three
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JavaScript 3D library
3,999 lines • 108 kB
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 NodeManager from './nodes/NodeManager.js';
import Color4 from './Color4.js';
import ClippingContext from './ClippingContext.js';
import QuadMesh from './QuadMesh.js';
import RenderBundles from './RenderBundles.js';
import NodeLibrary from './nodes/NodeLibrary.js';
import Lighting from './Lighting.js';
import XRManager from './XRManager.js';
import InspectorBase from './InspectorBase.js';
import CanvasTarget from './CanvasTarget.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
import { Scene } from '../../scenes/Scene.js';
import { ColorManagement } from '../../math/ColorManagement.js';
import { Frustum } from '../../math/Frustum.js';
import { FrustumArray } from '../../math/FrustumArray.js';
import { Matrix4 } from '../../math/Matrix4.js';
import { Vector2 } from '../../math/Vector2.js';
import { Vector4 } from '../../math/Vector4.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoToneMapping, LinearFilter, HalfFloatType, RGBAFormat, PCFShadowMap, PCFSoftShadowMap, VSMShadowMap, RenderObjectRefreshType } from '../../constants.js';
import { float, vec3, vec4, Fn } from '../../nodes/tsl/TSLCore.js';
import { reference } from '../../nodes/accessors/ReferenceNode.js';
import { highpModelNormalViewMatrix, highpModelViewMatrix } from '../../nodes/accessors/ModelNode.js';
import { context } from '../../nodes/core/ContextNode.js';
import { error, warn, warnOnce, yieldToMain } from '../../utils.js';
const _scene = /*@__PURE__*/ new Scene();
const _drawingBufferSize = /*@__PURE__*/ new Vector2();
const _screen = /*@__PURE__*/ new Vector4();
const _frustum = /*@__PURE__*/ new Frustum();
const _frustumArray = /*@__PURE__*/ new FrustumArray();
const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _vector4 = /*@__PURE__*/ new Vector4();
const _shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };
/**
* Base class for renderers.
*/
class Renderer {
/**
* Renderer options.
*
* @typedef {Object} Renderer~Options
* @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
* @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not.
* @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
* @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
* @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
* @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
* @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. This parameter can set to any other integer value than 0
* to overwrite the default.
* @property {?Function} [getFallback=null] - This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
* @property {number} [outputBufferType=HalfFloatType] - Defines the type of output buffers. The default `HalfFloatType` is recommend for best
* quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though.
* @property {boolean} [multiview=false] - If set to `true`, the renderer will use multiview during WebXR rendering if supported.
*/
/**
* Constructs a new renderer.
*
* @param {Backend} backend - The backend the renderer is targeting (e.g. WebGPU or WebGL 2).
* @param {Renderer~Options} [parameters] - The configuration parameter.
*/
constructor( backend, parameters = {} ) {
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isRenderer = true;
//
const {
logarithmicDepthBuffer = false,
reversedDepthBuffer = false,
alpha = true,
depth = true,
stencil = false,
antialias = false,
samples = 0,
getFallback = null,
outputBufferType = HalfFloatType,
multiview = false
} = parameters;
/**
* A reference to the current backend.
*
* @type {Backend}
*/
this.backend = backend;
/**
* Whether the renderer should automatically clear the current rendering target
* before execute a `render()` call. The target can be the canvas (default framebuffer)
* or the current bound render target (custom framebuffer).
*
* @type {boolean}
* @default true
*/
this.autoClear = true;
/**
* When `autoClear` is set to `true`, this property defines whether the renderer
* should clear the color buffer.
*
* @type {boolean}
* @default true
*/
this.autoClearColor = true;
/**
* When `autoClear` is set to `true`, this property defines whether the renderer
* should clear the depth buffer.
*
* @type {boolean}
* @default true
*/
this.autoClearDepth = true;
/**
* When `autoClear` is set to `true`, this property defines whether the renderer
* should clear the stencil buffer.
*
* @type {boolean}
* @default true
*/
this.autoClearStencil = true;
/**
* Whether the default framebuffer should be transparent or opaque.
*
* @type {boolean}
* @default true
*/
this.alpha = alpha;
/**
* Whether logarithmic depth buffer is enabled or not.
*
* @type {boolean}
* @default false
* @readonly
*/
this.logarithmicDepthBuffer = logarithmicDepthBuffer;
/**
* Whether reversed depth buffer is enabled or not.
*
* @type {boolean}
* @default false
* @readonly
*/
this.reversedDepthBuffer = reversedDepthBuffer;
/**
* Defines the output color space of the renderer.
*
* @type {string}
* @default SRGBColorSpace
*/
this.outputColorSpace = SRGBColorSpace;
/**
* Defines the tone mapping of the renderer.
*
* @type {number}
* @default NoToneMapping
*/
this.toneMapping = NoToneMapping;
/**
* Defines the tone mapping exposure.
*
* @type {number}
* @default 1
*/
this.toneMappingExposure = 1.0;
/**
* Whether the renderer should sort its render lists or not.
*
* Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
* By definition, sorting objects may not work in all cases. Depending on the needs of application,
* it may be necessary to turn off sorting and use other methods to deal with transparency rendering
* e.g. manually determining each object's rendering order.
*
* @type {boolean}
* @default true
*/
this.sortObjects = true;
/**
* Whether the default framebuffer should have a depth buffer or not.
*
* @type {boolean}
* @default true
*/
this.depth = depth;
/**
* Whether the default framebuffer should have a stencil buffer or not.
*
* @type {boolean}
* @default false
*/
this.stencil = stencil;
/**
* Holds a series of statistical information about the GPU memory
* and the rendering process. Useful for debugging and monitoring.
*
* @type {Info}
*/
this.info = new Info();
/**
* A global context node that stores override nodes for specific transformations or calculations.
* These nodes can be used to replace default behavior in the rendering pipeline.
*
* @type {ContextNode}
* @property {Object} value - The context value object.
*/
this.contextNode = context();
/**
* The node library defines how certain library objects like materials, lights
* or tone mapping functions are mapped to node types. This is required since
* although instances of classes like `MeshBasicMaterial` or `PointLight` can
* be part of the scene graph, they are internally represented as nodes for
* further processing.
*
* @type {NodeLibrary}
*/
this.library = new NodeLibrary();
/**
* A map-like data structure for managing lights.
*
* @type {Lighting}
*/
this.lighting = new Lighting();
// internals
/**
* The number of MSAA samples.
*
* @private
* @type {number}
* @default 0
*/
this._samples = samples || ( antialias === true ? 4 : 0 );
/**
* OnCanvasTargetResize callback function.
*
* @private
* @type {Function}
*/
this._onCanvasTargetResize = this._onCanvasTargetResize.bind( this );
/**
* The canvas target for rendering.
*
* @private
* @type {CanvasTarget}
*/
this._canvasTarget = new CanvasTarget( backend.getDomElement() );
this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize );
this._canvasTarget.isDefaultCanvasTarget = true;
/**
* The inspector provides information about the internal renderer state.
*
* @private
* @type {InspectorBase}
*/
this._inspector = new InspectorBase();
this._inspector.setRenderer( this );
/**
* This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
*
* @private
* @type {?Function}
*/
this._getFallback = getFallback;
/**
* A reference to a renderer module for managing shader attributes.
*
* @private
* @type {?Attributes}
* @default null
*/
this._attributes = null;
/**
* A reference to a renderer module for managing geometries.
*
* @private
* @type {?Geometries}
* @default null
*/
this._geometries = null;
/**
* A reference to a renderer module for managing node related logic.
*
* @private
* @type {?NodeManager}
* @default null
*/
this._nodes = null;
/**
* A reference to a renderer module for managing the internal animation loop.
*
* @private
* @type {?Animation}
* @default null
*/
this._animation = null;
/**
* A reference to a renderer module for managing shader program bindings.
*
* @private
* @type {?Bindings}
* @default null
*/
this._bindings = null;
/**
* A reference to a renderer module for managing render objects.
*
* @private
* @type {?RenderObjects}
* @default null
*/
this._objects = null;
/**
* A reference to a renderer module for managing render and compute pipelines.
*
* @private
* @type {?Pipelines}
* @default null
*/
this._pipelines = null;
/**
* A reference to a renderer module for managing render bundles.
*
* @private
* @type {?RenderBundles}
* @default null
*/
this._bundles = null;
/**
* A reference to a renderer module for managing render lists.
*
* @private
* @type {?RenderLists}
* @default null
*/
this._renderLists = null;
/**
* A reference to a renderer module for managing render contexts.
*
* @private
* @type {?RenderContexts}
* @default null
*/
this._renderContexts = null;
/**
* A reference to a renderer module for managing textures.
*
* @private
* @type {?Textures}
* @default null
*/
this._textures = null;
/**
* A reference to a renderer module for backgrounds.
*
* @private
* @type {?Background}
* @default null
*/
this._background = null;
/**
* Cache for the fullscreen quad.
* This fullscreen quad is used for internal render passes
* like the tone mapping and color space output pass.
*
* @private
* @type {Map<Texture,QuadMesh>}
*/
this._quadCache = new Map();
/**
* A reference to the current render context.
*
* @private
* @type {?RenderContext}
* @default null
*/
this._currentRenderContext = null;
/**
* A custom sort function for the opaque render list.
*
* @private
* @type {?Function}
* @default null
*/
this._opaqueSort = null;
/**
* A custom sort function for the transparent render list.
*
* @private
* @type {?Function}
* @default null
*/
this._transparentSort = null;
/**
* Cache of framebuffer targets per canvas target.
*
* @private
* @type {Map<CanvasTarget, RenderTarget>}
*/
this._frameBufferTargets = new Map();
const alphaClear = this.alpha === true ? 0 : 1;
/**
* The clear color value.
*
* @private
* @type {Color4}
*/
this._clearColor = new Color4( 0, 0, 0, alphaClear );
/**
* The clear depth value.
*
* @private
* @type {number}
* @default 1
*/
this._clearDepth = 1;
/**
* The clear stencil value.
*
* @private
* @type {number}
* @default 0
*/
this._clearStencil = 0;
/**
* The current render target.
*
* @private
* @type {?RenderTarget}
* @default null
*/
this._renderTarget = null;
/**
* The active cube face.
*
* @private
* @type {number}
* @default 0
*/
this._activeCubeFace = 0;
/**
* The active mipmap level.
*
* @private
* @type {number}
* @default 0
*/
this._activeMipmapLevel = 0;
/**
* The current output render target.
*
* @private
* @type {?RenderTarget}
* @default null
*/
this._outputRenderTarget = null;
/**
* The MRT setting.
*
* @private
* @type {?MRTNode}
* @default null
*/
this._mrt = null;
/**
* This function defines how a render object is going
* to be rendered.
*
* @private
* @type {?Function}
* @default null
*/
this._renderObjectFunction = null;
/**
* Used to keep track of the current render object function.
*
* @private
* @type {?Function}
* @default null
*/
this._currentRenderObjectFunction = null;
/**
* Used to keep track of the current render bundle.
*
* @private
* @type {?RenderBundle}
* @default null
*/
this._currentRenderBundle = null;
/**
* Next to `_renderObjectFunction()`, this function provides another hook
* for influencing the render process of a render object. It is meant for internal
* use and only relevant for `compileAsync()` right now. Instead of using
* the default logic of `_renderObjectDirect()` which actually draws the render object,
* a different function might be used which performs no draw but just the node
* and pipeline updates.
*
* @private
* @type {Function}
*/
this._handleObjectFunction = this._renderObjectDirect;
/**
* Indicates whether the device has been lost or not. In WebGL terms, the device
* lost is considered as a context lost. When this is set to `true`, rendering
* isn't possible anymore.
*
* @private
* @type {boolean}
* @default false
*/
this._isDeviceLost = false;
/**
* A callback function that defines what should happen when a device/context lost occurs.
*
* @type {Function}
*/
this.onDeviceLost = this._onDeviceLost;
/**
* A callback function that defines what should happen when an uncaptured
* backend error is reported (e.g. a WebGPU validation/out-of-memory/internal
* error raised outside an error scope). Applications can override this to
* surface errors in their own UI without letting them escalate to a device
* loss. The default implementation logs to the console.
*
* @type {Function}
*/
this.onError = this._onError;
/**
* Defines the type of output buffers. The default `HalfFloatType` is recommend for
* best quality. To save memory and bandwidth, `UnsignedByteType` might be used.
* This will reduce rendering quality though.
*
* @private
* @type {number}
* @default HalfFloatType
*/
this._outputBufferType = outputBufferType;
/**
* A cache for shadow nodes per material
*
* @private
* @type {WeakMap<Material, Object>}
*/
this._cacheShadowNodes = new WeakMap();
/**
* Whether the renderer has been initialized or not.
*
* @private
* @type {boolean}
* @default false
*/
this._initialized = false;
/**
* The call depth of the renderer. Counts the number of
* nested render calls.
*
* @private
* @type {number}
* @default - 1
*/
this._callDepth = - 1;
/**
* A reference to the promise which initializes the renderer.
*
* @private
* @type {?Promise<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 is currently precompiling a render object in
* `compileAsync()`.
*
* @private
* @type {boolean}
* @default false
*/
this._isPreCompiling = false;
/**
* When an override material is in use, this property points to the current
* source material during the rendering of a render object.
*
* @private
* @type {?Material}
* @default null
*/
this._currentSourceMaterial = null;
/**
* Whether the renderer should render transparent render objects or not.
*
* @type {boolean}
* @default true
*/
this.transparent = true;
/**
* Whether the renderer should render opaque render objects or not.
*
* @type {boolean}
* @default true
*/
this.opaque = true;
/**
* Shadow map configuration
* @typedef {Object} ShadowMapConfig
* @property {boolean} enabled - Whether to globally enable shadows or not.
* @property {boolean} transmitted - Whether to enable light transmission through non-opaque materials.
* @property {number} type - The shadow map type.
*/
/**
* The renderer's shadow configuration.
*
* @type {ShadowMapConfig}
*/
this.shadowMap = {
enabled: false,
transmitted: false,
type: PCFShadowMap
};
/**
* XR configuration.
* @typedef {Object} XRConfig
* @property {boolean} enabled - Whether to globally enable XR or not.
*/
/**
* The renderer's XR manager.
*
* @type {XRManager}
*/
this.xr = new XRManager( this, multiview );
/**
* Debug configuration.
* @typedef {Object} DebugConfig
* @property {boolean} checkShaderErrors - Whether shader errors should be checked or not.
* @property {Object} diagnostics - Diagnostics configuration for the shader generation.
* @property {boolean} diagnostics.keywords - Whether declaration names that collide with reserved keywords should be renamed or not.
* @property {?Function} onNodeBuilderCreated - A callback function that is executed after a node builder has been created and before it is built.
* @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,
diagnostics: {
keywords: false
},
onNodeBuilderCreated: null,
onShaderError: null,
getShaderAsync: async ( scene, camera, object ) => {
await this.compileAsync( object, camera, scene );
const useFrameBufferTarget = this.needsFrameBufferTarget && this._renderTarget === null;
const renderTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : ( this._renderTarget || this._outputRenderTarget );
const renderList = this._renderLists.get( scene, camera, this.lighting );
const renderContext = this._renderContexts.get( renderTarget, this._mrt );
const material = scene.overrideMaterial || object.material;
const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext, renderContext.clippingContext );
const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
return { fragmentShader, vertexShader };
}
};
}
/**
* Initializes the renderer so it is ready for usage.
*
* @async
* @return {Promise<this>} A Promise that resolves when the renderer has been initialized.
*/
async init() {
if ( this._initPromise !== null ) {
return this._initPromise;
}
this._initPromise = new Promise( async ( resolve, reject ) => {
let backend = this.backend;
try {
await backend.init( this );
} catch ( error ) {
if ( this._getFallback !== null ) {
// try the fallback
try {
this.backend = backend = this._getFallback( error );
await backend.init( this );
} catch ( error ) {
reject( error );
return;
}
} else {
reject( error );
return;
}
}
this._nodes = new NodeManager( this, backend );
this._animation = new Animation( this, this._nodes, this.info );
this._attributes = new Attributes( backend, this.info );
this._background = new Background( this, this._nodes );
this._geometries = new Geometries( this._attributes, this.info );
this._textures = new Textures( this, backend, this.info );
this._pipelines = new Pipelines( backend, this._nodes, this.info );
this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
this._renderLists = new RenderLists();
this._bundles = new RenderBundles();
this._renderContexts = new RenderContexts( this );
//
this._animation.start();
this._initialized = true;
resolve( this );
} );
return this._initPromise;
}
/**
* A reference to the canvas element the renderer is drawing to.
* This value of this property will automatically be created by
* the renderer.
*
* @type {HTMLCanvasElement|OffscreenCanvas}
*/
get domElement() {
return this._canvasTarget.domElement;
}
/**
* The coordinate system of the renderer. The value of this property
* depends on the selected backend. Either `THREE.WebGLCoordinateSystem` or
* `THREE.WebGPUCoordinateSystem`.
*
* @readonly
* @type {number}
*/
get coordinateSystem() {
return this.backend.coordinateSystem;
}
/**
* Compiles all materials in the given scene. This can be useful to avoid a
* phenomenon which is called "shader compilation stutter", which occurs when
* rendering an object with a new shader for the first time.
*
* If you want to add a 3D object to an existing scene, use the third optional
* parameter for applying the target scene. Note that the (target) scene's lighting
* and environment must be configured before calling this method.
*
* @async
* @param {Object3D} scene - The scene or 3D object to precompile.
* @param {Camera} camera - The camera that is used to render the scene.
* @param {?Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
* @param {onProgressCallback} [onProgress] - Executed while the compilation is in progress.
* @return {Promise} A Promise that resolves when the compile has been finished.
*/
async compileAsync( scene, camera, targetScene = null, onProgress = null ) {
if ( this._isDeviceLost === true ) return;
if ( this._initialized === false ) await this.init();
if ( this.shadowMap.type === PCFSoftShadowMap ) {
warn( 'WebGPURenderer: PCFSoftShadowMap has been removed. Using PCFShadowMap instead.' );
this.shadowMap.type = PCFShadowMap;
}
// preserve render tree
const nodeFrame = this._nodes.nodeFrame;
const previousRenderId = nodeFrame.renderId;
const previousRenderContext = this._currentRenderContext;
const previousRenderObjectFunction = this._currentRenderObjectFunction;
const previousHandleObjectFunction = this._handleObjectFunction;
const previousCompilationPromises = this._compilationPromises;
//
if ( targetScene === null ) targetScene = scene;
// Use the actual scene for caching when compiling individual objects
// This ensures cache keys match between compileAsync and render
const sceneRef = ( scene.isScene === true ) ? scene : ( targetScene.isScene === true ) ? targetScene : _scene;
// Match render()'s logic: use frameBufferTarget when needsFrameBufferTarget is true
const useFrameBufferTarget = this.needsFrameBufferTarget && this._renderTarget === null;
const outputRenderTarget = this._renderTarget || this._outputRenderTarget;
const useXRCamera = this.xr.isPresenting === true && this.isOutputTarget;
const renderTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : outputRenderTarget;
const renderContext = this._renderContexts.get( renderTarget, this._mrt );
const activeMipmapLevel = this._activeMipmapLevel;
const compilationPromises = [];
this._currentRenderContext = renderContext;
this._currentRenderObjectFunction = this.renderObject;
this._handleObjectFunction = this._createObjectPipeline;
this._compilationPromises = compilationPromises;
nodeFrame.renderId ++;
//
nodeFrame.update();
//
renderContext.depth = this.depth;
renderContext.stencil = this.stencil;
if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
renderContext.clippingContext.updateGlobal( sceneRef, camera );
//
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
camera = this._updateCamera( camera, useXRCamera );
//
sceneRef.onBeforeRender( this, scene, camera, renderTarget );
//
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
if ( camera.isArrayCamera ) {
_frustumArray.setFromArrayCamera( camera );
} else {
_frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
}
// Use sceneRef for render list to ensure lightsNode matches between compileAsync and render
const renderList = this._renderLists.get( sceneRef, camera, this.lighting );
renderList.begin();
this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
// include lights from target scene
if ( targetScene !== scene ) {
targetScene.traverseVisible( function ( object ) {
if ( object.isLight && object.layers.test( camera.layers ) ) {
renderList.pushLight( object );
}
} );
}
renderList.finish();
//
if ( renderTarget !== null ) {
this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
const renderTargetData = this._textures.get( renderTarget );
renderContext.textures = renderTargetData.textures;
renderContext.depthTexture = renderTargetData.depthTexture;
} else {
renderContext.textures = null;
renderContext.depthTexture = null;
}
//
if ( targetScene !== scene ) {
this._background.update( targetScene, renderList, renderContext );
} else {
this._background.update( sceneRef, renderList, renderContext );
}
// process render lists - _createObjectPipeline will push async promises to _compilationPromises
const opaqueObjects = renderList.opaque;
const transparentObjects = renderList.transparent;
const transparentDoublePassObjects = renderList.transparentDoublePass;
const lightsNode = renderList.lightsNode;
if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
// restore render tree
nodeFrame.renderId = previousRenderId;
this._currentRenderContext = previousRenderContext;
this._currentRenderObjectFunction = previousRenderObjectFunction;
this._handleObjectFunction = previousHandleObjectFunction;
this._compilationPromises = previousCompilationPromises;
// Process compilation work items sequentially to avoid freezing
// Yields between objects to keep animation smooth
const total = compilationPromises.length;
let loaded = 0;
for ( const item of compilationPromises ) {
const renderObject = this._objects.get( item.object, item.material, item.scene, item.camera, item.lightsNode, item.renderContext, item.clippingContext, item.passId );
renderObject.drawRange = item.object.geometry.drawRange;
renderObject.group = item.group;
// Use async node building to yield to main thread
await this._nodes.getForRenderAsync( renderObject );
this._isPreCompiling = true; // note: no awaits are allowed when this flag is true otherwise the state leaks outside of this method
this._nodes.updateBefore( renderObject );
this._geometries.updateForRender( renderObject );
this._nodes.updateForRender( renderObject );
this._bindings.updateForRender( renderObject );
this._isPreCompiling = false;
// Wait for pipeline creation
const pipelinePromises = [];
this._pipelines.getForRender( renderObject, pipelinePromises );
if ( pipelinePromises.length > 0 ) {
await Promise.all( pipelinePromises );
}
this._isPreCompiling = true;
this._nodes.updateAfter( renderObject );
this._isPreCompiling = false;
loaded ++;
if ( onProgress !== null ) {
onProgress( new ProgressEvent( 'progress', { lengthComputable: true, loaded, total } ) );
}
// Yield between objects to allow animation frames
await yieldToMain();
}
}
/**
* Compile compute programs. 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.
*
* @async
* @param {Node|Array<Node>} computeNodes - The compute node(s).
* @param {onProgressCallback} [onProgress] - Executed while the compilation is in progress.
* @return {Promise} A Promise that resolves when the compile has been finished.
*/
async compileComputeAsync( computeNodes, onProgress = null ) {
if ( this._isDeviceLost === true ) return;
if ( this._initialized === false ) await this.init();
const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
if ( computeList.length === 0 || computeList.some( ( computeNode ) => computeNode === undefined || computeNode === null || computeNode.isComputeNode !== true ) ) {
throw new Error( 'THREE.Renderer: .compileComputeAsync() expects a ComputeNode.' );
}
const total = computeList.length;
let loaded = 0;
//
const pipelines = this._pipelines;
const bindings = this._bindings;
const nodes = this._nodes;
for ( const computeNode of computeList ) {
if ( pipelines.has( computeNode ) === false ) {
const dispose = () => {
computeNode.removeEventListener( 'dispose', dispose );
pipelines.delete( computeNode );
bindings.deleteForCompute( computeNode );
nodes.delete( computeNode );
};
computeNode.addEventListener( 'dispose', dispose );
const onInitFn = computeNode.onInitFunction;
if ( onInitFn !== null ) {
onInitFn.call( computeNode, { renderer: this } );
}
}
await nodes.getForComputeAsync( computeNode );
nodes.updateBeforeForCompute( computeNode );
nodes.updateForCompute( computeNode );
bindings.updateForCompute( computeNode );
const computeBindings = bindings.getForCompute( computeNode );
const compilationPromises = [];
pipelines.getForCompute( computeNode, computeBindings, compilationPromises );
await Promise.all( compilationPromises );
nodes.updateAfterForCompute( computeNode );
loaded ++;
if ( onProgress !== null ) {
onProgress( new ProgressEvent( 'progress', { lengthComputable: true, loaded, total } ) );
}
if ( loaded < total ) await yieldToMain();
}
}
/**
* Renders the scene in an async fashion.
*
* @async
* @deprecated
* @param {Object3D} scene - The scene or 3D object to render.
* @param {Camera} camera - The camera.
* @return {Promise} A Promise that resolves when the render has been finished.
*/
async renderAsync( scene, camera ) {
warnOnce( 'Renderer: "renderAsync()" has been deprecated. Use "render()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
await this.init();
this.render( scene, camera );
}
/**
* Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
* the CPU waits for the GPU to complete its operation (e.g. a compute task).
*
* @async
* @deprecated
* @return {Promise} A Promise that resolves when synchronization has been finished.
*/
async waitForGPU() {
error( 'Renderer: waitForGPU() has been removed. Read https://github.com/mrdoob/three.js/issues/32012 for more information.' );
}
//
set inspector( value ) {
if ( this._inspector !== null ) {
this._inspector.setRenderer( null );
}
this._inspector = value;
this._inspector.setRenderer( this );
}
/**
* The inspector instance. The inspector can be any class that extends from `InspectorBase`.
*
* @type {InspectorBase}
*/
get inspector() {
return this._inspector;
}
/**
* Enables or disables high precision for model-view and normal-view matrices.
* When enabled, will use CPU 64-bit precision for higher precision instead of GPU 32-bit for higher performance.
*
* NOTE: 64-bit precision is not compatible with `InstancedMesh` and `SkinnedMesh`.
*
* @param {boolean} value - Whether to enable or disable high precision.
* @type {boolean}
*/
set highPrecision( value ) {
const contextNodeData = this.contextNode.value;
if ( value === true ) {
contextNodeData.modelViewMatrix = highpModelViewMatrix;
contextNodeData.modelNormalViewMatrix = highpModelNormalViewMatrix;
} else if ( this.highPrecision ) {
delete contextNodeData.modelViewMatrix;
delete contextNodeData.modelNormalViewMatrix;
}
}
/**
* Returns whether high precision is enabled or not.
*
* @return {boolean} Whether high precision is enabled or not.
* @type {boolean}
*/
get highPrecision() {
const contextNodeData = this.contextNode.value;
return contextNodeData.modelViewMatrix === highpModelViewMatrix && contextNodeData.modelNormalViewMatrix === highpModelNormalViewMatrix;
}
/**
* Sets the given MRT configuration.
*
* @param {MRTNode} mrt - The MRT node to set.
* @return {Renderer} A reference to this renderer.
*/
setMRT( mrt ) {
this._mrt = mrt;
return this;
}
/**
* Returns the MRT configuration.
*
* @return {MRTNode} The MRT configuration.
*/
getMRT() {
return this._mrt;
}
/**
* Returns the output buffer type.
*
* @return {number} The output buffer type.
*/
getOutputBufferType() {
return this._outputBufferType;
}
/**
* Returns the output buffer type.
*
* @deprecated since r182. Use `.getOutputBufferType()` instead.
* @return {number} The output buffer type.
*/
getColorBufferType() { // @deprecated, r182
warnOnce( 'Renderer: ".getColorBufferType()" has been renamed to ".getOutputBufferType()".' );
return this.getOutputBufferType();
}
/**
* Default implementation of the device lost callback.
*
* @private
* @param {Object} info - Information about the context lost.
*/
_onDeviceLost( info ) {
let errorMessage = `THREE.WebGPURenderer: ${info.api} Device Lost:\n\nMessage: ${info.message}`;
if ( info.reason ) {
errorMessage += `\nReason: ${info.reason}`;
}
error( errorMessage );
this._isDeviceLost = true;
}
/**
* Default implementation of the uncaptured backend error callback.
*
* @private
* @param {Object} info - Information about the uncaptured error.
*/
_onError( info ) {
let errorMessage = `WebGPURenderer: Uncaptured ${ info.api } ${ info.type }`;
if ( info.message ) {
errorMessage += `: ${ info.message }`;
}
error( errorMessage );
}
/**
* Returns `true` if the cached GPU render bundle for the given bundle group is
* out-of-date and must be recorded again.
*
* @private
* @param {BundleGroup} bundleGroup - The bundle group.
* @param {Object} renderBundleData - The backend data of the render bundle.
* @return {boolean} Whether the cached render bundle needs an update.
*/
_bundleNeedsUpdate( bundleGroup, renderBundleData ) {
return renderBundleData.bundleGPU === undefined || bundleGroup.version !== renderBundleData.version;
}
/**
* Renders the given render bundle.
*
* @private
* @param {Object} bundle - Render bundle data.
* @param {Scene} sceneRef - The scene the render bundle belongs to.
* @param {LightsNode} lightsNode - The lights node.
*/
_renderBundle( bundle, sceneRef, lightsNode ) {
const { bundleGroup, camera, renderList } = bundle;
const renderContext = this._currentRenderContext;
//
const renderBundle = this._bundles.get( bundleGroup, camera, renderContext );
const renderBundleData = this.backend.get( renderBundle );
const renderBundleNeedsUpdate = this._bundleNeedsUpdate( bundleGroup, renderBundleData );
if ( renderBundleNeedsUpdate ) {
this.backend.beginBundle( renderContext );
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 ];
const refreshType = this._nodes.needsRefresh( renderObject );
if ( refreshType === RenderObjectRefreshType.FULL ) {
this._nodes.updateBefore( renderObject );
this._geometries.updateForRender( renderObject );
this._nodes.updateForRender( renderObject );
this._bindings.updateForRender( renderObject );
this._nodes.updateAfter( renderObject );
} else if ( refreshType === RenderObjectRefreshType.SHARED ) {
this._nodes.updateBefore( renderObject );
this._nodes.updateForRender( renderObject );
this._bindings.updateSharedForRender( renderObject );
this._nodes.updateAfter( renderObject );
}
}
}
this.backend.addBundle( renderContext, renderBundle );
}
/**
* Renders the scene or 3D object with the given camera. This method can only be called
* if the renderer has been initialized. When using `render()` inside an animation loop,
* it's guaranteed the renderer will be initialized. The animation loop must be defined
* with {@link Renderer#setAnimationLoop} though.
*
* For all other use cases (like when using on-demand rendering), you must call
* {@link Renderer#init} before rendering.
*
* The target of the method is the default framebuffer (meaning the canvas)
* or alternatively a render target when specified via `setRenderTarget()`.
*
* @param {Object3D} scene - The scene or 3D object to render.
* @param {Camera} camera - The camera to render the scene with.
*/
render( scene, camera ) {
if ( this._initialized === false ) {
throw new Error( 'THREE.Renderer: .render() called before the backend is initialized. Use "await renderer.init();" before rendering.' );
}
this._renderScene( scene, camera );
}
/**
* Returns whether the renderer has been initialized or not.
*
* @readonly
* @return {boolean} Whether the renderer has been initialized or not.
*/
get initialized() {
return this._initialized;
}
_renderOutputLayers( quad, renderTarget ) {
const useMultiview = this.backend.isWebGLBackend === true && renderTarget.multiview === true;
if ( useMultiview || renderTarget.texture.isArrayTexture !== true || renderTarget.texture.image.depth <= 1 ) {
this._renderScene( quad, quad.camera, false );
return;
}
const currentActiveCubeFace = this._activeCubeFace;
try {
for ( let layer = 0; layer < renderTarget.texture.image.depth; layer ++ ) {
this._nodes.setOutputLayerIndex( layer );
this._activeCubeFace = layer;
this._renderScene( quad, quad.camera, false );
}
} finally {
this._nodes.setOutputLayerIndex( 0 );
this._activeCubeFace = currentActiveCubeFace;
}
}
/**
* 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() {
if ( this.needsFrameBufferTarget === false ) return null;
const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
const { depth, stencil } = this;
// TODO: Unify CanvasTarget and OutputRenderTarget
const target = this._outputRenderTarget || this._canvasTarget;
let frameBufferTarget = this._frameBufferTargets.get( target );
if ( frameBufferTarget === undefined ) {
frameBufferTarget = new RenderTarget( width, height, {
depthBuffer: depth,
stencilBuffer: stencil,
type: this._outputBufferType,
format: RGBAFormat,
colorSpace: ColorManagement.workingColorSpace,
generateMipmaps: false,
minFilter: LinearFilter,
magFilter: LinearFilter,
samples: this.samples
} );
frameBufferTarget.isPostProcessingRenderTarget = true;
const dispose = () => {
target.removeEventListener( 'dispose', dispose );
frameBufferTarget.dispose();
this._frameBufferTargets.delete( target );
};
target.addEventListener( 'dispose', dispose );
this._frameBufferTargets.set( target, frameBufferTarget );
}
const outputRenderTarget = this.getOutputRenderTarget();
frameBufferTarget.depthBuffer = depth;
frameBufferTarget.stencilBuffer = stencil;
if ( outputRenderTarget !== null ) {
frameBufferTarget.setSize( outputRenderTarget.width, outputRenderTarget.height, outputRenderTarget.depth );
} else {
frameBufferTarget.setSize( width, height, 1 );
}
// RenderTarget || CanvasTarget
const viewport = this._outputRenderTarget ? this._outputRenderTarget.viewport : target._viewport;
const scissor = this._outputRenderTarget ? this._outputRenderTarget.scissor : target._scissor;
const pixelRatio = this._outputRenderTarget ? 1 : target._pixelRatio;
const scissorTest = this._outputRenderTarget ? this._outputRenderTarget.scissorTest : target._scissorTest;
frameBufferTarget.viewport.copy( viewport );
frameBufferTarget.scissor.copy( scissor );
frameBufferTarget.viewport.multiplyScalar( pixelRatio );
frameBufferTarget.scissor.multiplyScalar( pixelRatio );
frameBufferTarget.scissorTest = scissorTest;
frameBufferTarget.multiview = outputRenderTarget !== null ? outputRenderTarget.multiview : false;
frameBufferTarget.useArrayDepthTexture = outputRenderTarget !== null ? outputRenderTarget.useArrayDepthTexture : false;
frameBufferTarget.resolveDepthBuffer = outputRenderTarget !== null ? outputRenderTarget.resolveDepthBuffer : true;
frameBufferTarget.resolveStencilBuffer = outputRenderTarget !== null ? outputRenderTarget.resolveStencilBuffer : true;
frameBufferTarget.storeMultisampledColorBuffer = outputRenderTarget !== null ? outputRenderTarget.storeMultisampledColorBuffer : true;
frameBufferTarget.storeMultisampledDepthBuffer = outputRenderTarget !== null ? outputRenderTarget.storeMultisampledDepthBuffer : true;
frameBufferTarget.storeMultisampledStencilBuffer = outputRenderTarget !== null ? outputRenderTarget.storeMultisampledStencilBuffer : true;
frameBufferTarget._autoAllocateDepthBuffer = outputRenderTarget !== null ? outputRenderTarget._autoAllocateDepthBuffer : false;
return frameBufferTarget;
}
/**
* Renders the scene or 3D object with the given camera.
*
* @private
* @param {Object3D} scene - The scene or 3D object to render.
* @param {Camera} camera - The camera to render the scene with.
* @param {boolean} [useFrameBufferTarget=true] - Whether to use a framebuffer target or not.
* @return {RenderContext} The current render context.
*/
_renderScene( scene, camera, useFrameBufferTarget = true ) {
if ( this._isDeviceLost === true ) return;
if ( this.shadowMap.type === PCFSoftShadowMap ) {
warn( 'WebGPURenderer: PCFSoftShadowMap has been removed. Using PCFShadowMap instead.' );
this.shadowMap.type = PCFShadowMap;
}
//
const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
// preserve render tree
const nodeFrame = this._nodes.nodeFrame;
const previousRenderId = nodeFrame.renderId;
const previousRenderContext = this._currentRenderContext;
const previousRenderObjectFunction = this._currentRenderObjectFunction;
const previousHandleObjectFunction = this._handleObjectFunction;
this.lighting.beginRender( scene );
//
this._callDepth ++;
const sceneRef = ( scene.isScene === true ) ? scene : _scene;
const outputRenderTarget = this._renderTarget || this._outputRenderTarget;
const useXRCamera = this.xr.isPresenting === true && this.isOutputTarget;
const activeCubeFace = this._activeCubeFace;
const activeMipmapLevel = this._activeMipmapLevel;
//
let renderTarget;
if ( frameBufferTarget !== null ) {
renderTarget = frameBufferTarget;
this.setRenderTarget( renderTarget );
} else {
renderTarget = outputRenderTarget;
}
// make sure a new render target has correct default depth values
if ( renderTarget !== null && renderTarget.depthBuffer === true ) {
const renderTargetData = this._textures.get( renderTarget );
if ( renderTargetData.depthInitialized !== true ) {
// we need a single manual clear if auto clear depth is disabled
if ( this.autoClear === false || ( this.autoClear === true && this.autoClearDepth === false ) ) {
this.clearDepth();
}
renderTargetData.depthInitialized = true;
}
}
//
const renderContext = this._renderContexts.get( renderTarget, this._mrt, this._callDepth );
this._currentRenderContext = renderContext;
this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
this._handleObjectFunction = this._renderObjectDirect;
//
this.info.calls ++;
this.info.render.calls ++;
this.info.render.frameCalls ++;
nodeFrame.renderId = this.info.calls;
//
this.backend.updateTimeStampUID( renderContext );
this.inspector.beginRender( this.backend.getTimestampUID( renderContext ), scene, camera, renderTarget );
//
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
camera = this._updateCamera( camera, useXRCamera );
//
const canvasTarget = this._canvasTarget;
let viewport = canvasTarget._viewport;
let scissor = canvasTarget._scissor;
let pixelRatio = canvasTarget._pixelRatio;
if ( renderTarget !== null ) {
viewport = renderTarget.viewport;
scissor = renderTarget.scissor;
pixelRatio = 1;
}
this.getDrawingBufferSize( _drawingBufferSize );
_screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
renderContext.viewportValue.width >>= activeMipmapLevel;
renderContext.viewportValue.height >>= activeMipmapLevel;
renderContext.viewportValue.minDepth = minDepth;
renderContext.viewportValue.maxDepth = maxDepth;
renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
renderContext.scissor = canvasTarget._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
renderContext.scissorValue.width >>= activeMipmapLevel;
renderContext.scissorValue.height >>= activeMipmapLevel;
if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
renderContext.clippingContext.updateGlobal( sceneRef, camera );
//
sceneRef.onBeforeRender( this, scene, camera, renderTarget );
//
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
if ( camera.isArrayCamera ) {
_frustumArray.setFromArrayCamera( camera );
} else {
_frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
}
this._renderLists.update( nodeFrame.frameId );
const renderList = this._renderLists.get( scene, camera, this.lighting );
renderList.begin();
this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
renderList.finish();
if ( this.sortObjects === true ) {
renderList.sort( this._opaqueSort, this._transparentSort );
}
//
if ( renderTarget !== null ) {
this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
const renderTargetData = this._textures.get( renderTarget );
renderContext.textures = renderTargetData.textures;
renderContext.depthTexture = renderTargetData.depthTexture;
renderContext.width = renderTargetData.width;
renderContext.height = renderTargetData.height;
renderContext.renderTarget = renderTarget;
renderContext.depth = renderTarget.depthBuffer;
renderContext.stencil = renderTarget.stencilBuffer;
} else {
renderContext.textures = null;
renderContext.depthTexture = null;
renderContext.width = _drawingBufferSize.width;
renderContext.height = _drawingBufferSize.height;
renderContext.depth = this.depth;
renderContext.stencil = this.stencil;
}
renderContext.width >>= activeMipmapLevel;
renderContext.height >>= activeMipmapLevel;
renderContext.activeCubeFace = activeCubeFace;
renderContext.activeMipmapLevel = activeMipmapLevel;
renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
renderContext.fullscreenPass = scene.isQuadMesh === true;
//
renderContext.scissorValue.max( _vector4.set( 0, 0, 0, 0 ) );
if ( renderContext.scissorValue.x + renderContext.scissorValue.width > renderContext.width ) {
renderContext.scissorValue.width = Math.max( renderContext.width - renderContext.scissorValue.x, 0 );
}
if ( renderContext.scissorValue.y + renderContext.scissorValue.height > renderContext.height ) {
renderContext.scissorValue.height = Math.max( renderContext.height - renderContext.scissorValue.y, 0 );
}
//
this._background.update( sceneRef, renderList, renderContext );
//
renderContext.camera = camera;
this.backend.beginRender( renderContext );
// process render lists
const {
bundles,
lightsNode,
transparentDoublePass: transparentDoublePassObjects,
transparent: transparentObjects,
opaque: opaqueObjects
} = renderList;
if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
// finish render pass
this.backend.finishRender( renderContext );
// restore render tree
nodeFrame.renderId = previousRenderId;
this._currentRenderContext = previousRenderContext;
this._currentRenderObjectFunction = previousRenderObjectFunction;
this._handleObjectFunction = previousHandleObjectFunction;
this.lighting.finishRender( scene );
//
this._callDepth --;
if ( frameBufferTarget !== null ) {
this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
this._renderOutput( renderTarget );
}
//
sceneRef.onAfterRender( this, scene, camera, renderTarget );
//
this.inspector.finishRender( this.backend.getTimestampUID( renderContext ) );
//
return renderContext;
}
_setXRLayerSize( width, height ) {
// TODO: Find a better solution to resize the canvas when in XR.
this._canvasTarget._width = width;
this._canvasTarget._height = height;
this.setViewport( 0, 0, width, height );
}
/**
* The output pass performs tone mapping and color space conversion.
*
* @private
* @param {RenderTarget} renderTarget - The current render target.
*/
_renderOutput( renderTarget ) {
const cacheKey = this._nodes.getOutputCacheKey();
let quadData = this._quadCache.get( renderTarget.texture );
let quad;
if ( quadData === undefined ) {
quad = new QuadMesh( new NodeMaterial() );
quad.name = 'Output Color Transform';
quad.material.name = 'outputColorTransform';
quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
quadData = {
quad,
cacheKey
};
this._quadCache.set( renderTarget.texture, quadData );
// dispose logic
const dispose = () => {
quad.material.dispose();
this._quadCache.delete( renderTarget.texture );
renderTarget.texture.removeEventListener( 'dispose', dispose );
};
renderTarget.texture.addEventListener( 'dispose', dispose );
} else {
quad = quadData.quad;
if ( quadData.cacheKey !== cacheKey ) {
quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
quad.material.needsUpdate = true;
quadData.cacheKey = cacheKey;
}
}
// a clear operation clears the intermediate renderTarget texture, but should not update the screen canvas.
const currentAutoClear = this.autoClear;
const currentXR = this.xr.enabled;
this.autoClear = false;
this.xr.enabled = false;
this._renderOutputLayers( quad, renderTarget );
this.autoClear = currentAutoClear;
this.xr.enabled = currentXR;
}
/**
* Returns the maximum available anisotropy for texture filtering.
*
* @return {number} The maximum available anisotropy.
*/
getMaxAnisotropy() {
return this.backend.capabilities.getMaxAnisotropy();
}
/**
* Returns the active cube face.
*
* @return {number} The active cube face.
*/
getActiveCubeFace() {
return this._activeCubeFace;
}
/**
* Returns the active mipmap level.
*
* @return {number} The active mipmap level.
*/
getActiveMipmapLevel() {
return this._activeMipmapLevel;
}
/**
* Applications are advised to always define the animation loop
* with this method and not manually with `requestAnimationFrame()`
* for best compatibility.
*
* @async
* @param {?onAnimationCallback} callback - The application's animation loop.
* @return {Promise} A Promise that resolves when the set has been executed.
*/
async setAnimationLoop( callback ) {
if ( this._initialized === false ) await this.init();
this._animation.setAnimationLoop( callback );
}
/**
* Returns the current animation loop callback.
*
* @return {?Function} The current animation loop callback.
*/
getAnimationLoop() {
return this._animation.getAnimationLoop();
}
/**
* Can be used to transfer buffer data from a storage buffer attribute
* from the GPU to the CPU in context of compute shaders.
*
* @async
* @param {BufferAttribute} attribute - The storage buffer attribute to read frm.
* @param {ReadbackBuffer|ArrayBuffer} target - The storage buffer attribute.
* @param {number} offset - The storage buffer attribute.
* @param {number} count - The offset from which to start reading the
* @return {Promise<ArrayBuffer|ReadbackBuffer>} A promise that resolves with the buffer data when the data are ready.
*/
async getArrayBufferAsync( attribute, target = null, offset = 0, count = - 1 ) {
// tally the memory for this readback buffer
if ( target !== null && target.isReadbackBuffer ) {
if ( this.info.memoryMap.has( target ) === false ) {
this.info.createReadbackBuffer( target );
const disposeInfo = () => {
target.removeEventListener( 'dispose', disposeInfo );
this.info.destroyReadbackBuffer( target );
};
target.addEventListener( 'dispose', disposeInfo );
}
}
if ( offset % 4 !== 0 || ( count > 0 && count % 4 !== 0 ) ) {
throw new Error( 'THREE.Renderer: "getArrayBufferAsync()" offset and count must be a multiple of 4.' );
}
return await this.backend.getArrayBufferAsync( attribute, target, offset, count );
}
/**
* Returns the rendering context.
*
* @return {GPUCanvasContext|WebGL2RenderingContext} The rendering context.
*/
getContext() {
return this.backend.getContext();
}
/**
* Returns the pixel ratio.
*
* @return {number} The pixel ratio.
*/
getPixelRatio() {
return this._canvasTarget.getPixelRatio();
}
/**
* Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
*
* @param {Vector2} target - The method writes the result in this target object.
* @return {Vector2} The drawing buffer size.
*/
getDrawingBufferSize( target ) {
return this._canvasTarget.getDrawingBufferSize( target );
}
/**
* Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
*
* @param {Vector2} target - The method writes the result in this target object.
* @return {Vector2} The renderer's size in logical pixels.
*/
getSize( target ) {
return this._canvasTarget.getSize( target );
}
/**
* Sets the given pixel ratio and resizes the canvas if necessary.
*
* @param {number} [value=1] - The pixel ratio.
*/
setPixelRatio( value = 1 ) {
this._canvasTarget.setPixelRatio( value );
}
/**
* This method allows to define the drawing buffer size by specifying
* width, height and pixel ratio all at once. The size of the drawing
* buffer is computed with this formula:
* ```js
* size.x = width * pixelRatio;
* size.y = height * pixelRatio;
* ```
*
* @param {number} width - The width in logical pixels.
* @param {number} height - The height in logical pixels.
* @param {number} pixelRatio - The pixel ratio.
*/
setDrawingBufferSize( width, height, pixelRatio ) {
// Renderer can't be resized while presenting in XR.
if ( this.xr && this.xr.isPresenting ) return;
this._canvasTarget.setDrawingBufferSize( width, height, pixelRatio );
}
/**
* Sets the size of the renderer.
*
* @param {number} width - The width in logical pixels.
* @param {number} height - The height in logical pixels.
* @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
*/
setSize( width, height, updateStyle = true ) {
// Renderer can't be resized while presenting in XR.
if ( this.xr && this.xr.isPresenting ) return;
this._canvasTarget.setSize( width, height, updateStyle );
}
/**
* Defines a manual sort function for the opaque render list.
* Pass `null` to use the default sort.
*
* @param {Function} method - The sort function.
*/
setOpaqueSort( method ) {
this._opaqueSort = method;
}
/**
* Defines a manual sort function for the transparent render list.
* Pass `null` to use the default sort.
*
* @param {Function} method - The sort function.
*/
setTransparentSort( method ) {
this._transparentSort = method;
}
/**
* Returns the scissor rectangle.
*
* @param {Vector4} target - The method writes the result in this target object.
* @return {Vector4} The scissor rectangle.
*/
getScissor( target ) {
return this._canvasTarget.getScissor( target );
}
/**
* Defines the scissor rectangle.
*
* @param {number | Vector4} x - The horizontal coordinate for the upper left corner of the box in logical pixel unit.
* Instead of passing four arguments, the method also works with a single four-dimensional vector.
* @param {number} y - The vertical coordinate for the upper left corner of the box in logical pixel unit.
* @param {number} width - The width of the scissor box in logical pixel unit.
* @param {number} height - The height of the scissor box in logical pixel unit.
*/
setScissor( x, y, width, height ) {
this._canvasTarget.setScissor( x, y, width, height );
}
/**
* Returns the scissor test value.
*
* @return {boolean} Whether the scissor test should be enabled or not.
*/
getScissorTest() {
return this._canvasTarget.getScissorTest();
}
/**
* Defines the scissor test.
*
* @param {boolean} boolean - Whether the scissor test should be enabled or not.
*/
setScissorTest( boolean ) {
this._canvasTarget.setScissorTest( boolean );
// TODO: Move it to CanvasTarget event listener.
this.backend.setScissorTest( boolean );
}
/**
* Resets the backend's internal state cache. Useful when the rendering context is shared with
* other libraries that change the state. A no-op for the WebGPU backend.
*/
resetState() {
if ( this._initialized === false ) {
throw new Error( 'THREE.Renderer: .resetState() called before the backend is initialized. Use "await renderer.init();" before using this method.' );
}
this.backend.resetState();
}
/**
* Returns the viewport definition.
*
* @param {Vector4} target - The method writes the result in this target object.
* @return {Vector4} The viewport definition.
*/
getViewport( target ) {
return this._canvasTarget.getViewport( target );
}
/**
* Defines the viewport.
*
* @param {number | Vector4} x - The horizontal coordinate for the upper left corner of the viewport origin in logical pixel unit.
* @param {number} y - The vertical coordinate for the upper left corner of the viewport origin in logical pixel unit.
* @param {number} width - The width of the viewport in logical pixel unit.
* @param {number} height - The height of the viewport in logical pixel unit.
* @param {number} minDepth - The minimum depth value of the viewport. WebGPU only.
* @param {number} maxDepth - The maximum depth value of the viewport. WebGPU only.
*/
setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
this._canvasTarget.setViewport( x, y, width, height, minDepth, maxDepth );
}
/**
* Returns the clear color.
*
* @param {Color} target - The method writes the result in this target object.
* @return {Color} The clear color.
*/
getClearColor( target ) {
return target.copy( this._clearColor );
}
/**
* Defines the clear color and optionally the clear alpha.
*
* @param {Color} color - The clear color.
* @param {number} [alpha=1] - The clear alpha.
*/
setClearColor( color, alpha = 1 ) {
this._clearColor.set( color );
this._clearColor.a = alpha;
}
/**
* Returns the clear alpha.
*
* @return {number} The clear alpha.
*/
getClearAlpha() {
return this._clearColor.a;
}
/**
* Defines the clear alpha.
*
* @param {number} alpha - The clear alpha.
*/
setClearAlpha( alpha ) {
this._clearColor.a = alpha;
}
/**
* Returns the clear depth.
*
* @return {number} The clear depth.
*/
getClearDepth() {
return ( this.reversedDepthBuffer === true ) ? 1 - this._clearDepth : this._clearDepth;
}
/**
* Defines the clear depth.
*
* @param {number} depth - The clear depth.
*/
setClearDepth( depth ) {
this._clearDepth = depth;
}
/**
* Returns the clear stencil.
*
* @return {number} The clear stencil.
*/
getClearStencil() {
return this._clearStencil;
}
/**
* Defines the clear stencil.
*
* @param {number} stencil - The clear stencil.
*/
setClearStencil( stencil ) {
this._clearStencil = stencil;
}
/**
* This method performs an occlusion query for the given 3D object.
* It returns `true` if the given 3D object is fully occluded by other
* 3D objects in the scene.
*
* @param {Object3D} object - The 3D object to test.
* @return {boolean} Whether the 3D object is fully occluded or not.
*/
isOccluded( object ) {
const renderContext = this._currentRenderContext;
return renderContext && this.backend.isOccluded( renderContext, object );
}
/**
* Performs a manual clear operation. This method ignores `autoClear` properties.
*
* @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
* @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
* @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
*/
clear( color = true, depth = true, stencil = true ) {
if ( this._initialized === false ) {
throw new Error( 'THREE.Renderer: .clear() called before the backend is initialized. Use "await renderer.init();" before using this method.' );
}
const renderTarget = this._renderTarget || this._getFrameBufferTarget();
let renderContext = null;
if ( renderTarget !== null ) {
this._textures.updateRenderTarget( renderTarget );
const renderTargetData = this._textures.get( renderTarget );
renderContext = this._renderContexts.get( renderTarget, null, - 1 ); // using - 1 for the call depth to get a render context for the clear operation
renderContext.textures = renderTargetData.textures;
renderContext.depthTexture = renderTargetData.depthTexture;
renderContext.width = renderTargetData.width;
renderContext.height = renderTargetData.height;
renderContext.renderTarget = renderTarget;
renderContext.depth = renderTarget.depthBuffer;
renderContext.stencil = renderTarget.stencilBuffer;
// #30329
const color = this.backend.getClearColor();
renderContext.clearColorValue.r = color.r;
renderContext.clearColorValue.g = color.g;
renderContext.clearColorValue.b = color.b;
renderContext.clearColorValue.a = color.a;
renderContext.clearDepthValue = this.getClearDepth();
renderContext.clearStencilValue = this.getClearStencil();
renderContext.activeCubeFace = this.getActiveCubeFace();
renderContext.activeMipmapLevel = this.getActiveMipmapLevel();
if ( renderTarget.depthBuffer === true ) renderTargetData.depthInitialized = true;
}
this.backend.clear( color, depth, stencil, renderContext );
if ( renderTarget !== null && this._renderTarget === null ) {
this._renderOutput( renderTarget );
}
}
/**
* Performs a manual clear operation of the color buffer. This method ignores `autoClear` properties.
*/
clearColor() {
this.clear( true, false, false );
}
/**
* Performs a manual clear operation of the depth buffer. This method ignores `autoClear` properties.
*/
clearDepth() {
this.clear( false, true, false );
}
/**
* Performs a manual clear operation of the stencil buffer. This method ignores `autoClear` properties.
*/
clearStencil() {
this.clear( false, false, true );
}
/**
* Async version of {@link Renderer#clear}.
*
* @async
* @deprecated
* @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
* @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
* @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
* @return {Promise} A Promise that resolves when the clear operation has been executed.
*/
async clearAsync( color = true, depth = true, stencil = true ) {
warnOnce( 'Renderer: "clearAsync()" has been deprecated. Use "clear()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
await this.init();
this.clear( color, depth, stencil );
}
/**
* Async version of {@link Renderer#clearColor}.
*
* @async
* @deprecated
* @return {Promise} A Promise that resolves when the clear operation has been executed.
*/
async clearColorAsync() {
warnOnce( 'Renderer: "clearColorAsync()" has been deprecated. Use "clearColor()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
this.clear( true, false, false );
}
/**
* Async version of {@link Renderer#clearDepth}.
*
* @async
* @deprecated
* @return {Promise} A Promise that resolves when the clear operation has been executed.
*/
async clearDepthAsync() {
warnOnce( 'Renderer: "clearDepthAsync()" has been deprecated. Use "clearDepth()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
this.clear( false, true, false );
}
/**
* Async version of {@link Renderer#clearStencil}.
*
* @async
* @deprecated
* @return {Promise} A Promise that resolves when the clear operation has been executed.
*/
async clearStencilAsync() {
warnOnce( 'Renderer: "clearStencilAsync()" has been deprecated. Use "clearStencil()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
this.clear( false, false, true );
}
/**
* Returns `true` if a framebuffer target is needed to perform tone mapping or color space conversion.
* If this is the case, the renderer allocates an internal render target for that purpose.
*
* @type {boolean}
*/
get needsFrameBufferTarget() {
const useToneMapping = this.currentToneMapping !== NoToneMapping;
const useColorSpace = this.currentColorSpace !== ColorManagement.workingColorSpace;
return useToneMapping || useColorSpace;
}
/**
* The number of samples used for multi-sample anti-aliasing (MSAA).
*
* @type {number}
* @default 0
*/
get samples() {
return this._samples;
}
/**
* The current number of samples used for multi-sample anti-aliasing (MSAA).
*
* When rendering to a custom render target, the number of samples of that render target is used.
* The number of samples is set to 0 when the renderer needs an internal framebuffer target for
* tone mapping or color space conversion, or when rendering a fullscreen quad to screen.
*
* @type {number}
*/
get currentSamples() {
let samples = this._samples;
if ( this._renderTarget !== null ) {
samples = this._renderTarget.samples;
} else if ( this.needsFrameBufferTarget || this._currentRenderContext?.fullscreenPass === true ) {
samples = 0;
}
return samples;
}
/**
* The current tone mapping of the renderer. When not producing screen output,
* the tone mapping is always `NoToneMapping`.
*
* @type {number}
*/
get currentToneMapping() {
return this.isOutputTarget ? this.toneMapping : NoToneMapping;
}
/**
* The current color space of the renderer. When not producing screen output,
* the color space is always the working color space.
*
* @type {string}
*/
get currentColorSpace() {
return this.isOutputTarget ? this.outputColorSpace : ColorManagement.workingColorSpace;
}
/**
* Returns `true` if the rendering settings are set to screen output.
*
* @returns {boolean} True if the current render target is the same of output render target or `null`, otherwise false.
*/
get isOutputTarget() {
return this._renderTarget === this._outputRenderTarget || this._renderTarget === null;
}
/**
* Frees all internal resources of the renderer. Call this method if the renderer
* is no longer in use by your app.
*/
async dispose() {
if ( this._initialized === true ) {
this.info.dispose();
this._inspector.dispose();
this._animation.dispose();
this._objects.dispose();
this._geometries.dispose();
this._pipelines.dispose();
this._nodes.dispose();
this._bindings.dispose();
this._renderLists.dispose();
this._renderContexts.dispose();
this._textures.dispose();
for ( const canvasTarget of this._frameBufferTargets.keys() ) {
canvasTarget.dispose();
}
await this.backend.dispose();
}
this.setRenderTarget( null );
this.setAnimationLoop( null );
}
/**
* Sets the given render target. Calling this method means the renderer does not
* target the default framebuffer (meaning the canvas) anymore but a custom framebuffer.
* Use `null` as the first argument to reset the state.
*
* @param {?RenderTarget} renderTarget - The render target to set.
* @param {number} [activeCubeFace=0] - The active cube face.
* @param {number} [activeMipmapLevel=0] - The active mipmap level.
*/
setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
this._renderTarget = renderTarget;
this._activeCubeFace = activeCubeFace;
this._activeMipmapLevel = activeMipmapLevel;
}
/**
* Returns the current render target.
*
* @return {?RenderTarget} The render target. Returns `null` if no render target is set.
*/
getRenderTarget() {
return this._renderTarget;
}
/**
* Sets the output render target for the renderer.
*
* @param {?RenderTarget} renderTarget - The render target to set as the output target.
*/
setOutputRenderTarget( renderTarget ) {
this._outputRenderTarget = renderTarget;
}
/**
* Returns the current output target.
*
* @return {?RenderTarget} The current output render target. Returns `null` if no output target is set.
*/
getOutputRenderTarget() {
return this._outputRenderTarget;
}
/**
* Sets the canvas target. The canvas target manages the HTML canvas
* or the offscreen canvas the renderer draws into.
*
* @param {CanvasTarget} canvasTarget - The canvas target.
*/
setCanvasTarget( canvasTarget ) {
this._canvasTarget.removeEventListener( 'resize', this._onCanvasTargetResize );
this._canvasTarget = canvasTarget;
this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize );
}
/**
* Returns the current canvas target.
*
* @return {CanvasTarget} The current canvas target.
*/
getCanvasTarget() {
return this._canvasTarget;
}
/**
* Resets the renderer to the initial state before WebXR started.
*
* @private
*/
_resetXRState() {
this.backend.setXRTarget( null );
this.setOutputRenderTarget( null );
this.setRenderTarget( null );
for ( const canvasTarget of this._frameBufferTargets.keys() ) {
canvasTarget.dispose();
}
}
/**
* Callback for {@link Renderer#setRenderObjectFunction}.
*
* @callback renderObjectFunction
* @param {Object3D} object - The 3D object.
* @param {Scene} scene - The scene the 3D object belongs to.
* @param {Camera} camera - The camera the object should be rendered with.
* @param {BufferGeometry} geometry - The object's geometry.
* @param {Material} material - The object's material.
* @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
* @param {LightsNode} lightsNode - The current lights node.
* @param {ClippingContext} clippingContext - The clipping context.
* @param {?string} [passId=null] - An optional ID for identifying the pass.
*/
/**
* Sets the given render object function. Calling this method overwrites the default implementation
* which is {@link Renderer#renderObject}. Defining a custom function can be useful
* if you want to modify the way objects are rendered. For example you can define things like "every
* object that has material of a certain type should perform a pre-pass with a special overwrite material".
* The custom function must always call `renderObject()` in its implementation.
*
* Use `null` as the first argument to reset the state.
*
* @param {?renderObjectFunction} renderObjectFunction - The render object function.
*/
setRenderObjectFunction( renderObjectFunction ) {
this._renderObjectFunction = renderObjectFunction;
}
/**
* Returns the current render object function.
*
* @return {?Function} The current render object function. Returns `null` if no function is set.
*/
getRenderObjectFunction() {
return this._renderObjectFunction;
}
/**
* Execute a single or an array of compute nodes. This method can only be called
* if the renderer has been initialized.
*
* @param {Node|Array<Node>} computeNodes - The compute node(s).
* @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
* - A single number representing count, or
* - An array [x, y, z] representing dispatch size, or
* - A IndirectStorageBufferAttribute for indirect dispatch size.
* @return {Promise|undefined} A Promise that resolve when the compute has finished. Only returned when the renderer has not been initialized.
*/
compute( computeNodes, dispatchSize = null ) {
if ( this._isDeviceLost === true ) return;
if ( this._initialized === false ) {
warn( 'Renderer: ".compute()" called before the backend is initialized. Try using ".computeAsync()" instead.' );
return this.computeAsync( computeNodes, dispatchSize );
}
//
const nodeFrame = this._nodes.nodeFrame;
const previousRenderId = nodeFrame.renderId;
//
this.info.calls ++;
this.info.compute.calls ++;
this.info.compute.frameCalls ++;
nodeFrame.renderId = this.info.calls;
//
this.backend.updateTimeStampUID( computeNodes );
this.inspector.beginCompute( this.backend.getTimestampUID( computeNodes ), computeNodes );
//
const backend = this.backend;
const pipelines = this._pipelines;
const bindings = this._bindings;
const nodes = this._nodes;
const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
}
backend.beginCompute( computeNodes );
for ( const computeNode of computeList ) {
// onInit
if ( pipelines.has( computeNode ) === false ) {
const dispose = () => {
computeNode.removeEventListener( 'dispose', dispose );
pipelines.delete( computeNode );
bindings.deleteForCompute( computeNode );
nodes.delete( computeNode );
};
computeNode.addEventListener( 'dispose', dispose );
//
const onInitFn = computeNode.onInitFunction;
if ( onInitFn !== null ) {
onInitFn.call( computeNode, { renderer: this } );
}
}
nodes.updateBeforeForCompute( computeNode );
nodes.updateForCompute( computeNode );
bindings.updateForCompute( computeNode );
const computeBindings = bindings.getForCompute( computeNode );
const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
backend.compute( computeNodes, computeNode, computeBindings, computePipeline, dispatchSize );
nodes.updateAfterForCompute( computeNode );
}
backend.finishCompute( computeNodes );
//
nodeFrame.renderId = previousRenderId;
//
this.inspector.finishCompute( this.backend.getTimestampUID( computeNodes ) );
}
/**
* Execute a single or an array of compute nodes.
*
* @async
* @param {Node|Array<Node>} computeNodes - The compute node(s).
* @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
* - A single number representing count, or
* - An array [x, y, z] representing dispatch size, or
* - A IndirectStorageBufferAttribute for indirect dispatch size.
* @return {Promise} A Promise that resolve when the compute has finished.
*/
async computeAsync( computeNodes, dispatchSize = null ) {
if ( this._initialized === false ) await this.init();
this.compute( computeNodes, dispatchSize );
}
/**
* Checks if the given feature is supported by the selected backend.
*
* @async
* @deprecated
* @param {string} name - The feature's name.
* @return {Promise<boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not.
*/
async hasFeatureAsync( name ) {
warnOnce( 'Renderer: "hasFeatureAsync()" has been deprecated. Use "hasFeature()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
await this.init();
return this.hasFeature( name );
}
async resolveTimestampsAsync( type = 'render' ) {
if ( this._initialized === false ) await this.init();
return this.backend.resolveTimestampsAsync( type );
}
/**
* Checks if the given feature is supported by the selected backend. If the
* renderer has not been initialized, this method always returns `false`.
*
* @param {string} name - The feature's name.
* @return {boolean} Whether the feature is supported or not.
*/
hasFeature( name ) {
if ( this._initialized === false ) {
throw new Error( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Use "await renderer.init();" before using this method.' );
}
return this.backend.hasFeature( name );
}
/**
* Returns `true` when the renderer has been initialized.
*
* @return {boolean} Whether the renderer has been initialized or not.
*/
hasInitialized() {
return this._initialized;
}
/**
* Initializes the given textures. Useful for preloading a texture rather than waiting until first render
* (which can cause noticeable lags due to decode and GPU upload overhead).
*
* @async
* @deprecated
* @param {Texture} texture - The texture.
* @return {Promise} A Promise that resolves when the texture has been initialized.
*/
async initTextureAsync( texture ) {
warnOnce( 'Renderer: "initTextureAsync()" has been deprecated. Use "initTexture()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181
await this.init();
this.initTexture( texture );
}
/**
* Initializes the given texture. Useful for preloading a texture rather than waiting until first render
* (which can cause noticeable lags due to decode and GPU upload overhead).
*
* This method can only be used if the renderer has been initialized.
*
* @param {Texture} texture - The texture.
*/
initTexture( texture ) {
if ( this._initialized === false ) {
throw new Error( 'THREE.Renderer: .initTexture() called before the backend is initialized. Use "await renderer.init();" before using this method.' );
}
this._textures.updateTexture( texture );
}
/**
* Initializes the given render target.
*
* @param {RenderTarget} renderTarget - The render target to intialize.
*/
initRenderTarget( renderTarget ) {
if ( this._initialized === false ) {
throw new Error( 'THREE.Renderer: .initRenderTarget() called before the backend is initialized. Use "await renderer.init();" before using this method.' );
}
this._textures.updateRenderTarget( renderTarget );
const renderTargetData = this._textures.get( renderTarget );
const renderContext = this._renderContexts.get( renderTarget );
renderContext.textures = renderTargetData.textures;
renderContext.depthTexture = renderTargetData.depthTexture;
renderContext.width = renderTargetData.width;
renderContext.height = renderTargetData.height;
renderContext.renderTarget = renderTarget;
renderContext.depth = renderTarget.depthBuffer;
renderContext.stencil = renderTarget.stencilBuffer;
this.backend.initRenderTarget( renderContext );
}
/**
* Copies the current bound framebuffer into the given texture.
*
* @param {FramebufferTexture} framebufferTexture - The texture.
* @param {?(Vector2|Vector4)} [rectangle=null] - A two or four dimensional vector that defines the rectangular portion of the framebuffer that should be copied.
*/
copyFramebufferToTexture( framebufferTexture, rectangle = null ) {
if ( rectangle !== null ) {
if ( rectangle.isVector2 ) {
rectangle = _vector4.set( rectangle.x, rectangle.y, framebufferTexture.image.width, framebufferTexture.image.height ).floor();
} else if ( rectangle.isVector4 ) {
rectangle = _vector4.copy( rectangle ).floor();
} else {
error( 'Renderer.copyFramebufferToTexture: Invalid rectangle.' );
return;
}
} else {
rectangle = _vector4.set( 0, 0, framebufferTexture.image.width, framebufferTexture.image.height );
}
//
let renderContext = this._currentRenderContext;
let renderTarget;
if ( renderContext !== null ) {
renderTarget = renderContext.renderTarget;
} else {
renderTarget = this._renderTarget || this._getFrameBufferTarget();
if ( renderTarget !== null ) {
this._textures.updateRenderTarget( renderTarget );
renderContext = this._textures.get( renderTarget );
}
}
//
this._textures.updateTexture( framebufferTexture, { renderTarget } );
this.backend.copyFramebufferToTexture( framebufferTexture, renderContext, rectangle );
this._inspector.copyFramebufferToTexture( framebufferTexture );
}
/**
* Copies data of the given source texture into a destination texture.
*
* @param {Texture} srcTexture - The source texture.
* @param {Texture} dstTexture - The destination texture.
* @param {Box2|Box3} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
* @param {Vector2|Vector3} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
* @param {number} [srcLevel=0] - The source mip level to copy from.
* @param {number} [dstLevel=0] - The destination mip level to copy to.
*/
copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
this._textures.updateTexture( srcTexture );
this._textures.updateTexture( dstTexture );
this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );
this._inspector.copyTextureToTexture( srcTexture, dstTexture );
}
/**
* Reads pixel data from the given render target.
*
* @async
* @param {RenderTarget} renderTarget - The render target to read from.
* @param {number} x - The `x` coordinate of the copy region's origin.
* @param {number} y - The `y` coordinate of the copy region's origin.
* @param {number} width - The width of the copy region.
* @param {number} height - The height of the copy region.
* @param {number} [textureIndex=0] - The texture index of a MRT render target.
* @param {number} [faceIndex=0] - The cube face, depth slice or array layer index.
* @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
*/
async readRenderTargetPixelsAsync( renderTarget, x, y, width, height, textureIndex = 0, faceIndex = 0 ) {
return this.backend.copyTextureToBuffer( renderTarget.textures[ textureIndex ], x, y, width, height, faceIndex );
}
/**
* Analyzes the given 3D object's hierarchy and builds render lists from the
* processed hierarchy.
*
* @private
* @param {Object3D} object - The 3D object to process (usually a scene).
* @param {Camera} camera - The camera the object is rendered with.
* @param {number} groupOrder - The group order is derived from the `renderOrder` of groups and is used to group 3D objects within groups.
* @param {RenderList} renderList - The current render list.
* @param {ClippingContext} clippingContext - The current clipping context.
*/
_projectObject( object, camera, groupOrder, renderList, clippingContext ) {
if ( object.visible === false ) return;
const visible = object.layers.test( camera.layers );
if ( visible ) {
if ( object.isGroup ) {
groupOrder = object.renderOrder;
if ( object.isClippingGroup && object.enabled ) clippingContext = clippingContext.getGroupContext( object );
} else if ( object.isLOD ) {
if ( object.autoUpdate === true ) object.update( camera );
} else if ( object.isLight ) {
renderList.pushLight( object );
} else if ( object.isSprite ) {
const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
if ( ! object.frustumCulled || object.intersectsFrustum( frustum ) ) {
if ( this.sortObjects === true ) {
_vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
}
const { geometry, material } = object;
if ( material.visible ) {
renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
}
}
} else if ( object.isLineLoop ) {
error( 'Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
} else if ( object.isMesh || object.isLine || object.isPoints ) {
const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
if ( ! object.frustumCulled || object.intersectsFrustum( frustum ) ) {
const { geometry, material } = object;
if ( this.sortObjects === true ) {
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_vector4
.copy( geometry.boundingSphere.center )
.applyMatrix4( object.matrixWorld )
.applyMatrix4( _projScreenMatrix );
}
if ( Array.isArray( material ) ) {
const groups = geometry.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible ) {
renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, clippingContext );
}
}
} else if ( material.visible ) {
renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
}
}
}
}
if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {
const baseRenderList = renderList;
// replace render list
renderList = this._renderLists.get( object, camera, this.lighting );
const renderBundle = this._bundles.get( object, camera, this._currentRenderContext );
const renderBundleData = this.backend.get( renderBundle );
const renderBundleNeedsUpdate = this._bundleNeedsUpdate( object, renderBundleData );
if ( renderBundleNeedsUpdate ) {
// update render list if necessary
renderList.begin();
if ( renderBundleData.renderObjects === undefined ) {
renderBundleData.renderObjects = [];
} else {
renderBundleData.renderObjects.length = 0;
}
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
this._projectObject( children[ i ], camera, groupOrder, renderList, clippingContext );
}
renderList.finish();
}
baseRenderList.pushBundle( {
bundleGroup: object,
camera,
renderList,
} );
return;
}
//
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
this._projectObject( children[ i ], camera, groupOrder, renderList, clippingContext );
}
}
/**
* Renders the given render bundles.
*
* @private
* @param {Array<Object>} bundles - Array with render bundle data.
* @param {Scene} sceneRef - The scene the render bundles belong to.
* @param {LightsNode} lightsNode - The current lights node.
*/
_renderBundles( bundles, sceneRef, lightsNode ) {
for ( const bundle of bundles ) {
this._renderBundle( bundle, sceneRef, lightsNode );
}
}
/**
* Renders the transparent objects from the given render lists.
*
* @private
* @param {Array<Object>} renderList - The transparent render list.
* @param {Array<Object>} doublePassList - The list of transparent objects which require a double pass (e.g. because of transmission).
* @param {Camera} camera - The camera the render list should be rendered with.
* @param {Scene} scene - The scene the render list belongs to.
* @param {LightsNode} lightsNode - The current lights node.
*/
_renderTransparents( renderList, doublePassList, camera, scene, lightsNode ) {
if ( doublePassList.length > 0 ) {
// render back side
for ( const { material } of doublePassList ) {
material.side = BackSide;
}
this._renderObjects( doublePassList, camera, scene, lightsNode, 'backSide' );
// render front side
for ( const { material } of doublePassList ) {
material.side = FrontSide;
}
this._renderObjects( renderList, camera, scene, lightsNode );
// restore
for ( const { material } of doublePassList ) {
material.side = DoubleSide;
}
} else {
this._renderObjects( renderList, camera, scene, lightsNode );
}
}
/**
* Renders the objects from the given render list.
*
* @private
* @param {Array<Object>} renderList - The render list.
* @param {Camera} camera - The camera the render list should be rendered with.
* @param {Scene} scene - The scene the render list belongs to.
* @param {LightsNode} lightsNode - The current lights node.
* @param {?string} [passId=null] - An optional ID for identifying the pass.
*/
_renderObjects( renderList, camera, scene, lightsNode, passId = null ) {
for ( let i = 0, il = renderList.length; i < il; i ++ ) {
const { object, geometry, material, group, clippingContext } = renderList[ i ];
this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode, clippingContext, passId );
}
}
/**
* Retrieves shadow nodes for the given material. This is used to setup shadow passes.
* The result is cached per material and updated when the material's version changes.
*
* @private
* @param {Material} material
* @returns {Object} - The shadow nodes for the material.
*/
_getShadowNodes( material ) {
const version = material.version;
let cache = this._cacheShadowNodes.get( material );
if ( cache === undefined || cache.version !== version ) {
const hasMap = material.map && material.map.isTexture;
const hasColorNode = material.colorNode && material.colorNode.isNode;
const hasCastShadowNode = material.castShadowNode && material.castShadowNode.isNode;
const hasMaskNode = ( material.maskShadowNode && material.maskShadowNode.isNode ) || ( material.maskNode && material.maskNode.isNode );
let positionNode = null;
let colorNode = null;
let depthNode = null;
if ( hasMap || hasColorNode || hasCastShadowNode || hasMaskNode ) {
let shadowRGB;
let shadowAlpha;
if ( hasCastShadowNode ) {
shadowRGB = material.castShadowNode.rgb;
shadowAlpha = material.castShadowNode.a;
if ( this.shadowMap.transmitted !== true ) {
warnOnce( 'Renderer: `shadowMap.transmitted` needs to be set to `true` when using `material.castShadowNode`.' );
}
} else {
shadowRGB = vec3( 0 );
shadowAlpha = float( 1 );
}
if ( hasMap ) {
shadowAlpha = shadowAlpha.mul( reference( 'map', 'texture', material ).a );
}
if ( hasColorNode ) {
shadowAlpha = shadowAlpha.mul( material.colorNode.a );
}
colorNode = vec4( shadowRGB, shadowAlpha );
if ( hasMaskNode ) {
const maskNode = material.maskShadowNode || material.maskNode;
colorNode = Fn( ( [ color ] ) => {
maskNode.not().discard();
return color;
} )( colorNode );
}
}
if ( material.depthNode && material.depthNode.isNode ) {
depthNode = material.depthNode;
}
if ( material.castShadowPositionNode && material.castShadowPositionNode.isNode ) {
positionNode = material.castShadowPositionNode;
} else if ( material.positionNode && material.positionNode.isNode ) {
positionNode = material.positionNode;
}
cache = {
version,
colorNode,
depthNode,
positionNode
};
this._cacheShadowNodes.set( material, cache );
}
return cache;
}
/**
* Updates the camera so it's prepared for rendering operations.
*
* @private
* @param {Camera} camera - The camera to update.
* @param {boolean} useXRCamera - Whether the XR camera should be used when presenting.
* @return {Camera} The returned camera might be different depending on whether XR is used or not.
*/
_updateCamera( camera, useXRCamera ) {
const xr = this.xr;
if ( xr.isPresenting === false || useXRCamera === false ) {
let projectionMatrixNeedsUpdate = false;
// reversed depth
if ( this.reversedDepthBuffer === true && camera.reversedDepth !== true ) {
camera._reversedDepth = true;
if ( camera.isArrayCamera ) {
for ( const subCamera of camera.cameras ) {
subCamera._reversedDepth = true;
}
}
projectionMatrixNeedsUpdate = true;
}
// WebGPU/WebGL coordinate system
const coordinateSystem = this.coordinateSystem;
if ( camera.coordinateSystem !== coordinateSystem ) {
camera.coordinateSystem = coordinateSystem;
if ( camera.isArrayCamera ) {
for ( const subCamera of camera.cameras ) {
subCamera.coordinateSystem = coordinateSystem;
}
}
projectionMatrixNeedsUpdate = true;
}
// camera update
if ( projectionMatrixNeedsUpdate === true ) {
camera.updateProjectionMatrix();
if ( camera.isArrayCamera ) {
for ( const subCamera of camera.cameras ) {
subCamera.updateProjectionMatrix();
}
}
}
}
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
// handle XR
if ( useXRCamera === true && xr.enabled === true && xr.isPresenting === true ) {
if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
camera = xr.getCamera(); // use XR camera for rendering
}
return camera;
}
/**
* This method represents the default render object function that manages the render lifecycle
* of the object.
*
* @param {Object3D} object - The 3D object.
* @param {Scene} scene - The scene the 3D object belongs to.
* @param {Camera} camera - The camera the object should be rendered with.
* @param {BufferGeometry} geometry - The object's geometry.
* @param {Material} material - The object's material.
* @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
* @param {LightsNode} lightsNode - The current lights node.
* @param {?ClippingContext} clippingContext - The clipping context.
* @param {?string} [passId=null] - An optional ID for identifying the pass.
*/
renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext = null, passId = null ) {
let materialOverride = false;
let materialColorNode;
let materialDepthNode;
let materialPositionNode;
let materialSide;
let materialDisplacementMap;
let materialDisplacementScale;
let materialDisplacementBias;
const previousSourceMaterial = this._currentSourceMaterial;
//
object.onBeforeRender( this, scene, camera, geometry, material, group );
//
if ( material.allowOverride === true && scene.overrideMaterial !== null ) {
this._currentSourceMaterial = material;
const overrideMaterial = scene.overrideMaterial;
materialOverride = true;
// store original nodes
materialColorNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.colorNode : null;
materialDepthNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.depthNode : null;
materialPositionNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.positionNode : null;
materialSide = scene.overrideMaterial.side;
materialDisplacementMap = overrideMaterial.displacementMap;
materialDisplacementScale = overrideMaterial.displacementScale;
materialDisplacementBias = overrideMaterial.displacementBias;
if ( material.positionNode && material.positionNode.isNode ) {
overrideMaterial.positionNode = material.positionNode;
}
overrideMaterial.alphaTest = material.alphaTest;
overrideMaterial.alphaMap = material.alphaMap;
overrideMaterial.displacementMap = material.displacementMap;
overrideMaterial.displacementScale = material.displacementScale;
overrideMaterial.displacementBias = material.displacementBias;
overrideMaterial.transparent = material.transparent || material.transmission > 0 ||
( material.transmissionNode && material.transmissionNode.isNode ) ||
( material.backdropNode && material.backdropNode.isNode );
if ( overrideMaterial.isShadowPassMaterial ) {
const { colorNode, depthNode, positionNode } = this._getShadowNodes( material );
if ( this.shadowMap.type === VSMShadowMap ) {
overrideMaterial.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
} else {
overrideMaterial.side = ( material.shadowSide !== null ) ? material.shadowSide : _shadowSide[ material.side ];
}
if ( colorNode !== null ) overrideMaterial.colorNode = colorNode;
if ( depthNode !== null ) overrideMaterial.depthNode = depthNode;
if ( positionNode !== null ) overrideMaterial.positionNode = positionNode;
}
material = overrideMaterial;
}
//
if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
material.side = BackSide;
this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, 'backSide' ); // create backSide pass id
material.side = FrontSide;
this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId ); // use default pass id
material.side = DoubleSide;
} else {
this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId );
}
//
if ( materialOverride ) {
scene.overrideMaterial.colorNode = materialColorNode;
scene.overrideMaterial.depthNode = materialDepthNode;
scene.overrideMaterial.positionNode = materialPositionNode;
scene.overrideMaterial.side = materialSide;
scene.overrideMaterial.displacementMap = materialDisplacementMap;
scene.overrideMaterial.displacementScale = materialDisplacementScale;
scene.overrideMaterial.displacementBias = materialDisplacementBias;
}
this._currentSourceMaterial = previousSourceMaterial;
//
object.onAfterRender( this, scene, camera, geometry, material, group );
}
/**
* Checks if the given compatibility is supported by the selected backend.
*
* @param {string} name - The compatibility's name.
* @return {boolean} Whether the compatibility is supported or not.
*/
hasCompatibility( name ) {
if ( this._initialized === false ) {
throw new Error( 'THREE.Renderer: .hasCompatibility() called before the backend is initialized. Use "await renderer.init();" before using this method.' );
}
return this.backend.hasCompatibility( name );
}
/**
* This method represents the default `_handleObjectFunction` implementation which creates
* a render object from the given data and performs the draw command with the selected backend.
*
* @private
* @param {Object3D} object - The 3D object.
* @param {Material} material - The object's material.
* @param {Scene} scene - The scene the 3D object belongs to.
* @param {Camera} camera - The camera the object should be rendered with.
* @param {LightsNode} lightsNode - The current lights node.
* @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
* @param {ClippingContext} clippingContext - The clipping context.
* @param {string} [passId] - An optional ID for identifying the pass.
*/
_renderObjectDirect( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
renderObject.drawRange = object.geometry.drawRange;
renderObject.group = group;
if ( this._currentRenderBundle !== null ) {
const renderBundleData = this.backend.get( this._currentRenderBundle );
renderBundleData.renderObjects.push( renderObject );
renderObject.bundle = this._currentRenderBundle.bundleGroup;
}
//
const refreshType = this._nodes.needsRefresh( renderObject );
if ( refreshType === RenderObjectRefreshType.FULL ) {
this._nodes.updateBefore( renderObject );
this._geometries.updateForRender( renderObject );
this._nodes.updateForRender( renderObject );
this._bindings.updateForRender( renderObject );
} else if ( refreshType === RenderObjectRefreshType.SHARED ) {
this._nodes.updateBefore( renderObject );
this._nodes.updateForRender( renderObject );
this._bindings.updateSharedForRender( renderObject );
}
this._pipelines.updateForRender( renderObject );
//
if ( this._pipelines.isReady( renderObject ) ) {
this.backend.draw( renderObject, this.info );
if ( refreshType !== RenderObjectRefreshType.NONE ) this._nodes.updateAfter( renderObject );
}
}
/**
* A different implementation for `_handleObjectFunction` which only makes sure the object is ready for rendering.
* Used in `compileAsync()`.
*
* @private
* @param {Object3D} object - The 3D object.
* @param {Material} material - The object's material.
* @param {Scene} scene - The scene the 3D object belongs to.
* @param {Camera} camera - The camera the object should be rendered with.
* @param {LightsNode} lightsNode - The current lights node.
* @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
* @param {ClippingContext} clippingContext - The clipping context.
* @param {string} [passId] - An optional ID for identifying the pass.
*/
_createObjectPipeline( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
// If in async compilation mode, queue the work for sequential execution
if ( this._compilationPromises !== null ) {
// Store work items instead of promises - will be processed sequentially
this._compilationPromises.push( {
object,
material,
scene,
camera,
lightsNode,
group,
clippingContext,
passId,
renderContext: this._currentRenderContext
} );
return;
}
// Sync path
const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
renderObject.drawRange = object.geometry.drawRange;
renderObject.group = group;
//
this._nodes.updateBefore( renderObject );
this._geometries.updateForRender( renderObject );
this._nodes.updateForRender( renderObject );
this._bindings.updateForRender( renderObject );
this._pipelines.getForRender( renderObject, this._compilationPromises );
this._nodes.updateAfter( renderObject );
}
/**
* Callback when the canvas has been resized.
*
* @private
*/
_onCanvasTargetResize() {
if ( this._initialized ) this.backend.updateSize();
}
/**
* Alias for `compileAsync()`.
*
* @method
* @param {Object3D} scene - The scene or 3D object to precompile.
* @param {Camera} camera - The camera that is used to render the scene.
* @param {Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
* @param {onProgressCallback} [onProgress] - Executed while the compilation is in progress.
* @return {function(Object3D, Camera, ?Scene, ?onProgressCallback): Promise|undefined} A Promise that resolves when the compile has been finished.
*/
get compile() {
return this.compileAsync;
}
}
/**
* Animation loop parameter of `renderer.setAnimationLoop()`.
*
* @callback onAnimationCallback
* @param {DOMHighResTimeStamp} time - A timestamp indicating the end time of the previous frame's rendering.
* @param {XRFrame} [frame] - A reference to the current XR frame. Only relevant when using XR rendering.
*/
export default Renderer;