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JavaScript

2 years ago
import Animation from './Animation.js';
import RenderObjects from './RenderObjects.js';
import Attributes from './Attributes.js';
import Geometries from './Geometries.js';
import Info from './Info.js';
import Pipelines from './Pipelines.js';
import Bindings from './Bindings.js';
import RenderLists from './RenderLists.js';
import RenderContexts from './RenderContexts.js';
import Textures from './Textures.js';
import Background from './Background.js';
import Nodes from './nodes/Nodes.js';
import { Scene, Frustum, Matrix4, Vector2, Vector3, Vector4, Color, DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoToneMapping } from 'three';
const _scene = new Scene();
const _drawingBufferSize = new Vector2();
const _screen = new Vector4();
const _frustum = new Frustum();
const _projScreenMatrix = new Matrix4();
const _vector3 = new Vector3();
class Renderer {
constructor( backend ) {
this.isRenderer = true;
// public
this.domElement = backend.getDomElement();
this.backend = backend;
this.autoClear = true;
this.autoClearColor = true;
this.autoClearDepth = true;
this.autoClearStencil = true;
this.outputColorSpace = SRGBColorSpace;
this.toneMapping = NoToneMapping;
this.toneMappingExposure = 1.0;
this.sortObjects = true;
this.depth = true;
this.stencil = true;
this.info = new Info();
// internals
this._pixelRatio = 1;
this._width = this.domElement.width;
this._height = this.domElement.height;
this._viewport = new Vector4( 0, 0, this._width, this._height );
this._scissor = new Vector4( 0, 0, this._width, this._height );
this._scissorTest = false;
this._properties = null;
this._attributes = null;
this._geometries = null;
this._nodes = null;
this._bindings = null;
this._objects = null;
this._pipelines = null;
this._renderLists = null;
this._renderContexts = null;
this._textures = null;
this._background = null;
this._animation = new Animation();
this._currentRenderContext = null;
this._lastRenderContext = null;
this._opaqueSort = null;
this._transparentSort = null;
this._clearAlpha = 1;
this._clearColor = new Color( 0x000000 );
this._clearDepth = 1;
this._clearStencil = 0;
this._renderTarget = null;
this._activeCubeFace = 0;
this._activeMipmapLevel = 0;
this._initialized = false;
this._initPromise = null;
// backwards compatibility
this.shadowMap = {
enabled: false,
type: null
};
this.xr = {
enabled: false
};
}
async init() {
if ( this._initialized ) {
throw new Error( 'Renderer: Backend has already been initialized.' );
}
if ( this._initPromise !== null ) {
return this._initPromise;
}
this._initPromise = new Promise( async ( resolve, reject ) => {
const backend = this.backend;
try {
await backend.init( this );
} catch ( error ) {
reject( error );
return;
}
this._nodes = new Nodes( this, backend );
this._attributes = new Attributes( backend );
this._background = new Background( this, this._nodes );
this._geometries = new Geometries( this._attributes, this.info );
this._textures = new Textures( backend, this.info );
this._pipelines = new Pipelines( backend, this._nodes );
this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
this._renderLists = new RenderLists();
this._renderContexts = new RenderContexts();
//
this._animation.setNodes( this._nodes );
this._animation.start();
this._initialized = true;
resolve();
} );
return this._initPromise;
}
get coordinateSystem() {
return this.backend.coordinateSystem;
}
async compile( /*scene, camera*/ ) {
console.warn( 'THREE.Renderer: .compile() is not implemented yet.' );
}
async render( scene, camera ) {
if ( this._initialized === false ) await this.init();
// preserve render tree
const nodeFrame = this._nodes.nodeFrame;
const previousRenderId = nodeFrame.renderId;
const previousRenderState = this._currentRenderContext;
//
const sceneRef = ( scene.isScene === true ) ? scene : _scene;
const renderTarget = this._renderTarget;
const renderContext = this._renderContexts.get( scene, camera, renderTarget );
const activeCubeFace = this._activeCubeFace;
const activeMipmapLevel = this._activeMipmapLevel;
this._currentRenderContext = renderContext;
nodeFrame.renderId ++;
//
const coordinateSystem = this.coordinateSystem;
if ( camera.coordinateSystem !== coordinateSystem ) {
camera.coordinateSystem = coordinateSystem;
camera.updateProjectionMatrix();
}
//
if ( this._animation.isAnimating === false ) nodeFrame.update();
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
if ( this.info.autoReset === true ) this.info.reset();
this.info.render.frame ++;
//
let viewport = this._viewport;
let scissor = this._scissor;
let pixelRatio = this._pixelRatio;
if ( renderTarget !== null ) {
viewport = renderTarget.viewport;
scissor = renderTarget.scissor;
pixelRatio = 1;
}
this.getDrawingBufferSize( _drawingBufferSize );
_screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
renderContext.viewportValue.width >>= activeMipmapLevel;
renderContext.viewportValue.height >>= activeMipmapLevel;
renderContext.viewportValue.minDepth = minDepth;
renderContext.viewportValue.maxDepth = maxDepth;
renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
renderContext.scissorValue.width >>= activeMipmapLevel;
renderContext.scissorValue.height >>= activeMipmapLevel;
renderContext.depth = this.depth;
renderContext.stencil = this.stencil;
//
sceneRef.onBeforeRender( this, scene, camera, renderTarget );
//
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
_frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem );
const renderList = this._renderLists.get( scene, camera );
renderList.begin();
this._projectObject( scene, camera, 0, renderList );
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;
} else {
renderContext.textures = null;
renderContext.depthTexture = null;
renderContext.width = this.domElement.width;
renderContext.height = this.domElement.height;
}
renderContext.width >>= activeMipmapLevel;
renderContext.height >>= activeMipmapLevel;
renderContext.activeCubeFace = activeCubeFace;
renderContext.activeMipmapLevel = activeMipmapLevel;
renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
//
this._nodes.updateScene( sceneRef );
//
this._background.update( sceneRef, renderList, renderContext );
//
this.backend.beginRender( renderContext );
// process render lists
const opaqueObjects = renderList.opaque;
const transparentObjects = renderList.transparent;
const lightsNode = renderList.lightsNode;
if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
// finish render pass
this.backend.finishRender( renderContext );
// restore render tree
nodeFrame.renderId = previousRenderId;
this._currentRenderContext = previousRenderState;
this._lastRenderContext = renderContext;
//
sceneRef.onAfterRender( this, scene, camera, renderTarget );
}
getActiveCubeFace() {
return this._activeCubeFace;
}
getActiveMipmapLevel() {
return this._activeMipmapLevel;
}
setAnimationLoop( callback ) {
if ( this._initialized === false ) this.init();
const animation = this._animation;
animation.setAnimationLoop( callback );
( callback === null ) ? animation.stop() : animation.start();
}
getArrayBuffer( attribute ) { // @deprecated, r155
console.warn( 'THREE.Renderer: getArrayBuffer() is deprecated. Use getArrayBufferAsync() instead.' );
return this.getArrayBufferAsync( attribute );
}
async getArrayBufferAsync( attribute ) {
return await this.backend.getArrayBufferAsync( attribute );
}
getContext() {
return this._context;
}
getPixelRatio() {
return this._pixelRatio;
}
getDrawingBufferSize( target ) {
return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
}
getSize( target ) {
return target.set( this._width, this._height );
}
setPixelRatio( value = 1 ) {
this._pixelRatio = value;
this.setSize( this._width, this._height, false );
}
setDrawingBufferSize( width, height, pixelRatio ) {
this._width = width;
this._height = height;
this._pixelRatio = pixelRatio;
this.domElement.width = Math.floor( width * pixelRatio );
this.domElement.height = Math.floor( height * pixelRatio );
this.setViewport( 0, 0, width, height );
if ( this._initialized ) this.backend.updateSize();
}
setSize( width, height, updateStyle = true ) {
this._width = width;
this._height = height;
this.domElement.width = Math.floor( width * this._pixelRatio );
this.domElement.height = Math.floor( height * this._pixelRatio );
if ( updateStyle === true ) {
this.domElement.style.width = width + 'px';
this.domElement.style.height = height + 'px';
}
this.setViewport( 0, 0, width, height );
if ( this._initialized ) this.backend.updateSize();
}
setOpaqueSort( method ) {
this._opaqueSort = method;
}
setTransparentSort( method ) {
this._transparentSort = method;
}
getScissor( target ) {
const scissor = this._scissor;
target.x = scissor.x;
target.y = scissor.y;
target.width = scissor.width;
target.height = scissor.height;
return target;
}
setScissor( x, y, width, height ) {
const scissor = this._scissor;
if ( x.isVector4 ) {
scissor.copy( x );
} else {
scissor.set( x, y, width, height );
}
}
getScissorTest() {
return this._scissorTest;
}
setScissorTest( boolean ) {
this._scissorTest = boolean;
}
getViewport( target ) {
return target.copy( this._viewport );
}
setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
const viewport = this._viewport;
if ( x.isVector4 ) {
viewport.copy( x );
} else {
viewport.set( x, y, width, height );
}
viewport.minDepth = minDepth;
viewport.maxDepth = maxDepth;
}
getClearColor( target ) {
return target.copy( this._clearColor );
}
setClearColor( color, alpha = 1 ) {
this._clearColor.set( color );
this._clearAlpha = alpha;
}
getClearAlpha() {
return this._clearAlpha;
}
setClearAlpha( alpha ) {
this._clearAlpha = alpha;
}
getClearDepth() {
return this._clearDepth;
}
setClearDepth( depth ) {
this._clearDepth = depth;
}
getClearStencil() {
return this._clearStencil;
}
setClearStencil( stencil ) {
this._clearStencil = stencil;
}
isOccluded( object ) {
const renderContext = this._currentRenderContext || this._lastRenderContext;
return renderContext && this.backend.isOccluded( renderContext, object );
}
clear( color = true, depth = true, stencil = true ) {
const renderContext = this._currentRenderContext || this._lastRenderContext;
if ( renderContext ) this.backend.clear( renderContext, color, depth, stencil );
}
clearColor() {
this.clear( true, false, false );
}
clearDepth() {
this.clear( false, true, false );
}
clearStencil() {
this.clear( false, false, true );
}
dispose() {
this.info.dispose();
this._objects.dispose();
this._properties.dispose();
this._pipelines.dispose();
this._nodes.dispose();
this._bindings.dispose();
this._renderLists.dispose();
this._renderContexts.dispose();
this._textures.dispose();
this.setRenderTarget( null );
this.setAnimationLoop( null );
}
setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
this._renderTarget = renderTarget;
this._activeCubeFace = activeCubeFace;
this._activeMipmapLevel = activeMipmapLevel;
}
getRenderTarget() {
return this._renderTarget;
}
async compute( computeNodes ) {
if ( this._initialized === false ) await this.init();
const backend = this.backend;
const pipelines = this._pipelines;
const bindings = this._bindings;
const nodes = this._nodes;
const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
backend.beginCompute( computeNodes );
for ( const computeNode of computeList ) {
// onInit
if ( pipelines.has( computeNode ) === false ) {
const dispose = () => {
computeNode.removeEventListener( 'dispose', dispose );
pipelines.delete( computeNode );
bindings.delete( computeNode );
nodes.delete( computeNode );
};
computeNode.addEventListener( 'dispose', dispose );
//
computeNode.onInit( { renderer: this } );
}
nodes.updateForCompute( computeNode );
bindings.updateForCompute( computeNode );
const computeBindings = bindings.getForCompute( computeNode );
const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
backend.compute( computeNodes, computeNode, computeBindings, computePipeline );
}
backend.finishCompute( computeNodes );
}
hasFeature( name ) {
return this.backend.hasFeature( name );
}
copyFramebufferToTexture( framebufferTexture ) {
const renderContext = this._currentRenderContext || this._lastRenderContext;
this._textures.updateTexture( framebufferTexture );
this.backend.copyFramebufferToTexture( framebufferTexture, renderContext );
}
readRenderTargetPixelsAsync( renderTarget, x, y, width, height ) {
return this.backend.copyTextureToBuffer( renderTarget.texture, x, y, width, height );
}
_projectObject( object, camera, groupOrder, renderList ) {
if ( object.visible === false ) return;
const visible = object.layers.test( camera.layers );
if ( visible ) {
if ( object.isGroup ) {
groupOrder = object.renderOrder;
} else if ( object.isLOD ) {
if ( object.autoUpdate === true ) object.update( camera );
} else if ( object.isLight ) {
renderList.pushLight( object );
} else if ( object.isSprite ) {
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
if ( this.sortObjects === true ) {
_vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
}
const geometry = object.geometry;
const material = object.material;
if ( material.visible ) {
renderList.push( object, geometry, material, groupOrder, _vector3.z, null );
}
}
} else if ( object.isLineLoop ) {
console.error( 'THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
} else if ( object.isMesh || object.isLine || object.isPoints ) {
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
const geometry = object.geometry;
const material = object.material;
if ( this.sortObjects === true ) {
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_vector3
.copy( geometry.boundingSphere.center )
.applyMatrix4( object.matrixWorld )
.applyMatrix4( _projScreenMatrix );
}
if ( Array.isArray( material ) ) {
const groups = geometry.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible ) {
renderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
}
}
} else if ( material.visible ) {
renderList.push( object, geometry, material, groupOrder, _vector3.z, null );
}
}
}
}
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
this._projectObject( children[ i ], camera, groupOrder, renderList );
}
}
_renderObjects( renderList, camera, scene, lightsNode ) {
// process renderable objects
for ( let i = 0, il = renderList.length; i < il; i ++ ) {
const renderItem = renderList[ i ];
// @TODO: Add support for multiple materials per object. This will require to extract
// the material from the renderItem object and pass it with its group data to _renderObject().
const { object, geometry, material, group } = renderItem;
if ( camera.isArrayCamera ) {
const cameras = camera.cameras;
for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
const camera2 = cameras[ j ];
if ( object.layers.test( camera2.layers ) ) {
const vp = camera2.viewport;
const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
const viewportValue = this._currentRenderContext.viewportValue;
viewportValue.copy( vp ).multiplyScalar( this._pixelRatio ).floor();
viewportValue.minDepth = minDepth;
viewportValue.maxDepth = maxDepth;
this.backend.updateViewport( this._currentRenderContext );
this._renderObject( object, scene, camera2, geometry, material, group, lightsNode );
}
}
} else {
this._renderObject( object, scene, camera, geometry, material, group, lightsNode );
}
}
}
_renderObject( object, scene, camera, geometry, material, group, lightsNode ) {
material = scene.overrideMaterial !== null ? scene.overrideMaterial : material;
//
object.onBeforeRender( this, scene, camera, geometry, material, group );
material.onBeforeRender( this, scene, camera, geometry, material, group );
//
if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
material.side = BackSide;
this._renderObjectDirect( object, material, scene, camera, lightsNode, 'backSide' ); // create backSide pass id
material.side = FrontSide;
this._renderObjectDirect( object, material, scene, camera, lightsNode ); // use default pass id
material.side = DoubleSide;
} else {
this._renderObjectDirect( object, material, scene, camera, lightsNode );
}
//
object.onAfterRender( this, scene, camera, geometry, material, group );
}
_renderObjectDirect( object, material, scene, camera, lightsNode, passId ) {
const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
//
this._nodes.updateBefore( renderObject );
//
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
//
this._nodes.updateForRender( renderObject );
this._geometries.updateForRender( renderObject );
this._bindings.updateForRender( renderObject );
this._pipelines.updateForRender( renderObject );
//
this.backend.draw( renderObject, this.info );
}
}
export default Renderer;