@openhps/core
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Open Hybrid Positioning System - Core component
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JavaScript
import Animation from './Animation.js';
import RenderObjects from './RenderObjects.js';
import Attributes from './Attributes.js';
import Geometries from './Geometries.js';
import Info from './Info.js';
import Pipelines from './Pipelines.js';
import Bindings from './Bindings.js';
import RenderLists from './RenderLists.js';
import RenderContexts from './RenderContexts.js';
import Textures from './Textures.js';
import Background from './Background.js';
import Nodes from './nodes/Nodes.js';
import Color4 from './Color4.js';
import ClippingContext from './ClippingContext.js';
import QuadMesh from './QuadMesh.js';
import RenderBundles from './RenderBundles.js';
import NodeLibrary from './nodes/NodeLibrary.js';
import Lighting from './Lighting.js';
import XRManager from './XRManager.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
import { Scene } from '../../scenes/Scene.js';
import { Frustum } from '../../math/Frustum.js';
import { Matrix4 } from '../../math/Matrix4.js';
import { Vector2 } from '../../math/Vector2.js';
import { Vector4 } from '../../math/Vector4.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoToneMapping, LinearFilter, LinearSRGBColorSpace, HalfFloatType, RGBAFormat, PCFShadowMap } from '../../constants.js';
const _scene = /*@__PURE__*/new Scene();
const _drawingBufferSize = /*@__PURE__*/new Vector2();
const _screen = /*@__PURE__*/new Vector4();
const _frustum = /*@__PURE__*/new Frustum();
const _projScreenMatrix = /*@__PURE__*/new Matrix4();
const _vector4 = /*@__PURE__*/new Vector4();
/**
* 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} [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} [colorBufferType=HalfFloatType] - Defines the type of color buffers. The default `HalfFloatType` is recommend for best
* quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though.
*/
/**
* 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,
alpha = true,
depth = true,
stencil = false,
antialias = false,
samples = 0,
getFallback = null,
colorBufferType = HalfFloatType
} = parameters;
/**
* 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}
*/
this.domElement = backend.getDomElement();
/**
* A reference to the current backend.
*
* @type {Backend}
*/
this.backend = backend;
/**
* The number of MSAA samples.
*
* @type {number}
* @default 0
*/
this.samples = samples || antialias === true ? 4 : 0;
/**
* 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
*/
this.logarithmicDepthBuffer = logarithmicDepthBuffer;
/**
* 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();
this.nodes = {
modelViewMatrix: null,
modelNormalViewMatrix: null
};
/**
* 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
/**
* 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;
/**
* The renderer's pixel ratio.
*
* @private
* @type {number}
* @default 1
*/
this._pixelRatio = 1;
/**
* The width of the renderer's default framebuffer in logical pixel unit.
*
* @private
* @type {number}
*/
this._width = this.domElement.width;
/**
* The height of the renderer's default framebuffer in logical pixel unit.
*
* @private
* @type {number}
*/
this._height = this.domElement.height;
/**
* The viewport of the renderer in logical pixel unit.
*
* @private
* @type {Vector4}
*/
this._viewport = new Vector4(0, 0, this._width, this._height);
/**
* The scissor rectangle of the renderer in logical pixel unit.
*
* @private
* @type {Vector4}
*/
this._scissor = new Vector4(0, 0, this._width, this._height);
/**
* Whether the scissor test should be enabled or not.
*
* @private
* @type {boolean}
*/
this._scissorTest = false;
/**
* 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 {?Nodes}
* @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;
/**
* This fullscreen quad is used for internal render passes
* like the tone mapping and color space output pass.
*
* @private
* @type {QuadMesh}
*/
this._quad = new QuadMesh(new NodeMaterial());
this._quad.material.name = 'Renderer_output';
/**
* 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;
/**
* The framebuffer target.
*
* @private
* @type {?RenderTarget}
* @default null
*/
this._frameBufferTarget = null;
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}
* @default null
*/
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 color 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._colorBufferType = colorBufferType;
/**
* Whether the renderer has been initialized or not.
*
* @private
* @type {boolean}
* @default false
*/
this._initialized = false;
/**
* A reference to the promise which initializes the renderer.
*
* @private
* @type {?Promise<this>}
* @default null
*/
this._initPromise = null;
/**
* An array of compilation promises which are used in `compileAsync()`.
*
* @private
* @type {?Array<Promise>}
* @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 {number} type - The shadow map type.
*/
/**
* The renderer's shadow configuration.
*
* @type {ShadowMapConfig}
*/
this.shadowMap = {
enabled: 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);
/**
* 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(scene, camera, this._renderTarget);
const material = scene.overrideMaterial || object.material;
const renderObject = this._objects.get(object, material, scene, camera, renderList.lightsNode, renderContext, renderContext.clippingContext);
const {
fragmentShader,
vertexShader
} = renderObject.getNodeBuilderState();
return {
fragmentShader,
vertexShader
};
}
};
}
/**
* Initializes the renderer so it is ready for usage.
*
* @async
* @return {Promise<this>} A Promise that resolves when the renderer has been initialized.
*/
async init() {
if (this._initialized) {
throw new Error('Renderer: Backend has already been initialized.');
}
if (this._initPromise !== null) {
return this._initPromise;
}
this._initPromise = new Promise(async (resolve, reject) => {
let backend = this.backend;
try {
await backend.init(this);
} catch (error) {
if (this._getFallback !== null) {
// try the fallback
try {
this.backend = backend = this._getFallback(error);
await backend.init(this);
} catch (error) {
reject(error);
return;
}
} else {
reject(error);
return;
}
}
this._nodes = new Nodes(this, backend);
this._animation = new Animation(this._nodes, this.info);
this._attributes = new Attributes(backend);
this._background = new Background(this, this._nodes);
this._geometries = new Geometries(this._attributes, this.info);
this._textures = new Textures(this, backend, this.info);
this._pipelines = new Pipelines(backend, this._nodes);
this._bindings = new Bindings(backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info);
this._objects = new RenderObjects(this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info);
this._renderLists = new RenderLists(this.lighting);
this._bundles = new RenderBundles();
this._renderContexts = new RenderContexts();
//
this._animation.start();
this._initialized = true;
resolve(this);
});
return this._initPromise;
}
/**
* 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<Array|undefined>} 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 previousCompilationPromises = this._compilationPromises;
//
const sceneRef = scene.isScene === true ? scene : _scene;
if (targetScene === null) targetScene = scene;
const renderTarget = this._renderTarget;
const renderContext = this._renderContexts.get(targetScene, camera, renderTarget);
const activeMipmapLevel = this._activeMipmapLevel;
const compilationPromises = [];
this._currentRenderContext = renderContext;
this._currentRenderObjectFunction = this.renderObject;
this._handleObjectFunction = this._createObjectPipeline;
this._compilationPromises = compilationPromises;
nodeFrame.renderId++;
//
nodeFrame.update();
//
renderContext.depth = this.depth;
renderContext.stencil = this.stencil;
if (!renderContext.clippingContext) renderContext.clippingContext = new ClippingContext();
renderContext.clippingContext.updateGlobal(sceneRef, camera);
//
sceneRef.onBeforeRender(this, scene, camera, renderTarget);
//
const renderList = this._renderLists.get(scene, camera);
renderList.begin();
this._projectObject(scene, camera, 0, renderList, renderContext.clippingContext);
// include lights from target scene
if (targetScene !== scene) {
targetScene.traverseVisible(function (object) {
if (object.isLight && object.layers.test(camera.layers)) {
renderList.pushLight(object);
}
});
}
renderList.finish();
//
if (renderTarget !== null) {
this._textures.updateRenderTarget(renderTarget, activeMipmapLevel);
const renderTargetData = this._textures.get(renderTarget);
renderContext.textures = renderTargetData.textures;
renderContext.depthTexture = renderTargetData.depthTexture;
} else {
renderContext.textures = null;
renderContext.depthTexture = null;
}
//
this._background.update(sceneRef, renderList, renderContext);
// process render lists
const opaqueObjects = renderList.opaque;
const transparentObjects = renderList.transparent;
const transparentDoublePassObjects = renderList.transparentDoublePass;
const lightsNode = renderList.lightsNode;
if (this.opaque === true && opaqueObjects.length > 0) this._renderObjects(opaqueObjects, camera, sceneRef, lightsNode);
if (this.transparent === true && transparentObjects.length > 0) this._renderTransparents(transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode);
// restore render tree
nodeFrame.renderId = previousRenderId;
this._currentRenderContext = previousRenderContext;
this._currentRenderObjectFunction = previousRenderObjectFunction;
this._compilationPromises = previousCompilationPromises;
this._handleObjectFunction = this._renderObjectDirect;
// wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
await Promise.all(compilationPromises);
}
/**
* Renders the scene in an async fashion.
*
* @async
* @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) {
if (this._initialized === false) await this.init();
this._renderScene(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
* @return {Promise} A Promise that resolves when synchronization has been finished.
*/
async waitForGPU() {
await this.backend.waitForGPU();
}
/**
* 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 color buffer type.
*
* @return {number} The color buffer type.
*/
getColorBufferType() {
return this._colorBufferType;
}
/**
* 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}`;
}
console.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);
const renderBundleData = this.backend.get(renderBundle);
if (renderBundleData.renderContexts === undefined) renderBundleData.renderContexts = new Set();
//
const needsUpdate = bundleGroup.version !== renderBundleData.version;
const renderBundleNeedsUpdate = renderBundleData.renderContexts.has(renderContext) === false || needsUpdate;
renderBundleData.renderContexts.add(renderContext);
if (renderBundleNeedsUpdate) {
this.backend.beginBundle(renderContext);
if (renderBundleData.renderObjects === undefined || needsUpdate) {
renderBundleData.renderObjects = [];
}
this._currentRenderBundle = renderBundle;
const {
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.
*
* 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.
* @return {?Promise} A Promise that resolve when the scene has been rendered.
* Only returned when the renderer has not been initialized.
*/
render(scene, camera) {
if (this._initialized === false) {
console.warn('THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.');
return this.renderAsync(scene, camera);
}
this._renderScene(scene, camera);
}
/**
* 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 !== LinearSRGBColorSpace;
if (useToneMapping === false && useColorSpace === false) return null;
const {
width,
height
} = this.getDrawingBufferSize(_drawingBufferSize);
const {
depth,
stencil
} = this;
let frameBufferTarget = this._frameBufferTarget;
if (frameBufferTarget === null) {
frameBufferTarget = new RenderTarget(width, height, {
depthBuffer: depth,
stencilBuffer: stencil,
type: this._colorBufferType,
format: RGBAFormat,
colorSpace: LinearSRGBColorSpace,
generateMipmaps: false,
minFilter: LinearFilter,
magFilter: LinearFilter,
samples: this.samples
});
frameBufferTarget.isPostProcessingRenderTarget = true;
this._frameBufferTarget = frameBufferTarget;
}
frameBufferTarget.depthBuffer = depth;
frameBufferTarget.stencilBuffer = stencil;
frameBufferTarget.setSize(width, height);
frameBufferTarget.viewport.copy(this._viewport);
frameBufferTarget.scissor.copy(this._scissor);
frameBufferTarget.viewport.multiplyScalar(this._pixelRatio);
frameBufferTarget.scissor.multiplyScalar(this._pixelRatio);
frameBufferTarget.scissorTest = this._scissorTest;
return frameBufferTarget;
}
/**
* 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 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;
}
//
const renderContext = this._renderContexts.get(scene, camera, renderTarget);
this._currentRenderContext = renderContext;
this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
//
this.info.calls++;
this.info.render.calls++;
this.info.render.frameCalls++;
nodeFrame.renderId = this.info.calls;
//
const coordinateSystem = this.coordinateSystem;
const xr = this.xr;
if (camera.coordinateSystem !== coordinateSystem && xr.isPresenting === false) {
camera.coordinateSystem = coordinateSystem;
camera.updateProjectionMatrix();
if (camera.isArrayCamera) {
for (const subCamera of camera.cameras) {
subCamera.coordinateSystem = coordinateSystem;
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
}
//
let viewport = this._viewport;
let scissor = this._scissor;
let pixelRatio = this._pixelRatio;
if (renderTarget !== null) {
viewport = renderTarget.viewport;
scissor = renderTarget.scissor;
pixelRatio = 1;
}
this.getDrawingBufferSize(_drawingBufferSize);
_screen.set(0, 0, _drawingBufferSize.width, _drawingBufferSize.height);
const minDepth = viewport.minDepth === undefined ? 0 : viewport.minDepth;
const maxDepth = viewport.maxDepth === undefined ? 1 : viewport.maxDepth;
renderContext.viewportValue.copy(viewport).multiplyScalar(pixelRatio).floor();
renderContext.viewportValue.width >>= activeMipmapLevel;
renderContext.viewportValue.height >>= activeMipmapLevel;
renderContext.viewportValue.minDepth = minDepth;
renderContext.viewportValue.maxDepth = maxDepth;
renderContext.viewport = renderContext.viewportValue.equals(_screen) === false;
renderContext.scissorValue.copy(scissor).multiplyScalar(pixelRatio).floor();
renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals(_screen) === false;
renderContext.scissorValue.width >>= activeMipmapLevel;
renderContext.scissorValue.height >>= activeMipmapLevel;
if (!renderContext.clippingContext) renderContext.clippingContext = new ClippingContext();
renderContext.clippingContext.updateGlobal(sceneRef, camera);
//
sceneRef.onBeforeRender(this, scene, camera, renderTarget);
//
_projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
_frustum.setFromProjectionMatrix(_projScreenMatrix, coordinateSystem);
const renderList = this._renderLists.get(scene, camera);
renderList.begin();
this._projectObject(scene, camera, 0, renderList, renderContext.clippingContext);
renderList.finish();
if (this.sortObjects === true) {
renderList.sort(this._opaqueSort, this._transparentSort);
}
//
if (renderTarget !== null) {
this._textures.updateRenderTarget(renderTarget, activeMipmapLevel);
const renderTargetData = this._textures.get(renderTarget);
renderContext.textures = renderTargetData.textures;
renderContext.depthTexture = renderTargetData.depthTexture;
renderContext.width = renderTargetData.width;
renderContext.height = renderTargetData.height;
renderContext.renderTarget = renderTarget;
renderContext.depth = renderTarget.depthBuffer;
renderContext.stencil = renderTarget.stencilBuffer;
} else {
renderContext.textures = null;
renderContext.depthTexture = null;
renderContext.width = this.domElement.width;
renderContext.height = this.domElement.height;
renderContext.depth = this.depth;
renderContext.stencil = this.stencil;
}
renderContext.width >>= activeMipmapLevel;
renderContext.height >>= activeMipmapLevel;
renderContext.activeCubeFace = activeCubeFace;
renderContext.activeMipmapLevel = activeMipmapLevel;
renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
//
this._background.update(sceneRef, renderList, renderContext);
//
this.backend.beginRender(renderContext);
// process render lists
const {
bundles,
lightsNode,
transparentDoublePass: transparentDoublePassObjects,
transparent: transparentObjects,
opaque: opaqueObjects
} = renderList;
if (bundles.length > 0) this._renderBundles(bundles, sceneRef, lightsNode);
if (this.opaque === true && opaqueObjects.length > 0) this._renderObjects(opaqueObjects, camera, sceneRef, lightsNode);
if (this.transparent === true && transparentObjects.length > 0) this._renderTransparents(transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode);
// finish render pass
this.backend.finishRender(renderContext);
// restore render tree
nodeFrame.renderId = previousRenderId;
this._currentRenderContext = previousRenderContext;
this._currentRenderObjectFunction = previousRenderObjectFunction;
//
if (frameBufferTarget !== null) {
this.setRenderTarget(outputRenderTarget, activeCubeFace, activeMipmapLevel);
this._renderOutput(renderTarget);
}
//
sceneRef.onAfterRender(this, scene, camera, renderTarget);
//
return renderContext;
}
/**
* The output pass performs tone mapping and color space conversion.
*
* @private
* @param {RenderTarget} renderTarget - The current render target.
*/
_renderOutput(renderTarget) {
const quad = this._quad;
if (this._nodes.hasOutputChange(renderTarget.texture)) {
quad.material.fragmentNode = this._nodes.getOutputNode(renderTarget.texture);
quad.material.needsUpdate = true;
}
// 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.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 {?Function} 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);
}
/**
* 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 {StorageBufferAttribute} attribute - The storage buffer attribute.
* @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
*/
async getArrayBufferAsync(attribute) {
return await this.backend.getArrayBufferAsync(attribute);
}
/**
* 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._pixelRatio;
}
/**
* 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 target.set(this._width * this._pixelRatio, this._height * this._pixelRatio).floor();
}
/**
* 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 target.set(this._width, this._height);
}
/**
* Sets the given pixel ratio and resizes the canvas if necessary.
*
* @param {number} [value=1] - The pixel ratio.
*/
setPixelRatio(value = 1) {
if (this._pixelRatio === value) return;
this._pixelRatio = value;
this.setSize(this._width, this._height, false);
}
/**
* 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._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();
}
/**
* 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._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();
}
/**
* 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) {
const scissor = this._scissor;
target.x = scissor.x;
target.y = scissor.y;
target.width = scissor.width;
target.height = scissor.height;
return target;
}
/**
* Defines the scissor rectangle.
*
* @param {number | Vector4} x - The horizontal coordinate for the lower 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 lower 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) {
const scissor = this._scissor;
if (x.isVector4) {
scissor.copy(x);
} else {
scissor.set(x, y, width, height);
}
}
/**
* Returns the scissor test value.
*
* @return {boolean} Whether the scissor test should be enabled or not.
*/
getScissorTest() {
return this._scissorTest;
}
/**
* Defines the scissor test.
*
* @param {boolean} boolean - Whether the scissor test should be enabled or not.
*/
setScissorTest(boolean) {
this._scissorTest = boolean;
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 target.copy(this._viewport);
}
/**
* Defines the viewport.
*
* @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
* @param {number} y - The vertical coordinate for the lower 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) {
const viewport = this._viewport;
if (x.isVector4) {
viewport.copy(x);
} else {
viewport.set(x, y, width, height);
}
viewport.minDepth = minDepth;
viewport.maxDepth = 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._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.
* @return {Promise} A Promise that resolves when the clear operation has been executed.
* Only returned when the renderer has not been initialized.
*/
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 renderContext = null;
if (renderTarget !== null) {
th