three
Version:
JavaScript 3D library
177 lines (97 loc) • 3.42 kB
JavaScript
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();
}
}