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three

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JavaScript 3D library

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let id = 0; export default class RenderObject { constructor( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext ) { this._nodes = nodes; this._geometries = geometries; this.id = id ++; this.renderer = renderer; this.object = object; this.material = material; this.scene = scene; this.camera = camera; this.lightsNode = lightsNode; this.context = renderContext; this.geometry = object.geometry; this.version = material.version; this.attributes = null; this.pipeline = null; this.vertexBuffers = null; this.initialNodesCacheKey = this.getNodesCacheKey(); this.initialCacheKey = this.getCacheKey(); this._nodeBuilderState = null; this._bindings = null; this.onDispose = null; this.isRenderObject = true; this.onMaterialDispose = () => { this.dispose(); }; this.material.addEventListener( 'dispose', this.onMaterialDispose ); } getNodeBuilderState() { return this._nodeBuilderState || ( this._nodeBuilderState = this._nodes.getForRender( this ) ); } getBindings() { return this._bindings || ( this._bindings = this.getNodeBuilderState().createBindings() ); } getIndex() { return this._geometries.getIndex( this ); } getChainArray() { return [ this.object, this.material, this.context, this.lightsNode ]; } getAttributes() { if ( this.attributes !== null ) return this.attributes; const nodeAttributes = this.getNodeBuilderState().nodeAttributes; const geometry = this.geometry; const attributes = []; const vertexBuffers = new Set(); for ( const nodeAttribute of nodeAttributes ) { const attribute = nodeAttribute.node && nodeAttribute.node.attribute ? nodeAttribute.node.attribute : geometry.getAttribute( nodeAttribute.name ); attributes.push( attribute ); const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute; vertexBuffers.add( bufferAttribute ); } this.attributes = attributes; this.vertexBuffers = Array.from( vertexBuffers.values() ); return attributes; } getVertexBuffers() { if ( this.vertexBuffers === null ) this.getAttributes(); return this.vertexBuffers; } getMaterialCacheKey() { const { object, material } = this; let cacheKey = material.customProgramCacheKey(); for ( const property in material ) { if ( /^(is[A-Z])|^(visible|version|uuid|name|opacity|userData)$/.test( property ) ) continue; let value = material[ property ]; if ( value !== null ) { const type = typeof value; if ( type === 'number' ) value = value !== 0 ? '1' : '0'; // Convert to on/off, important for clearcoat, transmission, etc else if ( type === 'object' ) value = '{}'; } cacheKey += /*property + ':' +*/ value + ','; } if ( object.skeleton ) { cacheKey += object.skeleton.uuid + ','; } if ( object.morphTargetInfluences ) { cacheKey += object.morphTargetInfluences.length + ','; } return cacheKey; } get needsUpdate() { return this.initialNodesCacheKey !== this.getNodesCacheKey(); } getNodesCacheKey() { // Environment Nodes Cache Key return this._nodes.getCacheKey( this.scene, this.lightsNode ); } getCacheKey() { return this.getMaterialCacheKey() + ',' + this.getNodesCacheKey(); } dispose() { this.material.removeEventListener( 'dispose', this.onMaterialDispose ); this.onDispose(); } }