.toneMappingNode !== null );
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const useColorSpace = currentColorSpace !== LinearSRGBColorSpace && currentColorSpace !== NoColorSpace;
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if ( useToneMapping === false && useColorSpace === false ) return null;
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const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
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const { depth, stencil } = this;
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let frameBufferTarget = this._frameBufferTarget;
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if ( frameBufferTarget === null ) {
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frameBufferTarget = new RenderTarget( width, height, {
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depthBuffer: depth,
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stencilBuffer: stencil,
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type: HalfFloatType, // FloatType
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format: RGBAFormat,
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colorSpace: LinearSRGBColorSpace,
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generateMipmaps: false,
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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samples: this.backend.parameters.antialias ? 4 : 0
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} );
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frameBufferTarget.isPostProcessingRenderTarget = true;
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this._frameBufferTarget = frameBufferTarget;
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}
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frameBufferTarget.depthBuffer = depth;
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frameBufferTarget.stencilBuffer = stencil;
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frameBufferTarget.setSize( width, height );
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frameBufferTarget.viewport.copy( this._viewport );
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frameBufferTarget.scissor.copy( this._scissor );
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frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
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frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
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frameBufferTarget.scissorTest = this._scissorTest;
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return frameBufferTarget;
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}
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_renderScene( scene, camera, useFrameBufferTarget = true ) {
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const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
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// preserve render tree
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const nodeFrame = this._nodes.nodeFrame;
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const previousRenderId = nodeFrame.renderId;
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const previousRenderContext = this._currentRenderContext;
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const previousRenderObjectFunction = this._currentRenderObjectFunction;
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//
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const sceneRef = ( scene.isScene === true ) ? scene : _scene;
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const outputRenderTarget = this._renderTarget;
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const activeCubeFace = this._activeCubeFace;
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const activeMipmapLevel = this._activeMipmapLevel;
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//
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let renderTarget;
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if ( frameBufferTarget !== null ) {
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renderTarget = frameBufferTarget;
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this.setRenderTarget( renderTarget );
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} else {
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renderTarget = outputRenderTarget;
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}
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//
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const renderContext = this._renderContexts.get( scene, camera, renderTarget );
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this._currentRenderContext = renderContext;
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this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
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//
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this.info.calls ++;
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this.info.render.calls ++;
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nodeFrame.renderId = this.info.calls;
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//
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const coordinateSystem = this.coordinateSystem;
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if ( camera.coordinateSystem !== coordinateSystem ) {
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camera.coordinateSystem = coordinateSystem;
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camera.updateProjectionMatrix();
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}
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//
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if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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//
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let viewport = this._viewport;
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let scissor = this._scissor;
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let pixelRatio = this._pixelRatio;
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if ( renderTarget !== null ) {
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viewport = renderTarget.viewport;
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scissor = renderTarget.scissor;
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pixelRatio = 1;
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}
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this.getDrawingBufferSize( _drawingBufferSize );
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_screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
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const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
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const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
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renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
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renderContext.viewportValue.width >>= activeMipmapLevel;
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renderContext.viewportValue.height >>= activeMipmapLevel;
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renderContext.viewportValue.minDepth = minDepth;
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renderContext.viewportValue.maxDepth = maxDepth;
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renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
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renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
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renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
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renderContext.scissorValue.width >>= activeMipmapLevel;
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renderContext.scissorValue.height >>= activeMipmapLevel;
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if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
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renderContext.clippingContext.updateGlobal( this, camera );
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//
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sceneRef.onBeforeRender( this, scene, camera, renderTarget );
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//
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_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
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_frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem );
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const renderList = this._renderLists.get( scene, camera );
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renderList.begin();
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this._projectObject( scene, camera, 0, renderList );
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renderList.finish();
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if ( this.sortObjects === true ) {
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renderList.sort( this._opaqueSort, this._transparentSort );
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}
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//
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if ( renderTarget !== null ) {
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this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
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const renderTargetData = this._textures.get( renderTarget );
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renderContext.textures = renderTargetData.textures;
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renderContext.depthTexture = renderTargetData.depthTexture;
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renderContext.width = renderTargetData.width;
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renderContext.height = renderTargetData.height;
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renderContext.renderTarget = renderTarget;
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renderContext.depth = renderTarget.depthBuffer;
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renderContext.stencil = renderTarget.stencilBuffer;
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} else {
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renderContext.textures = null;
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renderContext.depthTexture = null;
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renderContext.width = this.domElement.width;
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renderContext.height = this.domElement.height;
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renderContext.depth = this.depth;
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renderContext.stencil = this.stencil;
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}
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renderContext.width >>= activeMipmapLevel;
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renderContext.height >>= activeMipmapLevel;
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renderContext.activeCubeFace = activeCubeFace;
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renderContext.activeMipmapLevel = activeMipmapLevel;
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renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
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//
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this._nodes.updateScene( sceneRef );
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//
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this._background.update( sceneRef, renderList, renderContext );
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//
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this.backend.beginRender( renderContext );
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// process render lists
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const opaqueObjects = renderList.opaque;
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const transparentObjects = renderList.transparent;
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const lightsNode = renderList.lightsNode;
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if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
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if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
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// finish render pass
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this.backend.finishRender( renderContext );
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// restore render tree
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nodeFrame.renderId = previousRenderId;
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this._currentRenderContext = previousRenderContext;
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this._currentRenderObjectFunction = previousRenderObjectFunction;
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//
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if ( frameBufferTarget !== null ) {
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this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
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_quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
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this._renderScene( _quad, _quad.camera, false );
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}
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//
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sceneRef.onAfterRender( this, scene, camera, renderTarget );
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//
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return renderContext;
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}
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getMaxAnisotropy() {
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return this.backend.getMaxAnisotropy();
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}
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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 ) {
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if ( overrideMaterial.clippingPlanes !== material.clippingPlanes ) {
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overrideMaterial.clippingPlanes = material.clippingPlanes;
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overrideMaterial.needsUpdate = true;
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}
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if ( overrideMaterial.clipIntersection !== material.clipIntersection ) {
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overrideMaterial.clipIntersection = material.clipIntersection;
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}
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} else if ( Array.isArray( overrideMaterial.clippingPlanes ) ) {
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overrideMaterial.clippingPlanes = null;
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overrideMaterial.needsUpdate = true;
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}
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}
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}
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material = overrideMaterial;
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}
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//
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if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
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material.side = BackSide;
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this._handleObjectFunction( object, material, scene, camera, lightsNode, group, 'backSide' ); // create backSide pass id
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material.side = FrontSide;
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this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); // use default pass id
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material.side = DoubleSide;
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} else {
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this._handleObjectFunction( object, material, scene, camera, lightsNode, group );
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}
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//
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if ( overridePositionNode !== undefined ) {
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scene.overrideMaterial.positionNode = overridePositionNode;
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}
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if ( overrideDepthNode !== undefined ) {
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scene.overrideMaterial.depthNode = overrideDepthNode;
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}
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if ( overrideFragmentNode !== undefined ) {
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scene.overrideMaterial.fragmentNode = overrideFragmentNode;
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}
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//
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object.onAfterRender( this, scene, camera, geometry, material, group );
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}
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_renderObjectDirect( object, material, scene, camera, lightsNode, group, passId ) {
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const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
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renderObject.drawRange = group || object.geometry.drawRange;
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//
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this._nodes.updateBefore( renderObject );
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//
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object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
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//
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|
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;
|