1437 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			1437 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import Animation from './Animation.js';
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import RenderObjects from './RenderObjects.js';
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import Attributes from './Attributes.js';
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import Geometries from './Geometries.js';
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import Info from './Info.js';
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import Pipelines from './Pipelines.js';
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import Bindings from './Bindings.js';
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import RenderLists from './RenderLists.js';
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import RenderContexts from './RenderContexts.js';
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import Textures from './Textures.js';
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import Background from './Background.js';
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import Nodes from './nodes/Nodes.js';
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import Color4 from './Color4.js';
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import ClippingContext from './ClippingContext.js';
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import { Scene, Frustum, Matrix4, Vector2, Vector3, Vector4, DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoColorSpace, NoToneMapping, LinearFilter, LinearSRGBColorSpace, RenderTarget, HalfFloatType, RGBAFormat } from 'three';
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import { NodeMaterial } from '../../nodes/Nodes.js';
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import QuadMesh from '../../objects/QuadMesh.js';
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const _scene = new Scene();
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const _drawingBufferSize = new Vector2();
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const _screen = new Vector4();
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const _frustum = new Frustum();
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const _projScreenMatrix = new Matrix4();
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const _vector3 = new Vector3();
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const _quad = new QuadMesh( new NodeMaterial() );
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class Renderer {
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	constructor( backend, parameters = {} ) {
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		this.isRenderer = true;
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		//
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		const {
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			logarithmicDepthBuffer = false,
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			alpha = true
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		} = parameters;
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		// public
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		this.domElement = backend.getDomElement();
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		this.backend = backend;
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		this.autoClear = true;
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		this.autoClearColor = true;
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		this.autoClearDepth = true;
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		this.autoClearStencil = true;
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		this.alpha = alpha;
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		this.logarithmicDepthBuffer = logarithmicDepthBuffer;
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		this.outputColorSpace = SRGBColorSpace;
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		this.toneMapping = NoToneMapping;
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		this.toneMappingExposure = 1.0;
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		this.sortObjects = true;
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		this.depth = true;
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		this.stencil = false;
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		this.clippingPlanes = [];
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		this.info = new Info();
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		// nodes
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		this.toneMappingNode = null;
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		// internals
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		this._pixelRatio = 1;
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		this._width = this.domElement.width;
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		this._height = this.domElement.height;
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		this._viewport = new Vector4( 0, 0, this._width, this._height );
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		this._scissor = new Vector4( 0, 0, this._width, this._height );
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		this._scissorTest = false;
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		this._attributes = null;
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		this._geometries = null;
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		this._nodes = null;
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		this._animation = null;
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		this._bindings = null;
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		this._objects = null;
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		this._pipelines = null;
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		this._renderLists = null;
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		this._renderContexts = null;
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		this._textures = null;
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		this._background = null;
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		this._currentRenderContext = null;
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		this._opaqueSort = null;
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		this._transparentSort = null;
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		this._frameBufferTarget = null;
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		const alphaClear = this.alpha === true ? 0 : 1;
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		this._clearColor = new Color4( 0, 0, 0, alphaClear );
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		this._clearDepth = 1;
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		this._clearStencil = 0;
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		this._renderTarget = null;
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		this._activeCubeFace = 0;
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		this._activeMipmapLevel = 0;
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		this._renderObjectFunction = null;
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		this._currentRenderObjectFunction = null;
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		this._handleObjectFunction = this._renderObjectDirect;
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		this._initialized = false;
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		this._initPromise = null;
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		this._compilationPromises = null;
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		// backwards compatibility
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		this.shadowMap = {
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			enabled: false,
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			type: null
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		};
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		this.xr = {
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			enabled: false
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		};
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	}
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	async init() {
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		if ( this._initialized ) {
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			throw new Error( 'Renderer: Backend has already been initialized.' );
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		}
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		if ( this._initPromise !== null ) {
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			return this._initPromise;
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		}
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		this._initPromise = new Promise( async ( resolve, reject ) => {
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			const backend = this.backend;
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			try {
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				await backend.init( this );
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			} catch ( error ) {
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				reject( error );
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				return;
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			}
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			this._nodes = new Nodes( this, backend );
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			this._animation = new Animation( this._nodes, this.info );
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			this._attributes = new Attributes( backend );
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			this._background = new Background( this, this._nodes );
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			this._geometries = new Geometries( this._attributes, this.info );
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			this._textures = new Textures( this, backend, this.info );
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			this._pipelines = new Pipelines( backend, this._nodes );
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			this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
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			this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
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			this._renderLists = new RenderLists();
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			this._renderContexts = new RenderContexts();
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			//
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			this._initialized = true;
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			resolve();
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		} );
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		return this._initPromise;
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	}
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	get coordinateSystem() {
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		return this.backend.coordinateSystem;
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	}
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	async compileAsync( scene, camera, targetScene = null ) {
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		if ( this._initialized === false ) await this.init();
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		// preserve render tree
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		const nodeFrame = this._nodes.nodeFrame;
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		const previousRenderId = nodeFrame.renderId;
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		const previousRenderContext = this._currentRenderContext;
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		const previousRenderObjectFunction = this._currentRenderObjectFunction;
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		const previousCompilationPromises = this._compilationPromises;
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		//
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		const sceneRef = ( scene.isScene === true ) ? scene : _scene;
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		if ( targetScene === null ) targetScene = scene;
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		const renderTarget = this._renderTarget;
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		const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
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		const activeMipmapLevel = this._activeMipmapLevel;
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		const compilationPromises = [];
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		this._currentRenderContext = renderContext;
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		this._currentRenderObjectFunction = this.renderObject;
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		this._handleObjectFunction = this._createObjectPipeline;
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		this._compilationPromises = compilationPromises;
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		nodeFrame.renderId ++;
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		//
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		nodeFrame.update();
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		//
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		renderContext.depth = this.depth;
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		renderContext.stencil = this.stencil;
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		if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
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		renderContext.clippingContext.updateGlobal( this, camera );
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		//
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		sceneRef.onBeforeRender( this, scene, camera, renderTarget );
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		//
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		const renderList = this._renderLists.get( scene, camera );
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		renderList.begin();
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		this._projectObject( scene, camera, 0, renderList );
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		// include lights from target scene
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		if ( targetScene !== scene ) {
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			targetScene.traverseVisible( function ( object ) {
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				if ( object.isLight && object.layers.test( camera.layers ) ) {
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					renderList.pushLight( object );
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				}
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			} );
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		}
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		renderList.finish();
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		//
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		if ( renderTarget !== null ) {
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			this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
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			const renderTargetData = this._textures.get( renderTarget );
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			renderContext.textures = renderTargetData.textures;
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			renderContext.depthTexture = renderTargetData.depthTexture;
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		} else {
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			renderContext.textures = null;
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			renderContext.depthTexture = null;
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		}
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		//
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		this._nodes.updateScene( sceneRef );
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		//
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		this._background.update( sceneRef, renderList, renderContext );
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		// process render lists
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		const opaqueObjects = renderList.opaque;
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		const transparentObjects = renderList.transparent;
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		const lightsNode = renderList.lightsNode;
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		if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
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		if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
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		// restore render tree
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		nodeFrame.renderId = previousRenderId;
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		this._currentRenderContext = previousRenderContext;
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		this._currentRenderObjectFunction = previousRenderObjectFunction;
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		this._compilationPromises = previousCompilationPromises;
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		this._handleObjectFunction = this._renderObjectDirect;
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		// wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
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		await Promise.all( compilationPromises );
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	}
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	async renderAsync( scene, camera ) {
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		if ( this._initialized === false ) await this.init();
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		const renderContext = this._renderScene( scene, camera );
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		await this.backend.resolveTimestampAsync( renderContext, 'render' );
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	}
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	render( scene, camera ) {
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		if ( this._initialized === false ) {
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			console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
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			return this.renderAsync( scene, camera );
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		}
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		this._renderScene( scene, camera );
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	}
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	_getFrameBufferTarget() {
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		const { currentColorSpace } = this;
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		const useToneMapping = this._renderTarget === null && ( this.toneMapping !== NoToneMapping || this.toneMappingNode !== null );
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		const useColorSpace = currentColorSpace !== LinearSRGBColorSpace && currentColorSpace !== NoColorSpace;
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		if ( useToneMapping === false && useColorSpace === false ) return null;
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		const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
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		const { depth, stencil } = this;
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		let frameBufferTarget = this._frameBufferTarget;
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		if ( frameBufferTarget === null ) {
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			frameBufferTarget = new RenderTarget( width, height, {
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				depthBuffer: depth,
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				stencilBuffer: stencil,
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				type: HalfFloatType, // FloatType
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				format: RGBAFormat,
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				colorSpace: LinearSRGBColorSpace,
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				generateMipmaps: false,
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				minFilter: LinearFilter,
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				magFilter: LinearFilter,
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				samples: this.backend.parameters.antialias ? 4 : 0
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			} );
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			frameBufferTarget.isPostProcessingRenderTarget = true;
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			this._frameBufferTarget = frameBufferTarget;
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		}
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		frameBufferTarget.depthBuffer = depth;
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		frameBufferTarget.stencilBuffer = stencil;
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		frameBufferTarget.setSize( width, height );
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		frameBufferTarget.viewport.copy( this._viewport );
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		frameBufferTarget.scissor.copy( this._scissor );
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		frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
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		frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
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		frameBufferTarget.scissorTest = this._scissorTest;
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		return frameBufferTarget;
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	}
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	_renderScene( scene, camera, useFrameBufferTarget = true ) {
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		const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
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		// preserve render tree
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		const nodeFrame = this._nodes.nodeFrame;
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		const previousRenderId = nodeFrame.renderId;
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		const previousRenderContext = this._currentRenderContext;
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		const previousRenderObjectFunction = this._currentRenderObjectFunction;
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		//
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		const sceneRef = ( scene.isScene === true ) ? scene : _scene;
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		const outputRenderTarget = this._renderTarget;
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		const activeCubeFace = this._activeCubeFace;
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		const activeMipmapLevel = this._activeMipmapLevel;
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						|
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						|
		//
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						|
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		let renderTarget;
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		if ( frameBufferTarget !== null ) {
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			renderTarget = frameBufferTarget;
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			this.setRenderTarget( renderTarget );
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		} else {
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			renderTarget = outputRenderTarget;
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		}
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						|
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		//
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		const renderContext = this._renderContexts.get( scene, camera, renderTarget );
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		this._currentRenderContext = renderContext;
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		this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
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						|
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						|
		//
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						|
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		this.info.calls ++;
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		this.info.render.calls ++;
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		nodeFrame.renderId = this.info.calls;
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						|
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						|
		//
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		const coordinateSystem = this.coordinateSystem;
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		if ( camera.coordinateSystem !== coordinateSystem ) {
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			camera.coordinateSystem = coordinateSystem;
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						|
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						|
			camera.updateProjectionMatrix();
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		}
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						|
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						|
		//
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						|
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		if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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						|
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						|
		if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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						|
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						|
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						|
		//
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						|
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		let viewport = this._viewport;
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						|
		let scissor = this._scissor;
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						|
		let pixelRatio = this._pixelRatio;
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						|
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						|
		if ( renderTarget !== null ) {
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			viewport = renderTarget.viewport;
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			scissor = renderTarget.scissor;
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						|
			pixelRatio = 1;
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						|
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		}
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						|
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		this.getDrawingBufferSize( _drawingBufferSize );
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		_screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
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						|
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						|
		const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
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						|
		const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
 | 
						|
 | 
						|
		renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
 | 
						|
		renderContext.viewportValue.width >>= activeMipmapLevel;
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						|
		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;
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						|
		renderContext.scissorValue.width >>= activeMipmapLevel;
 | 
						|
		renderContext.scissorValue.height >>= activeMipmapLevel;
 | 
						|
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						|
		if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
 | 
						|
		renderContext.clippingContext.updateGlobal( this, camera );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		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;
 | 
						|
			renderContext.renderTarget = renderTarget;
 | 
						|
			renderContext.depth = renderTarget.depthBuffer;
 | 
						|
			renderContext.stencil = renderTarget.stencilBuffer;
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			renderContext.textures = null;
 | 
						|
			renderContext.depthTexture = null;
 | 
						|
			renderContext.width = this.domElement.width;
 | 
						|
			renderContext.height = this.domElement.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;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		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 = previousRenderContext;
 | 
						|
		this._currentRenderObjectFunction = previousRenderObjectFunction;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		if ( frameBufferTarget !== null ) {
 | 
						|
 | 
						|
			this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
 | 
						|
 | 
						|
			_quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
 | 
						|
 | 
						|
			this._renderScene( _quad, _quad.camera, false );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		sceneRef.onAfterRender( this, scene, camera, renderTarget );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		return renderContext;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	getMaxAnisotropy() {
 | 
						|
 | 
						|
		return this.backend.getMaxAnisotropy();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	getActiveCubeFace() {
 | 
						|
 | 
						|
		return this._activeCubeFace;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	getActiveMipmapLevel() {
 | 
						|
 | 
						|
		return this._activeMipmapLevel;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	async setAnimationLoop( callback ) {
 | 
						|
 | 
						|
		if ( this._initialized === false ) await this.init();
 | 
						|
 | 
						|
		this._animation.setAnimationLoop( callback );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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.backend.getContext();
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	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;
 | 
						|
 | 
						|
		this.backend.setScissorTest( 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._clearColor.a = alpha;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	getClearAlpha() {
 | 
						|
 | 
						|
		return this._clearColor.a;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	setClearAlpha( alpha ) {
 | 
						|
 | 
						|
		this._clearColor.a = 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;
 | 
						|
 | 
						|
		return renderContext && this.backend.isOccluded( renderContext, object );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	clear( color = true, depth = true, stencil = true ) {
 | 
						|
 | 
						|
		if ( this._initialized === false ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Renderer: .clear() called before the backend is initialized. Try using .clearAsync() instead.' );
 | 
						|
 | 
						|
			return this.clearAsync( color, depth, stencil );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		const renderTarget = this._renderTarget || this._getFrameBufferTarget();
 | 
						|
 | 
						|
		let renderTargetData = null;
 | 
						|
 | 
						|
		if ( renderTarget !== null ) {
 | 
						|
 | 
						|
			this._textures.updateRenderTarget( renderTarget );
 | 
						|
 | 
						|
			renderTargetData = this._textures.get( renderTarget );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		this.backend.clear( color, depth, stencil, renderTargetData );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	clearColor() {
 | 
						|
 | 
						|
		return this.clear( true, false, false );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	clearDepth() {
 | 
						|
 | 
						|
		return this.clear( false, true, false );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	clearStencil() {
 | 
						|
 | 
						|
		return this.clear( false, false, true );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	async clearAsync( color = true, depth = true, stencil = true ) {
 | 
						|
 | 
						|
		if ( this._initialized === false ) await this.init();
 | 
						|
 | 
						|
		this.clear( color, depth, stencil );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	clearColorAsync() {
 | 
						|
 | 
						|
		return this.clearAsync( true, false, false );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	clearDepthAsync() {
 | 
						|
 | 
						|
		return this.clearAsync( false, true, false );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	clearStencilAsync() {
 | 
						|
 | 
						|
		return this.clearAsync( false, false, true );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	get currentColorSpace() {
 | 
						|
 | 
						|
		const renderTarget = this._renderTarget;
 | 
						|
 | 
						|
		if ( renderTarget !== null ) {
 | 
						|
 | 
						|
			const texture = renderTarget.texture;
 | 
						|
 | 
						|
			return ( Array.isArray( texture ) ? texture[ 0 ] : texture ).colorSpace;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return this.outputColorSpace;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	dispose() {
 | 
						|
 | 
						|
		this.info.dispose();
 | 
						|
 | 
						|
		this._animation.dispose();
 | 
						|
		this._objects.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;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	setRenderObjectFunction( renderObjectFunction ) {
 | 
						|
 | 
						|
		this._renderObjectFunction = renderObjectFunction;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	getRenderObjectFunction() {
 | 
						|
 | 
						|
		return this._renderObjectFunction;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	async computeAsync( computeNodes ) {
 | 
						|
 | 
						|
		if ( this._initialized === false ) await this.init();
 | 
						|
 | 
						|
		const nodeFrame = this._nodes.nodeFrame;
 | 
						|
 | 
						|
		const previousRenderId = nodeFrame.renderId;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this.info.calls ++;
 | 
						|
		this.info.compute.calls ++;
 | 
						|
		this.info.compute.computeCalls ++;
 | 
						|
 | 
						|
		nodeFrame.renderId = this.info.calls;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		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.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 );
 | 
						|
 | 
						|
		await this.backend.resolveTimestampAsync( computeNodes, 'compute' );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		nodeFrame.renderId = previousRenderId;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	async hasFeatureAsync( name ) {
 | 
						|
 | 
						|
		if ( this._initialized === false ) await this.init();
 | 
						|
 | 
						|
		return this.backend.hasFeature( name );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	hasFeature( name ) {
 | 
						|
 | 
						|
		if ( this._initialized === false ) {
 | 
						|
 | 
						|
			console.warn( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead.' );
 | 
						|
 | 
						|
			return false;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		return this.backend.hasFeature( name );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	copyFramebufferToTexture( framebufferTexture ) {
 | 
						|
 | 
						|
		const renderContext = this._currentRenderContext;
 | 
						|
 | 
						|
		this._textures.updateTexture( framebufferTexture );
 | 
						|
 | 
						|
		this.backend.copyFramebufferToTexture( framebufferTexture, renderContext );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	copyTextureToTexture( position, srcTexture, dstTexture, level = 0 ) {
 | 
						|
 | 
						|
		this._textures.updateTexture( srcTexture );
 | 
						|
		this._textures.updateTexture( dstTexture );
 | 
						|
 | 
						|
		this.backend.copyTextureToTexture( position, srcTexture, dstTexture, level );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	readRenderTargetPixelsAsync( renderTarget, x, y, width, height, index = 0 ) {
 | 
						|
 | 
						|
		return this.backend.copyTextureToBuffer( renderTarget.textures[ index ], 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._currentRenderObjectFunction( object, scene, camera2, geometry, material, group, lightsNode );
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			} else {
 | 
						|
 | 
						|
				this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode );
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	renderObject( object, scene, camera, geometry, material, group, lightsNode ) {
 | 
						|
 | 
						|
		let overridePositionNode;
 | 
						|
		let overrideFragmentNode;
 | 
						|
		let overrideDepthNode;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		object.onBeforeRender( this, scene, camera, geometry, material, group );
 | 
						|
 | 
						|
		material.onBeforeRender( this, scene, camera, geometry, material, group );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		if ( scene.overrideMaterial !== null ) {
 | 
						|
 | 
						|
			const overrideMaterial = scene.overrideMaterial;
 | 
						|
 | 
						|
			if ( material.positionNode && material.positionNode.isNode ) {
 | 
						|
 | 
						|
				overridePositionNode = overrideMaterial.positionNode;
 | 
						|
				overrideMaterial.positionNode = material.positionNode;
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			if ( overrideMaterial.isShadowNodeMaterial ) {
 | 
						|
 | 
						|
				overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
 | 
						|
 | 
						|
				if ( material.depthNode && material.depthNode.isNode ) {
 | 
						|
 | 
						|
					overrideDepthNode = overrideMaterial.depthNode;
 | 
						|
					overrideMaterial.depthNode = material.depthNode;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
 | 
						|
				if ( material.shadowNode && material.shadowNode.isNode ) {
 | 
						|
 | 
						|
					overrideFragmentNode = overrideMaterial.fragmentNode;
 | 
						|
					overrideMaterial.fragmentNode = material.shadowNode;
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
				if ( this.localClippingEnabled ) {
 | 
						|
 | 
						|
					if ( material.clipShadows ) {
 | 
						|
 | 
						|
						if ( overrideMaterial.clippingPlanes !== material.clippingPlanes ) {
 | 
						|
 | 
						|
							overrideMaterial.clippingPlanes = material.clippingPlanes;
 | 
						|
							overrideMaterial.needsUpdate = true;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
						if ( overrideMaterial.clipIntersection !== material.clipIntersection ) {
 | 
						|
 | 
						|
							overrideMaterial.clipIntersection = material.clipIntersection;
 | 
						|
 | 
						|
						}
 | 
						|
 | 
						|
					} else if ( Array.isArray( overrideMaterial.clippingPlanes ) ) {
 | 
						|
 | 
						|
						overrideMaterial.clippingPlanes = null;
 | 
						|
						overrideMaterial.needsUpdate = true;
 | 
						|
 | 
						|
					}
 | 
						|
 | 
						|
				}
 | 
						|
 | 
						|
			}
 | 
						|
 | 
						|
			material = overrideMaterial;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
 | 
						|
 | 
						|
			material.side = BackSide;
 | 
						|
			this._handleObjectFunction( object, material, scene, camera, lightsNode, group, 'backSide' ); // create backSide pass id
 | 
						|
 | 
						|
			material.side = FrontSide;
 | 
						|
			this._handleObjectFunction( object, material, scene, camera, lightsNode, group ); // use default pass id
 | 
						|
 | 
						|
			material.side = DoubleSide;
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			this._handleObjectFunction( object, material, scene, camera, lightsNode, group );
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		if ( overridePositionNode !== undefined ) {
 | 
						|
 | 
						|
			scene.overrideMaterial.positionNode = overridePositionNode;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( overrideDepthNode !== undefined ) {
 | 
						|
 | 
						|
			scene.overrideMaterial.depthNode = overrideDepthNode;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		if ( overrideFragmentNode !== undefined ) {
 | 
						|
 | 
						|
			scene.overrideMaterial.fragmentNode = overrideFragmentNode;
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		object.onAfterRender( this, scene, camera, geometry, material, group );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	_renderObjectDirect( object, material, scene, camera, lightsNode, group, passId ) {
 | 
						|
 | 
						|
		const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
 | 
						|
		renderObject.drawRange = group || object.geometry.drawRange;
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		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 );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	_createObjectPipeline( object, material, scene, camera, lightsNode, passId ) {
 | 
						|
 | 
						|
		const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this._nodes.updateBefore( renderObject );
 | 
						|
 | 
						|
		//
 | 
						|
 | 
						|
		this._nodes.updateForRender( renderObject );
 | 
						|
		this._geometries.updateForRender( renderObject );
 | 
						|
		this._bindings.updateForRender( renderObject );
 | 
						|
 | 
						|
		this._pipelines.getForRender( renderObject, this._compilationPromises );
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	get compute() {
 | 
						|
 | 
						|
		return this.computeAsync;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	get compile() {
 | 
						|
 | 
						|
		return this.compileAsync;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
export default Renderer;
 |