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;