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- /**
- * @license
- * Copyright 2010-2025 Three.js Authors
- * SPDX-License-Identifier: MIT
- */
- import { Color, Vector2, Vector3, Vector4, Matrix2, Matrix3, Matrix4, EventDispatcher, MathUtils, WebGLCoordinateSystem, WebGPUCoordinateSystem, ColorManagement, SRGBTransfer, NoToneMapping, StaticDrawUsage, InterleavedBuffer, InterleavedBufferAttribute, DynamicDrawUsage, NoColorSpace, UnsignedIntType, IntType, NearestFilter, Sphere, BackSide, Euler, CubeReflectionMapping, CubeRefractionMapping, TangentSpaceNormalMap, ObjectSpaceNormalMap, InstancedInterleavedBuffer, InstancedBufferAttribute, DataArrayTexture, FloatType, FramebufferTexture, LinearMipmapLinearFilter, DepthTexture, Material, NormalBlending, LineBasicMaterial, LineDashedMaterial, NoBlending, MeshNormalMaterial, SRGBColorSpace, WebGLCubeRenderTarget, BoxGeometry, Mesh, Scene, LinearFilter, CubeCamera, CubeTexture, EquirectangularReflectionMapping, EquirectangularRefractionMapping, AddOperation, MixOperation, MultiplyOperation, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, OrthographicCamera, PerspectiveCamera, RenderTarget, CubeUVReflectionMapping, BufferGeometry, BufferAttribute, LinearSRGBColorSpace, RGBAFormat, HalfFloatType, Texture, MeshStandardMaterial, MeshPhysicalMaterial, MeshToonMaterial, MeshMatcapMaterial, SpriteMaterial, PointsMaterial, ShadowMaterial, Uint32BufferAttribute, Uint16BufferAttribute, arrayNeedsUint32, DoubleSide, Camera, DepthArrayTexture, DepthStencilFormat, DepthFormat, UnsignedInt248Type, UnsignedByteType, Plane, Object3D, LinearMipMapLinearFilter, Float32BufferAttribute, UVMapping, VSMShadowMap, LessCompare, RGFormat, BasicShadowMap, SphereGeometry, RenderTargetArray, LinearMipmapNearestFilter, NearestMipmapLinearFilter, Float16BufferAttribute, REVISION, ArrayCamera, PlaneGeometry, FrontSide, CustomBlending, AddEquation, ZeroFactor, CylinderGeometry, Quaternion, WebXRController, RAD2DEG, PCFShadowMap, FrustumArray, Frustum, DataTexture, RedIntegerFormat, RedFormat, ShortType, ByteType, UnsignedShortType, RGIntegerFormat, RGBIntegerFormat, RGBFormat, RGBAIntegerFormat, warnOnce, createCanvasElement, ReverseSubtractEquation, SubtractEquation, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, CullFaceNone, CullFaceBack, CullFaceFront, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, AlphaFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, RED_GREEN_RGTC2_Format, SIGNED_RED_GREEN_RGTC2_Format, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, GreaterEqualCompare, EqualCompare, LessEqualCompare, AlwaysCompare, NeverCompare, NotEqualStencilFunc, GreaterStencilFunc, GreaterEqualStencilFunc, EqualStencilFunc, LessEqualStencilFunc, LessStencilFunc, AlwaysStencilFunc, NeverStencilFunc, DecrementWrapStencilOp, IncrementWrapStencilOp, DecrementStencilOp, IncrementStencilOp, InvertStencilOp, ReplaceStencilOp, ZeroStencilOp, KeepStencilOp, MaxEquation, MinEquation, SpotLight, PointLight, DirectionalLight, RectAreaLight, AmbientLight, HemisphereLight, LightProbe, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, ACESFilmicToneMapping, AgXToneMapping, NeutralToneMapping, Group, Loader, FileLoader, MaterialLoader, ObjectLoader } from './three.core.js';
- export { AdditiveAnimationBlendMode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CustomToneMapping, Cylindrical, Data3DTexture, DataTextureLoader, DataUtils, DefaultLoadingManager, DetachedBindMode, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, ExtrudeGeometry, Fog, FogExp2, GLBufferAttribute, GLSL1, GLSL3, GridHelper, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, InstancedBufferGeometry, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, KeyframeTrack, LOD, LatheGeometry, Layers, Light, Line, Line3, LineCurve, LineCurve3, LineLoop, LineSegments, LinearInterpolant, LinearMipMapNearestFilter, LinearTransfer, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, MeshDepthMaterial, MeshDistanceMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NormalAnimationBlendMode, NumberKeyframeTrack, OctahedronGeometry, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, PCFSoftShadowMap, Path, PlaneHelper, PointLightHelper, Points, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGDepthPacking, RawShaderMaterial, Ray, Raycaster, RenderTarget3D, RingGeometry, ShaderMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Spherical, SphericalHarmonics3, SplineCurve, SpotLightHelper, Sprite, StaticCopyUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLRenderTarget, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding } from './three.core.js';
- const refreshUniforms = [
- 'alphaMap',
- 'alphaTest',
- 'anisotropy',
- 'anisotropyMap',
- 'anisotropyRotation',
- 'aoMap',
- 'attenuationColor',
- 'attenuationDistance',
- 'bumpMap',
- 'clearcoat',
- 'clearcoatMap',
- 'clearcoatNormalMap',
- 'clearcoatNormalScale',
- 'clearcoatRoughness',
- 'color',
- 'dispersion',
- 'displacementMap',
- 'emissive',
- 'emissiveMap',
- 'envMap',
- 'gradientMap',
- 'ior',
- 'iridescence',
- 'iridescenceIOR',
- 'iridescenceMap',
- 'iridescenceThicknessMap',
- 'lightMap',
- 'map',
- 'matcap',
- 'metalness',
- 'metalnessMap',
- 'normalMap',
- 'normalScale',
- 'opacity',
- 'roughness',
- 'roughnessMap',
- 'sheen',
- 'sheenColor',
- 'sheenColorMap',
- 'sheenRoughnessMap',
- 'shininess',
- 'specular',
- 'specularColor',
- 'specularColorMap',
- 'specularIntensity',
- 'specularIntensityMap',
- 'specularMap',
- 'thickness',
- 'transmission',
- 'transmissionMap'
- ];
- /**
- * This class is used by {@link WebGPURenderer} as management component.
- * It's primary purpose is to determine whether render objects require a
- * refresh right before they are going to be rendered or not.
- */
- class NodeMaterialObserver {
- /**
- * Constructs a new node material observer.
- *
- * @param {NodeBuilder} builder - The node builder.
- */
- constructor( builder ) {
- /**
- * A node material can be used by more than one render object so the
- * monitor must maintain a list of render objects.
- *
- * @type {WeakMap<RenderObject,Object>}
- */
- this.renderObjects = new WeakMap();
- /**
- * Whether the material uses node objects or not.
- *
- * @type {boolean}
- */
- this.hasNode = this.containsNode( builder );
- /**
- * Whether the node builder's 3D object is animated or not.
- *
- * @type {boolean}
- */
- this.hasAnimation = builder.object.isSkinnedMesh === true;
- /**
- * A list of all possible material uniforms
- *
- * @type {Array<string>}
- */
- this.refreshUniforms = refreshUniforms;
- /**
- * Holds the current render ID from the node frame.
- *
- * @type {number}
- * @default 0
- */
- this.renderId = 0;
- }
- /**
- * Returns `true` if the given render object is verified for the first time of this observer.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {boolean} Whether the given render object is verified for the first time of this observer.
- */
- firstInitialization( renderObject ) {
- const hasInitialized = this.renderObjects.has( renderObject );
- if ( hasInitialized === false ) {
- this.getRenderObjectData( renderObject );
- return true;
- }
- return false;
- }
- /**
- * Returns `true` if the current rendering produces motion vectors.
- *
- * @param {Renderer} renderer - The renderer.
- * @return {boolean} Whether the current rendering produces motion vectors or not.
- */
- needsVelocity( renderer ) {
- const mrt = renderer.getMRT();
- return ( mrt !== null && mrt.has( 'velocity' ) );
- }
- /**
- * Returns monitoring data for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {Object} The monitoring data.
- */
- getRenderObjectData( renderObject ) {
- let data = this.renderObjects.get( renderObject );
- if ( data === undefined ) {
- const { geometry, material, object } = renderObject;
- data = {
- material: this.getMaterialData( material ),
- geometry: {
- id: geometry.id,
- attributes: this.getAttributesData( geometry.attributes ),
- indexVersion: geometry.index ? geometry.index.version : null,
- drawRange: { start: geometry.drawRange.start, count: geometry.drawRange.count }
- },
- worldMatrix: object.matrixWorld.clone()
- };
- if ( object.center ) {
- data.center = object.center.clone();
- }
- if ( object.morphTargetInfluences ) {
- data.morphTargetInfluences = object.morphTargetInfluences.slice();
- }
- if ( renderObject.bundle !== null ) {
- data.version = renderObject.bundle.version;
- }
- if ( data.material.transmission > 0 ) {
- const { width, height } = renderObject.context;
- data.bufferWidth = width;
- data.bufferHeight = height;
- }
- this.renderObjects.set( renderObject, data );
- }
- return data;
- }
- /**
- * Returns an attribute data structure holding the attributes versions for
- * monitoring.
- *
- * @param {Object} attributes - The geometry attributes.
- * @return {Object} An object for monitoring the versions of attributes.
- */
- getAttributesData( attributes ) {
- const attributesData = {};
- for ( const name in attributes ) {
- const attribute = attributes[ name ];
- attributesData[ name ] = {
- version: attribute.version
- };
- }
- return attributesData;
- }
- /**
- * Returns `true` if the node builder's material uses
- * node properties.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {boolean} Whether the node builder's material uses node properties or not.
- */
- containsNode( builder ) {
- const material = builder.material;
- for ( const property in material ) {
- if ( material[ property ] && material[ property ].isNode )
- return true;
- }
- if ( builder.renderer.overrideNodes.modelViewMatrix !== null || builder.renderer.overrideNodes.modelNormalViewMatrix !== null )
- return true;
- return false;
- }
- /**
- * Returns a material data structure holding the material property values for
- * monitoring.
- *
- * @param {Material} material - The material.
- * @return {Object} An object for monitoring material properties.
- */
- getMaterialData( material ) {
- const data = {};
- for ( const property of this.refreshUniforms ) {
- const value = material[ property ];
- if ( value === null || value === undefined ) continue;
- if ( typeof value === 'object' && value.clone !== undefined ) {
- if ( value.isTexture === true ) {
- data[ property ] = { id: value.id, version: value.version };
- } else {
- data[ property ] = value.clone();
- }
- } else {
- data[ property ] = value;
- }
- }
- return data;
- }
- /**
- * Returns `true` if the given render object has not changed its state.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {boolean} Whether the given render object has changed its state or not.
- */
- equals( renderObject ) {
- const { object, material, geometry } = renderObject;
- const renderObjectData = this.getRenderObjectData( renderObject );
- // world matrix
- if ( renderObjectData.worldMatrix.equals( object.matrixWorld ) !== true ) {
- renderObjectData.worldMatrix.copy( object.matrixWorld );
- return false;
- }
- // material
- const materialData = renderObjectData.material;
- for ( const property in materialData ) {
- const value = materialData[ property ];
- const mtlValue = material[ property ];
- if ( value.equals !== undefined ) {
- if ( value.equals( mtlValue ) === false ) {
- value.copy( mtlValue );
- return false;
- }
- } else if ( mtlValue.isTexture === true ) {
- if ( value.id !== mtlValue.id || value.version !== mtlValue.version ) {
- value.id = mtlValue.id;
- value.version = mtlValue.version;
- return false;
- }
- } else if ( value !== mtlValue ) {
- materialData[ property ] = mtlValue;
- return false;
- }
- }
- if ( materialData.transmission > 0 ) {
- const { width, height } = renderObject.context;
- if ( renderObjectData.bufferWidth !== width || renderObjectData.bufferHeight !== height ) {
- renderObjectData.bufferWidth = width;
- renderObjectData.bufferHeight = height;
- return false;
- }
- }
- // geometry
- const storedGeometryData = renderObjectData.geometry;
- const attributes = geometry.attributes;
- const storedAttributes = storedGeometryData.attributes;
- const storedAttributeNames = Object.keys( storedAttributes );
- const currentAttributeNames = Object.keys( attributes );
- if ( storedGeometryData.id !== geometry.id ) {
- storedGeometryData.id = geometry.id;
- return false;
- }
- if ( storedAttributeNames.length !== currentAttributeNames.length ) {
- renderObjectData.geometry.attributes = this.getAttributesData( attributes );
- return false;
- }
- // compare each attribute
- for ( const name of storedAttributeNames ) {
- const storedAttributeData = storedAttributes[ name ];
- const attribute = attributes[ name ];
- if ( attribute === undefined ) {
- // attribute was removed
- delete storedAttributes[ name ];
- return false;
- }
- if ( storedAttributeData.version !== attribute.version ) {
- storedAttributeData.version = attribute.version;
- return false;
- }
- }
- // check index
- const index = geometry.index;
- const storedIndexVersion = storedGeometryData.indexVersion;
- const currentIndexVersion = index ? index.version : null;
- if ( storedIndexVersion !== currentIndexVersion ) {
- storedGeometryData.indexVersion = currentIndexVersion;
- return false;
- }
- // check drawRange
- if ( storedGeometryData.drawRange.start !== geometry.drawRange.start || storedGeometryData.drawRange.count !== geometry.drawRange.count ) {
- storedGeometryData.drawRange.start = geometry.drawRange.start;
- storedGeometryData.drawRange.count = geometry.drawRange.count;
- return false;
- }
- // morph targets
- if ( renderObjectData.morphTargetInfluences ) {
- let morphChanged = false;
- for ( let i = 0; i < renderObjectData.morphTargetInfluences.length; i ++ ) {
- if ( renderObjectData.morphTargetInfluences[ i ] !== object.morphTargetInfluences[ i ] ) {
- morphChanged = true;
- }
- }
- if ( morphChanged ) return true;
- }
- // center
- if ( renderObjectData.center ) {
- if ( renderObjectData.center.equals( object.center ) === false ) {
- renderObjectData.center.copy( object.center );
- return true;
- }
- }
- // bundle
- if ( renderObject.bundle !== null ) {
- renderObjectData.version = renderObject.bundle.version;
- }
- return true;
- }
- /**
- * Checks if the given render object requires a refresh.
- *
- * @param {RenderObject} renderObject - The render object.
- * @param {NodeFrame} nodeFrame - The current node frame.
- * @return {boolean} Whether the given render object requires a refresh or not.
- */
- needsRefresh( renderObject, nodeFrame ) {
- if ( this.hasNode || this.hasAnimation || this.firstInitialization( renderObject ) || this.needsVelocity( nodeFrame.renderer ) )
- return true;
- const { renderId } = nodeFrame;
- if ( this.renderId !== renderId ) {
- this.renderId = renderId;
- return true;
- }
- const isStatic = renderObject.object.static === true;
- const isBundle = renderObject.bundle !== null && renderObject.bundle.static === true && this.getRenderObjectData( renderObject ).version === renderObject.bundle.version;
- if ( isStatic || isBundle )
- return false;
- const notEqual = this.equals( renderObject ) !== true;
- return notEqual;
- }
- }
- // cyrb53 (c) 2018 bryc (github.com/bryc). License: Public domain. Attribution appreciated.
- // A fast and simple 64-bit (or 53-bit) string hash function with decent collision resistance.
- // Largely inspired by MurmurHash2/3, but with a focus on speed/simplicity.
- // See https://stackoverflow.com/questions/7616461/generate-a-hash-from-string-in-javascript/52171480#52171480
- // https://github.com/bryc/code/blob/master/jshash/experimental/cyrb53.js
- function cyrb53( value, seed = 0 ) {
- let h1 = 0xdeadbeef ^ seed, h2 = 0x41c6ce57 ^ seed;
- if ( value instanceof Array ) {
- for ( let i = 0, val; i < value.length; i ++ ) {
- val = value[ i ];
- h1 = Math.imul( h1 ^ val, 2654435761 );
- h2 = Math.imul( h2 ^ val, 1597334677 );
- }
- } else {
- for ( let i = 0, ch; i < value.length; i ++ ) {
- ch = value.charCodeAt( i );
- h1 = Math.imul( h1 ^ ch, 2654435761 );
- h2 = Math.imul( h2 ^ ch, 1597334677 );
- }
- }
- h1 = Math.imul( h1 ^ ( h1 >>> 16 ), 2246822507 );
- h1 ^= Math.imul( h2 ^ ( h2 >>> 13 ), 3266489909 );
- h2 = Math.imul( h2 ^ ( h2 >>> 16 ), 2246822507 );
- h2 ^= Math.imul( h1 ^ ( h1 >>> 13 ), 3266489909 );
- return 4294967296 * ( 2097151 & h2 ) + ( h1 >>> 0 );
- }
- /**
- * Computes a hash for the given string.
- *
- * @method
- * @param {string} str - The string to be hashed.
- * @return {number} The hash.
- */
- const hashString = ( str ) => cyrb53( str );
- /**
- * Computes a hash for the given array.
- *
- * @method
- * @param {Array<number>} array - The array to be hashed.
- * @return {number} The hash.
- */
- const hashArray = ( array ) => cyrb53( array );
- /**
- * Computes a hash for the given list of parameters.
- *
- * @method
- * @param {...number} params - A list of parameters.
- * @return {number} The hash.
- */
- const hash$1 = ( ...params ) => cyrb53( params );
- /**
- * Computes a cache key for the given node.
- *
- * @method
- * @param {Object|Node} object - The object to be hashed.
- * @param {boolean} [force=false] - Whether to force a cache key computation or not.
- * @return {number} The hash.
- */
- function getCacheKey$1( object, force = false ) {
- const values = [];
- if ( object.isNode === true ) {
- values.push( object.id );
- object = object.getSelf();
- }
- for ( const { property, childNode } of getNodeChildren( object ) ) {
- values.push( cyrb53( property.slice( 0, -4 ) ), childNode.getCacheKey( force ) );
- }
- return cyrb53( values );
- }
- /**
- * This generator function can be used to iterate over the node children
- * of the given object.
- *
- * @generator
- * @param {Object} node - The object to be hashed.
- * @param {boolean} [toJSON=false] - Whether to return JSON or not.
- * @yields {Object} A result node holding the property, index (if available) and the child node.
- */
- function* getNodeChildren( node, toJSON = false ) {
- for ( const property in node ) {
- // Ignore private properties.
- if ( property.startsWith( '_' ) === true ) continue;
- const object = node[ property ];
- if ( Array.isArray( object ) === true ) {
- for ( let i = 0; i < object.length; i ++ ) {
- const child = object[ i ];
- if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
- yield { property, index: i, childNode: child };
- }
- }
- } else if ( object && object.isNode === true ) {
- yield { property, childNode: object };
- } else if ( typeof object === 'object' ) {
- for ( const subProperty in object ) {
- const child = object[ subProperty ];
- if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
- yield { property, index: subProperty, childNode: child };
- }
- }
- }
- }
- }
- const typeFromLength = /*@__PURE__*/ new Map( [
- [ 1, 'float' ],
- [ 2, 'vec2' ],
- [ 3, 'vec3' ],
- [ 4, 'vec4' ],
- [ 9, 'mat3' ],
- [ 16, 'mat4' ]
- ] );
- const dataFromObject = /*@__PURE__*/ new WeakMap();
- /**
- * Returns the data type for the given the length.
- *
- * @method
- * @param {number} length - The length.
- * @return {string} The data type.
- */
- function getTypeFromLength( length ) {
- return typeFromLength.get( length );
- }
- /**
- * Returns the typed array for the given data type.
- *
- * @method
- * @param {string} type - The data type.
- * @return {TypedArray} The typed array.
- */
- function getTypedArrayFromType( type ) {
- // Handle component type for vectors and matrices
- if ( /[iu]?vec\d/.test( type ) ) {
- // Handle int vectors
- if ( type.startsWith( 'ivec' ) ) return Int32Array;
- // Handle uint vectors
- if ( type.startsWith( 'uvec' ) ) return Uint32Array;
- // Default to float vectors
- return Float32Array;
- }
- // Handle matrices (always float)
- if ( /mat\d/.test( type ) ) return Float32Array;
- // Basic types
- if ( /float/.test( type ) ) return Float32Array;
- if ( /uint/.test( type ) ) return Uint32Array;
- if ( /int/.test( type ) ) return Int32Array;
- throw new Error( `THREE.NodeUtils: Unsupported type: ${type}` );
- }
- /**
- * Returns the length for the given data type.
- *
- * @method
- * @param {string} type - The data type.
- * @return {number} The length.
- */
- function getLengthFromType( type ) {
- if ( /float|int|uint/.test( type ) ) return 1;
- if ( /vec2/.test( type ) ) return 2;
- if ( /vec3/.test( type ) ) return 3;
- if ( /vec4/.test( type ) ) return 4;
- if ( /mat2/.test( type ) ) return 4;
- if ( /mat3/.test( type ) ) return 9;
- if ( /mat4/.test( type ) ) return 16;
- console.error( 'THREE.TSL: Unsupported type:', type );
- }
- /**
- * Returns the data type for the given value.
- *
- * @method
- * @param {any} value - The value.
- * @return {?string} The data type.
- */
- function getValueType( value ) {
- if ( value === undefined || value === null ) return null;
- const typeOf = typeof value;
- if ( value.isNode === true ) {
- return 'node';
- } else if ( typeOf === 'number' ) {
- return 'float';
- } else if ( typeOf === 'boolean' ) {
- return 'bool';
- } else if ( typeOf === 'string' ) {
- return 'string';
- } else if ( typeOf === 'function' ) {
- return 'shader';
- } else if ( value.isVector2 === true ) {
- return 'vec2';
- } else if ( value.isVector3 === true ) {
- return 'vec3';
- } else if ( value.isVector4 === true ) {
- return 'vec4';
- } else if ( value.isMatrix2 === true ) {
- return 'mat2';
- } else if ( value.isMatrix3 === true ) {
- return 'mat3';
- } else if ( value.isMatrix4 === true ) {
- return 'mat4';
- } else if ( value.isColor === true ) {
- return 'color';
- } else if ( value instanceof ArrayBuffer ) {
- return 'ArrayBuffer';
- }
- return null;
- }
- /**
- * Returns the value/object for the given data type and parameters.
- *
- * @method
- * @param {string} type - The given type.
- * @param {...any} params - A parameter list.
- * @return {any} The value/object.
- */
- function getValueFromType( type, ...params ) {
- const last4 = type ? type.slice( -4 ) : undefined;
- if ( params.length === 1 ) { // ensure same behaviour as in NodeBuilder.format()
- if ( last4 === 'vec2' ) params = [ params[ 0 ], params[ 0 ] ];
- else if ( last4 === 'vec3' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ] ];
- else if ( last4 === 'vec4' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ], params[ 0 ] ];
- }
- if ( type === 'color' ) {
- return new Color( ...params );
- } else if ( last4 === 'vec2' ) {
- return new Vector2( ...params );
- } else if ( last4 === 'vec3' ) {
- return new Vector3( ...params );
- } else if ( last4 === 'vec4' ) {
- return new Vector4( ...params );
- } else if ( last4 === 'mat2' ) {
- return new Matrix2( ...params );
- } else if ( last4 === 'mat3' ) {
- return new Matrix3( ...params );
- } else if ( last4 === 'mat4' ) {
- return new Matrix4( ...params );
- } else if ( type === 'bool' ) {
- return params[ 0 ] || false;
- } else if ( ( type === 'float' ) || ( type === 'int' ) || ( type === 'uint' ) ) {
- return params[ 0 ] || 0;
- } else if ( type === 'string' ) {
- return params[ 0 ] || '';
- } else if ( type === 'ArrayBuffer' ) {
- return base64ToArrayBuffer( params[ 0 ] );
- }
- return null;
- }
- /**
- * Gets the object data that can be shared between different rendering steps.
- *
- * @param {Object} object - The object to get the data for.
- * @return {Object} The object data.
- */
- function getDataFromObject( object ) {
- let data = dataFromObject.get( object );
- if ( data === undefined ) {
- data = {};
- dataFromObject.set( object, data );
- }
- return data;
- }
- /**
- * Converts the given array buffer to a Base64 string.
- *
- * @method
- * @param {ArrayBuffer} arrayBuffer - The array buffer.
- * @return {string} The Base64 string.
- */
- function arrayBufferToBase64( arrayBuffer ) {
- let chars = '';
- const array = new Uint8Array( arrayBuffer );
- for ( let i = 0; i < array.length; i ++ ) {
- chars += String.fromCharCode( array[ i ] );
- }
- return btoa( chars );
- }
- /**
- * Converts the given Base64 string to an array buffer.
- *
- * @method
- * @param {string} base64 - The Base64 string.
- * @return {ArrayBuffer} The array buffer.
- */
- function base64ToArrayBuffer( base64 ) {
- return Uint8Array.from( atob( base64 ), c => c.charCodeAt( 0 ) ).buffer;
- }
- var NodeUtils = /*#__PURE__*/Object.freeze({
- __proto__: null,
- arrayBufferToBase64: arrayBufferToBase64,
- base64ToArrayBuffer: base64ToArrayBuffer,
- getCacheKey: getCacheKey$1,
- getDataFromObject: getDataFromObject,
- getLengthFromType: getLengthFromType,
- getNodeChildren: getNodeChildren,
- getTypeFromLength: getTypeFromLength,
- getTypedArrayFromType: getTypedArrayFromType,
- getValueFromType: getValueFromType,
- getValueType: getValueType,
- hash: hash$1,
- hashArray: hashArray,
- hashString: hashString
- });
- /**
- * Possible shader stages.
- *
- * @property {string} VERTEX The vertex shader stage.
- * @property {string} FRAGMENT The fragment shader stage.
- */
- const NodeShaderStage = {
- VERTEX: 'vertex',
- FRAGMENT: 'fragment'
- };
- /**
- * Update types of a node.
- *
- * @property {string} NONE The update method is not executed.
- * @property {string} FRAME The update method is executed per frame.
- * @property {string} RENDER The update method is executed per render. A frame might be produced by multiple render calls so this value allows more detailed updates than FRAME.
- * @property {string} OBJECT The update method is executed per {@link Object3D} that uses the node for rendering.
- */
- const NodeUpdateType = {
- NONE: 'none',
- FRAME: 'frame',
- RENDER: 'render',
- OBJECT: 'object'
- };
- /**
- * Data types of a node.
- *
- * @property {string} BOOLEAN Boolean type.
- * @property {string} INTEGER Integer type.
- * @property {string} FLOAT Float type.
- * @property {string} VECTOR2 Two-dimensional vector type.
- * @property {string} VECTOR3 Three-dimensional vector type.
- * @property {string} VECTOR4 Four-dimensional vector type.
- * @property {string} MATRIX2 2x2 matrix type.
- * @property {string} MATRIX3 3x3 matrix type.
- * @property {string} MATRIX4 4x4 matrix type.
- */
- const NodeType = {
- BOOLEAN: 'bool',
- INTEGER: 'int',
- FLOAT: 'float',
- VECTOR2: 'vec2',
- VECTOR3: 'vec3',
- VECTOR4: 'vec4',
- MATRIX2: 'mat2',
- MATRIX3: 'mat3',
- MATRIX4: 'mat4'
- };
- /**
- * Access types of a node. These are relevant for compute and storage usage.
- *
- * @property {string} READ_ONLY Read-only access
- * @property {string} WRITE_ONLY Write-only access.
- * @property {string} READ_WRITE Read and write access.
- */
- const NodeAccess = {
- READ_ONLY: 'readOnly',
- WRITE_ONLY: 'writeOnly',
- READ_WRITE: 'readWrite',
- };
- const defaultShaderStages = [ 'fragment', 'vertex' ];
- const defaultBuildStages = [ 'setup', 'analyze', 'generate' ];
- const shaderStages = [ ...defaultShaderStages, 'compute' ];
- const vectorComponents = [ 'x', 'y', 'z', 'w' ];
- let _nodeId = 0;
- /**
- * Base class for all nodes.
- *
- * @augments EventDispatcher
- */
- class Node extends EventDispatcher {
- static get type() {
- return 'Node';
- }
- /**
- * Constructs a new node.
- *
- * @param {?string} nodeType - The node type.
- */
- constructor( nodeType = null ) {
- super();
- /**
- * The node type. This represents the result type of the node (e.g. `float` or `vec3`).
- *
- * @type {?string}
- * @default null
- */
- this.nodeType = nodeType;
- /**
- * The update type of the node's {@link Node#update} method. Possible values are listed in {@link NodeUpdateType}.
- *
- * @type {string}
- * @default 'none'
- */
- this.updateType = NodeUpdateType.NONE;
- /**
- * The update type of the node's {@link Node#updateBefore} method. Possible values are listed in {@link NodeUpdateType}.
- *
- * @type {string}
- * @default 'none'
- */
- this.updateBeforeType = NodeUpdateType.NONE;
- /**
- * The update type of the node's {@link Node#updateAfter} method. Possible values are listed in {@link NodeUpdateType}.
- *
- * @type {string}
- * @default 'none'
- */
- this.updateAfterType = NodeUpdateType.NONE;
- /**
- * The UUID of the node.
- *
- * @type {string}
- * @readonly
- */
- this.uuid = MathUtils.generateUUID();
- /**
- * The version of the node. The version automatically is increased when {@link Node#needsUpdate} is set to `true`.
- *
- * @type {number}
- * @readonly
- * @default 0
- */
- this.version = 0;
- /**
- * Whether this node is global or not. This property is relevant for the internal
- * node caching system. All nodes which should be declared just once should
- * set this flag to `true` (a typical example is {@link AttributeNode}).
- *
- * @type {boolean}
- * @default false
- */
- this.global = false;
- /**
- * Create a list of parents for this node during the build process.
- *
- * @type {boolean}
- * @default false
- */
- this.parents = false;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isNode = true;
- // private
- /**
- * The cache key of this node.
- *
- * @private
- * @type {?number}
- * @default null
- */
- this._cacheKey = null;
- /**
- * The cache key 's version.
- *
- * @private
- * @type {number}
- * @default 0
- */
- this._cacheKeyVersion = 0;
- Object.defineProperty( this, 'id', { value: _nodeId ++ } );
- }
- /**
- * Set this property to `true` when the node should be regenerated.
- *
- * @type {boolean}
- * @default false
- * @param {boolean} value
- */
- set needsUpdate( value ) {
- if ( value === true ) {
- this.version ++;
- }
- }
- /**
- * The type of the class. The value is usually the constructor name.
- *
- * @type {string}
- * @readonly
- */
- get type() {
- return this.constructor.type;
- }
- /**
- * Convenient method for defining {@link Node#update}.
- *
- * @param {Function} callback - The update method.
- * @param {string} updateType - The update type.
- * @return {Node} A reference to this node.
- */
- onUpdate( callback, updateType ) {
- this.updateType = updateType;
- this.update = callback.bind( this.getSelf() );
- return this;
- }
- /**
- * Convenient method for defining {@link Node#update}. Similar to {@link Node#onUpdate}, but
- * this method automatically sets the update type to `FRAME`.
- *
- * @param {Function} callback - The update method.
- * @return {Node} A reference to this node.
- */
- onFrameUpdate( callback ) {
- return this.onUpdate( callback, NodeUpdateType.FRAME );
- }
- /**
- * Convenient method for defining {@link Node#update}. Similar to {@link Node#onUpdate}, but
- * this method automatically sets the update type to `RENDER`.
- *
- * @param {Function} callback - The update method.
- * @return {Node} A reference to this node.
- */
- onRenderUpdate( callback ) {
- return this.onUpdate( callback, NodeUpdateType.RENDER );
- }
- /**
- * Convenient method for defining {@link Node#update}. Similar to {@link Node#onUpdate}, but
- * this method automatically sets the update type to `OBJECT`.
- *
- * @param {Function} callback - The update method.
- * @return {Node} A reference to this node.
- */
- onObjectUpdate( callback ) {
- return this.onUpdate( callback, NodeUpdateType.OBJECT );
- }
- /**
- * Convenient method for defining {@link Node#updateReference}.
- *
- * @param {Function} callback - The update method.
- * @return {Node} A reference to this node.
- */
- onReference( callback ) {
- this.updateReference = callback.bind( this.getSelf() );
- return this;
- }
- /**
- * The `this` reference might point to a Proxy so this method can be used
- * to get the reference to the actual node instance.
- *
- * @return {Node} A reference to the node.
- */
- getSelf() {
- // Returns non-node object.
- return this.self || this;
- }
- /**
- * Nodes might refer to other objects like materials. This method allows to dynamically update the reference
- * to such objects based on a given state (e.g. the current node frame or builder).
- *
- * @param {any} state - This method can be invocated in different contexts so `state` can refer to any object type.
- * @return {any} The updated reference.
- */
- updateReference( /*state*/ ) {
- return this;
- }
- /**
- * By default this method returns the value of the {@link Node#global} flag. This method
- * can be overwritten in derived classes if an analytical way is required to determine the
- * global status.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {boolean} Whether this node is global or not.
- */
- isGlobal( /*builder*/ ) {
- return this.global;
- }
- /**
- * Generator function that can be used to iterate over the child nodes.
- *
- * @generator
- * @yields {Node} A child node.
- */
- * getChildren() {
- for ( const { childNode } of getNodeChildren( this ) ) {
- yield childNode;
- }
- }
- /**
- * Calling this method dispatches the `dispose` event. This event can be used
- * to register event listeners for clean up tasks.
- */
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- /**
- * Callback for {@link Node#traverse}.
- *
- * @callback traverseCallback
- * @param {Node} node - The current node.
- */
- /**
- * Can be used to traverse through the node's hierarchy.
- *
- * @param {traverseCallback} callback - A callback that is executed per node.
- */
- traverse( callback ) {
- callback( this );
- for ( const childNode of this.getChildren() ) {
- childNode.traverse( callback );
- }
- }
- /**
- * Returns the cache key for this node.
- *
- * @param {boolean} [force=false] - When set to `true`, a recomputation of the cache key is forced.
- * @return {number} The cache key of the node.
- */
- getCacheKey( force = false ) {
- force = force || this.version !== this._cacheKeyVersion;
- if ( force === true || this._cacheKey === null ) {
- this._cacheKey = hash$1( getCacheKey$1( this, force ), this.customCacheKey() );
- this._cacheKeyVersion = this.version;
- }
- return this._cacheKey;
- }
- /**
- * Generate a custom cache key for this node.
- *
- * @return {number} The cache key of the node.
- */
- customCacheKey() {
- return 0;
- }
- /**
- * Returns the references to this node which is by default `this`.
- *
- * @return {Node} A reference to this node.
- */
- getScope() {
- return this;
- }
- /**
- * Returns the hash of the node which is used to identify the node. By default it's
- * the {@link Node#uuid} however derived node classes might have to overwrite this method
- * depending on their implementation.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The hash.
- */
- getHash( /*builder*/ ) {
- return this.uuid;
- }
- /**
- * Returns the update type of {@link Node#update}.
- *
- * @return {NodeUpdateType} The update type.
- */
- getUpdateType() {
- return this.updateType;
- }
- /**
- * Returns the update type of {@link Node#updateBefore}.
- *
- * @return {NodeUpdateType} The update type.
- */
- getUpdateBeforeType() {
- return this.updateBeforeType;
- }
- /**
- * Returns the update type of {@link Node#updateAfter}.
- *
- * @return {NodeUpdateType} The update type.
- */
- getUpdateAfterType() {
- return this.updateAfterType;
- }
- /**
- * Certain types are composed of multiple elements. For example a `vec3`
- * is composed of three `float` values. This method returns the type of
- * these elements.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The type of the node.
- */
- getElementType( builder ) {
- const type = this.getNodeType( builder );
- const elementType = builder.getElementType( type );
- return elementType;
- }
- /**
- * Returns the node member type for the given name.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {string} name - The name of the member.
- * @return {string} The type of the node.
- */
- getMemberType( /*builder, name*/ ) {
- return 'void';
- }
- /**
- * Returns the node's type.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The type of the node.
- */
- getNodeType( builder ) {
- const nodeProperties = builder.getNodeProperties( this );
- if ( nodeProperties.outputNode ) {
- return nodeProperties.outputNode.getNodeType( builder );
- }
- return this.nodeType;
- }
- /**
- * This method is used during the build process of a node and ensures
- * equal nodes are not built multiple times but just once. For example if
- * `attribute( 'uv' )` is used multiple times by the user, the build
- * process makes sure to process just the first node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node} The shared node if possible. Otherwise `this` is returned.
- */
- getShared( builder ) {
- const hash = this.getHash( builder );
- const nodeFromHash = builder.getNodeFromHash( hash );
- return nodeFromHash || this;
- }
- /**
- * Represents the setup stage which is the first step of the build process, see {@link Node#build} method.
- * This method is often overwritten in derived modules to prepare the node which is used as the output/result.
- * The output node must be returned in the `return` statement.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {?Node} The output node.
- */
- setup( builder ) {
- const nodeProperties = builder.getNodeProperties( this );
- let index = 0;
- for ( const childNode of this.getChildren() ) {
- nodeProperties[ 'node' + index ++ ] = childNode;
- }
- // return a outputNode if exists or null
- return nodeProperties.outputNode || null;
- }
- /**
- * Represents the analyze stage which is the second step of the build process, see {@link Node#build} method.
- * This stage analyzes the node hierarchy and ensures descendent nodes are built.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- analyze( builder ) {
- const usageCount = builder.increaseUsage( this );
- if ( usageCount === 1 ) {
- // node flow children
- const nodeProperties = builder.getNodeProperties( this );
- for ( const childNode of Object.values( nodeProperties ) ) {
- if ( childNode && childNode.isNode === true ) {
- childNode.build( builder );
- }
- }
- }
- }
- /**
- * Represents the generate stage which is the third step of the build process, see {@link Node#build} method.
- * This state builds the output node and returns the resulting shader string.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {?string} output - Can be used to define the output type.
- * @return {?string} The generated shader string.
- */
- generate( builder, output ) {
- const { outputNode } = builder.getNodeProperties( this );
- if ( outputNode && outputNode.isNode === true ) {
- return outputNode.build( builder, output );
- }
- }
- /**
- * The method can be implemented to update the node's internal state before it is used to render an object.
- * The {@link Node#updateBeforeType} property defines how often the update is executed.
- *
- * @abstract
- * @param {NodeFrame} frame - A reference to the current node frame.
- * @return {?boolean} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
- */
- updateBefore( /*frame*/ ) {
- console.warn( 'Abstract function.' );
- }
- /**
- * The method can be implemented to update the node's internal state after it was used to render an object.
- * The {@link Node#updateAfterType} property defines how often the update is executed.
- *
- * @abstract
- * @param {NodeFrame} frame - A reference to the current node frame.
- * @return {?boolean} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
- */
- updateAfter( /*frame*/ ) {
- console.warn( 'Abstract function.' );
- }
- /**
- * The method can be implemented to update the node's internal state when it is used to render an object.
- * The {@link Node#updateType} property defines how often the update is executed.
- *
- * @abstract
- * @param {NodeFrame} frame - A reference to the current node frame.
- * @return {?boolean} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
- */
- update( /*frame*/ ) {
- console.warn( 'Abstract function.' );
- }
- /**
- * This method performs the build of a node. The behavior and return value depend on the current build stage:
- * - **setup**: Prepares the node and its children for the build process. This process can also create new nodes. Returns the node itself or a variant.
- * - **analyze**: Analyzes the node hierarchy for optimizations in the code generation stage. Returns `null`.
- * - **generate**: Generates the shader code for the node. Returns the generated shader string.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {?string} [output=null] - Can be used to define the output type.
- * @return {Node|string|null} The result of the build process, depending on the build stage.
- */
- build( builder, output = null ) {
- const refNode = this.getShared( builder );
- if ( this !== refNode ) {
- return refNode.build( builder, output );
- }
- builder.addNode( this );
- builder.addChain( this );
- /* Build stages expected results:
- - "setup" -> Node
- - "analyze" -> null
- - "generate" -> String
- */
- let result = null;
- const buildStage = builder.getBuildStage();
- if ( buildStage === 'setup' ) {
- this.updateReference( builder );
- const properties = builder.getNodeProperties( this );
- if ( properties.initialized !== true ) {
- //const stackNodesBeforeSetup = builder.stack.nodes.length;
- properties.initialized = true;
- const outputNode = this.setup( builder ); // return a node or null
- const isNodeOutput = outputNode && outputNode.isNode === true;
- /*if ( isNodeOutput && builder.stack.nodes.length !== stackNodesBeforeSetup ) {
- // !! no outputNode !!
- //outputNode = builder.stack;
- }*/
- for ( const childNode of Object.values( properties ) ) {
- if ( childNode && childNode.isNode === true ) {
- if ( childNode.parents === true ) {
- const childProperties = builder.getNodeProperties( childNode );
- childProperties.parents = childProperties.parents || [];
- childProperties.parents.push( this );
- }
- childNode.build( builder );
- }
- }
- if ( isNodeOutput ) {
- outputNode.build( builder );
- }
- properties.outputNode = outputNode;
- }
- result = properties.outputNode || null;
- } else if ( buildStage === 'analyze' ) {
- this.analyze( builder );
- } else if ( buildStage === 'generate' ) {
- const isGenerateOnce = this.generate.length === 1;
- if ( isGenerateOnce ) {
- const type = this.getNodeType( builder );
- const nodeData = builder.getDataFromNode( this );
- result = nodeData.snippet;
- if ( result === undefined ) {
- if ( nodeData.generated === undefined ) {
- nodeData.generated = true;
- result = this.generate( builder ) || '';
- nodeData.snippet = result;
- } else {
- console.warn( 'THREE.Node: Recursion detected.', this );
- result = '';
- }
- } else if ( nodeData.flowCodes !== undefined && builder.context.nodeBlock !== undefined ) {
- builder.addFlowCodeHierarchy( this, builder.context.nodeBlock );
- }
- result = builder.format( result, type, output );
- } else {
- result = this.generate( builder, output ) || '';
- }
- }
- builder.removeChain( this );
- builder.addSequentialNode( this );
- return result;
- }
- /**
- * Returns the child nodes as a JSON object.
- *
- * @return {Array<Object>} An iterable list of serialized child objects as JSON.
- */
- getSerializeChildren() {
- return getNodeChildren( this );
- }
- /**
- * Serializes the node to JSON.
- *
- * @param {Object} json - The output JSON object.
- */
- serialize( json ) {
- const nodeChildren = this.getSerializeChildren();
- const inputNodes = {};
- for ( const { property, index, childNode } of nodeChildren ) {
- if ( index !== undefined ) {
- if ( inputNodes[ property ] === undefined ) {
- inputNodes[ property ] = Number.isInteger( index ) ? [] : {};
- }
- inputNodes[ property ][ index ] = childNode.toJSON( json.meta ).uuid;
- } else {
- inputNodes[ property ] = childNode.toJSON( json.meta ).uuid;
- }
- }
- if ( Object.keys( inputNodes ).length > 0 ) {
- json.inputNodes = inputNodes;
- }
- }
- /**
- * Deserializes the node from the given JSON.
- *
- * @param {Object} json - The JSON object.
- */
- deserialize( json ) {
- if ( json.inputNodes !== undefined ) {
- const nodes = json.meta.nodes;
- for ( const property in json.inputNodes ) {
- if ( Array.isArray( json.inputNodes[ property ] ) ) {
- const inputArray = [];
- for ( const uuid of json.inputNodes[ property ] ) {
- inputArray.push( nodes[ uuid ] );
- }
- this[ property ] = inputArray;
- } else if ( typeof json.inputNodes[ property ] === 'object' ) {
- const inputObject = {};
- for ( const subProperty in json.inputNodes[ property ] ) {
- const uuid = json.inputNodes[ property ][ subProperty ];
- inputObject[ subProperty ] = nodes[ uuid ];
- }
- this[ property ] = inputObject;
- } else {
- const uuid = json.inputNodes[ property ];
- this[ property ] = nodes[ uuid ];
- }
- }
- }
- }
- /**
- * Serializes the node into the three.js JSON Object/Scene format.
- *
- * @param {?Object} meta - An optional JSON object that already holds serialized data from other scene objects.
- * @return {Object} The serialized node.
- */
- toJSON( meta ) {
- const { uuid, type } = this;
- const isRoot = ( meta === undefined || typeof meta === 'string' );
- if ( isRoot ) {
- meta = {
- textures: {},
- images: {},
- nodes: {}
- };
- }
- // serialize
- let data = meta.nodes[ uuid ];
- if ( data === undefined ) {
- data = {
- uuid,
- type,
- meta,
- metadata: {
- version: 4.6,
- type: 'Node',
- generator: 'Node.toJSON'
- }
- };
- if ( isRoot !== true ) meta.nodes[ data.uuid ] = data;
- this.serialize( data );
- delete data.meta;
- }
- // TODO: Copied from Object3D.toJSON
- function extractFromCache( cache ) {
- const values = [];
- for ( const key in cache ) {
- const data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- if ( isRoot ) {
- const textures = extractFromCache( meta.textures );
- const images = extractFromCache( meta.images );
- const nodes = extractFromCache( meta.nodes );
- if ( textures.length > 0 ) data.textures = textures;
- if ( images.length > 0 ) data.images = images;
- if ( nodes.length > 0 ) data.nodes = nodes;
- }
- return data;
- }
- }
- /**
- * Base class for representing element access on an array-like
- * node data structures.
- *
- * @augments Node
- */
- class ArrayElementNode extends Node { // @TODO: If extending from TempNode it breaks webgpu_compute
- static get type() {
- return 'ArrayElementNode';
- }
- /**
- * Constructs an array element node.
- *
- * @param {Node} node - The array-like node.
- * @param {Node} indexNode - The index node that defines the element access.
- */
- constructor( node, indexNode ) {
- super();
- /**
- * The array-like node.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * The index node that defines the element access.
- *
- * @type {Node}
- */
- this.indexNode = indexNode;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isArrayElementNode = true;
- }
- /**
- * This method is overwritten since the node type is inferred from the array-like node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- return this.node.getElementType( builder );
- }
- generate( builder ) {
- const indexType = this.indexNode.getNodeType( builder );
- const nodeSnippet = this.node.build( builder );
- const indexSnippet = this.indexNode.build( builder, ! builder.isVector( indexType ) && builder.isInteger( indexType ) ? indexType : 'uint' );
- return `${ nodeSnippet }[ ${ indexSnippet } ]`;
- }
- }
- /**
- * This module is part of the TSL core and usually not used in app level code.
- * It represents a convert operation during the shader generation process
- * meaning it converts the data type of a node to a target data type.
- *
- * @augments Node
- */
- class ConvertNode extends Node {
- static get type() {
- return 'ConvertNode';
- }
- /**
- * Constructs a new convert node.
- *
- * @param {Node} node - The node which type should be converted.
- * @param {string} convertTo - The target node type. Multiple types can be defined by separating them with a `|` sign.
- */
- constructor( node, convertTo ) {
- super();
- /**
- * The node which type should be converted.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * The target node type. Multiple types can be defined by separating them with a `|` sign.
- *
- * @type {string}
- */
- this.convertTo = convertTo;
- }
- /**
- * This method is overwritten since the implementation tries to infer the best
- * matching type from the {@link ConvertNode#convertTo} property.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- const requestType = this.node.getNodeType( builder );
- let convertTo = null;
- for ( const overloadingType of this.convertTo.split( '|' ) ) {
- if ( convertTo === null || builder.getTypeLength( requestType ) === builder.getTypeLength( overloadingType ) ) {
- convertTo = overloadingType;
- }
- }
- return convertTo;
- }
- serialize( data ) {
- super.serialize( data );
- data.convertTo = this.convertTo;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.convertTo = data.convertTo;
- }
- generate( builder, output ) {
- const node = this.node;
- const type = this.getNodeType( builder );
- const snippet = node.build( builder, type );
- return builder.format( snippet, type, output );
- }
- }
- /**
- * This module uses cache management to create temporary variables
- * if the node is used more than once to prevent duplicate calculations.
- *
- * The class acts as a base class for many other nodes types.
- *
- * @augments Node
- */
- class TempNode extends Node {
- static get type() {
- return 'TempNode';
- }
- /**
- * Constructs a temp node.
- *
- * @param {?string} nodeType - The node type.
- */
- constructor( nodeType = null ) {
- super( nodeType );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isTempNode = true;
- }
- /**
- * Whether this node is used more than once in context of other nodes.
- *
- * @param {NodeBuilder} builder - The node builder.
- * @return {boolean} A flag that indicates if there is more than one dependency to other nodes.
- */
- hasDependencies( builder ) {
- return builder.getDataFromNode( this ).usageCount > 1;
- }
- build( builder, output ) {
- const buildStage = builder.getBuildStage();
- if ( buildStage === 'generate' ) {
- const type = builder.getVectorType( this.getNodeType( builder, output ) );
- const nodeData = builder.getDataFromNode( this );
- if ( nodeData.propertyName !== undefined ) {
- return builder.format( nodeData.propertyName, type, output );
- } else if ( type !== 'void' && output !== 'void' && this.hasDependencies( builder ) ) {
- const snippet = super.build( builder, type );
- const nodeVar = builder.getVarFromNode( this, null, type );
- const propertyName = builder.getPropertyName( nodeVar );
- builder.addLineFlowCode( `${ propertyName } = ${ snippet }`, this );
- nodeData.snippet = snippet;
- nodeData.propertyName = propertyName;
- return builder.format( nodeData.propertyName, type, output );
- }
- }
- return super.build( builder, output );
- }
- }
- /**
- * This module is part of the TSL core and usually not used in app level code.
- * It represents a join operation during the shader generation process.
- * For example in can compose/join two single floats into a `vec2` type.
- *
- * @augments TempNode
- */
- class JoinNode extends TempNode {
- static get type() {
- return 'JoinNode';
- }
- /**
- * Constructs a new join node.
- *
- * @param {Array<Node>} nodes - An array of nodes that should be joined.
- * @param {?string} [nodeType=null] - The node type.
- */
- constructor( nodes = [], nodeType = null ) {
- super( nodeType );
- /**
- * An array of nodes that should be joined.
- *
- * @type {Array<Node>}
- */
- this.nodes = nodes;
- }
- /**
- * This method is overwritten since the node type must be inferred from the
- * joined data length if not explicitly defined.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- if ( this.nodeType !== null ) {
- return builder.getVectorType( this.nodeType );
- }
- return builder.getTypeFromLength( this.nodes.reduce( ( count, cur ) => count + builder.getTypeLength( cur.getNodeType( builder ) ), 0 ) );
- }
- generate( builder, output ) {
- const type = this.getNodeType( builder );
- const maxLength = builder.getTypeLength( type );
- const nodes = this.nodes;
- const primitiveType = builder.getComponentType( type );
- const snippetValues = [];
- let length = 0;
- for ( const input of nodes ) {
- if ( length >= maxLength ) {
- console.error( `THREE.TSL: Length of parameters exceeds maximum length of function '${ type }()' type.` );
- break;
- }
- let inputType = input.getNodeType( builder );
- let inputTypeLength = builder.getTypeLength( inputType );
- let inputSnippet;
- if ( length + inputTypeLength > maxLength ) {
- console.error( `THREE.TSL: Length of '${ type }()' data exceeds maximum length of output type.` );
- inputTypeLength = maxLength - length;
- inputType = builder.getTypeFromLength( inputTypeLength );
- }
- length += inputTypeLength;
- inputSnippet = input.build( builder, inputType );
- const inputPrimitiveType = builder.getComponentType( inputType );
- if ( inputPrimitiveType !== primitiveType ) {
- inputSnippet = builder.format( inputSnippet, inputPrimitiveType, primitiveType );
- }
- snippetValues.push( inputSnippet );
- }
- const snippet = `${ builder.getType( type ) }( ${ snippetValues.join( ', ' ) } )`;
- return builder.format( snippet, type, output );
- }
- }
- const _stringVectorComponents = vectorComponents.join( '' );
- /**
- * This module is part of the TSL core and usually not used in app level code.
- * `SplitNode` represents a property access operation which means it is
- * used to implement any `.xyzw`, `.rgba` and `stpq` usage on node objects.
- * For example:
- * ```js
- * const redValue = color.r;
- * ```
- *
- * @augments Node
- */
- class SplitNode extends Node {
- static get type() {
- return 'SplitNode';
- }
- /**
- * Constructs a new split node.
- *
- * @param {Node} node - The node that should be accessed.
- * @param {string} [components='x'] - The components that should be accessed.
- */
- constructor( node, components = 'x' ) {
- super();
- /**
- * The node that should be accessed.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * The components that should be accessed.
- *
- * @type {string}
- */
- this.components = components;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSplitNode = true;
- }
- /**
- * Returns the vector length which is computed based on the requested components.
- *
- * @return {number} The vector length.
- */
- getVectorLength() {
- let vectorLength = this.components.length;
- for ( const c of this.components ) {
- vectorLength = Math.max( vectorComponents.indexOf( c ) + 1, vectorLength );
- }
- return vectorLength;
- }
- /**
- * Returns the component type of the node's type.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The component type.
- */
- getComponentType( builder ) {
- return builder.getComponentType( this.node.getNodeType( builder ) );
- }
- /**
- * This method is overwritten since the node type is inferred from requested components.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- return builder.getTypeFromLength( this.components.length, this.getComponentType( builder ) );
- }
- generate( builder, output ) {
- const node = this.node;
- const nodeTypeLength = builder.getTypeLength( node.getNodeType( builder ) );
- let snippet = null;
- if ( nodeTypeLength > 1 ) {
- let type = null;
- const componentsLength = this.getVectorLength();
- if ( componentsLength >= nodeTypeLength ) {
- // needed expand the input node
- type = builder.getTypeFromLength( this.getVectorLength(), this.getComponentType( builder ) );
- }
- const nodeSnippet = node.build( builder, type );
- if ( this.components.length === nodeTypeLength && this.components === _stringVectorComponents.slice( 0, this.components.length ) ) {
- // unnecessary swizzle
- snippet = builder.format( nodeSnippet, type, output );
- } else {
- snippet = builder.format( `${nodeSnippet}.${this.components}`, this.getNodeType( builder ), output );
- }
- } else {
- // ignore .components if .node returns float/integer
- snippet = node.build( builder, output );
- }
- return snippet;
- }
- serialize( data ) {
- super.serialize( data );
- data.components = this.components;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.components = data.components;
- }
- }
- /**
- * This module is part of the TSL core and usually not used in app level code.
- * `SetNode` represents a set operation which means it is used to implement any
- * `setXYZW()`, `setRGBA()` and `setSTPQ()` method invocations on node objects.
- * For example:
- * ```js
- * materialLine.colorNode = color( 0, 0, 0 ).setR( float( 1 ) );
- * ```
- *
- * @augments TempNode
- */
- class SetNode extends TempNode {
- static get type() {
- return 'SetNode';
- }
- /**
- * Constructs a new set node.
- *
- * @param {Node} sourceNode - The node that should be updated.
- * @param {string} components - The components that should be updated.
- * @param {Node} targetNode - The value node.
- */
- constructor( sourceNode, components, targetNode ) {
- super();
- /**
- * The node that should be updated.
- *
- * @type {Node}
- */
- this.sourceNode = sourceNode;
- /**
- * The components that should be updated.
- *
- * @type {string}
- */
- this.components = components;
- /**
- * The value node.
- *
- * @type {Node}
- */
- this.targetNode = targetNode;
- }
- /**
- * This method is overwritten since the node type is inferred from {@link SetNode#sourceNode}.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- return this.sourceNode.getNodeType( builder );
- }
- generate( builder ) {
- const { sourceNode, components, targetNode } = this;
- const sourceType = this.getNodeType( builder );
- const componentType = builder.getComponentType( targetNode.getNodeType( builder ) );
- const targetType = builder.getTypeFromLength( components.length, componentType );
- const targetSnippet = targetNode.build( builder, targetType );
- const sourceSnippet = sourceNode.build( builder, sourceType );
- const length = builder.getTypeLength( sourceType );
- const snippetValues = [];
- for ( let i = 0; i < length; i ++ ) {
- const component = vectorComponents[ i ];
- if ( component === components[ 0 ] ) {
- snippetValues.push( targetSnippet );
- i += components.length - 1;
- } else {
- snippetValues.push( sourceSnippet + '.' + component );
- }
- }
- return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
- }
- }
- /**
- * This module is part of the TSL core and usually not used in app level code.
- * It represents a flip operation during the shader generation process
- * meaning it flips normalized values with the following formula:
- * ```
- * x = 1 - x;
- * ```
- * `FlipNode` is internally used to implement any `flipXYZW()`, `flipRGBA()` and
- * `flipSTPQ()` method invocations on node objects. For example:
- * ```js
- * uvNode = uvNode.flipY();
- * ```
- *
- * @augments TempNode
- */
- class FlipNode extends TempNode {
- static get type() {
- return 'FlipNode';
- }
- /**
- * Constructs a new flip node.
- *
- * @param {Node} sourceNode - The node which component(s) should be flipped.
- * @param {string} components - The components that should be flipped e.g. `'x'` or `'xy'`.
- */
- constructor( sourceNode, components ) {
- super();
- /**
- * The node which component(s) should be flipped.
- *
- * @type {Node}
- */
- this.sourceNode = sourceNode;
- /**
- * The components that should be flipped e.g. `'x'` or `'xy'`.
- *
- * @type {string}
- */
- this.components = components;
- }
- /**
- * This method is overwritten since the node type is inferred from the source node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- return this.sourceNode.getNodeType( builder );
- }
- generate( builder ) {
- const { components, sourceNode } = this;
- const sourceType = this.getNodeType( builder );
- const sourceSnippet = sourceNode.build( builder );
- const sourceCache = builder.getVarFromNode( this );
- const sourceProperty = builder.getPropertyName( sourceCache );
- builder.addLineFlowCode( sourceProperty + ' = ' + sourceSnippet, this );
- const length = builder.getTypeLength( sourceType );
- const snippetValues = [];
- let componentIndex = 0;
- for ( let i = 0; i < length; i ++ ) {
- const component = vectorComponents[ i ];
- if ( component === components[ componentIndex ] ) {
- snippetValues.push( '1.0 - ' + ( sourceProperty + '.' + component ) );
- componentIndex ++;
- } else {
- snippetValues.push( sourceProperty + '.' + component );
- }
- }
- return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
- }
- }
- /**
- * Base class for representing data input nodes.
- *
- * @augments Node
- */
- class InputNode extends Node {
- static get type() {
- return 'InputNode';
- }
- /**
- * Constructs a new input node.
- *
- * @param {any} value - The value of this node. This can be any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
- * @param {?string} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
- */
- constructor( value, nodeType = null ) {
- super( nodeType );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isInputNode = true;
- /**
- * The value of this node. This can be any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
- *
- * @type {any}
- */
- this.value = value;
- /**
- * The precision of the value in the shader.
- *
- * @type {?('low'|'medium'|'high')}
- * @default null
- */
- this.precision = null;
- }
- getNodeType( /*builder*/ ) {
- if ( this.nodeType === null ) {
- return getValueType( this.value );
- }
- return this.nodeType;
- }
- /**
- * Returns the input type of the node which is by default the node type. Derived modules
- * might overwrite this method and use a fixed type or compute one analytically.
- *
- * A typical example for different input and node types are textures. The input type of a
- * normal RGBA texture is `texture` whereas its node type is `vec4`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( builder ) {
- return this.getNodeType( builder );
- }
- /**
- * Sets the precision to the given value. The method can be
- * overwritten in derived classes if the final precision must be computed
- * analytically.
- *
- * @param {('low'|'medium'|'high')} precision - The precision of the input value in the shader.
- * @return {InputNode} A reference to this node.
- */
- setPrecision( precision ) {
- this.precision = precision;
- return this;
- }
- serialize( data ) {
- super.serialize( data );
- data.value = this.value;
- if ( this.value && this.value.toArray ) data.value = this.value.toArray();
- data.valueType = getValueType( this.value );
- data.nodeType = this.nodeType;
- if ( data.valueType === 'ArrayBuffer' ) data.value = arrayBufferToBase64( data.value );
- data.precision = this.precision;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.nodeType = data.nodeType;
- this.value = Array.isArray( data.value ) ? getValueFromType( data.valueType, ...data.value ) : data.value;
- this.precision = data.precision || null;
- if ( this.value && this.value.fromArray ) this.value = this.value.fromArray( data.value );
- }
- generate( /*builder, output*/ ) {
- console.warn( 'Abstract function.' );
- }
- }
- const _regNum = /float|u?int/;
- /**
- * Class for representing a constant value in the shader.
- *
- * @augments InputNode
- */
- class ConstNode extends InputNode {
- static get type() {
- return 'ConstNode';
- }
- /**
- * Constructs a new input node.
- *
- * @param {any} value - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color).
- * @param {?string} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
- */
- constructor( value, nodeType = null ) {
- super( value, nodeType );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isConstNode = true;
- }
- /**
- * Generates the shader string of the value with the current node builder.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The generated value as a shader string.
- */
- generateConst( builder ) {
- return builder.generateConst( this.getNodeType( builder ), this.value );
- }
- generate( builder, output ) {
- const type = this.getNodeType( builder );
- if ( _regNum.test( type ) && _regNum.test( output ) ) {
- return builder.generateConst( output, this.value );
- }
- return builder.format( this.generateConst( builder ), type, output );
- }
- }
- /**
- * Base class for representing member access on an object-like
- * node data structures.
- *
- * @augments Node
- */
- class MemberNode extends Node {
- static get type() {
- return 'MemberNode';
- }
- /**
- * Constructs an array element node.
- *
- * @param {Node} node - The array-like node.
- * @param {string} property - The property name.
- */
- constructor( node, property ) {
- super();
- /**
- * The array-like node.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * The property name.
- *
- * @type {Node}
- */
- this.property = property;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMemberNode = true;
- }
- getNodeType( builder ) {
- return this.node.getMemberType( builder, this.property );
- }
- generate( builder ) {
- const propertyName = this.node.build( builder );
- return propertyName + '.' + this.property;
- }
- }
- let currentStack = null;
- const NodeElements = new Map();
- function addMethodChaining( name, nodeElement ) {
- if ( NodeElements.has( name ) ) {
- console.warn( `THREE.TSL: Redefinition of method chaining '${ name }'.` );
- return;
- }
- if ( typeof nodeElement !== 'function' ) throw new Error( `THREE.TSL: Node element ${ name } is not a function` );
- NodeElements.set( name, nodeElement );
- }
- const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' );
- const parseSwizzleAndSort = ( props ) => parseSwizzle( props ).split( '' ).sort().join( '' );
- const shaderNodeHandler = {
- setup( NodeClosure, params ) {
- const inputs = params.shift();
- return NodeClosure( nodeObjects( inputs ), ...params );
- },
- get( node, prop, nodeObj ) {
- if ( typeof prop === 'string' && node[ prop ] === undefined ) {
- if ( node.isStackNode !== true && prop === 'assign' ) {
- return ( ...params ) => {
- currentStack.assign( nodeObj, ...params );
- return nodeObj;
- };
- } else if ( NodeElements.has( prop ) ) {
- const nodeElement = NodeElements.get( prop );
- return node.isStackNode ? ( ...params ) => nodeObj.add( nodeElement( ...params ) ) : ( ...params ) => nodeElement( nodeObj, ...params );
- } else if ( prop === 'self' ) {
- return node;
- } else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) {
- const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) );
- return node.isStackNode ? ( ...params ) => nodeObj.assign( params[ 0 ], nodeElement( ...params ) ) : ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) );
- } else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
- // accessing properties ( swizzle )
- prop = parseSwizzle( prop );
- return nodeObject( new SplitNode( nodeObj, prop ) );
- } else if ( /^set[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
- // set properties ( swizzle ) and sort to xyzw sequence
- prop = parseSwizzleAndSort( prop.slice( 3 ).toLowerCase() );
- return ( value ) => nodeObject( new SetNode( node, prop, value ) );
- } else if ( /^flip[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
- // set properties ( swizzle ) and sort to xyzw sequence
- prop = parseSwizzleAndSort( prop.slice( 4 ).toLowerCase() );
- return () => nodeObject( new FlipNode( nodeObject( node ), prop ) );
- } else if ( prop === 'width' || prop === 'height' || prop === 'depth' ) {
- // accessing property
- if ( prop === 'width' ) prop = 'x';
- else if ( prop === 'height' ) prop = 'y';
- else if ( prop === 'depth' ) prop = 'z';
- return nodeObject( new SplitNode( node, prop ) );
- } else if ( /^\d+$/.test( prop ) === true ) {
- // accessing array
- return nodeObject( new ArrayElementNode( nodeObj, new ConstNode( Number( prop ), 'uint' ) ) );
- } else if ( /^get$/.test( prop ) === true ) {
- // accessing properties
- return ( value ) => nodeObject( new MemberNode( nodeObj, value ) );
- }
- }
- return Reflect.get( node, prop, nodeObj );
- },
- set( node, prop, value, nodeObj ) {
- if ( typeof prop === 'string' && node[ prop ] === undefined ) {
- // setting properties
- if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true || prop === 'width' || prop === 'height' || prop === 'depth' || /^\d+$/.test( prop ) === true ) {
- nodeObj[ prop ].assign( value );
- return true;
- }
- }
- return Reflect.set( node, prop, value, nodeObj );
- }
- };
- const nodeObjectsCacheMap = new WeakMap();
- const nodeBuilderFunctionsCacheMap = new WeakMap();
- const ShaderNodeObject = function ( obj, altType = null ) {
- const type = getValueType( obj );
- if ( type === 'node' ) {
- let nodeObject = nodeObjectsCacheMap.get( obj );
- if ( nodeObject === undefined ) {
- nodeObject = new Proxy( obj, shaderNodeHandler );
- nodeObjectsCacheMap.set( obj, nodeObject );
- nodeObjectsCacheMap.set( nodeObject, nodeObject );
- }
- return nodeObject;
- } else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) {
- return nodeObject( getConstNode( obj, altType ) );
- } else if ( type === 'shader' ) {
- return Fn( obj );
- }
- return obj;
- };
- const ShaderNodeObjects = function ( objects, altType = null ) {
- for ( const name in objects ) {
- objects[ name ] = nodeObject( objects[ name ], altType );
- }
- return objects;
- };
- const ShaderNodeArray = function ( array, altType = null ) {
- const len = array.length;
- for ( let i = 0; i < len; i ++ ) {
- array[ i ] = nodeObject( array[ i ], altType );
- }
- return array;
- };
- const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {
- const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node );
- let fn, name = scope, minParams, maxParams;
- function verifyParamsLimit( params ) {
- let tslName;
- if ( name ) tslName = /[a-z]/i.test( name ) ? name + '()' : name;
- else tslName = NodeClass.type;
- if ( minParams !== undefined && params.length < minParams ) {
- console.error( `THREE.TSL: "${ tslName }" parameter length is less than minimum required.` );
- return params.concat( new Array( minParams - params.length ).fill( 0 ) );
- } else if ( maxParams !== undefined && params.length > maxParams ) {
- console.error( `THREE.TSL: "${ tslName }" parameter length exceeds limit.` );
- return params.slice( 0, maxParams );
- }
- return params;
- }
- if ( scope === null ) {
- fn = ( ...params ) => {
- return assignNode( new NodeClass( ...nodeArray( verifyParamsLimit( params ) ) ) );
- };
- } else if ( factor !== null ) {
- factor = nodeObject( factor );
- fn = ( ...params ) => {
- return assignNode( new NodeClass( scope, ...nodeArray( verifyParamsLimit( params ) ), factor ) );
- };
- } else {
- fn = ( ...params ) => {
- return assignNode( new NodeClass( scope, ...nodeArray( verifyParamsLimit( params ) ) ) );
- };
- }
- fn.setParameterLength = ( ...params ) => {
- if ( params.length === 1 ) minParams = maxParams = params[ 0 ];
- else if ( params.length === 2 ) [ minParams, maxParams ] = params;
- return fn;
- };
- fn.setName = ( value ) => {
- name = value;
- return fn;
- };
- return fn;
- };
- const ShaderNodeImmutable = function ( NodeClass, ...params ) {
- return nodeObject( new NodeClass( ...nodeArray( params ) ) );
- };
- class ShaderCallNodeInternal extends Node {
- constructor( shaderNode, inputNodes ) {
- super();
- this.shaderNode = shaderNode;
- this.inputNodes = inputNodes;
- this.isShaderCallNodeInternal = true;
- }
- getNodeType( builder ) {
- return this.shaderNode.nodeType || this.getOutputNode( builder ).getNodeType( builder );
- }
- getMemberType( builder, name ) {
- return this.getOutputNode( builder ).getMemberType( builder, name );
- }
- call( builder ) {
- const { shaderNode, inputNodes } = this;
- const properties = builder.getNodeProperties( shaderNode );
- if ( properties.onceOutput ) return properties.onceOutput;
- //
- let result = null;
- if ( shaderNode.layout ) {
- let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor );
- if ( functionNodesCacheMap === undefined ) {
- functionNodesCacheMap = new WeakMap();
- nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap );
- }
- let functionNode = functionNodesCacheMap.get( shaderNode );
- if ( functionNode === undefined ) {
- functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) );
- functionNodesCacheMap.set( shaderNode, functionNode );
- }
- builder.addInclude( functionNode );
- result = nodeObject( functionNode.call( inputNodes ) );
- } else {
- const jsFunc = shaderNode.jsFunc;
- const outputNode = inputNodes !== null || jsFunc.length > 1 ? jsFunc( inputNodes || [], builder ) : jsFunc( builder );
- result = nodeObject( outputNode );
- }
- if ( shaderNode.once ) {
- properties.onceOutput = result;
- }
- return result;
- }
- getOutputNode( builder ) {
- const properties = builder.getNodeProperties( this );
- if ( properties.outputNode === null ) {
- properties.outputNode = this.setupOutput( builder );
- }
- return properties.outputNode;
- }
- setup( builder ) {
- return this.getOutputNode( builder );
- }
- setupOutput( builder ) {
- builder.addStack();
- builder.stack.outputNode = this.call( builder );
- return builder.removeStack();
- }
- generate( builder, output ) {
- const outputNode = this.getOutputNode( builder );
- return outputNode.build( builder, output );
- }
- }
- class ShaderNodeInternal extends Node {
- constructor( jsFunc, nodeType ) {
- super( nodeType );
- this.jsFunc = jsFunc;
- this.layout = null;
- this.global = true;
- this.once = false;
- }
- setLayout( layout ) {
- this.layout = layout;
- return this;
- }
- call( inputs = null ) {
- nodeObjects( inputs );
- return nodeObject( new ShaderCallNodeInternal( this, inputs ) );
- }
- setup() {
- return this.call();
- }
- }
- const bools = [ false, true ];
- const uints = [ 0, 1, 2, 3 ];
- const ints = [ -1, -2 ];
- const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ];
- const boolsCacheMap = new Map();
- for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );
- const uintsCacheMap = new Map();
- for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );
- const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
- for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );
- const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
- for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
- for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );
- const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };
- const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );
- const getConstNode = ( value, type ) => {
- if ( constNodesCacheMap.has( value ) ) {
- return constNodesCacheMap.get( value );
- } else if ( value.isNode === true ) {
- return value;
- } else {
- return new ConstNode( value, type );
- }
- };
- const safeGetNodeType = ( node ) => {
- try {
- return node.getNodeType();
- } catch ( _ ) {
- return undefined;
- }
- };
- const ConvertType = function ( type, cacheMap = null ) {
- return ( ...params ) => {
- if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) {
- params = [ getValueFromType( type, ...params ) ];
- }
- if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {
- return nodeObject( cacheMap.get( params[ 0 ] ) );
- }
- if ( params.length === 1 ) {
- const node = getConstNode( params[ 0 ], type );
- if ( safeGetNodeType( node ) === type ) return nodeObject( node );
- return nodeObject( new ConvertNode( node, type ) );
- }
- const nodes = params.map( param => getConstNode( param ) );
- return nodeObject( new JoinNode( nodes, type ) );
- };
- };
- // exports
- const defined = ( v ) => typeof v === 'object' && v !== null ? v.value : v; // TODO: remove boolean conversion and defined function
- // utils
- const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
- // shader node base
- function ShaderNode( jsFunc, nodeType ) {
- return new Proxy( new ShaderNodeInternal( jsFunc, nodeType ), shaderNodeHandler );
- }
- const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType );
- const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType );
- const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType );
- const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params );
- const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params );
- let fnId = 0;
- const Fn = ( jsFunc, layout = null ) => {
- let nodeType = null;
- if ( layout !== null ) {
- if ( typeof layout === 'object' ) {
- nodeType = layout.return;
- } else {
- if ( typeof layout === 'string' ) {
- nodeType = layout;
- } else {
- console.error( 'THREE.TSL: Invalid layout type.' );
- }
- layout = null;
- }
- }
- const shaderNode = new ShaderNode( jsFunc, nodeType );
- const fn = ( ...params ) => {
- let inputs;
- nodeObjects( params );
- if ( params[ 0 ] && params[ 0 ].isNode ) {
- inputs = [ ...params ];
- } else {
- inputs = params[ 0 ];
- }
- const fnCall = shaderNode.call( inputs );
- if ( nodeType === 'void' ) fnCall.toStack();
- return fnCall;
- };
- fn.shaderNode = shaderNode;
- fn.setLayout = ( layout ) => {
- shaderNode.setLayout( layout );
- return fn;
- };
- fn.once = () => {
- shaderNode.once = true;
- return fn;
- };
- if ( layout !== null ) {
- if ( typeof layout.inputs !== 'object' ) {
- const fullLayout = {
- name: 'fn' + fnId ++,
- type: nodeType,
- inputs: []
- };
- for ( const name in layout ) {
- if ( name === 'return' ) continue;
- fullLayout.inputs.push( {
- name: name,
- type: layout[ name ]
- } );
- }
- layout = fullLayout;
- }
- fn.setLayout( layout );
- }
- return fn;
- };
- //
- addMethodChaining( 'toGlobal', ( node ) => {
- node.global = true;
- return node;
- } );
- //
- const setCurrentStack = ( stack ) => {
- currentStack = stack;
- };
- const getCurrentStack = () => currentStack;
- /**
- * Represent a conditional node using if/else statements.
- *
- * ```js
- * If( condition, function )
- * .ElseIf( condition, function )
- * .Else( function )
- * ```
- * @tsl
- * @function
- * @param {...any} params - The parameters for the conditional node.
- * @returns {StackNode} The conditional node.
- */
- const If = ( ...params ) => currentStack.If( ...params );
- /**
- * Represent a conditional node using switch/case statements.
- *
- * ```js
- * Switch( value )
- * .Case( 1, function )
- * .Case( 2, 3, 4, function )
- * .Default( function )
- * ```
- * @tsl
- * @function
- * @param {...any} params - The parameters for the conditional node.
- * @returns {StackNode} The conditional node.
- */
- const Switch = ( ...params ) => currentStack.Switch( ...params );
- /**
- * Add the given node to the current stack.
- *
- * @param {Node} node - The node to add.
- * @returns {Node} The node that was added to the stack.
- */
- function Stack( node ) {
- if ( currentStack ) currentStack.add( node );
- return node;
- }
- addMethodChaining( 'toStack', Stack );
- // types
- const color = new ConvertType( 'color' );
- const float = new ConvertType( 'float', cacheMaps.float );
- const int = new ConvertType( 'int', cacheMaps.ints );
- const uint = new ConvertType( 'uint', cacheMaps.uint );
- const bool = new ConvertType( 'bool', cacheMaps.bool );
- const vec2 = new ConvertType( 'vec2' );
- const ivec2 = new ConvertType( 'ivec2' );
- const uvec2 = new ConvertType( 'uvec2' );
- const bvec2 = new ConvertType( 'bvec2' );
- const vec3 = new ConvertType( 'vec3' );
- const ivec3 = new ConvertType( 'ivec3' );
- const uvec3 = new ConvertType( 'uvec3' );
- const bvec3 = new ConvertType( 'bvec3' );
- const vec4 = new ConvertType( 'vec4' );
- const ivec4 = new ConvertType( 'ivec4' );
- const uvec4 = new ConvertType( 'uvec4' );
- const bvec4 = new ConvertType( 'bvec4' );
- const mat2 = new ConvertType( 'mat2' );
- const mat3 = new ConvertType( 'mat3' );
- const mat4 = new ConvertType( 'mat4' );
- const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) );
- const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) );
- addMethodChaining( 'toColor', color );
- addMethodChaining( 'toFloat', float );
- addMethodChaining( 'toInt', int );
- addMethodChaining( 'toUint', uint );
- addMethodChaining( 'toBool', bool );
- addMethodChaining( 'toVec2', vec2 );
- addMethodChaining( 'toIVec2', ivec2 );
- addMethodChaining( 'toUVec2', uvec2 );
- addMethodChaining( 'toBVec2', bvec2 );
- addMethodChaining( 'toVec3', vec3 );
- addMethodChaining( 'toIVec3', ivec3 );
- addMethodChaining( 'toUVec3', uvec3 );
- addMethodChaining( 'toBVec3', bvec3 );
- addMethodChaining( 'toVec4', vec4 );
- addMethodChaining( 'toIVec4', ivec4 );
- addMethodChaining( 'toUVec4', uvec4 );
- addMethodChaining( 'toBVec4', bvec4 );
- addMethodChaining( 'toMat2', mat2 );
- addMethodChaining( 'toMat3', mat3 );
- addMethodChaining( 'toMat4', mat4 );
- // basic nodes
- const element = /*@__PURE__*/ nodeProxy( ArrayElementNode ).setParameterLength( 2 );
- const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) );
- const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) );
- addMethodChaining( 'element', element );
- addMethodChaining( 'convert', convert );
- // deprecated
- /**
- * @tsl
- * @function
- * @deprecated since r176. Use {@link Stack} instead.
- *
- * @param {Node} node - The node to add.
- * @returns {Function}
- */
- const append = ( node ) => { // @deprecated, r176
- console.warn( 'THREE.TSL: append() has been renamed to Stack().' );
- return Stack( node );
- };
- addMethodChaining( 'append', ( node ) => { // @deprecated, r176
- console.warn( 'THREE.TSL: .append() has been renamed to .toStack().' );
- return Stack( node );
- } );
- /**
- * @tsl
- * @function
- * @deprecated since r168. Use {@link Fn} instead.
- *
- * @param {...any} params
- * @returns {Function}
- */
- const tslFn = ( ...params ) => { // @deprecated, r168
- console.warn( 'THREE.TSL: tslFn() has been renamed to Fn().' );
- return Fn( ...params );
- };
- /**
- * This class represents a shader property. It can be used
- * to explicitly define a property and assign a value to it.
- *
- * ```js
- * const threshold = property( 'float', 'threshold' ).assign( THRESHOLD );
- *```
- * `PropertyNode` is used by the engine to predefined common material properties
- * for TSL code.
- *
- * @augments Node
- */
- class PropertyNode extends Node {
- static get type() {
- return 'PropertyNode';
- }
- /**
- * Constructs a new property node.
- *
- * @param {string} nodeType - The type of the node.
- * @param {?string} [name=null] - The name of the property in the shader.
- * @param {boolean} [varying=false] - Whether this property is a varying or not.
- */
- constructor( nodeType, name = null, varying = false ) {
- super( nodeType );
- /**
- * The name of the property in the shader. If no name is defined,
- * the node system auto-generates one.
- *
- * @type {?string}
- * @default null
- */
- this.name = name;
- /**
- * Whether this property is a varying or not.
- *
- * @type {boolean}
- * @default false
- */
- this.varying = varying;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPropertyNode = true;
- }
- getHash( builder ) {
- return this.name || super.getHash( builder );
- }
- /**
- * The method is overwritten so it always returns `true`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {boolean} Whether this node is global or not.
- */
- isGlobal( /*builder*/ ) {
- return true;
- }
- generate( builder ) {
- let nodeVar;
- if ( this.varying === true ) {
- nodeVar = builder.getVaryingFromNode( this, this.name );
- nodeVar.needsInterpolation = true;
- } else {
- nodeVar = builder.getVarFromNode( this, this.name );
- }
- return builder.getPropertyName( nodeVar );
- }
- }
- /**
- * TSL function for creating a property node.
- *
- * @tsl
- * @function
- * @param {string} type - The type of the node.
- * @param {?string} [name=null] - The name of the property in the shader.
- * @returns {PropertyNode}
- */
- const property = ( type, name ) => nodeObject( new PropertyNode( type, name ) );
- /**
- * TSL function for creating a varying property node.
- *
- * @tsl
- * @function
- * @param {string} type - The type of the node.
- * @param {?string} [name=null] - The name of the varying in the shader.
- * @returns {PropertyNode}
- */
- const varyingProperty = ( type, name ) => nodeObject( new PropertyNode( type, name, true ) );
- /**
- * TSL object that represents the shader variable `DiffuseColor`.
- *
- * @tsl
- * @type {PropertyNode<vec4>}
- */
- const diffuseColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'DiffuseColor' );
- /**
- * TSL object that represents the shader variable `EmissiveColor`.
- *
- * @tsl
- * @type {PropertyNode<vec3>}
- */
- const emissive = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'EmissiveColor' );
- /**
- * TSL object that represents the shader variable `Roughness`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const roughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Roughness' );
- /**
- * TSL object that represents the shader variable `Metalness`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const metalness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Metalness' );
- /**
- * TSL object that represents the shader variable `Clearcoat`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const clearcoat = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Clearcoat' );
- /**
- * TSL object that represents the shader variable `ClearcoatRoughness`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const clearcoatRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'ClearcoatRoughness' );
- /**
- * TSL object that represents the shader variable `Sheen`.
- *
- * @tsl
- * @type {PropertyNode<vec3>}
- */
- const sheen = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'Sheen' );
- /**
- * TSL object that represents the shader variable `SheenRoughness`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const sheenRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SheenRoughness' );
- /**
- * TSL object that represents the shader variable `Iridescence`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const iridescence = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Iridescence' );
- /**
- * TSL object that represents the shader variable `IridescenceIOR`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const iridescenceIOR = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceIOR' );
- /**
- * TSL object that represents the shader variable `IridescenceThickness`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const iridescenceThickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceThickness' );
- /**
- * TSL object that represents the shader variable `AlphaT`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const alphaT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AlphaT' );
- /**
- * TSL object that represents the shader variable `Anisotropy`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const anisotropy = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Anisotropy' );
- /**
- * TSL object that represents the shader variable `AnisotropyT`.
- *
- * @tsl
- * @type {PropertyNode<vec3>}
- */
- const anisotropyT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyT' );
- /**
- * TSL object that represents the shader variable `AnisotropyB`.
- *
- * @tsl
- * @type {PropertyNode<vec3>}
- */
- const anisotropyB = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyB' );
- /**
- * TSL object that represents the shader variable `SpecularColor`.
- *
- * @tsl
- * @type {PropertyNode<color>}
- */
- const specularColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'SpecularColor' );
- /**
- * TSL object that represents the shader variable `SpecularF90`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const specularF90 = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SpecularF90' );
- /**
- * TSL object that represents the shader variable `Shininess`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const shininess = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Shininess' );
- /**
- * TSL object that represents the shader variable `Output`.
- *
- * @tsl
- * @type {PropertyNode<vec4>}
- */
- const output = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'Output' );
- /**
- * TSL object that represents the shader variable `dashSize`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const dashSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'dashSize' );
- /**
- * TSL object that represents the shader variable `gapSize`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const gapSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'gapSize' );
- /**
- * TSL object that represents the shader variable `pointWidth`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const pointWidth = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'pointWidth' );
- /**
- * TSL object that represents the shader variable `IOR`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const ior = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IOR' );
- /**
- * TSL object that represents the shader variable `Transmission`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const transmission = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Transmission' );
- /**
- * TSL object that represents the shader variable `Thickness`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const thickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Thickness' );
- /**
- * TSL object that represents the shader variable `AttenuationDistance`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const attenuationDistance = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AttenuationDistance' );
- /**
- * TSL object that represents the shader variable `AttenuationColor`.
- *
- * @tsl
- * @type {PropertyNode<color>}
- */
- const attenuationColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'AttenuationColor' );
- /**
- * TSL object that represents the shader variable `Dispersion`.
- *
- * @tsl
- * @type {PropertyNode<float>}
- */
- const dispersion = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Dispersion' );
- /**
- * This node can be used to group single instances of {@link UniformNode}
- * and manage them as a uniform buffer.
- *
- * In most cases, the predefined nodes `objectGroup`, `renderGroup` and `frameGroup`
- * will be used when defining the {@link UniformNode#groupNode} property.
- *
- * - `objectGroup`: Uniform buffer per object.
- * - `renderGroup`: Shared uniform buffer, updated once per render call.
- * - `frameGroup`: Shared uniform buffer, updated once per frame.
- *
- * @augments Node
- */
- class UniformGroupNode extends Node {
- static get type() {
- return 'UniformGroupNode';
- }
- /**
- * Constructs a new uniform group node.
- *
- * @param {string} name - The name of the uniform group node.
- * @param {boolean} [shared=false] - Whether this uniform group node is shared or not.
- * @param {number} [order=1] - Influences the internal sorting.
- */
- constructor( name, shared = false, order = 1 ) {
- super( 'string' );
- /**
- * The name of the uniform group node.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * Whether this uniform group node is shared or not.
- *
- * @type {boolean}
- * @default false
- */
- this.shared = shared;
- /**
- * Influences the internal sorting.
- * TODO: Add details when this property should be changed.
- *
- * @type {number}
- * @default 1
- */
- this.order = order;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isUniformGroup = true;
- }
- serialize( data ) {
- super.serialize( data );
- data.name = this.name;
- data.version = this.version;
- data.shared = this.shared;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.name = data.name;
- this.version = data.version;
- this.shared = data.shared;
- }
- }
- /**
- * TSL function for creating a uniform group node with the given name.
- *
- * @tsl
- * @function
- * @param {string} name - The name of the uniform group node.
- * @returns {UniformGroupNode}
- */
- const uniformGroup = ( name ) => new UniformGroupNode( name );
- /**
- * TSL function for creating a shared uniform group node with the given name and order.
- *
- * @tsl
- * @function
- * @param {string} name - The name of the uniform group node.
- * @param {number} [order=0] - Influences the internal sorting.
- * @returns {UniformGroupNode}
- */
- const sharedUniformGroup = ( name, order = 0 ) => new UniformGroupNode( name, true, order );
- /**
- * TSL object that represents a shared uniform group node which is updated once per frame.
- *
- * @tsl
- * @type {UniformGroupNode}
- */
- const frameGroup = /*@__PURE__*/ sharedUniformGroup( 'frame' );
- /**
- * TSL object that represents a shared uniform group node which is updated once per render.
- *
- * @tsl
- * @type {UniformGroupNode}
- */
- const renderGroup = /*@__PURE__*/ sharedUniformGroup( 'render' );
- /**
- * TSL object that represents a uniform group node which is updated once per object.
- *
- * @tsl
- * @type {UniformGroupNode}
- */
- const objectGroup = /*@__PURE__*/ uniformGroup( 'object' );
- /**
- * Class for representing a uniform.
- *
- * @augments InputNode
- */
- class UniformNode extends InputNode {
- static get type() {
- return 'UniformNode';
- }
- /**
- * Constructs a new uniform node.
- *
- * @param {any} value - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color, texture).
- * @param {?string} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
- */
- constructor( value, nodeType = null ) {
- super( value, nodeType );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isUniformNode = true;
- /**
- * The name or label of the uniform.
- *
- * @type {string}
- * @default ''
- */
- this.name = '';
- /**
- * The uniform group of this uniform. By default, uniforms are
- * managed per object but they might belong to a shared group
- * which is updated per frame or render call.
- *
- * @type {UniformGroupNode}
- */
- this.groupNode = objectGroup;
- }
- /**
- * Sets the {@link UniformNode#name} property.
- *
- * @param {string} name - The name of the uniform.
- * @return {UniformNode} A reference to this node.
- */
- label( name ) {
- this.name = name;
- return this;
- }
- /**
- * Sets the {@link UniformNode#groupNode} property.
- *
- * @param {UniformGroupNode} group - The uniform group.
- * @return {UniformNode} A reference to this node.
- */
- setGroup( group ) {
- this.groupNode = group;
- return this;
- }
- /**
- * Returns the {@link UniformNode#groupNode}.
- *
- * @return {UniformGroupNode} The uniform group.
- */
- getGroup() {
- return this.groupNode;
- }
- /**
- * By default, this method returns the result of {@link Node#getHash} but derived
- * classes might overwrite this method with a different implementation.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The uniform hash.
- */
- getUniformHash( builder ) {
- return this.getHash( builder );
- }
- onUpdate( callback, updateType ) {
- const self = this.getSelf();
- callback = callback.bind( self );
- return super.onUpdate( ( frame ) => {
- const value = callback( frame, self );
- if ( value !== undefined ) {
- this.value = value;
- }
- }, updateType );
- }
- generate( builder, output ) {
- const type = this.getNodeType( builder );
- const hash = this.getUniformHash( builder );
- let sharedNode = builder.getNodeFromHash( hash );
- if ( sharedNode === undefined ) {
- builder.setHashNode( this, hash );
- sharedNode = this;
- }
- const sharedNodeType = sharedNode.getInputType( builder );
- const nodeUniform = builder.getUniformFromNode( sharedNode, sharedNodeType, builder.shaderStage, this.name || builder.context.label );
- const propertyName = builder.getPropertyName( nodeUniform );
- if ( builder.context.label !== undefined ) delete builder.context.label;
- return builder.format( propertyName, type, output );
- }
- }
- /**
- * TSL function for creating a uniform node.
- *
- * @tsl
- * @function
- * @param {any} arg1 - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color, texture).
- * @param {string} [arg2] - The node type. If no explicit type is defined, the node tries to derive the type from its value.
- * @returns {UniformNode}
- */
- const uniform = ( arg1, arg2 ) => {
- const nodeType = getConstNodeType( arg2 || arg1 );
- // @TODO: get ConstNode from .traverse() in the future
- const value = ( arg1 && arg1.isNode === true ) ? ( arg1.node && arg1.node.value ) || arg1.value : arg1;
- return nodeObject( new UniformNode( value, nodeType ) );
- };
- /**
- * ArrayNode represents a collection of nodes, typically created using the {@link array} function.
- * ```js
- * const colors = array( [
- * vec3( 1, 0, 0 ),
- * vec3( 0, 1, 0 ),
- * vec3( 0, 0, 1 )
- * ] );
- *
- * const redColor = tintColors.element( 0 );
- *
- * @augments TempNode
- */
- class ArrayNode extends TempNode {
- static get type() {
- return 'ArrayNode';
- }
- /**
- * Constructs a new array node.
- *
- * @param {?string} nodeType - The data type of the elements.
- * @param {number} count - Size of the array.
- * @param {?Array<Node>} [values=null] - Array default values.
- */
- constructor( nodeType, count, values = null ) {
- super( nodeType );
- /**
- * Array size.
- *
- * @type {number}
- */
- this.count = count;
- /**
- * Array default values.
- *
- * @type {?Array<Node>}
- */
- this.values = values;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isArrayNode = true;
- }
- /**
- * Returns the node's type.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The type of the node.
- */
- getNodeType( builder ) {
- if ( this.nodeType === null ) {
- this.nodeType = this.values[ 0 ].getNodeType( builder );
- }
- return this.nodeType;
- }
- /**
- * Returns the node's type.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The type of the node.
- */
- getElementType( builder ) {
- return this.getNodeType( builder );
- }
- /**
- * This method builds the output node and returns the resulting array as a shader string.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The generated shader string.
- */
- generate( builder ) {
- const type = this.getNodeType( builder );
- return builder.generateArray( type, this.count, this.values );
- }
- }
- /**
- * TSL function for creating an array node.
- *
- * @tsl
- * @function
- * @param {string|Array<Node>} nodeTypeOrValues - A string representing the element type (e.g., 'vec3')
- * or an array containing the default values (e.g., [ vec3() ]).
- * @param {?number} [count] - Size of the array.
- * @returns {ArrayNode}
- */
- const array = ( ...params ) => {
- let node;
- if ( params.length === 1 ) {
- const values = params[ 0 ];
- node = new ArrayNode( null, values.length, values );
- } else {
- const nodeType = params[ 0 ];
- const count = params[ 1 ];
- node = new ArrayNode( nodeType, count );
- }
- return nodeObject( node );
- };
- addMethodChaining( 'toArray', ( node, count ) => array( Array( count ).fill( node ) ) );
- /**
- * These node represents an assign operation. Meaning a node is assigned
- * to another node.
- *
- * @augments TempNode
- */
- class AssignNode extends TempNode {
- static get type() {
- return 'AssignNode';
- }
- /**
- * Constructs a new assign node.
- *
- * @param {Node} targetNode - The target node.
- * @param {Node} sourceNode - The source type.
- */
- constructor( targetNode, sourceNode ) {
- super();
- /**
- * The target node.
- *
- * @type {Node}
- */
- this.targetNode = targetNode;
- /**
- * The source node.
- *
- * @type {Node}
- */
- this.sourceNode = sourceNode;
- }
- /**
- * Whether this node is used more than once in context of other nodes. This method
- * is overwritten since it always returns `false` (assigns are unique).
- *
- * @return {boolean} A flag that indicates if there is more than one dependency to other nodes. Always `false`.
- */
- hasDependencies() {
- return false;
- }
- getNodeType( builder, output ) {
- return output !== 'void' ? this.targetNode.getNodeType( builder ) : 'void';
- }
- /**
- * Whether a split is required when assigning source to target. This can happen when the component length of
- * target and source data type does not match.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {boolean} Whether a split is required when assigning source to target.
- */
- needsSplitAssign( builder ) {
- const { targetNode } = this;
- if ( builder.isAvailable( 'swizzleAssign' ) === false && targetNode.isSplitNode && targetNode.components.length > 1 ) {
- const targetLength = builder.getTypeLength( targetNode.node.getNodeType( builder ) );
- const assignDifferentVector = vectorComponents.join( '' ).slice( 0, targetLength ) !== targetNode.components;
- return assignDifferentVector;
- }
- return false;
- }
- generate( builder, output ) {
- const { targetNode, sourceNode } = this;
- const needsSplitAssign = this.needsSplitAssign( builder );
- const targetType = targetNode.getNodeType( builder );
- const target = targetNode.context( { assign: true } ).build( builder );
- const source = sourceNode.build( builder, targetType );
- const sourceType = sourceNode.getNodeType( builder );
- const nodeData = builder.getDataFromNode( this );
- //
- let snippet;
- if ( nodeData.initialized === true ) {
- if ( output !== 'void' ) {
- snippet = target;
- }
- } else if ( needsSplitAssign ) {
- const sourceVar = builder.getVarFromNode( this, null, targetType );
- const sourceProperty = builder.getPropertyName( sourceVar );
- builder.addLineFlowCode( `${ sourceProperty } = ${ source }`, this );
- const targetRoot = targetNode.node.context( { assign: true } ).build( builder );
- for ( let i = 0; i < targetNode.components.length; i ++ ) {
- const component = targetNode.components[ i ];
- builder.addLineFlowCode( `${ targetRoot }.${ component } = ${ sourceProperty }[ ${ i } ]`, this );
- }
- if ( output !== 'void' ) {
- snippet = target;
- }
- } else {
- snippet = `${ target } = ${ source }`;
- if ( output === 'void' || sourceType === 'void' ) {
- builder.addLineFlowCode( snippet, this );
- if ( output !== 'void' ) {
- snippet = target;
- }
- }
- }
- nodeData.initialized = true;
- return builder.format( snippet, targetType, output );
- }
- }
- /**
- * TSL function for creating an assign node.
- *
- * @tsl
- * @function
- * @param {Node} targetNode - The target node.
- * @param {Node} sourceNode - The source type.
- * @returns {AssignNode}
- */
- const assign = /*@__PURE__*/ nodeProxy( AssignNode ).setParameterLength( 2 );
- addMethodChaining( 'assign', assign );
- /**
- * This module represents the call of a {@link FunctionNode}. Developers are usually not confronted
- * with this module since they use the predefined TSL syntax `wgslFn` and `glslFn` which encapsulate
- * this logic.
- *
- * @augments TempNode
- */
- class FunctionCallNode extends TempNode {
- static get type() {
- return 'FunctionCallNode';
- }
- /**
- * Constructs a new function call node.
- *
- * @param {?FunctionNode} functionNode - The function node.
- * @param {Object<string, Node>} [parameters={}] - The parameters for the function call.
- */
- constructor( functionNode = null, parameters = {} ) {
- super();
- /**
- * The function node.
- *
- * @type {?FunctionNode}
- * @default null
- */
- this.functionNode = functionNode;
- /**
- * The parameters of the function call.
- *
- * @type {Object<string, Node>}
- * @default {}
- */
- this.parameters = parameters;
- }
- /**
- * Sets the parameters of the function call node.
- *
- * @param {Object<string, Node>} parameters - The parameters to set.
- * @return {FunctionCallNode} A reference to this node.
- */
- setParameters( parameters ) {
- this.parameters = parameters;
- return this;
- }
- /**
- * Returns the parameters of the function call node.
- *
- * @return {Object<string, Node>} The parameters of this node.
- */
- getParameters() {
- return this.parameters;
- }
- getNodeType( builder ) {
- return this.functionNode.getNodeType( builder );
- }
- generate( builder ) {
- const params = [];
- const functionNode = this.functionNode;
- const inputs = functionNode.getInputs( builder );
- const parameters = this.parameters;
- const generateInput = ( node, inputNode ) => {
- const type = inputNode.type;
- const pointer = type === 'pointer';
- let output;
- if ( pointer ) output = '&' + node.build( builder );
- else output = node.build( builder, type );
- return output;
- };
- if ( Array.isArray( parameters ) ) {
- if ( parameters.length > inputs.length ) {
- console.error( 'THREE.TSL: The number of provided parameters exceeds the expected number of inputs in \'Fn()\'.' );
- parameters.length = inputs.length;
- } else if ( parameters.length < inputs.length ) {
- console.error( 'THREE.TSL: The number of provided parameters is less than the expected number of inputs in \'Fn()\'.' );
- while ( parameters.length < inputs.length ) {
- parameters.push( float( 0 ) );
- }
- }
- for ( let i = 0; i < parameters.length; i ++ ) {
- params.push( generateInput( parameters[ i ], inputs[ i ] ) );
- }
- } else {
- for ( const inputNode of inputs ) {
- const node = parameters[ inputNode.name ];
- if ( node !== undefined ) {
- params.push( generateInput( node, inputNode ) );
- } else {
- console.error( `THREE.TSL: Input '${ inputNode.name }' not found in \'Fn()\'.` );
- params.push( generateInput( float( 0 ), inputNode ) );
- }
- }
- }
- const functionName = functionNode.build( builder, 'property' );
- return `${ functionName }( ${ params.join( ', ' ) } )`;
- }
- }
- const call = ( func, ...params ) => {
- params = params.length > 1 || ( params[ 0 ] && params[ 0 ].isNode === true ) ? nodeArray( params ) : nodeObjects( params[ 0 ] );
- return nodeObject( new FunctionCallNode( nodeObject( func ), params ) );
- };
- addMethodChaining( 'call', call );
- const _vectorOperators = {
- '==': 'equal',
- '!=': 'notEqual',
- '<': 'lessThan',
- '>': 'greaterThan',
- '<=': 'lessThanEqual',
- '>=': 'greaterThanEqual',
- '%': 'mod'
- };
- /**
- * This node represents basic mathematical and logical operations like addition,
- * subtraction or comparisons (e.g. `equal()`).
- *
- * @augments TempNode
- */
- class OperatorNode extends TempNode {
- static get type() {
- return 'OperatorNode';
- }
- /**
- * Constructs a new operator node.
- *
- * @param {string} op - The operator.
- * @param {Node} aNode - The first input.
- * @param {Node} bNode - The second input.
- * @param {...Node} params - Additional input parameters.
- */
- constructor( op, aNode, bNode, ...params ) {
- super();
- if ( params.length > 0 ) {
- let finalOp = new OperatorNode( op, aNode, bNode );
- for ( let i = 0; i < params.length - 1; i ++ ) {
- finalOp = new OperatorNode( op, finalOp, params[ i ] );
- }
- aNode = finalOp;
- bNode = params[ params.length - 1 ];
- }
- /**
- * The operator.
- *
- * @type {string}
- */
- this.op = op;
- /**
- * The first input.
- *
- * @type {Node}
- */
- this.aNode = aNode;
- /**
- * The second input.
- *
- * @type {Node}
- */
- this.bNode = bNode;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isOperatorNode = true;
- }
- /**
- * Returns the operator method name.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {string} output - The output type.
- * @returns {string} The operator method name.
- */
- getOperatorMethod( builder, output ) {
- return builder.getMethod( _vectorOperators[ this.op ], output );
- }
- /**
- * This method is overwritten since the node type is inferred from the operator
- * and the input node types.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- const op = this.op;
- const aNode = this.aNode;
- const bNode = this.bNode;
- const typeA = aNode.getNodeType( builder );
- const typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
- if ( typeA === 'void' || typeB === 'void' ) {
- return 'void';
- } else if ( op === '%' ) {
- return typeA;
- } else if ( op === '~' || op === '&' || op === '|' || op === '^' || op === '>>' || op === '<<' ) {
- return builder.getIntegerType( typeA );
- } else if ( op === '!' || op === '&&' || op === '||' || op === '^^' ) {
- return 'bool';
- } else if ( op === '==' || op === '!=' || op === '<' || op === '>' || op === '<=' || op === '>=' ) {
- const typeLength = Math.max( builder.getTypeLength( typeA ), builder.getTypeLength( typeB ) );
- return typeLength > 1 ? `bvec${ typeLength }` : 'bool';
- } else {
- // Handle matrix operations
- if ( builder.isMatrix( typeA ) ) {
- if ( typeB === 'float' ) {
- return typeA; // matrix * scalar = matrix
- } else if ( builder.isVector( typeB ) ) {
- return builder.getVectorFromMatrix( typeA ); // matrix * vector
- } else if ( builder.isMatrix( typeB ) ) {
- return typeA; // matrix * matrix
- }
- } else if ( builder.isMatrix( typeB ) ) {
- if ( typeA === 'float' ) {
- return typeB; // scalar * matrix = matrix
- } else if ( builder.isVector( typeA ) ) {
- return builder.getVectorFromMatrix( typeB ); // vector * matrix
- }
- }
- // Handle non-matrix cases
- if ( builder.getTypeLength( typeB ) > builder.getTypeLength( typeA ) ) {
- // anytype x anytype: use the greater length vector
- return typeB;
- }
- return typeA;
- }
- }
- generate( builder, output ) {
- const op = this.op;
- const aNode = this.aNode;
- const bNode = this.bNode;
- const type = this.getNodeType( builder );
- let typeA = null;
- let typeB = null;
- if ( type !== 'void' ) {
- typeA = aNode.getNodeType( builder );
- typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
- if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' || op === '!=' ) {
- if ( builder.isVector( typeA ) ) {
- typeB = typeA;
- } else if ( builder.isVector( typeB ) ) {
- typeA = typeB;
- } else if ( typeA !== typeB ) {
- typeA = typeB = 'float';
- }
- } else if ( op === '>>' || op === '<<' ) {
- typeA = type;
- typeB = builder.changeComponentType( typeB, 'uint' );
- } else if ( op === '%' ) {
- typeA = type;
- typeB = builder.isInteger( typeA ) && builder.isInteger( typeB ) ? typeB : typeA;
- } else if ( builder.isMatrix( typeA ) ) {
- if ( typeB === 'float' ) {
- // Keep matrix type for typeA, but ensure typeB stays float
- typeB = 'float';
- } else if ( builder.isVector( typeB ) ) {
- // matrix x vector
- typeB = builder.getVectorFromMatrix( typeA );
- } else if ( builder.isMatrix( typeB ) ) ; else {
- typeA = typeB = type;
- }
- } else if ( builder.isMatrix( typeB ) ) {
- if ( typeA === 'float' ) {
- // Keep matrix type for typeB, but ensure typeA stays float
- typeA = 'float';
- } else if ( builder.isVector( typeA ) ) {
- // vector x matrix
- typeA = builder.getVectorFromMatrix( typeB );
- } else {
- typeA = typeB = type;
- }
- } else {
- // anytype x anytype
- typeA = typeB = type;
- }
- } else {
- typeA = typeB = type;
- }
- const a = aNode.build( builder, typeA );
- const b = typeof bNode !== 'undefined' ? bNode.build( builder, typeB ) : null;
- const fnOpSnippet = builder.getFunctionOperator( op );
- if ( output !== 'void' ) {
- const isGLSL = builder.renderer.coordinateSystem === WebGLCoordinateSystem;
- if ( op === '==' || op === '!=' || op === '<' || op === '>' || op === '<=' || op === '>=' ) {
- if ( isGLSL ) {
- if ( builder.isVector( typeA ) ) {
- return builder.format( `${ this.getOperatorMethod( builder, output ) }( ${ a }, ${ b } )`, type, output );
- } else {
- return builder.format( `( ${ a } ${ op } ${ b } )`, type, output );
- }
- } else {
- // WGSL
- return builder.format( `( ${ a } ${ op } ${ b } )`, type, output );
- }
- } else if ( op === '%' ) {
- if ( builder.isInteger( typeB ) ) {
- return builder.format( `( ${ a } % ${ b } )`, type, output );
- } else {
- return builder.format( `${ this.getOperatorMethod( builder, type ) }( ${ a }, ${ b } )`, type, output );
- }
- } else if ( op === '!' || op === '~' ) {
- return builder.format( `(${op}${a})`, typeA, output );
- } else if ( fnOpSnippet ) {
- return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
- } else {
- // Handle matrix operations
- if ( builder.isMatrix( typeA ) && typeB === 'float' ) {
- return builder.format( `( ${ b } ${ op } ${ a } )`, type, output );
- } else if ( typeA === 'float' && builder.isMatrix( typeB ) ) {
- return builder.format( `${ a } ${ op } ${ b }`, type, output );
- } else {
- let snippet = `( ${ a } ${ op } ${ b } )`;
- if ( ! isGLSL && type === 'bool' && builder.isVector( typeA ) && builder.isVector( typeB ) ) {
- snippet = `all${ snippet }`;
- }
- return builder.format( snippet, type, output );
- }
- }
- } else if ( typeA !== 'void' ) {
- if ( fnOpSnippet ) {
- return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
- } else {
- if ( builder.isMatrix( typeA ) && typeB === 'float' ) {
- return builder.format( `${ b } ${ op } ${ a }`, type, output );
- } else {
- return builder.format( `${ a } ${ op } ${ b }`, type, output );
- }
- }
- }
- }
- serialize( data ) {
- super.serialize( data );
- data.op = this.op;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.op = data.op;
- }
- }
- /**
- * Returns the addition of two or more value.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @param {...Node} params - Additional input parameters.
- * @returns {OperatorNode}
- */
- const add = /*@__PURE__*/ nodeProxy( OperatorNode, '+' ).setParameterLength( 2, Infinity ).setName( 'add' );
- /**
- * Returns the subtraction of two or more value.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @param {...Node} params - Additional input parameters.
- * @returns {OperatorNode}
- */
- const sub = /*@__PURE__*/ nodeProxy( OperatorNode, '-' ).setParameterLength( 2, Infinity ).setName( 'sub' );
- /**
- * Returns the multiplication of two or more value.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @param {...Node} params - Additional input parameters.
- * @returns {OperatorNode}
- */
- const mul = /*@__PURE__*/ nodeProxy( OperatorNode, '*' ).setParameterLength( 2, Infinity ).setName( 'mul' );
- /**
- * Returns the division of two or more value.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @param {...Node} params - Additional input parameters.
- * @returns {OperatorNode}
- */
- const div = /*@__PURE__*/ nodeProxy( OperatorNode, '/' ).setParameterLength( 2, Infinity ).setName( 'div' );
- /**
- * Computes the remainder of dividing the first node by the second one.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const mod = /*@__PURE__*/ nodeProxy( OperatorNode, '%' ).setParameterLength( 2 ).setName( 'mod' );
- /**
- * Checks if two nodes are equal.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const equal = /*@__PURE__*/ nodeProxy( OperatorNode, '==' ).setParameterLength( 2 ).setName( 'equal' );
- /**
- * Checks if two nodes are not equal.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const notEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '!=' ).setParameterLength( 2 ).setName( 'notEqual' );
- /**
- * Checks if the first node is less than the second.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const lessThan = /*@__PURE__*/ nodeProxy( OperatorNode, '<' ).setParameterLength( 2 ).setName( 'lessThan' );
- /**
- * Checks if the first node is greater than the second.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const greaterThan = /*@__PURE__*/ nodeProxy( OperatorNode, '>' ).setParameterLength( 2 ).setName( 'greaterThan' );
- /**
- * Checks if the first node is less than or equal to the second.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const lessThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '<=' ).setParameterLength( 2 ).setName( 'lessThanEqual' );
- /**
- * Checks if the first node is greater than or equal to the second.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const greaterThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '>=' ).setParameterLength( 2 ).setName( 'greaterThanEqual' );
- /**
- * Performs a logical AND operation on multiple nodes.
- *
- * @tsl
- * @function
- * @param {...Node} nodes - The input nodes to be combined using AND.
- * @returns {OperatorNode}
- */
- const and = /*@__PURE__*/ nodeProxy( OperatorNode, '&&' ).setParameterLength( 2, Infinity ).setName( 'and' );
- /**
- * Performs a logical OR operation on multiple nodes.
- *
- * @tsl
- * @function
- * @param {...Node} nodes - The input nodes to be combined using OR.
- * @returns {OperatorNode}
- */
- const or = /*@__PURE__*/ nodeProxy( OperatorNode, '||' ).setParameterLength( 2, Infinity ).setName( 'or' );
- /**
- * Performs logical NOT on a node.
- *
- * @tsl
- * @function
- * @param {Node} value - The value.
- * @returns {OperatorNode}
- */
- const not = /*@__PURE__*/ nodeProxy( OperatorNode, '!' ).setParameterLength( 1 ).setName( 'not' );
- /**
- * Performs logical XOR on two nodes.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const xor = /*@__PURE__*/ nodeProxy( OperatorNode, '^^' ).setParameterLength( 2 ).setName( 'xor' );
- /**
- * Performs bitwise AND on two nodes.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const bitAnd = /*@__PURE__*/ nodeProxy( OperatorNode, '&' ).setParameterLength( 2 ).setName( 'bitAnd' );
- /**
- * Performs bitwise NOT on a node.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const bitNot = /*@__PURE__*/ nodeProxy( OperatorNode, '~' ).setParameterLength( 2 ).setName( 'bitNot' );
- /**
- * Performs bitwise OR on two nodes.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const bitOr = /*@__PURE__*/ nodeProxy( OperatorNode, '|' ).setParameterLength( 2 ).setName( 'bitOr' );
- /**
- * Performs bitwise XOR on two nodes.
- *
- * @tsl
- * @function
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const bitXor = /*@__PURE__*/ nodeProxy( OperatorNode, '^' ).setParameterLength( 2 ).setName( 'bitXor' );
- /**
- * Shifts a node to the left.
- *
- * @tsl
- * @function
- * @param {Node} a - The node to shift.
- * @param {Node} b - The value to shift.
- * @returns {OperatorNode}
- */
- const shiftLeft = /*@__PURE__*/ nodeProxy( OperatorNode, '<<' ).setParameterLength( 2 ).setName( 'shiftLeft' );
- /**
- * Shifts a node to the right.
- *
- * @tsl
- * @function
- * @param {Node} a - The node to shift.
- * @param {Node} b - The value to shift.
- * @returns {OperatorNode}
- */
- const shiftRight = /*@__PURE__*/ nodeProxy( OperatorNode, '>>' ).setParameterLength( 2 ).setName( 'shiftRight' );
- /**
- * Increments a node by 1.
- *
- * @tsl
- * @function
- * @param {Node} a - The node to increment.
- * @returns {OperatorNode}
- */
- const incrementBefore = Fn( ( [ a ] ) => {
- a.addAssign( 1 );
- return a;
- } );
- /**
- * Decrements a node by 1.
- *
- * @tsl
- * @function
- * @param {Node} a - The node to decrement.
- * @returns {OperatorNode}
- */
- const decrementBefore = Fn( ( [ a ] ) => {
- a.subAssign( 1 );
- return a;
- } );
- /**
- * Increments a node by 1 and returns the previous value.
- *
- * @tsl
- * @function
- * @param {Node} a - The node to increment.
- * @returns {OperatorNode}
- */
- const increment = /*@__PURE__*/ Fn( ( [ a ] ) => {
- const temp = int( a ).toConst();
- a.addAssign( 1 );
- return temp;
- } );
- /**
- * Decrements a node by 1 and returns the previous value.
- *
- * @tsl
- * @function
- * @param {Node} a - The node to decrement.
- * @returns {OperatorNode}
- */
- const decrement = /*@__PURE__*/ Fn( ( [ a ] ) => {
- const temp = int( a ).toConst();
- a.subAssign( 1 );
- return temp;
- } );
- addMethodChaining( 'add', add );
- addMethodChaining( 'sub', sub );
- addMethodChaining( 'mul', mul );
- addMethodChaining( 'div', div );
- addMethodChaining( 'mod', mod );
- addMethodChaining( 'equal', equal );
- addMethodChaining( 'notEqual', notEqual );
- addMethodChaining( 'lessThan', lessThan );
- addMethodChaining( 'greaterThan', greaterThan );
- addMethodChaining( 'lessThanEqual', lessThanEqual );
- addMethodChaining( 'greaterThanEqual', greaterThanEqual );
- addMethodChaining( 'and', and );
- addMethodChaining( 'or', or );
- addMethodChaining( 'not', not );
- addMethodChaining( 'xor', xor );
- addMethodChaining( 'bitAnd', bitAnd );
- addMethodChaining( 'bitNot', bitNot );
- addMethodChaining( 'bitOr', bitOr );
- addMethodChaining( 'bitXor', bitXor );
- addMethodChaining( 'shiftLeft', shiftLeft );
- addMethodChaining( 'shiftRight', shiftRight );
- addMethodChaining( 'incrementBefore', incrementBefore );
- addMethodChaining( 'decrementBefore', decrementBefore );
- addMethodChaining( 'increment', increment );
- addMethodChaining( 'decrement', decrement );
- /**
- * @tsl
- * @function
- * @deprecated since r168. Use {@link mod} instead.
- *
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const remainder = ( a, b ) => { // @deprecated, r168
- console.warn( 'THREE.TSL: "remainder()" is deprecated. Use "mod( int( ... ) )" instead.' );
- return mod( a, b );
- };
- /**
- * @tsl
- * @function
- * @deprecated since r175. Use {@link mod} instead.
- *
- * @param {Node} a - The first input.
- * @param {Node} b - The second input.
- * @returns {OperatorNode}
- */
- const modInt = ( a, b ) => { // @deprecated, r175
- console.warn( 'THREE.TSL: "modInt()" is deprecated. Use "mod( int( ... ) )" instead.' );
- return mod( int( a ), int( b ) );
- };
- addMethodChaining( 'remainder', remainder );
- addMethodChaining( 'modInt', modInt );
- /**
- * This node represents a variety of mathematical methods available in shaders.
- * They are divided into three categories:
- *
- * - Methods with one input like `sin`, `cos` or `normalize`.
- * - Methods with two inputs like `dot`, `cross` or `pow`.
- * - Methods with three inputs like `mix`, `clamp` or `smoothstep`.
- *
- * @augments TempNode
- */
- class MathNode extends TempNode {
- static get type() {
- return 'MathNode';
- }
- /**
- * Constructs a new math node.
- *
- * @param {string} method - The method name.
- * @param {Node} aNode - The first input.
- * @param {?Node} [bNode=null] - The second input.
- * @param {?Node} [cNode=null] - The third input.
- */
- constructor( method, aNode, bNode = null, cNode = null ) {
- super();
- // Allow the max() and min() functions to take an arbitrary number of arguments.
- if ( ( method === MathNode.MAX || method === MathNode.MIN ) && arguments.length > 3 ) {
- let finalOp = new MathNode( method, aNode, bNode );
- for ( let i = 2; i < arguments.length - 1; i ++ ) {
- finalOp = new MathNode( method, finalOp, arguments[ i ] );
- }
- aNode = finalOp;
- bNode = arguments[ arguments.length - 1 ];
- cNode = null;
- }
- /**
- * The method name.
- *
- * @type {string}
- */
- this.method = method;
- /**
- * The first input.
- *
- * @type {Node}
- */
- this.aNode = aNode;
- /**
- * The second input.
- *
- * @type {?Node}
- * @default null
- */
- this.bNode = bNode;
- /**
- * The third input.
- *
- * @type {?Node}
- * @default null
- */
- this.cNode = cNode;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMathNode = true;
- }
- /**
- * The input type is inferred from the node types of the input nodes.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( builder ) {
- const aType = this.aNode.getNodeType( builder );
- const bType = this.bNode ? this.bNode.getNodeType( builder ) : null;
- const cType = this.cNode ? this.cNode.getNodeType( builder ) : null;
- const aLen = builder.isMatrix( aType ) ? 0 : builder.getTypeLength( aType );
- const bLen = builder.isMatrix( bType ) ? 0 : builder.getTypeLength( bType );
- const cLen = builder.isMatrix( cType ) ? 0 : builder.getTypeLength( cType );
- if ( aLen > bLen && aLen > cLen ) {
- return aType;
- } else if ( bLen > cLen ) {
- return bType;
- } else if ( cLen > aLen ) {
- return cType;
- }
- return aType;
- }
- /**
- * The selected method as well as the input type determine the node type of this node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- const method = this.method;
- if ( method === MathNode.LENGTH || method === MathNode.DISTANCE || method === MathNode.DOT ) {
- return 'float';
- } else if ( method === MathNode.CROSS ) {
- return 'vec3';
- } else if ( method === MathNode.ALL || method === MathNode.ANY ) {
- return 'bool';
- } else if ( method === MathNode.EQUALS ) {
- return builder.changeComponentType( this.aNode.getNodeType( builder ), 'bool' );
- } else {
- return this.getInputType( builder );
- }
- }
- generate( builder, output ) {
- let method = this.method;
- const type = this.getNodeType( builder );
- const inputType = this.getInputType( builder );
- const a = this.aNode;
- const b = this.bNode;
- const c = this.cNode;
- const coordinateSystem = builder.renderer.coordinateSystem;
- if ( method === MathNode.TRANSFORM_DIRECTION ) {
- // dir can be either a direction vector or a normal vector
- // upper-left 3x3 of matrix is assumed to be orthogonal
- let tA = a;
- let tB = b;
- if ( builder.isMatrix( tA.getNodeType( builder ) ) ) {
- tB = vec4( vec3( tB ), 0.0 );
- } else {
- tA = vec4( vec3( tA ), 0.0 );
- }
- const mulNode = mul( tA, tB ).xyz;
- return normalize( mulNode ).build( builder, output );
- } else if ( method === MathNode.NEGATE ) {
- return builder.format( '( - ' + a.build( builder, inputType ) + ' )', type, output );
- } else if ( method === MathNode.ONE_MINUS ) {
- return sub( 1.0, a ).build( builder, output );
- } else if ( method === MathNode.RECIPROCAL ) {
- return div( 1.0, a ).build( builder, output );
- } else if ( method === MathNode.DIFFERENCE ) {
- return abs( sub( a, b ) ).build( builder, output );
- } else {
- const params = [];
- if ( method === MathNode.CROSS ) {
- params.push(
- a.build( builder, type ),
- b.build( builder, type )
- );
- } else if ( coordinateSystem === WebGLCoordinateSystem && method === MathNode.STEP ) {
- params.push(
- a.build( builder, builder.getTypeLength( a.getNodeType( builder ) ) === 1 ? 'float' : inputType ),
- b.build( builder, inputType )
- );
- } else if ( coordinateSystem === WebGLCoordinateSystem && ( method === MathNode.MIN || method === MathNode.MAX ) ) {
- params.push(
- a.build( builder, inputType ),
- b.build( builder, builder.getTypeLength( b.getNodeType( builder ) ) === 1 ? 'float' : inputType )
- );
- } else if ( method === MathNode.REFRACT ) {
- params.push(
- a.build( builder, inputType ),
- b.build( builder, inputType ),
- c.build( builder, 'float' )
- );
- } else if ( method === MathNode.MIX ) {
- params.push(
- a.build( builder, inputType ),
- b.build( builder, inputType ),
- c.build( builder, builder.getTypeLength( c.getNodeType( builder ) ) === 1 ? 'float' : inputType )
- );
- } else {
- if ( coordinateSystem === WebGPUCoordinateSystem && method === MathNode.ATAN && b !== null ) {
- method = 'atan2';
- }
- if ( builder.shaderStage !== 'fragment' && ( method === MathNode.DFDX || method === MathNode.DFDY ) ) {
- console.warn( `THREE.TSL: '${ method }' is not supported in the ${ builder.shaderStage } stage.` );
- method = '/*' + method + '*/';
- }
- params.push( a.build( builder, inputType ) );
- if ( b !== null ) params.push( b.build( builder, inputType ) );
- if ( c !== null ) params.push( c.build( builder, inputType ) );
- }
- return builder.format( `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`, type, output );
- }
- }
- serialize( data ) {
- super.serialize( data );
- data.method = this.method;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.method = data.method;
- }
- }
- // 1 input
- MathNode.ALL = 'all';
- MathNode.ANY = 'any';
- MathNode.RADIANS = 'radians';
- MathNode.DEGREES = 'degrees';
- MathNode.EXP = 'exp';
- MathNode.EXP2 = 'exp2';
- MathNode.LOG = 'log';
- MathNode.LOG2 = 'log2';
- MathNode.SQRT = 'sqrt';
- MathNode.INVERSE_SQRT = 'inversesqrt';
- MathNode.FLOOR = 'floor';
- MathNode.CEIL = 'ceil';
- MathNode.NORMALIZE = 'normalize';
- MathNode.FRACT = 'fract';
- MathNode.SIN = 'sin';
- MathNode.COS = 'cos';
- MathNode.TAN = 'tan';
- MathNode.ASIN = 'asin';
- MathNode.ACOS = 'acos';
- MathNode.ATAN = 'atan';
- MathNode.ABS = 'abs';
- MathNode.SIGN = 'sign';
- MathNode.LENGTH = 'length';
- MathNode.NEGATE = 'negate';
- MathNode.ONE_MINUS = 'oneMinus';
- MathNode.DFDX = 'dFdx';
- MathNode.DFDY = 'dFdy';
- MathNode.ROUND = 'round';
- MathNode.RECIPROCAL = 'reciprocal';
- MathNode.TRUNC = 'trunc';
- MathNode.FWIDTH = 'fwidth';
- MathNode.TRANSPOSE = 'transpose';
- // 2 inputs
- MathNode.BITCAST = 'bitcast';
- MathNode.EQUALS = 'equals';
- MathNode.MIN = 'min';
- MathNode.MAX = 'max';
- MathNode.STEP = 'step';
- MathNode.REFLECT = 'reflect';
- MathNode.DISTANCE = 'distance';
- MathNode.DIFFERENCE = 'difference';
- MathNode.DOT = 'dot';
- MathNode.CROSS = 'cross';
- MathNode.POW = 'pow';
- MathNode.TRANSFORM_DIRECTION = 'transformDirection';
- // 3 inputs
- MathNode.MIX = 'mix';
- MathNode.CLAMP = 'clamp';
- MathNode.REFRACT = 'refract';
- MathNode.SMOOTHSTEP = 'smoothstep';
- MathNode.FACEFORWARD = 'faceforward';
- // 1 inputs
- /**
- * A small value used to handle floating-point precision errors.
- *
- * @tsl
- * @type {Node<float>}
- */
- const EPSILON = /*@__PURE__*/ float( 1e-6 );
- /**
- * Represents infinity.
- *
- * @tsl
- * @type {Node<float>}
- */
- const INFINITY = /*@__PURE__*/ float( 1e6 );
- /**
- * Represents PI.
- *
- * @tsl
- * @type {Node<float>}
- */
- const PI = /*@__PURE__*/ float( Math.PI );
- /**
- * Represents PI * 2.
- *
- * @tsl
- * @type {Node<float>}
- */
- const PI2 = /*@__PURE__*/ float( Math.PI * 2 );
- /**
- * Returns `true` if all components of `x` are `true`.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node<bool>}
- */
- const all = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ALL ).setParameterLength( 1 );
- /**
- * Returns `true` if any components of `x` are `true`.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node<bool>}
- */
- const any = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ANY ).setParameterLength( 1 );
- /**
- * Converts a quantity in degrees to radians.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The input in degrees.
- * @returns {Node}
- */
- const radians = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RADIANS ).setParameterLength( 1 );
- /**
- * Convert a quantity in radians to degrees.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The input in radians.
- * @returns {Node}
- */
- const degrees = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DEGREES ).setParameterLength( 1 );
- /**
- * Returns the natural exponentiation of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const exp = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP ).setParameterLength( 1 );
- /**
- * Returns 2 raised to the power of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const exp2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP2 ).setParameterLength( 1 );
- /**
- * Returns the natural logarithm of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const log = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG ).setParameterLength( 1 );
- /**
- * Returns the base 2 logarithm of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const log2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG2 ).setParameterLength( 1 );
- /**
- * Returns the square root of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const sqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SQRT ).setParameterLength( 1 );
- /**
- * Returns the inverse of the square root of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const inverseSqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.INVERSE_SQRT ).setParameterLength( 1 );
- /**
- * Finds the nearest integer less than or equal to the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const floor = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FLOOR ).setParameterLength( 1 );
- /**
- * Finds the nearest integer that is greater than or equal to the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const ceil = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CEIL ).setParameterLength( 1 );
- /**
- * Calculates the unit vector in the same direction as the original vector.
- *
- * @tsl
- * @function
- * @param {Node} x - The input vector.
- * @returns {Node}
- */
- const normalize = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NORMALIZE ).setParameterLength( 1 );
- /**
- * Computes the fractional part of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const fract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FRACT ).setParameterLength( 1 );
- /**
- * Returns the sine of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const sin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIN ).setParameterLength( 1 );
- /**
- * Returns the cosine of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const cos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.COS ).setParameterLength( 1 );
- /**
- * Returns the tangent of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const tan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TAN ).setParameterLength( 1 );
- /**
- * Returns the arcsine of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const asin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ASIN ).setParameterLength( 1 );
- /**
- * Returns the arccosine of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const acos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ACOS ).setParameterLength( 1 );
- /**
- * Returns the arc-tangent of the parameter.
- * If two parameters are provided, the result is `atan2(y/x)`.
- *
- * @tsl
- * @function
- * @param {Node | number} y - The y parameter.
- * @param {?(Node | number)} x - The x parameter.
- * @returns {Node}
- */
- const atan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ATAN ).setParameterLength( 1, 2 );
- /**
- * Returns the absolute value of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const abs = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ABS ).setParameterLength( 1 );
- /**
- * Extracts the sign of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const sign = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIGN ).setParameterLength( 1 );
- /**
- * Calculates the length of a vector.
- *
- * @tsl
- * @function
- * @param {Node} x - The parameter.
- * @returns {Node<float>}
- */
- const length = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LENGTH ).setParameterLength( 1 );
- /**
- * Negates the value of the parameter (-x).
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const negate = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NEGATE ).setParameterLength( 1 );
- /**
- * Return `1` minus the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const oneMinus = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ONE_MINUS ).setParameterLength( 1 );
- /**
- * Returns the partial derivative of the parameter with respect to x.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const dFdx = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDX ).setParameterLength( 1 );
- /**
- * Returns the partial derivative of the parameter with respect to y.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const dFdy = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDY ).setParameterLength( 1 );
- /**
- * Rounds the parameter to the nearest integer.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const round = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ROUND ).setParameterLength( 1 );
- /**
- * Returns the reciprocal of the parameter `(1/x)`.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const reciprocal = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RECIPROCAL ).setParameterLength( 1 );
- /**
- * Truncates the parameter, removing the fractional part.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const trunc = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRUNC ).setParameterLength( 1 );
- /**
- * Returns the sum of the absolute derivatives in x and y.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @returns {Node}
- */
- const fwidth = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FWIDTH ).setParameterLength( 1 );
- /**
- * Returns the transpose of a matrix.
- *
- * @tsl
- * @function
- * @param {Node<mat2|mat3|mat4>} x - The parameter.
- * @returns {Node}
- */
- const transpose = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSPOSE ).setParameterLength( 1 );
- // 2 inputs
- /**
- * Reinterpret the bit representation of a value in one type as a value in another type.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The parameter.
- * @param {string} y - The new type.
- * @returns {Node}
- */
- const bitcast = /*@__PURE__*/ nodeProxy( MathNode, MathNode.BITCAST ).setParameterLength( 2 );
- /**
- * Returns `true` if `x` equals `y`.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The first parameter.
- * @param {Node | number} y - The second parameter.
- * @deprecated since r175. Use {@link equal} instead.
- * @returns {Node<bool>}
- */
- const equals = ( x, y ) => { // @deprecated, r172
- console.warn( 'THREE.TSL: "equals" is deprecated. Use "equal" inside a vector instead, like: "bvec*( equal( ... ) )"' );
- return equal( x, y );
- };
- /**
- * Returns the least of the given values.
- *
- * @tsl
- * @function
- * @param {...(Node | number)} values - The values to compare.
- * @returns {Node}
- */
- const min$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIN ).setParameterLength( 2, Infinity );
- /**
- * Returns the greatest of the given values.
- *
- * @tsl
- * @function
- * @param {...(Node | number)} values - The values to compare.
- * @returns {Node}
- */
- const max$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MAX ).setParameterLength( 2, Infinity );
- /**
- * Generate a step function by comparing two values.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The y parameter.
- * @param {Node | number} y - The x parameter.
- * @returns {Node}
- */
- const step = /*@__PURE__*/ nodeProxy( MathNode, MathNode.STEP ).setParameterLength( 2 );
- /**
- * Calculates the reflection direction for an incident vector.
- *
- * @tsl
- * @function
- * @param {Node<vec2|vec3|vec4>} I - The incident vector.
- * @param {Node<vec2|vec3|vec4>} N - The normal vector.
- * @returns {Node<vec2|vec3|vec4>}
- */
- const reflect = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFLECT ).setParameterLength( 2 );
- /**
- * Calculates the distance between two points.
- *
- * @tsl
- * @function
- * @param {Node<vec2|vec3|vec4>} x - The first point.
- * @param {Node<vec2|vec3|vec4>} y - The second point.
- * @returns {Node<float>}
- */
- const distance = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DISTANCE ).setParameterLength( 2 );
- /**
- * Calculates the absolute difference between two values.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The first parameter.
- * @param {Node | number} y - The second parameter.
- * @returns {Node}
- */
- const difference = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DIFFERENCE ).setParameterLength( 2 );
- /**
- * Calculates the dot product of two vectors.
- *
- * @tsl
- * @function
- * @param {Node<vec2|vec3|vec4>} x - The first vector.
- * @param {Node<vec2|vec3|vec4>} y - The second vector.
- * @returns {Node<float>}
- */
- const dot = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DOT ).setParameterLength( 2 );
- /**
- * Calculates the cross product of two vectors.
- *
- * @tsl
- * @function
- * @param {Node<vec2|vec3|vec4>} x - The first vector.
- * @param {Node<vec2|vec3|vec4>} y - The second vector.
- * @returns {Node<vec2|vec3|vec4>}
- */
- const cross = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CROSS ).setParameterLength( 2 );
- /**
- * Return the value of the first parameter raised to the power of the second one.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The first parameter.
- * @param {Node | number} y - The second parameter.
- * @returns {Node}
- */
- const pow = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW ).setParameterLength( 2 );
- /**
- * Returns the square of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The first parameter.
- * @returns {Node}
- */
- const pow2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 2 ).setParameterLength( 1 );
- /**
- * Returns the cube of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The first parameter.
- * @returns {Node}
- */
- const pow3 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 3 ).setParameterLength( 1 );
- /**
- * Returns the fourth power of the parameter.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The first parameter.
- * @returns {Node}
- */
- const pow4 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 4 ).setParameterLength( 1 );
- /**
- * Transforms the direction of a vector by a matrix and then normalizes the result.
- *
- * @tsl
- * @function
- * @param {Node<vec2|vec3|vec4>} direction - The direction vector.
- * @param {Node<mat2|mat3|mat4>} matrix - The transformation matrix.
- * @returns {Node}
- */
- const transformDirection = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSFORM_DIRECTION ).setParameterLength( 2 );
- /**
- * Returns the cube root of a number.
- *
- * @tsl
- * @function
- * @param {Node | number} a - The first parameter.
- * @returns {Node}
- */
- const cbrt = ( a ) => mul( sign( a ), pow( abs( a ), 1.0 / 3.0 ) );
- /**
- * Calculate the squared length of a vector.
- *
- * @tsl
- * @function
- * @param {Node<vec2|vec3|vec4>} a - The vector.
- * @returns {Node<float>}
- */
- const lengthSq = ( a ) => dot( a, a );
- /**
- * Linearly interpolates between two values.
- *
- * @tsl
- * @function
- * @param {Node | number} a - The first parameter.
- * @param {Node | number} b - The second parameter.
- * @param {Node | number} t - The interpolation value.
- * @returns {Node}
- */
- const mix = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIX ).setParameterLength( 3 );
- /**
- * Constrains a value to lie between two further values.
- *
- * @tsl
- * @function
- * @param {Node | number} value - The value to constrain.
- * @param {Node | number} [low=0] - The lower bound.
- * @param {Node | number} [high=1] - The upper bound.
- * @returns {Node}
- */
- const clamp = ( value, low = 0, high = 1 ) => nodeObject( new MathNode( MathNode.CLAMP, nodeObject( value ), nodeObject( low ), nodeObject( high ) ) );
- /**
- * Constrains a value between `0` and `1`.
- *
- * @tsl
- * @function
- * @param {Node | number} value - The value to constrain.
- * @returns {Node}
- */
- const saturate = ( value ) => clamp( value );
- /**
- * Calculates the refraction direction for an incident vector.
- *
- * @tsl
- * @function
- * @param {Node<vec2|vec3|vec4>} I - The incident vector.
- * @param {Node<vec2|vec3|vec4>} N - The normal vector.
- * @param {Node<float>} eta - The ratio of indices of refraction.
- * @returns {Node<vec2|vec3|vec4>}
- */
- const refract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFRACT ).setParameterLength( 3 );
- /**
- * Performs a Hermite interpolation between two values.
- *
- * @tsl
- * @function
- * @param {Node | number} low - The value of the lower edge of the Hermite function.
- * @param {Node | number} high - The value of the upper edge of the Hermite function.
- * @param {Node | number} x - The source value for interpolation.
- * @returns {Node}
- */
- const smoothstep = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SMOOTHSTEP ).setParameterLength( 3 );
- /**
- * Returns a vector pointing in the same direction as another.
- *
- * @tsl
- * @function
- * @param {Node<vec2|vec3|vec4>} N - The vector to orient.
- * @param {Node<vec2|vec3|vec4>} I - The incident vector.
- * @param {Node<vec2|vec3|vec4>} Nref - The reference vector.
- * @returns {Node<vec2|vec3|vec4>}
- */
- const faceForward = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FACEFORWARD ).setParameterLength( 3 );
- /**
- * Returns a random value for the given uv.
- *
- * @tsl
- * @function
- * @param {Node<vec2>} uv - The uv node.
- * @returns {Node<float>}
- */
- const rand = /*@__PURE__*/ Fn( ( [ uv ] ) => {
- const a = 12.9898, b = 78.233, c = 43758.5453;
- const dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI );
- return fract( sin( sn ).mul( c ) );
- } );
- /**
- * Alias for `mix()` with a different parameter order.
- *
- * @tsl
- * @function
- * @param {Node | number} t - The interpolation value.
- * @param {Node | number} e1 - The first parameter.
- * @param {Node | number} e2 - The second parameter.
- * @returns {Node}
- */
- const mixElement = ( t, e1, e2 ) => mix( e1, e2, t );
- /**
- * Alias for `smoothstep()` with a different parameter order.
- *
- * @tsl
- * @function
- * @param {Node | number} x - The source value for interpolation.
- * @param {Node | number} low - The value of the lower edge of the Hermite function.
- * @param {Node | number} high - The value of the upper edge of the Hermite function.
- * @returns {Node}
- */
- const smoothstepElement = ( x, low, high ) => smoothstep( low, high, x );
- /**
- * Returns the arc-tangent of the quotient of its parameters.
- *
- * @tsl
- * @function
- * @deprecated since r172. Use {@link atan} instead.
- *
- * @param {Node | number} y - The y parameter.
- * @param {Node | number} x - The x parameter.
- * @returns {Node}
- */
- const atan2 = ( y, x ) => { // @deprecated, r172
- console.warn( 'THREE.TSL: "atan2" is overloaded. Use "atan" instead.' );
- return atan( y, x );
- };
- // GLSL alias function
- const faceforward = faceForward;
- const inversesqrt = inverseSqrt;
- // Method chaining
- addMethodChaining( 'all', all );
- addMethodChaining( 'any', any );
- addMethodChaining( 'equals', equals );
- addMethodChaining( 'radians', radians );
- addMethodChaining( 'degrees', degrees );
- addMethodChaining( 'exp', exp );
- addMethodChaining( 'exp2', exp2 );
- addMethodChaining( 'log', log );
- addMethodChaining( 'log2', log2 );
- addMethodChaining( 'sqrt', sqrt );
- addMethodChaining( 'inverseSqrt', inverseSqrt );
- addMethodChaining( 'floor', floor );
- addMethodChaining( 'ceil', ceil );
- addMethodChaining( 'normalize', normalize );
- addMethodChaining( 'fract', fract );
- addMethodChaining( 'sin', sin );
- addMethodChaining( 'cos', cos );
- addMethodChaining( 'tan', tan );
- addMethodChaining( 'asin', asin );
- addMethodChaining( 'acos', acos );
- addMethodChaining( 'atan', atan );
- addMethodChaining( 'abs', abs );
- addMethodChaining( 'sign', sign );
- addMethodChaining( 'length', length );
- addMethodChaining( 'lengthSq', lengthSq );
- addMethodChaining( 'negate', negate );
- addMethodChaining( 'oneMinus', oneMinus );
- addMethodChaining( 'dFdx', dFdx );
- addMethodChaining( 'dFdy', dFdy );
- addMethodChaining( 'round', round );
- addMethodChaining( 'reciprocal', reciprocal );
- addMethodChaining( 'trunc', trunc );
- addMethodChaining( 'fwidth', fwidth );
- addMethodChaining( 'atan2', atan2 );
- addMethodChaining( 'min', min$1 );
- addMethodChaining( 'max', max$1 );
- addMethodChaining( 'step', step );
- addMethodChaining( 'reflect', reflect );
- addMethodChaining( 'distance', distance );
- addMethodChaining( 'dot', dot );
- addMethodChaining( 'cross', cross );
- addMethodChaining( 'pow', pow );
- addMethodChaining( 'pow2', pow2 );
- addMethodChaining( 'pow3', pow3 );
- addMethodChaining( 'pow4', pow4 );
- addMethodChaining( 'transformDirection', transformDirection );
- addMethodChaining( 'mix', mixElement );
- addMethodChaining( 'clamp', clamp );
- addMethodChaining( 'refract', refract );
- addMethodChaining( 'smoothstep', smoothstepElement );
- addMethodChaining( 'faceForward', faceForward );
- addMethodChaining( 'difference', difference );
- addMethodChaining( 'saturate', saturate );
- addMethodChaining( 'cbrt', cbrt );
- addMethodChaining( 'transpose', transpose );
- addMethodChaining( 'rand', rand );
- /**
- * Represents a logical `if/else` statement. Can be used as an alternative
- * to the `If()`/`Else()` syntax.
- *
- * The corresponding TSL `select()` looks like so:
- * ```js
- * velocity = position.greaterThanEqual( limit ).select( velocity.negate(), velocity );
- * ```
- * The `select()` method is called in a chaining fashion on a condition. The parameter nodes of `select()`
- * determine the outcome of the entire statement.
- *
- * @augments Node
- */
- class ConditionalNode extends Node {
- static get type() {
- return 'ConditionalNode';
- }
- /**
- * Constructs a new conditional node.
- *
- * @param {Node} condNode - The node that defines the condition.
- * @param {Node} ifNode - The node that is evaluate when the condition ends up `true`.
- * @param {?Node} [elseNode=null] - The node that is evaluate when the condition ends up `false`.
- */
- constructor( condNode, ifNode, elseNode = null ) {
- super();
- /**
- * The node that defines the condition.
- *
- * @type {Node}
- */
- this.condNode = condNode;
- /**
- * The node that is evaluate when the condition ends up `true`.
- *
- * @type {Node}
- */
- this.ifNode = ifNode;
- /**
- * The node that is evaluate when the condition ends up `false`.
- *
- * @type {?Node}
- * @default null
- */
- this.elseNode = elseNode;
- }
- /**
- * This method is overwritten since the node type is inferred from the if/else
- * nodes.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- const { ifNode, elseNode } = builder.getNodeProperties( this );
- if ( ifNode === undefined ) {
- // fallback setup
- this.setup( builder );
- return this.getNodeType( builder );
- }
- const ifType = ifNode.getNodeType( builder );
- if ( elseNode !== null ) {
- const elseType = elseNode.getNodeType( builder );
- if ( builder.getTypeLength( elseType ) > builder.getTypeLength( ifType ) ) {
- return elseType;
- }
- }
- return ifType;
- }
- setup( builder ) {
- const condNode = this.condNode.cache();
- const ifNode = this.ifNode.cache();
- const elseNode = this.elseNode ? this.elseNode.cache() : null;
- //
- const currentNodeBlock = builder.context.nodeBlock;
- builder.getDataFromNode( ifNode ).parentNodeBlock = currentNodeBlock;
- if ( elseNode !== null ) builder.getDataFromNode( elseNode ).parentNodeBlock = currentNodeBlock;
- //
- const properties = builder.getNodeProperties( this );
- properties.condNode = condNode;
- properties.ifNode = ifNode.context( { nodeBlock: ifNode } );
- properties.elseNode = elseNode ? elseNode.context( { nodeBlock: elseNode } ) : null;
- }
- generate( builder, output ) {
- const type = this.getNodeType( builder );
- const nodeData = builder.getDataFromNode( this );
- if ( nodeData.nodeProperty !== undefined ) {
- return nodeData.nodeProperty;
- }
- const { condNode, ifNode, elseNode } = builder.getNodeProperties( this );
- const functionNode = builder.currentFunctionNode;
- const needsOutput = output !== 'void';
- const nodeProperty = needsOutput ? property( type ).build( builder ) : '';
- nodeData.nodeProperty = nodeProperty;
- const nodeSnippet = condNode.build( builder, 'bool' );
- builder.addFlowCode( `\n${ builder.tab }if ( ${ nodeSnippet } ) {\n\n` ).addFlowTab();
- let ifSnippet = ifNode.build( builder, type );
- if ( ifSnippet ) {
- if ( needsOutput ) {
- ifSnippet = nodeProperty + ' = ' + ifSnippet + ';';
- } else {
- ifSnippet = 'return ' + ifSnippet + ';';
- if ( functionNode === null ) {
- console.warn( 'THREE.TSL: Return statement used in an inline \'Fn()\'. Define a layout struct to allow return values.' );
- ifSnippet = '// ' + ifSnippet;
- }
- }
- }
- builder.removeFlowTab().addFlowCode( builder.tab + '\t' + ifSnippet + '\n\n' + builder.tab + '}' );
- if ( elseNode !== null ) {
- builder.addFlowCode( ' else {\n\n' ).addFlowTab();
- let elseSnippet = elseNode.build( builder, type );
- if ( elseSnippet ) {
- if ( needsOutput ) {
- elseSnippet = nodeProperty + ' = ' + elseSnippet + ';';
- } else {
- elseSnippet = 'return ' + elseSnippet + ';';
- if ( functionNode === null ) {
- console.warn( 'THREE.TSL: Return statement used in an inline \'Fn()\'. Define a layout struct to allow return values.' );
- elseSnippet = '// ' + elseSnippet;
- }
- }
- }
- builder.removeFlowTab().addFlowCode( builder.tab + '\t' + elseSnippet + '\n\n' + builder.tab + '}\n\n' );
- } else {
- builder.addFlowCode( '\n\n' );
- }
- return builder.format( nodeProperty, type, output );
- }
- }
- /**
- * TSL function for creating a conditional node.
- *
- * @tsl
- * @function
- * @param {Node} condNode - The node that defines the condition.
- * @param {Node} ifNode - The node that is evaluate when the condition ends up `true`.
- * @param {?Node} [elseNode=null] - The node that is evaluate when the condition ends up `false`.
- * @returns {ConditionalNode}
- */
- const select = /*@__PURE__*/ nodeProxy( ConditionalNode ).setParameterLength( 2, 3 );
- addMethodChaining( 'select', select );
- // Deprecated
- /**
- * @tsl
- * @function
- * @deprecated since r168. Use {@link select} instead.
- *
- * @param {...any} params
- * @returns {ConditionalNode}
- */
- const cond = ( ...params ) => { // @deprecated, r168
- console.warn( 'THREE.TSL: cond() has been renamed to select().' );
- return select( ...params );
- };
- addMethodChaining( 'cond', cond );
- /**
- * This node can be used as a context management component for another node.
- * {@link NodeBuilder} performs its node building process in a specific context and
- * this node allows the modify the context. A typical use case is to overwrite `getUV()` e.g.:
- *
- * ```js
- *node.context( { getUV: () => customCoord } );
- *```
- * @augments Node
- */
- class ContextNode extends Node {
- static get type() {
- return 'ContextNode';
- }
- /**
- * Constructs a new context node.
- *
- * @param {Node} node - The node whose context should be modified.
- * @param {Object} [value={}] - The modified context data.
- */
- constructor( node, value = {} ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isContextNode = true;
- /**
- * The node whose context should be modified.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * The modified context data.
- *
- * @type {Object}
- * @default {}
- */
- this.value = value;
- }
- /**
- * This method is overwritten to ensure it returns the reference to {@link ContextNode#node}.
- *
- * @return {Node} A reference to {@link ContextNode#node}.
- */
- getScope() {
- return this.node.getScope();
- }
- /**
- * This method is overwritten to ensure it returns the type of {@link ContextNode#node}.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- return this.node.getNodeType( builder );
- }
- analyze( builder ) {
- this.node.build( builder );
- }
- setup( builder ) {
- const previousContext = builder.getContext();
- builder.setContext( { ...builder.context, ...this.value } );
- const node = this.node.build( builder );
- builder.setContext( previousContext );
- return node;
- }
- generate( builder, output ) {
- const previousContext = builder.getContext();
- builder.setContext( { ...builder.context, ...this.value } );
- const snippet = this.node.build( builder, output );
- builder.setContext( previousContext );
- return snippet;
- }
- }
- /**
- * TSL function for creating a context node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node whose context should be modified.
- * @param {Object} [value={}] - The modified context data.
- * @returns {ContextNode}
- */
- const context = /*@__PURE__*/ nodeProxy( ContextNode ).setParameterLength( 1, 2 );
- /**
- * TSL function for defining a label context value for a given node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node whose context should be modified.
- * @param {string} name - The name/label to set.
- * @returns {ContextNode}
- */
- const label = ( node, name ) => context( node, { label: name } );
- addMethodChaining( 'context', context );
- addMethodChaining( 'label', label );
- /**
- * Class for representing shader variables as nodes. Variables are created from
- * existing nodes like the following:
- *
- * ```js
- * const depth = sampleDepth( uvNode ).toVar( 'depth' );
- * ```
- *
- * @augments Node
- */
- class VarNode extends Node {
- static get type() {
- return 'VarNode';
- }
- /**
- * Constructs a new variable node.
- *
- * @param {Node} node - The node for which a variable should be created.
- * @param {?string} [name=null] - The name of the variable in the shader.
- * @param {boolean} [readOnly=false] - The read-only flag.
- */
- constructor( node, name = null, readOnly = false ) {
- super();
- /**
- * The node for which a variable should be created.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * The name of the variable in the shader. If no name is defined,
- * the node system auto-generates one.
- *
- * @type {?string}
- * @default null
- */
- this.name = name;
- /**
- * `VarNode` sets this property to `true` by default.
- *
- * @type {boolean}
- * @default true
- */
- this.global = true;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isVarNode = true;
- /**
- *
- * The read-only flag.
- *
- * @type {boolean}
- * @default false
- */
- this.readOnly = readOnly;
- }
- getMemberType( builder, name ) {
- return this.node.getMemberType( builder, name );
- }
- getElementType( builder ) {
- return this.node.getElementType( builder );
- }
- getNodeType( builder ) {
- return this.node.getNodeType( builder );
- }
- generate( builder ) {
- const { node, name, readOnly } = this;
- const { renderer } = builder;
- const isWebGPUBackend = renderer.backend.isWebGPUBackend === true;
- let isDeterministic = false;
- let shouldTreatAsReadOnly = false;
- if ( readOnly ) {
- isDeterministic = builder.isDeterministic( node );
- shouldTreatAsReadOnly = isWebGPUBackend ? readOnly : isDeterministic;
- }
- const vectorType = builder.getVectorType( this.getNodeType( builder ) );
- const snippet = node.build( builder, vectorType );
- const nodeVar = builder.getVarFromNode( this, name, vectorType, undefined, shouldTreatAsReadOnly );
- const propertyName = builder.getPropertyName( nodeVar );
- let declarationPrefix = propertyName;
- if ( shouldTreatAsReadOnly ) {
- if ( isWebGPUBackend ) {
- declarationPrefix = isDeterministic
- ? `const ${ propertyName }`
- : `let ${ propertyName }`;
- } else {
- const count = builder.getArrayCount( node );
- declarationPrefix = `const ${ builder.getVar( nodeVar.type, propertyName, count ) }`;
- }
- }
- builder.addLineFlowCode( `${ declarationPrefix } = ${ snippet }`, this );
- return propertyName;
- }
- }
- /**
- * TSL function for creating a var node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node for which a variable should be created.
- * @param {?string} name - The name of the variable in the shader.
- * @returns {VarNode}
- */
- const createVar = /*@__PURE__*/ nodeProxy( VarNode );
- /**
- * TSL function for creating a var node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node for which a variable should be created.
- * @param {?string} name - The name of the variable in the shader.
- * @returns {VarNode}
- */
- const Var = ( node, name = null ) => createVar( node, name ).toStack();
- /**
- * TSL function for creating a const node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node for which a constant should be created.
- * @param {?string} name - The name of the constant in the shader.
- * @returns {VarNode}
- */
- const Const = ( node, name = null ) => createVar( node, name, true ).toStack();
- // Method chaining
- addMethodChaining( 'toVar', Var );
- addMethodChaining( 'toConst', Const );
- // Deprecated
- /**
- * @tsl
- * @function
- * @deprecated since r170. Use `Var( node )` or `node.toVar()` instead.
- *
- * @param {any} node
- * @returns {VarNode}
- */
- const temp = ( node ) => { // @deprecated, r170
- console.warn( 'TSL: "temp( node )" is deprecated. Use "Var( node )" or "node.toVar()" instead.' );
- return createVar( node );
- };
- addMethodChaining( 'temp', temp );
- /**
- * Class for representing shader varyings as nodes. Varyings are create from
- * existing nodes like the following:
- *
- * ```js
- * const positionLocal = positionGeometry.toVarying( 'vPositionLocal' );
- * ```
- *
- * @augments Node
- */
- class VaryingNode extends Node {
- static get type() {
- return 'VaryingNode';
- }
- /**
- * Constructs a new varying node.
- *
- * @param {Node} node - The node for which a varying should be created.
- * @param {?string} name - The name of the varying in the shader.
- */
- constructor( node, name = null ) {
- super();
- /**
- * The node for which a varying should be created.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * The name of the varying in the shader. If no name is defined,
- * the node system auto-generates one.
- *
- * @type {?string}
- * @default null
- */
- this.name = name;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isVaryingNode = true;
- /**
- * The interpolation type of the varying data.
- *
- * @type {?string}
- * @default null
- */
- this.interpolationType = null;
- /**
- * The interpolation sampling type of varying data.
- *
- * @type {?string}
- * @default null
- */
- this.interpolationSampling = null;
- }
- /**
- * The method is overwritten so it always returns `true`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {boolean} Whether this node is global or not.
- */
- isGlobal( /*builder*/ ) {
- return true;
- }
- /**
- * Defines the interpolation type of the varying.
- *
- * @param {string} type - The interpolation type.
- * @param {?string} sampling - The interpolation sampling type
- * @return {VaryingNode} A reference to this node.
- */
- setInterpolation( type, sampling = null ) {
- this.interpolationType = type;
- this.interpolationSampling = sampling;
- return this;
- }
- getHash( builder ) {
- return this.name || super.getHash( builder );
- }
- getNodeType( builder ) {
- // VaryingNode is auto type
- return this.node.getNodeType( builder );
- }
- /**
- * This method performs the setup of a varying node with the current node builder.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {NodeVarying} The node varying from the node builder.
- */
- setupVarying( builder ) {
- const properties = builder.getNodeProperties( this );
- let varying = properties.varying;
- if ( varying === undefined ) {
- const name = this.name;
- const type = this.getNodeType( builder );
- const interpolationType = this.interpolationType;
- const interpolationSampling = this.interpolationSampling;
- properties.varying = varying = builder.getVaryingFromNode( this, name, type, interpolationType, interpolationSampling );
- properties.node = this.node;
- }
- // this property can be used to check if the varying can be optimized for a variable
- varying.needsInterpolation || ( varying.needsInterpolation = ( builder.shaderStage === 'fragment' ) );
- return varying;
- }
- setup( builder ) {
- this.setupVarying( builder );
- }
- analyze( builder ) {
- this.setupVarying( builder );
- return this.node.analyze( builder );
- }
- generate( builder ) {
- const properties = builder.getNodeProperties( this );
- const varying = this.setupVarying( builder );
- const needsReassign = builder.shaderStage === 'fragment' && properties.reassignPosition === true && builder.context.needsPositionReassign;
- if ( properties.propertyName === undefined || needsReassign ) {
- const type = this.getNodeType( builder );
- const propertyName = builder.getPropertyName( varying, NodeShaderStage.VERTEX );
- // force node run in vertex stage
- builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, this.node, type, propertyName );
- properties.propertyName = propertyName;
- if ( needsReassign ) {
- // once reassign varying in fragment stage
- properties.reassignPosition = false;
- } else if ( properties.reassignPosition === undefined && builder.context.isPositionNodeInput ) {
- properties.reassignPosition = true;
- }
- }
- return builder.getPropertyName( varying );
- }
- }
- /**
- * TSL function for creating a varying node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node for which a varying should be created.
- * @param {?string} name - The name of the varying in the shader.
- * @returns {VaryingNode}
- */
- const varying = /*@__PURE__*/ nodeProxy( VaryingNode ).setParameterLength( 1, 2 );
- /**
- * Computes a node in the vertex stage.
- *
- * @tsl
- * @function
- * @param {Node} node - The node which should be executed in the vertex stage.
- * @returns {VaryingNode}
- */
- const vertexStage = ( node ) => varying( node );
- addMethodChaining( 'toVarying', varying );
- addMethodChaining( 'toVertexStage', vertexStage );
- // Deprecated
- addMethodChaining( 'varying', ( ...params ) => { // @deprecated, r173
- console.warn( 'THREE.TSL: .varying() has been renamed to .toVarying().' );
- return varying( ...params );
- } );
- addMethodChaining( 'vertexStage', ( ...params ) => { // @deprecated, r173
- console.warn( 'THREE.TSL: .vertexStage() has been renamed to .toVertexStage().' );
- return varying( ...params );
- } );
- /**
- * Converts the given color value from sRGB to linear-sRGB color space.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The sRGB color.
- * @return {Node<vec3>} The linear-sRGB color.
- */
- const sRGBTransferEOTF = /*@__PURE__*/ Fn( ( [ color ] ) => {
- const a = color.mul( 0.9478672986 ).add( 0.0521327014 ).pow( 2.4 );
- const b = color.mul( 0.0773993808 );
- const factor = color.lessThanEqual( 0.04045 );
- const rgbResult = mix( a, b, factor );
- return rgbResult;
- } ).setLayout( {
- name: 'sRGBTransferEOTF',
- type: 'vec3',
- inputs: [
- { name: 'color', type: 'vec3' }
- ]
- } );
- /**
- * Converts the given color value from linear-sRGB to sRGB color space.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The linear-sRGB color.
- * @return {Node<vec3>} The sRGB color.
- */
- const sRGBTransferOETF = /*@__PURE__*/ Fn( ( [ color ] ) => {
- const a = color.pow( 0.41666 ).mul( 1.055 ).sub( 0.055 );
- const b = color.mul( 12.92 );
- const factor = color.lessThanEqual( 0.0031308 );
- const rgbResult = mix( a, b, factor );
- return rgbResult;
- } ).setLayout( {
- name: 'sRGBTransferOETF',
- type: 'vec3',
- inputs: [
- { name: 'color', type: 'vec3' }
- ]
- } );
- const WORKING_COLOR_SPACE = 'WorkingColorSpace';
- const OUTPUT_COLOR_SPACE = 'OutputColorSpace';
- /**
- * This node represents a color space conversion. Meaning it converts
- * a color value from a source to a target color space.
- *
- * @augments TempNode
- */
- class ColorSpaceNode extends TempNode {
- static get type() {
- return 'ColorSpaceNode';
- }
- /**
- * Constructs a new color space node.
- *
- * @param {Node} colorNode - Represents the color to convert.
- * @param {string} source - The source color space.
- * @param {string} target - The target color space.
- */
- constructor( colorNode, source, target ) {
- super( 'vec4' );
- /**
- * Represents the color to convert.
- *
- * @type {Node}
- */
- this.colorNode = colorNode;
- /**
- * The source color space.
- *
- * @type {string}
- */
- this.source = source;
- /**
- * The target color space.
- *
- * @type {string}
- */
- this.target = target;
- }
- /**
- * This method resolves the constants `WORKING_COLOR_SPACE` and
- * `OUTPUT_COLOR_SPACE` based on the current configuration of the
- * color management and renderer.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {string} colorSpace - The color space to resolve.
- * @return {string} The resolved color space.
- */
- resolveColorSpace( builder, colorSpace ) {
- if ( colorSpace === WORKING_COLOR_SPACE ) {
- return ColorManagement.workingColorSpace;
- } else if ( colorSpace === OUTPUT_COLOR_SPACE ) {
- return builder.context.outputColorSpace || builder.renderer.outputColorSpace;
- }
- return colorSpace;
- }
- setup( builder ) {
- const { colorNode } = this;
- const source = this.resolveColorSpace( builder, this.source );
- const target = this.resolveColorSpace( builder, this.target );
- let outputNode = colorNode;
- if ( ColorManagement.enabled === false || source === target || ! source || ! target ) {
- return outputNode;
- }
- if ( ColorManagement.getTransfer( source ) === SRGBTransfer ) {
- outputNode = vec4( sRGBTransferEOTF( outputNode.rgb ), outputNode.a );
- }
- if ( ColorManagement.getPrimaries( source ) !== ColorManagement.getPrimaries( target ) ) {
- outputNode = vec4(
- mat3( ColorManagement._getMatrix( new Matrix3(), source, target ) ).mul( outputNode.rgb ),
- outputNode.a
- );
- }
- if ( ColorManagement.getTransfer( target ) === SRGBTransfer ) {
- outputNode = vec4( sRGBTransferOETF( outputNode.rgb ), outputNode.a );
- }
- return outputNode;
- }
- }
- /**
- * TSL function for converting a given color node to the current output color space.
- *
- * @tsl
- * @function
- * @param {Node} node - Represents the node to convert.
- * @returns {ColorSpaceNode}
- */
- const toOutputColorSpace = ( node ) => nodeObject( new ColorSpaceNode( nodeObject( node ), WORKING_COLOR_SPACE, OUTPUT_COLOR_SPACE ) );
- /**
- * TSL function for converting a given color node to the current working color space.
- *
- * @tsl
- * @function
- * @param {Node} node - Represents the node to convert.
- * @returns {ColorSpaceNode}
- */
- const toWorkingColorSpace = ( node ) => nodeObject( new ColorSpaceNode( nodeObject( node ), OUTPUT_COLOR_SPACE, WORKING_COLOR_SPACE ) );
- /**
- * TSL function for converting a given color node from the current working color space to the given color space.
- *
- * @tsl
- * @function
- * @param {Node} node - Represents the node to convert.
- * @param {string} colorSpace - The target color space.
- * @returns {ColorSpaceNode}
- */
- const workingToColorSpace = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), WORKING_COLOR_SPACE, colorSpace ) );
- /**
- * TSL function for converting a given color node from the given color space to the current working color space.
- *
- * @tsl
- * @function
- * @param {Node} node - Represents the node to convert.
- * @param {string} colorSpace - The source color space.
- * @returns {ColorSpaceNode}
- */
- const colorSpaceToWorking = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), colorSpace, WORKING_COLOR_SPACE ) );
- /**
- * TSL function for converting a given color node from one color space to another one.
- *
- * @tsl
- * @function
- * @param {Node} node - Represents the node to convert.
- * @param {string} sourceColorSpace - The source color space.
- * @param {string} targetColorSpace - The target color space.
- * @returns {ColorSpaceNode}
- */
- const convertColorSpace = ( node, sourceColorSpace, targetColorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), sourceColorSpace, targetColorSpace ) );
- addMethodChaining( 'toOutputColorSpace', toOutputColorSpace );
- addMethodChaining( 'toWorkingColorSpace', toWorkingColorSpace );
- addMethodChaining( 'workingToColorSpace', workingToColorSpace );
- addMethodChaining( 'colorSpaceToWorking', colorSpaceToWorking );
- // TODO: Avoid duplicated code and ues only ReferenceBaseNode or ReferenceNode
- /**
- * This class is only relevant if the referenced property is array-like.
- * In this case, `ReferenceElementNode` allows to refer to a specific
- * element inside the data structure via an index.
- *
- * @augments ArrayElementNode
- */
- let ReferenceElementNode$1 = class ReferenceElementNode extends ArrayElementNode {
- static get type() {
- return 'ReferenceElementNode';
- }
- /**
- * Constructs a new reference element node.
- *
- * @param {ReferenceBaseNode} referenceNode - The reference node.
- * @param {Node} indexNode - The index node that defines the element access.
- */
- constructor( referenceNode, indexNode ) {
- super( referenceNode, indexNode );
- /**
- * Similar to {@link ReferenceBaseNode#reference}, an additional
- * property references to the current node.
- *
- * @type {?ReferenceBaseNode}
- * @default null
- */
- this.referenceNode = referenceNode;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isReferenceElementNode = true;
- }
- /**
- * This method is overwritten since the node type is inferred from
- * the uniform type of the reference node.
- *
- * @return {string} The node type.
- */
- getNodeType() {
- return this.referenceNode.uniformType;
- }
- generate( builder ) {
- const snippet = super.generate( builder );
- const arrayType = this.referenceNode.getNodeType();
- const elementType = this.getNodeType();
- return builder.format( snippet, arrayType, elementType );
- }
- };
- /**
- * Base class for nodes which establishes a reference to a property of another object.
- * In this way, the value of the node is automatically linked to the value of
- * referenced object. Reference nodes internally represent the linked value
- * as a uniform.
- *
- * @augments Node
- */
- class ReferenceBaseNode extends Node {
- static get type() {
- return 'ReferenceBaseNode';
- }
- /**
- * Constructs a new reference base node.
- *
- * @param {string} property - The name of the property the node refers to.
- * @param {string} uniformType - The uniform type that should be used to represent the property value.
- * @param {?Object} [object=null] - The object the property belongs to.
- * @param {?number} [count=null] - When the linked property is an array-like, this parameter defines its length.
- */
- constructor( property, uniformType, object = null, count = null ) {
- super();
- /**
- * The name of the property the node refers to.
- *
- * @type {string}
- */
- this.property = property;
- /**
- * The uniform type that should be used to represent the property value.
- *
- * @type {string}
- */
- this.uniformType = uniformType;
- /**
- * The object the property belongs to.
- *
- * @type {?Object}
- * @default null
- */
- this.object = object;
- /**
- * When the linked property is an array, this parameter defines its length.
- *
- * @type {?number}
- * @default null
- */
- this.count = count;
- /**
- * The property name might have dots so nested properties can be referred.
- * The hierarchy of the names is stored inside this array.
- *
- * @type {Array<string>}
- */
- this.properties = property.split( '.' );
- /**
- * Points to the current referred object. This property exists next to {@link ReferenceNode#object}
- * since the final reference might be updated from calling code.
- *
- * @type {?Object}
- * @default null
- */
- this.reference = object;
- /**
- * The uniform node that holds the value of the reference node.
- *
- * @type {UniformNode}
- * @default null
- */
- this.node = null;
- /**
- * The uniform group of the internal uniform.
- *
- * @type {UniformGroupNode}
- * @default null
- */
- this.group = null;
- /**
- * Overwritten since reference nodes are updated per object.
- *
- * @type {string}
- * @default 'object'
- */
- this.updateType = NodeUpdateType.OBJECT;
- }
- /**
- * Sets the uniform group for this reference node.
- *
- * @param {UniformGroupNode} group - The uniform group to set.
- * @return {ReferenceBaseNode} A reference to this node.
- */
- setGroup( group ) {
- this.group = group;
- return this;
- }
- /**
- * When the referred property is array-like, this method can be used
- * to access elements via an index node.
- *
- * @param {IndexNode} indexNode - indexNode.
- * @return {ReferenceElementNode} A reference to an element.
- */
- element( indexNode ) {
- return nodeObject( new ReferenceElementNode$1( this, nodeObject( indexNode ) ) );
- }
- /**
- * Sets the node type which automatically defines the internal
- * uniform type.
- *
- * @param {string} uniformType - The type to set.
- */
- setNodeType( uniformType ) {
- const node = uniform( null, uniformType ).getSelf();
- if ( this.group !== null ) {
- node.setGroup( this.group );
- }
- this.node = node;
- }
- /**
- * This method is overwritten since the node type is inferred from
- * the type of the reference node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- if ( this.node === null ) {
- this.updateReference( builder );
- this.updateValue();
- }
- return this.node.getNodeType( builder );
- }
- /**
- * Returns the property value from the given referred object.
- *
- * @param {Object} [object=this.reference] - The object to retrieve the property value from.
- * @return {any} The value.
- */
- getValueFromReference( object = this.reference ) {
- const { properties } = this;
- let value = object[ properties[ 0 ] ];
- for ( let i = 1; i < properties.length; i ++ ) {
- value = value[ properties[ i ] ];
- }
- return value;
- }
- /**
- * Allows to update the reference based on the given state. The state is only
- * evaluated {@link ReferenceBaseNode#object} is not set.
- *
- * @param {(NodeFrame|NodeBuilder)} state - The current state.
- * @return {Object} The updated reference.
- */
- updateReference( state ) {
- this.reference = this.object !== null ? this.object : state.object;
- return this.reference;
- }
- /**
- * The output of the reference node is the internal uniform node.
- *
- * @return {UniformNode} The output node.
- */
- setup() {
- this.updateValue();
- return this.node;
- }
- /**
- * Overwritten to update the internal uniform value.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( /*frame*/ ) {
- this.updateValue();
- }
- /**
- * Retrieves the value from the referred object property and uses it
- * to updated the internal uniform.
- */
- updateValue() {
- if ( this.node === null ) this.setNodeType( this.uniformType );
- const value = this.getValueFromReference();
- if ( Array.isArray( value ) ) {
- this.node.array = value;
- } else {
- this.node.value = value;
- }
- }
- }
- /**
- * TSL function for creating a reference base node.
- *
- * @tsl
- * @function
- * @param {string} name - The name of the property the node refers to.
- * @param {string} type - The uniform type that should be used to represent the property value.
- * @param {Object} object - The object the property belongs to.
- * @returns {ReferenceBaseNode}
- */
- const reference$1 = ( name, type, object ) => nodeObject( new ReferenceBaseNode( name, type, object ) );
- /**
- * This node is a special type of reference node which is intended
- * for linking renderer properties with node values.
- * ```js
- * const exposureNode = rendererReference( 'toneMappingExposure', 'float', renderer );
- * ```
- * When changing `renderer.toneMappingExposure`, the node value of `exposureNode` will
- * automatically be updated.
- *
- * @augments ReferenceBaseNode
- */
- class RendererReferenceNode extends ReferenceBaseNode {
- static get type() {
- return 'RendererReferenceNode';
- }
- /**
- * Constructs a new renderer reference node.
- *
- * @param {string} property - The name of the property the node refers to.
- * @param {string} inputType - The uniform type that should be used to represent the property value.
- * @param {?Renderer} [renderer=null] - The renderer the property belongs to. When no renderer is set,
- * the node refers to the renderer of the current state.
- */
- constructor( property, inputType, renderer = null ) {
- super( property, inputType, renderer );
- /**
- * The renderer the property belongs to. When no renderer is set,
- * the node refers to the renderer of the current state.
- *
- * @type {?Renderer}
- * @default null
- */
- this.renderer = renderer;
- this.setGroup( renderGroup );
- }
- /**
- * Updates the reference based on the given state. The state is only evaluated
- * {@link RendererReferenceNode#renderer} is not set.
- *
- * @param {(NodeFrame|NodeBuilder)} state - The current state.
- * @return {Object} The updated reference.
- */
- updateReference( state ) {
- this.reference = this.renderer !== null ? this.renderer : state.renderer;
- return this.reference;
- }
- }
- /**
- * TSL function for creating a renderer reference node.
- *
- * @tsl
- * @function
- * @param {string} name - The name of the property the node refers to.
- * @param {string} type - The uniform type that should be used to represent the property value.
- * @param {?Renderer} [renderer=null] - The renderer the property belongs to. When no renderer is set,
- * the node refers to the renderer of the current state.
- * @returns {RendererReferenceNode}
- */
- const rendererReference = ( name, type, renderer = null ) => nodeObject( new RendererReferenceNode( name, type, renderer ) );
- /**
- * This node represents a tone mapping operation.
- *
- * @augments TempNode
- */
- class ToneMappingNode extends TempNode {
- static get type() {
- return 'ToneMappingNode';
- }
- /**
- * Constructs a new tone mapping node.
- *
- * @param {number} toneMapping - The tone mapping type.
- * @param {Node} exposureNode - The tone mapping exposure.
- * @param {Node} [colorNode=null] - The color node to process.
- */
- constructor( toneMapping, exposureNode = toneMappingExposure, colorNode = null ) {
- super( 'vec3' );
- /**
- * The tone mapping type.
- *
- * @type {number}
- */
- this.toneMapping = toneMapping;
- /**
- * The tone mapping exposure.
- *
- * @type {Node}
- * @default null
- */
- this.exposureNode = exposureNode;
- /**
- * Represents the color to process.
- *
- * @type {?Node}
- * @default null
- */
- this.colorNode = colorNode;
- }
- /**
- * Overwrites the default `customCacheKey()` implementation by including the tone
- * mapping type into the cache key.
- *
- * @return {number} The hash.
- */
- customCacheKey() {
- return hash$1( this.toneMapping );
- }
- setup( builder ) {
- const colorNode = this.colorNode || builder.context.color;
- const toneMapping = this.toneMapping;
- if ( toneMapping === NoToneMapping ) return colorNode;
- let outputNode = null;
- const toneMappingFn = builder.renderer.library.getToneMappingFunction( toneMapping );
- if ( toneMappingFn !== null ) {
- outputNode = vec4( toneMappingFn( colorNode.rgb, this.exposureNode ), colorNode.a );
- } else {
- console.error( 'ToneMappingNode: Unsupported Tone Mapping configuration.', toneMapping );
- outputNode = colorNode;
- }
- return outputNode;
- }
- }
- /**
- * TSL function for creating a tone mapping node.
- *
- * @tsl
- * @function
- * @param {number} mapping - The tone mapping type.
- * @param {Node<float> | number} exposure - The tone mapping exposure.
- * @param {Node<vec3> | Color} color - The color node to process.
- * @returns {ToneMappingNode<vec3>}
- */
- const toneMapping = ( mapping, exposure, color ) => nodeObject( new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) ) );
- /**
- * TSL object that represents the global tone mapping exposure of the renderer.
- *
- * @tsl
- * @type {RendererReferenceNode<vec3>}
- */
- const toneMappingExposure = /*@__PURE__*/ rendererReference( 'toneMappingExposure', 'float' );
- addMethodChaining( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) );
- /**
- * In earlier `three.js` versions it was only possible to define attribute data
- * on geometry level. With `BufferAttributeNode`, it is also possible to do this
- * on the node level.
- * ```js
- * const geometry = new THREE.PlaneGeometry();
- * const positionAttribute = geometry.getAttribute( 'position' );
- *
- * const colors = [];
- * for ( let i = 0; i < position.count; i ++ ) {
- * colors.push( 1, 0, 0 );
- * }
- *
- * material.colorNode = bufferAttribute( new THREE.Float32BufferAttribute( colors, 3 ) );
- * ```
- * This new approach is especially interesting when geometry data are generated via
- * compute shaders. The below line converts a storage buffer into an attribute node.
- * ```js
- * material.positionNode = positionBuffer.toAttribute();
- * ```
- * @augments InputNode
- */
- class BufferAttributeNode extends InputNode {
- static get type() {
- return 'BufferAttributeNode';
- }
- /**
- * Constructs a new buffer attribute node.
- *
- * @param {BufferAttribute|InterleavedBuffer|TypedArray} value - The attribute data.
- * @param {?string} [bufferType=null] - The buffer type (e.g. `'vec3'`).
- * @param {number} [bufferStride=0] - The buffer stride.
- * @param {number} [bufferOffset=0] - The buffer offset.
- */
- constructor( value, bufferType = null, bufferStride = 0, bufferOffset = 0 ) {
- super( value, bufferType );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBufferNode = true;
- /**
- * The buffer type (e.g. `'vec3'`).
- *
- * @type {?string}
- * @default null
- */
- this.bufferType = bufferType;
- /**
- * The buffer stride.
- *
- * @type {number}
- * @default 0
- */
- this.bufferStride = bufferStride;
- /**
- * The buffer offset.
- *
- * @type {number}
- * @default 0
- */
- this.bufferOffset = bufferOffset;
- /**
- * The usage property. Set this to `THREE.DynamicDrawUsage` via `.setUsage()`,
- * if you are planning to update the attribute data per frame.
- *
- * @type {number}
- * @default StaticDrawUsage
- */
- this.usage = StaticDrawUsage;
- /**
- * Whether the attribute is instanced or not.
- *
- * @type {boolean}
- * @default false
- */
- this.instanced = false;
- /**
- * A reference to the buffer attribute.
- *
- * @type {?BufferAttribute}
- * @default null
- */
- this.attribute = null;
- /**
- * `BufferAttributeNode` sets this property to `true` by default.
- *
- * @type {boolean}
- * @default true
- */
- this.global = true;
- if ( value && value.isBufferAttribute === true ) {
- this.attribute = value;
- this.usage = value.usage;
- this.instanced = value.isInstancedBufferAttribute;
- }
- }
- /**
- * This method is overwritten since the attribute data might be shared
- * and thus the hash should be shared as well.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The hash.
- */
- getHash( builder ) {
- if ( this.bufferStride === 0 && this.bufferOffset === 0 ) {
- let bufferData = builder.globalCache.getData( this.value );
- if ( bufferData === undefined ) {
- bufferData = {
- node: this
- };
- builder.globalCache.setData( this.value, bufferData );
- }
- return bufferData.node.uuid;
- }
- return this.uuid;
- }
- /**
- * This method is overwritten since the node type is inferred from
- * the buffer attribute.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- if ( this.bufferType === null ) {
- this.bufferType = builder.getTypeFromAttribute( this.attribute );
- }
- return this.bufferType;
- }
- /**
- * Depending on which value was passed to the node, `setup()` behaves
- * differently. If no instance of `BufferAttribute` was passed, the method
- * creates an internal attribute and configures it respectively.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setup( builder ) {
- if ( this.attribute !== null ) return;
- const type = this.getNodeType( builder );
- const array = this.value;
- const itemSize = builder.getTypeLength( type );
- const stride = this.bufferStride || itemSize;
- const offset = this.bufferOffset;
- const buffer = array.isInterleavedBuffer === true ? array : new InterleavedBuffer( array, stride );
- const bufferAttribute = new InterleavedBufferAttribute( buffer, itemSize, offset );
- buffer.setUsage( this.usage );
- this.attribute = bufferAttribute;
- this.attribute.isInstancedBufferAttribute = this.instanced; // @TODO: Add a possible: InstancedInterleavedBufferAttribute
- }
- /**
- * Generates the code snippet of the buffer attribute node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The generated code snippet.
- */
- generate( builder ) {
- const nodeType = this.getNodeType( builder );
- const nodeAttribute = builder.getBufferAttributeFromNode( this, nodeType );
- const propertyName = builder.getPropertyName( nodeAttribute );
- let output = null;
- if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
- this.name = propertyName;
- output = propertyName;
- } else {
- const nodeVarying = varying( this );
- output = nodeVarying.build( builder, nodeType );
- }
- return output;
- }
- /**
- * Overwrites the default implementation to return a fixed value `'bufferAttribute'`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( /*builder*/ ) {
- return 'bufferAttribute';
- }
- /**
- * Sets the `usage` property to the given value.
- *
- * @param {number} value - The usage to set.
- * @return {BufferAttributeNode} A reference to this node.
- */
- setUsage( value ) {
- this.usage = value;
- if ( this.attribute && this.attribute.isBufferAttribute === true ) {
- this.attribute.usage = value;
- }
- return this;
- }
- /**
- * Sets the `instanced` property to the given value.
- *
- * @param {boolean} value - The value to set.
- * @return {BufferAttributeNode} A reference to this node.
- */
- setInstanced( value ) {
- this.instanced = value;
- return this;
- }
- }
- /**
- * TSL function for creating a buffer attribute node.
- *
- * @tsl
- * @function
- * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
- * @param {?string} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {number} [stride=0] - The buffer stride.
- * @param {number} [offset=0] - The buffer offset.
- * @returns {BufferAttributeNode}
- */
- const bufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => nodeObject( new BufferAttributeNode( array, type, stride, offset ) );
- /**
- * TSL function for creating a buffer attribute node but with dynamic draw usage.
- * Use this function if attribute data are updated per frame.
- *
- * @tsl
- * @function
- * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
- * @param {?string} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {number} [stride=0] - The buffer stride.
- * @param {number} [offset=0] - The buffer offset.
- * @returns {BufferAttributeNode}
- */
- const dynamicBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => bufferAttribute( array, type, stride, offset ).setUsage( DynamicDrawUsage );
- /**
- * TSL function for creating a buffer attribute node but with enabled instancing
- *
- * @tsl
- * @function
- * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
- * @param {?string} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {number} [stride=0] - The buffer stride.
- * @param {number} [offset=0] - The buffer offset.
- * @returns {BufferAttributeNode}
- */
- const instancedBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => bufferAttribute( array, type, stride, offset ).setInstanced( true );
- /**
- * TSL function for creating a buffer attribute node but with dynamic draw usage and enabled instancing
- *
- * @tsl
- * @function
- * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
- * @param {?string} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {number} [stride=0] - The buffer stride.
- * @param {number} [offset=0] - The buffer offset.
- * @returns {BufferAttributeNode}
- */
- const instancedDynamicBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => dynamicBufferAttribute( array, type, stride, offset ).setInstanced( true );
- addMethodChaining( 'toAttribute', ( bufferNode ) => bufferAttribute( bufferNode.value ) );
- /**
- * TODO
- *
- * @augments Node
- */
- class ComputeNode extends Node {
- static get type() {
- return 'ComputeNode';
- }
- /**
- * Constructs a new compute node.
- *
- * @param {Node} computeNode - TODO
- * @param {number} count - TODO.
- * @param {Array<number>} [workgroupSize=[64]] - TODO.
- */
- constructor( computeNode, count, workgroupSize = [ 64 ] ) {
- super( 'void' );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isComputeNode = true;
- /**
- * TODO
- *
- * @type {Node}
- */
- this.computeNode = computeNode;
- /**
- * TODO
- *
- * @type {number}
- */
- this.count = count;
- /**
- * TODO
- *
- * @type {Array<number>}
- * @default [64]
- */
- this.workgroupSize = workgroupSize;
- /**
- * TODO
- *
- * @type {number}
- */
- this.dispatchCount = 0;
- /**
- * TODO
- *
- * @type {number}
- */
- this.version = 1;
- /**
- * The name or label of the uniform.
- *
- * @type {string}
- * @default ''
- */
- this.name = '';
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.OBJECT` since {@link ComputeNode#updateBefore}
- * is executed once per object by default.
- *
- * @type {string}
- * @default 'object'
- */
- this.updateBeforeType = NodeUpdateType.OBJECT;
- /**
- * TODO
- *
- * @type {?Function}
- */
- this.onInitFunction = null;
- this.updateDispatchCount();
- }
- /**
- * Executes the `dispose` event for this node.
- */
- dispose() {
- this.dispatchEvent( { type: 'dispose' } );
- }
- /**
- * Sets the {@link ComputeNode#name} property.
- *
- * @param {string} name - The name of the uniform.
- * @return {ComputeNode} A reference to this node.
- */
- label( name ) {
- this.name = name;
- return this;
- }
- /**
- * TODO
- */
- updateDispatchCount() {
- const { count, workgroupSize } = this;
- let size = workgroupSize[ 0 ];
- for ( let i = 1; i < workgroupSize.length; i ++ )
- size *= workgroupSize[ i ];
- this.dispatchCount = Math.ceil( count / size );
- }
- /**
- * TODO
- *
- * @param {Function} callback - TODO.
- * @return {ComputeNode} A reference to this node.
- */
- onInit( callback ) {
- this.onInitFunction = callback;
- return this;
- }
- /**
- * The method execute the compute for this node.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- updateBefore( { renderer } ) {
- renderer.compute( this );
- }
- setup( builder ) {
- const result = this.computeNode.build( builder );
- if ( result ) {
- const properties = builder.getNodeProperties( this );
- properties.outputComputeNode = result.outputNode;
- result.outputNode = null;
- }
- return result;
- }
- generate( builder, output ) {
- const { shaderStage } = builder;
- if ( shaderStage === 'compute' ) {
- const snippet = this.computeNode.build( builder, 'void' );
- if ( snippet !== '' ) {
- builder.addLineFlowCode( snippet, this );
- }
- } else {
- const properties = builder.getNodeProperties( this );
- const outputComputeNode = properties.outputComputeNode;
- if ( outputComputeNode ) {
- return outputComputeNode.build( builder, output );
- }
- }
- }
- }
- /**
- * TSL function for creating a compute node.
- *
- * @tsl
- * @function
- * @param {Node} node - TODO
- * @param {number} count - TODO.
- * @param {Array<number>} [workgroupSize=[64]] - TODO.
- * @returns {AtomicFunctionNode}
- */
- const compute = ( node, count, workgroupSize ) => nodeObject( new ComputeNode( nodeObject( node ), count, workgroupSize ) );
- addMethodChaining( 'compute', compute );
- /**
- * This node can be used as a cache management component for another node.
- * Caching is in general used by default in {@link NodeBuilder} but this node
- * allows the usage of a shared parent cache during the build process.
- *
- * @augments Node
- */
- class CacheNode extends Node {
- static get type() {
- return 'CacheNode';
- }
- /**
- * Constructs a new cache node.
- *
- * @param {Node} node - The node that should be cached.
- * @param {boolean} [parent=true] - Whether this node refers to a shared parent cache or not.
- */
- constructor( node, parent = true ) {
- super();
- /**
- * The node that should be cached.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * Whether this node refers to a shared parent cache or not.
- *
- * @type {boolean}
- * @default true
- */
- this.parent = parent;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCacheNode = true;
- }
- getNodeType( builder ) {
- const previousCache = builder.getCache();
- const cache = builder.getCacheFromNode( this, this.parent );
- builder.setCache( cache );
- const nodeType = this.node.getNodeType( builder );
- builder.setCache( previousCache );
- return nodeType;
- }
- build( builder, ...params ) {
- const previousCache = builder.getCache();
- const cache = builder.getCacheFromNode( this, this.parent );
- builder.setCache( cache );
- const data = this.node.build( builder, ...params );
- builder.setCache( previousCache );
- return data;
- }
- }
- /**
- * TSL function for creating a cache node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node that should be cached.
- * @param {boolean} [parent] - Whether this node refers to a shared parent cache or not.
- * @returns {CacheNode}
- */
- const cache = ( node, parent ) => nodeObject( new CacheNode( nodeObject( node ), parent ) );
- addMethodChaining( 'cache', cache );
- /**
- * The class generates the code of a given node but returns another node in the output.
- * This can be used to call a method or node that does not return a value, i.e.
- * type `void` on an input where returning a value is required. Example:
- *
- * ```js
- * material.colorNode = myColor.bypass( runVoidFn() )
- *```
- *
- * @augments Node
- */
- class BypassNode extends Node {
- static get type() {
- return 'BypassNode';
- }
- /**
- * Constructs a new bypass node.
- *
- * @param {Node} outputNode - The output node.
- * @param {Node} callNode - The call node.
- */
- constructor( outputNode, callNode ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBypassNode = true;
- /**
- * The output node.
- *
- * @type {Node}
- */
- this.outputNode = outputNode;
- /**
- * The call node.
- *
- * @type {Node}
- */
- this.callNode = callNode;
- }
- getNodeType( builder ) {
- return this.outputNode.getNodeType( builder );
- }
- generate( builder ) {
- const snippet = this.callNode.build( builder, 'void' );
- if ( snippet !== '' ) {
- builder.addLineFlowCode( snippet, this );
- }
- return this.outputNode.build( builder );
- }
- }
- /**
- * TSL function for creating a bypass node.
- *
- * @tsl
- * @function
- * @param {Node} outputNode - The output node.
- * @param {Node} callNode - The call node.
- * @returns {BypassNode}
- */
- const bypass = /*@__PURE__*/ nodeProxy( BypassNode ).setParameterLength( 2 );
- addMethodChaining( 'bypass', bypass );
- /**
- * This node allows to remap a node value from one range into another. E.g a value of
- * `0.4` in the range `[ 0.3, 0.5 ]` should be remapped into the normalized range `[ 0, 1 ]`.
- * `RemapNode` takes care of that and converts the original value of `0.4` to `0.5`.
- *
- * @augments Node
- */
- class RemapNode extends Node {
- static get type() {
- return 'RemapNode';
- }
- /**
- * Constructs a new remap node.
- *
- * @param {Node} node - The node that should be remapped.
- * @param {Node} inLowNode - The source or current lower bound of the range.
- * @param {Node} inHighNode - The source or current upper bound of the range.
- * @param {Node} [outLowNode=float(0)] - The target lower bound of the range.
- * @param {Node} [outHighNode=float(1)] - The target upper bound of the range.
- */
- constructor( node, inLowNode, inHighNode, outLowNode = float( 0 ), outHighNode = float( 1 ) ) {
- super();
- /**
- * The node that should be remapped.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * The source or current lower bound of the range.
- *
- * @type {Node}
- */
- this.inLowNode = inLowNode;
- /**
- * The source or current upper bound of the range.
- *
- * @type {Node}
- */
- this.inHighNode = inHighNode;
- /**
- * The target lower bound of the range.
- *
- * @type {Node}
- * @default float(0)
- */
- this.outLowNode = outLowNode;
- /**
- * The target upper bound of the range.
- *
- * @type {Node}
- * @default float(1)
- */
- this.outHighNode = outHighNode;
- /**
- * Whether the node value should be clamped before
- * remapping it to the target range.
- *
- * @type {boolean}
- * @default true
- */
- this.doClamp = true;
- }
- setup() {
- const { node, inLowNode, inHighNode, outLowNode, outHighNode, doClamp } = this;
- let t = node.sub( inLowNode ).div( inHighNode.sub( inLowNode ) );
- if ( doClamp === true ) t = t.clamp();
- return t.mul( outHighNode.sub( outLowNode ) ).add( outLowNode );
- }
- }
- /**
- * TSL function for creating a remap node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node that should be remapped.
- * @param {Node} inLowNode - The source or current lower bound of the range.
- * @param {Node} inHighNode - The source or current upper bound of the range.
- * @param {?Node} [outLowNode=float(0)] - The target lower bound of the range.
- * @param {?Node} [outHighNode=float(1)] - The target upper bound of the range.
- * @returns {RemapNode}
- */
- const remap = /*@__PURE__*/ nodeProxy( RemapNode, null, null, { doClamp: false } ).setParameterLength( 3, 5 );
- /**
- * TSL function for creating a remap node, but with enabled clamping.
- *
- * @tsl
- * @function
- * @param {Node} node - The node that should be remapped.
- * @param {Node} inLowNode - The source or current lower bound of the range.
- * @param {Node} inHighNode - The source or current upper bound of the range.
- * @param {?Node} [outLowNode=float(0)] - The target lower bound of the range.
- * @param {?Node} [outHighNode=float(1)] - The target upper bound of the range.
- * @returns {RemapNode}
- */
- const remapClamp = /*@__PURE__*/ nodeProxy( RemapNode ).setParameterLength( 3, 5 );
- addMethodChaining( 'remap', remap );
- addMethodChaining( 'remapClamp', remapClamp );
- /**
- * This class can be used to implement basic expressions in shader code.
- * Basic examples for that are `return`, `continue` or `discard` statements.
- *
- * @augments Node
- */
- class ExpressionNode extends Node {
- static get type() {
- return 'ExpressionNode';
- }
- /**
- * Constructs a new expression node.
- *
- * @param {string} [snippet=''] - The native code snippet.
- * @param {string} [nodeType='void'] - The node type.
- */
- constructor( snippet = '', nodeType = 'void' ) {
- super( nodeType );
- /**
- * The native code snippet.
- *
- * @type {string}
- * @default ''
- */
- this.snippet = snippet;
- }
- generate( builder, output ) {
- const type = this.getNodeType( builder );
- const snippet = this.snippet;
- if ( type === 'void' ) {
- builder.addLineFlowCode( snippet, this );
- } else {
- return builder.format( snippet, type, output );
- }
- }
- }
- /**
- * TSL function for creating an expression node.
- *
- * @tsl
- * @function
- * @param {string} [snippet] - The native code snippet.
- * @param {?string} [nodeType='void'] - The node type.
- * @returns {ExpressionNode}
- */
- const expression = /*@__PURE__*/ nodeProxy( ExpressionNode ).setParameterLength( 1, 2 );
- /**
- * Represents a `discard` shader operation in TSL.
- *
- * @tsl
- * @function
- * @param {?ConditionalNode} conditional - An optional conditional node. It allows to decide whether the discard should be executed or not.
- * @return {Node} The `discard` expression.
- */
- const Discard = ( conditional ) => ( conditional ? select( conditional, expression( 'discard' ) ) : expression( 'discard' ) ).toStack();
- /**
- * Represents a `return` shader operation in TSL.
- *
- * @tsl
- * @function
- * @return {ExpressionNode} The `return` expression.
- */
- const Return = () => expression( 'return' ).toStack();
- addMethodChaining( 'discard', Discard );
- /**
- * Normally, tone mapping and color conversion happens automatically
- * before outputting pixel too the default (screen) framebuffer. In certain
- * post processing setups this happens to late because certain effects
- * require e.g. sRGB input. For such scenarios, `RenderOutputNode` can be used
- * to apply tone mapping and color space conversion at an arbitrary point
- * in the effect chain.
- *
- * When applying tone mapping and color space conversion manually with this node,
- * you have to set {@link PostProcessing#outputColorTransform} to `false`.
- *
- * ```js
- * const postProcessing = new PostProcessing( renderer );
- * postProcessing.outputColorTransform = false;
- *
- * const scenePass = pass( scene, camera );
- * const outputPass = renderOutput( scenePass );
- *
- * postProcessing.outputNode = outputPass;
- * ```
- *
- * @augments TempNode
- */
- class RenderOutputNode extends TempNode {
- static get type() {
- return 'RenderOutputNode';
- }
- /**
- * Constructs a new render output node.
- *
- * @param {Node} colorNode - The color node to process.
- * @param {?number} toneMapping - The tone mapping type.
- * @param {?string} outputColorSpace - The output color space.
- */
- constructor( colorNode, toneMapping, outputColorSpace ) {
- super( 'vec4' );
- /**
- * The color node to process.
- *
- * @type {Node}
- */
- this.colorNode = colorNode;
- /**
- * The tone mapping type.
- *
- * @type {?number}
- */
- this.toneMapping = toneMapping;
- /**
- * The output color space.
- *
- * @type {?string}
- */
- this.outputColorSpace = outputColorSpace;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isRenderOutputNode = true;
- }
- setup( { context } ) {
- let outputNode = this.colorNode || context.color;
- // tone mapping
- const toneMapping = ( this.toneMapping !== null ? this.toneMapping : context.toneMapping ) || NoToneMapping;
- const outputColorSpace = ( this.outputColorSpace !== null ? this.outputColorSpace : context.outputColorSpace ) || NoColorSpace;
- if ( toneMapping !== NoToneMapping ) {
- outputNode = outputNode.toneMapping( toneMapping );
- }
- // working to output color space
- if ( outputColorSpace !== NoColorSpace && outputColorSpace !== ColorManagement.workingColorSpace ) {
- outputNode = outputNode.workingToColorSpace( outputColorSpace );
- }
- return outputNode;
- }
- }
- /**
- * TSL function for creating a posterize node.
- *
- * @tsl
- * @function
- * @param {Node} color - The color node to process.
- * @param {?number} [toneMapping=null] - The tone mapping type.
- * @param {?string} [outputColorSpace=null] - The output color space.
- * @returns {RenderOutputNode}
- */
- const renderOutput = ( color, toneMapping = null, outputColorSpace = null ) => nodeObject( new RenderOutputNode( nodeObject( color ), toneMapping, outputColorSpace ) );
- addMethodChaining( 'renderOutput', renderOutput );
- class DebugNode extends TempNode {
- static get type() {
- return 'DebugNode';
- }
- constructor( node, callback = null ) {
- super();
- this.node = node;
- this.callback = callback;
- }
- getNodeType( builder ) {
- return this.node.getNodeType( builder );
- }
- setup( builder ) {
- return this.node.build( builder );
- }
- analyze( builder ) {
- return this.node.build( builder );
- }
- generate( builder ) {
- const callback = this.callback;
- const snippet = this.node.build( builder );
- const title = '--- TSL debug - ' + builder.shaderStage + ' shader ---';
- const border = '-'.repeat( title.length );
- let code = '';
- code += '// #' + title + '#\n';
- code += builder.flow.code.replace( /^\t/mg, '' ) + '\n';
- code += '/* ... */ ' + snippet + ' /* ... */\n';
- code += '// #' + border + '#\n';
- if ( callback !== null ) {
- callback( builder, code );
- } else {
- console.log( code );
- }
- return snippet;
- }
- }
- /**
- * TSL function for creating a debug node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node to debug.
- * @param {?Function} [callback=null] - Optional callback function to handle the debug output.
- * @returns {DebugNode}
- */
- const debug = ( node, callback = null ) => nodeObject( new DebugNode( nodeObject( node ), callback ) );
- addMethodChaining( 'debug', debug );
- // Non-PURE exports list, side-effects are required here.
- // TSL Base Syntax
- function addNodeElement( name/*, nodeElement*/ ) {
- console.warn( 'THREE.TSL: AddNodeElement has been removed in favor of tree-shaking. Trying add', name );
- }
- /**
- * Base class for representing shader attributes as nodes.
- *
- * @augments Node
- */
- class AttributeNode extends Node {
- static get type() {
- return 'AttributeNode';
- }
- /**
- * Constructs a new attribute node.
- *
- * @param {string} attributeName - The name of the attribute.
- * @param {?string} nodeType - The node type.
- */
- constructor( attributeName, nodeType = null ) {
- super( nodeType );
- /**
- * `AttributeNode` sets this property to `true` by default.
- *
- * @type {boolean}
- * @default true
- */
- this.global = true;
- this._attributeName = attributeName;
- }
- getHash( builder ) {
- return this.getAttributeName( builder );
- }
- getNodeType( builder ) {
- let nodeType = this.nodeType;
- if ( nodeType === null ) {
- const attributeName = this.getAttributeName( builder );
- if ( builder.hasGeometryAttribute( attributeName ) ) {
- const attribute = builder.geometry.getAttribute( attributeName );
- nodeType = builder.getTypeFromAttribute( attribute );
- } else {
- nodeType = 'float';
- }
- }
- return nodeType;
- }
- /**
- * Sets the attribute name to the given value. The method can be
- * overwritten in derived classes if the final name must be computed
- * analytically.
- *
- * @param {string} attributeName - The name of the attribute.
- * @return {AttributeNode} A reference to this node.
- */
- setAttributeName( attributeName ) {
- this._attributeName = attributeName;
- return this;
- }
- /**
- * Returns the attribute name of this node. The method can be
- * overwritten in derived classes if the final name must be computed
- * analytically.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The attribute name.
- */
- getAttributeName( /*builder*/ ) {
- return this._attributeName;
- }
- generate( builder ) {
- const attributeName = this.getAttributeName( builder );
- const nodeType = this.getNodeType( builder );
- const geometryAttribute = builder.hasGeometryAttribute( attributeName );
- if ( geometryAttribute === true ) {
- const attribute = builder.geometry.getAttribute( attributeName );
- const attributeType = builder.getTypeFromAttribute( attribute );
- const nodeAttribute = builder.getAttribute( attributeName, attributeType );
- if ( builder.shaderStage === 'vertex' ) {
- return builder.format( nodeAttribute.name, attributeType, nodeType );
- } else {
- const nodeVarying = varying( this );
- return nodeVarying.build( builder, nodeType );
- }
- } else {
- console.warn( `AttributeNode: Vertex attribute "${ attributeName }" not found on geometry.` );
- return builder.generateConst( nodeType );
- }
- }
- serialize( data ) {
- super.serialize( data );
- data.global = this.global;
- data._attributeName = this._attributeName;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.global = data.global;
- this._attributeName = data._attributeName;
- }
- }
- /**
- * TSL function for creating an attribute node.
- *
- * @tsl
- * @function
- * @param {string} name - The name of the attribute.
- * @param {?string} [nodeType=null] - The node type.
- * @returns {AttributeNode}
- */
- const attribute = ( name, nodeType = null ) => nodeObject( new AttributeNode( name, nodeType ) );
- /**
- * TSL function for creating an uv attribute node with the given index.
- *
- * @tsl
- * @function
- * @param {number} [index=0] - The uv index.
- * @return {AttributeNode<vec2>} The uv attribute node.
- */
- const uv = ( index = 0 ) => attribute( 'uv' + ( index > 0 ? index : '' ), 'vec2' );
- /**
- * A node that represents the dimensions of a texture. The texture size is
- * retrieved in the shader via built-in shader functions like `textureDimensions()`
- * or `textureSize()`.
- *
- * @augments Node
- */
- class TextureSizeNode extends Node {
- static get type() {
- return 'TextureSizeNode';
- }
- /**
- * Constructs a new texture size node.
- *
- * @param {TextureNode} textureNode - A texture node which size should be retrieved.
- * @param {?Node<int>} [levelNode=null] - A level node which defines the requested mip.
- */
- constructor( textureNode, levelNode = null ) {
- super( 'uvec2' );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isTextureSizeNode = true;
- /**
- * A texture node which size should be retrieved.
- *
- * @type {TextureNode}
- */
- this.textureNode = textureNode;
- /**
- * A level node which defines the requested mip.
- *
- * @type {Node<int>}
- * @default null
- */
- this.levelNode = levelNode;
- }
- generate( builder, output ) {
- const textureProperty = this.textureNode.build( builder, 'property' );
- const level = this.levelNode === null ? '0' : this.levelNode.build( builder, 'int' );
- return builder.format( `${ builder.getMethod( 'textureDimensions' ) }( ${ textureProperty }, ${ level } )`, this.getNodeType( builder ), output );
- }
- }
- /**
- * TSL function for creating a texture size node.
- *
- * @tsl
- * @function
- * @param {TextureNode} textureNode - A texture node which size should be retrieved.
- * @param {?Node<int>} [levelNode=null] - A level node which defines the requested mip.
- * @returns {TextureSizeNode}
- */
- const textureSize = /*@__PURE__*/ nodeProxy( TextureSizeNode ).setParameterLength( 1, 2 );
- /**
- * A special type of uniform node that computes the
- * maximum mipmap level for a given texture node.
- *
- * ```js
- * const level = maxMipLevel( textureNode );
- * ```
- *
- * @augments UniformNode
- */
- class MaxMipLevelNode extends UniformNode {
- static get type() {
- return 'MaxMipLevelNode';
- }
- /**
- * Constructs a new max mip level node.
- *
- * @param {TextureNode} textureNode - The texture node to compute the max mip level for.
- */
- constructor( textureNode ) {
- super( 0 );
- /**
- * The texture node to compute the max mip level for.
- *
- * @private
- * @type {TextureNode}
- */
- this._textureNode = textureNode;
- /**
- * The `updateType` is set to `NodeUpdateType.FRAME` since the node updates
- * the texture once per frame in its {@link MaxMipLevelNode#update} method.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateType = NodeUpdateType.FRAME;
- }
- /**
- * The texture node to compute the max mip level for.
- *
- * @readonly
- * @type {TextureNode}
- */
- get textureNode() {
- return this._textureNode;
- }
- /**
- * The texture.
- *
- * @readonly
- * @type {Texture}
- */
- get texture() {
- return this._textureNode.value;
- }
- update() {
- const texture = this.texture;
- const images = texture.images;
- const image = ( images && images.length > 0 ) ? ( ( images[ 0 ] && images[ 0 ].image ) || images[ 0 ] ) : texture.image;
- if ( image && image.width !== undefined ) {
- const { width, height } = image;
- this.value = Math.log2( Math.max( width, height ) );
- }
- }
- }
- /**
- * TSL function for creating a max mip level node.
- *
- * @tsl
- * @function
- * @param {TextureNode} textureNode - The texture node to compute the max mip level for.
- * @returns {MaxMipLevelNode}
- */
- const maxMipLevel = /*@__PURE__*/ nodeProxy( MaxMipLevelNode ).setParameterLength( 1 );
- /**
- * This type of uniform node represents a 2D texture.
- *
- * @augments UniformNode
- */
- class TextureNode extends UniformNode {
- static get type() {
- return 'TextureNode';
- }
- /**
- * Constructs a new texture node.
- *
- * @param {Texture} value - The texture.
- * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
- * @param {?Node<int>} [levelNode=null] - The level node.
- * @param {?Node<float>} [biasNode=null] - The bias node.
- */
- constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
- super( value );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isTextureNode = true;
- /**
- * Represents the texture coordinates.
- *
- * @type {?Node<vec2|vec3>}
- * @default null
- */
- this.uvNode = uvNode;
- /**
- * Represents the mip level that should be selected.
- *
- * @type {?Node<int>}
- * @default null
- */
- this.levelNode = levelNode;
- /**
- * Represents the bias to be applied during level-of-detail computation.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.biasNode = biasNode;
- /**
- * Represents a reference value a texture sample is compared to.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.compareNode = null;
- /**
- * When using texture arrays, the depth node defines the layer to select.
- *
- * @type {?Node<int>}
- * @default null
- */
- this.depthNode = null;
- /**
- * When defined, a texture is sampled using explicit gradients.
- *
- * @type {?Array<Node<vec2>>}
- * @default null
- */
- this.gradNode = null;
- /**
- * Whether texture values should be sampled or fetched.
- *
- * @type {boolean}
- * @default true
- */
- this.sampler = true;
- /**
- * Whether the uv transformation matrix should be
- * automatically updated or not. Use `setUpdateMatrix()`
- * if you want to change the value of the property.
- *
- * @type {boolean}
- * @default false
- */
- this.updateMatrix = false;
- /**
- * By default the `update()` method is not executed. `setUpdateMatrix()`
- * sets the value to `frame` when the uv transformation matrix should
- * automatically be updated.
- *
- * @type {string}
- * @default 'none'
- */
- this.updateType = NodeUpdateType.NONE;
- /**
- * The reference node.
- *
- * @type {?Node}
- * @default null
- */
- this.referenceNode = null;
- /**
- * The texture value is stored in a private property.
- *
- * @private
- * @type {Texture}
- */
- this._value = value;
- /**
- * The uniform node that represents the uv transformation matrix.
- *
- * @private
- * @type {?UniformNode<mat3>}
- */
- this._matrixUniform = null;
- this.setUpdateMatrix( uvNode === null );
- }
- set value( value ) {
- if ( this.referenceNode ) {
- this.referenceNode.value = value;
- } else {
- this._value = value;
- }
- }
- /**
- * The texture value.
- *
- * @type {Texture}
- */
- get value() {
- return this.referenceNode ? this.referenceNode.value : this._value;
- }
- /**
- * Overwritten since the uniform hash is defined by the texture's UUID.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The uniform hash.
- */
- getUniformHash( /*builder*/ ) {
- return this.value.uuid;
- }
- /**
- * Overwritten since the node type is inferred from the texture type.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( /*builder*/ ) {
- if ( this.value.isDepthTexture === true ) return 'float';
- if ( this.value.type === UnsignedIntType ) {
- return 'uvec4';
- } else if ( this.value.type === IntType ) {
- return 'ivec4';
- }
- return 'vec4';
- }
- /**
- * Overwrites the default implementation to return a fixed value `'texture'`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( /*builder*/ ) {
- return 'texture';
- }
- /**
- * Returns a default uvs based on the current texture's channel.
- *
- * @return {AttributeNode<vec2>} The default uvs.
- */
- getDefaultUV() {
- return uv( this.value.channel );
- }
- /**
- * Overwritten to always return the texture reference of the node.
- *
- * @param {any} state - This method can be invocated in different contexts so `state` can refer to any object type.
- * @return {Texture} The texture reference.
- */
- updateReference( /*state*/ ) {
- return this.value;
- }
- /**
- * Transforms the given uv node with the texture transformation matrix.
- *
- * @param {Node} uvNode - The uv node to transform.
- * @return {Node} The transformed uv node.
- */
- getTransformedUV( uvNode ) {
- if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix );
- return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy;
- }
- /**
- * Defines whether the uv transformation matrix should automatically be updated or not.
- *
- * @param {boolean} value - The update toggle.
- * @return {TextureNode} A reference to this node.
- */
- setUpdateMatrix( value ) {
- this.updateMatrix = value;
- this.updateType = value ? NodeUpdateType.OBJECT : NodeUpdateType.NONE;
- return this;
- }
- /**
- * Setups the uv node. Depending on the backend as well as texture's image and type, it might be necessary
- * to modify the uv node for correct sampling.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {Node} uvNode - The uv node to setup.
- * @return {Node} The updated uv node.
- */
- setupUV( builder, uvNode ) {
- const texture = this.value;
- if ( builder.isFlipY() && ( ( texture.image instanceof ImageBitmap && texture.flipY === true ) || texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) {
- if ( this.sampler ) {
- uvNode = uvNode.flipY();
- } else {
- uvNode = uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) );
- }
- }
- return uvNode;
- }
- /**
- * Setups texture node by preparing the internal nodes for code generation.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setup( builder ) {
- const properties = builder.getNodeProperties( this );
- properties.referenceNode = this.referenceNode;
- //
- const texture = this.value;
- if ( ! texture || texture.isTexture !== true ) {
- throw new Error( 'THREE.TSL: `texture( value )` function expects a valid instance of THREE.Texture().' );
- }
- //
- let uvNode = this.uvNode;
- if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {
- uvNode = builder.context.getUV( this, builder );
- }
- if ( ! uvNode ) uvNode = this.getDefaultUV();
- if ( this.updateMatrix === true ) {
- uvNode = this.getTransformedUV( uvNode );
- }
- uvNode = this.setupUV( builder, uvNode );
- //
- let levelNode = this.levelNode;
- if ( levelNode === null && builder.context.getTextureLevel ) {
- levelNode = builder.context.getTextureLevel( this );
- }
- //
- properties.uvNode = uvNode;
- properties.levelNode = levelNode;
- properties.biasNode = this.biasNode;
- properties.compareNode = this.compareNode;
- properties.gradNode = this.gradNode;
- properties.depthNode = this.depthNode;
- }
- /**
- * Generates the uv code snippet.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {Node} uvNode - The uv node to generate code for.
- * @return {string} The generated code snippet.
- */
- generateUV( builder, uvNode ) {
- return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );
- }
- /**
- * Generates the snippet for the texture sampling.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {string} textureProperty - The texture property.
- * @param {string} uvSnippet - The uv snippet.
- * @param {?string} levelSnippet - The level snippet.
- * @param {?string} biasSnippet - The bias snippet.
- * @param {?string} depthSnippet - The depth snippet.
- * @param {?string} compareSnippet - The compare snippet.
- * @param {?Array<string>} gradSnippet - The grad snippet.
- * @return {string} The generated code snippet.
- */
- generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ) {
- const texture = this.value;
- let snippet;
- if ( levelSnippet ) {
- snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet );
- } else if ( biasSnippet ) {
- snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet );
- } else if ( gradSnippet ) {
- snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet );
- } else if ( compareSnippet ) {
- snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet );
- } else if ( this.sampler === false ) {
- snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet );
- } else {
- snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet );
- }
- return snippet;
- }
- /**
- * Generates the code snippet of the texture node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {string} output - The current output.
- * @return {string} The generated code snippet.
- */
- generate( builder, output ) {
- const texture = this.value;
- const properties = builder.getNodeProperties( this );
- const textureProperty = super.generate( builder, 'property' );
- if ( /^sampler/.test( output ) ) {
- return textureProperty + '_sampler';
- } else if ( builder.isReference( output ) ) {
- return textureProperty;
- } else {
- const nodeData = builder.getDataFromNode( this );
- let propertyName = nodeData.propertyName;
- if ( propertyName === undefined ) {
- const { uvNode, levelNode, biasNode, compareNode, depthNode, gradNode } = properties;
- const uvSnippet = this.generateUV( builder, uvNode );
- const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
- const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null;
- const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
- const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
- const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
- const nodeVar = builder.getVarFromNode( this );
- propertyName = builder.getPropertyName( nodeVar );
- const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet );
- builder.addLineFlowCode( `${propertyName} = ${snippet}`, this );
- nodeData.snippet = snippet;
- nodeData.propertyName = propertyName;
- }
- let snippet = propertyName;
- const nodeType = this.getNodeType( builder );
- if ( builder.needsToWorkingColorSpace( texture ) ) {
- snippet = colorSpaceToWorking( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );
- }
- return builder.format( snippet, nodeType, output );
- }
- }
- /**
- * Sets the sampler value.
- *
- * @param {boolean} value - The sampler value to set.
- * @return {TextureNode} A reference to this texture node.
- */
- setSampler( value ) {
- this.sampler = value;
- return this;
- }
- /**
- * Returns the sampler value.
- *
- * @return {boolean} The sampler value.
- */
- getSampler() {
- return this.sampler;
- }
- // @TODO: Move to TSL
- /**
- * @function
- * @deprecated since r172. Use {@link TextureNode#sample} instead.
- *
- * @param {Node} uvNode - The uv node.
- * @return {TextureNode} A texture node representing the texture sample.
- */
- uv( uvNode ) { // @deprecated, r172
- console.warn( 'THREE.TextureNode: .uv() has been renamed. Use .sample() instead.' );
- return this.sample( uvNode );
- }
- /**
- * Samples the texture with the given uv node.
- *
- * @param {Node} uvNode - The uv node.
- * @return {TextureNode} A texture node representing the texture sample.
- */
- sample( uvNode ) {
- const textureNode = this.clone();
- textureNode.uvNode = nodeObject( uvNode );
- textureNode.referenceNode = this.getSelf();
- return nodeObject( textureNode );
- }
- /**
- * Samples a blurred version of the texture by defining an internal bias.
- *
- * @param {Node<float>} amountNode - How blurred the texture should be.
- * @return {TextureNode} A texture node representing the texture sample.
- */
- blur( amountNode ) {
- const textureNode = this.clone();
- textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) );
- textureNode.referenceNode = this.getSelf();
- const map = textureNode.value;
- if ( textureNode.generateMipmaps === false && ( map && map.generateMipmaps === false || map.minFilter === NearestFilter || map.magFilter === NearestFilter ) ) {
- console.warn( 'THREE.TSL: texture().blur() requires mipmaps and sampling. Use .generateMipmaps=true and .minFilter/.magFilter=THREE.LinearFilter in the Texture.' );
- textureNode.biasNode = null;
- }
- return nodeObject( textureNode );
- }
- /**
- * Samples a specific mip of the texture.
- *
- * @param {Node<int>} levelNode - The mip level to sample.
- * @return {TextureNode} A texture node representing the texture sample.
- */
- level( levelNode ) {
- const textureNode = this.clone();
- textureNode.levelNode = nodeObject( levelNode );
- textureNode.referenceNode = this.getSelf();
- return nodeObject( textureNode );
- }
- /**
- * Returns the texture size of the requested level.
- *
- * @param {Node<int>} levelNode - The level to compute the size for.
- * @return {TextureSizeNode} The texture size.
- */
- size( levelNode ) {
- return textureSize( this, levelNode );
- }
- /**
- * Samples the texture with the given bias.
- *
- * @param {Node<float>} biasNode - The bias node.
- * @return {TextureNode} A texture node representing the texture sample.
- */
- bias( biasNode ) {
- const textureNode = this.clone();
- textureNode.biasNode = nodeObject( biasNode );
- textureNode.referenceNode = this.getSelf();
- return nodeObject( textureNode );
- }
- /**
- * Samples the texture by executing a compare operation.
- *
- * @param {Node<float>} compareNode - The node that defines the compare value.
- * @return {TextureNode} A texture node representing the texture sample.
- */
- compare( compareNode ) {
- const textureNode = this.clone();
- textureNode.compareNode = nodeObject( compareNode );
- textureNode.referenceNode = this.getSelf();
- return nodeObject( textureNode );
- }
- /**
- * Samples the texture using an explicit gradient.
- *
- * @param {Node<vec2>} gradNodeX - The gradX node.
- * @param {Node<vec2>} gradNodeY - The gradY node.
- * @return {TextureNode} A texture node representing the texture sample.
- */
- grad( gradNodeX, gradNodeY ) {
- const textureNode = this.clone();
- textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
- textureNode.referenceNode = this.getSelf();
- return nodeObject( textureNode );
- }
- /**
- * Samples the texture by defining a depth node.
- *
- * @param {Node<int>} depthNode - The depth node.
- * @return {TextureNode} A texture node representing the texture sample.
- */
- depth( depthNode ) {
- const textureNode = this.clone();
- textureNode.depthNode = nodeObject( depthNode );
- textureNode.referenceNode = this.getSelf();
- return nodeObject( textureNode );
- }
- // --
- serialize( data ) {
- super.serialize( data );
- data.value = this.value.toJSON( data.meta ).uuid;
- data.sampler = this.sampler;
- data.updateMatrix = this.updateMatrix;
- data.updateType = this.updateType;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.value = data.meta.textures[ data.value ];
- this.sampler = data.sampler;
- this.updateMatrix = data.updateMatrix;
- this.updateType = data.updateType;
- }
- /**
- * The update is used to implement the update of the uv transformation matrix.
- */
- update() {
- const texture = this.value;
- const matrixUniform = this._matrixUniform;
- if ( matrixUniform !== null ) matrixUniform.value = texture.matrix;
- if ( texture.matrixAutoUpdate === true ) {
- texture.updateMatrix();
- }
- }
- /**
- * Clones the texture node.
- *
- * @return {TextureNode} The cloned texture node.
- */
- clone() {
- const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode );
- newNode.sampler = this.sampler;
- newNode.depthNode = this.depthNode;
- newNode.compareNode = this.compareNode;
- newNode.gradNode = this.gradNode;
- return newNode;
- }
- }
- /**
- * TSL function for creating a texture node.
- *
- * @tsl
- * @function
- * @param {Texture} value - The texture.
- * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
- * @param {?Node<int>} [levelNode=null] - The level node.
- * @param {?Node<float>} [biasNode=null] - The bias node.
- * @returns {TextureNode}
- */
- const texture = /*@__PURE__*/ nodeProxy( TextureNode ).setParameterLength( 1, 4 );
- /**
- * TSL function for creating a texture node that fetches/loads texels without interpolation.
- *
- * @tsl
- * @function
- * @param {Texture} value - The texture.
- * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
- * @param {?Node<int>} [levelNode=null] - The level node.
- * @param {?Node<float>} [biasNode=null] - The bias node.
- * @returns {TextureNode}
- */
- const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );
- //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );
- /**
- * Converts a texture or texture node to a sampler.
- *
- * @tsl
- * @function
- * @param {TextureNode|Texture} value - The texture or texture node to convert.
- * @returns {Node}
- */
- const sampler = ( value ) => ( value.isNode === true ? value : texture( value ) ).convert( 'sampler' );
- /**
- * Converts a texture or texture node to a sampler comparison.
- *
- * @tsl
- * @function
- * @param {TextureNode|Texture} value - The texture or texture node to convert.
- * @returns {Node}
- */
- const samplerComparison = ( value ) => ( value.isNode === true ? value : texture( value ) ).convert( 'samplerComparison' );
- /**
- * A special type of uniform node which represents array-like data
- * as uniform buffers. The access usually happens via `element()`
- * which returns an instance of {@link ArrayElementNode}. For example:
- *
- * ```js
- * const bufferNode = buffer( array, 'mat4', count );
- * const matrixNode = bufferNode.element( index ); // access a matrix from the buffer
- * ```
- * In general, it is recommended to use the more managed {@link UniformArrayNode}
- * since it handles more input types and automatically cares about buffer paddings.
- *
- * @augments UniformNode
- */
- class BufferNode extends UniformNode {
- static get type() {
- return 'BufferNode';
- }
- /**
- * Constructs a new buffer node.
- *
- * @param {Array<number>} value - Array-like buffer data.
- * @param {string} bufferType - The data type of the buffer.
- * @param {number} [bufferCount=0] - The count of buffer elements.
- */
- constructor( value, bufferType, bufferCount = 0 ) {
- super( value, bufferType );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBufferNode = true;
- /**
- * The data type of the buffer.
- *
- * @type {string}
- */
- this.bufferType = bufferType;
- /**
- * The uniform node that holds the value of the reference node.
- *
- * @type {number}
- * @default 0
- */
- this.bufferCount = bufferCount;
- }
- /**
- * The data type of the buffer elements.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The element type.
- */
- getElementType( builder ) {
- return this.getNodeType( builder );
- }
- /**
- * Overwrites the default implementation to return a fixed value `'buffer'`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( /*builder*/ ) {
- return 'buffer';
- }
- }
- /**
- * TSL function for creating a buffer node.
- *
- * @tsl
- * @function
- * @param {Array} value - Array-like buffer data.
- * @param {string} type - The data type of a buffer element.
- * @param {number} count - The count of buffer elements.
- * @returns {BufferNode}
- */
- const buffer = ( value, type, count ) => nodeObject( new BufferNode( value, type, count ) );
- /**
- * Represents the element access on uniform array nodes.
- *
- * @augments ArrayElementNode
- */
- class UniformArrayElementNode extends ArrayElementNode {
- static get type() {
- return 'UniformArrayElementNode';
- }
- /**
- * Constructs a new buffer node.
- *
- * @param {UniformArrayNode} uniformArrayNode - The uniform array node to access.
- * @param {IndexNode} indexNode - The index data that define the position of the accessed element in the array.
- */
- constructor( uniformArrayNode, indexNode ) {
- super( uniformArrayNode, indexNode );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isArrayBufferElementNode = true;
- }
- generate( builder ) {
- const snippet = super.generate( builder );
- const type = this.getNodeType();
- const paddedType = this.node.getPaddedType();
- return builder.format( snippet, paddedType, type );
- }
- }
- /**
- * Similar to {@link BufferNode} this module represents array-like data as
- * uniform buffers. Unlike {@link BufferNode}, it can handle more common
- * data types in the array (e.g `three.js` primitives) and automatically
- * manage buffer padding. It should be the first choice when working with
- * uniforms buffers.
- * ```js
- * const tintColors = uniformArray( [
- * new Color( 1, 0, 0 ),
- * new Color( 0, 1, 0 ),
- * new Color( 0, 0, 1 )
- * ], 'color' );
- *
- * const redColor = tintColors.element( 0 );
- *
- * @augments BufferNode
- */
- class UniformArrayNode extends BufferNode {
- static get type() {
- return 'UniformArrayNode';
- }
- /**
- * Constructs a new uniform array node.
- *
- * @param {Array<any>} value - Array holding the buffer data.
- * @param {?string} [elementType=null] - The data type of a buffer element.
- */
- constructor( value, elementType = null ) {
- super( null );
- /**
- * Array holding the buffer data. Unlike {@link BufferNode}, the array can
- * hold number primitives as well as three.js objects like vectors, matrices
- * or colors.
- *
- * @type {Array<any>}
- */
- this.array = value;
- /**
- * The data type of an array element.
- *
- * @type {string}
- */
- this.elementType = elementType === null ? getValueType( value[ 0 ] ) : elementType;
- /**
- * The padded type. Uniform buffers must conform to a certain buffer layout
- * so a separate type is computed to ensure correct buffer size.
- *
- * @type {string}
- */
- this.paddedType = this.getPaddedType();
- /**
- * Overwritten since uniform array nodes are updated per render.
- *
- * @type {string}
- * @default 'render'
- */
- this.updateType = NodeUpdateType.RENDER;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isArrayBufferNode = true;
- }
- /**
- * This method is overwritten since the node type is inferred from the
- * {@link UniformArrayNode#paddedType}.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( /*builder*/ ) {
- return this.paddedType;
- }
- /**
- * The data type of the array elements.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The element type.
- */
- getElementType() {
- return this.elementType;
- }
- /**
- * Returns the padded type based on the element type.
- *
- * @return {string} The padded type.
- */
- getPaddedType() {
- const elementType = this.elementType;
- let paddedType = 'vec4';
- if ( elementType === 'mat2' ) {
- paddedType = 'mat2';
- } else if ( /mat/.test( elementType ) === true ) {
- paddedType = 'mat4';
- } else if ( elementType.charAt( 0 ) === 'i' ) {
- paddedType = 'ivec4';
- } else if ( elementType.charAt( 0 ) === 'u' ) {
- paddedType = 'uvec4';
- }
- return paddedType;
- }
- /**
- * The update makes sure to correctly transfer the data from the (complex) objects
- * in the array to the internal, correctly padded value buffer.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( /*frame*/ ) {
- const { array, value } = this;
- const elementType = this.elementType;
- if ( elementType === 'float' || elementType === 'int' || elementType === 'uint' ) {
- for ( let i = 0; i < array.length; i ++ ) {
- const index = i * 4;
- value[ index ] = array[ i ];
- }
- } else if ( elementType === 'color' ) {
- for ( let i = 0; i < array.length; i ++ ) {
- const index = i * 4;
- const vector = array[ i ];
- value[ index ] = vector.r;
- value[ index + 1 ] = vector.g;
- value[ index + 2 ] = vector.b || 0;
- //value[ index + 3 ] = vector.a || 0;
- }
- } else if ( elementType === 'mat2' ) {
- for ( let i = 0; i < array.length; i ++ ) {
- const index = i * 4;
- const matrix = array[ i ];
- value[ index ] = matrix.elements[ 0 ];
- value[ index + 1 ] = matrix.elements[ 1 ];
- value[ index + 2 ] = matrix.elements[ 2 ];
- value[ index + 3 ] = matrix.elements[ 3 ];
- }
- } else if ( elementType === 'mat3' ) {
- for ( let i = 0; i < array.length; i ++ ) {
- const index = i * 16;
- const matrix = array[ i ];
- value[ index ] = matrix.elements[ 0 ];
- value[ index + 1 ] = matrix.elements[ 1 ];
- value[ index + 2 ] = matrix.elements[ 2 ];
- value[ index + 4 ] = matrix.elements[ 3 ];
- value[ index + 5 ] = matrix.elements[ 4 ];
- value[ index + 6 ] = matrix.elements[ 5 ];
- value[ index + 8 ] = matrix.elements[ 6 ];
- value[ index + 9 ] = matrix.elements[ 7 ];
- value[ index + 10 ] = matrix.elements[ 8 ];
- value[ index + 15 ] = 1;
- }
- } else if ( elementType === 'mat4' ) {
- for ( let i = 0; i < array.length; i ++ ) {
- const index = i * 16;
- const matrix = array[ i ];
- for ( let i = 0; i < matrix.elements.length; i ++ ) {
- value[ index + i ] = matrix.elements[ i ];
- }
- }
- } else {
- for ( let i = 0; i < array.length; i ++ ) {
- const index = i * 4;
- const vector = array[ i ];
- value[ index ] = vector.x;
- value[ index + 1 ] = vector.y;
- value[ index + 2 ] = vector.z || 0;
- value[ index + 3 ] = vector.w || 0;
- }
- }
- }
- /**
- * Implement the value buffer creation based on the array data.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @return {null}
- */
- setup( builder ) {
- const length = this.array.length;
- const elementType = this.elementType;
- let arrayType = Float32Array;
- const paddedType = this.paddedType;
- const paddedElementLength = builder.getTypeLength( paddedType );
- if ( elementType.charAt( 0 ) === 'i' ) arrayType = Int32Array;
- if ( elementType.charAt( 0 ) === 'u' ) arrayType = Uint32Array;
- this.value = new arrayType( length * paddedElementLength );
- this.bufferCount = length;
- this.bufferType = paddedType;
- return super.setup( builder );
- }
- /**
- * Overwrites the default `element()` method to provide element access
- * based on {@link UniformArrayNode}.
- *
- * @param {IndexNode} indexNode - The index node.
- * @return {UniformArrayElementNode}
- */
- element( indexNode ) {
- return nodeObject( new UniformArrayElementNode( this, nodeObject( indexNode ) ) );
- }
- }
- /**
- * TSL function for creating an uniform array node.
- *
- * @tsl
- * @function
- * @param {Array<any>} values - Array-like data.
- * @param {?string} [nodeType] - The data type of the array elements.
- * @returns {UniformArrayNode}
- */
- const uniformArray = ( values, nodeType ) => nodeObject( new UniformArrayNode( values, nodeType ) );
- /**
- * @tsl
- * @function
- * @deprecated since r168. Use {@link uniformArray} instead.
- *
- * @param {Array<any>} values - Array-like data.
- * @param {string} nodeType - The data type of the array elements.
- * @returns {UniformArrayNode}
- */
- const uniforms = ( values, nodeType ) => { // @deprecated, r168
- console.warn( 'THREE.TSL: uniforms() has been renamed to uniformArray().' );
- return nodeObject( new UniformArrayNode( values, nodeType ) );
- };
- /**
- * The node allows to set values for built-in shader variables. That is
- * required for features like hardware-accelerated vertex clipping.
- *
- * @augments Node
- */
- class BuiltinNode extends Node {
- /**
- * Constructs a new builtin node.
- *
- * @param {string} name - The name of the built-in shader variable.
- */
- constructor( name ) {
- super( 'float' );
- /**
- * The name of the built-in shader variable.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBuiltinNode = true;
- }
- /**
- * Generates the code snippet of the builtin node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The generated code snippet.
- */
- generate( /* builder */ ) {
- return this.name;
- }
- }
- /**
- * TSL function for creating a builtin node.
- *
- * @tsl
- * @function
- * @param {string} name - The name of the built-in shader variable.
- * @returns {BuiltinNode}
- */
- const builtin = nodeProxy( BuiltinNode ).setParameterLength( 1 );
- /**
- * TSL object that represents the current `index` value of the camera if used ArrayCamera.
- *
- * @tsl
- * @type {UniformNode<uint>}
- */
- const cameraIndex = /*@__PURE__*/ uniform( 0, 'uint' ).label( 'u_cameraIndex' ).setGroup( sharedUniformGroup( 'cameraIndex' ) ).toVarying( 'v_cameraIndex' );
- /**
- * TSL object that represents the `near` value of the camera used for the current render.
- *
- * @tsl
- * @type {UniformNode<float>}
- */
- const cameraNear = /*@__PURE__*/ uniform( 'float' ).label( 'cameraNear' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.near );
- /**
- * TSL object that represents the `far` value of the camera used for the current render.
- *
- * @tsl
- * @type {UniformNode<float>}
- */
- const cameraFar = /*@__PURE__*/ uniform( 'float' ).label( 'cameraFar' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.far );
- /**
- * TSL object that represents the projection matrix of the camera used for the current render.
- *
- * @tsl
- * @type {UniformNode<mat4>}
- */
- const cameraProjectionMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => {
- let cameraProjectionMatrix;
- if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
- const matrices = [];
- for ( const subCamera of camera.cameras ) {
- matrices.push( subCamera.projectionMatrix );
- }
- const cameraProjectionMatrices = uniformArray( matrices ).setGroup( renderGroup ).label( 'cameraProjectionMatrices' );
- cameraProjectionMatrix = cameraProjectionMatrices.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toVar( 'cameraProjectionMatrix' );
- } else {
- cameraProjectionMatrix = uniform( 'mat4' ).label( 'cameraProjectionMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix );
- }
- return cameraProjectionMatrix;
- } ).once() )();
- /**
- * TSL object that represents the inverse projection matrix of the camera used for the current render.
- *
- * @tsl
- * @type {UniformNode<mat4>}
- */
- const cameraProjectionMatrixInverse = /*@__PURE__*/ ( Fn( ( { camera } ) => {
- let cameraProjectionMatrixInverse;
- if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
- const matrices = [];
- for ( const subCamera of camera.cameras ) {
- matrices.push( subCamera.projectionMatrixInverse );
- }
- const cameraProjectionMatricesInverse = uniformArray( matrices ).setGroup( renderGroup ).label( 'cameraProjectionMatricesInverse' );
- cameraProjectionMatrixInverse = cameraProjectionMatricesInverse.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toVar( 'cameraProjectionMatrixInverse' );
- } else {
- cameraProjectionMatrixInverse = uniform( 'mat4' ).label( 'cameraProjectionMatrixInverse' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse );
- }
- return cameraProjectionMatrixInverse;
- } ).once() )();
- /**
- * TSL object that represents the view matrix of the camera used for the current render.
- *
- * @tsl
- * @type {UniformNode<mat4>}
- */
- const cameraViewMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => {
- let cameraViewMatrix;
- if ( camera.isArrayCamera && camera.cameras.length > 0 ) {
- const matrices = [];
- for ( const subCamera of camera.cameras ) {
- matrices.push( subCamera.matrixWorldInverse );
- }
- const cameraViewMatrices = uniformArray( matrices ).setGroup( renderGroup ).label( 'cameraViewMatrices' );
- cameraViewMatrix = cameraViewMatrices.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toVar( 'cameraViewMatrix' );
- } else {
- cameraViewMatrix = uniform( 'mat4' ).label( 'cameraViewMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse );
- }
- return cameraViewMatrix;
- } ).once() )();
- /**
- * TSL object that represents the world matrix of the camera used for the current render.
- *
- * @tsl
- * @type {UniformNode<mat4>}
- */
- const cameraWorldMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraWorldMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorld );
- /**
- * TSL object that represents the normal matrix of the camera used for the current render.
- *
- * @tsl
- * @type {UniformNode<mat3>}
- */
- const cameraNormalMatrix = /*@__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
- /**
- * TSL object that represents the position in world space of the camera used for the current render.
- *
- * @tsl
- * @type {UniformNode<vec3>}
- */
- const cameraPosition = /*@__PURE__*/ uniform( new Vector3() ).label( 'cameraPosition' ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );
- const _sphere = /*@__PURE__*/ new Sphere();
- /**
- * This node can be used to access transformation related metrics of 3D objects.
- * Depending on the selected scope, a different metric is represented as a uniform
- * in the shader. The following scopes are supported:
- *
- * - `POSITION`: The object's position in world space.
- * - `VIEW_POSITION`: The object's position in view/camera space.
- * - `DIRECTION`: The object's direction in world space.
- * - `SCALE`: The object's scale in world space.
- * - `WORLD_MATRIX`: The object's matrix in world space.
- *
- * @augments Node
- */
- class Object3DNode extends Node {
- static get type() {
- return 'Object3DNode';
- }
- /**
- * Constructs a new object 3D node.
- *
- * @param {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')} scope - The node represents a different type of transformation depending on the scope.
- * @param {?Object3D} [object3d=null] - The 3D object.
- */
- constructor( scope, object3d = null ) {
- super();
- /**
- * The node reports a different type of transformation depending on the scope.
- *
- * @type {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')}
- */
- this.scope = scope;
- /**
- * The 3D object.
- *
- * @type {?Object3D}
- * @default null
- */
- this.object3d = object3d;
- /**
- * Overwritten since this type of node is updated per object.
- *
- * @type {string}
- * @default 'object'
- */
- this.updateType = NodeUpdateType.OBJECT;
- /**
- * Holds the value of the node as a uniform.
- *
- * @private
- * @type {UniformNode}
- */
- this._uniformNode = new UniformNode( null );
- }
- /**
- * Overwritten since the node type is inferred from the scope.
- *
- * @return {string} The node type.
- */
- getNodeType() {
- const scope = this.scope;
- if ( scope === Object3DNode.WORLD_MATRIX ) {
- return 'mat4';
- } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
- return 'vec3';
- } else if ( scope === Object3DNode.RADIUS ) {
- return 'float';
- }
- }
- /**
- * Updates the uniform value depending on the scope.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- update( frame ) {
- const object = this.object3d;
- const uniformNode = this._uniformNode;
- const scope = this.scope;
- if ( scope === Object3DNode.WORLD_MATRIX ) {
- uniformNode.value = object.matrixWorld;
- } else if ( scope === Object3DNode.POSITION ) {
- uniformNode.value = uniformNode.value || new Vector3();
- uniformNode.value.setFromMatrixPosition( object.matrixWorld );
- } else if ( scope === Object3DNode.SCALE ) {
- uniformNode.value = uniformNode.value || new Vector3();
- uniformNode.value.setFromMatrixScale( object.matrixWorld );
- } else if ( scope === Object3DNode.DIRECTION ) {
- uniformNode.value = uniformNode.value || new Vector3();
- object.getWorldDirection( uniformNode.value );
- } else if ( scope === Object3DNode.VIEW_POSITION ) {
- const camera = frame.camera;
- uniformNode.value = uniformNode.value || new Vector3();
- uniformNode.value.setFromMatrixPosition( object.matrixWorld );
- uniformNode.value.applyMatrix4( camera.matrixWorldInverse );
- } else if ( scope === Object3DNode.RADIUS ) {
- const geometry = frame.object.geometry;
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
- uniformNode.value = _sphere.radius;
- }
- }
- /**
- * Generates the code snippet of the uniform node. The node type of the uniform
- * node also depends on the selected scope.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The generated code snippet.
- */
- generate( builder ) {
- const scope = this.scope;
- if ( scope === Object3DNode.WORLD_MATRIX ) {
- this._uniformNode.nodeType = 'mat4';
- } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
- this._uniformNode.nodeType = 'vec3';
- } else if ( scope === Object3DNode.RADIUS ) {
- this._uniformNode.nodeType = 'float';
- }
- return this._uniformNode.build( builder );
- }
- serialize( data ) {
- super.serialize( data );
- data.scope = this.scope;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.scope = data.scope;
- }
- }
- Object3DNode.WORLD_MATRIX = 'worldMatrix';
- Object3DNode.POSITION = 'position';
- Object3DNode.SCALE = 'scale';
- Object3DNode.VIEW_POSITION = 'viewPosition';
- Object3DNode.DIRECTION = 'direction';
- Object3DNode.RADIUS = 'radius';
- /**
- * TSL function for creating an object 3D node that represents the object's direction in world space.
- *
- * @tsl
- * @function
- * @param {?Object3D} [object3d] - The 3D object.
- * @returns {Object3DNode<vec3>}
- */
- const objectDirection = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.DIRECTION ).setParameterLength( 1 );
- /**
- * TSL function for creating an object 3D node that represents the object's world matrix.
- *
- * @tsl
- * @function
- * @param {?Object3D} [object3d] - The 3D object.
- * @returns {Object3DNode<mat4>}
- */
- const objectWorldMatrix = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.WORLD_MATRIX ).setParameterLength( 1 );
- /**
- * TSL function for creating an object 3D node that represents the object's position in world space.
- *
- * @tsl
- * @function
- * @param {?Object3D} [object3d] - The 3D object.
- * @returns {Object3DNode<vec3>}
- */
- const objectPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.POSITION ).setParameterLength( 1 );
- /**
- * TSL function for creating an object 3D node that represents the object's scale in world space.
- *
- * @tsl
- * @function
- * @param {?Object3D} [object3d] - The 3D object.
- * @returns {Object3DNode<vec3>}
- */
- const objectScale = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.SCALE ).setParameterLength( 1 );
- /**
- * TSL function for creating an object 3D node that represents the object's position in view/camera space.
- *
- * @tsl
- * @function
- * @param {?Object3D} [object3d] - The 3D object.
- * @returns {Object3DNode<vec3>}
- */
- const objectViewPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.VIEW_POSITION ).setParameterLength( 1 );
- /**
- * TSL function for creating an object 3D node that represents the object's radius.
- *
- * @tsl
- * @function
- * @param {?Object3D} [object3d] - The 3D object.
- * @returns {Object3DNode<vec3>}
- */
- const objectRadius = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.RADIUS ).setParameterLength( 1 );
- /**
- * This type of node is a specialized version of `Object3DNode`
- * with larger set of model related metrics. Unlike `Object3DNode`,
- * `ModelNode` extracts the reference to the 3D object from the
- * current node frame state.
- *
- * @augments Object3DNode
- */
- class ModelNode extends Object3DNode {
- static get type() {
- return 'ModelNode';
- }
- /**
- * Constructs a new object model node.
- *
- * @param {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')} scope - The node represents a different type of transformation depending on the scope.
- */
- constructor( scope ) {
- super( scope );
- }
- /**
- * Extracts the model reference from the frame state and then
- * updates the uniform value depending on the scope.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- update( frame ) {
- this.object3d = frame.object;
- super.update( frame );
- }
- }
- /**
- * TSL object that represents the object's direction in world space.
- *
- * @tsl
- * @type {ModelNode<vec3>}
- */
- const modelDirection = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.DIRECTION );
- /**
- * TSL object that represents the object's world matrix.
- *
- * @tsl
- * @type {ModelNode<mat4>}
- */
- const modelWorldMatrix = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.WORLD_MATRIX );
- /**
- * TSL object that represents the object's position in world space.
- *
- * @tsl
- * @type {ModelNode<vec3>}
- */
- const modelPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.POSITION );
- /**
- * TSL object that represents the object's scale in world space.
- *
- * @tsl
- * @type {ModelNode<vec3>}
- */
- const modelScale = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.SCALE );
- /**
- * TSL object that represents the object's position in view/camera space.
- *
- * @tsl
- * @type {ModelNode<vec3>}
- */
- const modelViewPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.VIEW_POSITION );
- /**
- * TSL object that represents the object's radius.
- *
- * @tsl
- * @type {ModelNode<float>}
- */
- const modelRadius = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.RADIUS );
- /**
- * TSL object that represents the object's normal matrix.
- *
- * @tsl
- * @type {UniformNode<mat3>}
- */
- const modelNormalMatrix = /*@__PURE__*/ uniform( new Matrix3() ).onObjectUpdate( ( { object }, self ) => self.value.getNormalMatrix( object.matrixWorld ) );
- /**
- * TSL object that represents the object's inverse world matrix.
- *
- * @tsl
- * @type {UniformNode<mat4>}
- */
- const modelWorldMatrixInverse = /*@__PURE__*/ uniform( new Matrix4() ).onObjectUpdate( ( { object }, self ) => self.value.copy( object.matrixWorld ).invert() );
- /**
- * TSL object that represents the object's model view matrix.
- *
- * @tsl
- * @type {Node<mat4>}
- */
- const modelViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
- return builder.renderer.overrideNodes.modelViewMatrix || mediumpModelViewMatrix;
- } ).once() )().toVar( 'modelViewMatrix' );
- // GPU Precision
- /**
- * TSL object that represents the object's model view in `mediump` precision.
- *
- * @tsl
- * @type {Node<mat4>}
- */
- const mediumpModelViewMatrix = /*@__PURE__*/ cameraViewMatrix.mul( modelWorldMatrix );
- // CPU Precision
- /**
- * TSL object that represents the object's model view in `highp` precision
- * which is achieved by computing the matrix in JS and not in the shader.
- *
- * @tsl
- * @type {Node<mat4>}
- */
- const highpModelViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
- builder.context.isHighPrecisionModelViewMatrix = true;
- return uniform( 'mat4' ).onObjectUpdate( ( { object, camera } ) => {
- return object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- } );
- } ).once() )().toVar( 'highpModelViewMatrix' );
- /**
- * TSL object that represents the object's model normal view in `highp` precision
- * which is achieved by computing the matrix in JS and not in the shader.
- *
- * @tsl
- * @type {Node<mat3>}
- */
- const highpModelNormalViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
- const isHighPrecisionModelViewMatrix = builder.context.isHighPrecisionModelViewMatrix;
- return uniform( 'mat3' ).onObjectUpdate( ( { object, camera } ) => {
- if ( isHighPrecisionModelViewMatrix !== true ) {
- object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- }
- return object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
- } );
- } ).once() )().toVar( 'highpModelNormalViewMatrix' );
- /**
- * TSL object that represents the position attribute of the current rendered object.
- *
- * @tsl
- * @type {AttributeNode<vec3>}
- */
- const positionGeometry = /*@__PURE__*/ attribute( 'position', 'vec3' );
- /**
- * TSL object that represents the vertex position in local space of the current rendered object.
- *
- * @tsl
- * @type {AttributeNode<vec3>}
- */
- const positionLocal = /*@__PURE__*/ positionGeometry.toVarying( 'positionLocal' );
- /**
- * TSL object that represents the previous vertex position in local space of the current rendered object.
- * Used in context of {@link VelocityNode} for rendering motion vectors.
- *
- * @tsl
- * @type {AttributeNode<vec3>}
- */
- const positionPrevious = /*@__PURE__*/ positionGeometry.toVarying( 'positionPrevious' );
- /**
- * TSL object that represents the vertex position in world space of the current rendered object.
- *
- * @tsl
- * @type {VaryingNode<vec3>}
- */
- const positionWorld = /*@__PURE__*/ modelWorldMatrix.mul( positionLocal ).xyz.toVarying( 'v_positionWorld' ).context( { needsPositionReassign: true } );
- /**
- * TSL object that represents the position world direction of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const positionWorldDirection = /*@__PURE__*/ positionLocal.transformDirection( modelWorldMatrix ).toVarying( 'v_positionWorldDirection' ).normalize().toVar( 'positionWorldDirection' ).context( { needsPositionReassign: true } );
- /**
- * TSL object that represents the vertex position in view space of the current rendered object.
- *
- * @tsl
- * @type {VaryingNode<vec3>}
- */
- const positionView = /*@__PURE__*/ ( Fn( ( builder ) => {
- return builder.context.setupPositionView();
- }, 'vec3' ).once() )().toVarying( 'v_positionView' ).context( { needsPositionReassign: true } );
- /**
- * TSL object that represents the position view direction of the current rendered object.
- *
- * @tsl
- * @type {VaryingNode<vec3>}
- */
- const positionViewDirection = /*@__PURE__*/ positionView.negate().toVarying( 'v_positionViewDirection' ).normalize().toVar( 'positionViewDirection' );
- /**
- * This node can be used to evaluate whether a primitive is front or back facing.
- *
- * @augments Node
- */
- class FrontFacingNode extends Node {
- static get type() {
- return 'FrontFacingNode';
- }
- /**
- * Constructs a new front facing node.
- */
- constructor() {
- super( 'bool' );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isFrontFacingNode = true;
- }
- generate( builder ) {
- const { renderer, material } = builder;
- if ( renderer.coordinateSystem === WebGLCoordinateSystem ) {
- if ( material.side === BackSide ) {
- return 'false';
- }
- }
- return builder.getFrontFacing();
- }
- }
- /**
- * TSL object that represents whether a primitive is front or back facing
- *
- * @tsl
- * @type {FrontFacingNode<bool>}
- */
- const frontFacing = /*@__PURE__*/ nodeImmutable( FrontFacingNode );
- /**
- * TSL object that represents the front facing status as a number instead of a bool.
- * `1` means front facing, `-1` means back facing.
- *
- * @tsl
- * @type {Node<float>}
- */
- const faceDirection = /*@__PURE__*/ float( frontFacing ).mul( 2.0 ).sub( 1.0 );
- /**
- * TSL object that represents the normal attribute of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const normalGeometry = /*@__PURE__*/ attribute( 'normal', 'vec3' );
- /**
- * TSL object that represents the vertex normal in local space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const normalLocal = /*@__PURE__*/ ( Fn( ( builder ) => {
- if ( builder.geometry.hasAttribute( 'normal' ) === false ) {
- console.warn( 'THREE.TSL: Vertex attribute "normal" not found on geometry.' );
- return vec3( 0, 1, 0 );
- }
- return normalGeometry;
- }, 'vec3' ).once() )().toVar( 'normalLocal' );
- /**
- * TSL object that represents the flat vertex normal in view space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const normalFlat = /*@__PURE__*/ positionView.dFdx().cross( positionView.dFdy() ).normalize().toVar( 'normalFlat' );
- /**
- * TSL object that represents the vertex normal in view space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const normalView = /*@__PURE__*/ ( Fn( ( builder ) => {
- let node;
- if ( builder.material.flatShading === true ) {
- node = normalFlat;
- } else {
- node = varying( transformNormalToView( normalLocal ), 'v_normalView' ).normalize();
- }
- return node;
- }, 'vec3' ).once() )().toVar( 'normalView' );
- /**
- * TSL object that represents the vertex normal in world space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const normalWorld = /*@__PURE__*/ ( Fn( ( builder ) => {
- let normal = normalView.transformDirection( cameraViewMatrix );
- if ( builder.material.flatShading !== true ) {
- normal = varying( normal, 'v_normalWorld' );
- }
- return normal;
- }, 'vec3' ).once() )().normalize().toVar( 'normalWorld' );
- /**
- * TSL object that represents the transformed vertex normal in view space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const transformedNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
- // Use getUV context to avoid side effects from nodes overwriting getUV in the context (e.g. EnvironmentNode)
- let node = builder.context.setupNormal().context( { getUV: null } );
- if ( builder.material.flatShading !== true ) node = node.mul( faceDirection );
- return node;
- }, 'vec3' ).once() )().toVar( 'transformedNormalView' );
- /**
- * TSL object that represents the transformed vertex normal in world space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const transformedNormalWorld = /*@__PURE__*/ transformedNormalView.transformDirection( cameraViewMatrix ).toVar( 'transformedNormalWorld' );
- /**
- * TSL object that represents the transformed clearcoat vertex normal in view space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const transformedClearcoatNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
- // Use getUV context to avoid side effects from nodes overwriting getUV in the context (e.g. EnvironmentNode)
- let node = builder.context.setupClearcoatNormal().context( { getUV: null } );
- if ( builder.material.flatShading !== true ) node = node.mul( faceDirection );
- return node;
- }, 'vec3' ).once() )().toVar( 'transformedClearcoatNormalView' );
- /**
- * Transforms the normal with the given matrix.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} normal - The normal.
- * @param {Node<mat3>} [matrix=modelWorldMatrix] - The matrix.
- * @return {Node<vec3>} The transformed normal.
- */
- const transformNormal = /*@__PURE__*/ Fn( ( [ normal, matrix = modelWorldMatrix ] ) => {
- const m = mat3( matrix );
- const transformedNormal = normal.div( vec3( m[ 0 ].dot( m[ 0 ] ), m[ 1 ].dot( m[ 1 ] ), m[ 2 ].dot( m[ 2 ] ) ) );
- return m.mul( transformedNormal ).xyz;
- } );
- /**
- * Transforms the given normal from local to view space.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} normal - The normal.
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec3>} The transformed normal.
- */
- const transformNormalToView = /*@__PURE__*/ Fn( ( [ normal ], builder ) => {
- const modelNormalViewMatrix = builder.renderer.overrideNodes.modelNormalViewMatrix;
- if ( modelNormalViewMatrix !== null ) {
- return modelNormalViewMatrix.transformDirection( normal );
- }
- //
- const transformedNormal = modelNormalMatrix.mul( normal );
- return cameraViewMatrix.transformDirection( transformedNormal );
- } );
- const _e1$1 = /*@__PURE__*/ new Euler();
- const _m1$1 = /*@__PURE__*/ new Matrix4();
- /**
- * TSL object that represents the refraction ratio of the material used for rendering the current object.
- *
- * @tsl
- * @type {UniformNode<float>}
- */
- const materialRefractionRatio = /*@__PURE__*/ uniform( 0 ).onReference( ( { material } ) => material ).onObjectUpdate( ( { material } ) => material.refractionRatio );
- /**
- * TSL object that represents the intensity of environment maps of PBR materials.
- * When `material.envMap` is set, the value is `material.envMapIntensity` otherwise `scene.environmentIntensity`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialEnvIntensity = /*@__PURE__*/ uniform( 1 ).onReference( ( { material } ) => material ).onObjectUpdate( function ( { material, scene } ) {
- return material.envMap ? material.envMapIntensity : scene.environmentIntensity;
- } );
- /**
- * TSL object that represents the rotation of environment maps.
- * When `material.envMap` is set, the value is `material.envMapRotation`. `scene.environmentRotation` controls the
- * rotation of `scene.environment` instead.
- *
- * @tsl
- * @type {Node<mat4>}
- */
- const materialEnvRotation = /*@__PURE__*/ uniform( new Matrix4() ).onReference( function ( frame ) {
- return frame.material;
- } ).onObjectUpdate( function ( { material, scene } ) {
- const rotation = ( scene.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
- if ( rotation ) {
- _e1$1.copy( rotation );
- _m1$1.makeRotationFromEuler( _e1$1 );
- } else {
- _m1$1.identity();
- }
- return _m1$1;
- } );
- /**
- * The reflect vector in view space.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const reflectView = /*@__PURE__*/ positionViewDirection.negate().reflect( transformedNormalView );
- /**
- * The refract vector in view space.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const refractView = /*@__PURE__*/ positionViewDirection.negate().refract( transformedNormalView, materialRefractionRatio );
- /**
- * Used for sampling cube maps when using cube reflection mapping.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const reflectVector = /*@__PURE__*/ reflectView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
- /**
- * Used for sampling cube maps when using cube refraction mapping.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const refractVector = /*@__PURE__*/ refractView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
- /**
- * This type of uniform node represents a cube texture.
- *
- * @augments TextureNode
- */
- class CubeTextureNode extends TextureNode {
- static get type() {
- return 'CubeTextureNode';
- }
- /**
- * Constructs a new cube texture node.
- *
- * @param {CubeTexture} value - The cube texture.
- * @param {?Node<vec3>} [uvNode=null] - The uv node.
- * @param {?Node<int>} [levelNode=null] - The level node.
- * @param {?Node<float>} [biasNode=null] - The bias node.
- */
- constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
- super( value, uvNode, levelNode, biasNode );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCubeTextureNode = true;
- }
- /**
- * Overwrites the default implementation to return a fixed value `'cubeTexture'`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( /*builder*/ ) {
- return 'cubeTexture';
- }
- /**
- * Returns a default uvs based on the mapping type of the cube texture.
- *
- * @return {Node<vec3>} The default uv attribute.
- */
- getDefaultUV() {
- const texture = this.value;
- if ( texture.mapping === CubeReflectionMapping ) {
- return reflectVector;
- } else if ( texture.mapping === CubeRefractionMapping ) {
- return refractVector;
- } else {
- console.error( 'THREE.CubeTextureNode: Mapping "%s" not supported.', texture.mapping );
- return vec3( 0, 0, 0 );
- }
- }
- /**
- * Overwritten with an empty implementation since the `updateMatrix` flag is ignored
- * for cube textures. The uv transformation matrix is not applied to cube textures.
- *
- * @param {boolean} value - The update toggle.
- */
- setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for CubeTextureNode
- /**
- * Setups the uv node. Depending on the backend as well as the texture type, it might be necessary
- * to modify the uv node for correct sampling.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {Node} uvNode - The uv node to setup.
- * @return {Node} The updated uv node.
- */
- setupUV( builder, uvNode ) {
- const texture = this.value;
- if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem || ! texture.isRenderTargetTexture ) {
- uvNode = vec3( uvNode.x.negate(), uvNode.yz );
- }
- return materialEnvRotation.mul( uvNode );
- }
- /**
- * Generates the uv code snippet.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {Node} cubeUV - The uv node to generate code for.
- * @return {string} The generated code snippet.
- */
- generateUV( builder, cubeUV ) {
- return cubeUV.build( builder, 'vec3' );
- }
- }
- /**
- * TSL function for creating a cube texture node.
- *
- * @tsl
- * @function
- * @param {CubeTexture} value - The cube texture.
- * @param {?Node<vec3>} [uvNode=null] - The uv node.
- * @param {?Node<int>} [levelNode=null] - The level node.
- * @param {?Node<float>} [biasNode=null] - The bias node.
- * @returns {CubeTextureNode}
- */
- const cubeTexture = /*@__PURE__*/ nodeProxy( CubeTextureNode ).setParameterLength( 1, 4 ).setName( 'cubeTexture' );
- // TODO: Avoid duplicated code and ues only ReferenceBaseNode or ReferenceNode
- /**
- * This class is only relevant if the referenced property is array-like.
- * In this case, `ReferenceElementNode` allows to refer to a specific
- * element inside the data structure via an index.
- *
- * @augments ArrayElementNode
- */
- class ReferenceElementNode extends ArrayElementNode {
- static get type() {
- return 'ReferenceElementNode';
- }
- /**
- * Constructs a new reference element node.
- *
- * @param {?ReferenceNode} referenceNode - The reference node.
- * @param {Node} indexNode - The index node that defines the element access.
- */
- constructor( referenceNode, indexNode ) {
- super( referenceNode, indexNode );
- /**
- * Similar to {@link ReferenceNode#reference}, an additional
- * property references to the current node.
- *
- * @type {?ReferenceNode}
- * @default null
- */
- this.referenceNode = referenceNode;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isReferenceElementNode = true;
- }
- /**
- * This method is overwritten since the node type is inferred from
- * the uniform type of the reference node.
- *
- * @return {string} The node type.
- */
- getNodeType() {
- return this.referenceNode.uniformType;
- }
- generate( builder ) {
- const snippet = super.generate( builder );
- const arrayType = this.referenceNode.getNodeType();
- const elementType = this.getNodeType();
- return builder.format( snippet, arrayType, elementType );
- }
- }
- /**
- * This type of node establishes a reference to a property of another object.
- * In this way, the value of the node is automatically linked to the value of
- * referenced object. Reference nodes internally represent the linked value
- * as a uniform.
- *
- * @augments Node
- */
- class ReferenceNode extends Node {
- static get type() {
- return 'ReferenceNode';
- }
- /**
- * Constructs a new reference node.
- *
- * @param {string} property - The name of the property the node refers to.
- * @param {string} uniformType - The uniform type that should be used to represent the property value.
- * @param {?Object} [object=null] - The object the property belongs to.
- * @param {?number} [count=null] - When the linked property is an array-like, this parameter defines its length.
- */
- constructor( property, uniformType, object = null, count = null ) {
- super();
- /**
- * The name of the property the node refers to.
- *
- * @type {string}
- */
- this.property = property;
- /**
- * The uniform type that should be used to represent the property value.
- *
- * @type {string}
- */
- this.uniformType = uniformType;
- /**
- * The object the property belongs to.
- *
- * @type {?Object}
- * @default null
- */
- this.object = object;
- /**
- * When the linked property is an array, this parameter defines its length.
- *
- * @type {?number}
- * @default null
- */
- this.count = count;
- /**
- * The property name might have dots so nested properties can be referred.
- * The hierarchy of the names is stored inside this array.
- *
- * @type {Array<string>}
- */
- this.properties = property.split( '.' );
- /**
- * Points to the current referred object. This property exists next to {@link ReferenceNode#object}
- * since the final reference might be updated from calling code.
- *
- * @type {?Object}
- * @default null
- */
- this.reference = object;
- /**
- * The uniform node that holds the value of the reference node.
- *
- * @type {UniformNode}
- * @default null
- */
- this.node = null;
- /**
- * The uniform group of the internal uniform.
- *
- * @type {UniformGroupNode}
- * @default null
- */
- this.group = null;
- /**
- * An optional label of the internal uniform node.
- *
- * @type {?string}
- * @default null
- */
- this.name = null;
- /**
- * Overwritten since reference nodes are updated per object.
- *
- * @type {string}
- * @default 'object'
- */
- this.updateType = NodeUpdateType.OBJECT;
- }
- /**
- * When the referred property is array-like, this method can be used
- * to access elements via an index node.
- *
- * @param {IndexNode} indexNode - indexNode.
- * @return {ReferenceElementNode} A reference to an element.
- */
- element( indexNode ) {
- return nodeObject( new ReferenceElementNode( this, nodeObject( indexNode ) ) );
- }
- /**
- * Sets the uniform group for this reference node.
- *
- * @param {UniformGroupNode} group - The uniform group to set.
- * @return {ReferenceNode} A reference to this node.
- */
- setGroup( group ) {
- this.group = group;
- return this;
- }
- /**
- * Sets the label for the internal uniform.
- *
- * @param {string} name - The label to set.
- * @return {ReferenceNode} A reference to this node.
- */
- label( name ) {
- this.name = name;
- return this;
- }
- /**
- * Sets the node type which automatically defines the internal
- * uniform type.
- *
- * @param {string} uniformType - The type to set.
- */
- setNodeType( uniformType ) {
- let node = null;
- if ( this.count !== null ) {
- node = buffer( null, uniformType, this.count );
- } else if ( Array.isArray( this.getValueFromReference() ) ) {
- node = uniformArray( null, uniformType );
- } else if ( uniformType === 'texture' ) {
- node = texture( null );
- } else if ( uniformType === 'cubeTexture' ) {
- node = cubeTexture( null );
- } else {
- node = uniform( null, uniformType );
- }
- if ( this.group !== null ) {
- node.setGroup( this.group );
- }
- if ( this.name !== null ) node.label( this.name );
- this.node = node.getSelf();
- }
- /**
- * This method is overwritten since the node type is inferred from
- * the type of the reference node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- if ( this.node === null ) {
- this.updateReference( builder );
- this.updateValue();
- }
- return this.node.getNodeType( builder );
- }
- /**
- * Returns the property value from the given referred object.
- *
- * @param {Object} [object=this.reference] - The object to retrieve the property value from.
- * @return {any} The value.
- */
- getValueFromReference( object = this.reference ) {
- const { properties } = this;
- let value = object[ properties[ 0 ] ];
- for ( let i = 1; i < properties.length; i ++ ) {
- value = value[ properties[ i ] ];
- }
- return value;
- }
- /**
- * Allows to update the reference based on the given state. The state is only
- * evaluated {@link ReferenceNode#object} is not set.
- *
- * @param {(NodeFrame|NodeBuilder)} state - The current state.
- * @return {Object} The updated reference.
- */
- updateReference( state ) {
- this.reference = this.object !== null ? this.object : state.object;
- return this.reference;
- }
- /**
- * The output of the reference node is the internal uniform node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {UniformNode} The output node.
- */
- setup( /* builder */ ) {
- this.updateValue();
- return this.node;
- }
- /**
- * Overwritten to update the internal uniform value.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( /*frame*/ ) {
- this.updateValue();
- }
- /**
- * Retrieves the value from the referred object property and uses it
- * to updated the internal uniform.
- */
- updateValue() {
- if ( this.node === null ) this.setNodeType( this.uniformType );
- const value = this.getValueFromReference();
- if ( Array.isArray( value ) ) {
- this.node.array = value;
- } else {
- this.node.value = value;
- }
- }
- }
- /**
- * TSL function for creating a reference node.
- *
- * @tsl
- * @function
- * @param {string} name - The name of the property the node refers to.
- * @param {string} type - The uniform type that should be used to represent the property value.
- * @param {?Object} [object] - The object the property belongs to.
- * @returns {ReferenceNode}
- */
- const reference = ( name, type, object ) => nodeObject( new ReferenceNode( name, type, object ) );
- /**
- * TSL function for creating a reference node. Use this function if you want need a reference
- * to an array-like property that should be represented as a uniform buffer.
- *
- * @tsl
- * @function
- * @param {string} name - The name of the property the node refers to.
- * @param {string} type - The uniform type that should be used to represent the property value.
- * @param {number} count - The number of value inside the array-like object.
- * @param {Object} object - An array-like object the property belongs to.
- * @returns {ReferenceNode}
- */
- const referenceBuffer = ( name, type, count, object ) => nodeObject( new ReferenceNode( name, type, object, count ) );
- /**
- * This node is a special type of reference node which is intended
- * for linking material properties with node values.
- * ```js
- * const opacityNode = materialReference( 'opacity', 'float', material );
- * ```
- * When changing `material.opacity`, the node value of `opacityNode` will
- * automatically be updated.
- *
- * @augments ReferenceNode
- */
- class MaterialReferenceNode extends ReferenceNode {
- static get type() {
- return 'MaterialReferenceNode';
- }
- /**
- * Constructs a new material reference node.
- *
- * @param {string} property - The name of the property the node refers to.
- * @param {string} inputType - The uniform type that should be used to represent the property value.
- * @param {?Material} [material=null] - The material the property belongs to. When no material is set,
- * the node refers to the material of the current rendered object.
- */
- constructor( property, inputType, material = null ) {
- super( property, inputType, material );
- /**
- * The material the property belongs to. When no material is set,
- * the node refers to the material of the current rendered object.
- *
- * @type {?Material}
- * @default null
- */
- this.material = material;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMaterialReferenceNode = true;
- }
- /**
- * Updates the reference based on the given state. The state is only evaluated
- * {@link MaterialReferenceNode#material} is not set.
- *
- * @param {(NodeFrame|NodeBuilder)} state - The current state.
- * @return {Object} The updated reference.
- */
- updateReference( state ) {
- this.reference = this.material !== null ? this.material : state.material;
- return this.reference;
- }
- }
- /**
- * TSL function for creating a material reference node.
- *
- * @tsl
- * @function
- * @param {string} name - The name of the property the node refers to.
- * @param {string} type - The uniform type that should be used to represent the property value.
- * @param {?Material} [material=null] - The material the property belongs to.
- * When no material is set, the node refers to the material of the current rendered object.
- * @returns {MaterialReferenceNode}
- */
- const materialReference = ( name, type, material = null ) => nodeObject( new MaterialReferenceNode( name, type, material ) );
- /**
- * TSL object that represents the tangent attribute of the current rendered object.
- *
- * @tsl
- * @type {Node<vec4>}
- */
- const tangentGeometry = /*@__PURE__*/ Fn( ( builder ) => {
- if ( builder.geometry.hasAttribute( 'tangent' ) === false ) {
- builder.geometry.computeTangents();
- }
- return attribute( 'tangent', 'vec4' );
- } )();
- /**
- * TSL object that represents the vertex tangent in local space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const tangentLocal = /*@__PURE__*/ tangentGeometry.xyz.toVar( 'tangentLocal' );
- /**
- * TSL object that represents the vertex tangent in view space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const tangentView = /*@__PURE__*/ modelViewMatrix.mul( vec4( tangentLocal, 0 ) ).xyz.toVarying( 'v_tangentView' ).normalize().toVar( 'tangentView' );
- /**
- * TSL object that represents the vertex tangent in world space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const tangentWorld = /*@__PURE__*/ tangentView.transformDirection( cameraViewMatrix ).toVarying( 'v_tangentWorld' ).normalize().toVar( 'tangentWorld' );
- /**
- * TSL object that represents the transformed vertex tangent in view space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const transformedTangentView = /*@__PURE__*/ tangentView.toVar( 'transformedTangentView' );
- /**
- * TSL object that represents the transformed vertex tangent in world space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const transformedTangentWorld = /*@__PURE__*/ transformedTangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedTangentWorld' );
- /**
- * Returns the bitangent node and assigns it to a varying if the material is not flat shaded.
- *
- * @tsl
- * @private
- * @param {Node<vec3>} crossNormalTangent - The cross product of the normal and tangent vectors.
- * @param {string} varyingName - The name of the varying to assign the bitangent to.
- * @returns {Node<vec3>} The bitangent node.
- */
- const getBitangent = /*@__PURE__*/ Fn( ( [ crossNormalTangent, varyingName ], builder ) => {
- let bitangent = crossNormalTangent.mul( tangentGeometry.w ).xyz;
- if ( builder.material.flatShading !== true ) {
- bitangent = varying( crossNormalTangent, varyingName );
- }
- return bitangent;
- } ).once();
- /**
- * TSL object that represents the bitangent attribute of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const bitangentGeometry = /*@__PURE__*/ getBitangent( normalGeometry.cross( tangentGeometry ), 'v_bitangentGeometry' ).normalize().toVar( 'bitangentGeometry' );
- /**
- * TSL object that represents the vertex bitangent in local space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const bitangentLocal = /*@__PURE__*/ getBitangent( normalLocal.cross( tangentLocal ), 'v_bitangentLocal' ).normalize().toVar( 'bitangentLocal' );
- /**
- * TSL object that represents the vertex bitangent in view space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const bitangentView = getBitangent( normalView.cross( tangentView ), 'v_bitangentView' ).normalize().toVar( 'bitangentView' );
- /**
- * TSL object that represents the vertex bitangent in world space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const bitangentWorld = /*@__PURE__*/ getBitangent( normalWorld.cross( tangentWorld ), 'v_bitangentWorld' ).normalize().toVar( 'bitangentWorld' );
- /**
- * TSL object that represents the transformed vertex bitangent in view space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const transformedBitangentView = /*@__PURE__*/ getBitangent( transformedNormalView.cross( transformedTangentView ), 'v_transformedBitangentView' ).normalize().toVar( 'transformedBitangentView' );
- /**
- * TSL object that represents the transformed vertex bitangent in world space of the current rendered object.
- *
- * @tsl
- * @type {Node<vec4>}
- */
- const transformedBitangentWorld = /*@__PURE__*/ transformedBitangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedBitangentWorld' );
- /**
- * TSL object that represents the TBN matrix in view space.
- *
- * @tsl
- * @type {Node<mat3>}
- */
- const TBNViewMatrix = /*@__PURE__*/ mat3( tangentView, bitangentView, normalView );
- /**
- * TSL object that represents the parallax direction.
- *
- * @tsl
- * @type {Node<mat3>}
- */
- const parallaxDirection = /*@__PURE__*/ positionViewDirection.mul( TBNViewMatrix )/*.normalize()*/;
- /**
- * TSL function for computing parallax uv coordinates.
- *
- * @tsl
- * @function
- * @param {Node<vec2>} uv - A uv node.
- * @param {Node<vec2>} scale - A scale node.
- * @returns {Node<vec2>} Parallax uv coordinates.
- */
- const parallaxUV = ( uv, scale ) => uv.sub( parallaxDirection.mul( scale ) );
- /**
- * TSL function for computing bent normals.
- *
- * @tsl
- * @function
- * @returns {Node<vec3>} Bent normals.
- */
- const transformedBentNormalView = /*@__PURE__*/ ( () => {
- // https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy
- let bentNormal = anisotropyB.cross( positionViewDirection );
- bentNormal = bentNormal.cross( anisotropyB ).normalize();
- bentNormal = mix( bentNormal, transformedNormalView, anisotropy.mul( roughness.oneMinus() ).oneMinus().pow2().pow2() ).normalize();
- return bentNormal;
- } )();
- // Normal Mapping Without Precomputed Tangents
- // http://www.thetenthplanet.de/archives/1180
- const perturbNormal2Arb = /*@__PURE__*/ Fn( ( inputs ) => {
- const { eye_pos, surf_norm, mapN, uv } = inputs;
- const q0 = eye_pos.dFdx();
- const q1 = eye_pos.dFdy();
- const st0 = uv.dFdx();
- const st1 = uv.dFdy();
- const N = surf_norm; // normalized
- const q1perp = q1.cross( N );
- const q0perp = N.cross( q0 );
- const T = q1perp.mul( st0.x ).add( q0perp.mul( st1.x ) );
- const B = q1perp.mul( st0.y ).add( q0perp.mul( st1.y ) );
- const det = T.dot( T ).max( B.dot( B ) );
- const scale = faceDirection.mul( det.inverseSqrt() );
- return add( T.mul( mapN.x, scale ), B.mul( mapN.y, scale ), N.mul( mapN.z ) ).normalize();
- } );
- /**
- * This class can be used for applying normals maps to materials.
- *
- * ```js
- * material.normalNode = normalMap( texture( normalTex ) );
- * ```
- *
- * @augments TempNode
- */
- class NormalMapNode extends TempNode {
- static get type() {
- return 'NormalMapNode';
- }
- /**
- * Constructs a new normal map node.
- *
- * @param {Node<vec3>} node - Represents the normal map data.
- * @param {?Node<vec2>} [scaleNode=null] - Controls the intensity of the effect.
- */
- constructor( node, scaleNode = null ) {
- super( 'vec3' );
- /**
- * Represents the normal map data.
- *
- * @type {Node<vec3>}
- */
- this.node = node;
- /**
- * Controls the intensity of the effect.
- *
- * @type {?Node<vec2>}
- * @default null
- */
- this.scaleNode = scaleNode;
- /**
- * The normal map type.
- *
- * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
- * @default TangentSpaceNormalMap
- */
- this.normalMapType = TangentSpaceNormalMap;
- }
- setup( builder ) {
- const { normalMapType, scaleNode } = this;
- let normalMap = this.node.mul( 2.0 ).sub( 1.0 );
- if ( scaleNode !== null ) {
- normalMap = vec3( normalMap.xy.mul( scaleNode ), normalMap.z );
- }
- let outputNode = null;
- if ( normalMapType === ObjectSpaceNormalMap ) {
- outputNode = transformNormalToView( normalMap );
- } else if ( normalMapType === TangentSpaceNormalMap ) {
- const tangent = builder.hasGeometryAttribute( 'tangent' );
- if ( tangent === true ) {
- outputNode = TBNViewMatrix.mul( normalMap ).normalize();
- } else {
- outputNode = perturbNormal2Arb( {
- eye_pos: positionView,
- surf_norm: normalView,
- mapN: normalMap,
- uv: uv()
- } );
- }
- }
- return outputNode;
- }
- }
- /**
- * TSL function for creating a normal map node.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} node - Represents the normal map data.
- * @param {?Node<vec2>} [scaleNode=null] - Controls the intensity of the effect.
- * @returns {NormalMapNode}
- */
- const normalMap = /*@__PURE__*/ nodeProxy( NormalMapNode ).setParameterLength( 1, 2 );
- // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
- // https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
- const dHdxy_fwd = Fn( ( { textureNode, bumpScale } ) => {
- // It's used to preserve the same TextureNode instance
- const sampleTexture = ( callback ) => textureNode.cache().context( { getUV: ( texNode ) => callback( texNode.uvNode || uv() ), forceUVContext: true } );
- const Hll = float( sampleTexture( ( uvNode ) => uvNode ) );
- return vec2(
- float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdx() ) ) ).sub( Hll ),
- float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdy() ) ) ).sub( Hll )
- ).mul( bumpScale );
- } );
- // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
- const perturbNormalArb = Fn( ( inputs ) => {
- const { surf_pos, surf_norm, dHdxy } = inputs;
- // normalize is done to ensure that the bump map looks the same regardless of the texture's scale
- const vSigmaX = surf_pos.dFdx().normalize();
- const vSigmaY = surf_pos.dFdy().normalize();
- const vN = surf_norm; // normalized
- const R1 = vSigmaY.cross( vN );
- const R2 = vN.cross( vSigmaX );
- const fDet = vSigmaX.dot( R1 ).mul( faceDirection );
- const vGrad = fDet.sign().mul( dHdxy.x.mul( R1 ).add( dHdxy.y.mul( R2 ) ) );
- return fDet.abs().mul( surf_norm ).sub( vGrad ).normalize();
- } );
- /**
- * This class can be used for applying bump maps to materials.
- *
- * ```js
- * material.normalNode = bumpMap( texture( bumpTex ) );
- * ```
- *
- * @augments TempNode
- */
- class BumpMapNode extends TempNode {
- static get type() {
- return 'BumpMapNode';
- }
- /**
- * Constructs a new bump map node.
- *
- * @param {Node<float>} textureNode - Represents the bump map data.
- * @param {?Node<float>} [scaleNode=null] - Controls the intensity of the bump effect.
- */
- constructor( textureNode, scaleNode = null ) {
- super( 'vec3' );
- /**
- * Represents the bump map data.
- *
- * @type {Node<float>}
- */
- this.textureNode = textureNode;
- /**
- * Controls the intensity of the bump effect.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.scaleNode = scaleNode;
- }
- setup() {
- const bumpScale = this.scaleNode !== null ? this.scaleNode : 1;
- const dHdxy = dHdxy_fwd( { textureNode: this.textureNode, bumpScale } );
- return perturbNormalArb( {
- surf_pos: positionView,
- surf_norm: normalView,
- dHdxy
- } );
- }
- }
- /**
- * TSL function for creating a bump map node.
- *
- * @tsl
- * @function
- * @param {Node<float>} textureNode - Represents the bump map data.
- * @param {?Node<float>} [scaleNode=null] - Controls the intensity of the bump effect.
- * @returns {BumpMapNode}
- */
- const bumpMap = /*@__PURE__*/ nodeProxy( BumpMapNode ).setParameterLength( 1, 2 );
- const _propertyCache = new Map();
- /**
- * This class should simplify the node access to material properties.
- * It internal uses reference nodes to make sure changes to material
- * properties are automatically reflected to predefined TSL objects
- * like e.g. `materialColor`.
- *
- * @augments Node
- */
- class MaterialNode extends Node {
- static get type() {
- return 'MaterialNode';
- }
- /**
- * Constructs a new material node.
- *
- * @param {string} scope - The scope defines what kind of material property is referred by the node.
- */
- constructor( scope ) {
- super();
- /**
- * The scope defines what material property is referred by the node.
- *
- * @type {string}
- */
- this.scope = scope;
- }
- /**
- * Returns a cached reference node for the given property and type.
- *
- * @param {string} property - The name of the material property.
- * @param {string} type - The uniform type of the property.
- * @return {MaterialReferenceNode} A material reference node representing the property access.
- */
- getCache( property, type ) {
- let node = _propertyCache.get( property );
- if ( node === undefined ) {
- node = materialReference( property, type );
- _propertyCache.set( property, node );
- }
- return node;
- }
- /**
- * Returns a float-typed material reference node for the given property name.
- *
- * @param {string} property - The name of the material property.
- * @return {MaterialReferenceNode<float>} A material reference node representing the property access.
- */
- getFloat( property ) {
- return this.getCache( property, 'float' );
- }
- /**
- * Returns a color-typed material reference node for the given property name.
- *
- * @param {string} property - The name of the material property.
- * @return {MaterialReferenceNode<color>} A material reference node representing the property access.
- */
- getColor( property ) {
- return this.getCache( property, 'color' );
- }
- /**
- * Returns a texture-typed material reference node for the given property name.
- *
- * @param {string} property - The name of the material property.
- * @return {MaterialReferenceNode} A material reference node representing the property access.
- */
- getTexture( property ) {
- return this.getCache( property === 'map' ? 'map' : property + 'Map', 'texture' );
- }
- /**
- * The node setup is done depending on the selected scope. Multiple material properties
- * might be grouped into a single node composition if they logically belong together.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node} The node representing the selected scope.
- */
- setup( builder ) {
- const material = builder.context.material;
- const scope = this.scope;
- let node = null;
- if ( scope === MaterialNode.COLOR ) {
- const colorNode = material.color !== undefined ? this.getColor( scope ) : vec3();
- if ( material.map && material.map.isTexture === true ) {
- node = colorNode.mul( this.getTexture( 'map' ) );
- } else {
- node = colorNode;
- }
- } else if ( scope === MaterialNode.OPACITY ) {
- const opacityNode = this.getFloat( scope );
- if ( material.alphaMap && material.alphaMap.isTexture === true ) {
- node = opacityNode.mul( this.getTexture( 'alpha' ) );
- } else {
- node = opacityNode;
- }
- } else if ( scope === MaterialNode.SPECULAR_STRENGTH ) {
- if ( material.specularMap && material.specularMap.isTexture === true ) {
- node = this.getTexture( 'specular' ).r;
- } else {
- node = float( 1 );
- }
- } else if ( scope === MaterialNode.SPECULAR_INTENSITY ) {
- const specularIntensityNode = this.getFloat( scope );
- if ( material.specularIntensityMap && material.specularIntensityMap.isTexture === true ) {
- node = specularIntensityNode.mul( this.getTexture( scope ).a );
- } else {
- node = specularIntensityNode;
- }
- } else if ( scope === MaterialNode.SPECULAR_COLOR ) {
- const specularColorNode = this.getColor( scope );
- if ( material.specularColorMap && material.specularColorMap.isTexture === true ) {
- node = specularColorNode.mul( this.getTexture( scope ).rgb );
- } else {
- node = specularColorNode;
- }
- } else if ( scope === MaterialNode.ROUGHNESS ) { // TODO: cleanup similar branches
- const roughnessNode = this.getFloat( scope );
- if ( material.roughnessMap && material.roughnessMap.isTexture === true ) {
- node = roughnessNode.mul( this.getTexture( scope ).g );
- } else {
- node = roughnessNode;
- }
- } else if ( scope === MaterialNode.METALNESS ) {
- const metalnessNode = this.getFloat( scope );
- if ( material.metalnessMap && material.metalnessMap.isTexture === true ) {
- node = metalnessNode.mul( this.getTexture( scope ).b );
- } else {
- node = metalnessNode;
- }
- } else if ( scope === MaterialNode.EMISSIVE ) {
- const emissiveIntensityNode = this.getFloat( 'emissiveIntensity' );
- const emissiveNode = this.getColor( scope ).mul( emissiveIntensityNode );
- if ( material.emissiveMap && material.emissiveMap.isTexture === true ) {
- node = emissiveNode.mul( this.getTexture( scope ) );
- } else {
- node = emissiveNode;
- }
- } else if ( scope === MaterialNode.NORMAL ) {
- if ( material.normalMap ) {
- node = normalMap( this.getTexture( 'normal' ), this.getCache( 'normalScale', 'vec2' ) );
- node.normalMapType = material.normalMapType;
- } else if ( material.bumpMap ) {
- node = bumpMap( this.getTexture( 'bump' ).r, this.getFloat( 'bumpScale' ) );
- } else {
- node = normalView;
- }
- } else if ( scope === MaterialNode.CLEARCOAT ) {
- const clearcoatNode = this.getFloat( scope );
- if ( material.clearcoatMap && material.clearcoatMap.isTexture === true ) {
- node = clearcoatNode.mul( this.getTexture( scope ).r );
- } else {
- node = clearcoatNode;
- }
- } else if ( scope === MaterialNode.CLEARCOAT_ROUGHNESS ) {
- const clearcoatRoughnessNode = this.getFloat( scope );
- if ( material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true ) {
- node = clearcoatRoughnessNode.mul( this.getTexture( scope ).r );
- } else {
- node = clearcoatRoughnessNode;
- }
- } else if ( scope === MaterialNode.CLEARCOAT_NORMAL ) {
- if ( material.clearcoatNormalMap ) {
- node = normalMap( this.getTexture( scope ), this.getCache( scope + 'Scale', 'vec2' ) );
- } else {
- node = normalView;
- }
- } else if ( scope === MaterialNode.SHEEN ) {
- const sheenNode = this.getColor( 'sheenColor' ).mul( this.getFloat( 'sheen' ) ); // Move this mul() to CPU
- if ( material.sheenColorMap && material.sheenColorMap.isTexture === true ) {
- node = sheenNode.mul( this.getTexture( 'sheenColor' ).rgb );
- } else {
- node = sheenNode;
- }
- } else if ( scope === MaterialNode.SHEEN_ROUGHNESS ) {
- const sheenRoughnessNode = this.getFloat( scope );
- if ( material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true ) {
- node = sheenRoughnessNode.mul( this.getTexture( scope ).a );
- } else {
- node = sheenRoughnessNode;
- }
- node = node.clamp( 0.07, 1.0 );
- } else if ( scope === MaterialNode.ANISOTROPY ) {
- if ( material.anisotropyMap && material.anisotropyMap.isTexture === true ) {
- const anisotropyPolar = this.getTexture( scope );
- const anisotropyMat = mat2( materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x );
- node = anisotropyMat.mul( anisotropyPolar.rg.mul( 2.0 ).sub( vec2( 1.0 ) ).normalize().mul( anisotropyPolar.b ) );
- } else {
- node = materialAnisotropyVector;
- }
- } else if ( scope === MaterialNode.IRIDESCENCE_THICKNESS ) {
- const iridescenceThicknessMaximum = reference( '1', 'float', material.iridescenceThicknessRange );
- if ( material.iridescenceThicknessMap ) {
- const iridescenceThicknessMinimum = reference( '0', 'float', material.iridescenceThicknessRange );
- node = iridescenceThicknessMaximum.sub( iridescenceThicknessMinimum ).mul( this.getTexture( scope ).g ).add( iridescenceThicknessMinimum );
- } else {
- node = iridescenceThicknessMaximum;
- }
- } else if ( scope === MaterialNode.TRANSMISSION ) {
- const transmissionNode = this.getFloat( scope );
- if ( material.transmissionMap ) {
- node = transmissionNode.mul( this.getTexture( scope ).r );
- } else {
- node = transmissionNode;
- }
- } else if ( scope === MaterialNode.THICKNESS ) {
- const thicknessNode = this.getFloat( scope );
- if ( material.thicknessMap ) {
- node = thicknessNode.mul( this.getTexture( scope ).g );
- } else {
- node = thicknessNode;
- }
- } else if ( scope === MaterialNode.IOR ) {
- node = this.getFloat( scope );
- } else if ( scope === MaterialNode.LIGHT_MAP ) {
- node = this.getTexture( scope ).rgb.mul( this.getFloat( 'lightMapIntensity' ) );
- } else if ( scope === MaterialNode.AO ) {
- node = this.getTexture( scope ).r.sub( 1.0 ).mul( this.getFloat( 'aoMapIntensity' ) ).add( 1.0 );
- } else {
- const outputType = this.getNodeType( builder );
- node = this.getCache( scope, outputType );
- }
- return node;
- }
- }
- MaterialNode.ALPHA_TEST = 'alphaTest';
- MaterialNode.COLOR = 'color';
- MaterialNode.OPACITY = 'opacity';
- MaterialNode.SHININESS = 'shininess';
- MaterialNode.SPECULAR = 'specular';
- MaterialNode.SPECULAR_STRENGTH = 'specularStrength';
- MaterialNode.SPECULAR_INTENSITY = 'specularIntensity';
- MaterialNode.SPECULAR_COLOR = 'specularColor';
- MaterialNode.REFLECTIVITY = 'reflectivity';
- MaterialNode.ROUGHNESS = 'roughness';
- MaterialNode.METALNESS = 'metalness';
- MaterialNode.NORMAL = 'normal';
- MaterialNode.CLEARCOAT = 'clearcoat';
- MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness';
- MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal';
- MaterialNode.EMISSIVE = 'emissive';
- MaterialNode.ROTATION = 'rotation';
- MaterialNode.SHEEN = 'sheen';
- MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness';
- MaterialNode.ANISOTROPY = 'anisotropy';
- MaterialNode.IRIDESCENCE = 'iridescence';
- MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR';
- MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness';
- MaterialNode.IOR = 'ior';
- MaterialNode.TRANSMISSION = 'transmission';
- MaterialNode.THICKNESS = 'thickness';
- MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance';
- MaterialNode.ATTENUATION_COLOR = 'attenuationColor';
- MaterialNode.LINE_SCALE = 'scale';
- MaterialNode.LINE_DASH_SIZE = 'dashSize';
- MaterialNode.LINE_GAP_SIZE = 'gapSize';
- MaterialNode.LINE_WIDTH = 'linewidth';
- MaterialNode.LINE_DASH_OFFSET = 'dashOffset';
- MaterialNode.POINT_SIZE = 'size';
- MaterialNode.DISPERSION = 'dispersion';
- MaterialNode.LIGHT_MAP = 'light';
- MaterialNode.AO = 'ao';
- /**
- * TSL object that represents alpha test of the current material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialAlphaTest = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ALPHA_TEST );
- /**
- * TSL object that represents the diffuse color of the current material.
- * The value is composed via `color` * `map`.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const materialColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.COLOR );
- /**
- * TSL object that represents the shininess of the current material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialShininess = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHININESS );
- /**
- * TSL object that represents the emissive color of the current material.
- * The value is composed via `emissive` * `emissiveIntensity` * `emissiveMap`.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const materialEmissive = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.EMISSIVE );
- /**
- * TSL object that represents the opacity of the current material.
- * The value is composed via `opacity` * `alphaMap`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialOpacity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.OPACITY );
- /**
- * TSL object that represents the specular of the current material.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const materialSpecular = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR );
- /**
- * TSL object that represents the specular intensity of the current material.
- * The value is composed via `specularIntensity` * `specularMap.a`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialSpecularIntensity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_INTENSITY );
- /**
- * TSL object that represents the specular color of the current material.
- * The value is composed via `specularColor` * `specularMap.rgb`.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const materialSpecularColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_COLOR );
- /**
- * TSL object that represents the specular strength of the current material.
- * The value is composed via `specularMap.r`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialSpecularStrength = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_STRENGTH );
- /**
- * TSL object that represents the reflectivity of the current material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialReflectivity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.REFLECTIVITY );
- /**
- * TSL object that represents the roughness of the current material.
- * The value is composed via `roughness` * `roughnessMap.g`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROUGHNESS );
- /**
- * TSL object that represents the metalness of the current material.
- * The value is composed via `metalness` * `metalnessMap.b`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialMetalness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.METALNESS );
- /**
- * TSL object that represents the normal of the current material.
- * The value will be either `normalMap` * `normalScale`, `bumpMap` * `bumpScale` or `normalView`.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const materialNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.NORMAL );
- /**
- * TSL object that represents the clearcoat of the current material.
- * The value is composed via `clearcoat` * `clearcoatMap.r`
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialClearcoat = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT );
- /**
- * TSL object that represents the clearcoat roughness of the current material.
- * The value is composed via `clearcoatRoughness` * `clearcoatRoughnessMap.r`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialClearcoatRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS );
- /**
- * TSL object that represents the clearcoat normal of the current material.
- * The value will be either `clearcoatNormalMap` or `normalView`.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const materialClearcoatNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_NORMAL );
- /**
- * TSL object that represents the rotation of the current sprite material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialRotation = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROTATION );
- /**
- * TSL object that represents the sheen color of the current material.
- * The value is composed via `sheen` * `sheenColor` * `sheenColorMap`.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const materialSheen = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN );
- /**
- * TSL object that represents the sheen roughness of the current material.
- * The value is composed via `sheenRoughness` * `sheenRoughnessMap.a`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialSheenRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS );
- /**
- * TSL object that represents the anisotropy of the current material.
- *
- * @tsl
- * @type {Node<vec2>}
- */
- const materialAnisotropy = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ANISOTROPY );
- /**
- * TSL object that represents the iridescence of the current material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialIridescence = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE );
- /**
- * TSL object that represents the iridescence IOR of the current material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialIridescenceIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_IOR );
- /**
- * TSL object that represents the iridescence thickness of the current material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialIridescenceThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS );
- /**
- * TSL object that represents the transmission of the current material.
- * The value is composed via `transmission` * `transmissionMap.r`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialTransmission = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.TRANSMISSION );
- /**
- * TSL object that represents the thickness of the current material.
- * The value is composed via `thickness` * `thicknessMap.g`.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.THICKNESS );
- /**
- * TSL object that represents the IOR of the current material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IOR );
- /**
- * TSL object that represents the attenuation distance of the current material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialAttenuationDistance = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_DISTANCE );
- /**
- * TSL object that represents the attenuation color of the current material.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const materialAttenuationColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_COLOR );
- /**
- * TSL object that represents the scale of the current dashed line material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialLineScale = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_SCALE );
- /**
- * TSL object that represents the dash size of the current dashed line material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialLineDashSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_SIZE );
- /**
- * TSL object that represents the gap size of the current dashed line material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialLineGapSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_GAP_SIZE );
- /**
- * TSL object that represents the line width of the current line material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialLineWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_WIDTH );
- /**
- * TSL object that represents the dash offset of the current line material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialLineDashOffset = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_OFFSET );
- /**
- * TSL object that represents the point size of the current points material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialPointSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.POINT_SIZE );
- /**
- * TSL object that represents the dispersion of the current material.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialDispersion = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.DISPERSION );
- /**
- * TSL object that represents the light map of the current material.
- * The value is composed via `lightMapIntensity` * `lightMap.rgb`.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const materialLightMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LIGHT_MAP );
- /**
- * TSL object that represents the ambient occlusion map of the current material.
- * The value is composed via `aoMap.r` - 1 * `aoMapIntensity` + 1.
- *
- * @tsl
- * @type {Node<float>}
- */
- const materialAO = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.AO );
- /**
- * TSL object that represents the anisotropy vector of the current material.
- *
- * @tsl
- * @type {Node<vec2>}
- */
- const materialAnisotropyVector = /*@__PURE__*/ uniform( new Vector2() ).onReference( function ( frame ) {
- return frame.material;
- } ).onRenderUpdate( function ( { material } ) {
- this.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );
- } );
- /**
- * TSL object that represents the position in clip space after the model-view-projection transform of the current rendered object.
- *
- * @tsl
- * @type {VaryingNode<vec4>}
- */
- const modelViewProjection = /*@__PURE__*/ ( Fn( ( builder ) => {
- return builder.context.setupModelViewProjection();
- }, 'vec4' ).once() )().toVarying( 'v_modelViewProjection' );
- /**
- * This class represents shader indices of different types. The following predefined node
- * objects cover frequent use cases:
- *
- * - `vertexIndex`: The index of a vertex within a mesh.
- * - `instanceIndex`: The index of either a mesh instance or an invocation of a compute shader.
- * - `drawIndex`: The index of a draw call.
- * - `invocationLocalIndex`: The index of a compute invocation within the scope of a workgroup load.
- * - `invocationSubgroupIndex`: The index of a compute invocation within the scope of a subgroup.
- * - `subgroupIndex`: The index of the subgroup the current compute invocation belongs to.
- *
- * @augments Node
- */
- class IndexNode extends Node {
- static get type() {
- return 'IndexNode';
- }
- /**
- * Constructs a new index node.
- *
- * @param {('vertex'|'instance'|'subgroup'|'invocationLocal'|'invocationSubgroup'|'draw')} scope - The scope of the index node.
- */
- constructor( scope ) {
- super( 'uint' );
- /**
- * The scope of the index node.
- *
- * @type {string}
- */
- this.scope = scope;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isIndexNode = true;
- }
- generate( builder ) {
- const nodeType = this.getNodeType( builder );
- const scope = this.scope;
- let propertyName;
- if ( scope === IndexNode.VERTEX ) {
- propertyName = builder.getVertexIndex();
- } else if ( scope === IndexNode.INSTANCE ) {
- propertyName = builder.getInstanceIndex();
- } else if ( scope === IndexNode.DRAW ) {
- propertyName = builder.getDrawIndex();
- } else if ( scope === IndexNode.INVOCATION_LOCAL ) {
- propertyName = builder.getInvocationLocalIndex();
- } else if ( scope === IndexNode.INVOCATION_SUBGROUP ) {
- propertyName = builder.getInvocationSubgroupIndex();
- } else if ( scope === IndexNode.SUBGROUP ) {
- propertyName = builder.getSubgroupIndex();
- } else {
- throw new Error( 'THREE.IndexNode: Unknown scope: ' + scope );
- }
- let output;
- if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
- output = propertyName;
- } else {
- const nodeVarying = varying( this );
- output = nodeVarying.build( builder, nodeType );
- }
- return output;
- }
- }
- IndexNode.VERTEX = 'vertex';
- IndexNode.INSTANCE = 'instance';
- IndexNode.SUBGROUP = 'subgroup';
- IndexNode.INVOCATION_LOCAL = 'invocationLocal';
- IndexNode.INVOCATION_SUBGROUP = 'invocationSubgroup';
- IndexNode.DRAW = 'draw';
- /**
- * TSL object that represents the index of a vertex within a mesh.
- *
- * @tsl
- * @type {IndexNode}
- */
- const vertexIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.VERTEX );
- /**
- * TSL object that represents the index of either a mesh instance or an invocation of a compute shader.
- *
- * @tsl
- * @type {IndexNode}
- */
- const instanceIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INSTANCE );
- /**
- * TSL object that represents the index of the subgroup the current compute invocation belongs to.
- *
- * @tsl
- * @type {IndexNode}
- */
- const subgroupIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.SUBGROUP );
- /**
- * TSL object that represents the index of a compute invocation within the scope of a subgroup.
- *
- * @tsl
- * @type {IndexNode}
- */
- const invocationSubgroupIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_SUBGROUP );
- /**
- * TSL object that represents the index of a compute invocation within the scope of a workgroup load.
- *
- * @tsl
- * @type {IndexNode}
- */
- const invocationLocalIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_LOCAL );
- /**
- * TSL object that represents the index of a draw call.
- *
- * @tsl
- * @type {IndexNode}
- */
- const drawIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.DRAW );
- /**
- * This node implements the vertex shader logic which is required
- * when rendering 3D objects via instancing. The code makes sure
- * vertex positions, normals and colors can be modified via instanced
- * data.
- *
- * @augments Node
- */
- class InstanceNode extends Node {
- static get type() {
- return 'InstanceNode';
- }
- /**
- * Constructs a new instance node.
- *
- * @param {number} count - The number of instances.
- * @param {InstancedBufferAttribute} instanceMatrix - Instanced buffer attribute representing the instance transformations.
- * @param {?InstancedBufferAttribute} instanceColor - Instanced buffer attribute representing the instance colors.
- */
- constructor( count, instanceMatrix, instanceColor = null ) {
- super( 'void' );
- /**
- * The number of instances.
- *
- * @type {number}
- */
- this.count = count;
- /**
- * Instanced buffer attribute representing the transformation of instances.
- *
- * @type {InstancedBufferAttribute}
- */
- this.instanceMatrix = instanceMatrix;
- /**
- * Instanced buffer attribute representing the color of instances.
- *
- * @type {InstancedBufferAttribute}
- */
- this.instanceColor = instanceColor;
- /**
- * The node that represents the instance matrix data.
- *
- * @type {?Node}
- */
- this.instanceMatrixNode = null;
- /**
- * The node that represents the instance color data.
- *
- * @type {?Node}
- * @default null
- */
- this.instanceColorNode = null;
- /**
- * The update type is set to `frame` since an update
- * of instanced buffer data must be checked per frame.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateType = NodeUpdateType.FRAME;
- /**
- * A reference to a buffer that is used by `instanceMatrixNode`.
- *
- * @type {?InstancedInterleavedBuffer}
- */
- this.buffer = null;
- /**
- * A reference to a buffer that is used by `instanceColorNode`.
- *
- * @type {?InstancedBufferAttribute}
- */
- this.bufferColor = null;
- }
- /**
- * Setups the internal buffers and nodes and assigns the transformed vertex data
- * to predefined node variables for accumulation. That follows the same patterns
- * like with morph and skinning nodes.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setup( builder ) {
- const { count, instanceMatrix, instanceColor } = this;
- let { instanceMatrixNode, instanceColorNode } = this;
- if ( instanceMatrixNode === null ) {
- // Both WebGPU and WebGL backends have UBO max limited to 64kb. Matrix count number bigger than 1000 ( 16 * 4 * 1000 = 64kb ) will fallback to attribute.
- if ( count <= 1000 ) {
- instanceMatrixNode = buffer( instanceMatrix.array, 'mat4', Math.max( count, 1 ) ).element( instanceIndex );
- } else {
- const buffer = new InstancedInterleavedBuffer( instanceMatrix.array, 16, 1 );
- this.buffer = buffer;
- const bufferFn = instanceMatrix.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
- const instanceBuffers = [
- // F.Signature -> bufferAttribute( array, type, stride, offset )
- bufferFn( buffer, 'vec4', 16, 0 ),
- bufferFn( buffer, 'vec4', 16, 4 ),
- bufferFn( buffer, 'vec4', 16, 8 ),
- bufferFn( buffer, 'vec4', 16, 12 )
- ];
- instanceMatrixNode = mat4( ...instanceBuffers );
- }
- this.instanceMatrixNode = instanceMatrixNode;
- }
- if ( instanceColor && instanceColorNode === null ) {
- const buffer = new InstancedBufferAttribute( instanceColor.array, 3 );
- const bufferFn = instanceColor.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
- this.bufferColor = buffer;
- instanceColorNode = vec3( bufferFn( buffer, 'vec3', 3, 0 ) );
- this.instanceColorNode = instanceColorNode;
- }
- // POSITION
- const instancePosition = instanceMatrixNode.mul( positionLocal ).xyz;
- positionLocal.assign( instancePosition );
- // NORMAL
- if ( builder.hasGeometryAttribute( 'normal' ) ) {
- const instanceNormal = transformNormal( normalLocal, instanceMatrixNode );
- // ASSIGNS
- normalLocal.assign( instanceNormal );
- }
- // COLOR
- if ( this.instanceColorNode !== null ) {
- varyingProperty( 'vec3', 'vInstanceColor' ).assign( this.instanceColorNode );
- }
- }
- /**
- * Checks if the internal buffers required an update.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- update( /*frame*/ ) {
- if ( this.instanceMatrix.usage !== DynamicDrawUsage && this.buffer !== null && this.instanceMatrix.version !== this.buffer.version ) {
- this.buffer.version = this.instanceMatrix.version;
- }
- if ( this.instanceColor && this.instanceColor.usage !== DynamicDrawUsage && this.bufferColor !== null && this.instanceColor.version !== this.bufferColor.version ) {
- this.bufferColor.version = this.instanceColor.version;
- }
- }
- }
- /**
- * TSL function for creating an instance node.
- *
- * @tsl
- * @function
- * @param {number} count - The number of instances.
- * @param {InstancedBufferAttribute} instanceMatrix - Instanced buffer attribute representing the instance transformations.
- * @param {?InstancedBufferAttribute} instanceColor - Instanced buffer attribute representing the instance colors.
- * @returns {InstanceNode}
- */
- const instance = /*@__PURE__*/ nodeProxy( InstanceNode ).setParameterLength( 2, 3 );
- /**
- * This is a special version of `InstanceNode` which requires the usage of {@link InstancedMesh}.
- * It allows an easier setup of the instance node.
- *
- * @augments InstanceNode
- */
- class InstancedMeshNode extends InstanceNode {
- static get type() {
- return 'InstancedMeshNode';
- }
- /**
- * Constructs a new instanced mesh node.
- *
- * @param {InstancedMesh} instancedMesh - The instanced mesh.
- */
- constructor( instancedMesh ) {
- const { count, instanceMatrix, instanceColor } = instancedMesh;
- super( count, instanceMatrix, instanceColor );
- /**
- * A reference to the instanced mesh.
- *
- * @type {InstancedMesh}
- */
- this.instancedMesh = instancedMesh;
- }
- }
- /**
- * TSL function for creating an instanced mesh node.
- *
- * @tsl
- * @function
- * @param {InstancedMesh} instancedMesh - The instancedMesh.
- * @returns {InstancedMeshNode}
- */
- const instancedMesh = /*@__PURE__*/ nodeProxy( InstancedMeshNode ).setParameterLength( 1 );
- /**
- * This node implements the vertex shader logic which is required
- * when rendering 3D objects via batching. `BatchNode` must be used
- * with instances of {@link BatchedMesh}.
- *
- * @augments Node
- */
- class BatchNode extends Node {
- static get type() {
- return 'BatchNode';
- }
- /**
- * Constructs a new batch node.
- *
- * @param {BatchedMesh} batchMesh - A reference to batched mesh.
- */
- constructor( batchMesh ) {
- super( 'void' );
- /**
- * A reference to batched mesh.
- *
- * @type {BatchedMesh}
- */
- this.batchMesh = batchMesh;
- /**
- * The batching index node.
- *
- * @type {?IndexNode}
- * @default null
- */
- this.batchingIdNode = null;
- }
- /**
- * Setups the internal buffers and nodes and assigns the transformed vertex data
- * to predefined node variables for accumulation. That follows the same patterns
- * like with morph and skinning nodes.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setup( builder ) {
- if ( this.batchingIdNode === null ) {
- if ( builder.getDrawIndex() === null ) {
- this.batchingIdNode = instanceIndex;
- } else {
- this.batchingIdNode = drawIndex;
- }
- }
- const getIndirectIndex = Fn( ( [ id ] ) => {
- const size = int( textureSize( textureLoad( this.batchMesh._indirectTexture ), 0 ).x );
- const x = int( id ).mod( size );
- const y = int( id ).div( size );
- return textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x;
- } ).setLayout( {
- name: 'getIndirectIndex',
- type: 'uint',
- inputs: [
- { name: 'id', type: 'int' }
- ]
- } );
- const indirectId = getIndirectIndex( int( this.batchingIdNode ) );
- const matricesTexture = this.batchMesh._matricesTexture;
- const size = int( textureSize( textureLoad( matricesTexture ), 0 ).x );
- const j = float( indirectId ).mul( 4 ).toInt().toVar();
- const x = j.mod( size );
- const y = j.div( size );
- const batchingMatrix = mat4(
- textureLoad( matricesTexture, ivec2( x, y ) ),
- textureLoad( matricesTexture, ivec2( x.add( 1 ), y ) ),
- textureLoad( matricesTexture, ivec2( x.add( 2 ), y ) ),
- textureLoad( matricesTexture, ivec2( x.add( 3 ), y ) )
- );
- const colorsTexture = this.batchMesh._colorsTexture;
- if ( colorsTexture !== null ) {
- const getBatchingColor = Fn( ( [ id ] ) => {
- const size = int( textureSize( textureLoad( colorsTexture ), 0 ).x );
- const j = id;
- const x = j.mod( size );
- const y = j.div( size );
- return textureLoad( colorsTexture, ivec2( x, y ) ).rgb;
- } ).setLayout( {
- name: 'getBatchingColor',
- type: 'vec3',
- inputs: [
- { name: 'id', type: 'int' }
- ]
- } );
- const color = getBatchingColor( indirectId );
- varyingProperty( 'vec3', 'vBatchColor' ).assign( color );
- }
- const bm = mat3( batchingMatrix );
- positionLocal.assign( batchingMatrix.mul( positionLocal ) );
- const transformedNormal = normalLocal.div( vec3( bm[ 0 ].dot( bm[ 0 ] ), bm[ 1 ].dot( bm[ 1 ] ), bm[ 2 ].dot( bm[ 2 ] ) ) );
- const batchingNormal = bm.mul( transformedNormal ).xyz;
- normalLocal.assign( batchingNormal );
- if ( builder.hasGeometryAttribute( 'tangent' ) ) {
- tangentLocal.mulAssign( bm );
- }
- }
- }
- /**
- * TSL function for creating a batch node.
- *
- * @tsl
- * @function
- * @param {BatchedMesh} batchMesh - A reference to batched mesh.
- * @returns {BatchNode}
- */
- const batch = /*@__PURE__*/ nodeProxy( BatchNode ).setParameterLength( 1 );
- /**
- * This class enables element access on instances of {@link StorageBufferNode}.
- * In most cases, it is indirectly used when accessing elements with the
- * {@link StorageBufferNode#element} method.
- *
- * ```js
- * const position = positionStorage.element( instanceIndex );
- * ```
- *
- * @augments ArrayElementNode
- */
- class StorageArrayElementNode extends ArrayElementNode {
- static get type() {
- return 'StorageArrayElementNode';
- }
- /**
- * Constructs storage buffer element node.
- *
- * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
- * @param {Node} indexNode - The index node that defines the element access.
- */
- constructor( storageBufferNode, indexNode ) {
- super( storageBufferNode, indexNode );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isStorageArrayElementNode = true;
- }
- /**
- * The storage buffer node.
- *
- * @param {Node} value
- * @type {StorageBufferNode}
- */
- set storageBufferNode( value ) {
- this.node = value;
- }
- get storageBufferNode() {
- return this.node;
- }
- getMemberType( builder, name ) {
- const structTypeNode = this.storageBufferNode.structTypeNode;
- if ( structTypeNode ) {
- return structTypeNode.getMemberType( builder, name );
- }
- return 'void';
- }
- setup( builder ) {
- if ( builder.isAvailable( 'storageBuffer' ) === false ) {
- if ( this.node.isPBO === true ) {
- builder.setupPBO( this.node );
- }
- }
- return super.setup( builder );
- }
- generate( builder, output ) {
- let snippet;
- const isAssignContext = builder.context.assign;
- //
- if ( builder.isAvailable( 'storageBuffer' ) === false ) {
- if ( this.node.isPBO === true && isAssignContext !== true && ( this.node.value.isInstancedBufferAttribute || builder.shaderStage !== 'compute' ) ) {
- snippet = builder.generatePBO( this );
- } else {
- snippet = this.node.build( builder );
- }
- } else {
- snippet = super.generate( builder );
- }
- if ( isAssignContext !== true ) {
- const type = this.getNodeType( builder );
- snippet = builder.format( snippet, type, output );
- }
- return snippet;
- }
- }
- /**
- * TSL function for creating a storage element node.
- *
- * @tsl
- * @function
- * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
- * @param {Node} indexNode - The index node that defines the element access.
- * @returns {StorageArrayElementNode}
- */
- const storageElement = /*@__PURE__*/ nodeProxy( StorageArrayElementNode ).setParameterLength( 2 );
- /**
- * This node is used in context of compute shaders and allows to define a
- * storage buffer for data. A typical workflow is to create instances of
- * this node with the convenience functions `attributeArray()` or `instancedArray()`,
- * setup up a compute shader that writes into the buffers and then convert
- * the storage buffers to attribute nodes for rendering.
- *
- * ```js
- * const positionBuffer = instancedArray( particleCount, 'vec3' ); // the storage buffer node
- *
- * const computeInit = Fn( () => { // the compute shader
- *
- * const position = positionBuffer.element( instanceIndex );
- *
- * // compute position data
- *
- * position.x = 1;
- * position.y = 1;
- * position.z = 1;
- *
- * } )().compute( particleCount );
- *
- * const particleMaterial = new THREE.SpriteNodeMaterial();
- * particleMaterial.positionNode = positionBuffer.toAttribute();
- *
- * renderer.computeAsync( computeInit );
- *
- * ```
- *
- * @augments BufferNode
- */
- class StorageBufferNode extends BufferNode {
- static get type() {
- return 'StorageBufferNode';
- }
- /**
- * Constructs a new storage buffer node.
- *
- * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
- * @param {?(string|Struct)} [bufferType=null] - The buffer type (e.g. `'vec3'`).
- * @param {number} [bufferCount=0] - The buffer count.
- */
- constructor( value, bufferType = null, bufferCount = 0 ) {
- let nodeType, structTypeNode = null;
- if ( bufferType && bufferType.isStruct ) {
- nodeType = 'struct';
- structTypeNode = bufferType.layout;
- if ( value.isStorageBufferAttribute || value.isStorageInstancedBufferAttribute ) {
- bufferCount = value.count;
- }
- } else if ( bufferType === null && ( value.isStorageBufferAttribute || value.isStorageInstancedBufferAttribute ) ) {
- nodeType = getTypeFromLength( value.itemSize );
- bufferCount = value.count;
- } else {
- nodeType = bufferType;
- }
- super( value, nodeType, bufferCount );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isStorageBufferNode = true;
- /**
- * The buffer struct type.
- *
- * @type {?StructTypeNode}
- * @default null
- */
- this.structTypeNode = structTypeNode;
- /**
- * The access type of the texture node.
- *
- * @type {string}
- * @default 'readWrite'
- */
- this.access = NodeAccess.READ_WRITE;
- /**
- * Whether the node is atomic or not.
- *
- * @type {boolean}
- * @default false
- */
- this.isAtomic = false;
- /**
- * Whether the node represents a PBO or not.
- * Only relevant for WebGL.
- *
- * @type {boolean}
- * @default false
- */
- this.isPBO = false;
- /**
- * A reference to the internal buffer attribute node.
- *
- * @type {?BufferAttributeNode}
- * @default null
- */
- this._attribute = null;
- /**
- * A reference to the internal varying node.
- *
- * @type {?VaryingNode}
- * @default null
- */
- this._varying = null;
- /**
- * `StorageBufferNode` sets this property to `true` by default.
- *
- * @type {boolean}
- * @default true
- */
- this.global = true;
- if ( value.isStorageBufferAttribute !== true && value.isStorageInstancedBufferAttribute !== true ) {
- // TODO: Improve it, possibly adding a new property to the BufferAttribute to identify it as a storage buffer read-only attribute in Renderer
- if ( value.isInstancedBufferAttribute ) value.isStorageInstancedBufferAttribute = true;
- else value.isStorageBufferAttribute = true;
- }
- }
- /**
- * This method is overwritten since the buffer data might be shared
- * and thus the hash should be shared as well.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The hash.
- */
- getHash( builder ) {
- if ( this.bufferCount === 0 ) {
- let bufferData = builder.globalCache.getData( this.value );
- if ( bufferData === undefined ) {
- bufferData = {
- node: this
- };
- builder.globalCache.setData( this.value, bufferData );
- }
- return bufferData.node.uuid;
- }
- return this.uuid;
- }
- /**
- * Overwrites the default implementation to return a fixed value `'indirectStorageBuffer'` or `'storageBuffer'`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( /*builder*/ ) {
- return this.value.isIndirectStorageBufferAttribute ? 'indirectStorageBuffer' : 'storageBuffer';
- }
- /**
- * Enables element access with the given index node.
- *
- * @param {IndexNode} indexNode - The index node.
- * @return {StorageArrayElementNode} A node representing the element access.
- */
- element( indexNode ) {
- return storageElement( this, indexNode );
- }
- /**
- * Defines whether this node is a PBO or not. Only relevant for WebGL.
- *
- * @param {boolean} value - The value so set.
- * @return {StorageBufferNode} A reference to this node.
- */
- setPBO( value ) {
- this.isPBO = value;
- return this;
- }
- /**
- * Returns the `isPBO` value.
- *
- * @return {boolean} Whether the node represents a PBO or not.
- */
- getPBO() {
- return this.isPBO;
- }
- /**
- * Defines the node access.
- *
- * @param {string} value - The node access.
- * @return {StorageBufferNode} A reference to this node.
- */
- setAccess( value ) {
- this.access = value;
- return this;
- }
- /**
- * Convenience method for configuring a read-only node access.
- *
- * @return {StorageBufferNode} A reference to this node.
- */
- toReadOnly() {
- return this.setAccess( NodeAccess.READ_ONLY );
- }
- /**
- * Defines whether the node is atomic or not.
- *
- * @param {boolean} value - The atomic flag.
- * @return {StorageBufferNode} A reference to this node.
- */
- setAtomic( value ) {
- this.isAtomic = value;
- return this;
- }
- /**
- * Convenience method for making this node atomic.
- *
- * @return {StorageBufferNode} A reference to this node.
- */
- toAtomic() {
- return this.setAtomic( true );
- }
- /**
- * Returns attribute data for this storage buffer node.
- *
- * @return {{attribute: BufferAttributeNode, varying: VaryingNode}} The attribute data.
- */
- getAttributeData() {
- if ( this._attribute === null ) {
- this._attribute = bufferAttribute( this.value );
- this._varying = varying( this._attribute );
- }
- return {
- attribute: this._attribute,
- varying: this._varying
- };
- }
- /**
- * This method is overwritten since the node type from the availability of storage buffers
- * and the attribute data.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- if ( this.structTypeNode !== null ) {
- return this.structTypeNode.getNodeType( builder );
- }
- if ( builder.isAvailable( 'storageBuffer' ) || builder.isAvailable( 'indirectStorageBuffer' ) ) {
- return super.getNodeType( builder );
- }
- const { attribute } = this.getAttributeData();
- return attribute.getNodeType( builder );
- }
- /**
- * Generates the code snippet of the storage buffer node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The generated code snippet.
- */
- generate( builder ) {
- if ( this.structTypeNode !== null ) this.structTypeNode.build( builder );
- if ( builder.isAvailable( 'storageBuffer' ) || builder.isAvailable( 'indirectStorageBuffer' ) ) {
- return super.generate( builder );
- }
- const { attribute, varying } = this.getAttributeData();
- const output = varying.build( builder );
- builder.registerTransform( output, attribute );
- return output;
- }
- }
- /**
- * TSL function for creating a storage buffer node.
- *
- * @tsl
- * @function
- * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
- * @param {?(string|Struct)} [type=null] - The buffer type (e.g. `'vec3'`).
- * @param {number} [count=0] - The buffer count.
- * @returns {StorageBufferNode}
- */
- const storage = ( value, type = null, count = 0 ) => nodeObject( new StorageBufferNode( value, type, count ) );
- /**
- * @tsl
- * @function
- * @deprecated since r171. Use `storage().setPBO( true )` instead.
- *
- * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
- * @param {?string} type - The buffer type (e.g. `'vec3'`).
- * @param {number} count - The buffer count.
- * @returns {StorageBufferNode}
- */
- const storageObject = ( value, type, count ) => { // @deprecated, r171
- console.warn( 'THREE.TSL: "storageObject()" is deprecated. Use "storage().setPBO( true )" instead.' );
- return storage( value, type, count ).setPBO( true );
- };
- const _frameId = new WeakMap();
- /**
- * This node implements the vertex transformation shader logic which is required
- * for skinning/skeletal animation.
- *
- * @augments Node
- */
- class SkinningNode extends Node {
- static get type() {
- return 'SkinningNode';
- }
- /**
- * Constructs a new skinning node.
- *
- * @param {SkinnedMesh} skinnedMesh - The skinned mesh.
- */
- constructor( skinnedMesh ) {
- super( 'void' );
- /**
- * The skinned mesh.
- *
- * @type {SkinnedMesh}
- */
- this.skinnedMesh = skinnedMesh;
- /**
- * The update type overwritten since skinning nodes are updated per object.
- *
- * @type {string}
- */
- this.updateType = NodeUpdateType.OBJECT;
- //
- /**
- * The skin index attribute.
- *
- * @type {AttributeNode}
- */
- this.skinIndexNode = attribute( 'skinIndex', 'uvec4' );
- /**
- * The skin weight attribute.
- *
- * @type {AttributeNode}
- */
- this.skinWeightNode = attribute( 'skinWeight', 'vec4' );
- /**
- * The bind matrix node.
- *
- * @type {Node<mat4>}
- */
- this.bindMatrixNode = reference( 'bindMatrix', 'mat4' );
- /**
- * The bind matrix inverse node.
- *
- * @type {Node<mat4>}
- */
- this.bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' );
- /**
- * The bind matrices as a uniform buffer node.
- *
- * @type {Node}
- */
- this.boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
- /**
- * The current vertex position in local space.
- *
- * @type {Node<vec3>}
- */
- this.positionNode = positionLocal;
- /**
- * The result of vertex position in local space.
- *
- * @type {Node<vec3>}
- */
- this.toPositionNode = positionLocal;
- /**
- * The previous bind matrices as a uniform buffer node.
- * Required for computing motion vectors.
- *
- * @type {?Node}
- * @default null
- */
- this.previousBoneMatricesNode = null;
- }
- /**
- * Transforms the given vertex position via skinning.
- *
- * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
- * @param {Node<vec3>} [position=this.positionNode] - The vertex position in local space.
- * @return {Node<vec3>} The transformed vertex position.
- */
- getSkinnedPosition( boneMatrices = this.boneMatricesNode, position = this.positionNode ) {
- const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
- const boneMatX = boneMatrices.element( skinIndexNode.x );
- const boneMatY = boneMatrices.element( skinIndexNode.y );
- const boneMatZ = boneMatrices.element( skinIndexNode.z );
- const boneMatW = boneMatrices.element( skinIndexNode.w );
- // POSITION
- const skinVertex = bindMatrixNode.mul( position );
- const skinned = add(
- boneMatX.mul( skinWeightNode.x ).mul( skinVertex ),
- boneMatY.mul( skinWeightNode.y ).mul( skinVertex ),
- boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ),
- boneMatW.mul( skinWeightNode.w ).mul( skinVertex )
- );
- return bindMatrixInverseNode.mul( skinned ).xyz;
- }
- /**
- * Transforms the given vertex normal via skinning.
- *
- * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
- * @param {Node<vec3>} [normal=normalLocal] - The vertex normal in local space.
- * @return {Node<vec3>} The transformed vertex normal.
- */
- getSkinnedNormal( boneMatrices = this.boneMatricesNode, normal = normalLocal ) {
- const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
- const boneMatX = boneMatrices.element( skinIndexNode.x );
- const boneMatY = boneMatrices.element( skinIndexNode.y );
- const boneMatZ = boneMatrices.element( skinIndexNode.z );
- const boneMatW = boneMatrices.element( skinIndexNode.w );
- // NORMAL
- let skinMatrix = add(
- skinWeightNode.x.mul( boneMatX ),
- skinWeightNode.y.mul( boneMatY ),
- skinWeightNode.z.mul( boneMatZ ),
- skinWeightNode.w.mul( boneMatW )
- );
- skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode );
- return skinMatrix.transformDirection( normal ).xyz;
- }
- /**
- * Computes the transformed/skinned vertex position of the previous frame.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec3>} The skinned position from the previous frame.
- */
- getPreviousSkinnedPosition( builder ) {
- const skinnedMesh = builder.object;
- if ( this.previousBoneMatricesNode === null ) {
- skinnedMesh.skeleton.previousBoneMatrices = new Float32Array( skinnedMesh.skeleton.boneMatrices );
- this.previousBoneMatricesNode = referenceBuffer( 'skeleton.previousBoneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
- }
- return this.getSkinnedPosition( this.previousBoneMatricesNode, positionPrevious );
- }
- /**
- * Returns `true` if bone matrices from the previous frame are required. Relevant
- * when computing motion vectors with {@link VelocityNode}.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {boolean} Whether bone matrices from the previous frame are required or not.
- */
- needsPreviousBoneMatrices( builder ) {
- const mrt = builder.renderer.getMRT();
- return ( mrt && mrt.has( 'velocity' ) ) || getDataFromObject( builder.object ).useVelocity === true;
- }
- /**
- * Setups the skinning node by assigning the transformed vertex data to predefined node variables.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec3>} The transformed vertex position.
- */
- setup( builder ) {
- if ( this.needsPreviousBoneMatrices( builder ) ) {
- positionPrevious.assign( this.getPreviousSkinnedPosition( builder ) );
- }
- const skinPosition = this.getSkinnedPosition();
- if ( this.toPositionNode ) this.toPositionNode.assign( skinPosition );
- //
- if ( builder.hasGeometryAttribute( 'normal' ) ) {
- const skinNormal = this.getSkinnedNormal();
- normalLocal.assign( skinNormal );
- if ( builder.hasGeometryAttribute( 'tangent' ) ) {
- tangentLocal.assign( skinNormal );
- }
- }
- return skinPosition;
- }
- /**
- * Generates the code snippet of the skinning node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {string} output - The current output.
- * @return {string} The generated code snippet.
- */
- generate( builder, output ) {
- if ( output !== 'void' ) {
- return super.generate( builder, output );
- }
- }
- /**
- * Updates the state of the skinned mesh by updating the skeleton once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- update( frame ) {
- const skeleton = frame.object && frame.object.skeleton ? frame.object.skeleton : this.skinnedMesh.skeleton;
- if ( _frameId.get( skeleton ) === frame.frameId ) return;
- _frameId.set( skeleton, frame.frameId );
- if ( this.previousBoneMatricesNode !== null ) skeleton.previousBoneMatrices.set( skeleton.boneMatrices );
- skeleton.update();
- }
- }
- /**
- * TSL function for creating a skinning node.
- *
- * @tsl
- * @function
- * @param {SkinnedMesh} skinnedMesh - The skinned mesh.
- * @returns {SkinningNode}
- */
- const skinning = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh ) );
- /**
- * TSL function for computing skinning.
- *
- * @tsl
- * @function
- * @param {SkinnedMesh} skinnedMesh - The skinned mesh.
- * @param {Node<vec3>} [toPosition=null] - The target position.
- * @returns {SkinningNode}
- */
- const computeSkinning = ( skinnedMesh, toPosition = null ) => {
- const node = new SkinningNode( skinnedMesh );
- node.positionNode = storage( new InstancedBufferAttribute( skinnedMesh.geometry.getAttribute( 'position' ).array, 3 ), 'vec3' ).setPBO( true ).toReadOnly().element( instanceIndex ).toVar();
- node.skinIndexNode = storage( new InstancedBufferAttribute( new Uint32Array( skinnedMesh.geometry.getAttribute( 'skinIndex' ).array ), 4 ), 'uvec4' ).setPBO( true ).toReadOnly().element( instanceIndex ).toVar();
- node.skinWeightNode = storage( new InstancedBufferAttribute( skinnedMesh.geometry.getAttribute( 'skinWeight' ).array, 4 ), 'vec4' ).setPBO( true ).toReadOnly().element( instanceIndex ).toVar();
- node.bindMatrixNode = uniform( skinnedMesh.bindMatrix, 'mat4' );
- node.bindMatrixInverseNode = uniform( skinnedMesh.bindMatrixInverse, 'mat4' );
- node.boneMatricesNode = buffer( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length );
- node.toPositionNode = toPosition;
- return nodeObject( node );
- };
- /**
- * This module offers a variety of ways to implement loops in TSL. In it's basic form it's:
- * ```js
- * Loop( count, ( { i } ) => {
- *
- * } );
- * ```
- * However, it is also possible to define a start and end ranges, data types and loop conditions:
- * ```js
- * Loop( { start: int( 0 ), end: int( 10 ), type: 'int', condition: '<' }, ( { i } ) => {
- *
- * } );
- *```
- * Nested loops can be defined in a compacted form:
- * ```js
- * Loop( 10, 5, ( { i, j } ) => {
- *
- * } );
- * ```
- * Loops that should run backwards can be defined like so:
- * ```js
- * Loop( { start: 10 }, () => {} );
- * ```
- * It is possible to execute with boolean values, similar to the `while` syntax.
- * ```js
- * const value = float( 0 ).toVar();
- *
- * Loop( value.lessThan( 10 ), () => {
- *
- * value.addAssign( 1 );
- *
- * } );
- * ```
- * The module also provides `Break()` and `Continue()` TSL expression for loop control.
- * @augments Node
- */
- class LoopNode extends Node {
- static get type() {
- return 'LoopNode';
- }
- /**
- * Constructs a new loop node.
- *
- * @param {Array<any>} params - Depending on the loop type, array holds different parameterization values for the loop.
- */
- constructor( params = [] ) {
- super();
- this.params = params;
- }
- /**
- * Returns a loop variable name based on an index. The pattern is
- * `0` = `i`, `1`= `j`, `2`= `k` and so on.
- *
- * @param {number} index - The index.
- * @return {string} The loop variable name.
- */
- getVarName( index ) {
- return String.fromCharCode( 'i'.charCodeAt( 0 ) + index );
- }
- /**
- * Returns properties about this node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Object} The node properties.
- */
- getProperties( builder ) {
- const properties = builder.getNodeProperties( this );
- if ( properties.stackNode !== undefined ) return properties;
- //
- const inputs = {};
- for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
- const param = this.params[ i ];
- const name = ( param.isNode !== true && param.name ) || this.getVarName( i );
- const type = ( param.isNode !== true && param.type ) || 'int';
- inputs[ name ] = expression( name, type );
- }
- const stack = builder.addStack(); // TODO: cache() it
- properties.returnsNode = this.params[ this.params.length - 1 ]( inputs, builder );
- properties.stackNode = stack;
- const baseParam = this.params[ 0 ];
- if ( baseParam.isNode !== true && typeof baseParam.update === 'function' ) {
- properties.updateNode = Fn( this.params[ 0 ].update )( inputs );
- }
- builder.removeStack();
- return properties;
- }
- /**
- * This method is overwritten since the node type is inferred based on the loop configuration.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- const { returnsNode } = this.getProperties( builder );
- return returnsNode ? returnsNode.getNodeType( builder ) : 'void';
- }
- setup( builder ) {
- // setup properties
- this.getProperties( builder );
- }
- generate( builder ) {
- const properties = this.getProperties( builder );
- const params = this.params;
- const stackNode = properties.stackNode;
- for ( let i = 0, l = params.length - 1; i < l; i ++ ) {
- const param = params[ i ];
- let isWhile = false, start = null, end = null, name = null, type = null, condition = null, update = null;
- if ( param.isNode ) {
- if ( param.getNodeType( builder ) === 'bool' ) {
- isWhile = true;
- type = 'bool';
- end = param.build( builder, type );
- } else {
- type = 'int';
- name = this.getVarName( i );
- start = '0';
- end = param.build( builder, type );
- condition = '<';
- }
- } else {
- type = param.type || 'int';
- name = param.name || this.getVarName( i );
- start = param.start;
- end = param.end;
- condition = param.condition;
- update = param.update;
- if ( typeof start === 'number' ) start = builder.generateConst( type, start );
- else if ( start && start.isNode ) start = start.build( builder, type );
- if ( typeof end === 'number' ) end = builder.generateConst( type, end );
- else if ( end && end.isNode ) end = end.build( builder, type );
- if ( start !== undefined && end === undefined ) {
- start = start + ' - 1';
- end = '0';
- condition = '>=';
- } else if ( end !== undefined && start === undefined ) {
- start = '0';
- condition = '<';
- }
- if ( condition === undefined ) {
- if ( Number( start ) > Number( end ) ) {
- condition = '>=';
- } else {
- condition = '<';
- }
- }
- }
- let loopSnippet;
- if ( isWhile ) {
- loopSnippet = `while ( ${ end } )`;
- } else {
- const internalParam = { start, end};
- //
- const startSnippet = internalParam.start;
- const endSnippet = internalParam.end;
- let updateSnippet;
- const deltaOperator = () => condition.includes( '<' ) ? '+=' : '-=';
- if ( update !== undefined && update !== null ) {
- switch ( typeof update ) {
- case 'function':
- const flow = builder.flowStagesNode( properties.updateNode, 'void' );
- const snippet = flow.code.replace( /\t|;/g, '' );
- updateSnippet = snippet;
- break;
- case 'number':
- updateSnippet = name + ' ' + deltaOperator() + ' ' + builder.generateConst( type, update );
- break;
- case 'string':
- updateSnippet = name + ' ' + update;
- break;
- default:
- if ( update.isNode ) {
- updateSnippet = name + ' ' + deltaOperator() + ' ' + update.build( builder );
- } else {
- console.error( 'THREE.TSL: \'Loop( { update: ... } )\' is not a function, string or number.' );
- updateSnippet = 'break /* invalid update */';
- }
- }
- } else {
- if ( type === 'int' || type === 'uint' ) {
- update = condition.includes( '<' ) ? '++' : '--';
- } else {
- update = deltaOperator() + ' 1.';
- }
- updateSnippet = name + ' ' + update;
- }
- const declarationSnippet = builder.getVar( type, name ) + ' = ' + startSnippet;
- const conditionalSnippet = name + ' ' + condition + ' ' + endSnippet;
- loopSnippet = `for ( ${ declarationSnippet }; ${ conditionalSnippet }; ${ updateSnippet } )`;
- }
- builder.addFlowCode( ( i === 0 ? '\n' : '' ) + builder.tab + loopSnippet + ' {\n\n' ).addFlowTab();
- }
- const stackSnippet = stackNode.build( builder, 'void' );
- const returnsSnippet = properties.returnsNode ? properties.returnsNode.build( builder ) : '';
- builder.removeFlowTab().addFlowCode( '\n' + builder.tab + stackSnippet );
- for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
- builder.addFlowCode( ( i === 0 ? '' : builder.tab ) + '}\n\n' ).removeFlowTab();
- }
- builder.addFlowTab();
- return returnsSnippet;
- }
- }
- /**
- * TSL function for creating a loop node.
- *
- * @tsl
- * @function
- * @param {...any} params - A list of parameters.
- * @returns {LoopNode}
- */
- const Loop = ( ...params ) => nodeObject( new LoopNode( nodeArray( params, 'int' ) ) ).toStack();
- /**
- * TSL function for creating a `Continue()` expression.
- *
- * @tsl
- * @function
- * @returns {ExpressionNode}
- */
- const Continue = () => expression( 'continue' ).toStack();
- /**
- * TSL function for creating a `Break()` expression.
- *
- * @tsl
- * @function
- * @returns {ExpressionNode}
- */
- const Break = () => expression( 'break' ).toStack();
- // Deprecated
- /**
- * @tsl
- * @function
- * @deprecated since r168. Use {@link Loop} instead.
- *
- * @param {...any} params
- * @returns {LoopNode}
- */
- const loop = ( ...params ) => { // @deprecated, r168
- console.warn( 'THREE.TSL: loop() has been renamed to Loop().' );
- return Loop( ...params );
- };
- const _morphTextures = /*@__PURE__*/ new WeakMap();
- const _morphVec4 = /*@__PURE__*/ new Vector4();
- const getMorph = /*@__PURE__*/ Fn( ( { bufferMap, influence, stride, width, depth, offset } ) => {
- const texelIndex = int( vertexIndex ).mul( stride ).add( offset );
- const y = texelIndex.div( width );
- const x = texelIndex.sub( y.mul( width ) );
- const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth ).xyz;
- return bufferAttrib.mul( influence );
- } );
- function getEntry( geometry ) {
- const hasMorphPosition = geometry.morphAttributes.position !== undefined;
- const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
- const hasMorphColors = geometry.morphAttributes.color !== undefined;
- // instead of using attributes, the WebGL 2 code path encodes morph targets
- // into an array of data textures. Each layer represents a single morph target.
- const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
- const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
- let entry = _morphTextures.get( geometry );
- if ( entry === undefined || entry.count !== morphTargetsCount ) {
- if ( entry !== undefined ) entry.texture.dispose();
- const morphTargets = geometry.morphAttributes.position || [];
- const morphNormals = geometry.morphAttributes.normal || [];
- const morphColors = geometry.morphAttributes.color || [];
- let vertexDataCount = 0;
- if ( hasMorphPosition === true ) vertexDataCount = 1;
- if ( hasMorphNormals === true ) vertexDataCount = 2;
- if ( hasMorphColors === true ) vertexDataCount = 3;
- let width = geometry.attributes.position.count * vertexDataCount;
- let height = 1;
- const maxTextureSize = 4096; // @TODO: Use 'capabilities.maxTextureSize'
- if ( width > maxTextureSize ) {
- height = Math.ceil( width / maxTextureSize );
- width = maxTextureSize;
- }
- const buffer = new Float32Array( width * height * 4 * morphTargetsCount );
- const bufferTexture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
- bufferTexture.type = FloatType;
- bufferTexture.needsUpdate = true;
- // fill buffer
- const vertexDataStride = vertexDataCount * 4;
- for ( let i = 0; i < morphTargetsCount; i ++ ) {
- const morphTarget = morphTargets[ i ];
- const morphNormal = morphNormals[ i ];
- const morphColor = morphColors[ i ];
- const offset = width * height * 4 * i;
- for ( let j = 0; j < morphTarget.count; j ++ ) {
- const stride = j * vertexDataStride;
- if ( hasMorphPosition === true ) {
- _morphVec4.fromBufferAttribute( morphTarget, j );
- buffer[ offset + stride + 0 ] = _morphVec4.x;
- buffer[ offset + stride + 1 ] = _morphVec4.y;
- buffer[ offset + stride + 2 ] = _morphVec4.z;
- buffer[ offset + stride + 3 ] = 0;
- }
- if ( hasMorphNormals === true ) {
- _morphVec4.fromBufferAttribute( morphNormal, j );
- buffer[ offset + stride + 4 ] = _morphVec4.x;
- buffer[ offset + stride + 5 ] = _morphVec4.y;
- buffer[ offset + stride + 6 ] = _morphVec4.z;
- buffer[ offset + stride + 7 ] = 0;
- }
- if ( hasMorphColors === true ) {
- _morphVec4.fromBufferAttribute( morphColor, j );
- buffer[ offset + stride + 8 ] = _morphVec4.x;
- buffer[ offset + stride + 9 ] = _morphVec4.y;
- buffer[ offset + stride + 10 ] = _morphVec4.z;
- buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? _morphVec4.w : 1;
- }
- }
- }
- entry = {
- count: morphTargetsCount,
- texture: bufferTexture,
- stride: vertexDataCount,
- size: new Vector2( width, height )
- };
- _morphTextures.set( geometry, entry );
- function disposeTexture() {
- bufferTexture.dispose();
- _morphTextures.delete( geometry );
- geometry.removeEventListener( 'dispose', disposeTexture );
- }
- geometry.addEventListener( 'dispose', disposeTexture );
- }
- return entry;
- }
- /**
- * This node implements the vertex transformation shader logic which is required
- * for morph target animation.
- *
- * @augments Node
- */
- class MorphNode extends Node {
- static get type() {
- return 'MorphNode';
- }
- /**
- * Constructs a new morph node.
- *
- * @param {Mesh} mesh - The mesh holding the morph targets.
- */
- constructor( mesh ) {
- super( 'void' );
- /**
- * The mesh holding the morph targets.
- *
- * @type {Mesh}
- */
- this.mesh = mesh;
- /**
- * A uniform node which represents the morph base influence value.
- *
- * @type {UniformNode<float>}
- */
- this.morphBaseInfluence = uniform( 1 );
- /**
- * The update type overwritten since morph nodes are updated per object.
- *
- * @type {string}
- */
- this.updateType = NodeUpdateType.OBJECT;
- }
- /**
- * Setups the morph node by assigning the transformed vertex data to predefined node variables.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setup( builder ) {
- const { geometry } = builder;
- const hasMorphPosition = geometry.morphAttributes.position !== undefined;
- const hasMorphNormals = geometry.hasAttribute( 'normal' ) && geometry.morphAttributes.normal !== undefined;
- const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
- const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
- // nodes
- const { texture: bufferMap, stride, size } = getEntry( geometry );
- if ( hasMorphPosition === true ) positionLocal.mulAssign( this.morphBaseInfluence );
- if ( hasMorphNormals === true ) normalLocal.mulAssign( this.morphBaseInfluence );
- const width = int( size.width );
- Loop( morphTargetsCount, ( { i } ) => {
- const influence = float( 0 ).toVar();
- if ( this.mesh.count > 1 && ( this.mesh.morphTexture !== null && this.mesh.morphTexture !== undefined ) ) {
- influence.assign( textureLoad( this.mesh.morphTexture, ivec2( int( i ).add( 1 ), int( instanceIndex ) ) ).r );
- } else {
- influence.assign( reference( 'morphTargetInfluences', 'float' ).element( i ).toVar() );
- }
- If( influence.notEqual( 0 ), () => {
- if ( hasMorphPosition === true ) {
- positionLocal.addAssign( getMorph( {
- bufferMap,
- influence,
- stride,
- width,
- depth: i,
- offset: int( 0 )
- } ) );
- }
- if ( hasMorphNormals === true ) {
- normalLocal.addAssign( getMorph( {
- bufferMap,
- influence,
- stride,
- width,
- depth: i,
- offset: int( 1 )
- } ) );
- }
- } );
- } );
- }
- /**
- * Updates the state of the morphed mesh by updating the base influence.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- update( /*frame*/ ) {
- const morphBaseInfluence = this.morphBaseInfluence;
- if ( this.mesh.geometry.morphTargetsRelative ) {
- morphBaseInfluence.value = 1;
- } else {
- morphBaseInfluence.value = 1 - this.mesh.morphTargetInfluences.reduce( ( a, b ) => a + b, 0 );
- }
- }
- }
- /**
- * TSL function for creating a morph node.
- *
- * @tsl
- * @function
- * @param {Mesh} mesh - The mesh holding the morph targets.
- * @returns {MorphNode}
- */
- const morphReference = /*@__PURE__*/ nodeProxy( MorphNode ).setParameterLength( 1 );
- /**
- * Base class for lighting nodes.
- *
- * @augments Node
- */
- class LightingNode extends Node {
- static get type() {
- return 'LightingNode';
- }
- /**
- * Constructs a new lighting node.
- */
- constructor() {
- super( 'vec3' );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLightingNode = true;
- }
- }
- /**
- * A generic class that can be used by nodes which contribute
- * ambient occlusion to the scene. E.g. an ambient occlusion map
- * node can be used as input for this module. Used in {@link NodeMaterial}.
- *
- * @augments LightingNode
- */
- class AONode extends LightingNode {
- static get type() {
- return 'AONode';
- }
- /**
- * Constructs a new AO node.
- *
- * @param {?Node<float>} [aoNode=null] - The ambient occlusion node.
- */
- constructor( aoNode = null ) {
- super();
- /**
- * The ambient occlusion node.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.aoNode = aoNode;
- }
- setup( builder ) {
- builder.context.ambientOcclusion.mulAssign( this.aoNode );
- }
- }
- /**
- * `LightingContextNode` represents an extension of the {@link ContextNode} module
- * by adding lighting specific context data. It represents the runtime context of
- * {@link LightsNode}.
- *
- * @augments ContextNode
- */
- class LightingContextNode extends ContextNode {
- static get type() {
- return 'LightingContextNode';
- }
- /**
- * Constructs a new lighting context node.
- *
- * @param {LightsNode} lightsNode - The lights node.
- * @param {?LightingModel} [lightingModel=null] - The current lighting model.
- * @param {?Node<vec3>} [backdropNode=null] - A backdrop node.
- * @param {?Node<float>} [backdropAlphaNode=null] - A backdrop alpha node.
- */
- constructor( lightsNode, lightingModel = null, backdropNode = null, backdropAlphaNode = null ) {
- super( lightsNode );
- /**
- * The current lighting model.
- *
- * @type {?LightingModel}
- * @default null
- */
- this.lightingModel = lightingModel;
- /**
- * A backdrop node.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.backdropNode = backdropNode;
- /**
- * A backdrop alpha node.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.backdropAlphaNode = backdropAlphaNode;
- this._value = null;
- }
- /**
- * Returns a lighting context object.
- *
- * @return {{
- * radiance: Node<vec3>,
- * irradiance: Node<vec3>,
- * iblIrradiance: Node<vec3>,
- * ambientOcclusion: Node<float>,
- * reflectedLight: {directDiffuse: Node<vec3>, directSpecular: Node<vec3>, indirectDiffuse: Node<vec3>, indirectSpecular: Node<vec3>},
- * backdrop: Node<vec3>,
- * backdropAlpha: Node<float>
- * }} The lighting context object.
- */
- getContext() {
- const { backdropNode, backdropAlphaNode } = this;
- const directDiffuse = vec3().toVar( 'directDiffuse' ),
- directSpecular = vec3().toVar( 'directSpecular' ),
- indirectDiffuse = vec3().toVar( 'indirectDiffuse' ),
- indirectSpecular = vec3().toVar( 'indirectSpecular' );
- const reflectedLight = {
- directDiffuse,
- directSpecular,
- indirectDiffuse,
- indirectSpecular
- };
- const context = {
- radiance: vec3().toVar( 'radiance' ),
- irradiance: vec3().toVar( 'irradiance' ),
- iblIrradiance: vec3().toVar( 'iblIrradiance' ),
- ambientOcclusion: float( 1 ).toVar( 'ambientOcclusion' ),
- reflectedLight,
- backdrop: backdropNode,
- backdropAlpha: backdropAlphaNode
- };
- return context;
- }
- setup( builder ) {
- this.value = this._value || ( this._value = this.getContext() );
- this.value.lightingModel = this.lightingModel || builder.context.lightingModel;
- return super.setup( builder );
- }
- }
- const lightingContext = /*@__PURE__*/ nodeProxy( LightingContextNode );
- /**
- * A generic class that can be used by nodes which contribute
- * irradiance to the scene. E.g. a light map node can be used
- * as input for this module. Used in {@link NodeMaterial}.
- *
- * @augments LightingNode
- */
- class IrradianceNode extends LightingNode {
- static get type() {
- return 'IrradianceNode';
- }
- /**
- * Constructs a new irradiance node.
- *
- * @param {Node<vec3>} node - A node contributing irradiance.
- */
- constructor( node ) {
- super();
- /**
- * A node contributing irradiance.
- *
- * @type {Node<vec3>}
- */
- this.node = node;
- }
- setup( builder ) {
- builder.context.irradiance.addAssign( this.node );
- }
- }
- let screenSizeVec, viewportVec;
- /**
- * This node provides a collection of screen related metrics.
- * Depending on {@link ScreenNode#scope}, the nodes can represent
- * resolution or viewport data as well as fragment or uv coordinates.
- *
- * @augments Node
- */
- class ScreenNode extends Node {
- static get type() {
- return 'ScreenNode';
- }
- /**
- * Constructs a new screen node.
- *
- * @param {('coordinate'|'viewport'|'size'|'uv')} scope - The node's scope.
- */
- constructor( scope ) {
- super();
- /**
- * The node represents different metric depending on which scope is selected.
- *
- * - `ScreenNode.COORDINATE`: Window-relative coordinates of the current fragment according to WebGPU standards.
- * - `ScreenNode.VIEWPORT`: The current viewport defined as a four-dimensional vector.
- * - `ScreenNode.SIZE`: The dimensions of the current bound framebuffer.
- * - `ScreenNode.UV`: Normalized coordinates.
- *
- * @type {('coordinate'|'viewport'|'size'|'uv')}
- */
- this.scope = scope;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isViewportNode = true;
- }
- /**
- * This method is overwritten since the node type depends on the selected scope.
- *
- * @return {('vec2'|'vec4')} The node type.
- */
- getNodeType() {
- if ( this.scope === ScreenNode.VIEWPORT ) return 'vec4';
- else return 'vec2';
- }
- /**
- * This method is overwritten since the node's update type depends on the selected scope.
- *
- * @return {NodeUpdateType} The update type.
- */
- getUpdateType() {
- let updateType = NodeUpdateType.NONE;
- if ( this.scope === ScreenNode.SIZE || this.scope === ScreenNode.VIEWPORT ) {
- updateType = NodeUpdateType.RENDER;
- }
- this.updateType = updateType;
- return updateType;
- }
- /**
- * `ScreenNode` implements {@link Node#update} to retrieve viewport and size information
- * from the current renderer.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( { renderer } ) {
- const renderTarget = renderer.getRenderTarget();
- if ( this.scope === ScreenNode.VIEWPORT ) {
- if ( renderTarget !== null ) {
- viewportVec.copy( renderTarget.viewport );
- } else {
- renderer.getViewport( viewportVec );
- viewportVec.multiplyScalar( renderer.getPixelRatio() );
- }
- } else {
- if ( renderTarget !== null ) {
- screenSizeVec.width = renderTarget.width;
- screenSizeVec.height = renderTarget.height;
- } else {
- renderer.getDrawingBufferSize( screenSizeVec );
- }
- }
- }
- setup( /*builder*/ ) {
- const scope = this.scope;
- let output = null;
- if ( scope === ScreenNode.SIZE ) {
- output = uniform( screenSizeVec || ( screenSizeVec = new Vector2() ) );
- } else if ( scope === ScreenNode.VIEWPORT ) {
- output = uniform( viewportVec || ( viewportVec = new Vector4() ) );
- } else {
- output = vec2( screenCoordinate.div( screenSize ) );
- }
- return output;
- }
- generate( builder ) {
- if ( this.scope === ScreenNode.COORDINATE ) {
- let coord = builder.getFragCoord();
- if ( builder.isFlipY() ) {
- // follow webgpu standards
- const size = builder.getNodeProperties( screenSize ).outputNode.build( builder );
- coord = `${ builder.getType( 'vec2' ) }( ${ coord }.x, ${ size }.y - ${ coord }.y )`;
- }
- return coord;
- }
- return super.generate( builder );
- }
- }
- ScreenNode.COORDINATE = 'coordinate';
- ScreenNode.VIEWPORT = 'viewport';
- ScreenNode.SIZE = 'size';
- ScreenNode.UV = 'uv';
- // Screen
- /**
- * TSL object that represents normalized screen coordinates, unitless in `[0, 1]`.
- *
- * @tsl
- * @type {ScreenNode<vec2>}
- */
- const screenUV = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.UV );
- /**
- * TSL object that represents the screen resolution in physical pixel units.
- *
- * @tsl
- * @type {ScreenNode<vec2>}
- */
- const screenSize = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.SIZE );
- /**
- * TSL object that represents the current `x`/`y` pixel position on the screen in physical pixel units.
- *
- * @tsl
- * @type {ScreenNode<vec2>}
- */
- const screenCoordinate = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.COORDINATE );
- // Viewport
- /**
- * TSL object that represents the viewport rectangle as `x`, `y`, `width` and `height` in physical pixel units.
- *
- * @tsl
- * @type {ScreenNode<vec4>}
- */
- const viewport = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.VIEWPORT );
- /**
- * TSL object that represents the viewport resolution in physical pixel units.
- *
- * @tsl
- * @type {ScreenNode<vec2>}
- */
- const viewportSize = viewport.zw;
- /**
- * TSL object that represents the current `x`/`y` pixel position on the viewport in physical pixel units.
- *
- * @tsl
- * @type {ScreenNode<vec2>}
- */
- const viewportCoordinate = /*@__PURE__*/ screenCoordinate.sub( viewport.xy );
- /**
- * TSL object that represents normalized viewport coordinates, unitless in `[0, 1]`.
- *
- * @tsl
- * @type {ScreenNode<vec2>}
- */
- const viewportUV = /*@__PURE__*/ viewportCoordinate.div( viewportSize );
- // Deprecated
- /**
- * @deprecated since r169. Use {@link screenSize} instead.
- */
- const viewportResolution = /*@__PURE__*/ ( Fn( () => { // @deprecated, r169
- console.warn( 'THREE.TSL: "viewportResolution" is deprecated. Use "screenSize" instead.' );
- return screenSize;
- }, 'vec2' ).once() )();
- /**
- * @tsl
- * @deprecated since r168. Use {@link screenUV} instead.
- * @type {Node<vec2>}
- */
- const viewportTopLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
- console.warn( 'THREE.TSL: "viewportTopLeft" is deprecated. Use "screenUV" instead.' );
- return screenUV;
- }, 'vec2' ).once() )();
- /**
- * @tsl
- * @deprecated since r168. Use `screenUV.flipY()` instead.
- * @type {Node<vec2>}
- */
- const viewportBottomLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
- console.warn( 'THREE.TSL: "viewportBottomLeft" is deprecated. Use "screenUV.flipY()" instead.' );
- return screenUV.flipY();
- }, 'vec2' ).once() )();
- const _size$4 = /*@__PURE__*/ new Vector2();
- /**
- * A special type of texture node which represents the data of the current viewport
- * as a texture. The module extracts data from the current bound framebuffer with
- * a copy operation so no extra render pass is required to produce the texture data
- * (which is good for performance). `ViewportTextureNode` can be used as an input for a
- * variety of effects like refractive or transmissive materials.
- *
- * @augments TextureNode
- */
- class ViewportTextureNode extends TextureNode {
- static get type() {
- return 'ViewportTextureNode';
- }
- /**
- * Constructs a new viewport texture node.
- *
- * @param {Node} [uvNode=screenUV] - The uv node.
- * @param {?Node} [levelNode=null] - The level node.
- * @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
- */
- constructor( uvNode = screenUV, levelNode = null, framebufferTexture = null ) {
- if ( framebufferTexture === null ) {
- framebufferTexture = new FramebufferTexture();
- framebufferTexture.minFilter = LinearMipmapLinearFilter;
- }
- super( framebufferTexture, uvNode, levelNode );
- /**
- * Whether to generate mipmaps or not.
- *
- * @type {boolean}
- * @default false
- */
- this.generateMipmaps = false;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isOutputTextureNode = true;
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders the
- * scene once per frame in its {@link ViewportTextureNode#updateBefore} method.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateBeforeType = NodeUpdateType.FRAME;
- }
- updateBefore( frame ) {
- const renderer = frame.renderer;
- renderer.getDrawingBufferSize( _size$4 );
- //
- const framebufferTexture = this.value;
- if ( framebufferTexture.image.width !== _size$4.width || framebufferTexture.image.height !== _size$4.height ) {
- framebufferTexture.image.width = _size$4.width;
- framebufferTexture.image.height = _size$4.height;
- framebufferTexture.needsUpdate = true;
- }
- //
- const currentGenerateMipmaps = framebufferTexture.generateMipmaps;
- framebufferTexture.generateMipmaps = this.generateMipmaps;
- renderer.copyFramebufferToTexture( framebufferTexture );
- framebufferTexture.generateMipmaps = currentGenerateMipmaps;
- }
- clone() {
- const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value );
- viewportTextureNode.generateMipmaps = this.generateMipmaps;
- return viewportTextureNode;
- }
- }
- /**
- * TSL function for creating a viewport texture node.
- *
- * @tsl
- * @function
- * @param {?Node} [uvNode=screenUV] - The uv node.
- * @param {?Node} [levelNode=null] - The level node.
- * @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
- * @returns {ViewportTextureNode}
- */
- const viewportTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode ).setParameterLength( 0, 3 );
- /**
- * TSL function for creating a viewport texture node with enabled mipmap generation.
- *
- * @tsl
- * @function
- * @param {?Node} [uvNode=screenUV] - The uv node.
- * @param {?Node} [levelNode=null] - The level node.
- * @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
- * @returns {ViewportTextureNode}
- */
- const viewportMipTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } ).setParameterLength( 0, 3 );
- let sharedDepthbuffer = null;
- /**
- * Represents the depth of the current viewport as a texture. This module
- * can be used in combination with viewport texture to achieve effects
- * that require depth evaluation.
- *
- * @augments ViewportTextureNode
- */
- class ViewportDepthTextureNode extends ViewportTextureNode {
- static get type() {
- return 'ViewportDepthTextureNode';
- }
- /**
- * Constructs a new viewport depth texture node.
- *
- * @param {Node} [uvNode=screenUV] - The uv node.
- * @param {?Node} [levelNode=null] - The level node.
- */
- constructor( uvNode = screenUV, levelNode = null ) {
- if ( sharedDepthbuffer === null ) {
- sharedDepthbuffer = new DepthTexture();
- }
- super( uvNode, levelNode, sharedDepthbuffer );
- }
- }
- /**
- * TSL function for a viewport depth texture node.
- *
- * @tsl
- * @function
- * @param {?Node} [uvNode=screenUV] - The uv node.
- * @param {?Node} [levelNode=null] - The level node.
- * @returns {ViewportDepthTextureNode}
- */
- const viewportDepthTexture = /*@__PURE__*/ nodeProxy( ViewportDepthTextureNode ).setParameterLength( 0, 2 );
- /**
- * This node offers a collection of features in context of the depth logic in the fragment shader.
- * Depending on {@link ViewportDepthNode#scope}, it can be used to define a depth value for the current
- * fragment or for depth evaluation purposes.
- *
- * @augments Node
- */
- class ViewportDepthNode extends Node {
- static get type() {
- return 'ViewportDepthNode';
- }
- /**
- * Constructs a new viewport depth node.
- *
- * @param {('depth'|'depthBase'|'linearDepth')} scope - The node's scope.
- * @param {?Node} [valueNode=null] - The value node.
- */
- constructor( scope, valueNode = null ) {
- super( 'float' );
- /**
- * The node behaves differently depending on which scope is selected.
- *
- * - `ViewportDepthNode.DEPTH_BASE`: Allows to define a value for the current fragment's depth.
- * - `ViewportDepthNode.DEPTH`: Represents the depth value for the current fragment (`valueNode` is ignored).
- * - `ViewportDepthNode.LINEAR_DEPTH`: Represents the linear (orthographic) depth value of the current fragment.
- * If a `valueNode` is set, the scope can be used to convert perspective depth data to linear data.
- *
- * @type {('depth'|'depthBase'|'linearDepth')}
- */
- this.scope = scope;
- /**
- * Can be used to define a custom depth value.
- * The property is ignored in the `ViewportDepthNode.DEPTH` scope.
- *
- * @type {?Node}
- * @default null
- */
- this.valueNode = valueNode;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isViewportDepthNode = true;
- }
- generate( builder ) {
- const { scope } = this;
- if ( scope === ViewportDepthNode.DEPTH_BASE ) {
- return builder.getFragDepth();
- }
- return super.generate( builder );
- }
- setup( { camera } ) {
- const { scope } = this;
- const value = this.valueNode;
- let node = null;
- if ( scope === ViewportDepthNode.DEPTH_BASE ) {
- if ( value !== null ) {
- node = depthBase().assign( value );
- }
- } else if ( scope === ViewportDepthNode.DEPTH ) {
- if ( camera.isPerspectiveCamera ) {
- node = viewZToPerspectiveDepth( positionView.z, cameraNear, cameraFar );
- } else {
- node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
- }
- } else if ( scope === ViewportDepthNode.LINEAR_DEPTH ) {
- if ( value !== null ) {
- if ( camera.isPerspectiveCamera ) {
- const viewZ = perspectiveDepthToViewZ( value, cameraNear, cameraFar );
- node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
- } else {
- node = value;
- }
- } else {
- node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
- }
- }
- return node;
- }
- }
- ViewportDepthNode.DEPTH_BASE = 'depthBase';
- ViewportDepthNode.DEPTH = 'depth';
- ViewportDepthNode.LINEAR_DEPTH = 'linearDepth';
- // NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera
- /**
- * TSL function for converting a viewZ value to an orthographic depth value.
- *
- * @tsl
- * @function
- * @param {Node<float>} viewZ - The viewZ node.
- * @param {Node<float>} near - The camera's near value.
- * @param {Node<float>} far - The camera's far value.
- * @returns {Node<float>}
- */
- const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) );
- /**
- * TSL function for converting an orthographic depth value to a viewZ value.
- *
- * @tsl
- * @function
- * @param {Node<float>} depth - The orthographic depth.
- * @param {Node<float>} near - The camera's near value.
- * @param {Node<float>} far - The camera's far value.
- * @returns {Node<float>}
- */
- const orthographicDepthToViewZ = ( depth, near, far ) => near.sub( far ).mul( depth ).sub( near );
- /**
- * TSL function for converting a viewZ value to a perspective depth value.
- *
- * Note: {link https://twitter.com/gonnavis/status/1377183786949959682}.
- *
- * @tsl
- * @function
- * @param {Node<float>} viewZ - The viewZ node.
- * @param {Node<float>} near - The camera's near value.
- * @param {Node<float>} far - The camera's far value.
- * @returns {Node<float>}
- */
- const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) );
- /**
- * TSL function for converting a perspective depth value to a viewZ value.
- *
- * @tsl
- * @function
- * @param {Node<float>} depth - The perspective depth.
- * @param {Node<float>} near - The camera's near value.
- * @param {Node<float>} far - The camera's far value.
- * @returns {Node<float>}
- */
- const perspectiveDepthToViewZ = ( depth, near, far ) => near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) );
- /**
- * TSL function for converting a viewZ value to a logarithmic depth value.
- *
- * @tsl
- * @function
- * @param {Node<float>} viewZ - The viewZ node.
- * @param {Node<float>} near - The camera's near value.
- * @param {Node<float>} far - The camera's far value.
- * @returns {Node<float>}
- */
- const viewZToLogarithmicDepth = ( viewZ, near, far ) => {
- // NOTE: viewZ must be negative--see explanation at the end of this comment block.
- // The final logarithmic depth formula used here is adapted from one described in an
- // article by Thatcher Ulrich (see http://tulrich.com/geekstuff/log_depth_buffer.txt),
- // which was an improvement upon an earlier formula one described in an
- // Outerra article (https://outerra.blogspot.com/2009/08/logarithmic-z-buffer.html).
- // Ulrich's formula is the following:
- // z = K * log( w / cameraNear ) / log( cameraFar / cameraNear )
- // where K = 2^k - 1, and k is the number of bits in the depth buffer.
- // The Outerra variant ignored the camera near plane (it assumed it was 0) and instead
- // opted for a "C-constant" for resolution adjustment of objects near the camera.
- // Outerra states: "Notice that the 'C' variant doesn’t use a near plane distance, it has it
- // set at 0" (quote from https://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html).
- // Ulrich's variant has the benefit of constant relative precision over the whole near-far range.
- // It was debated here whether Outerra's "C-constant" or Ulrich's "near plane" variant should
- // be used, and ultimately Ulrich's "near plane" version was chosen.
- // Outerra eventually made another improvement to their original "C-constant" variant,
- // but it still does not incorporate the camera near plane (for this version,
- // see https://outerra.blogspot.com/2013/07/logarithmic-depth-buffer-optimizations.html).
- // Here we make 4 changes to Ulrich's formula:
- // 1. Clamp the camera near plane so we don't divide by 0.
- // 2. Use log2 instead of log to avoid an extra multiply (shaders implement log using log2).
- // 3. Assume K is 1 (K = maximum value in depth buffer; see Ulrich's formula above).
- // 4. To maintain consistency with the functions "viewZToOrthographicDepth" and "viewZToPerspectiveDepth",
- // we modify the formula here to use 'viewZ' instead of 'w'. The other functions expect a negative viewZ,
- // so we do the same here, hence the 'viewZ.negate()' call.
- // For visual representation of this depth curve, see https://www.desmos.com/calculator/uyqk0vex1u
- near = near.max( 1e-6 ).toVar();
- const numerator = log2( viewZ.negate().div( near ) );
- const denominator = log2( far.div( near ) );
- return numerator.div( denominator );
- };
- /**
- * TSL function for converting a logarithmic depth value to a viewZ value.
- *
- * @tsl
- * @function
- * @param {Node<float>} depth - The logarithmic depth.
- * @param {Node<float>} near - The camera's near value.
- * @param {Node<float>} far - The camera's far value.
- * @returns {Node<float>}
- */
- const logarithmicDepthToViewZ = ( depth, near, far ) => {
- // NOTE: we add a 'negate()' call to the return value here to maintain consistency with
- // the functions "orthographicDepthToViewZ" and "perspectiveDepthToViewZ" (they return
- // a negative viewZ).
- const exponent = depth.mul( log( far.div( near ) ) );
- return float( Math.E ).pow( exponent ).mul( near ).negate();
- };
- /**
- * TSL function for defining a value for the current fragment's depth.
- *
- * @tsl
- * @function
- * @param {Node<float>} value - The depth value to set.
- * @returns {ViewportDepthNode<float>}
- */
- const depthBase = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_BASE );
- /**
- * TSL object that represents the depth value for the current fragment.
- *
- * @tsl
- * @type {ViewportDepthNode}
- */
- const depth = /*@__PURE__*/ nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH );
- /**
- * TSL function for converting a perspective depth value to linear depth.
- *
- * @tsl
- * @function
- * @param {?Node<float>} [value=null] - The perspective depth. If `null` is provided, the current fragment's depth is used.
- * @returns {ViewportDepthNode<float>}
- */
- const linearDepth = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.LINEAR_DEPTH ).setParameterLength( 0, 1 );
- /**
- * TSL object that represents the linear (orthographic) depth value of the current fragment
- *
- * @tsl
- * @type {ViewportDepthNode}
- */
- const viewportLinearDepth = /*@__PURE__*/ linearDepth( viewportDepthTexture() );
- depth.assign = ( value ) => depthBase( value );
- /**
- * This node is used in {@link NodeMaterial} to setup the clipping
- * which can happen hardware-accelerated (if supported) and optionally
- * use alpha-to-coverage for anti-aliasing clipped edges.
- *
- * @augments Node
- */
- class ClippingNode extends Node {
- static get type() {
- return 'ClippingNode';
- }
- /**
- * Constructs a new clipping node.
- *
- * @param {('default'|'hardware'|'alphaToCoverage')} [scope='default'] - The node's scope. Similar to other nodes,
- * the selected scope influences the behavior of the node and what type of code is generated.
- */
- constructor( scope = ClippingNode.DEFAULT ) {
- super();
- /**
- * The node's scope. Similar to other nodes, the selected scope influences
- * the behavior of the node and what type of code is generated.
- *
- * @type {('default'|'hardware'|'alphaToCoverage')}
- */
- this.scope = scope;
- }
- /**
- * Setups the node depending on the selected scope.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node} The result node.
- */
- setup( builder ) {
- super.setup( builder );
- const clippingContext = builder.clippingContext;
- const { intersectionPlanes, unionPlanes } = clippingContext;
- this.hardwareClipping = builder.material.hardwareClipping;
- if ( this.scope === ClippingNode.ALPHA_TO_COVERAGE ) {
- return this.setupAlphaToCoverage( intersectionPlanes, unionPlanes );
- } else if ( this.scope === ClippingNode.HARDWARE ) {
- return this.setupHardwareClipping( unionPlanes, builder );
- } else {
- return this.setupDefault( intersectionPlanes, unionPlanes );
- }
- }
- /**
- * Setups alpha to coverage.
- *
- * @param {Array<Vector4>} intersectionPlanes - The intersection planes.
- * @param {Array<Vector4>} unionPlanes - The union planes.
- * @return {Node} The result node.
- */
- setupAlphaToCoverage( intersectionPlanes, unionPlanes ) {
- return Fn( () => {
- const distanceToPlane = float().toVar( 'distanceToPlane' );
- const distanceGradient = float().toVar( 'distanceToGradient' );
- const clipOpacity = float( 1 ).toVar( 'clipOpacity' );
- const numUnionPlanes = unionPlanes.length;
- if ( this.hardwareClipping === false && numUnionPlanes > 0 ) {
- const clippingPlanes = uniformArray( unionPlanes );
- Loop( numUnionPlanes, ( { i } ) => {
- const plane = clippingPlanes.element( i );
- distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
- distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
- clipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ) );
- } );
- }
- const numIntersectionPlanes = intersectionPlanes.length;
- if ( numIntersectionPlanes > 0 ) {
- const clippingPlanes = uniformArray( intersectionPlanes );
- const intersectionClipOpacity = float( 1 ).toVar( 'intersectionClipOpacity' );
- Loop( numIntersectionPlanes, ( { i } ) => {
- const plane = clippingPlanes.element( i );
- distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
- distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
- intersectionClipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ).oneMinus() );
- } );
- clipOpacity.mulAssign( intersectionClipOpacity.oneMinus() );
- }
- diffuseColor.a.mulAssign( clipOpacity );
- diffuseColor.a.equal( 0.0 ).discard();
- } )();
- }
- /**
- * Setups the default clipping.
- *
- * @param {Array<Vector4>} intersectionPlanes - The intersection planes.
- * @param {Array<Vector4>} unionPlanes - The union planes.
- * @return {Node} The result node.
- */
- setupDefault( intersectionPlanes, unionPlanes ) {
- return Fn( () => {
- const numUnionPlanes = unionPlanes.length;
- if ( this.hardwareClipping === false && numUnionPlanes > 0 ) {
- const clippingPlanes = uniformArray( unionPlanes );
- Loop( numUnionPlanes, ( { i } ) => {
- const plane = clippingPlanes.element( i );
- positionView.dot( plane.xyz ).greaterThan( plane.w ).discard();
- } );
- }
- const numIntersectionPlanes = intersectionPlanes.length;
- if ( numIntersectionPlanes > 0 ) {
- const clippingPlanes = uniformArray( intersectionPlanes );
- const clipped = bool( true ).toVar( 'clipped' );
- Loop( numIntersectionPlanes, ( { i } ) => {
- const plane = clippingPlanes.element( i );
- clipped.assign( positionView.dot( plane.xyz ).greaterThan( plane.w ).and( clipped ) );
- } );
- clipped.discard();
- }
- } )();
- }
- /**
- * Setups hardware clipping.
- *
- * @param {Array<Vector4>} unionPlanes - The union planes.
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node} The result node.
- */
- setupHardwareClipping( unionPlanes, builder ) {
- const numUnionPlanes = unionPlanes.length;
- builder.enableHardwareClipping( numUnionPlanes );
- return Fn( () => {
- const clippingPlanes = uniformArray( unionPlanes );
- const hw_clip_distances = builtin( builder.getClipDistance() );
- Loop( numUnionPlanes, ( { i } ) => {
- const plane = clippingPlanes.element( i );
- const distance = positionView.dot( plane.xyz ).sub( plane.w ).negate();
- hw_clip_distances.element( i ).assign( distance );
- } );
- } )();
- }
- }
- ClippingNode.ALPHA_TO_COVERAGE = 'alphaToCoverage';
- ClippingNode.DEFAULT = 'default';
- ClippingNode.HARDWARE = 'hardware';
- /**
- * TSL function for setting up the default clipping logic.
- *
- * @tsl
- * @function
- * @returns {ClippingNode}
- */
- const clipping = () => nodeObject( new ClippingNode() );
- /**
- * TSL function for setting up alpha to coverage.
- *
- * @tsl
- * @function
- * @returns {ClippingNode}
- */
- const clippingAlpha = () => nodeObject( new ClippingNode( ClippingNode.ALPHA_TO_COVERAGE ) );
- /**
- * TSL function for setting up hardware-based clipping.
- *
- * @tsl
- * @function
- * @returns {ClippingNode}
- */
- const hardwareClipping = () => nodeObject( new ClippingNode( ClippingNode.HARDWARE ) );
- // See: https://casual-effects.com/research/Wyman2017Hashed/index.html
- const ALPHA_HASH_SCALE = 0.05; // Derived from trials only, and may be changed.
- const hash2D = /*@__PURE__*/ Fn( ( [ value ] ) => {
- return fract( mul( 1.0e4, sin( mul( 17.0, value.x ).add( mul( 0.1, value.y ) ) ) ).mul( add( 0.1, abs( sin( mul( 13.0, value.y ).add( value.x ) ) ) ) ) );
- } );
- const hash3D = /*@__PURE__*/ Fn( ( [ value ] ) => {
- return hash2D( vec2( hash2D( value.xy ), value.z ) );
- } );
- const getAlphaHashThreshold = /*@__PURE__*/ Fn( ( [ position ] ) => {
- // Find the discretized derivatives of our coordinates
- const maxDeriv = max$1(
- length( dFdx( position.xyz ) ),
- length( dFdy( position.xyz ) )
- );
- const pixScale = float( 1 ).div( float( ALPHA_HASH_SCALE ).mul( maxDeriv ) ).toVar( 'pixScale' );
- // Find two nearest log-discretized noise scales
- const pixScales = vec2(
- exp2( floor( log2( pixScale ) ) ),
- exp2( ceil( log2( pixScale ) ) )
- );
- // Compute alpha thresholds at our two noise scales
- const alpha = vec2(
- hash3D( floor( pixScales.x.mul( position.xyz ) ) ),
- hash3D( floor( pixScales.y.mul( position.xyz ) ) ),
- );
- // Factor to interpolate lerp with
- const lerpFactor = fract( log2( pixScale ) );
- // Interpolate alpha threshold from noise at two scales
- const x = add( mul( lerpFactor.oneMinus(), alpha.x ), mul( lerpFactor, alpha.y ) );
- // Pass into CDF to compute uniformly distrib threshold
- const a = min$1( lerpFactor, lerpFactor.oneMinus() );
- const cases = vec3(
- x.mul( x ).div( mul( 2.0, a ).mul( sub( 1.0, a ) ) ),
- x.sub( mul( 0.5, a ) ).div( sub( 1.0, a ) ),
- sub( 1.0, sub( 1.0, x ).mul( sub( 1.0, x ) ).div( mul( 2.0, a ).mul( sub( 1.0, a ) ) ) ) );
- // Find our final, uniformly distributed alpha threshold (ατ)
- const threshold = x.lessThan( a.oneMinus() ).select( x.lessThan( a ).select( cases.x, cases.y ), cases.z );
- // Avoids ατ == 0. Could also do ατ =1-ατ
- return clamp( threshold, 1.0e-6, 1.0 );
- } ).setLayout( {
- name: 'getAlphaHashThreshold',
- type: 'float',
- inputs: [
- { name: 'position', type: 'vec3' }
- ]
- } );
- /**
- * An attribute node for representing vertex colors.
- *
- * @augments AttributeNode
- */
- class VertexColorNode extends AttributeNode {
- static get type() {
- return 'VertexColorNode';
- }
- /**
- * Constructs a new vertex color node.
- *
- * @param {number} index - The attribute index.
- */
- constructor( index ) {
- super( null, 'vec4' );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isVertexColorNode = true;
- /**
- * The attribute index to enable more than one sets of vertex colors.
- *
- * @type {number}
- * @default 0
- */
- this.index = index;
- }
- /**
- * Overwrites the default implementation by honoring the attribute index.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The attribute name.
- */
- getAttributeName( /*builder*/ ) {
- const index = this.index;
- return 'color' + ( index > 0 ? index : '' );
- }
- generate( builder ) {
- const attributeName = this.getAttributeName( builder );
- const geometryAttribute = builder.hasGeometryAttribute( attributeName );
- let result;
- if ( geometryAttribute === true ) {
- result = super.generate( builder );
- } else {
- // Vertex color fallback should be white
- result = builder.generateConst( this.nodeType, new Vector4( 1, 1, 1, 1 ) );
- }
- return result;
- }
- serialize( data ) {
- super.serialize( data );
- data.index = this.index;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.index = data.index;
- }
- }
- /**
- * TSL function for creating a reference node.
- *
- * @tsl
- * @function
- * @param {number} [index=0] - The attribute index.
- * @returns {VertexColorNode}
- */
- const vertexColor = ( index = 0 ) => nodeObject( new VertexColorNode( index ) );
- /**
- * Base class for all node materials.
- *
- * @augments Material
- */
- class NodeMaterial extends Material {
- static get type() {
- return 'NodeMaterial';
- }
- /**
- * Represents the type of the node material.
- *
- * @type {string}
- */
- get type() {
- return this.constructor.type;
- }
- set type( _value ) { /* */ }
- /**
- * Constructs a new node material.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isNodeMaterial = true;
- /**
- * Whether this material is affected by fog or not.
- *
- * @type {boolean}
- * @default true
- */
- this.fog = true;
- /**
- * Whether this material is affected by lights or not.
- *
- * @type {boolean}
- * @default false
- */
- this.lights = false;
- /**
- * Whether this material uses hardware clipping or not.
- * This property is managed by the engine and should not be
- * modified by apps.
- *
- * @type {boolean}
- * @default false
- */
- this.hardwareClipping = false;
- /**
- * Node materials which set their `lights` property to `true`
- * are affected by all lights of the scene. Sometimes selective
- * lighting is wanted which means only _some_ lights in the scene
- * affect a material. This can be achieved by creating an instance
- * of {@link LightsNode} with a list of selective
- * lights and assign the node to this property.
- *
- * ```js
- * const customLightsNode = lights( [ light1, light2 ] );
- * material.lightsNode = customLightsNode;
- * ```
- *
- * @type {?LightsNode}
- * @default null
- */
- this.lightsNode = null;
- /**
- * The environment of node materials can be defined by an environment
- * map assigned to the `envMap` property or by `Scene.environment`
- * if the node material is a PBR material. This node property allows to overwrite
- * the default behavior and define the environment with a custom node.
- *
- * ```js
- * material.envNode = pmremTexture( renderTarget.texture );
- * ```
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.envNode = null;
- /**
- * The lighting of node materials might be influenced by ambient occlusion.
- * The default AO is inferred from an ambient occlusion map assigned to `aoMap`
- * and the respective `aoMapIntensity`. This node property allows to overwrite
- * the default and define the ambient occlusion with a custom node instead.
- *
- * If you don't want to overwrite the diffuse color but modify the existing
- * values instead, use {@link materialAO}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.aoNode = null;
- /**
- * The diffuse color of node materials is by default inferred from the
- * `color` and `map` properties. This node property allows to overwrite the default
- * and define the diffuse color with a node instead.
- *
- * ```js
- * material.colorNode = color( 0xff0000 ); // define red color
- * ```
- *
- * If you don't want to overwrite the diffuse color but modify the existing
- * values instead, use {@link materialColor}.
- *
- * ```js
- * material.colorNode = materialColor.mul( color( 0xff0000 ) ); // give diffuse colors a red tint
- * ```
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.colorNode = null;
- /**
- * The normals of node materials are by default inferred from the `normalMap`/`normalScale`
- * or `bumpMap`/`bumpScale` properties. This node property allows to overwrite the default
- * and define the normals with a node instead.
- *
- * If you don't want to overwrite the normals but modify the existing values instead,
- * use {@link materialNormal}.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.normalNode = null;
- /**
- * The opacity of node materials is by default inferred from the `opacity`
- * and `alphaMap` properties. This node property allows to overwrite the default
- * and define the opacity with a node instead.
- *
- * If you don't want to overwrite the normals but modify the existing
- * value instead, use {@link materialOpacity}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.opacityNode = null;
- /**
- * This node can be used to implement a variety of filter-like effects. The idea is
- * to store the current rendering into a texture e.g. via `viewportSharedTexture()`, use it
- * to create an arbitrary effect and then assign the node composition to this property.
- * Everything behind the object using this material will now be affected by a filter.
- *
- * ```js
- * const material = new NodeMaterial()
- * material.transparent = true;
- *
- * // everything behind the object will be monochromatic
- * material.backdropNode = saturation( viewportSharedTexture().rgb, 0 );
- * ```
- *
- * Backdrop computations are part of the lighting so only lit materials can use this property.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.backdropNode = null;
- /**
- * This node allows to modulate the influence of `backdropNode` to the outgoing light.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.backdropAlphaNode = null;
- /**
- * The alpha test of node materials is by default inferred from the `alphaTest`
- * property. This node property allows to overwrite the default and define the
- * alpha test with a node instead.
- *
- * If you don't want to overwrite the alpha test but modify the existing
- * value instead, use {@link materialAlphaTest}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.alphaTestNode = null;
- /**
- * The local vertex positions are computed based on multiple factors like the
- * attribute data, morphing or skinning. This node property allows to overwrite
- * the default and define local vertex positions with nodes instead.
- *
- * If you don't want to overwrite the vertex positions but modify the existing
- * values instead, use {@link positionLocal}.
- *
- *```js
- * material.positionNode = positionLocal.add( displace );
- * ```
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.positionNode = null;
- /**
- * This node property is intended for logic which modifies geometry data once or per animation step.
- * Apps usually place such logic randomly in initialization routines or in the animation loop.
- * `geometryNode` is intended as a dedicated API so there is an intended spot where geometry modifications
- * can be implemented.
- *
- * The idea is to assign a `Fn` definition that holds the geometry modification logic. A typical example
- * would be a GPU based particle system that provides a node material for usage on app level. The particle
- * simulation would be implemented as compute shaders and managed inside a `Fn` function. This function is
- * eventually assigned to `geometryNode`.
- *
- * @type {?Function}
- * @default null
- */
- this.geometryNode = null;
- /**
- * Allows to overwrite depth values in the fragment shader.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.depthNode = null;
- /**
- * Allows to overwrite the position used for shadow map rendering which
- * is by default {@link positionWorld}, the vertex position
- * in world space.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.receivedShadowPositionNode = null;
- /**
- * Allows to overwrite the geometry position used for shadow map projection which
- * is by default {@link positionLocal}, the vertex position in local space.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.castShadowPositionNode = null;
- /**
- * This node can be used to influence how an object using this node material
- * receive shadows.
- *
- * ```js
- * const totalShadows = float( 1 ).toVar();
- * material.receivedShadowNode = Fn( ( [ shadow ] ) => {
- * totalShadows.mulAssign( shadow );
- * //return float( 1 ); // bypass received shadows
- * return shadow.mix( color( 0xff0000 ), 1 ); // modify shadow color
- * } );
- *
- * @type {?(Function|FunctionNode<vec4>)}
- * @default null
- */
- this.receivedShadowNode = null;
- /**
- * This node can be used to influence how an object using this node material
- * casts shadows. To apply a color to shadows, you can simply do:
- *
- * ```js
- * material.castShadowNode = vec4( 1, 0, 0, 1 );
- * ```
- *
- * Which can be nice to fake colored shadows of semi-transparent objects. It
- * is also common to use the property with `Fn` function so checks are performed
- * per fragment.
- *
- * ```js
- * materialCustomShadow.castShadowNode = Fn( () => {
- * hash( vertexIndex ).greaterThan( 0.5 ).discard();
- * return materialColor;
- * } )();
- * ```
- *
- * @type {?Node<vec4>}
- * @default null
- */
- this.castShadowNode = null;
- /**
- * This node can be used to define the final output of the material.
- *
- * TODO: Explain the differences to `fragmentNode`.
- *
- * @type {?Node<vec4>}
- * @default null
- */
- this.outputNode = null;
- /**
- * MRT configuration is done on renderer or pass level. This node allows to
- * overwrite what values are written into MRT targets on material level. This
- * can be useful for implementing selective FX features that should only affect
- * specific objects.
- *
- * @type {?MRTNode}
- * @default null
- */
- this.mrtNode = null;
- /**
- * This node property can be used if you need complete freedom in implementing
- * the fragment shader. Assigning a node will replace the built-in material
- * logic used in the fragment stage.
- *
- * @type {?Node<vec4>}
- * @default null
- */
- this.fragmentNode = null;
- /**
- * This node property can be used if you need complete freedom in implementing
- * the vertex shader. Assigning a node will replace the built-in material logic
- * used in the vertex stage.
- *
- * @type {?Node<vec4>}
- * @default null
- */
- this.vertexNode = null;
- // Deprecated properties
- Object.defineProperty( this, 'shadowPositionNode', { // @deprecated, r176
- get: () => {
- return this.receivedShadowPositionNode;
- },
- set: ( value ) => {
- console.warn( 'THREE.NodeMaterial: ".shadowPositionNode" was renamed to ".receivedShadowPositionNode".' );
- this.receivedShadowPositionNode = value;
- }
- } );
- }
- /**
- * Allows to define a custom cache key that influence the material key computation
- * for render objects.
- *
- * @return {string} The custom cache key.
- */
- customProgramCacheKey() {
- return this.type + getCacheKey$1( this );
- }
- /**
- * Builds this material with the given node builder.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- build( builder ) {
- this.setup( builder );
- }
- /**
- * Setups a node material observer with the given builder.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {NodeMaterialObserver} The node material observer.
- */
- setupObserver( builder ) {
- return new NodeMaterialObserver( builder );
- }
- /**
- * Setups the vertex and fragment stage of this node material.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setup( builder ) {
- builder.context.setupNormal = () => this.setupNormal( builder );
- builder.context.setupPositionView = () => this.setupPositionView( builder );
- builder.context.setupModelViewProjection = () => this.setupModelViewProjection( builder );
- const renderer = builder.renderer;
- const renderTarget = renderer.getRenderTarget();
- // < VERTEX STAGE >
- builder.addStack();
- const vertexNode = this.vertexNode || this.setupVertex( builder );
- builder.stack.outputNode = vertexNode;
- this.setupHardwareClipping( builder );
- if ( this.geometryNode !== null ) {
- builder.stack.outputNode = builder.stack.outputNode.bypass( this.geometryNode );
- }
- builder.addFlow( 'vertex', builder.removeStack() );
- // < FRAGMENT STAGE >
- builder.addStack();
- let resultNode;
- const clippingNode = this.setupClipping( builder );
- if ( this.depthWrite === true || this.depthTest === true ) {
- // only write depth if depth buffer is configured
- if ( renderTarget !== null ) {
- if ( renderTarget.depthBuffer === true ) this.setupDepth( builder );
- } else {
- if ( renderer.depth === true ) this.setupDepth( builder );
- }
- }
- if ( this.fragmentNode === null ) {
- this.setupDiffuseColor( builder );
- this.setupVariants( builder );
- const outgoingLightNode = this.setupLighting( builder );
- if ( clippingNode !== null ) builder.stack.add( clippingNode );
- // force unsigned floats - useful for RenderTargets
- const basicOutput = vec4( outgoingLightNode, diffuseColor.a ).max( 0 );
- resultNode = this.setupOutput( builder, basicOutput );
- // OUTPUT NODE
- output.assign( resultNode );
- //
- const isCustomOutput = this.outputNode !== null;
- if ( isCustomOutput ) resultNode = this.outputNode;
- // MRT
- if ( renderTarget !== null ) {
- const mrt = renderer.getMRT();
- const materialMRT = this.mrtNode;
- if ( mrt !== null ) {
- if ( isCustomOutput ) output.assign( resultNode );
- resultNode = mrt;
- if ( materialMRT !== null ) {
- resultNode = mrt.merge( materialMRT );
- }
- } else if ( materialMRT !== null ) {
- resultNode = materialMRT;
- }
- }
- } else {
- let fragmentNode = this.fragmentNode;
- if ( fragmentNode.isOutputStructNode !== true ) {
- fragmentNode = vec4( fragmentNode );
- }
- resultNode = this.setupOutput( builder, fragmentNode );
- }
- builder.stack.outputNode = resultNode;
- builder.addFlow( 'fragment', builder.removeStack() );
- // < OBSERVER >
- builder.observer = this.setupObserver( builder );
- }
- /**
- * Setups the clipping node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {ClippingNode} The clipping node.
- */
- setupClipping( builder ) {
- if ( builder.clippingContext === null ) return null;
- const { unionPlanes, intersectionPlanes } = builder.clippingContext;
- let result = null;
- if ( unionPlanes.length > 0 || intersectionPlanes.length > 0 ) {
- const samples = builder.renderer.samples;
- if ( this.alphaToCoverage && samples > 1 ) {
- // to be added to flow when the color/alpha value has been determined
- result = clippingAlpha();
- } else {
- builder.stack.add( clipping() );
- }
- }
- return result;
- }
- /**
- * Setups the hardware clipping if available on the current device.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setupHardwareClipping( builder ) {
- this.hardwareClipping = false;
- if ( builder.clippingContext === null ) return;
- const candidateCount = builder.clippingContext.unionPlanes.length;
- // 8 planes supported by WebGL ANGLE_clip_cull_distance and WebGPU clip-distances
- if ( candidateCount > 0 && candidateCount <= 8 && builder.isAvailable( 'clipDistance' ) ) {
- builder.stack.add( hardwareClipping() );
- this.hardwareClipping = true;
- }
- return;
- }
- /**
- * Setups the depth of this material.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setupDepth( builder ) {
- const { renderer, camera } = builder;
- // Depth
- let depthNode = this.depthNode;
- if ( depthNode === null ) {
- const mrt = renderer.getMRT();
- if ( mrt && mrt.has( 'depth' ) ) {
- depthNode = mrt.get( 'depth' );
- } else if ( renderer.logarithmicDepthBuffer === true ) {
- if ( camera.isPerspectiveCamera ) {
- depthNode = viewZToLogarithmicDepth( positionView.z, cameraNear, cameraFar );
- } else {
- depthNode = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
- }
- }
- }
- if ( depthNode !== null ) {
- depth.assign( depthNode ).toStack();
- }
- }
- /**
- * Setups the position node in view space. This method exists
- * so derived node materials can modify the implementation e.g. sprite materials.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec3>} The position in view space.
- */
- setupPositionView( /*builder*/ ) {
- return modelViewMatrix.mul( positionLocal ).xyz;
- }
- /**
- * Setups the position in clip space.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec4>} The position in view space.
- */
- setupModelViewProjection( /*builder*/ ) {
- return cameraProjectionMatrix.mul( positionView );
- }
- /**
- * Setups the logic for the vertex stage.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec4>} The position in clip space.
- */
- setupVertex( builder ) {
- builder.addStack();
- this.setupPosition( builder );
- builder.context.vertex = builder.removeStack();
- return modelViewProjection;
- }
- /**
- * Setups the computation of the position in local space.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec3>} The position in local space.
- */
- setupPosition( builder ) {
- const { object, geometry } = builder;
- if ( geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color ) {
- morphReference( object ).toStack();
- }
- if ( object.isSkinnedMesh === true ) {
- skinning( object ).toStack();
- }
- if ( this.displacementMap ) {
- const displacementMap = materialReference( 'displacementMap', 'texture' );
- const displacementScale = materialReference( 'displacementScale', 'float' );
- const displacementBias = materialReference( 'displacementBias', 'float' );
- positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) );
- }
- if ( object.isBatchedMesh ) {
- batch( object ).toStack();
- }
- if ( ( object.isInstancedMesh && object.instanceMatrix && object.instanceMatrix.isInstancedBufferAttribute === true ) ) {
- instancedMesh( object ).toStack();
- }
- if ( this.positionNode !== null ) {
- positionLocal.assign( this.positionNode.context( { isPositionNodeInput: true } ) );
- }
- return positionLocal;
- }
- /**
- * Setups the computation of the material's diffuse color.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {BufferGeometry} geometry - The geometry.
- */
- setupDiffuseColor( { object, geometry } ) {
- let colorNode = this.colorNode ? vec4( this.colorNode ) : materialColor;
- // VERTEX COLORS
- if ( this.vertexColors === true && geometry.hasAttribute( 'color' ) ) {
- colorNode = colorNode.mul( vertexColor() );
- }
- // Instanced colors
- if ( object.instanceColor ) {
- const instanceColor = varyingProperty( 'vec3', 'vInstanceColor' );
- colorNode = instanceColor.mul( colorNode );
- }
- if ( object.isBatchedMesh && object._colorsTexture ) {
- const batchColor = varyingProperty( 'vec3', 'vBatchColor' );
- colorNode = batchColor.mul( colorNode );
- }
- // COLOR
- diffuseColor.assign( colorNode );
- // OPACITY
- const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
- diffuseColor.a.assign( diffuseColor.a.mul( opacityNode ) );
- // ALPHA TEST
- if ( this.alphaTestNode !== null || this.alphaTest > 0 ) {
- const alphaTestNode = this.alphaTestNode !== null ? float( this.alphaTestNode ) : materialAlphaTest;
- diffuseColor.a.lessThanEqual( alphaTestNode ).discard();
- }
- // ALPHA HASH
- if ( this.alphaHash === true ) {
- diffuseColor.a.lessThan( getAlphaHashThreshold( positionLocal ) ).discard();
- }
- if ( this.transparent === false && this.blending === NormalBlending && this.alphaToCoverage === false ) {
- diffuseColor.a.assign( 1.0 );
- }
- }
- /**
- * Abstract interface method that can be implemented by derived materials
- * to setup material-specific node variables.
- *
- * @abstract
- * @param {NodeBuilder} builder - The current node builder.
- */
- setupVariants( /*builder*/ ) {
- // Interface function.
- }
- /**
- * Setups the outgoing light node variable
- *
- * @return {Node<vec3>} The outgoing light node.
- */
- setupOutgoingLight() {
- return ( this.lights === true ) ? vec3( 0 ) : diffuseColor.rgb;
- }
- /**
- * Setups the normal node from the material.
- *
- * @return {Node<vec3>} The normal node.
- */
- setupNormal() {
- return this.normalNode ? vec3( this.normalNode ) : materialNormal;
- }
- /**
- * Setups the environment node from the material.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec4>} The environment node.
- */
- setupEnvironment( /*builder*/ ) {
- let node = null;
- if ( this.envNode ) {
- node = this.envNode;
- } else if ( this.envMap ) {
- node = this.envMap.isCubeTexture ? materialReference( 'envMap', 'cubeTexture' ) : materialReference( 'envMap', 'texture' );
- }
- return node;
- }
- /**
- * Setups the light map node from the material.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec3>} The light map node.
- */
- setupLightMap( builder ) {
- let node = null;
- if ( builder.material.lightMap ) {
- node = new IrradianceNode( materialLightMap );
- }
- return node;
- }
- /**
- * Setups the lights node based on the scene, environment and material.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {LightsNode} The lights node.
- */
- setupLights( builder ) {
- const materialLightsNode = [];
- //
- const envNode = this.setupEnvironment( builder );
- if ( envNode && envNode.isLightingNode ) {
- materialLightsNode.push( envNode );
- }
- const lightMapNode = this.setupLightMap( builder );
- if ( lightMapNode && lightMapNode.isLightingNode ) {
- materialLightsNode.push( lightMapNode );
- }
- if ( this.aoNode !== null || builder.material.aoMap ) {
- const aoNode = this.aoNode !== null ? this.aoNode : materialAO;
- materialLightsNode.push( new AONode( aoNode ) );
- }
- let lightsN = this.lightsNode || builder.lightsNode;
- if ( materialLightsNode.length > 0 ) {
- lightsN = builder.renderer.lighting.createNode( [ ...lightsN.getLights(), ...materialLightsNode ] );
- }
- return lightsN;
- }
- /**
- * This method should be implemented by most derived materials
- * since it defines the material's lighting model.
- *
- * @abstract
- * @param {NodeBuilder} builder - The current node builder.
- * @return {LightingModel} The lighting model.
- */
- setupLightingModel( /*builder*/ ) {
- // Interface function.
- }
- /**
- * Setups the outgoing light node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec3>} The outgoing light node.
- */
- setupLighting( builder ) {
- const { material } = builder;
- const { backdropNode, backdropAlphaNode, emissiveNode } = this;
- // OUTGOING LIGHT
- const lights = this.lights === true || this.lightsNode !== null;
- const lightsNode = lights ? this.setupLights( builder ) : null;
- let outgoingLightNode = this.setupOutgoingLight( builder );
- if ( lightsNode && lightsNode.getScope().hasLights ) {
- const lightingModel = this.setupLightingModel( builder ) || null;
- outgoingLightNode = lightingContext( lightsNode, lightingModel, backdropNode, backdropAlphaNode );
- } else if ( backdropNode !== null ) {
- outgoingLightNode = vec3( backdropAlphaNode !== null ? mix( outgoingLightNode, backdropNode, backdropAlphaNode ) : backdropNode );
- }
- // EMISSIVE
- if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) {
- emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) );
- outgoingLightNode = outgoingLightNode.add( emissive );
- }
- return outgoingLightNode;
- }
- /**
- * Setup the fog.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {Node<vec4>} outputNode - The existing output node.
- * @return {Node<vec4>} The output node.
- */
- setupFog( builder, outputNode ) {
- const fogNode = builder.fogNode;
- if ( fogNode ) {
- output.assign( outputNode );
- outputNode = vec4( fogNode );
- }
- return outputNode;
- }
- /**
- * Setups the output node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {Node<vec4>} outputNode - The existing output node.
- * @return {Node<vec4>} The output node.
- */
- setupOutput( builder, outputNode ) {
- // FOG
- if ( this.fog === true ) {
- outputNode = this.setupFog( builder, outputNode );
- }
- return outputNode;
- }
- /**
- * Most classic material types have a node pendant e.g. for `MeshBasicMaterial`
- * there is `MeshBasicNodeMaterial`. This utility method is intended for
- * defining all material properties of the classic type in the node type.
- *
- * @param {Material} material - The material to copy properties with their values to this node material.
- */
- setDefaultValues( material ) {
- // This approach is to reuse the native refreshUniforms*
- // and turn available the use of features like transmission and environment in core
- for ( const property in material ) {
- const value = material[ property ];
- if ( this[ property ] === undefined ) {
- this[ property ] = value;
- if ( value && value.clone ) this[ property ] = value.clone();
- }
- }
- const descriptors = Object.getOwnPropertyDescriptors( material.constructor.prototype );
- for ( const key in descriptors ) {
- if ( Object.getOwnPropertyDescriptor( this.constructor.prototype, key ) === undefined &&
- descriptors[ key ].get !== undefined ) {
- Object.defineProperty( this.constructor.prototype, key, descriptors[ key ] );
- }
- }
- }
- /**
- * Serializes this material to JSON.
- *
- * @param {?(Object|string)} meta - The meta information for serialization.
- * @return {Object} The serialized node.
- */
- toJSON( meta ) {
- const isRoot = ( meta === undefined || typeof meta === 'string' );
- if ( isRoot ) {
- meta = {
- textures: {},
- images: {},
- nodes: {}
- };
- }
- const data = Material.prototype.toJSON.call( this, meta );
- const nodeChildren = getNodeChildren( this );
- data.inputNodes = {};
- for ( const { property, childNode } of nodeChildren ) {
- data.inputNodes[ property ] = childNode.toJSON( meta ).uuid;
- }
- // TODO: Copied from Object3D.toJSON
- function extractFromCache( cache ) {
- const values = [];
- for ( const key in cache ) {
- const data = cache[ key ];
- delete data.metadata;
- values.push( data );
- }
- return values;
- }
- if ( isRoot ) {
- const textures = extractFromCache( meta.textures );
- const images = extractFromCache( meta.images );
- const nodes = extractFromCache( meta.nodes );
- if ( textures.length > 0 ) data.textures = textures;
- if ( images.length > 0 ) data.images = images;
- if ( nodes.length > 0 ) data.nodes = nodes;
- }
- return data;
- }
- /**
- * Copies the properties of the given node material to this instance.
- *
- * @param {NodeMaterial} source - The material to copy.
- * @return {NodeMaterial} A reference to this node material.
- */
- copy( source ) {
- this.lightsNode = source.lightsNode;
- this.envNode = source.envNode;
- this.colorNode = source.colorNode;
- this.normalNode = source.normalNode;
- this.opacityNode = source.opacityNode;
- this.backdropNode = source.backdropNode;
- this.backdropAlphaNode = source.backdropAlphaNode;
- this.alphaTestNode = source.alphaTestNode;
- this.positionNode = source.positionNode;
- this.geometryNode = source.geometryNode;
- this.depthNode = source.depthNode;
- this.receivedShadowPositionNode = source.receivedShadowPositionNode;
- this.castShadowPositionNode = source.castShadowPositionNode;
- this.receivedShadowNode = source.receivedShadowNode;
- this.castShadowNode = source.castShadowNode;
- this.outputNode = source.outputNode;
- this.mrtNode = source.mrtNode;
- this.fragmentNode = source.fragmentNode;
- this.vertexNode = source.vertexNode;
- return super.copy( source );
- }
- }
- const _defaultValues$d = /*@__PURE__*/ new LineBasicMaterial();
- /**
- * Node material version of {@link LineBasicMaterial}.
- *
- * @augments NodeMaterial
- */
- class LineBasicNodeMaterial extends NodeMaterial {
- static get type() {
- return 'LineBasicNodeMaterial';
- }
- /**
- * Constructs a new line basic node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLineBasicNodeMaterial = true;
- this.setDefaultValues( _defaultValues$d );
- this.setValues( parameters );
- }
- }
- const _defaultValues$c = /*@__PURE__*/ new LineDashedMaterial();
- /**
- * Node material version of {@link LineDashedMaterial}.
- *
- * @augments NodeMaterial
- */
- class LineDashedNodeMaterial extends NodeMaterial {
- static get type() {
- return 'LineDashedNodeMaterial';
- }
- /**
- * Constructs a new line dashed node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLineDashedNodeMaterial = true;
- this.setDefaultValues( _defaultValues$c );
- /**
- * The dash offset.
- *
- * @type {number}
- * @default 0
- */
- this.dashOffset = 0;
- /**
- * The offset of dash materials is by default inferred from the `dashOffset`
- * property. This node property allows to overwrite the default
- * and define the offset with a node instead.
- *
- * If you don't want to overwrite the offset but modify the existing
- * value instead, use {@link materialLineDashOffset}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.offsetNode = null;
- /**
- * The scale of dash materials is by default inferred from the `scale`
- * property. This node property allows to overwrite the default
- * and define the scale with a node instead.
- *
- * If you don't want to overwrite the scale but modify the existing
- * value instead, use {@link materialLineScale}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.dashScaleNode = null;
- /**
- * The dash size of dash materials is by default inferred from the `dashSize`
- * property. This node property allows to overwrite the default
- * and define the dash size with a node instead.
- *
- * If you don't want to overwrite the dash size but modify the existing
- * value instead, use {@link materialLineDashSize}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.dashSizeNode = null;
- /**
- * The gap size of dash materials is by default inferred from the `gapSize`
- * property. This node property allows to overwrite the default
- * and define the gap size with a node instead.
- *
- * If you don't want to overwrite the gap size but modify the existing
- * value instead, use {@link materialLineGapSize}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.gapSizeNode = null;
- this.setValues( parameters );
- }
- /**
- * Setups the dash specific node variables.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setupVariants( /* builder */ ) {
- const offsetNode = this.offsetNode ? float( this.offsetNode ) : materialLineDashOffset;
- const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
- const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
- const gapSizeNode = this.gapSizeNode ? float( this.gapSizeNode ) : materialLineGapSize;
- dashSize.assign( dashSizeNode );
- gapSize.assign( gapSizeNode );
- const vLineDistance = varying( attribute( 'lineDistance' ).mul( dashScaleNode ) );
- const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
- vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard();
- }
- }
- let _sharedFramebuffer = null;
- /**
- * `ViewportTextureNode` creates an internal texture for each node instance. This module
- * shares a texture across all instances of `ViewportSharedTextureNode`. It should
- * be the first choice when using data of the default/screen framebuffer for performance reasons.
- *
- * @augments ViewportTextureNode
- */
- class ViewportSharedTextureNode extends ViewportTextureNode {
- static get type() {
- return 'ViewportSharedTextureNode';
- }
- /**
- * Constructs a new viewport shared texture node.
- *
- * @param {Node} [uvNode=screenUV] - The uv node.
- * @param {?Node} [levelNode=null] - The level node.
- */
- constructor( uvNode = screenUV, levelNode = null ) {
- if ( _sharedFramebuffer === null ) {
- _sharedFramebuffer = new FramebufferTexture();
- }
- super( uvNode, levelNode, _sharedFramebuffer );
- }
- updateReference() {
- return this;
- }
- }
- /**
- * TSL function for creating a shared viewport texture node.
- *
- * @tsl
- * @function
- * @param {?Node} [uvNode=screenUV] - The uv node.
- * @param {?Node} [levelNode=null] - The level node.
- * @returns {ViewportSharedTextureNode}
- */
- const viewportSharedTexture = /*@__PURE__*/ nodeProxy( ViewportSharedTextureNode ).setParameterLength( 0, 2 );
- const _defaultValues$b = /*@__PURE__*/ new LineDashedMaterial();
- /**
- * This node material can be used to render lines with a size larger than one
- * by representing them as instanced meshes.
- *
- * @augments NodeMaterial
- */
- class Line2NodeMaterial extends NodeMaterial {
- static get type() {
- return 'Line2NodeMaterial';
- }
- /**
- * Constructs a new node material for wide line rendering.
- *
- * @param {Object} [parameters={}] - The configuration parameter.
- */
- constructor( parameters = {} ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isLine2NodeMaterial = true;
- this.setDefaultValues( _defaultValues$b );
- /**
- * Whether vertex colors should be used or not.
- *
- * @type {boolean}
- * @default false
- */
- this.useColor = parameters.vertexColors;
- /**
- * The dash offset.
- *
- * @type {number}
- * @default 0
- */
- this.dashOffset = 0;
- /**
- * The line width.
- *
- * @type {number}
- * @default 0
- */
- this.lineWidth = 1;
- /**
- * Defines the lines color.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.lineColorNode = null;
- /**
- * Defines the offset.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.offsetNode = null;
- /**
- * Defines the dash scale.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.dashScaleNode = null;
- /**
- * Defines the dash size.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.dashSizeNode = null;
- /**
- * Defines the gap size.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.gapSizeNode = null;
- /**
- * Blending is set to `NoBlending` since transparency
- * is not supported, yet.
- *
- * @type {number}
- * @default 0
- */
- this.blending = NoBlending;
- this._useDash = parameters.dashed;
- this._useAlphaToCoverage = true;
- this._useWorldUnits = false;
- this.setValues( parameters );
- }
- /**
- * Setups the vertex and fragment stage of this node material.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setup( builder ) {
- const { renderer } = builder;
- const useAlphaToCoverage = this._useAlphaToCoverage;
- const useColor = this.useColor;
- const useDash = this._useDash;
- const useWorldUnits = this._useWorldUnits;
- const trimSegment = Fn( ( { start, end } ) => {
- const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
- const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
- const nearEstimate = b.mul( -0.5 ).div( a );
- const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
- return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
- } ).setLayout( {
- name: 'trimSegment',
- type: 'vec4',
- inputs: [
- { name: 'start', type: 'vec4' },
- { name: 'end', type: 'vec4' }
- ]
- } );
- this.vertexNode = Fn( () => {
- const instanceStart = attribute( 'instanceStart' );
- const instanceEnd = attribute( 'instanceEnd' );
- // camera space
- const start = vec4( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ).toVar( 'start' );
- const end = vec4( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) ).toVar( 'end' );
- if ( useDash ) {
- const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
- const offsetNode = this.offsetNode ? float( this.offsetNode ) : materialLineDashOffset;
- const instanceDistanceStart = attribute( 'instanceDistanceStart' );
- const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
- let lineDistance = positionGeometry.y.lessThan( 0.5 ).select( dashScaleNode.mul( instanceDistanceStart ), dashScaleNode.mul( instanceDistanceEnd ) );
- lineDistance = lineDistance.add( offsetNode );
- varyingProperty( 'float', 'lineDistance' ).assign( lineDistance );
- }
- if ( useWorldUnits ) {
- varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz );
- varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz );
- }
- const aspect = viewport.z.div( viewport.w );
- // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
- // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
- // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
- // perhaps there is a more elegant solution -- WestLangley
- const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( -1 ); // 4th entry in the 3rd column
- If( perspective, () => {
- If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
- end.assign( trimSegment( { start: start, end: end } ) );
- } ).ElseIf( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
- start.assign( trimSegment( { start: end, end: start } ) );
- } );
- } );
- // clip space
- const clipStart = cameraProjectionMatrix.mul( start );
- const clipEnd = cameraProjectionMatrix.mul( end );
- // ndc space
- const ndcStart = clipStart.xyz.div( clipStart.w );
- const ndcEnd = clipEnd.xyz.div( clipEnd.w );
- // direction
- const dir = ndcEnd.xy.sub( ndcStart.xy ).toVar();
- // account for clip-space aspect ratio
- dir.x.assign( dir.x.mul( aspect ) );
- dir.assign( dir.normalize() );
- const clip = vec4().toVar();
- if ( useWorldUnits ) {
- // get the offset direction as perpendicular to the view vector
- const worldDir = end.xyz.sub( start.xyz ).normalize();
- const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize();
- const worldUp = worldDir.cross( tmpFwd ).normalize();
- const worldFwd = worldDir.cross( worldUp );
- const worldPos = varyingProperty( 'vec4', 'worldPos' );
- worldPos.assign( positionGeometry.y.lessThan( 0.5 ).select( start, end ) );
- // height offset
- const hw = materialLineWidth.mul( 0.5 );
- worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).select( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) );
- // don't extend the line if we're rendering dashes because we
- // won't be rendering the endcaps
- if ( ! useDash ) {
- // cap extension
- worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).select( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) );
- // add width to the box
- worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) );
- // endcaps
- If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
- worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) );
- } );
- }
- // project the worldpos
- clip.assign( cameraProjectionMatrix.mul( worldPos ) );
- // shift the depth of the projected points so the line
- // segments overlap neatly
- const clipPose = vec3().toVar();
- clipPose.assign( positionGeometry.y.lessThan( 0.5 ).select( ndcStart, ndcEnd ) );
- clip.z.assign( clipPose.z.mul( clip.w ) );
- } else {
- const offset = vec2( dir.y, dir.x.negate() ).toVar( 'offset' );
- // undo aspect ratio adjustment
- dir.x.assign( dir.x.div( aspect ) );
- offset.x.assign( offset.x.div( aspect ) );
- // sign flip
- offset.assign( positionGeometry.x.lessThan( 0.0 ).select( offset.negate(), offset ) );
- // endcaps
- If( positionGeometry.y.lessThan( 0.0 ), () => {
- offset.assign( offset.sub( dir ) );
- } ).ElseIf( positionGeometry.y.greaterThan( 1.0 ), () => {
- offset.assign( offset.add( dir ) );
- } );
- // adjust for linewidth
- offset.assign( offset.mul( materialLineWidth ) );
- // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
- offset.assign( offset.div( viewport.w ) );
- // select end
- clip.assign( positionGeometry.y.lessThan( 0.5 ).select( clipStart, clipEnd ) );
- // back to clip space
- offset.assign( offset.mul( clip.w ) );
- clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
- }
- return clip;
- } )();
- const closestLineToLine = Fn( ( { p1, p2, p3, p4 } ) => {
- const p13 = p1.sub( p3 );
- const p43 = p4.sub( p3 );
- const p21 = p2.sub( p1 );
- const d1343 = p13.dot( p43 );
- const d4321 = p43.dot( p21 );
- const d1321 = p13.dot( p21 );
- const d4343 = p43.dot( p43 );
- const d2121 = p21.dot( p21 );
- const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
- const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
- const mua = numer.div( denom ).clamp();
- const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
- return vec2( mua, mub );
- } );
- this.colorNode = Fn( () => {
- const vUv = uv();
- if ( useDash ) {
- const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
- const gapSizeNode = this.gapSizeNode ? float( this.gapSizeNode ) : materialLineGapSize;
- dashSize.assign( dashSizeNode );
- gapSize.assign( gapSizeNode );
- const vLineDistance = varyingProperty( 'float', 'lineDistance' );
- vUv.y.lessThan( -1 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
- vLineDistance.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
- }
- const alpha = float( 1 ).toVar( 'alpha' );
- if ( useWorldUnits ) {
- const worldStart = varyingProperty( 'vec3', 'worldStart' );
- const worldEnd = varyingProperty( 'vec3', 'worldEnd' );
- // Find the closest points on the view ray and the line segment
- const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 );
- const lineDir = worldEnd.sub( worldStart );
- const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
- const p1 = worldStart.add( lineDir.mul( params.x ) );
- const p2 = rayEnd.mul( params.y );
- const delta = p1.sub( p2 );
- const len = delta.length();
- const norm = len.div( materialLineWidth );
- if ( ! useDash ) {
- if ( useAlphaToCoverage && renderer.samples > 1 ) {
- const dnorm = norm.fwidth();
- alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
- } else {
- norm.greaterThan( 0.5 ).discard();
- }
- }
- } else {
- // round endcaps
- if ( useAlphaToCoverage && renderer.samples > 1 ) {
- const a = vUv.x;
- const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
- const len2 = a.mul( a ).add( b.mul( b ) );
- const dlen = float( len2.fwidth() ).toVar( 'dlen' );
- If( vUv.y.abs().greaterThan( 1.0 ), () => {
- alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
- } );
- } else {
- If( vUv.y.abs().greaterThan( 1.0 ), () => {
- const a = vUv.x;
- const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
- const len2 = a.mul( a ).add( b.mul( b ) );
- len2.greaterThan( 1.0 ).discard();
- } );
- }
- }
- let lineColorNode;
- if ( this.lineColorNode ) {
- lineColorNode = this.lineColorNode;
- } else {
- if ( useColor ) {
- const instanceColorStart = attribute( 'instanceColorStart' );
- const instanceColorEnd = attribute( 'instanceColorEnd' );
- const instanceColor = positionGeometry.y.lessThan( 0.5 ).select( instanceColorStart, instanceColorEnd );
- lineColorNode = instanceColor.mul( materialColor );
- } else {
- lineColorNode = materialColor;
- }
- }
- return vec4( lineColorNode, alpha );
- } )();
- if ( this.transparent ) {
- const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
- this.outputNode = vec4( this.colorNode.rgb.mul( opacityNode ).add( viewportSharedTexture().rgb.mul( opacityNode.oneMinus() ) ), this.colorNode.a );
- }
- super.setup( builder );
- }
- /**
- * Whether the lines should sized in world units or not.
- * When set to `false` the unit is pixel.
- *
- * @type {boolean}
- * @default false
- */
- get worldUnits() {
- return this._useWorldUnits;
- }
- set worldUnits( value ) {
- if ( this._useWorldUnits !== value ) {
- this._useWorldUnits = value;
- this.needsUpdate = true;
- }
- }
- /**
- * Whether the lines should be dashed or not.
- *
- * @type {boolean}
- * @default false
- */
- get dashed() {
- return this._useDash;
- }
- set dashed( value ) {
- if ( this._useDash !== value ) {
- this._useDash = value;
- this.needsUpdate = true;
- }
- }
- /**
- * Whether alpha to coverage should be used or not.
- *
- * @type {boolean}
- * @default true
- */
- get alphaToCoverage() {
- return this._useAlphaToCoverage;
- }
- set alphaToCoverage( value ) {
- if ( this._useAlphaToCoverage !== value ) {
- this._useAlphaToCoverage = value;
- this.needsUpdate = true;
- }
- }
- }
- /**
- * Packs a direction vector into a color value.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} node - The direction to pack.
- * @return {Node<vec3>} The color.
- */
- const directionToColor = ( node ) => nodeObject( node ).mul( 0.5 ).add( 0.5 );
- /**
- * Unpacks a color value into a direction vector.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} node - The color to unpack.
- * @return {Node<vec3>} The direction.
- */
- const colorToDirection = ( node ) => nodeObject( node ).mul( 2.0 ).sub( 1 );
- const _defaultValues$a = /*@__PURE__*/ new MeshNormalMaterial();
- /**
- * Node material version of {@link MeshNormalMaterial}.
- *
- * @augments NodeMaterial
- */
- class MeshNormalNodeMaterial extends NodeMaterial {
- static get type() {
- return 'MeshNormalNodeMaterial';
- }
- /**
- * Constructs a new mesh normal node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshNormalNodeMaterial = true;
- this.setDefaultValues( _defaultValues$a );
- this.setValues( parameters );
- }
- /**
- * Overwrites the default implementation by computing the diffuse color
- * based on the normal data.
- */
- setupDiffuseColor() {
- const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
- // By convention, a normal packed to RGB is in sRGB color space. Convert it to working color space.
- diffuseColor.assign( colorSpaceToWorking( vec4( directionToColor( transformedNormalView ), opacityNode ), SRGBColorSpace ) );
- }
- }
- /**
- * Can be used to compute texture coordinates for projecting an
- * equirectangular texture onto a mesh for using it as the scene's
- * background.
- *
- * ```js
- * scene.backgroundNode = texture( equirectTexture, equirectUV() );
- * ```
- *
- * @augments TempNode
- */
- class EquirectUVNode extends TempNode {
- static get type() {
- return 'EquirectUVNode';
- }
- /**
- * Constructs a new equirect uv node.
- *
- * @param {Node<vec3>} [dirNode=positionWorldDirection] - A direction vector for sampling which is by default `positionWorldDirection`.
- */
- constructor( dirNode = positionWorldDirection ) {
- super( 'vec2' );
- /**
- * A direction vector for sampling why is by default `positionWorldDirection`.
- *
- * @type {Node<vec3>}
- */
- this.dirNode = dirNode;
- }
- setup() {
- const dir = this.dirNode;
- const u = dir.z.atan( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 );
- const v = dir.y.clamp( -1, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );
- return vec2( u, v );
- }
- }
- /**
- * TSL function for creating an equirect uv node.
- *
- * @tsl
- * @function
- * @param {?Node<vec3>} [dirNode=positionWorldDirection] - A direction vector for sampling which is by default `positionWorldDirection`.
- * @returns {EquirectUVNode}
- */
- const equirectUV = /*@__PURE__*/ nodeProxy( EquirectUVNode ).setParameterLength( 0, 1 );
- // @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget
- /**
- * This class represents a cube render target. It is a special version
- * of `WebGLCubeRenderTarget` which is compatible with `WebGPURenderer`.
- *
- * @augments WebGLCubeRenderTarget
- */
- class CubeRenderTarget extends WebGLCubeRenderTarget {
- /**
- * Constructs a new cube render target.
- *
- * @param {number} [size=1] - The size of the render target.
- * @param {RenderTarget~Options} [options] - The configuration object.
- */
- constructor( size = 1, options = {} ) {
- super( size, options );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCubeRenderTarget = true;
- }
- /**
- * Converts the given equirectangular texture to a cube map.
- *
- * @param {Renderer} renderer - The renderer.
- * @param {Texture} texture - The equirectangular texture.
- * @return {CubeRenderTarget} A reference to this cube render target.
- */
- fromEquirectangularTexture( renderer, texture$1 ) {
- const currentMinFilter = texture$1.minFilter;
- const currentGenerateMipmaps = texture$1.generateMipmaps;
- texture$1.generateMipmaps = true;
- this.texture.type = texture$1.type;
- this.texture.colorSpace = texture$1.colorSpace;
- this.texture.generateMipmaps = texture$1.generateMipmaps;
- this.texture.minFilter = texture$1.minFilter;
- this.texture.magFilter = texture$1.magFilter;
- const geometry = new BoxGeometry( 5, 5, 5 );
- const uvNode = equirectUV( positionWorldDirection );
- const material = new NodeMaterial();
- material.colorNode = texture( texture$1, uvNode, 0 );
- material.side = BackSide;
- material.blending = NoBlending;
- const mesh = new Mesh( geometry, material );
- const scene = new Scene();
- scene.add( mesh );
- // Avoid blurred poles
- if ( texture$1.minFilter === LinearMipmapLinearFilter ) texture$1.minFilter = LinearFilter;
- const camera = new CubeCamera( 1, 10, this );
- const currentMRT = renderer.getMRT();
- renderer.setMRT( null );
- camera.update( renderer, scene );
- renderer.setMRT( currentMRT );
- texture$1.minFilter = currentMinFilter;
- texture$1.currentGenerateMipmaps = currentGenerateMipmaps;
- mesh.geometry.dispose();
- mesh.material.dispose();
- return this;
- }
- }
- const _cache$1 = new WeakMap();
- /**
- * This node can be used to automatically convert environment maps in the
- * equirectangular format into the cube map format.
- *
- * @augments TempNode
- */
- class CubeMapNode extends TempNode {
- static get type() {
- return 'CubeMapNode';
- }
- /**
- * Constructs a new cube map node.
- *
- * @param {Node} envNode - The node representing the environment map.
- */
- constructor( envNode ) {
- super( 'vec3' );
- /**
- * The node representing the environment map.
- *
- * @type {Node}
- */
- this.envNode = envNode;
- /**
- * A reference to the internal cube texture.
- *
- * @private
- * @type {?CubeTexture}
- * @default null
- */
- this._cubeTexture = null;
- /**
- * A reference to the internal cube texture node.
- *
- * @private
- * @type {CubeTextureNode}
- */
- this._cubeTextureNode = cubeTexture( null );
- const defaultTexture = new CubeTexture();
- defaultTexture.isRenderTargetTexture = true;
- /**
- * A default cube texture that acts as a placeholder.
- * It is used when the conversion from equirectangular to cube
- * map has not finished yet for a given texture.
- *
- * @private
- * @type {CubeTexture}
- */
- this._defaultTexture = defaultTexture;
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.RENDER` since the node updates
- * the texture once per render in its {@link CubeMapNode#updateBefore} method.
- *
- * @type {string}
- * @default 'render'
- */
- this.updateBeforeType = NodeUpdateType.RENDER;
- }
- updateBefore( frame ) {
- const { renderer, material } = frame;
- const envNode = this.envNode;
- if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
- const texture = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
- if ( texture && texture.isTexture ) {
- const mapping = texture.mapping;
- if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
- // check for converted cubemap map
- if ( _cache$1.has( texture ) ) {
- const cubeMap = _cache$1.get( texture );
- mapTextureMapping( cubeMap, texture.mapping );
- this._cubeTexture = cubeMap;
- } else {
- // create cube map from equirectangular map
- const image = texture.image;
- if ( isEquirectangularMapReady$1( image ) ) {
- const renderTarget = new CubeRenderTarget( image.height );
- renderTarget.fromEquirectangularTexture( renderer, texture );
- mapTextureMapping( renderTarget.texture, texture.mapping );
- this._cubeTexture = renderTarget.texture;
- _cache$1.set( texture, renderTarget.texture );
- texture.addEventListener( 'dispose', onTextureDispose );
- } else {
- // default cube texture as fallback when equirectangular texture is not yet loaded
- this._cubeTexture = this._defaultTexture;
- }
- }
- //
- this._cubeTextureNode.value = this._cubeTexture;
- } else {
- // envNode already refers to a cube map
- this._cubeTextureNode = this.envNode;
- }
- }
- }
- }
- setup( builder ) {
- this.updateBefore( builder );
- return this._cubeTextureNode;
- }
- }
- /**
- * Returns true if the given equirectangular image has been fully loaded
- * and is ready for further processing.
- *
- * @private
- * @param {Image} image - The equirectangular image to check.
- * @return {boolean} Whether the image is ready or not.
- */
- function isEquirectangularMapReady$1( image ) {
- if ( image === null || image === undefined ) return false;
- return image.height > 0;
- }
- /**
- * This function is executed when `dispose()` is called on the equirectangular
- * texture. In this case, the generated cube map with its render target
- * is deleted as well.
- *
- * @private
- * @param {Object} event - The event object.
- */
- function onTextureDispose( event ) {
- const texture = event.target;
- texture.removeEventListener( 'dispose', onTextureDispose );
- const renderTarget = _cache$1.get( texture );
- if ( renderTarget !== undefined ) {
- _cache$1.delete( texture );
- renderTarget.dispose();
- }
- }
- /**
- * This function makes sure the generated cube map uses the correct
- * texture mapping that corresponds to the equirectangular original.
- *
- * @private
- * @param {Texture} texture - The cube texture.
- * @param {number} mapping - The original texture mapping.
- */
- function mapTextureMapping( texture, mapping ) {
- if ( mapping === EquirectangularReflectionMapping ) {
- texture.mapping = CubeReflectionMapping;
- } else if ( mapping === EquirectangularRefractionMapping ) {
- texture.mapping = CubeRefractionMapping;
- }
- }
- /**
- * TSL function for creating a cube map node.
- *
- * @tsl
- * @function
- * @param {Node} envNode - The node representing the environment map.
- * @returns {CubeMapNode}
- */
- const cubeMapNode = /*@__PURE__*/ nodeProxy( CubeMapNode ).setParameterLength( 1 );
- /**
- * Represents a basic model for Image-based lighting (IBL). The environment
- * is defined via environment maps in the equirectangular or cube map format.
- * `BasicEnvironmentNode` is intended for non-PBR materials like {@link MeshBasicNodeMaterial}
- * or {@link MeshPhongNodeMaterial}.
- *
- * @augments LightingNode
- */
- class BasicEnvironmentNode extends LightingNode {
- static get type() {
- return 'BasicEnvironmentNode';
- }
- /**
- * Constructs a new basic environment node.
- *
- * @param {Node} [envNode=null] - A node representing the environment.
- */
- constructor( envNode = null ) {
- super();
- /**
- * A node representing the environment.
- *
- * @type {Node}
- * @default null
- */
- this.envNode = envNode;
- }
- setup( builder ) {
- // environment property is used in the finish() method of BasicLightingModel
- builder.context.environment = cubeMapNode( this.envNode );
- }
- }
- /**
- * A specific version of {@link IrradianceNode} that is only relevant
- * for {@link MeshBasicNodeMaterial}. Since the material is unlit, it
- * requires a special scaling factor for the light map.
- *
- * @augments LightingNode
- */
- class BasicLightMapNode extends LightingNode {
- static get type() {
- return 'BasicLightMapNode';
- }
- /**
- * Constructs a new basic light map node.
- *
- * @param {?Node<vec3>} [lightMapNode=null] - The light map node.
- */
- constructor( lightMapNode = null ) {
- super();
- /**
- * The light map node.
- *
- * @type {?Node<vec3>}
- */
- this.lightMapNode = lightMapNode;
- }
- setup( builder ) {
- // irradianceLightMap property is used in the indirectDiffuse() method of BasicLightingModel
- const RECIPROCAL_PI = float( 1 / Math.PI );
- builder.context.irradianceLightMap = this.lightMapNode.mul( RECIPROCAL_PI );
- }
- }
- /**
- * Abstract class for implementing lighting models. The module defines
- * multiple methods that concrete lighting models can implement. These
- * methods are executed at different points during the light evaluation
- * process.
- */
- class LightingModel {
- /**
- * This method is intended for setting up lighting model and context data
- * which are later used in the evaluation process.
- *
- * @abstract
- * @param {NodeBuilder} builder - The current node builder.
- */
- start( builder ) {
- // lights ( direct )
- builder.lightsNode.setupLights( builder, builder.lightsNode.getLightNodes( builder ) );
- // indirect
- this.indirect( builder );
- }
- /**
- * This method is intended for executing final tasks like final updates
- * to the outgoing light.
- *
- * @abstract
- * @param {NodeBuilder} builder - The current node builder.
- */
- finish( /*builder*/ ) { }
- /**
- * This method is intended for implementing the direct light term and
- * executed during the build process of directional, point and spot light nodes.
- *
- * @abstract
- * @param {Object} lightData - The light data.
- * @param {NodeBuilder} builder - The current node builder.
- */
- direct( /*lightData, builder*/ ) { }
- /**
- * This method is intended for implementing the direct light term for
- * rect area light nodes.
- *
- * @abstract
- * @param {Object} lightData - The light data.
- * @param {NodeBuilder} builder - The current node builder.
- */
- directRectArea( /*lightData, builder*/ ) {}
- /**
- * This method is intended for implementing the indirect light term.
- *
- * @abstract
- * @param {NodeBuilder} builder - The current node builder.
- */
- indirect( /*builder*/ ) { }
- /**
- * This method is intended for implementing the ambient occlusion term.
- * Unlike other methods, this method must be called manually by the lighting
- * model in its indirect term.
- *
- * @abstract
- * @param {NodeBuilder} builder - The current node builder.
- */
- ambientOcclusion( /*input, stack, builder*/ ) { }
- }
- /**
- * Represents the lighting model for unlit materials. The only light contribution
- * is baked indirect lighting modulated with ambient occlusion and the material's
- * diffuse color. Environment mapping is supported. Used in {@link MeshBasicNodeMaterial}.
- *
- * @augments LightingModel
- */
- class BasicLightingModel extends LightingModel {
- /**
- * Constructs a new basic lighting model.
- */
- constructor() {
- super();
- }
- /**
- * Implements the baked indirect lighting with its modulation.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- indirect( { context } ) {
- const ambientOcclusion = context.ambientOcclusion;
- const reflectedLight = context.reflectedLight;
- const irradianceLightMap = context.irradianceLightMap;
- reflectedLight.indirectDiffuse.assign( vec4( 0.0 ) );
- // accumulation (baked indirect lighting only)
- if ( irradianceLightMap ) {
- reflectedLight.indirectDiffuse.addAssign( irradianceLightMap );
- } else {
- reflectedLight.indirectDiffuse.addAssign( vec4( 1.0, 1.0, 1.0, 0.0 ) );
- }
- // modulation
- reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
- reflectedLight.indirectDiffuse.mulAssign( diffuseColor.rgb );
- }
- /**
- * Implements the environment mapping.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- finish( builder ) {
- const { material, context } = builder;
- const outgoingLight = context.outgoingLight;
- const envNode = builder.context.environment;
- if ( envNode ) {
- switch ( material.combine ) {
- case MultiplyOperation:
- outgoingLight.rgb.assign( mix( outgoingLight.rgb, outgoingLight.rgb.mul( envNode.rgb ), materialSpecularStrength.mul( materialReflectivity ) ) );
- break;
- case MixOperation:
- outgoingLight.rgb.assign( mix( outgoingLight.rgb, envNode.rgb, materialSpecularStrength.mul( materialReflectivity ) ) );
- break;
- case AddOperation:
- outgoingLight.rgb.addAssign( envNode.rgb.mul( materialSpecularStrength.mul( materialReflectivity ) ) );
- break;
- default:
- console.warn( 'THREE.BasicLightingModel: Unsupported .combine value:', material.combine );
- break;
- }
- }
- }
- }
- const _defaultValues$9 = /*@__PURE__*/ new MeshBasicMaterial();
- /**
- * Node material version of {@link MeshBasicMaterial}.
- *
- * @augments NodeMaterial
- */
- class MeshBasicNodeMaterial extends NodeMaterial {
- static get type() {
- return 'MeshBasicNodeMaterial';
- }
- /**
- * Constructs a new mesh basic node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshBasicNodeMaterial = true;
- /**
- * Although the basic material is by definition unlit, we set
- * this property to `true` since we use a lighting model to compute
- * the outgoing light of the fragment shader.
- *
- * @type {boolean}
- * @default true
- */
- this.lights = true;
- this.setDefaultValues( _defaultValues$9 );
- this.setValues( parameters );
- }
- /**
- * Basic materials are not affected by normal and bump maps so we
- * return by default {@link normalView}.
- *
- * @return {Node<vec3>} The normal node.
- */
- setupNormal() {
- return normalView; // see #28839
- }
- /**
- * Overwritten since this type of material uses {@link BasicEnvironmentNode}
- * to implement the default environment mapping.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {?BasicEnvironmentNode<vec3>} The environment node.
- */
- setupEnvironment( builder ) {
- const envNode = super.setupEnvironment( builder );
- return envNode ? new BasicEnvironmentNode( envNode ) : null;
- }
- /**
- * This method must be overwritten since light maps are evaluated
- * with a special scaling factor for basic materials.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {?BasicLightMapNode<vec3>} The light map node.
- */
- setupLightMap( builder ) {
- let node = null;
- if ( builder.material.lightMap ) {
- node = new BasicLightMapNode( materialLightMap );
- }
- return node;
- }
- /**
- * The material overwrites this method because `lights` is set to `true` but
- * we still want to return the diffuse color as the outgoing light.
- *
- * @return {Node<vec3>} The outgoing light node.
- */
- setupOutgoingLight() {
- return diffuseColor.rgb;
- }
- /**
- * Setups the lighting model.
- *
- * @return {BasicLightingModel} The lighting model.
- */
- setupLightingModel() {
- return new BasicLightingModel();
- }
- }
- const F_Schlick = /*@__PURE__*/ Fn( ( { f0, f90, dotVH } ) => {
- // Original approximation by Christophe Schlick '94
- // float fresnel = pow( 1.0 - dotVH, 5.0 );
- // Optimized variant (presented by Epic at SIGGRAPH '13)
- // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
- const fresnel = dotVH.mul( -5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2();
- return f0.mul( fresnel.oneMinus() ).add( f90.mul( fresnel ) );
- } ); // validated
- const BRDF_Lambert = /*@__PURE__*/ Fn( ( inputs ) => {
- return inputs.diffuseColor.mul( 1 / Math.PI ); // punctual light
- } ); // validated
- const G_BlinnPhong_Implicit = () => float( 0.25 );
- const D_BlinnPhong = /*@__PURE__*/ Fn( ( { dotNH } ) => {
- return shininess.mul( float( 0.5 ) ).add( 1.0 ).mul( float( 1 / Math.PI ) ).mul( dotNH.pow( shininess ) );
- } );
- const BRDF_BlinnPhong = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
- const halfDir = lightDirection.add( positionViewDirection ).normalize();
- const dotNH = transformedNormalView.dot( halfDir ).clamp();
- const dotVH = positionViewDirection.dot( halfDir ).clamp();
- const F = F_Schlick( { f0: specularColor, f90: 1.0, dotVH } );
- const G = G_BlinnPhong_Implicit();
- const D = D_BlinnPhong( { dotNH } );
- return F.mul( G ).mul( D );
- } );
- /**
- * Represents the lighting model for a phong material. Used in {@link MeshPhongNodeMaterial}.
- *
- * @augments BasicLightingModel
- */
- class PhongLightingModel extends BasicLightingModel {
- /**
- * Constructs a new phong lighting model.
- *
- * @param {boolean} [specular=true] - Whether specular is supported or not.
- */
- constructor( specular = true ) {
- super();
- /**
- * Whether specular is supported or not. Set this to `false` if you are
- * looking for a Lambert-like material meaning a material for non-shiny
- * surfaces, without specular highlights.
- *
- * @type {boolean}
- * @default true
- */
- this.specular = specular;
- }
- /**
- * Implements the direct lighting. The specular portion is optional an can be controlled
- * with the {@link PhongLightingModel#specular} flag.
- *
- * @param {Object} lightData - The light data.
- */
- direct( { lightDirection, lightColor, reflectedLight } ) {
- const dotNL = transformedNormalView.dot( lightDirection ).clamp();
- const irradiance = dotNL.mul( lightColor );
- reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
- if ( this.specular === true ) {
- reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_BlinnPhong( { lightDirection } ) ).mul( materialSpecularStrength ) );
- }
- }
- /**
- * Implements the indirect lighting.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- indirect( builder ) {
- const { ambientOcclusion, irradiance, reflectedLight } = builder.context;
- reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
- reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
- }
- }
- const _defaultValues$8 = /*@__PURE__*/ new MeshLambertMaterial();
- /**
- * Node material version of {@link MeshLambertMaterial}.
- *
- * @augments NodeMaterial
- */
- class MeshLambertNodeMaterial extends NodeMaterial {
- static get type() {
- return 'MeshLambertNodeMaterial';
- }
- /**
- * Constructs a new mesh lambert node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshLambertNodeMaterial = true;
- /**
- * Set to `true` because lambert materials react on lights.
- *
- * @type {boolean}
- * @default true
- */
- this.lights = true;
- this.setDefaultValues( _defaultValues$8 );
- this.setValues( parameters );
- }
- /**
- * Overwritten since this type of material uses {@link BasicEnvironmentNode}
- * to implement the default environment mapping.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {?BasicEnvironmentNode<vec3>} The environment node.
- */
- setupEnvironment( builder ) {
- const envNode = super.setupEnvironment( builder );
- return envNode ? new BasicEnvironmentNode( envNode ) : null;
- }
- /**
- * Setups the lighting model.
- *
- * @return {PhongLightingModel} The lighting model.
- */
- setupLightingModel( /*builder*/ ) {
- return new PhongLightingModel( false ); // ( specular ) -> force lambert
- }
- }
- const _defaultValues$7 = /*@__PURE__*/ new MeshPhongMaterial();
- /**
- * Node material version of {@link MeshPhongMaterial}.
- *
- * @augments NodeMaterial
- */
- class MeshPhongNodeMaterial extends NodeMaterial {
- static get type() {
- return 'MeshPhongNodeMaterial';
- }
- /**
- * Constructs a new mesh lambert node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshPhongNodeMaterial = true;
- /**
- * Set to `true` because phong materials react on lights.
- *
- * @type {boolean}
- * @default true
- */
- this.lights = true;
- /**
- * The shininess of phong materials is by default inferred from the `shininess`
- * property. This node property allows to overwrite the default
- * and define the shininess with a node instead.
- *
- * If you don't want to overwrite the shininess but modify the existing
- * value instead, use {@link materialShininess}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.shininessNode = null;
- /**
- * The specular color of phong materials is by default inferred from the
- * `specular` property. This node property allows to overwrite the default
- * and define the specular color with a node instead.
- *
- * If you don't want to overwrite the specular color but modify the existing
- * value instead, use {@link materialSpecular}.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.specularNode = null;
- this.setDefaultValues( _defaultValues$7 );
- this.setValues( parameters );
- }
- /**
- * Overwritten since this type of material uses {@link BasicEnvironmentNode}
- * to implement the default environment mapping.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {?BasicEnvironmentNode<vec3>} The environment node.
- */
- setupEnvironment( builder ) {
- const envNode = super.setupEnvironment( builder );
- return envNode ? new BasicEnvironmentNode( envNode ) : null;
- }
- /**
- * Setups the lighting model.
- *
- * @return {PhongLightingModel} The lighting model.
- */
- setupLightingModel( /*builder*/ ) {
- return new PhongLightingModel();
- }
- /**
- * Setups the phong specific node variables.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setupVariants( /*builder*/ ) {
- // SHININESS
- const shininessNode = ( this.shininessNode ? float( this.shininessNode ) : materialShininess ).max( 1e-4 ); // to prevent pow( 0.0, 0.0 )
- shininess.assign( shininessNode );
- // SPECULAR COLOR
- const specularNode = this.specularNode || materialSpecular;
- specularColor.assign( specularNode );
- }
- copy( source ) {
- this.shininessNode = source.shininessNode;
- this.specularNode = source.specularNode;
- return super.copy( source );
- }
- }
- const getGeometryRoughness = /*@__PURE__*/ Fn( ( builder ) => {
- if ( builder.geometry.hasAttribute( 'normal' ) === false ) {
- return float( 0 );
- }
- const dxy = normalView.dFdx().abs().max( normalView.dFdy().abs() );
- const geometryRoughness = dxy.x.max( dxy.y ).max( dxy.z );
- return geometryRoughness;
- } );
- const getRoughness = /*@__PURE__*/ Fn( ( inputs ) => {
- const { roughness } = inputs;
- const geometryRoughness = getGeometryRoughness();
- let roughnessFactor = roughness.max( 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.
- roughnessFactor = roughnessFactor.add( geometryRoughness );
- roughnessFactor = roughnessFactor.min( 1.0 );
- return roughnessFactor;
- } );
- // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
- // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- const V_GGX_SmithCorrelated = /*@__PURE__*/ Fn( ( { alpha, dotNL, dotNV } ) => {
- const a2 = alpha.pow2();
- const gv = dotNL.mul( a2.add( a2.oneMinus().mul( dotNV.pow2() ) ).sqrt() );
- const gl = dotNV.mul( a2.add( a2.oneMinus().mul( dotNL.pow2() ) ).sqrt() );
- return div( 0.5, gv.add( gl ).max( EPSILON ) );
- } ).setLayout( {
- name: 'V_GGX_SmithCorrelated',
- type: 'float',
- inputs: [
- { name: 'alpha', type: 'float' },
- { name: 'dotNL', type: 'float' },
- { name: 'dotNV', type: 'float' }
- ]
- } ); // validated
- // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
- const V_GGX_SmithCorrelated_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } ) => {
- const gv = dotNL.mul( vec3( alphaT.mul( dotTV ), alphaB.mul( dotBV ), dotNV ).length() );
- const gl = dotNV.mul( vec3( alphaT.mul( dotTL ), alphaB.mul( dotBL ), dotNL ).length() );
- const v = div( 0.5, gv.add( gl ) );
- return v.saturate();
- } ).setLayout( {
- name: 'V_GGX_SmithCorrelated_Anisotropic',
- type: 'float',
- inputs: [
- { name: 'alphaT', type: 'float', qualifier: 'in' },
- { name: 'alphaB', type: 'float', qualifier: 'in' },
- { name: 'dotTV', type: 'float', qualifier: 'in' },
- { name: 'dotBV', type: 'float', qualifier: 'in' },
- { name: 'dotTL', type: 'float', qualifier: 'in' },
- { name: 'dotBL', type: 'float', qualifier: 'in' },
- { name: 'dotNV', type: 'float', qualifier: 'in' },
- { name: 'dotNL', type: 'float', qualifier: 'in' }
- ]
- } );
- // Microfacet Models for Refraction through Rough Surfaces - equation (33)
- // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
- // alpha is "roughness squared" in Disney’s reparameterization
- const D_GGX = /*@__PURE__*/ Fn( ( { alpha, dotNH } ) => {
- const a2 = alpha.pow2();
- const denom = dotNH.pow2().mul( a2.oneMinus() ).oneMinus(); // avoid alpha = 0 with dotNH = 1
- return a2.div( denom.pow2() ).mul( 1 / Math.PI );
- } ).setLayout( {
- name: 'D_GGX',
- type: 'float',
- inputs: [
- { name: 'alpha', type: 'float' },
- { name: 'dotNH', type: 'float' }
- ]
- } ); // validated
- const RECIPROCAL_PI = /*@__PURE__*/ float( 1 / Math.PI );
- // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
- const D_GGX_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotNH, dotTH, dotBH } ) => {
- const a2 = alphaT.mul( alphaB );
- const v = vec3( alphaB.mul( dotTH ), alphaT.mul( dotBH ), a2.mul( dotNH ) );
- const v2 = v.dot( v );
- const w2 = a2.div( v2 );
- return RECIPROCAL_PI.mul( a2.mul( w2.pow2() ) );
- } ).setLayout( {
- name: 'D_GGX_Anisotropic',
- type: 'float',
- inputs: [
- { name: 'alphaT', type: 'float', qualifier: 'in' },
- { name: 'alphaB', type: 'float', qualifier: 'in' },
- { name: 'dotNH', type: 'float', qualifier: 'in' },
- { name: 'dotTH', type: 'float', qualifier: 'in' },
- { name: 'dotBH', type: 'float', qualifier: 'in' }
- ]
- } );
- // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
- const BRDF_GGX = /*@__PURE__*/ Fn( ( inputs ) => {
- const { lightDirection, f0, f90, roughness, f, USE_IRIDESCENCE, USE_ANISOTROPY } = inputs;
- const normalView = inputs.normalView || transformedNormalView;
- const alpha = roughness.pow2(); // UE4's roughness
- const halfDir = lightDirection.add( positionViewDirection ).normalize();
- const dotNL = normalView.dot( lightDirection ).clamp();
- const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
- const dotNH = normalView.dot( halfDir ).clamp();
- const dotVH = positionViewDirection.dot( halfDir ).clamp();
- let F = F_Schlick( { f0, f90, dotVH } );
- let V, D;
- if ( defined( USE_IRIDESCENCE ) ) {
- F = iridescence.mix( F, f );
- }
- if ( defined( USE_ANISOTROPY ) ) {
- const dotTL = anisotropyT.dot( lightDirection );
- const dotTV = anisotropyT.dot( positionViewDirection );
- const dotTH = anisotropyT.dot( halfDir );
- const dotBL = anisotropyB.dot( lightDirection );
- const dotBV = anisotropyB.dot( positionViewDirection );
- const dotBH = anisotropyB.dot( halfDir );
- V = V_GGX_SmithCorrelated_Anisotropic( { alphaT, alphaB: alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } );
- D = D_GGX_Anisotropic( { alphaT, alphaB: alpha, dotNH, dotTH, dotBH } );
- } else {
- V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
- D = D_GGX( { alpha, dotNH } );
- }
- return F.mul( V ).mul( D );
- } ); // validated
- // Analytical approximation of the DFG LUT, one half of the
- // split-sum approximation used in indirect specular lighting.
- // via 'environmentBRDF' from "Physically Based Shading on Mobile"
- // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
- const DFGApprox = /*@__PURE__*/ Fn( ( { roughness, dotNV } ) => {
- const c0 = vec4( -1, -0.0275, -0.572, 0.022 );
- const c1 = vec4( 1, 0.0425, 1.04, -0.04 );
- const r = roughness.mul( c0 ).add( c1 );
- const a004 = r.x.mul( r.x ).min( dotNV.mul( -9.28 ).exp2() ).mul( r.x ).add( r.y );
- const fab = vec2( -1.04, 1.04 ).mul( a004 ).add( r.zw );
- return fab;
- } ).setLayout( {
- name: 'DFGApprox',
- type: 'vec2',
- inputs: [
- { name: 'roughness', type: 'float' },
- { name: 'dotNV', type: 'vec3' }
- ]
- } );
- const EnvironmentBRDF = /*@__PURE__*/ Fn( ( inputs ) => {
- const { dotNV, specularColor, specularF90, roughness } = inputs;
- const fab = DFGApprox( { dotNV, roughness } );
- return specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) );
- } );
- const Schlick_to_F0 = /*@__PURE__*/ Fn( ( { f, f90, dotVH } ) => {
- const x = dotVH.oneMinus().saturate();
- const x2 = x.mul( x );
- const x5 = x.mul( x2, x2 ).clamp( 0, .9999 );
- return f.sub( vec3( f90 ).mul( x5 ) ).div( x5.oneMinus() );
- } ).setLayout( {
- name: 'Schlick_to_F0',
- type: 'vec3',
- inputs: [
- { name: 'f', type: 'vec3' },
- { name: 'f90', type: 'float' },
- { name: 'dotVH', type: 'float' }
- ]
- } );
- // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
- const D_Charlie = /*@__PURE__*/ Fn( ( { roughness, dotNH } ) => {
- const alpha = roughness.pow2();
- // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
- const invAlpha = float( 1.0 ).div( alpha );
- const cos2h = dotNH.pow2();
- const sin2h = cos2h.oneMinus().max( 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
- return float( 2.0 ).add( invAlpha ).mul( sin2h.pow( invAlpha.mul( 0.5 ) ) ).div( 2.0 * Math.PI );
- } ).setLayout( {
- name: 'D_Charlie',
- type: 'float',
- inputs: [
- { name: 'roughness', type: 'float' },
- { name: 'dotNH', type: 'float' }
- ]
- } );
- // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
- const V_Neubelt = /*@__PURE__*/ Fn( ( { dotNV, dotNL } ) => {
- // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
- return float( 1.0 ).div( float( 4.0 ).mul( dotNL.add( dotNV ).sub( dotNL.mul( dotNV ) ) ) );
- } ).setLayout( {
- name: 'V_Neubelt',
- type: 'float',
- inputs: [
- { name: 'dotNV', type: 'float' },
- { name: 'dotNL', type: 'float' }
- ]
- } );
- const BRDF_Sheen = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
- const halfDir = lightDirection.add( positionViewDirection ).normalize();
- const dotNL = transformedNormalView.dot( lightDirection ).clamp();
- const dotNV = transformedNormalView.dot( positionViewDirection ).clamp();
- const dotNH = transformedNormalView.dot( halfDir ).clamp();
- const D = D_Charlie( { roughness: sheenRoughness, dotNH } );
- const V = V_Neubelt( { dotNV, dotNL } );
- return sheen.mul( D ).mul( V );
- } );
- // Rect Area Light
- // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
- // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
- // code: https://github.com/selfshadow/ltc_code/
- const LTC_Uv = /*@__PURE__*/ Fn( ( { N, V, roughness } ) => {
- const LUT_SIZE = 64.0;
- const LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
- const LUT_BIAS = 0.5 / LUT_SIZE;
- const dotNV = N.dot( V ).saturate();
- // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
- const uv = vec2( roughness, dotNV.oneMinus().sqrt() );
- uv.assign( uv.mul( LUT_SCALE ).add( LUT_BIAS ) );
- return uv;
- } ).setLayout( {
- name: 'LTC_Uv',
- type: 'vec2',
- inputs: [
- { name: 'N', type: 'vec3' },
- { name: 'V', type: 'vec3' },
- { name: 'roughness', type: 'float' }
- ]
- } );
- const LTC_ClippedSphereFormFactor = /*@__PURE__*/ Fn( ( { f } ) => {
- // Real-Time Area Lighting: a Journey from Research to Production (p.102)
- // An approximation of the form factor of a horizon-clipped rectangle.
- const l = f.length();
- return max$1( l.mul( l ).add( f.z ).div( l.add( 1.0 ) ), 0 );
- } ).setLayout( {
- name: 'LTC_ClippedSphereFormFactor',
- type: 'float',
- inputs: [
- { name: 'f', type: 'vec3' }
- ]
- } );
- const LTC_EdgeVectorFormFactor = /*@__PURE__*/ Fn( ( { v1, v2 } ) => {
- const x = v1.dot( v2 );
- const y = x.abs().toVar();
- // rational polynomial approximation to theta / sin( theta ) / 2PI
- const a = y.mul( 0.0145206 ).add( 0.4965155 ).mul( y ).add( 0.8543985 ).toVar();
- const b = y.add( 4.1616724 ).mul( y ).add( 3.4175940 ).toVar();
- const v = a.div( b );
- const theta_sintheta = x.greaterThan( 0.0 ).select( v, max$1( x.mul( x ).oneMinus(), 1e-7 ).inverseSqrt().mul( 0.5 ).sub( v ) );
- return v1.cross( v2 ).mul( theta_sintheta );
- } ).setLayout( {
- name: 'LTC_EdgeVectorFormFactor',
- type: 'vec3',
- inputs: [
- { name: 'v1', type: 'vec3' },
- { name: 'v2', type: 'vec3' }
- ]
- } );
- const LTC_Evaluate = /*@__PURE__*/ Fn( ( { N, V, P, mInv, p0, p1, p2, p3 } ) => {
- // bail if point is on back side of plane of light
- // assumes ccw winding order of light vertices
- const v1 = p1.sub( p0 ).toVar();
- const v2 = p3.sub( p0 ).toVar();
- const lightNormal = v1.cross( v2 );
- const result = vec3().toVar();
- If( lightNormal.dot( P.sub( p0 ) ).greaterThanEqual( 0.0 ), () => {
- // construct orthonormal basis around N
- const T1 = V.sub( N.mul( V.dot( N ) ) ).normalize();
- const T2 = N.cross( T1 ).negate(); // negated from paper; possibly due to a different handedness of world coordinate system
- // compute transform
- const mat = mInv.mul( mat3( T1, T2, N ).transpose() ).toVar();
- // transform rect
- // & project rect onto sphere
- const coords0 = mat.mul( p0.sub( P ) ).normalize().toVar();
- const coords1 = mat.mul( p1.sub( P ) ).normalize().toVar();
- const coords2 = mat.mul( p2.sub( P ) ).normalize().toVar();
- const coords3 = mat.mul( p3.sub( P ) ).normalize().toVar();
- // calculate vector form factor
- const vectorFormFactor = vec3( 0 ).toVar();
- vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords0, v2: coords1 } ) );
- vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords1, v2: coords2 } ) );
- vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords2, v2: coords3 } ) );
- vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords3, v2: coords0 } ) );
- // adjust for horizon clipping
- result.assign( vec3( LTC_ClippedSphereFormFactor( { f: vectorFormFactor } ) ) );
- } );
- return result;
- } ).setLayout( {
- name: 'LTC_Evaluate',
- type: 'vec3',
- inputs: [
- { name: 'N', type: 'vec3' },
- { name: 'V', type: 'vec3' },
- { name: 'P', type: 'vec3' },
- { name: 'mInv', type: 'mat3' },
- { name: 'p0', type: 'vec3' },
- { name: 'p1', type: 'vec3' },
- { name: 'p2', type: 'vec3' },
- { name: 'p3', type: 'vec3' }
- ]
- } );
- const LTC_Evaluate_Volume = /*@__PURE__*/ Fn( ( { P, p0, p1, p2, p3 } ) => {
- // bail if point is on back side of plane of light
- // assumes ccw winding order of light vertices
- const v1 = p1.sub( p0 ).toVar();
- const v2 = p3.sub( p0 ).toVar();
- const lightNormal = v1.cross( v2 );
- const result = vec3().toVar();
- If( lightNormal.dot( P.sub( p0 ) ).greaterThanEqual( 0.0 ), () => {
- // transform rect
- // & project rect onto sphere
- const coords0 = p0.sub( P ).normalize().toVar();
- const coords1 = p1.sub( P ).normalize().toVar();
- const coords2 = p2.sub( P ).normalize().toVar();
- const coords3 = p3.sub( P ).normalize().toVar();
- // calculate vector form factor
- const vectorFormFactor = vec3( 0 ).toVar();
- vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords0, v2: coords1 } ) );
- vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords1, v2: coords2 } ) );
- vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords2, v2: coords3 } ) );
- vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords3, v2: coords0 } ) );
- // adjust for horizon clipping
- result.assign( vec3( LTC_ClippedSphereFormFactor( { f: vectorFormFactor.abs() } ) ) );
- } );
- return result;
- } ).setLayout( {
- name: 'LTC_Evaluate',
- type: 'vec3',
- inputs: [
- { name: 'P', type: 'vec3' },
- { name: 'p0', type: 'vec3' },
- { name: 'p1', type: 'vec3' },
- { name: 'p2', type: 'vec3' },
- { name: 'p3', type: 'vec3' }
- ]
- } );
- // Mipped Bicubic Texture Filtering by N8
- // https://www.shadertoy.com/view/Dl2SDW
- const bC = 1.0 / 6.0;
- const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 ) ).add( 1.0 ) );
- const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) );
- const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( -3, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) );
- const w3 = ( a ) => mul( bC, pow( a, 3 ) );
- const g0 = ( a ) => w0( a ).add( w1( a ) );
- const g1 = ( a ) => w2( a ).add( w3( a ) );
- // h0 and h1 are the two offset functions
- const h0 = ( a ) => add( -1, w1( a ).div( w0( a ).add( w1( a ) ) ) );
- const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) );
- const bicubic = ( textureNode, texelSize, lod ) => {
- const uv = textureNode.uvNode;
- const uvScaled = mul( uv, texelSize.zw ).add( 0.5 );
- const iuv = floor( uvScaled );
- const fuv = fract( uvScaled );
- const g0x = g0( fuv.x );
- const g1x = g1( fuv.x );
- const h0x = h0( fuv.x );
- const h1x = h1( fuv.x );
- const h0y = h0( fuv.y );
- const h1y = h1( fuv.y );
- const p0 = vec2( iuv.x.add( h0x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
- const p1 = vec2( iuv.x.add( h1x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
- const p2 = vec2( iuv.x.add( h0x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
- const p3 = vec2( iuv.x.add( h1x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
- const a = g0( fuv.y ).mul( add( g0x.mul( textureNode.sample( p0 ).level( lod ) ), g1x.mul( textureNode.sample( p1 ).level( lod ) ) ) );
- const b = g1( fuv.y ).mul( add( g0x.mul( textureNode.sample( p2 ).level( lod ) ), g1x.mul( textureNode.sample( p3 ).level( lod ) ) ) );
- return a.add( b );
- };
- /**
- * Applies mipped bicubic texture filtering to the given texture node.
- *
- * @tsl
- * @function
- * @param {TextureNode} textureNode - The texture node that should be filtered.
- * @param {Node<float>} [lodNode=float(3)] - Defines the LOD to sample from.
- * @return {Node} The filtered texture sample.
- */
- const textureBicubic = /*@__PURE__*/ Fn( ( [ textureNode, lodNode = float( 3 ) ] ) => {
- const fLodSize = vec2( textureNode.size( int( lodNode ) ) );
- const cLodSize = vec2( textureNode.size( int( lodNode.add( 1.0 ) ) ) );
- const fLodSizeInv = div( 1.0, fLodSize );
- const cLodSizeInv = div( 1.0, cLodSize );
- const fSample = bicubic( textureNode, vec4( fLodSizeInv, fLodSize ), floor( lodNode ) );
- const cSample = bicubic( textureNode, vec4( cLodSizeInv, cLodSize ), ceil( lodNode ) );
- return fract( lodNode ).mix( fSample, cSample );
- } );
- //
- // Transmission
- //
- const getVolumeTransmissionRay = /*@__PURE__*/ Fn( ( [ n, v, thickness, ior, modelMatrix ] ) => {
- // Direction of refracted light.
- const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) );
- // Compute rotation-independent scaling of the model matrix.
- const modelScale = vec3(
- length( modelMatrix[ 0 ].xyz ),
- length( modelMatrix[ 1 ].xyz ),
- length( modelMatrix[ 2 ].xyz )
- );
- // The thickness is specified in local space.
- return normalize( refractionVector ).mul( thickness.mul( modelScale ) );
- } ).setLayout( {
- name: 'getVolumeTransmissionRay',
- type: 'vec3',
- inputs: [
- { name: 'n', type: 'vec3' },
- { name: 'v', type: 'vec3' },
- { name: 'thickness', type: 'float' },
- { name: 'ior', type: 'float' },
- { name: 'modelMatrix', type: 'mat4' }
- ]
- } );
- const applyIorToRoughness = /*@__PURE__*/ Fn( ( [ roughness, ior ] ) => {
- // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
- // an IOR of 1.5 results in the default amount of microfacet refraction.
- return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) );
- } ).setLayout( {
- name: 'applyIorToRoughness',
- type: 'float',
- inputs: [
- { name: 'roughness', type: 'float' },
- { name: 'ior', type: 'float' }
- ]
- } );
- const viewportBackSideTexture = /*@__PURE__*/ viewportMipTexture();
- const viewportFrontSideTexture = /*@__PURE__*/ viewportMipTexture();
- const getTransmissionSample = /*@__PURE__*/ Fn( ( [ fragCoord, roughness, ior ], { material } ) => {
- const vTexture = material.side === BackSide ? viewportBackSideTexture : viewportFrontSideTexture;
- const transmissionSample = vTexture.sample( fragCoord );
- //const transmissionSample = viewportMipTexture( fragCoord );
- const lod = log2( screenSize.x ).mul( applyIorToRoughness( roughness, ior ) );
- return textureBicubic( transmissionSample, lod );
- } );
- const volumeAttenuation = /*@__PURE__*/ Fn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => {
- If( attenuationDistance.notEqual( 0 ), () => {
- // Compute light attenuation using Beer's law.
- const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance );
- const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) );
- return transmittance;
- } );
- // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
- return vec3( 1.0 );
- } ).setLayout( {
- name: 'volumeAttenuation',
- type: 'vec3',
- inputs: [
- { name: 'transmissionDistance', type: 'float' },
- { name: 'attenuationColor', type: 'vec3' },
- { name: 'attenuationDistance', type: 'float' }
- ]
- } );
- const getIBLVolumeRefraction = /*@__PURE__*/ Fn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance, dispersion ] ) => {
- let transmittedLight, transmittance;
- if ( dispersion ) {
- transmittedLight = vec4().toVar();
- transmittance = vec3().toVar();
- const halfSpread = ior.sub( 1.0 ).mul( dispersion.mul( 0.025 ) );
- const iors = vec3( ior.sub( halfSpread ), ior, ior.add( halfSpread ) );
- Loop( { start: 0, end: 3 }, ( { i } ) => {
- const ior = iors.element( i );
- const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
- const refractedRayExit = position.add( transmissionRay );
- // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
- const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
- const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
- refractionCoords.addAssign( 1.0 );
- refractionCoords.divAssign( 2.0 );
- refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
- // Sample framebuffer to get pixel the refracted ray hits.
- const transmissionSample = getTransmissionSample( refractionCoords, roughness, ior );
- transmittedLight.element( i ).assign( transmissionSample.element( i ) );
- transmittedLight.a.addAssign( transmissionSample.a );
- transmittance.element( i ).assign( diffuseColor.element( i ).mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ).element( i ) ) );
- } );
- transmittedLight.a.divAssign( 3.0 );
- } else {
- const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
- const refractedRayExit = position.add( transmissionRay );
- // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
- const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
- const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
- refractionCoords.addAssign( 1.0 );
- refractionCoords.divAssign( 2.0 );
- refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
- // Sample framebuffer to get pixel the refracted ray hits.
- transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
- transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) );
- }
- const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb );
- const dotNV = n.dot( v ).clamp();
- // Get the specular component.
- const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness
- dotNV,
- specularColor,
- specularF90,
- roughness
- } ) );
- // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
- // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
- const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 );
- return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() );
- } );
- //
- // Iridescence
- //
- // XYZ to linear-sRGB color space
- const XYZ_TO_REC709 = /*@__PURE__*/ mat3(
- 3.2404542, -0.969266, 0.0556434,
- -1.5371385, 1.8760108, -0.2040259,
- -0.4985314, 0.0415560, 1.0572252
- );
- // Assume air interface for top
- // Note: We don't handle the case fresnel0 == 1
- const Fresnel0ToIor = ( fresnel0 ) => {
- const sqrtF0 = fresnel0.sqrt();
- return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) );
- };
- // ior is a value between 1.0 and 3.0. 1.0 is air interface
- const IorToFresnel0 = ( transmittedIor, incidentIor ) => {
- return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2();
- };
- // Fresnel equations for dielectric/dielectric interfaces.
- // Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html
- // Evaluation XYZ sensitivity curves in Fourier space
- const evalSensitivity = ( OPD, shift ) => {
- const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 );
- const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
- const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
- const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
- const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( -45282e5 ).exp() );
- let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() );
- xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 );
- const rgb = XYZ_TO_REC709.mul( xyz );
- return rgb;
- };
- const evalIridescence = /*@__PURE__*/ Fn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => {
- // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0
- const iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
- // Evaluate the cosTheta on the base layer (Snell law)
- const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( cosTheta1.pow2().oneMinus() );
- // Handle TIR:
- const cosTheta2Sq = sinTheta2Sq.oneMinus();
- If( cosTheta2Sq.lessThan( 0 ), () => {
- return vec3( 1.0 );
- } );
- const cosTheta2 = cosTheta2Sq.sqrt();
- // First interface
- const R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
- const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } );
- //const R21 = R12;
- const T121 = R12.oneMinus();
- const phi12 = iridescenceIOR.lessThan( outsideIOR ).select( Math.PI, 0.0 );
- const phi21 = float( Math.PI ).sub( phi12 );
- // Second interface
- const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0
- const R1 = IorToFresnel0( baseIOR, iridescenceIOR.toVec3() );
- const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } );
- const phi23 = vec3(
- baseIOR.x.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
- baseIOR.y.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
- baseIOR.z.lessThan( iridescenceIOR ).select( Math.PI, 0.0 )
- );
- // Phase shift
- const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 );
- const phi = vec3( phi21 ).add( phi23 );
- // Compound terms
- const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 );
- const r123 = R123.sqrt();
- const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) );
- // Reflectance term for m = 0 (DC term amplitude)
- const C0 = R12.add( Rs );
- const I = C0.toVar();
- // Reflectance term for m > 0 (pairs of diracs)
- const Cm = Rs.sub( T121 ).toVar();
- Loop( { start: 1, end: 2, condition: '<=', name: 'm' }, ( { m } ) => {
- Cm.mulAssign( r123 );
- const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 );
- I.addAssign( Cm.mul( Sm ) );
- } );
- // Since out of gamut colors might be produced, negative color values are clamped to 0.
- return I.max( vec3( 0.0 ) );
- } ).setLayout( {
- name: 'evalIridescence',
- type: 'vec3',
- inputs: [
- { name: 'outsideIOR', type: 'float' },
- { name: 'eta2', type: 'float' },
- { name: 'cosTheta1', type: 'float' },
- { name: 'thinFilmThickness', type: 'float' },
- { name: 'baseF0', type: 'vec3' }
- ]
- } );
- //
- // Sheen
- //
- // This is a curve-fit approximation to the "Charlie sheen" BRDF integrated over the hemisphere from
- // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
- // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
- const IBLSheenBRDF = /*@__PURE__*/ Fn( ( { normal, viewDir, roughness } ) => {
- const dotNV = normal.dot( viewDir ).saturate();
- const r2 = roughness.pow2();
- const a = select(
- roughness.lessThan( 0.25 ),
- float( -339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ),
- float( -8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 )
- );
- const b = select(
- roughness.lessThan( 0.25 ),
- float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ),
- float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 )
- );
- const DG = select( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() );
- return DG.mul( 1.0 / Math.PI ).saturate();
- } );
- const clearcoatF0 = vec3( 0.04 );
- const clearcoatF90 = float( 1 );
- /**
- * Represents the lighting model for a PBR material.
- *
- * @augments LightingModel
- */
- class PhysicalLightingModel extends LightingModel {
- /**
- * Constructs a new physical lighting model.
- *
- * @param {boolean} [clearcoat=false] - Whether clearcoat is supported or not.
- * @param {boolean} [sheen=false] - Whether sheen is supported or not.
- * @param {boolean} [iridescence=false] - Whether iridescence is supported or not.
- * @param {boolean} [anisotropy=false] - Whether anisotropy is supported or not.
- * @param {boolean} [transmission=false] - Whether transmission is supported or not.
- * @param {boolean} [dispersion=false] - Whether dispersion is supported or not.
- */
- constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false ) {
- super();
- /**
- * Whether clearcoat is supported or not.
- *
- * @type {boolean}
- * @default false
- */
- this.clearcoat = clearcoat;
- /**
- * Whether sheen is supported or not.
- *
- * @type {boolean}
- * @default false
- */
- this.sheen = sheen;
- /**
- * Whether iridescence is supported or not.
- *
- * @type {boolean}
- * @default false
- */
- this.iridescence = iridescence;
- /**
- * Whether anisotropy is supported or not.
- *
- * @type {boolean}
- * @default false
- */
- this.anisotropy = anisotropy;
- /**
- * Whether transmission is supported or not.
- *
- * @type {boolean}
- * @default false
- */
- this.transmission = transmission;
- /**
- * Whether dispersion is supported or not.
- *
- * @type {boolean}
- * @default false
- */
- this.dispersion = dispersion;
- /**
- * The clear coat radiance.
- *
- * @type {?Node}
- * @default null
- */
- this.clearcoatRadiance = null;
- /**
- * The clear coat specular direct.
- *
- * @type {?Node}
- * @default null
- */
- this.clearcoatSpecularDirect = null;
- /**
- * The clear coat specular indirect.
- *
- * @type {?Node}
- * @default null
- */
- this.clearcoatSpecularIndirect = null;
- /**
- * The sheen specular direct.
- *
- * @type {?Node}
- * @default null
- */
- this.sheenSpecularDirect = null;
- /**
- * The sheen specular indirect.
- *
- * @type {?Node}
- * @default null
- */
- this.sheenSpecularIndirect = null;
- /**
- * The iridescence Fresnel.
- *
- * @type {?Node}
- * @default null
- */
- this.iridescenceFresnel = null;
- /**
- * The iridescence F0.
- *
- * @type {?Node}
- * @default null
- */
- this.iridescenceF0 = null;
- }
- /**
- * Depending on what features are requested, the method prepares certain node variables
- * which are later used for lighting computations.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- start( builder ) {
- if ( this.clearcoat === true ) {
- this.clearcoatRadiance = vec3().toVar( 'clearcoatRadiance' );
- this.clearcoatSpecularDirect = vec3().toVar( 'clearcoatSpecularDirect' );
- this.clearcoatSpecularIndirect = vec3().toVar( 'clearcoatSpecularIndirect' );
- }
- if ( this.sheen === true ) {
- this.sheenSpecularDirect = vec3().toVar( 'sheenSpecularDirect' );
- this.sheenSpecularIndirect = vec3().toVar( 'sheenSpecularIndirect' );
- }
- if ( this.iridescence === true ) {
- const dotNVi = transformedNormalView.dot( positionViewDirection ).clamp();
- this.iridescenceFresnel = evalIridescence( {
- outsideIOR: float( 1.0 ),
- eta2: iridescenceIOR,
- cosTheta1: dotNVi,
- thinFilmThickness: iridescenceThickness,
- baseF0: specularColor
- } );
- this.iridescenceF0 = Schlick_to_F0( { f: this.iridescenceFresnel, f90: 1.0, dotVH: dotNVi } );
- }
- if ( this.transmission === true ) {
- const position = positionWorld;
- const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX
- const n = transformedNormalWorld;
- const context = builder.context;
- context.backdrop = getIBLVolumeRefraction(
- n,
- v,
- roughness,
- diffuseColor,
- specularColor,
- specularF90, // specularF90
- position, // positionWorld
- modelWorldMatrix, // modelMatrix
- cameraViewMatrix, // viewMatrix
- cameraProjectionMatrix, // projMatrix
- ior,
- thickness,
- attenuationColor,
- attenuationDistance,
- this.dispersion ? dispersion : null
- );
- context.backdropAlpha = transmission;
- diffuseColor.a.mulAssign( mix( 1, context.backdrop.a, transmission ) );
- }
- super.start( builder );
- }
- // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
- // Approximates multi-scattering in order to preserve energy.
- // http://www.jcgt.org/published/0008/01/03/
- computeMultiscattering( singleScatter, multiScatter, specularF90 ) {
- const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
- const fab = DFGApprox( { roughness, dotNV } );
- const Fr = this.iridescenceF0 ? iridescence.mix( specularColor, this.iridescenceF0 ) : specularColor;
- const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) );
- const Ess = fab.x.add( fab.y );
- const Ems = Ess.oneMinus();
- const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21
- const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() );
- singleScatter.addAssign( FssEss );
- multiScatter.addAssign( Fms.mul( Ems ) );
- }
- /**
- * Implements the direct light.
- *
- * @param {Object} lightData - The light data.
- * @param {NodeBuilder} builder - The current node builder.
- */
- direct( { lightDirection, lightColor, reflectedLight } ) {
- const dotNL = transformedNormalView.dot( lightDirection ).clamp();
- const irradiance = dotNL.mul( lightColor );
- if ( this.sheen === true ) {
- this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) );
- }
- if ( this.clearcoat === true ) {
- const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp();
- const ccIrradiance = dotNLcc.mul( lightColor );
- this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) );
- }
- reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
- reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX( { lightDirection, f0: specularColor, f90: 1, roughness, iridescence: this.iridescence, f: this.iridescenceFresnel, USE_IRIDESCENCE: this.iridescence, USE_ANISOTROPY: this.anisotropy } ) ) );
- }
- /**
- * This method is intended for implementing the direct light term for
- * rect area light nodes.
- *
- * @param {Object} input - The input data.
- * @param {NodeBuilder} builder - The current node builder.
- */
- directRectArea( { lightColor, lightPosition, halfWidth, halfHeight, reflectedLight, ltc_1, ltc_2 } ) {
- const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction
- const p1 = lightPosition.sub( halfWidth ).sub( halfHeight );
- const p2 = lightPosition.sub( halfWidth ).add( halfHeight );
- const p3 = lightPosition.add( halfWidth ).add( halfHeight );
- const N = transformedNormalView;
- const V = positionViewDirection;
- const P = positionView.toVar();
- const uv = LTC_Uv( { N, V, roughness } );
- const t1 = ltc_1.sample( uv ).toVar();
- const t2 = ltc_2.sample( uv ).toVar();
- const mInv = mat3(
- vec3( t1.x, 0, t1.y ),
- vec3( 0, 1, 0 ),
- vec3( t1.z, 0, t1.w )
- ).toVar();
- // LTC Fresnel Approximation by Stephen Hill
- // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
- const fresnel = specularColor.mul( t2.x ).add( specularColor.oneMinus().mul( t2.y ) ).toVar();
- reflectedLight.directSpecular.addAssign( lightColor.mul( fresnel ).mul( LTC_Evaluate( { N, V, P, mInv, p0, p1, p2, p3 } ) ) );
- reflectedLight.directDiffuse.addAssign( lightColor.mul( diffuseColor ).mul( LTC_Evaluate( { N, V, P, mInv: mat3( 1, 0, 0, 0, 1, 0, 0, 0, 1 ), p0, p1, p2, p3 } ) ) );
- }
- /**
- * Implements the indirect lighting.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- indirect( builder ) {
- this.indirectDiffuse( builder );
- this.indirectSpecular( builder );
- this.ambientOcclusion( builder );
- }
- /**
- * Implements the indirect diffuse term.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- indirectDiffuse( builder ) {
- const { irradiance, reflectedLight } = builder.context;
- reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
- }
- /**
- * Implements the indirect specular term.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- indirectSpecular( builder ) {
- const { radiance, iblIrradiance, reflectedLight } = builder.context;
- if ( this.sheen === true ) {
- this.sheenSpecularIndirect.addAssign( iblIrradiance.mul(
- sheen,
- IBLSheenBRDF( {
- normal: transformedNormalView,
- viewDir: positionViewDirection,
- roughness: sheenRoughness
- } )
- ) );
- }
- if ( this.clearcoat === true ) {
- const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
- const clearcoatEnv = EnvironmentBRDF( {
- dotNV: dotNVcc,
- specularColor: clearcoatF0,
- specularF90: clearcoatF90,
- roughness: clearcoatRoughness
- } );
- this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) );
- }
- // Both indirect specular and indirect diffuse light accumulate here
- const singleScattering = vec3().toVar( 'singleScattering' );
- const multiScattering = vec3().toVar( 'multiScattering' );
- const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI );
- this.computeMultiscattering( singleScattering, multiScattering, specularF90 );
- const totalScattering = singleScattering.add( multiScattering );
- const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() );
- reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) );
- reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) );
- reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) );
- }
- /**
- * Implements the ambient occlusion term.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- ambientOcclusion( builder ) {
- const { ambientOcclusion, reflectedLight } = builder.context;
- const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
- const aoNV = dotNV.add( ambientOcclusion );
- const aoExp = roughness.mul( -16 ).oneMinus().negate().exp2();
- const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();
- if ( this.clearcoat === true ) {
- this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion );
- }
- if ( this.sheen === true ) {
- this.sheenSpecularIndirect.mulAssign( ambientOcclusion );
- }
- reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
- reflectedLight.indirectSpecular.mulAssign( aoNode );
- }
- /**
- * Used for final lighting accumulations depending on the requested features.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- finish( { context } ) {
- const { outgoingLight } = context;
- if ( this.clearcoat === true ) {
- const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
- const Fcc = F_Schlick( {
- dotVH: dotNVcc,
- f0: clearcoatF0,
- f90: clearcoatF90
- } );
- const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) );
- outgoingLight.assign( clearcoatLight );
- }
- if ( this.sheen === true ) {
- const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus();
- const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecularDirect, this.sheenSpecularIndirect );
- outgoingLight.assign( sheenLight );
- }
- }
- }
- // These defines must match with PMREMGenerator
- const cubeUV_r0 = /*@__PURE__*/ float( 1.0 );
- const cubeUV_m0 = /*@__PURE__*/ float( -2 );
- const cubeUV_r1 = /*@__PURE__*/ float( 0.8 );
- const cubeUV_m1 = /*@__PURE__*/ float( -1 );
- const cubeUV_r4 = /*@__PURE__*/ float( 0.4 );
- const cubeUV_m4 = /*@__PURE__*/ float( 2.0 );
- const cubeUV_r5 = /*@__PURE__*/ float( 0.305 );
- const cubeUV_m5 = /*@__PURE__*/ float( 3.0 );
- const cubeUV_r6 = /*@__PURE__*/ float( 0.21 );
- const cubeUV_m6 = /*@__PURE__*/ float( 4.0 );
- const cubeUV_minMipLevel = /*@__PURE__*/ float( 4.0 );
- const cubeUV_minTileSize = /*@__PURE__*/ float( 16.0 );
- // These shader functions convert between the UV coordinates of a single face of
- // a cubemap, the 0-5 integer index of a cube face, and the direction vector for
- // sampling a textureCube (not generally normalized ).
- const getFace = /*@__PURE__*/ Fn( ( [ direction ] ) => {
- const absDirection = vec3( abs( direction ) ).toVar();
- const face = float( -1 ).toVar();
- If( absDirection.x.greaterThan( absDirection.z ), () => {
- If( absDirection.x.greaterThan( absDirection.y ), () => {
- face.assign( select( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );
- } ).Else( () => {
- face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
- } );
- } ).Else( () => {
- If( absDirection.z.greaterThan( absDirection.y ), () => {
- face.assign( select( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );
- } ).Else( () => {
- face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
- } );
- } );
- return face;
- } ).setLayout( {
- name: 'getFace',
- type: 'float',
- inputs: [
- { name: 'direction', type: 'vec3' }
- ]
- } );
- // RH coordinate system; PMREM face-indexing convention
- const getUV = /*@__PURE__*/ Fn( ( [ direction, face ] ) => {
- const uv = vec2().toVar();
- If( face.equal( 0.0 ), () => {
- uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x
- } ).ElseIf( face.equal( 1.0 ), () => {
- uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y
- } ).ElseIf( face.equal( 2.0 ), () => {
- uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z
- } ).ElseIf( face.equal( 3.0 ), () => {
- uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x
- } ).ElseIf( face.equal( 4.0 ), () => {
- uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y
- } ).Else( () => {
- uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z
- } );
- return mul( 0.5, uv.add( 1.0 ) );
- } ).setLayout( {
- name: 'getUV',
- type: 'vec2',
- inputs: [
- { name: 'direction', type: 'vec3' },
- { name: 'face', type: 'float' }
- ]
- } );
- const roughnessToMip = /*@__PURE__*/ Fn( ( [ roughness ] ) => {
- const mip = float( 0.0 ).toVar();
- If( roughness.greaterThanEqual( cubeUV_r1 ), () => {
- mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );
- } ).ElseIf( roughness.greaterThanEqual( cubeUV_r4 ), () => {
- mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );
- } ).ElseIf( roughness.greaterThanEqual( cubeUV_r5 ), () => {
- mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );
- } ).ElseIf( roughness.greaterThanEqual( cubeUV_r6 ), () => {
- mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );
- } ).Else( () => {
- mip.assign( float( -2 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
- } );
- return mip;
- } ).setLayout( {
- name: 'roughnessToMip',
- type: 'float',
- inputs: [
- { name: 'roughness', type: 'float' }
- ]
- } );
- // RH coordinate system; PMREM face-indexing convention
- const getDirection = /*@__PURE__*/ Fn( ( [ uv_immutable, face ] ) => {
- const uv = uv_immutable.toVar();
- uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
- const direction = vec3( uv, 1.0 ).toVar();
- If( face.equal( 0.0 ), () => {
- direction.assign( direction.zyx ); // ( 1, v, u ) pos x
- } ).ElseIf( face.equal( 1.0 ), () => {
- direction.assign( direction.xzy );
- direction.xz.mulAssign( -1 ); // ( -u, 1, -v ) pos y
- } ).ElseIf( face.equal( 2.0 ), () => {
- direction.x.mulAssign( -1 ); // ( -u, v, 1 ) pos z
- } ).ElseIf( face.equal( 3.0 ), () => {
- direction.assign( direction.zyx );
- direction.xz.mulAssign( -1 ); // ( -1, v, -u ) neg x
- } ).ElseIf( face.equal( 4.0 ), () => {
- direction.assign( direction.xzy );
- direction.xy.mulAssign( -1 ); // ( -u, -1, v ) neg y
- } ).ElseIf( face.equal( 5.0 ), () => {
- direction.z.mulAssign( -1 ); // ( u, v, -1 ) neg zS
- } );
- return direction;
- } ).setLayout( {
- name: 'getDirection',
- type: 'vec3',
- inputs: [
- { name: 'uv', type: 'vec2' },
- { name: 'face', type: 'float' }
- ]
- } );
- //
- const textureCubeUV = /*@__PURE__*/ Fn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
- const roughness = float( roughness_immutable );
- const sampleDir = vec3( sampleDir_immutable );
- const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
- const mipF = fract( mip );
- const mipInt = floor( mip );
- const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
- If( mipF.notEqual( 0.0 ), () => {
- const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
- color0.assign( mix( color0, color1, mipF ) );
- } );
- return color0;
- } );
- const bilinearCubeUV = /*@__PURE__*/ Fn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
- const mipInt = float( mipInt_immutable ).toVar();
- const direction = vec3( direction_immutable );
- const face = float( getFace( direction ) ).toVar();
- const filterInt = float( max$1( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
- mipInt.assign( max$1( mipInt, cubeUV_minMipLevel ) );
- const faceSize = float( exp2( mipInt ) ).toVar();
- const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();
- If( face.greaterThan( 2.0 ), () => {
- uv.y.addAssign( faceSize );
- face.subAssign( 3.0 );
- } );
- uv.x.addAssign( face.mul( faceSize ) );
- uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
- uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
- uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
- uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
- return envMap.sample( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
- } );
- const getSample = /*@__PURE__*/ Fn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
- const cosTheta = cos( theta );
- // Rodrigues' axis-angle rotation
- const sampleDirection = outputDirection.mul( cosTheta )
- .add( axis.cross( outputDirection ).mul( sin( theta ) ) )
- .add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );
- return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );
- } );
- const blur = /*@__PURE__*/ Fn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
- const axis = vec3( select( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();
- If( axis.equal( vec3( 0.0 ) ), () => {
- axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );
- } );
- axis.assign( normalize( axis ) );
- const gl_FragColor = vec3().toVar();
- gl_FragColor.addAssign( weights.element( 0 ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
- Loop( { start: int( 1 ), end: n }, ( { i } ) => {
- If( i.greaterThanEqual( samples ), () => {
- Break();
- } );
- const theta = float( dTheta.mul( float( i ) ) ).toVar();
- gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( -1 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
- gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
- } );
- return vec4( gl_FragColor, 1 );
- } );
- const LOD_MIN = 4;
- // The standard deviations (radians) associated with the extra mips. These are
- // chosen to approximate a Trowbridge-Reitz distribution function times the
- // geometric shadowing function. These sigma values squared must match the
- // variance #defines in cube_uv_reflection_fragment.glsl.js.
- const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
- // The maximum length of the blur for loop. Smaller sigmas will use fewer
- // samples and exit early, but not recompile the shader.
- const MAX_SAMPLES = 20;
- const _flatCamera = /*@__PURE__*/ new OrthographicCamera( -1, 1, 1, -1, 0, 1 );
- const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 );
- const _clearColor$2 = /*@__PURE__*/ new Color();
- let _oldTarget = null;
- let _oldActiveCubeFace = 0;
- let _oldActiveMipmapLevel = 0;
- // Golden Ratio
- const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
- const INV_PHI = 1 / PHI;
- // Vertices of a dodecahedron (except the opposites, which represent the
- // same axis), used as axis directions evenly spread on a sphere.
- const _axisDirections = [
- /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
- /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
- /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
- /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
- /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
- /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
- /*@__PURE__*/ new Vector3( -1, 1, -1 ),
- /*@__PURE__*/ new Vector3( 1, 1, -1 ),
- /*@__PURE__*/ new Vector3( -1, 1, 1 ),
- /*@__PURE__*/ new Vector3( 1, 1, 1 )
- ];
- const _origin = /*@__PURE__*/ new Vector3();
- // maps blur materials to their uniforms dictionary
- const _uniformsMap = new WeakMap();
- // WebGPU Face indices
- const _faceLib = [
- 3, 1, 5,
- 0, 4, 2
- ];
- const _direction = /*@__PURE__*/ getDirection( uv(), attribute( 'faceIndex' ) ).normalize();
- const _outputDirection = /*@__PURE__*/ vec3( _direction.x, _direction.y, _direction.z );
- /**
- * This class generates a Prefiltered, Mipmapped Radiance Environment Map
- * (PMREM) from a cubeMap environment texture. This allows different levels of
- * blur to be quickly accessed based on material roughness. It is packed into a
- * special CubeUV format that allows us to perform custom interpolation so that
- * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
- * chain, it only goes down to the LOD_MIN level (above), and then creates extra
- * even more filtered 'mips' at the same LOD_MIN resolution, associated with
- * higher roughness levels. In this way we maintain resolution to smoothly
- * interpolate diffuse lighting while limiting sampling computation.
- *
- * Paper: Fast, Accurate Image-Based Lighting:
- * {@link https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view}
- */
- class PMREMGenerator {
- /**
- * Constructs a new PMREM generator.
- *
- * @param {Renderer} renderer - The renderer.
- */
- constructor( renderer ) {
- this._renderer = renderer;
- this._pingPongRenderTarget = null;
- this._lodMax = 0;
- this._cubeSize = 0;
- this._lodPlanes = [];
- this._sizeLods = [];
- this._sigmas = [];
- this._lodMeshes = [];
- this._blurMaterial = null;
- this._cubemapMaterial = null;
- this._equirectMaterial = null;
- this._backgroundBox = null;
- }
- get _hasInitialized() {
- return this._renderer.hasInitialized();
- }
- /**
- * Generates a PMREM from a supplied Scene, which can be faster than using an
- * image if networking bandwidth is low. Optional sigma specifies a blur radius
- * in radians to be applied to the scene before PMREM generation. Optional near
- * and far planes ensure the scene is rendered in its entirety.
- *
- * @param {Scene} scene - The scene to be captured.
- * @param {number} [sigma=0] - The blur radius in radians.
- * @param {number} [near=0.1] - The near plane distance.
- * @param {number} [far=100] - The far plane distance.
- * @param {Object} [options={}] - The configuration options.
- * @param {number} [options.size=256] - The texture size of the PMREM.
- * @param {Vector3} [options.renderTarget=origin] - The position of the internal cube camera that renders the scene.
- * @param {?RenderTarget} [options.renderTarget=null] - The render target to use.
- * @return {RenderTarget} The resulting PMREM.
- * @see {@link PMREMGenerator#fromSceneAsync}
- */
- fromScene( scene, sigma = 0, near = 0.1, far = 100, options = {} ) {
- const {
- size = 256,
- position = _origin,
- renderTarget = null,
- } = options;
- this._setSize( size );
- if ( this._hasInitialized === false ) {
- console.warn( 'THREE.PMREMGenerator: .fromScene() called before the backend is initialized. Try using .fromSceneAsync() instead.' );
- const cubeUVRenderTarget = renderTarget || this._allocateTargets();
- options.renderTarget = cubeUVRenderTarget;
- this.fromSceneAsync( scene, sigma, near, far, options );
- return cubeUVRenderTarget;
- }
- _oldTarget = this._renderer.getRenderTarget();
- _oldActiveCubeFace = this._renderer.getActiveCubeFace();
- _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
- const cubeUVRenderTarget = renderTarget || this._allocateTargets();
- cubeUVRenderTarget.depthBuffer = true;
- this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position );
- if ( sigma > 0 ) {
- this._blur( cubeUVRenderTarget, 0, 0, sigma );
- }
- this._applyPMREM( cubeUVRenderTarget );
- this._cleanup( cubeUVRenderTarget );
- return cubeUVRenderTarget;
- }
- /**
- * Generates a PMREM from a supplied Scene, which can be faster than using an
- * image if networking bandwidth is low. Optional sigma specifies a blur radius
- * in radians to be applied to the scene before PMREM generation. Optional near
- * and far planes ensure the scene is rendered in its entirety (the cubeCamera
- * is placed at the origin).
- *
- * @param {Scene} scene - The scene to be captured.
- * @param {number} [sigma=0] - The blur radius in radians.
- * @param {number} [near=0.1] - The near plane distance.
- * @param {number} [far=100] - The far plane distance.
- * @param {Object} [options={}] - The configuration options.
- * @param {number} [options.size=256] - The texture size of the PMREM.
- * @param {Vector3} [options.position=origin] - The position of the internal cube camera that renders the scene.
- * @param {?RenderTarget} [options.renderTarget=null] - The render target to use.
- * @return {Promise<RenderTarget>} A Promise that resolve with the PMREM when the generation has been finished.
- * @see {@link PMREMGenerator#fromScene}
- */
- async fromSceneAsync( scene, sigma = 0, near = 0.1, far = 100, options = {} ) {
- if ( this._hasInitialized === false ) await this._renderer.init();
- return this.fromScene( scene, sigma, near, far, options );
- }
- /**
- * Generates a PMREM from an equirectangular texture, which can be either LDR
- * or HDR. The ideal input image size is 1k (1024 x 512),
- * as this matches best with the 256 x 256 cubemap output.
- *
- * @param {Texture} equirectangular - The equirectangular texture to be converted.
- * @param {?RenderTarget} [renderTarget=null] - The render target to use.
- * @return {RenderTarget} The resulting PMREM.
- * @see {@link PMREMGenerator#fromEquirectangularAsync}
- */
- fromEquirectangular( equirectangular, renderTarget = null ) {
- if ( this._hasInitialized === false ) {
- console.warn( 'THREE.PMREMGenerator: .fromEquirectangular() called before the backend is initialized. Try using .fromEquirectangularAsync() instead.' );
- this._setSizeFromTexture( equirectangular );
- const cubeUVRenderTarget = renderTarget || this._allocateTargets();
- this.fromEquirectangularAsync( equirectangular, cubeUVRenderTarget );
- return cubeUVRenderTarget;
- }
- return this._fromTexture( equirectangular, renderTarget );
- }
- /**
- * Generates a PMREM from an equirectangular texture, which can be either LDR
- * or HDR. The ideal input image size is 1k (1024 x 512),
- * as this matches best with the 256 x 256 cubemap output.
- *
- * @param {Texture} equirectangular - The equirectangular texture to be converted.
- * @param {?RenderTarget} [renderTarget=null] - The render target to use.
- * @return {Promise<RenderTarget>} The resulting PMREM.
- * @see {@link PMREMGenerator#fromEquirectangular}
- */
- async fromEquirectangularAsync( equirectangular, renderTarget = null ) {
- if ( this._hasInitialized === false ) await this._renderer.init();
- return this._fromTexture( equirectangular, renderTarget );
- }
- /**
- * Generates a PMREM from an cubemap texture, which can be either LDR
- * or HDR. The ideal input cube size is 256 x 256,
- * as this matches best with the 256 x 256 cubemap output.
- *
- * @param {Texture} cubemap - The cubemap texture to be converted.
- * @param {?RenderTarget} [renderTarget=null] - The render target to use.
- * @return {RenderTarget} The resulting PMREM.
- * @see {@link PMREMGenerator#fromCubemapAsync}
- */
- fromCubemap( cubemap, renderTarget = null ) {
- if ( this._hasInitialized === false ) {
- console.warn( 'THREE.PMREMGenerator: .fromCubemap() called before the backend is initialized. Try using .fromCubemapAsync() instead.' );
- this._setSizeFromTexture( cubemap );
- const cubeUVRenderTarget = renderTarget || this._allocateTargets();
- this.fromCubemapAsync( cubemap, renderTarget );
- return cubeUVRenderTarget;
- }
- return this._fromTexture( cubemap, renderTarget );
- }
- /**
- * Generates a PMREM from an cubemap texture, which can be either LDR
- * or HDR. The ideal input cube size is 256 x 256,
- * with the 256 x 256 cubemap output.
- *
- * @param {Texture} cubemap - The cubemap texture to be converted.
- * @param {?RenderTarget} [renderTarget=null] - The render target to use.
- * @return {Promise<RenderTarget>} The resulting PMREM.
- * @see {@link PMREMGenerator#fromCubemap}
- */
- async fromCubemapAsync( cubemap, renderTarget = null ) {
- if ( this._hasInitialized === false ) await this._renderer.init();
- return this._fromTexture( cubemap, renderTarget );
- }
- /**
- * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
- * your texture's network fetch for increased concurrency.
- *
- * @returns {Promise}
- */
- async compileCubemapShader() {
- if ( this._cubemapMaterial === null ) {
- this._cubemapMaterial = _getCubemapMaterial();
- await this._compileMaterial( this._cubemapMaterial );
- }
- }
- /**
- * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
- * your texture's network fetch for increased concurrency.
- *
- * @returns {Promise}
- */
- async compileEquirectangularShader() {
- if ( this._equirectMaterial === null ) {
- this._equirectMaterial = _getEquirectMaterial();
- await this._compileMaterial( this._equirectMaterial );
- }
- }
- /**
- * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
- * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
- * one of them will cause any others to also become unusable.
- */
- dispose() {
- this._dispose();
- if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
- if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
- if ( this._backgroundBox !== null ) {
- this._backgroundBox.geometry.dispose();
- this._backgroundBox.material.dispose();
- }
- }
- // private interface
- _setSizeFromTexture( texture ) {
- if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
- this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
- } else { // Equirectangular
- this._setSize( texture.image.width / 4 );
- }
- }
- _setSize( cubeSize ) {
- this._lodMax = Math.floor( Math.log2( cubeSize ) );
- this._cubeSize = Math.pow( 2, this._lodMax );
- }
- _dispose() {
- if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
- if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
- for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
- this._lodPlanes[ i ].dispose();
- }
- }
- _cleanup( outputTarget ) {
- this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
- outputTarget.scissorTest = false;
- _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
- }
- _fromTexture( texture, renderTarget ) {
- this._setSizeFromTexture( texture );
- _oldTarget = this._renderer.getRenderTarget();
- _oldActiveCubeFace = this._renderer.getActiveCubeFace();
- _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
- const cubeUVRenderTarget = renderTarget || this._allocateTargets();
- this._textureToCubeUV( texture, cubeUVRenderTarget );
- this._applyPMREM( cubeUVRenderTarget );
- this._cleanup( cubeUVRenderTarget );
- return cubeUVRenderTarget;
- }
- _allocateTargets() {
- const width = 3 * Math.max( this._cubeSize, 16 * 7 );
- const height = 4 * this._cubeSize;
- const params = {
- magFilter: LinearFilter,
- minFilter: LinearFilter,
- generateMipmaps: false,
- type: HalfFloatType,
- format: RGBAFormat,
- colorSpace: LinearSRGBColorSpace,
- //depthBuffer: false
- };
- const cubeUVRenderTarget = _createRenderTarget( width, height, params );
- if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
- if ( this._pingPongRenderTarget !== null ) {
- this._dispose();
- }
- this._pingPongRenderTarget = _createRenderTarget( width, height, params );
- const { _lodMax } = this;
- ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas, lodMeshes: this._lodMeshes } = _createPlanes( _lodMax ) );
- this._blurMaterial = _getBlurShader( _lodMax, width, height );
- }
- return cubeUVRenderTarget;
- }
- async _compileMaterial( material ) {
- const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
- await this._renderer.compile( tmpMesh, _flatCamera );
- }
- _sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ) {
- const cubeCamera = _cubeCamera;
- cubeCamera.near = near;
- cubeCamera.far = far;
- // px, py, pz, nx, ny, nz
- const upSign = [ 1, 1, 1, 1, -1, 1 ];
- const forwardSign = [ 1, -1, 1, -1, 1, -1 ];
- const renderer = this._renderer;
- const originalAutoClear = renderer.autoClear;
- renderer.getClearColor( _clearColor$2 );
- renderer.autoClear = false;
- let backgroundBox = this._backgroundBox;
- if ( backgroundBox === null ) {
- const backgroundMaterial = new MeshBasicMaterial( {
- name: 'PMREM.Background',
- side: BackSide,
- depthWrite: false,
- depthTest: false
- } );
- backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
- }
- let useSolidColor = false;
- const background = scene.background;
- if ( background ) {
- if ( background.isColor ) {
- backgroundBox.material.color.copy( background );
- scene.background = null;
- useSolidColor = true;
- }
- } else {
- backgroundBox.material.color.copy( _clearColor$2 );
- useSolidColor = true;
- }
- renderer.setRenderTarget( cubeUVRenderTarget );
- renderer.clear();
- if ( useSolidColor ) {
- renderer.render( backgroundBox, cubeCamera );
- }
- for ( let i = 0; i < 6; i ++ ) {
- const col = i % 3;
- if ( col === 0 ) {
- cubeCamera.up.set( 0, upSign[ i ], 0 );
- cubeCamera.position.set( position.x, position.y, position.z );
- cubeCamera.lookAt( position.x + forwardSign[ i ], position.y, position.z );
- } else if ( col === 1 ) {
- cubeCamera.up.set( 0, 0, upSign[ i ] );
- cubeCamera.position.set( position.x, position.y, position.z );
- cubeCamera.lookAt( position.x, position.y + forwardSign[ i ], position.z );
- } else {
- cubeCamera.up.set( 0, upSign[ i ], 0 );
- cubeCamera.position.set( position.x, position.y, position.z );
- cubeCamera.lookAt( position.x, position.y, position.z + forwardSign[ i ] );
- }
- const size = this._cubeSize;
- _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
- renderer.render( scene, cubeCamera );
- }
- renderer.autoClear = originalAutoClear;
- scene.background = background;
- }
- _textureToCubeUV( texture, cubeUVRenderTarget ) {
- const renderer = this._renderer;
- const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
- if ( isCubeTexture ) {
- if ( this._cubemapMaterial === null ) {
- this._cubemapMaterial = _getCubemapMaterial( texture );
- }
- } else {
- if ( this._equirectMaterial === null ) {
- this._equirectMaterial = _getEquirectMaterial( texture );
- }
- }
- const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
- material.fragmentNode.value = texture;
- const mesh = this._lodMeshes[ 0 ];
- mesh.material = material;
- const size = this._cubeSize;
- _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
- renderer.setRenderTarget( cubeUVRenderTarget );
- renderer.render( mesh, _flatCamera );
- }
- _applyPMREM( cubeUVRenderTarget ) {
- const renderer = this._renderer;
- const autoClear = renderer.autoClear;
- renderer.autoClear = false;
- const n = this._lodPlanes.length;
- for ( let i = 1; i < n; i ++ ) {
- const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
- const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
- this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
- }
- renderer.autoClear = autoClear;
- }
- /**
- * This is a two-pass Gaussian blur for a cubemap. Normally this is done
- * vertically and horizontally, but this breaks down on a cube. Here we apply
- * the blur latitudinally (around the poles), and then longitudinally (towards
- * the poles) to approximate the orthogonally-separable blur. It is least
- * accurate at the poles, but still does a decent job.
- *
- * @private
- * @param {RenderTarget} cubeUVRenderTarget - The cubemap render target.
- * @param {number} lodIn - The input level-of-detail.
- * @param {number} lodOut - The output level-of-detail.
- * @param {number} sigma - The blur radius in radians.
- * @param {Vector3} [poleAxis] - The pole axis.
- */
- _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
- const pingPongRenderTarget = this._pingPongRenderTarget;
- this._halfBlur(
- cubeUVRenderTarget,
- pingPongRenderTarget,
- lodIn,
- lodOut,
- sigma,
- 'latitudinal',
- poleAxis );
- this._halfBlur(
- pingPongRenderTarget,
- cubeUVRenderTarget,
- lodOut,
- lodOut,
- sigma,
- 'longitudinal',
- poleAxis );
- }
- _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
- const renderer = this._renderer;
- const blurMaterial = this._blurMaterial;
- if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
- console.error( 'blur direction must be either latitudinal or longitudinal!' );
- }
- // Number of standard deviations at which to cut off the discrete approximation.
- const STANDARD_DEVIATIONS = 3;
- const blurMesh = this._lodMeshes[ lodOut ];
- blurMesh.material = blurMaterial;
- const blurUniforms = _uniformsMap.get( blurMaterial );
- const pixels = this._sizeLods[ lodIn ] - 1;
- const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
- const sigmaPixels = sigmaRadians / radiansPerPixel;
- const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
- if ( samples > MAX_SAMPLES ) {
- console.warn( `sigmaRadians, ${
- sigmaRadians}, is too large and will clip, as it requested ${
- samples} samples when the maximum is set to ${MAX_SAMPLES}` );
- }
- const weights = [];
- let sum = 0;
- for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
- const x = i / sigmaPixels;
- const weight = Math.exp( - x * x / 2 );
- weights.push( weight );
- if ( i === 0 ) {
- sum += weight;
- } else if ( i < samples ) {
- sum += 2 * weight;
- }
- }
- for ( let i = 0; i < weights.length; i ++ ) {
- weights[ i ] = weights[ i ] / sum;
- }
- targetIn.texture.frame = ( targetIn.texture.frame || 0 ) + 1;
- blurUniforms.envMap.value = targetIn.texture;
- blurUniforms.samples.value = samples;
- blurUniforms.weights.array = weights;
- blurUniforms.latitudinal.value = direction === 'latitudinal' ? 1 : 0;
- if ( poleAxis ) {
- blurUniforms.poleAxis.value = poleAxis;
- }
- const { _lodMax } = this;
- blurUniforms.dTheta.value = radiansPerPixel;
- blurUniforms.mipInt.value = _lodMax - lodIn;
- const outputSize = this._sizeLods[ lodOut ];
- const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
- const y = 4 * ( this._cubeSize - outputSize );
- _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
- renderer.setRenderTarget( targetOut );
- renderer.render( blurMesh, _flatCamera );
- }
- }
- function _createPlanes( lodMax ) {
- const lodPlanes = [];
- const sizeLods = [];
- const sigmas = [];
- const lodMeshes = [];
- let lod = lodMax;
- const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
- for ( let i = 0; i < totalLods; i ++ ) {
- const sizeLod = Math.pow( 2, lod );
- sizeLods.push( sizeLod );
- let sigma = 1.0 / sizeLod;
- if ( i > lodMax - LOD_MIN ) {
- sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
- } else if ( i === 0 ) {
- sigma = 0;
- }
- sigmas.push( sigma );
- const texelSize = 1.0 / ( sizeLod - 2 );
- const min = - texelSize;
- const max = 1 + texelSize;
- const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
- const cubeFaces = 6;
- const vertices = 6;
- const positionSize = 3;
- const uvSize = 2;
- const faceIndexSize = 1;
- const position = new Float32Array( positionSize * vertices * cubeFaces );
- const uv = new Float32Array( uvSize * vertices * cubeFaces );
- const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
- for ( let face = 0; face < cubeFaces; face ++ ) {
- const x = ( face % 3 ) * 2 / 3 - 1;
- const y = face > 2 ? 0 : -1;
- const coordinates = [
- x, y, 0,
- x + 2 / 3, y, 0,
- x + 2 / 3, y + 1, 0,
- x, y, 0,
- x + 2 / 3, y + 1, 0,
- x, y + 1, 0
- ];
- const faceIdx = _faceLib[ face ];
- position.set( coordinates, positionSize * vertices * faceIdx );
- uv.set( uv1, uvSize * vertices * faceIdx );
- const fill = [ faceIdx, faceIdx, faceIdx, faceIdx, faceIdx, faceIdx ];
- faceIndex.set( fill, faceIndexSize * vertices * faceIdx );
- }
- const planes = new BufferGeometry();
- planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
- planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
- planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
- lodPlanes.push( planes );
- lodMeshes.push( new Mesh( planes, null ) );
- if ( lod > LOD_MIN ) {
- lod --;
- }
- }
- return { lodPlanes, sizeLods, sigmas, lodMeshes };
- }
- function _createRenderTarget( width, height, params ) {
- const cubeUVRenderTarget = new RenderTarget( width, height, params );
- cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
- cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
- cubeUVRenderTarget.texture.isPMREMTexture = true;
- cubeUVRenderTarget.scissorTest = true;
- return cubeUVRenderTarget;
- }
- function _setViewport( target, x, y, width, height ) {
- target.viewport.set( x, y, width, height );
- target.scissor.set( x, y, width, height );
- }
- function _getMaterial( type ) {
- const material = new NodeMaterial();
- material.depthTest = false;
- material.depthWrite = false;
- material.blending = NoBlending;
- material.name = `PMREM_${ type }`;
- return material;
- }
- function _getBlurShader( lodMax, width, height ) {
- const weights = uniformArray( new Array( MAX_SAMPLES ).fill( 0 ) );
- const poleAxis = uniform( new Vector3( 0, 1, 0 ) );
- const dTheta = uniform( 0 );
- const n = float( MAX_SAMPLES );
- const latitudinal = uniform( 0 ); // false, bool
- const samples = uniform( 1 ); // int
- const envMap = texture( null );
- const mipInt = uniform( 0 ); // int
- const CUBEUV_TEXEL_WIDTH = float( 1 / width );
- const CUBEUV_TEXEL_HEIGHT = float( 1 / height );
- const CUBEUV_MAX_MIP = float( lodMax );
- const materialUniforms = {
- n,
- latitudinal,
- weights,
- poleAxis,
- outputDirection: _outputDirection,
- dTheta,
- samples,
- envMap,
- mipInt,
- CUBEUV_TEXEL_WIDTH,
- CUBEUV_TEXEL_HEIGHT,
- CUBEUV_MAX_MIP
- };
- const material = _getMaterial( 'blur' );
- material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ) } );
- _uniformsMap.set( material, materialUniforms );
- return material;
- }
- function _getCubemapMaterial( envTexture ) {
- const material = _getMaterial( 'cubemap' );
- material.fragmentNode = cubeTexture( envTexture, _outputDirection );
- return material;
- }
- function _getEquirectMaterial( envTexture ) {
- const material = _getMaterial( 'equirect' );
- material.fragmentNode = texture( envTexture, equirectUV( _outputDirection ), 0 );
- return material;
- }
- const _cache = new WeakMap();
- /**
- * Generates the cubeUV size based on the given image height.
- *
- * @private
- * @param {number} imageHeight - The image height.
- * @return {{texelWidth: number,texelHeight: number, maxMip: number}} The result object.
- */
- function _generateCubeUVSize( imageHeight ) {
- const maxMip = Math.log2( imageHeight ) - 2;
- const texelHeight = 1.0 / imageHeight;
- const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );
- return { texelWidth, texelHeight, maxMip };
- }
- /**
- * Generates a PMREM from the given texture.
- *
- * @private
- * @param {Texture} texture - The texture to create the PMREM for.
- * @param {Renderer} renderer - The renderer.
- * @param {PMREMGenerator} generator - The PMREM generator.
- * @return {?Texture} The PMREM.
- */
- function _getPMREMFromTexture( texture, renderer, generator ) {
- const cache = _getCache( renderer );
- let cacheTexture = cache.get( texture );
- const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : -1;
- if ( pmremVersion !== texture.pmremVersion ) {
- const image = texture.image;
- if ( texture.isCubeTexture ) {
- if ( isCubeMapReady( image ) ) {
- cacheTexture = generator.fromCubemap( texture, cacheTexture );
- } else {
- return null;
- }
- } else {
- if ( isEquirectangularMapReady( image ) ) {
- cacheTexture = generator.fromEquirectangular( texture, cacheTexture );
- } else {
- return null;
- }
- }
- cacheTexture.pmremVersion = texture.pmremVersion;
- cache.set( texture, cacheTexture );
- }
- return cacheTexture.texture;
- }
- /**
- * Returns a cache that stores generated PMREMs for the respective textures.
- * A cache must be maintained per renderer since PMREMs are render target textures
- * which can't be shared across render contexts.
- *
- * @private
- * @param {Renderer} renderer - The renderer.
- * @return {WeakMap<Texture, Texture>} The PMREM cache.
- */
- function _getCache( renderer ) {
- let rendererCache = _cache.get( renderer );
- if ( rendererCache === undefined ) {
- rendererCache = new WeakMap();
- _cache.set( renderer, rendererCache );
- }
- return rendererCache;
- }
- /**
- * This node represents a PMREM which is a special type of preprocessed
- * environment map intended for PBR materials.
- *
- * ```js
- * const material = new MeshStandardNodeMaterial();
- * material.envNode = pmremTexture( envMap );
- * ```
- *
- * @augments TempNode
- */
- class PMREMNode extends TempNode {
- static get type() {
- return 'PMREMNode';
- }
- /**
- * Constructs a new function overloading node.
- *
- * @param {Texture} value - The input texture.
- * @param {Node<vec2>} [uvNode=null] - The uv node.
- * @param {Node<float>} [levelNode=null] - The level node.
- */
- constructor( value, uvNode = null, levelNode = null ) {
- super( 'vec3' );
- /**
- * Reference to the input texture.
- *
- * @private
- * @type {Texture}
- */
- this._value = value;
- /**
- * Reference to the generated PMREM.
- *
- * @private
- * @type {Texture | null}
- * @default null
- */
- this._pmrem = null;
- /**
- * The uv node.
- *
- * @type {Node<vec2>}
- */
- this.uvNode = uvNode;
- /**
- * The level node.
- *
- * @type {Node<float>}
- */
- this.levelNode = levelNode;
- /**
- * Reference to a PMREM generator.
- *
- * @private
- * @type {?PMREMGenerator}
- * @default null
- */
- this._generator = null;
- const defaultTexture = new Texture();
- defaultTexture.isRenderTargetTexture = true;
- /**
- * The texture node holding the generated PMREM.
- *
- * @private
- * @type {TextureNode}
- */
- this._texture = texture( defaultTexture );
- /**
- * A uniform representing the PMREM's width.
- *
- * @private
- * @type {UniformNode<float>}
- */
- this._width = uniform( 0 );
- /**
- * A uniform representing the PMREM's height.
- *
- * @private
- * @type {UniformNode<float>}
- */
- this._height = uniform( 0 );
- /**
- * A uniform representing the PMREM's max Mip.
- *
- * @private
- * @type {UniformNode<float>}
- */
- this._maxMip = uniform( 0 );
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.RENDER`.
- *
- * @type {string}
- * @default 'render'
- */
- this.updateBeforeType = NodeUpdateType.RENDER;
- }
- set value( value ) {
- this._value = value;
- this._pmrem = null;
- }
- /**
- * The node's texture value.
- *
- * @type {Texture}
- */
- get value() {
- return this._value;
- }
- /**
- * Uses the given PMREM texture to update internal values.
- *
- * @param {Texture} texture - The PMREM texture.
- */
- updateFromTexture( texture ) {
- const cubeUVSize = _generateCubeUVSize( texture.image.height );
- this._texture.value = texture;
- this._width.value = cubeUVSize.texelWidth;
- this._height.value = cubeUVSize.texelHeight;
- this._maxMip.value = cubeUVSize.maxMip;
- }
- updateBefore( frame ) {
- let pmrem = this._pmrem;
- const pmremVersion = pmrem ? pmrem.pmremVersion : -1;
- const texture = this._value;
- if ( pmremVersion !== texture.pmremVersion ) {
- if ( texture.isPMREMTexture === true ) {
- pmrem = texture;
- } else {
- pmrem = _getPMREMFromTexture( texture, frame.renderer, this._generator );
- }
- if ( pmrem !== null ) {
- this._pmrem = pmrem;
- this.updateFromTexture( pmrem );
- }
- }
- }
- setup( builder ) {
- if ( this._generator === null ) {
- this._generator = new PMREMGenerator( builder.renderer );
- }
- this.updateBefore( builder );
- //
- let uvNode = this.uvNode;
- if ( uvNode === null && builder.context.getUV ) {
- uvNode = builder.context.getUV( this );
- }
- //
- uvNode = materialEnvRotation.mul( vec3( uvNode.x, uvNode.y.negate(), uvNode.z ) );
- //
- let levelNode = this.levelNode;
- if ( levelNode === null && builder.context.getTextureLevel ) {
- levelNode = builder.context.getTextureLevel( this );
- }
- //
- return textureCubeUV( this._texture, uvNode, levelNode, this._width, this._height, this._maxMip );
- }
- dispose() {
- super.dispose();
- if ( this._generator !== null ) this._generator.dispose();
- }
- }
- /**
- * Returns `true` if the given cube map image has been fully loaded.
- *
- * @private
- * @param {?Array<(Image|Object)>} [image] - The cube map image.
- * @return {boolean} Whether the given cube map is ready or not.
- */
- function isCubeMapReady( image ) {
- if ( image === null || image === undefined ) return false;
- let count = 0;
- const length = 6;
- for ( let i = 0; i < length; i ++ ) {
- if ( image[ i ] !== undefined ) count ++;
- }
- return count === length;
- }
- /**
- * Returns `true` if the given equirectangular image has been fully loaded.
- *
- * @private
- * @param {(Image|Object)} image - The equirectangular image.
- * @return {boolean} Whether the given cube map is ready or not.
- */
- function isEquirectangularMapReady( image ) {
- if ( image === null || image === undefined ) return false;
- return image.height > 0;
- }
- /**
- * TSL function for creating a PMREM node.
- *
- * @tsl
- * @function
- * @param {Texture} value - The input texture.
- * @param {?Node<vec2>} [uvNode=null] - The uv node.
- * @param {?Node<float>} [levelNode=null] - The level node.
- * @returns {PMREMNode}
- */
- const pmremTexture = /*@__PURE__*/ nodeProxy( PMREMNode ).setParameterLength( 1, 3 );
- const _envNodeCache = new WeakMap();
- /**
- * Represents a physical model for Image-based lighting (IBL). The environment
- * is defined via environment maps in the equirectangular, cube map or cubeUV (PMREM) format.
- * `EnvironmentNode` is intended for PBR materials like {@link MeshStandardNodeMaterial}.
- *
- * @augments LightingNode
- */
- class EnvironmentNode extends LightingNode {
- static get type() {
- return 'EnvironmentNode';
- }
- /**
- * Constructs a new environment node.
- *
- * @param {Node} [envNode=null] - A node representing the environment.
- */
- constructor( envNode = null ) {
- super();
- /**
- * A node representing the environment.
- *
- * @type {?Node}
- * @default null
- */
- this.envNode = envNode;
- }
- setup( builder ) {
- const { material } = builder;
- let envNode = this.envNode;
- if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
- const value = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
- let cacheEnvNode = _envNodeCache.get( value );
- if ( cacheEnvNode === undefined ) {
- cacheEnvNode = pmremTexture( value );
- _envNodeCache.set( value, cacheEnvNode );
- }
- envNode = cacheEnvNode;
- }
- //
- const useAnisotropy = material.useAnisotropy === true || material.anisotropy > 0;
- const radianceNormalView = useAnisotropy ? transformedBentNormalView : transformedNormalView;
- const radiance = envNode.context( createRadianceContext( roughness, radianceNormalView ) ).mul( materialEnvIntensity );
- const irradiance = envNode.context( createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( materialEnvIntensity );
- const isolateRadiance = cache( radiance );
- const isolateIrradiance = cache( irradiance );
- //
- builder.context.radiance.addAssign( isolateRadiance );
- builder.context.iblIrradiance.addAssign( isolateIrradiance );
- //
- const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
- if ( clearcoatRadiance ) {
- const clearcoatRadianceContext = envNode.context( createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( materialEnvIntensity );
- const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
- clearcoatRadiance.addAssign( isolateClearcoatRadiance );
- }
- }
- }
- const createRadianceContext = ( roughnessNode, normalViewNode ) => {
- let reflectVec = null;
- return {
- getUV: () => {
- if ( reflectVec === null ) {
- reflectVec = positionViewDirection.negate().reflect( normalViewNode );
- // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
- reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
- reflectVec = reflectVec.transformDirection( cameraViewMatrix );
- }
- return reflectVec;
- },
- getTextureLevel: () => {
- return roughnessNode;
- }
- };
- };
- const createIrradianceContext = ( normalWorldNode ) => {
- return {
- getUV: () => {
- return normalWorldNode;
- },
- getTextureLevel: () => {
- return float( 1.0 );
- }
- };
- };
- const _defaultValues$6 = /*@__PURE__*/ new MeshStandardMaterial();
- /**
- * Node material version of {@link MeshStandardMaterial}.
- *
- * @augments NodeMaterial
- */
- class MeshStandardNodeMaterial extends NodeMaterial {
- static get type() {
- return 'MeshStandardNodeMaterial';
- }
- /**
- * Constructs a new mesh standard node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshStandardNodeMaterial = true;
- /**
- * Set to `true` because standard materials react on lights.
- *
- * @type {boolean}
- * @default true
- */
- this.lights = true;
- /**
- * The emissive color of standard materials is by default inferred from the `emissive`,
- * `emissiveIntensity` and `emissiveMap` properties. This node property allows to
- * overwrite the default and define the emissive color with a node instead.
- *
- * If you don't want to overwrite the emissive color but modify the existing
- * value instead, use {@link materialEmissive}.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.emissiveNode = null;
- /**
- * The metalness of standard materials is by default inferred from the `metalness`,
- * and `metalnessMap` properties. This node property allows to
- * overwrite the default and define the metalness with a node instead.
- *
- * If you don't want to overwrite the metalness but modify the existing
- * value instead, use {@link materialMetalness}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.metalnessNode = null;
- /**
- * The roughness of standard materials is by default inferred from the `roughness`,
- * and `roughnessMap` properties. This node property allows to
- * overwrite the default and define the roughness with a node instead.
- *
- * If you don't want to overwrite the roughness but modify the existing
- * value instead, use {@link materialRoughness}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.roughnessNode = null;
- this.setDefaultValues( _defaultValues$6 );
- this.setValues( parameters );
- }
- /**
- * Overwritten since this type of material uses {@link EnvironmentNode}
- * to implement the PBR (PMREM based) environment mapping. Besides, the
- * method honors `Scene.environment`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {?EnvironmentNode<vec3>} The environment node.
- */
- setupEnvironment( builder ) {
- let envNode = super.setupEnvironment( builder );
- if ( envNode === null && builder.environmentNode ) {
- envNode = builder.environmentNode;
- }
- return envNode ? new EnvironmentNode( envNode ) : null;
- }
- /**
- * Setups the lighting model.
- *
- * @return {PhysicalLightingModel} The lighting model.
- */
- setupLightingModel( /*builder*/ ) {
- return new PhysicalLightingModel();
- }
- /**
- * Setups the specular related node variables.
- */
- setupSpecular() {
- const specularColorNode = mix( vec3( 0.04 ), diffuseColor.rgb, metalness );
- specularColor.assign( specularColorNode );
- specularF90.assign( 1.0 );
- }
- /**
- * Setups the standard specific node variables.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setupVariants() {
- // METALNESS
- const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
- metalness.assign( metalnessNode );
- // ROUGHNESS
- let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
- roughnessNode = getRoughness( { roughness: roughnessNode } );
- roughness.assign( roughnessNode );
- // SPECULAR COLOR
- this.setupSpecular();
- // DIFFUSE COLOR
- diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) );
- }
- copy( source ) {
- this.emissiveNode = source.emissiveNode;
- this.metalnessNode = source.metalnessNode;
- this.roughnessNode = source.roughnessNode;
- return super.copy( source );
- }
- }
- const _defaultValues$5 = /*@__PURE__*/ new MeshPhysicalMaterial();
- /**
- * Node material version of {@link MeshPhysicalMaterial}.
- *
- * @augments MeshStandardNodeMaterial
- */
- class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
- static get type() {
- return 'MeshPhysicalNodeMaterial';
- }
- /**
- * Constructs a new mesh physical node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshPhysicalNodeMaterial = true;
- /**
- * The clearcoat of physical materials is by default inferred from the `clearcoat`
- * and `clearcoatMap` properties. This node property allows to overwrite the default
- * and define the clearcoat with a node instead.
- *
- * If you don't want to overwrite the clearcoat but modify the existing
- * value instead, use {@link materialClearcoat}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.clearcoatNode = null;
- /**
- * The clearcoat roughness of physical materials is by default inferred from the `clearcoatRoughness`
- * and `clearcoatRoughnessMap` properties. This node property allows to overwrite the default
- * and define the clearcoat roughness with a node instead.
- *
- * If you don't want to overwrite the clearcoat roughness but modify the existing
- * value instead, use {@link materialClearcoatRoughness}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.clearcoatRoughnessNode = null;
- /**
- * The clearcoat normal of physical materials is by default inferred from the `clearcoatNormalMap`
- * property. This node property allows to overwrite the default
- * and define the clearcoat normal with a node instead.
- *
- * If you don't want to overwrite the clearcoat normal but modify the existing
- * value instead, use {@link materialClearcoatNormal}.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.clearcoatNormalNode = null;
- /**
- * The sheen of physical materials is by default inferred from the `sheen`, `sheenColor`
- * and `sheenColorMap` properties. This node property allows to overwrite the default
- * and define the sheen with a node instead.
- *
- * If you don't want to overwrite the sheen but modify the existing
- * value instead, use {@link materialSheen}.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.sheenNode = null;
- /**
- * The sheen roughness of physical materials is by default inferred from the `sheenRoughness` and
- * `sheenRoughnessMap` properties. This node property allows to overwrite the default
- * and define the sheen roughness with a node instead.
- *
- * If you don't want to overwrite the sheen roughness but modify the existing
- * value instead, use {@link materialSheenRoughness}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.sheenRoughnessNode = null;
- /**
- * The iridescence of physical materials is by default inferred from the `iridescence`
- * property. This node property allows to overwrite the default
- * and define the iridescence with a node instead.
- *
- * If you don't want to overwrite the iridescence but modify the existing
- * value instead, use {@link materialIridescence}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.iridescenceNode = null;
- /**
- * The iridescence IOR of physical materials is by default inferred from the `iridescenceIOR`
- * property. This node property allows to overwrite the default
- * and define the iridescence IOR with a node instead.
- *
- * If you don't want to overwrite the iridescence IOR but modify the existing
- * value instead, use {@link materialIridescenceIOR}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.iridescenceIORNode = null;
- /**
- * The iridescence thickness of physical materials is by default inferred from the `iridescenceThicknessRange`
- * and `iridescenceThicknessMap` properties. This node property allows to overwrite the default
- * and define the iridescence thickness with a node instead.
- *
- * If you don't want to overwrite the iridescence thickness but modify the existing
- * value instead, use {@link materialIridescenceThickness}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.iridescenceThicknessNode = null;
- /**
- * The specular intensity of physical materials is by default inferred from the `specularIntensity`
- * and `specularIntensityMap` properties. This node property allows to overwrite the default
- * and define the specular intensity with a node instead.
- *
- * If you don't want to overwrite the specular intensity but modify the existing
- * value instead, use {@link materialSpecularIntensity}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.specularIntensityNode = null;
- /**
- * The specular color of physical materials is by default inferred from the `specularColor`
- * and `specularColorMap` properties. This node property allows to overwrite the default
- * and define the specular color with a node instead.
- *
- * If you don't want to overwrite the specular color but modify the existing
- * value instead, use {@link materialSpecularColor}.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.specularColorNode = null;
- /**
- * The ior of physical materials is by default inferred from the `ior`
- * property. This node property allows to overwrite the default
- * and define the ior with a node instead.
- *
- * If you don't want to overwrite the ior but modify the existing
- * value instead, use {@link materialIOR}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.iorNode = null;
- /**
- * The transmission of physical materials is by default inferred from the `transmission` and
- * `transmissionMap` properties. This node property allows to overwrite the default
- * and define the transmission with a node instead.
- *
- * If you don't want to overwrite the transmission but modify the existing
- * value instead, use {@link materialTransmission}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.transmissionNode = null;
- /**
- * The thickness of physical materials is by default inferred from the `thickness` and
- * `thicknessMap` properties. This node property allows to overwrite the default
- * and define the thickness with a node instead.
- *
- * If you don't want to overwrite the thickness but modify the existing
- * value instead, use {@link materialThickness}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.thicknessNode = null;
- /**
- * The attenuation distance of physical materials is by default inferred from the
- * `attenuationDistance` property. This node property allows to overwrite the default
- * and define the attenuation distance with a node instead.
- *
- * If you don't want to overwrite the attenuation distance but modify the existing
- * value instead, use {@link materialAttenuationDistance}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.attenuationDistanceNode = null;
- /**
- * The attenuation color of physical materials is by default inferred from the
- * `attenuationColor` property. This node property allows to overwrite the default
- * and define the attenuation color with a node instead.
- *
- * If you don't want to overwrite the attenuation color but modify the existing
- * value instead, use {@link materialAttenuationColor}.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.attenuationColorNode = null;
- /**
- * The dispersion of physical materials is by default inferred from the
- * `dispersion` property. This node property allows to overwrite the default
- * and define the dispersion with a node instead.
- *
- * If you don't want to overwrite the dispersion but modify the existing
- * value instead, use {@link materialDispersion}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.dispersionNode = null;
- /**
- * The anisotropy of physical materials is by default inferred from the
- * `anisotropy` property. This node property allows to overwrite the default
- * and define the anisotropy with a node instead.
- *
- * If you don't want to overwrite the anisotropy but modify the existing
- * value instead, use {@link materialAnisotropy}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.anisotropyNode = null;
- this.setDefaultValues( _defaultValues$5 );
- this.setValues( parameters );
- }
- /**
- * Whether the lighting model should use clearcoat or not.
- *
- * @type {boolean}
- * @default true
- */
- get useClearcoat() {
- return this.clearcoat > 0 || this.clearcoatNode !== null;
- }
- /**
- * Whether the lighting model should use iridescence or not.
- *
- * @type {boolean}
- * @default true
- */
- get useIridescence() {
- return this.iridescence > 0 || this.iridescenceNode !== null;
- }
- /**
- * Whether the lighting model should use sheen or not.
- *
- * @type {boolean}
- * @default true
- */
- get useSheen() {
- return this.sheen > 0 || this.sheenNode !== null;
- }
- /**
- * Whether the lighting model should use anisotropy or not.
- *
- * @type {boolean}
- * @default true
- */
- get useAnisotropy() {
- return this.anisotropy > 0 || this.anisotropyNode !== null;
- }
- /**
- * Whether the lighting model should use transmission or not.
- *
- * @type {boolean}
- * @default true
- */
- get useTransmission() {
- return this.transmission > 0 || this.transmissionNode !== null;
- }
- /**
- * Whether the lighting model should use dispersion or not.
- *
- * @type {boolean}
- * @default true
- */
- get useDispersion() {
- return this.dispersion > 0 || this.dispersionNode !== null;
- }
- /**
- * Setups the specular related node variables.
- */
- setupSpecular() {
- const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR;
- ior.assign( iorNode );
- specularColor.assign( mix( min$1( pow2( ior.sub( 1.0 ).div( ior.add( 1.0 ) ) ).mul( materialSpecularColor ), vec3( 1.0 ) ).mul( materialSpecularIntensity ), diffuseColor.rgb, metalness ) );
- specularF90.assign( mix( materialSpecularIntensity, 1.0, metalness ) );
- }
- /**
- * Setups the lighting model.
- *
- * @return {PhysicalLightingModel} The lighting model.
- */
- setupLightingModel( /*builder*/ ) {
- return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion );
- }
- /**
- * Setups the physical specific node variables.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setupVariants( builder ) {
- super.setupVariants( builder );
- // CLEARCOAT
- if ( this.useClearcoat ) {
- const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat;
- const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness;
- clearcoat.assign( clearcoatNode );
- clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) );
- }
- // SHEEN
- if ( this.useSheen ) {
- const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen;
- const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness;
- sheen.assign( sheenNode );
- sheenRoughness.assign( sheenRoughnessNode );
- }
- // IRIDESCENCE
- if ( this.useIridescence ) {
- const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence;
- const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR;
- const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness;
- iridescence.assign( iridescenceNode );
- iridescenceIOR.assign( iridescenceIORNode );
- iridescenceThickness.assign( iridescenceThicknessNode );
- }
- // ANISOTROPY
- if ( this.useAnisotropy ) {
- const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar();
- anisotropy.assign( anisotropyV.length() );
- If( anisotropy.equal( 0.0 ), () => {
- anisotropyV.assign( vec2( 1.0, 0.0 ) );
- } ).Else( () => {
- anisotropyV.divAssign( vec2( anisotropy ) );
- anisotropy.assign( anisotropy.saturate() );
- } );
- // Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.
- alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) );
- anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) );
- anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) );
- }
- // TRANSMISSION
- if ( this.useTransmission ) {
- const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission;
- const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness;
- const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance;
- const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor;
- transmission.assign( transmissionNode );
- thickness.assign( thicknessNode );
- attenuationDistance.assign( attenuationDistanceNode );
- attenuationColor.assign( attenuationColorNode );
- if ( this.useDispersion ) {
- const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion;
- dispersion.assign( dispersionNode );
- }
- }
- }
- /**
- * Setups the clearcoat normal node.
- *
- * @return {Node<vec3>} The clearcoat normal.
- */
- setupClearcoatNormal() {
- return this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal;
- }
- setup( builder ) {
- builder.context.setupClearcoatNormal = () => this.setupClearcoatNormal( builder );
- super.setup( builder );
- }
- copy( source ) {
- this.clearcoatNode = source.clearcoatNode;
- this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
- this.clearcoatNormalNode = source.clearcoatNormalNode;
- this.sheenNode = source.sheenNode;
- this.sheenRoughnessNode = source.sheenRoughnessNode;
- this.iridescenceNode = source.iridescenceNode;
- this.iridescenceIORNode = source.iridescenceIORNode;
- this.iridescenceThicknessNode = source.iridescenceThicknessNode;
- this.specularIntensityNode = source.specularIntensityNode;
- this.specularColorNode = source.specularColorNode;
- this.transmissionNode = source.transmissionNode;
- this.thicknessNode = source.thicknessNode;
- this.attenuationDistanceNode = source.attenuationDistanceNode;
- this.attenuationColorNode = source.attenuationColorNode;
- this.dispersionNode = source.dispersionNode;
- this.anisotropyNode = source.anisotropyNode;
- return super.copy( source );
- }
- }
- /**
- * Represents the lighting model for {@link MeshSSSNodeMaterial}.
- *
- * @augments PhysicalLightingModel
- */
- class SSSLightingModel extends PhysicalLightingModel {
- /**
- * Constructs a new physical lighting model.
- *
- * @param {boolean} [clearcoat=false] - Whether clearcoat is supported or not.
- * @param {boolean} [sheen=false] - Whether sheen is supported or not.
- * @param {boolean} [iridescence=false] - Whether iridescence is supported or not.
- * @param {boolean} [anisotropy=false] - Whether anisotropy is supported or not.
- * @param {boolean} [transmission=false] - Whether transmission is supported or not.
- * @param {boolean} [dispersion=false] - Whether dispersion is supported or not.
- * @param {boolean} [sss=false] - Whether SSS is supported or not.
- */
- constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false, sss = false ) {
- super( clearcoat, sheen, iridescence, anisotropy, transmission, dispersion );
- /**
- * Whether the lighting model should use SSS or not.
- *
- * @type {boolean}
- * @default false
- */
- this.useSSS = sss;
- }
- /**
- * Extends the default implementation with a SSS term.
- *
- * Reference: [Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look]{@link https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/}
- *
- * @param {Object} input - The input data.
- * @param {NodeBuilder} builder - The current node builder.
- */
- direct( { lightDirection, lightColor, reflectedLight }, builder ) {
- if ( this.useSSS === true ) {
- const material = builder.material;
- const { thicknessColorNode, thicknessDistortionNode, thicknessAmbientNode, thicknessAttenuationNode, thicknessPowerNode, thicknessScaleNode } = material;
- const scatteringHalf = lightDirection.add( transformedNormalView.mul( thicknessDistortionNode ) ).normalize();
- const scatteringDot = float( positionViewDirection.dot( scatteringHalf.negate() ).saturate().pow( thicknessPowerNode ).mul( thicknessScaleNode ) );
- const scatteringIllu = vec3( scatteringDot.add( thicknessAmbientNode ).mul( thicknessColorNode ) );
- reflectedLight.directDiffuse.addAssign( scatteringIllu.mul( thicknessAttenuationNode.mul( lightColor ) ) );
- }
- super.direct( { lightDirection, lightColor, reflectedLight }, builder );
- }
- }
- /**
- * This node material is an experimental extension of {@link MeshPhysicalNodeMaterial}
- * that implements a Subsurface scattering (SSS) term.
- *
- * @augments MeshPhysicalNodeMaterial
- */
- class MeshSSSNodeMaterial extends MeshPhysicalNodeMaterial {
- static get type() {
- return 'MeshSSSNodeMaterial';
- }
- /**
- * Constructs a new mesh SSS node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super( parameters );
- /**
- * Represents the thickness color.
- *
- * @type {?Node<vec3>}
- * @default null
- */
- this.thicknessColorNode = null;
- /**
- * Represents the distortion factor.
- *
- * @type {?Node<float>}
- */
- this.thicknessDistortionNode = float( 0.1 );
- /**
- * Represents the thickness ambient factor.
- *
- * @type {?Node<float>}
- */
- this.thicknessAmbientNode = float( 0.0 );
- /**
- * Represents the thickness attenuation.
- *
- * @type {?Node<float>}
- */
- this.thicknessAttenuationNode = float( .1 );
- /**
- * Represents the thickness power.
- *
- * @type {?Node<float>}
- */
- this.thicknessPowerNode = float( 2.0 );
- /**
- * Represents the thickness scale.
- *
- * @type {?Node<float>}
- */
- this.thicknessScaleNode = float( 10.0 );
- }
- /**
- * Whether the lighting model should use SSS or not.
- *
- * @type {boolean}
- * @default true
- */
- get useSSS() {
- return this.thicknessColorNode !== null;
- }
- /**
- * Setups the lighting model.
- *
- * @return {SSSLightingModel} The lighting model.
- */
- setupLightingModel( /*builder*/ ) {
- return new SSSLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion, this.useSSS );
- }
- copy( source ) {
- this.thicknessColorNode = source.thicknessColorNode;
- this.thicknessDistortionNode = source.thicknessDistortionNode;
- this.thicknessAmbientNode = source.thicknessAmbientNode;
- this.thicknessAttenuationNode = source.thicknessAttenuationNode;
- this.thicknessPowerNode = source.thicknessPowerNode;
- this.thicknessScaleNode = source.thicknessScaleNode;
- return super.copy( source );
- }
- }
- const getGradientIrradiance = /*@__PURE__*/ Fn( ( { normal, lightDirection, builder } ) => {
- // dotNL will be from -1.0 to 1.0
- const dotNL = normal.dot( lightDirection );
- const coord = vec2( dotNL.mul( 0.5 ).add( 0.5 ), 0.0 );
- if ( builder.material.gradientMap ) {
- const gradientMap = materialReference( 'gradientMap', 'texture' ).context( { getUV: () => coord } );
- return vec3( gradientMap.r );
- } else {
- const fw = coord.fwidth().mul( 0.5 );
- return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( float( 0.7 ).sub( fw.x ), float( 0.7 ).add( fw.x ), coord.x ) );
- }
- } );
- /**
- * Represents the lighting model for a toon material. Used in {@link MeshToonNodeMaterial}.
- *
- * @augments LightingModel
- */
- class ToonLightingModel extends LightingModel {
- /**
- * Implements the direct lighting. Instead of using a conventional smooth irradiance, the irradiance is
- * reduced to a small number of discrete shades to create a comic-like, flat look.
- *
- * @param {Object} lightData - The light data.
- * @param {NodeBuilder} builder - The current node builder.
- */
- direct( { lightDirection, lightColor, reflectedLight }, builder ) {
- const irradiance = getGradientIrradiance( { normal: normalGeometry, lightDirection, builder } ).mul( lightColor );
- reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
- }
- /**
- * Implements the indirect lighting.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- indirect( builder ) {
- const { ambientOcclusion, irradiance, reflectedLight } = builder.context;
- reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
- reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
- }
- }
- const _defaultValues$4 = /*@__PURE__*/ new MeshToonMaterial();
- /**
- * Node material version of {@link MeshToonMaterial}.
- *
- * @augments NodeMaterial
- */
- class MeshToonNodeMaterial extends NodeMaterial {
- static get type() {
- return 'MeshToonNodeMaterial';
- }
- /**
- * Constructs a new mesh toon node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshToonNodeMaterial = true;
- /**
- * Set to `true` because toon materials react on lights.
- *
- * @type {boolean}
- * @default true
- */
- this.lights = true;
- this.setDefaultValues( _defaultValues$4 );
- this.setValues( parameters );
- }
- /**
- * Setups the lighting model.
- *
- * @return {ToonLightingModel} The lighting model.
- */
- setupLightingModel( /*builder*/ ) {
- return new ToonLightingModel();
- }
- }
- /**
- * Can be used to compute texture coordinates for projecting a
- * matcap onto a mesh. Used by {@link MeshMatcapNodeMaterial}.
- *
- * @augments TempNode
- */
- class MatcapUVNode extends TempNode {
- static get type() {
- return 'MatcapUVNode';
- }
- /**
- * Constructs a new matcap uv node.
- */
- constructor() {
- super( 'vec2' );
- }
- setup() {
- const x = vec3( positionViewDirection.z, 0, positionViewDirection.x.negate() ).normalize();
- const y = positionViewDirection.cross( x );
- return vec2( x.dot( transformedNormalView ), y.dot( transformedNormalView ) ).mul( 0.495 ).add( 0.5 ); // 0.495 to remove artifacts caused by undersized matcap disks
- }
- }
- /**
- * TSL function for creating a matcap uv node.
- *
- * @tsl
- * @function
- * @returns {MatcapUVNode}
- */
- const matcapUV = /*@__PURE__*/ nodeImmutable( MatcapUVNode );
- const _defaultValues$3 = /*@__PURE__*/ new MeshMatcapMaterial();
- /**
- * Node material version of {@link MeshMatcapMaterial}.
- *
- * @augments NodeMaterial
- */
- class MeshMatcapNodeMaterial extends NodeMaterial {
- static get type() {
- return 'MeshMatcapNodeMaterial';
- }
- /**
- * Constructs a new mesh normal node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMeshMatcapNodeMaterial = true;
- this.setDefaultValues( _defaultValues$3 );
- this.setValues( parameters );
- }
- /**
- * Setups the matcap specific node variables.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setupVariants( builder ) {
- const uv = matcapUV;
- let matcapColor;
- if ( builder.material.matcap ) {
- matcapColor = materialReference( 'matcap', 'texture' ).context( { getUV: () => uv } );
- } else {
- matcapColor = vec3( mix( 0.2, 0.8, uv.y ) ); // default if matcap is missing
- }
- diffuseColor.rgb.mulAssign( matcapColor.rgb );
- }
- }
- /**
- * Applies a rotation to the given position node.
- *
- * @augments TempNode
- */
- class RotateNode extends TempNode {
- static get type() {
- return 'RotateNode';
- }
- /**
- * Constructs a new rotate node.
- *
- * @param {Node} positionNode - The position node.
- * @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
- * on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
- */
- constructor( positionNode, rotationNode ) {
- super();
- /**
- * The position node.
- *
- * @type {Node}
- */
- this.positionNode = positionNode;
- /**
- * Represents the rotation that is applied to the position node.
- * Depending on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
- *
- * @type {Node}
- */
- this.rotationNode = rotationNode;
- }
- /**
- * The type of the {@link RotateNode#positionNode} defines the node's type.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node's type.
- */
- getNodeType( builder ) {
- return this.positionNode.getNodeType( builder );
- }
- setup( builder ) {
- const { rotationNode, positionNode } = this;
- const nodeType = this.getNodeType( builder );
- if ( nodeType === 'vec2' ) {
- const cosAngle = rotationNode.cos();
- const sinAngle = rotationNode.sin();
- const rotationMatrix = mat2(
- cosAngle, sinAngle,
- sinAngle.negate(), cosAngle
- );
- return rotationMatrix.mul( positionNode );
- } else {
- const rotation = rotationNode;
- const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
- const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
- const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
- return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz;
- }
- }
- }
- /**
- * TSL function for creating a rotate node.
- *
- * @tsl
- * @function
- * @param {Node} positionNode - The position node.
- * @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
- * on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
- * @returns {RotateNode}
- */
- const rotate = /*@__PURE__*/ nodeProxy( RotateNode ).setParameterLength( 2 );
- const _defaultValues$2 = /*@__PURE__*/ new SpriteMaterial();
- /**
- * Node material version of {@link SpriteMaterial}.
- *
- * @augments NodeMaterial
- */
- class SpriteNodeMaterial extends NodeMaterial {
- static get type() {
- return 'SpriteNodeMaterial';
- }
- /**
- * Constructs a new sprite node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSpriteNodeMaterial = true;
- this._useSizeAttenuation = true;
- /**
- * This property makes it possible to define the position of the sprite with a
- * node. That can be useful when the material is used with instanced rendering
- * and node data are defined with an instanced attribute node:
- * ```js
- * const positionAttribute = new InstancedBufferAttribute( new Float32Array( positions ), 3 );
- * material.positionNode = instancedBufferAttribute( positionAttribute );
- * ```
- * Another possibility is to compute the instanced data with a compute shader:
- * ```js
- * const positionBuffer = instancedArray( particleCount, 'vec3' );
- * particleMaterial.positionNode = positionBuffer.toAttribute();
- * ```
- *
- * @type {?Node<vec2>}
- * @default null
- */
- this.positionNode = null;
- /**
- * The rotation of sprite materials is by default inferred from the `rotation`,
- * property. This node property allows to overwrite the default and define
- * the rotation with a node instead.
- *
- * If you don't want to overwrite the rotation but modify the existing
- * value instead, use {@link materialRotation}.
- *
- * @type {?Node<float>}
- * @default null
- */
- this.rotationNode = null;
- /**
- * This node property provides an additional way to scale sprites next to
- * `Object3D.scale`. The scale transformation based in `Object3D.scale`
- * is multiplied with the scale value of this node in the vertex shader.
- *
- * @type {?Node<vec2>}
- * @default null
- */
- this.scaleNode = null;
- /**
- * In Sprites, the transparent property is enabled by default.
- *
- * @type {boolean}
- * @default true
- */
- this.transparent = true;
- this.setDefaultValues( _defaultValues$2 );
- this.setValues( parameters );
- }
- /**
- * Setups the position node in view space. This method implements
- * the sprite specific vertex shader.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node<vec3>} The position in view space.
- */
- setupPositionView( builder ) {
- const { object, camera } = builder;
- const sizeAttenuation = this.sizeAttenuation;
- const { positionNode, rotationNode, scaleNode } = this;
- const mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
- let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
- if ( scaleNode !== null ) {
- scale = scale.mul( vec2( scaleNode ) );
- }
- if ( sizeAttenuation === false ) {
- if ( camera.isPerspectiveCamera ) {
- scale = scale.mul( mvPosition.z.negate() );
- } else {
- const orthoScale = float( 2.0 ).div( cameraProjectionMatrix.element( 1 ).element( 1 ) );
- scale = scale.mul( orthoScale.mul( 2 ) );
- }
- }
- let alignedPosition = positionGeometry.xy;
- if ( object.center && object.center.isVector2 === true ) {
- const center = reference$1( 'center', 'vec2', object );
- alignedPosition = alignedPosition.sub( center.sub( 0.5 ) );
- }
- alignedPosition = alignedPosition.mul( scale );
- const rotation = float( rotationNode || materialRotation );
- const rotatedPosition = rotate( alignedPosition, rotation );
- return vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
- }
- copy( source ) {
- this.positionNode = source.positionNode;
- this.rotationNode = source.rotationNode;
- this.scaleNode = source.scaleNode;
- return super.copy( source );
- }
- /**
- * Whether to use size attenuation or not.
- *
- * @type {boolean}
- * @default true
- */
- get sizeAttenuation() {
- return this._useSizeAttenuation;
- }
- set sizeAttenuation( value ) {
- if ( this._useSizeAttenuation !== value ) {
- this._useSizeAttenuation = value;
- this.needsUpdate = true;
- }
- }
- }
- const _defaultValues$1 = /*@__PURE__*/ new PointsMaterial();
- /**
- * Node material version of {@link PointsMaterial}.
- *
- * @augments SpriteNodeMaterial
- */
- class PointsNodeMaterial extends SpriteNodeMaterial {
- static get type() {
- return 'PointsNodeMaterial';
- }
- /**
- * Constructs a new points node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This node property provides an additional way to set the point size.
- *
- * @type {?Node<vec2>}
- * @default null
- */
- this.sizeNode = null;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPointsNodeMaterial = true;
- this.setDefaultValues( _defaultValues$1 );
- this.setValues( parameters );
- }
- setupPositionView() {
- const { positionNode } = this;
- return modelViewMatrix.mul( vec3( positionNode || positionLocal ) ).xyz;
- }
- setupVertex( builder ) {
- const mvp = super.setupVertex( builder );
- // skip further processing if the material is not a node material
- if ( builder.material.isNodeMaterial !== true ) {
- return mvp;
- }
- // ndc space
- const { rotationNode, scaleNode, sizeNode } = this;
- const alignedPosition = positionGeometry.xy.toVar();
- const aspect = viewport.z.div( viewport.w );
- // rotation
- if ( rotationNode && rotationNode.isNode ) {
- const rotation = float( rotationNode );
- alignedPosition.assign( rotate( alignedPosition, rotation ) );
- }
- // point size
- let pointSize = sizeNode !== null ? vec2( sizeNode ) : materialPointSize;
- if ( this.sizeAttenuation === true ) {
- pointSize = pointSize.mul( pointSize.div( positionView.z.negate() ) );
- }
- // scale
- if ( scaleNode && scaleNode.isNode ) {
- pointSize = pointSize.mul( vec2( scaleNode ) );
- }
- alignedPosition.mulAssign( pointSize.mul( 2 ) );
- alignedPosition.assign( alignedPosition.div( viewport.z ) );
- alignedPosition.y.assign( alignedPosition.y.mul( aspect ) );
- // back to clip space
- alignedPosition.assign( alignedPosition.mul( mvp.w ) );
- //clipPos.xy += offset;
- mvp.addAssign( vec4( alignedPosition, 0, 0 ) );
- return mvp;
- }
- /**
- * Whether alpha to coverage should be used or not.
- *
- * @type {boolean}
- * @default true
- */
- get alphaToCoverage() {
- return this._useAlphaToCoverage;
- }
- set alphaToCoverage( value ) {
- if ( this._useAlphaToCoverage !== value ) {
- this._useAlphaToCoverage = value;
- this.needsUpdate = true;
- }
- }
- }
- /**
- * Represents lighting model for a shadow material. Used in {@link ShadowNodeMaterial}.
- *
- * @augments LightingModel
- */
- class ShadowMaskModel extends LightingModel {
- /**
- * Constructs a new shadow mask model.
- */
- constructor() {
- super();
- /**
- * The shadow mask node.
- *
- * @type {Node}
- */
- this.shadowNode = float( 1 ).toVar( 'shadowMask' );
- }
- /**
- * Only used to save the shadow mask.
- *
- * @param {Object} input - The input data.
- */
- direct( { lightNode } ) {
- this.shadowNode.mulAssign( lightNode.shadowNode );
- }
- /**
- * Uses the shadow mask to produce the final color.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- finish( { context } ) {
- diffuseColor.a.mulAssign( this.shadowNode.oneMinus() );
- context.outgoingLight.rgb.assign( diffuseColor.rgb ); // TODO: Optimize LightsNode to avoid this assignment
- }
- }
- const _defaultValues = /*@__PURE__*/ new ShadowMaterial();
- /**
- * Node material version of {@link ShadowMaterial}.
- *
- * @augments NodeMaterial
- */
- class ShadowNodeMaterial extends NodeMaterial {
- static get type() {
- return 'ShadowNodeMaterial';
- }
- /**
- * Constructs a new shadow node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isShadowNodeMaterial = true;
- /**
- * Set to `true` because so it's possible to implement
- * the shadow mask effect.
- *
- * @type {boolean}
- * @default true
- */
- this.lights = true;
- /**
- * Overwritten since shadow materials are transparent
- * by default.
- *
- * @type {boolean}
- * @default true
- */
- this.transparent = true;
- this.setDefaultValues( _defaultValues );
- this.setValues( parameters );
- }
- /**
- * Setups the lighting model.
- *
- * @return {ShadowMaskModel} The lighting model.
- */
- setupLightingModel( /*builder*/ ) {
- return new ShadowMaskModel();
- }
- }
- const scatteringDensity = property( 'vec3' );
- const linearDepthRay = property( 'vec3' );
- const outgoingRayLight = property( 'vec3' );
- /**
- * VolumetricLightingModel class extends the LightingModel to implement volumetric lighting effects.
- * This model calculates the scattering and transmittance of light through a volumetric medium.
- * It dynamically adjusts the direction of the ray based on the camera and object positions.
- * The model supports custom scattering and depth nodes to enhance the lighting effects.
- *
- * @augments LightingModel
- */
- class VolumetricLightingModel extends LightingModel {
- constructor() {
- super();
- }
- start( builder ) {
- const { material, context } = builder;
- const startPos = property( 'vec3' );
- const endPos = property( 'vec3' );
- // This approach dynamically changes the direction of the ray,
- // prioritizing the ray from the camera to the object if it is inside the mesh, and from the object to the camera if it is far away.
- If( cameraPosition.sub( positionWorld ).length().greaterThan( modelRadius.mul( 2 ) ), () => {
- startPos.assign( cameraPosition );
- endPos.assign( positionWorld );
- } ).Else( () => {
- startPos.assign( positionWorld );
- endPos.assign( cameraPosition );
- } );
- //
- const viewVector = endPos.sub( startPos );
- const steps = uniform( 'int' ).onRenderUpdate( ( { material } ) => material.steps );
- const stepSize = viewVector.length().div( steps ).toVar();
- const rayDir = viewVector.normalize().toVar(); // TODO: toVar() should be automatic here ( in loop )
- const distTravelled = float( 0.0 ).toVar();
- const transmittance = vec3( 1 ).toVar();
- if ( material.offsetNode ) {
- // reduce banding
- distTravelled.addAssign( material.offsetNode.mul( stepSize ) );
- }
- Loop( steps, () => {
- const positionRay = startPos.add( rayDir.mul( distTravelled ) );
- const positionViewRay = cameraViewMatrix.mul( vec4( positionRay, 1 ) ).xyz;
- if ( material.depthNode !== null ) {
- linearDepthRay.assign( linearDepth( viewZToPerspectiveDepth( positionViewRay.z, cameraNear, cameraFar ) ) );
- context.sceneDepthNode = linearDepth( material.depthNode ).toVar();
- }
- context.positionWorld = positionRay;
- context.shadowPositionWorld = positionRay;
- context.positionView = positionViewRay;
- scatteringDensity.assign( 0 );
- let scatteringNode;
- if ( material.scatteringNode ) {
- scatteringNode = material.scatteringNode( {
- positionRay
- } );
- }
- super.start( builder );
- if ( scatteringNode ) {
- scatteringDensity.mulAssign( scatteringNode );
- }
- // beer's law
- const falloff = scatteringDensity.mul( .01 ).negate().mul( stepSize ).exp();
- transmittance.mulAssign( falloff );
- // move along the ray
- distTravelled.addAssign( stepSize );
- } );
- outgoingRayLight.addAssign( transmittance.saturate().oneMinus() );
- }
- scatteringLight( lightColor, builder ) {
- const sceneDepthNode = builder.context.sceneDepthNode;
- if ( sceneDepthNode ) {
- If( sceneDepthNode.greaterThanEqual( linearDepthRay ), () => {
- scatteringDensity.addAssign( lightColor );
- } );
- } else {
- scatteringDensity.addAssign( lightColor );
- }
- }
- direct( { lightNode, lightColor }, builder ) {
- // Ignore lights with infinite distance
- if ( lightNode.light.distance === undefined ) return;
- // TODO: We need a viewportOpaque*() ( output, depth ) to fit with modern rendering approaches
- const directLight = lightColor.xyz.toVar();
- directLight.mulAssign( lightNode.shadowNode ); // it no should be necessary if used in the same render pass
- this.scatteringLight( directLight, builder );
- }
- directRectArea( { lightColor, lightPosition, halfWidth, halfHeight }, builder ) {
- const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction
- const p1 = lightPosition.sub( halfWidth ).sub( halfHeight );
- const p2 = lightPosition.sub( halfWidth ).add( halfHeight );
- const p3 = lightPosition.add( halfWidth ).add( halfHeight );
- const P = builder.context.positionView;
- const directLight = lightColor.xyz.mul( LTC_Evaluate_Volume( { P, p0, p1, p2, p3 } ) ).pow( 1.5 );
- this.scatteringLight( directLight, builder );
- }
- finish( builder ) {
- builder.context.outgoingLight.assign( outgoingRayLight );
- }
- }
- /**
- * Volume node material.
- *
- * @augments NodeMaterial
- */
- class VolumeNodeMaterial extends NodeMaterial {
- static get type() {
- return 'VolumeNodeMaterial';
- }
- /**
- * Constructs a new volume node material.
- *
- * @param {Object} [parameters] - The configuration parameter.
- */
- constructor( parameters ) {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isVolumeNodeMaterial = true;
- /**
- * Number of steps used for raymarching.
- *
- * @type {number}
- * @default 25
- */
- this.steps = 25;
- /**
- * Offsets the distance a ray has been traveled through a volume.
- * Can be used to implement dithering to reduce banding.
- *
- * @type {Node<float>}
- * @default null
- */
- this.offsetNode = null;
- /**
- * Node used for scattering calculations.
- *
- * @type {Function|FunctionNode<vec4>}
- * @default null
- */
- this.scatteringNode = null;
- this.lights = true;
- this.transparent = true;
- this.side = BackSide;
- this.depthTest = false;
- this.depthWrite = false;
- this.setValues( parameters );
- }
- setupLightingModel() {
- return new VolumetricLightingModel();
- }
- }
- /**
- * This module manages the internal animation loop of the renderer.
- *
- * @private
- */
- class Animation {
- /**
- * Constructs a new animation loop management component.
- *
- * @param {Nodes} nodes - Renderer component for managing nodes related logic.
- * @param {Info} info - Renderer component for managing metrics and monitoring data.
- */
- constructor( nodes, info ) {
- /**
- * Renderer component for managing nodes related logic.
- *
- * @type {Nodes}
- */
- this.nodes = nodes;
- /**
- * Renderer component for managing metrics and monitoring data.
- *
- * @type {Info}
- */
- this.info = info;
- /**
- * A reference to the context from `requestAnimationFrame()` can
- * be called (usually `window`).
- *
- * @type {?(Window|XRSession)}
- */
- this._context = typeof self !== 'undefined' ? self : null;
- /**
- * The user-defined animation loop.
- *
- * @type {?Function}
- * @default null
- */
- this._animationLoop = null;
- /**
- * The requestId which is returned from the `requestAnimationFrame()` call.
- * Can be used to cancel the stop the animation loop.
- *
- * @type {?number}
- * @default null
- */
- this._requestId = null;
- }
- /**
- * Starts the internal animation loop.
- */
- start() {
- const update = ( time, xrFrame ) => {
- this._requestId = this._context.requestAnimationFrame( update );
- if ( this.info.autoReset === true ) this.info.reset();
- this.nodes.nodeFrame.update();
- this.info.frame = this.nodes.nodeFrame.frameId;
- if ( this._animationLoop !== null ) this._animationLoop( time, xrFrame );
- };
- update();
- }
- /**
- * Stops the internal animation loop.
- */
- stop() {
- this._context.cancelAnimationFrame( this._requestId );
- this._requestId = null;
- }
- /**
- * Returns the user-level animation loop.
- *
- * @return {?Function} The animation loop.
- */
- getAnimationLoop() {
- return this._animationLoop;
- }
- /**
- * Defines the user-level animation loop.
- *
- * @param {?Function} callback - The animation loop.
- */
- setAnimationLoop( callback ) {
- this._animationLoop = callback;
- }
- /**
- * Returns the animation context.
- *
- * @return {Window|XRSession} The animation context.
- */
- getContext() {
- return this._context;
- }
- /**
- * Defines the context in which `requestAnimationFrame()` is executed.
- *
- * @param {Window|XRSession} context - The context to set.
- */
- setContext( context ) {
- this._context = context;
- }
- /**
- * Frees all internal resources and stops the animation loop.
- */
- dispose() {
- this.stop();
- }
- }
- /**
- * Data structure for the renderer. It allows defining values
- * with chained, hierarchical keys. Keys are meant to be
- * objects since the module internally works with Weak Maps
- * for performance reasons.
- *
- * @private
- */
- class ChainMap {
- /**
- * Constructs a new Chain Map.
- */
- constructor() {
- /**
- * The root Weak Map.
- *
- * @type {WeakMap}
- */
- this.weakMap = new WeakMap();
- }
- /**
- * Returns the value for the given array of keys.
- *
- * @param {Array<Object>} keys - List of keys.
- * @return {any} The value. Returns `undefined` if no value was found.
- */
- get( keys ) {
- let map = this.weakMap;
- for ( let i = 0; i < keys.length - 1; i ++ ) {
- map = map.get( keys[ i ] );
- if ( map === undefined ) return undefined;
- }
- return map.get( keys[ keys.length - 1 ] );
- }
- /**
- * Sets the value for the given keys.
- *
- * @param {Array<Object>} keys - List of keys.
- * @param {any} value - The value to set.
- * @return {ChainMap} A reference to this Chain Map.
- */
- set( keys, value ) {
- let map = this.weakMap;
- for ( let i = 0; i < keys.length - 1; i ++ ) {
- const key = keys[ i ];
- if ( map.has( key ) === false ) map.set( key, new WeakMap() );
- map = map.get( key );
- }
- map.set( keys[ keys.length - 1 ], value );
- return this;
- }
- /**
- * Deletes a value for the given keys.
- *
- * @param {Array<Object>} keys - The keys.
- * @return {boolean} Returns `true` if the value has been removed successfully and `false` if the value has not be found.
- */
- delete( keys ) {
- let map = this.weakMap;
- for ( let i = 0; i < keys.length - 1; i ++ ) {
- map = map.get( keys[ i ] );
- if ( map === undefined ) return false;
- }
- return map.delete( keys[ keys.length - 1 ] );
- }
- }
- let _id$9 = 0;
- function getKeys( obj ) {
- const keys = Object.keys( obj );
- let proto = Object.getPrototypeOf( obj );
- while ( proto ) {
- const descriptors = Object.getOwnPropertyDescriptors( proto );
- for ( const key in descriptors ) {
- if ( descriptors[ key ] !== undefined ) {
- const descriptor = descriptors[ key ];
- if ( descriptor && typeof descriptor.get === 'function' ) {
- keys.push( key );
- }
- }
- }
- proto = Object.getPrototypeOf( proto );
- }
- return keys;
- }
- /**
- * A render object is the renderer's representation of single entity that gets drawn
- * with a draw command. There is no unique mapping of render objects to 3D objects in the
- * scene since render objects also depend from the used material, the current render context
- * and the current scene's lighting.
- *
- * In general, the basic process of the renderer is:
- *
- * - Analyze the 3D objects in the scene and generate render lists containing render items.
- * - Process the render lists by calling one or more render commands for each render item.
- * - For each render command, request a render object and perform the draw.
- *
- * The module provides an interface to get data required for the draw command like the actual
- * draw parameters or vertex buffers. It also holds a series of caching related methods since
- * creating render objects should only be done when necessary.
- *
- * @private
- */
- class RenderObject {
- /**
- * Constructs a new render object.
- *
- * @param {Nodes} nodes - Renderer component for managing nodes related logic.
- * @param {Geometries} geometries - Renderer component for managing geometries.
- * @param {Renderer} renderer - The renderer.
- * @param {Object3D} object - The 3D object.
- * @param {Material} material - The 3D object's material.
- * @param {Scene} scene - The scene the 3D object belongs to.
- * @param {Camera} camera - The camera the object should be rendered with.
- * @param {LightsNode} lightsNode - The lights node.
- * @param {RenderContext} renderContext - The render context.
- * @param {ClippingContext} clippingContext - The clipping context.
- */
- constructor( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext ) {
- this.id = _id$9 ++;
- /**
- * Renderer component for managing nodes related logic.
- *
- * @type {Nodes}
- * @private
- */
- this._nodes = nodes;
- /**
- * Renderer component for managing geometries.
- *
- * @type {Geometries}
- * @private
- */
- this._geometries = geometries;
- /**
- * The renderer.
- *
- * @type {Renderer}
- */
- this.renderer = renderer;
- /**
- * The 3D object.
- *
- * @type {Object3D}
- */
- this.object = object;
- /**
- * The 3D object's material.
- *
- * @type {Material}
- */
- this.material = material;
- /**
- * The scene the 3D object belongs to.
- *
- * @type {Scene}
- */
- this.scene = scene;
- /**
- * The camera the 3D object should be rendered with.
- *
- * @type {Camera}
- */
- this.camera = camera;
- /**
- * The lights node.
- *
- * @type {LightsNode}
- */
- this.lightsNode = lightsNode;
- /**
- * The render context.
- *
- * @type {RenderContext}
- */
- this.context = renderContext;
- /**
- * The 3D object's geometry.
- *
- * @type {BufferGeometry}
- */
- this.geometry = object.geometry;
- /**
- * The render object's version.
- *
- * @type {number}
- */
- this.version = material.version;
- /**
- * The draw range of the geometry.
- *
- * @type {?Object}
- * @default null
- */
- this.drawRange = null;
- /**
- * An array holding the buffer attributes
- * of the render object. This entails attribute
- * definitions on geometry and node level.
- *
- * @type {?Array<BufferAttribute>}
- * @default null
- */
- this.attributes = null;
- /**
- * A reference to a render pipeline the render
- * object is processed with.
- *
- * @type {RenderPipeline}
- * @default null
- */
- this.pipeline = null;
- /**
- * Only relevant for objects using
- * multiple materials. This represents a group entry
- * from the respective `BufferGeometry`.
- *
- * @type {?{start: number, count: number}}
- * @default null
- */
- this.group = null;
- /**
- * An array holding the vertex buffers which can
- * be buffer attributes but also interleaved buffers.
- *
- * @type {?Array<BufferAttribute|InterleavedBuffer>}
- * @default null
- */
- this.vertexBuffers = null;
- /**
- * The parameters for the draw command.
- *
- * @type {?Object}
- * @default null
- */
- this.drawParams = null;
- /**
- * If this render object is used inside a render bundle,
- * this property points to the respective bundle group.
- *
- * @type {?BundleGroup}
- * @default null
- */
- this.bundle = null;
- /**
- * The clipping context.
- *
- * @type {ClippingContext}
- */
- this.clippingContext = clippingContext;
- /**
- * The clipping context's cache key.
- *
- * @type {string}
- */
- this.clippingContextCacheKey = clippingContext !== null ? clippingContext.cacheKey : '';
- /**
- * The initial node cache key.
- *
- * @type {number}
- */
- this.initialNodesCacheKey = this.getDynamicCacheKey();
- /**
- * The initial cache key.
- *
- * @type {number}
- */
- this.initialCacheKey = this.getCacheKey();
- /**
- * The node builder state.
- *
- * @type {?NodeBuilderState}
- * @private
- * @default null
- */
- this._nodeBuilderState = null;
- /**
- * An array of bindings.
- *
- * @type {?Array<BindGroup>}
- * @private
- * @default null
- */
- this._bindings = null;
- /**
- * Reference to the node material observer.
- *
- * @type {?NodeMaterialObserver}
- * @private
- * @default null
- */
- this._monitor = null;
- /**
- * An event listener which is defined by `RenderObjects`. It performs
- * clean up tasks when `dispose()` on this render object.
- *
- * @method
- */
- this.onDispose = null;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isRenderObject = true;
- /**
- * An event listener which is executed when `dispose()` is called on
- * the render object's material.
- *
- * @method
- */
- this.onMaterialDispose = () => {
- this.dispose();
- };
- this.material.addEventListener( 'dispose', this.onMaterialDispose );
- }
- /**
- * Updates the clipping context.
- *
- * @param {ClippingContext} context - The clipping context to set.
- */
- updateClipping( context ) {
- this.clippingContext = context;
- }
- /**
- * Whether the clipping requires an update or not.
- *
- * @type {boolean}
- * @readonly
- */
- get clippingNeedsUpdate() {
- if ( this.clippingContext === null || this.clippingContext.cacheKey === this.clippingContextCacheKey ) return false;
- this.clippingContextCacheKey = this.clippingContext.cacheKey;
- return true;
- }
- /**
- * The number of clipping planes defined in context of hardware clipping.
- *
- * @type {number}
- * @readonly
- */
- get hardwareClippingPlanes() {
- return this.material.hardwareClipping === true ? this.clippingContext.unionClippingCount : 0;
- }
- /**
- * Returns the node builder state of this render object.
- *
- * @return {NodeBuilderState} The node builder state.
- */
- getNodeBuilderState() {
- return this._nodeBuilderState || ( this._nodeBuilderState = this._nodes.getForRender( this ) );
- }
- /**
- * Returns the node material observer of this render object.
- *
- * @return {NodeMaterialObserver} The node material observer.
- */
- getMonitor() {
- return this._monitor || ( this._monitor = this.getNodeBuilderState().observer );
- }
- /**
- * Returns an array of bind groups of this render object.
- *
- * @return {Array<BindGroup>} The bindings.
- */
- getBindings() {
- return this._bindings || ( this._bindings = this.getNodeBuilderState().createBindings() );
- }
- /**
- * Returns a binding group by group name of this render object.
- *
- * @param {string} name - The name of the binding group.
- * @return {?BindGroup} The bindings.
- */
- getBindingGroup( name ) {
- for ( const bindingGroup of this.getBindings() ) {
- if ( bindingGroup.name === name ) {
- return bindingGroup;
- }
- }
- }
- /**
- * Returns the index of the render object's geometry.
- *
- * @return {?BufferAttribute} The index. Returns `null` for non-indexed geometries.
- */
- getIndex() {
- return this._geometries.getIndex( this );
- }
- /**
- * Returns the indirect buffer attribute.
- *
- * @return {?BufferAttribute} The indirect attribute. `null` if no indirect drawing is used.
- */
- getIndirect() {
- return this._geometries.getIndirect( this );
- }
- /**
- * Returns an array that acts as a key for identifying the render object in a chain map.
- *
- * @return {Array<Object>} An array with object references.
- */
- getChainArray() {
- return [ this.object, this.material, this.context, this.lightsNode ];
- }
- /**
- * This method is used when the geometry of a 3D object has been exchanged and the
- * respective render object now requires an update.
- *
- * @param {BufferGeometry} geometry - The geometry to set.
- */
- setGeometry( geometry ) {
- this.geometry = geometry;
- this.attributes = null;
- }
- /**
- * Returns the buffer attributes of the render object. The returned array holds
- * attribute definitions on geometry and node level.
- *
- * @return {Array<BufferAttribute>} An array with buffer attributes.
- */
- getAttributes() {
- if ( this.attributes !== null ) return this.attributes;
- const nodeAttributes = this.getNodeBuilderState().nodeAttributes;
- const geometry = this.geometry;
- const attributes = [];
- const vertexBuffers = new Set();
- for ( const nodeAttribute of nodeAttributes ) {
- const attribute = nodeAttribute.node && nodeAttribute.node.attribute ? nodeAttribute.node.attribute : geometry.getAttribute( nodeAttribute.name );
- if ( attribute === undefined ) continue;
- attributes.push( attribute );
- const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
- vertexBuffers.add( bufferAttribute );
- }
- this.attributes = attributes;
- this.vertexBuffers = Array.from( vertexBuffers.values() );
- return attributes;
- }
- /**
- * Returns the vertex buffers of the render object.
- *
- * @return {Array<BufferAttribute|InterleavedBuffer>} An array with buffer attribute or interleaved buffers.
- */
- getVertexBuffers() {
- if ( this.vertexBuffers === null ) this.getAttributes();
- return this.vertexBuffers;
- }
- /**
- * Returns the draw parameters for the render object.
- *
- * @return {?{vertexCount: number, firstVertex: number, instanceCount: number, firstInstance: number}} The draw parameters.
- */
- getDrawParameters() {
- const { object, material, geometry, group, drawRange } = this;
- const drawParams = this.drawParams || ( this.drawParams = {
- vertexCount: 0,
- firstVertex: 0,
- instanceCount: 0,
- firstInstance: 0
- } );
- const index = this.getIndex();
- const hasIndex = ( index !== null );
- let instanceCount = 1;
- if ( geometry.isInstancedBufferGeometry === true ) {
- instanceCount = geometry.instanceCount;
- } else if ( object.count !== undefined ) {
- instanceCount = Math.max( 0, object.count );
- }
- if ( instanceCount === 0 ) return null;
- drawParams.instanceCount = instanceCount;
- if ( object.isBatchedMesh === true ) return drawParams;
- let rangeFactor = 1;
- if ( material.wireframe === true && ! object.isPoints && ! object.isLineSegments && ! object.isLine && ! object.isLineLoop ) {
- rangeFactor = 2;
- }
- let firstVertex = drawRange.start * rangeFactor;
- let lastVertex = ( drawRange.start + drawRange.count ) * rangeFactor;
- if ( group !== null ) {
- firstVertex = Math.max( firstVertex, group.start * rangeFactor );
- lastVertex = Math.min( lastVertex, ( group.start + group.count ) * rangeFactor );
- }
- const position = geometry.attributes.position;
- let itemCount = Infinity;
- if ( hasIndex ) {
- itemCount = index.count;
- } else if ( position !== undefined && position !== null ) {
- itemCount = position.count;
- }
- firstVertex = Math.max( firstVertex, 0 );
- lastVertex = Math.min( lastVertex, itemCount );
- const count = lastVertex - firstVertex;
- if ( count < 0 || count === Infinity ) return null;
- drawParams.vertexCount = count;
- drawParams.firstVertex = firstVertex;
- return drawParams;
- }
- /**
- * Returns the render object's geometry cache key.
- *
- * The geometry cache key is part of the material cache key.
- *
- * @return {string} The geometry cache key.
- */
- getGeometryCacheKey() {
- const { geometry } = this;
- let cacheKey = '';
- for ( const name of Object.keys( geometry.attributes ).sort() ) {
- const attribute = geometry.attributes[ name ];
- cacheKey += name + ',';
- if ( attribute.data ) cacheKey += attribute.data.stride + ',';
- if ( attribute.offset ) cacheKey += attribute.offset + ',';
- if ( attribute.itemSize ) cacheKey += attribute.itemSize + ',';
- if ( attribute.normalized ) cacheKey += 'n,';
- }
- // structural equality isn't sufficient for morph targets since the
- // data are maintained in textures. only if the targets are all equal
- // the texture and thus the instance of `MorphNode` can be shared.
- for ( const name of Object.keys( geometry.morphAttributes ).sort() ) {
- const targets = geometry.morphAttributes[ name ];
- cacheKey += 'morph-' + name + ',';
- for ( let i = 0, l = targets.length; i < l; i ++ ) {
- const attribute = targets[ i ];
- cacheKey += attribute.id + ',';
- }
- }
- if ( geometry.index ) {
- cacheKey += 'index,';
- }
- return cacheKey;
- }
- /**
- * Returns the render object's material cache key.
- *
- * The material cache key is part of the render object cache key.
- *
- * @return {number} The material cache key.
- */
- getMaterialCacheKey() {
- const { object, material } = this;
- let cacheKey = material.customProgramCacheKey();
- for ( const property of getKeys( material ) ) {
- if ( /^(is[A-Z]|_)|^(visible|version|uuid|name|opacity|userData)$/.test( property ) ) continue;
- const value = material[ property ];
- let valueKey;
- if ( value !== null ) {
- // some material values require a formatting
- const type = typeof value;
- if ( type === 'number' ) {
- valueKey = value !== 0 ? '1' : '0'; // Convert to on/off, important for clearcoat, transmission, etc
- } else if ( type === 'object' ) {
- valueKey = '{';
- if ( value.isTexture ) {
- valueKey += value.mapping;
- }
- valueKey += '}';
- } else {
- valueKey = String( value );
- }
- } else {
- valueKey = String( value );
- }
- cacheKey += /*property + ':' +*/ valueKey + ',';
- }
- cacheKey += this.clippingContextCacheKey + ',';
- if ( object.geometry ) {
- cacheKey += this.getGeometryCacheKey();
- }
- if ( object.skeleton ) {
- cacheKey += object.skeleton.bones.length + ',';
- }
- if ( object.isBatchedMesh ) {
- cacheKey += object._matricesTexture.uuid + ',';
- if ( object._colorsTexture !== null ) {
- cacheKey += object._colorsTexture.uuid + ',';
- }
- }
- if ( object.count > 1 ) {
- // TODO: https://github.com/mrdoob/three.js/pull/29066#issuecomment-2269400850
- cacheKey += object.uuid + ',';
- }
- cacheKey += object.receiveShadow + ',';
- return hashString( cacheKey );
- }
- /**
- * Whether the geometry requires an update or not.
- *
- * @type {boolean}
- * @readonly
- */
- get needsGeometryUpdate() {
- return this.geometry.id !== this.object.geometry.id;
- }
- /**
- * Whether the render object requires an update or not.
- *
- * Note: There are two distinct places where render objects are checked for an update.
- *
- * 1. In `RenderObjects.get()` which is executed when the render object is request. This
- * method checks the `needsUpdate` flag and recreates the render object if necessary.
- * 2. In `Renderer._renderObjectDirect()` right after getting the render object via
- * `RenderObjects.get()`. The render object's NodeMaterialObserver is then used to detect
- * a need for a refresh due to material, geometry or object related value changes.
- *
- * TODO: Investigate if it's possible to merge both steps so there is only a single place
- * that performs the 'needsUpdate' check.
- *
- * @type {boolean}
- * @readonly
- */
- get needsUpdate() {
- return /*this.object.static !== true &&*/ ( this.initialNodesCacheKey !== this.getDynamicCacheKey() || this.clippingNeedsUpdate );
- }
- /**
- * Returns the dynamic cache key which represents a key that is computed per draw command.
- *
- * @return {number} The cache key.
- */
- getDynamicCacheKey() {
- let cacheKey = 0;
- // `Nodes.getCacheKey()` returns an environment cache key which is not relevant when
- // the renderer is inside a shadow pass.
- if ( this.material.isShadowPassMaterial !== true ) {
- cacheKey = this._nodes.getCacheKey( this.scene, this.lightsNode );
- }
- if ( this.camera.isArrayCamera ) {
- cacheKey = hash$1( cacheKey, this.camera.cameras.length );
- }
- if ( this.object.receiveShadow ) {
- cacheKey = hash$1( cacheKey, 1 );
- }
- return cacheKey;
- }
- /**
- * Returns the render object's cache key.
- *
- * @return {number} The cache key.
- */
- getCacheKey() {
- return this.getMaterialCacheKey() + this.getDynamicCacheKey();
- }
- /**
- * Frees internal resources.
- */
- dispose() {
- this.material.removeEventListener( 'dispose', this.onMaterialDispose );
- this.onDispose();
- }
- }
- const _chainKeys$5 = [];
- /**
- * This module manages the render objects of the renderer.
- *
- * @private
- */
- class RenderObjects {
- /**
- * Constructs a new render object management component.
- *
- * @param {Renderer} renderer - The renderer.
- * @param {Nodes} nodes - Renderer component for managing nodes related logic.
- * @param {Geometries} geometries - Renderer component for managing geometries.
- * @param {Pipelines} pipelines - Renderer component for managing pipelines.
- * @param {Bindings} bindings - Renderer component for managing bindings.
- * @param {Info} info - Renderer component for managing metrics and monitoring data.
- */
- constructor( renderer, nodes, geometries, pipelines, bindings, info ) {
- /**
- * The renderer.
- *
- * @type {Renderer}
- */
- this.renderer = renderer;
- /**
- * Renderer component for managing nodes related logic.
- *
- * @type {Nodes}
- */
- this.nodes = nodes;
- /**
- * Renderer component for managing geometries.
- *
- * @type {Geometries}
- */
- this.geometries = geometries;
- /**
- * Renderer component for managing pipelines.
- *
- * @type {Pipelines}
- */
- this.pipelines = pipelines;
- /**
- * Renderer component for managing bindings.
- *
- * @type {Bindings}
- */
- this.bindings = bindings;
- /**
- * Renderer component for managing metrics and monitoring data.
- *
- * @type {Info}
- */
- this.info = info;
- /**
- * A dictionary that manages render contexts in chain maps
- * for each pass ID.
- *
- * @type {Object<string,ChainMap>}
- */
- this.chainMaps = {};
- }
- /**
- * Returns a render object for the given object and state data.
- *
- * @param {Object3D} object - The 3D object.
- * @param {Material} material - The 3D object's material.
- * @param {Scene} scene - The scene the 3D object belongs to.
- * @param {Camera} camera - The camera the 3D object should be rendered with.
- * @param {LightsNode} lightsNode - The lights node.
- * @param {RenderContext} renderContext - The render context.
- * @param {ClippingContext} clippingContext - The clipping context.
- * @param {string} [passId] - An optional ID for identifying the pass.
- * @return {RenderObject} The render object.
- */
- get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
- const chainMap = this.getChainMap( passId );
- // reuse chainArray
- _chainKeys$5[ 0 ] = object;
- _chainKeys$5[ 1 ] = material;
- _chainKeys$5[ 2 ] = renderContext;
- _chainKeys$5[ 3 ] = lightsNode;
- let renderObject = chainMap.get( _chainKeys$5 );
- if ( renderObject === undefined ) {
- renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
- chainMap.set( _chainKeys$5, renderObject );
- } else {
- renderObject.updateClipping( clippingContext );
- if ( renderObject.needsGeometryUpdate ) {
- renderObject.setGeometry( object.geometry );
- }
- if ( renderObject.version !== material.version || renderObject.needsUpdate ) {
- if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {
- renderObject.dispose();
- renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
- } else {
- renderObject.version = material.version;
- }
- }
- }
- _chainKeys$5.length = 0;
- return renderObject;
- }
- /**
- * Returns a chain map for the given pass ID.
- *
- * @param {string} [passId='default'] - The pass ID.
- * @return {ChainMap} The chain map.
- */
- getChainMap( passId = 'default' ) {
- return this.chainMaps[ passId ] || ( this.chainMaps[ passId ] = new ChainMap() );
- }
- /**
- * Frees internal resources.
- */
- dispose() {
- this.chainMaps = {};
- }
- /**
- * Factory method for creating render objects with the given list of parameters.
- *
- * @param {Nodes} nodes - Renderer component for managing nodes related logic.
- * @param {Geometries} geometries - Renderer component for managing geometries.
- * @param {Renderer} renderer - The renderer.
- * @param {Object3D} object - The 3D object.
- * @param {Material} material - The object's material.
- * @param {Scene} scene - The scene the 3D object belongs to.
- * @param {Camera} camera - The camera the object should be rendered with.
- * @param {LightsNode} lightsNode - The lights node.
- * @param {RenderContext} renderContext - The render context.
- * @param {ClippingContext} clippingContext - The clipping context.
- * @param {string} [passId] - An optional ID for identifying the pass.
- * @return {RenderObject} The render object.
- */
- createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
- const chainMap = this.getChainMap( passId );
- const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext );
- renderObject.onDispose = () => {
- this.pipelines.delete( renderObject );
- this.bindings.delete( renderObject );
- this.nodes.delete( renderObject );
- chainMap.delete( renderObject.getChainArray() );
- };
- return renderObject;
- }
- }
- /**
- * Data structure for the renderer. It is intended to manage
- * data of objects in dictionaries.
- *
- * @private
- */
- class DataMap {
- /**
- * Constructs a new data map.
- */
- constructor() {
- /**
- * `DataMap` internally uses a weak map
- * to manage its data.
- *
- * @type {WeakMap}
- */
- this.data = new WeakMap();
- }
- /**
- * Returns the dictionary for the given object.
- *
- * @param {Object} object - The object.
- * @return {Object} The dictionary.
- */
- get( object ) {
- let map = this.data.get( object );
- if ( map === undefined ) {
- map = {};
- this.data.set( object, map );
- }
- return map;
- }
- /**
- * Deletes the dictionary for the given object.
- *
- * @param {Object} object - The object.
- * @return {?Object} The deleted dictionary.
- */
- delete( object ) {
- let map = null;
- if ( this.data.has( object ) ) {
- map = this.data.get( object );
- this.data.delete( object );
- }
- return map;
- }
- /**
- * Returns `true` if the given object has a dictionary defined.
- *
- * @param {Object} object - The object to test.
- * @return {boolean} Whether a dictionary is defined or not.
- */
- has( object ) {
- return this.data.has( object );
- }
- /**
- * Frees internal resources.
- */
- dispose() {
- this.data = new WeakMap();
- }
- }
- const AttributeType = {
- VERTEX: 1,
- INDEX: 2,
- STORAGE: 3,
- INDIRECT: 4
- };
- // size of a chunk in bytes (STD140 layout)
- const GPU_CHUNK_BYTES = 16;
- // @TODO: Move to src/constants.js
- const BlendColorFactor = 211;
- const OneMinusBlendColorFactor = 212;
- /**
- * This renderer module manages geometry attributes.
- *
- * @private
- * @augments DataMap
- */
- class Attributes extends DataMap {
- /**
- * Constructs a new attribute management component.
- *
- * @param {Backend} backend - The renderer's backend.
- */
- constructor( backend ) {
- super();
- /**
- * The renderer's backend.
- *
- * @type {Backend}
- */
- this.backend = backend;
- }
- /**
- * Deletes the data for the given attribute.
- *
- * @param {BufferAttribute} attribute - The attribute.
- * @return {Object|null} The deleted attribute data.
- */
- delete( attribute ) {
- const attributeData = super.delete( attribute );
- if ( attributeData !== null ) {
- this.backend.destroyAttribute( attribute );
- }
- return attributeData;
- }
- /**
- * Updates the given attribute. This method creates attribute buffers
- * for new attributes and updates data for existing ones.
- *
- * @param {BufferAttribute} attribute - The attribute to update.
- * @param {number} type - The attribute type.
- */
- update( attribute, type ) {
- const data = this.get( attribute );
- if ( data.version === undefined ) {
- if ( type === AttributeType.VERTEX ) {
- this.backend.createAttribute( attribute );
- } else if ( type === AttributeType.INDEX ) {
- this.backend.createIndexAttribute( attribute );
- } else if ( type === AttributeType.STORAGE ) {
- this.backend.createStorageAttribute( attribute );
- } else if ( type === AttributeType.INDIRECT ) {
- this.backend.createIndirectStorageAttribute( attribute );
- }
- data.version = this._getBufferAttribute( attribute ).version;
- } else {
- const bufferAttribute = this._getBufferAttribute( attribute );
- if ( data.version < bufferAttribute.version || bufferAttribute.usage === DynamicDrawUsage ) {
- this.backend.updateAttribute( attribute );
- data.version = bufferAttribute.version;
- }
- }
- }
- /**
- * Utility method for handling interleaved buffer attributes correctly.
- * To process them, their `InterleavedBuffer` is returned.
- *
- * @param {BufferAttribute} attribute - The attribute.
- * @return {BufferAttribute|InterleavedBuffer}
- */
- _getBufferAttribute( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
- return attribute;
- }
- }
- /**
- * Returns the wireframe version for the given geometry.
- *
- * @private
- * @function
- * @param {BufferGeometry} geometry - The geometry.
- * @return {number} The version.
- */
- function getWireframeVersion( geometry ) {
- return ( geometry.index !== null ) ? geometry.index.version : geometry.attributes.position.version;
- }
- /**
- * Returns a wireframe index attribute for the given geometry.
- *
- * @private
- * @function
- * @param {BufferGeometry} geometry - The geometry.
- * @return {BufferAttribute} The wireframe index attribute.
- */
- function getWireframeIndex( geometry ) {
- const indices = [];
- const geometryIndex = geometry.index;
- const geometryPosition = geometry.attributes.position;
- if ( geometryIndex !== null ) {
- const array = geometryIndex.array;
- for ( let i = 0, l = array.length; i < l; i += 3 ) {
- const a = array[ i + 0 ];
- const b = array[ i + 1 ];
- const c = array[ i + 2 ];
- indices.push( a, b, b, c, c, a );
- }
- } else {
- const array = geometryPosition.array;
- for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
- const a = i + 0;
- const b = i + 1;
- const c = i + 2;
- indices.push( a, b, b, c, c, a );
- }
- }
- const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
- attribute.version = getWireframeVersion( geometry );
- return attribute;
- }
- /**
- * This renderer module manages geometries.
- *
- * @private
- * @augments DataMap
- */
- class Geometries extends DataMap {
- /**
- * Constructs a new geometry management component.
- *
- * @param {Attributes} attributes - Renderer component for managing attributes.
- * @param {Info} info - Renderer component for managing metrics and monitoring data.
- */
- constructor( attributes, info ) {
- super();
- /**
- * Renderer component for managing attributes.
- *
- * @type {Attributes}
- */
- this.attributes = attributes;
- /**
- * Renderer component for managing metrics and monitoring data.
- *
- * @type {Info}
- */
- this.info = info;
- /**
- * Weak Map for managing attributes for wireframe rendering.
- *
- * @type {WeakMap<BufferGeometry,BufferAttribute>}
- */
- this.wireframes = new WeakMap();
- /**
- * This Weak Map is used to make sure buffer attributes are
- * updated only once per render call.
- *
- * @type {WeakMap<BufferAttribute,number>}
- */
- this.attributeCall = new WeakMap();
- }
- /**
- * Returns `true` if the given render object has an initialized geometry.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {boolean} Whether if the given render object has an initialized geometry or not.
- */
- has( renderObject ) {
- const geometry = renderObject.geometry;
- return super.has( geometry ) && this.get( geometry ).initialized === true;
- }
- /**
- * Prepares the geometry of the given render object for rendering.
- *
- * @param {RenderObject} renderObject - The render object.
- */
- updateForRender( renderObject ) {
- if ( this.has( renderObject ) === false ) this.initGeometry( renderObject );
- this.updateAttributes( renderObject );
- }
- /**
- * Initializes the geometry of the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- */
- initGeometry( renderObject ) {
- const geometry = renderObject.geometry;
- const geometryData = this.get( geometry );
- geometryData.initialized = true;
- this.info.memory.geometries ++;
- const onDispose = () => {
- this.info.memory.geometries --;
- const index = geometry.index;
- const geometryAttributes = renderObject.getAttributes();
- if ( index !== null ) {
- this.attributes.delete( index );
- }
- for ( const geometryAttribute of geometryAttributes ) {
- this.attributes.delete( geometryAttribute );
- }
- const wireframeAttribute = this.wireframes.get( geometry );
- if ( wireframeAttribute !== undefined ) {
- this.attributes.delete( wireframeAttribute );
- }
- geometry.removeEventListener( 'dispose', onDispose );
- };
- geometry.addEventListener( 'dispose', onDispose );
- }
- /**
- * Updates the geometry attributes of the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- */
- updateAttributes( renderObject ) {
- // attributes
- const attributes = renderObject.getAttributes();
- for ( const attribute of attributes ) {
- if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
- this.updateAttribute( attribute, AttributeType.STORAGE );
- } else {
- this.updateAttribute( attribute, AttributeType.VERTEX );
- }
- }
- // indexes
- const index = this.getIndex( renderObject );
- if ( index !== null ) {
- this.updateAttribute( index, AttributeType.INDEX );
- }
- // indirect
- const indirect = renderObject.geometry.indirect;
- if ( indirect !== null ) {
- this.updateAttribute( indirect, AttributeType.INDIRECT );
- }
- }
- /**
- * Updates the given attribute.
- *
- * @param {BufferAttribute} attribute - The attribute to update.
- * @param {number} type - The attribute type.
- */
- updateAttribute( attribute, type ) {
- const callId = this.info.render.calls;
- if ( ! attribute.isInterleavedBufferAttribute ) {
- if ( this.attributeCall.get( attribute ) !== callId ) {
- this.attributes.update( attribute, type );
- this.attributeCall.set( attribute, callId );
- }
- } else {
- if ( this.attributeCall.get( attribute ) === undefined ) {
- this.attributes.update( attribute, type );
- this.attributeCall.set( attribute, callId );
- } else if ( this.attributeCall.get( attribute.data ) !== callId ) {
- this.attributes.update( attribute, type );
- this.attributeCall.set( attribute.data, callId );
- this.attributeCall.set( attribute, callId );
- }
- }
- }
- /**
- * Returns the indirect buffer attribute of the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {?BufferAttribute} The indirect attribute. `null` if no indirect drawing is used.
- */
- getIndirect( renderObject ) {
- return renderObject.geometry.indirect;
- }
- /**
- * Returns the index of the given render object's geometry. This is implemented
- * in a method to return a wireframe index if necessary.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {?BufferAttribute} The index. Returns `null` for non-indexed geometries.
- */
- getIndex( renderObject ) {
- const { geometry, material } = renderObject;
- let index = geometry.index;
- if ( material.wireframe === true ) {
- const wireframes = this.wireframes;
- let wireframeAttribute = wireframes.get( geometry );
- if ( wireframeAttribute === undefined ) {
- wireframeAttribute = getWireframeIndex( geometry );
- wireframes.set( geometry, wireframeAttribute );
- } else if ( wireframeAttribute.version !== getWireframeVersion( geometry ) ) {
- this.attributes.delete( wireframeAttribute );
- wireframeAttribute = getWireframeIndex( geometry );
- wireframes.set( geometry, wireframeAttribute );
- }
- index = wireframeAttribute;
- }
- return index;
- }
- }
- /**
- * This renderer module provides a series of statistical information
- * about the GPU memory and the rendering process. Useful for debugging
- * and monitoring.
- */
- class Info {
- /**
- * Constructs a new info component.
- */
- constructor() {
- /**
- * Whether frame related metrics should automatically
- * be resetted or not. This property should be set to `false`
- * by apps which manage their own animation loop. They must
- * then call `renderer.info.reset()` once per frame manually.
- *
- * @type {boolean}
- * @default true
- */
- this.autoReset = true;
- /**
- * The current frame ID. This ID is managed
- * by `NodeFrame`.
- *
- * @type {number}
- * @readonly
- * @default 0
- */
- this.frame = 0;
- /**
- * The number of render calls since the
- * app has been started.
- *
- * @type {number}
- * @readonly
- * @default 0
- */
- this.calls = 0;
- /**
- * Render related metrics.
- *
- * @type {Object}
- * @readonly
- * @property {number} calls - The number of render calls since the app has been started.
- * @property {number} frameCalls - The number of render calls of the current frame.
- * @property {number} drawCalls - The number of draw calls of the current frame.
- * @property {number} triangles - The number of rendered triangle primitives of the current frame.
- * @property {number} points - The number of rendered point primitives of the current frame.
- * @property {number} lines - The number of rendered line primitives of the current frame.
- * @property {number} timestamp - The timestamp of the frame when using `renderer.renderAsync()`.
- */
- this.render = {
- calls: 0,
- frameCalls: 0,
- drawCalls: 0,
- triangles: 0,
- points: 0,
- lines: 0,
- timestamp: 0,
- };
- /**
- * Compute related metrics.
- *
- * @type {Object}
- * @readonly
- * @property {number} calls - The number of compute calls since the app has been started.
- * @property {number} frameCalls - The number of compute calls of the current frame.
- * @property {number} timestamp - The timestamp of the frame when using `renderer.computeAsync()`.
- */
- this.compute = {
- calls: 0,
- frameCalls: 0,
- timestamp: 0
- };
- /**
- * Memory related metrics.
- *
- * @type {Object}
- * @readonly
- * @property {number} geometries - The number of active geometries.
- * @property {number} frameCalls - The number of active textures.
- */
- this.memory = {
- geometries: 0,
- textures: 0
- };
- }
- /**
- * This method should be executed per draw call and updates the corresponding metrics.
- *
- * @param {Object3D} object - The 3D object that is going to be rendered.
- * @param {number} count - The vertex or index count.
- * @param {number} instanceCount - The instance count.
- */
- update( object, count, instanceCount ) {
- this.render.drawCalls ++;
- if ( object.isMesh || object.isSprite ) {
- this.render.triangles += instanceCount * ( count / 3 );
- } else if ( object.isPoints ) {
- this.render.points += instanceCount * count;
- } else if ( object.isLineSegments ) {
- this.render.lines += instanceCount * ( count / 2 );
- } else if ( object.isLine ) {
- this.render.lines += instanceCount * ( count - 1 );
- } else {
- console.error( 'THREE.WebGPUInfo: Unknown object type.' );
- }
- }
- /**
- * Resets frame related metrics.
- */
- reset() {
- this.render.drawCalls = 0;
- this.render.frameCalls = 0;
- this.compute.frameCalls = 0;
- this.render.triangles = 0;
- this.render.points = 0;
- this.render.lines = 0;
- }
- /**
- * Performs a complete reset of the object.
- */
- dispose() {
- this.reset();
- this.calls = 0;
- this.render.calls = 0;
- this.compute.calls = 0;
- this.render.timestamp = 0;
- this.compute.timestamp = 0;
- this.memory.geometries = 0;
- this.memory.textures = 0;
- }
- }
- /**
- * Abstract class for representing pipelines.
- *
- * @private
- * @abstract
- */
- class Pipeline {
- /**
- * Constructs a new pipeline.
- *
- * @param {string} cacheKey - The pipeline's cache key.
- */
- constructor( cacheKey ) {
- /**
- * The pipeline's cache key.
- *
- * @type {string}
- */
- this.cacheKey = cacheKey;
- /**
- * How often the pipeline is currently in use.
- *
- * @type {number}
- * @default 0
- */
- this.usedTimes = 0;
- }
- }
- /**
- * Class for representing render pipelines.
- *
- * @private
- * @augments Pipeline
- */
- class RenderPipeline extends Pipeline {
- /**
- * Constructs a new render pipeline.
- *
- * @param {string} cacheKey - The pipeline's cache key.
- * @param {ProgrammableStage} vertexProgram - The pipeline's vertex shader.
- * @param {ProgrammableStage} fragmentProgram - The pipeline's fragment shader.
- */
- constructor( cacheKey, vertexProgram, fragmentProgram ) {
- super( cacheKey );
- /**
- * The pipeline's vertex shader.
- *
- * @type {ProgrammableStage}
- */
- this.vertexProgram = vertexProgram;
- /**
- * The pipeline's fragment shader.
- *
- * @type {ProgrammableStage}
- */
- this.fragmentProgram = fragmentProgram;
- }
- }
- /**
- * Class for representing compute pipelines.
- *
- * @private
- * @augments Pipeline
- */
- class ComputePipeline extends Pipeline {
- /**
- * Constructs a new render pipeline.
- *
- * @param {string} cacheKey - The pipeline's cache key.
- * @param {ProgrammableStage} computeProgram - The pipeline's compute shader.
- */
- constructor( cacheKey, computeProgram ) {
- super( cacheKey );
- /**
- * The pipeline's compute shader.
- *
- * @type {ProgrammableStage}
- */
- this.computeProgram = computeProgram;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isComputePipeline = true;
- }
- }
- let _id$8 = 0;
- /**
- * Class for representing programmable stages which are vertex,
- * fragment or compute shaders. Unlike fixed-function states (like blending),
- * they represent the programmable part of a pipeline.
- *
- * @private
- */
- class ProgrammableStage {
- /**
- * Constructs a new programmable stage.
- *
- * @param {string} code - The shader code.
- * @param {('vertex'|'fragment'|'compute')} stage - The type of stage.
- * @param {string} name - The name of the shader.
- * @param {?Array<Object>} [transforms=null] - The transforms (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
- * @param {?Array<Object>} [attributes=null] - The attributes (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
- */
- constructor( code, stage, name, transforms = null, attributes = null ) {
- /**
- * The id of the programmable stage.
- *
- * @type {number}
- */
- this.id = _id$8 ++;
- /**
- * The shader code.
- *
- * @type {string}
- */
- this.code = code;
- /**
- * The type of stage.
- *
- * @type {string}
- */
- this.stage = stage;
- /**
- * The name of the stage.
- * This is used for debugging purposes.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * The transforms (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
- *
- * @type {?Array<Object>}
- */
- this.transforms = transforms;
- /**
- * The attributes (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
- *
- * @type {?Array<Object>}
- */
- this.attributes = attributes;
- /**
- * How often the programmable stage is currently in use.
- *
- * @type {number}
- * @default 0
- */
- this.usedTimes = 0;
- }
- }
- /**
- * This renderer module manages the pipelines of the renderer.
- *
- * @private
- * @augments DataMap
- */
- class Pipelines extends DataMap {
- /**
- * Constructs a new pipeline management component.
- *
- * @param {Backend} backend - The renderer's backend.
- * @param {Nodes} nodes - Renderer component for managing nodes related logic.
- */
- constructor( backend, nodes ) {
- super();
- /**
- * The renderer's backend.
- *
- * @type {Backend}
- */
- this.backend = backend;
- /**
- * Renderer component for managing nodes related logic.
- *
- * @type {Nodes}
- */
- this.nodes = nodes;
- /**
- * A references to the bindings management component.
- * This reference will be set inside the `Bindings`
- * constructor.
- *
- * @type {?Bindings}
- * @default null
- */
- this.bindings = null;
- /**
- * Internal cache for maintaining pipelines.
- * The key of the map is a cache key, the value the pipeline.
- *
- * @type {Map<string,Pipeline>}
- */
- this.caches = new Map();
- /**
- * This dictionary maintains for each shader stage type (vertex,
- * fragment and compute) the programmable stage objects which
- * represent the actual shader code.
- *
- * @type {Object<string,Map>}
- */
- this.programs = {
- vertex: new Map(),
- fragment: new Map(),
- compute: new Map()
- };
- }
- /**
- * Returns a compute pipeline for the given compute node.
- *
- * @param {Node} computeNode - The compute node.
- * @param {Array<BindGroup>} bindings - The bindings.
- * @return {ComputePipeline} The compute pipeline.
- */
- getForCompute( computeNode, bindings ) {
- const { backend } = this;
- const data = this.get( computeNode );
- if ( this._needsComputeUpdate( computeNode ) ) {
- const previousPipeline = data.pipeline;
- if ( previousPipeline ) {
- previousPipeline.usedTimes --;
- previousPipeline.computeProgram.usedTimes --;
- }
- // get shader
- const nodeBuilderState = this.nodes.getForCompute( computeNode );
- // programmable stage
- let stageCompute = this.programs.compute.get( nodeBuilderState.computeShader );
- if ( stageCompute === undefined ) {
- if ( previousPipeline && previousPipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.computeProgram );
- stageCompute = new ProgrammableStage( nodeBuilderState.computeShader, 'compute', computeNode.name, nodeBuilderState.transforms, nodeBuilderState.nodeAttributes );
- this.programs.compute.set( nodeBuilderState.computeShader, stageCompute );
- backend.createProgram( stageCompute );
- }
- // determine compute pipeline
- const cacheKey = this._getComputeCacheKey( computeNode, stageCompute );
- let pipeline = this.caches.get( cacheKey );
- if ( pipeline === undefined ) {
- if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
- pipeline = this._getComputePipeline( computeNode, stageCompute, cacheKey, bindings );
- }
- // keep track of all used times
- pipeline.usedTimes ++;
- stageCompute.usedTimes ++;
- //
- data.version = computeNode.version;
- data.pipeline = pipeline;
- }
- return data.pipeline;
- }
- /**
- * Returns a render pipeline for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @param {?Array<Promise>} [promises=null] - An array of compilation promises which is only relevant in context of `Renderer.compileAsync()`.
- * @return {RenderPipeline} The render pipeline.
- */
- getForRender( renderObject, promises = null ) {
- const { backend } = this;
- const data = this.get( renderObject );
- if ( this._needsRenderUpdate( renderObject ) ) {
- const previousPipeline = data.pipeline;
- if ( previousPipeline ) {
- previousPipeline.usedTimes --;
- previousPipeline.vertexProgram.usedTimes --;
- previousPipeline.fragmentProgram.usedTimes --;
- }
- // get shader
- const nodeBuilderState = renderObject.getNodeBuilderState();
- const name = renderObject.material ? renderObject.material.name : '';
- // programmable stages
- let stageVertex = this.programs.vertex.get( nodeBuilderState.vertexShader );
- if ( stageVertex === undefined ) {
- if ( previousPipeline && previousPipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.vertexProgram );
- stageVertex = new ProgrammableStage( nodeBuilderState.vertexShader, 'vertex', name );
- this.programs.vertex.set( nodeBuilderState.vertexShader, stageVertex );
- backend.createProgram( stageVertex );
- }
- let stageFragment = this.programs.fragment.get( nodeBuilderState.fragmentShader );
- if ( stageFragment === undefined ) {
- if ( previousPipeline && previousPipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.fragmentProgram );
- stageFragment = new ProgrammableStage( nodeBuilderState.fragmentShader, 'fragment', name );
- this.programs.fragment.set( nodeBuilderState.fragmentShader, stageFragment );
- backend.createProgram( stageFragment );
- }
- // determine render pipeline
- const cacheKey = this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
- let pipeline = this.caches.get( cacheKey );
- if ( pipeline === undefined ) {
- if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
- pipeline = this._getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises );
- } else {
- renderObject.pipeline = pipeline;
- }
- // keep track of all used times
- pipeline.usedTimes ++;
- stageVertex.usedTimes ++;
- stageFragment.usedTimes ++;
- //
- data.pipeline = pipeline;
- }
- return data.pipeline;
- }
- /**
- * Deletes the pipeline for the given render object.
- *
- * @param {RenderObject} object - The render object.
- * @return {?Object} The deleted dictionary.
- */
- delete( object ) {
- const pipeline = this.get( object ).pipeline;
- if ( pipeline ) {
- // pipeline
- pipeline.usedTimes --;
- if ( pipeline.usedTimes === 0 ) this._releasePipeline( pipeline );
- // programs
- if ( pipeline.isComputePipeline ) {
- pipeline.computeProgram.usedTimes --;
- if ( pipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( pipeline.computeProgram );
- } else {
- pipeline.fragmentProgram.usedTimes --;
- pipeline.vertexProgram.usedTimes --;
- if ( pipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( pipeline.vertexProgram );
- if ( pipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( pipeline.fragmentProgram );
- }
- }
- return super.delete( object );
- }
- /**
- * Frees internal resources.
- */
- dispose() {
- super.dispose();
- this.caches = new Map();
- this.programs = {
- vertex: new Map(),
- fragment: new Map(),
- compute: new Map()
- };
- }
- /**
- * Updates the pipeline for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- */
- updateForRender( renderObject ) {
- this.getForRender( renderObject );
- }
- /**
- * Returns a compute pipeline for the given parameters.
- *
- * @private
- * @param {Node} computeNode - The compute node.
- * @param {ProgrammableStage} stageCompute - The programmable stage representing the compute shader.
- * @param {string} cacheKey - The cache key.
- * @param {Array<BindGroup>} bindings - The bindings.
- * @return {ComputePipeline} The compute pipeline.
- */
- _getComputePipeline( computeNode, stageCompute, cacheKey, bindings ) {
- // check for existing pipeline
- cacheKey = cacheKey || this._getComputeCacheKey( computeNode, stageCompute );
- let pipeline = this.caches.get( cacheKey );
- if ( pipeline === undefined ) {
- pipeline = new ComputePipeline( cacheKey, stageCompute );
- this.caches.set( cacheKey, pipeline );
- this.backend.createComputePipeline( pipeline, bindings );
- }
- return pipeline;
- }
- /**
- * Returns a render pipeline for the given parameters.
- *
- * @private
- * @param {RenderObject} renderObject - The render object.
- * @param {ProgrammableStage} stageVertex - The programmable stage representing the vertex shader.
- * @param {ProgrammableStage} stageFragment - The programmable stage representing the fragment shader.
- * @param {string} cacheKey - The cache key.
- * @param {?Array<Promise>} promises - An array of compilation promises which is only relevant in context of `Renderer.compileAsync()`.
- * @return {ComputePipeline} The compute pipeline.
- */
- _getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises ) {
- // check for existing pipeline
- cacheKey = cacheKey || this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
- let pipeline = this.caches.get( cacheKey );
- if ( pipeline === undefined ) {
- pipeline = new RenderPipeline( cacheKey, stageVertex, stageFragment );
- this.caches.set( cacheKey, pipeline );
- renderObject.pipeline = pipeline;
- // The `promises` array is `null` by default and only set to an empty array when
- // `Renderer.compileAsync()` is used. The next call actually fills the array with
- // pending promises that resolve when the render pipelines are ready for rendering.
- this.backend.createRenderPipeline( renderObject, promises );
- }
- return pipeline;
- }
- /**
- * Computes a cache key representing a compute pipeline.
- *
- * @private
- * @param {Node} computeNode - The compute node.
- * @param {ProgrammableStage} stageCompute - The programmable stage representing the compute shader.
- * @return {string} The cache key.
- */
- _getComputeCacheKey( computeNode, stageCompute ) {
- return computeNode.id + ',' + stageCompute.id;
- }
- /**
- * Computes a cache key representing a render pipeline.
- *
- * @private
- * @param {RenderObject} renderObject - The render object.
- * @param {ProgrammableStage} stageVertex - The programmable stage representing the vertex shader.
- * @param {ProgrammableStage} stageFragment - The programmable stage representing the fragment shader.
- * @return {string} The cache key.
- */
- _getRenderCacheKey( renderObject, stageVertex, stageFragment ) {
- return stageVertex.id + ',' + stageFragment.id + ',' + this.backend.getRenderCacheKey( renderObject );
- }
- /**
- * Releases the given pipeline.
- *
- * @private
- * @param {Pipeline} pipeline - The pipeline to release.
- */
- _releasePipeline( pipeline ) {
- this.caches.delete( pipeline.cacheKey );
- }
- /**
- * Releases the shader program.
- *
- * @private
- * @param {Object} program - The shader program to release.
- */
- _releaseProgram( program ) {
- const code = program.code;
- const stage = program.stage;
- this.programs[ stage ].delete( code );
- }
- /**
- * Returns `true` if the compute pipeline for the given compute node requires an update.
- *
- * @private
- * @param {Node} computeNode - The compute node.
- * @return {boolean} Whether the compute pipeline for the given compute node requires an update or not.
- */
- _needsComputeUpdate( computeNode ) {
- const data = this.get( computeNode );
- return data.pipeline === undefined || data.version !== computeNode.version;
- }
- /**
- * Returns `true` if the render pipeline for the given render object requires an update.
- *
- * @private
- * @param {RenderObject} renderObject - The render object.
- * @return {boolean} Whether the render object for the given render object requires an update or not.
- */
- _needsRenderUpdate( renderObject ) {
- const data = this.get( renderObject );
- return data.pipeline === undefined || this.backend.needsRenderUpdate( renderObject );
- }
- }
- /**
- * This renderer module manages the bindings of the renderer.
- *
- * @private
- * @augments DataMap
- */
- class Bindings extends DataMap {
- /**
- * Constructs a new bindings management component.
- *
- * @param {Backend} backend - The renderer's backend.
- * @param {Nodes} nodes - Renderer component for managing nodes related logic.
- * @param {Textures} textures - Renderer component for managing textures.
- * @param {Attributes} attributes - Renderer component for managing attributes.
- * @param {Pipelines} pipelines - Renderer component for managing pipelines.
- * @param {Info} info - Renderer component for managing metrics and monitoring data.
- */
- constructor( backend, nodes, textures, attributes, pipelines, info ) {
- super();
- /**
- * The renderer's backend.
- *
- * @type {Backend}
- */
- this.backend = backend;
- /**
- * Renderer component for managing textures.
- *
- * @type {Textures}
- */
- this.textures = textures;
- /**
- * Renderer component for managing pipelines.
- *
- * @type {Pipelines}
- */
- this.pipelines = pipelines;
- /**
- * Renderer component for managing attributes.
- *
- * @type {Attributes}
- */
- this.attributes = attributes;
- /**
- * Renderer component for managing nodes related logic.
- *
- * @type {Nodes}
- */
- this.nodes = nodes;
- /**
- * Renderer component for managing metrics and monitoring data.
- *
- * @type {Info}
- */
- this.info = info;
- this.pipelines.bindings = this; // assign bindings to pipelines
- }
- /**
- * Returns the bind groups for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {Array<BindGroup>} The bind groups.
- */
- getForRender( renderObject ) {
- const bindings = renderObject.getBindings();
- for ( const bindGroup of bindings ) {
- const groupData = this.get( bindGroup );
- if ( groupData.bindGroup === undefined ) {
- // each object defines an array of bindings (ubos, textures, samplers etc.)
- this._init( bindGroup );
- this.backend.createBindings( bindGroup, bindings, 0 );
- groupData.bindGroup = bindGroup;
- }
- }
- return bindings;
- }
- /**
- * Returns the bind groups for the given compute node.
- *
- * @param {Node} computeNode - The compute node.
- * @return {Array<BindGroup>} The bind groups.
- */
- getForCompute( computeNode ) {
- const bindings = this.nodes.getForCompute( computeNode ).bindings;
- for ( const bindGroup of bindings ) {
- const groupData = this.get( bindGroup );
- if ( groupData.bindGroup === undefined ) {
- this._init( bindGroup );
- this.backend.createBindings( bindGroup, bindings, 0 );
- groupData.bindGroup = bindGroup;
- }
- }
- return bindings;
- }
- /**
- * Updates the bindings for the given compute node.
- *
- * @param {Node} computeNode - The compute node.
- */
- updateForCompute( computeNode ) {
- this._updateBindings( this.getForCompute( computeNode ) );
- }
- /**
- * Updates the bindings for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- */
- updateForRender( renderObject ) {
- this._updateBindings( this.getForRender( renderObject ) );
- }
- /**
- * Updates the given array of bindings.
- *
- * @param {Array<BindGroup>} bindings - The bind groups.
- */
- _updateBindings( bindings ) {
- for ( const bindGroup of bindings ) {
- this._update( bindGroup, bindings );
- }
- }
- /**
- * Initializes the given bind group.
- *
- * @param {BindGroup} bindGroup - The bind group to initialize.
- */
- _init( bindGroup ) {
- for ( const binding of bindGroup.bindings ) {
- if ( binding.isSampledTexture ) {
- this.textures.updateTexture( binding.texture );
- } else if ( binding.isStorageBuffer ) {
- const attribute = binding.attribute;
- const attributeType = attribute.isIndirectStorageBufferAttribute ? AttributeType.INDIRECT : AttributeType.STORAGE;
- this.attributes.update( attribute, attributeType );
- }
- }
- }
- /**
- * Updates the given bind group.
- *
- * @param {BindGroup} bindGroup - The bind group to update.
- * @param {Array<BindGroup>} bindings - The bind groups.
- */
- _update( bindGroup, bindings ) {
- const { backend } = this;
- let needsBindingsUpdate = false;
- let cacheBindings = true;
- let cacheIndex = 0;
- let version = 0;
- // iterate over all bindings and check if buffer updates or a new binding group is required
- for ( const binding of bindGroup.bindings ) {
- if ( binding.isNodeUniformsGroup ) {
- const updated = this.nodes.updateGroup( binding );
- // every uniforms group is a uniform buffer. So if no update is required,
- // we move one with the next binding. Otherwise the next if block will update the group.
- if ( updated === false ) continue;
- }
- if ( binding.isStorageBuffer ) {
- const attribute = binding.attribute;
- const attributeType = attribute.isIndirectStorageBufferAttribute ? AttributeType.INDIRECT : AttributeType.STORAGE;
- this.attributes.update( attribute, attributeType );
- }
- if ( binding.isUniformBuffer ) {
- const updated = binding.update();
- if ( updated ) {
- backend.updateBinding( binding );
- }
- } else if ( binding.isSampler ) {
- binding.update();
- } else if ( binding.isSampledTexture ) {
- const texturesTextureData = this.textures.get( binding.texture );
- if ( binding.needsBindingsUpdate( texturesTextureData.generation ) ) needsBindingsUpdate = true;
- const updated = binding.update();
- const texture = binding.texture;
- if ( updated ) {
- this.textures.updateTexture( texture );
- }
- const textureData = backend.get( texture );
- if ( textureData.externalTexture !== undefined || texturesTextureData.isDefaultTexture ) {
- cacheBindings = false;
- } else {
- cacheIndex = cacheIndex * 10 + texture.id;
- version += texture.version;
- }
- if ( backend.isWebGPUBackend === true && textureData.texture === undefined && textureData.externalTexture === undefined ) {
- // TODO: Remove this once we found why updated === false isn't bound to a texture in the WebGPU backend
- console.error( 'Bindings._update: binding should be available:', binding, updated, texture, binding.textureNode.value, needsBindingsUpdate );
- this.textures.updateTexture( texture );
- needsBindingsUpdate = true;
- }
- if ( texture.isStorageTexture === true ) {
- const textureData = this.get( texture );
- if ( binding.store === true ) {
- textureData.needsMipmap = true;
- } else if ( this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) {
- this.backend.generateMipmaps( texture );
- textureData.needsMipmap = false;
- }
- }
- }
- }
- if ( needsBindingsUpdate === true ) {
- this.backend.updateBindings( bindGroup, bindings, cacheBindings ? cacheIndex : 0, version );
- }
- }
- }
- /**
- * Default sorting function for opaque render items.
- *
- * @private
- * @function
- * @param {Object} a - The first render item.
- * @param {Object} b - The second render item.
- * @return {number} A numeric value which defines the sort order.
- */
- function painterSortStable( a, b ) {
- if ( a.groupOrder !== b.groupOrder ) {
- return a.groupOrder - b.groupOrder;
- } else if ( a.renderOrder !== b.renderOrder ) {
- return a.renderOrder - b.renderOrder;
- } else if ( a.z !== b.z ) {
- return a.z - b.z;
- } else {
- return a.id - b.id;
- }
- }
- /**
- * Default sorting function for transparent render items.
- *
- * @private
- * @function
- * @param {Object} a - The first render item.
- * @param {Object} b - The second render item.
- * @return {number} A numeric value which defines the sort order.
- */
- function reversePainterSortStable( a, b ) {
- if ( a.groupOrder !== b.groupOrder ) {
- return a.groupOrder - b.groupOrder;
- } else if ( a.renderOrder !== b.renderOrder ) {
- return a.renderOrder - b.renderOrder;
- } else if ( a.z !== b.z ) {
- return b.z - a.z;
- } else {
- return a.id - b.id;
- }
- }
- /**
- * Returns `true` if the given transparent material requires a double pass.
- *
- * @private
- * @function
- * @param {Material} material - The transparent material.
- * @return {boolean} Whether the given material requires a double pass or not.
- */
- function needsDoublePass( material ) {
- const hasTransmission = material.transmission > 0 || material.transmissionNode;
- return hasTransmission && material.side === DoubleSide && material.forceSinglePass === false;
- }
- /**
- * When the renderer analyzes the scene at the beginning of a render call,
- * it stores 3D object for further processing in render lists. Depending on the
- * properties of a 3D objects (like their transformation or material state), the
- * objects are maintained in ordered lists for the actual rendering.
- *
- * Render lists are unique per scene and camera combination.
- *
- * @private
- * @augments Pipeline
- */
- class RenderList {
- /**
- * Constructs a render list.
- *
- * @param {Lighting} lighting - The lighting management component.
- * @param {Scene} scene - The scene.
- * @param {Camera} camera - The camera the scene is rendered with.
- */
- constructor( lighting, scene, camera ) {
- /**
- * 3D objects are transformed into render items and stored in this array.
- *
- * @type {Array<Object>}
- */
- this.renderItems = [];
- /**
- * The current render items index.
- *
- * @type {number}
- * @default 0
- */
- this.renderItemsIndex = 0;
- /**
- * A list with opaque render items.
- *
- * @type {Array<Object>}
- */
- this.opaque = [];
- /**
- * A list with transparent render items which require
- * double pass rendering (e.g. transmissive objects).
- *
- * @type {Array<Object>}
- */
- this.transparentDoublePass = [];
- /**
- * A list with transparent render items.
- *
- * @type {Array<Object>}
- */
- this.transparent = [];
- /**
- * A list with transparent render bundle data.
- *
- * @type {Array<Object>}
- */
- this.bundles = [];
- /**
- * The render list's lights node. This node is later
- * relevant for the actual analytical light nodes which
- * compute the scene's lighting in the shader.
- *
- * @type {LightsNode}
- */
- this.lightsNode = lighting.getNode( scene, camera );
- /**
- * The scene's lights stored in an array. This array
- * is used to setup the lights node.
- *
- * @type {Array<Light>}
- */
- this.lightsArray = [];
- /**
- * The scene.
- *
- * @type {Scene}
- */
- this.scene = scene;
- /**
- * The camera the scene is rendered with.
- *
- * @type {Camera}
- */
- this.camera = camera;
- /**
- * How many objects perform occlusion query tests.
- *
- * @type {number}
- * @default 0
- */
- this.occlusionQueryCount = 0;
- }
- /**
- * This method is called right at the beginning of a render call
- * before the scene is analyzed. It prepares the internal data
- * structures for the upcoming render lists generation.
- *
- * @return {RenderList} A reference to this render list.
- */
- begin() {
- this.renderItemsIndex = 0;
- this.opaque.length = 0;
- this.transparentDoublePass.length = 0;
- this.transparent.length = 0;
- this.bundles.length = 0;
- this.lightsArray.length = 0;
- this.occlusionQueryCount = 0;
- return this;
- }
- /**
- * Returns a render item for the giving render item state. The state is defined
- * by a series of object-related parameters.
- *
- * The method avoids object creation by holding render items and reusing them in
- * subsequent render calls (just with different property values).
- *
- * @param {Object3D} object - The 3D object.
- * @param {BufferGeometry} geometry - The 3D object's geometry.
- * @param {Material} material - The 3D object's material.
- * @param {number} groupOrder - The current group order.
- * @param {number} z - Th 3D object's depth value (z value in clip space).
- * @param {?number} group - {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
- * @param {ClippingContext} clippingContext - The current clipping context.
- * @return {Object} The render item.
- */
- getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext ) {
- let renderItem = this.renderItems[ this.renderItemsIndex ];
- if ( renderItem === undefined ) {
- renderItem = {
- id: object.id,
- object: object,
- geometry: geometry,
- material: material,
- groupOrder: groupOrder,
- renderOrder: object.renderOrder,
- z: z,
- group: group,
- clippingContext: clippingContext
- };
- this.renderItems[ this.renderItemsIndex ] = renderItem;
- } else {
- renderItem.id = object.id;
- renderItem.object = object;
- renderItem.geometry = geometry;
- renderItem.material = material;
- renderItem.groupOrder = groupOrder;
- renderItem.renderOrder = object.renderOrder;
- renderItem.z = z;
- renderItem.group = group;
- renderItem.clippingContext = clippingContext;
- }
- this.renderItemsIndex ++;
- return renderItem;
- }
- /**
- * Pushes the given object as a render item to the internal render lists.
- * The selected lists depend on the object properties.
- *
- * @param {Object3D} object - The 3D object.
- * @param {BufferGeometry} geometry - The 3D object's geometry.
- * @param {Material} material - The 3D object's material.
- * @param {number} groupOrder - The current group order.
- * @param {number} z - Th 3D object's depth value (z value in clip space).
- * @param {?number} group - {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
- * @param {ClippingContext} clippingContext - The current clipping context.
- */
- push( object, geometry, material, groupOrder, z, group, clippingContext ) {
- const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext );
- if ( object.occlusionTest === true ) this.occlusionQueryCount ++;
- if ( material.transparent === true || material.transmission > 0 ) {
- if ( needsDoublePass( material ) ) this.transparentDoublePass.push( renderItem );
- this.transparent.push( renderItem );
- } else {
- this.opaque.push( renderItem );
- }
- }
- /**
- * Inserts the given object as a render item at the start of the internal render lists.
- * The selected lists depend on the object properties.
- *
- * @param {Object3D} object - The 3D object.
- * @param {BufferGeometry} geometry - The 3D object's geometry.
- * @param {Material} material - The 3D object's material.
- * @param {number} groupOrder - The current group order.
- * @param {number} z - Th 3D object's depth value (z value in clip space).
- * @param {?number} group - {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
- * @param {ClippingContext} clippingContext - The current clipping context.
- */
- unshift( object, geometry, material, groupOrder, z, group, clippingContext ) {
- const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext );
- if ( material.transparent === true || material.transmission > 0 ) {
- if ( needsDoublePass( material ) ) this.transparentDoublePass.unshift( renderItem );
- this.transparent.unshift( renderItem );
- } else {
- this.opaque.unshift( renderItem );
- }
- }
- /**
- * Pushes render bundle group data into the render list.
- *
- * @param {Object} group - Bundle group data.
- */
- pushBundle( group ) {
- this.bundles.push( group );
- }
- /**
- * Pushes a light into the render list.
- *
- * @param {Light} light - The light.
- */
- pushLight( light ) {
- this.lightsArray.push( light );
- }
- /**
- * Sorts the internal render lists.
- *
- * @param {?function(any, any): number} customOpaqueSort - A custom sort function for opaque objects.
- * @param {?function(any, any): number} customTransparentSort - A custom sort function for transparent objects.
- */
- sort( customOpaqueSort, customTransparentSort ) {
- if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable );
- if ( this.transparentDoublePass.length > 1 ) this.transparentDoublePass.sort( customTransparentSort || reversePainterSortStable );
- if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable );
- }
- /**
- * This method performs finalizing tasks right after the render lists
- * have been generated.
- */
- finish() {
- // update lights
- this.lightsNode.setLights( this.lightsArray );
- // Clear references from inactive renderItems in the list
- for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) {
- const renderItem = this.renderItems[ i ];
- if ( renderItem.id === null ) break;
- renderItem.id = null;
- renderItem.object = null;
- renderItem.geometry = null;
- renderItem.material = null;
- renderItem.groupOrder = null;
- renderItem.renderOrder = null;
- renderItem.z = null;
- renderItem.group = null;
- renderItem.clippingContext = null;
- }
- }
- }
- const _chainKeys$4 = [];
- /**
- * This renderer module manages the render lists which are unique
- * per scene and camera combination.
- *
- * @private
- */
- class RenderLists {
- /**
- * Constructs a render lists management component.
- *
- * @param {Lighting} lighting - The lighting management component.
- */
- constructor( lighting ) {
- /**
- * The lighting management component.
- *
- * @type {Lighting}
- */
- this.lighting = lighting;
- /**
- * The internal chain map which holds the render lists.
- *
- * @type {ChainMap}
- */
- this.lists = new ChainMap();
- }
- /**
- * Returns a render list for the given scene and camera.
- *
- * @param {Scene} scene - The scene.
- * @param {Camera} camera - The camera.
- * @return {RenderList} The render list.
- */
- get( scene, camera ) {
- const lists = this.lists;
- _chainKeys$4[ 0 ] = scene;
- _chainKeys$4[ 1 ] = camera;
- let list = lists.get( _chainKeys$4 );
- if ( list === undefined ) {
- list = new RenderList( this.lighting, scene, camera );
- lists.set( _chainKeys$4, list );
- }
- _chainKeys$4.length = 0;
- return list;
- }
- /**
- * Frees all internal resources.
- */
- dispose() {
- this.lists = new ChainMap();
- }
- }
- let _id$7 = 0;
- /**
- * Any render or compute command is executed in a specific context that defines
- * the state of the renderer and its backend. Typical examples for such context
- * data are the current clear values or data from the active framebuffer. This
- * module is used to represent these contexts as objects.
- *
- * @private
- */
- class RenderContext {
- /**
- * Constructs a new render context.
- */
- constructor() {
- /**
- * The context's ID.
- *
- * @type {number}
- */
- this.id = _id$7 ++;
- /**
- * Whether the current active framebuffer has a color attachment.
- *
- * @type {boolean}
- * @default true
- */
- this.color = true;
- /**
- * Whether the color attachment should be cleared or not.
- *
- * @type {boolean}
- * @default true
- */
- this.clearColor = true;
- /**
- * The clear color value.
- *
- * @type {Object}
- * @default true
- */
- this.clearColorValue = { r: 0, g: 0, b: 0, a: 1 };
- /**
- * Whether the current active framebuffer has a depth attachment.
- *
- * @type {boolean}
- * @default true
- */
- this.depth = true;
- /**
- * Whether the depth attachment should be cleared or not.
- *
- * @type {boolean}
- * @default true
- */
- this.clearDepth = true;
- /**
- * The clear depth value.
- *
- * @type {number}
- * @default 1
- */
- this.clearDepthValue = 1;
- /**
- * Whether the current active framebuffer has a stencil attachment.
- *
- * @type {boolean}
- * @default false
- */
- this.stencil = false;
- /**
- * Whether the stencil attachment should be cleared or not.
- *
- * @type {boolean}
- * @default true
- */
- this.clearStencil = true;
- /**
- * The clear stencil value.
- *
- * @type {number}
- * @default 1
- */
- this.clearStencilValue = 1;
- /**
- * By default the viewport encloses the entire framebuffer If a smaller
- * viewport is manually defined, this property is to `true` by the renderer.
- *
- * @type {boolean}
- * @default false
- */
- this.viewport = false;
- /**
- * The viewport value. This value is in physical pixels meaning it incorporates
- * the renderer's pixel ratio. The viewport property of render targets or
- * the renderer is in logical pixels.
- *
- * @type {Vector4}
- */
- this.viewportValue = new Vector4();
- /**
- * When the scissor test is active and scissor rectangle smaller than the
- * framebuffers dimensions, this property is to `true` by the renderer.
- *
- * @type {boolean}
- * @default false
- */
- this.scissor = false;
- /**
- * The scissor rectangle.
- *
- * @type {Vector4}
- */
- this.scissorValue = new Vector4();
- /**
- * The active render target.
- *
- * @type {?RenderTarget}
- * @default null
- */
- this.renderTarget = null;
- /**
- * The textures of the active render target.
- * `null` when no render target is set.
- *
- * @type {?Array<Texture>}
- * @default null
- */
- this.textures = null;
- /**
- * The depth texture of the active render target.
- * `null` when no render target is set.
- *
- * @type {?DepthTexture}
- * @default null
- */
- this.depthTexture = null;
- /**
- * The active cube face.
- *
- * @type {number}
- * @default 0
- */
- this.activeCubeFace = 0;
- /**
- * The active mipmap level.
- *
- * @type {number}
- * @default 0
- */
- this.activeMipmapLevel = 0;
- /**
- * The number of MSAA samples. This value is always `1` when
- * MSAA isn't used.
- *
- * @type {number}
- * @default 1
- */
- this.sampleCount = 1;
- /**
- * The active render target's width in physical pixels.
- *
- * @type {number}
- * @default 0
- */
- this.width = 0;
- /**
- * The active render target's height in physical pixels.
- *
- * @type {number}
- * @default 0
- */
- this.height = 0;
- /**
- * The occlusion query count.
- *
- * @type {number}
- * @default 0
- */
- this.occlusionQueryCount = 0;
- /**
- * The current clipping context.
- *
- * @type {?ClippingContext}
- * @default null
- */
- this.clippingContext = null;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isRenderContext = true;
- }
- /**
- * Returns the cache key of this render context.
- *
- * @return {number} The cache key.
- */
- getCacheKey() {
- return getCacheKey( this );
- }
- }
- /**
- * Computes a cache key for the given render context. This key
- * should identify the render target state so it is possible to
- * configure the correct attachments in the respective backend.
- *
- * @param {RenderContext} renderContext - The render context.
- * @return {number} The cache key.
- */
- function getCacheKey( renderContext ) {
- const { textures, activeCubeFace } = renderContext;
- const values = [ activeCubeFace ];
- for ( const texture of textures ) {
- values.push( texture.id );
- }
- return hashArray( values );
- }
- const _chainKeys$3 = [];
- const _defaultScene = /*@__PURE__*/ new Scene();
- const _defaultCamera = /*@__PURE__*/ new Camera();
- /**
- * This module manages the render contexts of the renderer.
- *
- * @private
- */
- class RenderContexts {
- /**
- * Constructs a new render context management component.
- */
- constructor() {
- /**
- * A dictionary that manages render contexts in chain maps
- * for each attachment state.
- *
- * @type {Object<string,ChainMap>}
- */
- this.chainMaps = {};
- }
- /**
- * Returns a render context for the given scene, camera and render target.
- *
- * @param {Scene} scene - The scene.
- * @param {Camera} camera - The camera that is used to render the scene.
- * @param {?RenderTarget} [renderTarget=null] - The active render target.
- * @return {RenderContext} The render context.
- */
- get( scene, camera, renderTarget = null ) {
- _chainKeys$3[ 0 ] = scene;
- _chainKeys$3[ 1 ] = camera;
- let attachmentState;
- if ( renderTarget === null ) {
- attachmentState = 'default';
- } else {
- const format = renderTarget.texture.format;
- const count = renderTarget.textures.length;
- attachmentState = `${ count }:${ format }:${ renderTarget.samples }:${ renderTarget.depthBuffer }:${ renderTarget.stencilBuffer }`;
- }
- const chainMap = this._getChainMap( attachmentState );
- let renderState = chainMap.get( _chainKeys$3 );
- if ( renderState === undefined ) {
- renderState = new RenderContext();
- chainMap.set( _chainKeys$3, renderState );
- }
- _chainKeys$3.length = 0;
- if ( renderTarget !== null ) renderState.sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
- return renderState;
- }
- /**
- * Returns a render context intended for clear operations.
- *
- * @param {?RenderTarget} [renderTarget=null] - The active render target.
- * @return {RenderContext} The render context.
- */
- getForClear( renderTarget = null ) {
- return this.get( _defaultScene, _defaultCamera, renderTarget );
- }
- /**
- * Returns a chain map for the given attachment state.
- *
- * @private
- * @param {string} attachmentState - The attachment state.
- * @return {ChainMap} The chain map.
- */
- _getChainMap( attachmentState ) {
- return this.chainMaps[ attachmentState ] || ( this.chainMaps[ attachmentState ] = new ChainMap() );
- }
- /**
- * Frees internal resources.
- */
- dispose() {
- this.chainMaps = {};
- }
- }
- const _size$3 = /*@__PURE__*/ new Vector3();
- /**
- * This module manages the textures of the renderer.
- *
- * @private
- * @augments DataMap
- */
- class Textures extends DataMap {
- /**
- * Constructs a new texture management component.
- *
- * @param {Renderer} renderer - The renderer.
- * @param {Backend} backend - The renderer's backend.
- * @param {Info} info - Renderer component for managing metrics and monitoring data.
- */
- constructor( renderer, backend, info ) {
- super();
- /**
- * The renderer.
- *
- * @type {Renderer}
- */
- this.renderer = renderer;
- /**
- * The backend.
- *
- * @type {Backend}
- */
- this.backend = backend;
- /**
- * Renderer component for managing metrics and monitoring data.
- *
- * @type {Info}
- */
- this.info = info;
- }
- /**
- * Updates the given render target. Based on the given render target configuration,
- * it updates the texture states representing the attachments of the framebuffer.
- *
- * @param {RenderTarget} renderTarget - The render target to update.
- * @param {number} [activeMipmapLevel=0] - The active mipmap level.
- */
- updateRenderTarget( renderTarget, activeMipmapLevel = 0 ) {
- const renderTargetData = this.get( renderTarget );
- const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
- const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} );
- const textures = renderTarget.textures;
- const size = this.getSize( textures[ 0 ] );
- const mipWidth = size.width >> activeMipmapLevel;
- const mipHeight = size.height >> activeMipmapLevel;
- let depthTexture = renderTarget.depthTexture || depthTextureMips[ activeMipmapLevel ];
- const useDepthTexture = renderTarget.depthBuffer === true || renderTarget.stencilBuffer === true;
- let textureNeedsUpdate = false;
- if ( depthTexture === undefined && useDepthTexture ) {
- if ( renderTarget.multiview === true && size.depth > 1 ) {
- depthTexture = new DepthArrayTexture();
- } else {
- depthTexture = new DepthTexture();
- }
- depthTexture.format = renderTarget.stencilBuffer ? DepthStencilFormat : DepthFormat;
- depthTexture.type = renderTarget.stencilBuffer ? UnsignedInt248Type : UnsignedIntType; // FloatType
- depthTexture.image.width = mipWidth;
- depthTexture.image.height = mipHeight;
- depthTexture.image.depth = size.depth;
- depthTextureMips[ activeMipmapLevel ] = depthTexture;
- }
- if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) {
- textureNeedsUpdate = true;
- if ( depthTexture ) {
- depthTexture.needsUpdate = true;
- depthTexture.image.width = mipWidth;
- depthTexture.image.height = mipHeight;
- depthTexture.image.depth = depthTexture.isDepthArrayTexture ? depthTexture.image.depth : 1;
- }
- }
- renderTargetData.width = size.width;
- renderTargetData.height = size.height;
- renderTargetData.textures = textures;
- renderTargetData.depthTexture = depthTexture || null;
- renderTargetData.depth = renderTarget.depthBuffer;
- renderTargetData.stencil = renderTarget.stencilBuffer;
- renderTargetData.renderTarget = renderTarget;
- if ( renderTargetData.sampleCount !== sampleCount ) {
- textureNeedsUpdate = true;
- if ( depthTexture ) {
- depthTexture.needsUpdate = true;
- }
- renderTargetData.sampleCount = sampleCount;
- }
- //
- const options = { sampleCount };
- // XR render targets require no texture updates
- if ( renderTarget.isXRRenderTarget !== true ) {
- for ( let i = 0; i < textures.length; i ++ ) {
- const texture = textures[ i ];
- texture.isTextureArray = renderTarget.multiview === true && size.depth > 1;
- if ( textureNeedsUpdate ) texture.needsUpdate = true;
- this.updateTexture( texture, options );
- }
- if ( depthTexture ) {
- this.updateTexture( depthTexture, options );
- }
- }
- // dispose handler
- if ( renderTargetData.initialized !== true ) {
- renderTargetData.initialized = true;
- // dispose
- const onDispose = () => {
- renderTarget.removeEventListener( 'dispose', onDispose );
- for ( let i = 0; i < textures.length; i ++ ) {
- this._destroyTexture( textures[ i ] );
- }
- if ( depthTexture ) {
- this._destroyTexture( depthTexture );
- }
- this.delete( renderTarget );
- };
- renderTarget.addEventListener( 'dispose', onDispose );
- }
- }
- /**
- * Updates the given texture. Depending on the texture state, this method
- * triggers the upload of texture data to the GPU memory. If the texture data are
- * not yet ready for the upload, it uses default texture data for as a placeholder.
- *
- * @param {Texture} texture - The texture to update.
- * @param {Object} [options={}] - The options.
- */
- updateTexture( texture, options = {} ) {
- const textureData = this.get( texture );
- if ( textureData.initialized === true && textureData.version === texture.version ) return;
- const isRenderTarget = texture.isRenderTargetTexture || texture.isDepthTexture || texture.isFramebufferTexture;
- const backend = this.backend;
- if ( isRenderTarget && textureData.initialized === true ) {
- // it's an update
- backend.destroySampler( texture );
- backend.destroyTexture( texture );
- }
- //
- if ( texture.isFramebufferTexture ) {
- const renderTarget = this.renderer.getRenderTarget();
- if ( renderTarget ) {
- texture.type = renderTarget.texture.type;
- } else {
- texture.type = UnsignedByteType;
- }
- }
- //
- const { width, height, depth } = this.getSize( texture );
- options.width = width;
- options.height = height;
- options.depth = depth;
- options.needsMipmaps = this.needsMipmaps( texture );
- options.levels = options.needsMipmaps ? this.getMipLevels( texture, width, height ) : 1;
- //
- if ( isRenderTarget || texture.isStorageTexture === true ) {
- backend.createSampler( texture );
- backend.createTexture( texture, options );
- textureData.generation = texture.version;
- } else {
- const needsCreate = textureData.initialized !== true;
- if ( needsCreate ) backend.createSampler( texture );
- if ( texture.version > 0 ) {
- const image = texture.image;
- if ( image === undefined ) {
- console.warn( 'THREE.Renderer: Texture marked for update but image is undefined.' );
- } else if ( image.complete === false ) {
- console.warn( 'THREE.Renderer: Texture marked for update but image is incomplete.' );
- } else {
- if ( texture.images ) {
- const images = [];
- for ( const image of texture.images ) {
- images.push( image );
- }
- options.images = images;
- } else {
- options.image = image;
- }
- if ( textureData.isDefaultTexture === undefined || textureData.isDefaultTexture === true ) {
- backend.createTexture( texture, options );
- textureData.isDefaultTexture = false;
- textureData.generation = texture.version;
- }
- if ( texture.source.dataReady === true ) backend.updateTexture( texture, options );
- if ( options.needsMipmaps && texture.mipmaps.length === 0 ) backend.generateMipmaps( texture );
- }
- } else {
- // async update
- backend.createDefaultTexture( texture );
- textureData.isDefaultTexture = true;
- textureData.generation = texture.version;
- }
- }
- // dispose handler
- if ( textureData.initialized !== true ) {
- textureData.initialized = true;
- textureData.generation = texture.version;
- //
- this.info.memory.textures ++;
- // dispose
- const onDispose = () => {
- texture.removeEventListener( 'dispose', onDispose );
- this._destroyTexture( texture );
- };
- texture.addEventListener( 'dispose', onDispose );
- }
- //
- textureData.version = texture.version;
- }
- /**
- * Computes the size of the given texture and writes the result
- * into the target vector. This vector is also returned by the
- * method.
- *
- * If no texture data are available for the compute yet, the method
- * returns default size values.
- *
- * @param {Texture} texture - The texture to compute the size for.
- * @param {Vector3} target - The target vector.
- * @return {Vector3} The target vector.
- */
- getSize( texture, target = _size$3 ) {
- let image = texture.images ? texture.images[ 0 ] : texture.image;
- if ( image ) {
- if ( image.image !== undefined ) image = image.image;
- target.width = image.width || 1;
- target.height = image.height || 1;
- target.depth = texture.isCubeTexture ? 6 : ( image.depth || 1 );
- } else {
- target.width = target.height = target.depth = 1;
- }
- return target;
- }
- /**
- * Computes the number of mipmap levels for the given texture.
- *
- * @param {Texture} texture - The texture.
- * @param {number} width - The texture's width.
- * @param {number} height - The texture's height.
- * @return {number} The number of mipmap levels.
- */
- getMipLevels( texture, width, height ) {
- let mipLevelCount;
- if ( texture.isCompressedTexture ) {
- if ( texture.mipmaps ) {
- mipLevelCount = texture.mipmaps.length;
- } else {
- mipLevelCount = 1;
- }
- } else {
- mipLevelCount = Math.floor( Math.log2( Math.max( width, height ) ) ) + 1;
- }
- return mipLevelCount;
- }
- /**
- * Returns `true` if the given texture requires mipmaps.
- *
- * @param {Texture} texture - The texture.
- * @return {boolean} Whether mipmaps are required or not.
- */
- needsMipmaps( texture ) {
- return texture.isCompressedTexture === true || texture.generateMipmaps;
- }
- /**
- * Frees internal resource when the given texture isn't
- * required anymore.
- *
- * @param {Texture} texture - The texture to destroy.
- */
- _destroyTexture( texture ) {
- if ( this.has( texture ) === true ) {
- this.backend.destroySampler( texture );
- this.backend.destroyTexture( texture );
- this.delete( texture );
- this.info.memory.textures --;
- }
- }
- }
- /**
- * A four-component version of {@link Color} which is internally
- * used by the renderer to represents clear color with alpha as
- * one object.
- *
- * @private
- * @augments Color
- */
- class Color4 extends Color {
- /**
- * Constructs a new four-component color.
- * You can also pass a single THREE.Color, hex or
- * string argument to this constructor.
- *
- * @param {number|string} [r=1] - The red value.
- * @param {number} [g=1] - The green value.
- * @param {number} [b=1] - The blue value.
- * @param {number} [a=1] - The alpha value.
- */
- constructor( r, g, b, a = 1 ) {
- super( r, g, b );
- this.a = a;
- }
- /**
- * Overwrites the default to honor alpha.
- * You can also pass a single THREE.Color, hex or
- * string argument to this method.
- *
- * @param {number|string|Color} r - The red value.
- * @param {number} g - The green value.
- * @param {number} b - The blue value.
- * @param {number} [a=1] - The alpha value.
- * @return {Color4} A reference to this object.
- */
- set( r, g, b, a = 1 ) {
- this.a = a;
- return super.set( r, g, b );
- }
- /**
- * Overwrites the default to honor alpha.
- *
- * @param {Color4} color - The color to copy.
- * @return {Color4} A reference to this object.
- */
- copy( color ) {
- if ( color.a !== undefined ) this.a = color.a;
- return super.copy( color );
- }
- /**
- * Overwrites the default to honor alpha.
- *
- * @return {Color4} The cloned color.
- */
- clone() {
- return new this.constructor( this.r, this.g, this.b, this.a );
- }
- }
- /**
- * Special version of {@link PropertyNode} which is used for parameters.
- *
- * @augments PropertyNode
- */
- class ParameterNode extends PropertyNode {
- static get type() {
- return 'ParameterNode';
- }
- /**
- * Constructs a new parameter node.
- *
- * @param {string} nodeType - The type of the node.
- * @param {?string} [name=null] - The name of the parameter in the shader.
- */
- constructor( nodeType, name = null ) {
- super( nodeType, name );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isParameterNode = true;
- }
- getHash() {
- return this.uuid;
- }
- generate() {
- return this.name;
- }
- }
- /**
- * TSL function for creating a parameter node.
- *
- * @tsl
- * @function
- * @param {string} type - The type of the node.
- * @param {?string} name - The name of the parameter in the shader.
- * @returns {ParameterNode}
- */
- const parameter = ( type, name ) => nodeObject( new ParameterNode( type, name ) );
- /**
- * Stack is a helper for Nodes that need to produce stack-based code instead of continuous flow.
- * They are usually needed in cases like `If`, `Else`.
- *
- * @augments Node
- */
- class StackNode extends Node {
- static get type() {
- return 'StackNode';
- }
- /**
- * Constructs a new stack node.
- *
- * @param {?StackNode} [parent=null] - The parent stack node.
- */
- constructor( parent = null ) {
- super();
- /**
- * List of nodes.
- *
- * @type {Array<Node>}
- */
- this.nodes = [];
- /**
- * The output node.
- *
- * @type {?Node}
- * @default null
- */
- this.outputNode = null;
- /**
- * The parent stack node.
- *
- * @type {?StackNode}
- * @default null
- */
- this.parent = parent;
- /**
- * The current conditional node.
- *
- * @private
- * @type {ConditionalNode}
- * @default null
- */
- this._currentCond = null;
- /**
- * The expression node. Only
- * relevant for Switch/Case.
- *
- * @private
- * @type {Node}
- * @default null
- */
- this._expressionNode = null;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isStackNode = true;
- }
- getNodeType( builder ) {
- return this.outputNode ? this.outputNode.getNodeType( builder ) : 'void';
- }
- getMemberType( builder, name ) {
- return this.outputNode ? this.outputNode.getMemberType( builder, name ) : 'void';
- }
- /**
- * Adds a node to this stack.
- *
- * @param {Node} node - The node to add.
- * @return {StackNode} A reference to this stack node.
- */
- add( node ) {
- this.nodes.push( node );
- return this;
- }
- /**
- * Represent an `if` statement in TSL.
- *
- * @param {Node} boolNode - Represents the condition.
- * @param {Function} method - TSL code which is executed if the condition evaluates to `true`.
- * @return {StackNode} A reference to this stack node.
- */
- If( boolNode, method ) {
- const methodNode = new ShaderNode( method );
- this._currentCond = select( boolNode, methodNode );
- return this.add( this._currentCond );
- }
- /**
- * Represent an `elseif` statement in TSL.
- *
- * @param {Node} boolNode - Represents the condition.
- * @param {Function} method - TSL code which is executed if the condition evaluates to `true`.
- * @return {StackNode} A reference to this stack node.
- */
- ElseIf( boolNode, method ) {
- const methodNode = new ShaderNode( method );
- const ifNode = select( boolNode, methodNode );
- this._currentCond.elseNode = ifNode;
- this._currentCond = ifNode;
- return this;
- }
- /**
- * Represent an `else` statement in TSL.
- *
- * @param {Function} method - TSL code which is executed in the `else` case.
- * @return {StackNode} A reference to this stack node.
- */
- Else( method ) {
- this._currentCond.elseNode = new ShaderNode( method );
- return this;
- }
- /**
- * Represents a `switch` statement in TSL.
- *
- * @param {any} expression - Represents the expression.
- * @param {Function} method - TSL code which is executed if the condition evaluates to `true`.
- * @return {StackNode} A reference to this stack node.
- */
- Switch( expression ) {
- this._expressionNode = nodeObject( expression );
- return this;
- }
- /**
- * Represents a `case` statement in TSL. The TSL version accepts an arbitrary numbers of values.
- * The last parameter must be the callback method that should be executed in the `true` case.
- *
- * @param {...any} params - The values of the `Case()` statement as well as the callback method.
- * @return {StackNode} A reference to this stack node.
- */
- Case( ...params ) {
- const caseNodes = [];
- // extract case nodes from the parameter list
- if ( params.length >= 2 ) {
- for ( let i = 0; i < params.length - 1; i ++ ) {
- caseNodes.push( this._expressionNode.equal( nodeObject( params[ i ] ) ) );
- }
- } else {
- throw new Error( 'TSL: Invalid parameter length. Case() requires at least two parameters.' );
- }
- // extract method
- const method = params[ params.length - 1 ];
- const methodNode = new ShaderNode( method );
- // chain multiple cases when using Case( 1, 2, 3, () => {} )
- let caseNode = caseNodes[ 0 ];
- for ( let i = 1; i < caseNodes.length; i ++ ) {
- caseNode = caseNode.or( caseNodes[ i ] );
- }
- // build condition
- const condNode = select( caseNode, methodNode );
- if ( this._currentCond === null ) {
- this._currentCond = condNode;
- return this.add( this._currentCond );
- } else {
- this._currentCond.elseNode = condNode;
- this._currentCond = condNode;
- return this;
- }
- }
- /**
- * Represents the default code block of a Switch/Case statement.
- *
- * @param {Function} method - TSL code which is executed in the `else` case.
- * @return {StackNode} A reference to this stack node.
- */
- Default( method ) {
- this.Else( method );
- return this;
- }
- build( builder, ...params ) {
- const previousStack = getCurrentStack();
- setCurrentStack( this );
- for ( const node of this.nodes ) {
- node.build( builder, 'void' );
- }
- setCurrentStack( previousStack );
- return this.outputNode ? this.outputNode.build( builder, ...params ) : super.build( builder, ...params );
- }
- // Deprecated
- /**
- * @function
- * @deprecated since r168. Use {@link StackNode#Else} instead.
- *
- * @param {...any} params
- * @returns {StackNode}
- */
- else( ...params ) { // @deprecated, r168
- console.warn( 'THREE.TSL: .else() has been renamed to .Else().' );
- return this.Else( ...params );
- }
- /**
- * @deprecated since r168. Use {@link StackNode#ElseIf} instead.
- *
- * @param {...any} params
- * @returns {StackNode}
- */
- elseif( ...params ) { // @deprecated, r168
- console.warn( 'THREE.TSL: .elseif() has been renamed to .ElseIf().' );
- return this.ElseIf( ...params );
- }
- }
- /**
- * TSL function for creating a stack node.
- *
- * @tsl
- * @function
- * @param {?StackNode} [parent=null] - The parent stack node.
- * @returns {StackNode}
- */
- const stack = /*@__PURE__*/ nodeProxy( StackNode ).setParameterLength( 0, 1 );
- /**
- * Generates a layout for struct members.
- * This function takes an object representing struct members and returns an array of member layouts.
- * Each member layout includes the member's name, type, and whether it is atomic.
- *
- * @param {Object.<string, string|Object>} members - An object where keys are member names and values are either types (as strings) or objects with type and atomic properties.
- * @returns {Array.<{name: string, type: string, atomic: boolean}>} An array of member layouts.
- */
- function getMembersLayout( members ) {
- return Object.entries( members ).map( ( [ name, value ] ) => {
- if ( typeof value === 'string' ) {
- return { name, type: value, atomic: false };
- }
- return { name, type: value.type, atomic: value.atomic || false };
- } );
- }
- /**
- * Represents a struct type node in the node-based system.
- * This class is used to define and manage the layout and types of struct members.
- * It extends the base Node class and provides methods to get the length of the struct,
- * retrieve member types, and generate the struct type for a builder.
- *
- * @augments Node
- */
- class StructTypeNode extends Node {
- static get type() {
- return 'StructTypeNode';
- }
- /**
- * Creates an instance of StructTypeNode.
- *
- * @param {Object} membersLayout - The layout of the members for the struct.
- * @param {?string} [name=null] - The optional name of the struct.
- */
- constructor( membersLayout, name = null ) {
- super( 'struct' );
- /**
- * The layout of the members for the struct
- *
- * @type {Array.<{name: string, type: string, atomic: boolean}>}
- */
- this.membersLayout = getMembersLayout( membersLayout );
- /**
- * The name of the struct.
- *
- * @type {?string}
- * @default null
- */
- this.name = name;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isStructLayoutNode = true;
- }
- /**
- * Returns the length of the struct.
- * The length is calculated by summing the lengths of the struct's members.
- *
- * @returns {number} The length of the struct.
- */
- getLength() {
- let length = 0;
- for ( const member of this.membersLayout ) {
- length += getLengthFromType( member.type );
- }
- return length;
- }
- getMemberType( builder, name ) {
- const member = this.membersLayout.find( m => m.name === name );
- return member ? member.type : 'void';
- }
- getNodeType( builder ) {
- const structType = builder.getStructTypeFromNode( this, this.membersLayout, this.name );
- return structType.name;
- }
- setup( builder ) {
- builder.addInclude( this );
- }
- generate( builder ) {
- return this.getNodeType( builder );
- }
- }
- /**
- * StructNode allows to create custom structures with multiple members.
- * This can also be used to define structures in attribute and uniform data.
- *
- * ```js
- * // Define a custom struct
- * const BoundingBox = struct( { min: 'vec3', max: 'vec3' } );
- *
- * // Create a new instance of the struct
- * const bb = BoundingBox( vec3( 0 ), vec3( 1 ) ); // style 1
- * const bb = BoundingBox( { min: vec3( 0 ), max: vec3( 1 ) } ); // style 2
- *
- * // Access the struct members
- * const min = bb.get( 'min' );
- *
- * // Assign a new value to a member
- * min.assign( vec3() );
- * ```
- * @augments Node
- */
- class StructNode extends Node {
- static get type() {
- return 'StructNode';
- }
- constructor( structLayoutNode, values ) {
- super( 'vec3' );
- this.structLayoutNode = structLayoutNode;
- this.values = values;
- this.isStructNode = true;
- }
- getNodeType( builder ) {
- return this.structLayoutNode.getNodeType( builder );
- }
- getMemberType( builder, name ) {
- return this.structLayoutNode.getMemberType( builder, name );
- }
- generate( builder ) {
- const nodeVar = builder.getVarFromNode( this );
- const structType = nodeVar.type;
- const propertyName = builder.getPropertyName( nodeVar );
- builder.addLineFlowCode( `${ propertyName } = ${ builder.generateStruct( structType, this.structLayoutNode.membersLayout, this.values ) }`, this );
- return nodeVar.name;
- }
- }
- /**
- * TSL function for creating a struct node.
- *
- * @tsl
- * @function
- * @param {Object} membersLayout - The layout of the struct members.
- * @param {?string} [name=null] - The name of the struct.
- * @returns {Function} The struct function.
- */
- const struct = ( membersLayout, name = null ) => {
- const structLayout = new StructTypeNode( membersLayout, name );
- const struct = ( ...params ) => {
- let values = null;
- if ( params.length > 0 ) {
- if ( params[ 0 ].isNode ) {
- values = {};
- const names = Object.keys( membersLayout );
- for ( let i = 0; i < params.length; i ++ ) {
- values[ names[ i ] ] = params[ i ];
- }
- } else {
- values = params[ 0 ];
- }
- }
- return nodeObject( new StructNode( structLayout, values ) );
- };
- struct.layout = structLayout;
- struct.isStruct = true;
- return struct;
- };
- /**
- * This node can be used to define multiple outputs in a shader programs.
- *
- * @augments Node
- */
- class OutputStructNode extends Node {
- static get type() {
- return 'OutputStructNode';
- }
- /**
- * Constructs a new output struct node. The constructor can be invoked with an
- * arbitrary number of nodes representing the members.
- *
- * @param {...Node} members - A parameter list of nodes.
- */
- constructor( ...members ) {
- super();
- /**
- * An array of nodes which defines the output.
- *
- * @type {Array<Node>}
- */
- this.members = members;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isOutputStructNode = true;
- }
- getNodeType( builder ) {
- const properties = builder.getNodeProperties( this );
- if ( properties.membersLayout === undefined ) {
- const members = this.members;
- const membersLayout = [];
- for ( let i = 0; i < members.length; i ++ ) {
- const name = 'm' + i;
- const type = members[ i ].getNodeType( builder );
- membersLayout.push( { name, type, index: i } );
- }
- properties.membersLayout = membersLayout;
- properties.structType = builder.getOutputStructTypeFromNode( this, properties.membersLayout );
- }
- return properties.structType.name;
- }
- generate( builder ) {
- const propertyName = builder.getOutputStructName();
- const members = this.members;
- const structPrefix = propertyName !== '' ? propertyName + '.' : '';
- for ( let i = 0; i < members.length; i ++ ) {
- const snippet = members[ i ].build( builder );
- builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }`, this );
- }
- return propertyName;
- }
- }
- /**
- * TSL function for creating an output struct node.
- *
- * @tsl
- * @function
- * @param {...Node} members - A parameter list of nodes.
- * @returns {OutputStructNode}
- */
- const outputStruct = /*@__PURE__*/ nodeProxy( OutputStructNode );
- /**
- * Returns the MRT texture index for the given name.
- *
- * @param {Array<Texture>} textures - The textures of a MRT-configured render target.
- * @param {string} name - The name of the MRT texture which index is requested.
- * @return {number} The texture index.
- */
- function getTextureIndex( textures, name ) {
- for ( let i = 0; i < textures.length; i ++ ) {
- if ( textures[ i ].name === name ) {
- return i;
- }
- }
- return -1;
- }
- /**
- * This node can be used setup a MRT context for rendering. A typical MRT setup for
- * post-processing is shown below:
- * ```js
- * const mrtNode = mrt( {
- * output: output,
- * normal: normalView
- * } ) );
- * ```
- * The MRT output is defined as a dictionary.
- *
- * @augments OutputStructNode
- */
- class MRTNode extends OutputStructNode {
- static get type() {
- return 'MRTNode';
- }
- /**
- * Constructs a new output struct node.
- *
- * @param {Object<string, Node>} outputNodes - The MRT outputs.
- */
- constructor( outputNodes ) {
- super();
- /**
- * A dictionary representing the MRT outputs. The key
- * is the name of the output, the value the node which produces
- * the output result.
- *
- * @type {Object<string, Node>}
- */
- this.outputNodes = outputNodes;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMRTNode = true;
- }
- /**
- * Returns `true` if the MRT node has an output with the given name.
- *
- * @param {string} name - The name of the output.
- * @return {NodeBuilder} Whether the MRT node has an output for the given name or not.
- */
- has( name ) {
- return this.outputNodes[ name ] !== undefined;
- }
- /**
- * Returns the output node for the given name.
- *
- * @param {string} name - The name of the output.
- * @return {Node} The output node.
- */
- get( name ) {
- return this.outputNodes[ name ];
- }
- /**
- * Merges the outputs of the given MRT node with the outputs of this node.
- *
- * @param {MRTNode} mrtNode - The MRT to merge.
- * @return {MRTNode} A new MRT node with merged outputs..
- */
- merge( mrtNode ) {
- const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
- return mrt( outputs );
- }
- setup( builder ) {
- const outputNodes = this.outputNodes;
- const mrt = builder.renderer.getRenderTarget();
- const members = [];
- const textures = mrt.textures;
- for ( const name in outputNodes ) {
- const index = getTextureIndex( textures, name );
- members[ index ] = vec4( outputNodes[ name ] );
- }
- this.members = members;
- return super.setup( builder );
- }
- }
- /**
- * TSL function for creating a MRT node.
- *
- * @tsl
- * @function
- * @param {Object<string, Node>} outputNodes - The MRT outputs.
- * @returns {MRTNode}
- */
- const mrt = /*@__PURE__*/ nodeProxy( MRTNode );
- /**
- * Generates a hash value in the range `[0, 1]` from the given seed.
- *
- * @tsl
- * @function
- * @param {Node<float>} seed - The seed.
- * @return {Node<float>} The hash value.
- */
- const hash = /*@__PURE__*/ Fn( ( [ seed ] ) => {
- // Taken from https://www.shadertoy.com/view/XlGcRh, originally from pcg-random.org
- const state = seed.toUint().mul( 747796405 ).add( 2891336453 );
- const word = state.shiftRight( state.shiftRight( 28 ).add( 4 ) ).bitXor( state ).mul( 277803737 );
- const result = word.shiftRight( 22 ).bitXor( word );
- return result.toFloat().mul( 1 / 2 ** 32 ); // Convert to range [0, 1)
- } );
- /**
- * A function that remaps the `[0,1]` interval into the `[0,1]` interval.
- * The corners are mapped to `0` and the center to `1`.
- * Reference: {@link https://iquilezles.org/articles/functions/}.
- *
- * @tsl
- * @function
- * @param {Node<float>} x - The value to remap.
- * @param {Node<float>} k - Allows to control the remapping functions shape by rising the parabola to a power `k`.
- * @return {Node<float>} The remapped value.
- */
- const parabola = ( x, k ) => pow( mul( 4.0, x.mul( sub( 1.0, x ) ) ), k );
- /**
- * A function that remaps the `[0,1]` interval into the `[0,1]` interval.
- * Expands the sides and compresses the center, and keeps `0.5` mapped to `0.5`.
- * Reference: {@link https://iquilezles.org/articles/functions/}.
- *
- * @tsl
- * @function
- * @param {Node<float>} x - The value to remap.
- * @param {Node<float>} k - `k=1` is the identity curve,`k<1` produces the classic `gain()` shape, and `k>1` produces "s" shaped curves.
- * @return {Node<float>} The remapped value.
- */
- const gain = ( x, k ) => x.lessThan( 0.5 ) ? parabola( x.mul( 2.0 ), k ).div( 2.0 ) : sub( 1.0, parabola( mul( sub( 1.0, x ), 2.0 ), k ).div( 2.0 ) );
- /**
- * A function that remaps the `[0,1]` interval into the `[0,1]` interval.
- * A generalization of the `parabola()`. Keeps the corners mapped to 0 but allows the control of the shape one either side of the curve.
- * Reference: {@link https://iquilezles.org/articles/functions/}.
- *
- * @tsl
- * @function
- * @param {Node<float>} x - The value to remap.
- * @param {Node<float>} a - First control parameter.
- * @param {Node<float>} b - Second control parameter.
- * @return {Node<float>} The remapped value.
- */
- const pcurve = ( x, a, b ) => pow( div( pow( x, a ), add( pow( x, a ), pow( sub( 1.0, x ), b ) ) ), 1.0 / a );
- /**
- * A phase shifted sinus curve that starts at zero and ends at zero, with bouncing behavior.
- * Reference: {@link https://iquilezles.org/articles/functions/}.
- *
- * @tsl
- * @function
- * @param {Node<float>} x - The value to compute the sin for.
- * @param {Node<float>} k - Controls the amount of bounces.
- * @return {Node<float>} The result value.
- */
- const sinc = ( x, k ) => sin( PI.mul( k.mul( x ).sub( 1.0 ) ) ).div( PI.mul( k.mul( x ).sub( 1.0 ) ) );
- // https://github.com/cabbibo/glsl-tri-noise-3d
- const tri = /*@__PURE__*/ Fn( ( [ x ] ) => {
- return x.fract().sub( .5 ).abs();
- } ).setLayout( {
- name: 'tri',
- type: 'float',
- inputs: [
- { name: 'x', type: 'float' }
- ]
- } );
- const tri3 = /*@__PURE__*/ Fn( ( [ p ] ) => {
- return vec3( tri( p.z.add( tri( p.y.mul( 1. ) ) ) ), tri( p.z.add( tri( p.x.mul( 1. ) ) ) ), tri( p.y.add( tri( p.x.mul( 1. ) ) ) ) );
- } ).setLayout( {
- name: 'tri3',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'vec3' }
- ]
- } );
- /**
- * Generates a noise value from the given position, speed and time parameters.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} position - The position.
- * @param {Node<float>} speed - The speed.
- * @param {Node<float>} time - The time.
- * @return {Node<float>} The generated noise.
- */
- const triNoise3D = /*@__PURE__*/ Fn( ( [ position, speed, time ] ) => {
- const p = vec3( position ).toVar();
- const z = float( 1.4 ).toVar();
- const rz = float( 0.0 ).toVar();
- const bp = vec3( p ).toVar();
- Loop( { start: float( 0.0 ), end: float( 3.0 ), type: 'float', condition: '<=' }, () => {
- const dg = vec3( tri3( bp.mul( 2.0 ) ) ).toVar();
- p.addAssign( dg.add( time.mul( float( 0.1 ).mul( speed ) ) ) );
- bp.mulAssign( 1.8 );
- z.mulAssign( 1.5 );
- p.mulAssign( 1.2 );
- const t = float( tri( p.z.add( tri( p.x.add( tri( p.y ) ) ) ) ) ).toVar();
- rz.addAssign( t.div( z ) );
- bp.addAssign( 0.14 );
- } );
- return rz;
- } ).setLayout( {
- name: 'triNoise3D',
- type: 'float',
- inputs: [
- { name: 'position', type: 'vec3' },
- { name: 'speed', type: 'float' },
- { name: 'time', type: 'float' }
- ]
- } );
- /**
- * This class allows to define multiple overloaded versions
- * of the same function. Depending on the parameters of the function
- * call, the node picks the best-fit overloaded version.
- *
- * @augments Node
- */
- class FunctionOverloadingNode extends Node {
- static get type() {
- return 'FunctionOverloadingNode';
- }
- /**
- * Constructs a new function overloading node.
- *
- * @param {Array<Function>} functionNodes - Array of `Fn` function definitions.
- * @param {...Node} parametersNodes - A list of parameter nodes.
- */
- constructor( functionNodes = [], ...parametersNodes ) {
- super();
- /**
- * Array of `Fn` function definitions.
- *
- * @type {Array<Function>}
- */
- this.functionNodes = functionNodes;
- /**
- * A list of parameter nodes.
- *
- * @type {Array<Node>}
- */
- this.parametersNodes = parametersNodes;
- /**
- * The selected overloaded function call.
- *
- * @private
- * @type {ShaderCallNodeInternal}
- */
- this._candidateFnCall = null;
- /**
- * This node is marked as global.
- *
- * @type {boolean}
- * @default true
- */
- this.global = true;
- }
- /**
- * This method is overwritten since the node type is inferred from
- * the function's return type.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType() {
- return this.functionNodes[ 0 ].shaderNode.layout.type;
- }
- setup( builder ) {
- const params = this.parametersNodes;
- let candidateFnCall = this._candidateFnCall;
- if ( candidateFnCall === null ) {
- let candidateFn = null;
- let candidateScore = -1;
- for ( const functionNode of this.functionNodes ) {
- const shaderNode = functionNode.shaderNode;
- const layout = shaderNode.layout;
- if ( layout === null ) {
- throw new Error( 'FunctionOverloadingNode: FunctionNode must be a layout.' );
- }
- const inputs = layout.inputs;
- if ( params.length === inputs.length ) {
- let score = 0;
- for ( let i = 0; i < params.length; i ++ ) {
- const param = params[ i ];
- const input = inputs[ i ];
- if ( param.getNodeType( builder ) === input.type ) {
- score ++;
- } else {
- score = 0;
- }
- }
- if ( score > candidateScore ) {
- candidateFn = functionNode;
- candidateScore = score;
- }
- }
- }
- this._candidateFnCall = candidateFnCall = candidateFn( ...params );
- }
- return candidateFnCall;
- }
- }
- const overloadingBaseFn = /*@__PURE__*/ nodeProxy( FunctionOverloadingNode );
- /**
- * TSL function for creating a function overloading node.
- *
- * @tsl
- * @function
- * @param {Array<Function>} functionNodes - Array of `Fn` function definitions.
- * @returns {FunctionOverloadingNode}
- */
- const overloadingFn = ( functionNodes ) => ( ...params ) => overloadingBaseFn( functionNodes, ...params );
- /**
- * Represents the elapsed time in seconds.
- *
- * @tsl
- * @type {UniformNode<float>}
- */
- const time = /*@__PURE__*/ uniform( 0 ).setGroup( renderGroup ).onRenderUpdate( ( frame ) => frame.time );
- /**
- * Represents the delta time in seconds.
- *
- * @tsl
- * @type {UniformNode<float>}
- */
- const deltaTime = /*@__PURE__*/ uniform( 0 ).setGroup( renderGroup ).onRenderUpdate( ( frame ) => frame.deltaTime );
- /**
- * Represents the current frame ID.
- *
- * @tsl
- * @type {UniformNode<uint>}
- */
- const frameId = /*@__PURE__*/ uniform( 0, 'uint' ).setGroup( renderGroup ).onRenderUpdate( ( frame ) => frame.frameId );
- // Deprecated
- /**
- * @tsl
- * @function
- * @deprecated since r170. Use {@link time} instead.
- *
- * @param {number} [timeScale=1] - The time scale.
- * @returns {UniformNode<float>}
- */
- const timerLocal = ( timeScale = 1 ) => { // @deprecated, r170
- console.warn( 'TSL: timerLocal() is deprecated. Use "time" instead.' );
- return time.mul( timeScale );
- };
- /**
- * @tsl
- * @function
- * @deprecated since r170. Use {@link time} instead.
- *
- * @param {number} [timeScale=1] - The time scale.
- * @returns {UniformNode<float>}
- */
- const timerGlobal = ( timeScale = 1 ) => { // @deprecated, r170
- console.warn( 'TSL: timerGlobal() is deprecated. Use "time" instead.' );
- return time.mul( timeScale );
- };
- /**
- * @tsl
- * @function
- * @deprecated since r170. Use {@link deltaTime} instead.
- *
- * @param {number} [timeScale=1] - The time scale.
- * @returns {UniformNode<float>}
- */
- const timerDelta = ( timeScale = 1 ) => { // @deprecated, r170
- console.warn( 'TSL: timerDelta() is deprecated. Use "deltaTime" instead.' );
- return deltaTime.mul( timeScale );
- };
- /**
- * Generates a sine wave oscillation based on a timer.
- *
- * @tsl
- * @function
- * @param {Node<float>} t - The timer to generate the oscillation with.
- * @return {Node<float>} The oscillation node.
- */
- const oscSine = ( t = time ) => t.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 );
- /**
- * Generates a square wave oscillation based on a timer.
- *
- * @tsl
- * @function
- * @param {Node<float>} t - The timer to generate the oscillation with.
- * @return {Node<float>} The oscillation node.
- */
- const oscSquare = ( t = time ) => t.fract().round();
- /**
- * Generates a triangle wave oscillation based on a timer.
- *
- * @tsl
- * @function
- * @param {Node<float>} t - The timer to generate the oscillation with.
- * @return {Node<float>} The oscillation node.
- */
- const oscTriangle = ( t = time ) => t.add( 0.5 ).fract().mul( 2 ).sub( 1 ).abs();
- /**
- * Generates a sawtooth wave oscillation based on a timer.
- *
- * @tsl
- * @function
- * @param {Node<float>} t - The timer to generate the oscillation with.
- * @return {Node<float>} The oscillation node.
- */
- const oscSawtooth = ( t = time ) => t.fract();
- /**
- * Rotates the given uv coordinates around a center point
- *
- * @tsl
- * @function
- * @param {Node<vec2>} uv - The uv coordinates.
- * @param {Node<float>} rotation - The rotation defined in radians.
- * @param {Node<vec2>} center - The center of rotation
- * @return {Node<vec2>} The rotated uv coordinates.
- */
- const rotateUV = /*@__PURE__*/ Fn( ( [ uv, rotation, center = vec2( 0.5 ) ] ) => {
- return rotate( uv.sub( center ), rotation ).add( center );
- } );
- /**
- * Applies a spherical warping effect to the given uv coordinates.
- *
- * @tsl
- * @function
- * @param {Node<vec2>} uv - The uv coordinates.
- * @param {Node<float>} strength - The strength of the effect.
- * @param {Node<vec2>} center - The center point
- * @return {Node<vec2>} The updated uv coordinates.
- */
- const spherizeUV = /*@__PURE__*/ Fn( ( [ uv, strength, center = vec2( 0.5 ) ] ) => {
- const delta = uv.sub( center );
- const delta2 = delta.dot( delta );
- const delta4 = delta2.mul( delta2 );
- const deltaOffset = delta4.mul( strength );
- return uv.add( delta.mul( deltaOffset ) );
- } );
- /**
- * This can be used to achieve a billboarding behavior for flat meshes. That means they are
- * oriented always towards the camera.
- *
- * ```js
- * material.vertexNode = billboarding();
- * ```
- *
- * @tsl
- * @function
- * @param {Object} config - The configuration object.
- * @param {?Node<vec3>} [config.position=null] - Can be used to define the vertex positions in world space.
- * @param {boolean} [config.horizontal=true] - Whether to follow the camera rotation horizontally or not.
- * @param {boolean} [config.vertical=false] - Whether to follow the camera rotation vertically or not.
- * @return {Node<vec3>} The updated vertex position in clip space.
- */
- const billboarding = /*@__PURE__*/ Fn( ( { position = null, horizontal = true, vertical = false } ) => {
- let worldMatrix;
- if ( position !== null ) {
- worldMatrix = modelWorldMatrix.toVar();
- worldMatrix[ 3 ][ 0 ] = position.x;
- worldMatrix[ 3 ][ 1 ] = position.y;
- worldMatrix[ 3 ][ 2 ] = position.z;
- } else {
- worldMatrix = modelWorldMatrix;
- }
- const modelViewMatrix = cameraViewMatrix.mul( worldMatrix );
- if ( defined( horizontal ) ) {
- modelViewMatrix[ 0 ][ 0 ] = modelWorldMatrix[ 0 ].length();
- modelViewMatrix[ 0 ][ 1 ] = 0;
- modelViewMatrix[ 0 ][ 2 ] = 0;
- }
- if ( defined( vertical ) ) {
- modelViewMatrix[ 1 ][ 0 ] = 0;
- modelViewMatrix[ 1 ][ 1 ] = modelWorldMatrix[ 1 ].length();
- modelViewMatrix[ 1 ][ 2 ] = 0;
- }
- modelViewMatrix[ 2 ][ 0 ] = 0;
- modelViewMatrix[ 2 ][ 1 ] = 0;
- modelViewMatrix[ 2 ][ 2 ] = 1;
- return cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
- } );
- /**
- * A special version of a screen uv function that involves a depth comparison
- * when computing the final uvs. The function mitigates visual errors when
- * using viewport texture nodes for refraction purposes. Without this function
- * objects in front of a refractive surface might appear on the refractive surface
- * which is incorrect.
- *
- * @tsl
- * @function
- * @param {?Node<vec2>} uv - Optional uv coordinates. By default `screenUV` is used.
- * @return {Node<vec2>} The update uv coordinates.
- */
- const viewportSafeUV = /*@__PURE__*/ Fn( ( [ uv = null ] ) => {
- const depth = linearDepth();
- const depthDiff = linearDepth( viewportDepthTexture( uv ) ).sub( depth );
- const finalUV = depthDiff.lessThan( 0 ).select( screenUV, uv );
- return finalUV;
- } );
- /**
- * Can be used to compute texture coordinates for animated sprite sheets.
- *
- * ```js
- * const uvNode = spritesheetUV( vec2( 6, 6 ), uv(), time.mul( animationSpeed ) );
- *
- * material.colorNode = texture( spriteSheet, uvNode );
- * ```
- *
- * @augments Node
- */
- class SpriteSheetUVNode extends Node {
- static get type() {
- return 'SpriteSheetUVNode';
- }
- /**
- * Constructs a new sprite sheet uv node.
- *
- * @param {Node<vec2>} countNode - The node that defines the number of sprites in the x and y direction (e.g 6x6).
- * @param {Node<vec2>} [uvNode=uv()] - The uv node.
- * @param {Node<float>} [frameNode=float()] - The node that defines the current frame/sprite.
- */
- constructor( countNode, uvNode = uv(), frameNode = float( 0 ) ) {
- super( 'vec2' );
- /**
- * The node that defines the number of sprites in the x and y direction (e.g 6x6).
- *
- * @type {Node<vec2>}
- */
- this.countNode = countNode;
- /**
- * The uv node.
- *
- * @type {Node<vec2>}
- */
- this.uvNode = uvNode;
- /**
- * The node that defines the current frame/sprite.
- *
- * @type {Node<float>}
- */
- this.frameNode = frameNode;
- }
- setup() {
- const { frameNode, uvNode, countNode } = this;
- const { width, height } = countNode;
- const frameNum = frameNode.mod( width.mul( height ) ).floor();
- const column = frameNum.mod( width );
- const row = height.sub( frameNum.add( 1 ).div( width ).ceil() );
- const scale = countNode.reciprocal();
- const uvFrameOffset = vec2( column, row );
- return uvNode.add( uvFrameOffset ).mul( scale );
- }
- }
- /**
- * TSL function for creating a sprite sheet uv node.
- *
- * @tsl
- * @function
- * @param {Node<vec2>} countNode - The node that defines the number of sprites in the x and y direction (e.g 6x6).
- * @param {?Node<vec2>} [uvNode=uv()] - The uv node.
- * @param {?Node<float>} [frameNode=float()] - The node that defines the current frame/sprite.
- * @returns {SpriteSheetUVNode}
- */
- const spritesheetUV = /*@__PURE__*/ nodeProxy( SpriteSheetUVNode ).setParameterLength( 3 );
- /**
- * Can be used for triplanar texture mapping.
- *
- * ```js
- * material.colorNode = triplanarTexture( texture( diffuseMap ) );
- * ```
- *
- * @augments Node
- */
- class TriplanarTexturesNode extends Node {
- static get type() {
- return 'TriplanarTexturesNode';
- }
- /**
- * Constructs a new triplanar textures node.
- *
- * @param {Node} textureXNode - First texture node.
- * @param {?Node} [textureYNode=null] - Second texture node. When not set, the shader will sample from `textureXNode` instead.
- * @param {?Node} [textureZNode=null] - Third texture node. When not set, the shader will sample from `textureXNode` instead.
- * @param {?Node<float>} [scaleNode=float(1)] - The scale node.
- * @param {?Node<vec3>} [positionNode=positionLocal] - Vertex positions in local space.
- * @param {?Node<vec3>} [normalNode=normalLocal] - Normals in local space.
- */
- constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) {
- super( 'vec4' );
- /**
- * First texture node.
- *
- * @type {Node}
- */
- this.textureXNode = textureXNode;
- /**
- * Second texture node. When not set, the shader will sample from `textureXNode` instead.
- *
- * @type {?Node}
- * @default null
- */
- this.textureYNode = textureYNode;
- /**
- * Third texture node. When not set, the shader will sample from `textureXNode` instead.
- *
- * @type {?Node}
- * @default null
- */
- this.textureZNode = textureZNode;
- /**
- * The scale node.
- *
- * @type {Node<float>}
- * @default float(1)
- */
- this.scaleNode = scaleNode;
- /**
- * Vertex positions in local space.
- *
- * @type {Node<vec3>}
- * @default positionLocal
- */
- this.positionNode = positionNode;
- /**
- * Normals in local space.
- *
- * @type {Node<vec3>}
- * @default normalLocal
- */
- this.normalNode = normalNode;
- }
- setup() {
- const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this;
- // Ref: https://github.com/keijiro/StandardTriplanar
- // Blending factor of triplanar mapping
- let bf = normalNode.abs().normalize();
- bf = bf.div( bf.dot( vec3( 1.0 ) ) );
- // Triplanar mapping
- const tx = positionNode.yz.mul( scaleNode );
- const ty = positionNode.zx.mul( scaleNode );
- const tz = positionNode.xy.mul( scaleNode );
- // Base color
- const textureX = textureXNode.value;
- const textureY = textureYNode !== null ? textureYNode.value : textureX;
- const textureZ = textureZNode !== null ? textureZNode.value : textureX;
- const cx = texture( textureX, tx ).mul( bf.x );
- const cy = texture( textureY, ty ).mul( bf.y );
- const cz = texture( textureZ, tz ).mul( bf.z );
- return add( cx, cy, cz );
- }
- }
- /**
- * TSL function for creating a triplanar textures node.
- *
- * @tsl
- * @function
- * @param {Node} textureXNode - First texture node.
- * @param {?Node} [textureYNode=null] - Second texture node. When not set, the shader will sample from `textureXNode` instead.
- * @param {?Node} [textureZNode=null] - Third texture node. When not set, the shader will sample from `textureXNode` instead.
- * @param {?Node<float>} [scaleNode=float(1)] - The scale node.
- * @param {?Node<vec3>} [positionNode=positionLocal] - Vertex positions in local space.
- * @param {?Node<vec3>} [normalNode=normalLocal] - Normals in local space.
- * @returns {TriplanarTexturesNode}
- */
- const triplanarTextures = /*@__PURE__*/ nodeProxy( TriplanarTexturesNode ).setParameterLength( 1, 6 );
- /**
- * TSL function for creating a triplanar textures node.
- *
- * @tsl
- * @function
- * @param {Node} textureXNode - First texture node.
- * @param {?Node} [textureYNode=null] - Second texture node. When not set, the shader will sample from `textureXNode` instead.
- * @param {?Node} [textureZNode=null] - Third texture node. When not set, the shader will sample from `textureXNode` instead.
- * @param {?Node<float>} [scaleNode=float(1)] - The scale node.
- * @param {?Node<vec3>} [positionNode=positionLocal] - Vertex positions in local space.
- * @param {?Node<vec3>} [normalNode=normalLocal] - Normals in local space.
- * @returns {TriplanarTexturesNode}
- */
- const triplanarTexture = ( ...params ) => triplanarTextures( ...params );
- const _reflectorPlane = new Plane();
- const _normal = new Vector3();
- const _reflectorWorldPosition = new Vector3();
- const _cameraWorldPosition = new Vector3();
- const _rotationMatrix = new Matrix4();
- const _lookAtPosition = new Vector3( 0, 0, -1 );
- const clipPlane = new Vector4();
- const _view = new Vector3();
- const _target = new Vector3();
- const _q = new Vector4();
- const _size$2 = new Vector2();
- const _defaultRT = new RenderTarget();
- const _defaultUV = screenUV.flipX();
- _defaultRT.depthTexture = new DepthTexture( 1, 1 );
- let _inReflector = false;
- /**
- * This node can be used to implement mirror-like flat reflective surfaces.
- *
- * ```js
- * const groundReflector = reflector();
- * material.colorNode = groundReflector;
- *
- * const plane = new Mesh( geometry, material );
- * plane.add( groundReflector.target );
- * ```
- *
- * @augments TextureNode
- */
- class ReflectorNode extends TextureNode {
- static get type() {
- return 'ReflectorNode';
- }
- /**
- * Constructs a new reflector node.
- *
- * @param {Object} [parameters={}] - An object holding configuration parameters.
- * @param {Object3D} [parameters.target=new Object3D()] - The 3D object the reflector is linked to.
- * @param {number} [parameters.resolution=1] - The resolution scale.
- * @param {boolean} [parameters.generateMipmaps=false] - Whether mipmaps should be generated or not.
- * @param {boolean} [parameters.bounces=true] - Whether reflectors can render other reflector nodes or not.
- * @param {boolean} [parameters.depth=false] - Whether depth data should be generated or not.
- * @param {TextureNode} [parameters.defaultTexture] - The default texture node.
- * @param {ReflectorBaseNode} [parameters.reflector] - The reflector base node.
- */
- constructor( parameters = {} ) {
- super( parameters.defaultTexture || _defaultRT.texture, _defaultUV );
- /**
- * A reference to the internal reflector base node which holds the actual implementation.
- *
- * @private
- * @type {ReflectorBaseNode}
- * @default ReflectorBaseNode
- */
- this._reflectorBaseNode = parameters.reflector || new ReflectorBaseNode( this, parameters );
- /**
- * A reference to the internal depth node.
- *
- * @private
- * @type {?Node}
- * @default null
- */
- this._depthNode = null;
- this.setUpdateMatrix( false );
- }
- /**
- * A reference to the internal reflector node.
- *
- * @type {ReflectorBaseNode}
- */
- get reflector() {
- return this._reflectorBaseNode;
- }
- /**
- * A reference to 3D object the reflector is linked to.
- *
- * @type {Object3D}
- */
- get target() {
- return this._reflectorBaseNode.target;
- }
- /**
- * Returns a node representing the mirror's depth. That can be used
- * to implement more advanced reflection effects like distance attenuation.
- *
- * @return {Node} The depth node.
- */
- getDepthNode() {
- if ( this._depthNode === null ) {
- if ( this._reflectorBaseNode.depth !== true ) {
- throw new Error( 'THREE.ReflectorNode: Depth node can only be requested when the reflector is created with { depth: true }. ' );
- }
- this._depthNode = nodeObject( new ReflectorNode( {
- defaultTexture: _defaultRT.depthTexture,
- reflector: this._reflectorBaseNode
- } ) );
- }
- return this._depthNode;
- }
- setup( builder ) {
- // ignore if used in post-processing
- if ( ! builder.object.isQuadMesh ) this._reflectorBaseNode.build( builder );
- return super.setup( builder );
- }
- clone() {
- const texture = new this.constructor( this.reflectorNode );
- texture._reflectorBaseNode = this._reflectorBaseNode;
- return texture;
- }
- /**
- * Frees internal resources. Should be called when the node is no longer in use.
- */
- dispose() {
- super.dispose();
- this._reflectorBaseNode.dispose();
- }
- }
- /**
- * Holds the actual implementation of the reflector.
- *
- * TODO: Explain why `ReflectorBaseNode`. Originally the entire logic was implemented
- * in `ReflectorNode`, see #29619.
- *
- * @private
- * @augments Node
- */
- class ReflectorBaseNode extends Node {
- static get type() {
- return 'ReflectorBaseNode';
- }
- /**
- * Constructs a new reflector base node.
- *
- * @param {TextureNode} textureNode - Represents the rendered reflections as a texture node.
- * @param {Object} [parameters={}] - An object holding configuration parameters.
- * @param {Object3D} [parameters.target=new Object3D()] - The 3D object the reflector is linked to.
- * @param {number} [parameters.resolution=1] - The resolution scale.
- * @param {boolean} [parameters.generateMipmaps=false] - Whether mipmaps should be generated or not.
- * @param {boolean} [parameters.bounces=true] - Whether reflectors can render other reflector nodes or not.
- * @param {boolean} [parameters.depth=false] - Whether depth data should be generated or not.
- */
- constructor( textureNode, parameters = {} ) {
- super();
- const {
- target = new Object3D(),
- resolution = 1,
- generateMipmaps = false,
- bounces = true,
- depth = false
- } = parameters;
- /**
- * Represents the rendered reflections as a texture node.
- *
- * @type {TextureNode}
- */
- this.textureNode = textureNode;
- /**
- * The 3D object the reflector is linked to.
- *
- * @type {Object3D}
- * @default {new Object3D()}
- */
- this.target = target;
- /**
- * The resolution scale.
- *
- * @type {number}
- * @default {1}
- */
- this.resolution = resolution;
- /**
- * Whether mipmaps should be generated or not.
- *
- * @type {boolean}
- * @default {false}
- */
- this.generateMipmaps = generateMipmaps;
- /**
- * Whether reflectors can render other reflector nodes or not.
- *
- * @type {boolean}
- * @default {true}
- */
- this.bounces = bounces;
- /**
- * Whether depth data should be generated or not.
- *
- * @type {boolean}
- * @default {false}
- */
- this.depth = depth;
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.RENDER` when {@link ReflectorBaseNode#bounces}
- * is `true`. Otherwise it's `NodeUpdateType.FRAME`.
- *
- * @type {string}
- * @default 'render'
- */
- this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME;
- /**
- * Weak map for managing virtual cameras.
- *
- * @type {WeakMap<Camera, Camera>}
- */
- this.virtualCameras = new WeakMap();
- /**
- * Weak map for managing render targets.
- *
- * @type {Map<Camera, RenderTarget>}
- */
- this.renderTargets = new Map();
- /**
- * Force render even if reflector is facing away from camera.
- *
- * @type {boolean}
- * @default {false}
- */
- this.forceUpdate = false;
- }
- /**
- * Updates the resolution of the internal render target.
- *
- * @private
- * @param {RenderTarget} renderTarget - The render target to resize.
- * @param {Renderer} renderer - The renderer that is used to determine the new size.
- */
- _updateResolution( renderTarget, renderer ) {
- const resolution = this.resolution;
- renderer.getDrawingBufferSize( _size$2 );
- renderTarget.setSize( Math.round( _size$2.width * resolution ), Math.round( _size$2.height * resolution ) );
- }
- setup( builder ) {
- this._updateResolution( _defaultRT, builder.renderer );
- return super.setup( builder );
- }
- /**
- * Frees internal resources. Should be called when the node is no longer in use.
- */
- dispose() {
- super.dispose();
- for ( const renderTarget of this.renderTargets.values() ) {
- renderTarget.dispose();
- }
- }
- /**
- * Returns a virtual camera for the given camera. The virtual camera is used to
- * render the scene from the reflector's view so correct reflections can be produced.
- *
- * @param {Camera} camera - The scene's camera.
- * @return {Camera} The corresponding virtual camera.
- */
- getVirtualCamera( camera ) {
- let virtualCamera = this.virtualCameras.get( camera );
- if ( virtualCamera === undefined ) {
- virtualCamera = camera.clone();
- this.virtualCameras.set( camera, virtualCamera );
- }
- return virtualCamera;
- }
- /**
- * Returns a render target for the given camera. The reflections are rendered
- * into this render target.
- *
- * @param {Camera} camera - The scene's camera.
- * @return {RenderTarget} The render target.
- */
- getRenderTarget( camera ) {
- let renderTarget = this.renderTargets.get( camera );
- if ( renderTarget === undefined ) {
- renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } );
- if ( this.generateMipmaps === true ) {
- renderTarget.texture.minFilter = LinearMipMapLinearFilter;
- renderTarget.texture.generateMipmaps = true;
- }
- if ( this.depth === true ) {
- renderTarget.depthTexture = new DepthTexture();
- }
- this.renderTargets.set( camera, renderTarget );
- }
- return renderTarget;
- }
- updateBefore( frame ) {
- if ( this.bounces === false && _inReflector ) return false;
- _inReflector = true;
- const { scene, camera, renderer, material } = frame;
- const { target } = this;
- const virtualCamera = this.getVirtualCamera( camera );
- const renderTarget = this.getRenderTarget( virtualCamera );
- renderer.getDrawingBufferSize( _size$2 );
- this._updateResolution( renderTarget, renderer );
- //
- _reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld );
- _cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
- _rotationMatrix.extractRotation( target.matrixWorld );
- _normal.set( 0, 0, 1 );
- _normal.applyMatrix4( _rotationMatrix );
- _view.subVectors( _reflectorWorldPosition, _cameraWorldPosition );
- // Avoid rendering when reflector is facing away unless forcing an update
- const isFacingAway = _view.dot( _normal ) > 0;
- if ( isFacingAway === true && this.forceUpdate === false ) return;
- _view.reflect( _normal ).negate();
- _view.add( _reflectorWorldPosition );
- _rotationMatrix.extractRotation( camera.matrixWorld );
- _lookAtPosition.set( 0, 0, -1 );
- _lookAtPosition.applyMatrix4( _rotationMatrix );
- _lookAtPosition.add( _cameraWorldPosition );
- _target.subVectors( _reflectorWorldPosition, _lookAtPosition );
- _target.reflect( _normal ).negate();
- _target.add( _reflectorWorldPosition );
- //
- virtualCamera.coordinateSystem = camera.coordinateSystem;
- virtualCamera.position.copy( _view );
- virtualCamera.up.set( 0, 1, 0 );
- virtualCamera.up.applyMatrix4( _rotationMatrix );
- virtualCamera.up.reflect( _normal );
- virtualCamera.lookAt( _target );
- virtualCamera.near = camera.near;
- virtualCamera.far = camera.far;
- virtualCamera.updateMatrixWorld();
- virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
- // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
- // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
- _reflectorPlane.setFromNormalAndCoplanarPoint( _normal, _reflectorWorldPosition );
- _reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
- clipPlane.set( _reflectorPlane.normal.x, _reflectorPlane.normal.y, _reflectorPlane.normal.z, _reflectorPlane.constant );
- const projectionMatrix = virtualCamera.projectionMatrix;
- _q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
- _q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
- _q.z = -1;
- _q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
- // Calculate the scaled plane vector
- clipPlane.multiplyScalar( 1.0 / clipPlane.dot( _q ) );
- const clipBias = 0;
- // Replacing the third row of the projection matrix
- projectionMatrix.elements[ 2 ] = clipPlane.x;
- projectionMatrix.elements[ 6 ] = clipPlane.y;
- projectionMatrix.elements[ 10 ] = ( renderer.coordinateSystem === WebGPUCoordinateSystem ) ? ( clipPlane.z - clipBias ) : ( clipPlane.z + 1.0 - clipBias );
- projectionMatrix.elements[ 14 ] = clipPlane.w;
- //
- this.textureNode.value = renderTarget.texture;
- if ( this.depth === true ) {
- this.textureNode.getDepthNode().value = renderTarget.depthTexture;
- }
- material.visible = false;
- const currentRenderTarget = renderer.getRenderTarget();
- const currentMRT = renderer.getMRT();
- const currentAutoClear = renderer.autoClear;
- renderer.setMRT( null );
- renderer.setRenderTarget( renderTarget );
- renderer.autoClear = true;
- renderer.render( scene, virtualCamera );
- renderer.setMRT( currentMRT );
- renderer.setRenderTarget( currentRenderTarget );
- renderer.autoClear = currentAutoClear;
- material.visible = true;
- _inReflector = false;
- this.forceUpdate = false;
- }
- }
- /**
- * TSL function for creating a reflector node.
- *
- * @tsl
- * @function
- * @param {Object} [parameters={}] - An object holding configuration parameters.
- * @param {Object3D} [parameters.target=new Object3D()] - The 3D object the reflector is linked to.
- * @param {number} [parameters.resolution=1] - The resolution scale.
- * @param {boolean} [parameters.generateMipmaps=false] - Whether mipmaps should be generated or not.
- * @param {boolean} [parameters.bounces=true] - Whether reflectors can render other reflector nodes or not.
- * @param {boolean} [parameters.depth=false] - Whether depth data should be generated or not.
- * @param {TextureNode} [parameters.defaultTexture] - The default texture node.
- * @param {ReflectorBaseNode} [parameters.reflector] - The reflector base node.
- * @returns {ReflectorNode}
- */
- const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) );
- const _camera = /*@__PURE__*/ new OrthographicCamera( -1, 1, 1, -1, 0, 1 );
- /**
- * The purpose of this special geometry is to fill the entire viewport with a single triangle.
- *
- * Reference: {@link https://github.com/mrdoob/three.js/pull/21358}
- *
- * @private
- * @augments BufferGeometry
- */
- class QuadGeometry extends BufferGeometry {
- /**
- * Constructs a new quad geometry.
- *
- * @param {boolean} [flipY=false] - Whether the uv coordinates should be flipped along the vertical axis or not.
- */
- constructor( flipY = false ) {
- super();
- const uv = flipY === false ? [ 0, -1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];
- this.setAttribute( 'position', new Float32BufferAttribute( [ -1, 3, 0, -1, -1, 0, 3, -1, 0 ], 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
- }
- }
- const _geometry = /*@__PURE__*/ new QuadGeometry();
- /**
- * This module is a helper for passes which need to render a full
- * screen effect which is quite common in context of post processing.
- *
- * The intended usage is to reuse a single quad mesh for rendering
- * subsequent passes by just reassigning the `material` reference.
- *
- * Note: This module can only be used with `WebGPURenderer`.
- *
- * @augments Mesh
- */
- class QuadMesh extends Mesh {
- /**
- * Constructs a new quad mesh.
- *
- * @param {?Material} [material=null] - The material to render the quad mesh with.
- */
- constructor( material = null ) {
- super( _geometry, material );
- /**
- * The camera to render the quad mesh with.
- *
- * @type {OrthographicCamera}
- * @readonly
- */
- this.camera = _camera;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isQuadMesh = true;
- }
- /**
- * Async version of `render()`.
- *
- * @async
- * @param {Renderer} renderer - The renderer.
- * @return {Promise} A Promise that resolves when the render has been finished.
- */
- async renderAsync( renderer ) {
- return renderer.renderAsync( this, _camera );
- }
- /**
- * Renders the quad mesh
- *
- * @param {Renderer} renderer - The renderer.
- */
- render( renderer ) {
- renderer.render( this, _camera );
- }
- }
- const _size$1 = /*@__PURE__*/ new Vector2();
- /**
- * `RTTNode` takes another node and uses it with a `QuadMesh` to render into a texture (RTT).
- * This module is especially relevant in context of post processing where certain nodes require
- * texture input for their effects. With the helper function `convertToTexture()` which is based
- * on this module, the node system can automatically ensure texture input if required.
- *
- * @augments TextureNode
- */
- class RTTNode extends TextureNode {
- static get type() {
- return 'RTTNode';
- }
- /**
- * Constructs a new RTT node.
- *
- * @param {Node} node - The node to render a texture with.
- * @param {?number} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
- * @param {?number} [height=null] - The height of the internal render target.
- * @param {Object} [options={type:HalfFloatType}] - The options for the internal render target.
- */
- constructor( node, width = null, height = null, options = { type: HalfFloatType } ) {
- const renderTarget = new RenderTarget( width, height, options );
- super( renderTarget.texture, uv() );
- /**
- * The node to render a texture with.
- *
- * @type {Node}
- */
- this.node = node;
- /**
- * The width of the internal render target.
- * If not width is applied, the render target is automatically resized.
- *
- * @type {?number}
- * @default null
- */
- this.width = width;
- /**
- * The height of the internal render target.
- *
- * @type {?number}
- * @default null
- */
- this.height = height;
- /**
- * The pixel ratio
- *
- * @type {number}
- * @default 1
- */
- this.pixelRatio = 1;
- /**
- * The render target
- *
- * @type {RenderTarget}
- */
- this.renderTarget = renderTarget;
- /**
- * Whether the texture requires an update or not.
- *
- * @type {boolean}
- * @default true
- */
- this.textureNeedsUpdate = true;
- /**
- * Whether the texture should automatically be updated or not.
- *
- * @type {boolean}
- * @default true
- */
- this.autoUpdate = true;
- /**
- * The node which is used with the quad mesh for RTT.
- *
- * @private
- * @type {Node}
- * @default null
- */
- this._rttNode = null;
- /**
- * The internal quad mesh for RTT.
- *
- * @private
- * @type {QuadMesh}
- */
- this._quadMesh = new QuadMesh( new NodeMaterial() );
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.RENDER` since the node updates
- * the texture once per render in its {@link RTTNode#updateBefore} method.
- *
- * @type {string}
- * @default 'render'
- */
- this.updateBeforeType = NodeUpdateType.RENDER;
- }
- /**
- * Whether the internal render target should automatically be resized or not.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- get autoSize() {
- return this.width === null;
- }
- setup( builder ) {
- this._rttNode = this.node.context( builder.getSharedContext() );
- this._quadMesh.material.name = 'RTT';
- this._quadMesh.material.needsUpdate = true;
- return super.setup( builder );
- }
- /**
- * Sets the size of the internal render target
- *
- * @param {number} width - The width to set.
- * @param {number} height - The width to set.
- */
- setSize( width, height ) {
- this.width = width;
- this.height = height;
- const effectiveWidth = width * this.pixelRatio;
- const effectiveHeight = height * this.pixelRatio;
- this.renderTarget.setSize( effectiveWidth, effectiveHeight );
- this.textureNeedsUpdate = true;
- }
- /**
- * Sets the pixel ratio. This will also resize the render target.
- *
- * @param {number} pixelRatio - The pixel ratio to set.
- */
- setPixelRatio( pixelRatio ) {
- this.pixelRatio = pixelRatio;
- this.setSize( this.width, this.height );
- }
- updateBefore( { renderer } ) {
- if ( this.textureNeedsUpdate === false && this.autoUpdate === false ) return;
- this.textureNeedsUpdate = false;
- //
- if ( this.autoSize === true ) {
- this.pixelRatio = renderer.getPixelRatio();
- const size = renderer.getSize( _size$1 );
- this.setSize( size.width, size.height );
- }
- //
- this._quadMesh.material.fragmentNode = this._rttNode;
- //
- const currentRenderTarget = renderer.getRenderTarget();
- renderer.setRenderTarget( this.renderTarget );
- this._quadMesh.render( renderer );
- renderer.setRenderTarget( currentRenderTarget );
- }
- clone() {
- const newNode = new TextureNode( this.value, this.uvNode, this.levelNode );
- newNode.sampler = this.sampler;
- newNode.referenceNode = this;
- return newNode;
- }
- }
- /**
- * TSL function for creating a RTT node.
- *
- * @tsl
- * @function
- * @param {Node} node - The node to render a texture with.
- * @param {?number} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
- * @param {?number} [height=null] - The height of the internal render target.
- * @param {Object} [options={type:HalfFloatType}] - The options for the internal render target.
- * @returns {RTTNode}
- */
- const rtt = ( node, ...params ) => nodeObject( new RTTNode( nodeObject( node ), ...params ) );
- /**
- * TSL function for converting nodes to textures nodes.
- *
- * @tsl
- * @function
- * @param {Node} node - The node to render a texture with.
- * @param {?number} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
- * @param {?number} [height=null] - The height of the internal render target.
- * @param {Object} [options={type:HalfFloatType}] - The options for the internal render target.
- * @returns {RTTNode}
- */
- const convertToTexture = ( node, ...params ) => {
- if ( node.isTextureNode ) return node;
- if ( node.isPassNode ) return node.getTextureNode();
- return rtt( node, ...params );
- };
- /**
- * Computes a position in view space based on a fragment's screen position expressed as uv coordinates, the fragments
- * depth value and the camera's inverse projection matrix.
- *
- * @tsl
- * @function
- * @param {Node<vec2>} screenPosition - The fragment's screen position expressed as uv coordinates.
- * @param {Node<float>} depth - The fragment's depth value.
- * @param {Node<mat4>} projectionMatrixInverse - The camera's inverse projection matrix.
- * @return {Node<vec3>} The fragments position in view space.
- */
- const getViewPosition = /*@__PURE__*/ Fn( ( [ screenPosition, depth, projectionMatrixInverse ], builder ) => {
- let clipSpacePosition;
- if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem ) {
- screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 );
- clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 );
- } else {
- clipSpacePosition = vec4( vec3( screenPosition.x, screenPosition.y.oneMinus(), depth ).mul( 2.0 ).sub( 1.0 ), 1.0 );
- }
- const viewSpacePosition = vec4( projectionMatrixInverse.mul( clipSpacePosition ) );
- return viewSpacePosition.xyz.div( viewSpacePosition.w );
- } );
- /**
- * Computes a screen position expressed as uv coordinates based on a fragment's position in view space
- * and the camera's projection matrix
- *
- * @tsl
- * @function
- * @param {Node<vec3>} viewPosition - The fragments position in view space.
- * @param {Node<mat4>} projectionMatrix - The camera's projection matrix.
- * @return {Node<vec2>} The fragment's screen position expressed as uv coordinates.
- */
- const getScreenPosition = /*@__PURE__*/ Fn( ( [ viewPosition, projectionMatrix ] ) => {
- const sampleClipPos = projectionMatrix.mul( vec4( viewPosition, 1.0 ) );
- const sampleUv = sampleClipPos.xy.div( sampleClipPos.w ).mul( 0.5 ).add( 0.5 ).toVar();
- return vec2( sampleUv.x, sampleUv.y.oneMinus() );
- } );
- /**
- * Computes a normal vector based on depth data. Can be used as a fallback when no normal render
- * target is available or if flat surface normals are required.
- *
- * @tsl
- * @function
- * @param {Node<vec2>} uv - The texture coordinate.
- * @param {DepthTexture} depthTexture - The depth texture.
- * @param {Node<mat4>} projectionMatrixInverse - The camera's inverse projection matrix.
- * @return {Node<vec3>} The computed normal vector.
- */
- const getNormalFromDepth = /*@__PURE__*/ Fn( ( [ uv, depthTexture, projectionMatrixInverse ] ) => {
- const size = textureSize( textureLoad( depthTexture ) );
- const p = ivec2( uv.mul( size ) ).toVar();
- const c0 = textureLoad( depthTexture, p ).toVar();
- const l2 = textureLoad( depthTexture, p.sub( ivec2( 2, 0 ) ) ).toVar();
- const l1 = textureLoad( depthTexture, p.sub( ivec2( 1, 0 ) ) ).toVar();
- const r1 = textureLoad( depthTexture, p.add( ivec2( 1, 0 ) ) ).toVar();
- const r2 = textureLoad( depthTexture, p.add( ivec2( 2, 0 ) ) ).toVar();
- const b2 = textureLoad( depthTexture, p.add( ivec2( 0, 2 ) ) ).toVar();
- const b1 = textureLoad( depthTexture, p.add( ivec2( 0, 1 ) ) ).toVar();
- const t1 = textureLoad( depthTexture, p.sub( ivec2( 0, 1 ) ) ).toVar();
- const t2 = textureLoad( depthTexture, p.sub( ivec2( 0, 2 ) ) ).toVar();
- const dl = abs( sub( float( 2 ).mul( l1 ).sub( l2 ), c0 ) ).toVar();
- const dr = abs( sub( float( 2 ).mul( r1 ).sub( r2 ), c0 ) ).toVar();
- const db = abs( sub( float( 2 ).mul( b1 ).sub( b2 ), c0 ) ).toVar();
- const dt = abs( sub( float( 2 ).mul( t1 ).sub( t2 ), c0 ) ).toVar();
- const ce = getViewPosition( uv, c0, projectionMatrixInverse ).toVar();
- const dpdx = dl.lessThan( dr ).select( ce.sub( getViewPosition( uv.sub( vec2( float( 1 ).div( size.x ), 0 ) ), l1, projectionMatrixInverse ) ), ce.negate().add( getViewPosition( uv.add( vec2( float( 1 ).div( size.x ), 0 ) ), r1, projectionMatrixInverse ) ) );
- const dpdy = db.lessThan( dt ).select( ce.sub( getViewPosition( uv.add( vec2( 0, float( 1 ).div( size.y ) ) ), b1, projectionMatrixInverse ) ), ce.negate().add( getViewPosition( uv.sub( vec2( 0, float( 1 ).div( size.y ) ) ), t1, projectionMatrixInverse ) ) );
- return normalize( cross( dpdx, dpdy ) );
- } );
- /**
- * This special type of instanced buffer attribute is intended for compute shaders.
- * In earlier three.js versions it was only possible to update attribute data
- * on the CPU via JavaScript and then upload the data to the GPU. With the
- * new material system and renderer it is now possible to use compute shaders
- * to compute the data for an attribute more efficiently on the GPU.
- *
- * The idea is to create an instance of this class and provide it as an input
- * to {@link StorageBufferNode}.
- *
- * Note: This type of buffer attribute can only be used with `WebGPURenderer`.
- *
- * @augments InstancedBufferAttribute
- */
- class StorageInstancedBufferAttribute extends InstancedBufferAttribute {
- /**
- * Constructs a new storage instanced buffer attribute.
- *
- * @param {number|TypedArray} count - The item count. It is also valid to pass a typed array as an argument.
- * The subsequent parameters are then obsolete.
- * @param {number} itemSize - The item size.
- * @param {TypedArray.constructor} [typeClass=Float32Array] - A typed array constructor.
- */
- constructor( count, itemSize, typeClass = Float32Array ) {
- const array = ArrayBuffer.isView( count ) ? count : new typeClass( count * itemSize );
- super( array, itemSize );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isStorageInstancedBufferAttribute = true;
- }
- }
- /**
- * This special type of buffer attribute is intended for compute shaders.
- * In earlier three.js versions it was only possible to update attribute data
- * on the CPU via JavaScript and then upload the data to the GPU. With the
- * new material system and renderer it is now possible to use compute shaders
- * to compute the data for an attribute more efficiently on the GPU.
- *
- * The idea is to create an instance of this class and provide it as an input
- * to {@link StorageBufferNode}.
- *
- * Note: This type of buffer attribute can only be used with `WebGPURenderer`.
- *
- * @augments BufferAttribute
- */
- class StorageBufferAttribute extends BufferAttribute {
- /**
- * Constructs a new storage buffer attribute.
- *
- * @param {number|TypedArray} count - The item count. It is also valid to pass a typed array as an argument.
- * The subsequent parameters are then obsolete.
- * @param {number} itemSize - The item size.
- * @param {TypedArray.constructor} [typeClass=Float32Array] - A typed array constructor.
- */
- constructor( count, itemSize, typeClass = Float32Array ) {
- const array = ArrayBuffer.isView( count ) ? count : new typeClass( count * itemSize );
- super( array, itemSize );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isStorageBufferAttribute = true;
- }
- }
- /**
- * TSL function for creating a storage buffer node with a configured `StorageBufferAttribute`.
- *
- * @tsl
- * @function
- * @param {number|TypedArray} count - The data count. It is also valid to pass a typed array as an argument.
- * @param {string|Struct} [type='float'] - The data type.
- * @returns {StorageBufferNode}
- */
- const attributeArray = ( count, type = 'float' ) => {
- let itemSize, typedArray;
- if ( type.isStruct === true ) {
- itemSize = type.layout.getLength();
- typedArray = getTypedArrayFromType( 'float' );
- } else {
- itemSize = getLengthFromType( type );
- typedArray = getTypedArrayFromType( type );
- }
- const buffer = new StorageBufferAttribute( count, itemSize, typedArray );
- const node = storage( buffer, type, count );
- return node;
- };
- /**
- * TSL function for creating a storage buffer node with a configured `StorageInstancedBufferAttribute`.
- *
- * @tsl
- * @function
- * @param {number|TypedArray} count - The data count. It is also valid to pass a typed array as an argument.
- * @param {string|Struct} [type='float'] - The data type.
- * @returns {StorageBufferNode}
- */
- const instancedArray = ( count, type = 'float' ) => {
- let itemSize, typedArray;
- if ( type.isStruct === true ) {
- itemSize = type.layout.getLength();
- typedArray = getTypedArrayFromType( 'float' );
- } else {
- itemSize = getLengthFromType( type );
- typedArray = getTypedArrayFromType( type );
- }
- const buffer = new StorageInstancedBufferAttribute( count, itemSize, typedArray );
- const node = storage( buffer, type, count );
- return node;
- };
- /**
- * A node for representing the uv coordinates of points.
- *
- * Can only be used with a WebGL backend. In WebGPU, point
- * primitives always have the size of one pixel and can thus
- * can't be used as sprite-like objects that display textures.
- *
- * @augments Node
- */
- class PointUVNode extends Node {
- static get type() {
- return 'PointUVNode';
- }
- /**
- * Constructs a new point uv node.
- */
- constructor() {
- super( 'vec2' );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPointUVNode = true;
- }
- generate( /*builder*/ ) {
- return 'vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y )';
- }
- }
- /**
- * TSL object that represents the uv coordinates of points.
- *
- * @tsl
- * @type {PointUVNode}
- */
- const pointUV = /*@__PURE__*/ nodeImmutable( PointUVNode );
- const _e1 = /*@__PURE__*/ new Euler();
- const _m1 = /*@__PURE__*/ new Matrix4();
- /**
- * This module allows access to a collection of scene properties. The following predefined TSL objects
- * are available for easier use:
- *
- * - `backgroundBlurriness`: A node that represents the scene's background blurriness.
- * - `backgroundIntensity`: A node that represents the scene's background intensity.
- * - `backgroundRotation`: A node that represents the scene's background rotation.
- *
- * @augments Node
- */
- class SceneNode extends Node {
- static get type() {
- return 'SceneNode';
- }
- /**
- * Constructs a new scene node.
- *
- * @param {('backgroundBlurriness'|'backgroundIntensity'|'backgroundRotation')} scope - The scope defines the type of scene property that is accessed.
- * @param {?Scene} [scene=null] - A reference to the scene.
- */
- constructor( scope = SceneNode.BACKGROUND_BLURRINESS, scene = null ) {
- super();
- /**
- * The scope defines the type of scene property that is accessed.
- *
- * @type {('backgroundBlurriness'|'backgroundIntensity'|'backgroundRotation')}
- */
- this.scope = scope;
- /**
- * A reference to the scene that is going to be accessed.
- *
- * @type {?Scene}
- * @default null
- */
- this.scene = scene;
- }
- /**
- * Depending on the scope, the method returns a different type of node that represents
- * the respective scene property.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node} The output node.
- */
- setup( builder ) {
- const scope = this.scope;
- const scene = this.scene !== null ? this.scene : builder.scene;
- let output;
- if ( scope === SceneNode.BACKGROUND_BLURRINESS ) {
- output = reference( 'backgroundBlurriness', 'float', scene );
- } else if ( scope === SceneNode.BACKGROUND_INTENSITY ) {
- output = reference( 'backgroundIntensity', 'float', scene );
- } else if ( scope === SceneNode.BACKGROUND_ROTATION ) {
- output = uniform( 'mat4' ).label( 'backgroundRotation' ).setGroup( renderGroup ).onRenderUpdate( () => {
- const background = scene.background;
- if ( background !== null && background.isTexture && background.mapping !== UVMapping ) {
- _e1.copy( scene.backgroundRotation );
- // accommodate left-handed frame
- _e1.x *= -1; _e1.y *= -1; _e1.z *= -1;
- _m1.makeRotationFromEuler( _e1 );
- } else {
- _m1.identity();
- }
- return _m1;
- } );
- } else {
- console.error( 'THREE.SceneNode: Unknown scope:', scope );
- }
- return output;
- }
- }
- SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness';
- SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity';
- SceneNode.BACKGROUND_ROTATION = 'backgroundRotation';
- /**
- * TSL object that represents the scene's background blurriness.
- *
- * @tsl
- * @type {SceneNode}
- */
- const backgroundBlurriness = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_BLURRINESS );
- /**
- * TSL object that represents the scene's background intensity.
- *
- * @tsl
- * @type {SceneNode}
- */
- const backgroundIntensity = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_INTENSITY );
- /**
- * TSL object that represents the scene's background rotation.
- *
- * @tsl
- * @type {SceneNode}
- */
- const backgroundRotation = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_ROTATION );
- /**
- * This special version of a texture node can be used to
- * write data into a storage texture with a compute shader.
- *
- * ```js
- * const storageTexture = new THREE.StorageTexture( width, height );
- *
- * const computeTexture = Fn( ( { storageTexture } ) => {
- *
- * const posX = instanceIndex.mod( width );
- * const posY = instanceIndex.div( width );
- * const indexUV = uvec2( posX, posY );
- *
- * // generate RGB values
- *
- * const r = 1;
- * const g = 1;
- * const b = 1;
- *
- * textureStore( storageTexture, indexUV, vec4( r, g, b, 1 ) ).toWriteOnly();
- *
- * } );
- *
- * const computeNode = computeTexture( { storageTexture } ).compute( width * height );
- * renderer.computeAsync( computeNode );
- * ```
- *
- * This node can only be used with a WebGPU backend.
- *
- * @augments TextureNode
- */
- class StorageTextureNode extends TextureNode {
- static get type() {
- return 'StorageTextureNode';
- }
- /**
- * Constructs a new storage texture node.
- *
- * @param {StorageTexture} value - The storage texture.
- * @param {Node<vec2|vec3>} uvNode - The uv node.
- * @param {?Node} [storeNode=null] - The value node that should be stored in the texture.
- */
- constructor( value, uvNode, storeNode = null ) {
- super( value, uvNode );
- /**
- * The value node that should be stored in the texture.
- *
- * @type {?Node}
- * @default null
- */
- this.storeNode = storeNode;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isStorageTextureNode = true;
- /**
- * The access type of the texture node.
- *
- * @type {string}
- * @default 'writeOnly'
- */
- this.access = NodeAccess.WRITE_ONLY;
- }
- /**
- * Overwrites the default implementation to return a fixed value `'storageTexture'`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( /*builder*/ ) {
- return 'storageTexture';
- }
- setup( builder ) {
- super.setup( builder );
- const properties = builder.getNodeProperties( this );
- properties.storeNode = this.storeNode;
- }
- /**
- * Defines the node access.
- *
- * @param {string} value - The node access.
- * @return {StorageTextureNode} A reference to this node.
- */
- setAccess( value ) {
- this.access = value;
- return this;
- }
- /**
- * Generates the code snippet of the storage node. If no `storeNode`
- * is defined, the texture node is generated as normal texture.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {string} output - The current output.
- * @return {string} The generated code snippet.
- */
- generate( builder, output ) {
- let snippet;
- if ( this.storeNode !== null ) {
- snippet = this.generateStore( builder );
- } else {
- snippet = super.generate( builder, output );
- }
- return snippet;
- }
- /**
- * Convenience method for configuring a read/write node access.
- *
- * @return {StorageTextureNode} A reference to this node.
- */
- toReadWrite() {
- return this.setAccess( NodeAccess.READ_WRITE );
- }
- /**
- * Convenience method for configuring a read-only node access.
- *
- * @return {StorageTextureNode} A reference to this node.
- */
- toReadOnly() {
- return this.setAccess( NodeAccess.READ_ONLY );
- }
- /**
- * Convenience method for configuring a write-only node access.
- *
- * @return {StorageTextureNode} A reference to this node.
- */
- toWriteOnly() {
- return this.setAccess( NodeAccess.WRITE_ONLY );
- }
- /**
- * Generates the code snippet of the storage texture node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- generateStore( builder ) {
- const properties = builder.getNodeProperties( this );
- const { uvNode, storeNode } = properties;
- const textureProperty = super.generate( builder, 'property' );
- const uvSnippet = uvNode.build( builder, 'uvec2' );
- const storeSnippet = storeNode.build( builder, 'vec4' );
- const snippet = builder.generateTextureStore( builder, textureProperty, uvSnippet, storeSnippet );
- builder.addLineFlowCode( snippet, this );
- }
- }
- /**
- * TSL function for creating a storage texture node.
- *
- * @tsl
- * @function
- * @param {StorageTexture} value - The storage texture.
- * @param {?Node<vec2|vec3>} uvNode - The uv node.
- * @param {?Node} [storeNode=null] - The value node that should be stored in the texture.
- * @returns {StorageTextureNode}
- */
- const storageTexture = /*@__PURE__*/ nodeProxy( StorageTextureNode ).setParameterLength( 1, 3 );
- /**
- * TODO: Explain difference to `storageTexture()`.
- *
- * @tsl
- * @function
- * @param {StorageTexture} value - The storage texture.
- * @param {Node<vec2|vec3>} uvNode - The uv node.
- * @param {?Node} [storeNode=null] - The value node that should be stored in the texture.
- * @returns {StorageTextureNode}
- */
- const textureStore = ( value, uvNode, storeNode ) => {
- const node = storageTexture( value, uvNode, storeNode );
- if ( storeNode !== null ) node.toStack();
- return node;
- };
- const normal = Fn( ( { texture, uv } ) => {
- const epsilon = 0.0001;
- const ret = vec3().toVar();
- If( uv.x.lessThan( epsilon ), () => {
- ret.assign( vec3( 1, 0, 0 ) );
- } ).ElseIf( uv.y.lessThan( epsilon ), () => {
- ret.assign( vec3( 0, 1, 0 ) );
- } ).ElseIf( uv.z.lessThan( epsilon ), () => {
- ret.assign( vec3( 0, 0, 1 ) );
- } ).ElseIf( uv.x.greaterThan( 1 - epsilon ), () => {
- ret.assign( vec3( -1, 0, 0 ) );
- } ).ElseIf( uv.y.greaterThan( 1 - epsilon ), () => {
- ret.assign( vec3( 0, -1, 0 ) );
- } ).ElseIf( uv.z.greaterThan( 1 - epsilon ), () => {
- ret.assign( vec3( 0, 0, -1 ) );
- } ).Else( () => {
- const step = 0.01;
- const x = texture.sample( uv.add( vec3( -0.01, 0.0, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
- const y = texture.sample( uv.add( vec3( 0.0, -0.01, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
- const z = texture.sample( uv.add( vec3( 0.0, 0.0, -0.01 ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, 0.0, step ) ) ).r );
- ret.assign( vec3( x, y, z ) );
- } );
- return ret.normalize();
- } );
- /**
- * This type of uniform node represents a 3D texture.
- *
- * @augments TextureNode
- */
- class Texture3DNode extends TextureNode {
- static get type() {
- return 'Texture3DNode';
- }
- /**
- * Constructs a new 3D texture node.
- *
- * @param {Data3DTexture} value - The 3D texture.
- * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
- * @param {?Node<int>} [levelNode=null] - The level node.
- */
- constructor( value, uvNode = null, levelNode = null ) {
- super( value, uvNode, levelNode );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isTexture3DNode = true;
- }
- /**
- * Overwrites the default implementation to return a fixed value `'texture3D'`.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( /*builder*/ ) {
- return 'texture3D';
- }
- /**
- * Returns a default uv node which is in context of 3D textures a three-dimensional
- * uv node.
- *
- * @return {Node<vec3>} The default uv node.
- */
- getDefaultUV() {
- return vec3( 0.5, 0.5, 0.5 );
- }
- /**
- * Overwritten with an empty implementation since the `updateMatrix` flag is ignored
- * for 3D textures. The uv transformation matrix is not applied to 3D textures.
- *
- * @param {boolean} value - The update toggle.
- */
- setUpdateMatrix( /*value*/ ) { } // Ignore .updateMatrix for 3d TextureNode
- /**
- * Overwrites the default implementation to return the unmodified uv node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {Node} uvNode - The uv node to setup.
- * @return {Node} The unmodified uv node.
- */
- setupUV( builder, uvNode ) {
- const texture = this.value;
- if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true ) ) {
- if ( this.sampler ) {
- uvNode = uvNode.flipY();
- } else {
- uvNode = uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) );
- }
- }
- return uvNode;
- }
- /**
- * Generates the uv code snippet.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @param {Node} uvNode - The uv node to generate code for.
- * @return {string} The generated code snippet.
- */
- generateUV( builder, uvNode ) {
- return uvNode.build( builder, 'vec3' );
- }
- /**
- * TODO.
- *
- * @param {Node<vec3>} uvNode - The uv node .
- * @return {Node<vec3>} TODO.
- */
- normal( uvNode ) {
- return normal( { texture: this, uv: uvNode } );
- }
- }
- /**
- * TSL function for creating a 3D texture node.
- *
- * @tsl
- * @function
- * @param {Data3DTexture} value - The 3D texture.
- * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
- * @param {?Node<int>} [levelNode=null] - The level node.
- * @returns {Texture3DNode}
- */
- const texture3D = /*@__PURE__*/ nodeProxy( Texture3DNode ).setParameterLength( 1, 3 );
- /**
- * A special type of reference node that allows to link values in
- * `userData` fields to node objects.
- * ```js
- * sprite.userData.rotation = 1; // stores individual rotation per sprite
- *
- * const material = new THREE.SpriteNodeMaterial();
- * material.rotationNode = userData( 'rotation', 'float' );
- * ```
- * Since `UserDataNode` is extended from {@link ReferenceNode}, the node value
- * will automatically be updated when the `rotation` user data field changes.
- *
- * @augments ReferenceNode
- */
- class UserDataNode extends ReferenceNode {
- static get type() {
- return 'UserDataNode';
- }
- /**
- * Constructs a new user data node.
- *
- * @param {string} property - The property name that should be referenced by the node.
- * @param {string} inputType - The node data type of the reference.
- * @param {?Object} [userData=null] - A reference to the `userData` object. If not provided, the `userData` property of the 3D object that uses the node material is evaluated.
- */
- constructor( property, inputType, userData = null ) {
- super( property, inputType, userData );
- /**
- * A reference to the `userData` object. If not provided, the `userData`
- * property of the 3D object that uses the node material is evaluated.
- *
- * @type {?Object}
- * @default null
- */
- this.userData = userData;
- }
- /**
- * Overwritten to make sure {@link ReferenceNode#reference} points to the correct
- * `userData` field.
- *
- * @param {(NodeFrame|NodeBuilder)} state - The current state to evaluate.
- * @return {Object} A reference to the `userData` field.
- */
- updateReference( state ) {
- this.reference = this.userData !== null ? this.userData : state.object.userData;
- return this.reference;
- }
- }
- /**
- * TSL function for creating a user data node.
- *
- * @tsl
- * @function
- * @param {string} name - The property name that should be referenced by the node.
- * @param {string} inputType - The node data type of the reference.
- * @param {?Object} userData - A reference to the `userData` object. If not provided, the `userData` property of the 3D object that uses the node material is evaluated.
- * @returns {UserDataNode}
- */
- const userData = ( name, inputType, userData ) => nodeObject( new UserDataNode( name, inputType, userData ) );
- const _objectData = new WeakMap();
- /**
- * A node for representing motion or velocity vectors. Foundation
- * for advanced post processing effects like motion blur or TRAA.
- *
- * The node keeps track of the model, view and projection matrices
- * of the previous frame and uses them to compute offsets in NDC space.
- * These offsets represent the final velocity.
- *
- * @augments TempNode
- */
- class VelocityNode extends TempNode {
- static get type() {
- return 'VelocityNode';
- }
- /**
- * Constructs a new vertex color node.
- */
- constructor() {
- super( 'vec2' );
- /**
- * The current projection matrix.
- *
- * @type {?Matrix4}
- * @default null
- */
- this.projectionMatrix = null;
- /**
- * Overwritten since velocity nodes are updated per object.
- *
- * @type {string}
- * @default 'object'
- */
- this.updateType = NodeUpdateType.OBJECT;
- /**
- * Overwritten since velocity nodes save data after the update.
- *
- * @type {string}
- * @default 'object'
- */
- this.updateAfterType = NodeUpdateType.OBJECT;
- /**
- * Uniform node representing the previous model matrix in world space.
- *
- * @type {UniformNode<mat4>}
- * @default null
- */
- this.previousModelWorldMatrix = uniform( new Matrix4() );
- /**
- * Uniform node representing the previous projection matrix.
- *
- * @type {UniformNode<mat4>}
- * @default null
- */
- this.previousProjectionMatrix = uniform( new Matrix4() ).setGroup( renderGroup );
- /**
- * Uniform node representing the previous view matrix.
- *
- * @type {UniformNode<mat4>}
- * @default null
- */
- this.previousCameraViewMatrix = uniform( new Matrix4() );
- }
- /**
- * Sets the given projection matrix.
- *
- * @param {Matrix4} projectionMatrix - The projection matrix to set.
- */
- setProjectionMatrix( projectionMatrix ) {
- this.projectionMatrix = projectionMatrix;
- }
- /**
- * Updates velocity specific uniforms.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( { frameId, camera, object } ) {
- const previousModelMatrix = getPreviousMatrix( object );
- this.previousModelWorldMatrix.value.copy( previousModelMatrix );
- //
- const cameraData = getData( camera );
- if ( cameraData.frameId !== frameId ) {
- cameraData.frameId = frameId;
- if ( cameraData.previousProjectionMatrix === undefined ) {
- cameraData.previousProjectionMatrix = new Matrix4();
- cameraData.previousCameraViewMatrix = new Matrix4();
- cameraData.currentProjectionMatrix = new Matrix4();
- cameraData.currentCameraViewMatrix = new Matrix4();
- cameraData.previousProjectionMatrix.copy( this.projectionMatrix || camera.projectionMatrix );
- cameraData.previousCameraViewMatrix.copy( camera.matrixWorldInverse );
- } else {
- cameraData.previousProjectionMatrix.copy( cameraData.currentProjectionMatrix );
- cameraData.previousCameraViewMatrix.copy( cameraData.currentCameraViewMatrix );
- }
- cameraData.currentProjectionMatrix.copy( this.projectionMatrix || camera.projectionMatrix );
- cameraData.currentCameraViewMatrix.copy( camera.matrixWorldInverse );
- this.previousProjectionMatrix.value.copy( cameraData.previousProjectionMatrix );
- this.previousCameraViewMatrix.value.copy( cameraData.previousCameraViewMatrix );
- }
- }
- /**
- * Overwritten to updated velocity specific uniforms.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- updateAfter( { object } ) {
- getPreviousMatrix( object ).copy( object.matrixWorld );
- }
- /**
- * Implements the velocity computation based on the previous and current vertex data.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @return {Node<vec2>} The motion vector.
- */
- setup( /*builder*/ ) {
- const projectionMatrix = ( this.projectionMatrix === null ) ? cameraProjectionMatrix : uniform( this.projectionMatrix );
- const previousModelViewMatrix = this.previousCameraViewMatrix.mul( this.previousModelWorldMatrix );
- const clipPositionCurrent = projectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
- const clipPositionPrevious = this.previousProjectionMatrix.mul( previousModelViewMatrix ).mul( positionPrevious );
- const ndcPositionCurrent = clipPositionCurrent.xy.div( clipPositionCurrent.w );
- const ndcPositionPrevious = clipPositionPrevious.xy.div( clipPositionPrevious.w );
- const velocity = sub( ndcPositionCurrent, ndcPositionPrevious );
- return velocity;
- }
- }
- function getData( object ) {
- let objectData = _objectData.get( object );
- if ( objectData === undefined ) {
- objectData = {};
- _objectData.set( object, objectData );
- }
- return objectData;
- }
- function getPreviousMatrix( object, index = 0 ) {
- const objectData = getData( object );
- let matrix = objectData[ index ];
- if ( matrix === undefined ) {
- objectData[ index ] = matrix = new Matrix4();
- objectData[ index ].copy( object.matrixWorld );
- }
- return matrix;
- }
- /**
- * TSL object that represents the velocity of a render pass.
- *
- * @tsl
- * @type {VelocityNode}
- */
- const velocity = /*@__PURE__*/ nodeImmutable( VelocityNode );
- /**
- * Represents a "Color Burn" blend mode.
- *
- * It's designed to darken the base layer's colors based on the color of the blend layer.
- * It significantly increases the contrast of the base layer, making the colors more vibrant and saturated.
- * The darker the color in the blend layer, the stronger the darkening and contrast effect on the base layer.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} base - The base color.
- * @param {Node<vec3>} blend - The blend color. A white (#ffffff) blend color does not alter the base color.
- * @return {Node<vec3>} The result.
- */
- const blendBurn = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
- return min$1( 1.0, base.oneMinus().div( blend ) ).oneMinus();
- } ).setLayout( {
- name: 'blendBurn',
- type: 'vec3',
- inputs: [
- { name: 'base', type: 'vec3' },
- { name: 'blend', type: 'vec3' }
- ]
- } );
- /**
- * Represents a "Color Dodge" blend mode.
- *
- * It's designed to lighten the base layer's colors based on the color of the blend layer.
- * It significantly increases the brightness of the base layer, making the colors lighter and more vibrant.
- * The brighter the color in the blend layer, the stronger the lightening and contrast effect on the base layer.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} base - The base color.
- * @param {Node<vec3>} blend - The blend color. A black (#000000) blend color does not alter the base color.
- * @return {Node<vec3>} The result.
- */
- const blendDodge = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
- return min$1( base.div( blend.oneMinus() ), 1.0 );
- } ).setLayout( {
- name: 'blendDodge',
- type: 'vec3',
- inputs: [
- { name: 'base', type: 'vec3' },
- { name: 'blend', type: 'vec3' }
- ]
- } );
- /**
- * Represents a "Screen" blend mode.
- *
- * Similar to `blendDodge()`, this mode also lightens the base layer's colors based on the color of the blend layer.
- * The "Screen" blend mode is better for general brightening whereas the "Dodge" results in more subtle and nuanced
- * effects.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} base - The base color.
- * @param {Node<vec3>} blend - The blend color. A black (#000000) blend color does not alter the base color.
- * @return {Node<vec3>} The result.
- */
- const blendScreen = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
- return base.oneMinus().mul( blend.oneMinus() ).oneMinus();
- } ).setLayout( {
- name: 'blendScreen',
- type: 'vec3',
- inputs: [
- { name: 'base', type: 'vec3' },
- { name: 'blend', type: 'vec3' }
- ]
- } );
- /**
- * Represents a "Overlay" blend mode.
- *
- * It's designed to increase the contrast of the base layer based on the color of the blend layer.
- * It amplifies the existing colors and contrast in the base layer, making lighter areas lighter and darker areas darker.
- * The color of the blend layer significantly influences the resulting contrast and color shift in the base layer.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} base - The base color.
- * @param {Node<vec3>} blend - The blend color
- * @return {Node<vec3>} The result.
- */
- const blendOverlay = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
- return mix( base.mul( 2.0 ).mul( blend ), base.oneMinus().mul( 2.0 ).mul( blend.oneMinus() ).oneMinus(), step( 0.5, base ) );
- } ).setLayout( {
- name: 'blendOverlay',
- type: 'vec3',
- inputs: [
- { name: 'base', type: 'vec3' },
- { name: 'blend', type: 'vec3' }
- ]
- } );
- /**
- * This function blends two color based on their alpha values by replicating the behavior of `THREE.NormalBlending`.
- * It assumes both input colors have non-premultiplied alpha.
- *
- * @tsl
- * @function
- * @param {Node<vec4>} base - The base color.
- * @param {Node<vec4>} blend - The blend color
- * @return {Node<vec4>} The result.
- */
- const blendColor = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
- const outAlpha = blend.a.add( base.a.mul( blend.a.oneMinus() ) );
- return vec4( blend.rgb.mul( blend.a ).add( base.rgb.mul( base.a ).mul( blend.a.oneMinus() ) ).div( outAlpha ), outAlpha );
- } ).setLayout( {
- name: 'blendColor',
- type: 'vec4',
- inputs: [
- { name: 'base', type: 'vec4' },
- { name: 'blend', type: 'vec4' }
- ]
- } );
- // Deprecated
- /**
- * @tsl
- * @function
- * @deprecated since r171. Use {@link blendBurn} instead.
- *
- * @param {...any} params
- * @returns {Function}
- */
- const burn = ( ...params ) => { // @deprecated, r171
- console.warn( 'THREE.TSL: "burn" has been renamed. Use "blendBurn" instead.' );
- return blendBurn( params );
- };
- /**
- * @tsl
- * @function
- * @deprecated since r171. Use {@link blendDodge} instead.
- *
- * @param {...any} params
- * @returns {Function}
- */
- const dodge = ( ...params ) => { // @deprecated, r171
- console.warn( 'THREE.TSL: "dodge" has been renamed. Use "blendDodge" instead.' );
- return blendDodge( params );
- };
- /**
- * @tsl
- * @function
- * @deprecated since r171. Use {@link blendScreen} instead.
- *
- * @param {...any} params
- * @returns {Function}
- */
- const screen = ( ...params ) => { // @deprecated, r171
- console.warn( 'THREE.TSL: "screen" has been renamed. Use "blendScreen" instead.' );
- return blendScreen( params );
- };
- /**
- * @tsl
- * @function
- * @deprecated since r171. Use {@link blendOverlay} instead.
- *
- * @param {...any} params
- * @returns {Function}
- */
- const overlay = ( ...params ) => { // @deprecated, r171
- console.warn( 'THREE.TSL: "overlay" has been renamed. Use "blendOverlay" instead.' );
- return blendOverlay( params );
- };
- /**
- * Computes a grayscale value for the given RGB color value.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The color value to compute the grayscale for.
- * @return {Node<vec3>} The grayscale color.
- */
- const grayscale = /*@__PURE__*/ Fn( ( [ color ] ) => {
- return luminance( color.rgb );
- } );
- /**
- * Super-saturates or desaturates the given RGB color.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The input color.
- * @param {Node<float>} [adjustment=1] - Specifies the amount of the conversion. A value under `1` desaturates the color, a value over `1` super-saturates it.
- * @return {Node<vec3>} The saturated color.
- */
- const saturation = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
- return adjustment.mix( luminance( color.rgb ), color.rgb );
- } );
- /**
- * Selectively enhance the intensity of less saturated RGB colors. Can result
- * in a more natural and visually appealing image with enhanced color depth
- * compared to {@link ColorAdjustment#saturation}.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The input color.
- * @param {Node<float>} [adjustment=1] - Controls the intensity of the vibrance effect.
- * @return {Node<vec3>} The updated color.
- */
- const vibrance = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
- const average = add( color.r, color.g, color.b ).div( 3.0 );
- const mx = color.r.max( color.g.max( color.b ) );
- const amt = mx.sub( average ).mul( adjustment ).mul( -3 );
- return mix( color.rgb, mx, amt );
- } );
- /**
- * Updates the hue component of the given RGB color while preserving its luminance and saturation.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The input color.
- * @param {Node<float>} [adjustment=1] - Defines the degree of hue rotation in radians. A positive value rotates the hue clockwise, while a negative value rotates it counterclockwise.
- * @return {Node<vec3>} The updated color.
- */
- const hue = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
- const k = vec3( 0.57735, 0.57735, 0.57735 );
- const cosAngle = adjustment.cos();
- return vec3( color.rgb.mul( cosAngle ).add( k.cross( color.rgb ).mul( adjustment.sin() ).add( k.mul( dot( k, color.rgb ).mul( cosAngle.oneMinus() ) ) ) ) );
- } );
- /**
- * Computes the luminance for the given RGB color value.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The color value to compute the luminance for.
- * @param {?Node<vec3>} luminanceCoefficients - The luminance coefficients. By default predefined values of the current working color space are used.
- * @return {Node<vec3>} The luminance.
- */
- const luminance = (
- color,
- luminanceCoefficients = vec3( ColorManagement.getLuminanceCoefficients( new Vector3() ) )
- ) => dot( color, luminanceCoefficients );
- /**
- * Color Decision List (CDL) v1.2
- *
- * Compact representation of color grading information, defined by slope, offset, power, and
- * saturation. The CDL should be typically be given input in a log space (such as LogC, ACEScc,
- * or AgX Log), and will return output in the same space. Output may require clamping >=0.
- *
- * @tsl
- * @function
- * @param {Node<vec4>} color Input (-Infinity < input < +Infinity)
- * @param {Node<vec3>} slope Slope (0 ≤ slope < +Infinity)
- * @param {Node<vec3>} offset Offset (-Infinity < offset < +Infinity; typically -1 < offset < 1)
- * @param {Node<vec3>} power Power (0 < power < +Infinity)
- * @param {Node<float>} saturation Saturation (0 ≤ saturation < +Infinity; typically 0 ≤ saturation < 4)
- * @param {Node<vec3>} luminanceCoefficients Luminance coefficients for saturation term, typically Rec. 709
- * @return {Node<vec4>} Output, -Infinity < output < +Infinity
- *
- * References:
- * - ASC CDL v1.2
- * - {@link https://blender.stackexchange.com/a/55239/43930}
- * - {@link https://docs.acescentral.com/specifications/acescc/}
- */
- const cdl = /*@__PURE__*/ Fn( ( [
- color,
- slope = vec3( 1 ),
- offset = vec3( 0 ),
- power = vec3( 1 ),
- saturation = float( 1 ),
- // ASC CDL v1.2 explicitly requires Rec. 709 luminance coefficients.
- luminanceCoefficients = vec3( ColorManagement.getLuminanceCoefficients( new Vector3(), LinearSRGBColorSpace ) )
- ] ) => {
- // NOTE: The ASC CDL v1.2 defines a [0, 1] clamp on the slope+offset term, and another on the
- // saturation term. Per the ACEScc specification and Filament, limits may be omitted to support
- // values outside [0, 1], requiring a workaround for negative values in the power expression.
- const luma = color.rgb.dot( vec3( luminanceCoefficients ) );
- const v = max$1( color.rgb.mul( slope ).add( offset ), 0.0 ).toVar();
- const pv = v.pow( power ).toVar();
- If( v.r.greaterThan( 0.0 ), () => { v.r.assign( pv.r ); } ); // eslint-disable-line
- If( v.g.greaterThan( 0.0 ), () => { v.g.assign( pv.g ); } ); // eslint-disable-line
- If( v.b.greaterThan( 0.0 ), () => { v.b.assign( pv.b ); } ); // eslint-disable-line
- v.assign( luma.add( v.sub( luma ).mul( saturation ) ) );
- return vec4( v.rgb, color.a );
- } );
- /**
- * Represents a posterize effect which reduces the number of colors
- * in an image, resulting in a more blocky and stylized appearance.
- *
- * @augments TempNode
- */
- class PosterizeNode extends TempNode {
- static get type() {
- return 'PosterizeNode';
- }
- /**
- * Constructs a new posterize node.
- *
- * @param {Node} sourceNode - The input color.
- * @param {Node} stepsNode - Controls the intensity of the posterization effect. A lower number results in a more blocky appearance.
- */
- constructor( sourceNode, stepsNode ) {
- super();
- /**
- * The input color.
- *
- * @type {Node}
- */
- this.sourceNode = sourceNode;
- /**
- * Controls the intensity of the posterization effect. A lower number results in a more blocky appearance.
- *
- * @type {Node}
- */
- this.stepsNode = stepsNode;
- }
- setup() {
- const { sourceNode, stepsNode } = this;
- return sourceNode.mul( stepsNode ).floor().div( stepsNode );
- }
- }
- /**
- * TSL function for creating a posterize node.
- *
- * @tsl
- * @function
- * @param {Node} sourceNode - The input color.
- * @param {Node} stepsNode - Controls the intensity of the posterization effect. A lower number results in a more blocky appearance.
- * @returns {PosterizeNode}
- */
- const posterize = /*@__PURE__*/ nodeProxy( PosterizeNode ).setParameterLength( 2 );
- const _size = /*@__PURE__*/ new Vector2();
- /**
- * Represents the texture of a pass node.
- *
- * @augments TextureNode
- */
- class PassTextureNode extends TextureNode {
- static get type() {
- return 'PassTextureNode';
- }
- /**
- * Constructs a new pass texture node.
- *
- * @param {PassNode} passNode - The pass node.
- * @param {Texture} texture - The output texture.
- */
- constructor( passNode, texture ) {
- super( texture );
- /**
- * A reference to the pass node.
- *
- * @type {PassNode}
- */
- this.passNode = passNode;
- this.setUpdateMatrix( false );
- }
- setup( builder ) {
- if ( builder.object.isQuadMesh ) this.passNode.build( builder );
- return super.setup( builder );
- }
- clone() {
- return new this.constructor( this.passNode, this.value );
- }
- }
- /**
- * An extension of `PassTextureNode` which allows to manage more than one
- * internal texture. Relevant for the `getPreviousTexture()` related API.
- *
- * @augments PassTextureNode
- */
- class PassMultipleTextureNode extends PassTextureNode {
- static get type() {
- return 'PassMultipleTextureNode';
- }
- /**
- * Constructs a new pass texture node.
- *
- * @param {PassNode} passNode - The pass node.
- * @param {string} textureName - The output texture name.
- * @param {boolean} [previousTexture=false] - Whether previous frame data should be used or not.
- */
- constructor( passNode, textureName, previousTexture = false ) {
- // null is passed to the super call since this class does not
- // use an external texture for rendering pass data into. Instead
- // the texture is managed by the pass node itself
- super( passNode, null );
- /**
- * The output texture name.
- *
- * @type {string}
- */
- this.textureName = textureName;
- /**
- * Whether previous frame data should be used or not.
- *
- * @type {boolean}
- */
- this.previousTexture = previousTexture;
- }
- /**
- * Updates the texture reference of this node.
- */
- updateTexture() {
- this.value = this.previousTexture ? this.passNode.getPreviousTexture( this.textureName ) : this.passNode.getTexture( this.textureName );
- }
- setup( builder ) {
- this.updateTexture();
- return super.setup( builder );
- }
- clone() {
- return new this.constructor( this.passNode, this.textureName, this.previousTexture );
- }
- }
- /**
- * Represents a render pass (sometimes called beauty pass) in context of post processing.
- * This pass produces a render for the given scene and camera and can provide multiple outputs
- * via MRT for further processing.
- *
- * ```js
- * const postProcessing = new PostProcessing( renderer );
- *
- * const scenePass = pass( scene, camera );
- *
- * postProcessing.outputNode = scenePass;
- * ```
- *
- * @augments TempNode
- */
- class PassNode extends TempNode {
- static get type() {
- return 'PassNode';
- }
- /**
- * Constructs a new pass node.
- *
- * @param {('color'|'depth')} scope - The scope of the pass. The scope determines whether the node outputs color or depth.
- * @param {Scene} scene - A reference to the scene.
- * @param {Camera} camera - A reference to the camera.
- * @param {Object} options - Options for the internal render target.
- */
- constructor( scope, scene, camera, options = {} ) {
- super( 'vec4' );
- /**
- * The scope of the pass. The scope determines whether the node outputs color or depth.
- *
- * @type {('color'|'depth')}
- */
- this.scope = scope;
- /**
- * A reference to the scene.
- *
- * @type {Scene}
- */
- this.scene = scene;
- /**
- * A reference to the camera.
- *
- * @type {Camera}
- */
- this.camera = camera;
- /**
- * Options for the internal render target.
- *
- * @type {Object}
- */
- this.options = options;
- /**
- * The pass's pixel ratio. Will be kept automatically kept in sync with the renderer's pixel ratio.
- *
- * @private
- * @type {number}
- * @default 1
- */
- this._pixelRatio = 1;
- /**
- * The pass's pixel width. Will be kept automatically kept in sync with the renderer's width.
- * @private
- * @type {number}
- * @default 1
- */
- this._width = 1;
- /**
- * The pass's pixel height. Will be kept automatically kept in sync with the renderer's height.
- * @private
- * @type {number}
- * @default 1
- */
- this._height = 1;
- const depthTexture = new DepthTexture();
- depthTexture.isRenderTargetTexture = true;
- //depthTexture.type = FloatType;
- depthTexture.name = 'depth';
- const renderTarget = new RenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType, ...options, } );
- renderTarget.texture.name = 'output';
- renderTarget.depthTexture = depthTexture;
- /**
- * The pass's render target.
- *
- * @type {RenderTarget}
- */
- this.renderTarget = renderTarget;
- /**
- * A dictionary holding the internal result textures.
- *
- * @private
- * @type {Object<string, Texture>}
- */
- this._textures = {
- output: renderTarget.texture,
- depth: depthTexture
- };
- /**
- * A dictionary holding the internal texture nodes.
- *
- * @private
- * @type {Object<string, TextureNode>}
- */
- this._textureNodes = {};
- /**
- * A dictionary holding the internal depth nodes.
- *
- * @private
- * @type {Object}
- */
- this._linearDepthNodes = {};
- /**
- * A dictionary holding the internal viewZ nodes.
- *
- * @private
- * @type {Object}
- */
- this._viewZNodes = {};
- /**
- * A dictionary holding the texture data of the previous frame.
- * Used for computing velocity/motion vectors.
- *
- * @private
- * @type {Object<string, Texture>}
- */
- this._previousTextures = {};
- /**
- * A dictionary holding the texture nodes of the previous frame.
- * Used for computing velocity/motion vectors.
- *
- * @private
- * @type {Object<string, TextureNode>}
- */
- this._previousTextureNodes = {};
- /**
- * The `near` property of the camera as a uniform.
- *
- * @private
- * @type {UniformNode}
- */
- this._cameraNear = uniform( 0 );
- /**
- * The `far` property of the camera as a uniform.
- *
- * @private
- * @type {UniformNode}
- */
- this._cameraFar = uniform( 0 );
- /**
- * A MRT node configuring the MRT settings.
- *
- * @private
- * @type {?MRTNode}
- * @default null
- */
- this._mrt = null;
- this._layers = null;
- this._resolution = 1;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isPassNode = true;
- /**
- * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders the
- * scene once per frame in its {@link PassNode#updateBefore} method.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateBeforeType = NodeUpdateType.FRAME;
- }
- /**
- * Sets the resolution for the pass.
- * The resolution is a factor that is multiplied with the renderer's width and height.
- *
- * @param {number} resolution - The resolution to set. A value of `1` means full resolution.
- * @return {PassNode} A reference to this pass.
- */
- setResolution( resolution ) {
- this._resolution = resolution;
- return this;
- }
- /**
- * Gets the current resolution of the pass.
- *
- * @return {number} The current resolution. A value of `1` means full resolution.
- * @default 1
- */
- getResolution() {
- return this._resolution;
- }
- setLayers( layers ) {
- this._layers = layers;
- return this;
- }
- getLayers() {
- return this._layers;
- }
- /**
- * Sets the given MRT node to setup MRT for this pass.
- *
- * @param {MRTNode} mrt - The MRT object.
- * @return {PassNode} A reference to this pass.
- */
- setMRT( mrt ) {
- this._mrt = mrt;
- return this;
- }
- /**
- * Returns the current MRT node.
- *
- * @return {MRTNode} The current MRT node.
- */
- getMRT() {
- return this._mrt;
- }
- /**
- * The method is overwritten so it always returns `true`.
- *
- * @return {boolean} Whether this node is global or not.
- */
- isGlobal() {
- return true;
- }
- /**
- * Returns the texture for the given output name.
- *
- * @param {string} name - The output name to get the texture for.
- * @return {Texture} The texture.
- */
- getTexture( name ) {
- let texture = this._textures[ name ];
- if ( texture === undefined ) {
- const refTexture = this.renderTarget.texture;
- texture = refTexture.clone();
- texture.name = name;
- this._textures[ name ] = texture;
- this.renderTarget.textures.push( texture );
- }
- return texture;
- }
- /**
- * Returns the texture holding the data of the previous frame for the given output name.
- *
- * @param {string} name - The output name to get the texture for.
- * @return {Texture} The texture holding the data of the previous frame.
- */
- getPreviousTexture( name ) {
- let texture = this._previousTextures[ name ];
- if ( texture === undefined ) {
- texture = this.getTexture( name ).clone();
- this._previousTextures[ name ] = texture;
- }
- return texture;
- }
- /**
- * Switches current and previous textures for the given output name.
- *
- * @param {string} name - The output name.
- */
- toggleTexture( name ) {
- const prevTexture = this._previousTextures[ name ];
- if ( prevTexture !== undefined ) {
- const texture = this._textures[ name ];
- const index = this.renderTarget.textures.indexOf( texture );
- this.renderTarget.textures[ index ] = prevTexture;
- this._textures[ name ] = prevTexture;
- this._previousTextures[ name ] = texture;
- this._textureNodes[ name ].updateTexture();
- this._previousTextureNodes[ name ].updateTexture();
- }
- }
- /**
- * Returns the texture node for the given output name.
- *
- * @param {string} [name='output'] - The output name to get the texture node for.
- * @return {TextureNode} The texture node.
- */
- getTextureNode( name = 'output' ) {
- let textureNode = this._textureNodes[ name ];
- if ( textureNode === undefined ) {
- textureNode = nodeObject( new PassMultipleTextureNode( this, name ) );
- textureNode.updateTexture();
- this._textureNodes[ name ] = textureNode;
- }
- return textureNode;
- }
- /**
- * Returns the previous texture node for the given output name.
- *
- * @param {string} [name='output'] - The output name to get the previous texture node for.
- * @return {TextureNode} The previous texture node.
- */
- getPreviousTextureNode( name = 'output' ) {
- let textureNode = this._previousTextureNodes[ name ];
- if ( textureNode === undefined ) {
- if ( this._textureNodes[ name ] === undefined ) this.getTextureNode( name );
- textureNode = nodeObject( new PassMultipleTextureNode( this, name, true ) );
- textureNode.updateTexture();
- this._previousTextureNodes[ name ] = textureNode;
- }
- return textureNode;
- }
- /**
- * Returns a viewZ node of this pass.
- *
- * @param {string} [name='depth'] - The output name to get the viewZ node for. In most cases the default `'depth'` can be used however the parameter exists for custom depth outputs.
- * @return {Node} The viewZ node.
- */
- getViewZNode( name = 'depth' ) {
- let viewZNode = this._viewZNodes[ name ];
- if ( viewZNode === undefined ) {
- const cameraNear = this._cameraNear;
- const cameraFar = this._cameraFar;
- this._viewZNodes[ name ] = viewZNode = perspectiveDepthToViewZ( this.getTextureNode( name ), cameraNear, cameraFar );
- }
- return viewZNode;
- }
- /**
- * Returns a linear depth node of this pass.
- *
- * @param {string} [name='depth'] - The output name to get the linear depth node for. In most cases the default `'depth'` can be used however the parameter exists for custom depth outputs.
- * @return {Node} The linear depth node.
- */
- getLinearDepthNode( name = 'depth' ) {
- let linearDepthNode = this._linearDepthNodes[ name ];
- if ( linearDepthNode === undefined ) {
- const cameraNear = this._cameraNear;
- const cameraFar = this._cameraFar;
- const viewZNode = this.getViewZNode( name );
- // TODO: just if ( builder.camera.isPerspectiveCamera )
- this._linearDepthNodes[ name ] = linearDepthNode = viewZToOrthographicDepth( viewZNode, cameraNear, cameraFar );
- }
- return linearDepthNode;
- }
- setup( { renderer } ) {
- this.renderTarget.samples = this.options.samples === undefined ? renderer.samples : this.options.samples;
- // TODO: Disable MSAA for WebGL backend for now
- if ( renderer.backend.isWebGLBackend === true ) {
- this.renderTarget.samples = 0;
- }
- this.renderTarget.texture.type = renderer.getColorBufferType();
- return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getLinearDepthNode();
- }
- updateBefore( frame ) {
- const { renderer } = frame;
- const { scene } = this;
- let camera;
- let pixelRatio;
- const outputRenderTarget = renderer.getOutputRenderTarget();
- if ( outputRenderTarget && outputRenderTarget.isXRRenderTarget === true ) {
- pixelRatio = 1;
- camera = renderer.xr.getCamera();
- renderer.xr.updateCamera( camera );
- _size.set( outputRenderTarget.width, outputRenderTarget.height );
- } else {
- camera = this.camera;
- pixelRatio = renderer.getPixelRatio();
- renderer.getSize( _size );
- }
- this._pixelRatio = pixelRatio;
- this.setSize( _size.width, _size.height );
- const currentRenderTarget = renderer.getRenderTarget();
- const currentMRT = renderer.getMRT();
- const currentMask = camera.layers.mask;
- this._cameraNear.value = camera.near;
- this._cameraFar.value = camera.far;
- if ( this._layers !== null ) {
- camera.layers.mask = this._layers.mask;
- }
- for ( const name in this._previousTextures ) {
- this.toggleTexture( name );
- }
- renderer.setRenderTarget( this.renderTarget );
- renderer.setMRT( this._mrt );
- renderer.render( scene, camera );
- renderer.setRenderTarget( currentRenderTarget );
- renderer.setMRT( currentMRT );
- camera.layers.mask = currentMask;
- }
- /**
- * Sets the size of the pass's render target. Honors the pixel ratio.
- *
- * @param {number} width - The width to set.
- * @param {number} height - The height to set.
- */
- setSize( width, height ) {
- this._width = width;
- this._height = height;
- const effectiveWidth = this._width * this._pixelRatio * this._resolution;
- const effectiveHeight = this._height * this._pixelRatio * this._resolution;
- this.renderTarget.setSize( effectiveWidth, effectiveHeight );
- }
- /**
- * Sets the pixel ratio the pass's render target and updates the size.
- *
- * @param {number} pixelRatio - The pixel ratio to set.
- */
- setPixelRatio( pixelRatio ) {
- this._pixelRatio = pixelRatio;
- this.setSize( this._width, this._height );
- }
- /**
- * Frees internal resources. Should be called when the node is no longer in use.
- */
- dispose() {
- this.renderTarget.dispose();
- }
- }
- /**
- * @static
- * @type {'color'}
- * @default 'color'
- */
- PassNode.COLOR = 'color';
- /**
- * @static
- * @type {'depth'}
- * @default 'depth'
- */
- PassNode.DEPTH = 'depth';
- /**
- * TSL function for creating a pass node.
- *
- * @tsl
- * @function
- * @param {Scene} scene - A reference to the scene.
- * @param {Camera} camera - A reference to the camera.
- * @param {Object} options - Options for the internal render target.
- * @returns {PassNode}
- */
- const pass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.COLOR, scene, camera, options ) );
- /**
- * TSL function for creating a pass texture node.
- *
- * @tsl
- * @function
- * @param {PassNode} pass - The pass node.
- * @param {Texture} texture - The output texture.
- * @returns {PassTextureNode}
- */
- const passTexture = ( pass, texture ) => nodeObject( new PassTextureNode( pass, texture ) );
- /**
- * TSL function for creating a depth pass node.
- *
- * @tsl
- * @function
- * @param {Scene} scene - A reference to the scene.
- * @param {Camera} camera - A reference to the camera.
- * @param {Object} options - Options for the internal render target.
- * @returns {PassNode}
- */
- const depthPass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.DEPTH, scene, camera, options ) );
- /**
- * Represents a render pass for producing a toon outline effect on compatible objects.
- * Only 3D objects with materials of type `MeshToonMaterial` and `MeshToonNodeMaterial`
- * will receive the outline.
- *
- * ```js
- * const postProcessing = new PostProcessing( renderer );
- *
- * const scenePass = toonOutlinePass( scene, camera );
- *
- * postProcessing.outputNode = scenePass;
- * ```
- * @augments PassNode
- */
- class ToonOutlinePassNode extends PassNode {
- static get type() {
- return 'ToonOutlinePassNode';
- }
- /**
- * Constructs a new outline pass node.
- *
- * @param {Scene} scene - A reference to the scene.
- * @param {Camera} camera - A reference to the camera.
- * @param {Node} colorNode - Defines the outline's color.
- * @param {Node} thicknessNode - Defines the outline's thickness.
- * @param {Node} alphaNode - Defines the outline's alpha.
- */
- constructor( scene, camera, colorNode, thicknessNode, alphaNode ) {
- super( PassNode.COLOR, scene, camera );
- /**
- * Defines the outline's color.
- *
- * @type {Node}
- */
- this.colorNode = colorNode;
- /**
- * Defines the outline's thickness.
- *
- * @type {Node}
- */
- this.thicknessNode = thicknessNode;
- /**
- * Defines the outline's alpha.
- *
- * @type {Node}
- */
- this.alphaNode = alphaNode;
- /**
- * An internal material cache.
- *
- * @private
- * @type {WeakMap<Material, NodeMaterial>}
- */
- this._materialCache = new WeakMap();
- }
- updateBefore( frame ) {
- const { renderer } = frame;
- const currentRenderObjectFunction = renderer.getRenderObjectFunction();
- renderer.setRenderObjectFunction( ( object, scene, camera, geometry, material, group, lightsNode, clippingContext ) => {
- // only render outline for supported materials
- if ( material.isMeshToonMaterial || material.isMeshToonNodeMaterial ) {
- if ( material.wireframe === false ) {
- const outlineMaterial = this._getOutlineMaterial( material );
- renderer.renderObject( object, scene, camera, geometry, outlineMaterial, group, lightsNode, clippingContext );
- }
- }
- // default
- renderer.renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext );
- } );
- super.updateBefore( frame );
- renderer.setRenderObjectFunction( currentRenderObjectFunction );
- }
- /**
- * Creates the material used for outline rendering.
- *
- * @private
- * @return {NodeMaterial} The outline material.
- */
- _createMaterial() {
- const material = new NodeMaterial();
- material.isMeshToonOutlineMaterial = true;
- material.name = 'Toon_Outline';
- material.side = BackSide;
- // vertex node
- const outlineNormal = normalLocal.negate();
- const mvp = cameraProjectionMatrix.mul( modelViewMatrix );
- const ratio = float( 1.0 ); // TODO: support outline thickness ratio for each vertex
- const pos = mvp.mul( vec4( positionLocal, 1.0 ) );
- const pos2 = mvp.mul( vec4( positionLocal.add( outlineNormal ), 1.0 ) );
- const norm = normalize( pos.sub( pos2 ) ); // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
- material.vertexNode = pos.add( norm.mul( this.thicknessNode ).mul( pos.w ).mul( ratio ) );
- // color node
- material.colorNode = vec4( this.colorNode, this.alphaNode );
- return material;
- }
- /**
- * For the given toon material, this method returns a corresponding
- * outline material.
- *
- * @private
- * @param {(MeshToonMaterial|MeshToonNodeMaterial)} originalMaterial - The toon material.
- * @return {NodeMaterial} The outline material.
- */
- _getOutlineMaterial( originalMaterial ) {
- let outlineMaterial = this._materialCache.get( originalMaterial );
- if ( outlineMaterial === undefined ) {
- outlineMaterial = this._createMaterial();
- this._materialCache.set( originalMaterial, outlineMaterial );
- }
- return outlineMaterial;
- }
- }
- /**
- * TSL function for creating a toon outline pass node.
- *
- * @tsl
- * @function
- * @param {Scene} scene - A reference to the scene.
- * @param {Camera} camera - A reference to the camera.
- * @param {Color} color - Defines the outline's color.
- * @param {number} [thickness=0.003] - Defines the outline's thickness.
- * @param {number} [alpha=1] - Defines the outline's alpha.
- * @returns {ToonOutlinePassNode}
- */
- const toonOutlinePass = ( scene, camera, color = new Color( 0, 0, 0 ), thickness = 0.003, alpha = 1 ) => nodeObject( new ToonOutlinePassNode( scene, camera, nodeObject( color ), nodeObject( thickness ), nodeObject( alpha ) ) );
- /**
- * Linear tone mapping, exposure only.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The color that should be tone mapped.
- * @param {Node<float>} exposure - The exposure.
- * @return {Node<vec3>} The tone mapped color.
- */
- const linearToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
- return color.mul( exposure ).clamp();
- } ).setLayout( {
- name: 'linearToneMapping',
- type: 'vec3',
- inputs: [
- { name: 'color', type: 'vec3' },
- { name: 'exposure', type: 'float' }
- ]
- } );
- /**
- * Reinhard tone mapping.
- *
- * Reference: {@link https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf}
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The color that should be tone mapped.
- * @param {Node<float>} exposure - The exposure.
- * @return {Node<vec3>} The tone mapped color.
- */
- const reinhardToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
- color = color.mul( exposure );
- return color.div( color.add( 1.0 ) ).clamp();
- } ).setLayout( {
- name: 'reinhardToneMapping',
- type: 'vec3',
- inputs: [
- { name: 'color', type: 'vec3' },
- { name: 'exposure', type: 'float' }
- ]
- } );
- /**
- * Cineon tone mapping.
- *
- * Reference: {@link http://filmicworlds.com/blog/filmic-tonemapping-operators/}
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The color that should be tone mapped.
- * @param {Node<float>} exposure - The exposure.
- * @return {Node<vec3>} The tone mapped color.
- */
- const cineonToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
- // filmic operator by Jim Hejl and Richard Burgess-Dawson
- color = color.mul( exposure );
- color = color.sub( 0.004 ).max( 0.0 );
- const a = color.mul( color.mul( 6.2 ).add( 0.5 ) );
- const b = color.mul( color.mul( 6.2 ).add( 1.7 ) ).add( 0.06 );
- return a.div( b ).pow( 2.2 );
- } ).setLayout( {
- name: 'cineonToneMapping',
- type: 'vec3',
- inputs: [
- { name: 'color', type: 'vec3' },
- { name: 'exposure', type: 'float' }
- ]
- } );
- // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
- const RRTAndODTFit = /*@__PURE__*/ Fn( ( [ color ] ) => {
- const a = color.mul( color.add( 0.0245786 ) ).sub( 0.000090537 );
- const b = color.mul( color.add( 0.4329510 ).mul( 0.983729 ) ).add( 0.238081 );
- return a.div( b );
- } );
- /**
- * ACESFilmic tone mapping.
- *
- * Reference: {@link https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs}
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The color that should be tone mapped.
- * @param {Node<float>} exposure - The exposure.
- * @return {Node<vec3>} The tone mapped color.
- */
- const acesFilmicToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
- // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
- const ACESInputMat = mat3(
- 0.59719, 0.35458, 0.04823,
- 0.07600, 0.90834, 0.01566,
- 0.02840, 0.13383, 0.83777
- );
- // ODT_SAT => XYZ => D60_2_D65 => sRGB
- const ACESOutputMat = mat3(
- 1.60475, -0.53108, -0.07367,
- -0.10208, 1.10813, -605e-5,
- -327e-5, -0.07276, 1.07602
- );
- color = color.mul( exposure ).div( 0.6 );
- color = ACESInputMat.mul( color );
- // Apply RRT and ODT
- color = RRTAndODTFit( color );
- color = ACESOutputMat.mul( color );
- // Clamp to [0, 1]
- return color.clamp();
- } ).setLayout( {
- name: 'acesFilmicToneMapping',
- type: 'vec3',
- inputs: [
- { name: 'color', type: 'vec3' },
- { name: 'exposure', type: 'float' }
- ]
- } );
- const LINEAR_REC2020_TO_LINEAR_SRGB = /*@__PURE__*/ mat3( vec3( 1.6605, -0.1246, -0.0182 ), vec3( -0.5876, 1.1329, -0.1006 ), vec3( -0.0728, -83e-4, 1.1187 ) );
- const LINEAR_SRGB_TO_LINEAR_REC2020 = /*@__PURE__*/ mat3( vec3( 0.6274, 0.0691, 0.0164 ), vec3( 0.3293, 0.9195, 0.0880 ), vec3( 0.0433, 0.0113, 0.8956 ) );
- const agxDefaultContrastApprox = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
- const x = vec3( x_immutable ).toVar();
- const x2 = vec3( x.mul( x ) ).toVar();
- const x4 = vec3( x2.mul( x2 ) ).toVar();
- return float( 15.5 ).mul( x4.mul( x2 ) ).sub( mul( 40.14, x4.mul( x ) ) ).add( mul( 31.96, x4 ).sub( mul( 6.868, x2.mul( x ) ) ).add( mul( 0.4298, x2 ).add( mul( 0.1191, x ).sub( 0.00232 ) ) ) );
- } );
- /**
- * AgX tone mapping.
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The color that should be tone mapped.
- * @param {Node<float>} exposure - The exposure.
- * @return {Node<vec3>} The tone mapped color.
- */
- const agxToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
- const colortone = vec3( color ).toVar();
- const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) );
- const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, -0.1413297634984383, -0.14132976349843826 ), vec3( -0.11060664309660323, 1.157823702216272, -0.11060664309660294 ), vec3( -0.016493938717834573, -0.016493938717834257, 1.2519364065950405 ) );
- const AgxMinEv = float( -12.47393 );
- const AgxMaxEv = float( 4.026069 );
- colortone.mulAssign( exposure );
- colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) );
- colortone.assign( AgXInsetMatrix.mul( colortone ) );
- colortone.assign( max$1( colortone, 1e-10 ) );
- colortone.assign( log2( colortone ) );
- colortone.assign( colortone.sub( AgxMinEv ).div( AgxMaxEv.sub( AgxMinEv ) ) );
- colortone.assign( clamp( colortone, 0.0, 1.0 ) );
- colortone.assign( agxDefaultContrastApprox( colortone ) );
- colortone.assign( AgXOutsetMatrix.mul( colortone ) );
- colortone.assign( pow( max$1( vec3( 0.0 ), colortone ), vec3( 2.2 ) ) );
- colortone.assign( LINEAR_REC2020_TO_LINEAR_SRGB.mul( colortone ) );
- colortone.assign( clamp( colortone, 0.0, 1.0 ) );
- return colortone;
- } ).setLayout( {
- name: 'agxToneMapping',
- type: 'vec3',
- inputs: [
- { name: 'color', type: 'vec3' },
- { name: 'exposure', type: 'float' }
- ]
- } );
- /**
- * Neutral tone mapping.
- *
- * Reference: {@link https://modelviewer.dev/examples/tone-mapping}
- *
- * @tsl
- * @function
- * @param {Node<vec3>} color - The color that should be tone mapped.
- * @param {Node<float>} exposure - The exposure.
- * @return {Node<vec3>} The tone mapped color.
- */
- const neutralToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
- const StartCompression = float( 0.8 - 0.04 );
- const Desaturation = float( 0.15 );
- color = color.mul( exposure );
- const x = min$1( color.r, min$1( color.g, color.b ) );
- const offset = select( x.lessThan( 0.08 ), x.sub( mul( 6.25, x.mul( x ) ) ), 0.04 );
- color.subAssign( offset );
- const peak = max$1( color.r, max$1( color.g, color.b ) );
- If( peak.lessThan( StartCompression ), () => {
- return color;
- } );
- const d = sub( 1, StartCompression );
- const newPeak = sub( 1, d.mul( d ).div( peak.add( d.sub( StartCompression ) ) ) );
- color.mulAssign( newPeak.div( peak ) );
- const g = sub( 1, div( 1, Desaturation.mul( peak.sub( newPeak ) ).add( 1 ) ) );
- return mix( color, vec3( newPeak ), g );
- } ).setLayout( {
- name: 'neutralToneMapping',
- type: 'vec3',
- inputs: [
- { name: 'color', type: 'vec3' },
- { name: 'exposure', type: 'float' }
- ]
- } );
- /**
- * This class represents native code sections. It is the base
- * class for modules like {@link FunctionNode} which allows to implement
- * functions with native shader languages.
- *
- * @augments Node
- */
- class CodeNode extends Node {
- static get type() {
- return 'CodeNode';
- }
- /**
- * Constructs a new code node.
- *
- * @param {string} [code=''] - The native code.
- * @param {Array<Node>} [includes=[]] - An array of includes.
- * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
- */
- constructor( code = '', includes = [], language = '' ) {
- super( 'code' );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isCodeNode = true;
- /**
- * The native code.
- *
- * @type {string}
- * @default ''
- */
- this.code = code;
- /**
- * An array of includes
- *
- * @type {Array<Node>}
- * @default []
- */
- this.includes = includes;
- /**
- * The used language.
- *
- * @type {('js'|'wgsl'|'glsl')}
- * @default ''
- */
- this.language = language;
- }
- /**
- * The method is overwritten so it always returns `true`.
- *
- * @return {boolean} Whether this node is global or not.
- */
- isGlobal() {
- return true;
- }
- /**
- * Sets the includes of this code node.
- *
- * @param {Array<Node>} includes - The includes to set.
- * @return {CodeNode} A reference to this node.
- */
- setIncludes( includes ) {
- this.includes = includes;
- return this;
- }
- /**
- * Returns the includes of this code node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Array<Node>} The includes.
- */
- getIncludes( /*builder*/ ) {
- return this.includes;
- }
- generate( builder ) {
- const includes = this.getIncludes( builder );
- for ( const include of includes ) {
- include.build( builder );
- }
- const nodeCode = builder.getCodeFromNode( this, this.getNodeType( builder ) );
- nodeCode.code = this.code;
- return nodeCode.code;
- }
- serialize( data ) {
- super.serialize( data );
- data.code = this.code;
- data.language = this.language;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.code = data.code;
- this.language = data.language;
- }
- }
- /**
- * TSL function for creating a code node.
- *
- * @tsl
- * @function
- * @param {string} [code] - The native code.
- * @param {?Array<Node>} [includes=[]] - An array of includes.
- * @param {?('js'|'wgsl'|'glsl')} [language=''] - The used language.
- * @returns {CodeNode}
- */
- const code = /*@__PURE__*/ nodeProxy( CodeNode ).setParameterLength( 1, 3 );
- /**
- * TSL function for creating a JS code node.
- *
- * @tsl
- * @function
- * @param {string} src - The native code.
- * @param {Array<Node>} includes - An array of includes.
- * @returns {CodeNode}
- */
- const js = ( src, includes ) => code( src, includes, 'js' );
- /**
- * TSL function for creating a WGSL code node.
- *
- * @tsl
- * @function
- * @param {string} src - The native code.
- * @param {Array<Node>} includes - An array of includes.
- * @returns {CodeNode}
- */
- const wgsl = ( src, includes ) => code( src, includes, 'wgsl' );
- /**
- * TSL function for creating a GLSL code node.
- *
- * @tsl
- * @function
- * @param {string} src - The native code.
- * @param {Array<Node>} includes - An array of includes.
- * @returns {CodeNode}
- */
- const glsl = ( src, includes ) => code( src, includes, 'glsl' );
- /**
- * This class represents a native shader function. It can be used to implement
- * certain aspects of a node material with native shader code. There are two predefined
- * TSL functions for easier usage.
- *
- * - `wgslFn`: Creates a WGSL function node.
- * - `glslFn`: Creates a GLSL function node.
- *
- * A basic example with one include looks like so:
- *
- * ```js
- * const desaturateWGSLFn = wgslFn( `
- * fn desaturate( color:vec3<f32> ) -> vec3<f32> {
- * let lum = vec3<f32>( 0.299, 0.587, 0.114 );
- * return vec3<f32>( dot( lum, color ) );
- * }`
- *);
- * const someWGSLFn = wgslFn( `
- * fn someFn( color:vec3<f32> ) -> vec3<f32> {
- * return desaturate( color );
- * }
- * `, [ desaturateWGSLFn ] );
- * material.colorNode = someWGSLFn( { color: texture( map ) } );
- *```
- * @augments CodeNode
- */
- class FunctionNode extends CodeNode {
- static get type() {
- return 'FunctionNode';
- }
- /**
- * Constructs a new function node.
- *
- * @param {string} [code=''] - The native code.
- * @param {Array<Node>} [includes=[]] - An array of includes.
- * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
- */
- constructor( code = '', includes = [], language = '' ) {
- super( code, includes, language );
- }
- getNodeType( builder ) {
- return this.getNodeFunction( builder ).type;
- }
- /**
- * Returns the inputs of this function node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Array<NodeFunctionInput>} The inputs.
- */
- getInputs( builder ) {
- return this.getNodeFunction( builder ).inputs;
- }
- /**
- * Returns the node function for this function node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {NodeFunction} The node function.
- */
- getNodeFunction( builder ) {
- const nodeData = builder.getDataFromNode( this );
- let nodeFunction = nodeData.nodeFunction;
- if ( nodeFunction === undefined ) {
- nodeFunction = builder.parser.parseFunction( this.code );
- nodeData.nodeFunction = nodeFunction;
- }
- return nodeFunction;
- }
- generate( builder, output ) {
- super.generate( builder );
- const nodeFunction = this.getNodeFunction( builder );
- const name = nodeFunction.name;
- const type = nodeFunction.type;
- const nodeCode = builder.getCodeFromNode( this, type );
- if ( name !== '' ) {
- // use a custom property name
- nodeCode.name = name;
- }
- const propertyName = builder.getPropertyName( nodeCode );
- const code = this.getNodeFunction( builder ).getCode( propertyName );
- nodeCode.code = code + '\n';
- if ( output === 'property' ) {
- return propertyName;
- } else {
- return builder.format( `${ propertyName }()`, type, output );
- }
- }
- }
- const nativeFn = ( code, includes = [], language = '' ) => {
- for ( let i = 0; i < includes.length; i ++ ) {
- const include = includes[ i ];
- // TSL Function: glslFn, wgslFn
- if ( typeof include === 'function' ) {
- includes[ i ] = include.functionNode;
- }
- }
- const functionNode = nodeObject( new FunctionNode( code, includes, language ) );
- const fn = ( ...params ) => functionNode.call( ...params );
- fn.functionNode = functionNode;
- return fn;
- };
- const glslFn = ( code, includes ) => nativeFn( code, includes, 'glsl' );
- const wgslFn = ( code, includes ) => nativeFn( code, includes, 'wgsl' );
- /**
- * `ScriptableNode` uses this class to manage script inputs and outputs.
- *
- * @augments Node
- */
- class ScriptableValueNode extends Node {
- static get type() {
- return 'ScriptableValueNode';
- }
- /**
- * Constructs a new scriptable node.
- *
- * @param {any} [value=null] - The value.
- */
- constructor( value = null ) {
- super();
- /**
- * A reference to the value.
- *
- * @private
- * @default null
- */
- this._value = value;
- /**
- * Depending on the type of `_value`, this property might cache parsed data.
- *
- * @private
- * @default null
- */
- this._cache = null;
- /**
- * If this node represents an input, this property represents the input type.
- *
- * @type {?string}
- * @default null
- */
- this.inputType = null;
- /**
- * If this node represents an output, this property represents the output type.
- *
- * @type {?string}
- * @default null
- */
- this.outputType = null;
- /**
- * An event dispatcher for managing events.
- *
- * @type {EventDispatcher}
- */
- this.events = new EventDispatcher();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isScriptableValueNode = true;
- }
- /**
- * Whether this node represents an output or not.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- get isScriptableOutputNode() {
- return this.outputType !== null;
- }
- set value( val ) {
- if ( this._value === val ) return;
- if ( this._cache && this.inputType === 'URL' && this.value.value instanceof ArrayBuffer ) {
- URL.revokeObjectURL( this._cache );
- this._cache = null;
- }
- this._value = val;
- this.events.dispatchEvent( { type: 'change' } );
- this.refresh();
- }
- /**
- * The node's value.
- *
- * @type {any}
- */
- get value() {
- return this._value;
- }
- /**
- * Dispatches the `refresh` event.
- */
- refresh() {
- this.events.dispatchEvent( { type: 'refresh' } );
- }
- /**
- * The `value` property usually represents a node or even binary data in form of array buffers.
- * In this case, this method tries to return the actual value behind the complex type.
- *
- * @return {any} The value.
- */
- getValue() {
- const value = this.value;
- if ( value && this._cache === null && this.inputType === 'URL' && value.value instanceof ArrayBuffer ) {
- this._cache = URL.createObjectURL( new Blob( [ value.value ] ) );
- } else if ( value && value.value !== null && value.value !== undefined && (
- ( ( this.inputType === 'URL' || this.inputType === 'String' ) && typeof value.value === 'string' ) ||
- ( this.inputType === 'Number' && typeof value.value === 'number' ) ||
- ( this.inputType === 'Vector2' && value.value.isVector2 ) ||
- ( this.inputType === 'Vector3' && value.value.isVector3 ) ||
- ( this.inputType === 'Vector4' && value.value.isVector4 ) ||
- ( this.inputType === 'Color' && value.value.isColor ) ||
- ( this.inputType === 'Matrix3' && value.value.isMatrix3 ) ||
- ( this.inputType === 'Matrix4' && value.value.isMatrix4 )
- ) ) {
- return value.value;
- }
- return this._cache || value;
- }
- /**
- * Overwritten since the node type is inferred from the value.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- return this.value && this.value.isNode ? this.value.getNodeType( builder ) : 'float';
- }
- setup() {
- return this.value && this.value.isNode ? this.value : float();
- }
- serialize( data ) {
- super.serialize( data );
- if ( this.value !== null ) {
- if ( this.inputType === 'ArrayBuffer' ) {
- data.value = arrayBufferToBase64( this.value );
- } else {
- data.value = this.value ? this.value.toJSON( data.meta ).uuid : null;
- }
- } else {
- data.value = null;
- }
- data.inputType = this.inputType;
- data.outputType = this.outputType;
- }
- deserialize( data ) {
- super.deserialize( data );
- let value = null;
- if ( data.value !== null ) {
- if ( data.inputType === 'ArrayBuffer' ) {
- value = base64ToArrayBuffer( data.value );
- } else if ( data.inputType === 'Texture' ) {
- value = data.meta.textures[ data.value ];
- } else {
- value = data.meta.nodes[ data.value ] || null;
- }
- }
- this.value = value;
- this.inputType = data.inputType;
- this.outputType = data.outputType;
- }
- }
- /**
- * TSL function for creating a scriptable value node.
- *
- * @tsl
- * @function
- * @param {any} [value] - The value.
- * @returns {ScriptableValueNode}
- */
- const scriptableValue = /*@__PURE__*/ nodeProxy( ScriptableValueNode ).setParameterLength( 1 );
- /**
- * A Map-like data structure for managing resources of scriptable nodes.
- *
- * @augments Map
- */
- class Resources extends Map {
- get( key, callback = null, ...params ) {
- if ( this.has( key ) ) return super.get( key );
- if ( callback !== null ) {
- const value = callback( ...params );
- this.set( key, value );
- return value;
- }
- }
- }
- class Parameters {
- constructor( scriptableNode ) {
- this.scriptableNode = scriptableNode;
- }
- get parameters() {
- return this.scriptableNode.parameters;
- }
- get layout() {
- return this.scriptableNode.getLayout();
- }
- getInputLayout( id ) {
- return this.scriptableNode.getInputLayout( id );
- }
- get( name ) {
- const param = this.parameters[ name ];
- const value = param ? param.getValue() : null;
- return value;
- }
- }
- /**
- * Defines the resources (e.g. namespaces) of scriptable nodes.
- *
- * @type {Resources}
- */
- const ScriptableNodeResources = new Resources();
- /**
- * This type of node allows to implement nodes with custom scripts. The script
- * section is represented as an instance of `CodeNode` written with JavaScript.
- * The script itself must adhere to a specific structure.
- *
- * - main(): Executed once by default and every time `node.needsUpdate` is set.
- * - layout: The layout object defines the script's interface (inputs and outputs).
- *
- * ```js
- * ScriptableNodeResources.set( 'TSL', TSL );
- *
- * const scriptableNode = scriptable( js( `
- * layout = {
- * outputType: 'node',
- * elements: [
- * { name: 'source', inputType: 'node' },
- * ]
- * };
- *
- * const { mul, oscSine } = TSL;
- *
- * function main() {
- * const source = parameters.get( 'source' ) || float();
- * return mul( source, oscSine() ) );
- * }
- *
- * ` ) );
- *
- * scriptableNode.setParameter( 'source', color( 1, 0, 0 ) );
- *
- * const material = new THREE.MeshBasicNodeMaterial();
- * material.colorNode = scriptableNode;
- * ```
- *
- * @augments Node
- */
- class ScriptableNode extends Node {
- static get type() {
- return 'ScriptableNode';
- }
- /**
- * Constructs a new scriptable node.
- *
- * @param {?CodeNode} [codeNode=null] - The code node.
- * @param {Object} [parameters={}] - The parameters definition.
- */
- constructor( codeNode = null, parameters = {} ) {
- super();
- /**
- * The code node.
- *
- * @type {?CodeNode}
- * @default null
- */
- this.codeNode = codeNode;
- /**
- * The parameters definition.
- *
- * @type {Object}
- * @default {}
- */
- this.parameters = parameters;
- this._local = new Resources();
- this._output = scriptableValue( null );
- this._outputs = {};
- this._source = this.source;
- this._method = null;
- this._object = null;
- this._value = null;
- this._needsOutputUpdate = true;
- this.onRefresh = this.onRefresh.bind( this );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isScriptableNode = true;
- }
- /**
- * The source code of the scriptable node.
- *
- * @type {string}
- */
- get source() {
- return this.codeNode ? this.codeNode.code : '';
- }
- /**
- * Sets the reference of a local script variable.
- *
- * @param {string} name - The variable name.
- * @param {Object} value - The reference to set.
- * @return {Resources} The resource map
- */
- setLocal( name, value ) {
- return this._local.set( name, value );
- }
- /**
- * Gets the value of a local script variable.
- *
- * @param {string} name - The variable name.
- * @return {Object} The value.
- */
- getLocal( name ) {
- return this._local.get( name );
- }
- /**
- * Event listener for the `refresh` event.
- */
- onRefresh() {
- this._refresh();
- }
- /**
- * Returns an input from the layout with the given id/name.
- *
- * @param {string} id - The id/name of the input.
- * @return {Object} The element entry.
- */
- getInputLayout( id ) {
- for ( const element of this.getLayout() ) {
- if ( element.inputType && ( element.id === id || element.name === id ) ) {
- return element;
- }
- }
- }
- /**
- * Returns an output from the layout with the given id/name.
- *
- * @param {string} id - The id/name of the output.
- * @return {Object} The element entry.
- */
- getOutputLayout( id ) {
- for ( const element of this.getLayout() ) {
- if ( element.outputType && ( element.id === id || element.name === id ) ) {
- return element;
- }
- }
- }
- /**
- * Defines a script output for the given name and value.
- *
- * @param {string} name - The name of the output.
- * @param {Node} value - The node value.
- * @return {ScriptableNode} A reference to this node.
- */
- setOutput( name, value ) {
- const outputs = this._outputs;
- if ( outputs[ name ] === undefined ) {
- outputs[ name ] = scriptableValue( value );
- } else {
- outputs[ name ].value = value;
- }
- return this;
- }
- /**
- * Returns a script output for the given name.
- *
- * @param {string} name - The name of the output.
- * @return {ScriptableValueNode} The node value.
- */
- getOutput( name ) {
- return this._outputs[ name ];
- }
- /**
- * Returns a parameter for the given name
- *
- * @param {string} name - The name of the parameter.
- * @return {ScriptableValueNode} The node value.
- */
- getParameter( name ) {
- return this.parameters[ name ];
- }
- /**
- * Sets a value for the given parameter name.
- *
- * @param {string} name - The parameter name.
- * @param {any} value - The parameter value.
- * @return {ScriptableNode} A reference to this node.
- */
- setParameter( name, value ) {
- const parameters = this.parameters;
- if ( value && value.isScriptableNode ) {
- this.deleteParameter( name );
- parameters[ name ] = value;
- parameters[ name ].getDefaultOutput().events.addEventListener( 'refresh', this.onRefresh );
- } else if ( value && value.isScriptableValueNode ) {
- this.deleteParameter( name );
- parameters[ name ] = value;
- parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
- } else if ( parameters[ name ] === undefined ) {
- parameters[ name ] = scriptableValue( value );
- parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
- } else {
- parameters[ name ].value = value;
- }
- return this;
- }
- /**
- * Returns the value of this node which is the value of
- * the default output.
- *
- * @return {Node} The value.
- */
- getValue() {
- return this.getDefaultOutput().getValue();
- }
- /**
- * Deletes a parameter from the script.
- *
- * @param {string} name - The parameter to remove.
- * @return {ScriptableNode} A reference to this node.
- */
- deleteParameter( name ) {
- let valueNode = this.parameters[ name ];
- if ( valueNode ) {
- if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
- valueNode.events.removeEventListener( 'refresh', this.onRefresh );
- }
- return this;
- }
- /**
- * Deletes all parameters from the script.
- *
- * @return {ScriptableNode} A reference to this node.
- */
- clearParameters() {
- for ( const name of Object.keys( this.parameters ) ) {
- this.deleteParameter( name );
- }
- this.needsUpdate = true;
- return this;
- }
- /**
- * Calls a function from the script.
- *
- * @param {string} name - The function name.
- * @param {...any} params - A list of parameters.
- * @return {any} The result of the function call.
- */
- call( name, ...params ) {
- const object = this.getObject();
- const method = object[ name ];
- if ( typeof method === 'function' ) {
- return method( ...params );
- }
- }
- /**
- * Asynchronously calls a function from the script.
- *
- * @param {string} name - The function name.
- * @param {...any} params - A list of parameters.
- * @return {Promise<any>} The result of the function call.
- */
- async callAsync( name, ...params ) {
- const object = this.getObject();
- const method = object[ name ];
- if ( typeof method === 'function' ) {
- return method.constructor.name === 'AsyncFunction' ? await method( ...params ) : method( ...params );
- }
- }
- /**
- * Overwritten since the node types is inferred from the script's output.
- *
- * @param {NodeBuilder} builder - The current node builder
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- return this.getDefaultOutputNode().getNodeType( builder );
- }
- /**
- * Refreshes the script node.
- *
- * @param {?string} [output=null] - An optional output.
- */
- refresh( output = null ) {
- if ( output !== null ) {
- this.getOutput( output ).refresh();
- } else {
- this._refresh();
- }
- }
- /**
- * Returns an object representation of the script.
- *
- * @return {Object} The result object.
- */
- getObject() {
- if ( this.needsUpdate ) this.dispose();
- if ( this._object !== null ) return this._object;
- //
- const refresh = () => this.refresh();
- const setOutput = ( id, value ) => this.setOutput( id, value );
- const parameters = new Parameters( this );
- const THREE = ScriptableNodeResources.get( 'THREE' );
- const TSL = ScriptableNodeResources.get( 'TSL' );
- const method = this.getMethod();
- const params = [ parameters, this._local, ScriptableNodeResources, refresh, setOutput, THREE, TSL ];
- this._object = method( ...params );
- const layout = this._object.layout;
- if ( layout ) {
- if ( layout.cache === false ) {
- this._local.clear();
- }
- // default output
- this._output.outputType = layout.outputType || null;
- if ( Array.isArray( layout.elements ) ) {
- for ( const element of layout.elements ) {
- const id = element.id || element.name;
- if ( element.inputType ) {
- if ( this.getParameter( id ) === undefined ) this.setParameter( id, null );
- this.getParameter( id ).inputType = element.inputType;
- }
- if ( element.outputType ) {
- if ( this.getOutput( id ) === undefined ) this.setOutput( id, null );
- this.getOutput( id ).outputType = element.outputType;
- }
- }
- }
- }
- return this._object;
- }
- deserialize( data ) {
- super.deserialize( data );
- for ( const name in this.parameters ) {
- let valueNode = this.parameters[ name ];
- if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
- valueNode.events.addEventListener( 'refresh', this.onRefresh );
- }
- }
- /**
- * Returns the layout of the script.
- *
- * @return {Object} The script's layout.
- */
- getLayout() {
- return this.getObject().layout;
- }
- /**
- * Returns default node output of the script.
- *
- * @return {Node} The default node output.
- */
- getDefaultOutputNode() {
- const output = this.getDefaultOutput().value;
- if ( output && output.isNode ) {
- return output;
- }
- return float();
- }
- /**
- * Returns default output of the script.
- *
- * @return {ScriptableValueNode} The default output.
- */
- getDefaultOutput() {
- return this._exec()._output;
- }
- /**
- * Returns a function created from the node's script.
- *
- * @return {Function} The function representing the node's code.
- */
- getMethod() {
- if ( this.needsUpdate ) this.dispose();
- if ( this._method !== null ) return this._method;
- //
- const parametersProps = [ 'parameters', 'local', 'global', 'refresh', 'setOutput', 'THREE', 'TSL' ];
- const interfaceProps = [ 'layout', 'init', 'main', 'dispose' ];
- const properties = interfaceProps.join( ', ' );
- const declarations = 'var ' + properties + '; var output = {};\n';
- const returns = '\nreturn { ...output, ' + properties + ' };';
- const code = declarations + this.codeNode.code + returns;
- //
- this._method = new Function( ...parametersProps, code );
- return this._method;
- }
- /**
- * Frees all internal resources.
- */
- dispose() {
- if ( this._method === null ) return;
- if ( this._object && typeof this._object.dispose === 'function' ) {
- this._object.dispose();
- }
- this._method = null;
- this._object = null;
- this._source = null;
- this._value = null;
- this._needsOutputUpdate = true;
- this._output.value = null;
- this._outputs = {};
- }
- setup() {
- return this.getDefaultOutputNode();
- }
- getCacheKey( force ) {
- const values = [ hashString( this.source ), this.getDefaultOutputNode().getCacheKey( force ) ];
- for ( const param in this.parameters ) {
- values.push( this.parameters[ param ].getCacheKey( force ) );
- }
- return hashArray( values );
- }
- set needsUpdate( value ) {
- if ( value === true ) this.dispose();
- }
- get needsUpdate() {
- return this.source !== this._source;
- }
- /**
- * Executes the `main` function of the script.
- *
- * @private
- * @return {ScriptableNode} A reference to this node.
- */
- _exec() {
- if ( this.codeNode === null ) return this;
- if ( this._needsOutputUpdate === true ) {
- this._value = this.call( 'main' );
- this._needsOutputUpdate = false;
- }
- this._output.value = this._value;
- return this;
- }
- /**
- * Executes the refresh.
- *
- * @private
- */
- _refresh() {
- this.needsUpdate = true;
- this._exec();
- this._output.refresh();
- }
- }
- /**
- * TSL function for creating a scriptable node.
- *
- * @tsl
- * @function
- * @param {CodeNode} [codeNode] - The code node.
- * @param {?Object} [parameters={}] - The parameters definition.
- * @returns {ScriptableNode}
- */
- const scriptable = /*@__PURE__*/ nodeProxy( ScriptableNode ).setParameterLength( 1, 2 );
- /**
- * Returns a node that represents the `z` coordinate in view space
- * for the current fragment. It's a different representation of the
- * default depth value.
- *
- * This value can be part of a computation that defines how the fog
- * density increases when moving away from the camera.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {Node} The viewZ node.
- */
- function getViewZNode( builder ) {
- let viewZ;
- const getViewZ = builder.context.getViewZ;
- if ( getViewZ !== undefined ) {
- viewZ = getViewZ( this );
- }
- return ( viewZ || positionView.z ).negate();
- }
- /**
- * Constructs a new range factor node.
- *
- * @tsl
- * @function
- * @param {Node} near - Defines the near value.
- * @param {Node} far - Defines the far value.
- */
- const rangeFogFactor = Fn( ( [ near, far ], builder ) => {
- const viewZ = getViewZNode( builder );
- return smoothstep( near, far, viewZ );
- } );
- /**
- * Represents an exponential squared fog. This type of fog gives
- * a clear view near the camera and a faster than exponentially
- * densening fog farther from the camera.
- *
- * @tsl
- * @function
- * @param {Node} density - Defines the fog density.
- */
- const densityFogFactor = Fn( ( [ density ], builder ) => {
- const viewZ = getViewZNode( builder );
- return density.mul( density, viewZ, viewZ ).negate().exp().oneMinus();
- } );
- /**
- * This class can be used to configure a fog for the scene.
- * Nodes of this type are assigned to `Scene.fogNode`.
- *
- * @tsl
- * @function
- * @param {Node} color - Defines the color of the fog.
- * @param {Node} factor - Defines how the fog is factored in the scene.
- */
- const fog = Fn( ( [ color, factor ] ) => {
- return vec4( factor.toFloat().mix( output.rgb, color.toVec3() ), output.a );
- } );
- // Deprecated
- /**
- * @tsl
- * @function
- * @deprecated since r171. Use `fog( color, rangeFogFactor( near, far ) )` instead.
- *
- * @param {Node} color
- * @param {Node} near
- * @param {Node} far
- * @returns {Function}
- */
- function rangeFog( color, near, far ) { // @deprecated, r171
- console.warn( 'THREE.TSL: "rangeFog( color, near, far )" is deprecated. Use "fog( color, rangeFogFactor( near, far ) )" instead.' );
- return fog( color, rangeFogFactor( near, far ) );
- }
- /**
- * @tsl
- * @function
- * @deprecated since r171. Use `fog( color, densityFogFactor( density ) )` instead.
- *
- * @param {Node} color
- * @param {Node} density
- * @returns {Function}
- */
- function densityFog( color, density ) { // @deprecated, r171
- console.warn( 'THREE.TSL: "densityFog( color, density )" is deprecated. Use "fog( color, densityFogFactor( density ) )" instead.' );
- return fog( color, densityFogFactor( density ) );
- }
- let min = null;
- let max = null;
- /**
- * `RangeNode` generates random instanced attribute data in a defined range.
- * An exemplary use case for this utility node is to generate random per-instance
- * colors:
- * ```js
- * const material = new MeshBasicNodeMaterial();
- * material.colorNode = range( new Color( 0x000000 ), new Color( 0xFFFFFF ) );
- * const mesh = new InstancedMesh( geometry, material, count );
- * ```
- * @augments Node
- */
- class RangeNode extends Node {
- static get type() {
- return 'RangeNode';
- }
- /**
- * Constructs a new range node.
- *
- * @param {Node<any>} [minNode=float()] - A node defining the lower bound of the range.
- * @param {Node<any>} [maxNode=float()] - A node defining the upper bound of the range.
- */
- constructor( minNode = float(), maxNode = float() ) {
- super();
- /**
- * A node defining the lower bound of the range.
- *
- * @type {Node<any>}
- * @default float()
- */
- this.minNode = minNode;
- /**
- * A node defining the upper bound of the range.
- *
- * @type {Node<any>}
- * @default float()
- */
- this.maxNode = maxNode;
- }
- /**
- * Returns the vector length which is computed based on the range definition.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {number} The vector length.
- */
- getVectorLength( builder ) {
- const minLength = builder.getTypeLength( getValueType( this.minNode.value ) );
- const maxLength = builder.getTypeLength( getValueType( this.maxNode.value ) );
- return minLength > maxLength ? minLength : maxLength;
- }
- /**
- * This method is overwritten since the node type is inferred from range definition.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- return builder.object.count > 1 ? builder.getTypeFromLength( this.getVectorLength( builder ) ) : 'float';
- }
- setup( builder ) {
- const object = builder.object;
- let output = null;
- if ( object.count > 1 ) {
- const minValue = this.minNode.value;
- const maxValue = this.maxNode.value;
- const minLength = builder.getTypeLength( getValueType( minValue ) );
- const maxLength = builder.getTypeLength( getValueType( maxValue ) );
- min = min || new Vector4();
- max = max || new Vector4();
- min.setScalar( 0 );
- max.setScalar( 0 );
- if ( minLength === 1 ) min.setScalar( minValue );
- else if ( minValue.isColor ) min.set( minValue.r, minValue.g, minValue.b, 1 );
- else min.set( minValue.x, minValue.y, minValue.z || 0, minValue.w || 0 );
- if ( maxLength === 1 ) max.setScalar( maxValue );
- else if ( maxValue.isColor ) max.set( maxValue.r, maxValue.g, maxValue.b, 1 );
- else max.set( maxValue.x, maxValue.y, maxValue.z || 0, maxValue.w || 0 );
- const stride = 4;
- const length = stride * object.count;
- const array = new Float32Array( length );
- for ( let i = 0; i < length; i ++ ) {
- const index = i % stride;
- const minElementValue = min.getComponent( index );
- const maxElementValue = max.getComponent( index );
- array[ i ] = MathUtils.lerp( minElementValue, maxElementValue, Math.random() );
- }
- const nodeType = this.getNodeType( builder );
- if ( object.count <= 4096 ) {
- output = buffer( array, 'vec4', object.count ).element( instanceIndex ).convert( nodeType );
- } else {
- // TODO: Improve anonymous buffer attribute creation removing this part
- const bufferAttribute = new InstancedBufferAttribute( array, 4 );
- builder.geometry.setAttribute( '__range' + this.id, bufferAttribute );
- output = instancedBufferAttribute( bufferAttribute ).convert( nodeType );
- }
- } else {
- output = float( 0 );
- }
- return output;
- }
- }
- /**
- * TSL function for creating a range node.
- *
- * @tsl
- * @function
- * @param {Node<any>} [minNode=float()] - A node defining the lower bound of the range.
- * @param {Node<any>} [maxNode=float()] - A node defining the upper bound of the range.
- * @returns {RangeNode}
- */
- const range = /*@__PURE__*/ nodeProxy( RangeNode ).setParameterLength( 2 );
- /**
- * `ComputeBuiltinNode` represents a compute-scope builtin value that expose information
- * about the currently running dispatch and/or the device it is running on.
- *
- * This node can only be used with a WebGPU backend.
- *
- * @augments Node
- */
- class ComputeBuiltinNode extends Node {
- static get type() {
- return 'ComputeBuiltinNode';
- }
- /**
- * Constructs a new compute builtin node.
- *
- * @param {string} builtinName - The built-in name.
- * @param {string} nodeType - The node type.
- */
- constructor( builtinName, nodeType ) {
- super( nodeType );
- /**
- * The built-in name.
- *
- * @private
- * @type {string}
- */
- this._builtinName = builtinName;
- }
- /**
- * This method is overwritten since hash is derived from the built-in name.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The hash.
- */
- getHash( builder ) {
- return this.getBuiltinName( builder );
- }
- /**
- * This method is overwritten since the node type is simply derived from `nodeType`..
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( /*builder*/ ) {
- return this.nodeType;
- }
- /**
- * Sets the builtin name.
- *
- * @param {string} builtinName - The built-in name.
- * @return {ComputeBuiltinNode} A reference to this node.
- */
- setBuiltinName( builtinName ) {
- this._builtinName = builtinName;
- return this;
- }
- /**
- * Returns the builtin name.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The builtin name.
- */
- getBuiltinName( /*builder*/ ) {
- return this._builtinName;
- }
- /**
- * Whether the current node builder has the builtin or not.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {boolean} Whether the builder has the builtin or not.
- */
- hasBuiltin( builder ) {
- return builder.hasBuiltin( this._builtinName );
- }
- generate( builder, output ) {
- const builtinName = this.getBuiltinName( builder );
- const nodeType = this.getNodeType( builder );
- if ( builder.shaderStage === 'compute' ) {
- return builder.format( builtinName, nodeType, output );
- } else {
- console.warn( `ComputeBuiltinNode: Compute built-in value ${builtinName} can not be accessed in the ${builder.shaderStage} stage` );
- return builder.generateConst( nodeType );
- }
- }
- serialize( data ) {
- super.serialize( data );
- data.global = this.global;
- data._builtinName = this._builtinName;
- }
- deserialize( data ) {
- super.deserialize( data );
- this.global = data.global;
- this._builtinName = data._builtinName;
- }
- }
- /**
- * TSL function for creating a compute builtin node.
- *
- * @tsl
- * @function
- * @param {string} name - The built-in name.
- * @param {string} nodeType - The node type.
- * @returns {ComputeBuiltinNode}
- */
- const computeBuiltin = ( name, nodeType ) => nodeObject( new ComputeBuiltinNode( name, nodeType ) );
- /**
- * Represents the number of workgroups dispatched by the compute shader.
- * ```js
- * // Run 512 invocations/threads with a workgroup size of 128.
- * const computeFn = Fn(() => {
- *
- * // numWorkgroups.x = 4
- * storageBuffer.element(0).assign(numWorkgroups.x)
- *
- * })().compute(512, [128]);
- *
- * // Run 512 invocations/threads with the default workgroup size of 64.
- * const computeFn = Fn(() => {
- *
- * // numWorkgroups.x = 8
- * storageBuffer.element(0).assign(numWorkgroups.x)
- *
- * })().compute(512);
- * ```
- *
- * @tsl
- * @type {ComputeBuiltinNode<uvec3>}
- */
- const numWorkgroups = /*@__PURE__*/ computeBuiltin( 'numWorkgroups', 'uvec3' );
- /**
- * Represents the 3-dimensional index of the workgroup the current compute invocation belongs to.
- * ```js
- * // Execute 12 compute threads with a workgroup size of 3.
- * const computeFn = Fn( () => {
- *
- * If( workgroupId.x.mod( 2 ).equal( 0 ), () => {
- *
- * storageBuffer.element( instanceIndex ).assign( instanceIndex );
- *
- * } ).Else( () => {
- *
- * storageBuffer.element( instanceIndex ).assign( 0 );
- *
- * } );
- *
- * } )().compute( 12, [ 3 ] );
- *
- * // workgroupId.x = [0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3];
- * // Buffer Output = [0, 1, 2, 0, 0, 0, 6, 7, 8, 0, 0, 0];
- * ```
- *
- * @tsl
- * @type {ComputeBuiltinNode<uvec3>}
- */
- const workgroupId = /*@__PURE__*/ computeBuiltin( 'workgroupId', 'uvec3' );
- /**
- * A non-linearized 3-dimensional representation of the current invocation's position within a 3D global grid.
- *
- * @tsl
- * @type {ComputeBuiltinNode<uvec3>}
- */
- const globalId = /*@__PURE__*/ computeBuiltin( 'globalId', 'uvec3' );
- /**
- * A non-linearized 3-dimensional representation of the current invocation's position within a 3D workgroup grid.
- *
- * @tsl
- * @type {ComputeBuiltinNode<uvec3>}
- */
- const localId = /*@__PURE__*/ computeBuiltin( 'localId', 'uvec3' );
- /**
- * A device dependent variable that exposes the size of the current invocation's subgroup.
- *
- * @tsl
- * @type {ComputeBuiltinNode<uint>}
- */
- const subgroupSize = /*@__PURE__*/ computeBuiltin( 'subgroupSize', 'uint' );
- /**
- * Represents a GPU control barrier that synchronizes compute operations within a given scope.
- *
- * This node can only be used with a WebGPU backend.
- *
- * @augments Node
- */
- class BarrierNode extends Node {
- /**
- * Constructs a new barrier node.
- *
- * @param {string} scope - The scope defines the behavior of the node.
- */
- constructor( scope ) {
- super();
- this.scope = scope;
- }
- generate( builder ) {
- const { scope } = this;
- const { renderer } = builder;
- if ( renderer.backend.isWebGLBackend === true ) {
- builder.addFlowCode( `\t// ${scope}Barrier \n` );
- } else {
- builder.addLineFlowCode( `${scope}Barrier()`, this );
- }
- }
- }
- /**
- * TSL function for creating a barrier node.
- *
- * @tsl
- * @function
- * @param {string} scope - The scope defines the behavior of the node..
- * @returns {BarrierNode}
- */
- const barrier = nodeProxy( BarrierNode );
- /**
- * TSL function for creating a workgroup barrier. All compute shader
- * invocations must wait for each invocation within a workgroup to
- * complete before the barrier can be surpassed.
- *
- * @tsl
- * @function
- * @returns {BarrierNode}
- */
- const workgroupBarrier = () => barrier( 'workgroup' ).toStack();
- /**
- * TSL function for creating a storage barrier. All invocations must
- * wait for each access to variables within the 'storage' address space
- * to complete before the barrier can be passed.
- *
- * @tsl
- * @function
- * @returns {BarrierNode}
- */
- const storageBarrier = () => barrier( 'storage' ).toStack();
- /**
- * TSL function for creating a texture barrier. All invocations must
- * wait for each access to variables within the 'texture' address space
- * to complete before the barrier can be passed.
- *
- * @tsl
- * @function
- * @returns {BarrierNode}
- */
- const textureBarrier = () => barrier( 'texture' ).toStack();
- /**
- * Represents an element of a 'workgroup' scoped buffer.
- *
- * @augments ArrayElementNode
- */
- class WorkgroupInfoElementNode extends ArrayElementNode {
- /**
- * Constructs a new workgroup info element node.
- *
- * @param {Node} workgroupInfoNode - The workgroup info node.
- * @param {Node} indexNode - The index node that defines the element access.
- */
- constructor( workgroupInfoNode, indexNode ) {
- super( workgroupInfoNode, indexNode );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWorkgroupInfoElementNode = true;
- }
- generate( builder, output ) {
- let snippet;
- const isAssignContext = builder.context.assign;
- snippet = super.generate( builder );
- if ( isAssignContext !== true ) {
- const type = this.getNodeType( builder );
- snippet = builder.format( snippet, type, output );
- }
- // TODO: Possibly activate clip distance index on index access rather than from clipping context
- return snippet;
- }
- }
- /**
- * A node allowing the user to create a 'workgroup' scoped buffer within the
- * context of a compute shader. Typically, workgroup scoped buffers are
- * created to hold data that is transferred from a global storage scope into
- * a local workgroup scope. For invocations within a workgroup, data
- * access speeds on 'workgroup' scoped buffers can be significantly faster
- * than similar access operations on globally accessible storage buffers.
- *
- * This node can only be used with a WebGPU backend.
- *
- * @augments Node
- */
- class WorkgroupInfoNode extends Node {
- /**
- * Constructs a new buffer scoped to type scope.
- *
- * @param {string} scope - TODO.
- * @param {string} bufferType - The data type of a 'workgroup' scoped buffer element.
- * @param {number} [bufferCount=0] - The number of elements in the buffer.
- */
- constructor( scope, bufferType, bufferCount = 0 ) {
- super( bufferType );
- /**
- * The buffer type.
- *
- * @type {string}
- */
- this.bufferType = bufferType;
- /**
- * The buffer count.
- *
- * @type {number}
- * @default 0
- */
- this.bufferCount = bufferCount;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWorkgroupInfoNode = true;
- /**
- * The data type of the array buffer.
- *
- * @type {string}
- */
- this.elementType = bufferType;
- /**
- * TODO.
- *
- * @type {string}
- */
- this.scope = scope;
- }
- /**
- * Sets the name/label of this node.
- *
- * @param {string} name - The name to set.
- * @return {WorkgroupInfoNode} A reference to this node.
- */
- label( name ) {
- this.name = name;
- return this;
- }
- /**
- * Sets the scope of this node.
- *
- * @param {string} scope - The scope to set.
- * @return {WorkgroupInfoNode} A reference to this node.
- */
- setScope( scope ) {
- this.scope = scope;
- return this;
- }
- /**
- * The data type of the array buffer.
- *
- * @return {string} The element type.
- */
- getElementType() {
- return this.elementType;
- }
- /**
- * Overwrites the default implementation since the input type
- * is inferred from the scope.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( /*builder*/ ) {
- return `${this.scope}Array`;
- }
- /**
- * This method can be used to access elements via an index node.
- *
- * @param {IndexNode} indexNode - indexNode.
- * @return {WorkgroupInfoElementNode} A reference to an element.
- */
- element( indexNode ) {
- return nodeObject( new WorkgroupInfoElementNode( this, indexNode ) );
- }
- generate( builder ) {
- return builder.getScopedArray( this.name || `${this.scope}Array_${this.id}`, this.scope.toLowerCase(), this.bufferType, this.bufferCount );
- }
- }
- /**
- * TSL function for creating a workgroup info node.
- * Creates a new 'workgroup' scoped array buffer.
- *
- * @tsl
- * @function
- * @param {string} type - The data type of a 'workgroup' scoped buffer element.
- * @param {number} [count=0] - The number of elements in the buffer.
- * @returns {WorkgroupInfoNode}
- */
- const workgroupArray = ( type, count ) => nodeObject( new WorkgroupInfoNode( 'Workgroup', type, count ) );
- /**
- * `AtomicFunctionNode` represents any function that can operate on atomic variable types
- * within a shader. In an atomic function, any modification to an atomic variable will
- * occur as an indivisible step with a defined order relative to other modifications.
- * Accordingly, even if multiple atomic functions are modifying an atomic variable at once
- * atomic operations will not interfere with each other.
- *
- * This node can only be used with a WebGPU backend.
- *
- * @augments Node
- */
- class AtomicFunctionNode extends Node {
- static get type() {
- return 'AtomicFunctionNode';
- }
- /**
- * Constructs a new atomic function node.
- *
- * @param {string} method - The signature of the atomic function to construct.
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- */
- constructor( method, pointerNode, valueNode ) {
- super( 'uint' );
- /**
- * The signature of the atomic function to construct.
- *
- * @type {string}
- */
- this.method = method;
- /**
- * An atomic variable or element of an atomic buffer.
- *
- * @type {Node}
- */
- this.pointerNode = pointerNode;
- /**
- * A value that modifies the atomic variable.
- *
- * @type {Node}
- */
- this.valueNode = valueNode;
- /**
- * Creates a list of the parents for this node for detecting if the node needs to return a value.
- *
- * @type {boolean}
- * @default true
- */
- this.parents = true;
- }
- /**
- * Overwrites the default implementation to return the type of
- * the pointer node.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The input type.
- */
- getInputType( builder ) {
- return this.pointerNode.getNodeType( builder );
- }
- /**
- * Overwritten since the node type is inferred from the input type.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {string} The node type.
- */
- getNodeType( builder ) {
- return this.getInputType( builder );
- }
- generate( builder ) {
- const properties = builder.getNodeProperties( this );
- const parents = properties.parents;
- const method = this.method;
- const type = this.getNodeType( builder );
- const inputType = this.getInputType( builder );
- const a = this.pointerNode;
- const b = this.valueNode;
- const params = [];
- params.push( `&${ a.build( builder, inputType ) }` );
- if ( b !== null ) {
- params.push( b.build( builder, inputType ) );
- }
- const methodSnippet = `${ builder.getMethod( method, type ) }( ${ params.join( ', ' ) } )`;
- const isVoid = parents.length === 1 && parents[ 0 ].isStackNode === true;
- if ( isVoid ) {
- builder.addLineFlowCode( methodSnippet, this );
- } else {
- if ( properties.constNode === undefined ) {
- properties.constNode = expression( methodSnippet, type ).toConst();
- }
- return properties.constNode.build( builder );
- }
- }
- }
- AtomicFunctionNode.ATOMIC_LOAD = 'atomicLoad';
- AtomicFunctionNode.ATOMIC_STORE = 'atomicStore';
- AtomicFunctionNode.ATOMIC_ADD = 'atomicAdd';
- AtomicFunctionNode.ATOMIC_SUB = 'atomicSub';
- AtomicFunctionNode.ATOMIC_MAX = 'atomicMax';
- AtomicFunctionNode.ATOMIC_MIN = 'atomicMin';
- AtomicFunctionNode.ATOMIC_AND = 'atomicAnd';
- AtomicFunctionNode.ATOMIC_OR = 'atomicOr';
- AtomicFunctionNode.ATOMIC_XOR = 'atomicXor';
- /**
- * TSL function for creating an atomic function node.
- *
- * @tsl
- * @function
- * @param {string} method - The signature of the atomic function to construct.
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicNode = nodeProxy( AtomicFunctionNode );
- /**
- * TSL function for appending an atomic function call into the programmatic flow of a compute shader.
- *
- * @tsl
- * @function
- * @param {string} method - The signature of the atomic function to construct.
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicFunc = ( method, pointerNode, valueNode ) => {
- return atomicNode( method, pointerNode, valueNode ).toStack();
- };
- /**
- * Loads the value stored in the atomic variable.
- *
- * @tsl
- * @function
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @returns {AtomicFunctionNode}
- */
- const atomicLoad = ( pointerNode ) => atomicFunc( AtomicFunctionNode.ATOMIC_LOAD, pointerNode, null );
- /**
- * Stores a value in the atomic variable.
- *
- * @tsl
- * @function
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicStore = ( pointerNode, valueNode ) => atomicFunc( AtomicFunctionNode.ATOMIC_STORE, pointerNode, valueNode );
- /**
- * Increments the value stored in the atomic variable.
- *
- * @tsl
- * @function
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicAdd = ( pointerNode, valueNode ) => atomicFunc( AtomicFunctionNode.ATOMIC_ADD, pointerNode, valueNode );
- /**
- * Decrements the value stored in the atomic variable.
- *
- * @tsl
- * @function
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicSub = ( pointerNode, valueNode ) => atomicFunc( AtomicFunctionNode.ATOMIC_SUB, pointerNode, valueNode );
- /**
- * Stores in an atomic variable the maximum between its current value and a parameter.
- *
- * @tsl
- * @function
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicMax = ( pointerNode, valueNode ) => atomicFunc( AtomicFunctionNode.ATOMIC_MAX, pointerNode, valueNode );
- /**
- * Stores in an atomic variable the minimum between its current value and a parameter.
- *
- * @tsl
- * @function
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicMin = ( pointerNode, valueNode ) => atomicFunc( AtomicFunctionNode.ATOMIC_MIN, pointerNode, valueNode );
- /**
- * Stores in an atomic variable the bitwise AND of its value with a parameter.
- *
- * @tsl
- * @function
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicAnd = ( pointerNode, valueNode ) => atomicFunc( AtomicFunctionNode.ATOMIC_AND, pointerNode, valueNode );
- /**
- * Stores in an atomic variable the bitwise OR of its value with a parameter.
- *
- * @tsl
- * @function
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicOr = ( pointerNode, valueNode ) => atomicFunc( AtomicFunctionNode.ATOMIC_OR, pointerNode, valueNode );
- /**
- * Stores in an atomic variable the bitwise XOR of its value with a parameter.
- *
- * @tsl
- * @function
- * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
- * @param {Node} valueNode - The value that mutates the atomic variable.
- * @returns {AtomicFunctionNode}
- */
- const atomicXor = ( pointerNode, valueNode ) => atomicFunc( AtomicFunctionNode.ATOMIC_XOR, pointerNode, valueNode );
- let uniformsLib;
- function getLightData( light ) {
- uniformsLib = uniformsLib || new WeakMap();
- let uniforms = uniformsLib.get( light );
- if ( uniforms === undefined ) uniformsLib.set( light, uniforms = {} );
- return uniforms;
- }
- /**
- * TSL function for getting a shadow matrix uniform node for the given light.
- *
- * @tsl
- * @function
- * @param {Light} light -The light source.
- * @returns {UniformNode<mat4>} The shadow matrix uniform node.
- */
- function lightShadowMatrix( light ) {
- const data = getLightData( light );
- return data.shadowMatrix || ( data.shadowMatrix = uniform( 'mat4' ).setGroup( renderGroup ).onRenderUpdate( () => {
- if ( light.castShadow !== true ) {
- light.shadow.updateMatrices( light );
- }
- return light.shadow.matrix;
- } ) );
- }
- /**
- * TSL function for getting projected uv coordinates for the given light.
- * Relevant when using maps with spot lights.
- *
- * @tsl
- * @function
- * @param {Light} light -The light source.
- * @param {Node<vec3>} [position=positionWorld] -The position to project.
- * @returns {Node<vec3>} The projected uvs.
- */
- function lightProjectionUV( light, position = positionWorld ) {
- const spotLightCoord = lightShadowMatrix( light ).mul( position );
- const projectionUV = spotLightCoord.xyz.div( spotLightCoord.w );
- return projectionUV;
- }
- /**
- * TSL function for getting the position in world space for the given light.
- *
- * @tsl
- * @function
- * @param {Light} light -The light source.
- * @returns {UniformNode<vec3>} The light's position in world space.
- */
- function lightPosition( light ) {
- const data = getLightData( light );
- return data.position || ( data.position = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.matrixWorld ) ) );
- }
- /**
- * TSL function for getting the light target position in world space for the given light.
- *
- * @tsl
- * @function
- * @param {Light} light -The light source.
- * @returns {UniformNode<vec3>} The light target position in world space.
- */
- function lightTargetPosition( light ) {
- const data = getLightData( light );
- return data.targetPosition || ( data.targetPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.target.matrixWorld ) ) );
- }
- /**
- * TSL function for getting the position in view space for the given light.
- *
- * @tsl
- * @function
- * @param {Light} light - The light source.
- * @returns {UniformNode<vec3>} The light's position in view space.
- */
- function lightViewPosition( light ) {
- const data = getLightData( light );
- return data.viewPosition || ( data.viewPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => {
- self.value = self.value || new Vector3();
- self.value.setFromMatrixPosition( light.matrixWorld );
- self.value.applyMatrix4( camera.matrixWorldInverse );
- } ) );
- }
- /**
- * TSL function for getting the light target direction for the given light.
- *
- * @tsl
- * @function
- * @param {Light} light -The light source.
- * @returns {Node<vec3>} The light's target direction.
- */
- const lightTargetDirection = ( light ) => cameraViewMatrix.transformDirection( lightPosition( light ).sub( lightTargetPosition( light ) ) );
- const sortLights = ( lights ) => {
- return lights.sort( ( a, b ) => a.id - b.id );
- };
- const getLightNodeById = ( id, lightNodes ) => {
- for ( const lightNode of lightNodes ) {
- if ( lightNode.isAnalyticLightNode && lightNode.light.id === id ) {
- return lightNode;
- }
- }
- return null;
- };
- const _lightsNodeRef = /*@__PURE__*/ new WeakMap();
- /**
- * This node represents the scene's lighting and manages the lighting model's life cycle
- * for the current build 3D object. It is responsible for computing the total outgoing
- * light in a given lighting context.
- *
- * @augments Node
- */
- class LightsNode extends Node {
- static get type() {
- return 'LightsNode';
- }
- /**
- * Constructs a new lights node.
- */
- constructor() {
- super( 'vec3' );
- /**
- * A node representing the total diffuse light.
- *
- * @type {Node<vec3>}
- */
- this.totalDiffuseNode = vec3().toVar();
- /**
- * A node representing the total specular light.
- *
- * @type {Node<vec3>}
- */
- this.totalSpecularNode = vec3().toVar();
- /**
- * A node representing the outgoing light.
- *
- * @type {Node<vec3>}
- */
- this.outgoingLightNode = vec3().toVar();
- /**
- * An array representing the lights in the scene.
- *
- * @private
- * @type {Array<Light>}
- */
- this._lights = [];
- /**
- * For each light in the scene, this node will create a
- * corresponding light node.
- *
- * @private
- * @type {?Array<LightingNode>}
- * @default null
- */
- this._lightNodes = null;
- /**
- * A hash for identifying the current light nodes setup.
- *
- * @private
- * @type {?string}
- * @default null
- */
- this._lightNodesHash = null;
- /**
- * `LightsNode` sets this property to `true` by default.
- *
- * @type {boolean}
- * @default true
- */
- this.global = true;
- }
- /**
- * Overwrites the default {@link Node#customCacheKey} implementation by including
- * light data into the cache key.
- *
- * @return {number} The custom cache key.
- */
- customCacheKey() {
- const hashData = [];
- const lights = this._lights;
- for ( let i = 0; i < lights.length; i ++ ) {
- const light = lights[ i ];
- hashData.push( light.id );
- if ( light.isSpotLight === true ) {
- const hashValue = ( light.map !== null ) ? light.map.id : -1;
- hashData.push( hashValue );
- }
- }
- return hashArray( hashData );
- }
- /**
- * Computes a hash value for identifying the current light nodes setup.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @return {string} The computed hash.
- */
- getHash( builder ) {
- if ( this._lightNodesHash === null ) {
- if ( this._lightNodes === null ) this.setupLightsNode( builder );
- const hash = [];
- for ( const lightNode of this._lightNodes ) {
- hash.push( lightNode.getSelf().getHash() );
- }
- this._lightNodesHash = 'lights-' + hash.join( ',' );
- }
- return this._lightNodesHash;
- }
- analyze( builder ) {
- const properties = builder.getDataFromNode( this );
- for ( const node of properties.nodes ) {
- node.build( builder );
- }
- }
- /**
- * Creates lighting nodes for each scene light. This makes it possible to further
- * process lights in the node system.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- */
- setupLightsNode( builder ) {
- const lightNodes = [];
- const previousLightNodes = this._lightNodes;
- const lights = sortLights( this._lights );
- const nodeLibrary = builder.renderer.library;
- for ( const light of lights ) {
- if ( light.isNode ) {
- lightNodes.push( nodeObject( light ) );
- } else {
- let lightNode = null;
- if ( previousLightNodes !== null ) {
- lightNode = getLightNodeById( light.id, previousLightNodes ); // reuse existing light node
- }
- if ( lightNode === null ) {
- // find the corresponding node type for a given light
- const lightNodeClass = nodeLibrary.getLightNodeClass( light.constructor );
- if ( lightNodeClass === null ) {
- console.warn( `LightsNode.setupNodeLights: Light node not found for ${ light.constructor.name }` );
- continue;
- }
- let lightNode = null;
- if ( ! _lightsNodeRef.has( light ) ) {
- lightNode = nodeObject( new lightNodeClass( light ) );
- _lightsNodeRef.set( light, lightNode );
- } else {
- lightNode = _lightsNodeRef.get( light );
- }
- lightNodes.push( lightNode );
- }
- }
- }
- this._lightNodes = lightNodes;
- }
- /**
- * Sets up a direct light in the lighting model.
- *
- * @param {Object} builder - The builder object containing the context and stack.
- * @param {Object} lightNode - The light node.
- * @param {Object} lightData - The light object containing color and direction properties.
- */
- setupDirectLight( builder, lightNode, lightData ) {
- const { lightingModel, reflectedLight } = builder.context;
- lightingModel.direct( {
- ...lightData,
- lightNode,
- reflectedLight
- }, builder );
- }
- setupDirectRectAreaLight( builder, lightNode, lightData ) {
- const { lightingModel, reflectedLight } = builder.context;
- lightingModel.directRectArea( {
- ...lightData,
- lightNode,
- reflectedLight
- }, builder );
- }
- /**
- * Setups the internal lights by building all respective
- * light nodes.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @param {Array<LightingNode>} lightNodes - An array of lighting nodes.
- */
- setupLights( builder, lightNodes ) {
- for ( const lightNode of lightNodes ) {
- lightNode.build( builder );
- }
- }
- getLightNodes( builder ) {
- if ( this._lightNodes === null ) this.setupLightsNode( builder );
- return this._lightNodes;
- }
- /**
- * The implementation makes sure that for each light in the scene
- * there is a corresponding light node. By building the light nodes
- * and evaluating the lighting model the outgoing light is computed.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @return {Node<vec3>} A node representing the outgoing light.
- */
- setup( builder ) {
- const currentLightsNode = builder.lightsNode;
- builder.lightsNode = this;
- //
- let outgoingLightNode = this.outgoingLightNode;
- const context = builder.context;
- const lightingModel = context.lightingModel;
- const properties = builder.getDataFromNode( this );
- if ( lightingModel ) {
- const { totalDiffuseNode, totalSpecularNode } = this;
- context.outgoingLight = outgoingLightNode;
- const stack = builder.addStack();
- //
- properties.nodes = stack.nodes;
- //
- lightingModel.start( builder );
- //
- const { backdrop, backdropAlpha } = context;
- const { directDiffuse, directSpecular, indirectDiffuse, indirectSpecular } = context.reflectedLight;
- let totalDiffuse = directDiffuse.add( indirectDiffuse );
- if ( backdrop !== null ) {
- if ( backdropAlpha !== null ) {
- totalDiffuse = vec3( backdropAlpha.mix( totalDiffuse, backdrop ) );
- } else {
- totalDiffuse = vec3( backdrop );
- }
- context.material.transparent = true;
- }
- totalDiffuseNode.assign( totalDiffuse );
- totalSpecularNode.assign( directSpecular.add( indirectSpecular ) );
- outgoingLightNode.assign( totalDiffuseNode.add( totalSpecularNode ) );
- //
- lightingModel.finish( builder );
- //
- outgoingLightNode = outgoingLightNode.bypass( builder.removeStack() );
- } else {
- properties.nodes = [];
- }
- //
- builder.lightsNode = currentLightsNode;
- return outgoingLightNode;
- }
- /**
- * Configures this node with an array of lights.
- *
- * @param {Array<Light>} lights - An array of lights.
- * @return {LightsNode} A reference to this node.
- */
- setLights( lights ) {
- this._lights = lights;
- this._lightNodes = null;
- this._lightNodesHash = null;
- return this;
- }
- /**
- * Returns an array of the scene's lights.
- *
- * @return {Array<Light>} The scene's lights.
- */
- getLights() {
- return this._lights;
- }
- /**
- * Whether the scene has lights or not.
- *
- * @type {boolean}
- */
- get hasLights() {
- return this._lights.length > 0;
- }
- }
- /**
- * TSL function for creating an instance of `LightsNode` and configuring
- * it with the given array of lights.
- *
- * @tsl
- * @function
- * @param {Array<Light>} lights - An array of lights.
- * @return {LightsNode} The created lights node.
- */
- const lights = ( lights = [] ) => nodeObject( new LightsNode() ).setLights( lights );
- /**
- * Base class for all shadow nodes.
- *
- * Shadow nodes encapsulate shadow related logic and are always coupled to lighting nodes.
- * Lighting nodes might share the same shadow node type or use specific ones depending on
- * their requirements.
- *
- * @augments Node
- */
- class ShadowBaseNode extends Node {
- static get type() {
- return 'ShadowBaseNode';
- }
- /**
- * Constructs a new shadow base node.
- *
- * @param {Light} light - The shadow casting light.
- */
- constructor( light ) {
- super();
- /**
- * The shadow casting light.
- *
- * @type {Light}
- */
- this.light = light;
- /**
- * Overwritten since shadows are updated by default per render.
- *
- * @type {string}
- * @default 'render'
- */
- this.updateBeforeType = NodeUpdateType.RENDER;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isShadowBaseNode = true;
- }
- /**
- * Setups the shadow position node which is by default the predefined TSL node object `shadowPositionWorld`.
- *
- * @param {NodeBuilder} object - A configuration object that must at least hold a material reference.
- */
- setupShadowPosition( { context, material } ) {
- // Use assign inside an Fn()
- shadowPositionWorld.assign( material.receivedShadowPositionNode || context.shadowPositionWorld || positionWorld );
- }
- /**
- * Can be called when the shadow isn't required anymore. That can happen when
- * a lighting node stops casting shadows by setting {@link Object3D#castShadow}
- * to `false`.
- */
- dispose() {
- this.updateBeforeType = NodeUpdateType.NONE;
- }
- }
- /**
- * TSL object that represents the vertex position in world space during the shadow pass.
- *
- * @tsl
- * @type {Node<vec3>}
- */
- const shadowPositionWorld = /*@__PURE__*/ property( 'vec3', 'shadowPositionWorld' );
- /**
- * Saves the state of the given renderer and stores it into the given state object.
- *
- * If not state object is provided, the function creates one.
- *
- * @function
- * @param {Renderer} renderer - The renderer.
- * @param {Object} [state={}] - The state.
- * @return {Object} The state.
- */
- function saveRendererState( renderer, state = {} ) {
- state.toneMapping = renderer.toneMapping;
- state.toneMappingExposure = renderer.toneMappingExposure;
- state.outputColorSpace = renderer.outputColorSpace;
- state.renderTarget = renderer.getRenderTarget();
- state.activeCubeFace = renderer.getActiveCubeFace();
- state.activeMipmapLevel = renderer.getActiveMipmapLevel();
- state.renderObjectFunction = renderer.getRenderObjectFunction();
- state.pixelRatio = renderer.getPixelRatio();
- state.mrt = renderer.getMRT();
- state.clearColor = renderer.getClearColor( state.clearColor || new Color() );
- state.clearAlpha = renderer.getClearAlpha();
- state.autoClear = renderer.autoClear;
- state.scissorTest = renderer.getScissorTest();
- return state;
- }
- /**
- * Saves the state of the given renderer and stores it into the given state object.
- * Besides, the function also resets the state of the renderer to its default values.
- *
- * If not state object is provided, the function creates one.
- *
- * @function
- * @param {Renderer} renderer - The renderer.
- * @param {Object} [state={}] - The state.
- * @return {Object} The state.
- */
- function resetRendererState( renderer, state ) {
- state = saveRendererState( renderer, state );
- renderer.setMRT( null );
- renderer.setRenderObjectFunction( null );
- renderer.setClearColor( 0x000000, 1 );
- renderer.autoClear = true;
- return state;
- }
- /**
- * Restores the state of the given renderer from the given state object.
- *
- * @function
- * @param {Renderer} renderer - The renderer.
- * @param {Object} state - The state to restore.
- */
- function restoreRendererState( renderer, state ) {
- renderer.toneMapping = state.toneMapping;
- renderer.toneMappingExposure = state.toneMappingExposure;
- renderer.outputColorSpace = state.outputColorSpace;
- renderer.setRenderTarget( state.renderTarget, state.activeCubeFace, state.activeMipmapLevel );
- renderer.setRenderObjectFunction( state.renderObjectFunction );
- renderer.setPixelRatio( state.pixelRatio );
- renderer.setMRT( state.mrt );
- renderer.setClearColor( state.clearColor, state.clearAlpha );
- renderer.autoClear = state.autoClear;
- renderer.setScissorTest( state.scissorTest );
- }
- /**
- * Saves the state of the given scene and stores it into the given state object.
- *
- * If not state object is provided, the function creates one.
- *
- * @function
- * @param {Scene} scene - The scene.
- * @param {Object} [state={}] - The state.
- * @return {Object} The state.
- */
- function saveSceneState( scene, state = {} ) {
- state.background = scene.background;
- state.backgroundNode = scene.backgroundNode;
- state.overrideMaterial = scene.overrideMaterial;
- return state;
- }
- /**
- * Saves the state of the given scene and stores it into the given state object.
- * Besides, the function also resets the state of the scene to its default values.
- *
- * If not state object is provided, the function creates one.
- *
- * @function
- * @param {Scene} scene - The scene.
- * @param {Object} [state={}] - The state.
- * @return {Object} The state.
- */
- function resetSceneState( scene, state ) {
- state = saveSceneState( scene, state );
- scene.background = null;
- scene.backgroundNode = null;
- scene.overrideMaterial = null;
- return state;
- }
- /**
- * Restores the state of the given scene from the given state object.
- *
- * @function
- * @param {Scene} scene - The scene.
- * @param {Object} state - The state to restore.
- */
- function restoreSceneState( scene, state ) {
- scene.background = state.background;
- scene.backgroundNode = state.backgroundNode;
- scene.overrideMaterial = state.overrideMaterial;
- }
- /**
- * Saves the state of the given renderer and scene and stores it into the given state object.
- *
- * If not state object is provided, the function creates one.
- *
- * @function
- * @param {Renderer} renderer - The renderer.
- * @param {Scene} scene - The scene.
- * @param {Object} [state={}] - The state.
- * @return {Object} The state.
- */
- function saveRendererAndSceneState( renderer, scene, state = {} ) {
- state = saveRendererState( renderer, state );
- state = saveSceneState( scene, state );
- return state;
- }
- /**
- * Saves the state of the given renderer and scene and stores it into the given state object.
- * Besides, the function also resets the state of the renderer and scene to its default values.
- *
- * If not state object is provided, the function creates one.
- *
- * @function
- * @param {Renderer} renderer - The renderer.
- * @param {Scene} scene - The scene.
- * @param {Object} [state={}] - The state.
- * @return {Object} The state.
- */
- function resetRendererAndSceneState( renderer, scene, state ) {
- state = resetRendererState( renderer, state );
- state = resetSceneState( scene, state );
- return state;
- }
- /**
- * Restores the state of the given renderer and scene from the given state object.
- *
- * @function
- * @param {Renderer} renderer - The renderer.
- * @param {Scene} scene - The scene.
- * @param {Object} state - The state to restore.
- */
- function restoreRendererAndSceneState( renderer, scene, state ) {
- restoreRendererState( renderer, state );
- restoreSceneState( scene, state );
- }
- var RendererUtils = /*#__PURE__*/Object.freeze({
- __proto__: null,
- resetRendererAndSceneState: resetRendererAndSceneState,
- resetRendererState: resetRendererState,
- resetSceneState: resetSceneState,
- restoreRendererAndSceneState: restoreRendererAndSceneState,
- restoreRendererState: restoreRendererState,
- restoreSceneState: restoreSceneState,
- saveRendererAndSceneState: saveRendererAndSceneState,
- saveRendererState: saveRendererState,
- saveSceneState: saveSceneState
- });
- const shadowMaterialLib = /*@__PURE__*/ new WeakMap();
- /**
- * A shadow filtering function performing basic filtering. This is in fact an unfiltered version of the shadow map
- * with a binary `[0,1]` result.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
- * @return {Node<float>} The filtering result.
- */
- const BasicShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, depthLayer } ) => {
- let basic = texture( depthTexture, shadowCoord.xy ).label( 't_basic' );
- if ( depthTexture.isDepthArrayTexture ) {
- basic = basic.depth( depthLayer );
- }
- return basic.compare( shadowCoord.z );
- } );
- /**
- * A shadow filtering function performing PCF filtering.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
- * @param {LightShadow} inputs.shadow - The light shadow.
- * @return {Node<float>} The filtering result.
- */
- const PCFShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow, depthLayer } ) => {
- const depthCompare = ( uv, compare ) => {
- let depth = texture( depthTexture, uv );
- if ( depthTexture.isDepthArrayTexture ) {
- depth = depth.depth( depthLayer );
- }
- return depth.compare( compare );
- };
- const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
- const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
- const texelSize = vec2( 1 ).div( mapSize );
- const dx0 = texelSize.x.negate().mul( radius );
- const dy0 = texelSize.y.negate().mul( radius );
- const dx1 = texelSize.x.mul( radius );
- const dy1 = texelSize.y.mul( radius );
- const dx2 = dx0.div( 2 );
- const dy2 = dy0.div( 2 );
- const dx3 = dx1.div( 2 );
- const dy3 = dy1.div( 2 );
- return add(
- depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy, shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
- depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
- ).mul( 1 / 17 );
- } );
- /**
- * A shadow filtering function performing PCF soft filtering.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
- * @param {LightShadow} inputs.shadow - The light shadow.
- * @return {Node<float>} The filtering result.
- */
- const PCFSoftShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow, depthLayer } ) => {
- const depthCompare = ( uv, compare ) => {
- let depth = texture( depthTexture, uv );
- if ( depthTexture.isDepthArrayTexture ) {
- depth = depth.depth( depthLayer );
- }
- return depth.compare( compare );
- };
- const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
- const texelSize = vec2( 1 ).div( mapSize );
- const dx = texelSize.x;
- const dy = texelSize.y;
- const uv = shadowCoord.xy;
- const f = fract( uv.mul( mapSize ).add( 0.5 ) );
- uv.subAssign( f.mul( texelSize ) );
- return add(
- depthCompare( uv, shadowCoord.z ),
- depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
- depthCompare( uv.add( texelSize ), shadowCoord.z ),
- mix(
- depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
- f.x
- ),
- mix(
- depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
- f.x
- ),
- mix(
- depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
- f.y
- ),
- mix(
- depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
- f.y
- ),
- mix(
- mix(
- depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
- f.x
- ),
- mix(
- depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
- depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
- f.x
- ),
- f.y
- )
- ).mul( 1 / 9 );
- } );
- /**
- * A shadow filtering function performing VSM filtering.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
- * @return {Node<float>} The filtering result.
- */
- const VSMShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, depthLayer } ) => {
- const occlusion = float( 1 ).toVar();
- let distribution = texture( depthTexture ).sample( shadowCoord.xy );
- if ( depthTexture.isDepthArrayTexture || depthTexture.isDataArrayTexture ) {
- distribution = distribution.depth( depthLayer );
- }
- distribution = distribution.rg;
- const hardShadow = step( shadowCoord.z, distribution.x );
- If( hardShadow.notEqual( float( 1.0 ) ), () => {
- const distance = shadowCoord.z.sub( distribution.x );
- const variance = max$1( 0, distribution.y.mul( distribution.y ) );
- let softnessProbability = variance.div( variance.add( distance.mul( distance ) ) ); // Chebeyshevs inequality
- softnessProbability = clamp( sub( softnessProbability, 0.3 ).div( 0.95 - 0.3 ) );
- occlusion.assign( clamp( max$1( hardShadow, softnessProbability ) ) );
- } );
- return occlusion;
- } );
- //
- const linearDistance = /*@__PURE__*/ Fn( ( [ position, cameraNear, cameraFar ] ) => {
- let dist = positionWorld.sub( position ).length();
- dist = dist.sub( cameraNear ).div( cameraFar.sub( cameraNear ) );
- dist = dist.saturate(); // clamp to [ 0, 1 ]
- return dist;
- } );
- const linearShadowDistance = ( light ) => {
- const camera = light.shadow.camera;
- const nearDistance = reference( 'near', 'float', camera ).setGroup( renderGroup );
- const farDistance = reference( 'far', 'float', camera ).setGroup( renderGroup );
- const referencePosition = objectPosition( light );
- return linearDistance( referencePosition, nearDistance, farDistance );
- };
- /**
- * Retrieves or creates a shadow material for the given light source.
- *
- * This function checks if a shadow material already exists for the provided light.
- * If not, it creates a new `NodeMaterial` configured for shadow rendering and stores it
- * in the `shadowMaterialLib` for future use.
- *
- * @param {Light} light - The light source for which the shadow material is needed.
- * If the light is a point light, a depth node is calculated
- * using the linear shadow distance.
- * @returns {NodeMaterial} The shadow material associated with the given light.
- */
- const getShadowMaterial = ( light ) => {
- let material = shadowMaterialLib.get( light );
- if ( material === undefined ) {
- const depthNode = light.isPointLight ? linearShadowDistance( light ) : null;
- material = new NodeMaterial();
- material.colorNode = vec4( 0, 0, 0, 1 );
- material.depthNode = depthNode;
- material.isShadowPassMaterial = true; // Use to avoid other overrideMaterial override material.colorNode unintentionally when using material.shadowNode
- material.name = 'ShadowMaterial';
- material.fog = false;
- shadowMaterialLib.set( light, material );
- }
- return material;
- };
- //
- const _shadowRenderObjectLibrary = /*@__PURE__*/ new ChainMap();
- const _shadowRenderObjectKeys = [];
- /**
- * Creates a function to render shadow objects in a scene.
- *
- * @param {Renderer} renderer - The renderer.
- * @param {LightShadow} shadow - The light shadow object containing shadow properties.
- * @param {number} shadowType - The type of shadow map (e.g., BasicShadowMap).
- * @param {boolean} useVelocity - Whether to use velocity data for rendering.
- * @return {Function} A function that renders shadow objects.
- *
- * The returned function has the following parameters:
- * @param {Object3D} object - The 3D object to render.
- * @param {Scene} scene - The scene containing the object.
- * @param {Camera} _camera - The camera used for rendering.
- * @param {BufferGeometry} geometry - The geometry of the object.
- * @param {Material} material - The material of the object.
- * @param {Group} group - The group the object belongs to.
- * @param {...any} params - Additional parameters for rendering.
- */
- const getShadowRenderObjectFunction = ( renderer, shadow, shadowType, useVelocity ) => {
- _shadowRenderObjectKeys[ 0 ] = renderer;
- _shadowRenderObjectKeys[ 1 ] = shadow;
- let renderObjectFunction = _shadowRenderObjectLibrary.get( _shadowRenderObjectKeys );
- if ( renderObjectFunction === undefined || ( renderObjectFunction.shadowType !== shadowType || renderObjectFunction.useVelocity !== useVelocity ) ) {
- renderObjectFunction = ( object, scene, _camera, geometry, material, group, ...params ) => {
- if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
- if ( useVelocity ) {
- getDataFromObject( object ).useVelocity = true;
- }
- object.onBeforeShadow( renderer, object, _camera, shadow.camera, geometry, scene.overrideMaterial, group );
- renderer.renderObject( object, scene, _camera, geometry, material, group, ...params );
- object.onAfterShadow( renderer, object, _camera, shadow.camera, geometry, scene.overrideMaterial, group );
- }
- };
- renderObjectFunction.shadowType = shadowType;
- renderObjectFunction.useVelocity = useVelocity;
- _shadowRenderObjectLibrary.set( _shadowRenderObjectKeys, renderObjectFunction );
- }
- _shadowRenderObjectKeys[ 0 ] = null;
- _shadowRenderObjectKeys[ 1 ] = null;
- return renderObjectFunction;
- };
- /**
- * Represents the shader code for the first VSM render pass.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {Node<float>} inputs.samples - The number of samples
- * @param {Node<float>} inputs.radius - The radius.
- * @param {Node<float>} inputs.size - The size.
- * @param {TextureNode} inputs.shadowPass - A reference to the render target's depth data.
- * @return {Node<vec2>} The VSM output.
- */
- const VSMPassVertical = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass, depthLayer } ) => {
- const mean = float( 0 ).toVar( 'meanVertical' );
- const squaredMean = float( 0 ).toVar( 'squareMeanVertical' );
- const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
- const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( -1 ) );
- Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
- const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
- let depth = shadowPass.sample( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) );
- if ( shadowPass.value.isDepthArrayTexture || shadowPass.value.isDataArrayTexture ) {
- depth = depth.depth( depthLayer );
- }
- depth = depth.x;
- mean.addAssign( depth );
- squaredMean.addAssign( depth.mul( depth ) );
- } );
- mean.divAssign( samples );
- squaredMean.divAssign( samples );
- const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
- return vec2( mean, std_dev );
- } );
- /**
- * Represents the shader code for the second VSM render pass.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {Node<float>} inputs.samples - The number of samples
- * @param {Node<float>} inputs.radius - The radius.
- * @param {Node<float>} inputs.size - The size.
- * @param {TextureNode} inputs.shadowPass - The result of the first VSM render pass.
- * @return {Node<vec2>} The VSM output.
- */
- const VSMPassHorizontal = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass, depthLayer } ) => {
- const mean = float( 0 ).toVar( 'meanHorizontal' );
- const squaredMean = float( 0 ).toVar( 'squareMeanHorizontal' );
- const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
- const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( -1 ) );
- Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
- const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
- let distribution = shadowPass.sample( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
- if ( shadowPass.value.isDepthArrayTexture || shadowPass.value.isDataArrayTexture ) {
- distribution = distribution.depth( depthLayer );
- }
- mean.addAssign( distribution.x );
- squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
- } );
- mean.divAssign( samples );
- squaredMean.divAssign( samples );
- const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
- return vec2( mean, std_dev );
- } );
- const _shadowFilterLib = [ BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter ];
- //
- let _rendererState;
- const _quadMesh = /*@__PURE__*/ new QuadMesh();
- /**
- * Represents the default shadow implementation for lighting nodes.
- *
- * @augments ShadowBaseNode
- */
- class ShadowNode extends ShadowBaseNode {
- static get type() {
- return 'ShadowNode';
- }
- /**
- * Constructs a new shadow node.
- *
- * @param {Light} light - The shadow casting light.
- * @param {?LightShadow} [shadow=null] - An optional light shadow.
- */
- constructor( light, shadow = null ) {
- super( light );
- /**
- * The light shadow which defines the properties light's
- * shadow.
- *
- * @type {?LightShadow}
- * @default null
- */
- this.shadow = shadow || light.shadow;
- /**
- * A reference to the shadow map which is a render target.
- *
- * @type {?RenderTarget}
- * @default null
- */
- this.shadowMap = null;
- /**
- * Only relevant for VSM shadows. Render target for the
- * first VSM render pass.
- *
- * @type {?RenderTarget}
- * @default null
- */
- this.vsmShadowMapVertical = null;
- /**
- * Only relevant for VSM shadows. Render target for the
- * second VSM render pass.
- *
- * @type {?RenderTarget}
- * @default null
- */
- this.vsmShadowMapHorizontal = null;
- /**
- * Only relevant for VSM shadows. Node material which
- * is used to render the first VSM pass.
- *
- * @type {?NodeMaterial}
- * @default null
- */
- this.vsmMaterialVertical = null;
- /**
- * Only relevant for VSM shadows. Node material which
- * is used to render the second VSM pass.
- *
- * @type {?NodeMaterial}
- * @default null
- */
- this.vsmMaterialHorizontal = null;
- /**
- * A reference to the output node which defines the
- * final result of this shadow node.
- *
- * @type {?Node}
- * @private
- * @default null
- */
- this._node = null;
- this._cameraFrameId = new WeakMap();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isShadowNode = true;
- /**
- * This index can be used when overriding setupRenderTarget with a RenderTarget Array to specify the depth layer.
- *
- * @type {number}
- * @readonly
- * @default true
- */
- this.depthLayer = 0;
- }
- /**
- * Setups the shadow filtering.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @param {Object} inputs - A configuration object that defines the shadow filtering.
- * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
- * @param {LightShadow} inputs.shadow - The light shadow.
- * @return {Node<float>} The result node of the shadow filtering.
- */
- setupShadowFilter( builder, { filterFn, depthTexture, shadowCoord, shadow, depthLayer } ) {
- const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
- .and( shadowCoord.x.lessThanEqual( 1 ) )
- .and( shadowCoord.y.greaterThanEqual( 0 ) )
- .and( shadowCoord.y.lessThanEqual( 1 ) )
- .and( shadowCoord.z.lessThanEqual( 1 ) );
- const shadowNode = filterFn( { depthTexture, shadowCoord, shadow, depthLayer } );
- return frustumTest.select( shadowNode, float( 1 ) );
- }
- /**
- * Setups the shadow coordinates.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
- * @return {Node<vec3>} The shadow coordinates.
- */
- setupShadowCoord( builder, shadowPosition ) {
- const { shadow } = this;
- const { renderer } = builder;
- const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
- let shadowCoord = shadowPosition;
- let coordZ;
- if ( shadow.camera.isOrthographicCamera || renderer.logarithmicDepthBuffer !== true ) {
- shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
- coordZ = shadowCoord.z;
- if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
- coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Conversion [ 0, 1 ] to [ - 1, 1 ]
- }
- } else {
- const w = shadowCoord.w;
- shadowCoord = shadowCoord.xy.div( w ); // <-- Only divide X/Y coords since we don't need Z
- // The normally available "cameraNear" and "cameraFar" nodes cannot be used here because they do not get
- // updated to use the shadow camera. So, we have to declare our own "local" ones here.
- // TODO: How do we get the cameraNear/cameraFar nodes to use the shadow camera so we don't have to declare local ones here?
- const cameraNearLocal = reference( 'near', 'float', shadow.camera ).setGroup( renderGroup );
- const cameraFarLocal = reference( 'far', 'float', shadow.camera ).setGroup( renderGroup );
- coordZ = viewZToLogarithmicDepth( w.negate(), cameraNearLocal, cameraFarLocal );
- }
- shadowCoord = vec3(
- shadowCoord.x,
- shadowCoord.y.oneMinus(), // follow webgpu standards
- coordZ.add( bias )
- );
- return shadowCoord;
- }
- /**
- * Returns the shadow filtering function for the given shadow type.
- *
- * @param {number} type - The shadow type.
- * @return {Function} The filtering function.
- */
- getShadowFilterFn( type ) {
- return _shadowFilterLib[ type ];
- }
- setupRenderTarget( shadow, builder ) {
- const depthTexture = new DepthTexture( shadow.mapSize.width, shadow.mapSize.height );
- depthTexture.name = 'ShadowDepthTexture';
- depthTexture.compareFunction = LessCompare;
- const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
- shadowMap.texture.name = 'ShadowMap';
- shadowMap.texture.type = shadow.mapType;
- shadowMap.depthTexture = depthTexture;
- return { shadowMap, depthTexture };
- }
- /**
- * Setups the shadow output node.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @return {Node<vec3>} The shadow output node.
- */
- setupShadow( builder ) {
- const { renderer } = builder;
- const { light, shadow } = this;
- const shadowMapType = renderer.shadowMap.type;
- const { depthTexture, shadowMap } = this.setupRenderTarget( shadow, builder );
- shadow.camera.updateProjectionMatrix();
- // VSM
- if ( shadowMapType === VSMShadowMap ) {
- depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
- if ( shadowMap.isRenderTargetArray ) {
- if ( ! shadowMap._vsmShadowMapVertical ) {
- shadowMap._vsmShadowMapVertical = builder.createRenderTargetArray( shadow.mapSize.width, shadow.mapSize.height, shadowMap.depth, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );
- shadowMap._vsmShadowMapVertical.texture.name = 'VSMVertical';
- }
- this.vsmShadowMapVertical = shadowMap._vsmShadowMapVertical;
- if ( ! shadowMap._vsmShadowMapHorizontal ) {
- shadowMap._vsmShadowMapHorizontal = builder.createRenderTargetArray( shadow.mapSize.width, shadow.mapSize.height, shadowMap.depth, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );
- shadowMap._vsmShadowMapHorizontal.texture.name = 'VSMHorizontal';
- }
- this.vsmShadowMapHorizontal = shadowMap._vsmShadowMapHorizontal;
- } else {
- this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );
- this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );
- }
- let shadowPassVertical = texture( depthTexture );
- if ( depthTexture.isDepthArrayTexture ) {
- shadowPassVertical = shadowPassVertical.depth( this.depthLayer );
- }
- let shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
- if ( depthTexture.isDepthArrayTexture ) {
- shadowPassHorizontal = shadowPassHorizontal.depth( this.depthLayer );
- }
- const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
- const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
- const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
- let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
- material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical, depthLayer: this.depthLayer } ).context( builder.getSharedContext() );
- material.name = 'VSMVertical';
- material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
- material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal, depthLayer: this.depthLayer } ).context( builder.getSharedContext() );
- material.name = 'VSMHorizontal';
- }
- //
- const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
- const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
- const shadowPosition = lightShadowMatrix( light ).mul( shadowPositionWorld.add( transformedNormalWorld.mul( normalBias ) ) );
- const shadowCoord = this.setupShadowCoord( builder, shadowPosition );
- //
- const filterFn = shadow.filterNode || this.getShadowFilterFn( renderer.shadowMap.type ) || null;
- if ( filterFn === null ) {
- throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
- }
- const shadowDepthTexture = ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture;
- const shadowNode = this.setupShadowFilter( builder, { filterFn, shadowTexture: shadowMap.texture, depthTexture: shadowDepthTexture, shadowCoord, shadow, depthLayer: this.depthLayer } );
- let shadowColor = texture( shadowMap.texture, shadowCoord );
- if ( depthTexture.isDepthArrayTexture ) {
- shadowColor = shadowColor.depth( this.depthLayer );
- }
- const shadowOutput = mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ).toVar();
- this.shadowMap = shadowMap;
- this.shadow.map = shadowMap;
- return shadowOutput;
- }
- /**
- * The implementation performs the setup of the output node. An output is only
- * produces if shadow mapping is globally enabled in the renderer.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @return {ShaderCallNodeInternal} The output node.
- */
- setup( builder ) {
- if ( builder.renderer.shadowMap.enabled === false ) return;
- return Fn( () => {
- let node = this._node;
- this.setupShadowPosition( builder );
- if ( node === null ) {
- this._node = node = this.setupShadow( builder );
- }
- if ( builder.material.shadowNode ) { // @deprecated, r171
- console.warn( 'THREE.NodeMaterial: ".shadowNode" is deprecated. Use ".castShadowNode" instead.' );
- }
- if ( builder.material.receivedShadowNode ) {
- node = builder.material.receivedShadowNode( node );
- }
- return node;
- } )();
- }
- /**
- * Renders the shadow. The logic of this function could be included
- * into {@link ShadowNode#updateShadow} however more specialized shadow
- * nodes might require a custom shadow map rendering. By having a
- * dedicated method, it's easier to overwrite the default behavior.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- renderShadow( frame ) {
- const { shadow, shadowMap, light } = this;
- const { renderer, scene } = frame;
- shadow.updateMatrices( light );
- shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.height, shadowMap.depth );
- renderer.render( scene, shadow.camera );
- }
- /**
- * Updates the shadow.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- updateShadow( frame ) {
- const { shadowMap, light, shadow } = this;
- const { renderer, scene, camera } = frame;
- const shadowType = renderer.shadowMap.type;
- const depthVersion = shadowMap.depthTexture.version;
- this._depthVersionCached = depthVersion;
- const _shadowCameraLayer = shadow.camera.layers.mask;
- if ( ( shadow.camera.layers.mask & 0xFFFFFFFE ) === 0 ) {
- shadow.camera.layers.mask = camera.layers.mask;
- }
- const currentRenderObjectFunction = renderer.getRenderObjectFunction();
- const currentMRT = renderer.getMRT();
- const useVelocity = currentMRT ? currentMRT.has( 'velocity' ) : false;
- _rendererState = resetRendererAndSceneState( renderer, scene, _rendererState );
- scene.overrideMaterial = getShadowMaterial( light );
- renderer.setRenderObjectFunction( getShadowRenderObjectFunction( renderer, shadow, shadowType, useVelocity ) );
- renderer.setClearColor( 0x000000, 0 );
- renderer.setRenderTarget( shadowMap );
- this.renderShadow( frame );
- renderer.setRenderObjectFunction( currentRenderObjectFunction );
- // vsm blur pass
- if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
- this.vsmPass( renderer );
- }
- shadow.camera.layers.mask = _shadowCameraLayer;
- restoreRendererAndSceneState( renderer, scene, _rendererState );
- }
- /**
- * For VSM additional render passes are required.
- *
- * @param {Renderer} renderer - A reference to the current renderer.
- */
- vsmPass( renderer ) {
- const { shadow } = this;
- const depth = this.shadowMap.depth;
- this.vsmShadowMapVertical.setSize( shadow.mapSize.width, shadow.mapSize.height, depth );
- this.vsmShadowMapHorizontal.setSize( shadow.mapSize.width, shadow.mapSize.height, depth );
- renderer.setRenderTarget( this.vsmShadowMapVertical );
- _quadMesh.material = this.vsmMaterialVertical;
- _quadMesh.render( renderer );
- renderer.setRenderTarget( this.vsmShadowMapHorizontal );
- _quadMesh.material = this.vsmMaterialHorizontal;
- _quadMesh.render( renderer );
- }
- /**
- * Frees the internal resources of this shadow node.
- */
- dispose() {
- this.shadowMap.dispose();
- this.shadowMap = null;
- if ( this.vsmShadowMapVertical !== null ) {
- this.vsmShadowMapVertical.dispose();
- this.vsmShadowMapVertical = null;
- this.vsmMaterialVertical.dispose();
- this.vsmMaterialVertical = null;
- }
- if ( this.vsmShadowMapHorizontal !== null ) {
- this.vsmShadowMapHorizontal.dispose();
- this.vsmShadowMapHorizontal = null;
- this.vsmMaterialHorizontal.dispose();
- this.vsmMaterialHorizontal = null;
- }
- super.dispose();
- }
- /**
- * The implementation performs the update of the shadow map if necessary.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- updateBefore( frame ) {
- const { shadow } = this;
- let needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
- if ( needsUpdate ) {
- if ( this._cameraFrameId[ frame.camera ] === frame.frameId ) {
- needsUpdate = false;
- }
- this._cameraFrameId[ frame.camera ] = frame.frameId;
- }
- if ( needsUpdate ) {
- this.updateShadow( frame );
- if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
- shadow.needsUpdate = false;
- }
- }
- }
- }
- /**
- * TSL function for creating an instance of `ShadowNode`.
- *
- * @tsl
- * @function
- * @param {Light} light - The shadow casting light.
- * @param {?LightShadow} [shadow] - The light shadow.
- * @return {ShadowNode} The created shadow node.
- */
- const shadow = ( light, shadow ) => nodeObject( new ShadowNode( light, shadow ) );
- const _clearColor$1 = /*@__PURE__*/ new Color();
- // cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D
- // vector suitable for 2D texture mapping. This code uses the following layout for the
- // 2D texture:
- //
- // xzXZ
- // y Y
- //
- // Y - Positive y direction
- // y - Negative y direction
- // X - Positive x direction
- // x - Negative x direction
- // Z - Positive z direction
- // z - Negative z direction
- //
- // Source and test bed:
- // https://gist.github.com/tschw/da10c43c467ce8afd0c4
- const cubeToUV = /*@__PURE__*/ Fn( ( [ pos, texelSizeY ] ) => {
- const v = pos.toVar();
- // Number of texels to avoid at the edge of each square
- const absV = abs( v );
- // Intersect unit cube
- const scaleToCube = div( 1.0, max$1( absV.x, max$1( absV.y, absV.z ) ) );
- absV.mulAssign( scaleToCube );
- // Apply scale to avoid seams
- // two texels less per square (one texel will do for NEAREST)
- v.mulAssign( scaleToCube.mul( texelSizeY.mul( 2 ).oneMinus() ) );
- // Unwrap
- // space: -1 ... 1 range for each square
- //
- // #X## dim := ( 4 , 2 )
- // # # center := ( 1 , 1 )
- const planar = vec2( v.xy ).toVar();
- const almostATexel = texelSizeY.mul( 1.5 );
- const almostOne = almostATexel.oneMinus();
- If( absV.z.greaterThanEqual( almostOne ), () => {
- If( v.z.greaterThan( 0.0 ), () => {
- planar.x.assign( sub( 4.0, v.x ) );
- } );
- } ).ElseIf( absV.x.greaterThanEqual( almostOne ), () => {
- const signX = sign( v.x );
- planar.x.assign( v.z.mul( signX ).add( signX.mul( 2.0 ) ) );
- } ).ElseIf( absV.y.greaterThanEqual( almostOne ), () => {
- const signY = sign( v.y );
- planar.x.assign( v.x.add( signY.mul( 2.0 ) ).add( 2.0 ) );
- planar.y.assign( v.z.mul( signY ).sub( 2.0 ) );
- } );
- // Transform to UV space
- // scale := 0.5 / dim
- // translate := ( center + 0.5 ) / dim
- return vec2( 0.125, 0.25 ).mul( planar ).add( vec2( 0.375, 0.75 ) ).flipY();
- } ).setLayout( {
- name: 'cubeToUV',
- type: 'vec2',
- inputs: [
- { name: 'pos', type: 'vec3' },
- { name: 'texelSizeY', type: 'float' }
- ]
- } );
- const BasicPointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp, texelSize } ) => {
- return texture( depthTexture, cubeToUV( bd3D, texelSize.y ) ).compare( dp );
- } );
- const PointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp, texelSize, shadow } ) => {
- const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
- const offset = vec2( -1, 1.0 ).mul( radius ).mul( texelSize.y );
- return texture( depthTexture, cubeToUV( bd3D.add( offset.xyy ), texelSize.y ) ).compare( dp )
- .add( texture( depthTexture, cubeToUV( bd3D.add( offset.yyy ), texelSize.y ) ).compare( dp ) )
- .add( texture( depthTexture, cubeToUV( bd3D.add( offset.xyx ), texelSize.y ) ).compare( dp ) )
- .add( texture( depthTexture, cubeToUV( bd3D.add( offset.yyx ), texelSize.y ) ).compare( dp ) )
- .add( texture( depthTexture, cubeToUV( bd3D, texelSize.y ) ).compare( dp ) )
- .add( texture( depthTexture, cubeToUV( bd3D.add( offset.xxy ), texelSize.y ) ).compare( dp ) )
- .add( texture( depthTexture, cubeToUV( bd3D.add( offset.yxy ), texelSize.y ) ).compare( dp ) )
- .add( texture( depthTexture, cubeToUV( bd3D.add( offset.xxx ), texelSize.y ) ).compare( dp ) )
- .add( texture( depthTexture, cubeToUV( bd3D.add( offset.yxx ), texelSize.y ) ).compare( dp ) )
- .mul( 1.0 / 9.0 );
- } );
- const pointShadowFilter = /*@__PURE__*/ Fn( ( { filterFn, depthTexture, shadowCoord, shadow } ) => {
- // for point lights, the uniform @vShadowCoord is re-purposed to hold
- // the vector from the light to the world-space position of the fragment.
- const lightToPosition = shadowCoord.xyz.toVar();
- const lightToPositionLength = lightToPosition.length();
- const cameraNearLocal = uniform( 'float' ).setGroup( renderGroup ).onRenderUpdate( () => shadow.camera.near );
- const cameraFarLocal = uniform( 'float' ).setGroup( renderGroup ).onRenderUpdate( () => shadow.camera.far );
- const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
- const mapSize = uniform( shadow.mapSize ).setGroup( renderGroup );
- const result = float( 1.0 ).toVar();
- If( lightToPositionLength.sub( cameraFarLocal ).lessThanEqual( 0.0 ).and( lightToPositionLength.sub( cameraNearLocal ).greaterThanEqual( 0.0 ) ), () => {
- // dp = normalized distance from light to fragment position
- const dp = lightToPositionLength.sub( cameraNearLocal ).div( cameraFarLocal.sub( cameraNearLocal ) ).toVar(); // need to clamp?
- dp.addAssign( bias );
- // bd3D = base direction 3D
- const bd3D = lightToPosition.normalize();
- const texelSize = vec2( 1.0 ).div( mapSize.mul( vec2( 4.0, 2.0 ) ) );
- // percentage-closer filtering
- result.assign( filterFn( { depthTexture, bd3D, dp, texelSize, shadow } ) );
- } );
- return result;
- } );
- const _viewport = /*@__PURE__*/ new Vector4();
- const _viewportSize = /*@__PURE__*/ new Vector2();
- const _shadowMapSize = /*@__PURE__*/ new Vector2();
- /**
- * Represents the shadow implementation for point light nodes.
- *
- * @augments ShadowNode
- */
- class PointShadowNode extends ShadowNode {
- static get type() {
- return 'PointShadowNode';
- }
- /**
- * Constructs a new point shadow node.
- *
- * @param {PointLight} light - The shadow casting point light.
- * @param {?PointLightShadow} [shadow=null] - An optional point light shadow.
- */
- constructor( light, shadow = null ) {
- super( light, shadow );
- }
- /**
- * Overwrites the default implementation to return point light shadow specific
- * filtering functions.
- *
- * @param {number} type - The shadow type.
- * @return {Function} The filtering function.
- */
- getShadowFilterFn( type ) {
- return type === BasicShadowMap ? BasicPointShadowFilter : PointShadowFilter;
- }
- /**
- * Overwrites the default implementation so the unaltered shadow position is used.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
- * @return {Node<vec3>} The shadow coordinates.
- */
- setupShadowCoord( builder, shadowPosition ) {
- return shadowPosition;
- }
- /**
- * Overwrites the default implementation to only use point light specific
- * shadow filter functions.
- *
- * @param {NodeBuilder} builder - A reference to the current node builder.
- * @param {Object} inputs - A configuration object that defines the shadow filtering.
- * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
- * @param {Texture} inputs.shadowTexture - A reference to the shadow map's texture.
- * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
- * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
- * @param {LightShadow} inputs.shadow - The light shadow.
- * @return {Node<float>} The result node of the shadow filtering.
- */
- setupShadowFilter( builder, { filterFn, shadowTexture, depthTexture, shadowCoord, shadow } ) {
- return pointShadowFilter( { filterFn, shadowTexture, depthTexture, shadowCoord, shadow } );
- }
- /**
- * Overwrites the default implementation with point light specific
- * rendering code.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- renderShadow( frame ) {
- const { shadow, shadowMap, light } = this;
- const { renderer, scene } = frame;
- const shadowFrameExtents = shadow.getFrameExtents();
- _shadowMapSize.copy( shadow.mapSize );
- _shadowMapSize.multiply( shadowFrameExtents );
- shadowMap.setSize( _shadowMapSize.width, _shadowMapSize.height );
- _viewportSize.copy( shadow.mapSize );
- //
- const previousAutoClear = renderer.autoClear;
- const previousClearColor = renderer.getClearColor( _clearColor$1 );
- const previousClearAlpha = renderer.getClearAlpha();
- renderer.autoClear = false;
- renderer.setClearColor( shadow.clearColor, shadow.clearAlpha );
- renderer.clear();
- const viewportCount = shadow.getViewportCount();
- for ( let vp = 0; vp < viewportCount; vp ++ ) {
- const viewport = shadow.getViewport( vp );
- const x = _viewportSize.x * viewport.x;
- const y = _shadowMapSize.y - _viewportSize.y - ( _viewportSize.y * viewport.y );
- _viewport.set(
- x,
- y,
- _viewportSize.x * viewport.z,
- _viewportSize.y * viewport.w
- );
- shadowMap.viewport.copy( _viewport );
- shadow.updateMatrices( light, vp );
- renderer.render( scene, shadow.camera );
- }
- //
- renderer.autoClear = previousAutoClear;
- renderer.setClearColor( previousClearColor, previousClearAlpha );
- }
- }
- /**
- * TSL function for creating an instance of `PointShadowNode`.
- *
- * @tsl
- * @function
- * @param {PointLight} light - The shadow casting point light.
- * @param {?PointLightShadow} [shadow=null] - An optional point light shadow.
- * @return {PointShadowNode} The created point shadow node.
- */
- const pointShadow = ( light, shadow ) => nodeObject( new PointShadowNode( light, shadow ) );
- /**
- * Base class for analytic light nodes.
- *
- * @augments LightingNode
- */
- class AnalyticLightNode extends LightingNode {
- static get type() {
- return 'AnalyticLightNode';
- }
- /**
- * Constructs a new analytic light node.
- *
- * @param {?Light} [light=null] - The light source.
- */
- constructor( light = null ) {
- super();
- /**
- * The light source.
- *
- * @type {?Light}
- * @default null
- */
- this.light = light;
- /**
- * The light's color value.
- *
- * @type {Color}
- */
- this.color = new Color();
- /**
- * The light's color node. Points to `colorNode` of the light source, if set. Otherwise
- * it creates a uniform node based on {@link AnalyticLightNode#color}.
- *
- * @type {Node}
- */
- this.colorNode = ( light && light.colorNode ) || uniform( this.color ).setGroup( renderGroup );
- /**
- * This property is used to retain a reference to the original value of {@link AnalyticLightNode#colorNode}.
- * The final color node is represented by a different node when using shadows.
- *
- * @type {?Node}
- * @default null
- */
- this.baseColorNode = null;
- /**
- * Represents the light's shadow.
- *
- * @type {?ShadowNode}
- * @default null
- */
- this.shadowNode = null;
- /**
- * Represents the light's shadow color.
- *
- * @type {?Node}
- * @default null
- */
- this.shadowColorNode = null;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isAnalyticLightNode = true;
- /**
- * Overwritten since analytic light nodes are updated
- * once per frame.
- *
- * @type {string}
- * @default 'frame'
- */
- this.updateType = NodeUpdateType.FRAME;
- }
- /**
- * Overwrites the default {@link Node#customCacheKey} implementation by including the
- * `light.id` and `light.castShadow` into the cache key.
- *
- * @return {number} The custom cache key.
- */
- customCacheKey() {
- return hash$1( this.light.id, this.light.castShadow ? 1 : 0 );
- }
- getHash() {
- return this.light.uuid;
- }
- getLightVector( builder ) {
- return lightViewPosition( this.light ).sub( builder.context.positionView || positionView );
- }
- /**
- * Sets up the direct lighting for the analytic light node.
- *
- * @abstract
- * @param {NodeBuilder} builder - The builder object used for setting up the light.
- * @return {Object|undefined} The direct light data (color and direction).
- */
- setupDirect( /*builder*/ ) { }
- /**
- * Sets up the direct rect area lighting for the analytic light node.
- *
- * @abstract
- * @param {NodeBuilder} builder - The builder object used for setting up the light.
- * @return {Object|undefined} The direct rect area light data.
- */
- setupDirectRectArea( /*builder*/ ) { }
- /**
- * Setups the shadow node for this light. The method exists so concrete light classes
- * can setup different types of shadow nodes.
- *
- * @return {ShadowNode} The created shadow node.
- */
- setupShadowNode() {
- return shadow( this.light );
- }
- /**
- * Setups the shadow for this light. This method is only executed if the light
- * cast shadows and the current build object receives shadows. It incorporates
- * shadows into the lighting computation.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setupShadow( builder ) {
- const { renderer } = builder;
- if ( renderer.shadowMap.enabled === false ) return;
- let shadowColorNode = this.shadowColorNode;
- if ( shadowColorNode === null ) {
- const customShadowNode = this.light.shadow.shadowNode;
- let shadowNode;
- if ( customShadowNode !== undefined ) {
- shadowNode = nodeObject( customShadowNode );
- } else {
- shadowNode = this.setupShadowNode();
- }
- this.shadowNode = shadowNode;
- this.shadowColorNode = shadowColorNode = this.colorNode.mul( shadowNode );
- this.baseColorNode = this.colorNode;
- }
- //
- this.colorNode = shadowColorNode;
- }
- /**
- * Unlike most other nodes, lighting nodes do not return a output node in {@link Node#setup}.
- * The main purpose of lighting nodes is to configure the current {@link LightingModel} and/or
- * invocate the respective interface methods.
- *
- * @param {NodeBuilder} builder - The current node builder.
- */
- setup( builder ) {
- this.colorNode = this.baseColorNode || this.colorNode;
- if ( this.light.castShadow ) {
- if ( builder.object.receiveShadow ) {
- this.setupShadow( builder );
- }
- } else if ( this.shadowNode !== null ) {
- this.shadowNode.dispose();
- this.shadowNode = null;
- this.shadowColorNode = null;
- }
- const directLightData = this.setupDirect( builder );
- const directRectAreaLightData = this.setupDirectRectArea( builder );
- if ( directLightData ) {
- builder.lightsNode.setupDirectLight( builder, this, directLightData );
- }
- if ( directRectAreaLightData ) {
- builder.lightsNode.setupDirectRectAreaLight( builder, this, directRectAreaLightData );
- }
- }
- /**
- * The update method is used to update light uniforms per frame.
- * Potentially overwritten in concrete light nodes to update light
- * specific uniforms.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( /*frame*/ ) {
- const { light } = this;
- this.color.copy( light.color ).multiplyScalar( light.intensity );
- }
- }
- /**
- * Represents a `discard` shader operation in TSL.
- *
- * @method
- * @param {Object} inputs - The input parameter object.
- * @param {Node<float>} inputs.lightDistance - The distance of the light's position to the current fragment position.
- * @param {Node<float>} inputs.cutoffDistance - The light's cutoff distance.
- * @param {Node<float>} inputs.decayExponent - The light's decay exponent.
- * @return {Node<float>} The distance falloff.
- */
- const getDistanceAttenuation = /*@__PURE__*/ Fn( ( { lightDistance, cutoffDistance, decayExponent } ) => {
- // based upon Frostbite 3 Moving to Physically-based Rendering
- // page 32, equation 26: E[window1]
- // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- const distanceFalloff = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal();
- return cutoffDistance.greaterThan( 0 ).select(
- distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ),
- distanceFalloff
- );
- } ); // validated
- const directPointLight = ( { color, lightVector, cutoffDistance, decayExponent } ) => {
- const lightDirection = lightVector.normalize();
- const lightDistance = lightVector.length();
- const attenuation = getDistanceAttenuation( {
- lightDistance,
- cutoffDistance,
- decayExponent
- } );
- const lightColor = color.mul( attenuation );
- return { lightDirection, lightColor };
- };
- /**
- * Module for representing point lights as nodes.
- *
- * @augments AnalyticLightNode
- */
- class PointLightNode extends AnalyticLightNode {
- static get type() {
- return 'PointLightNode';
- }
- /**
- * Constructs a new point light node.
- *
- * @param {?PointLight} [light=null] - The point light source.
- */
- constructor( light = null ) {
- super( light );
- /**
- * Uniform node representing the cutoff distance.
- *
- * @type {UniformNode<float>}
- */
- this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
- /**
- * Uniform node representing the decay exponent.
- *
- * @type {UniformNode<float>}
- */
- this.decayExponentNode = uniform( 2 ).setGroup( renderGroup );
- }
- /**
- * Overwritten to updated point light specific uniforms.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( frame ) {
- const { light } = this;
- super.update( frame );
- this.cutoffDistanceNode.value = light.distance;
- this.decayExponentNode.value = light.decay;
- }
- /**
- * Overwritten to setup point light specific shadow.
- *
- * @return {PointShadowNode}
- */
- setupShadowNode() {
- return pointShadow( this.light );
- }
- setupDirect( builder ) {
- return directPointLight( {
- color: this.colorNode,
- lightVector: this.getLightVector( builder ),
- cutoffDistance: this.cutoffDistanceNode,
- decayExponent: this.decayExponentNode
- } );
- }
- }
- /**
- * Creates a 2x2 checkerboard pattern that can be used as procedural texture data.
- *
- * @tsl
- * @function
- * @param {Node<vec2>} coord - The uv coordinates.
- * @return {Node<float>} The result data.
- */
- const checker = /*@__PURE__*/ Fn( ( [ coord = uv() ] ) => {
- const uv = coord.mul( 2.0 );
- const cx = uv.x.floor();
- const cy = uv.y.floor();
- const result = cx.add( cy ).mod( 2.0 );
- return result.sign();
- } );
- /**
- * Generates a circle based on the uv coordinates.
- *
- * @tsl
- * @function
- * @param {Node<vec2>} coord - The uv to generate the circle.
- * @return {Node<float>} The circle shape.
- */
- const shapeCircle = Fn( ( [ coord = uv() ], { renderer, material } ) => {
- const alpha = float( 1 ).toVar();
- const len2 = lengthSq( coord.mul( 2 ).sub( 1 ) );
- if ( material.alphaToCoverage && renderer.samples > 1 ) {
- const dlen = float( len2.fwidth() ).toVar();
- alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
- } else {
- len2.greaterThan( 1.0 ).discard();
- }
- return alpha;
- } );
- // Three.js Transpiler
- // https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/libraries/stdlib/genglsl/lib/mx_noise.glsl
- const mx_select = /*@__PURE__*/ Fn( ( [ b_immutable, t_immutable, f_immutable ] ) => {
- const f = float( f_immutable ).toVar();
- const t = float( t_immutable ).toVar();
- const b = bool( b_immutable ).toVar();
- return select( b, t, f );
- } ).setLayout( {
- name: 'mx_select',
- type: 'float',
- inputs: [
- { name: 'b', type: 'bool' },
- { name: 't', type: 'float' },
- { name: 'f', type: 'float' }
- ]
- } );
- const mx_negate_if = /*@__PURE__*/ Fn( ( [ val_immutable, b_immutable ] ) => {
- const b = bool( b_immutable ).toVar();
- const val = float( val_immutable ).toVar();
- return select( b, val.negate(), val );
- } ).setLayout( {
- name: 'mx_negate_if',
- type: 'float',
- inputs: [
- { name: 'val', type: 'float' },
- { name: 'b', type: 'bool' }
- ]
- } );
- const mx_floor = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
- const x = float( x_immutable ).toVar();
- return int( floor( x ) );
- } ).setLayout( {
- name: 'mx_floor',
- type: 'int',
- inputs: [
- { name: 'x', type: 'float' }
- ]
- } );
- const mx_floorfrac = /*@__PURE__*/ Fn( ( [ x_immutable, i ] ) => {
- const x = float( x_immutable ).toVar();
- i.assign( mx_floor( x ) );
- return x.sub( float( i ) );
- } );
- const mx_bilerp_0 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
- const t = float( t_immutable ).toVar();
- const s = float( s_immutable ).toVar();
- const v3 = float( v3_immutable ).toVar();
- const v2 = float( v2_immutable ).toVar();
- const v1 = float( v1_immutable ).toVar();
- const v0 = float( v0_immutable ).toVar();
- const s1 = float( sub( 1.0, s ) ).toVar();
- return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
- } ).setLayout( {
- name: 'mx_bilerp_0',
- type: 'float',
- inputs: [
- { name: 'v0', type: 'float' },
- { name: 'v1', type: 'float' },
- { name: 'v2', type: 'float' },
- { name: 'v3', type: 'float' },
- { name: 's', type: 'float' },
- { name: 't', type: 'float' }
- ]
- } );
- const mx_bilerp_1 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
- const t = float( t_immutable ).toVar();
- const s = float( s_immutable ).toVar();
- const v3 = vec3( v3_immutable ).toVar();
- const v2 = vec3( v2_immutable ).toVar();
- const v1 = vec3( v1_immutable ).toVar();
- const v0 = vec3( v0_immutable ).toVar();
- const s1 = float( sub( 1.0, s ) ).toVar();
- return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
- } ).setLayout( {
- name: 'mx_bilerp_1',
- type: 'vec3',
- inputs: [
- { name: 'v0', type: 'vec3' },
- { name: 'v1', type: 'vec3' },
- { name: 'v2', type: 'vec3' },
- { name: 'v3', type: 'vec3' },
- { name: 's', type: 'float' },
- { name: 't', type: 'float' }
- ]
- } );
- const mx_bilerp = /*@__PURE__*/ overloadingFn( [ mx_bilerp_0, mx_bilerp_1 ] );
- const mx_trilerp_0 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
- const r = float( r_immutable ).toVar();
- const t = float( t_immutable ).toVar();
- const s = float( s_immutable ).toVar();
- const v7 = float( v7_immutable ).toVar();
- const v6 = float( v6_immutable ).toVar();
- const v5 = float( v5_immutable ).toVar();
- const v4 = float( v4_immutable ).toVar();
- const v3 = float( v3_immutable ).toVar();
- const v2 = float( v2_immutable ).toVar();
- const v1 = float( v1_immutable ).toVar();
- const v0 = float( v0_immutable ).toVar();
- const s1 = float( sub( 1.0, s ) ).toVar();
- const t1 = float( sub( 1.0, t ) ).toVar();
- const r1 = float( sub( 1.0, r ) ).toVar();
- return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
- } ).setLayout( {
- name: 'mx_trilerp_0',
- type: 'float',
- inputs: [
- { name: 'v0', type: 'float' },
- { name: 'v1', type: 'float' },
- { name: 'v2', type: 'float' },
- { name: 'v3', type: 'float' },
- { name: 'v4', type: 'float' },
- { name: 'v5', type: 'float' },
- { name: 'v6', type: 'float' },
- { name: 'v7', type: 'float' },
- { name: 's', type: 'float' },
- { name: 't', type: 'float' },
- { name: 'r', type: 'float' }
- ]
- } );
- const mx_trilerp_1 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, v4_immutable, v5_immutable, v6_immutable, v7_immutable, s_immutable, t_immutable, r_immutable ] ) => {
- const r = float( r_immutable ).toVar();
- const t = float( t_immutable ).toVar();
- const s = float( s_immutable ).toVar();
- const v7 = vec3( v7_immutable ).toVar();
- const v6 = vec3( v6_immutable ).toVar();
- const v5 = vec3( v5_immutable ).toVar();
- const v4 = vec3( v4_immutable ).toVar();
- const v3 = vec3( v3_immutable ).toVar();
- const v2 = vec3( v2_immutable ).toVar();
- const v1 = vec3( v1_immutable ).toVar();
- const v0 = vec3( v0_immutable ).toVar();
- const s1 = float( sub( 1.0, s ) ).toVar();
- const t1 = float( sub( 1.0, t ) ).toVar();
- const r1 = float( sub( 1.0, r ) ).toVar();
- return r1.mul( t1.mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) ) ).add( r.mul( t1.mul( v4.mul( s1 ).add( v5.mul( s ) ) ).add( t.mul( v6.mul( s1 ).add( v7.mul( s ) ) ) ) ) );
- } ).setLayout( {
- name: 'mx_trilerp_1',
- type: 'vec3',
- inputs: [
- { name: 'v0', type: 'vec3' },
- { name: 'v1', type: 'vec3' },
- { name: 'v2', type: 'vec3' },
- { name: 'v3', type: 'vec3' },
- { name: 'v4', type: 'vec3' },
- { name: 'v5', type: 'vec3' },
- { name: 'v6', type: 'vec3' },
- { name: 'v7', type: 'vec3' },
- { name: 's', type: 'float' },
- { name: 't', type: 'float' },
- { name: 'r', type: 'float' }
- ]
- } );
- const mx_trilerp = /*@__PURE__*/ overloadingFn( [ mx_trilerp_0, mx_trilerp_1 ] );
- const mx_gradient_float_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
- const y = float( y_immutable ).toVar();
- const x = float( x_immutable ).toVar();
- const hash = uint( hash_immutable ).toVar();
- const h = uint( hash.bitAnd( uint( 7 ) ) ).toVar();
- const u = float( mx_select( h.lessThan( uint( 4 ) ), x, y ) ).toVar();
- const v = float( mul( 2.0, mx_select( h.lessThan( uint( 4 ) ), y, x ) ) ).toVar();
- return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
- } ).setLayout( {
- name: 'mx_gradient_float_0',
- type: 'float',
- inputs: [
- { name: 'hash', type: 'uint' },
- { name: 'x', type: 'float' },
- { name: 'y', type: 'float' }
- ]
- } );
- const mx_gradient_float_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
- const z = float( z_immutable ).toVar();
- const y = float( y_immutable ).toVar();
- const x = float( x_immutable ).toVar();
- const hash = uint( hash_immutable ).toVar();
- const h = uint( hash.bitAnd( uint( 15 ) ) ).toVar();
- const u = float( mx_select( h.lessThan( uint( 8 ) ), x, y ) ).toVar();
- const v = float( mx_select( h.lessThan( uint( 4 ) ), y, mx_select( h.equal( uint( 12 ) ).or( h.equal( uint( 14 ) ) ), x, z ) ) ).toVar();
- return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
- } ).setLayout( {
- name: 'mx_gradient_float_1',
- type: 'float',
- inputs: [
- { name: 'hash', type: 'uint' },
- { name: 'x', type: 'float' },
- { name: 'y', type: 'float' },
- { name: 'z', type: 'float' }
- ]
- } );
- const mx_gradient_float = /*@__PURE__*/ overloadingFn( [ mx_gradient_float_0, mx_gradient_float_1 ] );
- const mx_gradient_vec3_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
- const y = float( y_immutable ).toVar();
- const x = float( x_immutable ).toVar();
- const hash = uvec3( hash_immutable ).toVar();
- return vec3( mx_gradient_float( hash.x, x, y ), mx_gradient_float( hash.y, x, y ), mx_gradient_float( hash.z, x, y ) );
- } ).setLayout( {
- name: 'mx_gradient_vec3_0',
- type: 'vec3',
- inputs: [
- { name: 'hash', type: 'uvec3' },
- { name: 'x', type: 'float' },
- { name: 'y', type: 'float' }
- ]
- } );
- const mx_gradient_vec3_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
- const z = float( z_immutable ).toVar();
- const y = float( y_immutable ).toVar();
- const x = float( x_immutable ).toVar();
- const hash = uvec3( hash_immutable ).toVar();
- return vec3( mx_gradient_float( hash.x, x, y, z ), mx_gradient_float( hash.y, x, y, z ), mx_gradient_float( hash.z, x, y, z ) );
- } ).setLayout( {
- name: 'mx_gradient_vec3_1',
- type: 'vec3',
- inputs: [
- { name: 'hash', type: 'uvec3' },
- { name: 'x', type: 'float' },
- { name: 'y', type: 'float' },
- { name: 'z', type: 'float' }
- ]
- } );
- const mx_gradient_vec3 = /*@__PURE__*/ overloadingFn( [ mx_gradient_vec3_0, mx_gradient_vec3_1 ] );
- const mx_gradient_scale2d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
- const v = float( v_immutable ).toVar();
- return mul( 0.6616, v );
- } ).setLayout( {
- name: 'mx_gradient_scale2d_0',
- type: 'float',
- inputs: [
- { name: 'v', type: 'float' }
- ]
- } );
- const mx_gradient_scale3d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
- const v = float( v_immutable ).toVar();
- return mul( 0.9820, v );
- } ).setLayout( {
- name: 'mx_gradient_scale3d_0',
- type: 'float',
- inputs: [
- { name: 'v', type: 'float' }
- ]
- } );
- const mx_gradient_scale2d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
- const v = vec3( v_immutable ).toVar();
- return mul( 0.6616, v );
- } ).setLayout( {
- name: 'mx_gradient_scale2d_1',
- type: 'vec3',
- inputs: [
- { name: 'v', type: 'vec3' }
- ]
- } );
- const mx_gradient_scale2d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale2d_0, mx_gradient_scale2d_1 ] );
- const mx_gradient_scale3d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
- const v = vec3( v_immutable ).toVar();
- return mul( 0.9820, v );
- } ).setLayout( {
- name: 'mx_gradient_scale3d_1',
- type: 'vec3',
- inputs: [
- { name: 'v', type: 'vec3' }
- ]
- } );
- const mx_gradient_scale3d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale3d_0, mx_gradient_scale3d_1 ] );
- const mx_rotl32 = /*@__PURE__*/ Fn( ( [ x_immutable, k_immutable ] ) => {
- const k = int( k_immutable ).toVar();
- const x = uint( x_immutable ).toVar();
- return x.shiftLeft( k ).bitOr( x.shiftRight( int( 32 ).sub( k ) ) );
- } ).setLayout( {
- name: 'mx_rotl32',
- type: 'uint',
- inputs: [
- { name: 'x', type: 'uint' },
- { name: 'k', type: 'int' }
- ]
- } );
- const mx_bjmix = /*@__PURE__*/ Fn( ( [ a, b, c ] ) => {
- a.subAssign( c );
- a.bitXorAssign( mx_rotl32( c, int( 4 ) ) );
- c.addAssign( b );
- b.subAssign( a );
- b.bitXorAssign( mx_rotl32( a, int( 6 ) ) );
- a.addAssign( c );
- c.subAssign( b );
- c.bitXorAssign( mx_rotl32( b, int( 8 ) ) );
- b.addAssign( a );
- a.subAssign( c );
- a.bitXorAssign( mx_rotl32( c, int( 16 ) ) );
- c.addAssign( b );
- b.subAssign( a );
- b.bitXorAssign( mx_rotl32( a, int( 19 ) ) );
- a.addAssign( c );
- c.subAssign( b );
- c.bitXorAssign( mx_rotl32( b, int( 4 ) ) );
- b.addAssign( a );
- } );
- const mx_bjfinal = /*@__PURE__*/ Fn( ( [ a_immutable, b_immutable, c_immutable ] ) => {
- const c = uint( c_immutable ).toVar();
- const b = uint( b_immutable ).toVar();
- const a = uint( a_immutable ).toVar();
- c.bitXorAssign( b );
- c.subAssign( mx_rotl32( b, int( 14 ) ) );
- a.bitXorAssign( c );
- a.subAssign( mx_rotl32( c, int( 11 ) ) );
- b.bitXorAssign( a );
- b.subAssign( mx_rotl32( a, int( 25 ) ) );
- c.bitXorAssign( b );
- c.subAssign( mx_rotl32( b, int( 16 ) ) );
- a.bitXorAssign( c );
- a.subAssign( mx_rotl32( c, int( 4 ) ) );
- b.bitXorAssign( a );
- b.subAssign( mx_rotl32( a, int( 14 ) ) );
- c.bitXorAssign( b );
- c.subAssign( mx_rotl32( b, int( 24 ) ) );
- return c;
- } ).setLayout( {
- name: 'mx_bjfinal',
- type: 'uint',
- inputs: [
- { name: 'a', type: 'uint' },
- { name: 'b', type: 'uint' },
- { name: 'c', type: 'uint' }
- ]
- } );
- const mx_bits_to_01 = /*@__PURE__*/ Fn( ( [ bits_immutable ] ) => {
- const bits = uint( bits_immutable ).toVar();
- return float( bits ).div( float( uint( int( 0xffffffff ) ) ) );
- } ).setLayout( {
- name: 'mx_bits_to_01',
- type: 'float',
- inputs: [
- { name: 'bits', type: 'uint' }
- ]
- } );
- const mx_fade = /*@__PURE__*/ Fn( ( [ t_immutable ] ) => {
- const t = float( t_immutable ).toVar();
- return t.mul( t ).mul( t ).mul( t.mul( t.mul( 6.0 ).sub( 15.0 ) ).add( 10.0 ) );
- } ).setLayout( {
- name: 'mx_fade',
- type: 'float',
- inputs: [
- { name: 't', type: 'float' }
- ]
- } );
- const mx_hash_int_0 = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
- const x = int( x_immutable ).toVar();
- const len = uint( uint( 1 ) ).toVar();
- const seed = uint( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ).toVar();
- return mx_bjfinal( seed.add( uint( x ) ), seed, seed );
- } ).setLayout( {
- name: 'mx_hash_int_0',
- type: 'uint',
- inputs: [
- { name: 'x', type: 'int' }
- ]
- } );
- const mx_hash_int_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
- const y = int( y_immutable ).toVar();
- const x = int( x_immutable ).toVar();
- const len = uint( uint( 2 ) ).toVar();
- const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
- a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
- a.addAssign( uint( x ) );
- b.addAssign( uint( y ) );
- return mx_bjfinal( a, b, c );
- } ).setLayout( {
- name: 'mx_hash_int_1',
- type: 'uint',
- inputs: [
- { name: 'x', type: 'int' },
- { name: 'y', type: 'int' }
- ]
- } );
- const mx_hash_int_2 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
- const z = int( z_immutable ).toVar();
- const y = int( y_immutable ).toVar();
- const x = int( x_immutable ).toVar();
- const len = uint( uint( 3 ) ).toVar();
- const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
- a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
- a.addAssign( uint( x ) );
- b.addAssign( uint( y ) );
- c.addAssign( uint( z ) );
- return mx_bjfinal( a, b, c );
- } ).setLayout( {
- name: 'mx_hash_int_2',
- type: 'uint',
- inputs: [
- { name: 'x', type: 'int' },
- { name: 'y', type: 'int' },
- { name: 'z', type: 'int' }
- ]
- } );
- const mx_hash_int_3 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable ] ) => {
- const xx = int( xx_immutable ).toVar();
- const z = int( z_immutable ).toVar();
- const y = int( y_immutable ).toVar();
- const x = int( x_immutable ).toVar();
- const len = uint( uint( 4 ) ).toVar();
- const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
- a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
- a.addAssign( uint( x ) );
- b.addAssign( uint( y ) );
- c.addAssign( uint( z ) );
- mx_bjmix( a, b, c );
- a.addAssign( uint( xx ) );
- return mx_bjfinal( a, b, c );
- } ).setLayout( {
- name: 'mx_hash_int_3',
- type: 'uint',
- inputs: [
- { name: 'x', type: 'int' },
- { name: 'y', type: 'int' },
- { name: 'z', type: 'int' },
- { name: 'xx', type: 'int' }
- ]
- } );
- const mx_hash_int_4 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable, yy_immutable ] ) => {
- const yy = int( yy_immutable ).toVar();
- const xx = int( xx_immutable ).toVar();
- const z = int( z_immutable ).toVar();
- const y = int( y_immutable ).toVar();
- const x = int( x_immutable ).toVar();
- const len = uint( uint( 5 ) ).toVar();
- const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
- a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
- a.addAssign( uint( x ) );
- b.addAssign( uint( y ) );
- c.addAssign( uint( z ) );
- mx_bjmix( a, b, c );
- a.addAssign( uint( xx ) );
- b.addAssign( uint( yy ) );
- return mx_bjfinal( a, b, c );
- } ).setLayout( {
- name: 'mx_hash_int_4',
- type: 'uint',
- inputs: [
- { name: 'x', type: 'int' },
- { name: 'y', type: 'int' },
- { name: 'z', type: 'int' },
- { name: 'xx', type: 'int' },
- { name: 'yy', type: 'int' }
- ]
- } );
- const mx_hash_int = /*@__PURE__*/ overloadingFn( [ mx_hash_int_0, mx_hash_int_1, mx_hash_int_2, mx_hash_int_3, mx_hash_int_4 ] );
- const mx_hash_vec3_0 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
- const y = int( y_immutable ).toVar();
- const x = int( x_immutable ).toVar();
- const h = uint( mx_hash_int( x, y ) ).toVar();
- const result = uvec3().toVar();
- result.x.assign( h.bitAnd( int( 0xFF ) ) );
- result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
- result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
- return result;
- } ).setLayout( {
- name: 'mx_hash_vec3_0',
- type: 'uvec3',
- inputs: [
- { name: 'x', type: 'int' },
- { name: 'y', type: 'int' }
- ]
- } );
- const mx_hash_vec3_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
- const z = int( z_immutable ).toVar();
- const y = int( y_immutable ).toVar();
- const x = int( x_immutable ).toVar();
- const h = uint( mx_hash_int( x, y, z ) ).toVar();
- const result = uvec3().toVar();
- result.x.assign( h.bitAnd( int( 0xFF ) ) );
- result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
- result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
- return result;
- } ).setLayout( {
- name: 'mx_hash_vec3_1',
- type: 'uvec3',
- inputs: [
- { name: 'x', type: 'int' },
- { name: 'y', type: 'int' },
- { name: 'z', type: 'int' }
- ]
- } );
- const mx_hash_vec3 = /*@__PURE__*/ overloadingFn( [ mx_hash_vec3_0, mx_hash_vec3_1 ] );
- const mx_perlin_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec2( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar();
- const fx = float( mx_floorfrac( p.x, X ) ).toVar();
- const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
- const u = float( mx_fade( fx ) ).toVar();
- const v = float( mx_fade( fy ) ).toVar();
- const result = float( mx_bilerp( mx_gradient_float( mx_hash_int( X, Y ), fx, fy ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
- return mx_gradient_scale2d( result );
- } ).setLayout( {
- name: 'mx_perlin_noise_float_0',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec2' }
- ]
- } );
- const mx_perlin_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec3( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
- const fx = float( mx_floorfrac( p.x, X ) ).toVar();
- const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
- const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
- const u = float( mx_fade( fx ) ).toVar();
- const v = float( mx_fade( fy ) ).toVar();
- const w = float( mx_fade( fz ) ).toVar();
- const result = float( mx_trilerp( mx_gradient_float( mx_hash_int( X, Y, Z ), fx, fy, fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_float( mx_hash_int( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_float( mx_hash_int( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
- return mx_gradient_scale3d( result );
- } ).setLayout( {
- name: 'mx_perlin_noise_float_1',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec3' }
- ]
- } );
- const mx_perlin_noise_float = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_float_0, mx_perlin_noise_float_1 ] );
- const mx_perlin_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec2( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar();
- const fx = float( mx_floorfrac( p.x, X ) ).toVar();
- const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
- const u = float( mx_fade( fx ) ).toVar();
- const v = float( mx_fade( fy ) ).toVar();
- const result = vec3( mx_bilerp( mx_gradient_vec3( mx_hash_vec3( X, Y ), fx, fy ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y ), fx.sub( 1.0 ), fy ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ) ), fx, fy.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ) ), u, v ) ).toVar();
- return mx_gradient_scale2d( result );
- } ).setLayout( {
- name: 'mx_perlin_noise_vec3_0',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'vec2' }
- ]
- } );
- const mx_perlin_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec3( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
- const fx = float( mx_floorfrac( p.x, X ) ).toVar();
- const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
- const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
- const u = float( mx_fade( fx ) ).toVar();
- const v = float( mx_fade( fy ) ).toVar();
- const w = float( mx_fade( fz ) ).toVar();
- const result = vec3( mx_trilerp( mx_gradient_vec3( mx_hash_vec3( X, Y, Z ), fx, fy, fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z ), fx.sub( 1.0 ), fy, fz ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z ), fx, fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz ), mx_gradient_vec3( mx_hash_vec3( X, Y, Z.add( int( 1 ) ) ), fx, fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y, Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy, fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X, Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx, fy.sub( 1.0 ), fz.sub( 1.0 ) ), mx_gradient_vec3( mx_hash_vec3( X.add( int( 1 ) ), Y.add( int( 1 ) ), Z.add( int( 1 ) ) ), fx.sub( 1.0 ), fy.sub( 1.0 ), fz.sub( 1.0 ) ), u, v, w ) ).toVar();
- return mx_gradient_scale3d( result );
- } ).setLayout( {
- name: 'mx_perlin_noise_vec3_1',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'vec3' }
- ]
- } );
- const mx_perlin_noise_vec3 = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_vec3_0, mx_perlin_noise_vec3_1 ] );
- const mx_cell_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = float( p_immutable ).toVar();
- const ix = int( mx_floor( p ) ).toVar();
- return mx_bits_to_01( mx_hash_int( ix ) );
- } ).setLayout( {
- name: 'mx_cell_noise_float_0',
- type: 'float',
- inputs: [
- { name: 'p', type: 'float' }
- ]
- } );
- const mx_cell_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec2( p_immutable ).toVar();
- const ix = int( mx_floor( p.x ) ).toVar();
- const iy = int( mx_floor( p.y ) ).toVar();
- return mx_bits_to_01( mx_hash_int( ix, iy ) );
- } ).setLayout( {
- name: 'mx_cell_noise_float_1',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec2' }
- ]
- } );
- const mx_cell_noise_float_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec3( p_immutable ).toVar();
- const ix = int( mx_floor( p.x ) ).toVar();
- const iy = int( mx_floor( p.y ) ).toVar();
- const iz = int( mx_floor( p.z ) ).toVar();
- return mx_bits_to_01( mx_hash_int( ix, iy, iz ) );
- } ).setLayout( {
- name: 'mx_cell_noise_float_2',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec3' }
- ]
- } );
- const mx_cell_noise_float_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec4( p_immutable ).toVar();
- const ix = int( mx_floor( p.x ) ).toVar();
- const iy = int( mx_floor( p.y ) ).toVar();
- const iz = int( mx_floor( p.z ) ).toVar();
- const iw = int( mx_floor( p.w ) ).toVar();
- return mx_bits_to_01( mx_hash_int( ix, iy, iz, iw ) );
- } ).setLayout( {
- name: 'mx_cell_noise_float_3',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec4' }
- ]
- } );
- const mx_cell_noise_float$1 = /*@__PURE__*/ overloadingFn( [ mx_cell_noise_float_0, mx_cell_noise_float_1, mx_cell_noise_float_2, mx_cell_noise_float_3 ] );
- const mx_cell_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = float( p_immutable ).toVar();
- const ix = int( mx_floor( p ) ).toVar();
- return vec3( mx_bits_to_01( mx_hash_int( ix, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, int( 2 ) ) ) );
- } ).setLayout( {
- name: 'mx_cell_noise_vec3_0',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'float' }
- ]
- } );
- const mx_cell_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec2( p_immutable ).toVar();
- const ix = int( mx_floor( p.x ) ).toVar();
- const iy = int( mx_floor( p.y ) ).toVar();
- return vec3( mx_bits_to_01( mx_hash_int( ix, iy, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, int( 2 ) ) ) );
- } ).setLayout( {
- name: 'mx_cell_noise_vec3_1',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'vec2' }
- ]
- } );
- const mx_cell_noise_vec3_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec3( p_immutable ).toVar();
- const ix = int( mx_floor( p.x ) ).toVar();
- const iy = int( mx_floor( p.y ) ).toVar();
- const iz = int( mx_floor( p.z ) ).toVar();
- return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, int( 2 ) ) ) );
- } ).setLayout( {
- name: 'mx_cell_noise_vec3_2',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'vec3' }
- ]
- } );
- const mx_cell_noise_vec3_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
- const p = vec4( p_immutable ).toVar();
- const ix = int( mx_floor( p.x ) ).toVar();
- const iy = int( mx_floor( p.y ) ).toVar();
- const iz = int( mx_floor( p.z ) ).toVar();
- const iw = int( mx_floor( p.w ) ).toVar();
- return vec3( mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 0 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 1 ) ) ), mx_bits_to_01( mx_hash_int( ix, iy, iz, iw, int( 2 ) ) ) );
- } ).setLayout( {
- name: 'mx_cell_noise_vec3_3',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'vec4' }
- ]
- } );
- const mx_cell_noise_vec3 = /*@__PURE__*/ overloadingFn( [ mx_cell_noise_vec3_0, mx_cell_noise_vec3_1, mx_cell_noise_vec3_2, mx_cell_noise_vec3_3 ] );
- const mx_fractal_noise_float$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
- const diminish = float( diminish_immutable ).toVar();
- const lacunarity = float( lacunarity_immutable ).toVar();
- const octaves = int( octaves_immutable ).toVar();
- const p = vec3( p_immutable ).toVar();
- const result = float( 0.0 ).toVar();
- const amplitude = float( 1.0 ).toVar();
- Loop( octaves, () => {
- result.addAssign( amplitude.mul( mx_perlin_noise_float( p ) ) );
- amplitude.mulAssign( diminish );
- p.mulAssign( lacunarity );
- } );
- return result;
- } ).setLayout( {
- name: 'mx_fractal_noise_float',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec3' },
- { name: 'octaves', type: 'int' },
- { name: 'lacunarity', type: 'float' },
- { name: 'diminish', type: 'float' }
- ]
- } );
- const mx_fractal_noise_vec3$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
- const diminish = float( diminish_immutable ).toVar();
- const lacunarity = float( lacunarity_immutable ).toVar();
- const octaves = int( octaves_immutable ).toVar();
- const p = vec3( p_immutable ).toVar();
- const result = vec3( 0.0 ).toVar();
- const amplitude = float( 1.0 ).toVar();
- Loop( octaves, () => {
- result.addAssign( amplitude.mul( mx_perlin_noise_vec3( p ) ) );
- amplitude.mulAssign( diminish );
- p.mulAssign( lacunarity );
- } );
- return result;
- } ).setLayout( {
- name: 'mx_fractal_noise_vec3',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'vec3' },
- { name: 'octaves', type: 'int' },
- { name: 'lacunarity', type: 'float' },
- { name: 'diminish', type: 'float' }
- ]
- } );
- const mx_fractal_noise_vec2$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
- const diminish = float( diminish_immutable ).toVar();
- const lacunarity = float( lacunarity_immutable ).toVar();
- const octaves = int( octaves_immutable ).toVar();
- const p = vec3( p_immutable ).toVar();
- return vec2( mx_fractal_noise_float$1( p, octaves, lacunarity, diminish ), mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) );
- } ).setLayout( {
- name: 'mx_fractal_noise_vec2',
- type: 'vec2',
- inputs: [
- { name: 'p', type: 'vec3' },
- { name: 'octaves', type: 'int' },
- { name: 'lacunarity', type: 'float' },
- { name: 'diminish', type: 'float' }
- ]
- } );
- const mx_fractal_noise_vec4$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
- const diminish = float( diminish_immutable ).toVar();
- const lacunarity = float( lacunarity_immutable ).toVar();
- const octaves = int( octaves_immutable ).toVar();
- const p = vec3( p_immutable ).toVar();
- const c = vec3( mx_fractal_noise_vec3$1( p, octaves, lacunarity, diminish ) ).toVar();
- const f = float( mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) ).toVar();
- return vec4( c, f );
- } ).setLayout( {
- name: 'mx_fractal_noise_vec4',
- type: 'vec4',
- inputs: [
- { name: 'p', type: 'vec3' },
- { name: 'octaves', type: 'int' },
- { name: 'lacunarity', type: 'float' },
- { name: 'diminish', type: 'float' }
- ]
- } );
- const mx_worley_distance_0 = /*@__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, xoff_immutable, yoff_immutable, jitter_immutable, metric_immutable ] ) => {
- const metric = int( metric_immutable ).toVar();
- const jitter = float( jitter_immutable ).toVar();
- const yoff = int( yoff_immutable ).toVar();
- const xoff = int( xoff_immutable ).toVar();
- const y = int( y_immutable ).toVar();
- const x = int( x_immutable ).toVar();
- const p = vec2( p_immutable ).toVar();
- const tmp = vec3( mx_cell_noise_vec3( vec2( x.add( xoff ), y.add( yoff ) ) ) ).toVar();
- const off = vec2( tmp.x, tmp.y ).toVar();
- off.subAssign( 0.5 );
- off.mulAssign( jitter );
- off.addAssign( 0.5 );
- const cellpos = vec2( vec2( float( x ), float( y ) ).add( off ) ).toVar();
- const diff = vec2( cellpos.sub( p ) ).toVar();
- If( metric.equal( int( 2 ) ), () => {
- return abs( diff.x ).add( abs( diff.y ) );
- } );
- If( metric.equal( int( 3 ) ), () => {
- return max$1( abs( diff.x ), abs( diff.y ) );
- } );
- return dot( diff, diff );
- } ).setLayout( {
- name: 'mx_worley_distance_0',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec2' },
- { name: 'x', type: 'int' },
- { name: 'y', type: 'int' },
- { name: 'xoff', type: 'int' },
- { name: 'yoff', type: 'int' },
- { name: 'jitter', type: 'float' },
- { name: 'metric', type: 'int' }
- ]
- } );
- const mx_worley_distance_1 = /*@__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, z_immutable, xoff_immutable, yoff_immutable, zoff_immutable, jitter_immutable, metric_immutable ] ) => {
- const metric = int( metric_immutable ).toVar();
- const jitter = float( jitter_immutable ).toVar();
- const zoff = int( zoff_immutable ).toVar();
- const yoff = int( yoff_immutable ).toVar();
- const xoff = int( xoff_immutable ).toVar();
- const z = int( z_immutable ).toVar();
- const y = int( y_immutable ).toVar();
- const x = int( x_immutable ).toVar();
- const p = vec3( p_immutable ).toVar();
- const off = vec3( mx_cell_noise_vec3( vec3( x.add( xoff ), y.add( yoff ), z.add( zoff ) ) ) ).toVar();
- off.subAssign( 0.5 );
- off.mulAssign( jitter );
- off.addAssign( 0.5 );
- const cellpos = vec3( vec3( float( x ), float( y ), float( z ) ).add( off ) ).toVar();
- const diff = vec3( cellpos.sub( p ) ).toVar();
- If( metric.equal( int( 2 ) ), () => {
- return abs( diff.x ).add( abs( diff.y ) ).add( abs( diff.z ) );
- } );
- If( metric.equal( int( 3 ) ), () => {
- return max$1( max$1( abs( diff.x ), abs( diff.y ) ), abs( diff.z ) );
- } );
- return dot( diff, diff );
- } ).setLayout( {
- name: 'mx_worley_distance_1',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec3' },
- { name: 'x', type: 'int' },
- { name: 'y', type: 'int' },
- { name: 'z', type: 'int' },
- { name: 'xoff', type: 'int' },
- { name: 'yoff', type: 'int' },
- { name: 'zoff', type: 'int' },
- { name: 'jitter', type: 'float' },
- { name: 'metric', type: 'int' }
- ]
- } );
- const mx_worley_distance = /*@__PURE__*/ overloadingFn( [ mx_worley_distance_0, mx_worley_distance_1 ] );
- const mx_worley_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
- const metric = int( metric_immutable ).toVar();
- const jitter = float( jitter_immutable ).toVar();
- const p = vec2( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar();
- const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
- const sqdist = float( 1e6 ).toVar();
- Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
- Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
- const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
- sqdist.assign( min$1( sqdist, dist ) );
- } );
- } );
- If( metric.equal( int( 0 ) ), () => {
- sqdist.assign( sqrt( sqdist ) );
- } );
- return sqdist;
- } ).setLayout( {
- name: 'mx_worley_noise_float_0',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec2' },
- { name: 'jitter', type: 'float' },
- { name: 'metric', type: 'int' }
- ]
- } );
- const mx_worley_noise_vec2_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
- const metric = int( metric_immutable ).toVar();
- const jitter = float( jitter_immutable ).toVar();
- const p = vec2( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar();
- const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
- const sqdist = vec2( 1e6, 1e6 ).toVar();
- Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
- Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
- const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
- If( dist.lessThan( sqdist.x ), () => {
- sqdist.y.assign( sqdist.x );
- sqdist.x.assign( dist );
- } ).ElseIf( dist.lessThan( sqdist.y ), () => {
- sqdist.y.assign( dist );
- } );
- } );
- } );
- If( metric.equal( int( 0 ) ), () => {
- sqdist.assign( sqrt( sqdist ) );
- } );
- return sqdist;
- } ).setLayout( {
- name: 'mx_worley_noise_vec2_0',
- type: 'vec2',
- inputs: [
- { name: 'p', type: 'vec2' },
- { name: 'jitter', type: 'float' },
- { name: 'metric', type: 'int' }
- ]
- } );
- const mx_worley_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
- const metric = int( metric_immutable ).toVar();
- const jitter = float( jitter_immutable ).toVar();
- const p = vec2( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar();
- const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
- const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
- Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
- Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
- const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
- If( dist.lessThan( sqdist.x ), () => {
- sqdist.z.assign( sqdist.y );
- sqdist.y.assign( sqdist.x );
- sqdist.x.assign( dist );
- } ).ElseIf( dist.lessThan( sqdist.y ), () => {
- sqdist.z.assign( sqdist.y );
- sqdist.y.assign( dist );
- } ).ElseIf( dist.lessThan( sqdist.z ), () => {
- sqdist.z.assign( dist );
- } );
- } );
- } );
- If( metric.equal( int( 0 ) ), () => {
- sqdist.assign( sqrt( sqdist ) );
- } );
- return sqdist;
- } ).setLayout( {
- name: 'mx_worley_noise_vec3_0',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'vec2' },
- { name: 'jitter', type: 'float' },
- { name: 'metric', type: 'int' }
- ]
- } );
- const mx_worley_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
- const metric = int( metric_immutable ).toVar();
- const jitter = float( jitter_immutable ).toVar();
- const p = vec3( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
- const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
- const sqdist = float( 1e6 ).toVar();
- Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
- Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
- Loop( { start: -1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
- const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
- sqdist.assign( min$1( sqdist, dist ) );
- } );
- } );
- } );
- If( metric.equal( int( 0 ) ), () => {
- sqdist.assign( sqrt( sqdist ) );
- } );
- return sqdist;
- } ).setLayout( {
- name: 'mx_worley_noise_float_1',
- type: 'float',
- inputs: [
- { name: 'p', type: 'vec3' },
- { name: 'jitter', type: 'float' },
- { name: 'metric', type: 'int' }
- ]
- } );
- const mx_worley_noise_float$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_float_0, mx_worley_noise_float_1 ] );
- const mx_worley_noise_vec2_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
- const metric = int( metric_immutable ).toVar();
- const jitter = float( jitter_immutable ).toVar();
- const p = vec3( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
- const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
- const sqdist = vec2( 1e6, 1e6 ).toVar();
- Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
- Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
- Loop( { start: -1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
- const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
- If( dist.lessThan( sqdist.x ), () => {
- sqdist.y.assign( sqdist.x );
- sqdist.x.assign( dist );
- } ).ElseIf( dist.lessThan( sqdist.y ), () => {
- sqdist.y.assign( dist );
- } );
- } );
- } );
- } );
- If( metric.equal( int( 0 ) ), () => {
- sqdist.assign( sqrt( sqdist ) );
- } );
- return sqdist;
- } ).setLayout( {
- name: 'mx_worley_noise_vec2_1',
- type: 'vec2',
- inputs: [
- { name: 'p', type: 'vec3' },
- { name: 'jitter', type: 'float' },
- { name: 'metric', type: 'int' }
- ]
- } );
- const mx_worley_noise_vec2$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec2_0, mx_worley_noise_vec2_1 ] );
- const mx_worley_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
- const metric = int( metric_immutable ).toVar();
- const jitter = float( jitter_immutable ).toVar();
- const p = vec3( p_immutable ).toVar();
- const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
- const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
- const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
- Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
- Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
- Loop( { start: -1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
- const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
- If( dist.lessThan( sqdist.x ), () => {
- sqdist.z.assign( sqdist.y );
- sqdist.y.assign( sqdist.x );
- sqdist.x.assign( dist );
- } ).ElseIf( dist.lessThan( sqdist.y ), () => {
- sqdist.z.assign( sqdist.y );
- sqdist.y.assign( dist );
- } ).ElseIf( dist.lessThan( sqdist.z ), () => {
- sqdist.z.assign( dist );
- } );
- } );
- } );
- } );
- If( metric.equal( int( 0 ) ), () => {
- sqdist.assign( sqrt( sqdist ) );
- } );
- return sqdist;
- } ).setLayout( {
- name: 'mx_worley_noise_vec3_1',
- type: 'vec3',
- inputs: [
- { name: 'p', type: 'vec3' },
- { name: 'jitter', type: 'float' },
- { name: 'metric', type: 'int' }
- ]
- } );
- const mx_worley_noise_vec3$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec3_0, mx_worley_noise_vec3_1 ] );
- // Three.js Transpiler
- // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl
- const mx_hsvtorgb = /*@__PURE__*/ Fn( ( [ hsv ] ) => {
- const s = hsv.y;
- const v = hsv.z;
- const result = vec3().toVar();
- If( s.lessThan( 0.0001 ), () => {
- result.assign( vec3( v, v, v ) );
- } ).Else( () => {
- let h = hsv.x;
- h = h.sub( floor( h ) ).mul( 6.0 ).toVar(); // TODO: check what .toVar() is needed in node system cache
- const hi = int( trunc( h ) );
- const f = h.sub( float( hi ) );
- const p = v.mul( s.oneMinus() );
- const q = v.mul( s.mul( f ).oneMinus() );
- const t = v.mul( s.mul( f.oneMinus() ).oneMinus() );
- If( hi.equal( int( 0 ) ), () => {
- result.assign( vec3( v, t, p ) );
- } ).ElseIf( hi.equal( int( 1 ) ), () => {
- result.assign( vec3( q, v, p ) );
- } ).ElseIf( hi.equal( int( 2 ) ), () => {
- result.assign( vec3( p, v, t ) );
- } ).ElseIf( hi.equal( int( 3 ) ), () => {
- result.assign( vec3( p, q, v ) );
- } ).ElseIf( hi.equal( int( 4 ) ), () => {
- result.assign( vec3( t, p, v ) );
- } ).Else( () => {
- result.assign( vec3( v, p, q ) );
- } );
- } );
- return result;
- } ).setLayout( {
- name: 'mx_hsvtorgb',
- type: 'vec3',
- inputs: [
- { name: 'hsv', type: 'vec3' }
- ]
- } );
- const mx_rgbtohsv = /*@__PURE__*/ Fn( ( [ c_immutable ] ) => {
- const c = vec3( c_immutable ).toVar();
- const r = float( c.x ).toVar();
- const g = float( c.y ).toVar();
- const b = float( c.z ).toVar();
- const mincomp = float( min$1( r, min$1( g, b ) ) ).toVar();
- const maxcomp = float( max$1( r, max$1( g, b ) ) ).toVar();
- const delta = float( maxcomp.sub( mincomp ) ).toVar();
- const h = float().toVar(), s = float().toVar(), v = float().toVar();
- v.assign( maxcomp );
- If( maxcomp.greaterThan( 0.0 ), () => {
- s.assign( delta.div( maxcomp ) );
- } ).Else( () => {
- s.assign( 0.0 );
- } );
- If( s.lessThanEqual( 0.0 ), () => {
- h.assign( 0.0 );
- } ).Else( () => {
- If( r.greaterThanEqual( maxcomp ), () => {
- h.assign( g.sub( b ).div( delta ) );
- } ).ElseIf( g.greaterThanEqual( maxcomp ), () => {
- h.assign( add( 2.0, b.sub( r ).div( delta ) ) );
- } ).Else( () => {
- h.assign( add( 4.0, r.sub( g ).div( delta ) ) );
- } );
- h.mulAssign( 1.0 / 6.0 );
- If( h.lessThan( 0.0 ), () => {
- h.addAssign( 1.0 );
- } );
- } );
- return vec3( h, s, v );
- } ).setLayout( {
- name: 'mx_rgbtohsv',
- type: 'vec3',
- inputs: [
- { name: 'c', type: 'vec3' }
- ]
- } );
- // Three.js Transpiler
- // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_transform_color.glsl
- const mx_srgb_texture_to_lin_rec709 = /*@__PURE__*/ Fn( ( [ color_immutable ] ) => {
- const color = vec3( color_immutable ).toVar();
- const isAbove = bvec3( greaterThan( color, vec3( 0.04045 ) ) ).toVar();
- const linSeg = vec3( color.div( 12.92 ) ).toVar();
- const powSeg = vec3( pow( max$1( color.add( vec3( 0.055 ) ), vec3( 0.0 ) ).div( 1.055 ), vec3( 2.4 ) ) ).toVar();
- return mix( linSeg, powSeg, isAbove );
- } ).setLayout( {
- name: 'mx_srgb_texture_to_lin_rec709',
- type: 'vec3',
- inputs: [
- { name: 'color', type: 'vec3' }
- ]
- } );
- const mx_aastep = ( threshold, value ) => {
- threshold = float( threshold );
- value = float( value );
- const afwidth = vec2( value.dFdx(), value.dFdy() ).length().mul( 0.70710678118654757 );
- return smoothstep( threshold.sub( afwidth ), threshold.add( afwidth ), value );
- };
- const _ramp = ( a, b, uv, p ) => mix( a, b, uv[ p ].clamp() );
- const mx_ramplr = ( valuel, valuer, texcoord = uv() ) => _ramp( valuel, valuer, texcoord, 'x' );
- const mx_ramptb = ( valuet, valueb, texcoord = uv() ) => _ramp( valuet, valueb, texcoord, 'y' );
- const _split = ( a, b, center, uv, p ) => mix( a, b, mx_aastep( center, uv[ p ] ) );
- const mx_splitlr = ( valuel, valuer, center, texcoord = uv() ) => _split( valuel, valuer, center, texcoord, 'x' );
- const mx_splittb = ( valuet, valueb, center, texcoord = uv() ) => _split( valuet, valueb, center, texcoord, 'y' );
- const mx_transform_uv = ( uv_scale = 1, uv_offset = 0, uv_geo = uv() ) => uv_geo.mul( uv_scale ).add( uv_offset );
- const mx_safepower = ( in1, in2 = 1 ) => {
- in1 = float( in1 );
- return in1.abs().pow( in2 ).mul( in1.sign() );
- };
- const mx_contrast = ( input, amount = 1, pivot = .5 ) => float( input ).sub( pivot ).mul( amount ).add( pivot );
- const mx_noise_float = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_float( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
- //export const mx_noise_vec2 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
- const mx_noise_vec3 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
- const mx_noise_vec4 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => {
- texcoord = texcoord.convert( 'vec2|vec3' ); // overloading type
- const noise_vec4 = vec4( mx_perlin_noise_vec3( texcoord ), mx_perlin_noise_float( texcoord.add( vec2( 19, 73 ) ) ) );
- return noise_vec4.mul( amplitude ).add( pivot );
- };
- const mx_worley_noise_float = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_float$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
- const mx_worley_noise_vec2 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec2$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
- const mx_worley_noise_vec3 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec3$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
- const mx_cell_noise_float = ( texcoord = uv() ) => mx_cell_noise_float$1( texcoord.convert( 'vec2|vec3' ) );
- const mx_fractal_noise_float = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_float$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
- const mx_fractal_noise_vec2 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec2$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
- const mx_fractal_noise_vec3 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec3$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
- const mx_fractal_noise_vec4 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => mx_fractal_noise_vec4$1( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
- /**
- * This computes a parallax corrected normal which is used for box-projected cube mapping (BPCEM).
- *
- * Reference: {@link https://devlog-martinsh.blogspot.com/2011/09/box-projected-cube-environment-mapping.html}
- *
- * ```js
- * const uvNode = getParallaxCorrectNormal( reflectVector, vec3( 200, 100, 100 ), vec3( 0, - 50, 0 ) );
- * material.envNode = pmremTexture( renderTarget.texture, uvNode );
- * ```
- *
- * @tsl
- * @function
- * @param {Node<vec3>} normal - The normal to correct.
- * @param {Node<vec3>} cubeSize - The cube size should reflect the size of the environment (BPCEM is usually applied in closed environments like rooms).
- * @param {Node<vec3>} cubePos - The cube position.
- * @return {Node<vec3>} The parallax corrected normal.
- */
- const getParallaxCorrectNormal = /*@__PURE__*/ Fn( ( [ normal, cubeSize, cubePos ] ) => {
- const nDir = normalize( normal ).toVar();
- const rbmax = sub( float( 0.5 ).mul( cubeSize.sub( cubePos ) ), positionWorld ).div( nDir ).toVar();
- const rbmin = sub( float( -0.5 ).mul( cubeSize.sub( cubePos ) ), positionWorld ).div( nDir ).toVar();
- const rbminmax = vec3().toVar();
- rbminmax.x = nDir.x.greaterThan( float( 0 ) ).select( rbmax.x, rbmin.x );
- rbminmax.y = nDir.y.greaterThan( float( 0 ) ).select( rbmax.y, rbmin.y );
- rbminmax.z = nDir.z.greaterThan( float( 0 ) ).select( rbmax.z, rbmin.z );
- const correction = min$1( min$1( rbminmax.x, rbminmax.y ), rbminmax.z ).toVar();
- const boxIntersection = positionWorld.add( nDir.mul( correction ) ).toVar();
- return boxIntersection.sub( cubePos );
- } );
- const getShIrradianceAt = /*@__PURE__*/ Fn( ( [ normal, shCoefficients ] ) => {
- // normal is assumed to have unit length
- const x = normal.x, y = normal.y, z = normal.z;
- // band 0
- let result = shCoefficients.element( 0 ).mul( 0.886227 );
- // band 1
- result = result.add( shCoefficients.element( 1 ).mul( 2.0 * 0.511664 ).mul( y ) );
- result = result.add( shCoefficients.element( 2 ).mul( 2.0 * 0.511664 ).mul( z ) );
- result = result.add( shCoefficients.element( 3 ).mul( 2.0 * 0.511664 ).mul( x ) );
- // band 2
- result = result.add( shCoefficients.element( 4 ).mul( 2.0 * 0.429043 ).mul( x ).mul( y ) );
- result = result.add( shCoefficients.element( 5 ).mul( 2.0 * 0.429043 ).mul( y ).mul( z ) );
- result = result.add( shCoefficients.element( 6 ).mul( z.mul( z ).mul( 0.743125 ).sub( 0.247708 ) ) );
- result = result.add( shCoefficients.element( 7 ).mul( 2.0 * 0.429043 ).mul( x ).mul( z ) );
- result = result.add( shCoefficients.element( 8 ).mul( 0.429043 ).mul( mul( x, x ).sub( mul( y, y ) ) ) );
- return result;
- } );
- // constants
- var TSL = /*#__PURE__*/Object.freeze({
- __proto__: null,
- BRDF_GGX: BRDF_GGX,
- BRDF_Lambert: BRDF_Lambert,
- BasicPointShadowFilter: BasicPointShadowFilter,
- BasicShadowFilter: BasicShadowFilter,
- Break: Break,
- Const: Const,
- Continue: Continue,
- DFGApprox: DFGApprox,
- D_GGX: D_GGX,
- Discard: Discard,
- EPSILON: EPSILON,
- F_Schlick: F_Schlick,
- Fn: Fn,
- INFINITY: INFINITY,
- If: If,
- Loop: Loop,
- NodeAccess: NodeAccess,
- NodeShaderStage: NodeShaderStage,
- NodeType: NodeType,
- NodeUpdateType: NodeUpdateType,
- PCFShadowFilter: PCFShadowFilter,
- PCFSoftShadowFilter: PCFSoftShadowFilter,
- PI: PI,
- PI2: PI2,
- PointShadowFilter: PointShadowFilter,
- Return: Return,
- Schlick_to_F0: Schlick_to_F0,
- ScriptableNodeResources: ScriptableNodeResources,
- ShaderNode: ShaderNode,
- Stack: Stack,
- Switch: Switch,
- TBNViewMatrix: TBNViewMatrix,
- VSMShadowFilter: VSMShadowFilter,
- V_GGX_SmithCorrelated: V_GGX_SmithCorrelated,
- Var: Var,
- abs: abs,
- acesFilmicToneMapping: acesFilmicToneMapping,
- acos: acos,
- add: add,
- addMethodChaining: addMethodChaining,
- addNodeElement: addNodeElement,
- agxToneMapping: agxToneMapping,
- all: all,
- alphaT: alphaT,
- and: and,
- anisotropy: anisotropy,
- anisotropyB: anisotropyB,
- anisotropyT: anisotropyT,
- any: any,
- append: append,
- array: array,
- arrayBuffer: arrayBuffer,
- asin: asin,
- assign: assign,
- atan: atan,
- atan2: atan2,
- atomicAdd: atomicAdd,
- atomicAnd: atomicAnd,
- atomicFunc: atomicFunc,
- atomicLoad: atomicLoad,
- atomicMax: atomicMax,
- atomicMin: atomicMin,
- atomicOr: atomicOr,
- atomicStore: atomicStore,
- atomicSub: atomicSub,
- atomicXor: atomicXor,
- attenuationColor: attenuationColor,
- attenuationDistance: attenuationDistance,
- attribute: attribute,
- attributeArray: attributeArray,
- backgroundBlurriness: backgroundBlurriness,
- backgroundIntensity: backgroundIntensity,
- backgroundRotation: backgroundRotation,
- batch: batch,
- billboarding: billboarding,
- bitAnd: bitAnd,
- bitNot: bitNot,
- bitOr: bitOr,
- bitXor: bitXor,
- bitangentGeometry: bitangentGeometry,
- bitangentLocal: bitangentLocal,
- bitangentView: bitangentView,
- bitangentWorld: bitangentWorld,
- bitcast: bitcast,
- blendBurn: blendBurn,
- blendColor: blendColor,
- blendDodge: blendDodge,
- blendOverlay: blendOverlay,
- blendScreen: blendScreen,
- blur: blur,
- bool: bool,
- buffer: buffer,
- bufferAttribute: bufferAttribute,
- bumpMap: bumpMap,
- burn: burn,
- bvec2: bvec2,
- bvec3: bvec3,
- bvec4: bvec4,
- bypass: bypass,
- cache: cache,
- call: call,
- cameraFar: cameraFar,
- cameraIndex: cameraIndex,
- cameraNear: cameraNear,
- cameraNormalMatrix: cameraNormalMatrix,
- cameraPosition: cameraPosition,
- cameraProjectionMatrix: cameraProjectionMatrix,
- cameraProjectionMatrixInverse: cameraProjectionMatrixInverse,
- cameraViewMatrix: cameraViewMatrix,
- cameraWorldMatrix: cameraWorldMatrix,
- cbrt: cbrt,
- cdl: cdl,
- ceil: ceil,
- checker: checker,
- cineonToneMapping: cineonToneMapping,
- clamp: clamp,
- clearcoat: clearcoat,
- clearcoatRoughness: clearcoatRoughness,
- code: code,
- color: color,
- colorSpaceToWorking: colorSpaceToWorking,
- colorToDirection: colorToDirection,
- compute: compute,
- computeSkinning: computeSkinning,
- cond: cond,
- context: context,
- convert: convert,
- convertColorSpace: convertColorSpace,
- convertToTexture: convertToTexture,
- cos: cos,
- cross: cross,
- cubeTexture: cubeTexture,
- cubeToUV: cubeToUV,
- dFdx: dFdx,
- dFdy: dFdy,
- dashSize: dashSize,
- debug: debug,
- decrement: decrement,
- decrementBefore: decrementBefore,
- defaultBuildStages: defaultBuildStages,
- defaultShaderStages: defaultShaderStages,
- defined: defined,
- degrees: degrees,
- deltaTime: deltaTime,
- densityFog: densityFog,
- densityFogFactor: densityFogFactor,
- depth: depth,
- depthPass: depthPass,
- difference: difference,
- diffuseColor: diffuseColor,
- directPointLight: directPointLight,
- directionToColor: directionToColor,
- dispersion: dispersion,
- distance: distance,
- div: div,
- dodge: dodge,
- dot: dot,
- drawIndex: drawIndex,
- dynamicBufferAttribute: dynamicBufferAttribute,
- element: element,
- emissive: emissive,
- equal: equal,
- equals: equals,
- equirectUV: equirectUV,
- exp: exp,
- exp2: exp2,
- expression: expression,
- faceDirection: faceDirection,
- faceForward: faceForward,
- faceforward: faceforward,
- float: float,
- floor: floor,
- fog: fog,
- fract: fract,
- frameGroup: frameGroup,
- frameId: frameId,
- frontFacing: frontFacing,
- fwidth: fwidth,
- gain: gain,
- gapSize: gapSize,
- getConstNodeType: getConstNodeType,
- getCurrentStack: getCurrentStack,
- getDirection: getDirection,
- getDistanceAttenuation: getDistanceAttenuation,
- getGeometryRoughness: getGeometryRoughness,
- getNormalFromDepth: getNormalFromDepth,
- getParallaxCorrectNormal: getParallaxCorrectNormal,
- getRoughness: getRoughness,
- getScreenPosition: getScreenPosition,
- getShIrradianceAt: getShIrradianceAt,
- getShadowMaterial: getShadowMaterial,
- getShadowRenderObjectFunction: getShadowRenderObjectFunction,
- getTextureIndex: getTextureIndex,
- getViewPosition: getViewPosition,
- globalId: globalId,
- glsl: glsl,
- glslFn: glslFn,
- grayscale: grayscale,
- greaterThan: greaterThan,
- greaterThanEqual: greaterThanEqual,
- hash: hash,
- highpModelNormalViewMatrix: highpModelNormalViewMatrix,
- highpModelViewMatrix: highpModelViewMatrix,
- hue: hue,
- increment: increment,
- incrementBefore: incrementBefore,
- instance: instance,
- instanceIndex: instanceIndex,
- instancedArray: instancedArray,
- instancedBufferAttribute: instancedBufferAttribute,
- instancedDynamicBufferAttribute: instancedDynamicBufferAttribute,
- instancedMesh: instancedMesh,
- int: int,
- inverseSqrt: inverseSqrt,
- inversesqrt: inversesqrt,
- invocationLocalIndex: invocationLocalIndex,
- invocationSubgroupIndex: invocationSubgroupIndex,
- ior: ior,
- iridescence: iridescence,
- iridescenceIOR: iridescenceIOR,
- iridescenceThickness: iridescenceThickness,
- ivec2: ivec2,
- ivec3: ivec3,
- ivec4: ivec4,
- js: js,
- label: label,
- length: length,
- lengthSq: lengthSq,
- lessThan: lessThan,
- lessThanEqual: lessThanEqual,
- lightPosition: lightPosition,
- lightProjectionUV: lightProjectionUV,
- lightShadowMatrix: lightShadowMatrix,
- lightTargetDirection: lightTargetDirection,
- lightTargetPosition: lightTargetPosition,
- lightViewPosition: lightViewPosition,
- lightingContext: lightingContext,
- lights: lights,
- linearDepth: linearDepth,
- linearToneMapping: linearToneMapping,
- localId: localId,
- log: log,
- log2: log2,
- logarithmicDepthToViewZ: logarithmicDepthToViewZ,
- loop: loop,
- luminance: luminance,
- mat2: mat2,
- mat3: mat3,
- mat4: mat4,
- matcapUV: matcapUV,
- materialAO: materialAO,
- materialAlphaTest: materialAlphaTest,
- materialAnisotropy: materialAnisotropy,
- materialAnisotropyVector: materialAnisotropyVector,
- materialAttenuationColor: materialAttenuationColor,
- materialAttenuationDistance: materialAttenuationDistance,
- materialClearcoat: materialClearcoat,
- materialClearcoatNormal: materialClearcoatNormal,
- materialClearcoatRoughness: materialClearcoatRoughness,
- materialColor: materialColor,
- materialDispersion: materialDispersion,
- materialEmissive: materialEmissive,
- materialEnvIntensity: materialEnvIntensity,
- materialEnvRotation: materialEnvRotation,
- materialIOR: materialIOR,
- materialIridescence: materialIridescence,
- materialIridescenceIOR: materialIridescenceIOR,
- materialIridescenceThickness: materialIridescenceThickness,
- materialLightMap: materialLightMap,
- materialLineDashOffset: materialLineDashOffset,
- materialLineDashSize: materialLineDashSize,
- materialLineGapSize: materialLineGapSize,
- materialLineScale: materialLineScale,
- materialLineWidth: materialLineWidth,
- materialMetalness: materialMetalness,
- materialNormal: materialNormal,
- materialOpacity: materialOpacity,
- materialPointSize: materialPointSize,
- materialReference: materialReference,
- materialReflectivity: materialReflectivity,
- materialRefractionRatio: materialRefractionRatio,
- materialRotation: materialRotation,
- materialRoughness: materialRoughness,
- materialSheen: materialSheen,
- materialSheenRoughness: materialSheenRoughness,
- materialShininess: materialShininess,
- materialSpecular: materialSpecular,
- materialSpecularColor: materialSpecularColor,
- materialSpecularIntensity: materialSpecularIntensity,
- materialSpecularStrength: materialSpecularStrength,
- materialThickness: materialThickness,
- materialTransmission: materialTransmission,
- max: max$1,
- maxMipLevel: maxMipLevel,
- mediumpModelViewMatrix: mediumpModelViewMatrix,
- metalness: metalness,
- min: min$1,
- mix: mix,
- mixElement: mixElement,
- mod: mod,
- modInt: modInt,
- modelDirection: modelDirection,
- modelNormalMatrix: modelNormalMatrix,
- modelPosition: modelPosition,
- modelRadius: modelRadius,
- modelScale: modelScale,
- modelViewMatrix: modelViewMatrix,
- modelViewPosition: modelViewPosition,
- modelViewProjection: modelViewProjection,
- modelWorldMatrix: modelWorldMatrix,
- modelWorldMatrixInverse: modelWorldMatrixInverse,
- morphReference: morphReference,
- mrt: mrt,
- mul: mul,
- mx_aastep: mx_aastep,
- mx_cell_noise_float: mx_cell_noise_float,
- mx_contrast: mx_contrast,
- mx_fractal_noise_float: mx_fractal_noise_float,
- mx_fractal_noise_vec2: mx_fractal_noise_vec2,
- mx_fractal_noise_vec3: mx_fractal_noise_vec3,
- mx_fractal_noise_vec4: mx_fractal_noise_vec4,
- mx_hsvtorgb: mx_hsvtorgb,
- mx_noise_float: mx_noise_float,
- mx_noise_vec3: mx_noise_vec3,
- mx_noise_vec4: mx_noise_vec4,
- mx_ramplr: mx_ramplr,
- mx_ramptb: mx_ramptb,
- mx_rgbtohsv: mx_rgbtohsv,
- mx_safepower: mx_safepower,
- mx_splitlr: mx_splitlr,
- mx_splittb: mx_splittb,
- mx_srgb_texture_to_lin_rec709: mx_srgb_texture_to_lin_rec709,
- mx_transform_uv: mx_transform_uv,
- mx_worley_noise_float: mx_worley_noise_float,
- mx_worley_noise_vec2: mx_worley_noise_vec2,
- mx_worley_noise_vec3: mx_worley_noise_vec3,
- negate: negate,
- neutralToneMapping: neutralToneMapping,
- nodeArray: nodeArray,
- nodeImmutable: nodeImmutable,
- nodeObject: nodeObject,
- nodeObjects: nodeObjects,
- nodeProxy: nodeProxy,
- normalFlat: normalFlat,
- normalGeometry: normalGeometry,
- normalLocal: normalLocal,
- normalMap: normalMap,
- normalView: normalView,
- normalWorld: normalWorld,
- normalize: normalize,
- not: not,
- notEqual: notEqual,
- numWorkgroups: numWorkgroups,
- objectDirection: objectDirection,
- objectGroup: objectGroup,
- objectPosition: objectPosition,
- objectRadius: objectRadius,
- objectScale: objectScale,
- objectViewPosition: objectViewPosition,
- objectWorldMatrix: objectWorldMatrix,
- oneMinus: oneMinus,
- or: or,
- orthographicDepthToViewZ: orthographicDepthToViewZ,
- oscSawtooth: oscSawtooth,
- oscSine: oscSine,
- oscSquare: oscSquare,
- oscTriangle: oscTriangle,
- output: output,
- outputStruct: outputStruct,
- overlay: overlay,
- overloadingFn: overloadingFn,
- parabola: parabola,
- parallaxDirection: parallaxDirection,
- parallaxUV: parallaxUV,
- parameter: parameter,
- pass: pass,
- passTexture: passTexture,
- pcurve: pcurve,
- perspectiveDepthToViewZ: perspectiveDepthToViewZ,
- pmremTexture: pmremTexture,
- pointShadow: pointShadow,
- pointUV: pointUV,
- pointWidth: pointWidth,
- positionGeometry: positionGeometry,
- positionLocal: positionLocal,
- positionPrevious: positionPrevious,
- positionView: positionView,
- positionViewDirection: positionViewDirection,
- positionWorld: positionWorld,
- positionWorldDirection: positionWorldDirection,
- posterize: posterize,
- pow: pow,
- pow2: pow2,
- pow3: pow3,
- pow4: pow4,
- property: property,
- radians: radians,
- rand: rand,
- range: range,
- rangeFog: rangeFog,
- rangeFogFactor: rangeFogFactor,
- reciprocal: reciprocal,
- reference: reference,
- referenceBuffer: referenceBuffer,
- reflect: reflect,
- reflectVector: reflectVector,
- reflectView: reflectView,
- reflector: reflector,
- refract: refract,
- refractVector: refractVector,
- refractView: refractView,
- reinhardToneMapping: reinhardToneMapping,
- remainder: remainder,
- remap: remap,
- remapClamp: remapClamp,
- renderGroup: renderGroup,
- renderOutput: renderOutput,
- rendererReference: rendererReference,
- rotate: rotate,
- rotateUV: rotateUV,
- roughness: roughness,
- round: round,
- rtt: rtt,
- sRGBTransferEOTF: sRGBTransferEOTF,
- sRGBTransferOETF: sRGBTransferOETF,
- sampler: sampler,
- samplerComparison: samplerComparison,
- saturate: saturate,
- saturation: saturation,
- screen: screen,
- screenCoordinate: screenCoordinate,
- screenSize: screenSize,
- screenUV: screenUV,
- scriptable: scriptable,
- scriptableValue: scriptableValue,
- select: select,
- setCurrentStack: setCurrentStack,
- shaderStages: shaderStages,
- shadow: shadow,
- shadowPositionWorld: shadowPositionWorld,
- shapeCircle: shapeCircle,
- sharedUniformGroup: sharedUniformGroup,
- sheen: sheen,
- sheenRoughness: sheenRoughness,
- shiftLeft: shiftLeft,
- shiftRight: shiftRight,
- shininess: shininess,
- sign: sign,
- sin: sin,
- sinc: sinc,
- skinning: skinning,
- smoothstep: smoothstep,
- smoothstepElement: smoothstepElement,
- specularColor: specularColor,
- specularF90: specularF90,
- spherizeUV: spherizeUV,
- split: split,
- spritesheetUV: spritesheetUV,
- sqrt: sqrt,
- stack: stack,
- step: step,
- storage: storage,
- storageBarrier: storageBarrier,
- storageObject: storageObject,
- storageTexture: storageTexture,
- string: string,
- struct: struct,
- sub: sub,
- subgroupIndex: subgroupIndex,
- subgroupSize: subgroupSize,
- tan: tan,
- tangentGeometry: tangentGeometry,
- tangentLocal: tangentLocal,
- tangentView: tangentView,
- tangentWorld: tangentWorld,
- temp: temp,
- texture: texture,
- texture3D: texture3D,
- textureBarrier: textureBarrier,
- textureBicubic: textureBicubic,
- textureCubeUV: textureCubeUV,
- textureLoad: textureLoad,
- textureSize: textureSize,
- textureStore: textureStore,
- thickness: thickness,
- time: time,
- timerDelta: timerDelta,
- timerGlobal: timerGlobal,
- timerLocal: timerLocal,
- toOutputColorSpace: toOutputColorSpace,
- toWorkingColorSpace: toWorkingColorSpace,
- toneMapping: toneMapping,
- toneMappingExposure: toneMappingExposure,
- toonOutlinePass: toonOutlinePass,
- transformDirection: transformDirection,
- transformNormal: transformNormal,
- transformNormalToView: transformNormalToView,
- transformedBentNormalView: transformedBentNormalView,
- transformedBitangentView: transformedBitangentView,
- transformedBitangentWorld: transformedBitangentWorld,
- transformedClearcoatNormalView: transformedClearcoatNormalView,
- transformedNormalView: transformedNormalView,
- transformedNormalWorld: transformedNormalWorld,
- transformedTangentView: transformedTangentView,
- transformedTangentWorld: transformedTangentWorld,
- transmission: transmission,
- transpose: transpose,
- triNoise3D: triNoise3D,
- triplanarTexture: triplanarTexture,
- triplanarTextures: triplanarTextures,
- trunc: trunc,
- tslFn: tslFn,
- uint: uint,
- uniform: uniform,
- uniformArray: uniformArray,
- uniformGroup: uniformGroup,
- uniforms: uniforms,
- userData: userData,
- uv: uv,
- uvec2: uvec2,
- uvec3: uvec3,
- uvec4: uvec4,
- varying: varying,
- varyingProperty: varyingProperty,
- vec2: vec2,
- vec3: vec3,
- vec4: vec4,
- vectorComponents: vectorComponents,
- velocity: velocity,
- vertexColor: vertexColor,
- vertexIndex: vertexIndex,
- vertexStage: vertexStage,
- vibrance: vibrance,
- viewZToLogarithmicDepth: viewZToLogarithmicDepth,
- viewZToOrthographicDepth: viewZToOrthographicDepth,
- viewZToPerspectiveDepth: viewZToPerspectiveDepth,
- viewport: viewport,
- viewportBottomLeft: viewportBottomLeft,
- viewportCoordinate: viewportCoordinate,
- viewportDepthTexture: viewportDepthTexture,
- viewportLinearDepth: viewportLinearDepth,
- viewportMipTexture: viewportMipTexture,
- viewportResolution: viewportResolution,
- viewportSafeUV: viewportSafeUV,
- viewportSharedTexture: viewportSharedTexture,
- viewportSize: viewportSize,
- viewportTexture: viewportTexture,
- viewportTopLeft: viewportTopLeft,
- viewportUV: viewportUV,
- wgsl: wgsl,
- wgslFn: wgslFn,
- workgroupArray: workgroupArray,
- workgroupBarrier: workgroupBarrier,
- workgroupId: workgroupId,
- workingToColorSpace: workingToColorSpace,
- xor: xor
- });
- const _clearColor = /*@__PURE__*/ new Color4();
- /**
- * This renderer module manages the background.
- *
- * @private
- * @augments DataMap
- */
- class Background extends DataMap {
- /**
- * Constructs a new background management component.
- *
- * @param {Renderer} renderer - The renderer.
- * @param {Nodes} nodes - Renderer component for managing nodes related logic.
- */
- constructor( renderer, nodes ) {
- super();
- /**
- * The renderer.
- *
- * @type {Renderer}
- */
- this.renderer = renderer;
- /**
- * Renderer component for managing nodes related logic.
- *
- * @type {Nodes}
- */
- this.nodes = nodes;
- }
- /**
- * Updates the background for the given scene. Depending on how `Scene.background`
- * or `Scene.backgroundNode` are configured, this method might configure a simple clear
- * or add a mesh to the render list for rendering the background as a textured plane
- * or skybox.
- *
- * @param {Scene} scene - The scene.
- * @param {RenderList} renderList - The current render list.
- * @param {RenderContext} renderContext - The current render context.
- */
- update( scene, renderList, renderContext ) {
- const renderer = this.renderer;
- const background = this.nodes.getBackgroundNode( scene ) || scene.background;
- let forceClear = false;
- if ( background === null ) {
- // no background settings, use clear color configuration from the renderer
- renderer._clearColor.getRGB( _clearColor );
- _clearColor.a = renderer._clearColor.a;
- } else if ( background.isColor === true ) {
- // background is an opaque color
- background.getRGB( _clearColor );
- _clearColor.a = 1;
- forceClear = true;
- } else if ( background.isNode === true ) {
- const sceneData = this.get( scene );
- const backgroundNode = background;
- _clearColor.copy( renderer._clearColor );
- let backgroundMesh = sceneData.backgroundMesh;
- if ( backgroundMesh === undefined ) {
- const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
- // @TODO: Add Texture2D support using node context
- getUV: () => backgroundRotation.mul( normalWorld ),
- getTextureLevel: () => backgroundBlurriness
- } );
- let viewProj = modelViewProjection;
- viewProj = viewProj.setZ( viewProj.w );
- const nodeMaterial = new NodeMaterial();
- nodeMaterial.name = 'Background.material';
- nodeMaterial.side = BackSide;
- nodeMaterial.depthTest = false;
- nodeMaterial.depthWrite = false;
- nodeMaterial.allowOverride = false;
- nodeMaterial.fog = false;
- nodeMaterial.lights = false;
- nodeMaterial.vertexNode = viewProj;
- nodeMaterial.colorNode = backgroundMeshNode;
- sceneData.backgroundMeshNode = backgroundMeshNode;
- sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
- backgroundMesh.frustumCulled = false;
- backgroundMesh.name = 'Background.mesh';
- backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
- this.matrixWorld.copyPosition( camera.matrixWorld );
- };
- function onBackgroundDispose() {
- background.removeEventListener( 'dispose', onBackgroundDispose );
- backgroundMesh.material.dispose();
- backgroundMesh.geometry.dispose();
- }
- background.addEventListener( 'dispose', onBackgroundDispose );
- }
- const backgroundCacheKey = backgroundNode.getCacheKey();
- if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
- sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
- sceneData.backgroundMeshNode.needsUpdate = true;
- backgroundMesh.material.needsUpdate = true;
- sceneData.backgroundCacheKey = backgroundCacheKey;
- }
- renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null, null );
- } else {
- console.error( 'THREE.Renderer: Unsupported background configuration.', background );
- }
- //
- const environmentBlendMode = renderer.xr.getEnvironmentBlendMode();
- if ( environmentBlendMode === 'additive' ) {
- _clearColor.set( 0, 0, 0, 1 );
- } else if ( environmentBlendMode === 'alpha-blend' ) {
- _clearColor.set( 0, 0, 0, 0 );
- }
- //
- if ( renderer.autoClear === true || forceClear === true ) {
- const clearColorValue = renderContext.clearColorValue;
- clearColorValue.r = _clearColor.r;
- clearColorValue.g = _clearColor.g;
- clearColorValue.b = _clearColor.b;
- clearColorValue.a = _clearColor.a;
- // premultiply alpha
- if ( renderer.backend.isWebGLBackend === true || renderer.alpha === true ) {
- clearColorValue.r *= clearColorValue.a;
- clearColorValue.g *= clearColorValue.a;
- clearColorValue.b *= clearColorValue.a;
- }
- //
- renderContext.depthClearValue = renderer._clearDepth;
- renderContext.stencilClearValue = renderer._clearStencil;
- renderContext.clearColor = renderer.autoClearColor === true;
- renderContext.clearDepth = renderer.autoClearDepth === true;
- renderContext.clearStencil = renderer.autoClearStencil === true;
- } else {
- renderContext.clearColor = false;
- renderContext.clearDepth = false;
- renderContext.clearStencil = false;
- }
- }
- }
- let _id$6 = 0;
- /**
- * A bind group represents a collection of bindings and thus a collection
- * or resources. Bind groups are assigned to pipelines to provide them
- * with the required resources (like uniform buffers or textures).
- *
- * @private
- */
- class BindGroup {
- /**
- * Constructs a new bind group.
- *
- * @param {string} name - The bind group's name.
- * @param {Array<Binding>} bindings - An array of bindings.
- * @param {number} index - The group index.
- * @param {Array<Binding>} bindingsReference - An array of reference bindings.
- */
- constructor( name = '', bindings = [], index = 0, bindingsReference = [] ) {
- /**
- * The bind group's name.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * An array of bindings.
- *
- * @type {Array<Binding>}
- */
- this.bindings = bindings;
- /**
- * The group index.
- *
- * @type {number}
- */
- this.index = index;
- /**
- * An array of reference bindings.
- *
- * @type {Array<Binding>}
- */
- this.bindingsReference = bindingsReference;
- /**
- * The group's ID.
- *
- * @type {number}
- */
- this.id = _id$6 ++;
- }
- }
- /**
- * This module represents the state of a node builder after it was
- * used to build the nodes for a render object. The state holds the
- * results of the build for further processing in the renderer.
- *
- * Render objects with identical cache keys share the same node builder state.
- *
- * @private
- */
- class NodeBuilderState {
- /**
- * Constructs a new node builder state.
- *
- * @param {string} vertexShader - The native vertex shader code.
- * @param {string} fragmentShader - The native fragment shader code.
- * @param {string} computeShader - The native compute shader code.
- * @param {Array<NodeAttribute>} nodeAttributes - An array of node attributes.
- * @param {Array<BindGroup>} bindings - An array of bind groups.
- * @param {Array<Node>} updateNodes - An array of nodes that implement their `update()` method.
- * @param {Array<Node>} updateBeforeNodes - An array of nodes that implement their `updateBefore()` method.
- * @param {Array<Node>} updateAfterNodes - An array of nodes that implement their `updateAfter()` method.
- * @param {NodeMaterialObserver} observer - A node material observer.
- * @param {Array<Object>} transforms - An array with transform attribute objects. Only relevant when using compute shaders with WebGL 2.
- */
- constructor( vertexShader, fragmentShader, computeShader, nodeAttributes, bindings, updateNodes, updateBeforeNodes, updateAfterNodes, observer, transforms = [] ) {
- /**
- * The native vertex shader code.
- *
- * @type {string}
- */
- this.vertexShader = vertexShader;
- /**
- * The native fragment shader code.
- *
- * @type {string}
- */
- this.fragmentShader = fragmentShader;
- /**
- * The native compute shader code.
- *
- * @type {string}
- */
- this.computeShader = computeShader;
- /**
- * An array with transform attribute objects.
- * Only relevant when using compute shaders with WebGL 2.
- *
- * @type {Array<Object>}
- */
- this.transforms = transforms;
- /**
- * An array of node attributes representing
- * the attributes of the shaders.
- *
- * @type {Array<NodeAttribute>}
- */
- this.nodeAttributes = nodeAttributes;
- /**
- * An array of bind groups representing the uniform or storage
- * buffers, texture or samplers of the shader.
- *
- * @type {Array<BindGroup>}
- */
- this.bindings = bindings;
- /**
- * An array of nodes that implement their `update()` method.
- *
- * @type {Array<Node>}
- */
- this.updateNodes = updateNodes;
- /**
- * An array of nodes that implement their `updateBefore()` method.
- *
- * @type {Array<Node>}
- */
- this.updateBeforeNodes = updateBeforeNodes;
- /**
- * An array of nodes that implement their `updateAfter()` method.
- *
- * @type {Array<Node>}
- */
- this.updateAfterNodes = updateAfterNodes;
- /**
- * A node material observer.
- *
- * @type {NodeMaterialObserver}
- */
- this.observer = observer;
- /**
- * How often this state is used by render objects.
- *
- * @type {number}
- */
- this.usedTimes = 0;
- }
- /**
- * This method is used to create a array of bind groups based
- * on the existing bind groups of this state. Shared groups are
- * not cloned.
- *
- * @return {Array<BindGroup>} A array of bind groups.
- */
- createBindings() {
- const bindings = [];
- for ( const instanceGroup of this.bindings ) {
- const shared = instanceGroup.bindings[ 0 ].groupNode.shared; // All bindings in the group must have the same groupNode.
- if ( shared !== true ) {
- const bindingsGroup = new BindGroup( instanceGroup.name, [], instanceGroup.index, instanceGroup );
- bindings.push( bindingsGroup );
- for ( const instanceBinding of instanceGroup.bindings ) {
- bindingsGroup.bindings.push( instanceBinding.clone() );
- }
- } else {
- bindings.push( instanceGroup );
- }
- }
- return bindings;
- }
- }
- /**
- * {@link NodeBuilder} is going to create instances of this class during the build process
- * of nodes. They represent the final shader attributes that are going to be generated
- * by the builder. Arrays of node attributes is maintained in {@link NodeBuilder#attributes}
- * and {@link NodeBuilder#bufferAttributes} for this purpose.
- */
- class NodeAttribute {
- /**
- * Constructs a new node attribute.
- *
- * @param {string} name - The name of the attribute.
- * @param {string} type - The type of the attribute.
- * @param {?Node} node - An optional reference to the node.
- */
- constructor( name, type, node = null ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isNodeAttribute = true;
- /**
- * The name of the attribute.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * The type of the attribute.
- *
- * @type {string}
- */
- this.type = type;
- /**
- * An optional reference to the node.
- *
- * @type {?Node}
- * @default null
- */
- this.node = node;
- }
- }
- /**
- * {@link NodeBuilder} is going to create instances of this class during the build process
- * of nodes. They represent the final shader uniforms that are going to be generated
- * by the builder. A dictionary of node uniforms is maintained in {@link NodeBuilder#uniforms}
- * for this purpose.
- */
- class NodeUniform {
- /**
- * Constructs a new node uniform.
- *
- * @param {string} name - The name of the uniform.
- * @param {string} type - The type of the uniform.
- * @param {UniformNode} node - An reference to the node.
- */
- constructor( name, type, node ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isNodeUniform = true;
- /**
- * The name of the uniform.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * The type of the uniform.
- *
- * @type {string}
- */
- this.type = type;
- /**
- * An reference to the node.
- *
- * @type {UniformNode}
- */
- this.node = node.getSelf();
- }
- /**
- * The value of the uniform node.
- *
- * @type {any}
- */
- get value() {
- return this.node.value;
- }
- set value( val ) {
- this.node.value = val;
- }
- /**
- * The id of the uniform node.
- *
- * @type {number}
- */
- get id() {
- return this.node.id;
- }
- /**
- * The uniform node's group.
- *
- * @type {UniformGroupNode}
- */
- get groupNode() {
- return this.node.groupNode;
- }
- }
- /**
- * {@link NodeBuilder} is going to create instances of this class during the build process
- * of nodes. They represent the final shader variables that are going to be generated
- * by the builder. A dictionary of node variables is maintained in {@link NodeBuilder#vars} for
- * this purpose.
- */
- class NodeVar {
- /**
- * Constructs a new node variable.
- *
- * @param {string} name - The name of the variable.
- * @param {string} type - The type of the variable.
- * @param {boolean} [readOnly=false] - The read-only flag.
- * @param {?number} [count=null] - The size.
- */
- constructor( name, type, readOnly = false, count = null ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isNodeVar = true;
- /**
- * The name of the variable.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * The type of the variable.
- *
- * @type {string}
- */
- this.type = type;
- /**
- * The read-only flag.
- *
- * @type {boolean}
- */
- this.readOnly = readOnly;
- /**
- * The size.
- *
- * @type {?number}
- */
- this.count = count;
- }
- }
- /**
- * {@link NodeBuilder} is going to create instances of this class during the build process
- * of nodes. They represent the final shader varyings that are going to be generated
- * by the builder. An array of node varyings is maintained in {@link NodeBuilder#varyings} for
- * this purpose.
- *
- * @augments NodeVar
- */
- class NodeVarying extends NodeVar {
- /**
- * Constructs a new node varying.
- *
- * @param {string} name - The name of the varying.
- * @param {string} type - The type of the varying.
- * @param {?string} interpolationType - The interpolation type of the varying.
- * @param {?string} interpolationSampling - The interpolation sampling type of the varying.
- */
- constructor( name, type, interpolationType = null, interpolationSampling = null ) {
- super( name, type );
- /**
- * Whether this varying requires interpolation or not. This property can be used
- * to check if the varying can be optimized for a variable.
- *
- * @type {boolean}
- * @default false
- */
- this.needsInterpolation = false;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isNodeVarying = true;
- /**
- * The interpolation type of the varying data.
- *
- * @type {?string}
- * @default null
- */
- this.interpolationType = interpolationType;
- /**
- * The interpolation sampling type of varying data.
- *
- * @type {?string}
- * @default null
- */
- this.interpolationSampling = interpolationSampling;
- }
- }
- /**
- * {@link NodeBuilder} is going to create instances of this class during the build process
- * of nodes. They represent user-defined, native shader code portions that are going to be
- * injected by the builder. A dictionary of node codes is maintained in {@link NodeBuilder#codes}
- * for this purpose.
- */
- class NodeCode {
- /**
- * Constructs a new code node.
- *
- * @param {string} name - The name of the code.
- * @param {string} type - The node type.
- * @param {string} [code=''] - The native shader code.
- */
- constructor( name, type, code = '' ) {
- /**
- * The name of the code.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * The node type.
- *
- * @type {string}
- */
- this.type = type;
- /**
- * The native shader code.
- *
- * @type {string}
- * @default ''
- */
- this.code = code;
- Object.defineProperty( this, 'isNodeCode', { value: true } );
- }
- }
- let _id$5 = 0;
- /**
- * This utility class is used in {@link NodeBuilder} as an internal
- * cache data structure for node data.
- */
- class NodeCache {
- /**
- * Constructs a new node cache.
- *
- * @param {?NodeCache} parent - A reference to a parent cache.
- */
- constructor( parent = null ) {
- /**
- * The id of the cache.
- *
- * @type {number}
- * @readonly
- */
- this.id = _id$5 ++;
- /**
- * A weak map for managing node data.
- *
- * @type {WeakMap<Node, Object>}
- */
- this.nodesData = new WeakMap();
- /**
- * Reference to a parent node cache.
- *
- * @type {?NodeCache}
- * @default null
- */
- this.parent = parent;
- }
- /**
- * Returns the data for the given node.
- *
- * @param {Node} node - The node.
- * @return {?Object} The data for the node.
- */
- getData( node ) {
- let data = this.nodesData.get( node );
- if ( data === undefined && this.parent !== null ) {
- data = this.parent.getData( node );
- }
- return data;
- }
- /**
- * Sets the data for a given node.
- *
- * @param {Node} node - The node.
- * @param {Object} data - The data that should be cached.
- */
- setData( node, data ) {
- this.nodesData.set( node, data );
- }
- }
- class StructType {
- constructor( name, members ) {
- this.name = name;
- this.members = members;
- this.output = false;
- }
- }
- /**
- * Abstract base class for uniforms.
- *
- * @abstract
- * @private
- */
- class Uniform {
- /**
- * Constructs a new uniform.
- *
- * @param {string} name - The uniform's name.
- * @param {any} value - The uniform's value.
- */
- constructor( name, value ) {
- /**
- * The uniform's name.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * The uniform's value.
- *
- * @type {any}
- */
- this.value = value;
- /**
- * Used to build the uniform buffer according to the STD140 layout.
- * Derived uniforms will set this property to a data type specific
- * value.
- *
- * @type {number}
- */
- this.boundary = 0;
- /**
- * The item size. Derived uniforms will set this property to a data
- * type specific value.
- *
- * @type {number}
- */
- this.itemSize = 0;
- /**
- * This property is set by {@link UniformsGroup} and marks
- * the start position in the uniform buffer.
- *
- * @type {number}
- */
- this.offset = 0;
- }
- /**
- * Sets the uniform's value.
- *
- * @param {any} value - The value to set.
- */
- setValue( value ) {
- this.value = value;
- }
- /**
- * Returns the uniform's value.
- *
- * @return {any} The value.
- */
- getValue() {
- return this.value;
- }
- }
- /**
- * Represents a Number uniform.
- *
- * @private
- * @augments Uniform
- */
- class NumberUniform extends Uniform {
- /**
- * Constructs a new Number uniform.
- *
- * @param {string} name - The uniform's name.
- * @param {number} value - The uniform's value.
- */
- constructor( name, value = 0 ) {
- super( name, value );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isNumberUniform = true;
- this.boundary = 4;
- this.itemSize = 1;
- }
- }
- /**
- * Represents a Vector2 uniform.
- *
- * @private
- * @augments Uniform
- */
- class Vector2Uniform extends Uniform {
- /**
- * Constructs a new Number uniform.
- *
- * @param {string} name - The uniform's name.
- * @param {Vector2} value - The uniform's value.
- */
- constructor( name, value = new Vector2() ) {
- super( name, value );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isVector2Uniform = true;
- this.boundary = 8;
- this.itemSize = 2;
- }
- }
- /**
- * Represents a Vector3 uniform.
- *
- * @private
- * @augments Uniform
- */
- class Vector3Uniform extends Uniform {
- /**
- * Constructs a new Number uniform.
- *
- * @param {string} name - The uniform's name.
- * @param {Vector3} value - The uniform's value.
- */
- constructor( name, value = new Vector3() ) {
- super( name, value );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isVector3Uniform = true;
- this.boundary = 16;
- this.itemSize = 3;
- }
- }
- /**
- * Represents a Vector4 uniform.
- *
- * @private
- * @augments Uniform
- */
- class Vector4Uniform extends Uniform {
- /**
- * Constructs a new Number uniform.
- *
- * @param {string} name - The uniform's name.
- * @param {Vector4} value - The uniform's value.
- */
- constructor( name, value = new Vector4() ) {
- super( name, value );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isVector4Uniform = true;
- this.boundary = 16;
- this.itemSize = 4;
- }
- }
- /**
- * Represents a Color uniform.
- *
- * @private
- * @augments Uniform
- */
- class ColorUniform extends Uniform {
- /**
- * Constructs a new Number uniform.
- *
- * @param {string} name - The uniform's name.
- * @param {Color} value - The uniform's value.
- */
- constructor( name, value = new Color() ) {
- super( name, value );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isColorUniform = true;
- this.boundary = 16;
- this.itemSize = 3;
- }
- }
- /**
- * Represents a Matrix2 uniform.
- *
- * @private
- * @augments Uniform
- */
- class Matrix2Uniform extends Uniform {
- /**
- * Constructs a new Number uniform.
- *
- * @param {string} name - The uniform's name.
- * @param {Matrix2} value - The uniform's value.
- */
- constructor( name, value = new Matrix2() ) {
- super( name, value );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMatrix2Uniform = true;
- this.boundary = 16;
- this.itemSize = 4;
- }
- }
- /**
- * Represents a Matrix3 uniform.
- *
- * @private
- * @augments Uniform
- */
- class Matrix3Uniform extends Uniform {
- /**
- * Constructs a new Number uniform.
- *
- * @param {string} name - The uniform's name.
- * @param {Matrix3} value - The uniform's value.
- */
- constructor( name, value = new Matrix3() ) {
- super( name, value );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMatrix3Uniform = true;
- this.boundary = 48;
- this.itemSize = 12;
- }
- }
- /**
- * Represents a Matrix4 uniform.
- *
- * @private
- * @augments Uniform
- */
- class Matrix4Uniform extends Uniform {
- /**
- * Constructs a new Number uniform.
- *
- * @param {string} name - The uniform's name.
- * @param {Matrix4} value - The uniform's value.
- */
- constructor( name, value = new Matrix4() ) {
- super( name, value );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isMatrix4Uniform = true;
- this.boundary = 64;
- this.itemSize = 16;
- }
- }
- /**
- * A special form of Number uniform binding type.
- * It's value is managed by a node object.
- *
- * @private
- * @augments NumberUniform
- */
- class NumberNodeUniform extends NumberUniform {
- /**
- * Constructs a new node-based Number uniform.
- *
- * @param {NodeUniform} nodeUniform - The node uniform.
- */
- constructor( nodeUniform ) {
- super( nodeUniform.name, nodeUniform.value );
- /**
- * The node uniform.
- *
- * @type {NodeUniform}
- */
- this.nodeUniform = nodeUniform;
- }
- /**
- * Overwritten to return the value of the node uniform.
- *
- * @return {number} The value.
- */
- getValue() {
- return this.nodeUniform.value;
- }
- /**
- * Returns the node uniform data type.
- *
- * @return {string} The data type.
- */
- getType() {
- return this.nodeUniform.type;
- }
- }
- /**
- * A special form of Vector2 uniform binding type.
- * It's value is managed by a node object.
- *
- * @private
- * @augments Vector2Uniform
- */
- class Vector2NodeUniform extends Vector2Uniform {
- /**
- * Constructs a new node-based Vector2 uniform.
- *
- * @param {NodeUniform} nodeUniform - The node uniform.
- */
- constructor( nodeUniform ) {
- super( nodeUniform.name, nodeUniform.value );
- /**
- * The node uniform.
- *
- * @type {NodeUniform}
- */
- this.nodeUniform = nodeUniform;
- }
- /**
- * Overwritten to return the value of the node uniform.
- *
- * @return {Vector2} The value.
- */
- getValue() {
- return this.nodeUniform.value;
- }
- /**
- * Returns the node uniform data type.
- *
- * @return {string} The data type.
- */
- getType() {
- return this.nodeUniform.type;
- }
- }
- /**
- * A special form of Vector3 uniform binding type.
- * It's value is managed by a node object.
- *
- * @private
- * @augments Vector3Uniform
- */
- class Vector3NodeUniform extends Vector3Uniform {
- /**
- * Constructs a new node-based Vector3 uniform.
- *
- * @param {NodeUniform} nodeUniform - The node uniform.
- */
- constructor( nodeUniform ) {
- super( nodeUniform.name, nodeUniform.value );
- /**
- * The node uniform.
- *
- * @type {NodeUniform}
- */
- this.nodeUniform = nodeUniform;
- }
- /**
- * Overwritten to return the value of the node uniform.
- *
- * @return {Vector3} The value.
- */
- getValue() {
- return this.nodeUniform.value;
- }
- /**
- * Returns the node uniform data type.
- *
- * @return {string} The data type.
- */
- getType() {
- return this.nodeUniform.type;
- }
- }
- /**
- * A special form of Vector4 uniform binding type.
- * It's value is managed by a node object.
- *
- * @private
- * @augments Vector4Uniform
- */
- class Vector4NodeUniform extends Vector4Uniform {
- /**
- * Constructs a new node-based Vector4 uniform.
- *
- * @param {NodeUniform} nodeUniform - The node uniform.
- */
- constructor( nodeUniform ) {
- super( nodeUniform.name, nodeUniform.value );
- /**
- * The node uniform.
- *
- * @type {NodeUniform}
- */
- this.nodeUniform = nodeUniform;
- }
- /**
- * Overwritten to return the value of the node uniform.
- *
- * @return {Vector4} The value.
- */
- getValue() {
- return this.nodeUniform.value;
- }
- /**
- * Returns the node uniform data type.
- *
- * @return {string} The data type.
- */
- getType() {
- return this.nodeUniform.type;
- }
- }
- /**
- * A special form of Color uniform binding type.
- * It's value is managed by a node object.
- *
- * @private
- * @augments ColorUniform
- */
- class ColorNodeUniform extends ColorUniform {
- /**
- * Constructs a new node-based Color uniform.
- *
- * @param {NodeUniform} nodeUniform - The node uniform.
- */
- constructor( nodeUniform ) {
- super( nodeUniform.name, nodeUniform.value );
- /**
- * The node uniform.
- *
- * @type {NodeUniform}
- */
- this.nodeUniform = nodeUniform;
- }
- /**
- * Overwritten to return the value of the node uniform.
- *
- * @return {Color} The value.
- */
- getValue() {
- return this.nodeUniform.value;
- }
- /**
- * Returns the node uniform data type.
- *
- * @return {string} The data type.
- */
- getType() {
- return this.nodeUniform.type;
- }
- }
- /**
- * A special form of Matrix2 uniform binding type.
- * It's value is managed by a node object.
- *
- * @private
- * @augments Matrix2Uniform
- */
- class Matrix2NodeUniform extends Matrix2Uniform {
- /**
- * Constructs a new node-based Matrix2 uniform.
- *
- * @param {NodeUniform} nodeUniform - The node uniform.
- */
- constructor( nodeUniform ) {
- super( nodeUniform.name, nodeUniform.value );
- /**
- * The node uniform.
- *
- * @type {NodeUniform}
- */
- this.nodeUniform = nodeUniform;
- }
- /**
- * Overwritten to return the value of the node uniform.
- *
- * @return {Matrix2} The value.
- */
- getValue() {
- return this.nodeUniform.value;
- }
- /**
- * Returns the node uniform data type.
- *
- * @return {string} The data type.
- */
- getType() {
- return this.nodeUniform.type;
- }
- }
- /**
- * A special form of Matrix3 uniform binding type.
- * It's value is managed by a node object.
- *
- * @private
- * @augments Matrix3Uniform
- */
- class Matrix3NodeUniform extends Matrix3Uniform {
- /**
- * Constructs a new node-based Matrix3 uniform.
- *
- * @param {NodeUniform} nodeUniform - The node uniform.
- */
- constructor( nodeUniform ) {
- super( nodeUniform.name, nodeUniform.value );
- /**
- * The node uniform.
- *
- * @type {NodeUniform}
- */
- this.nodeUniform = nodeUniform;
- }
- /**
- * Overwritten to return the value of the node uniform.
- *
- * @return {Matrix3} The value.
- */
- getValue() {
- return this.nodeUniform.value;
- }
- /**
- * Returns the node uniform data type.
- *
- * @return {string} The data type.
- */
- getType() {
- return this.nodeUniform.type;
- }
- }
- /**
- * A special form of Matrix4 uniform binding type.
- * It's value is managed by a node object.
- *
- * @private
- * @augments Matrix4Uniform
- */
- class Matrix4NodeUniform extends Matrix4Uniform {
- /**
- * Constructs a new node-based Matrix4 uniform.
- *
- * @param {NodeUniform} nodeUniform - The node uniform.
- */
- constructor( nodeUniform ) {
- super( nodeUniform.name, nodeUniform.value );
- /**
- * The node uniform.
- *
- * @type {NodeUniform}
- */
- this.nodeUniform = nodeUniform;
- }
- /**
- * Overwritten to return the value of the node uniform.
- *
- * @return {Matrix4} The value.
- */
- getValue() {
- return this.nodeUniform.value;
- }
- /**
- * Returns the node uniform data type.
- *
- * @return {string} The data type.
- */
- getType() {
- return this.nodeUniform.type;
- }
- }
- const rendererCache = new WeakMap();
- const typeFromArray = new Map( [
- [ Int8Array, 'int' ],
- [ Int16Array, 'int' ],
- [ Int32Array, 'int' ],
- [ Uint8Array, 'uint' ],
- [ Uint16Array, 'uint' ],
- [ Uint32Array, 'uint' ],
- [ Float32Array, 'float' ]
- ] );
- const toFloat = ( value ) => {
- if ( /e/g.test( value ) ) {
- return String( value ).replace( /\+/g, '' );
- } else {
- value = Number( value );
- return value + ( value % 1 ? '' : '.0' );
- }
- };
- /**
- * Base class for builders which generate a shader program based
- * on a 3D object and its node material definition.
- */
- class NodeBuilder {
- /**
- * Constructs a new node builder.
- *
- * @param {Object3D} object - The 3D object.
- * @param {Renderer} renderer - The current renderer.
- * @param {NodeParser} parser - A reference to a node parser.
- */
- constructor( object, renderer, parser ) {
- /**
- * The 3D object.
- *
- * @type {Object3D}
- */
- this.object = object;
- /**
- * The material of the 3D object.
- *
- * @type {?Material}
- */
- this.material = ( object && object.material ) || null;
- /**
- * The geometry of the 3D object.
- *
- * @type {?BufferGeometry}
- */
- this.geometry = ( object && object.geometry ) || null;
- /**
- * The current renderer.
- *
- * @type {Renderer}
- */
- this.renderer = renderer;
- /**
- * A reference to a node parser.
- *
- * @type {NodeParser}
- */
- this.parser = parser;
- /**
- * The scene the 3D object belongs to.
- *
- * @type {?Scene}
- * @default null
- */
- this.scene = null;
- /**
- * The camera the 3D object is rendered with.
- *
- * @type {?Camera}
- * @default null
- */
- this.camera = null;
- /**
- * A list of all nodes the builder is processing
- * for this 3D object.
- *
- * @type {Array<Node>}
- */
- this.nodes = [];
- /**
- * A list of all sequential nodes.
- *
- * @type {Array<Node>}
- */
- this.sequentialNodes = [];
- /**
- * A list of all nodes which {@link Node#update} method should be executed.
- *
- * @type {Array<Node>}
- */
- this.updateNodes = [];
- /**
- * A list of all nodes which {@link Node#updateBefore} method should be executed.
- *
- * @type {Array<Node>}
- */
- this.updateBeforeNodes = [];
- /**
- * A list of all nodes which {@link Node#updateAfter} method should be executed.
- *
- * @type {Array<Node>}
- */
- this.updateAfterNodes = [];
- /**
- * A dictionary that assigns each node to a unique hash.
- *
- * @type {Object<number,Node>}
- */
- this.hashNodes = {};
- /**
- * A reference to a node material observer.
- *
- * @type {?NodeMaterialObserver}
- * @default null
- */
- this.observer = null;
- /**
- * A reference to the current lights node.
- *
- * @type {?LightsNode}
- * @default null
- */
- this.lightsNode = null;
- /**
- * A reference to the current environment node.
- *
- * @type {?Node}
- * @default null
- */
- this.environmentNode = null;
- /**
- * A reference to the current fog node.
- *
- * @type {?FogNode}
- * @default null
- */
- this.fogNode = null;
- /**
- * The current clipping context.
- *
- * @type {?ClippingContext}
- */
- this.clippingContext = null;
- /**
- * The generated vertex shader.
- *
- * @type {?string}
- */
- this.vertexShader = null;
- /**
- * The generated fragment shader.
- *
- * @type {?string}
- */
- this.fragmentShader = null;
- /**
- * The generated compute shader.
- *
- * @type {?string}
- */
- this.computeShader = null;
- /**
- * Nodes used in the primary flow of code generation.
- *
- * @type {Object<string,Array<Node>>}
- */
- this.flowNodes = { vertex: [], fragment: [], compute: [] };
- /**
- * Nodes code from `.flowNodes`.
- *
- * @type {Object<string,string>}
- */
- this.flowCode = { vertex: '', fragment: '', compute: '' };
- /**
- * This dictionary holds the node uniforms of the builder.
- * The uniforms are maintained in an array for each shader stage.
- *
- * @type {Object}
- */
- this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
- /**
- * This dictionary holds the output structs of the builder.
- * The structs are maintained in an array for each shader stage.
- *
- * @type {Object}
- */
- this.structs = { vertex: [], fragment: [], compute: [], index: 0 };
- /**
- * This dictionary holds the bindings for each shader stage.
- *
- * @type {Object}
- */
- this.bindings = { vertex: {}, fragment: {}, compute: {} };
- /**
- * This dictionary maintains the binding indices per bind group.
- *
- * @type {Object}
- */
- this.bindingsIndexes = {};
- /**
- * Reference to the array of bind groups.
- *
- * @type {?Array<BindGroup>}
- */
- this.bindGroups = null;
- /**
- * This array holds the node attributes of this builder
- * created via {@link AttributeNode}.
- *
- * @type {Array<NodeAttribute>}
- */
- this.attributes = [];
- /**
- * This array holds the node attributes of this builder
- * created via {@link BufferAttributeNode}.
- *
- * @type {Array<NodeAttribute>}
- */
- this.bufferAttributes = [];
- /**
- * This array holds the node varyings of this builder.
- *
- * @type {Array<NodeVarying>}
- */
- this.varyings = [];
- /**
- * This dictionary holds the (native) node codes of this builder.
- * The codes are maintained in an array for each shader stage.
- *
- * @type {Object<string,Array<NodeCode>>}
- */
- this.codes = {};
- /**
- * This dictionary holds the node variables of this builder.
- * The variables are maintained in an array for each shader stage.
- * This dictionary is also used to count the number of variables
- * according to their type (const, vars).
- *
- * @type {Object<string,Array<NodeVar>|number>}
- */
- this.vars = {};
- /**
- * This dictionary holds the declarations for each shader stage.
- *
- * @type {Object}
- */
- this.declarations = {};
- /**
- * Current code flow.
- * All code generated in this stack will be stored in `.flow`.
- *
- * @type {{code: string}}
- */
- this.flow = { code: '' };
- /**
- * A chain of nodes.
- * Used to check recursive calls in node-graph.
- *
- * @type {Array<Node>}
- */
- this.chaining = [];
- /**
- * The current stack.
- * This reflects the current process in the code block hierarchy,
- * it is useful to know if the current process is inside a conditional for example.
- *
- * @type {StackNode}
- */
- this.stack = stack();
- /**
- * List of stack nodes.
- * The current stack hierarchy is stored in an array.
- *
- * @type {Array<StackNode>}
- */
- this.stacks = [];
- /**
- * A tab value. Used for shader string generation.
- *
- * @type {string}
- * @default '\t'
- */
- this.tab = '\t';
- /**
- * Reference to the current function node.
- *
- * @type {?FunctionNode}
- * @default null
- */
- this.currentFunctionNode = null;
- /**
- * The builder's context.
- *
- * @type {Object}
- */
- this.context = {
- material: this.material
- };
- /**
- * The builder's cache.
- *
- * @type {NodeCache}
- */
- this.cache = new NodeCache();
- /**
- * Since the {@link NodeBuilder#cache} might be temporarily
- * overwritten by other caches, this member retains the reference
- * to the builder's own cache.
- *
- * @type {NodeCache}
- * @default this.cache
- */
- this.globalCache = this.cache;
- this.flowsData = new WeakMap();
- /**
- * The current shader stage.
- *
- * @type {?('vertex'|'fragment'|'compute'|'any')}
- */
- this.shaderStage = null;
- /**
- * The current build stage.
- *
- * @type {?('setup'|'analyze'|'generate')}
- */
- this.buildStage = null;
- }
- /**
- * Returns the bind groups of the current renderer.
- *
- * @return {ChainMap} The cache.
- */
- getBindGroupsCache() {
- let bindGroupsCache = rendererCache.get( this.renderer );
- if ( bindGroupsCache === undefined ) {
- bindGroupsCache = new ChainMap();
- rendererCache.set( this.renderer, bindGroupsCache );
- }
- return bindGroupsCache;
- }
- /**
- * Factory method for creating an instance of {@link RenderTarget} with the given
- * dimensions and options.
- *
- * @param {number} width - The width of the render target.
- * @param {number} height - The height of the render target.
- * @param {Object} options - The options of the render target.
- * @return {RenderTarget} The render target.
- */
- createRenderTarget( width, height, options ) {
- return new RenderTarget( width, height, options );
- }
- /**
- * Factory method for creating an instance of {@link RenderTargetArray} with the given
- * dimensions and options.
- *
- * @param {number} width - The width of the render target.
- * @param {number} height - The height of the render target.
- * @param {number} depth - The depth of the render target.
- * @param {Object} options - The options of the render target.
- * @return {RenderTargetArray} The render target.
- */
- createRenderTargetArray( width, height, depth, options ) {
- return new RenderTargetArray( width, height, depth, options );
- }
- /**
- * Factory method for creating an instance of {@link CubeRenderTarget} with the given
- * dimensions and options.
- *
- * @param {number} size - The size of the cube render target.
- * @param {Object} options - The options of the cube render target.
- * @return {CubeRenderTarget} The cube render target.
- */
- createCubeRenderTarget( size, options ) {
- return new CubeRenderTarget( size, options );
- }
- /**
- * Whether the given node is included in the internal array of nodes or not.
- *
- * @param {Node} node - The node to test.
- * @return {boolean} Whether the given node is included in the internal array of nodes or not.
- */
- includes( node ) {
- return this.nodes.includes( node );
- }
- /**
- * Returns the output struct name which is required by
- * {@link OutputStructNode}.
- *
- * @abstract
- * @return {string} The name of the output struct.
- */
- getOutputStructName() {}
- /**
- * Returns a bind group for the given group name and binding.
- *
- * @private
- * @param {string} groupName - The group name.
- * @param {Array<NodeUniformsGroup>} bindings - List of bindings.
- * @return {BindGroup} The bind group
- */
- _getBindGroup( groupName, bindings ) {
- const bindGroupsCache = this.getBindGroupsCache();
- //
- const bindingsArray = [];
- let sharedGroup = true;
- for ( const binding of bindings ) {
- bindingsArray.push( binding );
- sharedGroup = sharedGroup && binding.groupNode.shared !== true;
- }
- //
- let bindGroup;
- if ( sharedGroup ) {
- bindGroup = bindGroupsCache.get( bindingsArray );
- if ( bindGroup === undefined ) {
- bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
- bindGroupsCache.set( bindingsArray, bindGroup );
- }
- } else {
- bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
- }
- return bindGroup;
- }
- /**
- * Returns an array of node uniform groups for the given group name and shader stage.
- *
- * @param {string} groupName - The group name.
- * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
- * @return {Array<NodeUniformsGroup>} The array of node uniform groups.
- */
- getBindGroupArray( groupName, shaderStage ) {
- const bindings = this.bindings[ shaderStage ];
- let bindGroup = bindings[ groupName ];
- if ( bindGroup === undefined ) {
- if ( this.bindingsIndexes[ groupName ] === undefined ) {
- this.bindingsIndexes[ groupName ] = { binding: 0, group: Object.keys( this.bindingsIndexes ).length };
- }
- bindings[ groupName ] = bindGroup = [];
- }
- return bindGroup;
- }
- /**
- * Returns a list bindings of all shader stages separated by groups.
- *
- * @return {Array<BindGroup>} The list of bindings.
- */
- getBindings() {
- let bindingsGroups = this.bindGroups;
- if ( bindingsGroups === null ) {
- const groups = {};
- const bindings = this.bindings;
- for ( const shaderStage of shaderStages ) {
- for ( const groupName in bindings[ shaderStage ] ) {
- const uniforms = bindings[ shaderStage ][ groupName ];
- const groupUniforms = groups[ groupName ] || ( groups[ groupName ] = [] );
- groupUniforms.push( ...uniforms );
- }
- }
- bindingsGroups = [];
- for ( const groupName in groups ) {
- const group = groups[ groupName ];
- const bindingsGroup = this._getBindGroup( groupName, group );
- bindingsGroups.push( bindingsGroup );
- }
- this.bindGroups = bindingsGroups;
- }
- return bindingsGroups;
- }
- /**
- * Sorts the bind groups and updates {@link NodeBuilder#bindingsIndexes}.
- */
- sortBindingGroups() {
- const bindingsGroups = this.getBindings();
- bindingsGroups.sort( ( a, b ) => ( a.bindings[ 0 ].groupNode.order - b.bindings[ 0 ].groupNode.order ) );
- for ( let i = 0; i < bindingsGroups.length; i ++ ) {
- const bindingGroup = bindingsGroups[ i ];
- this.bindingsIndexes[ bindingGroup.name ].group = i;
- bindingGroup.index = i;
- }
- }
- /**
- * The builder maintains each node in a hash-based dictionary.
- * This method sets the given node (value) with the given hash (key) into this dictionary.
- *
- * @param {Node} node - The node to add.
- * @param {number} hash - The hash of the node.
- */
- setHashNode( node, hash ) {
- this.hashNodes[ hash ] = node;
- }
- /**
- * Adds a node to this builder.
- *
- * @param {Node} node - The node to add.
- */
- addNode( node ) {
- if ( this.nodes.includes( node ) === false ) {
- this.nodes.push( node );
- this.setHashNode( node, node.getHash( this ) );
- }
- }
- /**
- * It is used to add Nodes that will be used as FRAME and RENDER events,
- * and need to follow a certain sequence in the calls to work correctly.
- * This function should be called after 'setup()' in the 'build()' process to ensure that the child nodes are processed first.
- *
- * @param {Node} node - The node to add.
- */
- addSequentialNode( node ) {
- if ( this.sequentialNodes.includes( node ) === false ) {
- this.sequentialNodes.push( node );
- }
- }
- /**
- * Checks the update types of nodes
- */
- buildUpdateNodes() {
- for ( const node of this.nodes ) {
- const updateType = node.getUpdateType();
- if ( updateType !== NodeUpdateType.NONE ) {
- this.updateNodes.push( node.getSelf() );
- }
- }
- for ( const node of this.sequentialNodes ) {
- const updateBeforeType = node.getUpdateBeforeType();
- const updateAfterType = node.getUpdateAfterType();
- if ( updateBeforeType !== NodeUpdateType.NONE ) {
- this.updateBeforeNodes.push( node.getSelf() );
- }
- if ( updateAfterType !== NodeUpdateType.NONE ) {
- this.updateAfterNodes.push( node.getSelf() );
- }
- }
- }
- /**
- * A reference the current node which is the
- * last node in the chain of nodes.
- *
- * @type {Node}
- */
- get currentNode() {
- return this.chaining[ this.chaining.length - 1 ];
- }
- /**
- * Whether the given texture is filtered or not.
- *
- * @param {Texture} texture - The texture to check.
- * @return {boolean} Whether the given texture is filtered or not.
- */
- isFilteredTexture( texture ) {
- return ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
- texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter );
- }
- /**
- * Adds the given node to the internal node chain.
- * This is used to check recursive calls in node-graph.
- *
- * @param {Node} node - The node to add.
- */
- addChain( node ) {
- /*
- if ( this.chaining.indexOf( node ) !== - 1 ) {
- console.warn( 'Recursive node: ', node );
- }
- */
- this.chaining.push( node );
- }
- /**
- * Removes the given node from the internal node chain.
- *
- * @param {Node} node - The node to remove.
- */
- removeChain( node ) {
- const lastChain = this.chaining.pop();
- if ( lastChain !== node ) {
- throw new Error( 'NodeBuilder: Invalid node chaining!' );
- }
- }
- /**
- * Returns the native shader method name for a given generic name. E.g.
- * the method name `textureDimensions` matches the WGSL name but must be
- * resolved to `textureSize` in GLSL.
- *
- * @abstract
- * @param {string} method - The method name to resolve.
- * @return {string} The resolved method name.
- */
- getMethod( method ) {
- return method;
- }
- /**
- * Returns a node for the given hash, see {@link NodeBuilder#setHashNode}.
- *
- * @param {number} hash - The hash of the node.
- * @return {Node} The found node.
- */
- getNodeFromHash( hash ) {
- return this.hashNodes[ hash ];
- }
- /**
- * Adds the Node to a target flow so that it can generate code in the 'generate' process.
- *
- * @param {('vertex'|'fragment'|'compute')} shaderStage - The shader stage.
- * @param {Node} node - The node to add.
- * @return {Node} The node.
- */
- addFlow( shaderStage, node ) {
- this.flowNodes[ shaderStage ].push( node );
- return node;
- }
- /**
- * Sets builder's context.
- *
- * @param {Object} context - The context to set.
- */
- setContext( context ) {
- this.context = context;
- }
- /**
- * Returns the builder's current context.
- *
- * @return {Object} The builder's current context.
- */
- getContext() {
- return this.context;
- }
- /**
- * Gets a context used in shader construction that can be shared across different materials.
- * This is necessary since the renderer cache can reuse shaders generated in one material and use them in another.
- *
- * @return {Object} The builder's current context without material.
- */
- getSharedContext() {
- ({ ...this.context });
- return this.context;
- }
- /**
- * Sets builder's cache.
- *
- * @param {NodeCache} cache - The cache to set.
- */
- setCache( cache ) {
- this.cache = cache;
- }
- /**
- * Returns the builder's current cache.
- *
- * @return {NodeCache} The builder's current cache.
- */
- getCache() {
- return this.cache;
- }
- /**
- * Returns a cache for the given node.
- *
- * @param {Node} node - The node.
- * @param {boolean} [parent=true] - Whether this node refers to a shared parent cache or not.
- * @return {NodeCache} The cache.
- */
- getCacheFromNode( node, parent = true ) {
- const data = this.getDataFromNode( node );
- if ( data.cache === undefined ) data.cache = new NodeCache( parent ? this.getCache() : null );
- return data.cache;
- }
- /**
- * Whether the requested feature is available or not.
- *
- * @abstract
- * @param {string} name - The requested feature.
- * @return {boolean} Whether the requested feature is supported or not.
- */
- isAvailable( /*name*/ ) {
- return false;
- }
- /**
- * Returns the vertexIndex input variable as a native shader string.
- *
- * @abstract
- * @return {string} The instanceIndex shader string.
- */
- getVertexIndex() {
- console.warn( 'Abstract function.' );
- }
- /**
- * Returns the instanceIndex input variable as a native shader string.
- *
- * @abstract
- * @return {string} The instanceIndex shader string.
- */
- getInstanceIndex() {
- console.warn( 'Abstract function.' );
- }
- /**
- * Returns the drawIndex input variable as a native shader string.
- * Only relevant for WebGL and its `WEBGL_multi_draw` extension.
- *
- * @abstract
- * @return {?string} The drawIndex shader string.
- */
- getDrawIndex() {
- console.warn( 'Abstract function.' );
- }
- /**
- * Returns the frontFacing input variable as a native shader string.
- *
- * @abstract
- * @return {string} The frontFacing shader string.
- */
- getFrontFacing() {
- console.warn( 'Abstract function.' );
- }
- /**
- * Returns the fragCoord input variable as a native shader string.
- *
- * @abstract
- * @return {string} The fragCoord shader string.
- */
- getFragCoord() {
- console.warn( 'Abstract function.' );
- }
- /**
- * Whether to flip texture data along its vertical axis or not. WebGL needs
- * this method evaluate to `true`, WebGPU to `false`.
- *
- * @abstract
- * @return {boolean} Whether to flip texture data along its vertical axis or not.
- */
- isFlipY() {
- return false;
- }
- /**
- * Calling this method increases the usage count for the given node by one.
- *
- * @param {Node} node - The node to increase the usage count for.
- * @return {number} The updated usage count.
- */
- increaseUsage( node ) {
- const nodeData = this.getDataFromNode( node );
- nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1;
- return nodeData.usageCount;
- }
- /**
- * Generates a texture sample shader string for the given texture data.
- *
- * @abstract
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The texture property name.
- * @param {string} uvSnippet - Snippet defining the texture coordinates.
- * @return {string} The generated shader string.
- */
- generateTexture( /* texture, textureProperty, uvSnippet */ ) {
- console.warn( 'Abstract function.' );
- }
- /**
- * Generates a texture LOD shader string for the given texture data.
- *
- * @abstract
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The texture property name.
- * @param {string} uvSnippet - Snippet defining the texture coordinates.
- * @param {?string} depthSnippet - Snippet defining the 0-based texture array index to sample.
- * @param {string} levelSnippet - Snippet defining the mip level.
- * @return {string} The generated shader string.
- */
- generateTextureLod( /* texture, textureProperty, uvSnippet, depthSnippet, levelSnippet */ ) {
- console.warn( 'Abstract function.' );
- }
- /**
- * Generates the array declaration string.
- *
- * @param {string} type - The type.
- * @param {?number} [count] - The count.
- * @return {string} The generated value as a shader string.
- */
- generateArrayDeclaration( type, count ) {
- return this.getType( type ) + '[ ' + count + ' ]';
- }
- /**
- * Generates the array shader string for the given type and value.
- *
- * @param {string} type - The type.
- * @param {?number} [count] - The count.
- * @param {?Array<Node>} [values=null] - The default values.
- * @return {string} The generated value as a shader string.
- */
- generateArray( type, count, values = null ) {
- let snippet = this.generateArrayDeclaration( type, count ) + '( ';
- for ( let i = 0; i < count; i ++ ) {
- const value = values ? values[ i ] : null;
- if ( value !== null ) {
- snippet += value.build( this, type );
- } else {
- snippet += this.generateConst( type );
- }
- if ( i < count - 1 ) snippet += ', ';
- }
- snippet += ' )';
- return snippet;
- }
- /**
- * Generates the struct shader string.
- *
- * @param {string} type - The type.
- * @param {Array<Object>} [membersLayout] - The count.
- * @param {?Array<Node>} [values=null] - The default values.
- * @return {string} The generated value as a shader string.
- */
- generateStruct( type, membersLayout, values = null ) {
- const snippets = [];
- for ( const member of membersLayout ) {
- const { name, type } = member;
- if ( values && values[ name ] && values[ name ].isNode ) {
- snippets.push( values[ name ].build( this, type ) );
- } else {
- snippets.push( this.generateConst( type ) );
- }
- }
- return type + '( ' + snippets.join( ', ' ) + ' )';
- }
- /**
- * Generates the shader string for the given type and value.
- *
- * @param {string} type - The type.
- * @param {?any} [value=null] - The value.
- * @return {string} The generated value as a shader string.
- */
- generateConst( type, value = null ) {
- if ( value === null ) {
- if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
- else if ( type === 'bool' ) value = false;
- else if ( type === 'color' ) value = new Color();
- else if ( type === 'vec2' ) value = new Vector2();
- else if ( type === 'vec3' ) value = new Vector3();
- else if ( type === 'vec4' ) value = new Vector4();
- }
- if ( type === 'float' ) return toFloat( value );
- if ( type === 'int' ) return `${ Math.round( value ) }`;
- if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
- if ( type === 'bool' ) return value ? 'true' : 'false';
- if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;
- const typeLength = this.getTypeLength( type );
- const componentType = this.getComponentType( type );
- const generateConst = value => this.generateConst( componentType, value );
- if ( typeLength === 2 ) {
- return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`;
- } else if ( typeLength === 3 ) {
- return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`;
- } else if ( typeLength === 4 && type !== 'mat2' ) {
- return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`;
- } else if ( typeLength >= 4 && value && ( value.isMatrix2 || value.isMatrix3 || value.isMatrix4 ) ) {
- return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`;
- } else if ( typeLength > 4 ) {
- return `${ this.getType( type ) }()`;
- }
- throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
- }
- /**
- * It might be necessary to convert certain data types to different ones
- * so this method can be used to hide the conversion.
- *
- * @param {string} type - The type.
- * @return {string} The updated type.
- */
- getType( type ) {
- if ( type === 'color' ) return 'vec3';
- return type;
- }
- /**
- * Whether the given attribute name is defined in the geometry or not.
- *
- * @param {string} name - The attribute name.
- * @return {boolean} Whether the given attribute name is defined in the geometry.
- */
- hasGeometryAttribute( name ) {
- return this.geometry && this.geometry.getAttribute( name ) !== undefined;
- }
- /**
- * Returns a node attribute for the given name and type.
- *
- * @param {string} name - The attribute's name.
- * @param {string} type - The attribute's type.
- * @return {NodeAttribute} The node attribute.
- */
- getAttribute( name, type ) {
- const attributes = this.attributes;
- // find attribute
- for ( const attribute of attributes ) {
- if ( attribute.name === name ) {
- return attribute;
- }
- }
- // create a new if no exist
- const attribute = new NodeAttribute( name, type );
- this.registerDeclaration( attribute );
- attributes.push( attribute );
- return attribute;
- }
- /**
- * Returns for the given node and shader stage the property name for the shader.
- *
- * @param {Node} node - The node.
- * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
- * @return {string} The property name.
- */
- getPropertyName( node/*, shaderStage*/ ) {
- return node.name;
- }
- /**
- * Whether the given type is a vector type or not.
- *
- * @param {string} type - The type to check.
- * @return {boolean} Whether the given type is a vector type or not.
- */
- isVector( type ) {
- return /vec\d/.test( type );
- }
- /**
- * Whether the given type is a matrix type or not.
- *
- * @param {string} type - The type to check.
- * @return {boolean} Whether the given type is a matrix type or not.
- */
- isMatrix( type ) {
- return /mat\d/.test( type );
- }
- /**
- * Whether the given type is a reference type or not.
- *
- * @param {string} type - The type to check.
- * @return {boolean} Whether the given type is a reference type or not.
- */
- isReference( type ) {
- return type === 'void' || type === 'property' || type === 'sampler' || type === 'samplerComparison' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D';
- }
- /**
- * Checks if the given texture requires a manual conversion to the working color space.
- *
- * @abstract
- * @param {Texture} texture - The texture to check.
- * @return {boolean} Whether the given texture requires a conversion to working color space or not.
- */
- needsToWorkingColorSpace( /*texture*/ ) {
- return false;
- }
- /**
- * Returns the component type of a given texture.
- *
- * @param {Texture} texture - The texture.
- * @return {string} The component type.
- */
- getComponentTypeFromTexture( texture ) {
- const type = texture.type;
- if ( texture.isDataTexture ) {
- if ( type === IntType ) return 'int';
- if ( type === UnsignedIntType ) return 'uint';
- }
- return 'float';
- }
- /**
- * Returns the element type for a given type.
- *
- * @param {string} type - The type.
- * @return {string} The element type.
- */
- getElementType( type ) {
- if ( type === 'mat2' ) return 'vec2';
- if ( type === 'mat3' ) return 'vec3';
- if ( type === 'mat4' ) return 'vec4';
- return this.getComponentType( type );
- }
- /**
- * Returns the component type for a given type.
- *
- * @param {string} type - The type.
- * @return {string} The component type.
- */
- getComponentType( type ) {
- type = this.getVectorType( type );
- if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;
- const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );
- if ( componentType === null ) return null;
- if ( componentType[ 1 ] === 'b' ) return 'bool';
- if ( componentType[ 1 ] === 'i' ) return 'int';
- if ( componentType[ 1 ] === 'u' ) return 'uint';
- return 'float';
- }
- /**
- * Returns the vector type for a given type.
- *
- * @param {string} type - The type.
- * @return {string} The vector type.
- */
- getVectorType( type ) {
- if ( type === 'color' ) return 'vec3';
- if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4';
- return type;
- }
- /**
- * Returns the data type for the given the length and component type.
- *
- * @param {number} length - The length.
- * @param {string} [componentType='float'] - The component type.
- * @return {string} The type.
- */
- getTypeFromLength( length, componentType = 'float' ) {
- if ( length === 1 ) return componentType;
- let baseType = getTypeFromLength( length );
- const prefix = componentType === 'float' ? '' : componentType[ 0 ];
- // fix edge case for mat2x2 being same size as vec4
- if ( /mat2/.test( componentType ) === true ) {
- baseType = baseType.replace( 'vec', 'mat' );
- }
- return prefix + baseType;
- }
- /**
- * Returns the type for a given typed array.
- *
- * @param {TypedArray} array - The typed array.
- * @return {string} The type.
- */
- getTypeFromArray( array ) {
- return typeFromArray.get( array.constructor );
- }
- /**
- * Returns the type is an integer type.
- *
- * @param {string} type - The type.
- * @return {boolean} Whether the type is an integer type or not.
- */
- isInteger( type ) {
- return /int|uint|(i|u)vec/.test( type );
- }
- /**
- * Returns the type for a given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- * @return {string} The type.
- */
- getTypeFromAttribute( attribute ) {
- let dataAttribute = attribute;
- if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
- const array = dataAttribute.array;
- const itemSize = attribute.itemSize;
- const normalized = attribute.normalized;
- let arrayType;
- if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {
- arrayType = this.getTypeFromArray( array );
- }
- return this.getTypeFromLength( itemSize, arrayType );
- }
- /**
- * Returns the length for the given data type.
- *
- * @param {string} type - The data type.
- * @return {number} The length.
- */
- getTypeLength( type ) {
- const vecType = this.getVectorType( type );
- const vecNum = /vec([2-4])/.exec( vecType );
- if ( vecNum !== null ) return Number( vecNum[ 1 ] );
- if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
- if ( /mat2/.test( type ) === true ) return 4;
- if ( /mat3/.test( type ) === true ) return 9;
- if ( /mat4/.test( type ) === true ) return 16;
- return 0;
- }
- /**
- * Returns the vector type for a given matrix type.
- *
- * @param {string} type - The matrix type.
- * @return {string} The vector type.
- */
- getVectorFromMatrix( type ) {
- return type.replace( 'mat', 'vec' );
- }
- /**
- * For a given type this method changes the component type to the
- * given value. E.g. `vec4` should be changed to the new component type
- * `uint` which results in `uvec4`.
- *
- * @param {string} type - The type.
- * @param {string} newComponentType - The new component type.
- * @return {string} The new type.
- */
- changeComponentType( type, newComponentType ) {
- return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
- }
- /**
- * Returns the integer type pendant for the given type.
- *
- * @param {string} type - The type.
- * @return {string} The integer type.
- */
- getIntegerType( type ) {
- const componentType = this.getComponentType( type );
- if ( componentType === 'int' || componentType === 'uint' ) return type;
- return this.changeComponentType( type, 'int' );
- }
- /**
- * Adds a stack node to the internal stack.
- *
- * @return {StackNode} The added stack node.
- */
- addStack() {
- this.stack = stack( this.stack );
- this.stacks.push( getCurrentStack() || this.stack );
- setCurrentStack( this.stack );
- return this.stack;
- }
- /**
- * Removes the last stack node from the internal stack.
- *
- * @return {StackNode} The removed stack node.
- */
- removeStack() {
- const lastStack = this.stack;
- this.stack = lastStack.parent;
- setCurrentStack( this.stacks.pop() );
- return lastStack;
- }
- /**
- * The builder maintains (cached) data for each node during the building process. This method
- * can be used to get these data for a specific shader stage and cache.
- *
- * @param {Node} node - The node to get the data for.
- * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
- * @param {?NodeCache} cache - An optional cache.
- * @return {Object} The node data.
- */
- getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) {
- cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache;
- let nodeData = cache.getData( node );
- if ( nodeData === undefined ) {
- nodeData = {};
- cache.setData( node, nodeData );
- }
- if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {};
- return nodeData[ shaderStage ];
- }
- /**
- * Returns the properties for the given node and shader stage.
- *
- * @param {Node} node - The node to get the properties for.
- * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage='any'] - The shader stage.
- * @return {Object} The node properties.
- */
- getNodeProperties( node, shaderStage = 'any' ) {
- const nodeData = this.getDataFromNode( node, shaderStage );
- return nodeData.properties || ( nodeData.properties = { outputNode: null } );
- }
- /**
- * Returns an instance of {@link NodeAttribute} for the given buffer attribute node.
- *
- * @param {BufferAttributeNode} node - The buffer attribute node.
- * @param {string} type - The node type.
- * @return {NodeAttribute} The node attribute.
- */
- getBufferAttributeFromNode( node, type ) {
- const nodeData = this.getDataFromNode( node );
- let bufferAttribute = nodeData.bufferAttribute;
- if ( bufferAttribute === undefined ) {
- const index = this.uniforms.index ++;
- bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );
- this.bufferAttributes.push( bufferAttribute );
- nodeData.bufferAttribute = bufferAttribute;
- }
- return bufferAttribute;
- }
- /**
- * Returns an instance of {@link StructType} for the given output struct node.
- *
- * @param {OutputStructNode} node - The output struct node.
- * @param {Array<Object>} membersLayout - The output struct types.
- * @param {?string} [name=null] - The name of the struct.
- * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
- * @return {StructType} The struct type attribute.
- */
- getStructTypeFromNode( node, membersLayout, name = null, shaderStage = this.shaderStage ) {
- const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
- let structType = nodeData.structType;
- if ( structType === undefined ) {
- const index = this.structs.index ++;
- if ( name === null ) name = 'StructType' + index;
- structType = new StructType( name, membersLayout );
- this.structs[ shaderStage ].push( structType );
- nodeData.structType = structType;
- }
- return structType;
- }
- /**
- * Returns an instance of {@link StructType} for the given output struct node.
- *
- * @param {OutputStructNode} node - The output struct node.
- * @param {Array<Object>} membersLayout - The output struct types.
- * @return {StructType} The struct type attribute.
- */
- getOutputStructTypeFromNode( node, membersLayout ) {
- const structType = this.getStructTypeFromNode( node, membersLayout, 'OutputType', 'fragment' );
- structType.output = true;
- return structType;
- }
- /**
- * Returns an instance of {@link NodeUniform} for the given uniform node.
- *
- * @param {UniformNode} node - The uniform node.
- * @param {string} type - The uniform type.
- * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
- * @param {?string} name - The name of the uniform.
- * @return {NodeUniform} The node uniform.
- */
- getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {
- const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
- let nodeUniform = nodeData.uniform;
- if ( nodeUniform === undefined ) {
- const index = this.uniforms.index ++;
- nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );
- this.uniforms[ shaderStage ].push( nodeUniform );
- this.registerDeclaration( nodeUniform );
- nodeData.uniform = nodeUniform;
- }
- return nodeUniform;
- }
- /**
- * Returns the array length.
- *
- * @param {Node} node - The node.
- * @return {?number} The array length.
- */
- getArrayCount( node ) {
- let count = null;
- if ( node.isArrayNode ) count = node.count;
- else if ( node.isVarNode && node.node.isArrayNode ) count = node.node.count;
- return count;
- }
- /**
- * Returns an instance of {@link NodeVar} for the given variable node.
- *
- * @param {VarNode} node - The variable node.
- * @param {?string} name - The variable's name.
- * @param {string} [type=node.getNodeType( this )] - The variable's type.
- * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
- * @param {boolean} [readOnly=false] - Whether the variable is read-only or not.
- *
- * @return {NodeVar} The node variable.
- */
- getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage, readOnly = false ) {
- const nodeData = this.getDataFromNode( node, shaderStage );
- let nodeVar = nodeData.variable;
- if ( nodeVar === undefined ) {
- const idNS = readOnly ? '_const' : '_var';
- const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] );
- const id = this.vars[ idNS ] || ( this.vars[ idNS ] = 0 );
- if ( name === null ) {
- name = ( readOnly ? 'nodeConst' : 'nodeVar' ) + id;
- this.vars[ idNS ] ++;
- }
- //
- const count = this.getArrayCount( node );
- nodeVar = new NodeVar( name, type, readOnly, count );
- if ( ! readOnly ) {
- vars.push( nodeVar );
- }
- this.registerDeclaration( nodeVar );
- nodeData.variable = nodeVar;
- }
- return nodeVar;
- }
- /**
- * Returns whether a Node or its flow is deterministic, useful for use in `const`.
- *
- * @param {Node} node - The varying node.
- * @return {boolean} Returns true if deterministic.
- */
- isDeterministic( node ) {
- if ( node.isMathNode ) {
- return this.isDeterministic( node.aNode ) &&
- ( node.bNode ? this.isDeterministic( node.bNode ) : true ) &&
- ( node.cNode ? this.isDeterministic( node.cNode ) : true );
- } else if ( node.isOperatorNode ) {
- return this.isDeterministic( node.aNode ) &&
- ( node.bNode ? this.isDeterministic( node.bNode ) : true );
- } else if ( node.isArrayNode ) {
- if ( node.values !== null ) {
- for ( const n of node.values ) {
- if ( ! this.isDeterministic( n ) ) {
- return false;
- }
- }
- }
- return true;
- } else if ( node.isConstNode ) {
- return true;
- }
- return false;
- }
- /**
- * Returns an instance of {@link NodeVarying} for the given varying node.
- *
- * @param {(VaryingNode|PropertyNode)} node - The varying node.
- * @param {?string} name - The varying's name.
- * @param {string} [type=node.getNodeType( this )] - The varying's type.
- * @param {?string} interpolationType - The interpolation type of the varying.
- * @param {?string} interpolationSampling - The interpolation sampling type of the varying.
- * @return {NodeVar} The node varying.
- */
- getVaryingFromNode( node, name = null, type = node.getNodeType( this ), interpolationType = null, interpolationSampling = null ) {
- const nodeData = this.getDataFromNode( node, 'any' );
- let nodeVarying = nodeData.varying;
- if ( nodeVarying === undefined ) {
- const varyings = this.varyings;
- const index = varyings.length;
- if ( name === null ) name = 'nodeVarying' + index;
- nodeVarying = new NodeVarying( name, type, interpolationType, interpolationSampling );
- varyings.push( nodeVarying );
- this.registerDeclaration( nodeVarying );
- nodeData.varying = nodeVarying;
- }
- return nodeVarying;
- }
- /**
- * Registers a node declaration in the current shader stage.
- *
- * @param {Object} node - The node to be registered.
- */
- registerDeclaration( node ) {
- const shaderStage = this.shaderStage;
- const declarations = this.declarations[ shaderStage ] || ( this.declarations[ shaderStage ] = {} );
- const property = this.getPropertyName( node );
- let index = 1;
- let name = property;
- // Automatically renames the property if the name is already in use.
- while ( declarations[ name ] !== undefined ) {
- name = property + '_' + index ++;
- }
- if ( index > 1 ) {
- node.name = name;
- console.warn( `THREE.TSL: Declaration name '${ property }' of '${ node.type }' already in use. Renamed to '${ name }'.` );
- }
- declarations[ name ] = node;
- }
- /**
- * Returns an instance of {@link NodeCode} for the given code node.
- *
- * @param {CodeNode} node - The code node.
- * @param {string} type - The node type.
- * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
- * @return {NodeCode} The node code.
- */
- getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
- const nodeData = this.getDataFromNode( node );
- let nodeCode = nodeData.code;
- if ( nodeCode === undefined ) {
- const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] );
- const index = codes.length;
- nodeCode = new NodeCode( 'nodeCode' + index, type );
- codes.push( nodeCode );
- nodeData.code = nodeCode;
- }
- return nodeCode;
- }
- /**
- * Adds a code flow based on the code-block hierarchy.
- * This is used so that code-blocks like If,Else create their variables locally if the Node
- * is only used inside one of these conditionals in the current shader stage.
- *
- * @param {Node} node - The node to add.
- * @param {Node} nodeBlock - Node-based code-block. Usually 'ConditionalNode'.
- */
- addFlowCodeHierarchy( node, nodeBlock ) {
- const { flowCodes, flowCodeBlock } = this.getDataFromNode( node );
- let needsFlowCode = true;
- let nodeBlockHierarchy = nodeBlock;
- while ( nodeBlockHierarchy ) {
- if ( flowCodeBlock.get( nodeBlockHierarchy ) === true ) {
- needsFlowCode = false;
- break;
- }
- nodeBlockHierarchy = this.getDataFromNode( nodeBlockHierarchy ).parentNodeBlock;
- }
- if ( needsFlowCode ) {
- for ( const flowCode of flowCodes ) {
- this.addLineFlowCode( flowCode );
- }
- }
- }
- /**
- * Add a inline-code to the current flow code-block.
- *
- * @param {Node} node - The node to add.
- * @param {string} code - The code to add.
- * @param {Node} nodeBlock - Current ConditionalNode
- */
- addLineFlowCodeBlock( node, code, nodeBlock ) {
- const nodeData = this.getDataFromNode( node );
- const flowCodes = nodeData.flowCodes || ( nodeData.flowCodes = [] );
- const codeBlock = nodeData.flowCodeBlock || ( nodeData.flowCodeBlock = new WeakMap() );
- flowCodes.push( code );
- codeBlock.set( nodeBlock, true );
- }
- /**
- * Add a inline-code to the current flow.
- *
- * @param {string} code - The code to add.
- * @param {?Node} [node= null] - Optional Node, can help the system understand if the Node is part of a code-block.
- * @return {NodeBuilder} A reference to this node builder.
- */
- addLineFlowCode( code, node = null ) {
- if ( code === '' ) return this;
- if ( node !== null && this.context.nodeBlock ) {
- this.addLineFlowCodeBlock( node, code, this.context.nodeBlock );
- }
- code = this.tab + code;
- if ( ! /;\s*$/.test( code ) ) {
- code = code + ';\n';
- }
- this.flow.code += code;
- return this;
- }
- /**
- * Adds a code to the current code flow.
- *
- * @param {string} code - Shader code.
- * @return {NodeBuilder} A reference to this node builder.
- */
- addFlowCode( code ) {
- this.flow.code += code;
- return this;
- }
- /**
- * Add tab in the code that will be generated so that other snippets respect the current tabulation.
- * Typically used in codes with If,Else.
- *
- * @return {NodeBuilder} A reference to this node builder.
- */
- addFlowTab() {
- this.tab += '\t';
- return this;
- }
- /**
- * Removes a tab.
- *
- * @return {NodeBuilder} A reference to this node builder.
- */
- removeFlowTab() {
- this.tab = this.tab.slice( 0, -1 );
- return this;
- }
- /**
- * Gets the current flow data based on a Node.
- *
- * @param {Node} node - Node that the flow was started.
- * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
- * @return {Object} The flow data.
- */
- getFlowData( node/*, shaderStage*/ ) {
- return this.flowsData.get( node );
- }
- /**
- * Executes the node flow based on a root node to generate the final shader code.
- *
- * @param {Node} node - The node to execute.
- * @return {Object} The code flow.
- */
- flowNode( node ) {
- const output = node.getNodeType( this );
- const flowData = this.flowChildNode( node, output );
- this.flowsData.set( node, flowData );
- return flowData;
- }
- /**
- * Includes a node in the current function node.
- *
- * @param {Node} node - The node to include.
- * @returns {void}
- */
- addInclude( node ) {
- if ( this.currentFunctionNode !== null ) {
- this.currentFunctionNode.includes.push( node );
- }
- }
- /**
- * Returns the native shader operator name for a given generic name.
- * It is a similar type of method like {@link NodeBuilder#getMethod}.
- *
- * @param {ShaderNodeInternal} shaderNode - The shader node to build the function node with.
- * @return {FunctionNode} The build function node.
- */
- buildFunctionNode( shaderNode ) {
- const fn = new FunctionNode();
- const previous = this.currentFunctionNode;
- this.currentFunctionNode = fn;
- fn.code = this.buildFunctionCode( shaderNode );
- this.currentFunctionNode = previous;
- return fn;
- }
- /**
- * Generates a code flow based on a TSL function: Fn().
- *
- * @param {ShaderNodeInternal} shaderNode - A function code will be generated based on the input.
- * @return {Object}
- */
- flowShaderNode( shaderNode ) {
- const layout = shaderNode.layout;
- const inputs = {
- [ Symbol.iterator ]() {
- let index = 0;
- const values = Object.values( this );
- return {
- next: () => ( {
- value: values[ index ],
- done: index ++ >= values.length
- } )
- };
- }
- };
- for ( const input of layout.inputs ) {
- inputs[ input.name ] = new ParameterNode( input.type, input.name );
- }
- //
- shaderNode.layout = null;
- const callNode = shaderNode.call( inputs );
- const flowData = this.flowStagesNode( callNode, layout.type );
- shaderNode.layout = layout;
- return flowData;
- }
- /**
- * Runs the node flow through all the steps of creation, 'setup', 'analyze', 'generate'.
- *
- * @param {Node} node - The node to execute.
- * @param {?string} output - Expected output type. For example 'vec3'.
- * @return {Object}
- */
- flowStagesNode( node, output = null ) {
- const previousFlow = this.flow;
- const previousVars = this.vars;
- const previousDeclarations = this.declarations;
- const previousCache = this.cache;
- const previousBuildStage = this.buildStage;
- const previousStack = this.stack;
- const flow = {
- code: ''
- };
- this.flow = flow;
- this.vars = {};
- this.declarations = {};
- this.cache = new NodeCache();
- this.stack = stack();
- for ( const buildStage of defaultBuildStages ) {
- this.setBuildStage( buildStage );
- flow.result = node.build( this, output );
- }
- flow.vars = this.getVars( this.shaderStage );
- this.flow = previousFlow;
- this.vars = previousVars;
- this.declarations = previousDeclarations;
- this.cache = previousCache;
- this.stack = previousStack;
- this.setBuildStage( previousBuildStage );
- return flow;
- }
- /**
- * Returns the native shader operator name for a given generic name.
- * It is a similar type of method like {@link NodeBuilder#getMethod}.
- *
- * @abstract
- * @param {string} op - The operator name to resolve.
- * @return {?string} The resolved operator name.
- */
- getFunctionOperator( /* op */ ) {
- return null;
- }
- /**
- * Builds the given shader node.
- *
- * @abstract
- * @param {ShaderNodeInternal} shaderNode - The shader node.
- * @return {string} The function code.
- */
- buildFunctionCode( /* shaderNode */ ) {
- console.warn( 'Abstract function.' );
- }
- /**
- * Generates a code flow based on a child Node.
- *
- * @param {Node} node - The node to execute.
- * @param {?string} output - Expected output type. For example 'vec3'.
- * @return {Object} The code flow.
- */
- flowChildNode( node, output = null ) {
- const previousFlow = this.flow;
- const flow = {
- code: ''
- };
- this.flow = flow;
- flow.result = node.build( this, output );
- this.flow = previousFlow;
- return flow;
- }
- /**
- * Executes a flow of code in a different stage.
- *
- * Some nodes like `varying()` have the ability to compute code in vertex-stage and
- * return the value in fragment-stage even if it is being executed in an input fragment.
- *
- * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
- * @param {Node} node - The node to execute.
- * @param {?string} output - Expected output type. For example 'vec3'.
- * @param {?string} propertyName - The property name to assign the result.
- * @return {Object}
- */
- flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {
- const previousShaderStage = this.shaderStage;
- this.setShaderStage( shaderStage );
- const flowData = this.flowChildNode( node, output );
- if ( propertyName !== null ) {
- flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;
- }
- this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
- this.setShaderStage( previousShaderStage );
- return flowData;
- }
- /**
- * Returns an array holding all node attributes of this node builder.
- *
- * @return {Array<NodeAttribute>} The node attributes of this builder.
- */
- getAttributesArray() {
- return this.attributes.concat( this.bufferAttributes );
- }
- /**
- * Returns the attribute definitions as a shader string for the given shader stage.
- *
- * @abstract
- * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
- * @return {string} The attribute code section.
- */
- getAttributes( /*shaderStage*/ ) {
- console.warn( 'Abstract function.' );
- }
- /**
- * Returns the varying definitions as a shader string for the given shader stage.
- *
- * @abstract
- * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
- * @return {string} The varying code section.
- */
- getVaryings( /*shaderStage*/ ) {
- console.warn( 'Abstract function.' );
- }
- /**
- * Returns a single variable definition as a shader string for the given variable type and name.
- *
- * @param {string} type - The variable's type.
- * @param {string} name - The variable's name.
- * @param {?number} [count=null] - The array length.
- * @return {string} The shader string.
- */
- getVar( type, name, count = null ) {
- return `${ count !== null ? this.generateArrayDeclaration( type, count ) : this.getType( type ) } ${ name }`;
- }
- /**
- * Returns the variable definitions as a shader string for the given shader stage.
- *
- * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
- * @return {string} The variable code section.
- */
- getVars( shaderStage ) {
- let snippet = '';
- const vars = this.vars[ shaderStage ];
- if ( vars !== undefined ) {
- for ( const variable of vars ) {
- snippet += `${ this.getVar( variable.type, variable.name ) }; `;
- }
- }
- return snippet;
- }
- /**
- * Returns the uniform definitions as a shader string for the given shader stage.
- *
- * @abstract
- * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
- * @return {string} The uniform code section.
- */
- getUniforms( /*shaderStage*/ ) {
- console.warn( 'Abstract function.' );
- }
- /**
- * Returns the native code definitions as a shader string for the given shader stage.
- *
- * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
- * @return {string} The native code section.
- */
- getCodes( shaderStage ) {
- const codes = this.codes[ shaderStage ];
- let code = '';
- if ( codes !== undefined ) {
- for ( const nodeCode of codes ) {
- code += nodeCode.code + '\n';
- }
- }
- return code;
- }
- /**
- * Returns the hash of this node builder.
- *
- * @return {string} The hash.
- */
- getHash() {
- return this.vertexShader + this.fragmentShader + this.computeShader;
- }
- /**
- * Sets the current shader stage.
- *
- * @param {?('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage to set.
- */
- setShaderStage( shaderStage ) {
- this.shaderStage = shaderStage;
- }
- /**
- * Returns the current shader stage.
- *
- * @return {?('vertex'|'fragment'|'compute'|'any')} The current shader stage.
- */
- getShaderStage() {
- return this.shaderStage;
- }
- /**
- * Sets the current build stage.
- *
- * @param {?('setup'|'analyze'|'generate')} buildStage - The build stage to set.
- */
- setBuildStage( buildStage ) {
- this.buildStage = buildStage;
- }
- /**
- * Returns the current build stage.
- *
- * @return {?('setup'|'analyze'|'generate')} The current build stage.
- */
- getBuildStage() {
- return this.buildStage;
- }
- /**
- * Controls the code build of the shader stages.
- *
- * @abstract
- */
- buildCode() {
- console.warn( 'Abstract function.' );
- }
- /**
- * Central build method which controls the build for the given object.
- *
- * @return {NodeBuilder} A reference to this node builder.
- */
- build() {
- const { object, material, renderer } = this;
- if ( material !== null ) {
- let nodeMaterial = renderer.library.fromMaterial( material );
- if ( nodeMaterial === null ) {
- console.error( `NodeMaterial: Material "${ material.type }" is not compatible.` );
- nodeMaterial = new NodeMaterial();
- }
- nodeMaterial.build( this );
- } else {
- this.addFlow( 'compute', object );
- }
- // setup() -> stage 1: create possible new nodes and returns an output reference node
- // analyze() -> stage 2: analyze nodes to possible optimization and validation
- // generate() -> stage 3: generate shader
- for ( const buildStage of defaultBuildStages ) {
- this.setBuildStage( buildStage );
- if ( this.context.vertex && this.context.vertex.isNode ) {
- this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
- }
- for ( const shaderStage of shaderStages ) {
- this.setShaderStage( shaderStage );
- const flowNodes = this.flowNodes[ shaderStage ];
- for ( const node of flowNodes ) {
- if ( buildStage === 'generate' ) {
- this.flowNode( node );
- } else {
- node.build( this );
- }
- }
- }
- }
- this.setBuildStage( null );
- this.setShaderStage( null );
- // stage 4: build code for a specific output
- this.buildCode();
- this.buildUpdateNodes();
- return this;
- }
- /**
- * Returns a uniform representation which is later used for UBO generation and rendering.
- *
- * @param {NodeUniform} uniformNode - The uniform node.
- * @param {string} type - The requested type.
- * @return {Uniform} The uniform.
- */
- getNodeUniform( uniformNode, type ) {
- if ( type === 'float' || type === 'int' || type === 'uint' ) return new NumberNodeUniform( uniformNode );
- if ( type === 'vec2' || type === 'ivec2' || type === 'uvec2' ) return new Vector2NodeUniform( uniformNode );
- if ( type === 'vec3' || type === 'ivec3' || type === 'uvec3' ) return new Vector3NodeUniform( uniformNode );
- if ( type === 'vec4' || type === 'ivec4' || type === 'uvec4' ) return new Vector4NodeUniform( uniformNode );
- if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
- if ( type === 'mat2' ) return new Matrix2NodeUniform( uniformNode );
- if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
- if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
- throw new Error( `Uniform "${type}" not declared.` );
- }
- /**
- * Formats the given shader snippet from a given type into another one. E.g.
- * this method might be used to convert a simple float string `"1.0"` into a
- * `vec3` representation: `"vec3<f32>( 1.0 )"`.
- *
- * @param {string} snippet - The shader snippet.
- * @param {string} fromType - The source type.
- * @param {string} toType - The target type.
- * @return {string} The updated shader string.
- */
- format( snippet, fromType, toType ) {
- fromType = this.getVectorType( fromType );
- toType = this.getVectorType( toType );
- if ( fromType === toType || toType === null || this.isReference( toType ) ) {
- return snippet;
- }
- const fromTypeLength = this.getTypeLength( fromType );
- const toTypeLength = this.getTypeLength( toType );
- if ( fromTypeLength === 16 && toTypeLength === 9 ) {
- return `${ this.getType( toType ) }( ${ snippet }[ 0 ].xyz, ${ snippet }[ 1 ].xyz, ${ snippet }[ 2 ].xyz )`;
- }
- if ( fromTypeLength === 9 && toTypeLength === 4 ) {
- return `${ this.getType( toType ) }( ${ snippet }[ 0 ].xy, ${ snippet }[ 1 ].xy )`;
- }
- if ( fromTypeLength > 4 ) { // fromType is matrix-like
- // @TODO: ignore for now
- return snippet;
- }
- if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown
- // @TODO: ignore for now
- return snippet;
- }
- if ( fromTypeLength === toTypeLength ) {
- return `${ this.getType( toType ) }( ${ snippet } )`;
- }
- if ( fromTypeLength > toTypeLength ) {
- snippet = toType === 'bool' ? `all( ${ snippet } )` : `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`;
- return this.format( snippet, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );
- }
- if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like
- return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;
- }
- if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like
- return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
- }
- if ( fromTypeLength === 1 && toTypeLength > 1 && fromType !== this.getComponentType( toType ) ) { // fromType is float-like
- // convert a number value to vector type, e.g:
- // vec3( 1u ) -> vec3( float( 1u ) )
- snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`;
- }
- return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
- }
- /**
- * Returns a signature with the engine's current revision.
- *
- * @return {string} The signature.
- */
- getSignature() {
- return `// Three.js r${ REVISION } - Node System\n`;
- }
- /**
- * Prevents the node builder from being used as an iterable in TSL.Fn(), avoiding potential runtime errors.
- */
- *[ Symbol.iterator ]() { }
- // Deprecated
- /**
- * @function
- * @deprecated since r168. Use `new NodeMaterial()` instead, with targeted node material name.
- *
- * @param {string} [type='NodeMaterial'] - The node material type.
- * @throws {Error}
- */
- createNodeMaterial( type = 'NodeMaterial' ) { // @deprecated, r168
- throw new Error( `THREE.NodeBuilder: createNodeMaterial() was deprecated. Use new ${ type }() instead.` );
- }
- }
- /**
- * Management class for updating nodes. The module tracks metrics like
- * the elapsed time, delta time, the render and frame ID to correctly
- * call the node update methods {@link Node#updateBefore}, {@link Node#update}
- * and {@link Node#updateAfter} depending on the node's configuration.
- */
- class NodeFrame {
- /**
- * Constructs a new node fame.
- */
- constructor() {
- /**
- * The elapsed time in seconds.
- *
- * @type {number}
- * @default 0
- */
- this.time = 0;
- /**
- * The delta time in seconds.
- *
- * @type {number}
- * @default 0
- */
- this.deltaTime = 0;
- /**
- * The frame ID.
- *
- * @type {number}
- * @default 0
- */
- this.frameId = 0;
- /**
- * The render ID.
- *
- * @type {number}
- * @default 0
- */
- this.renderId = 0;
- /**
- * Used to control the {@link Node#update} call.
- *
- * @type {WeakMap<Node, Object>}
- */
- this.updateMap = new WeakMap();
- /**
- * Used to control the {@link Node#updateBefore} call.
- *
- * @type {WeakMap<Node, Object>}
- */
- this.updateBeforeMap = new WeakMap();
- /**
- * Used to control the {@link Node#updateAfter} call.
- *
- * @type {WeakMap<Node, Object>}
- */
- this.updateAfterMap = new WeakMap();
- /**
- * A reference to the current renderer.
- *
- * @type {?Renderer}
- * @default null
- */
- this.renderer = null;
- /**
- * A reference to the current material.
- *
- * @type {?Material}
- * @default null
- */
- this.material = null;
- /**
- * A reference to the current camera.
- *
- * @type {?Camera}
- * @default null
- */
- this.camera = null;
- /**
- * A reference to the current 3D object.
- *
- * @type {?Object3D}
- * @default null
- */
- this.object = null;
- /**
- * A reference to the current scene.
- *
- * @type {?Scene}
- * @default null
- */
- this.scene = null;
- }
- /**
- * Returns a dictionary for a given node and update map which
- * is used to correctly call node update methods per frame or render.
- *
- * @private
- * @param {WeakMap<Node, Object>} referenceMap - The reference weak map.
- * @param {Node} nodeRef - The reference to the current node.
- * @return {Object<string,WeakMap>} The dictionary.
- */
- _getMaps( referenceMap, nodeRef ) {
- let maps = referenceMap.get( nodeRef );
- if ( maps === undefined ) {
- maps = {
- renderMap: new WeakMap(),
- frameMap: new WeakMap()
- };
- referenceMap.set( nodeRef, maps );
- }
- return maps;
- }
- /**
- * This method executes the {@link Node#updateBefore} for the given node.
- * It makes sure {@link Node#updateBeforeType} is honored meaning the update
- * is only executed once per frame, render or object depending on the update
- * type.
- *
- * @param {Node} node - The node that should be updated.
- */
- updateBeforeNode( node ) {
- const updateType = node.getUpdateBeforeType();
- const reference = node.updateReference( this );
- if ( updateType === NodeUpdateType.FRAME ) {
- const { frameMap } = this._getMaps( this.updateBeforeMap, reference );
- if ( frameMap.get( reference ) !== this.frameId ) {
- if ( node.updateBefore( this ) !== false ) {
- frameMap.set( reference, this.frameId );
- }
- }
- } else if ( updateType === NodeUpdateType.RENDER ) {
- const { renderMap } = this._getMaps( this.updateBeforeMap, reference );
- if ( renderMap.get( reference ) !== this.renderId ) {
- if ( node.updateBefore( this ) !== false ) {
- renderMap.set( reference, this.renderId );
- }
- }
- } else if ( updateType === NodeUpdateType.OBJECT ) {
- node.updateBefore( this );
- }
- }
- /**
- * This method executes the {@link Node#updateAfter} for the given node.
- * It makes sure {@link Node#updateAfterType} is honored meaning the update
- * is only executed once per frame, render or object depending on the update
- * type.
- *
- * @param {Node} node - The node that should be updated.
- */
- updateAfterNode( node ) {
- const updateType = node.getUpdateAfterType();
- const reference = node.updateReference( this );
- if ( updateType === NodeUpdateType.FRAME ) {
- const { frameMap } = this._getMaps( this.updateAfterMap, reference );
- if ( frameMap.get( reference ) !== this.frameId ) {
- if ( node.updateAfter( this ) !== false ) {
- frameMap.set( reference, this.frameId );
- }
- }
- } else if ( updateType === NodeUpdateType.RENDER ) {
- const { renderMap } = this._getMaps( this.updateAfterMap, reference );
- if ( renderMap.get( reference ) !== this.renderId ) {
- if ( node.updateAfter( this ) !== false ) {
- renderMap.set( reference, this.renderId );
- }
- }
- } else if ( updateType === NodeUpdateType.OBJECT ) {
- node.updateAfter( this );
- }
- }
- /**
- * This method executes the {@link Node#update} for the given node.
- * It makes sure {@link Node#updateType} is honored meaning the update
- * is only executed once per frame, render or object depending on the update
- * type.
- *
- * @param {Node} node - The node that should be updated.
- */
- updateNode( node ) {
- const updateType = node.getUpdateType();
- const reference = node.updateReference( this );
- if ( updateType === NodeUpdateType.FRAME ) {
- const { frameMap } = this._getMaps( this.updateMap, reference );
- if ( frameMap.get( reference ) !== this.frameId ) {
- if ( node.update( this ) !== false ) {
- frameMap.set( reference, this.frameId );
- }
- }
- } else if ( updateType === NodeUpdateType.RENDER ) {
- const { renderMap } = this._getMaps( this.updateMap, reference );
- if ( renderMap.get( reference ) !== this.renderId ) {
- if ( node.update( this ) !== false ) {
- renderMap.set( reference, this.renderId );
- }
- }
- } else if ( updateType === NodeUpdateType.OBJECT ) {
- node.update( this );
- }
- }
- /**
- * Updates the internal state of the node frame. This method is
- * called by the renderer in its internal animation loop.
- */
- update() {
- this.frameId ++;
- if ( this.lastTime === undefined ) this.lastTime = performance.now();
- this.deltaTime = ( performance.now() - this.lastTime ) / 1000;
- this.lastTime = performance.now();
- this.time += this.deltaTime;
- }
- }
- /**
- * Describes the input of a {@link NodeFunction}.
- */
- class NodeFunctionInput {
- /**
- * Constructs a new node function input.
- *
- * @param {string} type - The input type.
- * @param {string} name - The input name.
- * @param {?number} [count=null] - If the input is an Array, count will be the length.
- * @param {('in'|'out'|'inout')} [qualifier=''] - The parameter qualifier (only relevant for GLSL).
- * @param {boolean} [isConst=false] - Whether the input uses a const qualifier or not (only relevant for GLSL).
- */
- constructor( type, name, count = null, qualifier = '', isConst = false ) {
- /**
- * The input type.
- *
- * @type {string}
- */
- this.type = type;
- /**
- * The input name.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * If the input is an Array, count will be the length.
- *
- * @type {?number}
- * @default null
- */
- this.count = count;
- /**
- *The parameter qualifier (only relevant for GLSL).
- *
- * @type {('in'|'out'|'inout')}
- * @default ''
- */
- this.qualifier = qualifier;
- /**
- * Whether the input uses a const qualifier or not (only relevant for GLSL).
- *
- * @type {boolean}
- * @default false
- */
- this.isConst = isConst;
- }
- }
- NodeFunctionInput.isNodeFunctionInput = true;
- /**
- * Module for representing directional lights as nodes.
- *
- * @augments AnalyticLightNode
- */
- class DirectionalLightNode extends AnalyticLightNode {
- static get type() {
- return 'DirectionalLightNode';
- }
- /**
- * Constructs a new directional light node.
- *
- * @param {?DirectionalLight} [light=null] - The directional light source.
- */
- constructor( light = null ) {
- super( light );
- }
- setupDirect() {
- const lightColor = this.colorNode;
- const lightDirection = lightTargetDirection( this.light );
- return { lightDirection, lightColor };
- }
- }
- const _matrix41 = /*@__PURE__*/ new Matrix4();
- const _matrix42 = /*@__PURE__*/ new Matrix4();
- let _ltcLib = null;
- /**
- * Module for representing rect area lights as nodes.
- *
- * @augments AnalyticLightNode
- */
- class RectAreaLightNode extends AnalyticLightNode {
- static get type() {
- return 'RectAreaLightNode';
- }
- /**
- * Constructs a new rect area light node.
- *
- * @param {?RectAreaLight} [light=null] - The rect area light source.
- */
- constructor( light = null ) {
- super( light );
- /**
- * Uniform node representing the half height of the are light.
- *
- * @type {UniformNode<vec3>}
- */
- this.halfHeight = uniform( new Vector3() ).setGroup( renderGroup );
- /**
- * Uniform node representing the half width of the are light.
- *
- * @type {UniformNode<vec3>}
- */
- this.halfWidth = uniform( new Vector3() ).setGroup( renderGroup );
- /**
- * The `updateType` is set to `NodeUpdateType.RENDER` since the light
- * relies on `viewMatrix` which might vary per render call.
- *
- * @type {string}
- * @default 'render'
- */
- this.updateType = NodeUpdateType.RENDER;
- }
- /**
- * Overwritten to updated rect area light specific uniforms.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( frame ) {
- super.update( frame );
- const { light } = this;
- const viewMatrix = frame.camera.matrixWorldInverse;
- _matrix42.identity();
- _matrix41.copy( light.matrixWorld );
- _matrix41.premultiply( viewMatrix );
- _matrix42.extractRotation( _matrix41 );
- this.halfWidth.value.set( light.width * 0.5, 0.0, 0.0 );
- this.halfHeight.value.set( 0.0, light.height * 0.5, 0.0 );
- this.halfWidth.value.applyMatrix4( _matrix42 );
- this.halfHeight.value.applyMatrix4( _matrix42 );
- }
- setupDirectRectArea( builder ) {
- let ltc_1, ltc_2;
- if ( builder.isAvailable( 'float32Filterable' ) ) {
- ltc_1 = texture( _ltcLib.LTC_FLOAT_1 );
- ltc_2 = texture( _ltcLib.LTC_FLOAT_2 );
- } else {
- ltc_1 = texture( _ltcLib.LTC_HALF_1 );
- ltc_2 = texture( _ltcLib.LTC_HALF_2 );
- }
- const { colorNode, light } = this;
- const lightPosition = lightViewPosition( light );
- return {
- lightColor: colorNode,
- lightPosition,
- halfWidth: this.halfWidth,
- halfHeight: this.halfHeight,
- ltc_1,
- ltc_2
- };
- }
- /**
- * Used to configure the internal BRDF approximation texture data.
- *
- * @param {RectAreaLightTexturesLib} ltc - The BRDF approximation texture data.
- */
- static setLTC( ltc ) {
- _ltcLib = ltc;
- }
- }
- /**
- * Module for representing spot lights as nodes.
- *
- * @augments AnalyticLightNode
- */
- class SpotLightNode extends AnalyticLightNode {
- static get type() {
- return 'SpotLightNode';
- }
- /**
- * Constructs a new spot light node.
- *
- * @param {?SpotLight} [light=null] - The spot light source.
- */
- constructor( light = null ) {
- super( light );
- /**
- * Uniform node representing the cone cosine.
- *
- * @type {UniformNode<float>}
- */
- this.coneCosNode = uniform( 0 ).setGroup( renderGroup );
- /**
- * Uniform node representing the penumbra cosine.
- *
- * @type {UniformNode<float>}
- */
- this.penumbraCosNode = uniform( 0 ).setGroup( renderGroup );
- /**
- * Uniform node representing the cutoff distance.
- *
- * @type {UniformNode<float>}
- */
- this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
- /**
- * Uniform node representing the decay exponent.
- *
- * @type {UniformNode<float>}
- */
- this.decayExponentNode = uniform( 0 ).setGroup( renderGroup );
- }
- /**
- * Overwritten to updated spot light specific uniforms.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( frame ) {
- super.update( frame );
- const { light } = this;
- this.coneCosNode.value = Math.cos( light.angle );
- this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) );
- this.cutoffDistanceNode.value = light.distance;
- this.decayExponentNode.value = light.decay;
- }
- /**
- * Computes the spot attenuation for the given angle.
- *
- * @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
- * @return {Node<float>} The spot attenuation.
- */
- getSpotAttenuation( angleCosine ) {
- const { coneCosNode, penumbraCosNode } = this;
- return smoothstep( coneCosNode, penumbraCosNode, angleCosine );
- }
- setupDirect( builder ) {
- const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
- const lightVector = this.getLightVector( builder );
- const lightDirection = lightVector.normalize();
- const angleCos = lightDirection.dot( lightTargetDirection( light ) );
- const spotAttenuation = this.getSpotAttenuation( angleCos );
- const lightDistance = lightVector.length();
- const lightAttenuation = getDistanceAttenuation( {
- lightDistance,
- cutoffDistance: cutoffDistanceNode,
- decayExponent: decayExponentNode
- } );
- let lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
- if ( light.map ) {
- const spotLightCoord = lightProjectionUV( light, builder.context.positionWorld );
- const projectedTexture = texture( light.map, spotLightCoord.xy ).onRenderUpdate( () => light.map );
- const inSpotLightMap = spotLightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all();
- lightColor = inSpotLightMap.select( lightColor.mul( projectedTexture ), lightColor );
- }
- return { lightColor, lightDirection };
- }
- }
- /**
- * An IES version of the default spot light node.
- *
- * @augments SpotLightNode
- */
- class IESSpotLightNode extends SpotLightNode {
- static get type() {
- return 'IESSpotLightNode';
- }
- /**
- * Overwrites the default implementation to compute an IES conform spot attenuation.
- *
- * @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
- * @return {Node<float>} The spot attenuation.
- */
- getSpotAttenuation( angleCosine ) {
- const iesMap = this.light.iesMap;
- let spotAttenuation = null;
- if ( iesMap && iesMap.isTexture === true ) {
- const angle = angleCosine.acos().mul( 1.0 / Math.PI );
- spotAttenuation = texture( iesMap, vec2( angle, 0 ), 0 ).r;
- } else {
- spotAttenuation = super.getSpotAttenuation( angleCosine );
- }
- return spotAttenuation;
- }
- }
- /**
- * Module for representing ambient lights as nodes.
- *
- * @augments AnalyticLightNode
- */
- class AmbientLightNode extends AnalyticLightNode {
- static get type() {
- return 'AmbientLightNode';
- }
- /**
- * Constructs a new ambient light node.
- *
- * @param {?AmbientLight} [light=null] - The ambient light source.
- */
- constructor( light = null ) {
- super( light );
- }
- setup( { context } ) {
- context.irradiance.addAssign( this.colorNode );
- }
- }
- /**
- * Module for representing hemisphere lights as nodes.
- *
- * @augments AnalyticLightNode
- */
- class HemisphereLightNode extends AnalyticLightNode {
- static get type() {
- return 'HemisphereLightNode';
- }
- /**
- * Constructs a new hemisphere light node.
- *
- * @param {?HemisphereLight} [light=null] - The hemisphere light source.
- */
- constructor( light = null ) {
- super( light );
- /**
- * Uniform node representing the light's position.
- *
- * @type {UniformNode<vec3>}
- */
- this.lightPositionNode = lightPosition( light );
- /**
- * A node representing the light's direction.
- *
- * @type {Node<vec3>}
- */
- this.lightDirectionNode = this.lightPositionNode.normalize();
- /**
- * Uniform node representing the light's ground color.
- *
- * @type {UniformNode<vec3>}
- */
- this.groundColorNode = uniform( new Color() ).setGroup( renderGroup );
- }
- /**
- * Overwritten to updated hemisphere light specific uniforms.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( frame ) {
- const { light } = this;
- super.update( frame );
- this.lightPositionNode.object3d = light;
- this.groundColorNode.value.copy( light.groundColor ).multiplyScalar( light.intensity );
- }
- setup( builder ) {
- const { colorNode, groundColorNode, lightDirectionNode } = this;
- const dotNL = normalView.dot( lightDirectionNode );
- const hemiDiffuseWeight = dotNL.mul( 0.5 ).add( 0.5 );
- const irradiance = mix( groundColorNode, colorNode, hemiDiffuseWeight );
- builder.context.irradiance.addAssign( irradiance );
- }
- }
- /**
- * Module for representing light probes as nodes.
- *
- * @augments AnalyticLightNode
- */
- class LightProbeNode extends AnalyticLightNode {
- static get type() {
- return 'LightProbeNode';
- }
- /**
- * Constructs a new light probe node.
- *
- * @param {?LightProbe} [light=null] - The light probe.
- */
- constructor( light = null ) {
- super( light );
- const array = [];
- for ( let i = 0; i < 9; i ++ ) array.push( new Vector3() );
- /**
- * Light probe represented as a uniform of spherical harmonics.
- *
- * @type {UniformArrayNode}
- */
- this.lightProbe = uniformArray( array );
- }
- /**
- * Overwritten to updated light probe specific uniforms.
- *
- * @param {NodeFrame} frame - A reference to the current node frame.
- */
- update( frame ) {
- const { light } = this;
- super.update( frame );
- //
- for ( let i = 0; i < 9; i ++ ) {
- this.lightProbe.array[ i ].copy( light.sh.coefficients[ i ] ).multiplyScalar( light.intensity );
- }
- }
- setup( builder ) {
- const irradiance = getShIrradianceAt( normalWorld, this.lightProbe );
- builder.context.irradiance.addAssign( irradiance );
- }
- }
- /**
- * Base class for node parsers. A derived parser must be implemented
- * for each supported native shader language.
- */
- class NodeParser {
- /**
- * The method parses the given native code an returns a node function.
- *
- * @abstract
- * @param {string} source - The native shader code.
- * @return {NodeFunction} A node function.
- */
- parseFunction( /*source*/ ) {
- console.warn( 'Abstract function.' );
- }
- }
- /**
- * Base class for node functions. A derived module must be implemented
- * for each supported native shader language. Similar to other `Node*` modules,
- * this class is only relevant during the building process and not used
- * in user-level code.
- */
- class NodeFunction {
- /**
- * Constructs a new node function.
- *
- * @param {string} type - The node type. This type is the return type of the node function.
- * @param {Array<NodeFunctionInput>} inputs - The function's inputs.
- * @param {string} [name=''] - The function's name.
- * @param {string} [precision=''] - The precision qualifier.
- */
- constructor( type, inputs, name = '', precision = '' ) {
- /**
- * The node type. This type is the return type of the node function.
- *
- * @type {string}
- */
- this.type = type;
- /**
- * The function's inputs.
- *
- * @type {Array<NodeFunctionInput>}
- */
- this.inputs = inputs;
- /**
- * The name of the uniform.
- *
- * @type {string}
- * @default ''
- */
- this.name = name;
- /**
- * The precision qualifier.
- *
- * @type {string}
- * @default ''
- */
- this.precision = precision;
- }
- /**
- * This method returns the native code of the node function.
- *
- * @abstract
- * @param {string} name - The function's name.
- * @return {string} A shader code.
- */
- getCode( /*name = this.name*/ ) {
- console.warn( 'Abstract function.' );
- }
- }
- NodeFunction.isNodeFunction = true;
- const declarationRegexp$1 = /^\s*(highp|mediump|lowp)?\s*([a-z_0-9]+)\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)/i;
- const propertiesRegexp$1 = /[a-z_0-9]+/ig;
- const pragmaMain = '#pragma main';
- const parse$1 = ( source ) => {
- source = source.trim();
- const pragmaMainIndex = source.indexOf( pragmaMain );
- const mainCode = pragmaMainIndex !== -1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source;
- const declaration = mainCode.match( declarationRegexp$1 );
- if ( declaration !== null && declaration.length === 5 ) {
- // tokenizer
- const inputsCode = declaration[ 4 ];
- const propsMatches = [];
- let nameMatch = null;
- while ( ( nameMatch = propertiesRegexp$1.exec( inputsCode ) ) !== null ) {
- propsMatches.push( nameMatch );
- }
- // parser
- const inputs = [];
- let i = 0;
- while ( i < propsMatches.length ) {
- const isConst = propsMatches[ i ][ 0 ] === 'const';
- if ( isConst === true ) {
- i ++;
- }
- let qualifier = propsMatches[ i ][ 0 ];
- if ( qualifier === 'in' || qualifier === 'out' || qualifier === 'inout' ) {
- i ++;
- } else {
- qualifier = '';
- }
- const type = propsMatches[ i ++ ][ 0 ];
- let count = Number.parseInt( propsMatches[ i ][ 0 ] );
- if ( Number.isNaN( count ) === false ) i ++;
- else count = null;
- const name = propsMatches[ i ++ ][ 0 ];
- inputs.push( new NodeFunctionInput( type, name, count, qualifier, isConst ) );
- }
- //
- const blockCode = mainCode.substring( declaration[ 0 ].length );
- const name = declaration[ 3 ] !== undefined ? declaration[ 3 ] : '';
- const type = declaration[ 2 ];
- const precision = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
- const headerCode = pragmaMainIndex !== -1 ? source.slice( 0, pragmaMainIndex ) : '';
- return {
- type,
- inputs,
- name,
- precision,
- inputsCode,
- blockCode,
- headerCode
- };
- } else {
- throw new Error( 'FunctionNode: Function is not a GLSL code.' );
- }
- };
- /**
- * This class represents a GLSL node function.
- *
- * @augments NodeFunction
- */
- class GLSLNodeFunction extends NodeFunction {
- /**
- * Constructs a new GLSL node function.
- *
- * @param {string} source - The GLSL source.
- */
- constructor( source ) {
- const { type, inputs, name, precision, inputsCode, blockCode, headerCode } = parse$1( source );
- super( type, inputs, name, precision );
- this.inputsCode = inputsCode;
- this.blockCode = blockCode;
- this.headerCode = headerCode;
- }
- /**
- * This method returns the GLSL code of the node function.
- *
- * @param {string} [name=this.name] - The function's name.
- * @return {string} The shader code.
- */
- getCode( name = this.name ) {
- let code;
- const blockCode = this.blockCode;
- if ( blockCode !== '' ) {
- const { type, inputsCode, headerCode, precision } = this;
- let declarationCode = `${ type } ${ name } ( ${ inputsCode.trim() } )`;
- if ( precision !== '' ) {
- declarationCode = `${ precision } ${ declarationCode }`;
- }
- code = headerCode + declarationCode + blockCode;
- } else {
- // interface function
- code = '';
- }
- return code;
- }
- }
- /**
- * A GLSL node parser.
- *
- * @augments NodeParser
- */
- class GLSLNodeParser extends NodeParser {
- /**
- * The method parses the given GLSL code an returns a node function.
- *
- * @param {string} source - The GLSL code.
- * @return {GLSLNodeFunction} A node function.
- */
- parseFunction( source ) {
- return new GLSLNodeFunction( source );
- }
- }
- const _outputNodeMap = new WeakMap();
- const _chainKeys$2 = [];
- const _cacheKeyValues = [];
- /**
- * This renderer module manages node-related objects and is the
- * primary interface between the renderer and the node system.
- *
- * @private
- * @augments DataMap
- */
- class Nodes extends DataMap {
- /**
- * Constructs a new nodes management component.
- *
- * @param {Renderer} renderer - The renderer.
- * @param {Backend} backend - The renderer's backend.
- */
- constructor( renderer, backend ) {
- super();
- /**
- * The renderer.
- *
- * @type {Renderer}
- */
- this.renderer = renderer;
- /**
- * The renderer's backend.
- *
- * @type {Backend}
- */
- this.backend = backend;
- /**
- * The node frame.
- *
- * @type {Renderer}
- */
- this.nodeFrame = new NodeFrame();
- /**
- * A cache for managing node builder states.
- *
- * @type {Map<number,NodeBuilderState>}
- */
- this.nodeBuilderCache = new Map();
- /**
- * A cache for managing data cache key data.
- *
- * @type {ChainMap}
- */
- this.callHashCache = new ChainMap();
- /**
- * A cache for managing node uniforms group data.
- *
- * @type {ChainMap}
- */
- this.groupsData = new ChainMap();
- /**
- * A cache for managing node objects of
- * scene properties like fog or environments.
- *
- * @type {Object<string,WeakMap>}
- */
- this.cacheLib = {};
- }
- /**
- * Returns `true` if the given node uniforms group must be updated or not.
- *
- * @param {NodeUniformsGroup} nodeUniformsGroup - The node uniforms group.
- * @return {boolean} Whether the node uniforms group requires an update or not.
- */
- updateGroup( nodeUniformsGroup ) {
- const groupNode = nodeUniformsGroup.groupNode;
- const name = groupNode.name;
- // objectGroup is always updated
- if ( name === objectGroup.name ) return true;
- // renderGroup is updated once per render/compute call
- if ( name === renderGroup.name ) {
- const uniformsGroupData = this.get( nodeUniformsGroup );
- const renderId = this.nodeFrame.renderId;
- if ( uniformsGroupData.renderId !== renderId ) {
- uniformsGroupData.renderId = renderId;
- return true;
- }
- return false;
- }
- // frameGroup is updated once per frame
- if ( name === frameGroup.name ) {
- const uniformsGroupData = this.get( nodeUniformsGroup );
- const frameId = this.nodeFrame.frameId;
- if ( uniformsGroupData.frameId !== frameId ) {
- uniformsGroupData.frameId = frameId;
- return true;
- }
- return false;
- }
- // other groups are updated just when groupNode.needsUpdate is true
- _chainKeys$2[ 0 ] = groupNode;
- _chainKeys$2[ 1 ] = nodeUniformsGroup;
- let groupData = this.groupsData.get( _chainKeys$2 );
- if ( groupData === undefined ) this.groupsData.set( _chainKeys$2, groupData = {} );
- _chainKeys$2.length = 0;
- if ( groupData.version !== groupNode.version ) {
- groupData.version = groupNode.version;
- return true;
- }
- return false;
- }
- /**
- * Returns the cache key for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {number} The cache key.
- */
- getForRenderCacheKey( renderObject ) {
- return renderObject.initialCacheKey;
- }
- /**
- * Returns a node builder state for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {NodeBuilderState} The node builder state.
- */
- getForRender( renderObject ) {
- const renderObjectData = this.get( renderObject );
- let nodeBuilderState = renderObjectData.nodeBuilderState;
- if ( nodeBuilderState === undefined ) {
- const { nodeBuilderCache } = this;
- const cacheKey = this.getForRenderCacheKey( renderObject );
- nodeBuilderState = nodeBuilderCache.get( cacheKey );
- if ( nodeBuilderState === undefined ) {
- const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer );
- nodeBuilder.scene = renderObject.scene;
- nodeBuilder.material = renderObject.material;
- nodeBuilder.camera = renderObject.camera;
- nodeBuilder.context.material = renderObject.material;
- nodeBuilder.lightsNode = renderObject.lightsNode;
- nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene );
- nodeBuilder.fogNode = this.getFogNode( renderObject.scene );
- nodeBuilder.clippingContext = renderObject.clippingContext;
- if ( this.renderer.getRenderTarget() ? this.renderer.getRenderTarget().multiview : false ) {
- nodeBuilder.enableMultiview();
- }
- nodeBuilder.build();
- nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
- nodeBuilderCache.set( cacheKey, nodeBuilderState );
- }
- nodeBuilderState.usedTimes ++;
- renderObjectData.nodeBuilderState = nodeBuilderState;
- }
- return nodeBuilderState;
- }
- /**
- * Deletes the given object from the internal data map
- *
- * @param {any} object - The object to delete.
- * @return {?Object} The deleted dictionary.
- */
- delete( object ) {
- if ( object.isRenderObject ) {
- const nodeBuilderState = this.get( object ).nodeBuilderState;
- nodeBuilderState.usedTimes --;
- if ( nodeBuilderState.usedTimes === 0 ) {
- this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) );
- }
- }
- return super.delete( object );
- }
- /**
- * Returns a node builder state for the given compute node.
- *
- * @param {Node} computeNode - The compute node.
- * @return {NodeBuilderState} The node builder state.
- */
- getForCompute( computeNode ) {
- const computeData = this.get( computeNode );
- let nodeBuilderState = computeData.nodeBuilderState;
- if ( nodeBuilderState === undefined ) {
- const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer );
- nodeBuilder.build();
- nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
- computeData.nodeBuilderState = nodeBuilderState;
- }
- return nodeBuilderState;
- }
- /**
- * Creates a node builder state for the given node builder.
- *
- * @private
- * @param {NodeBuilder} nodeBuilder - The node builder.
- * @return {NodeBuilderState} The node builder state.
- */
- _createNodeBuilderState( nodeBuilder ) {
- return new NodeBuilderState(
- nodeBuilder.vertexShader,
- nodeBuilder.fragmentShader,
- nodeBuilder.computeShader,
- nodeBuilder.getAttributesArray(),
- nodeBuilder.getBindings(),
- nodeBuilder.updateNodes,
- nodeBuilder.updateBeforeNodes,
- nodeBuilder.updateAfterNodes,
- nodeBuilder.observer,
- nodeBuilder.transforms
- );
- }
- /**
- * Returns an environment node for the current configured
- * scene environment.
- *
- * @param {Scene} scene - The scene.
- * @return {Node} A node representing the current scene environment.
- */
- getEnvironmentNode( scene ) {
- this.updateEnvironment( scene );
- let environmentNode = null;
- if ( scene.environmentNode && scene.environmentNode.isNode ) {
- environmentNode = scene.environmentNode;
- } else {
- const sceneData = this.get( scene );
- if ( sceneData.environmentNode ) {
- environmentNode = sceneData.environmentNode;
- }
- }
- return environmentNode;
- }
- /**
- * Returns a background node for the current configured
- * scene background.
- *
- * @param {Scene} scene - The scene.
- * @return {Node} A node representing the current scene background.
- */
- getBackgroundNode( scene ) {
- this.updateBackground( scene );
- let backgroundNode = null;
- if ( scene.backgroundNode && scene.backgroundNode.isNode ) {
- backgroundNode = scene.backgroundNode;
- } else {
- const sceneData = this.get( scene );
- if ( sceneData.backgroundNode ) {
- backgroundNode = sceneData.backgroundNode;
- }
- }
- return backgroundNode;
- }
- /**
- * Returns a fog node for the current configured scene fog.
- *
- * @param {Scene} scene - The scene.
- * @return {Node} A node representing the current scene fog.
- */
- getFogNode( scene ) {
- this.updateFog( scene );
- return scene.fogNode || this.get( scene ).fogNode || null;
- }
- /**
- * Returns a cache key for the given scene and lights node.
- * This key is used by `RenderObject` as a part of the dynamic
- * cache key (a key that must be checked every time the render
- * objects is drawn).
- *
- * @param {Scene} scene - The scene.
- * @param {LightsNode} lightsNode - The lights node.
- * @return {number} The cache key.
- */
- getCacheKey( scene, lightsNode ) {
- _chainKeys$2[ 0 ] = scene;
- _chainKeys$2[ 1 ] = lightsNode;
- const callId = this.renderer.info.calls;
- const cacheKeyData = this.callHashCache.get( _chainKeys$2 ) || {};
- if ( cacheKeyData.callId !== callId ) {
- const environmentNode = this.getEnvironmentNode( scene );
- const fogNode = this.getFogNode( scene );
- if ( lightsNode ) _cacheKeyValues.push( lightsNode.getCacheKey( true ) );
- if ( environmentNode ) _cacheKeyValues.push( environmentNode.getCacheKey() );
- if ( fogNode ) _cacheKeyValues.push( fogNode.getCacheKey() );
- _cacheKeyValues.push( this.renderer.shadowMap.enabled ? 1 : 0 );
- cacheKeyData.callId = callId;
- cacheKeyData.cacheKey = hashArray( _cacheKeyValues );
- this.callHashCache.set( _chainKeys$2, cacheKeyData );
- _cacheKeyValues.length = 0;
- }
- _chainKeys$2.length = 0;
- return cacheKeyData.cacheKey;
- }
- /**
- * A boolean that indicates whether tone mapping should be enabled
- * or not.
- *
- * @type {boolean}
- */
- get isToneMappingState() {
- return this.renderer.getRenderTarget() ? false : true;
- }
- /**
- * If a scene background is configured, this method makes sure to
- * represent the background with a corresponding node-based implementation.
- *
- * @param {Scene} scene - The scene.
- */
- updateBackground( scene ) {
- const sceneData = this.get( scene );
- const background = scene.background;
- if ( background ) {
- const forceUpdate = ( scene.backgroundBlurriness === 0 && sceneData.backgroundBlurriness > 0 ) || ( scene.backgroundBlurriness > 0 && sceneData.backgroundBlurriness === 0 );
- if ( sceneData.background !== background || forceUpdate ) {
- const backgroundNode = this.getCacheNode( 'background', background, () => {
- if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping || background.mapping === CubeUVReflectionMapping ) ) {
- if ( scene.backgroundBlurriness > 0 || background.mapping === CubeUVReflectionMapping ) {
- return pmremTexture( background );
- } else {
- let envMap;
- if ( background.isCubeTexture === true ) {
- envMap = cubeTexture( background );
- } else {
- envMap = texture( background );
- }
- return cubeMapNode( envMap );
- }
- } else if ( background.isTexture === true ) {
- return texture( background, screenUV.flipY() ).setUpdateMatrix( true );
- } else if ( background.isColor !== true ) {
- console.error( 'WebGPUNodes: Unsupported background configuration.', background );
- }
- }, forceUpdate );
- sceneData.backgroundNode = backgroundNode;
- sceneData.background = background;
- sceneData.backgroundBlurriness = scene.backgroundBlurriness;
- }
- } else if ( sceneData.backgroundNode ) {
- delete sceneData.backgroundNode;
- delete sceneData.background;
- }
- }
- /**
- * This method is part of the caching of nodes which are used to represents the
- * scene's background, fog or environment.
- *
- * @param {string} type - The type of object to cache.
- * @param {Object} object - The object.
- * @param {Function} callback - A callback that produces a node representation for the given object.
- * @param {boolean} [forceUpdate=false] - Whether an update should be enforced or not.
- * @return {Node} The node representation.
- */
- getCacheNode( type, object, callback, forceUpdate = false ) {
- const nodeCache = this.cacheLib[ type ] || ( this.cacheLib[ type ] = new WeakMap() );
- let node = nodeCache.get( object );
- if ( node === undefined || forceUpdate ) {
- node = callback();
- nodeCache.set( object, node );
- }
- return node;
- }
- /**
- * If a scene fog is configured, this method makes sure to
- * represent the fog with a corresponding node-based implementation.
- *
- * @param {Scene} scene - The scene.
- */
- updateFog( scene ) {
- const sceneData = this.get( scene );
- const sceneFog = scene.fog;
- if ( sceneFog ) {
- if ( sceneData.fog !== sceneFog ) {
- const fogNode = this.getCacheNode( 'fog', sceneFog, () => {
- if ( sceneFog.isFogExp2 ) {
- const color = reference( 'color', 'color', sceneFog ).setGroup( renderGroup );
- const density = reference( 'density', 'float', sceneFog ).setGroup( renderGroup );
- return fog( color, densityFogFactor( density ) );
- } else if ( sceneFog.isFog ) {
- const color = reference( 'color', 'color', sceneFog ).setGroup( renderGroup );
- const near = reference( 'near', 'float', sceneFog ).setGroup( renderGroup );
- const far = reference( 'far', 'float', sceneFog ).setGroup( renderGroup );
- return fog( color, rangeFogFactor( near, far ) );
- } else {
- console.error( 'THREE.Renderer: Unsupported fog configuration.', sceneFog );
- }
- } );
- sceneData.fogNode = fogNode;
- sceneData.fog = sceneFog;
- }
- } else {
- delete sceneData.fogNode;
- delete sceneData.fog;
- }
- }
- /**
- * If a scene environment is configured, this method makes sure to
- * represent the environment with a corresponding node-based implementation.
- *
- * @param {Scene} scene - The scene.
- */
- updateEnvironment( scene ) {
- const sceneData = this.get( scene );
- const environment = scene.environment;
- if ( environment ) {
- if ( sceneData.environment !== environment ) {
- const environmentNode = this.getCacheNode( 'environment', environment, () => {
- if ( environment.isCubeTexture === true ) {
- return cubeTexture( environment );
- } else if ( environment.isTexture === true ) {
- return texture( environment );
- } else {
- console.error( 'Nodes: Unsupported environment configuration.', environment );
- }
- } );
- sceneData.environmentNode = environmentNode;
- sceneData.environment = environment;
- }
- } else if ( sceneData.environmentNode ) {
- delete sceneData.environmentNode;
- delete sceneData.environment;
- }
- }
- getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) {
- const nodeFrame = this.nodeFrame;
- nodeFrame.renderer = renderer;
- nodeFrame.scene = scene;
- nodeFrame.object = object;
- nodeFrame.camera = camera;
- nodeFrame.material = material;
- return nodeFrame;
- }
- getNodeFrameForRender( renderObject ) {
- return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material );
- }
- /**
- * Returns the current output cache key.
- *
- * @return {string} The output cache key.
- */
- getOutputCacheKey() {
- const renderer = this.renderer;
- return renderer.toneMapping + ',' + renderer.currentColorSpace + ',' + renderer.xr.isPresenting;
- }
- /**
- * Checks if the output configuration (tone mapping and color space) for
- * the given target has changed.
- *
- * @param {Texture} outputTarget - The output target.
- * @return {boolean} Whether the output configuration has changed or not.
- */
- hasOutputChange( outputTarget ) {
- const cacheKey = _outputNodeMap.get( outputTarget );
- return cacheKey !== this.getOutputCacheKey();
- }
- /**
- * Returns a node that represents the output configuration (tone mapping and
- * color space) for the current target.
- *
- * @param {Texture} outputTarget - The output target.
- * @return {Node} The output node.
- */
- getOutputNode( outputTarget ) {
- const renderer = this.renderer;
- const cacheKey = this.getOutputCacheKey();
- const output = outputTarget.isTextureArray ?
- texture3D( outputTarget, vec3( screenUV, builtin( 'gl_ViewID_OVR' ) ) ).renderOutput( renderer.toneMapping, renderer.currentColorSpace ) :
- texture( outputTarget, screenUV ).renderOutput( renderer.toneMapping, renderer.currentColorSpace );
- _outputNodeMap.set( outputTarget, cacheKey );
- return output;
- }
- /**
- * Triggers the call of `updateBefore()` methods
- * for all nodes of the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- */
- updateBefore( renderObject ) {
- const nodeBuilder = renderObject.getNodeBuilderState();
- for ( const node of nodeBuilder.updateBeforeNodes ) {
- // update frame state for each node
- this.getNodeFrameForRender( renderObject ).updateBeforeNode( node );
- }
- }
- /**
- * Triggers the call of `updateAfter()` methods
- * for all nodes of the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- */
- updateAfter( renderObject ) {
- const nodeBuilder = renderObject.getNodeBuilderState();
- for ( const node of nodeBuilder.updateAfterNodes ) {
- // update frame state for each node
- this.getNodeFrameForRender( renderObject ).updateAfterNode( node );
- }
- }
- /**
- * Triggers the call of `update()` methods
- * for all nodes of the given compute node.
- *
- * @param {Node} computeNode - The compute node.
- */
- updateForCompute( computeNode ) {
- const nodeFrame = this.getNodeFrame();
- const nodeBuilder = this.getForCompute( computeNode );
- for ( const node of nodeBuilder.updateNodes ) {
- nodeFrame.updateNode( node );
- }
- }
- /**
- * Triggers the call of `update()` methods
- * for all nodes of the given compute node.
- *
- * @param {RenderObject} renderObject - The render object.
- */
- updateForRender( renderObject ) {
- const nodeFrame = this.getNodeFrameForRender( renderObject );
- const nodeBuilder = renderObject.getNodeBuilderState();
- for ( const node of nodeBuilder.updateNodes ) {
- nodeFrame.updateNode( node );
- }
- }
- /**
- * Returns `true` if the given render object requires a refresh.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {boolean} Whether the given render object requires a refresh or not.
- */
- needsRefresh( renderObject ) {
- const nodeFrame = this.getNodeFrameForRender( renderObject );
- const monitor = renderObject.getMonitor();
- return monitor.needsRefresh( renderObject, nodeFrame );
- }
- /**
- * Frees the internal resources.
- */
- dispose() {
- super.dispose();
- this.nodeFrame = new NodeFrame();
- this.nodeBuilderCache = new Map();
- this.cacheLib = {};
- }
- }
- const _plane = /*@__PURE__*/ new Plane();
- /**
- * Represents the state that is used to perform clipping via clipping planes.
- * There is a default clipping context for each render context. When the
- * scene holds instances of `ClippingGroup`, there will be a context for each
- * group.
- *
- * @private
- */
- class ClippingContext {
- /**
- * Constructs a new clipping context.
- *
- * @param {?ClippingContext} [parentContext=null] - A reference to the parent clipping context.
- */
- constructor( parentContext = null ) {
- /**
- * The clipping context's version.
- *
- * @type {number}
- * @readonly
- */
- this.version = 0;
- /**
- * Whether the intersection of the clipping planes is used to clip objects, rather than their union.
- *
- * @type {?boolean}
- * @default null
- */
- this.clipIntersection = null;
- /**
- * The clipping context's cache key.
- *
- * @type {string}
- */
- this.cacheKey = '';
- /**
- * Whether the shadow pass is active or not.
- *
- * @type {boolean}
- * @default false
- */
- this.shadowPass = false;
- /**
- * The view normal matrix.
- *
- * @type {Matrix3}
- */
- this.viewNormalMatrix = new Matrix3();
- /**
- * Internal cache for maintaining clipping contexts.
- *
- * @type {WeakMap<ClippingGroup,ClippingContext>}
- */
- this.clippingGroupContexts = new WeakMap();
- /**
- * The intersection planes.
- *
- * @type {Array<Vector4>}
- */
- this.intersectionPlanes = [];
- /**
- * The intersection planes.
- *
- * @type {Array<Vector4>}
- */
- this.unionPlanes = [];
- /**
- * The version of the clipping context's parent context.
- *
- * @type {?number}
- * @readonly
- */
- this.parentVersion = null;
- if ( parentContext !== null ) {
- this.viewNormalMatrix = parentContext.viewNormalMatrix;
- this.clippingGroupContexts = parentContext.clippingGroupContexts;
- this.shadowPass = parentContext.shadowPass;
- this.viewMatrix = parentContext.viewMatrix;
- }
- }
- /**
- * Projects the given source clipping planes and writes the result into the
- * destination array.
- *
- * @param {Array<Plane>} source - The source clipping planes.
- * @param {Array<Vector4>} destination - The destination.
- * @param {number} offset - The offset.
- */
- projectPlanes( source, destination, offset ) {
- const l = source.length;
- for ( let i = 0; i < l; i ++ ) {
- _plane.copy( source[ i ] ).applyMatrix4( this.viewMatrix, this.viewNormalMatrix );
- const v = destination[ offset + i ];
- const normal = _plane.normal;
- v.x = - normal.x;
- v.y = - normal.y;
- v.z = - normal.z;
- v.w = _plane.constant;
- }
- }
- /**
- * Updates the root clipping context of a scene.
- *
- * @param {Scene} scene - The scene.
- * @param {Camera} camera - The camera that is used to render the scene.
- */
- updateGlobal( scene, camera ) {
- this.shadowPass = ( scene.overrideMaterial !== null && scene.overrideMaterial.isShadowPassMaterial );
- this.viewMatrix = camera.matrixWorldInverse;
- this.viewNormalMatrix.getNormalMatrix( this.viewMatrix );
- }
- /**
- * Updates the clipping context.
- *
- * @param {ClippingContext} parentContext - The parent context.
- * @param {ClippingGroup} clippingGroup - The clipping group this context belongs to.
- */
- update( parentContext, clippingGroup ) {
- let update = false;
- if ( parentContext.version !== this.parentVersion ) {
- this.intersectionPlanes = Array.from( parentContext.intersectionPlanes );
- this.unionPlanes = Array.from( parentContext.unionPlanes );
- this.parentVersion = parentContext.version;
- }
- if ( this.clipIntersection !== clippingGroup.clipIntersection ) {
- this.clipIntersection = clippingGroup.clipIntersection;
- if ( this.clipIntersection ) {
- this.unionPlanes.length = parentContext.unionPlanes.length;
- } else {
- this.intersectionPlanes.length = parentContext.intersectionPlanes.length;
- }
- }
- const srcClippingPlanes = clippingGroup.clippingPlanes;
- const l = srcClippingPlanes.length;
- let dstClippingPlanes;
- let offset;
- if ( this.clipIntersection ) {
- dstClippingPlanes = this.intersectionPlanes;
- offset = parentContext.intersectionPlanes.length;
- } else {
- dstClippingPlanes = this.unionPlanes;
- offset = parentContext.unionPlanes.length;
- }
- if ( dstClippingPlanes.length !== offset + l ) {
- dstClippingPlanes.length = offset + l;
- for ( let i = 0; i < l; i ++ ) {
- dstClippingPlanes[ offset + i ] = new Vector4();
- }
- update = true;
- }
- this.projectPlanes( srcClippingPlanes, dstClippingPlanes, offset );
- if ( update ) {
- this.version ++;
- this.cacheKey = `${ this.intersectionPlanes.length }:${ this.unionPlanes.length }`;
- }
- }
- /**
- * Returns a clipping context for the given clipping group.
- *
- * @param {ClippingGroup} clippingGroup - The clipping group.
- * @return {ClippingContext} The clipping context.
- */
- getGroupContext( clippingGroup ) {
- if ( this.shadowPass && ! clippingGroup.clipShadows ) return this;
- let context = this.clippingGroupContexts.get( clippingGroup );
- if ( context === undefined ) {
- context = new ClippingContext( this );
- this.clippingGroupContexts.set( clippingGroup, context );
- }
- context.update( this, clippingGroup );
- return context;
- }
- /**
- * The count of union clipping planes.
- *
- * @type {number}
- * @readonly
- */
- get unionClippingCount() {
- return this.unionPlanes.length;
- }
- }
- /**
- * This module is used to represent render bundles inside the renderer
- * for further processing.
- *
- * @private
- */
- class RenderBundle {
- /**
- * Constructs a new bundle group.
- *
- * @param {BundleGroup} bundleGroup - The bundle group.
- * @param {Camera} camera - The camera the bundle group is rendered with.
- */
- constructor( bundleGroup, camera ) {
- this.bundleGroup = bundleGroup;
- this.camera = camera;
- }
- }
- const _chainKeys$1 = [];
- /**
- * This renderer module manages render bundles.
- *
- * @private
- */
- class RenderBundles {
- /**
- * Constructs a new render bundle management component.
- */
- constructor() {
- /**
- * A chain map for maintaining the render bundles.
- *
- * @type {ChainMap}
- */
- this.bundles = new ChainMap();
- }
- /**
- * Returns a render bundle for the given bundle group and camera.
- *
- * @param {BundleGroup} bundleGroup - The bundle group.
- * @param {Camera} camera - The camera the bundle group is rendered with.
- * @return {RenderBundle} The render bundle.
- */
- get( bundleGroup, camera ) {
- const bundles = this.bundles;
- _chainKeys$1[ 0 ] = bundleGroup;
- _chainKeys$1[ 1 ] = camera;
- let bundle = bundles.get( _chainKeys$1 );
- if ( bundle === undefined ) {
- bundle = new RenderBundle( bundleGroup, camera );
- bundles.set( _chainKeys$1, bundle );
- }
- _chainKeys$1.length = 0;
- return bundle;
- }
- /**
- * Frees all internal resources.
- */
- dispose() {
- this.bundles = new ChainMap();
- }
- }
- /**
- * The purpose of a node library is to assign node implementations
- * to existing library features. In `WebGPURenderer` lights, materials
- * which are not based on `NodeMaterial` as well as tone mapping techniques
- * are implemented with node-based modules.
- *
- * @private
- */
- class NodeLibrary {
- /**
- * Constructs a new node library.
- */
- constructor() {
- /**
- * A weak map that maps lights to light nodes.
- *
- * @type {WeakMap<Light.constructor,AnalyticLightNode.constructor>}
- */
- this.lightNodes = new WeakMap();
- /**
- * A map that maps materials to node materials.
- *
- * @type {Map<string,NodeMaterial.constructor>}
- */
- this.materialNodes = new Map();
- /**
- * A map that maps tone mapping techniques (constants)
- * to tone mapping node functions.
- *
- * @type {Map<number,Function>}
- */
- this.toneMappingNodes = new Map();
- }
- /**
- * Returns a matching node material instance for the given material object.
- *
- * This method also assigns/copies the properties of the given material object
- * to the node material. This is done to make sure the current material
- * configuration carries over to the node version.
- *
- * @param {Material} material - A material.
- * @return {NodeMaterial} The corresponding node material.
- */
- fromMaterial( material ) {
- if ( material.isNodeMaterial ) return material;
- let nodeMaterial = null;
- const nodeMaterialClass = this.getMaterialNodeClass( material.type );
- if ( nodeMaterialClass !== null ) {
- nodeMaterial = new nodeMaterialClass();
- for ( const key in material ) {
- nodeMaterial[ key ] = material[ key ];
- }
- }
- return nodeMaterial;
- }
- /**
- * Adds a tone mapping node function for a tone mapping technique (constant).
- *
- * @param {Function} toneMappingNode - The tone mapping node function.
- * @param {number} toneMapping - The tone mapping.
- */
- addToneMapping( toneMappingNode, toneMapping ) {
- this.addType( toneMappingNode, toneMapping, this.toneMappingNodes );
- }
- /**
- * Returns a tone mapping node function for a tone mapping technique (constant).
- *
- * @param {number} toneMapping - The tone mapping.
- * @return {?Function} The tone mapping node function. Returns `null` if no node function is found.
- */
- getToneMappingFunction( toneMapping ) {
- return this.toneMappingNodes.get( toneMapping ) || null;
- }
- /**
- * Returns a node material class definition for a material type.
- *
- * @param {string} materialType - The material type.
- * @return {?NodeMaterial.constructor} The node material class definition. Returns `null` if no node material is found.
- */
- getMaterialNodeClass( materialType ) {
- return this.materialNodes.get( materialType ) || null;
- }
- /**
- * Adds a node material class definition for a given material type.
- *
- * @param {NodeMaterial.constructor} materialNodeClass - The node material class definition.
- * @param {string} materialClassType - The material type.
- */
- addMaterial( materialNodeClass, materialClassType ) {
- this.addType( materialNodeClass, materialClassType, this.materialNodes );
- }
- /**
- * Returns a light node class definition for a light class definition.
- *
- * @param {Light.constructor} light - The light class definition.
- * @return {?AnalyticLightNode.constructor} The light node class definition. Returns `null` if no light node is found.
- */
- getLightNodeClass( light ) {
- return this.lightNodes.get( light ) || null;
- }
- /**
- * Adds a light node class definition for a given light class definition.
- *
- * @param {AnalyticLightNode.constructor} lightNodeClass - The light node class definition.
- * @param {Light.constructor} lightClass - The light class definition.
- */
- addLight( lightNodeClass, lightClass ) {
- this.addClass( lightNodeClass, lightClass, this.lightNodes );
- }
- /**
- * Adds a node class definition for the given type to the provided type library.
- *
- * @param {any} nodeClass - The node class definition.
- * @param {number|string} type - The object type.
- * @param {Map} library - The type library.
- */
- addType( nodeClass, type, library ) {
- if ( library.has( type ) ) {
- console.warn( `Redefinition of node ${ type }` );
- return;
- }
- if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
- if ( typeof type === 'function' || typeof type === 'object' ) throw new Error( `Base class ${ type } is not a class.` );
- library.set( type, nodeClass );
- }
- /**
- * Adds a node class definition for the given class definition to the provided type library.
- *
- * @param {any} nodeClass - The node class definition.
- * @param {any} baseClass - The class definition.
- * @param {WeakMap} library - The type library.
- */
- addClass( nodeClass, baseClass, library ) {
- if ( library.has( baseClass ) ) {
- console.warn( `Redefinition of node ${ baseClass.name }` );
- return;
- }
- if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
- if ( typeof baseClass !== 'function' ) throw new Error( `Base class ${ baseClass.name } is not a class.` );
- library.set( baseClass, nodeClass );
- }
- }
- const _defaultLights = /*@__PURE__*/ new LightsNode();
- const _chainKeys = [];
- /**
- * This renderer module manages the lights nodes which are unique
- * per scene and camera combination.
- *
- * The lights node itself is later configured in the render list
- * with the actual lights from the scene.
- *
- * @private
- * @augments ChainMap
- */
- class Lighting extends ChainMap {
- /**
- * Constructs a lighting management component.
- */
- constructor() {
- super();
- }
- /**
- * Creates a new lights node for the given array of lights.
- *
- * @param {Array<Light>} lights - The render object.
- * @return {LightsNode} The lights node.
- */
- createNode( lights = [] ) {
- return new LightsNode().setLights( lights );
- }
- /**
- * Returns a lights node for the given scene and camera.
- *
- * @param {Scene} scene - The scene.
- * @param {Camera} camera - The camera.
- * @return {LightsNode} The lights node.
- */
- getNode( scene, camera ) {
- // ignore post-processing
- if ( scene.isQuadMesh ) return _defaultLights;
- _chainKeys[ 0 ] = scene;
- _chainKeys[ 1 ] = camera;
- let node = this.get( _chainKeys );
- if ( node === undefined ) {
- node = this.createNode();
- this.set( _chainKeys, node );
- }
- _chainKeys.length = 0;
- return node;
- }
- }
- /**
- * A special type of render target that is used when rendering
- * with the WebXR Device API.
- *
- * @private
- * @augments RenderTarget
- */
- class XRRenderTarget extends RenderTarget {
- /**
- * Constructs a new XR render target.
- *
- * @param {number} [width=1] - The width of the render target.
- * @param {number} [height=1] - The height of the render target.
- * @param {Object} [options={}] - The configuration options.
- */
- constructor( width = 1, height = 1, options = {} ) {
- super( width, height, options );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isXRRenderTarget = true;
- /**
- * Whether the attachments of the render target
- * are defined by external textures. This flag is
- * set to `true` when using the WebXR Layers API.
- *
- * @type {boolean}
- * @default false
- */
- this.hasExternalTextures = false;
- /**
- * Whether a depth buffer should automatically be allocated
- * for this XR render target or not.
- *
- * Allocating a depth buffer is the default behavior of XR render
- * targets. However, when using the WebXR Layers API, this flag
- * must be set to `false` when the `ignoreDepthValues` property of
- * the projection layers evaluates to `false`.
- *
- * Reference: {@link https://www.w3.org/TR/webxrlayers-1/#dom-xrprojectionlayer-ignoredepthvalues}.
- *
- * @type {boolean}
- * @default true
- */
- this.autoAllocateDepthBuffer = true;
- }
- copy( source ) {
- super.copy( source );
- this.hasExternalTextures = source.hasExternalTextures;
- this.autoAllocateDepthBuffer = source.autoAllocateDepthBuffer;
- return this;
- }
- }
- const _cameraLPos = /*@__PURE__*/ new Vector3();
- const _cameraRPos = /*@__PURE__*/ new Vector3();
- /**
- * The XR manager is built on top of the WebXR Device API to
- * manage XR sessions with `WebGPURenderer`.
- *
- * XR is currently only supported with a WebGL 2 backend.
- *
- * @augments EventDispatcher
- */
- class XRManager extends EventDispatcher {
- /**
- * Constructs a new XR manager.
- *
- * @param {Renderer} renderer - The renderer.
- * @param {boolean} [multiview=false] - Enables multiview if the device supports it.
- */
- constructor( renderer, multiview = false ) {
- super();
- /**
- * This flag globally enables XR rendering.
- *
- * @type {boolean}
- * @default false
- */
- this.enabled = false;
- /**
- * Whether the XR device is currently presenting or not.
- *
- * @type {boolean}
- * @default false
- * @readonly
- */
- this.isPresenting = false;
- /**
- * Whether the XR camera should automatically be updated or not.
- *
- * @type {boolean}
- * @default true
- */
- this.cameraAutoUpdate = true;
- /**
- * The renderer.
- *
- * @private
- * @type {Renderer}
- */
- this._renderer = renderer;
- // camera
- /**
- * Represents the camera for the left eye.
- *
- * @private
- * @type {PerspectiveCamera}
- */
- this._cameraL = new PerspectiveCamera();
- this._cameraL.viewport = new Vector4();
- /**
- * Represents the camera for the right eye.
- *
- * @private
- * @type {PerspectiveCamera}
- */
- this._cameraR = new PerspectiveCamera();
- this._cameraR.viewport = new Vector4();
- /**
- * A list of cameras used for rendering the XR views.
- *
- * @private
- * @type {Array<Camera>}
- */
- this._cameras = [ this._cameraL, this._cameraR ];
- /**
- * The main XR camera.
- *
- * @private
- * @type {ArrayCamera}
- */
- this._cameraXR = new ArrayCamera();
- /**
- * The current near value of the XR camera.
- *
- * @private
- * @type {?number}
- * @default null
- */
- this._currentDepthNear = null;
- /**
- * The current far value of the XR camera.
- *
- * @private
- * @type {?number}
- * @default null
- */
- this._currentDepthFar = null;
- /**
- * A list of WebXR controllers requested by the application.
- *
- * @private
- * @type {Array<WebXRController>}
- */
- this._controllers = [];
- /**
- * A list of XR input source. Each input source belongs to
- * an instance of WebXRController.
- *
- * @private
- * @type {Array<XRInputSource?>}
- */
- this._controllerInputSources = [];
- /**
- * The XR render target that represents the rendering destination
- * during an active XR session.
- *
- * @private
- * @type {?RenderTarget}
- * @default null
- */
- this._xrRenderTarget = null;
- /**
- * An array holding all the non-projection layers
- *
- * @private
- * @type {Array<Object>}
- * @default []
- */
- this._layers = [];
- /**
- * Whether the device has support for all layer types.
- *
- * @type {boolean}
- * @default false
- */
- this._supportsLayers = false;
- /**
- * Helper function to create native WebXR Layer.
- *
- * @private
- * @type {Function}
- */
- this._createXRLayer = createXRLayer.bind( this );
- /**
- * The current WebGL context.
- *
- * @private
- * @type {?WebGL2RenderingContext}
- * @default null
- */
- this._gl = null;
- /**
- * The current animation context.
- *
- * @private
- * @type {?Window}
- * @default null
- */
- this._currentAnimationContext = null;
- /**
- * The current animation loop.
- *
- * @private
- * @type {?Function}
- * @default null
- */
- this._currentAnimationLoop = null;
- /**
- * The current pixel ratio.
- *
- * @private
- * @type {?number}
- * @default null
- */
- this._currentPixelRatio = null;
- /**
- * The current size of the renderer's canvas
- * in logical pixel unit.
- *
- * @private
- * @type {Vector2}
- */
- this._currentSize = new Vector2();
- /**
- * The default event listener for handling events inside a XR session.
- *
- * @private
- * @type {Function}
- */
- this._onSessionEvent = onSessionEvent.bind( this );
- /**
- * The event listener for handling the end of a XR session.
- *
- * @private
- * @type {Function}
- */
- this._onSessionEnd = onSessionEnd.bind( this );
- /**
- * The event listener for handling the `inputsourceschange` event.
- *
- * @private
- * @type {Function}
- */
- this._onInputSourcesChange = onInputSourcesChange.bind( this );
- /**
- * The animation loop which is used as a replacement for the default
- * animation loop of the application. It is only used when a XR session
- * is active.
- *
- * @private
- * @type {Function}
- */
- this._onAnimationFrame = onAnimationFrame.bind( this );
- /**
- * The current XR reference space.
- *
- * @private
- * @type {?XRReferenceSpace}
- * @default null
- */
- this._referenceSpace = null;
- /**
- * The current XR reference space type.
- *
- * @private
- * @type {XRReferenceSpaceType}
- * @default 'local-floor'
- */
- this._referenceSpaceType = 'local-floor';
- /**
- * A custom reference space defined by the application.
- *
- * @private
- * @type {?XRReferenceSpace}
- * @default null
- */
- this._customReferenceSpace = null;
- /**
- * The framebuffer scale factor.
- *
- * @private
- * @type {number}
- * @default 1
- */
- this._framebufferScaleFactor = 1;
- /**
- * The foveation factor.
- *
- * @private
- * @type {number}
- * @default 1
- */
- this._foveation = 1.0;
- /**
- * A reference to the current XR session.
- *
- * @private
- * @type {?XRSession}
- * @default null
- */
- this._session = null;
- /**
- * A reference to the current XR base layer.
- *
- * @private
- * @type {?XRWebGLLayer}
- * @default null
- */
- this._glBaseLayer = null;
- /**
- * A reference to the current XR binding.
- *
- * @private
- * @type {?XRWebGLBinding}
- * @default null
- */
- this._glBinding = null;
- /**
- * A reference to the current XR projection layer.
- *
- * @private
- * @type {?XRProjectionLayer}
- * @default null
- */
- this._glProjLayer = null;
- /**
- * A reference to the current XR frame.
- *
- * @private
- * @type {?XRFrame}
- * @default null
- */
- this._xrFrame = null;
- /**
- * Whether to use the WebXR Layers API or not.
- *
- * @private
- * @type {boolean}
- * @readonly
- */
- this._useLayers = ( typeof XRWebGLBinding !== 'undefined' && 'createProjectionLayer' in XRWebGLBinding.prototype ); // eslint-disable-line compat/compat
- /**
- * Whether the usage of multiview has been requested by the application or not.
- *
- * @private
- * @type {boolean}
- * @default false
- * @readonly
- */
- this._useMultiviewIfPossible = multiview;
- /**
- * Whether the usage of multiview is actually enabled. This flag only evaluates to `true`
- * if multiview has been requested by the application and the `OVR_multiview2` is available.
- *
- * @private
- * @type {boolean}
- * @readonly
- */
- this._useMultiview = false;
- }
- /**
- * Returns an instance of `THREE.Group` that represents the transformation
- * of a XR controller in target ray space. The requested controller is defined
- * by the given index.
- *
- * @param {number} index - The index of the XR controller.
- * @return {Group} A group that represents the controller's transformation.
- */
- getController( index ) {
- const controller = this._getController( index );
- return controller.getTargetRaySpace();
- }
- /**
- * Returns an instance of `THREE.Group` that represents the transformation
- * of a XR controller in grip space. The requested controller is defined
- * by the given index.
- *
- * @param {number} index - The index of the XR controller.
- * @return {Group} A group that represents the controller's transformation.
- */
- getControllerGrip( index ) {
- const controller = this._getController( index );
- return controller.getGripSpace();
- }
- /**
- * Returns an instance of `THREE.Group` that represents the transformation
- * of a XR controller in hand space. The requested controller is defined
- * by the given index.
- *
- * @param {number} index - The index of the XR controller.
- * @return {Group} A group that represents the controller's transformation.
- */
- getHand( index ) {
- const controller = this._getController( index );
- return controller.getHandSpace();
- }
- /**
- * Returns the foveation value.
- *
- * @return {number|undefined} The foveation value. Returns `undefined` if no base or projection layer is defined.
- */
- getFoveation() {
- if ( this._glProjLayer === null && this._glBaseLayer === null ) {
- return undefined;
- }
- return this._foveation;
- }
- /**
- * Sets the foveation value.
- *
- * @param {number} foveation - A number in the range `[0,1]` where `0` means no foveation (full resolution)
- * and `1` means maximum foveation (the edges render at lower resolution).
- */
- setFoveation( foveation ) {
- this._foveation = foveation;
- if ( this._glProjLayer !== null ) {
- this._glProjLayer.fixedFoveation = foveation;
- }
- if ( this._glBaseLayer !== null && this._glBaseLayer.fixedFoveation !== undefined ) {
- this._glBaseLayer.fixedFoveation = foveation;
- }
- }
- /**
- * Returns the framebuffer scale factor.
- *
- * @return {number} The framebuffer scale factor.
- */
- getFramebufferScaleFactor() {
- return this._framebufferScaleFactor;
- }
- /**
- * Sets the framebuffer scale factor.
- *
- * This method can not be used during a XR session.
- *
- * @param {number} factor - The framebuffer scale factor.
- */
- setFramebufferScaleFactor( factor ) {
- this._framebufferScaleFactor = factor;
- if ( this.isPresenting === true ) {
- console.warn( 'THREE.XRManager: Cannot change framebuffer scale while presenting.' );
- }
- }
- /**
- * Returns the reference space type.
- *
- * @return {XRReferenceSpaceType} The reference space type.
- */
- getReferenceSpaceType() {
- return this._referenceSpaceType;
- }
- /**
- * Sets the reference space type.
- *
- * This method can not be used during a XR session.
- *
- * @param {XRReferenceSpaceType} type - The reference space type.
- */
- setReferenceSpaceType( type ) {
- this._referenceSpaceType = type;
- if ( this.isPresenting === true ) {
- console.warn( 'THREE.XRManager: Cannot change reference space type while presenting.' );
- }
- }
- /**
- * Returns the XR reference space.
- *
- * @return {XRReferenceSpace} The XR reference space.
- */
- getReferenceSpace() {
- return this._customReferenceSpace || this._referenceSpace;
- }
- /**
- * Sets a custom XR reference space.
- *
- * @param {XRReferenceSpace} space - The XR reference space.
- */
- setReferenceSpace( space ) {
- this._customReferenceSpace = space;
- }
- /**
- * Returns the XR camera.
- *
- * @return {ArrayCamera} The XR camera.
- */
- getCamera() {
- return this._cameraXR;
- }
- /**
- * Returns the environment blend mode from the current XR session.
- *
- * @return {'opaque'|'additive'|'alpha-blend'|undefined} The environment blend mode. Returns `undefined` when used outside of a XR session.
- */
- getEnvironmentBlendMode() {
- if ( this._session !== null ) {
- return this._session.environmentBlendMode;
- }
- }
- /**
- * Returns the current XR frame.
- *
- * @return {?XRFrame} The XR frame. Returns `null` when used outside a XR session.
- */
- getFrame() {
- return this._xrFrame;
- }
- /**
- * Returns `true` if the engine renders to a multiview target.
- *
- * @return {boolean} Whether the engine renders to a multiview render target or not.
- */
- useMultiview() {
- return this._useMultiview;
- }
- createQuadLayer( width, height, translation, quaternion, pixelwidth, pixelheight, rendercall, attributes = [] ) {
- const geometry = new PlaneGeometry( width, height );
- const renderTarget = new XRRenderTarget(
- pixelwidth,
- pixelheight,
- {
- format: RGBAFormat,
- type: UnsignedByteType,
- depthTexture: new DepthTexture(
- pixelwidth,
- pixelheight,
- attributes.stencil ? UnsignedInt248Type : UnsignedIntType,
- undefined,
- undefined,
- undefined,
- undefined,
- undefined,
- undefined,
- attributes.stencil ? DepthStencilFormat : DepthFormat
- ),
- stencilBuffer: attributes.stencil,
- resolveDepthBuffer: false,
- resolveStencilBuffer: false
- } );
- const material = new MeshBasicMaterial( { color: 0xffffff, side: FrontSide } );
- material.map = renderTarget.texture;
- material.map.offset.y = 1;
- material.map.repeat.y = -1;
- const plane = new Mesh( geometry, material );
- plane.position.copy( translation );
- plane.quaternion.copy( quaternion );
- const layer = {
- type: 'quad',
- width: width,
- height: height,
- translation: translation,
- quaternion: quaternion,
- pixelwidth: pixelwidth,
- pixelheight: pixelheight,
- plane: plane,
- material: material,
- rendercall: rendercall,
- renderTarget: renderTarget };
- this._layers.push( layer );
- if ( this._session !== null ) {
- layer.plane.material = new MeshBasicMaterial( { color: 0xffffff, side: FrontSide } );
- layer.plane.material.blending = CustomBlending;
- layer.plane.material.blendEquation = AddEquation;
- layer.plane.material.blendSrc = ZeroFactor;
- layer.plane.material.blendDst = ZeroFactor;
- layer.xrlayer = this._createXRLayer( layer );
- const xrlayers = this._session.renderState.layers;
- xrlayers.unshift( layer.xrlayer );
- this._session.updateRenderState( { layers: xrlayers } );
- } else {
- renderTarget.isXRRenderTarget = false;
- }
- return plane;
- }
- createCylinderLayer( radius, centralAngle, aspectratio, translation, quaternion, pixelwidth, pixelheight, rendercall, attributes = [] ) {
- const geometry = new CylinderGeometry( radius, radius, radius * centralAngle / aspectratio, 64, 64, true, Math.PI - centralAngle / 2, centralAngle );
- const renderTarget = new XRRenderTarget(
- pixelwidth,
- pixelheight,
- {
- format: RGBAFormat,
- type: UnsignedByteType,
- depthTexture: new DepthTexture(
- pixelwidth,
- pixelheight,
- attributes.stencil ? UnsignedInt248Type : UnsignedIntType,
- undefined,
- undefined,
- undefined,
- undefined,
- undefined,
- undefined,
- attributes.stencil ? DepthStencilFormat : DepthFormat
- ),
- stencilBuffer: attributes.stencil,
- resolveDepthBuffer: false,
- resolveStencilBuffer: false
- } );
- const material = new MeshBasicMaterial( { color: 0xffffff, side: BackSide } );
- material.map = renderTarget.texture;
- material.map.offset.y = 1;
- material.map.repeat.y = -1;
- const plane = new Mesh( geometry, material );
- plane.position.copy( translation );
- plane.quaternion.copy( quaternion );
- const layer = {
- type: 'cylinder',
- radius: radius,
- centralAngle: centralAngle,
- aspectratio: aspectratio,
- translation: translation,
- quaternion: quaternion,
- pixelwidth: pixelwidth,
- pixelheight: pixelheight,
- plane: plane,
- material: material,
- rendercall: rendercall,
- renderTarget: renderTarget };
- this._layers.push( layer );
- if ( this._session !== null ) {
- layer.plane.material = new MeshBasicMaterial( { color: 0xffffff, side: BackSide } );
- layer.plane.material.blending = CustomBlending;
- layer.plane.material.blendEquation = AddEquation;
- layer.plane.material.blendSrc = ZeroFactor;
- layer.plane.material.blendDst = ZeroFactor;
- layer.xrlayer = this._createXRLayer( layer );
- const xrlayers = this._session.renderState.layers;
- xrlayers.unshift( layer.xrlayer );
- this._session.updateRenderState( { layers: xrlayers } );
- } else {
- renderTarget.isXRRenderTarget = false;
- }
- return plane;
- }
- renderLayers( ) {
- const translationObject = new Vector3();
- const quaternionObject = new Quaternion();
- const wasPresenting = this.isPresenting;
- this.isPresenting = false;
- for ( const layer of this._layers ) {
- layer.renderTarget.isXRRenderTarget = this._session !== null;
- layer.renderTarget.hasExternalTextures = layer.renderTarget.isXRRenderTarget;
- layer.renderTarget.autoAllocateDepthBuffer = ! layer.renderTarget.isXRRenderTarget;
- if ( layer.renderTarget.isXRRenderTarget && this._supportsLayers ) {
- layer.xrlayer.transform = new XRRigidTransform( layer.plane.getWorldPosition( translationObject ), layer.plane.getWorldQuaternion( quaternionObject ) );
- const glSubImage = this._glBinding.getSubImage( layer.xrlayer, this._xrFrame );
- this._renderer.backend.setXRRenderTargetTextures(
- layer.renderTarget,
- glSubImage.colorTexture,
- glSubImage.depthStencilTexture );
- }
- this._renderer.setRenderTarget( layer.renderTarget );
- layer.rendercall();
- }
- this.isPresenting = wasPresenting;
- this._renderer.setRenderTarget( null );
- }
- /**
- * Returns the current XR session.
- *
- * @return {?XRSession} The XR session. Returns `null` when used outside a XR session.
- */
- getSession() {
- return this._session;
- }
- /**
- * After a XR session has been requested usually with one of the `*Button` modules, it
- * is injected into the renderer with this method. This method triggers the start of
- * the actual XR rendering.
- *
- * @async
- * @param {XRSession} session - The XR session to set.
- * @return {Promise} A Promise that resolves when the session has been set.
- */
- async setSession( session ) {
- const renderer = this._renderer;
- const backend = renderer.backend;
- this._gl = renderer.getContext();
- const gl = this._gl;
- const attributes = gl.getContextAttributes();
- this._session = session;
- if ( session !== null ) {
- if ( backend.isWebGPUBackend === true ) throw new Error( 'THREE.XRManager: XR is currently not supported with a WebGPU backend. Use WebGL by passing "{ forceWebGL: true }" to the constructor of the renderer.' );
- session.addEventListener( 'select', this._onSessionEvent );
- session.addEventListener( 'selectstart', this._onSessionEvent );
- session.addEventListener( 'selectend', this._onSessionEvent );
- session.addEventListener( 'squeeze', this._onSessionEvent );
- session.addEventListener( 'squeezestart', this._onSessionEvent );
- session.addEventListener( 'squeezeend', this._onSessionEvent );
- session.addEventListener( 'end', this._onSessionEnd );
- session.addEventListener( 'inputsourceschange', this._onInputSourcesChange );
- await backend.makeXRCompatible();
- this._currentPixelRatio = renderer.getPixelRatio();
- renderer.getSize( this._currentSize );
- this._currentAnimationContext = renderer._animation.getContext();
- this._currentAnimationLoop = renderer._animation.getAnimationLoop();
- renderer._animation.stop();
- //
- if ( this._useLayers === true ) {
- // default path using XRWebGLBinding/XRProjectionLayer
- let depthFormat = null;
- let depthType = null;
- let glDepthFormat = null;
- if ( renderer.depth ) {
- glDepthFormat = renderer.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
- depthFormat = renderer.stencil ? DepthStencilFormat : DepthFormat;
- depthType = renderer.stencil ? UnsignedInt248Type : UnsignedIntType;
- }
- const projectionlayerInit = {
- colorFormat: gl.RGBA8,
- depthFormat: glDepthFormat,
- scaleFactor: this._framebufferScaleFactor
- };
- if ( this._useMultiviewIfPossible && renderer.hasFeature( 'OVR_multiview2' ) ) {
- projectionlayerInit.textureType = 'texture-array';
- this._useMultiview = true;
- }
- const glBinding = new XRWebGLBinding( session, gl );
- const glProjLayer = glBinding.createProjectionLayer( projectionlayerInit );
- const layersArray = [ glProjLayer ];
- this._glBinding = glBinding;
- this._glProjLayer = glProjLayer;
- renderer.setPixelRatio( 1 );
- renderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false );
- let depthTexture;
- if ( this._useMultiview ) {
- depthTexture = new DepthArrayTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, 2 );
- depthTexture.type = depthType;
- depthTexture.format = depthFormat;
- } else {
- depthTexture = new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat );
- }
- this._xrRenderTarget = new XRRenderTarget(
- glProjLayer.textureWidth,
- glProjLayer.textureHeight,
- {
- format: RGBAFormat,
- type: UnsignedByteType,
- colorSpace: renderer.outputColorSpace,
- depthTexture: depthTexture,
- stencilBuffer: renderer.stencil,
- samples: attributes.antialias ? 4 : 0,
- resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false ),
- resolveStencilBuffer: ( glProjLayer.ignoreDepthValues === false ),
- depth: this._useMultiview ? 2 : 1,
- multiview: this._useMultiview
- } );
- this._xrRenderTarget.hasExternalTextures = true;
- this._xrRenderTarget.depth = this._useMultiview ? 2 : 1;
- this._supportsLayers = session.enabledFeatures.includes( 'layers' );
- this._referenceSpace = await session.requestReferenceSpace( this.getReferenceSpaceType() );
- if ( this._supportsLayers ) {
- // switch layers to native
- for ( const layer of this._layers ) {
- // change material so it "punches" out a hole to show the XR Layer.
- layer.plane.material = new MeshBasicMaterial( { color: 0xffffff, side: layer.type === 'cylinder' ? BackSide : FrontSide } );
- layer.plane.material.blending = CustomBlending;
- layer.plane.material.blendEquation = AddEquation;
- layer.plane.material.blendSrc = ZeroFactor;
- layer.plane.material.blendDst = ZeroFactor;
- layer.xrlayer = this._createXRLayer( layer );
- layersArray.unshift( layer.xrlayer );
- }
- }
- session.updateRenderState( { layers: layersArray } );
- } else {
- // fallback to XRWebGLLayer
- const layerInit = {
- antialias: renderer.samples > 0,
- alpha: true,
- depth: renderer.depth,
- stencil: renderer.stencil,
- framebufferScaleFactor: this.getFramebufferScaleFactor()
- };
- const glBaseLayer = new XRWebGLLayer( session, gl, layerInit );
- this._glBaseLayer = glBaseLayer;
- session.updateRenderState( { baseLayer: glBaseLayer } );
- renderer.setPixelRatio( 1 );
- renderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false );
- this._xrRenderTarget = new XRRenderTarget(
- glBaseLayer.framebufferWidth,
- glBaseLayer.framebufferHeight,
- {
- format: RGBAFormat,
- type: UnsignedByteType,
- colorSpace: renderer.outputColorSpace,
- stencilBuffer: renderer.stencil,
- resolveDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ),
- resolveStencilBuffer: ( glBaseLayer.ignoreDepthValues === false ),
- }
- );
- this._referenceSpace = await session.requestReferenceSpace( this.getReferenceSpaceType() );
- }
- //
- this.setFoveation( this.getFoveation() );
- renderer._animation.setAnimationLoop( this._onAnimationFrame );
- renderer._animation.setContext( session );
- renderer._animation.start();
- this.isPresenting = true;
- this.dispatchEvent( { type: 'sessionstart' } );
- }
- }
- /**
- * This method is called by the renderer per frame and updates the XR camera
- * and it sub cameras based on the given camera. The given camera is the "user"
- * camera created on application level and used for non-XR rendering.
- *
- * @param {PerspectiveCamera} camera - The camera.
- */
- updateCamera( camera ) {
- const session = this._session;
- if ( session === null ) return;
- const depthNear = camera.near;
- const depthFar = camera.far;
- const cameraXR = this._cameraXR;
- const cameraL = this._cameraL;
- const cameraR = this._cameraR;
- cameraXR.near = cameraR.near = cameraL.near = depthNear;
- cameraXR.far = cameraR.far = cameraL.far = depthFar;
- cameraXR.isMultiViewCamera = this._useMultiview;
- if ( this._currentDepthNear !== cameraXR.near || this._currentDepthFar !== cameraXR.far ) {
- // Note that the new renderState won't apply until the next frame. See #18320
- session.updateRenderState( {
- depthNear: cameraXR.near,
- depthFar: cameraXR.far
- } );
- this._currentDepthNear = cameraXR.near;
- this._currentDepthFar = cameraXR.far;
- }
- cameraL.layers.mask = camera.layers.mask | 0b010;
- cameraR.layers.mask = camera.layers.mask | 0b100;
- cameraXR.layers.mask = cameraL.layers.mask | cameraR.layers.mask;
- const parent = camera.parent;
- const cameras = cameraXR.cameras;
- updateCamera( cameraXR, parent );
- for ( let i = 0; i < cameras.length; i ++ ) {
- updateCamera( cameras[ i ], parent );
- }
- // update projection matrix for proper view frustum culling
- if ( cameras.length === 2 ) {
- setProjectionFromUnion( cameraXR, cameraL, cameraR );
- } else {
- // assume single camera setup (AR)
- cameraXR.projectionMatrix.copy( cameraL.projectionMatrix );
- }
- // update user camera and its children
- updateUserCamera( camera, cameraXR, parent );
- }
- /**
- * Returns a WebXR controller for the given controller index.
- *
- * @private
- * @param {number} index - The controller index.
- * @return {WebXRController} The XR controller.
- */
- _getController( index ) {
- let controller = this._controllers[ index ];
- if ( controller === undefined ) {
- controller = new WebXRController();
- this._controllers[ index ] = controller;
- }
- return controller;
- }
- }
- /**
- * Assumes 2 cameras that are parallel and share an X-axis, and that
- * the cameras' projection and world matrices have already been set.
- * And that near and far planes are identical for both cameras.
- * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
- *
- * @param {ArrayCamera} camera - The camera to update.
- * @param {PerspectiveCamera} cameraL - The left camera.
- * @param {PerspectiveCamera} cameraR - The right camera.
- */
- function setProjectionFromUnion( camera, cameraL, cameraR ) {
- _cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
- _cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
- const ipd = _cameraLPos.distanceTo( _cameraRPos );
- const projL = cameraL.projectionMatrix.elements;
- const projR = cameraR.projectionMatrix.elements;
- // VR systems will have identical far and near planes, and
- // most likely identical top and bottom frustum extents.
- // Use the left camera for these values.
- const near = projL[ 14 ] / ( projL[ 10 ] - 1 );
- const far = projL[ 14 ] / ( projL[ 10 ] + 1 );
- const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
- const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
- const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
- const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
- const left = near * leftFov;
- const right = near * rightFov;
- // Calculate the new camera's position offset from the
- // left camera. xOffset should be roughly half `ipd`.
- const zOffset = ipd / ( - leftFov + rightFov );
- const xOffset = zOffset * - leftFov;
- // TODO: Better way to apply this offset?
- cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
- camera.translateX( xOffset );
- camera.translateZ( zOffset );
- camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
- camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();
- // Check if the projection uses an infinite far plane.
- if ( projL[ 10 ] === -1 ) {
- // Use the projection matrix from the left eye.
- // The camera offset is sufficient to include the view volumes
- // of both eyes (assuming symmetric projections).
- camera.projectionMatrix.copy( cameraL.projectionMatrix );
- camera.projectionMatrixInverse.copy( cameraL.projectionMatrixInverse );
- } else {
- // Find the union of the frustum values of the cameras and scale
- // the values so that the near plane's position does not change in world space,
- // although must now be relative to the new union camera.
- const near2 = near + zOffset;
- const far2 = far + zOffset;
- const left2 = left - xOffset;
- const right2 = right + ( ipd - xOffset );
- const top2 = topFov * far / far2 * near2;
- const bottom2 = bottomFov * far / far2 * near2;
- camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
- camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
- }
- }
- /**
- * Updates the world matrices for the given camera based on the parent 3D object.
- *
- * @inner
- * @param {Camera} camera - The camera to update.
- * @param {Object3D} parent - The parent 3D object.
- */
- function updateCamera( camera, parent ) {
- if ( parent === null ) {
- camera.matrixWorld.copy( camera.matrix );
- } else {
- camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
- }
- camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();
- }
- /**
- * Updates the given camera with the transformation of the XR camera and parent object.
- *
- * @inner
- * @param {Camera} camera - The camera to update.
- * @param {ArrayCamera} cameraXR - The XR camera.
- * @param {Object3D} parent - The parent 3D object.
- */
- function updateUserCamera( camera, cameraXR, parent ) {
- if ( parent === null ) {
- camera.matrix.copy( cameraXR.matrixWorld );
- } else {
- camera.matrix.copy( parent.matrixWorld );
- camera.matrix.invert();
- camera.matrix.multiply( cameraXR.matrixWorld );
- }
- camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );
- camera.updateMatrixWorld( true );
- camera.projectionMatrix.copy( cameraXR.projectionMatrix );
- camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );
- if ( camera.isPerspectiveCamera ) {
- camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );
- camera.zoom = 1;
- }
- }
- function onSessionEvent( event ) {
- const controllerIndex = this._controllerInputSources.indexOf( event.inputSource );
- if ( controllerIndex === -1 ) {
- return;
- }
- const controller = this._controllers[ controllerIndex ];
- if ( controller !== undefined ) {
- const referenceSpace = this.getReferenceSpace();
- controller.update( event.inputSource, event.frame, referenceSpace );
- controller.dispatchEvent( { type: event.type, data: event.inputSource } );
- }
- }
- function onSessionEnd() {
- const session = this._session;
- const renderer = this._renderer;
- session.removeEventListener( 'select', this._onSessionEvent );
- session.removeEventListener( 'selectstart', this._onSessionEvent );
- session.removeEventListener( 'selectend', this._onSessionEvent );
- session.removeEventListener( 'squeeze', this._onSessionEvent );
- session.removeEventListener( 'squeezestart', this._onSessionEvent );
- session.removeEventListener( 'squeezeend', this._onSessionEvent );
- session.removeEventListener( 'end', this._onSessionEnd );
- session.removeEventListener( 'inputsourceschange', this._onInputSourcesChange );
- for ( let i = 0; i < this._controllers.length; i ++ ) {
- const inputSource = this._controllerInputSources[ i ];
- if ( inputSource === null ) continue;
- this._controllerInputSources[ i ] = null;
- this._controllers[ i ].disconnect( inputSource );
- }
- this._currentDepthNear = null;
- this._currentDepthFar = null;
- // restore framebuffer/rendering state
- renderer.backend.setXRTarget( null );
- renderer.setOutputRenderTarget( null );
- renderer.setRenderTarget( null );
- this._session = null;
- this._xrRenderTarget = null;
- // switch layers back to emulated
- if ( this._supportsLayers === true ) {
- for ( const layer of this._layers ) {
- // Recreate layer render target to reset state
- layer.renderTarget = new XRRenderTarget(
- layer.pixelwidth,
- layer.pixelheight,
- {
- format: RGBAFormat,
- type: UnsignedByteType,
- depthTexture: new DepthTexture(
- layer.pixelwidth,
- layer.pixelheight,
- layer.stencilBuffer ? UnsignedInt248Type : UnsignedIntType,
- undefined,
- undefined,
- undefined,
- undefined,
- undefined,
- undefined,
- layer.stencilBuffer ? DepthStencilFormat : DepthFormat
- ),
- stencilBuffer: layer.stencilBuffer,
- resolveDepthBuffer: false,
- resolveStencilBuffer: false
- } );
- layer.renderTarget.isXRRenderTarget = false;
- layer.plane.material = layer.material;
- layer.material.map = layer.renderTarget.texture;
- delete layer.xrlayer;
- }
- }
- //
- this.isPresenting = false;
- this._useMultiview = false;
- renderer._animation.stop();
- renderer._animation.setAnimationLoop( this._currentAnimationLoop );
- renderer._animation.setContext( this._currentAnimationContext );
- renderer._animation.start();
- renderer.setPixelRatio( this._currentPixelRatio );
- renderer.setSize( this._currentSize.width, this._currentSize.height, false );
- this.dispatchEvent( { type: 'sessionend' } );
- }
- function onInputSourcesChange( event ) {
- const controllers = this._controllers;
- const controllerInputSources = this._controllerInputSources;
- // Notify disconnected
- for ( let i = 0; i < event.removed.length; i ++ ) {
- const inputSource = event.removed[ i ];
- const index = controllerInputSources.indexOf( inputSource );
- if ( index >= 0 ) {
- controllerInputSources[ index ] = null;
- controllers[ index ].disconnect( inputSource );
- }
- }
- // Notify connected
- for ( let i = 0; i < event.added.length; i ++ ) {
- const inputSource = event.added[ i ];
- let controllerIndex = controllerInputSources.indexOf( inputSource );
- if ( controllerIndex === -1 ) {
- // Assign input source a controller that currently has no input source
- for ( let i = 0; i < controllers.length; i ++ ) {
- if ( i >= controllerInputSources.length ) {
- controllerInputSources.push( inputSource );
- controllerIndex = i;
- break;
- } else if ( controllerInputSources[ i ] === null ) {
- controllerInputSources[ i ] = inputSource;
- controllerIndex = i;
- break;
- }
- }
- // If all controllers do currently receive input we ignore new ones
- if ( controllerIndex === -1 ) break;
- }
- const controller = controllers[ controllerIndex ];
- if ( controller ) {
- controller.connect( inputSource );
- }
- }
- }
- // Creation method for native WebXR layers
- function createXRLayer( layer ) {
- if ( layer.type === 'quad' ) {
- return this._glBinding.createQuadLayer( {
- transform: new XRRigidTransform( layer.translation, layer.quaternion ),
- depthFormat: this._gl.DEPTH_COMPONENT,
- width: layer.width / 2,
- height: layer.height / 2,
- space: this._referenceSpace,
- viewPixelWidth: layer.pixelwidth,
- viewPixelHeight: layer.pixelheight
- } );
- } else {
- return this._glBinding.createCylinderLayer( {
- transform: new XRRigidTransform( layer.translation, layer.quaternion ),
- depthFormat: this._gl.DEPTH_COMPONENT,
- radius: layer.radius,
- centralAngle: layer.centralAngle,
- aspectRatio: layer.aspectRatio,
- space: this._referenceSpace,
- viewPixelWidth: layer.pixelwidth,
- viewPixelHeight: layer.pixelheight
- } );
- }
- }
- // Animation Loop
- function onAnimationFrame( time, frame ) {
- if ( frame === undefined ) return;
- const cameraXR = this._cameraXR;
- const renderer = this._renderer;
- const backend = renderer.backend;
- const glBaseLayer = this._glBaseLayer;
- const referenceSpace = this.getReferenceSpace();
- const pose = frame.getViewerPose( referenceSpace );
- this._xrFrame = frame;
- if ( pose !== null ) {
- const views = pose.views;
- if ( this._glBaseLayer !== null ) {
- backend.setXRTarget( glBaseLayer.framebuffer );
- }
- let cameraXRNeedsUpdate = false;
- // check if it's necessary to rebuild cameraXR's camera list
- if ( views.length !== cameraXR.cameras.length ) {
- cameraXR.cameras.length = 0;
- cameraXRNeedsUpdate = true;
- }
- for ( let i = 0; i < views.length; i ++ ) {
- const view = views[ i ];
- let viewport;
- if ( this._useLayers === true ) {
- const glSubImage = this._glBinding.getViewSubImage( this._glProjLayer, view );
- viewport = glSubImage.viewport;
- // For side-by-side projection, we only produce a single texture for both eyes.
- if ( i === 0 ) {
- backend.setXRRenderTargetTextures(
- this._xrRenderTarget,
- glSubImage.colorTexture,
- ( this._glProjLayer.ignoreDepthValues && ! this._useMultiview ) ? undefined : glSubImage.depthStencilTexture
- );
- }
- } else {
- viewport = glBaseLayer.getViewport( view );
- }
- let camera = this._cameras[ i ];
- if ( camera === undefined ) {
- camera = new PerspectiveCamera();
- camera.layers.enable( i );
- camera.viewport = new Vector4();
- this._cameras[ i ] = camera;
- }
- camera.matrix.fromArray( view.transform.matrix );
- camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );
- camera.projectionMatrix.fromArray( view.projectionMatrix );
- camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
- camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
- if ( i === 0 ) {
- cameraXR.matrix.copy( camera.matrix );
- cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );
- }
- if ( cameraXRNeedsUpdate === true ) {
- cameraXR.cameras.push( camera );
- }
- }
- renderer.setOutputRenderTarget( this._xrRenderTarget );
- }
- //
- for ( let i = 0; i < this._controllers.length; i ++ ) {
- const inputSource = this._controllerInputSources[ i ];
- const controller = this._controllers[ i ];
- if ( inputSource !== null && controller !== undefined ) {
- controller.update( inputSource, frame, referenceSpace );
- }
- }
- if ( this._currentAnimationLoop ) this._currentAnimationLoop( time, frame );
- if ( frame.detectedPlanes ) {
- this.dispatchEvent( { type: 'planesdetected', data: frame } );
- }
- this._xrFrame = null;
- }
- const _scene = /*@__PURE__*/ new Scene();
- const _drawingBufferSize = /*@__PURE__*/ new Vector2();
- const _screen = /*@__PURE__*/ new Vector4();
- const _frustum = /*@__PURE__*/ new Frustum();
- const _frustumArray = /*@__PURE__*/ new FrustumArray();
- const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
- const _vector4 = /*@__PURE__*/ new Vector4();
- /**
- * Base class for renderers.
- */
- class Renderer {
- /**
- * Renderer options.
- *
- * @typedef {Object} Renderer~Options
- * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
- * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
- * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
- * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
- * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
- * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. This parameter can set to any other integer value than 0
- * to overwrite the default.
- * @property {?Function} [getFallback=null] - This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
- * @property {number} [colorBufferType=HalfFloatType] - Defines the type of color buffers. The default `HalfFloatType` is recommend for best
- * quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though.
- * @property {boolean} [multiview=false] - If set to `true`, the renderer will use multiview during WebXR rendering if supported.
- */
- /**
- * Constructs a new renderer.
- *
- * @param {Backend} backend - The backend the renderer is targeting (e.g. WebGPU or WebGL 2).
- * @param {Renderer~Options} [parameters] - The configuration parameter.
- */
- constructor( backend, parameters = {} ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isRenderer = true;
- //
- const {
- logarithmicDepthBuffer = false,
- alpha = true,
- depth = true,
- stencil = false,
- antialias = false,
- samples = 0,
- getFallback = null,
- colorBufferType = HalfFloatType,
- multiview = false
- } = parameters;
- /**
- * A reference to the canvas element the renderer is drawing to.
- * This value of this property will automatically be created by
- * the renderer.
- *
- * @type {HTMLCanvasElement|OffscreenCanvas}
- */
- this.domElement = backend.getDomElement();
- /**
- * A reference to the current backend.
- *
- * @type {Backend}
- */
- this.backend = backend;
- /**
- * The number of MSAA samples.
- *
- * @type {number}
- * @default 0
- */
- this.samples = samples || ( antialias === true ) ? 4 : 0;
- /**
- * Whether the renderer should automatically clear the current rendering target
- * before execute a `render()` call. The target can be the canvas (default framebuffer)
- * or the current bound render target (custom framebuffer).
- *
- * @type {boolean}
- * @default true
- */
- this.autoClear = true;
- /**
- * When `autoClear` is set to `true`, this property defines whether the renderer
- * should clear the color buffer.
- *
- * @type {boolean}
- * @default true
- */
- this.autoClearColor = true;
- /**
- * When `autoClear` is set to `true`, this property defines whether the renderer
- * should clear the depth buffer.
- *
- * @type {boolean}
- * @default true
- */
- this.autoClearDepth = true;
- /**
- * When `autoClear` is set to `true`, this property defines whether the renderer
- * should clear the stencil buffer.
- *
- * @type {boolean}
- * @default true
- */
- this.autoClearStencil = true;
- /**
- * Whether the default framebuffer should be transparent or opaque.
- *
- * @type {boolean}
- * @default true
- */
- this.alpha = alpha;
- /**
- * Whether logarithmic depth buffer is enabled or not.
- *
- * @type {boolean}
- * @default false
- */
- this.logarithmicDepthBuffer = logarithmicDepthBuffer;
- /**
- * Defines the output color space of the renderer.
- *
- * @type {string}
- * @default SRGBColorSpace
- */
- this.outputColorSpace = SRGBColorSpace;
- /**
- * Defines the tone mapping of the renderer.
- *
- * @type {number}
- * @default NoToneMapping
- */
- this.toneMapping = NoToneMapping;
- /**
- * Defines the tone mapping exposure.
- *
- * @type {number}
- * @default 1
- */
- this.toneMappingExposure = 1.0;
- /**
- * Whether the renderer should sort its render lists or not.
- *
- * Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
- * By definition, sorting objects may not work in all cases. Depending on the needs of application,
- * it may be necessary to turn off sorting and use other methods to deal with transparency rendering
- * e.g. manually determining each object's rendering order.
- *
- * @type {boolean}
- * @default true
- */
- this.sortObjects = true;
- /**
- * Whether the default framebuffer should have a depth buffer or not.
- *
- * @type {boolean}
- * @default true
- */
- this.depth = depth;
- /**
- * Whether the default framebuffer should have a stencil buffer or not.
- *
- * @type {boolean}
- * @default false
- */
- this.stencil = stencil;
- /**
- * Holds a series of statistical information about the GPU memory
- * and the rendering process. Useful for debugging and monitoring.
- *
- * @type {Info}
- */
- this.info = new Info();
- /**
- * Stores override nodes for specific transformations or calculations.
- * These nodes can be used to replace default behavior in the rendering pipeline.
- *
- * @type {Object}
- * @property {?Node} modelViewMatrix - An override node for the model-view matrix.
- * @property {?Node} modelNormalViewMatrix - An override node for the model normal view matrix.
- */
- this.overrideNodes = {
- modelViewMatrix: null,
- modelNormalViewMatrix: null
- };
- /**
- * The node library defines how certain library objects like materials, lights
- * or tone mapping functions are mapped to node types. This is required since
- * although instances of classes like `MeshBasicMaterial` or `PointLight` can
- * be part of the scene graph, they are internally represented as nodes for
- * further processing.
- *
- * @type {NodeLibrary}
- */
- this.library = new NodeLibrary();
- /**
- * A map-like data structure for managing lights.
- *
- * @type {Lighting}
- */
- this.lighting = new Lighting();
- // internals
- /**
- * This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
- *
- * @private
- * @type {?Function}
- */
- this._getFallback = getFallback;
- /**
- * The renderer's pixel ratio.
- *
- * @private
- * @type {number}
- * @default 1
- */
- this._pixelRatio = 1;
- /**
- * The width of the renderer's default framebuffer in logical pixel unit.
- *
- * @private
- * @type {number}
- */
- this._width = this.domElement.width;
- /**
- * The height of the renderer's default framebuffer in logical pixel unit.
- *
- * @private
- * @type {number}
- */
- this._height = this.domElement.height;
- /**
- * The viewport of the renderer in logical pixel unit.
- *
- * @private
- * @type {Vector4}
- */
- this._viewport = new Vector4( 0, 0, this._width, this._height );
- /**
- * The scissor rectangle of the renderer in logical pixel unit.
- *
- * @private
- * @type {Vector4}
- */
- this._scissor = new Vector4( 0, 0, this._width, this._height );
- /**
- * Whether the scissor test should be enabled or not.
- *
- * @private
- * @type {boolean}
- */
- this._scissorTest = false;
- /**
- * A reference to a renderer module for managing shader attributes.
- *
- * @private
- * @type {?Attributes}
- * @default null
- */
- this._attributes = null;
- /**
- * A reference to a renderer module for managing geometries.
- *
- * @private
- * @type {?Geometries}
- * @default null
- */
- this._geometries = null;
- /**
- * A reference to a renderer module for managing node related logic.
- *
- * @private
- * @type {?Nodes}
- * @default null
- */
- this._nodes = null;
- /**
- * A reference to a renderer module for managing the internal animation loop.
- *
- * @private
- * @type {?Animation}
- * @default null
- */
- this._animation = null;
- /**
- * A reference to a renderer module for managing shader program bindings.
- *
- * @private
- * @type {?Bindings}
- * @default null
- */
- this._bindings = null;
- /**
- * A reference to a renderer module for managing render objects.
- *
- * @private
- * @type {?RenderObjects}
- * @default null
- */
- this._objects = null;
- /**
- * A reference to a renderer module for managing render and compute pipelines.
- *
- * @private
- * @type {?Pipelines}
- * @default null
- */
- this._pipelines = null;
- /**
- * A reference to a renderer module for managing render bundles.
- *
- * @private
- * @type {?RenderBundles}
- * @default null
- */
- this._bundles = null;
- /**
- * A reference to a renderer module for managing render lists.
- *
- * @private
- * @type {?RenderLists}
- * @default null
- */
- this._renderLists = null;
- /**
- * A reference to a renderer module for managing render contexts.
- *
- * @private
- * @type {?RenderContexts}
- * @default null
- */
- this._renderContexts = null;
- /**
- * A reference to a renderer module for managing textures.
- *
- * @private
- * @type {?Textures}
- * @default null
- */
- this._textures = null;
- /**
- * A reference to a renderer module for backgrounds.
- *
- * @private
- * @type {?Background}
- * @default null
- */
- this._background = null;
- /**
- * This fullscreen quad is used for internal render passes
- * like the tone mapping and color space output pass.
- *
- * @private
- * @type {QuadMesh}
- */
- this._quad = new QuadMesh( new NodeMaterial() );
- this._quad.material.name = 'Renderer_output';
- /**
- * A reference to the current render context.
- *
- * @private
- * @type {?RenderContext}
- * @default null
- */
- this._currentRenderContext = null;
- /**
- * A custom sort function for the opaque render list.
- *
- * @private
- * @type {?Function}
- * @default null
- */
- this._opaqueSort = null;
- /**
- * A custom sort function for the transparent render list.
- *
- * @private
- * @type {?Function}
- * @default null
- */
- this._transparentSort = null;
- /**
- * The framebuffer target.
- *
- * @private
- * @type {?RenderTarget}
- * @default null
- */
- this._frameBufferTarget = null;
- const alphaClear = this.alpha === true ? 0 : 1;
- /**
- * The clear color value.
- *
- * @private
- * @type {Color4}
- */
- this._clearColor = new Color4( 0, 0, 0, alphaClear );
- /**
- * The clear depth value.
- *
- * @private
- * @type {number}
- * @default 1
- */
- this._clearDepth = 1;
- /**
- * The clear stencil value.
- *
- * @private
- * @type {number}
- * @default 0
- */
- this._clearStencil = 0;
- /**
- * The current render target.
- *
- * @private
- * @type {?RenderTarget}
- * @default null
- */
- this._renderTarget = null;
- /**
- * The active cube face.
- *
- * @private
- * @type {number}
- * @default 0
- */
- this._activeCubeFace = 0;
- /**
- * The active mipmap level.
- *
- * @private
- * @type {number}
- * @default 0
- */
- this._activeMipmapLevel = 0;
- /**
- * The current output render target.
- *
- * @private
- * @type {?RenderTarget}
- * @default null
- */
- this._outputRenderTarget = null;
- /**
- * The MRT setting.
- *
- * @private
- * @type {?MRTNode}
- * @default null
- */
- this._mrt = null;
- /**
- * This function defines how a render object is going
- * to be rendered.
- *
- * @private
- * @type {?Function}
- * @default null
- */
- this._renderObjectFunction = null;
- /**
- * Used to keep track of the current render object function.
- *
- * @private
- * @type {?Function}
- * @default null
- */
- this._currentRenderObjectFunction = null;
- /**
- * Used to keep track of the current render bundle.
- *
- * @private
- * @type {?RenderBundle}
- * @default null
- */
- this._currentRenderBundle = null;
- /**
- * Next to `_renderObjectFunction()`, this function provides another hook
- * for influencing the render process of a render object. It is meant for internal
- * use and only relevant for `compileAsync()` right now. Instead of using
- * the default logic of `_renderObjectDirect()` which actually draws the render object,
- * a different function might be used which performs no draw but just the node
- * and pipeline updates.
- *
- * @private
- * @type {?Function}
- * @default null
- */
- this._handleObjectFunction = this._renderObjectDirect;
- /**
- * Indicates whether the device has been lost or not. In WebGL terms, the device
- * lost is considered as a context lost. When this is set to `true`, rendering
- * isn't possible anymore.
- *
- * @private
- * @type {boolean}
- * @default false
- */
- this._isDeviceLost = false;
- /**
- * A callback function that defines what should happen when a device/context lost occurs.
- *
- * @type {Function}
- */
- this.onDeviceLost = this._onDeviceLost;
- /**
- * Defines the type of color buffers. The default `HalfFloatType` is recommend for
- * best quality. To save memory and bandwidth, `UnsignedByteType` might be used.
- * This will reduce rendering quality though.
- *
- * @private
- * @type {number}
- * @default HalfFloatType
- */
- this._colorBufferType = colorBufferType;
- /**
- * Whether the renderer has been initialized or not.
- *
- * @private
- * @type {boolean}
- * @default false
- */
- this._initialized = false;
- /**
- * A reference to the promise which initializes the renderer.
- *
- * @private
- * @type {?Promise<this>}
- * @default null
- */
- this._initPromise = null;
- /**
- * An array of compilation promises which are used in `compileAsync()`.
- *
- * @private
- * @type {?Array<Promise>}
- * @default null
- */
- this._compilationPromises = null;
- /**
- * Whether the renderer should render transparent render objects or not.
- *
- * @type {boolean}
- * @default true
- */
- this.transparent = true;
- /**
- * Whether the renderer should render opaque render objects or not.
- *
- * @type {boolean}
- * @default true
- */
- this.opaque = true;
- /**
- * Shadow map configuration
- * @typedef {Object} ShadowMapConfig
- * @property {boolean} enabled - Whether to globally enable shadows or not.
- * @property {number} type - The shadow map type.
- */
- /**
- * The renderer's shadow configuration.
- *
- * @type {ShadowMapConfig}
- */
- this.shadowMap = {
- enabled: false,
- type: PCFShadowMap
- };
- /**
- * XR configuration.
- * @typedef {Object} XRConfig
- * @property {boolean} enabled - Whether to globally enable XR or not.
- */
- /**
- * The renderer's XR manager.
- *
- * @type {XRManager}
- */
- this.xr = new XRManager( this, multiview );
- /**
- * Debug configuration.
- * @typedef {Object} DebugConfig
- * @property {boolean} checkShaderErrors - Whether shader errors should be checked or not.
- * @property {?Function} onShaderError - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.
- * @property {Function} getShaderAsync - Allows the get the raw shader code for the given scene, camera and 3D object.
- */
- /**
- * The renderer's debug configuration.
- *
- * @type {DebugConfig}
- */
- this.debug = {
- checkShaderErrors: true,
- onShaderError: null,
- getShaderAsync: async ( scene, camera, object ) => {
- await this.compileAsync( scene, camera );
- const renderList = this._renderLists.get( scene, camera );
- const renderContext = this._renderContexts.get( scene, camera, this._renderTarget );
- const material = scene.overrideMaterial || object.material;
- const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext, renderContext.clippingContext );
- const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
- return { fragmentShader, vertexShader };
- }
- };
- }
- /**
- * Initializes the renderer so it is ready for usage.
- *
- * @async
- * @return {Promise<this>} A Promise that resolves when the renderer has been initialized.
- */
- async init() {
- if ( this._initialized ) {
- throw new Error( 'Renderer: Backend has already been initialized.' );
- }
- if ( this._initPromise !== null ) {
- return this._initPromise;
- }
- this._initPromise = new Promise( async ( resolve, reject ) => {
- let backend = this.backend;
- try {
- await backend.init( this );
- } catch ( error ) {
- if ( this._getFallback !== null ) {
- // try the fallback
- try {
- this.backend = backend = this._getFallback( error );
- await backend.init( this );
- } catch ( error ) {
- reject( error );
- return;
- }
- } else {
- reject( error );
- return;
- }
- }
- this._nodes = new Nodes( this, backend );
- this._animation = new Animation( this._nodes, this.info );
- this._attributes = new Attributes( backend );
- this._background = new Background( this, this._nodes );
- this._geometries = new Geometries( this._attributes, this.info );
- this._textures = new Textures( this, backend, this.info );
- this._pipelines = new Pipelines( backend, this._nodes );
- this._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.lighting );
- this._bundles = new RenderBundles();
- this._renderContexts = new RenderContexts();
- //
- this._animation.start();
- this._initialized = true;
- resolve( this );
- } );
- return this._initPromise;
- }
- /**
- * The coordinate system of the renderer. The value of this property
- * depends on the selected backend. Either `THREE.WebGLCoordinateSystem` or
- * `THREE.WebGPUCoordinateSystem`.
- *
- * @readonly
- * @type {number}
- */
- get coordinateSystem() {
- return this.backend.coordinateSystem;
- }
- /**
- * Compiles all materials in the given scene. This can be useful to avoid a
- * phenomenon which is called "shader compilation stutter", which occurs when
- * rendering an object with a new shader for the first time.
- *
- * If you want to add a 3D object to an existing scene, use the third optional
- * parameter for applying the target scene. Note that the (target) scene's lighting
- * and environment must be configured before calling this method.
- *
- * @async
- * @param {Object3D} scene - The scene or 3D object to precompile.
- * @param {Camera} camera - The camera that is used to render the scene.
- * @param {?Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
- * @return {Promise<Array|undefined>} A Promise that resolves when the compile has been finished.
- */
- async compileAsync( scene, camera, targetScene = null ) {
- if ( this._isDeviceLost === true ) return;
- if ( this._initialized === false ) await this.init();
- // preserve render tree
- const nodeFrame = this._nodes.nodeFrame;
- const previousRenderId = nodeFrame.renderId;
- const previousRenderContext = this._currentRenderContext;
- const previousRenderObjectFunction = this._currentRenderObjectFunction;
- const previousCompilationPromises = this._compilationPromises;
- //
- const sceneRef = ( scene.isScene === true ) ? scene : _scene;
- if ( targetScene === null ) targetScene = scene;
- const renderTarget = this._renderTarget;
- const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
- const activeMipmapLevel = this._activeMipmapLevel;
- const compilationPromises = [];
- this._currentRenderContext = renderContext;
- this._currentRenderObjectFunction = this.renderObject;
- this._handleObjectFunction = this._createObjectPipeline;
- this._compilationPromises = compilationPromises;
- nodeFrame.renderId ++;
- //
- nodeFrame.update();
- //
- renderContext.depth = this.depth;
- renderContext.stencil = this.stencil;
- if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
- renderContext.clippingContext.updateGlobal( sceneRef, camera );
- //
- sceneRef.onBeforeRender( this, scene, camera, renderTarget );
- //
- const renderList = this._renderLists.get( scene, camera );
- renderList.begin();
- this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
- // include lights from target scene
- if ( targetScene !== scene ) {
- targetScene.traverseVisible( function ( object ) {
- if ( object.isLight && object.layers.test( camera.layers ) ) {
- renderList.pushLight( object );
- }
- } );
- }
- renderList.finish();
- //
- if ( renderTarget !== null ) {
- this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
- const renderTargetData = this._textures.get( renderTarget );
- renderContext.textures = renderTargetData.textures;
- renderContext.depthTexture = renderTargetData.depthTexture;
- } else {
- renderContext.textures = null;
- renderContext.depthTexture = null;
- }
- //
- this._background.update( sceneRef, renderList, renderContext );
- // process render lists
- const opaqueObjects = renderList.opaque;
- const transparentObjects = renderList.transparent;
- const transparentDoublePassObjects = renderList.transparentDoublePass;
- const lightsNode = renderList.lightsNode;
- if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
- if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
- // restore render tree
- nodeFrame.renderId = previousRenderId;
- this._currentRenderContext = previousRenderContext;
- this._currentRenderObjectFunction = previousRenderObjectFunction;
- this._compilationPromises = previousCompilationPromises;
- this._handleObjectFunction = this._renderObjectDirect;
- // wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
- await Promise.all( compilationPromises );
- }
- /**
- * Renders the scene in an async fashion.
- *
- * @async
- * @param {Object3D} scene - The scene or 3D object to render.
- * @param {Camera} camera - The camera.
- * @return {Promise} A Promise that resolves when the render has been finished.
- */
- async renderAsync( scene, camera ) {
- if ( this._initialized === false ) await this.init();
- this._renderScene( scene, camera );
- }
- /**
- * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
- * the CPU waits for the GPU to complete its operation (e.g. a compute task).
- *
- * @async
- * @return {Promise} A Promise that resolves when synchronization has been finished.
- */
- async waitForGPU() {
- await this.backend.waitForGPU();
- }
- /**
- * Enables or disables high precision for model-view and normal-view matrices.
- * When enabled, will use CPU 64-bit precision for higher precision instead of GPU 32-bit for higher performance.
- *
- * NOTE: 64-bit precision is not compatible with `InstancedMesh` and `SkinnedMesh`.
- *
- * @param {boolean} value - Whether to enable or disable high precision.
- * @type {boolean}
- */
- set highPrecision( value ) {
- if ( value === true ) {
- this.overrideNodes.modelViewMatrix = highpModelViewMatrix;
- this.overrideNodes.modelNormalViewMatrix = highpModelNormalViewMatrix;
- } else if ( this.highPrecision ) {
- this.overrideNodes.modelViewMatrix = null;
- this.overrideNodes.modelNormalViewMatrix = null;
- }
- }
- /**
- * Returns whether high precision is enabled or not.
- *
- * @return {boolean} Whether high precision is enabled or not.
- * @type {boolean}
- */
- get highPrecision() {
- return this.overrideNodes.modelViewMatrix === highpModelViewMatrix && this.overrideNodes.modelNormalViewMatrix === highpModelNormalViewMatrix;
- }
- /**
- * Sets the given MRT configuration.
- *
- * @param {MRTNode} mrt - The MRT node to set.
- * @return {Renderer} A reference to this renderer.
- */
- setMRT( mrt ) {
- this._mrt = mrt;
- return this;
- }
- /**
- * Returns the MRT configuration.
- *
- * @return {MRTNode} The MRT configuration.
- */
- getMRT() {
- return this._mrt;
- }
- /**
- * Returns the color buffer type.
- *
- * @return {number} The color buffer type.
- */
- getColorBufferType() {
- return this._colorBufferType;
- }
- /**
- * Default implementation of the device lost callback.
- *
- * @private
- * @param {Object} info - Information about the context lost.
- */
- _onDeviceLost( info ) {
- let errorMessage = `THREE.WebGPURenderer: ${info.api} Device Lost:\n\nMessage: ${info.message}`;
- if ( info.reason ) {
- errorMessage += `\nReason: ${info.reason}`;
- }
- console.error( errorMessage );
- this._isDeviceLost = true;
- }
- /**
- * Renders the given render bundle.
- *
- * @private
- * @param {Object} bundle - Render bundle data.
- * @param {Scene} sceneRef - The scene the render bundle belongs to.
- * @param {LightsNode} lightsNode - The lights node.
- */
- _renderBundle( bundle, sceneRef, lightsNode ) {
- const { bundleGroup, camera, renderList } = bundle;
- const renderContext = this._currentRenderContext;
- //
- const renderBundle = this._bundles.get( bundleGroup, camera );
- const renderBundleData = this.backend.get( renderBundle );
- if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set();
- //
- const needsUpdate = bundleGroup.version !== renderBundleData.version;
- const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || needsUpdate;
- renderBundleData.renderContexts.add( renderContext );
- if ( renderBundleNeedsUpdate ) {
- this.backend.beginBundle( renderContext );
- if ( renderBundleData.renderObjects === undefined || needsUpdate ) {
- renderBundleData.renderObjects = [];
- }
- this._currentRenderBundle = renderBundle;
- const {
- transparentDoublePass: transparentDoublePassObjects,
- transparent: transparentObjects,
- opaque: opaqueObjects
- } = renderList;
- if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
- if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
- this._currentRenderBundle = null;
- //
- this.backend.finishBundle( renderContext, renderBundle );
- renderBundleData.version = bundleGroup.version;
- } else {
- const { renderObjects } = renderBundleData;
- for ( let i = 0, l = renderObjects.length; i < l; i ++ ) {
- const renderObject = renderObjects[ i ];
- if ( this._nodes.needsRefresh( renderObject ) ) {
- this._nodes.updateBefore( renderObject );
- this._nodes.updateForRender( renderObject );
- this._bindings.updateForRender( renderObject );
- this._nodes.updateAfter( renderObject );
- }
- }
- }
- this.backend.addBundle( renderContext, renderBundle );
- }
- /**
- * Renders the scene or 3D object with the given camera. This method can only be called
- * if the renderer has been initialized.
- *
- * The target of the method is the default framebuffer (meaning the canvas)
- * or alternatively a render target when specified via `setRenderTarget()`.
- *
- * @param {Object3D} scene - The scene or 3D object to render.
- * @param {Camera} camera - The camera to render the scene with.
- * @return {?Promise} A Promise that resolve when the scene has been rendered.
- * Only returned when the renderer has not been initialized.
- */
- render( scene, camera ) {
- if ( this._initialized === false ) {
- console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
- return this.renderAsync( scene, camera );
- }
- this._renderScene( scene, camera );
- }
- /**
- * Returns an internal render target which is used when computing the output tone mapping
- * and color space conversion. Unlike in `WebGLRenderer`, this is done in a separate render
- * pass and not inline to achieve more correct results.
- *
- * @private
- * @return {?RenderTarget} The render target. The method returns `null` if no output conversion should be applied.
- */
- _getFrameBufferTarget() {
- const { currentToneMapping, currentColorSpace } = this;
- const useToneMapping = currentToneMapping !== NoToneMapping;
- const useColorSpace = currentColorSpace !== LinearSRGBColorSpace;
- if ( useToneMapping === false && useColorSpace === false ) return null;
- const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
- const { depth, stencil } = this;
- let frameBufferTarget = this._frameBufferTarget;
- if ( frameBufferTarget === null ) {
- frameBufferTarget = new RenderTarget( width, height, {
- depthBuffer: depth,
- stencilBuffer: stencil,
- type: this._colorBufferType,
- format: RGBAFormat,
- colorSpace: LinearSRGBColorSpace,
- generateMipmaps: false,
- minFilter: LinearFilter,
- magFilter: LinearFilter,
- samples: this.samples
- } );
- frameBufferTarget.isPostProcessingRenderTarget = true;
- this._frameBufferTarget = frameBufferTarget;
- }
- const outputRenderTarget = this.getOutputRenderTarget();
- frameBufferTarget.depthBuffer = depth;
- frameBufferTarget.stencilBuffer = stencil;
- frameBufferTarget.setSize( width, height, outputRenderTarget !== null ? outputRenderTarget.depth : 1 );
- frameBufferTarget.viewport.copy( this._viewport );
- frameBufferTarget.scissor.copy( this._scissor );
- frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
- frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
- frameBufferTarget.scissorTest = this._scissorTest;
- frameBufferTarget.multiview = outputRenderTarget !== null ? outputRenderTarget.multiview : false;
- return frameBufferTarget;
- }
- /**
- * Renders the scene or 3D object with the given camera.
- *
- * @private
- * @param {Object3D} scene - The scene or 3D object to render.
- * @param {Camera} camera - The camera to render the scene with.
- * @param {boolean} [useFrameBufferTarget=true] - Whether to use a framebuffer target or not.
- * @return {RenderContext} The current render context.
- */
- _renderScene( scene, camera, useFrameBufferTarget = true ) {
- if ( this._isDeviceLost === true ) return;
- const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
- // preserve render tree
- const nodeFrame = this._nodes.nodeFrame;
- const previousRenderId = nodeFrame.renderId;
- const previousRenderContext = this._currentRenderContext;
- const previousRenderObjectFunction = this._currentRenderObjectFunction;
- //
- const sceneRef = ( scene.isScene === true ) ? scene : _scene;
- const outputRenderTarget = this._renderTarget || this._outputRenderTarget;
- const activeCubeFace = this._activeCubeFace;
- const activeMipmapLevel = this._activeMipmapLevel;
- //
- let renderTarget;
- if ( frameBufferTarget !== null ) {
- renderTarget = frameBufferTarget;
- this.setRenderTarget( renderTarget );
- } else {
- renderTarget = outputRenderTarget;
- }
- //
- const renderContext = this._renderContexts.get( scene, camera, renderTarget );
- this._currentRenderContext = renderContext;
- this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
- //
- this.info.calls ++;
- this.info.render.calls ++;
- this.info.render.frameCalls ++;
- nodeFrame.renderId = this.info.calls;
- //
- const coordinateSystem = this.coordinateSystem;
- const xr = this.xr;
- if ( camera.coordinateSystem !== coordinateSystem && xr.isPresenting === false ) {
- camera.coordinateSystem = coordinateSystem;
- camera.updateProjectionMatrix();
- if ( camera.isArrayCamera ) {
- for ( const subCamera of camera.cameras ) {
- subCamera.coordinateSystem = coordinateSystem;
- subCamera.updateProjectionMatrix();
- }
- }
- }
- //
- if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
- if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
- if ( xr.enabled === true && xr.isPresenting === true ) {
- if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
- camera = xr.getCamera(); // use XR camera for rendering
- }
- //
- 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;
- if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
- renderContext.clippingContext.updateGlobal( sceneRef, camera );
- //
- sceneRef.onBeforeRender( this, scene, camera, renderTarget );
- //
- const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
- if ( ! camera.isArrayCamera ) {
- _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, renderContext.clippingContext );
- renderList.finish();
- if ( this.sortObjects === true ) {
- renderList.sort( this._opaqueSort, this._transparentSort );
- }
- //
- if ( renderTarget !== null ) {
- this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
- const renderTargetData = this._textures.get( renderTarget );
- renderContext.textures = renderTargetData.textures;
- renderContext.depthTexture = renderTargetData.depthTexture;
- renderContext.width = renderTargetData.width;
- renderContext.height = renderTargetData.height;
- renderContext.renderTarget = renderTarget;
- renderContext.depth = renderTarget.depthBuffer;
- renderContext.stencil = renderTarget.stencilBuffer;
- } else {
- renderContext.textures = null;
- renderContext.depthTexture = null;
- renderContext.width = 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._background.update( sceneRef, renderList, renderContext );
- //
- renderContext.camera = camera;
- this.backend.beginRender( renderContext );
- // process render lists
- const {
- bundles,
- lightsNode,
- transparentDoublePass: transparentDoublePassObjects,
- transparent: transparentObjects,
- opaque: opaqueObjects
- } = renderList;
- if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
- if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
- if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
- // finish render pass
- this.backend.finishRender( renderContext );
- // restore render tree
- nodeFrame.renderId = previousRenderId;
- this._currentRenderContext = previousRenderContext;
- this._currentRenderObjectFunction = previousRenderObjectFunction;
- //
- if ( frameBufferTarget !== null ) {
- this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
- this._renderOutput( renderTarget );
- }
- //
- sceneRef.onAfterRender( this, scene, camera, renderTarget );
- //
- return renderContext;
- }
- /**
- * The output pass performs tone mapping and color space conversion.
- *
- * @private
- * @param {RenderTarget} renderTarget - The current render target.
- */
- _renderOutput( renderTarget ) {
- const quad = this._quad;
- if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
- quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
- quad.material.needsUpdate = true;
- }
- // a clear operation clears the intermediate renderTarget texture, but should not update the screen canvas.
- const currentAutoClear = this.autoClear;
- const currentXR = this.xr.enabled;
- this.autoClear = false;
- this.xr.enabled = false;
- this._renderScene( quad, quad.camera, false );
- this.autoClear = currentAutoClear;
- this.xr.enabled = currentXR;
- }
- /**
- * Returns the maximum available anisotropy for texture filtering.
- *
- * @return {number} The maximum available anisotropy.
- */
- getMaxAnisotropy() {
- return this.backend.getMaxAnisotropy();
- }
- /**
- * Returns the active cube face.
- *
- * @return {number} The active cube face.
- */
- getActiveCubeFace() {
- return this._activeCubeFace;
- }
- /**
- * Returns the active mipmap level.
- *
- * @return {number} The active mipmap level.
- */
- getActiveMipmapLevel() {
- return this._activeMipmapLevel;
- }
- /**
- * Applications are advised to always define the animation loop
- * with this method and not manually with `requestAnimationFrame()`
- * for best compatibility.
- *
- * @async
- * @param {?Function} callback - The application's animation loop.
- * @return {Promise} A Promise that resolves when the set has been executed.
- */
- async setAnimationLoop( callback ) {
- if ( this._initialized === false ) await this.init();
- this._animation.setAnimationLoop( callback );
- }
- /**
- * Can be used to transfer buffer data from a storage buffer attribute
- * from the GPU to the CPU in context of compute shaders.
- *
- * @async
- * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
- * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
- */
- async getArrayBufferAsync( attribute ) {
- return await this.backend.getArrayBufferAsync( attribute );
- }
- /**
- * Returns the rendering context.
- *
- * @return {GPUCanvasContext|WebGL2RenderingContext} The rendering context.
- */
- getContext() {
- return this.backend.getContext();
- }
- /**
- * Returns the pixel ratio.
- *
- * @return {number} The pixel ratio.
- */
- getPixelRatio() {
- return this._pixelRatio;
- }
- /**
- * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
- *
- * @param {Vector2} target - The method writes the result in this target object.
- * @return {Vector2} The drawing buffer size.
- */
- getDrawingBufferSize( target ) {
- return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
- }
- /**
- * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
- *
- * @param {Vector2} target - The method writes the result in this target object.
- * @return {Vector2} The renderer's size in logical pixels.
- */
- getSize( target ) {
- return target.set( this._width, this._height );
- }
- /**
- * Sets the given pixel ratio and resizes the canvas if necessary.
- *
- * @param {number} [value=1] - The pixel ratio.
- */
- setPixelRatio( value = 1 ) {
- if ( this._pixelRatio === value ) return;
- this._pixelRatio = value;
- this.setSize( this._width, this._height, false );
- }
- /**
- * This method allows to define the drawing buffer size by specifying
- * width, height and pixel ratio all at once. The size of the drawing
- * buffer is computed with this formula:
- * ```js
- * size.x = width * pixelRatio;
- * size.y = height * pixelRatio;
- * ```
- *
- * @param {number} width - The width in logical pixels.
- * @param {number} height - The height in logical pixels.
- * @param {number} pixelRatio - The pixel ratio.
- */
- setDrawingBufferSize( width, height, pixelRatio ) {
- // Renderer can't be resized while presenting in XR.
- if ( this.xr && this.xr.isPresenting ) return;
- this._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();
- }
- /**
- * Sets the size of the renderer.
- *
- * @param {number} width - The width in logical pixels.
- * @param {number} height - The height in logical pixels.
- * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
- */
- setSize( width, height, updateStyle = true ) {
- // Renderer can't be resized while presenting in XR.
- if ( this.xr && this.xr.isPresenting ) return;
- this._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();
- }
- /**
- * Defines a manual sort function for the opaque render list.
- * Pass `null` to use the default sort.
- *
- * @param {Function} method - The sort function.
- */
- setOpaqueSort( method ) {
- this._opaqueSort = method;
- }
- /**
- * Defines a manual sort function for the transparent render list.
- * Pass `null` to use the default sort.
- *
- * @param {Function} method - The sort function.
- */
- setTransparentSort( method ) {
- this._transparentSort = method;
- }
- /**
- * Returns the scissor rectangle.
- *
- * @param {Vector4} target - The method writes the result in this target object.
- * @return {Vector4} The scissor rectangle.
- */
- getScissor( target ) {
- const scissor = this._scissor;
- target.x = scissor.x;
- target.y = scissor.y;
- target.width = scissor.width;
- target.height = scissor.height;
- return target;
- }
- /**
- * Defines the scissor rectangle.
- *
- * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the box in logical pixel unit.
- * Instead of passing four arguments, the method also works with a single four-dimensional vector.
- * @param {number} y - The vertical coordinate for the lower left corner of the box in logical pixel unit.
- * @param {number} width - The width of the scissor box in logical pixel unit.
- * @param {number} height - The height of the scissor box in logical pixel unit.
- */
- setScissor( x, y, width, height ) {
- const scissor = this._scissor;
- if ( x.isVector4 ) {
- scissor.copy( x );
- } else {
- scissor.set( x, y, width, height );
- }
- }
- /**
- * Returns the scissor test value.
- *
- * @return {boolean} Whether the scissor test should be enabled or not.
- */
- getScissorTest() {
- return this._scissorTest;
- }
- /**
- * Defines the scissor test.
- *
- * @param {boolean} boolean - Whether the scissor test should be enabled or not.
- */
- setScissorTest( boolean ) {
- this._scissorTest = boolean;
- this.backend.setScissorTest( boolean );
- }
- /**
- * Returns the viewport definition.
- *
- * @param {Vector4} target - The method writes the result in this target object.
- * @return {Vector4} The viewport definition.
- */
- getViewport( target ) {
- return target.copy( this._viewport );
- }
- /**
- * Defines the viewport.
- *
- * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
- * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit.
- * @param {number} width - The width of the viewport in logical pixel unit.
- * @param {number} height - The height of the viewport in logical pixel unit.
- * @param {number} minDepth - The minimum depth value of the viewport. WebGPU only.
- * @param {number} maxDepth - The maximum depth value of the viewport. WebGPU only.
- */
- setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
- const viewport = this._viewport;
- if ( x.isVector4 ) {
- viewport.copy( x );
- } else {
- viewport.set( x, y, width, height );
- }
- viewport.minDepth = minDepth;
- viewport.maxDepth = maxDepth;
- }
- /**
- * Returns the clear color.
- *
- * @param {Color} target - The method writes the result in this target object.
- * @return {Color} The clear color.
- */
- getClearColor( target ) {
- return target.copy( this._clearColor );
- }
- /**
- * Defines the clear color and optionally the clear alpha.
- *
- * @param {Color} color - The clear color.
- * @param {number} [alpha=1] - The clear alpha.
- */
- setClearColor( color, alpha = 1 ) {
- this._clearColor.set( color );
- this._clearColor.a = alpha;
- }
- /**
- * Returns the clear alpha.
- *
- * @return {number} The clear alpha.
- */
- getClearAlpha() {
- return this._clearColor.a;
- }
- /**
- * Defines the clear alpha.
- *
- * @param {number} alpha - The clear alpha.
- */
- setClearAlpha( alpha ) {
- this._clearColor.a = alpha;
- }
- /**
- * Returns the clear depth.
- *
- * @return {number} The clear depth.
- */
- getClearDepth() {
- return this._clearDepth;
- }
- /**
- * Defines the clear depth.
- *
- * @param {number} depth - The clear depth.
- */
- setClearDepth( depth ) {
- this._clearDepth = depth;
- }
- /**
- * Returns the clear stencil.
- *
- * @return {number} The clear stencil.
- */
- getClearStencil() {
- return this._clearStencil;
- }
- /**
- * Defines the clear stencil.
- *
- * @param {number} stencil - The clear stencil.
- */
- setClearStencil( stencil ) {
- this._clearStencil = stencil;
- }
- /**
- * This method performs an occlusion query for the given 3D object.
- * It returns `true` if the given 3D object is fully occluded by other
- * 3D objects in the scene.
- *
- * @param {Object3D} object - The 3D object to test.
- * @return {boolean} Whether the 3D object is fully occluded or not.
- */
- isOccluded( object ) {
- const renderContext = this._currentRenderContext;
- return renderContext && this.backend.isOccluded( renderContext, object );
- }
- /**
- * Performs a manual clear operation. This method ignores `autoClear` properties.
- *
- * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
- * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
- * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
- * @return {Promise} A Promise that resolves when the clear operation has been executed.
- * Only returned when the renderer has not been initialized.
- */
- 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 renderContext = null;
- if ( renderTarget !== null ) {
- this._textures.updateRenderTarget( renderTarget );
- const renderTargetData = this._textures.get( renderTarget );
- renderContext = this._renderContexts.getForClear( 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;
- // #30329
- renderContext.clearColorValue = this.backend.getClearColor();
- renderContext.activeCubeFace = this.getActiveCubeFace();
- renderContext.activeMipmapLevel = this.getActiveMipmapLevel();
- }
- this.backend.clear( color, depth, stencil, renderContext );
- if ( renderTarget !== null && this._renderTarget === null ) {
- this._renderOutput( renderTarget );
- }
- }
- /**
- * Performs a manual clear operation of the color buffer. This method ignores `autoClear` properties.
- *
- * @return {Promise} A Promise that resolves when the clear operation has been executed.
- * Only returned when the renderer has not been initialized.
- */
- clearColor() {
- return this.clear( true, false, false );
- }
- /**
- * Performs a manual clear operation of the depth buffer. This method ignores `autoClear` properties.
- *
- * @return {Promise} A Promise that resolves when the clear operation has been executed.
- * Only returned when the renderer has not been initialized.
- */
- clearDepth() {
- return this.clear( false, true, false );
- }
- /**
- * Performs a manual clear operation of the stencil buffer. This method ignores `autoClear` properties.
- *
- * @return {Promise} A Promise that resolves when the clear operation has been executed.
- * Only returned when the renderer has not been initialized.
- */
- clearStencil() {
- return this.clear( false, false, true );
- }
- /**
- * Async version of {@link Renderer#clear}.
- *
- * @async
- * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
- * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
- * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
- * @return {Promise} A Promise that resolves when the clear operation has been executed.
- */
- async clearAsync( color = true, depth = true, stencil = true ) {
- if ( this._initialized === false ) await this.init();
- this.clear( color, depth, stencil );
- }
- /**
- * Async version of {@link Renderer#clearColor}.
- *
- * @async
- * @return {Promise} A Promise that resolves when the clear operation has been executed.
- */
- async clearColorAsync() {
- this.clearAsync( true, false, false );
- }
- /**
- * Async version of {@link Renderer#clearDepth}.
- *
- * @async
- * @return {Promise} A Promise that resolves when the clear operation has been executed.
- */
- async clearDepthAsync() {
- this.clearAsync( false, true, false );
- }
- /**
- * Async version of {@link Renderer#clearStencil}.
- *
- * @async
- * @return {Promise} A Promise that resolves when the clear operation has been executed.
- */
- async clearStencilAsync() {
- this.clearAsync( false, false, true );
- }
- /**
- * The current output tone mapping of the renderer. When a render target is set,
- * the output tone mapping is always `NoToneMapping`.
- *
- * @type {number}
- */
- get currentToneMapping() {
- return this.isOutputTarget ? this.toneMapping : NoToneMapping;
- }
- /**
- * The current output color space of the renderer. When a render target is set,
- * the output color space is always `LinearSRGBColorSpace`.
- *
- * @type {string}
- */
- get currentColorSpace() {
- return this.isOutputTarget ? this.outputColorSpace : LinearSRGBColorSpace;
- }
- /**
- * Returns `true` if the rendering settings are set to screen output.
- *
- * @returns {boolean} True if the current render target is the same of output render target or `null`, otherwise false.
- */
- get isOutputTarget() {
- return this._renderTarget === this._outputRenderTarget || this._renderTarget === null;
- }
- /**
- * Frees all internal resources of the renderer. Call this method if the renderer
- * is no longer in use by your app.
- */
- dispose() {
- this.info.dispose();
- this.backend.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();
- if ( this._frameBufferTarget !== null ) this._frameBufferTarget.dispose();
- Object.values( this.backend.timestampQueryPool ).forEach( queryPool => {
- if ( queryPool !== null ) queryPool.dispose();
- } );
- this.setRenderTarget( null );
- this.setAnimationLoop( null );
- }
- /**
- * Sets the given render target. Calling this method means the renderer does not
- * target the default framebuffer (meaning the canvas) anymore but a custom framebuffer.
- * Use `null` as the first argument to reset the state.
- *
- * @param {?RenderTarget} renderTarget - The render target to set.
- * @param {number} [activeCubeFace=0] - The active cube face.
- * @param {number} [activeMipmapLevel=0] - The active mipmap level.
- */
- setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
- this._renderTarget = renderTarget;
- this._activeCubeFace = activeCubeFace;
- this._activeMipmapLevel = activeMipmapLevel;
- }
- /**
- * Returns the current render target.
- *
- * @return {?RenderTarget} The render target. Returns `null` if no render target is set.
- */
- getRenderTarget() {
- return this._renderTarget;
- }
- /**
- * Sets the output render target for the renderer.
- *
- * @param {Object} renderTarget - The render target to set as the output target.
- */
- setOutputRenderTarget( renderTarget ) {
- this._outputRenderTarget = renderTarget;
- }
- /**
- * Returns the current output target.
- *
- * @return {?RenderTarget} The current output render target. Returns `null` if no output target is set.
- */
- getOutputRenderTarget() {
- return this._outputRenderTarget;
- }
- /**
- * Callback for {@link Renderer#setRenderObjectFunction}.
- *
- * @callback renderObjectFunction
- * @param {Object3D} object - The 3D object.
- * @param {Scene} scene - The scene the 3D object belongs to.
- * @param {Camera} camera - The camera the object should be rendered with.
- * @param {BufferGeometry} geometry - The object's geometry.
- * @param {Material} material - The object's material.
- * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
- * @param {LightsNode} lightsNode - The current lights node.
- * @param {ClippingContext} clippingContext - The clipping context.
- * @param {?string} [passId=null] - An optional ID for identifying the pass.
- */
- /**
- * Sets the given render object function. Calling this method overwrites the default implementation
- * which is {@link Renderer#renderObject}. Defining a custom function can be useful
- * if you want to modify the way objects are rendered. For example you can define things like "every
- * object that has material of a certain type should perform a pre-pass with a special overwrite material".
- * The custom function must always call `renderObject()` in its implementation.
- *
- * Use `null` as the first argument to reset the state.
- *
- * @param {?renderObjectFunction} renderObjectFunction - The render object function.
- */
- setRenderObjectFunction( renderObjectFunction ) {
- this._renderObjectFunction = renderObjectFunction;
- }
- /**
- * Returns the current render object function.
- *
- * @return {?Function} The current render object function. Returns `null` if no function is set.
- */
- getRenderObjectFunction() {
- return this._renderObjectFunction;
- }
- /**
- * Execute a single or an array of compute nodes. This method can only be called
- * if the renderer has been initialized.
- *
- * @param {Node|Array<Node>} computeNodes - The compute node(s).
- * @return {Promise|undefined} A Promise that resolve when the compute has finished. Only returned when the renderer has not been initialized.
- */
- compute( computeNodes ) {
- if ( this._isDeviceLost === true ) return;
- if ( this._initialized === false ) {
- console.warn( 'THREE.Renderer: .compute() called before the backend is initialized. Try using .computeAsync() instead.' );
- return this.computeAsync( computeNodes );
- }
- //
- const nodeFrame = this._nodes.nodeFrame;
- const previousRenderId = nodeFrame.renderId;
- //
- this.info.calls ++;
- this.info.compute.calls ++;
- this.info.compute.frameCalls ++;
- nodeFrame.renderId = this.info.calls;
- //
- 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 );
- //
- const onInitFn = computeNode.onInitFunction;
- if ( onInitFn !== null ) {
- onInitFn.call( computeNode, { 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 );
- //
- nodeFrame.renderId = previousRenderId;
- }
- /**
- * Execute a single or an array of compute nodes.
- *
- * @async
- * @param {Node|Array<Node>} computeNodes - The compute node(s).
- * @return {Promise} A Promise that resolve when the compute has finished.
- */
- async computeAsync( computeNodes ) {
- if ( this._initialized === false ) await this.init();
- this.compute( computeNodes );
- }
- /**
- * Checks if the given feature is supported by the selected backend.
- *
- * @async
- * @param {string} name - The feature's name.
- * @return {Promise<boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not.
- */
- async hasFeatureAsync( name ) {
- if ( this._initialized === false ) await this.init();
- return this.backend.hasFeature( name );
- }
- async resolveTimestampsAsync( type = 'render' ) {
- if ( this._initialized === false ) await this.init();
- return this.backend.resolveTimestampsAsync( type );
- }
- /**
- * Checks if the given feature is supported by the selected backend. If the
- * renderer has not been initialized, this method always returns `false`.
- *
- * @param {string} name - The feature's name.
- * @return {boolean} Whether the feature is supported or not.
- */
- hasFeature( name ) {
- if ( this._initialized === false ) {
- console.warn( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead.' );
- return false;
- }
- return this.backend.hasFeature( name );
- }
- /**
- * Returns `true` when the renderer has been initialized.
- *
- * @return {boolean} Whether the renderer has been initialized or not.
- */
- hasInitialized() {
- return this._initialized;
- }
- /**
- * Initializes the given textures. Useful for preloading a texture rather than waiting until first render
- * (which can cause noticeable lags due to decode and GPU upload overhead).
- *
- * @async
- * @param {Texture} texture - The texture.
- * @return {Promise} A Promise that resolves when the texture has been initialized.
- */
- async initTextureAsync( texture ) {
- if ( this._initialized === false ) await this.init();
- this._textures.updateTexture( texture );
- }
- /**
- * Initializes the given texture. Useful for preloading a texture rather than waiting until first render
- * (which can cause noticeable lags due to decode and GPU upload overhead).
- *
- * This method can only be used if the renderer has been initialized.
- *
- * @param {Texture} texture - The texture.
- */
- initTexture( texture ) {
- if ( this._initialized === false ) {
- console.warn( 'THREE.Renderer: .initTexture() called before the backend is initialized. Try using .initTextureAsync() instead.' );
- }
- this._textures.updateTexture( texture );
- }
- /**
- * Copies the current bound framebuffer into the given texture.
- *
- * @param {FramebufferTexture} framebufferTexture - The texture.
- * @param {?Vector2|Vector4} [rectangle=null] - A two or four dimensional vector that defines the rectangular portion of the framebuffer that should be copied.
- */
- copyFramebufferToTexture( framebufferTexture, rectangle = null ) {
- if ( rectangle !== null ) {
- if ( rectangle.isVector2 ) {
- rectangle = _vector4.set( rectangle.x, rectangle.y, framebufferTexture.image.width, framebufferTexture.image.height ).floor();
- } else if ( rectangle.isVector4 ) {
- rectangle = _vector4.copy( rectangle ).floor();
- } else {
- console.error( 'THREE.Renderer.copyFramebufferToTexture: Invalid rectangle.' );
- return;
- }
- } else {
- rectangle = _vector4.set( 0, 0, framebufferTexture.image.width, framebufferTexture.image.height );
- }
- //
- let renderContext = this._currentRenderContext;
- let renderTarget;
- if ( renderContext !== null ) {
- renderTarget = renderContext.renderTarget;
- } else {
- renderTarget = this._renderTarget || this._getFrameBufferTarget();
- if ( renderTarget !== null ) {
- this._textures.updateRenderTarget( renderTarget );
- renderContext = this._textures.get( renderTarget );
- }
- }
- //
- this._textures.updateTexture( framebufferTexture, { renderTarget } );
- this.backend.copyFramebufferToTexture( framebufferTexture, renderContext, rectangle );
- }
- /**
- * Copies data of the given source texture into a destination texture.
- *
- * @param {Texture} srcTexture - The source texture.
- * @param {Texture} dstTexture - The destination texture.
- * @param {Box2|Box3} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
- * @param {Vector2|Vector3} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
- * @param {number} [srcLevel=0] - The source mip level to copy from.
- * @param {number} [dstLevel=0] - The destination mip level to copy to.
- */
- copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
- this._textures.updateTexture( srcTexture );
- this._textures.updateTexture( dstTexture );
- this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );
- }
- /**
- * Reads pixel data from the given render target.
- *
- * @async
- * @param {RenderTarget} renderTarget - The render target to read from.
- * @param {number} x - The `x` coordinate of the copy region's origin.
- * @param {number} y - The `y` coordinate of the copy region's origin.
- * @param {number} width - The width of the copy region.
- * @param {number} height - The height of the copy region.
- * @param {number} [textureIndex=0] - The texture index of a MRT render target.
- * @param {number} [faceIndex=0] - The active cube face index.
- * @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
- */
- async readRenderTargetPixelsAsync( renderTarget, x, y, width, height, textureIndex = 0, faceIndex = 0 ) {
- return this.backend.copyTextureToBuffer( renderTarget.textures[ textureIndex ], x, y, width, height, faceIndex );
- }
- /**
- * Analyzes the given 3D object's hierarchy and builds render lists from the
- * processed hierarchy.
- *
- * @param {Object3D} object - The 3D object to process (usually a scene).
- * @param {Camera} camera - The camera the object is rendered with.
- * @param {number} groupOrder - The group order is derived from the `renderOrder` of groups and is used to group 3D objects within groups.
- * @param {RenderList} renderList - The current render list.
- * @param {ClippingContext} clippingContext - The current clipping context.
- */
- _projectObject( object, camera, groupOrder, renderList, clippingContext ) {
- if ( object.visible === false ) return;
- const visible = object.layers.test( camera.layers );
- if ( visible ) {
- if ( object.isGroup ) {
- groupOrder = object.renderOrder;
- if ( object.isClippingGroup && object.enabled ) clippingContext = clippingContext.getGroupContext( object );
- } else if ( object.isLOD ) {
- if ( object.autoUpdate === true ) object.update( camera );
- } else if ( object.isLight ) {
- renderList.pushLight( object );
- } else if ( object.isSprite ) {
- const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
- if ( ! object.frustumCulled || frustum.intersectsSprite( object, camera ) ) {
- if ( this.sortObjects === true ) {
- _vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
- }
- const { geometry, material } = object;
- if ( material.visible ) {
- renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
- }
- }
- } else if ( object.isLineLoop ) {
- 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 ) {
- const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
- if ( ! object.frustumCulled || frustum.intersectsObject( object, camera ) ) {
- const { geometry, material } = object;
- if ( this.sortObjects === true ) {
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _vector4
- .copy( geometry.boundingSphere.center )
- .applyMatrix4( object.matrixWorld )
- .applyMatrix4( _projScreenMatrix );
- }
- if ( Array.isArray( material ) ) {
- const groups = geometry.groups;
- for ( let i = 0, l = groups.length; i < l; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- if ( groupMaterial && groupMaterial.visible ) {
- renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, clippingContext );
- }
- }
- } else if ( material.visible ) {
- renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
- }
- }
- }
- }
- if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {
- const baseRenderList = renderList;
- // replace render list
- renderList = this._renderLists.get( object, camera );
- renderList.begin();
- baseRenderList.pushBundle( {
- bundleGroup: object,
- camera,
- renderList,
- } );
- renderList.finish();
- }
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- this._projectObject( children[ i ], camera, groupOrder, renderList, clippingContext );
- }
- }
- /**
- * Renders the given render bundles.
- *
- * @private
- * @param {Array<Object>} bundles - Array with render bundle data.
- * @param {Scene} sceneRef - The scene the render bundles belong to.
- * @param {LightsNode} lightsNode - The current lights node.
- */
- _renderBundles( bundles, sceneRef, lightsNode ) {
- for ( const bundle of bundles ) {
- this._renderBundle( bundle, sceneRef, lightsNode );
- }
- }
- /**
- * Renders the transparent objects from the given render lists.
- *
- * @private
- * @param {Array<Object>} renderList - The transparent render list.
- * @param {Array<Object>} doublePassList - The list of transparent objects which require a double pass (e.g. because of transmission).
- * @param {Camera} camera - The camera the render list should be rendered with.
- * @param {Scene} scene - The scene the render list belongs to.
- * @param {LightsNode} lightsNode - The current lights node.
- */
- _renderTransparents( renderList, doublePassList, camera, scene, lightsNode ) {
- if ( doublePassList.length > 0 ) {
- // render back side
- for ( const { material } of doublePassList ) {
- material.side = BackSide;
- }
- this._renderObjects( doublePassList, camera, scene, lightsNode, 'backSide' );
- // render front side
- for ( const { material } of doublePassList ) {
- material.side = FrontSide;
- }
- this._renderObjects( renderList, camera, scene, lightsNode );
- // restore
- for ( const { material } of doublePassList ) {
- material.side = DoubleSide;
- }
- } else {
- this._renderObjects( renderList, camera, scene, lightsNode );
- }
- }
- /**
- * Renders the objects from the given render list.
- *
- * @private
- * @param {Array<Object>} renderList - The render list.
- * @param {Camera} camera - The camera the render list should be rendered with.
- * @param {Scene} scene - The scene the render list belongs to.
- * @param {LightsNode} lightsNode - The current lights node.
- * @param {?string} [passId=null] - An optional ID for identifying the pass.
- */
- _renderObjects( renderList, camera, scene, lightsNode, passId = null ) {
- for ( let i = 0, il = renderList.length; i < il; i ++ ) {
- const { object, geometry, material, group, clippingContext } = renderList[ i ];
- this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode, clippingContext, passId );
- }
- }
- /**
- * This method represents the default render object function that manages the render lifecycle
- * of the object.
- *
- * @param {Object3D} object - The 3D object.
- * @param {Scene} scene - The scene the 3D object belongs to.
- * @param {Camera} camera - The camera the object should be rendered with.
- * @param {BufferGeometry} geometry - The object's geometry.
- * @param {Material} material - The object's material.
- * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
- * @param {LightsNode} lightsNode - The current lights node.
- * @param {?ClippingContext} clippingContext - The clipping context.
- * @param {?string} [passId=null] - An optional ID for identifying the pass.
- */
- renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext = null, passId = null ) {
- let overridePositionNode;
- let overrideColorNode;
- let overrideDepthNode;
- //
- object.onBeforeRender( this, scene, camera, geometry, material, group );
- //
- if ( material.allowOverride === true && scene.overrideMaterial !== null ) {
- const overrideMaterial = scene.overrideMaterial;
- if ( material.positionNode && material.positionNode.isNode ) {
- overridePositionNode = overrideMaterial.positionNode;
- overrideMaterial.positionNode = material.positionNode;
- }
- overrideMaterial.alphaTest = material.alphaTest;
- overrideMaterial.alphaMap = material.alphaMap;
- overrideMaterial.transparent = material.transparent || material.transmission > 0;
- if ( overrideMaterial.isShadowPassMaterial ) {
- overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
- if ( material.depthNode && material.depthNode.isNode ) {
- overrideDepthNode = overrideMaterial.depthNode;
- overrideMaterial.depthNode = material.depthNode;
- }
- if ( material.castShadowNode && material.castShadowNode.isNode ) {
- overrideColorNode = overrideMaterial.colorNode;
- overrideMaterial.colorNode = material.castShadowNode;
- }
- if ( material.castShadowPositionNode && material.castShadowPositionNode.isNode ) {
- overridePositionNode = overrideMaterial.positionNode;
- overrideMaterial.positionNode = material.castShadowPositionNode;
- }
- }
- material = overrideMaterial;
- }
- //
- if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
- material.side = BackSide;
- this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, 'backSide' ); // create backSide pass id
- material.side = FrontSide;
- this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId ); // use default pass id
- material.side = DoubleSide;
- } else {
- this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId );
- }
- //
- if ( overridePositionNode !== undefined ) {
- scene.overrideMaterial.positionNode = overridePositionNode;
- }
- if ( overrideDepthNode !== undefined ) {
- scene.overrideMaterial.depthNode = overrideDepthNode;
- }
- if ( overrideColorNode !== undefined ) {
- scene.overrideMaterial.colorNode = overrideColorNode;
- }
- //
- object.onAfterRender( this, scene, camera, geometry, material, group );
- }
- /**
- * This method represents the default `_handleObjectFunction` implementation which creates
- * a render object from the given data and performs the draw command with the selected backend.
- *
- * @private
- * @param {Object3D} object - The 3D object.
- * @param {Material} material - The object's material.
- * @param {Scene} scene - The scene the 3D object belongs to.
- * @param {Camera} camera - The camera the object should be rendered with.
- * @param {LightsNode} lightsNode - The current lights node.
- * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
- * @param {ClippingContext} clippingContext - The clipping context.
- * @param {?string} [passId=null] - An optional ID for identifying the pass.
- */
- _renderObjectDirect( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
- const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
- renderObject.drawRange = object.geometry.drawRange;
- renderObject.group = group;
- //
- const needsRefresh = this._nodes.needsRefresh( renderObject );
- if ( needsRefresh ) {
- this._nodes.updateBefore( renderObject );
- this._geometries.updateForRender( renderObject );
- this._nodes.updateForRender( renderObject );
- this._bindings.updateForRender( renderObject );
- }
- this._pipelines.updateForRender( renderObject );
- //
- if ( this._currentRenderBundle !== null ) {
- const renderBundleData = this.backend.get( this._currentRenderBundle );
- renderBundleData.renderObjects.push( renderObject );
- renderObject.bundle = this._currentRenderBundle.bundleGroup;
- }
- this.backend.draw( renderObject, this.info );
- if ( needsRefresh ) this._nodes.updateAfter( renderObject );
- }
- /**
- * A different implementation for `_handleObjectFunction` which only makes sure the object is ready for rendering.
- * Used in `compileAsync()`.
- *
- * @private
- * @param {Object3D} object - The 3D object.
- * @param {Material} material - The object's material.
- * @param {Scene} scene - The scene the 3D object belongs to.
- * @param {Camera} camera - The camera the object should be rendered with.
- * @param {LightsNode} lightsNode - The current lights node.
- * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
- * @param {ClippingContext} clippingContext - The clipping context.
- * @param {?string} [passId=null] - An optional ID for identifying the pass.
- */
- _createObjectPipeline( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
- const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
- renderObject.drawRange = object.geometry.drawRange;
- renderObject.group = group;
- //
- this._nodes.updateBefore( renderObject );
- this._geometries.updateForRender( renderObject );
- this._nodes.updateForRender( renderObject );
- this._bindings.updateForRender( renderObject );
- this._pipelines.getForRender( renderObject, this._compilationPromises );
- this._nodes.updateAfter( renderObject );
- }
- /**
- * Alias for `compileAsync()`.
- *
- * @method
- * @param {Object3D} scene - The scene or 3D object to precompile.
- * @param {Camera} camera - The camera that is used to render the scene.
- * @param {Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
- * @return {function(Object3D, Camera, ?Scene): Promise|undefined} A Promise that resolves when the compile has been finished.
- */
- get compile() {
- return this.compileAsync;
- }
- }
- /**
- * A binding represents the connection between a resource (like a texture, sampler
- * or uniform buffer) and the resource definition in a shader stage.
- *
- * This module is an abstract base class for all concrete bindings types.
- *
- * @abstract
- * @private
- */
- class Binding {
- /**
- * Constructs a new binding.
- *
- * @param {string} [name=''] - The binding's name.
- */
- constructor( name = '' ) {
- /**
- * The binding's name.
- *
- * @type {string}
- */
- this.name = name;
- /**
- * A bitmask that defines in what shader stages the
- * binding's resource is accessible.
- *
- * @type {number}
- */
- this.visibility = 0;
- }
- /**
- * Makes sure binding's resource is visible for the given shader stage.
- *
- * @param {number} visibility - The shader stage.
- */
- setVisibility( visibility ) {
- this.visibility |= visibility;
- }
- /**
- * Clones the binding.
- *
- * @return {Binding} The cloned binding.
- */
- clone() {
- return Object.assign( new this.constructor(), this );
- }
- }
- /**
- * This function is usually called with the length in bytes of an array buffer.
- * It returns an padded value which ensure chunk size alignment according to STD140 layout.
- *
- * @function
- * @param {number} floatLength - The buffer length.
- * @return {number} The padded length.
- */
- function getFloatLength( floatLength ) {
- // ensure chunk size alignment (STD140 layout)
- return floatLength + ( ( GPU_CHUNK_BYTES - ( floatLength % GPU_CHUNK_BYTES ) ) % GPU_CHUNK_BYTES );
- }
- /**
- * Represents a buffer binding type.
- *
- * @private
- * @abstract
- * @augments Binding
- */
- class Buffer extends Binding {
- /**
- * Constructs a new buffer.
- *
- * @param {string} name - The buffer's name.
- * @param {TypedArray} [buffer=null] - The buffer.
- */
- constructor( name, buffer = null ) {
- super( name );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBuffer = true;
- /**
- * The bytes per element.
- *
- * @type {number}
- */
- this.bytesPerElement = Float32Array.BYTES_PER_ELEMENT;
- /**
- * A reference to the internal buffer.
- *
- * @private
- * @type {TypedArray}
- */
- this._buffer = buffer;
- }
- /**
- * The buffer's byte length.
- *
- * @type {number}
- * @readonly
- */
- get byteLength() {
- return getFloatLength( this._buffer.byteLength );
- }
- /**
- * A reference to the internal buffer.
- *
- * @type {Float32Array}
- * @readonly
- */
- get buffer() {
- return this._buffer;
- }
- /**
- * Updates the binding.
- *
- * @return {boolean} Whether the buffer has been updated and must be
- * uploaded to the GPU.
- */
- update() {
- return true;
- }
- }
- /**
- * Represents a uniform buffer binding type.
- *
- * @private
- * @augments Buffer
- */
- class UniformBuffer extends Buffer {
- /**
- * Constructs a new uniform buffer.
- *
- * @param {string} name - The buffer's name.
- * @param {TypedArray} [buffer=null] - The buffer.
- */
- constructor( name, buffer = null ) {
- super( name, buffer );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isUniformBuffer = true;
- }
- }
- let _id$4 = 0;
- /**
- * A special form of uniform buffer binding type.
- * It's buffer value is managed by a node object.
- *
- * @private
- * @augments UniformBuffer
- */
- class NodeUniformBuffer extends UniformBuffer {
- /**
- * Constructs a new node-based uniform buffer.
- *
- * @param {BufferNode} nodeUniform - The uniform buffer node.
- * @param {UniformGroupNode} groupNode - The uniform group node.
- */
- constructor( nodeUniform, groupNode ) {
- super( 'UniformBuffer_' + _id$4 ++, nodeUniform ? nodeUniform.value : null );
- /**
- * The uniform buffer node.
- *
- * @type {BufferNode}
- */
- this.nodeUniform = nodeUniform;
- /**
- * The uniform group node.
- *
- * @type {UniformGroupNode}
- */
- this.groupNode = groupNode;
- }
- /**
- * The uniform buffer.
- *
- * @type {Float32Array}
- */
- get buffer() {
- return this.nodeUniform.value;
- }
- }
- /**
- * This class represents a uniform buffer binding but with
- * an API that allows to maintain individual uniform objects.
- *
- * @private
- * @augments UniformBuffer
- */
- class UniformsGroup extends UniformBuffer {
- /**
- * Constructs a new uniforms group.
- *
- * @param {string} name - The group's name.
- */
- constructor( name ) {
- super( name );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isUniformsGroup = true;
- /**
- * An array with the raw uniform values.
- *
- * @private
- * @type {?Array<number>}
- * @default null
- */
- this._values = null;
- /**
- * An array of uniform objects.
- *
- * The order of uniforms in this array must match the order of uniforms in the shader.
- *
- * @type {Array<Uniform>}
- */
- this.uniforms = [];
- }
- /**
- * Adds a uniform to this group.
- *
- * @param {Uniform} uniform - The uniform to add.
- * @return {UniformsGroup} A reference to this group.
- */
- addUniform( uniform ) {
- this.uniforms.push( uniform );
- return this;
- }
- /**
- * Removes a uniform from this group.
- *
- * @param {Uniform} uniform - The uniform to remove.
- * @return {UniformsGroup} A reference to this group.
- */
- removeUniform( uniform ) {
- const index = this.uniforms.indexOf( uniform );
- if ( index !== -1 ) {
- this.uniforms.splice( index, 1 );
- }
- return this;
- }
- /**
- * An array with the raw uniform values.
- *
- * @type {Array<number>}
- */
- get values() {
- if ( this._values === null ) {
- this._values = Array.from( this.buffer );
- }
- return this._values;
- }
- /**
- * A Float32 array buffer with the uniform values.
- *
- * @type {Float32Array}
- */
- get buffer() {
- let buffer = this._buffer;
- if ( buffer === null ) {
- const byteLength = this.byteLength;
- buffer = new Float32Array( new ArrayBuffer( byteLength ) );
- this._buffer = buffer;
- }
- return buffer;
- }
- /**
- * The byte length of the buffer with correct buffer alignment.
- *
- * @type {number}
- */
- get byteLength() {
- let offset = 0; // global buffer offset in bytes
- for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) {
- const uniform = this.uniforms[ i ];
- const { boundary, itemSize } = uniform;
- // offset within a single chunk in bytes
- const chunkOffset = offset % GPU_CHUNK_BYTES;
- const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset;
- // conformance tests
- if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) {
- // check for chunk overflow
- offset += ( GPU_CHUNK_BYTES - chunkOffset );
- } else if ( chunkOffset % boundary !== 0 ) {
- // check for correct alignment
- offset += ( chunkOffset % boundary );
- }
- uniform.offset = ( offset / this.bytesPerElement );
- offset += ( itemSize * this.bytesPerElement );
- }
- return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES;
- }
- /**
- * Updates this group by updating each uniform object of
- * the internal uniform list. The uniform objects check if their
- * values has actually changed so this method only returns
- * `true` if there is a real value change.
- *
- * @return {boolean} Whether the uniforms have been updated and
- * must be uploaded to the GPU.
- */
- update() {
- let updated = false;
- for ( const uniform of this.uniforms ) {
- if ( this.updateByType( uniform ) === true ) {
- updated = true;
- }
- }
- return updated;
- }
- /**
- * Updates a given uniform by calling an update method matching
- * the uniforms type.
- *
- * @param {Uniform} uniform - The uniform to update.
- * @return {boolean} Whether the uniform has been updated or not.
- */
- updateByType( uniform ) {
- if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
- if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
- if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
- if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
- if ( uniform.isColorUniform ) return this.updateColor( uniform );
- if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
- if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );
- console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform );
- }
- /**
- * Updates a given Number uniform.
- *
- * @param {NumberUniform} uniform - The Number uniform.
- * @return {boolean} Whether the uniform has been updated or not.
- */
- updateNumber( uniform ) {
- let updated = false;
- const a = this.values;
- const v = uniform.getValue();
- const offset = uniform.offset;
- const type = uniform.getType();
- if ( a[ offset ] !== v ) {
- const b = this._getBufferForType( type );
- b[ offset ] = a[ offset ] = v;
- updated = true;
- }
- return updated;
- }
- /**
- * Updates a given Vector2 uniform.
- *
- * @param {Vector2Uniform} uniform - The Vector2 uniform.
- * @return {boolean} Whether the uniform has been updated or not.
- */
- updateVector2( uniform ) {
- let updated = false;
- const a = this.values;
- const v = uniform.getValue();
- const offset = uniform.offset;
- const type = uniform.getType();
- if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {
- const b = this._getBufferForType( type );
- b[ offset + 0 ] = a[ offset + 0 ] = v.x;
- b[ offset + 1 ] = a[ offset + 1 ] = v.y;
- updated = true;
- }
- return updated;
- }
- /**
- * Updates a given Vector3 uniform.
- *
- * @param {Vector3Uniform} uniform - The Vector3 uniform.
- * @return {boolean} Whether the uniform has been updated or not.
- */
- updateVector3( uniform ) {
- let updated = false;
- const a = this.values;
- const v = uniform.getValue();
- const offset = uniform.offset;
- const type = uniform.getType();
- if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {
- const b = this._getBufferForType( type );
- b[ offset + 0 ] = a[ offset + 0 ] = v.x;
- b[ offset + 1 ] = a[ offset + 1 ] = v.y;
- b[ offset + 2 ] = a[ offset + 2 ] = v.z;
- updated = true;
- }
- return updated;
- }
- /**
- * Updates a given Vector4 uniform.
- *
- * @param {Vector4Uniform} uniform - The Vector4 uniform.
- * @return {boolean} Whether the uniform has been updated or not.
- */
- updateVector4( uniform ) {
- let updated = false;
- const a = this.values;
- const v = uniform.getValue();
- const offset = uniform.offset;
- const type = uniform.getType();
- if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {
- const b = this._getBufferForType( type );
- b[ offset + 0 ] = a[ offset + 0 ] = v.x;
- b[ offset + 1 ] = a[ offset + 1 ] = v.y;
- b[ offset + 2 ] = a[ offset + 2 ] = v.z;
- b[ offset + 3 ] = a[ offset + 3 ] = v.w;
- updated = true;
- }
- return updated;
- }
- /**
- * Updates a given Color uniform.
- *
- * @param {ColorUniform} uniform - The Color uniform.
- * @return {boolean} Whether the uniform has been updated or not.
- */
- updateColor( uniform ) {
- let updated = false;
- const a = this.values;
- const c = uniform.getValue();
- const offset = uniform.offset;
- if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {
- const b = this.buffer;
- b[ offset + 0 ] = a[ offset + 0 ] = c.r;
- b[ offset + 1 ] = a[ offset + 1 ] = c.g;
- b[ offset + 2 ] = a[ offset + 2 ] = c.b;
- updated = true;
- }
- return updated;
- }
- /**
- * Updates a given Matrix3 uniform.
- *
- * @param {Matrix3Uniform} uniform - The Matrix3 uniform.
- * @return {boolean} Whether the uniform has been updated or not.
- */
- updateMatrix3( uniform ) {
- let updated = false;
- const a = this.values;
- const e = uniform.getValue().elements;
- const offset = uniform.offset;
- if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
- a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
- a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {
- const b = this.buffer;
- b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
- b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
- b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
- b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
- b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
- b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
- b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
- b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
- b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];
- updated = true;
- }
- return updated;
- }
- /**
- * Updates a given Matrix4 uniform.
- *
- * @param {Matrix4Uniform} uniform - The Matrix4 uniform.
- * @return {boolean} Whether the uniform has been updated or not.
- */
- updateMatrix4( uniform ) {
- let updated = false;
- const a = this.values;
- const e = uniform.getValue().elements;
- const offset = uniform.offset;
- if ( arraysEqual( a, e, offset ) === false ) {
- const b = this.buffer;
- b.set( e, offset );
- setArray( a, e, offset );
- updated = true;
- }
- return updated;
- }
- /**
- * Returns a typed array that matches the given data type.
- *
- * @param {string} type - The data type.
- * @return {TypedArray} The typed array.
- */
- _getBufferForType( type ) {
- if ( type === 'int' || type === 'ivec2' || type === 'ivec3' || type === 'ivec4' ) return new Int32Array( this.buffer.buffer );
- if ( type === 'uint' || type === 'uvec2' || type === 'uvec3' || type === 'uvec4' ) return new Uint32Array( this.buffer.buffer );
- return this.buffer;
- }
- }
- /**
- * Sets the values of the second array to the first array.
- *
- * @private
- * @param {TypedArray} a - The first array.
- * @param {TypedArray} b - The second array.
- * @param {number} offset - An index offset for the first array.
- */
- function setArray( a, b, offset ) {
- for ( let i = 0, l = b.length; i < l; i ++ ) {
- a[ offset + i ] = b[ i ];
- }
- }
- /**
- * Returns `true` if the given arrays are equal.
- *
- * @private
- * @param {TypedArray} a - The first array.
- * @param {TypedArray} b - The second array.
- * @param {number} offset - An index offset for the first array.
- * @return {boolean} Whether the given arrays are equal or not.
- */
- function arraysEqual( a, b, offset ) {
- for ( let i = 0, l = b.length; i < l; i ++ ) {
- if ( a[ offset + i ] !== b[ i ] ) return false;
- }
- return true;
- }
- let _id$3 = 0;
- /**
- * A special form of uniforms group that represents
- * the individual uniforms as node-based uniforms.
- *
- * @private
- * @augments UniformsGroup
- */
- class NodeUniformsGroup extends UniformsGroup {
- /**
- * Constructs a new node-based uniforms group.
- *
- * @param {string} name - The group's name.
- * @param {UniformGroupNode} groupNode - The uniform group node.
- */
- constructor( name, groupNode ) {
- super( name );
- /**
- * The group's ID.
- *
- * @type {number}
- */
- this.id = _id$3 ++;
- /**
- * The uniform group node.
- *
- * @type {UniformGroupNode}
- */
- this.groupNode = groupNode;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isNodeUniformsGroup = true;
- }
- }
- let _id$2 = 0;
- /**
- * Represents a sampled texture binding type.
- *
- * @private
- * @augments Binding
- */
- class SampledTexture extends Binding {
- /**
- * Constructs a new sampled texture.
- *
- * @param {string} name - The sampled texture's name.
- * @param {?Texture} texture - The texture this binding is referring to.
- */
- constructor( name, texture ) {
- super( name );
- /**
- * This identifier.
- *
- * @type {number}
- */
- this.id = _id$2 ++;
- /**
- * The texture this binding is referring to.
- *
- * @type {?Texture}
- */
- this.texture = texture;
- /**
- * The binding's version.
- *
- * @type {number}
- */
- this.version = texture ? texture.version : 0;
- /**
- * Whether the texture is a storage texture or not.
- *
- * @type {boolean}
- * @default false
- */
- this.store = false;
- /**
- * The binding's generation which is an additional version
- * qualifier.
- *
- * @type {?number}
- * @default null
- */
- this.generation = null;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSampledTexture = true;
- }
- /**
- * Returns `true` whether this binding requires an update for the
- * given generation.
- *
- * @param {number} generation - The generation.
- * @return {boolean} Whether an update is required or not.
- */
- needsBindingsUpdate( generation ) {
- const { texture } = this;
- if ( generation !== this.generation ) {
- this.generation = generation;
- return true;
- }
- return texture.isVideoTexture;
- }
- /**
- * Updates the binding.
- *
- * @return {boolean} Whether the texture has been updated and must be
- * uploaded to the GPU.
- */
- update() {
- const { texture, version } = this;
- if ( version !== texture.version ) {
- this.version = texture.version;
- return true;
- }
- return false;
- }
- }
- /**
- * A special form of sampled texture binding type.
- * It's texture value is managed by a node object.
- *
- * @private
- * @augments SampledTexture
- */
- class NodeSampledTexture extends SampledTexture {
- /**
- * Constructs a new node-based sampled texture.
- *
- * @param {string} name - The textures's name.
- * @param {TextureNode} textureNode - The texture node.
- * @param {UniformGroupNode} groupNode - The uniform group node.
- * @param {?string} [access=null] - The access type.
- */
- constructor( name, textureNode, groupNode, access = null ) {
- super( name, textureNode ? textureNode.value : null );
- /**
- * The texture node.
- *
- * @type {TextureNode}
- */
- this.textureNode = textureNode;
- /**
- * The uniform group node.
- *
- * @type {UniformGroupNode}
- */
- this.groupNode = groupNode;
- /**
- * The access type.
- *
- * @type {?string}
- * @default null
- */
- this.access = access;
- }
- /**
- * Overwrites the default to additionally check if the node value has changed.
- *
- * @param {number} generation - The generation.
- * @return {boolean} Whether an update is required or not.
- */
- needsBindingsUpdate( generation ) {
- return this.textureNode.value !== this.texture || super.needsBindingsUpdate( generation );
- }
- /**
- * Updates the binding.
- *
- * @return {boolean} Whether the texture has been updated and must be
- * uploaded to the GPU.
- */
- update() {
- const { textureNode } = this;
- if ( this.texture !== textureNode.value ) {
- this.texture = textureNode.value;
- return true;
- }
- return super.update();
- }
- }
- /**
- * A special form of sampled cube texture binding type.
- * It's texture value is managed by a node object.
- *
- * @private
- * @augments NodeSampledTexture
- */
- class NodeSampledCubeTexture extends NodeSampledTexture {
- /**
- * Constructs a new node-based sampled cube texture.
- *
- * @param {string} name - The textures's name.
- * @param {TextureNode} textureNode - The texture node.
- * @param {UniformGroupNode} groupNode - The uniform group node.
- * @param {?string} [access=null] - The access type.
- */
- constructor( name, textureNode, groupNode, access = null ) {
- super( name, textureNode, groupNode, access );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSampledCubeTexture = true;
- }
- }
- /**
- * A special form of sampled 3D texture binding type.
- * It's texture value is managed by a node object.
- *
- * @private
- * @augments NodeSampledTexture
- */
- class NodeSampledTexture3D extends NodeSampledTexture {
- /**
- * Constructs a new node-based sampled 3D texture.
- *
- * @param {string} name - The textures's name.
- * @param {TextureNode} textureNode - The texture node.
- * @param {UniformGroupNode} groupNode - The uniform group node.
- * @param {?string} [access=null] - The access type.
- */
- constructor( name, textureNode, groupNode, access = null ) {
- super( name, textureNode, groupNode, access );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSampledTexture3D = true;
- }
- }
- const glslMethods = {
- textureDimensions: 'textureSize',
- equals: 'equal'
- };
- const precisionLib = {
- low: 'lowp',
- medium: 'mediump',
- high: 'highp'
- };
- const supports$1 = {
- swizzleAssign: true,
- storageBuffer: false
- };
- const interpolationTypeMap = {
- perspective: 'smooth',
- linear: 'noperspective'
- };
- const interpolationModeMap = {
- 'centroid': 'centroid',
- 'flat first': 'flat',
- 'flat either': 'flat'
- };
- const defaultPrecisions = `
- precision highp float;
- precision highp int;
- precision highp sampler2D;
- precision highp sampler3D;
- precision highp samplerCube;
- precision highp sampler2DArray;
- precision highp usampler2D;
- precision highp usampler3D;
- precision highp usamplerCube;
- precision highp usampler2DArray;
- precision highp isampler2D;
- precision highp isampler3D;
- precision highp isamplerCube;
- precision highp isampler2DArray;
- precision lowp sampler2DShadow;
- precision lowp sampler2DArrayShadow;
- precision lowp samplerCubeShadow;
- `;
- /**
- * A node builder targeting GLSL.
- *
- * This module generates GLSL shader code from node materials and also
- * generates the respective bindings and vertex buffer definitions. These
- * data are later used by the renderer to create render and compute pipelines
- * for render objects.
- *
- * @augments NodeBuilder
- */
- class GLSLNodeBuilder extends NodeBuilder {
- /**
- * Constructs a new GLSL node builder renderer.
- *
- * @param {Object3D} object - The 3D object.
- * @param {Renderer} renderer - The renderer.
- */
- constructor( object, renderer ) {
- super( object, renderer, new GLSLNodeParser() );
- /**
- * A dictionary holds for each shader stage ('vertex', 'fragment', 'compute')
- * another dictionary which manages UBOs per group ('render','frame','object').
- *
- * @type {Object<string,Object<string,NodeUniformsGroup>>}
- */
- this.uniformGroups = {};
- /**
- * An array that holds objects defining the varying and attribute data in
- * context of Transform Feedback.
- *
- * @type {Array<Object<string,AttributeNode|string>>}
- */
- this.transforms = [];
- /**
- * A dictionary that holds for each shader stage a Map of used extensions.
- *
- * @type {Object<string,Map<string,Object>>}
- */
- this.extensions = {};
- /**
- * A dictionary that holds for each shader stage an Array of used builtins.
- *
- * @type {Object<string,Array<string>>}
- */
- this.builtins = { vertex: [], fragment: [], compute: [] };
- }
- /**
- * Checks if the given texture requires a manual conversion to the working color space.
- *
- * @param {Texture} texture - The texture to check.
- * @return {boolean} Whether the given texture requires a conversion to working color space or not.
- */
- needsToWorkingColorSpace( texture ) {
- return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
- }
- /**
- * Returns the native shader method name for a given generic name.
- *
- * @param {string} method - The method name to resolve.
- * @return {string} The resolved GLSL method name.
- */
- getMethod( method ) {
- return glslMethods[ method ] || method;
- }
- /**
- * Returns the output struct name. Not relevant for GLSL.
- *
- * @return {string}
- */
- getOutputStructName() {
- return '';
- }
- /**
- * Builds the given shader node.
- *
- * @param {ShaderNodeInternal} shaderNode - The shader node.
- * @return {string} The GLSL function code.
- */
- buildFunctionCode( shaderNode ) {
- const layout = shaderNode.layout;
- const flowData = this.flowShaderNode( shaderNode );
- const parameters = [];
- for ( const input of layout.inputs ) {
- parameters.push( this.getType( input.type ) + ' ' + input.name );
- }
- //
- const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
- ${ flowData.vars }
- ${ flowData.code }
- return ${ flowData.result };
- }`;
- //
- return code;
- }
- /**
- * Setups the Pixel Buffer Object (PBO) for the given storage
- * buffer node.
- *
- * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
- */
- setupPBO( storageBufferNode ) {
- const attribute = storageBufferNode.value;
- if ( attribute.pbo === undefined ) {
- const originalArray = attribute.array;
- const numElements = attribute.count * attribute.itemSize;
- const { itemSize } = attribute;
- const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' );
- let format = isInteger ? RedIntegerFormat : RedFormat;
- if ( itemSize === 2 ) {
- format = isInteger ? RGIntegerFormat : RGFormat;
- } else if ( itemSize === 3 ) {
- format = isInteger ? RGBIntegerFormat : RGBFormat;
- } else if ( itemSize === 4 ) {
- format = isInteger ? RGBAIntegerFormat : RGBAFormat;
- }
- const typeMap = {
- Float32Array: FloatType,
- Uint8Array: UnsignedByteType,
- Uint16Array: UnsignedShortType,
- Uint32Array: UnsignedIntType,
- Int8Array: ByteType,
- Int16Array: ShortType,
- Int32Array: IntType,
- Uint8ClampedArray: UnsignedByteType,
- };
- const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
- let height = Math.ceil( ( numElements / itemSize ) / width );
- if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
- const newSize = width * height * itemSize;
- const newArray = new originalArray.constructor( newSize );
- newArray.set( originalArray, 0 );
- attribute.array = newArray;
- const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType );
- pboTexture.needsUpdate = true;
- pboTexture.isPBOTexture = true;
- const pbo = new TextureNode( pboTexture, null, null );
- pbo.setPrecision( 'high' );
- attribute.pboNode = pbo;
- attribute.pbo = pbo.value;
- this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
- }
- }
- /**
- * Returns a GLSL snippet that represents the property name of the given node.
- *
- * @param {Node} node - The node.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The property name.
- */
- getPropertyName( node, shaderStage = this.shaderStage ) {
- if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) {
- return shaderStage.charAt( 0 ) + '_' + node.name;
- }
- return super.getPropertyName( node, shaderStage );
- }
- /**
- * Setups the Pixel Buffer Object (PBO) for the given storage
- * buffer node.
- *
- * @param {StorageArrayElementNode} storageArrayElementNode - The storage array element node.
- * @return {string} The property name.
- */
- generatePBO( storageArrayElementNode ) {
- const { node, indexNode } = storageArrayElementNode;
- const attribute = node.value;
- if ( this.renderer.backend.has( attribute ) ) {
- const attributeData = this.renderer.backend.get( attribute );
- attributeData.pbo = attribute.pbo;
- }
- const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
- const textureName = this.getPropertyName( nodeUniform );
- this.increaseUsage( indexNode ); // force cache generate to be used as index in x,y
- const indexSnippet = indexNode.build( this, 'uint' );
- const elementNodeData = this.getDataFromNode( storageArrayElementNode );
- let propertyName = elementNodeData.propertyName;
- if ( propertyName === undefined ) {
- // property element
- const nodeVar = this.getVarFromNode( storageArrayElementNode );
- propertyName = this.getPropertyName( nodeVar );
- // property size
- const bufferNodeData = this.getDataFromNode( node );
- let propertySizeName = bufferNodeData.propertySizeName;
- if ( propertySizeName === undefined ) {
- propertySizeName = propertyName + 'Size';
- this.getVarFromNode( node, propertySizeName, 'uint' );
- this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )`, storageArrayElementNode );
- bufferNodeData.propertySizeName = propertySizeName;
- }
- //
- const { itemSize } = attribute;
- const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
- const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
- const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' );
- //
- let prefix = 'vec4';
- if ( attribute.pbo.type === UnsignedIntType ) {
- prefix = 'uvec4';
- } else if ( attribute.pbo.type === IntType ) {
- prefix = 'ivec4';
- }
- this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}`, storageArrayElementNode );
- elementNodeData.propertyName = propertyName;
- }
- return propertyName;
- }
- /**
- * Generates the GLSL snippet that reads a single texel from a texture without sampling or filtering.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvIndexSnippet - A GLSL snippet that represents texture coordinates used for sampling.
- * @param {?string} depthSnippet - A GLSL snippet that represents the 0-based texture array index to sample.
- * @param {string} [levelSnippet='0u'] - A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
- * @return {string} The GLSL snippet.
- */
- generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {
- if ( depthSnippet ) {
- return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;
- } else {
- return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
- }
- }
- /**
- * Generates the GLSL snippet for sampling/loading the given texture.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
- * @param {?string} depthSnippet - A GLSL snippet that represents the 0-based texture array index to sample.
- * @return {string} The GLSL snippet.
- */
- generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) {
- if ( texture.isDepthTexture ) {
- if ( depthSnippet ) uvSnippet = `vec4( ${ uvSnippet }, ${ depthSnippet } )`;
- return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
- } else {
- if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
- return `texture( ${ textureProperty }, ${ uvSnippet } )`;
- }
- }
- /**
- * Generates the GLSL snippet when sampling textures with explicit mip level.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
- * @param {string} levelSnippet - A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
- * @return {string} The GLSL snippet.
- */
- generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) {
- return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
- }
- /**
- * Generates the GLSL snippet when sampling textures with a bias to the mip level.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
- * @param {string} biasSnippet - A GLSL snippet that represents the bias to apply to the mip level before sampling.
- * @return {string} The GLSL snippet.
- */
- generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) {
- return `texture( ${ textureProperty }, ${ uvSnippet }, ${ biasSnippet } )`;
- }
- /**
- * Generates the GLSL snippet for sampling/loading the given texture using explicit gradients.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
- * @param {Array<string>} gradSnippet - An array holding both gradient GLSL snippets.
- * @return {string} The GLSL snippet.
- */
- generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) {
- return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
- }
- /**
- * Generates the GLSL snippet for sampling a depth texture and comparing the sampled depth values
- * against a reference value.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
- * @param {string} compareSnippet - A GLSL snippet that represents the reference value.
- * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The GLSL snippet.
- */
- generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- if ( depthSnippet ) {
- return `texture( ${ textureProperty }, vec4( ${ uvSnippet }, ${ depthSnippet }, ${ compareSnippet } ) )`;
- }
- return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
- } else {
- console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
- }
- }
- /**
- * Returns the variables of the given shader stage as a GLSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The GLSL snippet that defines the variables.
- */
- getVars( shaderStage ) {
- const snippets = [];
- const vars = this.vars[ shaderStage ];
- if ( vars !== undefined ) {
- for ( const variable of vars ) {
- snippets.push( `${ this.getVar( variable.type, variable.name, variable.count ) };` );
- }
- }
- return snippets.join( '\n\t' );
- }
- /**
- * Returns the uniforms of the given shader stage as a GLSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The GLSL snippet that defines the uniforms.
- */
- getUniforms( shaderStage ) {
- const uniforms = this.uniforms[ shaderStage ];
- const bindingSnippets = [];
- const uniformGroups = {};
- for ( const uniform of uniforms ) {
- let snippet = null;
- let group = false;
- if ( uniform.type === 'texture' || uniform.type === 'texture3D' ) {
- const texture = uniform.node.value;
- let typePrefix = '';
- if ( texture.isDataTexture === true || texture.isData3DTexture === true ) {
- if ( texture.type === UnsignedIntType ) {
- typePrefix = 'u';
- } else if ( texture.type === IntType ) {
- typePrefix = 'i';
- }
- }
- if ( uniform.type === 'texture3D' && texture.isTextureArray === false ) {
- snippet = `${typePrefix}sampler3D ${ uniform.name };`;
- } else if ( texture.compareFunction ) {
- if ( texture.isDepthArrayTexture === true ) {
- snippet = `sampler2DArrayShadow ${ uniform.name };`;
- } else {
- snippet = `sampler2DShadow ${ uniform.name };`;
- }
- } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true || texture.isTextureArray === true ) {
- snippet = `${typePrefix}sampler2DArray ${ uniform.name };`;
- } else {
- snippet = `${typePrefix}sampler2D ${ uniform.name };`;
- }
- } else if ( uniform.type === 'cubeTexture' ) {
- snippet = `samplerCube ${ uniform.name };`;
- } else if ( uniform.type === 'buffer' ) {
- const bufferNode = uniform.node;
- const bufferType = this.getType( bufferNode.bufferType );
- const bufferCount = bufferNode.bufferCount;
- const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
- snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
- } else {
- const vectorType = this.getVectorType( uniform.type );
- snippet = `${ vectorType } ${ this.getPropertyName( uniform, shaderStage ) };`;
- group = true;
- }
- const precision = uniform.node.precision;
- if ( precision !== null ) {
- snippet = precisionLib[ precision ] + ' ' + snippet;
- }
- if ( group ) {
- snippet = '\t' + snippet;
- const groupName = uniform.groupNode.name;
- const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] );
- groupSnippets.push( snippet );
- } else {
- snippet = 'uniform ' + snippet;
- bindingSnippets.push( snippet );
- }
- }
- let output = '';
- for ( const name in uniformGroups ) {
- const groupSnippets = uniformGroups[ name ];
- output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n';
- }
- output += bindingSnippets.join( '\n' );
- return output;
- }
- /**
- * Returns the type for a given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- * @return {string} The type.
- */
- getTypeFromAttribute( attribute ) {
- let nodeType = super.getTypeFromAttribute( attribute );
- if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {
- let dataAttribute = attribute;
- if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
- const array = dataAttribute.array;
- if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) {
- nodeType = nodeType.slice( 1 );
- }
- }
- return nodeType;
- }
- /**
- * Returns the shader attributes of the given shader stage as a GLSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The GLSL snippet that defines the shader attributes.
- */
- getAttributes( shaderStage ) {
- let snippet = '';
- if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
- const attributes = this.getAttributesArray();
- let location = 0;
- for ( const attribute of attributes ) {
- snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
- }
- }
- return snippet;
- }
- /**
- * Returns the members of the given struct type node as a GLSL string.
- *
- * @param {StructTypeNode} struct - The struct type node.
- * @return {string} The GLSL snippet that defines the struct members.
- */
- getStructMembers( struct ) {
- const snippets = [];
- for ( const member of struct.members ) {
- snippets.push( `\t${ member.type } ${ member.name };` );
- }
- return snippets.join( '\n' );
- }
- /**
- * Returns the structs of the given shader stage as a GLSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The GLSL snippet that defines the structs.
- */
- getStructs( shaderStage ) {
- const snippets = [];
- const structs = this.structs[ shaderStage ];
- const outputSnippet = [];
- for ( const struct of structs ) {
- if ( struct.output ) {
- for ( const member of struct.members ) {
- outputSnippet.push( `layout( location = ${ member.index } ) out ${ member.type } ${ member.name };` );
- }
- } else {
- let snippet = 'struct ' + struct.name + ' {\n';
- snippet += this.getStructMembers( struct );
- snippet += '\n};\n';
- snippets.push( snippet );
- }
- }
- if ( outputSnippet.length === 0 ) {
- outputSnippet.push( 'layout( location = 0 ) out vec4 fragColor;' );
- }
- return '\n' + outputSnippet.join( '\n' ) + '\n\n' + snippets.join( '\n' );
- }
- /**
- * Returns the varyings of the given shader stage as a GLSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The GLSL snippet that defines the varyings.
- */
- getVaryings( shaderStage ) {
- let snippet = '';
- const varyings = this.varyings;
- if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
- for ( const varying of varyings ) {
- if ( shaderStage === 'compute' ) varying.needsInterpolation = true;
- const type = this.getType( varying.type );
- if ( varying.needsInterpolation ) {
- if ( varying.interpolationType ) {
- const interpolationType = interpolationTypeMap[ varying.interpolationType ] || varying.interpolationType;
- const sampling = interpolationModeMap[ varying.interpolationSampling ] || '';
- snippet += `${ interpolationType } ${ sampling } out ${ type } ${ varying.name };\n`;
- } else {
- const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
- snippet += `${ flat }out ${ type } ${ varying.name };\n`;
- }
- } else {
- snippet += `${type} ${varying.name};\n`; // generate variable (no varying required)
- }
- }
- } else if ( shaderStage === 'fragment' ) {
- for ( const varying of varyings ) {
- if ( varying.needsInterpolation ) {
- const type = this.getType( varying.type );
- if ( varying.interpolationType ) {
- const interpolationType = interpolationTypeMap[ varying.interpolationType ] || varying.interpolationType;
- const sampling = interpolationModeMap[ varying.interpolationSampling ] || '';
- snippet += `${ interpolationType } ${ sampling } in ${ type } ${ varying.name };\n`;
- } else {
- const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
- snippet += `${ flat }in ${ type } ${ varying.name };\n`;
- }
- }
- }
- }
- for ( const builtin of this.builtins[ shaderStage ] ) {
- snippet += `${builtin};\n`;
- }
- return snippet;
- }
- /**
- * Returns the vertex index builtin.
- *
- * @return {string} The vertex index.
- */
- getVertexIndex() {
- return 'uint( gl_VertexID )';
- }
- /**
- * Returns the instance index builtin.
- *
- * @return {string} The instance index.
- */
- getInstanceIndex() {
- return 'uint( gl_InstanceID )';
- }
- /**
- * Returns the invocation local index builtin.
- *
- * @return {string} The invocation local index.
- */
- getInvocationLocalIndex() {
- const workgroupSize = this.object.workgroupSize;
- const size = workgroupSize.reduce( ( acc, curr ) => acc * curr, 1 );
- return `uint( gl_InstanceID ) % ${size}u`;
- }
- /**
- * Returns the draw index builtin.
- *
- * @return {?string} The drawIndex shader string. Returns `null` if `WEBGL_multi_draw` isn't supported by the device.
- */
- getDrawIndex() {
- const extensions = this.renderer.backend.extensions;
- if ( extensions.has( 'WEBGL_multi_draw' ) ) {
- return 'uint( gl_DrawID )';
- }
- return null;
- }
- /**
- * Returns the front facing builtin.
- *
- * @return {string} The front facing builtin.
- */
- getFrontFacing() {
- return 'gl_FrontFacing';
- }
- /**
- * Returns the frag coord builtin.
- *
- * @return {string} The frag coord builtin.
- */
- getFragCoord() {
- return 'gl_FragCoord.xy';
- }
- /**
- * Returns the frag depth builtin.
- *
- * @return {string} The frag depth builtin.
- */
- getFragDepth() {
- return 'gl_FragDepth';
- }
- /**
- * Enables the given extension.
- *
- * @param {string} name - The extension name.
- * @param {string} behavior - The extension behavior.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage.
- */
- enableExtension( name, behavior, shaderStage = this.shaderStage ) {
- const map = this.extensions[ shaderStage ] || ( this.extensions[ shaderStage ] = new Map() );
- if ( map.has( name ) === false ) {
- map.set( name, {
- name,
- behavior
- } );
- }
- }
- /**
- * Returns the enabled extensions of the given shader stage as a GLSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The GLSL snippet that defines the enabled extensions.
- */
- getExtensions( shaderStage ) {
- const snippets = [];
- if ( shaderStage === 'vertex' ) {
- const ext = this.renderer.backend.extensions;
- const isBatchedMesh = this.object.isBatchedMesh;
- if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) {
- this.enableExtension( 'GL_ANGLE_multi_draw', 'require', shaderStage );
- }
- }
- const extensions = this.extensions[ shaderStage ];
- if ( extensions !== undefined ) {
- for ( const { name, behavior } of extensions.values() ) {
- snippets.push( `#extension ${name} : ${behavior}` );
- }
- }
- return snippets.join( '\n' );
- }
- /**
- * Returns the clip distances builtin.
- *
- * @return {string} The clip distances builtin.
- */
- getClipDistance() {
- return 'gl_ClipDistance';
- }
- /**
- * Whether the requested feature is available or not.
- *
- * @param {string} name - The requested feature.
- * @return {boolean} Whether the requested feature is supported or not.
- */
- isAvailable( name ) {
- let result = supports$1[ name ];
- if ( result === undefined ) {
- let extensionName;
- result = false;
- switch ( name ) {
- case 'float32Filterable':
- extensionName = 'OES_texture_float_linear';
- break;
- case 'clipDistance':
- extensionName = 'WEBGL_clip_cull_distance';
- break;
- }
- if ( extensionName !== undefined ) {
- const extensions = this.renderer.backend.extensions;
- if ( extensions.has( extensionName ) ) {
- extensions.get( extensionName );
- result = true;
- }
- }
- supports$1[ name ] = result;
- }
- return result;
- }
- /**
- * Whether to flip texture data along its vertical axis or not.
- *
- * @return {boolean} Returns always `true` in context of GLSL.
- */
- isFlipY() {
- return true;
- }
- /**
- * Enables hardware clipping.
- *
- * @param {string} planeCount - The clipping plane count.
- */
- enableHardwareClipping( planeCount ) {
- this.enableExtension( 'GL_ANGLE_clip_cull_distance', 'require' );
- this.builtins[ 'vertex' ].push( `out float gl_ClipDistance[ ${ planeCount } ]` );
- }
- /**
- * Enables multiview.
- */
- enableMultiview() {
- this.enableExtension( 'GL_OVR_multiview2', 'require', 'fragment' );
- this.enableExtension( 'GL_OVR_multiview2', 'require', 'vertex' );
- this.builtins[ 'vertex' ].push( 'layout(num_views = 2) in' );
- }
- /**
- * Registers a transform in context of Transform Feedback.
- *
- * @param {string} varyingName - The varying name.
- * @param {AttributeNode} attributeNode - The attribute node.
- */
- registerTransform( varyingName, attributeNode ) {
- this.transforms.push( { varyingName, attributeNode } );
- }
- /**
- * Returns the transforms of the given shader stage as a GLSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The GLSL snippet that defines the transforms.
- */
- getTransforms( /* shaderStage */ ) {
- const transforms = this.transforms;
- let snippet = '';
- for ( let i = 0; i < transforms.length; i ++ ) {
- const transform = transforms[ i ];
- const attributeName = this.getPropertyName( transform.attributeNode );
- if ( attributeName ) snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;
- }
- return snippet;
- }
- /**
- * Returns a GLSL struct based on the given name and variables.
- *
- * @private
- * @param {string} name - The struct name.
- * @param {string} vars - The struct variables.
- * @return {string} The GLSL snippet representing a struct.
- */
- _getGLSLUniformStruct( name, vars ) {
- return `
- layout( std140 ) uniform ${name} {
- ${vars}
- };`;
- }
- /**
- * Returns a GLSL vertex shader based on the given shader data.
- *
- * @private
- * @param {Object} shaderData - The shader data.
- * @return {string} The vertex shader.
- */
- _getGLSLVertexCode( shaderData ) {
- return `#version 300 es
- ${ this.getSignature() }
- // extensions
- ${shaderData.extensions}
- // precision
- ${ defaultPrecisions }
- // uniforms
- ${shaderData.uniforms}
- // varyings
- ${shaderData.varyings}
- // attributes
- ${shaderData.attributes}
- // codes
- ${shaderData.codes}
- void main() {
- // vars
- ${shaderData.vars}
- // transforms
- ${shaderData.transforms}
- // flow
- ${shaderData.flow}
- gl_PointSize = 1.0;
- }
- `;
- }
- /**
- * Returns a GLSL fragment shader based on the given shader data.
- *
- * @private
- * @param {Object} shaderData - The shader data.
- * @return {string} The vertex shader.
- */
- _getGLSLFragmentCode( shaderData ) {
- return `#version 300 es
- ${ this.getSignature() }
- // extensions
- ${shaderData.extensions}
- // precision
- ${ defaultPrecisions }
- // uniforms
- ${shaderData.uniforms}
- // varyings
- ${shaderData.varyings}
- // codes
- ${shaderData.codes}
- // structs
- ${shaderData.structs}
- void main() {
- // vars
- ${shaderData.vars}
- // flow
- ${shaderData.flow}
- }
- `;
- }
- /**
- * Controls the code build of the shader stages.
- */
- buildCode() {
- const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
- this.sortBindingGroups();
- for ( const shaderStage in shadersData ) {
- let flow = '// code\n\n';
- flow += this.flowCode[ shaderStage ];
- const flowNodes = this.flowNodes[ shaderStage ];
- const mainNode = flowNodes[ flowNodes.length - 1 ];
- for ( const node of flowNodes ) {
- const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
- const slotName = node.name;
- if ( slotName ) {
- if ( flow.length > 0 ) flow += '\n';
- flow += `\t// flow -> ${ slotName }\n\t`;
- }
- flow += `${ flowSlotData.code }\n\t`;
- if ( node === mainNode && shaderStage !== 'compute' ) {
- flow += '// result\n\t';
- if ( shaderStage === 'vertex' ) {
- flow += 'gl_Position = ';
- flow += `${ flowSlotData.result };`;
- } else if ( shaderStage === 'fragment' ) {
- if ( ! node.outputNode.isOutputStructNode ) {
- flow += 'fragColor = ';
- flow += `${ flowSlotData.result };`;
- }
- }
- }
- }
- const stageData = shadersData[ shaderStage ];
- stageData.extensions = this.getExtensions( shaderStage );
- stageData.uniforms = this.getUniforms( shaderStage );
- stageData.attributes = this.getAttributes( shaderStage );
- stageData.varyings = this.getVaryings( shaderStage );
- stageData.vars = this.getVars( shaderStage );
- stageData.structs = this.getStructs( shaderStage );
- stageData.codes = this.getCodes( shaderStage );
- stageData.transforms = this.getTransforms( shaderStage );
- stageData.flow = flow;
- }
- if ( this.material !== null ) {
- this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
- this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
- } else {
- this.computeShader = this._getGLSLVertexCode( shadersData.compute );
- }
- }
- /**
- * This method is one of the more important ones since it's responsible
- * for generating a matching binding instance for the given uniform node.
- *
- * These bindings are later used in the renderer to create bind groups
- * and layouts.
- *
- * @param {UniformNode} node - The uniform node.
- * @param {string} type - The node data type.
- * @param {string} shaderStage - The shader stage.
- * @param {?string} [name=null] - An optional uniform name.
- * @return {NodeUniform} The node uniform object.
- */
- getUniformFromNode( node, type, shaderStage, name = null ) {
- const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
- const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
- let uniformGPU = nodeData.uniformGPU;
- if ( uniformGPU === undefined ) {
- const group = node.groupNode;
- const groupName = group.name;
- const bindings = this.getBindGroupArray( groupName, shaderStage );
- if ( type === 'texture' ) {
- uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group );
- bindings.push( uniformGPU );
- } else if ( type === 'cubeTexture' ) {
- uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group );
- bindings.push( uniformGPU );
- } else if ( type === 'texture3D' ) {
- uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group );
- bindings.push( uniformGPU );
- } else if ( type === 'buffer' ) {
- node.name = `NodeBuffer_${ node.id }`;
- uniformNode.name = `buffer${ node.id }`;
- const buffer = new NodeUniformBuffer( node, group );
- buffer.name = node.name;
- bindings.push( buffer );
- uniformGPU = buffer;
- } else {
- const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
- let uniformsGroup = uniformsStage[ groupName ];
- if ( uniformsGroup === undefined ) {
- uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group );
- //uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
- uniformsStage[ groupName ] = uniformsGroup;
- bindings.push( uniformsGroup );
- }
- uniformGPU = this.getNodeUniform( uniformNode, type );
- uniformsGroup.addUniform( uniformGPU );
- }
- nodeData.uniformGPU = uniformGPU;
- }
- return uniformNode;
- }
- }
- let _vector2 = null;
- let _color4 = null;
- /**
- * Most of the rendering related logic is implemented in the
- * {@link Renderer} module and related management components.
- * Sometimes it is required though to execute commands which are
- * specific to the current 3D backend (which is WebGPU or WebGL 2).
- * This abstract base class defines an interface that encapsulates
- * all backend-related logic. Derived classes for each backend must
- * implement the interface.
- *
- * @abstract
- * @private
- */
- class Backend {
- /**
- * Constructs a new backend.
- *
- * @param {Object} parameters - An object holding parameters for the backend.
- */
- constructor( parameters = {} ) {
- /**
- * The parameters of the backend.
- *
- * @type {Object}
- */
- this.parameters = Object.assign( {}, parameters );
- /**
- * This weak map holds backend-specific data of objects
- * like textures, attributes or render targets.
- *
- * @type {WeakMap}
- */
- this.data = new WeakMap();
- /**
- * A reference to the renderer.
- *
- * @type {?Renderer}
- * @default null
- */
- this.renderer = null;
- /**
- * A reference to the canvas element the renderer is drawing to.
- *
- * @type {?(HTMLCanvasElement|OffscreenCanvas)}
- * @default null
- */
- this.domElement = null;
- /**
- * A reference to the timestamp query pool.
- *
- * @type {{render: ?TimestampQueryPool, compute: ?TimestampQueryPool}}
- */
- this.timestampQueryPool = {
- 'render': null,
- 'compute': null
- };
- /**
- * Whether to track timestamps with a Timestamp Query API or not.
- *
- * @type {boolean}
- * @default false
- */
- this.trackTimestamp = ( parameters.trackTimestamp === true );
- }
- /**
- * Initializes the backend so it is ready for usage. Concrete backends
- * are supposed to implement their rendering context creation and related
- * operations in this method.
- *
- * @async
- * @param {Renderer} renderer - The renderer.
- * @return {Promise} A Promise that resolves when the backend has been initialized.
- */
- async init( renderer ) {
- this.renderer = renderer;
- }
- /**
- * The coordinate system of the backend.
- *
- * @abstract
- * @type {number}
- * @readonly
- */
- get coordinateSystem() {}
- // render context
- /**
- * This method is executed at the beginning of a render call and
- * can be used by the backend to prepare the state for upcoming
- * draw calls.
- *
- * @abstract
- * @param {RenderContext} renderContext - The render context.
- */
- beginRender( /*renderContext*/ ) {}
- /**
- * This method is executed at the end of a render call and
- * can be used by the backend to finalize work after draw
- * calls.
- *
- * @abstract
- * @param {RenderContext} renderContext - The render context.
- */
- finishRender( /*renderContext*/ ) {}
- /**
- * This method is executed at the beginning of a compute call and
- * can be used by the backend to prepare the state for upcoming
- * compute tasks.
- *
- * @abstract
- * @param {Node|Array<Node>} computeGroup - The compute node(s).
- */
- beginCompute( /*computeGroup*/ ) {}
- /**
- * This method is executed at the end of a compute call and
- * can be used by the backend to finalize work after compute
- * tasks.
- *
- * @abstract
- * @param {Node|Array<Node>} computeGroup - The compute node(s).
- */
- finishCompute( /*computeGroup*/ ) {}
- // render object
- /**
- * Executes a draw command for the given render object.
- *
- * @abstract
- * @param {RenderObject} renderObject - The render object to draw.
- * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
- */
- draw( /*renderObject, info*/ ) { }
- // compute node
- /**
- * Executes a compute command for the given compute node.
- *
- * @abstract
- * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
- * @param {Node} computeNode - The compute node.
- * @param {Array<BindGroup>} bindings - The bindings.
- * @param {ComputePipeline} computePipeline - The compute pipeline.
- */
- compute( /*computeGroup, computeNode, computeBindings, computePipeline*/ ) { }
- // program
- /**
- * Creates a shader program from the given programmable stage.
- *
- * @abstract
- * @param {ProgrammableStage} program - The programmable stage.
- */
- createProgram( /*program*/ ) { }
- /**
- * Destroys the shader program of the given programmable stage.
- *
- * @abstract
- * @param {ProgrammableStage} program - The programmable stage.
- */
- destroyProgram( /*program*/ ) { }
- // bindings
- /**
- * Creates bindings from the given bind group definition.
- *
- * @abstract
- * @param {BindGroup} bindGroup - The bind group.
- * @param {Array<BindGroup>} bindings - Array of bind groups.
- * @param {number} cacheIndex - The cache index.
- * @param {number} version - The version.
- */
- createBindings( /*bindGroup, bindings, cacheIndex, version*/ ) { }
- /**
- * Updates the given bind group definition.
- *
- * @abstract
- * @param {BindGroup} bindGroup - The bind group.
- * @param {Array<BindGroup>} bindings - Array of bind groups.
- * @param {number} cacheIndex - The cache index.
- * @param {number} version - The version.
- */
- updateBindings( /*bindGroup, bindings, cacheIndex, version*/ ) { }
- /**
- * Updates a buffer binding.
- *
- * @abstract
- * @param {Buffer} binding - The buffer binding to update.
- */
- updateBinding( /*binding*/ ) { }
- // pipeline
- /**
- * Creates a render pipeline for the given render object.
- *
- * @abstract
- * @param {RenderObject} renderObject - The render object.
- * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
- */
- createRenderPipeline( /*renderObject, promises*/ ) { }
- /**
- * Creates a compute pipeline for the given compute node.
- *
- * @abstract
- * @param {ComputePipeline} computePipeline - The compute pipeline.
- * @param {Array<BindGroup>} bindings - The bindings.
- */
- createComputePipeline( /*computePipeline, bindings*/ ) { }
- // cache key
- /**
- * Returns `true` if the render pipeline requires an update.
- *
- * @abstract
- * @param {RenderObject} renderObject - The render object.
- * @return {boolean} Whether the render pipeline requires an update or not.
- */
- needsRenderUpdate( /*renderObject*/ ) { }
- /**
- * Returns a cache key that is used to identify render pipelines.
- *
- * @abstract
- * @param {RenderObject} renderObject - The render object.
- * @return {string} The cache key.
- */
- getRenderCacheKey( /*renderObject*/ ) { }
- // node builder
- /**
- * Returns a node builder for the given render object.
- *
- * @abstract
- * @param {RenderObject} renderObject - The render object.
- * @param {Renderer} renderer - The renderer.
- * @return {NodeBuilder} The node builder.
- */
- createNodeBuilder( /*renderObject, renderer*/ ) { }
- // textures
- /**
- * Creates a GPU sampler for the given texture.
- *
- * @abstract
- * @param {Texture} texture - The texture to create the sampler for.
- */
- createSampler( /*texture*/ ) { }
- /**
- * Destroys the GPU sampler for the given texture.
- *
- * @abstract
- * @param {Texture} texture - The texture to destroy the sampler for.
- */
- destroySampler( /*texture*/ ) {}
- /**
- * Creates a default texture for the given texture that can be used
- * as a placeholder until the actual texture is ready for usage.
- *
- * @abstract
- * @param {Texture} texture - The texture to create a default texture for.
- */
- createDefaultTexture( /*texture*/ ) { }
- /**
- * Defines a texture on the GPU for the given texture object.
- *
- * @abstract
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- createTexture( /*texture, options={}*/ ) { }
- /**
- * Uploads the updated texture data to the GPU.
- *
- * @abstract
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- updateTexture( /*texture, options = {}*/ ) { }
- /**
- * Generates mipmaps for the given texture.
- *
- * @abstract
- * @param {Texture} texture - The texture.
- */
- generateMipmaps( /*texture*/ ) { }
- /**
- * Destroys the GPU data for the given texture object.
- *
- * @abstract
- * @param {Texture} texture - The texture.
- */
- destroyTexture( /*texture*/ ) { }
- /**
- * Returns texture data as a typed array.
- *
- * @abstract
- * @async
- * @param {Texture} texture - The texture to copy.
- * @param {number} x - The x coordinate of the copy origin.
- * @param {number} y - The y coordinate of the copy origin.
- * @param {number} width - The width of the copy.
- * @param {number} height - The height of the copy.
- * @param {number} faceIndex - The face index.
- * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
- */
- async copyTextureToBuffer( /*texture, x, y, width, height, faceIndex*/ ) {}
- /**
- * Copies data of the given source texture to the given destination texture.
- *
- * @abstract
- * @param {Texture} srcTexture - The source texture.
- * @param {Texture} dstTexture - The destination texture.
- * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
- * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
- * @param {number} [srcLevel=0] - The source mip level to copy from.
- * @param {number} [dstLevel=0] - The destination mip level to copy to.
- */
- copyTextureToTexture( /*srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0*/ ) {}
- /**
- * Copies the current bound framebuffer to the given texture.
- *
- * @abstract
- * @param {Texture} texture - The destination texture.
- * @param {RenderContext} renderContext - The render context.
- * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
- */
- copyFramebufferToTexture( /*texture, renderContext, rectangle*/ ) {}
- // attributes
- /**
- * Creates the GPU buffer of a shader attribute.
- *
- * @abstract
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createAttribute( /*attribute*/ ) { }
- /**
- * Creates the GPU buffer of an indexed shader attribute.
- *
- * @abstract
- * @param {BufferAttribute} attribute - The indexed buffer attribute.
- */
- createIndexAttribute( /*attribute*/ ) { }
- /**
- * Creates the GPU buffer of a storage attribute.
- *
- * @abstract
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createStorageAttribute( /*attribute*/ ) { }
- /**
- * Updates the GPU buffer of a shader attribute.
- *
- * @abstract
- * @param {BufferAttribute} attribute - The buffer attribute to update.
- */
- updateAttribute( /*attribute*/ ) { }
- /**
- * Destroys the GPU buffer of a shader attribute.
- *
- * @abstract
- * @param {BufferAttribute} attribute - The buffer attribute to destroy.
- */
- destroyAttribute( /*attribute*/ ) { }
- // canvas
- /**
- * Returns the backend's rendering context.
- *
- * @abstract
- * @return {Object} The rendering context.
- */
- getContext() { }
- /**
- * Backends can use this method if they have to run
- * logic when the renderer gets resized.
- *
- * @abstract
- */
- updateSize() { }
- /**
- * Updates the viewport with the values from the given render context.
- *
- * @abstract
- * @param {RenderContext} renderContext - The render context.
- */
- updateViewport( /*renderContext*/ ) {}
- // utils
- /**
- * Returns `true` if the given 3D object is fully occluded by other
- * 3D objects in the scene. Backends must implement this method by using
- * a Occlusion Query API.
- *
- * @abstract
- * @param {RenderContext} renderContext - The render context.
- * @param {Object3D} object - The 3D object to test.
- * @return {boolean} Whether the 3D object is fully occluded or not.
- */
- isOccluded( /*renderContext, object*/ ) {}
- /**
- * Resolves the time stamp for the given render context and type.
- *
- * @async
- * @abstract
- * @param {string} [type='render'] - The type of the time stamp.
- * @return {Promise<number>} A Promise that resolves with the time stamp.
- */
- async resolveTimestampsAsync( type = 'render' ) {
- if ( ! this.trackTimestamp ) {
- warnOnce( 'WebGPURenderer: Timestamp tracking is disabled.' );
- return;
- }
- const queryPool = this.timestampQueryPool[ type ];
- if ( ! queryPool ) {
- warnOnce( `WebGPURenderer: No timestamp query pool for type '${type}' found.` );
- return;
- }
- const duration = await queryPool.resolveQueriesAsync();
- this.renderer.info[ type ].timestamp = duration;
- return duration;
- }
- /**
- * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
- * the CPU waits for the GPU to complete its operation (e.g. a compute task).
- *
- * @async
- * @abstract
- * @return {Promise} A Promise that resolves when synchronization has been finished.
- */
- async waitForGPU() {}
- /**
- * This method performs a readback operation by moving buffer data from
- * a storage buffer attribute from the GPU to the CPU.
- *
- * @async
- * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
- * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
- */
- async getArrayBufferAsync( /* attribute */ ) {}
- /**
- * Checks if the given feature is supported by the backend.
- *
- * @async
- * @abstract
- * @param {string} name - The feature's name.
- * @return {Promise<boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not.
- */
- async hasFeatureAsync( /*name*/ ) { }
- /**
- * Checks if the given feature is supported by the backend.
- *
- * @abstract
- * @param {string} name - The feature's name.
- * @return {boolean} Whether the feature is supported or not.
- */
- hasFeature( /*name*/ ) {}
- /**
- * Returns the maximum anisotropy texture filtering value.
- *
- * @abstract
- * @return {number} The maximum anisotropy texture filtering value.
- */
- getMaxAnisotropy() {}
- /**
- * Returns the drawing buffer size.
- *
- * @return {Vector2} The drawing buffer size.
- */
- getDrawingBufferSize() {
- _vector2 = _vector2 || new Vector2();
- return this.renderer.getDrawingBufferSize( _vector2 );
- }
- /**
- * Defines the scissor test.
- *
- * @abstract
- * @param {boolean} boolean - Whether the scissor test should be enabled or not.
- */
- setScissorTest( /*boolean*/ ) { }
- /**
- * Returns the clear color and alpha into a single
- * color object.
- *
- * @return {Color4} The clear color.
- */
- getClearColor() {
- const renderer = this.renderer;
- _color4 = _color4 || new Color4();
- renderer.getClearColor( _color4 );
- _color4.getRGB( _color4 );
- return _color4;
- }
- /**
- * Returns the DOM element. If no DOM element exists, the backend
- * creates a new one.
- *
- * @return {HTMLCanvasElement} The DOM element.
- */
- getDomElement() {
- let domElement = this.domElement;
- if ( domElement === null ) {
- domElement = ( this.parameters.canvas !== undefined ) ? this.parameters.canvas : createCanvasElement();
- // OffscreenCanvas does not have setAttribute, see #22811
- if ( 'setAttribute' in domElement ) domElement.setAttribute( 'data-engine', `three.js r${REVISION} webgpu` );
- this.domElement = domElement;
- }
- return domElement;
- }
- /**
- * Sets a dictionary for the given object into the
- * internal data structure.
- *
- * @param {Object} object - The object.
- * @param {Object} value - The dictionary to set.
- */
- set( object, value ) {
- this.data.set( object, value );
- }
- /**
- * Returns the dictionary for the given object.
- *
- * @param {Object} object - The object.
- * @return {Object} The object's dictionary.
- */
- get( object ) {
- let map = this.data.get( object );
- if ( map === undefined ) {
- map = {};
- this.data.set( object, map );
- }
- return map;
- }
- /**
- * Checks if the given object has a dictionary
- * with data defined.
- *
- * @param {Object} object - The object.
- * @return {boolean} Whether a dictionary for the given object as been defined or not.
- */
- has( object ) {
- return this.data.has( object );
- }
- /**
- * Deletes an object from the internal data structure.
- *
- * @param {Object} object - The object to delete.
- */
- delete( object ) {
- this.data.delete( object );
- }
- /**
- * Frees internal resources.
- *
- * @abstract
- */
- dispose() { }
- }
- let _id$1 = 0;
- /**
- * This module is internally used in context of compute shaders.
- * This type of shader is not natively supported in WebGL 2 and
- * thus implemented via Transform Feedback. `DualAttributeData`
- * manages the related data.
- *
- * @private
- */
- class DualAttributeData {
- constructor( attributeData, dualBuffer ) {
- this.buffers = [ attributeData.bufferGPU, dualBuffer ];
- this.type = attributeData.type;
- this.bufferType = attributeData.bufferType;
- this.pbo = attributeData.pbo;
- this.byteLength = attributeData.byteLength;
- this.bytesPerElement = attributeData.BYTES_PER_ELEMENT;
- this.version = attributeData.version;
- this.isInteger = attributeData.isInteger;
- this.activeBufferIndex = 0;
- this.baseId = attributeData.id;
- }
- get id() {
- return `${ this.baseId }|${ this.activeBufferIndex }`;
- }
- get bufferGPU() {
- return this.buffers[ this.activeBufferIndex ];
- }
- get transformBuffer() {
- return this.buffers[ this.activeBufferIndex ^ 1 ];
- }
- switchBuffers() {
- this.activeBufferIndex ^= 1;
- }
- }
- /**
- * A WebGL 2 backend utility module for managing shader attributes.
- *
- * @private
- */
- class WebGLAttributeUtils {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGLBackend} backend - The WebGL 2 backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGL 2 backend.
- *
- * @type {WebGLBackend}
- */
- this.backend = backend;
- }
- /**
- * Creates the GPU buffer for the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- * @param {GLenum } bufferType - A flag that indicates the buffer type and thus binding point target.
- */
- createAttribute( attribute, bufferType ) {
- const backend = this.backend;
- const { gl } = backend;
- const array = attribute.array;
- const usage = attribute.usage || gl.STATIC_DRAW;
- const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
- const bufferData = backend.get( bufferAttribute );
- let bufferGPU = bufferData.bufferGPU;
- if ( bufferGPU === undefined ) {
- bufferGPU = this._createBuffer( gl, bufferType, array, usage );
- bufferData.bufferGPU = bufferGPU;
- bufferData.bufferType = bufferType;
- bufferData.version = bufferAttribute.version;
- }
- //attribute.onUploadCallback();
- let type;
- if ( array instanceof Float32Array ) {
- type = gl.FLOAT;
- } else if ( array instanceof Uint16Array ) {
- if ( attribute.isFloat16BufferAttribute ) {
- type = gl.HALF_FLOAT;
- } else {
- type = gl.UNSIGNED_SHORT;
- }
- } else if ( array instanceof Int16Array ) {
- type = gl.SHORT;
- } else if ( array instanceof Uint32Array ) {
- type = gl.UNSIGNED_INT;
- } else if ( array instanceof Int32Array ) {
- type = gl.INT;
- } else if ( array instanceof Int8Array ) {
- type = gl.BYTE;
- } else if ( array instanceof Uint8Array ) {
- type = gl.UNSIGNED_BYTE;
- } else if ( array instanceof Uint8ClampedArray ) {
- type = gl.UNSIGNED_BYTE;
- } else {
- throw new Error( 'THREE.WebGLBackend: Unsupported buffer data format: ' + array );
- }
- let attributeData = {
- bufferGPU,
- bufferType,
- type,
- byteLength: array.byteLength,
- bytesPerElement: array.BYTES_PER_ELEMENT,
- version: attribute.version,
- pbo: attribute.pbo,
- isInteger: type === gl.INT || type === gl.UNSIGNED_INT || attribute.gpuType === IntType,
- id: _id$1 ++
- };
- if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
- // create buffer for transform feedback use
- const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage );
- attributeData = new DualAttributeData( attributeData, bufferGPUDual );
- }
- backend.set( attribute, attributeData );
- }
- /**
- * Updates the GPU buffer of the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- updateAttribute( attribute ) {
- const backend = this.backend;
- const { gl } = backend;
- const array = attribute.array;
- const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
- const bufferData = backend.get( bufferAttribute );
- const bufferType = bufferData.bufferType;
- const updateRanges = attribute.isInterleavedBufferAttribute ? attribute.data.updateRanges : attribute.updateRanges;
- gl.bindBuffer( bufferType, bufferData.bufferGPU );
- if ( updateRanges.length === 0 ) {
- // Not using update ranges
- gl.bufferSubData( bufferType, 0, array );
- } else {
- for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
- const range = updateRanges[ i ];
- gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
- array, range.start, range.count );
- }
- bufferAttribute.clearUpdateRanges();
- }
- gl.bindBuffer( bufferType, null );
- bufferData.version = bufferAttribute.version;
- }
- /**
- * Destroys the GPU buffer of the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- destroyAttribute( attribute ) {
- const backend = this.backend;
- const { gl } = backend;
- if ( attribute.isInterleavedBufferAttribute ) {
- backend.delete( attribute.data );
- }
- const attributeData = backend.get( attribute );
- gl.deleteBuffer( attributeData.bufferGPU );
- backend.delete( attribute );
- }
- /**
- * This method performs a readback operation by moving buffer data from
- * a storage buffer attribute from the GPU to the CPU.
- *
- * @async
- * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
- * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
- */
- async getArrayBufferAsync( attribute ) {
- const backend = this.backend;
- const { gl } = backend;
- const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
- const { bufferGPU } = backend.get( bufferAttribute );
- const array = attribute.array;
- const byteLength = array.byteLength;
- gl.bindBuffer( gl.COPY_READ_BUFFER, bufferGPU );
- const writeBuffer = gl.createBuffer();
- gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
- gl.bufferData( gl.COPY_WRITE_BUFFER, byteLength, gl.STREAM_READ );
- gl.copyBufferSubData( gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, byteLength );
- await backend.utils._clientWaitAsync();
- const dstBuffer = new attribute.array.constructor( array.length );
- // Ensure the buffer is bound before reading
- gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
- gl.getBufferSubData( gl.COPY_WRITE_BUFFER, 0, dstBuffer );
- gl.deleteBuffer( writeBuffer );
- gl.bindBuffer( gl.COPY_READ_BUFFER, null );
- gl.bindBuffer( gl.COPY_WRITE_BUFFER, null );
- return dstBuffer.buffer;
- }
- /**
- * Creates a WebGL buffer with the given data.
- *
- * @private
- * @param {WebGL2RenderingContext} gl - The rendering context.
- * @param {GLenum } bufferType - A flag that indicates the buffer type and thus binding point target.
- * @param {TypedArray} array - The array of the buffer attribute.
- * @param {GLenum} usage - The usage.
- * @return {WebGLBuffer} The WebGL buffer.
- */
- _createBuffer( gl, bufferType, array, usage ) {
- const bufferGPU = gl.createBuffer();
- gl.bindBuffer( bufferType, bufferGPU );
- gl.bufferData( bufferType, array, usage );
- gl.bindBuffer( bufferType, null );
- return bufferGPU;
- }
- }
- let equationToGL, factorToGL;
- /**
- * A WebGL 2 backend utility module for managing the WebGL state.
- *
- * The major goal of this module is to reduce the number of state changes
- * by caching the WEbGL state with a series of variables. In this way, the
- * renderer only executes state change commands when necessary which
- * improves the overall performance.
- *
- * @private
- */
- class WebGLState {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGLBackend} backend - The WebGL 2 backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGL 2 backend.
- *
- * @type {WebGLBackend}
- */
- this.backend = backend;
- /**
- * A reference to the rendering context.
- *
- * @type {WebGL2RenderingContext}
- */
- this.gl = this.backend.gl;
- // Below properties are intended to cache
- // the WebGL state and are not explicitly
- // documented for convenience reasons.
- this.enabled = {};
- this.currentFlipSided = null;
- this.currentCullFace = null;
- this.currentProgram = null;
- this.currentBlendingEnabled = false;
- this.currentBlending = null;
- this.currentBlendSrc = null;
- this.currentBlendDst = null;
- this.currentBlendSrcAlpha = null;
- this.currentBlendDstAlpha = null;
- this.currentPremultipledAlpha = null;
- this.currentPolygonOffsetFactor = null;
- this.currentPolygonOffsetUnits = null;
- this.currentColorMask = null;
- this.currentDepthFunc = null;
- this.currentDepthMask = null;
- this.currentStencilFunc = null;
- this.currentStencilRef = null;
- this.currentStencilFuncMask = null;
- this.currentStencilFail = null;
- this.currentStencilZFail = null;
- this.currentStencilZPass = null;
- this.currentStencilMask = null;
- this.currentLineWidth = null;
- this.currentClippingPlanes = 0;
- this.currentVAO = null;
- this.currentIndex = null;
- this.currentBoundFramebuffers = {};
- this.currentDrawbuffers = new WeakMap();
- this.maxTextures = this.gl.getParameter( this.gl.MAX_TEXTURE_IMAGE_UNITS );
- this.currentTextureSlot = null;
- this.currentBoundTextures = {};
- this.currentBoundBufferBases = {};
- this._init();
- }
- /**
- * Inits the state of the utility.
- *
- * @private
- */
- _init() {
- const gl = this.gl;
- // Store only WebGL constants here.
- equationToGL = {
- [ AddEquation ]: gl.FUNC_ADD,
- [ SubtractEquation ]: gl.FUNC_SUBTRACT,
- [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
- };
- factorToGL = {
- [ ZeroFactor ]: gl.ZERO,
- [ OneFactor ]: gl.ONE,
- [ SrcColorFactor ]: gl.SRC_COLOR,
- [ SrcAlphaFactor ]: gl.SRC_ALPHA,
- [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
- [ DstColorFactor ]: gl.DST_COLOR,
- [ DstAlphaFactor ]: gl.DST_ALPHA,
- [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
- [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
- [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
- [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA
- };
- const scissorParam = gl.getParameter( gl.SCISSOR_BOX );
- const viewportParam = gl.getParameter( gl.VIEWPORT );
- this.currentScissor = new Vector4().fromArray( scissorParam );
- this.currentViewport = new Vector4().fromArray( viewportParam );
- this._tempVec4 = new Vector4();
- }
- /**
- * Enables the given WebGL capability.
- *
- * This method caches the capability state so
- * `gl.enable()` is only called when necessary.
- *
- * @param {GLenum} id - The capability to enable.
- */
- enable( id ) {
- const { enabled } = this;
- if ( enabled[ id ] !== true ) {
- this.gl.enable( id );
- enabled[ id ] = true;
- }
- }
- /**
- * Disables the given WebGL capability.
- *
- * This method caches the capability state so
- * `gl.disable()` is only called when necessary.
- *
- * @param {GLenum} id - The capability to enable.
- */
- disable( id ) {
- const { enabled } = this;
- if ( enabled[ id ] !== false ) {
- this.gl.disable( id );
- enabled[ id ] = false;
- }
- }
- /**
- * Specifies whether polygons are front- or back-facing
- * by setting the winding orientation.
- *
- * This method caches the state so `gl.frontFace()` is only
- * called when necessary.
- *
- * @param {boolean} flipSided - Whether triangles flipped their sides or not.
- */
- setFlipSided( flipSided ) {
- if ( this.currentFlipSided !== flipSided ) {
- const { gl } = this;
- if ( flipSided ) {
- gl.frontFace( gl.CW );
- } else {
- gl.frontFace( gl.CCW );
- }
- this.currentFlipSided = flipSided;
- }
- }
- /**
- * Specifies whether or not front- and/or back-facing
- * polygons can be culled.
- *
- * This method caches the state so `gl.cullFace()` is only
- * called when necessary.
- *
- * @param {number} cullFace - Defines which polygons are candidates for culling.
- */
- setCullFace( cullFace ) {
- const { gl } = this;
- if ( cullFace !== CullFaceNone ) {
- this.enable( gl.CULL_FACE );
- if ( cullFace !== this.currentCullFace ) {
- if ( cullFace === CullFaceBack ) {
- gl.cullFace( gl.BACK );
- } else if ( cullFace === CullFaceFront ) {
- gl.cullFace( gl.FRONT );
- } else {
- gl.cullFace( gl.FRONT_AND_BACK );
- }
- }
- } else {
- this.disable( gl.CULL_FACE );
- }
- this.currentCullFace = cullFace;
- }
- /**
- * Specifies the width of line primitives.
- *
- * This method caches the state so `gl.lineWidth()` is only
- * called when necessary.
- *
- * @param {number} width - The line width.
- */
- setLineWidth( width ) {
- const { currentLineWidth, gl } = this;
- if ( width !== currentLineWidth ) {
- gl.lineWidth( width );
- this.currentLineWidth = width;
- }
- }
- /**
- * Defines the blending.
- *
- * This method caches the state so `gl.blendEquation()`, `gl.blendEquationSeparate()`,
- * `gl.blendFunc()` and `gl.blendFuncSeparate()` are only called when necessary.
- *
- * @param {number} blending - The blending type.
- * @param {number} blendEquation - The blending equation.
- * @param {number} blendSrc - Only relevant for custom blending. The RGB source blending factor.
- * @param {number} blendDst - Only relevant for custom blending. The RGB destination blending factor.
- * @param {number} blendEquationAlpha - Only relevant for custom blending. The blending equation for alpha.
- * @param {number} blendSrcAlpha - Only relevant for custom blending. The alpha source blending factor.
- * @param {number} blendDstAlpha - Only relevant for custom blending. The alpha destination blending factor.
- * @param {boolean} premultipliedAlpha - Whether premultiplied alpha is enabled or not.
- */
- setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
- const { gl } = this;
- if ( blending === NoBlending ) {
- if ( this.currentBlendingEnabled === true ) {
- this.disable( gl.BLEND );
- this.currentBlendingEnabled = false;
- }
- return;
- }
- if ( this.currentBlendingEnabled === false ) {
- this.enable( gl.BLEND );
- this.currentBlendingEnabled = true;
- }
- if ( blending !== CustomBlending ) {
- if ( blending !== this.currentBlending || premultipliedAlpha !== this.currentPremultipledAlpha ) {
- if ( this.currentBlendEquation !== AddEquation || this.currentBlendEquationAlpha !== AddEquation ) {
- gl.blendEquation( gl.FUNC_ADD );
- this.currentBlendEquation = AddEquation;
- this.currentBlendEquationAlpha = AddEquation;
- }
- if ( premultipliedAlpha ) {
- switch ( blending ) {
- case NormalBlending:
- gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
- break;
- case AdditiveBlending:
- gl.blendFunc( gl.ONE, gl.ONE );
- break;
- case SubtractiveBlending:
- gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
- break;
- case MultiplyBlending:
- gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
- break;
- default:
- console.error( 'THREE.WebGLState: Invalid blending: ', blending );
- break;
- }
- } else {
- switch ( blending ) {
- case NormalBlending:
- gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
- break;
- case AdditiveBlending:
- gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
- break;
- case SubtractiveBlending:
- gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
- break;
- case MultiplyBlending:
- gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
- break;
- default:
- console.error( 'THREE.WebGLState: Invalid blending: ', blending );
- break;
- }
- }
- this.currentBlendSrc = null;
- this.currentBlendDst = null;
- this.currentBlendSrcAlpha = null;
- this.currentBlendDstAlpha = null;
- this.currentBlending = blending;
- this.currentPremultipledAlpha = premultipliedAlpha;
- }
- return;
- }
- // custom blending
- blendEquationAlpha = blendEquationAlpha || blendEquation;
- blendSrcAlpha = blendSrcAlpha || blendSrc;
- blendDstAlpha = blendDstAlpha || blendDst;
- if ( blendEquation !== this.currentBlendEquation || blendEquationAlpha !== this.currentBlendEquationAlpha ) {
- gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
- this.currentBlendEquation = blendEquation;
- this.currentBlendEquationAlpha = blendEquationAlpha;
- }
- if ( blendSrc !== this.currentBlendSrc || blendDst !== this.currentBlendDst || blendSrcAlpha !== this.currentBlendSrcAlpha || blendDstAlpha !== this.currentBlendDstAlpha ) {
- gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
- this.currentBlendSrc = blendSrc;
- this.currentBlendDst = blendDst;
- this.currentBlendSrcAlpha = blendSrcAlpha;
- this.currentBlendDstAlpha = blendDstAlpha;
- }
- this.currentBlending = blending;
- this.currentPremultipledAlpha = false;
- }
- /**
- * Specifies whether colors can be written when rendering
- * into a framebuffer or not.
- *
- * This method caches the state so `gl.colorMask()` is only
- * called when necessary.
- *
- * @param {boolean} colorMask - The color mask.
- */
- setColorMask( colorMask ) {
- if ( this.currentColorMask !== colorMask ) {
- this.gl.colorMask( colorMask, colorMask, colorMask, colorMask );
- this.currentColorMask = colorMask;
- }
- }
- /**
- * Specifies whether the depth test is enabled or not.
- *
- * @param {boolean} depthTest - Whether the depth test is enabled or not.
- */
- setDepthTest( depthTest ) {
- const { gl } = this;
- if ( depthTest ) {
- this.enable( gl.DEPTH_TEST );
- } else {
- this.disable( gl.DEPTH_TEST );
- }
- }
- /**
- * Specifies whether depth values can be written when rendering
- * into a framebuffer or not.
- *
- * This method caches the state so `gl.depthMask()` is only
- * called when necessary.
- *
- * @param {boolean} depthMask - The depth mask.
- */
- setDepthMask( depthMask ) {
- if ( this.currentDepthMask !== depthMask ) {
- this.gl.depthMask( depthMask );
- this.currentDepthMask = depthMask;
- }
- }
- /**
- * Specifies the depth compare function.
- *
- * This method caches the state so `gl.depthFunc()` is only
- * called when necessary.
- *
- * @param {number} depthFunc - The depth compare function.
- */
- setDepthFunc( depthFunc ) {
- if ( this.currentDepthFunc !== depthFunc ) {
- const { gl } = this;
- switch ( depthFunc ) {
- case NeverDepth:
- gl.depthFunc( gl.NEVER );
- break;
- case AlwaysDepth:
- gl.depthFunc( gl.ALWAYS );
- break;
- case LessDepth:
- gl.depthFunc( gl.LESS );
- break;
- case LessEqualDepth:
- gl.depthFunc( gl.LEQUAL );
- break;
- case EqualDepth:
- gl.depthFunc( gl.EQUAL );
- break;
- case GreaterEqualDepth:
- gl.depthFunc( gl.GEQUAL );
- break;
- case GreaterDepth:
- gl.depthFunc( gl.GREATER );
- break;
- case NotEqualDepth:
- gl.depthFunc( gl.NOTEQUAL );
- break;
- default:
- gl.depthFunc( gl.LEQUAL );
- }
- this.currentDepthFunc = depthFunc;
- }
- }
- /**
- * Specifies the scissor box.
- *
- * @param {number} x - The x-coordinate of the lower left corner of the viewport.
- * @param {number} y - The y-coordinate of the lower left corner of the viewport.
- * @param {number} width - The width of the viewport.
- * @param {number} height - The height of the viewport.
- *
- */
- scissor( x, y, width, height ) {
- const scissor = this._tempVec4.set( x, y, width, height );
- if ( this.currentScissor.equals( scissor ) === false ) {
- const { gl } = this;
- gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
- this.currentScissor.copy( scissor );
- }
- }
- /**
- * Specifies the viewport.
- *
- * @param {number} x - The x-coordinate of the lower left corner of the viewport.
- * @param {number} y - The y-coordinate of the lower left corner of the viewport.
- * @param {number} width - The width of the viewport.
- * @param {number} height - The height of the viewport.
- *
- */
- viewport( x, y, width, height ) {
- const viewport = this._tempVec4.set( x, y, width, height );
- if ( this.currentViewport.equals( viewport ) === false ) {
- const { gl } = this;
- gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
- this.currentViewport.copy( viewport );
- }
- }
- /**
- * Defines the scissor test.
- *
- * @param {boolean} boolean - Whether the scissor test should be enabled or not.
- */
- setScissorTest( boolean ) {
- const gl = this.gl;
- if ( boolean ) {
- gl.enable( gl.SCISSOR_TEST );
- } else {
- gl.disable( gl.SCISSOR_TEST );
- }
- }
- /**
- * Specifies whether the stencil test is enabled or not.
- *
- * @param {boolean} stencilTest - Whether the stencil test is enabled or not.
- */
- setStencilTest( stencilTest ) {
- const { gl } = this;
- if ( stencilTest ) {
- this.enable( gl.STENCIL_TEST );
- } else {
- this.disable( gl.STENCIL_TEST );
- }
- }
- /**
- * Specifies whether stencil values can be written when rendering
- * into a framebuffer or not.
- *
- * This method caches the state so `gl.stencilMask()` is only
- * called when necessary.
- *
- * @param {boolean} stencilMask - The stencil mask.
- */
- setStencilMask( stencilMask ) {
- if ( this.currentStencilMask !== stencilMask ) {
- this.gl.stencilMask( stencilMask );
- this.currentStencilMask = stencilMask;
- }
- }
- /**
- * Specifies whether the stencil test functions.
- *
- * This method caches the state so `gl.stencilFunc()` is only
- * called when necessary.
- *
- * @param {number} stencilFunc - The stencil compare function.
- * @param {number} stencilRef - The reference value for the stencil test.
- * @param {number} stencilMask - A bit-wise mask that is used to AND the reference value and the stored stencil value when the test is done.
- */
- setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
- if ( this.currentStencilFunc !== stencilFunc ||
- this.currentStencilRef !== stencilRef ||
- this.currentStencilFuncMask !== stencilMask ) {
- this.gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
- this.currentStencilFunc = stencilFunc;
- this.currentStencilRef = stencilRef;
- this.currentStencilFuncMask = stencilMask;
- }
- }
- /**
- * Specifies whether the stencil test operation.
- *
- * This method caches the state so `gl.stencilOp()` is only
- * called when necessary.
- *
- * @param {number} stencilFail - The function to use when the stencil test fails.
- * @param {number} stencilZFail - The function to use when the stencil test passes, but the depth test fail.
- * @param {number} stencilZPass - The function to use when both the stencil test and the depth test pass,
- * or when the stencil test passes and there is no depth buffer or depth testing is disabled.
- */
- setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
- if ( this.currentStencilFail !== stencilFail ||
- this.currentStencilZFail !== stencilZFail ||
- this.currentStencilZPass !== stencilZPass ) {
- this.gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
- this.currentStencilFail = stencilFail;
- this.currentStencilZFail = stencilZFail;
- this.currentStencilZPass = stencilZPass;
- }
- }
- /**
- * Configures the WebGL state for the given material.
- *
- * @param {Material} material - The material to configure the state for.
- * @param {number} frontFaceCW - Whether the front faces are counter-clockwise or not.
- * @param {number} hardwareClippingPlanes - The number of hardware clipping planes.
- */
- setMaterial( material, frontFaceCW, hardwareClippingPlanes ) {
- const { gl } = this;
- material.side === DoubleSide
- ? this.disable( gl.CULL_FACE )
- : this.enable( gl.CULL_FACE );
- let flipSided = ( material.side === BackSide );
- if ( frontFaceCW ) flipSided = ! flipSided;
- this.setFlipSided( flipSided );
- ( material.blending === NormalBlending && material.transparent === false )
- ? this.setBlending( NoBlending )
- : this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
- this.setDepthFunc( material.depthFunc );
- this.setDepthTest( material.depthTest );
- this.setDepthMask( material.depthWrite );
- this.setColorMask( material.colorWrite );
- const stencilWrite = material.stencilWrite;
- this.setStencilTest( stencilWrite );
- if ( stencilWrite ) {
- this.setStencilMask( material.stencilWriteMask );
- this.setStencilFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
- this.setStencilOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
- }
- this.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- material.alphaToCoverage === true && this.backend.renderer.samples > 1
- ? this.enable( gl.SAMPLE_ALPHA_TO_COVERAGE )
- : this.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );
- if ( hardwareClippingPlanes > 0 ) {
- if ( this.currentClippingPlanes !== hardwareClippingPlanes ) {
- const CLIP_DISTANCE0_WEBGL = 0x3000;
- for ( let i = 0; i < 8; i ++ ) {
- if ( i < hardwareClippingPlanes ) {
- this.enable( CLIP_DISTANCE0_WEBGL + i );
- } else {
- this.disable( CLIP_DISTANCE0_WEBGL + i );
- }
- }
- }
- }
- }
- /**
- * Specifies the polygon offset.
- *
- * This method caches the state so `gl.polygonOffset()` is only
- * called when necessary.
- *
- * @param {boolean} polygonOffset - Whether polygon offset is enabled or not.
- * @param {number} factor - The scale factor for the variable depth offset for each polygon.
- * @param {number} units - The multiplier by which an implementation-specific value is multiplied with to create a constant depth offset.
- */
- setPolygonOffset( polygonOffset, factor, units ) {
- const { gl } = this;
- if ( polygonOffset ) {
- this.enable( gl.POLYGON_OFFSET_FILL );
- if ( this.currentPolygonOffsetFactor !== factor || this.currentPolygonOffsetUnits !== units ) {
- gl.polygonOffset( factor, units );
- this.currentPolygonOffsetFactor = factor;
- this.currentPolygonOffsetUnits = units;
- }
- } else {
- this.disable( gl.POLYGON_OFFSET_FILL );
- }
- }
- /**
- * Defines the usage of the given WebGL program.
- *
- * This method caches the state so `gl.useProgram()` is only
- * called when necessary.
- *
- * @param {WebGLProgram} program - The WebGL program to use.
- * @return {boolean} Whether a program change has been executed or not.
- */
- useProgram( program ) {
- if ( this.currentProgram !== program ) {
- this.gl.useProgram( program );
- this.currentProgram = program;
- return true;
- }
- return false;
- }
- /**
- * Sets the vertex state by binding the given VAO and element buffer.
- *
- * @param {WebGLVertexArrayObject} vao - The VAO.
- * @param {WebGLBuffer} indexBuffer - The index buffer.
- * @return {boolean} Whether a vertex state has been changed or not.
- */
- setVertexState( vao, indexBuffer = null ) {
- const gl = this.gl;
- if ( this.currentVAO !== vao || this.currentIndex !== indexBuffer ) {
- gl.bindVertexArray( vao );
- if ( indexBuffer !== null ) {
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexBuffer );
- }
- this.currentVAO = vao;
- this.currentIndex = indexBuffer;
- return true;
- }
- return false;
- }
- /**
- * Resets the vertex array state by resetting the VAO and element buffer.
- */
- resetVertexState() {
- const gl = this.gl;
- gl.bindVertexArray( null );
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
- this.currentVAO = null;
- this.currentIndex = null;
- }
- // framebuffer
- /**
- * Binds the given framebuffer.
- *
- * This method caches the state so `gl.bindFramebuffer()` is only
- * called when necessary.
- *
- * @param {number} target - The binding point (target).
- * @param {WebGLFramebuffer} framebuffer - The WebGL framebuffer to bind.
- * @return {boolean} Whether a bind has been executed or not.
- */
- bindFramebuffer( target, framebuffer ) {
- const { gl, currentBoundFramebuffers } = this;
- if ( currentBoundFramebuffers[ target ] !== framebuffer ) {
- gl.bindFramebuffer( target, framebuffer );
- currentBoundFramebuffers[ target ] = framebuffer;
- // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
- if ( target === gl.DRAW_FRAMEBUFFER ) {
- currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;
- }
- if ( target === gl.FRAMEBUFFER ) {
- currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;
- }
- return true;
- }
- return false;
- }
- /**
- * Defines draw buffers to which fragment colors are written into.
- * Configures the MRT setup of custom framebuffers.
- *
- * This method caches the state so `gl.drawBuffers()` is only
- * called when necessary.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {WebGLFramebuffer} framebuffer - The WebGL framebuffer.
- */
- drawBuffers( renderContext, framebuffer ) {
- const { gl } = this;
- let drawBuffers = [];
- let needsUpdate = false;
- if ( renderContext.textures !== null ) {
- drawBuffers = this.currentDrawbuffers.get( framebuffer );
- if ( drawBuffers === undefined ) {
- drawBuffers = [];
- this.currentDrawbuffers.set( framebuffer, drawBuffers );
- }
- const textures = renderContext.textures;
- if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {
- for ( let i = 0, il = textures.length; i < il; i ++ ) {
- drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;
- }
- drawBuffers.length = textures.length;
- needsUpdate = true;
- }
- } else {
- if ( drawBuffers[ 0 ] !== gl.BACK ) {
- drawBuffers[ 0 ] = gl.BACK;
- needsUpdate = true;
- }
- }
- if ( needsUpdate ) {
- gl.drawBuffers( drawBuffers );
- }
- }
- // texture
- /**
- * Makes the given texture unit active.
- *
- * This method caches the state so `gl.activeTexture()` is only
- * called when necessary.
- *
- * @param {number} webglSlot - The texture unit to make active.
- */
- activeTexture( webglSlot ) {
- const { gl, currentTextureSlot, maxTextures } = this;
- if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
- if ( currentTextureSlot !== webglSlot ) {
- gl.activeTexture( webglSlot );
- this.currentTextureSlot = webglSlot;
- }
- }
- /**
- * Binds the given WebGL texture to a target.
- *
- * This method caches the state so `gl.bindTexture()` is only
- * called when necessary.
- *
- * @param {number} webglType - The binding point (target).
- * @param {WebGLTexture} webglTexture - The WebGL texture to bind.
- * @param {number} webglSlot - The texture.
- */
- bindTexture( webglType, webglTexture, webglSlot ) {
- const { gl, currentTextureSlot, currentBoundTextures, maxTextures } = this;
- if ( webglSlot === undefined ) {
- if ( currentTextureSlot === null ) {
- webglSlot = gl.TEXTURE0 + maxTextures - 1;
- } else {
- webglSlot = currentTextureSlot;
- }
- }
- let boundTexture = currentBoundTextures[ webglSlot ];
- if ( boundTexture === undefined ) {
- boundTexture = { type: undefined, texture: undefined };
- currentBoundTextures[ webglSlot ] = boundTexture;
- }
- if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
- if ( currentTextureSlot !== webglSlot ) {
- gl.activeTexture( webglSlot );
- this.currentTextureSlot = webglSlot;
- }
- gl.bindTexture( webglType, webglTexture );
- boundTexture.type = webglType;
- boundTexture.texture = webglTexture;
- }
- }
- /**
- * Binds a given WebGL buffer to a given binding point (target) at a given index.
- *
- * This method caches the state so `gl.bindBufferBase()` is only
- * called when necessary.
- *
- * @param {number} target - The target for the bind operation.
- * @param {number} index - The index of the target.
- * @param {WebGLBuffer} buffer - The WebGL buffer.
- * @return {boolean} Whether a bind has been executed or not.
- */
- bindBufferBase( target, index, buffer ) {
- const { gl } = this;
- const key = `${target}-${index}`;
- if ( this.currentBoundBufferBases[ key ] !== buffer ) {
- gl.bindBufferBase( target, index, buffer );
- this.currentBoundBufferBases[ key ] = buffer;
- return true;
- }
- return false;
- }
- /**
- * Unbinds the current bound texture.
- *
- * This method caches the state so `gl.bindTexture()` is only
- * called when necessary.
- */
- unbindTexture() {
- const { gl, currentTextureSlot, currentBoundTextures } = this;
- const boundTexture = currentBoundTextures[ currentTextureSlot ];
- if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
- gl.bindTexture( boundTexture.type, null );
- boundTexture.type = undefined;
- boundTexture.texture = undefined;
- }
- }
- }
- /**
- * A WebGL 2 backend utility module with common helpers.
- *
- * @private
- */
- class WebGLUtils {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGLBackend} backend - The WebGL 2 backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGL 2 backend.
- *
- * @type {WebGLBackend}
- */
- this.backend = backend;
- /**
- * A reference to the rendering context.
- *
- * @type {WebGL2RenderingContext}
- */
- this.gl = this.backend.gl;
- /**
- * A reference to a backend module holding extension-related
- * utility functions.
- *
- * @type {WebGLExtensions}
- */
- this.extensions = backend.extensions;
- }
- /**
- * Converts the given three.js constant into a WebGL constant.
- * The method currently supports the conversion of texture formats
- * and types.
- *
- * @param {number} p - The three.js constant.
- * @param {string} [colorSpace=NoColorSpace] - The color space.
- * @return {?number} The corresponding WebGL constant.
- */
- convert( p, colorSpace = NoColorSpace ) {
- const { gl, extensions } = this;
- let extension;
- if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
- if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
- if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
- if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
- if ( p === ByteType ) return gl.BYTE;
- if ( p === ShortType ) return gl.SHORT;
- if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
- if ( p === IntType ) return gl.INT;
- if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
- if ( p === FloatType ) return gl.FLOAT;
- if ( p === HalfFloatType ) {
- return gl.HALF_FLOAT;
- }
- if ( p === AlphaFormat ) return gl.ALPHA;
- if ( p === RGBFormat ) return gl.RGB;
- if ( p === RGBAFormat ) return gl.RGBA;
- if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
- if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;
- // WebGL2 formats.
- if ( p === RedFormat ) return gl.RED;
- if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
- if ( p === RGFormat ) return gl.RG;
- if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
- if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;
- // S3TC
- if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
- if ( colorSpace === SRGBColorSpace ) {
- extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
- if ( extension !== null ) {
- if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
- if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
- } else {
- return null;
- }
- } else {
- extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
- if ( extension !== null ) {
- if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
- if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
- if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
- } else {
- return null;
- }
- }
- }
- // PVRTC
- if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
- if ( extension !== null ) {
- if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
- if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
- if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
- if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
- } else {
- return null;
- }
- }
- // ETC
- if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_etc' );
- if ( extension !== null ) {
- if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
- if ( p === RGBA_ETC2_EAC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
- } else {
- return null;
- }
- }
- // ASTC
- if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
- p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
- p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
- p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
- p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
- extension = extensions.get( 'WEBGL_compressed_texture_astc' );
- if ( extension !== null ) {
- if ( p === RGBA_ASTC_4x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
- if ( p === RGBA_ASTC_5x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
- if ( p === RGBA_ASTC_5x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
- if ( p === RGBA_ASTC_6x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
- if ( p === RGBA_ASTC_6x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
- if ( p === RGBA_ASTC_8x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
- if ( p === RGBA_ASTC_8x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
- if ( p === RGBA_ASTC_8x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
- if ( p === RGBA_ASTC_10x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
- if ( p === RGBA_ASTC_10x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
- if ( p === RGBA_ASTC_10x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
- if ( p === RGBA_ASTC_10x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
- if ( p === RGBA_ASTC_12x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
- if ( p === RGBA_ASTC_12x12_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
- } else {
- return null;
- }
- }
- // BPTC
- if ( p === RGBA_BPTC_Format ) {
- extension = extensions.get( 'EXT_texture_compression_bptc' );
- if ( extension !== null ) {
- if ( p === RGBA_BPTC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
- } else {
- return null;
- }
- }
- // RGTC
- if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {
- extension = extensions.get( 'EXT_texture_compression_rgtc' );
- if ( extension !== null ) {
- if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
- if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
- if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
- if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
- } else {
- return null;
- }
- }
- //
- if ( p === UnsignedInt248Type ) {
- return gl.UNSIGNED_INT_24_8;
- }
- // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)
- return ( gl[ p ] !== undefined ) ? gl[ p ] : null;
- }
- /**
- * This method can be used to synchronize the CPU with the GPU by waiting until
- * ongoing GPU commands have been completed.
- *
- * @private
- * @return {Promise} A promise that resolves when all ongoing GPU commands have been completed.
- */
- _clientWaitAsync() {
- const { gl } = this;
- const sync = gl.fenceSync( gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
- gl.flush();
- return new Promise( ( resolve, reject ) => {
- function test() {
- const res = gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 );
- if ( res === gl.WAIT_FAILED ) {
- gl.deleteSync( sync );
- reject();
- return;
- }
- if ( res === gl.TIMEOUT_EXPIRED ) {
- requestAnimationFrame( test );
- return;
- }
- gl.deleteSync( sync );
- resolve();
- }
- test();
- } );
- }
- }
- let initialized = false, wrappingToGL, filterToGL, compareToGL;
- /**
- * A WebGL 2 backend utility module for managing textures.
- *
- * @private
- */
- class WebGLTextureUtils {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGLBackend} backend - The WebGL 2 backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGL 2 backend.
- *
- * @type {WebGLBackend}
- */
- this.backend = backend;
- /**
- * A reference to the rendering context.
- *
- * @type {WebGL2RenderingContext}
- */
- this.gl = backend.gl;
- /**
- * A reference to a backend module holding extension-related
- * utility functions.
- *
- * @type {WebGLExtensions}
- */
- this.extensions = backend.extensions;
- /**
- * A dictionary for managing default textures. The key
- * is the binding point (target), the value the WEbGL texture object.
- *
- * @type {Object<GLenum,WebGLTexture>}
- */
- this.defaultTextures = {};
- if ( initialized === false ) {
- this._init();
- initialized = true;
- }
- }
- /**
- * Inits the state of the utility.
- *
- * @private
- */
- _init() {
- const gl = this.gl;
- // Store only WebGL constants here.
- wrappingToGL = {
- [ RepeatWrapping ]: gl.REPEAT,
- [ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE,
- [ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT
- };
- filterToGL = {
- [ NearestFilter ]: gl.NEAREST,
- [ NearestMipmapNearestFilter ]: gl.NEAREST_MIPMAP_NEAREST,
- [ NearestMipmapLinearFilter ]: gl.NEAREST_MIPMAP_LINEAR,
- [ LinearFilter ]: gl.LINEAR,
- [ LinearMipmapNearestFilter ]: gl.LINEAR_MIPMAP_NEAREST,
- [ LinearMipmapLinearFilter ]: gl.LINEAR_MIPMAP_LINEAR
- };
- compareToGL = {
- [ NeverCompare ]: gl.NEVER,
- [ AlwaysCompare ]: gl.ALWAYS,
- [ LessCompare ]: gl.LESS,
- [ LessEqualCompare ]: gl.LEQUAL,
- [ EqualCompare ]: gl.EQUAL,
- [ GreaterEqualCompare ]: gl.GEQUAL,
- [ GreaterCompare ]: gl.GREATER,
- [ NotEqualCompare ]: gl.NOTEQUAL
- };
- }
- /**
- * Returns the native texture type for the given texture.
- *
- * @param {Texture} texture - The texture.
- * @return {GLenum} The native texture type.
- */
- getGLTextureType( texture ) {
- const { gl } = this;
- let glTextureType;
- if ( texture.isCubeTexture === true ) {
- glTextureType = gl.TEXTURE_CUBE_MAP;
- } else if ( texture.isDepthArrayTexture === true || texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true || texture.isTextureArray === true ) {
- glTextureType = gl.TEXTURE_2D_ARRAY;
- } else if ( texture.isData3DTexture === true ) { // TODO: isCompressed3DTexture, wait for #26642
- glTextureType = gl.TEXTURE_3D;
- } else {
- glTextureType = gl.TEXTURE_2D;
- }
- return glTextureType;
- }
- /**
- * Returns the native texture type for the given texture.
- *
- * @param {?string} internalFormatName - The internal format name. When `null`, the internal format is derived from the subsequent parameters.
- * @param {GLenum} glFormat - The WebGL format.
- * @param {GLenum} glType - The WebGL type.
- * @param {string} colorSpace - The texture's color space.
- * @param {boolean} [forceLinearTransfer=false] - Whether to force a linear transfer or not.
- * @return {GLenum} The internal format.
- */
- getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {
- const { gl, extensions } = this;
- if ( internalFormatName !== null ) {
- if ( gl[ internalFormatName ] !== undefined ) return gl[ internalFormatName ];
- console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
- }
- let internalFormat = glFormat;
- if ( glFormat === gl.RED ) {
- if ( glType === gl.FLOAT ) internalFormat = gl.R32F;
- if ( glType === gl.HALF_FLOAT ) internalFormat = gl.R16F;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.R8I;
- if ( glType === gl.SHORT ) internalFormat = gl.R16I;
- if ( glType === gl.INT ) internalFormat = gl.R32I;
- }
- if ( glFormat === gl.RED_INTEGER ) {
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.R8I;
- if ( glType === gl.SHORT ) internalFormat = gl.R16I;
- if ( glType === gl.INT ) internalFormat = gl.R32I;
- }
- if ( glFormat === gl.RG ) {
- if ( glType === gl.FLOAT ) internalFormat = gl.RG32F;
- if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RG16F;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
- if ( glType === gl.INT ) internalFormat = gl.RG32I;
- }
- if ( glFormat === gl.RG_INTEGER ) {
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8UI;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16UI;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
- if ( glType === gl.INT ) internalFormat = gl.RG32I;
- }
- if ( glFormat === gl.RGB ) {
- if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F;
- if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
- if ( glType === gl.INT ) internalFormat = gl.RGB32I;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8 : gl.RGB8;
- if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565;
- if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
- if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4;
- if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5;
- }
- if ( glFormat === gl.RGB_INTEGER ) {
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8UI;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16UI;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
- if ( glType === gl.INT ) internalFormat = gl.RGB32I;
- }
- if ( glFormat === gl.RGBA ) {
- if ( glType === gl.FLOAT ) internalFormat = gl.RGBA32F;
- if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGBA16F;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
- if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8_ALPHA8 : gl.RGBA8;
- if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGBA4;
- if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
- }
- if ( glFormat === gl.RGBA_INTEGER ) {
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8UI;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16UI;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
- if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
- }
- if ( glFormat === gl.DEPTH_COMPONENT ) {
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.DEPTH_COMPONENT16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH_COMPONENT24;
- if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F;
- }
- if ( glFormat === gl.DEPTH_STENCIL ) {
- if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8;
- }
- if ( internalFormat === gl.R16F || internalFormat === gl.R32F ||
- internalFormat === gl.RG16F || internalFormat === gl.RG32F ||
- internalFormat === gl.RGBA16F || internalFormat === gl.RGBA32F ) {
- extensions.get( 'EXT_color_buffer_float' );
- }
- return internalFormat;
- }
- /**
- * Sets the texture parameters for the given texture.
- *
- * @param {GLenum} textureType - The texture type.
- * @param {Texture} texture - The texture.
- */
- setTextureParameters( textureType, texture ) {
- const { gl, extensions, backend } = this;
- gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
- gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
- gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE );
- gl.texParameteri( textureType, gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
- gl.texParameteri( textureType, gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
- if ( textureType === gl.TEXTURE_3D || textureType === gl.TEXTURE_2D_ARRAY ) {
- // WebGL 2 does not support wrapping for depth 2D array textures
- if ( texture.isDepthArrayTexture !== true && texture.isTextureArray === false ) {
- gl.texParameteri( textureType, gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
- }
- }
- gl.texParameteri( textureType, gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
- const hasMipmaps = texture.mipmaps !== undefined && texture.mipmaps.length > 0;
- // follow WebGPU backend mapping for texture filtering
- const minFilter = texture.minFilter === LinearFilter && hasMipmaps ? LinearMipmapLinearFilter : texture.minFilter;
- gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] );
- if ( texture.compareFunction ) {
- gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE );
- gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );
- }
- if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
- if ( texture.magFilter === NearestFilter ) return;
- if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
- if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
- if ( texture.anisotropy > 1 ) {
- const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) );
- }
- }
- }
- /**
- * Creates a default texture for the given texture that can be used
- * as a placeholder until the actual texture is ready for usage.
- *
- * @param {Texture} texture - The texture to create a default texture for.
- */
- createDefaultTexture( texture ) {
- const { gl, backend, defaultTextures } = this;
- const glTextureType = this.getGLTextureType( texture );
- let textureGPU = defaultTextures[ glTextureType ];
- if ( textureGPU === undefined ) {
- textureGPU = gl.createTexture();
- backend.state.bindTexture( glTextureType, textureGPU );
- gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
- gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- // gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
- defaultTextures[ glTextureType ] = textureGPU;
- }
- backend.set( texture, {
- textureGPU,
- glTextureType,
- isDefault: true
- } );
- }
- /**
- * Defines a texture on the GPU for the given texture object.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- * @return {undefined}
- */
- createTexture( texture, options ) {
- const { gl, backend } = this;
- const { levels, width, height, depth } = options;
- const glFormat = backend.utils.convert( texture.format, texture.colorSpace );
- const glType = backend.utils.convert( texture.type );
- const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
- const textureGPU = gl.createTexture();
- const glTextureType = this.getGLTextureType( texture );
- backend.state.bindTexture( glTextureType, textureGPU );
- this.setTextureParameters( glTextureType, texture );
- if ( texture.isDepthArrayTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture || texture.isTextureArray ) {
- gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth );
- } else if ( texture.isData3DTexture ) {
- gl.texStorage3D( gl.TEXTURE_3D, levels, glInternalFormat, width, height, depth );
- } else if ( ! texture.isVideoTexture ) {
- gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height );
- }
- backend.set( texture, {
- textureGPU,
- glTextureType,
- glFormat,
- glType,
- glInternalFormat
- } );
- }
- /**
- * Uploads texture buffer data to the GPU memory.
- *
- * @param {WebGLBuffer} buffer - The buffer data.
- * @param {Texture} texture - The texture,
- */
- copyBufferToTexture( buffer, texture ) {
- const { gl, backend } = this;
- const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture );
- const { width, height } = texture.source.data;
- gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer );
- backend.state.bindTexture( glTextureType, textureGPU );
- gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false );
- gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false );
- gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 );
- gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null );
- backend.state.unbindTexture();
- // debug
- // const framebuffer = gl.createFramebuffer();
- // gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer );
- // gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 );
- // const readout = new Float32Array( width * height * 4 );
- // const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT );
- // const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE );
- // gl.readPixels( 0, 0, width, height, altFormat, altType, readout );
- // gl.bindFramebuffer( gl.FRAMEBUFFER, null );
- // console.log( readout );
- }
- /**
- * Uploads the updated texture data to the GPU.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- updateTexture( texture, options ) {
- const { gl } = this;
- const { width, height } = options;
- const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture );
- if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) )
- return;
- const getImage = ( source ) => {
- if ( source.isDataTexture ) {
- return source.image.data;
- } else if ( ( typeof HTMLImageElement !== 'undefined' && source instanceof HTMLImageElement ) ||
- ( typeof HTMLCanvasElement !== 'undefined' && source instanceof HTMLCanvasElement ) ||
- ( typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap ) ||
- source instanceof OffscreenCanvas ) {
- return source;
- }
- return source.data;
- };
- this.backend.state.bindTexture( glTextureType, textureGPU );
- this.setTextureParameters( glTextureType, texture );
- if ( texture.isCompressedTexture ) {
- const mipmaps = texture.mipmaps;
- const image = options.image;
- for ( let i = 0; i < mipmaps.length; i ++ ) {
- const mipmap = mipmaps[ i ];
- if ( texture.isCompressedArrayTexture ) {
- if ( texture.format !== gl.RGBA ) {
- if ( glFormat !== null ) {
- gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data );
- } else {
- console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
- }
- } else {
- gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );
- }
- } else {
- if ( glFormat !== null ) {
- gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );
- } else {
- console.warn( 'Unsupported compressed texture format' );
- }
- }
- }
- } else if ( texture.isCubeTexture ) {
- const images = options.images;
- for ( let i = 0; i < 6; i ++ ) {
- const image = getImage( images[ i ] );
- gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image );
- }
- } else if ( texture.isDataArrayTexture || texture.isDepthArrayTexture ) {
- const image = options.image;
- gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
- } else if ( texture.isData3DTexture ) {
- const image = options.image;
- gl.texSubImage3D( gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
- } else if ( texture.isVideoTexture ) {
- texture.update();
- gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image );
- } else {
- const image = getImage( options.image );
- gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image );
- }
- }
- /**
- * Generates mipmaps for the given texture.
- *
- * @param {Texture} texture - The texture.
- */
- generateMipmaps( texture ) {
- const { gl, backend } = this;
- const { textureGPU, glTextureType } = backend.get( texture );
- backend.state.bindTexture( glTextureType, textureGPU );
- gl.generateMipmap( glTextureType );
- }
- /**
- * Deallocates the render buffers of the given render target.
- *
- * @param {RenderTarget} renderTarget - The render target.
- */
- deallocateRenderBuffers( renderTarget ) {
- const { gl, backend } = this;
- // remove framebuffer reference
- if ( renderTarget ) {
- const renderContextData = backend.get( renderTarget );
- renderContextData.renderBufferStorageSetup = undefined;
- if ( renderContextData.framebuffers ) {
- for ( const cacheKey in renderContextData.framebuffers ) {
- gl.deleteFramebuffer( renderContextData.framebuffers[ cacheKey ] );
- }
- delete renderContextData.framebuffers;
- }
- if ( renderContextData.depthRenderbuffer ) {
- gl.deleteRenderbuffer( renderContextData.depthRenderbuffer );
- delete renderContextData.depthRenderbuffer;
- }
- if ( renderContextData.stencilRenderbuffer ) {
- gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer );
- delete renderContextData.stencilRenderbuffer;
- }
- if ( renderContextData.msaaFrameBuffer ) {
- gl.deleteFramebuffer( renderContextData.msaaFrameBuffer );
- delete renderContextData.msaaFrameBuffer;
- }
- if ( renderContextData.msaaRenderbuffers ) {
- for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) {
- gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] );
- }
- delete renderContextData.msaaRenderbuffers;
- }
- }
- }
- /**
- * Destroys the GPU data for the given texture object.
- *
- * @param {Texture} texture - The texture.
- */
- destroyTexture( texture ) {
- const { gl, backend } = this;
- const { textureGPU, renderTarget } = backend.get( texture );
- this.deallocateRenderBuffers( renderTarget );
- gl.deleteTexture( textureGPU );
- backend.delete( texture );
- }
- /**
- * Copies data of the given source texture to the given destination texture.
- *
- * @param {Texture} srcTexture - The source texture.
- * @param {Texture} dstTexture - The destination texture.
- * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
- * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
- * @param {number} [srcLevel=0] - The source mip level to copy from.
- * @param {number} [dstLevel=0] - The destination mip level to copy to.
- */
- copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
- const { gl, backend } = this;
- const { state } = this.backend;
- const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture );
- state.bindTexture( glTextureType, dstTextureGPU );
- // gather the necessary dimensions to copy
- let width, height, depth, minX, minY, minZ;
- let dstX, dstY, dstZ;
- const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ dstLevel ] : srcTexture.image;
- if ( srcRegion !== null ) {
- width = srcRegion.max.x - srcRegion.min.x;
- height = srcRegion.max.y - srcRegion.min.y;
- depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1;
- minX = srcRegion.min.x;
- minY = srcRegion.min.y;
- minZ = srcRegion.isBox3 ? srcRegion.min.z : 0;
- } else {
- const levelScale = Math.pow( 2, - srcLevel );
- width = Math.floor( image.width * levelScale );
- height = Math.floor( image.height * levelScale );
- if ( srcTexture.isDataArrayTexture || srcTexture.isDepthArrayTexture ) {
- depth = image.depth;
- } else if ( srcTexture.isData3DTexture ) {
- depth = Math.floor( image.depth * levelScale );
- } else {
- depth = 1;
- }
- minX = 0;
- minY = 0;
- minZ = 0;
- }
- if ( dstPosition !== null ) {
- dstX = dstPosition.x;
- dstY = dstPosition.y;
- dstZ = dstPosition.z;
- } else {
- dstX = 0;
- dstY = 0;
- dstZ = 0;
- }
- gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
- gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
- gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
- // used for copying data from cpu
- const currentUnpackRowLen = gl.getParameter( gl.UNPACK_ROW_LENGTH );
- const currentUnpackImageHeight = gl.getParameter( gl.UNPACK_IMAGE_HEIGHT );
- const currentUnpackSkipPixels = gl.getParameter( gl.UNPACK_SKIP_PIXELS );
- const currentUnpackSkipRows = gl.getParameter( gl.UNPACK_SKIP_ROWS );
- const currentUnpackSkipImages = gl.getParameter( gl.UNPACK_SKIP_IMAGES );
- gl.pixelStorei( gl.UNPACK_ROW_LENGTH, image.width );
- gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, image.height );
- gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, minX );
- gl.pixelStorei( gl.UNPACK_SKIP_ROWS, minY );
- gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, minZ );
- // set up the src texture
- const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture || dstTexture.isDepthArrayTexture;
- if ( srcTexture.isRenderTargetTexture || srcTexture.isDepthTexture ) {
- const srcTextureData = backend.get( srcTexture );
- const dstTextureData = backend.get( dstTexture );
- const srcRenderContextData = backend.get( srcTextureData.renderTarget );
- const dstRenderContextData = backend.get( dstTextureData.renderTarget );
- const srcFramebuffer = srcRenderContextData.framebuffers[ srcTextureData.cacheKey ];
- const dstFramebuffer = dstRenderContextData.framebuffers[ dstTextureData.cacheKey ];
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffer );
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, dstFramebuffer );
- let mask = gl.COLOR_BUFFER_BIT;
- if ( srcTexture.isDepthTexture ) mask = gl.DEPTH_BUFFER_BIT;
- gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, mask, gl.NEAREST );
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, null );
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );
- } else {
- if ( isDst3D ) {
- // copy data into the 3d texture
- if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
- gl.texSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );
- } else if ( dstTexture.isCompressedArrayTexture ) {
- gl.compressedTexSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );
- } else {
- gl.texSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );
- }
- } else {
- // copy data into the 2d texture
- if ( srcTexture.isDataTexture ) {
- gl.texSubImage2D( glTextureType, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data );
- } else if ( srcTexture.isCompressedTexture ) {
- gl.compressedTexSubImage2D( glTextureType, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data );
- } else {
- gl.texSubImage2D( glTextureType, dstLevel, dstX, dstY, width, height, glFormat, glType, image );
- }
- }
- }
- // reset values
- gl.pixelStorei( gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
- gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
- gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
- gl.pixelStorei( gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
- gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
- // Generate mipmaps only when copying level 0
- if ( dstLevel === 0 && dstTexture.generateMipmaps ) {
- gl.generateMipmap( glTextureType );
- }
- state.unbindTexture();
- }
- /**
- * Copies the current bound framebuffer to the given texture.
- *
- * @param {Texture} texture - The destination texture.
- * @param {RenderContext} renderContext - The render context.
- * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
- */
- copyFramebufferToTexture( texture, renderContext, rectangle ) {
- const { gl } = this;
- const { state } = this.backend;
- const { textureGPU } = this.backend.get( texture );
- const { x, y, z: width, w: height } = rectangle;
- const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 );
- const srcHeight = renderContext.renderTarget ? renderContext.renderTarget.height : this.backend.getDrawingBufferSize().y;
- if ( requireDrawFrameBuffer ) {
- const partial = ( x !== 0 || y !== 0 );
- let mask;
- let attachment;
- if ( texture.isDepthTexture === true ) {
- mask = gl.DEPTH_BUFFER_BIT;
- attachment = gl.DEPTH_ATTACHMENT;
- if ( renderContext.stencil ) {
- mask |= gl.STENCIL_BUFFER_BIT;
- }
- } else {
- mask = gl.COLOR_BUFFER_BIT;
- attachment = gl.COLOR_ATTACHMENT0;
- }
- if ( partial ) {
- const renderTargetContextData = this.backend.get( renderContext.renderTarget );
- const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
- const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
- const flippedY = srcHeight - y - height;
- gl.blitFramebuffer( x, flippedY, x + width, flippedY + height, x, flippedY, x + width, flippedY + height, mask, gl.NEAREST );
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
- state.bindTexture( gl.TEXTURE_2D, textureGPU );
- gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, flippedY, width, height );
- state.unbindTexture();
- } else {
- const fb = gl.createFramebuffer();
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
- gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 );
- gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST );
- gl.deleteFramebuffer( fb );
- }
- } else {
- state.bindTexture( gl.TEXTURE_2D, textureGPU );
- gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, srcHeight - height - y, width, height );
- state.unbindTexture();
- }
- if ( texture.generateMipmaps ) this.generateMipmaps( texture );
- this.backend._setFramebuffer( renderContext );
- }
- /**
- * SetupS storage for internal depth/stencil buffers and bind to correct framebuffer.
- *
- * @param {WebGLRenderbuffer} renderbuffer - The render buffer.
- * @param {RenderContext} renderContext - The render context.
- * @param {number} samples - The MSAA sample count.
- * @param {boolean} [useMultisampledRTT=false] - Whether to use WEBGL_multisampled_render_to_texture or not.
- */
- setupRenderBufferStorage( renderbuffer, renderContext, samples, useMultisampledRTT = false ) {
- const { gl } = this;
- const renderTarget = renderContext.renderTarget;
- const { depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget;
- gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
- if ( depthBuffer && ! stencilBuffer ) {
- let glInternalFormat = gl.DEPTH_COMPONENT24;
- if ( useMultisampledRTT === true ) {
- const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
- multisampledRTTExt.renderbufferStorageMultisampleEXT( gl.RENDERBUFFER, renderTarget.samples, glInternalFormat, width, height );
- } else if ( samples > 0 ) {
- if ( depthTexture && depthTexture.isDepthTexture ) {
- if ( depthTexture.type === gl.FLOAT ) {
- glInternalFormat = gl.DEPTH_COMPONENT32F;
- }
- }
- gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height );
- } else {
- gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height );
- }
- gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
- } else if ( depthBuffer && stencilBuffer ) {
- if ( samples > 0 ) {
- gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height );
- } else {
- gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height );
- }
- gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
- }
- }
- /**
- * Returns texture data as a typed array.
- *
- * @async
- * @param {Texture} texture - The texture to copy.
- * @param {number} x - The x coordinate of the copy origin.
- * @param {number} y - The y coordinate of the copy origin.
- * @param {number} width - The width of the copy.
- * @param {number} height - The height of the copy.
- * @param {number} faceIndex - The face index.
- * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
- */
- async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
- const { backend, gl } = this;
- const { textureGPU, glFormat, glType } = this.backend.get( texture );
- const fb = gl.createFramebuffer();
- gl.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
- const target = texture.isCubeTexture ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;
- gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, textureGPU, 0 );
- const typedArrayType = this._getTypedArrayType( glType );
- const bytesPerTexel = this._getBytesPerTexel( glType, glFormat );
- const elementCount = width * height;
- const byteLength = elementCount * bytesPerTexel;
- const buffer = gl.createBuffer();
- gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
- gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ );
- gl.readPixels( x, y, width, height, glFormat, glType, 0 );
- gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
- await backend.utils._clientWaitAsync();
- const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT );
- gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
- gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer );
- gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
- gl.deleteFramebuffer( fb );
- return dstBuffer;
- }
- /**
- * Returns the corresponding typed array type for the given WebGL data type.
- *
- * @private
- * @param {GLenum} glType - The WebGL data type.
- * @return {TypedArray.constructor} The typed array type.
- */
- _getTypedArrayType( glType ) {
- const { gl } = this;
- if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array;
- if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array;
- if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array;
- if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array;
- if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array;
- if ( glType === gl.UNSIGNED_INT ) return Uint32Array;
- if ( glType === gl.HALF_FLOAT ) return Uint16Array;
- if ( glType === gl.FLOAT ) return Float32Array;
- throw new Error( `Unsupported WebGL type: ${glType}` );
- }
- /**
- * Returns the bytes-per-texel value for the given WebGL data type and texture format.
- *
- * @private
- * @param {GLenum} glType - The WebGL data type.
- * @param {GLenum} glFormat - The WebGL texture format.
- * @return {number} The bytes-per-texel.
- */
- _getBytesPerTexel( glType, glFormat ) {
- const { gl } = this;
- let bytesPerComponent = 0;
- if ( glType === gl.UNSIGNED_BYTE ) bytesPerComponent = 1;
- if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ||
- glType === gl.UNSIGNED_SHORT_5_5_5_1 ||
- glType === gl.UNSIGNED_SHORT_5_6_5 ||
- glType === gl.UNSIGNED_SHORT ||
- glType === gl.HALF_FLOAT ) bytesPerComponent = 2;
- if ( glType === gl.UNSIGNED_INT ||
- glType === gl.FLOAT ) bytesPerComponent = 4;
- if ( glFormat === gl.RGBA ) return bytesPerComponent * 4;
- if ( glFormat === gl.RGB ) return bytesPerComponent * 3;
- if ( glFormat === gl.ALPHA ) return bytesPerComponent;
- }
- }
- /**
- * A WebGL 2 backend utility module for managing extensions.
- *
- * @private
- */
- class WebGLExtensions {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGLBackend} backend - The WebGL 2 backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGL 2 backend.
- *
- * @type {WebGLBackend}
- */
- this.backend = backend;
- /**
- * A reference to the rendering context.
- *
- * @type {WebGL2RenderingContext}
- */
- this.gl = this.backend.gl;
- /**
- * A list with all the supported WebGL extensions.
- *
- * @type {Array<string>}
- */
- this.availableExtensions = this.gl.getSupportedExtensions();
- /**
- * A dictionary with requested WebGL extensions.
- * The key is the name of the extension, the value
- * the requested extension object.
- *
- * @type {Object<string,Object>}
- */
- this.extensions = {};
- }
- /**
- * Returns the extension object for the given extension name.
- *
- * @param {string} name - The extension name.
- * @return {Object} The extension object.
- */
- get( name ) {
- let extension = this.extensions[ name ];
- if ( extension === undefined ) {
- extension = this.gl.getExtension( name );
- this.extensions[ name ] = extension;
- }
- return extension;
- }
- /**
- * Returns `true` if the requested extension is available.
- *
- * @param {string} name - The extension name.
- * @return {boolean} Whether the given extension is available or not.
- */
- has( name ) {
- return this.availableExtensions.includes( name );
- }
- }
- /**
- * A WebGL 2 backend utility module for managing the device's capabilities.
- *
- * @private
- */
- class WebGLCapabilities {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGLBackend} backend - The WebGL 2 backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGL 2 backend.
- *
- * @type {WebGLBackend}
- */
- this.backend = backend;
- /**
- * This value holds the cached max anisotropy value.
- *
- * @type {?number}
- * @default null
- */
- this.maxAnisotropy = null;
- }
- /**
- * Returns the maximum anisotropy texture filtering value. This value
- * depends on the device and is reported by the `EXT_texture_filter_anisotropic`
- * WebGL extension.
- *
- * @return {number} The maximum anisotropy texture filtering value.
- */
- getMaxAnisotropy() {
- if ( this.maxAnisotropy !== null ) return this.maxAnisotropy;
- const gl = this.backend.gl;
- const extensions = this.backend.extensions;
- if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
- const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- this.maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
- } else {
- this.maxAnisotropy = 0;
- }
- return this.maxAnisotropy;
- }
- }
- const GLFeatureName = {
- 'WEBGL_multi_draw': 'WEBGL_multi_draw',
- 'WEBGL_compressed_texture_astc': 'texture-compression-astc',
- 'WEBGL_compressed_texture_etc': 'texture-compression-etc2',
- 'WEBGL_compressed_texture_etc1': 'texture-compression-etc1',
- 'WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
- 'WEBKIT_WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
- 'WEBGL_compressed_texture_s3tc': 'texture-compression-bc',
- 'EXT_texture_compression_bptc': 'texture-compression-bptc',
- 'EXT_disjoint_timer_query_webgl2': 'timestamp-query',
- 'OVR_multiview2': 'OVR_multiview2'
- };
- class WebGLBufferRenderer {
- constructor( backend ) {
- this.gl = backend.gl;
- this.extensions = backend.extensions;
- this.info = backend.renderer.info;
- this.mode = null;
- this.index = 0;
- this.type = null;
- this.object = null;
- }
- render( start, count ) {
- const { gl, mode, object, type, info, index } = this;
- if ( index !== 0 ) {
- gl.drawElements( mode, count, type, start );
- } else {
- gl.drawArrays( mode, start, count );
- }
- info.update( object, count, 1 );
- }
- renderInstances( start, count, primcount ) {
- const { gl, mode, type, index, object, info } = this;
- if ( primcount === 0 ) return;
- if ( index !== 0 ) {
- gl.drawElementsInstanced( mode, count, type, start, primcount );
- } else {
- gl.drawArraysInstanced( mode, start, count, primcount );
- }
- info.update( object, count, primcount );
- }
- renderMultiDraw( starts, counts, drawCount ) {
- const { extensions, mode, object, info } = this;
- if ( drawCount === 0 ) return;
- const extension = extensions.get( 'WEBGL_multi_draw' );
- if ( extension === null ) {
- for ( let i = 0; i < drawCount; i ++ ) {
- this.render( starts[ i ], counts[ i ] );
- }
- } else {
- if ( this.index !== 0 ) {
- extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount );
- } else {
- extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );
- }
- let elementCount = 0;
- for ( let i = 0; i < drawCount; i ++ ) {
- elementCount += counts[ i ];
- }
- info.update( object, elementCount, 1 );
- }
- }
- renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
- const { extensions, mode, object, info } = this;
- if ( drawCount === 0 ) return;
- const extension = extensions.get( 'WEBGL_multi_draw' );
- if ( extension === null ) {
- for ( let i = 0; i < drawCount; i ++ ) {
- this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] );
- }
- } else {
- if ( this.index !== 0 ) {
- extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount );
- } else {
- extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );
- }
- let elementCount = 0;
- for ( let i = 0; i < drawCount; i ++ ) {
- elementCount += counts[ i ] * primcount[ i ];
- }
- info.update( object, elementCount, 1 );
- }
- }
- //
- }
- /**
- * Abstract base class of a timestamp query pool.
- *
- * @abstract
- */
- class TimestampQueryPool {
- /**
- * Creates a new timestamp query pool.
- *
- * @param {number} [maxQueries=256] - Maximum number of queries this pool can hold.
- */
- constructor( maxQueries = 256 ) {
- /**
- * Whether to track timestamps or not.
- *
- * @type {boolean}
- * @default true
- */
- this.trackTimestamp = true;
- /**
- * Maximum number of queries this pool can hold.
- *
- * @type {number}
- * @default 256
- */
- this.maxQueries = maxQueries;
- /**
- * How many queries allocated so far.
- *
- * @type {number}
- * @default 0
- */
- this.currentQueryIndex = 0;
- /**
- * Tracks offsets for different contexts.
- *
- * @type {Map<string, number>}
- */
- this.queryOffsets = new Map();
- /**
- * Whether the pool has been disposed or not.
- *
- * @type {boolean}
- * @default false
- */
- this.isDisposed = false;
- /**
- * TODO
- *
- * @type {number}
- * @default 0
- */
- this.lastValue = 0;
- /**
- * TODO
- *
- * @type {boolean}
- * @default false
- */
- this.pendingResolve = false;
- }
- /**
- * Allocate queries for a specific renderContext.
- *
- * @abstract
- * @param {Object} renderContext - The render context to allocate queries for.
- * @returns {?number}
- */
- allocateQueriesForContext( /* renderContext */ ) {}
- /**
- * Resolve all timestamps and return data (or process them).
- *
- * @abstract
- * @async
- * @returns {Promise<number>|number} The resolved timestamp value.
- */
- async resolveQueriesAsync() {}
- /**
- * Dispose of the query pool.
- *
- * @abstract
- */
- dispose() {}
- }
- /**
- * Manages a pool of WebGL timestamp queries for performance measurement.
- * Handles creation, execution, and resolution of timer queries using WebGL extensions.
- *
- * @augments TimestampQueryPool
- */
- class WebGLTimestampQueryPool extends TimestampQueryPool {
- /**
- * Creates a new WebGL timestamp query pool.
- *
- * @param {WebGLRenderingContext|WebGL2RenderingContext} gl - The WebGL context.
- * @param {string} type - The type identifier for this query pool.
- * @param {number} [maxQueries=2048] - Maximum number of queries this pool can hold.
- */
- constructor( gl, type, maxQueries = 2048 ) {
- super( maxQueries );
- this.gl = gl;
- this.type = type;
- // Check for timer query extensions
- this.ext = gl.getExtension( 'EXT_disjoint_timer_query_webgl2' ) ||
- gl.getExtension( 'EXT_disjoint_timer_query' );
- if ( ! this.ext ) {
- console.warn( 'EXT_disjoint_timer_query not supported; timestamps will be disabled.' );
- this.trackTimestamp = false;
- return;
- }
- // Create query objects
- this.queries = [];
- for ( let i = 0; i < this.maxQueries; i ++ ) {
- this.queries.push( gl.createQuery() );
- }
- this.activeQuery = null;
- this.queryStates = new Map(); // Track state of each query: 'inactive', 'started', 'ended'
- }
- /**
- * Allocates a pair of queries for a given render context.
- *
- * @param {Object} renderContext - The render context to allocate queries for.
- * @returns {?number} The base offset for the allocated queries, or null if allocation failed.
- */
- allocateQueriesForContext( renderContext ) {
- if ( ! this.trackTimestamp ) return null;
- // Check if we have enough space for a new query pair
- if ( this.currentQueryIndex + 2 > this.maxQueries ) {
- warnOnce( `WebGPUTimestampQueryPool [${ this.type }]: Maximum number of queries exceeded, when using trackTimestamp it is necessary to resolves the queries via renderer.resolveTimestampsAsync( THREE.TimestampQuery.${ this.type.toUpperCase() } ).` );
- return null;
- }
- const baseOffset = this.currentQueryIndex;
- this.currentQueryIndex += 2;
- // Initialize query states
- this.queryStates.set( baseOffset, 'inactive' );
- this.queryOffsets.set( renderContext.id, baseOffset );
- return baseOffset;
- }
- /**
- * Begins a timestamp query for the specified render context.
- *
- * @param {Object} renderContext - The render context to begin timing for.
- */
- beginQuery( renderContext ) {
- if ( ! this.trackTimestamp || this.isDisposed ) {
- return;
- }
- const baseOffset = this.queryOffsets.get( renderContext.id );
- if ( baseOffset == null ) {
- return;
- }
- // Don't start a new query if there's an active one
- if ( this.activeQuery !== null ) {
- return;
- }
- const query = this.queries[ baseOffset ];
- if ( ! query ) {
- return;
- }
- try {
- // Only begin if query is inactive
- if ( this.queryStates.get( baseOffset ) === 'inactive' ) {
- this.gl.beginQuery( this.ext.TIME_ELAPSED_EXT, query );
- this.activeQuery = baseOffset;
- this.queryStates.set( baseOffset, 'started' );
- }
- } catch ( error ) {
- console.error( 'Error in beginQuery:', error );
- this.activeQuery = null;
- this.queryStates.set( baseOffset, 'inactive' );
- }
- }
- /**
- * Ends the active timestamp query for the specified render context.
- *
- * @param {Object} renderContext - The render context to end timing for.
- * @param {string} renderContext.id - Unique identifier for the render context.
- */
- endQuery( renderContext ) {
- if ( ! this.trackTimestamp || this.isDisposed ) {
- return;
- }
- const baseOffset = this.queryOffsets.get( renderContext.id );
- if ( baseOffset == null ) {
- return;
- }
- // Only end if this is the active query
- if ( this.activeQuery !== baseOffset ) {
- return;
- }
- try {
- this.gl.endQuery( this.ext.TIME_ELAPSED_EXT );
- this.queryStates.set( baseOffset, 'ended' );
- this.activeQuery = null;
- } catch ( error ) {
- console.error( 'Error in endQuery:', error );
- // Reset state on error
- this.queryStates.set( baseOffset, 'inactive' );
- this.activeQuery = null;
- }
- }
- /**
- * Asynchronously resolves all completed queries and returns the total duration.
- *
- * @async
- * @returns {Promise<number>} The total duration in milliseconds, or the last valid value if resolution fails.
- */
- async resolveQueriesAsync() {
- if ( ! this.trackTimestamp || this.pendingResolve ) {
- return this.lastValue;
- }
- this.pendingResolve = true;
- try {
- // Wait for all ended queries to complete
- const resolvePromises = [];
- for ( const [ baseOffset, state ] of this.queryStates ) {
- if ( state === 'ended' ) {
- const query = this.queries[ baseOffset ];
- resolvePromises.push( this.resolveQuery( query ) );
- }
- }
- if ( resolvePromises.length === 0 ) {
- return this.lastValue;
- }
- const results = await Promise.all( resolvePromises );
- const totalDuration = results.reduce( ( acc, val ) => acc + val, 0 );
- // Store the last valid result
- this.lastValue = totalDuration;
- // Reset states
- this.currentQueryIndex = 0;
- this.queryOffsets.clear();
- this.queryStates.clear();
- this.activeQuery = null;
- return totalDuration;
- } catch ( error ) {
- console.error( 'Error resolving queries:', error );
- return this.lastValue;
- } finally {
- this.pendingResolve = false;
- }
- }
- /**
- * Resolves a single query, checking for completion and disjoint operation.
- *
- * @async
- * @param {WebGLQuery} query - The query object to resolve.
- * @returns {Promise<number>} The elapsed time in milliseconds.
- */
- async resolveQuery( query ) {
- return new Promise( ( resolve ) => {
- if ( this.isDisposed ) {
- resolve( this.lastValue );
- return;
- }
- let timeoutId;
- let isResolved = false;
- const cleanup = () => {
- if ( timeoutId ) {
- clearTimeout( timeoutId );
- timeoutId = null;
- }
- };
- const finalizeResolution = ( value ) => {
- if ( ! isResolved ) {
- isResolved = true;
- cleanup();
- resolve( value );
- }
- };
- const checkQuery = () => {
- if ( this.isDisposed ) {
- finalizeResolution( this.lastValue );
- return;
- }
- try {
- // Check if the GPU timer was disjoint (i.e., timing was unreliable)
- const disjoint = this.gl.getParameter( this.ext.GPU_DISJOINT_EXT );
- if ( disjoint ) {
- finalizeResolution( this.lastValue );
- return;
- }
- const available = this.gl.getQueryParameter( query, this.gl.QUERY_RESULT_AVAILABLE );
- if ( ! available ) {
- timeoutId = setTimeout( checkQuery, 1 );
- return;
- }
- const elapsed = this.gl.getQueryParameter( query, this.gl.QUERY_RESULT );
- resolve( Number( elapsed ) / 1e6 ); // Convert nanoseconds to milliseconds
- } catch ( error ) {
- console.error( 'Error checking query:', error );
- resolve( this.lastValue );
- }
- };
- checkQuery();
- } );
- }
- /**
- * Releases all resources held by this query pool.
- * This includes deleting all query objects and clearing internal state.
- */
- dispose() {
- if ( this.isDisposed ) {
- return;
- }
- this.isDisposed = true;
- if ( ! this.trackTimestamp ) return;
- for ( const query of this.queries ) {
- this.gl.deleteQuery( query );
- }
- this.queries = [];
- this.queryStates.clear();
- this.queryOffsets.clear();
- this.lastValue = 0;
- this.activeQuery = null;
- }
- }
- /**
- * A backend implementation targeting WebGL 2.
- *
- * @private
- * @augments Backend
- */
- class WebGLBackend extends Backend {
- /**
- * WebGLBackend options.
- *
- * @typedef {Object} WebGLBackend~Options
- * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
- * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
- * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
- * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
- * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
- * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
- * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
- * @property {WebGL2RenderingContext} [context=undefined] - A WebGL 2 rendering context.
- */
- /**
- * Constructs a new WebGPU backend.
- *
- * @param {WebGLBackend~Options} [parameters] - The configuration parameter.
- */
- constructor( parameters = {} ) {
- super( parameters );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWebGLBackend = true;
- /**
- * A reference to a backend module holding shader attribute-related
- * utility functions.
- *
- * @type {?WebGLAttributeUtils}
- * @default null
- */
- this.attributeUtils = null;
- /**
- * A reference to a backend module holding extension-related
- * utility functions.
- *
- * @type {?WebGLExtensions}
- * @default null
- */
- this.extensions = null;
- /**
- * A reference to a backend module holding capability-related
- * utility functions.
- *
- * @type {?WebGLCapabilities}
- * @default null
- */
- this.capabilities = null;
- /**
- * A reference to a backend module holding texture-related
- * utility functions.
- *
- * @type {?WebGLTextureUtils}
- * @default null
- */
- this.textureUtils = null;
- /**
- * A reference to a backend module holding renderer-related
- * utility functions.
- *
- * @type {?WebGLBufferRenderer}
- * @default null
- */
- this.bufferRenderer = null;
- /**
- * A reference to the rendering context.
- *
- * @type {?WebGL2RenderingContext}
- * @default null
- */
- this.gl = null;
- /**
- * A reference to a backend module holding state-related
- * utility functions.
- *
- * @type {?WebGLState}
- * @default null
- */
- this.state = null;
- /**
- * A reference to a backend module holding common
- * utility functions.
- *
- * @type {?WebGLUtils}
- * @default null
- */
- this.utils = null;
- /**
- * Dictionary for caching VAOs.
- *
- * @type {Object<string,WebGLVertexArrayObject>}
- */
- this.vaoCache = {};
- /**
- * Dictionary for caching transform feedback objects.
- *
- * @type {Object<string,WebGLTransformFeedback>}
- */
- this.transformFeedbackCache = {};
- /**
- * Controls if `gl.RASTERIZER_DISCARD` should be enabled or not.
- * Only relevant when using compute shaders.
- *
- * @type {boolean}
- * @default false
- */
- this.discard = false;
- /**
- * A reference to the `EXT_disjoint_timer_query_webgl2` extension. `null` if the
- * device does not support the extension.
- *
- * @type {?EXTDisjointTimerQueryWebGL2}
- * @default null
- */
- this.disjoint = null;
- /**
- * A reference to the `KHR_parallel_shader_compile` extension. `null` if the
- * device does not support the extension.
- *
- * @type {?KHRParallelShaderCompile}
- * @default null
- */
- this.parallel = null;
- /**
- * A reference to the current render context.
- *
- * @private
- * @type {RenderContext}
- * @default null
- */
- this._currentContext = null;
- /**
- * A unique collection of bindings.
- *
- * @private
- * @type {WeakSet}
- */
- this._knownBindings = new WeakSet();
- /**
- * Whether the device supports framebuffers invalidation or not.
- *
- * @private
- * @type {boolean}
- */
- this._supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );
- /**
- * The target framebuffer when rendering with
- * the WebXR device API.
- *
- * @private
- * @type {WebGLFramebuffer}
- * @default null
- */
- this._xrFramebuffer = null;
- }
- /**
- * Initializes the backend so it is ready for usage.
- *
- * @param {Renderer} renderer - The renderer.
- */
- init( renderer ) {
- super.init( renderer );
- //
- const parameters = this.parameters;
- const contextAttributes = {
- antialias: renderer.samples > 0,
- alpha: true, // always true for performance reasons
- depth: renderer.depth,
- stencil: renderer.stencil
- };
- const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2', contextAttributes );
- function onContextLost( event ) {
- event.preventDefault();
- const contextLossInfo = {
- api: 'WebGL',
- message: event.statusMessage || 'Unknown reason',
- reason: null,
- originalEvent: event
- };
- renderer.onDeviceLost( contextLossInfo );
- }
- this._onContextLost = onContextLost;
- renderer.domElement.addEventListener( 'webglcontextlost', onContextLost, false );
- this.gl = glContext;
- this.extensions = new WebGLExtensions( this );
- this.capabilities = new WebGLCapabilities( this );
- this.attributeUtils = new WebGLAttributeUtils( this );
- this.textureUtils = new WebGLTextureUtils( this );
- this.bufferRenderer = new WebGLBufferRenderer( this );
- this.state = new WebGLState( this );
- this.utils = new WebGLUtils( this );
- this.extensions.get( 'EXT_color_buffer_float' );
- this.extensions.get( 'WEBGL_clip_cull_distance' );
- this.extensions.get( 'OES_texture_float_linear' );
- this.extensions.get( 'EXT_color_buffer_half_float' );
- this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
- this.extensions.get( 'WEBGL_render_shared_exponent' );
- this.extensions.get( 'WEBGL_multi_draw' );
- this.extensions.get( 'OVR_multiview2' );
- this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
- this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
- }
- /**
- * The coordinate system of the backend.
- *
- * @type {number}
- * @readonly
- */
- get coordinateSystem() {
- return WebGLCoordinateSystem;
- }
- /**
- * This method performs a readback operation by moving buffer data from
- * a storage buffer attribute from the GPU to the CPU.
- *
- * @async
- * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
- * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
- */
- async getArrayBufferAsync( attribute ) {
- return await this.attributeUtils.getArrayBufferAsync( attribute );
- }
- /**
- * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
- * the CPU waits for the GPU to complete its operation (e.g. a compute task).
- *
- * @async
- * @return {Promise} A Promise that resolves when synchronization has been finished.
- */
- async waitForGPU() {
- await this.utils._clientWaitAsync();
- }
- /**
- * Ensures the backend is XR compatible.
- *
- * @async
- * @return {Promise} A Promise that resolve when the renderer is XR compatible.
- */
- async makeXRCompatible() {
- const attributes = this.gl.getContextAttributes();
- if ( attributes.xrCompatible !== true ) {
- await this.gl.makeXRCompatible();
- }
- }
- /**
- * Sets the XR rendering destination.
- *
- * @param {WebGLFramebuffer} xrFramebuffer - The XR framebuffer.
- */
- setXRTarget( xrFramebuffer ) {
- this._xrFramebuffer = xrFramebuffer;
- }
- /**
- * Configures the given XR render target with external textures.
- *
- * This method is only relevant when using the WebXR Layers API.
- *
- * @param {XRRenderTarget} renderTarget - The XR render target.
- * @param {WebGLTexture} colorTexture - A native color texture.
- * @param {?WebGLTexture} [depthTexture=null] - A native depth texture.
- */
- setXRRenderTargetTextures( renderTarget, colorTexture, depthTexture = null ) {
- const gl = this.gl;
- this.set( renderTarget.texture, { textureGPU: colorTexture, glInternalFormat: gl.RGBA8 } ); // see #24698 why RGBA8 and not SRGB8_ALPHA8 is used
- if ( depthTexture !== null ) {
- const glInternalFormat = renderTarget.stencilBuffer ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
- this.set( renderTarget.depthTexture, { textureGPU: depthTexture, glInternalFormat: glInternalFormat } );
- // The multisample_render_to_texture extension doesn't work properly if there
- // are midframe flushes and an external depth texture.
- if ( ( this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) && renderTarget.autoAllocateDepthBuffer === true && renderTarget.multiview === false ) {
- console.warn( 'THREE.WebGLBackend: Render-to-texture extension was disabled because an external texture was provided' );
- }
- renderTarget.autoAllocateDepthBuffer = false;
- }
- }
- /**
- * Inits a time stamp query for the given render context.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- initTimestampQuery( renderContext ) {
- if ( ! this.disjoint || ! this.trackTimestamp ) return;
- const type = renderContext.isComputeNode ? 'compute' : 'render';
- if ( ! this.timestampQueryPool[ type ] ) {
- // TODO: Variable maxQueries?
- this.timestampQueryPool[ type ] = new WebGLTimestampQueryPool( this.gl, type, 2048 );
- }
- const timestampQueryPool = this.timestampQueryPool[ type ];
- const baseOffset = timestampQueryPool.allocateQueriesForContext( renderContext );
- if ( baseOffset !== null ) {
- timestampQueryPool.beginQuery( renderContext );
- }
- }
- // timestamp utils
- /**
- * Prepares the timestamp buffer.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- prepareTimestampBuffer( renderContext ) {
- if ( ! this.disjoint || ! this.trackTimestamp ) return;
- const type = renderContext.isComputeNode ? 'compute' : 'render';
- const timestampQueryPool = this.timestampQueryPool[ type ];
- timestampQueryPool.endQuery( renderContext );
- }
- /**
- * Returns the backend's rendering context.
- *
- * @return {WebGL2RenderingContext} The rendering context.
- */
- getContext() {
- return this.gl;
- }
- /**
- * This method is executed at the beginning of a render call and prepares
- * the WebGL state for upcoming render calls
- *
- * @param {RenderContext} renderContext - The render context.
- */
- beginRender( renderContext ) {
- const { state, gl } = this;
- const renderContextData = this.get( renderContext );
- //
- if ( renderContext.viewport ) {
- this.updateViewport( renderContext );
- } else {
- state.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
- }
- if ( renderContext.scissor ) {
- const { x, y, width, height } = renderContext.scissorValue;
- state.scissor( x, renderContext.height - height - y, width, height );
- }
- //
- this.initTimestampQuery( renderContext );
- renderContextData.previousContext = this._currentContext;
- this._currentContext = renderContext;
- this._setFramebuffer( renderContext );
- this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
- const occlusionQueryCount = renderContext.occlusionQueryCount;
- if ( occlusionQueryCount > 0 ) {
- // Get a reference to the array of objects with queries. The renderContextData property
- // can be changed by another render pass before the async reading of all previous queries complete
- renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
- renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
- renderContextData.lastOcclusionObject = null;
- renderContextData.occlusionQueries = new Array( occlusionQueryCount );
- renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
- renderContextData.occlusionQueryIndex = 0;
- }
- }
- /**
- * This method is executed at the end of a render call and finalizes work
- * after draw calls.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- finishRender( renderContext ) {
- const { gl, state } = this;
- const renderContextData = this.get( renderContext );
- const previousContext = renderContextData.previousContext;
- state.resetVertexState();
- const occlusionQueryCount = renderContext.occlusionQueryCount;
- if ( occlusionQueryCount > 0 ) {
- if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
- gl.endQuery( gl.ANY_SAMPLES_PASSED );
- }
- this.resolveOccludedAsync( renderContext );
- }
- const textures = renderContext.textures;
- if ( textures !== null ) {
- for ( let i = 0; i < textures.length; i ++ ) {
- const texture = textures[ i ];
- if ( texture.generateMipmaps ) {
- this.generateMipmaps( texture );
- }
- }
- }
- this._currentContext = previousContext;
- if ( renderContext.textures !== null && renderContext.renderTarget ) {
- const renderTargetContextData = this.get( renderContext.renderTarget );
- const { samples } = renderContext.renderTarget;
- if ( samples > 0 && this._useMultisampledExtension( renderContext.renderTarget ) === false ) {
- const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
- const mask = gl.COLOR_BUFFER_BIT;
- const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
- const textures = renderContext.textures;
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
- for ( let i = 0; i < textures.length; i ++ ) {
- // TODO Add support for MRT
- if ( renderContext.scissor ) {
- const { x, y, width, height } = renderContext.scissorValue;
- const viewY = renderContext.height - height - y;
- gl.blitFramebuffer( x, viewY, x + width, viewY + height, x, viewY, x + width, viewY + height, mask, gl.NEAREST );
- if ( this._supportsInvalidateFramebuffer === true ) {
- gl.invalidateSubFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray, x, viewY, width, height );
- }
- } else {
- gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
- if ( this._supportsInvalidateFramebuffer === true ) {
- gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
- }
- }
- }
- }
- }
- if ( previousContext !== null ) {
- this._setFramebuffer( previousContext );
- if ( previousContext.viewport ) {
- this.updateViewport( previousContext );
- } else {
- state.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
- }
- }
- this.prepareTimestampBuffer( renderContext );
- }
- /**
- * This method processes the result of occlusion queries and writes it
- * into render context data.
- *
- * @async
- * @param {RenderContext} renderContext - The render context.
- */
- resolveOccludedAsync( renderContext ) {
- const renderContextData = this.get( renderContext );
- // handle occlusion query results
- const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
- if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
- const occluded = new WeakSet();
- const { gl } = this;
- renderContextData.currentOcclusionQueryObjects = null;
- renderContextData.currentOcclusionQueries = null;
- const check = () => {
- let completed = 0;
- // check all queries and requeue as appropriate
- for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
- const query = currentOcclusionQueries[ i ];
- if ( query === null ) continue;
- if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
- if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) === 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
- currentOcclusionQueries[ i ] = null;
- gl.deleteQuery( query );
- completed ++;
- }
- }
- if ( completed < currentOcclusionQueries.length ) {
- requestAnimationFrame( check );
- } else {
- renderContextData.occluded = occluded;
- }
- };
- check();
- }
- }
- /**
- * Returns `true` if the given 3D object is fully occluded by other
- * 3D objects in the scene.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {Object3D} object - The 3D object to test.
- * @return {boolean} Whether the 3D object is fully occluded or not.
- */
- isOccluded( renderContext, object ) {
- const renderContextData = this.get( renderContext );
- return renderContextData.occluded && renderContextData.occluded.has( object );
- }
- /**
- * Updates the viewport with the values from the given render context.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- updateViewport( renderContext ) {
- const { state } = this;
- const { x, y, width, height } = renderContext.viewportValue;
- state.viewport( x, renderContext.height - height - y, width, height );
- }
- /**
- * Defines the scissor test.
- *
- * @param {boolean} boolean - Whether the scissor test should be enabled or not.
- */
- setScissorTest( boolean ) {
- const state = this.state;
- state.setScissorTest( boolean );
- }
- /**
- * Returns the clear color and alpha into a single
- * color object.
- *
- * @return {Color4} The clear color.
- */
- getClearColor() {
- const clearColor = super.getClearColor();
- // Since the canvas is always created with alpha: true,
- // WebGL must always premultiply the clear color.
- clearColor.r *= clearColor.a;
- clearColor.g *= clearColor.a;
- clearColor.b *= clearColor.a;
- return clearColor;
- }
- /**
- * Performs a clear operation.
- *
- * @param {boolean} color - Whether the color buffer should be cleared or not.
- * @param {boolean} depth - Whether the depth buffer should be cleared or not.
- * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
- * @param {?Object} [descriptor=null] - The render context of the current set render target.
- * @param {boolean} [setFrameBuffer=true] - TODO.
- */
- clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
- const { gl, renderer } = this;
- if ( descriptor === null ) {
- const clearColor = this.getClearColor();
- descriptor = {
- textures: null,
- clearColorValue: clearColor
- };
- }
- //
- let clear = 0;
- if ( color ) clear |= gl.COLOR_BUFFER_BIT;
- if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
- if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
- if ( clear !== 0 ) {
- let clearColor;
- if ( descriptor.clearColorValue ) {
- clearColor = descriptor.clearColorValue;
- } else {
- clearColor = this.getClearColor();
- }
- const clearDepth = renderer.getClearDepth();
- const clearStencil = renderer.getClearStencil();
- if ( depth ) this.state.setDepthMask( true );
- if ( descriptor.textures === null ) {
- gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
- gl.clear( clear );
- } else {
- if ( setFrameBuffer ) this._setFramebuffer( descriptor );
- if ( color ) {
- for ( let i = 0; i < descriptor.textures.length; i ++ ) {
- if ( i === 0 ) {
- gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
- } else {
- gl.clearBufferfv( gl.COLOR, i, [ 0, 0, 0, 1 ] );
- }
- }
- }
- if ( depth && stencil ) {
- gl.clearBufferfi( gl.DEPTH_STENCIL, 0, clearDepth, clearStencil );
- } else if ( depth ) {
- gl.clearBufferfv( gl.DEPTH, 0, [ clearDepth ] );
- } else if ( stencil ) {
- gl.clearBufferiv( gl.STENCIL, 0, [ clearStencil ] );
- }
- }
- }
- }
- /**
- * This method is executed at the beginning of a compute call and
- * prepares the state for upcoming compute tasks.
- *
- * @param {Node|Array<Node>} computeGroup - The compute node(s).
- */
- beginCompute( computeGroup ) {
- const { state, gl } = this;
- state.bindFramebuffer( gl.FRAMEBUFFER, null );
- this.initTimestampQuery( computeGroup );
- }
- /**
- * Executes a compute command for the given compute node.
- *
- * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
- * @param {Node} computeNode - The compute node.
- * @param {Array<BindGroup>} bindings - The bindings.
- * @param {ComputePipeline} pipeline - The compute pipeline.
- */
- compute( computeGroup, computeNode, bindings, pipeline ) {
- const { state, gl } = this;
- if ( this.discard === false ) {
- // required here to handle async behaviour of render.compute()
- gl.enable( gl.RASTERIZER_DISCARD );
- this.discard = true;
- }
- const { programGPU, transformBuffers, attributes } = this.get( pipeline );
- const vaoKey = this._getVaoKey( attributes );
- const vaoGPU = this.vaoCache[ vaoKey ];
- if ( vaoGPU === undefined ) {
- this._createVao( attributes );
- } else {
- state.setVertexState( vaoGPU );
- }
- state.useProgram( programGPU );
- this._bindUniforms( bindings );
- const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
- gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
- gl.beginTransformFeedback( gl.POINTS );
- if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
- gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
- } else {
- gl.drawArrays( gl.POINTS, 0, computeNode.count );
- }
- gl.endTransformFeedback();
- gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
- // switch active buffers
- for ( let i = 0; i < transformBuffers.length; i ++ ) {
- const dualAttributeData = transformBuffers[ i ];
- if ( dualAttributeData.pbo ) {
- this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
- }
- dualAttributeData.switchBuffers();
- }
- }
- /**
- * This method is executed at the end of a compute call and
- * finalizes work after compute tasks.
- *
- * @param {Node|Array<Node>} computeGroup - The compute node(s).
- */
- finishCompute( computeGroup ) {
- const gl = this.gl;
- this.discard = false;
- gl.disable( gl.RASTERIZER_DISCARD );
- this.prepareTimestampBuffer( computeGroup );
- if ( this._currentContext ) {
- this._setFramebuffer( this._currentContext );
- }
- }
- /**
- * Internal to determine if the current render target is a render target array with depth 2D array texture.
- *
- * @param {RenderContext} renderContext - The render context.
- * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
- *
- * @private
- */
- _isRenderCameraDepthArray( renderContext ) {
- return renderContext.depthTexture && renderContext.depthTexture.isDepthArrayTexture && renderContext.camera.isArrayCamera;
- }
- /**
- * Executes a draw command for the given render object.
- *
- * @param {RenderObject} renderObject - The render object to draw.
- * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
- */
- draw( renderObject/*, info*/ ) {
- const { object, pipeline, material, context, hardwareClippingPlanes } = renderObject;
- const { programGPU } = this.get( pipeline );
- const { gl, state } = this;
- const contextData = this.get( context );
- const drawParams = renderObject.getDrawParameters();
- if ( drawParams === null ) return;
- //
- this._bindUniforms( renderObject.getBindings() );
- const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
- state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );
- state.useProgram( programGPU );
- // vertex state
- const renderObjectData = this.get( renderObject );
- let vaoGPU = renderObjectData.staticVao;
- if ( vaoGPU === undefined || renderObjectData.geometryId !== renderObject.geometry.id ) {
- const vaoKey = this._getVaoKey( renderObject.getAttributes() );
- vaoGPU = this.vaoCache[ vaoKey ];
- if ( vaoGPU === undefined ) {
- let staticVao;
- ( { vaoGPU, staticVao } = this._createVao( renderObject.getAttributes() ) );
- if ( staticVao ) {
- renderObjectData.staticVao = vaoGPU;
- renderObjectData.geometryId = renderObject.geometry.id;
- }
- }
- }
- const index = renderObject.getIndex();
- const indexGPU = ( index !== null ) ? this.get( index ).bufferGPU : null;
- state.setVertexState( vaoGPU, indexGPU );
- //
- const lastObject = contextData.lastOcclusionObject;
- if ( lastObject !== object && lastObject !== undefined ) {
- if ( lastObject !== null && lastObject.occlusionTest === true ) {
- gl.endQuery( gl.ANY_SAMPLES_PASSED );
- contextData.occlusionQueryIndex ++;
- }
- if ( object.occlusionTest === true ) {
- const query = gl.createQuery();
- gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
- contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
- contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
- }
- contextData.lastOcclusionObject = object;
- }
- //
- const renderer = this.bufferRenderer;
- if ( object.isPoints ) renderer.mode = gl.POINTS;
- else if ( object.isLineSegments ) renderer.mode = gl.LINES;
- else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
- else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
- else {
- if ( material.wireframe === true ) {
- state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
- renderer.mode = gl.LINES;
- } else {
- renderer.mode = gl.TRIANGLES;
- }
- }
- //
- const { vertexCount, instanceCount } = drawParams;
- let { firstVertex } = drawParams;
- renderer.object = object;
- if ( index !== null ) {
- firstVertex *= index.array.BYTES_PER_ELEMENT;
- const indexData = this.get( index );
- renderer.index = index.count;
- renderer.type = indexData.type;
- } else {
- renderer.index = 0;
- }
- const draw = () => {
- if ( object.isBatchedMesh ) {
- if ( object._multiDrawInstances !== null ) {
- // @deprecated, r174
- warnOnce( 'THREE.WebGLBackend: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );
- renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
- } else if ( ! this.hasFeature( 'WEBGL_multi_draw' ) ) {
- warnOnce( 'THREE.WebGLRenderer: WEBGL_multi_draw not supported.' );
- } else {
- renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
- }
- } else if ( instanceCount > 1 ) {
- renderer.renderInstances( firstVertex, vertexCount, instanceCount );
- } else {
- renderer.render( firstVertex, vertexCount );
- }
- };
- if ( renderObject.camera.isArrayCamera === true && renderObject.camera.cameras.length > 0 && renderObject.camera.isMultiViewCamera === false ) {
- const cameraData = this.get( renderObject.camera );
- const cameras = renderObject.camera.cameras;
- const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' ).bindings[ 0 ];
- if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {
- const data = new Uint32Array( [ 0, 0, 0, 0 ] );
- const indexesGPU = [];
- for ( let i = 0, len = cameras.length; i < len; i ++ ) {
- const bufferGPU = gl.createBuffer();
- data[ 0 ] = i;
- gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
- gl.bufferData( gl.UNIFORM_BUFFER, data, gl.STATIC_DRAW );
- indexesGPU.push( bufferGPU );
- }
- cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this
- }
- const cameraIndexData = this.get( cameraIndex );
- const pixelRatio = this.renderer.getPixelRatio();
- const renderTarget = this._currentContext.renderTarget;
- const isRenderCameraDepthArray = this._isRenderCameraDepthArray( this._currentContext );
- const prevActiveCubeFace = this._currentContext.activeCubeFace;
- if ( isRenderCameraDepthArray ) {
- // Clear the depth texture
- const textureData = this.get( renderTarget.depthTexture );
- if ( textureData.clearedRenderId !== this.renderer._nodes.nodeFrame.renderId ) {
- textureData.clearedRenderId = this.renderer._nodes.nodeFrame.renderId;
- const { stencilBuffer } = renderTarget;
- for ( let i = 0, len = cameras.length; i < len; i ++ ) {
- this.renderer._activeCubeFace = i;
- this._currentContext.activeCubeFace = i;
- this._setFramebuffer( this._currentContext );
- this.clear( false, true, stencilBuffer, this._currentContext, false );
- }
- this.renderer._activeCubeFace = prevActiveCubeFace;
- this._currentContext.activeCubeFace = prevActiveCubeFace;
- }
- }
- for ( let i = 0, len = cameras.length; i < len; i ++ ) {
- const subCamera = cameras[ i ];
- if ( object.layers.test( subCamera.layers ) ) {
- if ( isRenderCameraDepthArray ) {
- // Update the active layer
- this.renderer._activeCubeFace = i;
- this._currentContext.activeCubeFace = i;
- this._setFramebuffer( this._currentContext );
- }
- const vp = subCamera.viewport;
- if ( vp !== undefined ) {
- const x = vp.x * pixelRatio;
- const y = vp.y * pixelRatio;
- const width = vp.width * pixelRatio;
- const height = vp.height * pixelRatio;
- state.viewport(
- Math.floor( x ),
- Math.floor( renderObject.context.height - height - y ),
- Math.floor( width ),
- Math.floor( height )
- );
- }
- state.bindBufferBase( gl.UNIFORM_BUFFER, cameraIndexData.index, cameraData.indexesGPU[ i ] );
- draw();
- }
- this._currentContext.activeCubeFace = prevActiveCubeFace;
- this.renderer._activeCubeFace = prevActiveCubeFace;
- }
- } else {
- draw();
- }
- }
- /**
- * Explain why always null is returned.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {boolean} Whether the render pipeline requires an update or not.
- */
- needsRenderUpdate( /*renderObject*/ ) {
- return false;
- }
- /**
- * Explain why no cache key is computed.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {string} The cache key.
- */
- getRenderCacheKey( /*renderObject*/ ) {
- return '';
- }
- // textures
- /**
- * Creates a default texture for the given texture that can be used
- * as a placeholder until the actual texture is ready for usage.
- *
- * @param {Texture} texture - The texture to create a default texture for.
- */
- createDefaultTexture( texture ) {
- this.textureUtils.createDefaultTexture( texture );
- }
- /**
- * Defines a texture on the GPU for the given texture object.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- createTexture( texture, options ) {
- this.textureUtils.createTexture( texture, options );
- }
- /**
- * Uploads the updated texture data to the GPU.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- updateTexture( texture, options ) {
- this.textureUtils.updateTexture( texture, options );
- }
- /**
- * Generates mipmaps for the given texture.
- *
- * @param {Texture} texture - The texture.
- */
- generateMipmaps( texture ) {
- this.textureUtils.generateMipmaps( texture );
- }
- /**
- * Destroys the GPU data for the given texture object.
- *
- * @param {Texture} texture - The texture.
- */
- destroyTexture( texture ) {
- this.textureUtils.destroyTexture( texture );
- }
- /**
- * Returns texture data as a typed array.
- *
- * @async
- * @param {Texture} texture - The texture to copy.
- * @param {number} x - The x coordinate of the copy origin.
- * @param {number} y - The y coordinate of the copy origin.
- * @param {number} width - The width of the copy.
- * @param {number} height - The height of the copy.
- * @param {number} faceIndex - The face index.
- * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
- */
- async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
- return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
- }
- /**
- * This method does nothing since WebGL 2 has no concept of samplers.
- *
- * @param {Texture} texture - The texture to create the sampler for.
- */
- createSampler( /*texture*/ ) {
- //console.warn( 'Abstract class.' );
- }
- /**
- * This method does nothing since WebGL 2 has no concept of samplers.
- *
- * @param {Texture} texture - The texture to destroy the sampler for.
- */
- destroySampler( /*texture*/ ) {}
- // node builder
- /**
- * Returns a node builder for the given render object.
- *
- * @param {RenderObject} object - The render object.
- * @param {Renderer} renderer - The renderer.
- * @return {GLSLNodeBuilder} The node builder.
- */
- createNodeBuilder( object, renderer ) {
- return new GLSLNodeBuilder( object, renderer );
- }
- // program
- /**
- * Creates a shader program from the given programmable stage.
- *
- * @param {ProgrammableStage} program - The programmable stage.
- */
- createProgram( program ) {
- const gl = this.gl;
- const { stage, code } = program;
- const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
- gl.shaderSource( shader, code );
- gl.compileShader( shader );
- this.set( program, {
- shaderGPU: shader
- } );
- }
- /**
- * Destroys the shader program of the given programmable stage.
- *
- * @param {ProgrammableStage} program - The programmable stage.
- */
- destroyProgram( program ) {
- this.delete( program );
- }
- /**
- * Creates a render pipeline for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
- */
- createRenderPipeline( renderObject, promises ) {
- const gl = this.gl;
- const pipeline = renderObject.pipeline;
- // Program
- const { fragmentProgram, vertexProgram } = pipeline;
- const programGPU = gl.createProgram();
- const fragmentShader = this.get( fragmentProgram ).shaderGPU;
- const vertexShader = this.get( vertexProgram ).shaderGPU;
- gl.attachShader( programGPU, fragmentShader );
- gl.attachShader( programGPU, vertexShader );
- gl.linkProgram( programGPU );
- this.set( pipeline, {
- programGPU,
- fragmentShader,
- vertexShader
- } );
- if ( promises !== null && this.parallel ) {
- const p = new Promise( ( resolve /*, reject*/ ) => {
- const parallel = this.parallel;
- const checkStatus = () => {
- if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
- this._completeCompile( renderObject, pipeline );
- resolve();
- } else {
- requestAnimationFrame( checkStatus );
- }
- };
- checkStatus();
- } );
- promises.push( p );
- return;
- }
- this._completeCompile( renderObject, pipeline );
- }
- /**
- * Formats the source code of error messages.
- *
- * @private
- * @param {string} string - The code.
- * @param {number} errorLine - The error line.
- * @return {string} The formatted code.
- */
- _handleSource( string, errorLine ) {
- const lines = string.split( '\n' );
- const lines2 = [];
- const from = Math.max( errorLine - 6, 0 );
- const to = Math.min( errorLine + 6, lines.length );
- for ( let i = from; i < to; i ++ ) {
- const line = i + 1;
- lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
- }
- return lines2.join( '\n' );
- }
- /**
- * Gets the shader compilation errors from the info log.
- *
- * @private
- * @param {WebGL2RenderingContext} gl - The rendering context.
- * @param {WebGLShader} shader - The WebGL shader object.
- * @param {string} type - The shader type.
- * @return {string} The shader errors.
- */
- _getShaderErrors( gl, shader, type ) {
- const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
- const errors = gl.getShaderInfoLog( shader ).trim();
- if ( status && errors === '' ) return '';
- const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
- if ( errorMatches ) {
- const errorLine = parseInt( errorMatches[ 1 ] );
- return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );
- } else {
- return errors;
- }
- }
- /**
- * Logs shader compilation errors.
- *
- * @private
- * @param {WebGLProgram} programGPU - The WebGL program.
- * @param {WebGLShader} glFragmentShader - The fragment shader as a native WebGL shader object.
- * @param {WebGLShader} glVertexShader - The vertex shader as a native WebGL shader object.
- */
- _logProgramError( programGPU, glFragmentShader, glVertexShader ) {
- if ( this.renderer.debug.checkShaderErrors ) {
- const gl = this.gl;
- const programLog = gl.getProgramInfoLog( programGPU ).trim();
- if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
- if ( typeof this.renderer.debug.onShaderError === 'function' ) {
- this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );
- } else {
- // default error reporting
- const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
- const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );
- console.error(
- 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
- 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
- 'Program Info Log: ' + programLog + '\n' +
- vertexErrors + '\n' +
- fragmentErrors
- );
- }
- } else if ( programLog !== '' ) {
- console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
- }
- }
- }
- /**
- * Completes the shader program setup for the given render object.
- *
- * @private
- * @param {RenderObject} renderObject - The render object.
- * @param {RenderPipeline} pipeline - The render pipeline.
- */
- _completeCompile( renderObject, pipeline ) {
- const { state, gl } = this;
- const pipelineData = this.get( pipeline );
- const { programGPU, fragmentShader, vertexShader } = pipelineData;
- if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
- this._logProgramError( programGPU, fragmentShader, vertexShader );
- }
- state.useProgram( programGPU );
- // Bindings
- const bindings = renderObject.getBindings();
- this._setupBindings( bindings, programGPU );
- //
- this.set( pipeline, {
- programGPU
- } );
- }
- /**
- * Creates a compute pipeline for the given compute node.
- *
- * @param {ComputePipeline} computePipeline - The compute pipeline.
- * @param {Array<BindGroup>} bindings - The bindings.
- */
- createComputePipeline( computePipeline, bindings ) {
- const { state, gl } = this;
- // Program
- const fragmentProgram = {
- stage: 'fragment',
- code: '#version 300 es\nprecision highp float;\nvoid main() {}'
- };
- this.createProgram( fragmentProgram );
- const { computeProgram } = computePipeline;
- const programGPU = gl.createProgram();
- const fragmentShader = this.get( fragmentProgram ).shaderGPU;
- const vertexShader = this.get( computeProgram ).shaderGPU;
- const transforms = computeProgram.transforms;
- const transformVaryingNames = [];
- const transformAttributeNodes = [];
- for ( let i = 0; i < transforms.length; i ++ ) {
- const transform = transforms[ i ];
- transformVaryingNames.push( transform.varyingName );
- transformAttributeNodes.push( transform.attributeNode );
- }
- gl.attachShader( programGPU, fragmentShader );
- gl.attachShader( programGPU, vertexShader );
- gl.transformFeedbackVaryings(
- programGPU,
- transformVaryingNames,
- gl.SEPARATE_ATTRIBS
- );
- gl.linkProgram( programGPU );
- if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
- this._logProgramError( programGPU, fragmentShader, vertexShader );
- }
- state.useProgram( programGPU );
- // Bindings
- this._setupBindings( bindings, programGPU );
- const attributeNodes = computeProgram.attributes;
- const attributes = [];
- const transformBuffers = [];
- for ( let i = 0; i < attributeNodes.length; i ++ ) {
- const attribute = attributeNodes[ i ].node.attribute;
- attributes.push( attribute );
- if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
- }
- for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
- const attribute = transformAttributeNodes[ i ].attribute;
- if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
- const attributeData = this.get( attribute );
- transformBuffers.push( attributeData );
- }
- //
- this.set( computePipeline, {
- programGPU,
- transformBuffers,
- attributes
- } );
- }
- /**
- * Creates bindings from the given bind group definition.
- *
- * @param {BindGroup} bindGroup - The bind group.
- * @param {Array<BindGroup>} bindings - Array of bind groups.
- * @param {number} cacheIndex - The cache index.
- * @param {number} version - The version.
- */
- createBindings( bindGroup, bindings /*, cacheIndex, version*/ ) {
- if ( this._knownBindings.has( bindings ) === false ) {
- this._knownBindings.add( bindings );
- let uniformBuffers = 0;
- let textures = 0;
- for ( const bindGroup of bindings ) {
- this.set( bindGroup, {
- textures: textures,
- uniformBuffers: uniformBuffers
- } );
- for ( const binding of bindGroup.bindings ) {
- if ( binding.isUniformBuffer ) uniformBuffers ++;
- if ( binding.isSampledTexture ) textures ++;
- }
- }
- }
- this.updateBindings( bindGroup, bindings );
- }
- /**
- * Updates the given bind group definition.
- *
- * @param {BindGroup} bindGroup - The bind group.
- * @param {Array<BindGroup>} bindings - Array of bind groups.
- * @param {number} cacheIndex - The cache index.
- * @param {number} version - The version.
- */
- updateBindings( bindGroup /*, bindings, cacheIndex, version*/ ) {
- const { gl } = this;
- const bindGroupData = this.get( bindGroup );
- let i = bindGroupData.uniformBuffers;
- let t = bindGroupData.textures;
- for ( const binding of bindGroup.bindings ) {
- if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
- const data = binding.buffer;
- const bufferGPU = gl.createBuffer();
- gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
- gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
- this.set( binding, {
- index: i ++,
- bufferGPU
- } );
- } else if ( binding.isSampledTexture ) {
- const { textureGPU, glTextureType } = this.get( binding.texture );
- this.set( binding, {
- index: t ++,
- textureGPU,
- glTextureType
- } );
- }
- }
- }
- /**
- * Updates a buffer binding.
- *
- * @param {Buffer} binding - The buffer binding to update.
- */
- updateBinding( binding ) {
- const gl = this.gl;
- if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
- const bindingData = this.get( binding );
- const bufferGPU = bindingData.bufferGPU;
- const data = binding.buffer;
- gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
- gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
- }
- }
- // attributes
- /**
- * Creates the GPU buffer of an indexed shader attribute.
- *
- * @param {BufferAttribute} attribute - The indexed buffer attribute.
- */
- createIndexAttribute( attribute ) {
- const gl = this.gl;
- this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
- }
- /**
- * Creates the GPU buffer of a shader attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createAttribute( attribute ) {
- if ( this.has( attribute ) ) return;
- const gl = this.gl;
- this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
- }
- /**
- * Creates the GPU buffer of a storage attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createStorageAttribute( attribute ) {
- if ( this.has( attribute ) ) return;
- const gl = this.gl;
- this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
- }
- /**
- * Updates the GPU buffer of a shader attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute to update.
- */
- updateAttribute( attribute ) {
- this.attributeUtils.updateAttribute( attribute );
- }
- /**
- * Destroys the GPU buffer of a shader attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute to destroy.
- */
- destroyAttribute( attribute ) {
- this.attributeUtils.destroyAttribute( attribute );
- }
- /**
- * Checks if the given feature is supported by the backend.
- *
- * @param {string} name - The feature's name.
- * @return {boolean} Whether the feature is supported or not.
- */
- hasFeature( name ) {
- const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
- const extensions = this.extensions;
- for ( let i = 0; i < keysMatching.length; i ++ ) {
- if ( extensions.has( keysMatching[ i ] ) ) return true;
- }
- return false;
- }
- /**
- * Returns the maximum anisotropy texture filtering value.
- *
- * @return {number} The maximum anisotropy texture filtering value.
- */
- getMaxAnisotropy() {
- return this.capabilities.getMaxAnisotropy();
- }
- /**
- * Copies data of the given source texture to the given destination texture.
- *
- * @param {Texture} srcTexture - The source texture.
- * @param {Texture} dstTexture - The destination texture.
- * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
- * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
- * @param {number} [srcLevel=0] - The source mip level to copy from.
- * @param {number} [dstLevel=0] - The destination mip level to copy to.
- */
- copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
- this.textureUtils.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );
- }
- /**
- * Copies the current bound framebuffer to the given texture.
- *
- * @param {Texture} texture - The destination texture.
- * @param {RenderContext} renderContext - The render context.
- * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
- */
- copyFramebufferToTexture( texture, renderContext, rectangle ) {
- this.textureUtils.copyFramebufferToTexture( texture, renderContext, rectangle );
- }
- /**
- * Configures the active framebuffer from the given render context.
- *
- * @private
- * @param {RenderContext} descriptor - The render context.
- */
- _setFramebuffer( descriptor ) {
- const { gl, state } = this;
- let currentFrameBuffer = null;
- if ( descriptor.textures !== null ) {
- const renderTarget = descriptor.renderTarget;
- const renderTargetContextData = this.get( renderTarget );
- const { samples, depthBuffer, stencilBuffer } = renderTarget;
- const isCube = renderTarget.isWebGLCubeRenderTarget === true;
- const isRenderTarget3D = renderTarget.isRenderTarget3D === true;
- const isRenderTargetArray = renderTarget.isRenderTargetArray === true;
- const isXRRenderTarget = renderTarget.isXRRenderTarget === true;
- const hasExternalTextures = ( isXRRenderTarget === true && renderTarget.hasExternalTextures === true );
- let msaaFb = renderTargetContextData.msaaFrameBuffer;
- let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
- const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
- const multiviewExt = this.extensions.get( 'OVR_multiview2' );
- const useMultisampledRTT = this._useMultisampledExtension( renderTarget );
- const cacheKey = getCacheKey( descriptor );
- let fb;
- if ( isCube ) {
- renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );
- fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];
- } else if ( isXRRenderTarget && hasExternalTextures === false ) {
- fb = this._xrFramebuffer;
- } else {
- renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );
- fb = renderTargetContextData.framebuffers[ cacheKey ];
- }
- if ( fb === undefined ) {
- fb = gl.createFramebuffer();
- state.bindFramebuffer( gl.FRAMEBUFFER, fb );
- const textures = descriptor.textures;
- if ( isCube ) {
- renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;
- const { textureGPU } = this.get( textures[ 0 ] );
- const cubeFace = this.renderer._activeCubeFace;
- gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
- } else {
- renderTargetContextData.framebuffers[ cacheKey ] = fb;
- for ( let i = 0; i < textures.length; i ++ ) {
- const texture = textures[ i ];
- const textureData = this.get( texture );
- textureData.renderTarget = descriptor.renderTarget;
- textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
- const attachment = gl.COLOR_ATTACHMENT0 + i;
- if ( isRenderTarget3D || isRenderTargetArray ) {
- const layer = this.renderer._activeCubeFace;
- gl.framebufferTextureLayer( gl.FRAMEBUFFER, attachment, textureData.textureGPU, 0, layer );
- } else {
- if ( renderTarget.multiview ) {
- multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, attachment, textureData.textureGPU, 0, samples, 0, 2 );
- } else if ( hasExternalTextures && useMultisampledRTT ) {
- multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
- } else {
- gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
- }
- }
- }
- state.drawBuffers( descriptor, fb );
- }
- if ( renderTarget.isXRRenderTarget && renderTarget.autoAllocateDepthBuffer === true ) {
- const renderbuffer = gl.createRenderbuffer();
- this.textureUtils.setupRenderBufferStorage( renderbuffer, descriptor, 0, useMultisampledRTT );
- renderTargetContextData.xrDepthRenderbuffer = renderbuffer;
- } else {
- if ( descriptor.depthTexture !== null ) {
- const textureData = this.get( descriptor.depthTexture );
- const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
- textureData.renderTarget = descriptor.renderTarget;
- textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
- if ( renderTarget.multiview ) {
- multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );
- } else if ( hasExternalTextures && useMultisampledRTT ) {
- multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
- } else {
- if ( descriptor.depthTexture.isDepthArrayTexture ) {
- const layer = this.renderer._activeCubeFace;
- gl.framebufferTextureLayer( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, layer );
- } else {
- gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
- }
- }
- }
- }
- } else {
- const isRenderCameraDepthArray = this._isRenderCameraDepthArray( descriptor );
- if ( isRenderCameraDepthArray ) {
- state.bindFramebuffer( gl.FRAMEBUFFER, fb );
- const layer = this.renderer._activeCubeFace;
- const depthData = this.get( descriptor.depthTexture );
- const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
- gl.framebufferTextureLayer(
- gl.FRAMEBUFFER,
- depthStyle,
- depthData.textureGPU,
- 0,
- layer
- );
- }
- // rebind external XR textures
- if ( ( isXRRenderTarget && hasExternalTextures ) || renderTarget.multiview ) {
- state.bindFramebuffer( gl.FRAMEBUFFER, fb );
- // rebind color
- const textureData = this.get( descriptor.textures[ 0 ] );
- if ( renderTarget.multiview ) {
- multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, textureData.textureGPU, 0, samples, 0, 2 );
- } else if ( useMultisampledRTT ) {
- multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
- } else {
- gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0 );
- }
- // rebind depth
- const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
- if ( renderTarget.autoAllocateDepthBuffer === true ) {
- const renderbuffer = renderTargetContextData.xrDepthRenderbuffer;
- gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
- gl.framebufferRenderbuffer( gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, renderbuffer );
- } else {
- const textureData = this.get( descriptor.depthTexture );
- if ( renderTarget.multiview ) {
- multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );
- } else if ( useMultisampledRTT ) {
- multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );
- } else {
- gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
- }
- }
- }
- }
- if ( samples > 0 && useMultisampledRTT === false && ! renderTarget.multiview ) {
- if ( msaaFb === undefined ) {
- const invalidationArray = [];
- msaaFb = gl.createFramebuffer();
- state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
- const msaaRenderbuffers = [];
- const textures = descriptor.textures;
- for ( let i = 0; i < textures.length; i ++ ) {
- msaaRenderbuffers[ i ] = gl.createRenderbuffer();
- gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
- invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
- if ( depthBuffer ) {
- const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
- invalidationArray.push( depthStyle );
- }
- const texture = descriptor.textures[ i ];
- const textureData = this.get( texture );
- gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
- gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
- }
- renderTargetContextData.msaaFrameBuffer = msaaFb;
- renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
- if ( depthRenderbuffer === undefined ) {
- depthRenderbuffer = gl.createRenderbuffer();
- this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor, samples );
- renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
- const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
- invalidationArray.push( depthStyle );
- }
- renderTargetContextData.invalidationArray = invalidationArray;
- }
- currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
- } else {
- currentFrameBuffer = fb;
- }
- }
- state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
- }
- /**
- * Computes the VAO key for the given index and attributes.
- *
- * @private
- * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
- * @return {string} The VAO key.
- */
- _getVaoKey( attributes ) {
- let key = '';
- for ( let i = 0; i < attributes.length; i ++ ) {
- const attributeData = this.get( attributes[ i ] );
- key += ':' + attributeData.id;
- }
- return key;
- }
- /**
- * Creates a VAO from the index and attributes.
- *
- * @private
- * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
- * @return {Object} The VAO data.
- */
- _createVao( attributes ) {
- const { gl } = this;
- const vaoGPU = gl.createVertexArray();
- let key = '';
- let staticVao = true;
- gl.bindVertexArray( vaoGPU );
- for ( let i = 0; i < attributes.length; i ++ ) {
- const attribute = attributes[ i ];
- const attributeData = this.get( attribute );
- key += ':' + attributeData.id;
- gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
- gl.enableVertexAttribArray( i );
- if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
- let stride, offset;
- if ( attribute.isInterleavedBufferAttribute === true ) {
- stride = attribute.data.stride * attributeData.bytesPerElement;
- offset = attribute.offset * attributeData.bytesPerElement;
- } else {
- stride = 0;
- offset = 0;
- }
- if ( attributeData.isInteger ) {
- gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
- } else {
- gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
- }
- if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
- gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
- } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
- gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
- }
- }
- gl.bindBuffer( gl.ARRAY_BUFFER, null );
- this.vaoCache[ key ] = vaoGPU;
- return { vaoGPU, staticVao };
- }
- /**
- * Creates a transform feedback from the given transform buffers.
- *
- * @private
- * @param {Array<DualAttributeData>} transformBuffers - The transform buffers.
- * @return {WebGLTransformFeedback} The transform feedback.
- */
- _getTransformFeedback( transformBuffers ) {
- let key = '';
- for ( let i = 0; i < transformBuffers.length; i ++ ) {
- key += ':' + transformBuffers[ i ].id;
- }
- let transformFeedbackGPU = this.transformFeedbackCache[ key ];
- if ( transformFeedbackGPU !== undefined ) {
- return transformFeedbackGPU;
- }
- const { gl } = this;
- transformFeedbackGPU = gl.createTransformFeedback();
- gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
- for ( let i = 0; i < transformBuffers.length; i ++ ) {
- const attributeData = transformBuffers[ i ];
- gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
- }
- gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
- this.transformFeedbackCache[ key ] = transformFeedbackGPU;
- return transformFeedbackGPU;
- }
- /**
- * Setups the given bindings.
- *
- * @private
- * @param {Array<BindGroup>} bindings - The bindings.
- * @param {WebGLProgram} programGPU - The WebGL program.
- */
- _setupBindings( bindings, programGPU ) {
- const gl = this.gl;
- for ( const bindGroup of bindings ) {
- for ( const binding of bindGroup.bindings ) {
- const bindingData = this.get( binding );
- const index = bindingData.index;
- if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
- const location = gl.getUniformBlockIndex( programGPU, binding.name );
- gl.uniformBlockBinding( programGPU, location, index );
- } else if ( binding.isSampledTexture ) {
- const location = gl.getUniformLocation( programGPU, binding.name );
- gl.uniform1i( location, index );
- }
- }
- }
- }
- /**
- * Binds the given uniforms.
- *
- * @private
- * @param {Array<BindGroup>} bindings - The bindings.
- */
- _bindUniforms( bindings ) {
- const { gl, state } = this;
- for ( const bindGroup of bindings ) {
- for ( const binding of bindGroup.bindings ) {
- const bindingData = this.get( binding );
- const index = bindingData.index;
- if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
- // TODO USE bindBufferRange to group multiple uniform buffers
- state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
- } else if ( binding.isSampledTexture ) {
- state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
- }
- }
- }
- }
- /**
- * Returns `true` if the `WEBGL_multisampled_render_to_texture` extension
- * should be used when MSAA is enabled.
- *
- * @private
- * @param {RenderTarget} renderTarget - The render target that should be multisampled.
- * @return {boolean} Whether to use the `WEBGL_multisampled_render_to_texture` extension for MSAA or not.
- */
- _useMultisampledExtension( renderTarget ) {
- if ( renderTarget.multiview === true ) {
- return true;
- }
- return renderTarget.samples > 0 && this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTarget.autoAllocateDepthBuffer !== false;
- }
- /**
- * Frees internal resources.
- */
- dispose() {
- const extension = this.extensions.get( 'WEBGL_lose_context' );
- if ( extension ) extension.loseContext();
- this.renderer.domElement.removeEventListener( 'webglcontextlost', this._onContextLost );
- }
- }
- const GPUPrimitiveTopology = {
- PointList: 'point-list',
- LineList: 'line-list',
- LineStrip: 'line-strip',
- TriangleList: 'triangle-list',
- TriangleStrip: 'triangle-strip',
- };
- const GPUCompareFunction = {
- Never: 'never',
- Less: 'less',
- Equal: 'equal',
- LessEqual: 'less-equal',
- Greater: 'greater',
- NotEqual: 'not-equal',
- GreaterEqual: 'greater-equal',
- Always: 'always'
- };
- const GPUStoreOp = {
- Store: 'store'};
- const GPULoadOp = {
- Load: 'load',
- Clear: 'clear'
- };
- const GPUFrontFace = {
- CCW: 'ccw'};
- const GPUCullMode = {
- None: 'none',
- Front: 'front',
- Back: 'back'
- };
- const GPUIndexFormat = {
- Uint16: 'uint16',
- Uint32: 'uint32'
- };
- const GPUTextureFormat = {
- // 8-bit formats
- R8Unorm: 'r8unorm',
- R8Snorm: 'r8snorm',
- R8Uint: 'r8uint',
- R8Sint: 'r8sint',
- // 16-bit formats
- R16Uint: 'r16uint',
- R16Sint: 'r16sint',
- R16Float: 'r16float',
- RG8Unorm: 'rg8unorm',
- RG8Snorm: 'rg8snorm',
- RG8Uint: 'rg8uint',
- RG8Sint: 'rg8sint',
- // 32-bit formats
- R32Uint: 'r32uint',
- R32Sint: 'r32sint',
- R32Float: 'r32float',
- RG16Uint: 'rg16uint',
- RG16Sint: 'rg16sint',
- RG16Float: 'rg16float',
- RGBA8Unorm: 'rgba8unorm',
- RGBA8UnormSRGB: 'rgba8unorm-srgb',
- RGBA8Snorm: 'rgba8snorm',
- RGBA8Uint: 'rgba8uint',
- RGBA8Sint: 'rgba8sint',
- BGRA8Unorm: 'bgra8unorm',
- BGRA8UnormSRGB: 'bgra8unorm-srgb',
- // Packed 32-bit formats
- RGB9E5UFloat: 'rgb9e5ufloat',
- RGB10A2Unorm: 'rgb10a2unorm',
- RG11B10UFloat: 'rgb10a2unorm',
- // 64-bit formats
- RG32Uint: 'rg32uint',
- RG32Sint: 'rg32sint',
- RG32Float: 'rg32float',
- RGBA16Uint: 'rgba16uint',
- RGBA16Sint: 'rgba16sint',
- RGBA16Float: 'rgba16float',
- // 128-bit formats
- RGBA32Uint: 'rgba32uint',
- RGBA32Sint: 'rgba32sint',
- RGBA32Float: 'rgba32float',
- Depth16Unorm: 'depth16unorm',
- Depth24Plus: 'depth24plus',
- Depth24PlusStencil8: 'depth24plus-stencil8',
- Depth32Float: 'depth32float',
- // 'depth32float-stencil8' extension
- Depth32FloatStencil8: 'depth32float-stencil8',
- // BC compressed formats usable if 'texture-compression-bc' is both
- // supported by the device/user agent and enabled in requestDevice.
- BC1RGBAUnorm: 'bc1-rgba-unorm',
- BC1RGBAUnormSRGB: 'bc1-rgba-unorm-srgb',
- BC2RGBAUnorm: 'bc2-rgba-unorm',
- BC2RGBAUnormSRGB: 'bc2-rgba-unorm-srgb',
- BC3RGBAUnorm: 'bc3-rgba-unorm',
- BC3RGBAUnormSRGB: 'bc3-rgba-unorm-srgb',
- BC4RUnorm: 'bc4-r-unorm',
- BC4RSnorm: 'bc4-r-snorm',
- BC5RGUnorm: 'bc5-rg-unorm',
- BC5RGSnorm: 'bc5-rg-snorm',
- BC6HRGBUFloat: 'bc6h-rgb-ufloat',
- BC6HRGBFloat: 'bc6h-rgb-float',
- BC7RGBAUnorm: 'bc7-rgba-unorm',
- BC7RGBAUnormSRGB: 'bc7-rgba-srgb',
- // ETC2 compressed formats usable if 'texture-compression-etc2' is both
- // supported by the device/user agent and enabled in requestDevice.
- ETC2RGB8Unorm: 'etc2-rgb8unorm',
- ETC2RGB8UnormSRGB: 'etc2-rgb8unorm-srgb',
- ETC2RGB8A1Unorm: 'etc2-rgb8a1unorm',
- ETC2RGB8A1UnormSRGB: 'etc2-rgb8a1unorm-srgb',
- ETC2RGBA8Unorm: 'etc2-rgba8unorm',
- ETC2RGBA8UnormSRGB: 'etc2-rgba8unorm-srgb',
- EACR11Unorm: 'eac-r11unorm',
- EACR11Snorm: 'eac-r11snorm',
- EACRG11Unorm: 'eac-rg11unorm',
- EACRG11Snorm: 'eac-rg11snorm',
- // ASTC compressed formats usable if 'texture-compression-astc' is both
- // supported by the device/user agent and enabled in requestDevice.
- ASTC4x4Unorm: 'astc-4x4-unorm',
- ASTC4x4UnormSRGB: 'astc-4x4-unorm-srgb',
- ASTC5x4Unorm: 'astc-5x4-unorm',
- ASTC5x4UnormSRGB: 'astc-5x4-unorm-srgb',
- ASTC5x5Unorm: 'astc-5x5-unorm',
- ASTC5x5UnormSRGB: 'astc-5x5-unorm-srgb',
- ASTC6x5Unorm: 'astc-6x5-unorm',
- ASTC6x5UnormSRGB: 'astc-6x5-unorm-srgb',
- ASTC6x6Unorm: 'astc-6x6-unorm',
- ASTC6x6UnormSRGB: 'astc-6x6-unorm-srgb',
- ASTC8x5Unorm: 'astc-8x5-unorm',
- ASTC8x5UnormSRGB: 'astc-8x5-unorm-srgb',
- ASTC8x6Unorm: 'astc-8x6-unorm',
- ASTC8x6UnormSRGB: 'astc-8x6-unorm-srgb',
- ASTC8x8Unorm: 'astc-8x8-unorm',
- ASTC8x8UnormSRGB: 'astc-8x8-unorm-srgb',
- ASTC10x5Unorm: 'astc-10x5-unorm',
- ASTC10x5UnormSRGB: 'astc-10x5-unorm-srgb',
- ASTC10x6Unorm: 'astc-10x6-unorm',
- ASTC10x6UnormSRGB: 'astc-10x6-unorm-srgb',
- ASTC10x8Unorm: 'astc-10x8-unorm',
- ASTC10x8UnormSRGB: 'astc-10x8-unorm-srgb',
- ASTC10x10Unorm: 'astc-10x10-unorm',
- ASTC10x10UnormSRGB: 'astc-10x10-unorm-srgb',
- ASTC12x10Unorm: 'astc-12x10-unorm',
- ASTC12x10UnormSRGB: 'astc-12x10-unorm-srgb',
- ASTC12x12Unorm: 'astc-12x12-unorm',
- ASTC12x12UnormSRGB: 'astc-12x12-unorm-srgb',
- };
- const GPUAddressMode = {
- ClampToEdge: 'clamp-to-edge',
- Repeat: 'repeat',
- MirrorRepeat: 'mirror-repeat'
- };
- const GPUFilterMode = {
- Linear: 'linear',
- Nearest: 'nearest'
- };
- const GPUBlendFactor = {
- Zero: 'zero',
- One: 'one',
- Src: 'src',
- OneMinusSrc: 'one-minus-src',
- SrcAlpha: 'src-alpha',
- OneMinusSrcAlpha: 'one-minus-src-alpha',
- Dst: 'dst',
- OneMinusDstColor: 'one-minus-dst',
- DstAlpha: 'dst-alpha',
- OneMinusDstAlpha: 'one-minus-dst-alpha',
- SrcAlphaSaturated: 'src-alpha-saturated',
- Constant: 'constant',
- OneMinusConstant: 'one-minus-constant'
- };
- const GPUBlendOperation = {
- Add: 'add',
- Subtract: 'subtract',
- ReverseSubtract: 'reverse-subtract',
- Min: 'min',
- Max: 'max'
- };
- const GPUColorWriteFlags = {
- None: 0,
- All: 0xF
- };
- const GPUStencilOperation = {
- Keep: 'keep',
- Zero: 'zero',
- Replace: 'replace',
- Invert: 'invert',
- IncrementClamp: 'increment-clamp',
- DecrementClamp: 'decrement-clamp',
- IncrementWrap: 'increment-wrap',
- DecrementWrap: 'decrement-wrap'
- };
- const GPUBufferBindingType = {
- Storage: 'storage',
- ReadOnlyStorage: 'read-only-storage'
- };
- const GPUStorageTextureAccess = {
- WriteOnly: 'write-only',
- ReadOnly: 'read-only',
- ReadWrite: 'read-write',
- };
- const GPUSamplerBindingType = {
- NonFiltering: 'non-filtering',
- Comparison: 'comparison'
- };
- const GPUTextureSampleType = {
- Float: 'float',
- UnfilterableFloat: 'unfilterable-float',
- Depth: 'depth',
- SInt: 'sint',
- UInt: 'uint'
- };
- const GPUTextureDimension = {
- TwoD: '2d',
- ThreeD: '3d'
- };
- const GPUTextureViewDimension = {
- TwoD: '2d',
- TwoDArray: '2d-array',
- Cube: 'cube',
- ThreeD: '3d'
- };
- const GPUTextureAspect = {
- All: 'all'};
- const GPUInputStepMode = {
- Vertex: 'vertex',
- Instance: 'instance'
- };
- const GPUFeatureName = {
- DepthClipControl: 'depth-clip-control',
- Depth32FloatStencil8: 'depth32float-stencil8',
- TextureCompressionBC: 'texture-compression-bc',
- TextureCompressionETC2: 'texture-compression-etc2',
- TextureCompressionASTC: 'texture-compression-astc',
- TimestampQuery: 'timestamp-query',
- IndirectFirstInstance: 'indirect-first-instance',
- ShaderF16: 'shader-f16',
- RG11B10UFloat: 'rg11b10ufloat-renderable',
- BGRA8UNormStorage: 'bgra8unorm-storage',
- Float32Filterable: 'float32-filterable',
- ClipDistances: 'clip-distances',
- DualSourceBlending: 'dual-source-blending',
- Subgroups: 'subgroups'
- };
- /**
- * Represents a sampler binding type.
- *
- * @private
- * @augments Binding
- */
- class Sampler extends Binding {
- /**
- * Constructs a new sampler.
- *
- * @param {string} name - The samplers's name.
- * @param {?Texture} texture - The texture this binding is referring to.
- */
- constructor( name, texture ) {
- super( name );
- /**
- * The texture the sampler is referring to.
- *
- * @type {?Texture}
- */
- this.texture = texture;
- /**
- * The binding's version.
- *
- * @type {number}
- */
- this.version = texture ? texture.version : 0;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSampler = true;
- }
- }
- /**
- * A special form of sampler binding type.
- * It's texture value is managed by a node object.
- *
- * @private
- * @augments Sampler
- */
- class NodeSampler extends Sampler {
- /**
- * Constructs a new node-based sampler.
- *
- * @param {string} name - The samplers's name.
- * @param {TextureNode} textureNode - The texture node.
- * @param {UniformGroupNode} groupNode - The uniform group node.
- */
- constructor( name, textureNode, groupNode ) {
- super( name, textureNode ? textureNode.value : null );
- /**
- * The texture node.
- *
- * @type {TextureNode}
- */
- this.textureNode = textureNode;
- /**
- * The uniform group node.
- *
- * @type {UniformGroupNode}
- */
- this.groupNode = groupNode;
- }
- /**
- * Updates the texture value of this sampler.
- */
- update() {
- this.texture = this.textureNode.value;
- }
- }
- /**
- * Represents a storage buffer binding type.
- *
- * @private
- * @augments Buffer
- */
- class StorageBuffer extends Buffer {
- /**
- * Constructs a new uniform buffer.
- *
- * @param {string} name - The buffer's name.
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- constructor( name, attribute ) {
- super( name, attribute ? attribute.array : null );
- /**
- * This flag can be used for type testing.
- *
- * @type {BufferAttribute}
- */
- this.attribute = attribute;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isStorageBuffer = true;
- }
- }
- let _id = 0;
- /**
- * A special form of storage buffer binding type.
- * It's buffer value is managed by a node object.
- *
- * @private
- * @augments StorageBuffer
- */
- class NodeStorageBuffer extends StorageBuffer {
- /**
- * Constructs a new node-based storage buffer.
- *
- * @param {StorageBufferNode} nodeUniform - The storage buffer node.
- * @param {UniformGroupNode} groupNode - The uniform group node.
- */
- constructor( nodeUniform, groupNode ) {
- super( 'StorageBuffer_' + _id ++, nodeUniform ? nodeUniform.value : null );
- /**
- * The node uniform.
- *
- * @type {StorageBufferNode}
- */
- this.nodeUniform = nodeUniform;
- /**
- * The access type.
- *
- * @type {string}
- */
- this.access = nodeUniform ? nodeUniform.access : NodeAccess.READ_WRITE;
- /**
- * The uniform group node.
- *
- * @type {UniformGroupNode}
- */
- this.groupNode = groupNode;
- }
- /**
- * The storage buffer.
- *
- * @type {BufferAttribute}
- */
- get buffer() {
- return this.nodeUniform.value;
- }
- }
- /**
- * A WebGPU backend utility module used by {@link WebGPUTextureUtils}.
- *
- * @private
- */
- class WebGPUTexturePassUtils extends DataMap {
- /**
- * Constructs a new utility object.
- *
- * @param {GPUDevice} device - The WebGPU device.
- */
- constructor( device ) {
- super();
- /**
- * The WebGPU device.
- *
- * @type {GPUDevice}
- */
- this.device = device;
- const mipmapVertexSource = `
- struct VarysStruct {
- @builtin( position ) Position: vec4<f32>,
- @location( 0 ) vTex : vec2<f32>
- };
- @vertex
- fn main( @builtin( vertex_index ) vertexIndex : u32 ) -> VarysStruct {
- var Varys : VarysStruct;
- var pos = array< vec2<f32>, 4 >(
- vec2<f32>( -1.0, 1.0 ),
- vec2<f32>( 1.0, 1.0 ),
- vec2<f32>( -1.0, -1.0 ),
- vec2<f32>( 1.0, -1.0 )
- );
- var tex = array< vec2<f32>, 4 >(
- vec2<f32>( 0.0, 0.0 ),
- vec2<f32>( 1.0, 0.0 ),
- vec2<f32>( 0.0, 1.0 ),
- vec2<f32>( 1.0, 1.0 )
- );
- Varys.vTex = tex[ vertexIndex ];
- Varys.Position = vec4<f32>( pos[ vertexIndex ], 0.0, 1.0 );
- return Varys;
- }
- `;
- const mipmapFragmentSource = `
- @group( 0 ) @binding( 0 )
- var imgSampler : sampler;
- @group( 0 ) @binding( 1 )
- var img : texture_2d<f32>;
- @fragment
- fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
- return textureSample( img, imgSampler, vTex );
- }
- `;
- const flipYFragmentSource = `
- @group( 0 ) @binding( 0 )
- var imgSampler : sampler;
- @group( 0 ) @binding( 1 )
- var img : texture_2d<f32>;
- @fragment
- fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
- return textureSample( img, imgSampler, vec2( vTex.x, 1.0 - vTex.y ) );
- }
- `;
- /**
- * The mipmap GPU sampler.
- *
- * @type {GPUSampler}
- */
- this.mipmapSampler = device.createSampler( { minFilter: GPUFilterMode.Linear } );
- /**
- * The flipY GPU sampler.
- *
- * @type {GPUSampler}
- */
- this.flipYSampler = device.createSampler( { minFilter: GPUFilterMode.Nearest } ); //@TODO?: Consider using textureLoad()
- /**
- * A cache for GPU render pipelines used for copy/transfer passes.
- * Every texture format requires a unique pipeline.
- *
- * @type {Object<string,GPURenderPipeline>}
- */
- this.transferPipelines = {};
- /**
- * A cache for GPU render pipelines used for flipY passes.
- * Every texture format requires a unique pipeline.
- *
- * @type {Object<string,GPURenderPipeline>}
- */
- this.flipYPipelines = {};
- /**
- * The mipmap vertex shader module.
- *
- * @type {GPUShaderModule}
- */
- this.mipmapVertexShaderModule = device.createShaderModule( {
- label: 'mipmapVertex',
- code: mipmapVertexSource
- } );
- /**
- * The mipmap fragment shader module.
- *
- * @type {GPUShaderModule}
- */
- this.mipmapFragmentShaderModule = device.createShaderModule( {
- label: 'mipmapFragment',
- code: mipmapFragmentSource
- } );
- /**
- * The flipY fragment shader module.
- *
- * @type {GPUShaderModule}
- */
- this.flipYFragmentShaderModule = device.createShaderModule( {
- label: 'flipYFragment',
- code: flipYFragmentSource
- } );
- }
- /**
- * Returns a render pipeline for the internal copy render pass. The pass
- * requires a unique render pipeline for each texture format.
- *
- * @param {string} format - The GPU texture format
- * @return {GPURenderPipeline} The GPU render pipeline.
- */
- getTransferPipeline( format ) {
- let pipeline = this.transferPipelines[ format ];
- if ( pipeline === undefined ) {
- pipeline = this.device.createRenderPipeline( {
- label: `mipmap-${ format }`,
- vertex: {
- module: this.mipmapVertexShaderModule,
- entryPoint: 'main'
- },
- fragment: {
- module: this.mipmapFragmentShaderModule,
- entryPoint: 'main',
- targets: [ { format } ]
- },
- primitive: {
- topology: GPUPrimitiveTopology.TriangleStrip,
- stripIndexFormat: GPUIndexFormat.Uint32
- },
- layout: 'auto'
- } );
- this.transferPipelines[ format ] = pipeline;
- }
- return pipeline;
- }
- /**
- * Returns a render pipeline for the flipY render pass. The pass
- * requires a unique render pipeline for each texture format.
- *
- * @param {string} format - The GPU texture format
- * @return {GPURenderPipeline} The GPU render pipeline.
- */
- getFlipYPipeline( format ) {
- let pipeline = this.flipYPipelines[ format ];
- if ( pipeline === undefined ) {
- pipeline = this.device.createRenderPipeline( {
- label: `flipY-${ format }`,
- vertex: {
- module: this.mipmapVertexShaderModule,
- entryPoint: 'main'
- },
- fragment: {
- module: this.flipYFragmentShaderModule,
- entryPoint: 'main',
- targets: [ { format } ]
- },
- primitive: {
- topology: GPUPrimitiveTopology.TriangleStrip,
- stripIndexFormat: GPUIndexFormat.Uint32
- },
- layout: 'auto'
- } );
- this.flipYPipelines[ format ] = pipeline;
- }
- return pipeline;
- }
- /**
- * Flip the contents of the given GPU texture along its vertical axis.
- *
- * @param {GPUTexture} textureGPU - The GPU texture object.
- * @param {Object} textureGPUDescriptor - The texture descriptor.
- * @param {number} [baseArrayLayer=0] - The index of the first array layer accessible to the texture view.
- */
- flipY( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
- const format = textureGPUDescriptor.format;
- const { width, height } = textureGPUDescriptor.size;
- const transferPipeline = this.getTransferPipeline( format );
- const flipYPipeline = this.getFlipYPipeline( format );
- const tempTexture = this.device.createTexture( {
- size: { width, height, depthOrArrayLayers: 1 },
- format,
- usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
- } );
- const srcView = textureGPU.createView( {
- baseMipLevel: 0,
- mipLevelCount: 1,
- dimension: GPUTextureViewDimension.TwoD,
- baseArrayLayer
- } );
- const dstView = tempTexture.createView( {
- baseMipLevel: 0,
- mipLevelCount: 1,
- dimension: GPUTextureViewDimension.TwoD,
- baseArrayLayer: 0
- } );
- const commandEncoder = this.device.createCommandEncoder( {} );
- const pass = ( pipeline, sourceView, destinationView ) => {
- const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
- const bindGroup = this.device.createBindGroup( {
- layout: bindGroupLayout,
- entries: [ {
- binding: 0,
- resource: this.flipYSampler
- }, {
- binding: 1,
- resource: sourceView
- } ]
- } );
- const passEncoder = commandEncoder.beginRenderPass( {
- colorAttachments: [ {
- view: destinationView,
- loadOp: GPULoadOp.Clear,
- storeOp: GPUStoreOp.Store,
- clearValue: [ 0, 0, 0, 0 ]
- } ]
- } );
- passEncoder.setPipeline( pipeline );
- passEncoder.setBindGroup( 0, bindGroup );
- passEncoder.draw( 4, 1, 0, 0 );
- passEncoder.end();
- };
- pass( transferPipeline, srcView, dstView );
- pass( flipYPipeline, dstView, srcView );
- this.device.queue.submit( [ commandEncoder.finish() ] );
- tempTexture.destroy();
- }
- /**
- * Generates mipmaps for the given GPU texture.
- *
- * @param {GPUTexture} textureGPU - The GPU texture object.
- * @param {Object} textureGPUDescriptor - The texture descriptor.
- * @param {number} [baseArrayLayer=0] - The index of the first array layer accessible to the texture view.
- */
- generateMipmaps( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
- const textureData = this.get( textureGPU );
- if ( textureData.useCount === undefined ) {
- textureData.useCount = 0;
- textureData.layers = [];
- }
- const passes = textureData.layers[ baseArrayLayer ] || this._mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer );
- const commandEncoder = this.device.createCommandEncoder( {} );
- this._mipmapRunBundles( commandEncoder, passes );
- this.device.queue.submit( [ commandEncoder.finish() ] );
- if ( textureData.useCount !== 0 ) textureData.layers[ baseArrayLayer ] = passes;
- textureData.useCount ++;
- }
- /**
- * Since multiple copy render passes are required to generate mipmaps, the passes
- * are managed as render bundles to improve performance.
- *
- * @param {GPUTexture} textureGPU - The GPU texture object.
- * @param {Object} textureGPUDescriptor - The texture descriptor.
- * @param {number} baseArrayLayer - The index of the first array layer accessible to the texture view.
- * @return {Array<Object>} An array of render bundles.
- */
- _mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer ) {
- const pipeline = this.getTransferPipeline( textureGPUDescriptor.format );
- const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
- let srcView = textureGPU.createView( {
- baseMipLevel: 0,
- mipLevelCount: 1,
- dimension: GPUTextureViewDimension.TwoD,
- baseArrayLayer
- } );
- const passes = [];
- for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) {
- const bindGroup = this.device.createBindGroup( {
- layout: bindGroupLayout,
- entries: [ {
- binding: 0,
- resource: this.mipmapSampler
- }, {
- binding: 1,
- resource: srcView
- } ]
- } );
- const dstView = textureGPU.createView( {
- baseMipLevel: i,
- mipLevelCount: 1,
- dimension: GPUTextureViewDimension.TwoD,
- baseArrayLayer
- } );
- const passDescriptor = {
- colorAttachments: [ {
- view: dstView,
- loadOp: GPULoadOp.Clear,
- storeOp: GPUStoreOp.Store,
- clearValue: [ 0, 0, 0, 0 ]
- } ]
- };
- const passEncoder = this.device.createRenderBundleEncoder( {
- colorFormats: [ textureGPUDescriptor.format ]
- } );
- passEncoder.setPipeline( pipeline );
- passEncoder.setBindGroup( 0, bindGroup );
- passEncoder.draw( 4, 1, 0, 0 );
- passes.push( {
- renderBundles: [ passEncoder.finish() ],
- passDescriptor
- } );
- srcView = dstView;
- }
- return passes;
- }
- /**
- * Executes the render bundles.
- *
- * @param {GPUCommandEncoder} commandEncoder - The GPU command encoder.
- * @param {Array<Object>} passes - An array of render bundles.
- */
- _mipmapRunBundles( commandEncoder, passes ) {
- const levels = passes.length;
- for ( let i = 0; i < levels; i ++ ) {
- const pass = passes[ i ];
- const passEncoder = commandEncoder.beginRenderPass( pass.passDescriptor );
- passEncoder.executeBundles( pass.renderBundles );
- passEncoder.end();
- }
- }
- }
- const _compareToWebGPU = {
- [ NeverCompare ]: 'never',
- [ LessCompare ]: 'less',
- [ EqualCompare ]: 'equal',
- [ LessEqualCompare ]: 'less-equal',
- [ GreaterCompare ]: 'greater',
- [ GreaterEqualCompare ]: 'greater-equal',
- [ AlwaysCompare ]: 'always',
- [ NotEqualCompare ]: 'not-equal'
- };
- const _flipMap = [ 0, 1, 3, 2, 4, 5 ];
- /**
- * A WebGPU backend utility module for managing textures.
- *
- * @private
- */
- class WebGPUTextureUtils {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGPUBackend} backend - The WebGPU backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGPU backend.
- *
- * @type {WebGPUBackend}
- */
- this.backend = backend;
- /**
- * A reference to the pass utils.
- *
- * @type {?WebGPUTexturePassUtils}
- * @default null
- */
- this._passUtils = null;
- /**
- * A dictionary for managing default textures. The key
- * is the texture format, the value the texture object.
- *
- * @type {Object<string,Texture>}
- */
- this.defaultTexture = {};
- /**
- * A dictionary for managing default cube textures. The key
- * is the texture format, the value the texture object.
- *
- * @type {Object<string,CubeTexture>}
- */
- this.defaultCubeTexture = {};
- /**
- * A default video frame.
- *
- * @type {?VideoFrame}
- * @default null
- */
- this.defaultVideoFrame = null;
- /**
- * Represents the color attachment of the default framebuffer.
- *
- * @type {?GPUTexture}
- * @default null
- */
- this.colorBuffer = null;
- /**
- * Represents the depth attachment of the default framebuffer.
- *
- * @type {DepthTexture}
- */
- this.depthTexture = new DepthTexture();
- this.depthTexture.name = 'depthBuffer';
- }
- /**
- * Creates a GPU sampler for the given texture.
- *
- * @param {Texture} texture - The texture to create the sampler for.
- */
- createSampler( texture ) {
- const backend = this.backend;
- const device = backend.device;
- const textureGPU = backend.get( texture );
- const samplerDescriptorGPU = {
- addressModeU: this._convertAddressMode( texture.wrapS ),
- addressModeV: this._convertAddressMode( texture.wrapT ),
- addressModeW: this._convertAddressMode( texture.wrapR ),
- magFilter: this._convertFilterMode( texture.magFilter ),
- minFilter: this._convertFilterMode( texture.minFilter ),
- mipmapFilter: this._convertFilterMode( texture.minFilter ),
- maxAnisotropy: 1
- };
- // anisotropy can only be used when all filter modes are set to linear.
- if ( samplerDescriptorGPU.magFilter === GPUFilterMode.Linear && samplerDescriptorGPU.minFilter === GPUFilterMode.Linear && samplerDescriptorGPU.mipmapFilter === GPUFilterMode.Linear ) {
- samplerDescriptorGPU.maxAnisotropy = texture.anisotropy;
- }
- if ( texture.isDepthTexture && texture.compareFunction !== null ) {
- samplerDescriptorGPU.compare = _compareToWebGPU[ texture.compareFunction ];
- }
- textureGPU.sampler = device.createSampler( samplerDescriptorGPU );
- }
- /**
- * Creates a default texture for the given texture that can be used
- * as a placeholder until the actual texture is ready for usage.
- *
- * @param {Texture} texture - The texture to create a default texture for.
- */
- createDefaultTexture( texture ) {
- let textureGPU;
- const format = getFormat( texture );
- if ( texture.isCubeTexture ) {
- textureGPU = this._getDefaultCubeTextureGPU( format );
- } else if ( texture.isVideoTexture ) {
- this.backend.get( texture ).externalTexture = this._getDefaultVideoFrame();
- } else {
- textureGPU = this._getDefaultTextureGPU( format );
- }
- this.backend.get( texture ).texture = textureGPU;
- }
- /**
- * Defines a texture on the GPU for the given texture object.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- createTexture( texture, options = {} ) {
- const backend = this.backend;
- const textureData = backend.get( texture );
- if ( textureData.initialized ) {
- throw new Error( 'WebGPUTextureUtils: Texture already initialized.' );
- }
- if ( options.needsMipmaps === undefined ) options.needsMipmaps = false;
- if ( options.levels === undefined ) options.levels = 1;
- if ( options.depth === undefined ) options.depth = 1;
- const { width, height, depth, levels } = options;
- if ( texture.isFramebufferTexture ) {
- if ( options.renderTarget ) {
- options.format = this.backend.utils.getCurrentColorFormat( options.renderTarget );
- } else {
- options.format = this.backend.utils.getPreferredCanvasFormat();
- }
- }
- const dimension = this._getDimension( texture );
- const format = texture.internalFormat || options.format || getFormat( texture, backend.device );
- textureData.format = format;
- const { samples, primarySamples, isMSAA } = backend.utils.getTextureSampleData( texture );
- let usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC;
- if ( texture.isStorageTexture === true ) {
- usage |= GPUTextureUsage.STORAGE_BINDING;
- }
- if ( texture.isCompressedTexture !== true && texture.isCompressedArrayTexture !== true ) {
- usage |= GPUTextureUsage.RENDER_ATTACHMENT;
- }
- const textureDescriptorGPU = {
- label: texture.name,
- size: {
- width: width,
- height: height,
- depthOrArrayLayers: depth,
- },
- mipLevelCount: levels,
- sampleCount: primarySamples,
- dimension: dimension,
- format: format,
- usage: usage
- };
- // texture creation
- if ( texture.isVideoTexture ) {
- const video = texture.source.data;
- const videoFrame = new VideoFrame( video );
- textureDescriptorGPU.size.width = videoFrame.displayWidth;
- textureDescriptorGPU.size.height = videoFrame.displayHeight;
- videoFrame.close();
- textureData.externalTexture = video;
- } else {
- if ( format === undefined ) {
- console.warn( 'WebGPURenderer: Texture format not supported.' );
- this.createDefaultTexture( texture );
- return;
- }
- if ( texture.isCubeTexture ) {
- textureDescriptorGPU.textureBindingViewDimension = GPUTextureViewDimension.Cube;
- }
- textureData.texture = backend.device.createTexture( textureDescriptorGPU );
- }
- if ( isMSAA ) {
- const msaaTextureDescriptorGPU = Object.assign( {}, textureDescriptorGPU );
- msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa';
- msaaTextureDescriptorGPU.sampleCount = samples;
- textureData.msaaTexture = backend.device.createTexture( msaaTextureDescriptorGPU );
- }
- textureData.initialized = true;
- textureData.textureDescriptorGPU = textureDescriptorGPU;
- }
- /**
- * Destroys the GPU data for the given texture object.
- *
- * @param {Texture} texture - The texture.
- */
- destroyTexture( texture ) {
- const backend = this.backend;
- const textureData = backend.get( texture );
- if ( textureData.texture !== undefined ) textureData.texture.destroy();
- if ( textureData.msaaTexture !== undefined ) textureData.msaaTexture.destroy();
- backend.delete( texture );
- }
- /**
- * Destroys the GPU sampler for the given texture.
- *
- * @param {Texture} texture - The texture to destroy the sampler for.
- */
- destroySampler( texture ) {
- const backend = this.backend;
- const textureData = backend.get( texture );
- delete textureData.sampler;
- }
- /**
- * Generates mipmaps for the given texture.
- *
- * @param {Texture} texture - The texture.
- */
- generateMipmaps( texture ) {
- const textureData = this.backend.get( texture );
- if ( texture.isCubeTexture ) {
- for ( let i = 0; i < 6; i ++ ) {
- this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
- }
- } else {
- const depth = texture.image.depth || 1;
- for ( let i = 0; i < depth; i ++ ) {
- this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
- }
- }
- }
- /**
- * Returns the color buffer representing the color
- * attachment of the default framebuffer.
- *
- * @return {GPUTexture} The color buffer.
- */
- getColorBuffer() {
- if ( this.colorBuffer ) this.colorBuffer.destroy();
- const backend = this.backend;
- const { width, height } = backend.getDrawingBufferSize();
- this.colorBuffer = backend.device.createTexture( {
- label: 'colorBuffer',
- size: {
- width: width,
- height: height,
- depthOrArrayLayers: 1
- },
- sampleCount: backend.utils.getSampleCount( backend.renderer.samples ),
- format: backend.utils.getPreferredCanvasFormat(),
- usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
- } );
- return this.colorBuffer;
- }
- /**
- * Returns the depth buffer representing the depth
- * attachment of the default framebuffer.
- *
- * @param {boolean} [depth=true] - Whether depth is enabled or not.
- * @param {boolean} [stencil=false] - Whether stencil is enabled or not.
- * @return {GPUTexture} The depth buffer.
- */
- getDepthBuffer( depth = true, stencil = false ) {
- const backend = this.backend;
- const { width, height } = backend.getDrawingBufferSize();
- const depthTexture = this.depthTexture;
- const depthTextureGPU = backend.get( depthTexture ).texture;
- let format, type;
- if ( stencil ) {
- format = DepthStencilFormat;
- type = UnsignedInt248Type;
- } else if ( depth ) {
- format = DepthFormat;
- type = UnsignedIntType;
- }
- if ( depthTextureGPU !== undefined ) {
- if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type ) {
- return depthTextureGPU;
- }
- this.destroyTexture( depthTexture );
- }
- depthTexture.name = 'depthBuffer';
- depthTexture.format = format;
- depthTexture.type = type;
- depthTexture.image.width = width;
- depthTexture.image.height = height;
- this.createTexture( depthTexture, { width, height } );
- return backend.get( depthTexture ).texture;
- }
- /**
- * Uploads the updated texture data to the GPU.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- updateTexture( texture, options ) {
- const textureData = this.backend.get( texture );
- const { textureDescriptorGPU } = textureData;
- if ( texture.isRenderTargetTexture || ( textureDescriptorGPU === undefined /* unsupported texture format */ ) )
- return;
- // transfer texture data
- if ( texture.isDataTexture ) {
- this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
- } else if ( texture.isDataArrayTexture || texture.isDepthArrayTexture || texture.isData3DTexture ) {
- for ( let i = 0; i < options.image.depth; i ++ ) {
- this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, i, texture.flipY, i );
- }
- } else if ( texture.isCompressedTexture || texture.isCompressedArrayTexture ) {
- this._copyCompressedBufferToTexture( texture.mipmaps, textureData.texture, textureDescriptorGPU );
- } else if ( texture.isCubeTexture ) {
- this._copyCubeMapToTexture( options.images, textureData.texture, textureDescriptorGPU, texture.flipY );
- } else if ( texture.isVideoTexture ) {
- const video = texture.source.data;
- textureData.externalTexture = video;
- } else {
- this._copyImageToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
- }
- //
- textureData.version = texture.version;
- if ( texture.onUpdate ) texture.onUpdate( texture );
- }
- /**
- * Returns texture data as a typed array.
- *
- * @async
- * @param {Texture} texture - The texture to copy.
- * @param {number} x - The x coordinate of the copy origin.
- * @param {number} y - The y coordinate of the copy origin.
- * @param {number} width - The width of the copy.
- * @param {number} height - The height of the copy.
- * @param {number} faceIndex - The face index.
- * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
- */
- async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
- const device = this.backend.device;
- const textureData = this.backend.get( texture );
- const textureGPU = textureData.texture;
- const format = textureData.textureDescriptorGPU.format;
- const bytesPerTexel = this._getBytesPerTexel( format );
- let bytesPerRow = width * bytesPerTexel;
- bytesPerRow = Math.ceil( bytesPerRow / 256 ) * 256; // Align to 256 bytes
- const readBuffer = device.createBuffer(
- {
- size: width * height * bytesPerTexel,
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
- }
- );
- const encoder = device.createCommandEncoder();
- encoder.copyTextureToBuffer(
- {
- texture: textureGPU,
- origin: { x, y, z: faceIndex },
- },
- {
- buffer: readBuffer,
- bytesPerRow: bytesPerRow
- },
- {
- width: width,
- height: height
- }
- );
- const typedArrayType = this._getTypedArrayType( format );
- device.queue.submit( [ encoder.finish() ] );
- await readBuffer.mapAsync( GPUMapMode.READ );
- const buffer = readBuffer.getMappedRange();
- return new typedArrayType( buffer );
- }
- /**
- * Returns `true` if the given texture is an environment map.
- *
- * @private
- * @param {Texture} texture - The texture.
- * @return {boolean} Whether the given texture is an environment map or not.
- */
- _isEnvironmentTexture( texture ) {
- const mapping = texture.mapping;
- return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
- }
- /**
- * Returns the default GPU texture for the given format.
- *
- * @private
- * @param {string} format - The GPU format.
- * @return {GPUTexture} The GPU texture.
- */
- _getDefaultTextureGPU( format ) {
- let defaultTexture = this.defaultTexture[ format ];
- if ( defaultTexture === undefined ) {
- const texture = new Texture();
- texture.minFilter = NearestFilter;
- texture.magFilter = NearestFilter;
- this.createTexture( texture, { width: 1, height: 1, format } );
- this.defaultTexture[ format ] = defaultTexture = texture;
- }
- return this.backend.get( defaultTexture ).texture;
- }
- /**
- * Returns the default GPU cube texture for the given format.
- *
- * @private
- * @param {string} format - The GPU format.
- * @return {GPUTexture} The GPU texture.
- */
- _getDefaultCubeTextureGPU( format ) {
- let defaultCubeTexture = this.defaultTexture[ format ];
- if ( defaultCubeTexture === undefined ) {
- const texture = new CubeTexture();
- texture.minFilter = NearestFilter;
- texture.magFilter = NearestFilter;
- this.createTexture( texture, { width: 1, height: 1, depth: 6 } );
- this.defaultCubeTexture[ format ] = defaultCubeTexture = texture;
- }
- return this.backend.get( defaultCubeTexture ).texture;
- }
- /**
- * Returns the default video frame used as default data in context of video textures.
- *
- * @private
- * @return {VideoFrame} The video frame.
- */
- _getDefaultVideoFrame() {
- let defaultVideoFrame = this.defaultVideoFrame;
- if ( defaultVideoFrame === null ) {
- const init = {
- timestamp: 0,
- codedWidth: 1,
- codedHeight: 1,
- format: 'RGBA',
- };
- this.defaultVideoFrame = defaultVideoFrame = new VideoFrame( new Uint8Array( [ 0, 0, 0, 0xff ] ), init );
- }
- return defaultVideoFrame;
- }
- /**
- * Uploads cube texture image data to the GPU memory.
- *
- * @private
- * @param {Array} images - The cube image data.
- * @param {GPUTexture} textureGPU - The GPU texture.
- * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
- * @param {boolean} flipY - Whether to flip texture data along their vertical axis or not.
- */
- _copyCubeMapToTexture( images, textureGPU, textureDescriptorGPU, flipY ) {
- for ( let i = 0; i < 6; i ++ ) {
- const image = images[ i ];
- const flipIndex = flipY === true ? _flipMap[ i ] : i;
- if ( image.isDataTexture ) {
- this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
- } else {
- this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
- }
- }
- }
- /**
- * Uploads texture image data to the GPU memory.
- *
- * @private
- * @param {HTMLImageElement|ImageBitmap|HTMLCanvasElement} image - The image data.
- * @param {GPUTexture} textureGPU - The GPU texture.
- * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
- * @param {number} originDepth - The origin depth.
- * @param {boolean} flipY - Whether to flip texture data along their vertical axis or not.
- */
- _copyImageToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY ) {
- const device = this.backend.device;
- device.queue.copyExternalImageToTexture(
- {
- source: image,
- flipY: flipY
- }, {
- texture: textureGPU,
- mipLevel: 0,
- origin: { x: 0, y: 0, z: originDepth }
- }, {
- width: image.width,
- height: image.height,
- depthOrArrayLayers: 1
- }
- );
- }
- /**
- * Returns the pass utils singleton.
- *
- * @private
- * @return {WebGPUTexturePassUtils} The utils instance.
- */
- _getPassUtils() {
- let passUtils = this._passUtils;
- if ( passUtils === null ) {
- this._passUtils = passUtils = new WebGPUTexturePassUtils( this.backend.device );
- }
- return passUtils;
- }
- /**
- * Generates mipmaps for the given GPU texture.
- *
- * @private
- * @param {GPUTexture} textureGPU - The GPU texture object.
- * @param {Object} textureDescriptorGPU - The texture descriptor.
- * @param {number} [baseArrayLayer=0] - The index of the first array layer accessible to the texture view.
- */
- _generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer = 0 ) {
- this._getPassUtils().generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer );
- }
- /**
- * Flip the contents of the given GPU texture along its vertical axis.
- *
- * @private
- * @param {GPUTexture} textureGPU - The GPU texture object.
- * @param {Object} textureDescriptorGPU - The texture descriptor.
- * @param {number} [originDepth=0] - The origin depth.
- */
- _flipY( textureGPU, textureDescriptorGPU, originDepth = 0 ) {
- this._getPassUtils().flipY( textureGPU, textureDescriptorGPU, originDepth );
- }
- /**
- * Uploads texture buffer data to the GPU memory.
- *
- * @private
- * @param {Object} image - An object defining the image buffer data.
- * @param {GPUTexture} textureGPU - The GPU texture.
- * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
- * @param {number} originDepth - The origin depth.
- * @param {boolean} flipY - Whether to flip texture data along their vertical axis or not.
- * @param {number} [depth=0] - TODO.
- */
- _copyBufferToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, depth = 0 ) {
- // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
- // @TODO: Consider to support valid buffer layouts with other formats like RGB
- const device = this.backend.device;
- const data = image.data;
- const bytesPerTexel = this._getBytesPerTexel( textureDescriptorGPU.format );
- const bytesPerRow = image.width * bytesPerTexel;
- device.queue.writeTexture(
- {
- texture: textureGPU,
- mipLevel: 0,
- origin: { x: 0, y: 0, z: originDepth }
- },
- data,
- {
- offset: image.width * image.height * bytesPerTexel * depth,
- bytesPerRow
- },
- {
- width: image.width,
- height: image.height,
- depthOrArrayLayers: 1
- } );
- if ( flipY === true ) {
- this._flipY( textureGPU, textureDescriptorGPU, originDepth );
- }
- }
- /**
- * Uploads compressed texture data to the GPU memory.
- *
- * @private
- * @param {Array<Object>} mipmaps - An array with mipmap data.
- * @param {GPUTexture} textureGPU - The GPU texture.
- * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
- */
- _copyCompressedBufferToTexture( mipmaps, textureGPU, textureDescriptorGPU ) {
- // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
- const device = this.backend.device;
- const blockData = this._getBlockData( textureDescriptorGPU.format );
- const isTextureArray = textureDescriptorGPU.size.depthOrArrayLayers > 1;
- for ( let i = 0; i < mipmaps.length; i ++ ) {
- const mipmap = mipmaps[ i ];
- const width = mipmap.width;
- const height = mipmap.height;
- const depth = isTextureArray ? textureDescriptorGPU.size.depthOrArrayLayers : 1;
- const bytesPerRow = Math.ceil( width / blockData.width ) * blockData.byteLength;
- const bytesPerImage = bytesPerRow * Math.ceil( height / blockData.height );
- for ( let j = 0; j < depth; j ++ ) {
- device.queue.writeTexture(
- {
- texture: textureGPU,
- mipLevel: i,
- origin: { x: 0, y: 0, z: j }
- },
- mipmap.data,
- {
- offset: j * bytesPerImage,
- bytesPerRow,
- rowsPerImage: Math.ceil( height / blockData.height )
- },
- {
- width: Math.ceil( width / blockData.width ) * blockData.width,
- height: Math.ceil( height / blockData.height ) * blockData.height,
- depthOrArrayLayers: 1
- }
- );
- }
- }
- }
- /**
- * This method is only relevant for compressed texture formats. It returns a block
- * data descriptor for the given GPU compressed texture format.
- *
- * @private
- * @param {string} format - The GPU compressed texture format.
- * @return {Object} The block data descriptor.
- */
- _getBlockData( format ) {
- if ( format === GPUTextureFormat.BC1RGBAUnorm || format === GPUTextureFormat.BC1RGBAUnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; // DXT1
- if ( format === GPUTextureFormat.BC2RGBAUnorm || format === GPUTextureFormat.BC2RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT3
- if ( format === GPUTextureFormat.BC3RGBAUnorm || format === GPUTextureFormat.BC3RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT5
- if ( format === GPUTextureFormat.BC4RUnorm || format === GPUTextureFormat.BC4RSnorm ) return { byteLength: 8, width: 4, height: 4 }; // RGTC1
- if ( format === GPUTextureFormat.BC5RGUnorm || format === GPUTextureFormat.BC5RGSnorm ) return { byteLength: 16, width: 4, height: 4 }; // RGTC2
- if ( format === GPUTextureFormat.BC6HRGBUFloat || format === GPUTextureFormat.BC6HRGBFloat ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (float)
- if ( format === GPUTextureFormat.BC7RGBAUnorm || format === GPUTextureFormat.BC7RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (unorm)
- if ( format === GPUTextureFormat.ETC2RGB8Unorm || format === GPUTextureFormat.ETC2RGB8UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
- if ( format === GPUTextureFormat.ETC2RGB8A1Unorm || format === GPUTextureFormat.ETC2RGB8A1UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
- if ( format === GPUTextureFormat.ETC2RGBA8Unorm || format === GPUTextureFormat.ETC2RGBA8UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
- if ( format === GPUTextureFormat.EACR11Unorm ) return { byteLength: 8, width: 4, height: 4 };
- if ( format === GPUTextureFormat.EACR11Snorm ) return { byteLength: 8, width: 4, height: 4 };
- if ( format === GPUTextureFormat.EACRG11Unorm ) return { byteLength: 16, width: 4, height: 4 };
- if ( format === GPUTextureFormat.EACRG11Snorm ) return { byteLength: 16, width: 4, height: 4 };
- if ( format === GPUTextureFormat.ASTC4x4Unorm || format === GPUTextureFormat.ASTC4x4UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
- if ( format === GPUTextureFormat.ASTC5x4Unorm || format === GPUTextureFormat.ASTC5x4UnormSRGB ) return { byteLength: 16, width: 5, height: 4 };
- if ( format === GPUTextureFormat.ASTC5x5Unorm || format === GPUTextureFormat.ASTC5x5UnormSRGB ) return { byteLength: 16, width: 5, height: 5 };
- if ( format === GPUTextureFormat.ASTC6x5Unorm || format === GPUTextureFormat.ASTC6x5UnormSRGB ) return { byteLength: 16, width: 6, height: 5 };
- if ( format === GPUTextureFormat.ASTC6x6Unorm || format === GPUTextureFormat.ASTC6x6UnormSRGB ) return { byteLength: 16, width: 6, height: 6 };
- if ( format === GPUTextureFormat.ASTC8x5Unorm || format === GPUTextureFormat.ASTC8x5UnormSRGB ) return { byteLength: 16, width: 8, height: 5 };
- if ( format === GPUTextureFormat.ASTC8x6Unorm || format === GPUTextureFormat.ASTC8x6UnormSRGB ) return { byteLength: 16, width: 8, height: 6 };
- if ( format === GPUTextureFormat.ASTC8x8Unorm || format === GPUTextureFormat.ASTC8x8UnormSRGB ) return { byteLength: 16, width: 8, height: 8 };
- if ( format === GPUTextureFormat.ASTC10x5Unorm || format === GPUTextureFormat.ASTC10x5UnormSRGB ) return { byteLength: 16, width: 10, height: 5 };
- if ( format === GPUTextureFormat.ASTC10x6Unorm || format === GPUTextureFormat.ASTC10x6UnormSRGB ) return { byteLength: 16, width: 10, height: 6 };
- if ( format === GPUTextureFormat.ASTC10x8Unorm || format === GPUTextureFormat.ASTC10x8UnormSRGB ) return { byteLength: 16, width: 10, height: 8 };
- if ( format === GPUTextureFormat.ASTC10x10Unorm || format === GPUTextureFormat.ASTC10x10UnormSRGB ) return { byteLength: 16, width: 10, height: 10 };
- if ( format === GPUTextureFormat.ASTC12x10Unorm || format === GPUTextureFormat.ASTC12x10UnormSRGB ) return { byteLength: 16, width: 12, height: 10 };
- if ( format === GPUTextureFormat.ASTC12x12Unorm || format === GPUTextureFormat.ASTC12x12UnormSRGB ) return { byteLength: 16, width: 12, height: 12 };
- }
- /**
- * Converts the three.js uv wrapping constants to GPU address mode constants.
- *
- * @private
- * @param {number} value - The three.js constant defining a uv wrapping mode.
- * @return {string} The GPU address mode.
- */
- _convertAddressMode( value ) {
- let addressMode = GPUAddressMode.ClampToEdge;
- if ( value === RepeatWrapping ) {
- addressMode = GPUAddressMode.Repeat;
- } else if ( value === MirroredRepeatWrapping ) {
- addressMode = GPUAddressMode.MirrorRepeat;
- }
- return addressMode;
- }
- /**
- * Converts the three.js filter constants to GPU filter constants.
- *
- * @private
- * @param {number} value - The three.js constant defining a filter mode.
- * @return {string} The GPU filter mode.
- */
- _convertFilterMode( value ) {
- let filterMode = GPUFilterMode.Linear;
- if ( value === NearestFilter || value === NearestMipmapNearestFilter || value === NearestMipmapLinearFilter ) {
- filterMode = GPUFilterMode.Nearest;
- }
- return filterMode;
- }
- /**
- * Returns the bytes-per-texel value for the given GPU texture format.
- *
- * @private
- * @param {string} format - The GPU texture format.
- * @return {number} The bytes-per-texel.
- */
- _getBytesPerTexel( format ) {
- // 8-bit formats
- if ( format === GPUTextureFormat.R8Unorm ||
- format === GPUTextureFormat.R8Snorm ||
- format === GPUTextureFormat.R8Uint ||
- format === GPUTextureFormat.R8Sint ) return 1;
- // 16-bit formats
- if ( format === GPUTextureFormat.R16Uint ||
- format === GPUTextureFormat.R16Sint ||
- format === GPUTextureFormat.R16Float ||
- format === GPUTextureFormat.RG8Unorm ||
- format === GPUTextureFormat.RG8Snorm ||
- format === GPUTextureFormat.RG8Uint ||
- format === GPUTextureFormat.RG8Sint ) return 2;
- // 32-bit formats
- if ( format === GPUTextureFormat.R32Uint ||
- format === GPUTextureFormat.R32Sint ||
- format === GPUTextureFormat.R32Float ||
- format === GPUTextureFormat.RG16Uint ||
- format === GPUTextureFormat.RG16Sint ||
- format === GPUTextureFormat.RG16Float ||
- format === GPUTextureFormat.RGBA8Unorm ||
- format === GPUTextureFormat.RGBA8UnormSRGB ||
- format === GPUTextureFormat.RGBA8Snorm ||
- format === GPUTextureFormat.RGBA8Uint ||
- format === GPUTextureFormat.RGBA8Sint ||
- format === GPUTextureFormat.BGRA8Unorm ||
- format === GPUTextureFormat.BGRA8UnormSRGB ||
- // Packed 32-bit formats
- format === GPUTextureFormat.RGB9E5UFloat ||
- format === GPUTextureFormat.RGB10A2Unorm ||
- format === GPUTextureFormat.RG11B10UFloat ||
- format === GPUTextureFormat.Depth32Float ||
- format === GPUTextureFormat.Depth24Plus ||
- format === GPUTextureFormat.Depth24PlusStencil8 ||
- format === GPUTextureFormat.Depth32FloatStencil8 ) return 4;
- // 64-bit formats
- if ( format === GPUTextureFormat.RG32Uint ||
- format === GPUTextureFormat.RG32Sint ||
- format === GPUTextureFormat.RG32Float ||
- format === GPUTextureFormat.RGBA16Uint ||
- format === GPUTextureFormat.RGBA16Sint ||
- format === GPUTextureFormat.RGBA16Float ) return 8;
- // 128-bit formats
- if ( format === GPUTextureFormat.RGBA32Uint ||
- format === GPUTextureFormat.RGBA32Sint ||
- format === GPUTextureFormat.RGBA32Float ) return 16;
- }
- /**
- * Returns the corresponding typed array type for the given GPU texture format.
- *
- * @private
- * @param {string} format - The GPU texture format.
- * @return {TypedArray.constructor} The typed array type.
- */
- _getTypedArrayType( format ) {
- if ( format === GPUTextureFormat.R8Uint ) return Uint8Array;
- if ( format === GPUTextureFormat.R8Sint ) return Int8Array;
- if ( format === GPUTextureFormat.R8Unorm ) return Uint8Array;
- if ( format === GPUTextureFormat.R8Snorm ) return Int8Array;
- if ( format === GPUTextureFormat.RG8Uint ) return Uint8Array;
- if ( format === GPUTextureFormat.RG8Sint ) return Int8Array;
- if ( format === GPUTextureFormat.RG8Unorm ) return Uint8Array;
- if ( format === GPUTextureFormat.RG8Snorm ) return Int8Array;
- if ( format === GPUTextureFormat.RGBA8Uint ) return Uint8Array;
- if ( format === GPUTextureFormat.RGBA8Sint ) return Int8Array;
- if ( format === GPUTextureFormat.RGBA8Unorm ) return Uint8Array;
- if ( format === GPUTextureFormat.RGBA8Snorm ) return Int8Array;
- if ( format === GPUTextureFormat.R16Uint ) return Uint16Array;
- if ( format === GPUTextureFormat.R16Sint ) return Int16Array;
- if ( format === GPUTextureFormat.RG16Uint ) return Uint16Array;
- if ( format === GPUTextureFormat.RG16Sint ) return Int16Array;
- if ( format === GPUTextureFormat.RGBA16Uint ) return Uint16Array;
- if ( format === GPUTextureFormat.RGBA16Sint ) return Int16Array;
- if ( format === GPUTextureFormat.R16Float ) return Uint16Array;
- if ( format === GPUTextureFormat.RG16Float ) return Uint16Array;
- if ( format === GPUTextureFormat.RGBA16Float ) return Uint16Array;
- if ( format === GPUTextureFormat.R32Uint ) return Uint32Array;
- if ( format === GPUTextureFormat.R32Sint ) return Int32Array;
- if ( format === GPUTextureFormat.R32Float ) return Float32Array;
- if ( format === GPUTextureFormat.RG32Uint ) return Uint32Array;
- if ( format === GPUTextureFormat.RG32Sint ) return Int32Array;
- if ( format === GPUTextureFormat.RG32Float ) return Float32Array;
- if ( format === GPUTextureFormat.RGBA32Uint ) return Uint32Array;
- if ( format === GPUTextureFormat.RGBA32Sint ) return Int32Array;
- if ( format === GPUTextureFormat.RGBA32Float ) return Float32Array;
- if ( format === GPUTextureFormat.BGRA8Unorm ) return Uint8Array;
- if ( format === GPUTextureFormat.BGRA8UnormSRGB ) return Uint8Array;
- if ( format === GPUTextureFormat.RGB10A2Unorm ) return Uint32Array;
- if ( format === GPUTextureFormat.RGB9E5UFloat ) return Uint32Array;
- if ( format === GPUTextureFormat.RG11B10UFloat ) return Uint32Array;
- if ( format === GPUTextureFormat.Depth32Float ) return Float32Array;
- if ( format === GPUTextureFormat.Depth24Plus ) return Uint32Array;
- if ( format === GPUTextureFormat.Depth24PlusStencil8 ) return Uint32Array;
- if ( format === GPUTextureFormat.Depth32FloatStencil8 ) return Float32Array;
- }
- /**
- * Returns the GPU dimensions for the given texture.
- *
- * @private
- * @param {Texture} texture - The texture.
- * @return {string} The GPU dimension.
- */
- _getDimension( texture ) {
- let dimension;
- if ( texture.isData3DTexture ) {
- dimension = GPUTextureDimension.ThreeD;
- } else {
- dimension = GPUTextureDimension.TwoD;
- }
- return dimension;
- }
- }
- /**
- * Returns the GPU format for the given texture.
- *
- * @param {Texture} texture - The texture.
- * @param {?GPUDevice} [device=null] - The GPU device which is used for feature detection.
- * It is not necessary to apply the device for most formats.
- * @return {string} The GPU format.
- */
- function getFormat( texture, device = null ) {
- const format = texture.format;
- const type = texture.type;
- const colorSpace = texture.colorSpace;
- let formatGPU;
- if ( texture.isCompressedTexture === true || texture.isCompressedArrayTexture === true ) {
- switch ( format ) {
- case RGBA_S3TC_DXT1_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC1RGBAUnormSRGB : GPUTextureFormat.BC1RGBAUnorm;
- break;
- case RGBA_S3TC_DXT3_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC2RGBAUnormSRGB : GPUTextureFormat.BC2RGBAUnorm;
- break;
- case RGBA_S3TC_DXT5_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC3RGBAUnormSRGB : GPUTextureFormat.BC3RGBAUnorm;
- break;
- case RGB_ETC2_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGB8UnormSRGB : GPUTextureFormat.ETC2RGB8Unorm;
- break;
- case RGBA_ETC2_EAC_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGBA8UnormSRGB : GPUTextureFormat.ETC2RGBA8Unorm;
- break;
- case RGBA_ASTC_4x4_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC4x4UnormSRGB : GPUTextureFormat.ASTC4x4Unorm;
- break;
- case RGBA_ASTC_5x4_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x4UnormSRGB : GPUTextureFormat.ASTC5x4Unorm;
- break;
- case RGBA_ASTC_5x5_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x5UnormSRGB : GPUTextureFormat.ASTC5x5Unorm;
- break;
- case RGBA_ASTC_6x5_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x5UnormSRGB : GPUTextureFormat.ASTC6x5Unorm;
- break;
- case RGBA_ASTC_6x6_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x6UnormSRGB : GPUTextureFormat.ASTC6x6Unorm;
- break;
- case RGBA_ASTC_8x5_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x5UnormSRGB : GPUTextureFormat.ASTC8x5Unorm;
- break;
- case RGBA_ASTC_8x6_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x6UnormSRGB : GPUTextureFormat.ASTC8x6Unorm;
- break;
- case RGBA_ASTC_8x8_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x8UnormSRGB : GPUTextureFormat.ASTC8x8Unorm;
- break;
- case RGBA_ASTC_10x5_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x5UnormSRGB : GPUTextureFormat.ASTC10x5Unorm;
- break;
- case RGBA_ASTC_10x6_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x6UnormSRGB : GPUTextureFormat.ASTC10x6Unorm;
- break;
- case RGBA_ASTC_10x8_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x8UnormSRGB : GPUTextureFormat.ASTC10x8Unorm;
- break;
- case RGBA_ASTC_10x10_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x10UnormSRGB : GPUTextureFormat.ASTC10x10Unorm;
- break;
- case RGBA_ASTC_12x10_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x10UnormSRGB : GPUTextureFormat.ASTC12x10Unorm;
- break;
- case RGBA_ASTC_12x12_Format:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x12UnormSRGB : GPUTextureFormat.ASTC12x12Unorm;
- break;
- case RGBAFormat:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture format.', format );
- }
- } else {
- switch ( format ) {
- case RGBAFormat:
- switch ( type ) {
- case ByteType:
- formatGPU = GPUTextureFormat.RGBA8Snorm;
- break;
- case ShortType:
- formatGPU = GPUTextureFormat.RGBA16Sint;
- break;
- case UnsignedShortType:
- formatGPU = GPUTextureFormat.RGBA16Uint;
- break;
- case UnsignedIntType:
- formatGPU = GPUTextureFormat.RGBA32Uint;
- break;
- case IntType:
- formatGPU = GPUTextureFormat.RGBA32Sint;
- break;
- case UnsignedByteType:
- formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
- break;
- case HalfFloatType:
- formatGPU = GPUTextureFormat.RGBA16Float;
- break;
- case FloatType:
- formatGPU = GPUTextureFormat.RGBA32Float;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture type with RGBAFormat.', type );
- }
- break;
- case RGBFormat:
- switch ( type ) {
- case UnsignedInt5999Type:
- formatGPU = GPUTextureFormat.RGB9E5UFloat;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture type with RGBFormat.', type );
- }
- break;
- case RedFormat:
- switch ( type ) {
- case ByteType:
- formatGPU = GPUTextureFormat.R8Snorm;
- break;
- case ShortType:
- formatGPU = GPUTextureFormat.R16Sint;
- break;
- case UnsignedShortType:
- formatGPU = GPUTextureFormat.R16Uint;
- break;
- case UnsignedIntType:
- formatGPU = GPUTextureFormat.R32Uint;
- break;
- case IntType:
- formatGPU = GPUTextureFormat.R32Sint;
- break;
- case UnsignedByteType:
- formatGPU = GPUTextureFormat.R8Unorm;
- break;
- case HalfFloatType:
- formatGPU = GPUTextureFormat.R16Float;
- break;
- case FloatType:
- formatGPU = GPUTextureFormat.R32Float;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture type with RedFormat.', type );
- }
- break;
- case RGFormat:
- switch ( type ) {
- case ByteType:
- formatGPU = GPUTextureFormat.RG8Snorm;
- break;
- case ShortType:
- formatGPU = GPUTextureFormat.RG16Sint;
- break;
- case UnsignedShortType:
- formatGPU = GPUTextureFormat.RG16Uint;
- break;
- case UnsignedIntType:
- formatGPU = GPUTextureFormat.RG32Uint;
- break;
- case IntType:
- formatGPU = GPUTextureFormat.RG32Sint;
- break;
- case UnsignedByteType:
- formatGPU = GPUTextureFormat.RG8Unorm;
- break;
- case HalfFloatType:
- formatGPU = GPUTextureFormat.RG16Float;
- break;
- case FloatType:
- formatGPU = GPUTextureFormat.RG32Float;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture type with RGFormat.', type );
- }
- break;
- case DepthFormat:
- switch ( type ) {
- case UnsignedShortType:
- formatGPU = GPUTextureFormat.Depth16Unorm;
- break;
- case UnsignedIntType:
- formatGPU = GPUTextureFormat.Depth24Plus;
- break;
- case FloatType:
- formatGPU = GPUTextureFormat.Depth32Float;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture type with DepthFormat.', type );
- }
- break;
- case DepthStencilFormat:
- switch ( type ) {
- case UnsignedInt248Type:
- formatGPU = GPUTextureFormat.Depth24PlusStencil8;
- break;
- case FloatType:
- if ( device && device.features.has( GPUFeatureName.Depth32FloatStencil8 ) === false ) {
- console.error( 'WebGPURenderer: Depth textures with DepthStencilFormat + FloatType can only be used with the "depth32float-stencil8" GPU feature.' );
- }
- formatGPU = GPUTextureFormat.Depth32FloatStencil8;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture type with DepthStencilFormat.', type );
- }
- break;
- case RedIntegerFormat:
- switch ( type ) {
- case IntType:
- formatGPU = GPUTextureFormat.R32Sint;
- break;
- case UnsignedIntType:
- formatGPU = GPUTextureFormat.R32Uint;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture type with RedIntegerFormat.', type );
- }
- break;
- case RGIntegerFormat:
- switch ( type ) {
- case IntType:
- formatGPU = GPUTextureFormat.RG32Sint;
- break;
- case UnsignedIntType:
- formatGPU = GPUTextureFormat.RG32Uint;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture type with RGIntegerFormat.', type );
- }
- break;
- case RGBAIntegerFormat:
- switch ( type ) {
- case IntType:
- formatGPU = GPUTextureFormat.RGBA32Sint;
- break;
- case UnsignedIntType:
- formatGPU = GPUTextureFormat.RGBA32Uint;
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture type with RGBAIntegerFormat.', type );
- }
- break;
- default:
- console.error( 'WebGPURenderer: Unsupported texture format.', format );
- }
- }
- return formatGPU;
- }
- const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i;
- const propertiesRegexp = /([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/ig;
- const wgslTypeLib$1 = {
- 'f32': 'float',
- 'i32': 'int',
- 'u32': 'uint',
- 'bool': 'bool',
- 'vec2<f32>': 'vec2',
- 'vec2<i32>': 'ivec2',
- 'vec2<u32>': 'uvec2',
- 'vec2<bool>': 'bvec2',
- 'vec2f': 'vec2',
- 'vec2i': 'ivec2',
- 'vec2u': 'uvec2',
- 'vec2b': 'bvec2',
- 'vec3<f32>': 'vec3',
- 'vec3<i32>': 'ivec3',
- 'vec3<u32>': 'uvec3',
- 'vec3<bool>': 'bvec3',
- 'vec3f': 'vec3',
- 'vec3i': 'ivec3',
- 'vec3u': 'uvec3',
- 'vec3b': 'bvec3',
- 'vec4<f32>': 'vec4',
- 'vec4<i32>': 'ivec4',
- 'vec4<u32>': 'uvec4',
- 'vec4<bool>': 'bvec4',
- 'vec4f': 'vec4',
- 'vec4i': 'ivec4',
- 'vec4u': 'uvec4',
- 'vec4b': 'bvec4',
- 'mat2x2<f32>': 'mat2',
- 'mat2x2f': 'mat2',
- 'mat3x3<f32>': 'mat3',
- 'mat3x3f': 'mat3',
- 'mat4x4<f32>': 'mat4',
- 'mat4x4f': 'mat4',
- 'sampler': 'sampler',
- 'texture_1d': 'texture',
- 'texture_2d': 'texture',
- 'texture_2d_array': 'texture',
- 'texture_multisampled_2d': 'cubeTexture',
- 'texture_depth_2d': 'depthTexture',
- 'texture_depth_2d_array': 'depthTexture',
- 'texture_depth_multisampled_2d': 'depthTexture',
- 'texture_depth_cube': 'depthTexture',
- 'texture_depth_cube_array': 'depthTexture',
- 'texture_3d': 'texture3D',
- 'texture_cube': 'cubeTexture',
- 'texture_cube_array': 'cubeTexture',
- 'texture_storage_1d': 'storageTexture',
- 'texture_storage_2d': 'storageTexture',
- 'texture_storage_2d_array': 'storageTexture',
- 'texture_storage_3d': 'storageTexture'
- };
- const parse = ( source ) => {
- source = source.trim();
- const declaration = source.match( declarationRegexp );
- if ( declaration !== null && declaration.length === 4 ) {
- const inputsCode = declaration[ 2 ];
- const propsMatches = [];
- let match = null;
- while ( ( match = propertiesRegexp.exec( inputsCode ) ) !== null ) {
- propsMatches.push( { name: match[ 1 ], type: match[ 2 ] } );
- }
- // Process matches to correctly pair names and types
- const inputs = [];
- for ( let i = 0; i < propsMatches.length; i ++ ) {
- const { name, type } = propsMatches[ i ];
- let resolvedType = type;
- if ( resolvedType.startsWith( 'ptr' ) ) {
- resolvedType = 'pointer';
- } else {
- if ( resolvedType.startsWith( 'texture' ) ) {
- resolvedType = type.split( '<' )[ 0 ];
- }
- resolvedType = wgslTypeLib$1[ resolvedType ];
- }
- inputs.push( new NodeFunctionInput( resolvedType, name ) );
- }
- const blockCode = source.substring( declaration[ 0 ].length );
- const outputType = declaration[ 3 ] || 'void';
- const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
- const type = wgslTypeLib$1[ outputType ] || outputType;
- return {
- type,
- inputs,
- name,
- inputsCode,
- blockCode,
- outputType
- };
- } else {
- throw new Error( 'FunctionNode: Function is not a WGSL code.' );
- }
- };
- /**
- * This class represents a WSL node function.
- *
- * @augments NodeFunction
- */
- class WGSLNodeFunction extends NodeFunction {
- /**
- * Constructs a new WGSL node function.
- *
- * @param {string} source - The WGSL source.
- */
- constructor( source ) {
- const { type, inputs, name, inputsCode, blockCode, outputType } = parse( source );
- super( type, inputs, name );
- this.inputsCode = inputsCode;
- this.blockCode = blockCode;
- this.outputType = outputType;
- }
- /**
- * This method returns the WGSL code of the node function.
- *
- * @param {string} [name=this.name] - The function's name.
- * @return {string} The shader code.
- */
- getCode( name = this.name ) {
- const outputType = this.outputType !== 'void' ? '-> ' + this.outputType : '';
- return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ outputType }` + this.blockCode;
- }
- }
- /**
- * A WGSL node parser.
- *
- * @augments NodeParser
- */
- class WGSLNodeParser extends NodeParser {
- /**
- * The method parses the given WGSL code an returns a node function.
- *
- * @param {string} source - The WGSL code.
- * @return {WGSLNodeFunction} A node function.
- */
- parseFunction( source ) {
- return new WGSLNodeFunction( source );
- }
- }
- // GPUShaderStage is not defined in browsers not supporting WebGPU
- const GPUShaderStage = ( typeof self !== 'undefined' ) ? self.GPUShaderStage : { VERTEX: 1, FRAGMENT: 2, COMPUTE: 4 };
- const accessNames = {
- [ NodeAccess.READ_ONLY ]: 'read',
- [ NodeAccess.WRITE_ONLY ]: 'write',
- [ NodeAccess.READ_WRITE ]: 'read_write'
- };
- const wrapNames = {
- [ RepeatWrapping ]: 'repeat',
- [ ClampToEdgeWrapping ]: 'clamp',
- [ MirroredRepeatWrapping ]: 'mirror'
- };
- const gpuShaderStageLib = {
- 'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1,
- 'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2,
- 'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4
- };
- const supports = {
- instance: true,
- swizzleAssign: false,
- storageBuffer: true
- };
- const wgslFnOpLib = {
- '^^': 'tsl_xor'
- };
- const wgslTypeLib = {
- float: 'f32',
- int: 'i32',
- uint: 'u32',
- bool: 'bool',
- color: 'vec3<f32>',
- vec2: 'vec2<f32>',
- ivec2: 'vec2<i32>',
- uvec2: 'vec2<u32>',
- bvec2: 'vec2<bool>',
- vec3: 'vec3<f32>',
- ivec3: 'vec3<i32>',
- uvec3: 'vec3<u32>',
- bvec3: 'vec3<bool>',
- vec4: 'vec4<f32>',
- ivec4: 'vec4<i32>',
- uvec4: 'vec4<u32>',
- bvec4: 'vec4<bool>',
- mat2: 'mat2x2<f32>',
- mat3: 'mat3x3<f32>',
- mat4: 'mat4x4<f32>'
- };
- const wgslCodeCache = {};
- const wgslPolyfill = {
- tsl_xor: new CodeNode( 'fn tsl_xor( a : bool, b : bool ) -> bool { return ( a || b ) && !( a && b ); }' ),
- mod_float: new CodeNode( 'fn tsl_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ),
- mod_vec2: new CodeNode( 'fn tsl_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ),
- mod_vec3: new CodeNode( 'fn tsl_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ),
- mod_vec4: new CodeNode( 'fn tsl_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ),
- equals_bool: new CodeNode( 'fn tsl_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ),
- equals_bvec2: new CodeNode( 'fn tsl_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ),
- equals_bvec3: new CodeNode( 'fn tsl_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ),
- equals_bvec4: new CodeNode( 'fn tsl_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ),
- repeatWrapping_float: new CodeNode( 'fn tsl_repeatWrapping_float( coord: f32 ) -> f32 { return fract( coord ); }' ),
- mirrorWrapping_float: new CodeNode( 'fn tsl_mirrorWrapping_float( coord: f32 ) -> f32 { let mirrored = fract( coord * 0.5 ) * 2.0; return 1.0 - abs( 1.0 - mirrored ); }' ),
- clampWrapping_float: new CodeNode( 'fn tsl_clampWrapping_float( coord: f32 ) -> f32 { return clamp( coord, 0.0, 1.0 ); }' ),
- biquadraticTexture: new CodeNode( /* wgsl */`
- fn tsl_biquadraticTexture( map : texture_2d<f32>, coord : vec2f, iRes : vec2u, level : u32 ) -> vec4f {
- let res = vec2f( iRes );
- let uvScaled = coord * res;
- let uvWrapping = ( ( uvScaled % res ) + res ) % res;
- // https://www.shadertoy.com/view/WtyXRy
- let uv = uvWrapping - 0.5;
- let iuv = floor( uv );
- let f = fract( uv );
- let rg1 = textureLoad( map, vec2u( iuv + vec2( 0.5, 0.5 ) ) % iRes, level );
- let rg2 = textureLoad( map, vec2u( iuv + vec2( 1.5, 0.5 ) ) % iRes, level );
- let rg3 = textureLoad( map, vec2u( iuv + vec2( 0.5, 1.5 ) ) % iRes, level );
- let rg4 = textureLoad( map, vec2u( iuv + vec2( 1.5, 1.5 ) ) % iRes, level );
- return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );
- }
- ` )
- };
- const wgslMethods = {
- dFdx: 'dpdx',
- dFdy: '- dpdy',
- mod_float: 'tsl_mod_float',
- mod_vec2: 'tsl_mod_vec2',
- mod_vec3: 'tsl_mod_vec3',
- mod_vec4: 'tsl_mod_vec4',
- equals_bool: 'tsl_equals_bool',
- equals_bvec2: 'tsl_equals_bvec2',
- equals_bvec3: 'tsl_equals_bvec3',
- equals_bvec4: 'tsl_equals_bvec4',
- inversesqrt: 'inverseSqrt',
- bitcast: 'bitcast<f32>'
- };
- // WebGPU issue: does not support pow() with negative base on Windows
- if ( typeof navigator !== 'undefined' && /Windows/g.test( navigator.userAgent ) ) {
- wgslPolyfill.pow_float = new CodeNode( 'fn tsl_pow_float( a : f32, b : f32 ) -> f32 { return select( -pow( -a, b ), pow( a, b ), a > 0.0 ); }' );
- wgslPolyfill.pow_vec2 = new CodeNode( 'fn tsl_pow_vec2( a : vec2f, b : vec2f ) -> vec2f { return vec2f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ) ); }', [ wgslPolyfill.pow_float ] );
- wgslPolyfill.pow_vec3 = new CodeNode( 'fn tsl_pow_vec3( a : vec3f, b : vec3f ) -> vec3f { return vec3f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ) ); }', [ wgslPolyfill.pow_float ] );
- wgslPolyfill.pow_vec4 = new CodeNode( 'fn tsl_pow_vec4( a : vec4f, b : vec4f ) -> vec4f { return vec4f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ), tsl_pow_float( a.w, b.w ) ); }', [ wgslPolyfill.pow_float ] );
- wgslMethods.pow_float = 'tsl_pow_float';
- wgslMethods.pow_vec2 = 'tsl_pow_vec2';
- wgslMethods.pow_vec3 = 'tsl_pow_vec3';
- wgslMethods.pow_vec4 = 'tsl_pow_vec4';
- }
- //
- let diagnostics = '';
- if ( ( typeof navigator !== 'undefined' && /Firefox|Deno/g.test( navigator.userAgent ) ) !== true ) {
- diagnostics += 'diagnostic( off, derivative_uniformity );\n';
- }
- /**
- * A node builder targeting WGSL.
- *
- * This module generates WGSL shader code from node materials and also
- * generates the respective bindings and vertex buffer definitions. These
- * data are later used by the renderer to create render and compute pipelines
- * for render objects.
- *
- * @augments NodeBuilder
- */
- class WGSLNodeBuilder extends NodeBuilder {
- /**
- * Constructs a new WGSL node builder renderer.
- *
- * @param {Object3D} object - The 3D object.
- * @param {Renderer} renderer - The renderer.
- */
- constructor( object, renderer ) {
- super( object, renderer, new WGSLNodeParser() );
- /**
- * A dictionary that holds for each shader stage ('vertex', 'fragment', 'compute')
- * another dictionary which manages UBOs per group ('render','frame','object').
- *
- * @type {Object<string,Object<string,NodeUniformsGroup>>}
- */
- this.uniformGroups = {};
- /**
- * A dictionary that holds for each shader stage a Map of builtins.
- *
- * @type {Object<string,Map<string,Object>>}
- */
- this.builtins = {};
- /**
- * A dictionary that holds for each shader stage a Set of directives.
- *
- * @type {Object<string,Set<string>>}
- */
- this.directives = {};
- /**
- * A map for managing scope arrays. Only relevant for when using
- * {@link WorkgroupInfoNode} in context of compute shaders.
- *
- * @type {Map<string,Object>}
- */
- this.scopedArrays = new Map();
- }
- /**
- * Checks if the given texture requires a manual conversion to the working color space.
- *
- * @param {Texture} texture - The texture to check.
- * @return {boolean} Whether the given texture requires a conversion to working color space or not.
- */
- needsToWorkingColorSpace( texture ) {
- return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
- }
- /**
- * Generates the WGSL snippet for sampled textures.
- *
- * @private
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The WGSL snippet.
- */
- _generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- if ( depthSnippet ) {
- return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`;
- } else {
- return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`;
- }
- } else if ( this.isFilteredTexture( texture ) ) {
- return this.generateFilteredTexture( texture, textureProperty, uvSnippet );
- } else {
- return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, '0' );
- }
- }
- /**
- * Generates the WGSL snippet when sampling video textures.
- *
- * @private
- * @param {string} textureProperty - The name of the video texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The WGSL snippet.
- */
- _generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`;
- } else {
- console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
- }
- }
- /**
- * Generates the WGSL snippet when sampling textures with explicit mip level.
- *
- * @private
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
- * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The WGSL snippet.
- */
- _generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
- if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( texture ) === false ) {
- return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;
- } else if ( this.isFilteredTexture( texture ) ) {
- return this.generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet );
- } else {
- return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, levelSnippet );
- }
- }
- /**
- * Generates a wrap function used in context of textures.
- *
- * @param {Texture} texture - The texture to generate the function for.
- * @return {string} The name of the generated function.
- */
- generateWrapFunction( texture ) {
- const functionName = `tsl_coord_${ wrapNames[ texture.wrapS ] }S_${ wrapNames[ texture.wrapT ] }_${ texture.isData3DTexture ? '3d' : '2d' }T`;
- let nodeCode = wgslCodeCache[ functionName ];
- if ( nodeCode === undefined ) {
- const includes = [];
- // For 3D textures, use vec3f; for texture arrays, keep vec2f since array index is separate
- const coordType = texture.isData3DTexture ? 'vec3f' : 'vec2f';
- let code = `fn ${ functionName }( coord : ${ coordType } ) -> ${ coordType } {\n\n\treturn ${ coordType }(\n`;
- const addWrapSnippet = ( wrap, axis ) => {
- if ( wrap === RepeatWrapping ) {
- includes.push( wgslPolyfill.repeatWrapping_float );
- code += `\t\ttsl_repeatWrapping_float( coord.${ axis } )`;
- } else if ( wrap === ClampToEdgeWrapping ) {
- includes.push( wgslPolyfill.clampWrapping_float );
- code += `\t\ttsl_clampWrapping_float( coord.${ axis } )`;
- } else if ( wrap === MirroredRepeatWrapping ) {
- includes.push( wgslPolyfill.mirrorWrapping_float );
- code += `\t\ttsl_mirrorWrapping_float( coord.${ axis } )`;
- } else {
- code += `\t\tcoord.${ axis }`;
- console.warn( `WebGPURenderer: Unsupported texture wrap type "${ wrap }" for vertex shader.` );
- }
- };
- addWrapSnippet( texture.wrapS, 'x' );
- code += ',\n';
- addWrapSnippet( texture.wrapT, 'y' );
- if ( texture.isData3DTexture ) {
- code += ',\n';
- addWrapSnippet( texture.wrapR, 'z' );
- }
- code += '\n\t);\n\n}\n';
- wgslCodeCache[ functionName ] = nodeCode = new CodeNode( code, includes );
- }
- nodeCode.build( this );
- return functionName;
- }
- /**
- * Generates the array declaration string.
- *
- * @param {string} type - The type.
- * @param {?number} [count] - The count.
- * @return {string} The generated value as a shader string.
- */
- generateArrayDeclaration( type, count ) {
- return `array< ${ this.getType( type ) }, ${ count } >`;
- }
- /**
- * Generates a WGSL variable that holds the texture dimension of the given texture.
- * It also returns information about the number of layers (elements) of an arrayed
- * texture as well as the cube face count of cube textures.
- *
- * @param {Texture} texture - The texture to generate the function for.
- * @param {string} textureProperty - The name of the video texture uniform in the shader.
- * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
- * @return {string} The name of the dimension variable.
- */
- generateTextureDimension( texture, textureProperty, levelSnippet ) {
- const textureData = this.getDataFromNode( texture, this.shaderStage, this.globalCache );
- if ( textureData.dimensionsSnippet === undefined ) textureData.dimensionsSnippet = {};
- let textureDimensionNode = textureData.dimensionsSnippet[ levelSnippet ];
- if ( textureData.dimensionsSnippet[ levelSnippet ] === undefined ) {
- let textureDimensionsParams;
- let dimensionType;
- const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture );
- const isMultisampled = primarySamples > 1;
- if ( texture.isData3DTexture ) {
- dimensionType = 'vec3<u32>';
- } else {
- // Regular 2D textures, depth textures, etc.
- dimensionType = 'vec2<u32>';
- }
- // Build parameters string based on texture type and multisampling
- if ( isMultisampled || texture.isVideoTexture || texture.isStorageTexture ) {
- textureDimensionsParams = textureProperty;
- } else {
- textureDimensionsParams = `${textureProperty}${levelSnippet ? `, u32( ${ levelSnippet } )` : ''}`;
- }
- textureDimensionNode = new VarNode( new ExpressionNode( `textureDimensions( ${ textureDimensionsParams } )`, dimensionType ) );
- textureData.dimensionsSnippet[ levelSnippet ] = textureDimensionNode;
- if ( texture.isDataArrayTexture || texture.isDepthArrayTexture || texture.isData3DTexture ) {
- textureData.arrayLayerCount = new VarNode(
- new ExpressionNode(
- `textureNumLayers(${textureProperty})`,
- 'u32'
- )
- );
- }
- // For cube textures, we know it's always 6 faces
- if ( texture.isTextureCube ) {
- textureData.cubeFaceCount = new VarNode(
- new ExpressionNode( '6u', 'u32' )
- );
- }
- }
- return textureDimensionNode.build( this );
- }
- /**
- * Generates the WGSL snippet for a manual filtered texture.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
- * @return {string} The WGSL snippet.
- */
- generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet = '0u' ) {
- this._include( 'biquadraticTexture' );
- const wrapFunction = this.generateWrapFunction( texture );
- const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet );
- return `tsl_biquadraticTexture( ${ textureProperty }, ${ wrapFunction }( ${ uvSnippet } ), ${ textureDimension }, u32( ${ levelSnippet } ) )`;
- }
- /**
- * Generates the WGSL snippet for a texture lookup with explicit level-of-detail.
- * Since it's a lookup, no sampling or filtering is applied.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
- * @param {string} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
- * @return {string} The WGSL snippet.
- */
- generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, levelSnippet = '0u' ) {
- const wrapFunction = this.generateWrapFunction( texture );
- const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet );
- const vecType = texture.isData3DTexture ? 'vec3' : 'vec2';
- const coordSnippet = `${ vecType }<u32>( ${ wrapFunction }( ${ uvSnippet } ) * ${ vecType }<f32>( ${ textureDimension } ) )`;
- return this.generateTextureLoad( texture, textureProperty, coordSnippet, depthSnippet, levelSnippet );
- }
- /**
- * Generates the WGSL snippet that reads a single texel from a texture without sampling or filtering.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
- * @param {string} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
- * @return {string} The WGSL snippet.
- */
- generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) {
- let snippet;
- if ( texture.isVideoTexture === true || texture.isStorageTexture === true ) {
- snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet } )`;
- } else if ( depthSnippet ) {
- snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, u32( ${ levelSnippet } ) )`;
- } else {
- snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, u32( ${ levelSnippet } ) )`;
- if ( this.renderer.backend.compatibilityMode && texture.isDepthTexture ) {
- snippet += '.x';
- }
- }
- return snippet;
- }
- /**
- * Generates the WGSL snippet that writes a single texel to a texture.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {string} valueSnippet - A WGSL snippet that represent the new texel value.
- * @return {string} The WGSL snippet.
- */
- generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) {
- return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`;
- }
- /**
- * Returns `true` if the sampled values of the given texture should be compared against a reference value.
- *
- * @param {Texture} texture - The texture.
- * @return {boolean} Whether the sampled values of the given texture should be compared against a reference value or not.
- */
- isSampleCompare( texture ) {
- return texture.isDepthTexture === true && texture.compareFunction !== null;
- }
- /**
- * Returns `true` if the given texture is unfilterable.
- *
- * @param {Texture} texture - The texture.
- * @return {boolean} Whether the given texture is unfilterable or not.
- */
- isUnfilterable( texture ) {
- return this.getComponentTypeFromTexture( texture ) !== 'float' ||
- ( ! this.isAvailable( 'float32Filterable' ) && texture.isDataTexture === true && texture.type === FloatType ) ||
- ( this.isSampleCompare( texture ) === false && texture.minFilter === NearestFilter && texture.magFilter === NearestFilter ) ||
- this.renderer.backend.utils.getTextureSampleData( texture ).primarySamples > 1;
- }
- /**
- * Generates the WGSL snippet for sampling/loading the given texture.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The WGSL snippet.
- */
- generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
- let snippet = null;
- if ( texture.isVideoTexture === true ) {
- snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
- } else if ( this.isUnfilterable( texture ) ) {
- snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, '0', shaderStage );
- } else {
- snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage );
- }
- return snippet;
- }
- /**
- * Generates the WGSL snippet for sampling/loading the given texture using explicit gradients.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {Array<string>} gradSnippet - An array holding both gradient WGSL snippets.
- * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The WGSL snippet.
- */
- generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- // TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy
- return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
- } else {
- console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` );
- }
- }
- /**
- * Generates the WGSL snippet for sampling a depth texture and comparing the sampled depth values
- * against a reference value.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {string} compareSnippet - A WGSL snippet that represents the reference value.
- * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The WGSL snippet.
- */
- generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- if ( texture.isDepthArrayTexture ) {
- return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ compareSnippet } )`;
- }
- return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`;
- } else {
- console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
- }
- }
- /**
- * Generates the WGSL snippet when sampling textures with explicit mip level.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
- * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The WGSL snippet.
- */
- generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
- let snippet = null;
- if ( texture.isVideoTexture === true ) {
- snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
- } else {
- snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage );
- }
- return snippet;
- }
- /**
- * Generates the WGSL snippet when sampling textures with a bias to the mip level.
- *
- * @param {Texture} texture - The texture.
- * @param {string} textureProperty - The name of the texture uniform in the shader.
- * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
- * @param {string} biasSnippet - A WGSL snippet that represents the bias to apply to the mip level before sampling.
- * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The WGSL snippet.
- */
- generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`;
- } else {
- console.error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` );
- }
- }
- /**
- * Returns a WGSL snippet that represents the property name of the given node.
- *
- * @param {Node} node - The node.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The property name.
- */
- getPropertyName( node, shaderStage = this.shaderStage ) {
- if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
- if ( shaderStage === 'vertex' ) {
- return `varyings.${ node.name }`;
- }
- } else if ( node.isNodeUniform === true ) {
- const name = node.name;
- const type = node.type;
- if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
- return name;
- } else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) {
- if ( this.isCustomStruct( node ) ) {
- return name;
- }
- return name + '.value';
- } else {
- return node.groupNode.name + '.' + name;
- }
- }
- return super.getPropertyName( node );
- }
- /**
- * Returns the output struct name.
- *
- * @return {string} The name of the output struct.
- */
- getOutputStructName() {
- return 'output';
- }
- /**
- * Returns the native shader operator name for a given generic name.
- *
- * @param {string} op - The operator name to resolve.
- * @return {?string} The resolved operator name.
- */
- getFunctionOperator( op ) {
- const fnOp = wgslFnOpLib[ op ];
- if ( fnOp !== undefined ) {
- this._include( fnOp );
- return fnOp;
- }
- return null;
- }
- /**
- * Returns the node access for the given node and shader stage.
- *
- * @param {StorageTextureNode|StorageBufferNode} node - The storage node.
- * @param {string} shaderStage - The shader stage.
- * @return {string} The node access.
- */
- getNodeAccess( node, shaderStage ) {
- if ( shaderStage !== 'compute' )
- return NodeAccess.READ_ONLY;
- return node.access;
- }
- /**
- * Returns A WGSL snippet representing the storage access.
- *
- * @param {StorageTextureNode|StorageBufferNode} node - The storage node.
- * @param {string} shaderStage - The shader stage.
- * @return {string} The WGSL snippet representing the storage access.
- */
- getStorageAccess( node, shaderStage ) {
- return accessNames[ this.getNodeAccess( node, shaderStage ) ];
- }
- /**
- * This method is one of the more important ones since it's responsible
- * for generating a matching binding instance for the given uniform node.
- *
- * These bindings are later used in the renderer to create bind groups
- * and layouts.
- *
- * @param {UniformNode} node - The uniform node.
- * @param {string} type - The node data type.
- * @param {string} shaderStage - The shader stage.
- * @param {?string} [name=null] - An optional uniform name.
- * @return {NodeUniform} The node uniform object.
- */
- getUniformFromNode( node, type, shaderStage, name = null ) {
- const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
- const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
- if ( nodeData.uniformGPU === undefined ) {
- let uniformGPU;
- const group = node.groupNode;
- const groupName = group.name;
- const bindings = this.getBindGroupArray( groupName, shaderStage );
- if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
- let texture = null;
- const access = this.getNodeAccess( node, shaderStage );
- if ( type === 'texture' || type === 'storageTexture' ) {
- texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, access );
- } else if ( type === 'cubeTexture' ) {
- texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, access );
- } else if ( type === 'texture3D' ) {
- texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, access );
- }
- texture.store = node.isStorageTextureNode === true;
- texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
- if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( node.value ) === false && texture.store === false ) {
- const sampler = new NodeSampler( `${ uniformNode.name }_sampler`, uniformNode.node, group );
- sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
- bindings.push( sampler, texture );
- uniformGPU = [ sampler, texture ];
- } else {
- bindings.push( texture );
- uniformGPU = [ texture ];
- }
- } else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) {
- const bufferClass = type === 'buffer' ? NodeUniformBuffer : NodeStorageBuffer;
- const buffer = new bufferClass( node, group );
- buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
- bindings.push( buffer );
- uniformGPU = buffer;
- uniformNode.name = name ? name : 'NodeBuffer_' + uniformNode.id;
- } else {
- const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
- let uniformsGroup = uniformsStage[ groupName ];
- if ( uniformsGroup === undefined ) {
- uniformsGroup = new NodeUniformsGroup( groupName, group );
- uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
- uniformsStage[ groupName ] = uniformsGroup;
- bindings.push( uniformsGroup );
- }
- uniformGPU = this.getNodeUniform( uniformNode, type );
- uniformsGroup.addUniform( uniformGPU );
- }
- nodeData.uniformGPU = uniformGPU;
- }
- return uniformNode;
- }
- /**
- * This method should be used whenever builtins are required in nodes.
- * The internal builtins data structure will make sure builtins are
- * defined in the WGSL source.
- *
- * @param {string} name - The builtin name.
- * @param {string} property - The property name.
- * @param {string} type - The node data type.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {string} The property name.
- */
- getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
- const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() );
- if ( map.has( name ) === false ) {
- map.set( name, {
- name,
- property,
- type
- } );
- }
- return property;
- }
- /**
- * Returns `true` if the given builtin is defined in the given shader stage.
- *
- * @param {string} name - The builtin name.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
- * @return {boolean} Whether the given builtin is defined in the given shader stage or not.
- */
- hasBuiltin( name, shaderStage = this.shaderStage ) {
- return ( this.builtins[ shaderStage ] !== undefined && this.builtins[ shaderStage ].has( name ) );
- }
- /**
- * Returns the vertex index builtin.
- *
- * @return {string} The vertex index.
- */
- getVertexIndex() {
- if ( this.shaderStage === 'vertex' ) {
- return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
- }
- return 'vertexIndex';
- }
- /**
- * Builds the given shader node.
- *
- * @param {ShaderNodeInternal} shaderNode - The shader node.
- * @return {string} The WGSL function code.
- */
- buildFunctionCode( shaderNode ) {
- const layout = shaderNode.layout;
- const flowData = this.flowShaderNode( shaderNode );
- const parameters = [];
- for ( const input of layout.inputs ) {
- parameters.push( input.name + ' : ' + this.getType( input.type ) );
- }
- //
- let code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
- ${ flowData.vars }
- ${ flowData.code }
- `;
- if ( flowData.result ) {
- code += `\treturn ${ flowData.result };\n`;
- }
- code += '\n}\n';
- //
- return code;
- }
- /**
- * Returns the instance index builtin.
- *
- * @return {string} The instance index.
- */
- getInstanceIndex() {
- if ( this.shaderStage === 'vertex' ) {
- return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
- }
- return 'instanceIndex';
- }
- /**
- * Returns the invocation local index builtin.
- *
- * @return {string} The invocation local index.
- */
- getInvocationLocalIndex() {
- return this.getBuiltin( 'local_invocation_index', 'invocationLocalIndex', 'u32', 'attribute' );
- }
- /**
- * Returns the subgroup size builtin.
- *
- * @return {string} The subgroup size.
- */
- getSubgroupSize() {
- this.enableSubGroups();
- return this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );
- }
- /**
- * Returns the invocation subgroup index builtin.
- *
- * @return {string} The invocation subgroup index.
- */
- getInvocationSubgroupIndex() {
- this.enableSubGroups();
- return this.getBuiltin( 'subgroup_invocation_id', 'invocationSubgroupIndex', 'u32', 'attribute' );
- }
- /**
- * Returns the subgroup index builtin.
- *
- * @return {string} The subgroup index.
- */
- getSubgroupIndex() {
- this.enableSubGroups();
- return this.getBuiltin( 'subgroup_id', 'subgroupIndex', 'u32', 'attribute' );
- }
- /**
- * Overwritten as a NOP since this method is intended for the WebGL 2 backend.
- *
- * @return {null} Null.
- */
- getDrawIndex() {
- return null;
- }
- /**
- * Returns the front facing builtin.
- *
- * @return {string} The front facing builtin.
- */
- getFrontFacing() {
- return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
- }
- /**
- * Returns the frag coord builtin.
- *
- * @return {string} The frag coord builtin.
- */
- getFragCoord() {
- return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xy';
- }
- /**
- * Returns the frag depth builtin.
- *
- * @return {string} The frag depth builtin.
- */
- getFragDepth() {
- return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' );
- }
- /**
- * Returns the clip distances builtin.
- *
- * @return {string} The clip distances builtin.
- */
- getClipDistance() {
- return 'varyings.hw_clip_distances';
- }
- /**
- * Whether to flip texture data along its vertical axis or not.
- *
- * @return {boolean} Returns always `false` in context of WGSL.
- */
- isFlipY() {
- return false;
- }
- /**
- * Enables the given directive for the given shader stage.
- *
- * @param {string} name - The directive name.
- * @param {string} [shaderStage=this.shaderStage] - The shader stage to enable the directive for.
- */
- enableDirective( name, shaderStage = this.shaderStage ) {
- const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = new Set() );
- stage.add( name );
- }
- /**
- * Returns the directives of the given shader stage as a WGSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} A WGSL snippet that enables the directives of the given stage.
- */
- getDirectives( shaderStage ) {
- const snippets = [];
- const directives = this.directives[ shaderStage ];
- if ( directives !== undefined ) {
- for ( const directive of directives ) {
- snippets.push( `enable ${directive};` );
- }
- }
- return snippets.join( '\n' );
- }
- /**
- * Enables the 'subgroups' directive.
- */
- enableSubGroups() {
- this.enableDirective( 'subgroups' );
- }
- /**
- * Enables the 'subgroups-f16' directive.
- */
- enableSubgroupsF16() {
- this.enableDirective( 'subgroups-f16' );
- }
- /**
- * Enables the 'clip_distances' directive.
- */
- enableClipDistances() {
- this.enableDirective( 'clip_distances' );
- }
- /**
- * Enables the 'f16' directive.
- */
- enableShaderF16() {
- this.enableDirective( 'f16' );
- }
- /**
- * Enables the 'dual_source_blending' directive.
- */
- enableDualSourceBlending() {
- this.enableDirective( 'dual_source_blending' );
- }
- /**
- * Enables hardware clipping.
- *
- * @param {string} planeCount - The clipping plane count.
- */
- enableHardwareClipping( planeCount ) {
- this.enableClipDistances();
- this.getBuiltin( 'clip_distances', 'hw_clip_distances', `array<f32, ${ planeCount } >`, 'vertex' );
- }
- /**
- * Returns the builtins of the given shader stage as a WGSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} A WGSL snippet that represents the builtins of the given stage.
- */
- getBuiltins( shaderStage ) {
- const snippets = [];
- const builtins = this.builtins[ shaderStage ];
- if ( builtins !== undefined ) {
- for ( const { name, property, type } of builtins.values() ) {
- snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
- }
- }
- return snippets.join( ',\n\t' );
- }
- /**
- * This method should be used when a new scoped buffer is used in context of
- * compute shaders. It adds the array to the internal data structure which is
- * later used to generate the respective WGSL.
- *
- * @param {string} name - The array name.
- * @param {string} scope - The scope.
- * @param {string} bufferType - The buffer type.
- * @param {string} bufferCount - The buffer count.
- * @return {string} The array name.
- */
- getScopedArray( name, scope, bufferType, bufferCount ) {
- if ( this.scopedArrays.has( name ) === false ) {
- this.scopedArrays.set( name, {
- name,
- scope,
- bufferType,
- bufferCount
- } );
- }
- return name;
- }
- /**
- * Returns the scoped arrays of the given shader stage as a WGSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string|undefined} The WGSL snippet that defines the scoped arrays.
- * Returns `undefined` when used in the vertex or fragment stage.
- */
- getScopedArrays( shaderStage ) {
- if ( shaderStage !== 'compute' ) {
- return;
- }
- const snippets = [];
- for ( const { name, scope, bufferType, bufferCount } of this.scopedArrays.values() ) {
- const type = this.getType( bufferType );
- snippets.push( `var<${scope}> ${name}: array< ${type}, ${bufferCount} >;` );
- }
- return snippets.join( '\n' );
- }
- /**
- * Returns the shader attributes of the given shader stage as a WGSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The WGSL snippet that defines the shader attributes.
- */
- getAttributes( shaderStage ) {
- const snippets = [];
- if ( shaderStage === 'compute' ) {
- this.getBuiltin( 'global_invocation_id', 'globalId', 'vec3<u32>', 'attribute' );
- this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3<u32>', 'attribute' );
- this.getBuiltin( 'local_invocation_id', 'localId', 'vec3<u32>', 'attribute' );
- this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3<u32>', 'attribute' );
- if ( this.renderer.hasFeature( 'subgroups' ) ) {
- this.enableDirective( 'subgroups', shaderStage );
- this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );
- }
- }
- if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
- const builtins = this.getBuiltins( 'attribute' );
- if ( builtins ) snippets.push( builtins );
- const attributes = this.getAttributesArray();
- for ( let index = 0, length = attributes.length; index < length; index ++ ) {
- const attribute = attributes[ index ];
- const name = attribute.name;
- const type = this.getType( attribute.type );
- snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
- }
- }
- return snippets.join( ',\n\t' );
- }
- /**
- * Returns the members of the given struct type node as a WGSL string.
- *
- * @param {StructTypeNode} struct - The struct type node.
- * @return {string} The WGSL snippet that defines the struct members.
- */
- getStructMembers( struct ) {
- const snippets = [];
- for ( const member of struct.members ) {
- const prefix = struct.output ? '@location( ' + member.index + ' ) ' : '';
- let type = this.getType( member.type );
- if ( member.atomic ) {
- type = 'atomic< ' + type + ' >';
- }
- snippets.push( `\t${ prefix + member.name } : ${ type }` );
- }
- if ( struct.output ) {
- snippets.push( `\t${ this.getBuiltins( 'output' ) }` );
- }
- return snippets.join( ',\n' );
- }
- /**
- * Returns the structs of the given shader stage as a WGSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The WGSL snippet that defines the structs.
- */
- getStructs( shaderStage ) {
- let result = '';
- const structs = this.structs[ shaderStage ];
- if ( structs.length > 0 ) {
- const snippets = [];
- for ( const struct of structs ) {
- let snippet = `struct ${ struct.name } {\n`;
- snippet += this.getStructMembers( struct );
- snippet += '\n};';
- snippets.push( snippet );
- }
- result = '\n' + snippets.join( '\n\n' ) + '\n';
- }
- return result;
- }
- /**
- * Returns a WGSL string representing a variable.
- *
- * @param {string} type - The variable's type.
- * @param {string} name - The variable's name.
- * @param {?number} [count=null] - The array length.
- * @return {string} The WGSL snippet that defines a variable.
- */
- getVar( type, name, count = null ) {
- let snippet = `var ${ name } : `;
- if ( count !== null ) {
- snippet += this.generateArrayDeclaration( type, count );
- } else {
- snippet += this.getType( type );
- }
- return snippet;
- }
- /**
- * Returns the variables of the given shader stage as a WGSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The WGSL snippet that defines the variables.
- */
- getVars( shaderStage ) {
- const snippets = [];
- const vars = this.vars[ shaderStage ];
- if ( vars !== undefined ) {
- for ( const variable of vars ) {
- snippets.push( `\t${ this.getVar( variable.type, variable.name, variable.count ) };` );
- }
- }
- return `\n${ snippets.join( '\n' ) }\n`;
- }
- /**
- * Returns the varyings of the given shader stage as a WGSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The WGSL snippet that defines the varyings.
- */
- getVaryings( shaderStage ) {
- const snippets = [];
- if ( shaderStage === 'vertex' ) {
- this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
- }
- if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
- const varyings = this.varyings;
- const vars = this.vars[ shaderStage ];
- for ( let index = 0; index < varyings.length; index ++ ) {
- const varying = varyings[ index ];
- if ( varying.needsInterpolation ) {
- let attributesSnippet = `@location( ${index} )`;
- if ( varying.interpolationType ) {
- const samplingSnippet = varying.interpolationSampling !== null ? `, ${ varying.interpolationSampling } )` : ' )';
- attributesSnippet += ` @interpolate( ${ varying.interpolationType }${ samplingSnippet }`;
- // Otherwise, optimize interpolation when sensible
- } else if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {
- attributesSnippet += ` @interpolate( ${ this.renderer.backend.compatibilityMode ? 'flat, either' : 'flat' } )`;
- }
- snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
- } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
- vars.push( varying );
- }
- }
- }
- const builtins = this.getBuiltins( shaderStage );
- if ( builtins ) snippets.push( builtins );
- const code = snippets.join( ',\n\t' );
- return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code;
- }
- isCustomStruct( nodeUniform ) {
- const attribute = nodeUniform.value;
- const bufferNode = nodeUniform.node;
- const isAttributeStructType = ( attribute.isBufferAttribute || attribute.isInstancedBufferAttribute ) && bufferNode.structTypeNode !== null;
- const isStructArray =
- ( bufferNode.value && bufferNode.value.array ) &&
- ( typeof bufferNode.value.itemSize === 'number' && bufferNode.value.array.length > bufferNode.value.itemSize );
- return isAttributeStructType && ! isStructArray;
- }
- /**
- * Returns the uniforms of the given shader stage as a WGSL string.
- *
- * @param {string} shaderStage - The shader stage.
- * @return {string} The WGSL snippet that defines the uniforms.
- */
- getUniforms( shaderStage ) {
- const uniforms = this.uniforms[ shaderStage ];
- const bindingSnippets = [];
- const bufferSnippets = [];
- const structSnippets = [];
- const uniformGroups = {};
- for ( const uniform of uniforms ) {
- const groupName = uniform.groupNode.name;
- const uniformIndexes = this.bindingsIndexes[ groupName ];
- if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) {
- const texture = uniform.node.value;
- if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true ) {
- if ( this.isSampleCompare( texture ) ) {
- bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` );
- } else {
- bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` );
- }
- }
- let textureType;
- let multisampled = '';
- const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture );
- if ( primarySamples > 1 ) {
- multisampled = '_multisampled';
- }
- if ( texture.isCubeTexture === true ) {
- textureType = 'texture_cube<f32>';
- } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true || texture.isTextureArray === true ) {
- textureType = 'texture_2d_array<f32>';
- } else if ( texture.isDepthTexture === true ) {
- if ( this.renderer.backend.compatibilityMode && texture.compareFunction === null ) {
- textureType = `texture${ multisampled }_2d<f32>`;
- } else {
- textureType = `texture_depth${ multisampled }_2d${ texture.isDepthArrayTexture === true ? '_array' : '' }`;
- }
- } else if ( texture.isVideoTexture === true ) {
- textureType = 'texture_external';
- } else if ( texture.isData3DTexture === true ) {
- textureType = 'texture_3d<f32>';
- } else if ( uniform.node.isStorageTextureNode === true ) {
- const format = getFormat( texture );
- const access = this.getStorageAccess( uniform.node, shaderStage );
- textureType = `texture_storage_2d<${ format }, ${ access }>`;
- } else {
- const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 );
- textureType = `texture${ multisampled }_2d<${ componentPrefix }32>`;
- }
- bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` );
- } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' || uniform.type === 'indirectStorageBuffer' ) {
- const bufferNode = uniform.node;
- const bufferType = this.getType( bufferNode.getNodeType( this ) );
- const bufferCount = bufferNode.bufferCount;
- const bufferCountSnippet = bufferCount > 0 && uniform.type === 'buffer' ? ', ' + bufferCount : '';
- const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode, shaderStage ) }` : 'uniform';
- if ( this.isCustomStruct( uniform ) ) {
- bufferSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var<${ bufferAccessMode }> ${ uniform.name } : ${ bufferType };` );
- } else {
- const bufferTypeSnippet = bufferNode.isAtomic ? `atomic<${ bufferType }>` : `${ bufferType }`;
- const bufferSnippet = `\tvalue : array< ${ bufferTypeSnippet }${ bufferCountSnippet } >`;
- bufferSnippets.push( this._getWGSLStructBinding( uniform.name, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) );
- }
- } else {
- const vectorType = this.getType( this.getVectorType( uniform.type ) );
- const groupName = uniform.groupNode.name;
- const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = {
- index: uniformIndexes.binding ++,
- id: uniformIndexes.group,
- snippets: []
- } );
- group.snippets.push( `\t${ uniform.name } : ${ vectorType }` );
- }
- }
- for ( const name in uniformGroups ) {
- const group = uniformGroups[ name ];
- structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) );
- }
- let code = bindingSnippets.join( '\n' );
- code += bufferSnippets.join( '\n' );
- code += structSnippets.join( '\n' );
- return code;
- }
- /**
- * Controls the code build of the shader stages.
- */
- buildCode() {
- const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
- this.sortBindingGroups();
- for ( const shaderStage in shadersData ) {
- this.shaderStage = shaderStage;
- const stageData = shadersData[ shaderStage ];
- stageData.uniforms = this.getUniforms( shaderStage );
- stageData.attributes = this.getAttributes( shaderStage );
- stageData.varyings = this.getVaryings( shaderStage );
- stageData.structs = this.getStructs( shaderStage );
- stageData.vars = this.getVars( shaderStage );
- stageData.codes = this.getCodes( shaderStage );
- stageData.directives = this.getDirectives( shaderStage );
- stageData.scopedArrays = this.getScopedArrays( shaderStage );
- //
- let flow = '// code\n\n';
- flow += this.flowCode[ shaderStage ];
- const flowNodes = this.flowNodes[ shaderStage ];
- const mainNode = flowNodes[ flowNodes.length - 1 ];
- const outputNode = mainNode.outputNode;
- const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true );
- for ( const node of flowNodes ) {
- const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
- const slotName = node.name;
- if ( slotName ) {
- if ( flow.length > 0 ) flow += '\n';
- flow += `\t// flow -> ${ slotName }\n`;
- }
- flow += `${ flowSlotData.code }\n\t`;
- if ( node === mainNode && shaderStage !== 'compute' ) {
- flow += '// result\n\n\t';
- if ( shaderStage === 'vertex' ) {
- flow += `varyings.Vertex = ${ flowSlotData.result };`;
- } else if ( shaderStage === 'fragment' ) {
- if ( isOutputStruct ) {
- stageData.returnType = outputNode.getNodeType( this );
- stageData.structs += 'var<private> output : ' + stageData.returnType + ';';
- flow += `return ${ flowSlotData.result };`;
- } else {
- let structSnippet = '\t@location(0) color: vec4<f32>';
- const builtins = this.getBuiltins( 'output' );
- if ( builtins ) structSnippet += ',\n\t' + builtins;
- stageData.returnType = 'OutputStruct';
- stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet );
- stageData.structs += '\nvar<private> output : OutputStruct;';
- flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`;
- }
- }
- }
- }
- stageData.flow = flow;
- }
- this.shaderStage = null;
- if ( this.material !== null ) {
- this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
- this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
- } else {
- this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
- }
- }
- /**
- * Returns the native shader method name for a given generic name.
- *
- * @param {string} method - The method name to resolve.
- * @param {?string} [output=null] - An optional output.
- * @return {string} The resolved WGSL method name.
- */
- getMethod( method, output = null ) {
- let wgslMethod;
- if ( output !== null ) {
- wgslMethod = this._getWGSLMethod( method + '_' + output );
- }
- if ( wgslMethod === undefined ) {
- wgslMethod = this._getWGSLMethod( method );
- }
- return wgslMethod || method;
- }
- /**
- * Returns the WGSL type of the given node data type.
- *
- * @param {string} type - The node data type.
- * @return {string} The WGSL type.
- */
- getType( type ) {
- return wgslTypeLib[ type ] || type;
- }
- /**
- * Whether the requested feature is available or not.
- *
- * @param {string} name - The requested feature.
- * @return {boolean} Whether the requested feature is supported or not.
- */
- isAvailable( name ) {
- let result = supports[ name ];
- if ( result === undefined ) {
- if ( name === 'float32Filterable' ) {
- result = this.renderer.hasFeature( 'float32-filterable' );
- } else if ( name === 'clipDistance' ) {
- result = this.renderer.hasFeature( 'clip-distances' );
- }
- supports[ name ] = result;
- }
- return result;
- }
- /**
- * Returns the native shader method name for a given generic name.
- *
- * @private
- * @param {string} method - The method name to resolve.
- * @return {string} The resolved WGSL method name.
- */
- _getWGSLMethod( method ) {
- if ( wgslPolyfill[ method ] !== undefined ) {
- this._include( method );
- }
- return wgslMethods[ method ];
- }
- /**
- * Includes the given method name into the current
- * function node.
- *
- * @private
- * @param {string} name - The method name to include.
- * @return {CodeNode} The respective code node.
- */
- _include( name ) {
- const codeNode = wgslPolyfill[ name ];
- codeNode.build( this );
- if ( this.currentFunctionNode !== null ) {
- this.currentFunctionNode.includes.push( codeNode );
- }
- return codeNode;
- }
- /**
- * Returns a WGSL vertex shader based on the given shader data.
- *
- * @private
- * @param {Object} shaderData - The shader data.
- * @return {string} The vertex shader.
- */
- _getWGSLVertexCode( shaderData ) {
- return `${ this.getSignature() }
- // directives
- ${shaderData.directives}
- // structs
- ${shaderData.structs}
- // uniforms
- ${shaderData.uniforms}
- // varyings
- ${shaderData.varyings}
- var<private> varyings : VaryingsStruct;
- // codes
- ${shaderData.codes}
- @vertex
- fn main( ${shaderData.attributes} ) -> VaryingsStruct {
- // vars
- ${shaderData.vars}
- // flow
- ${shaderData.flow}
- return varyings;
- }
- `;
- }
- /**
- * Returns a WGSL fragment shader based on the given shader data.
- *
- * @private
- * @param {Object} shaderData - The shader data.
- * @return {string} The vertex shader.
- */
- _getWGSLFragmentCode( shaderData ) {
- return `${ this.getSignature() }
- // global
- ${ diagnostics }
- // structs
- ${shaderData.structs}
- // uniforms
- ${shaderData.uniforms}
- // codes
- ${shaderData.codes}
- @fragment
- fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {
- // vars
- ${shaderData.vars}
- // flow
- ${shaderData.flow}
- }
- `;
- }
- /**
- * Returns a WGSL compute shader based on the given shader data.
- *
- * @private
- * @param {Object} shaderData - The shader data.
- * @param {string} workgroupSize - The workgroup size.
- * @return {string} The vertex shader.
- */
- _getWGSLComputeCode( shaderData, workgroupSize ) {
- return `${ this.getSignature() }
- // directives
- ${shaderData.directives}
- // system
- var<private> instanceIndex : u32;
- // locals
- ${shaderData.scopedArrays}
- // structs
- ${shaderData.structs}
- // uniforms
- ${shaderData.uniforms}
- // codes
- ${shaderData.codes}
- @compute @workgroup_size( ${workgroupSize} )
- fn main( ${shaderData.attributes} ) {
- // system
- instanceIndex = globalId.x + globalId.y * numWorkgroups.x * u32(${workgroupSize}) + globalId.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize});
- // vars
- ${shaderData.vars}
- // flow
- ${shaderData.flow}
- }
- `;
- }
- /**
- * Returns a WGSL struct based on the given name and variables.
- *
- * @private
- * @param {string} name - The struct name.
- * @param {string} vars - The struct variables.
- * @return {string} The WGSL snippet representing a struct.
- */
- _getWGSLStruct( name, vars ) {
- return `
- struct ${name} {
- ${vars}
- };`;
- }
- /**
- * Returns a WGSL struct binding.
- *
- * @private
- * @param {string} name - The struct name.
- * @param {string} vars - The struct variables.
- * @param {string} access - The access.
- * @param {number} [binding=0] - The binding index.
- * @param {number} [group=0] - The group index.
- * @return {string} The WGSL snippet representing a struct binding.
- */
- _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
- const structName = name + 'Struct';
- const structSnippet = this._getWGSLStruct( structName, vars );
- return `${structSnippet}
- @binding( ${ binding } ) @group( ${ group } )
- var<${access}> ${ name } : ${ structName };`;
- }
- }
- /**
- * A WebGPU backend utility module with common helpers.
- *
- * @private
- */
- class WebGPUUtils {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGPUBackend} backend - The WebGPU backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGPU backend.
- *
- * @type {WebGPUBackend}
- */
- this.backend = backend;
- }
- /**
- * Returns the depth/stencil GPU format for the given render context.
- *
- * @param {RenderContext} renderContext - The render context.
- * @return {string} The depth/stencil GPU texture format.
- */
- getCurrentDepthStencilFormat( renderContext ) {
- let format;
- if ( renderContext.depthTexture !== null ) {
- format = this.getTextureFormatGPU( renderContext.depthTexture );
- } else if ( renderContext.depth && renderContext.stencil ) {
- format = GPUTextureFormat.Depth24PlusStencil8;
- } else if ( renderContext.depth ) {
- format = GPUTextureFormat.Depth24Plus;
- }
- return format;
- }
- /**
- * Returns the GPU format for the given texture.
- *
- * @param {Texture} texture - The texture.
- * @return {string} The GPU texture format.
- */
- getTextureFormatGPU( texture ) {
- return this.backend.get( texture ).format;
- }
- /**
- * Returns an object that defines the multi-sampling state of the given texture.
- *
- * @param {Texture} texture - The texture.
- * @return {Object} The multi-sampling state.
- */
- getTextureSampleData( texture ) {
- let samples;
- if ( texture.isFramebufferTexture ) {
- samples = 1;
- } else if ( texture.isDepthTexture && ! texture.renderTarget ) {
- const renderer = this.backend.renderer;
- const renderTarget = renderer.getRenderTarget();
- samples = renderTarget ? renderTarget.samples : renderer.samples;
- } else if ( texture.renderTarget ) {
- samples = texture.renderTarget.samples;
- }
- samples = samples || 1;
- const isMSAA = samples > 1 && texture.renderTarget !== null && ( texture.isDepthTexture !== true && texture.isFramebufferTexture !== true );
- const primarySamples = isMSAA ? 1 : samples;
- return { samples, primarySamples, isMSAA };
- }
- /**
- * Returns the default color attachment's GPU format of the current render context.
- *
- * @param {RenderContext} renderContext - The render context.
- * @return {string} The GPU texture format of the default color attachment.
- */
- getCurrentColorFormat( renderContext ) {
- let format;
- if ( renderContext.textures !== null ) {
- format = this.getTextureFormatGPU( renderContext.textures[ 0 ] );
- } else {
- format = this.getPreferredCanvasFormat(); // default context format
- }
- return format;
- }
- /**
- * Returns the output color space of the current render context.
- *
- * @param {RenderContext} renderContext - The render context.
- * @return {string} The output color space.
- */
- getCurrentColorSpace( renderContext ) {
- if ( renderContext.textures !== null ) {
- return renderContext.textures[ 0 ].colorSpace;
- }
- return this.backend.renderer.outputColorSpace;
- }
- /**
- * Returns GPU primitive topology for the given object and material.
- *
- * @param {Object3D} object - The 3D object.
- * @param {Material} material - The material.
- * @return {string} The GPU primitive topology.
- */
- getPrimitiveTopology( object, material ) {
- if ( object.isPoints ) return GPUPrimitiveTopology.PointList;
- else if ( object.isLineSegments || ( object.isMesh && material.wireframe === true ) ) return GPUPrimitiveTopology.LineList;
- else if ( object.isLine ) return GPUPrimitiveTopology.LineStrip;
- else if ( object.isMesh ) return GPUPrimitiveTopology.TriangleList;
- }
- /**
- * Returns a modified sample count from the given sample count value.
- *
- * That is required since WebGPU does not support arbitrary sample counts.
- *
- * @param {number} sampleCount - The input sample count.
- * @return {number} The (potentially updated) output sample count.
- */
- getSampleCount( sampleCount ) {
- let count = 1;
- if ( sampleCount > 1 ) {
- // WebGPU only supports power-of-two sample counts and 2 is not a valid value
- count = Math.pow( 2, Math.floor( Math.log2( sampleCount ) ) );
- if ( count === 2 ) {
- count = 4;
- }
- }
- return count;
- }
- /**
- * Returns the sample count of the given render context.
- *
- * @param {RenderContext} renderContext - The render context.
- * @return {number} The sample count.
- */
- getSampleCountRenderContext( renderContext ) {
- if ( renderContext.textures !== null ) {
- return this.getSampleCount( renderContext.sampleCount );
- }
- return this.getSampleCount( this.backend.renderer.samples );
- }
- /**
- * Returns the preferred canvas format.
- *
- * There is a separate method for this so it's possible to
- * honor edge cases for specific devices.
- *
- * @return {string} The GPU texture format of the canvas.
- */
- getPreferredCanvasFormat() {
- const outputType = this.backend.parameters.outputType;
- if ( outputType === undefined ) {
- return navigator.gpu.getPreferredCanvasFormat();
- } else if ( outputType === UnsignedByteType ) {
- return GPUTextureFormat.BGRA8Unorm;
- } else if ( outputType === HalfFloatType ) {
- return GPUTextureFormat.RGBA16Float;
- } else {
- throw new Error( 'Unsupported outputType' );
- }
- }
- }
- const typedArraysToVertexFormatPrefix = new Map( [
- [ Int8Array, [ 'sint8', 'snorm8' ]],
- [ Uint8Array, [ 'uint8', 'unorm8' ]],
- [ Int16Array, [ 'sint16', 'snorm16' ]],
- [ Uint16Array, [ 'uint16', 'unorm16' ]],
- [ Int32Array, [ 'sint32', 'snorm32' ]],
- [ Uint32Array, [ 'uint32', 'unorm32' ]],
- [ Float32Array, [ 'float32', ]],
- ] );
- const typedAttributeToVertexFormatPrefix = new Map( [
- [ Float16BufferAttribute, [ 'float16', ]],
- ] );
- const typeArraysToVertexFormatPrefixForItemSize1 = new Map( [
- [ Int32Array, 'sint32' ],
- [ Int16Array, 'sint32' ], // patch for INT16
- [ Uint32Array, 'uint32' ],
- [ Uint16Array, 'uint32' ], // patch for UINT16
- [ Float32Array, 'float32' ]
- ] );
- /**
- * A WebGPU backend utility module for managing shader attributes.
- *
- * @private
- */
- class WebGPUAttributeUtils {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGPUBackend} backend - The WebGPU backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGPU backend.
- *
- * @type {WebGPUBackend}
- */
- this.backend = backend;
- }
- /**
- * Creates the GPU buffer for the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- * @param {GPUBufferUsage} usage - A flag that indicates how the buffer may be used after its creation.
- */
- createAttribute( attribute, usage ) {
- const bufferAttribute = this._getBufferAttribute( attribute );
- const backend = this.backend;
- const bufferData = backend.get( bufferAttribute );
- let buffer = bufferData.buffer;
- if ( buffer === undefined ) {
- const device = backend.device;
- let array = bufferAttribute.array;
- // patch for INT16 and UINT16
- if ( attribute.normalized === false ) {
- if ( array.constructor === Int16Array || array.constructor === Int8Array ) {
- array = new Int32Array( array );
- } else if ( array.constructor === Uint16Array || array.constructor === Uint8Array ) {
- array = new Uint32Array( array );
- if ( usage & GPUBufferUsage.INDEX ) {
- for ( let i = 0; i < array.length; i ++ ) {
- if ( array[ i ] === 0xffff ) array[ i ] = 0xffffffff; // use correct primitive restart index
- }
- }
- }
- }
- bufferAttribute.array = array;
- if ( ( bufferAttribute.isStorageBufferAttribute || bufferAttribute.isStorageInstancedBufferAttribute ) && bufferAttribute.itemSize === 3 ) {
- array = new array.constructor( bufferAttribute.count * 4 );
- for ( let i = 0; i < bufferAttribute.count; i ++ ) {
- array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 );
- }
- // Update BufferAttribute
- bufferAttribute.itemSize = 4;
- bufferAttribute.array = array;
- bufferData._force3to4BytesAlignment = true;
- }
- const size = array.byteLength + ( ( 4 - ( array.byteLength % 4 ) ) % 4 ); // ensure 4 byte alignment, see #20441
- buffer = device.createBuffer( {
- label: bufferAttribute.name,
- size: size,
- usage: usage,
- mappedAtCreation: true
- } );
- new array.constructor( buffer.getMappedRange() ).set( array );
- buffer.unmap();
- bufferData.buffer = buffer;
- }
- }
- /**
- * Updates the GPU buffer of the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- updateAttribute( attribute ) {
- const bufferAttribute = this._getBufferAttribute( attribute );
- const backend = this.backend;
- const device = backend.device;
- const bufferData = backend.get( bufferAttribute );
- const buffer = backend.get( bufferAttribute ).buffer;
- let array = bufferAttribute.array;
- // if storage buffer ensure 4 byte alignment
- if ( bufferData._force3to4BytesAlignment === true ) {
- array = new array.constructor( bufferAttribute.count * 4 );
- for ( let i = 0; i < bufferAttribute.count; i ++ ) {
- array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 );
- }
- bufferAttribute.array = array;
- }
- const isTypedArray = this._isTypedArray( array );
- const updateRanges = bufferAttribute.updateRanges;
- if ( updateRanges.length === 0 ) {
- // Not using update ranges
- device.queue.writeBuffer(
- buffer,
- 0,
- array,
- 0
- );
- } else {
- const byteOffsetFactor = isTypedArray ? 1 : array.BYTES_PER_ELEMENT;
- for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
- const range = updateRanges[ i ];
- let dataOffset, size;
- if ( bufferData._force3to4BytesAlignment === true ) {
- const vertexStart = Math.floor( range.start / 3 );
- const vertexCount = Math.ceil( range.count / 3 );
- dataOffset = vertexStart * 4 * byteOffsetFactor;
- size = vertexCount * 4 * byteOffsetFactor;
- } else {
- dataOffset = range.start * byteOffsetFactor;
- size = range.count * byteOffsetFactor;
- }
- const bufferOffset = dataOffset * ( isTypedArray ? array.BYTES_PER_ELEMENT : 1 ); // bufferOffset is always in bytes
- device.queue.writeBuffer(
- buffer,
- bufferOffset,
- array,
- dataOffset,
- size
- );
- }
- bufferAttribute.clearUpdateRanges();
- }
- }
- /**
- * This method creates the vertex buffer layout data which are
- * require when creating a render pipeline for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {Array<Object>} An array holding objects which describe the vertex buffer layout.
- */
- createShaderVertexBuffers( renderObject ) {
- const attributes = renderObject.getAttributes();
- const vertexBuffers = new Map();
- for ( let slot = 0; slot < attributes.length; slot ++ ) {
- const geometryAttribute = attributes[ slot ];
- const bytesPerElement = geometryAttribute.array.BYTES_PER_ELEMENT;
- const bufferAttribute = this._getBufferAttribute( geometryAttribute );
- let vertexBufferLayout = vertexBuffers.get( bufferAttribute );
- if ( vertexBufferLayout === undefined ) {
- let arrayStride, stepMode;
- if ( geometryAttribute.isInterleavedBufferAttribute === true ) {
- arrayStride = geometryAttribute.data.stride * bytesPerElement;
- stepMode = geometryAttribute.data.isInstancedInterleavedBuffer ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
- } else {
- arrayStride = geometryAttribute.itemSize * bytesPerElement;
- stepMode = geometryAttribute.isInstancedBufferAttribute ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
- }
- // patch for INT16 and UINT16
- if ( geometryAttribute.normalized === false && ( geometryAttribute.array.constructor === Int16Array || geometryAttribute.array.constructor === Uint16Array ) ) {
- arrayStride = 4;
- }
- vertexBufferLayout = {
- arrayStride,
- attributes: [],
- stepMode
- };
- vertexBuffers.set( bufferAttribute, vertexBufferLayout );
- }
- const format = this._getVertexFormat( geometryAttribute );
- const offset = ( geometryAttribute.isInterleavedBufferAttribute === true ) ? geometryAttribute.offset * bytesPerElement : 0;
- vertexBufferLayout.attributes.push( {
- shaderLocation: slot,
- offset,
- format
- } );
- }
- return Array.from( vertexBuffers.values() );
- }
- /**
- * Destroys the GPU buffer of the given buffer attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- destroyAttribute( attribute ) {
- const backend = this.backend;
- const data = backend.get( this._getBufferAttribute( attribute ) );
- data.buffer.destroy();
- backend.delete( attribute );
- }
- /**
- * This method performs a readback operation by moving buffer data from
- * a storage buffer attribute from the GPU to the CPU.
- *
- * @async
- * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
- * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
- */
- async getArrayBufferAsync( attribute ) {
- const backend = this.backend;
- const device = backend.device;
- const data = backend.get( this._getBufferAttribute( attribute ) );
- const bufferGPU = data.buffer;
- const size = bufferGPU.size;
- const readBufferGPU = device.createBuffer( {
- label: `${ attribute.name }_readback`,
- size,
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
- } );
- const cmdEncoder = device.createCommandEncoder( {
- label: `readback_encoder_${ attribute.name }`
- } );
- cmdEncoder.copyBufferToBuffer(
- bufferGPU,
- 0,
- readBufferGPU,
- 0,
- size
- );
- const gpuCommands = cmdEncoder.finish();
- device.queue.submit( [ gpuCommands ] );
- await readBufferGPU.mapAsync( GPUMapMode.READ );
- const arrayBuffer = readBufferGPU.getMappedRange();
- const dstBuffer = new attribute.array.constructor( arrayBuffer.slice( 0 ) );
- readBufferGPU.unmap();
- return dstBuffer.buffer;
- }
- /**
- * Returns the vertex format of the given buffer attribute.
- *
- * @private
- * @param {BufferAttribute} geometryAttribute - The buffer attribute.
- * @return {string|undefined} The vertex format (e.g. 'float32x3').
- */
- _getVertexFormat( geometryAttribute ) {
- const { itemSize, normalized } = geometryAttribute;
- const ArrayType = geometryAttribute.array.constructor;
- const AttributeType = geometryAttribute.constructor;
- let format;
- if ( itemSize === 1 ) {
- format = typeArraysToVertexFormatPrefixForItemSize1.get( ArrayType );
- } else {
- const prefixOptions = typedAttributeToVertexFormatPrefix.get( AttributeType ) || typedArraysToVertexFormatPrefix.get( ArrayType );
- const prefix = prefixOptions[ normalized ? 1 : 0 ];
- if ( prefix ) {
- const bytesPerUnit = ArrayType.BYTES_PER_ELEMENT * itemSize;
- const paddedBytesPerUnit = Math.floor( ( bytesPerUnit + 3 ) / 4 ) * 4;
- const paddedItemSize = paddedBytesPerUnit / ArrayType.BYTES_PER_ELEMENT;
- if ( paddedItemSize % 1 ) {
- throw new Error( 'THREE.WebGPUAttributeUtils: Bad vertex format item size.' );
- }
- format = `${prefix}x${paddedItemSize}`;
- }
- }
- if ( ! format ) {
- console.error( 'THREE.WebGPUAttributeUtils: Vertex format not supported yet.' );
- }
- return format;
- }
- /**
- * Returns `true` if the given array is a typed array.
- *
- * @private
- * @param {any} array - The array.
- * @return {boolean} Whether the given array is a typed array or not.
- */
- _isTypedArray( array ) {
- return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
- }
- /**
- * Utility method for handling interleaved buffer attributes correctly.
- * To process them, their `InterleavedBuffer` is returned.
- *
- * @private
- * @param {BufferAttribute} attribute - The attribute.
- * @return {BufferAttribute|InterleavedBuffer}
- */
- _getBufferAttribute( attribute ) {
- if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
- return attribute;
- }
- }
- /**
- * A WebGPU backend utility module for managing bindings.
- *
- * When reading the documentation it's helpful to keep in mind that
- * all class definitions starting with 'GPU*' are modules from the
- * WebGPU API. So for example `BindGroup` is a class from the engine
- * whereas `GPUBindGroup` is a class from WebGPU.
- *
- * @private
- */
- class WebGPUBindingUtils {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGPUBackend} backend - The WebGPU backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGPU backend.
- *
- * @type {WebGPUBackend}
- */
- this.backend = backend;
- /**
- * A cache for managing bind group layouts.
- *
- * @type {WeakMap<Array<Binding>,GPUBindGroupLayout>}
- */
- this.bindGroupLayoutCache = new WeakMap();
- }
- /**
- * Creates a GPU bind group layout for the given bind group.
- *
- * @param {BindGroup} bindGroup - The bind group.
- * @return {GPUBindGroupLayout} The GPU bind group layout.
- */
- createBindingsLayout( bindGroup ) {
- const backend = this.backend;
- const device = backend.device;
- const entries = [];
- let index = 0;
- for ( const binding of bindGroup.bindings ) {
- const bindingGPU = {
- binding: index ++,
- visibility: binding.visibility
- };
- if ( binding.isUniformBuffer || binding.isStorageBuffer ) {
- const buffer = {}; // GPUBufferBindingLayout
- if ( binding.isStorageBuffer ) {
- if ( binding.visibility & 4 ) {
- // compute
- if ( binding.access === NodeAccess.READ_WRITE || binding.access === NodeAccess.WRITE_ONLY ) {
- buffer.type = GPUBufferBindingType.Storage;
- } else {
- buffer.type = GPUBufferBindingType.ReadOnlyStorage;
- }
- } else {
- buffer.type = GPUBufferBindingType.ReadOnlyStorage;
- }
- }
- bindingGPU.buffer = buffer;
- } else if ( binding.isSampler ) {
- const sampler = {}; // GPUSamplerBindingLayout
- if ( binding.texture.isDepthTexture ) {
- if ( binding.texture.compareFunction !== null ) {
- sampler.type = GPUSamplerBindingType.Comparison;
- } else if ( backend.compatibilityMode ) {
- sampler.type = GPUSamplerBindingType.NonFiltering;
- }
- }
- bindingGPU.sampler = sampler;
- } else if ( binding.isSampledTexture && binding.texture.isVideoTexture ) {
- bindingGPU.externalTexture = {}; // GPUExternalTextureBindingLayout
- } else if ( binding.isSampledTexture && binding.store ) {
- const storageTexture = {}; // GPUStorageTextureBindingLayout
- storageTexture.format = this.backend.get( binding.texture ).texture.format;
- const access = binding.access;
- if ( access === NodeAccess.READ_WRITE ) {
- storageTexture.access = GPUStorageTextureAccess.ReadWrite;
- } else if ( access === NodeAccess.WRITE_ONLY ) {
- storageTexture.access = GPUStorageTextureAccess.WriteOnly;
- } else {
- storageTexture.access = GPUStorageTextureAccess.ReadOnly;
- }
- bindingGPU.storageTexture = storageTexture;
- } else if ( binding.isSampledTexture ) {
- const texture = {}; // GPUTextureBindingLayout
- const { primarySamples } = backend.utils.getTextureSampleData( binding.texture );
- if ( primarySamples > 1 ) {
- texture.multisampled = true;
- if ( ! binding.texture.isDepthTexture ) {
- texture.sampleType = GPUTextureSampleType.UnfilterableFloat;
- }
- }
- if ( binding.texture.isDepthTexture ) {
- if ( backend.compatibilityMode && binding.texture.compareFunction === null ) {
- texture.sampleType = GPUTextureSampleType.UnfilterableFloat;
- } else {
- texture.sampleType = GPUTextureSampleType.Depth;
- }
- } else if ( binding.texture.isDataTexture || binding.texture.isDataArrayTexture || binding.texture.isData3DTexture ) {
- const type = binding.texture.type;
- if ( type === IntType ) {
- texture.sampleType = GPUTextureSampleType.SInt;
- } else if ( type === UnsignedIntType ) {
- texture.sampleType = GPUTextureSampleType.UInt;
- } else if ( type === FloatType ) {
- if ( this.backend.hasFeature( 'float32-filterable' ) ) {
- texture.sampleType = GPUTextureSampleType.Float;
- } else {
- texture.sampleType = GPUTextureSampleType.UnfilterableFloat;
- }
- }
- }
- if ( binding.isSampledCubeTexture ) {
- texture.viewDimension = GPUTextureViewDimension.Cube;
- } else if ( binding.texture.isDataArrayTexture || binding.texture.isDepthArrayTexture || binding.texture.isCompressedArrayTexture ) {
- texture.viewDimension = GPUTextureViewDimension.TwoDArray;
- } else if ( binding.isSampledTexture3D ) {
- texture.viewDimension = GPUTextureViewDimension.ThreeD;
- }
- bindingGPU.texture = texture;
- } else {
- console.error( `WebGPUBindingUtils: Unsupported binding "${ binding }".` );
- }
- entries.push( bindingGPU );
- }
- return device.createBindGroupLayout( { entries } );
- }
- /**
- * Creates bindings from the given bind group definition.
- *
- * @param {BindGroup} bindGroup - The bind group.
- * @param {Array<BindGroup>} bindings - Array of bind groups.
- * @param {number} cacheIndex - The cache index.
- * @param {number} version - The version.
- */
- createBindings( bindGroup, bindings, cacheIndex, version = 0 ) {
- const { backend, bindGroupLayoutCache } = this;
- const bindingsData = backend.get( bindGroup );
- // setup (static) binding layout and (dynamic) binding group
- let bindLayoutGPU = bindGroupLayoutCache.get( bindGroup.bindingsReference );
- if ( bindLayoutGPU === undefined ) {
- bindLayoutGPU = this.createBindingsLayout( bindGroup );
- bindGroupLayoutCache.set( bindGroup.bindingsReference, bindLayoutGPU );
- }
- let bindGroupGPU;
- if ( cacheIndex > 0 ) {
- if ( bindingsData.groups === undefined ) {
- bindingsData.groups = [];
- bindingsData.versions = [];
- }
- if ( bindingsData.versions[ cacheIndex ] === version ) {
- bindGroupGPU = bindingsData.groups[ cacheIndex ];
- }
- }
- if ( bindGroupGPU === undefined ) {
- bindGroupGPU = this.createBindGroup( bindGroup, bindLayoutGPU );
- if ( cacheIndex > 0 ) {
- bindingsData.groups[ cacheIndex ] = bindGroupGPU;
- bindingsData.versions[ cacheIndex ] = version;
- }
- }
- bindingsData.group = bindGroupGPU;
- bindingsData.layout = bindLayoutGPU;
- }
- /**
- * Updates a buffer binding.
- *
- * @param {Buffer} binding - The buffer binding to update.
- */
- updateBinding( binding ) {
- const backend = this.backend;
- const device = backend.device;
- const buffer = binding.buffer;
- const bufferGPU = backend.get( binding ).buffer;
- device.queue.writeBuffer( bufferGPU, 0, buffer, 0 );
- }
- /**
- * Creates a GPU bind group for the camera index.
- *
- * @param {Uint32Array} data - The index data.
- * @param {GPUBindGroupLayout} layout - The GPU bind group layout.
- * @return {GPUBindGroup} The GPU bind group.
- */
- createBindGroupIndex( data, layout ) {
- const backend = this.backend;
- const device = backend.device;
- const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;
- const index = data[ 0 ];
- const buffer = device.createBuffer( {
- label: 'bindingCameraIndex_' + index,
- size: 16, // uint(4) * 4
- usage: usage
- } );
- device.queue.writeBuffer( buffer, 0, data, 0 );
- const entries = [ { binding: 0, resource: { buffer } } ];
- return device.createBindGroup( {
- label: 'bindGroupCameraIndex_' + index,
- layout,
- entries
- } );
- }
- /**
- * Creates a GPU bind group for the given bind group and GPU layout.
- *
- * @param {BindGroup} bindGroup - The bind group.
- * @param {GPUBindGroupLayout} layoutGPU - The GPU bind group layout.
- * @return {GPUBindGroup} The GPU bind group.
- */
- createBindGroup( bindGroup, layoutGPU ) {
- const backend = this.backend;
- const device = backend.device;
- let bindingPoint = 0;
- const entriesGPU = [];
- for ( const binding of bindGroup.bindings ) {
- if ( binding.isUniformBuffer ) {
- const bindingData = backend.get( binding );
- if ( bindingData.buffer === undefined ) {
- const byteLength = binding.byteLength;
- const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;
- const bufferGPU = device.createBuffer( {
- label: 'bindingBuffer_' + binding.name,
- size: byteLength,
- usage: usage
- } );
- bindingData.buffer = bufferGPU;
- }
- entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
- } else if ( binding.isStorageBuffer ) {
- const bindingData = backend.get( binding );
- if ( bindingData.buffer === undefined ) {
- const attribute = binding.attribute;
- //const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | /*GPUBufferUsage.COPY_SRC |*/ GPUBufferUsage.COPY_DST;
- //backend.attributeUtils.createAttribute( attribute, usage ); // @TODO: Move it to universal renderer
- bindingData.buffer = backend.get( attribute ).buffer;
- }
- entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
- } else if ( binding.isSampler ) {
- const textureGPU = backend.get( binding.texture );
- entriesGPU.push( { binding: bindingPoint, resource: textureGPU.sampler } );
- } else if ( binding.isSampledTexture ) {
- const textureData = backend.get( binding.texture );
- let resourceGPU;
- if ( textureData.externalTexture !== undefined ) {
- resourceGPU = device.importExternalTexture( { source: textureData.externalTexture } );
- } else {
- const mipLevelCount = binding.store ? 1 : textureData.texture.mipLevelCount;
- const propertyName = `view-${ textureData.texture.width }-${ textureData.texture.height }-${ mipLevelCount }`;
- resourceGPU = textureData[ propertyName ];
- if ( resourceGPU === undefined ) {
- const aspectGPU = GPUTextureAspect.All;
- let dimensionViewGPU;
- if ( binding.isSampledCubeTexture ) {
- dimensionViewGPU = GPUTextureViewDimension.Cube;
- } else if ( binding.isSampledTexture3D ) {
- dimensionViewGPU = GPUTextureViewDimension.ThreeD;
- } else if ( binding.texture.isDataArrayTexture || binding.texture.isDepthArrayTexture || binding.texture.isCompressedArrayTexture ) {
- dimensionViewGPU = GPUTextureViewDimension.TwoDArray;
- } else {
- dimensionViewGPU = GPUTextureViewDimension.TwoD;
- }
- resourceGPU = textureData[ propertyName ] = textureData.texture.createView( { aspect: aspectGPU, dimension: dimensionViewGPU, mipLevelCount } );
- }
- }
- entriesGPU.push( { binding: bindingPoint, resource: resourceGPU } );
- }
- bindingPoint ++;
- }
- return device.createBindGroup( {
- label: 'bindGroup_' + bindGroup.name,
- layout: layoutGPU,
- entries: entriesGPU
- } );
- }
- }
- /**
- * A WebGPU backend utility module for managing pipelines.
- *
- * @private
- */
- class WebGPUPipelineUtils {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGPUBackend} backend - The WebGPU backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGPU backend.
- *
- * @type {WebGPUBackend}
- */
- this.backend = backend;
- }
- /**
- * Returns the sample count derived from the given render context.
- *
- * @private
- * @param {RenderContext} renderContext - The render context.
- * @return {number} The sample count.
- */
- _getSampleCount( renderContext ) {
- return this.backend.utils.getSampleCountRenderContext( renderContext );
- }
- /**
- * Creates a render pipeline for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
- */
- createRenderPipeline( renderObject, promises ) {
- const { object, material, geometry, pipeline } = renderObject;
- const { vertexProgram, fragmentProgram } = pipeline;
- const backend = this.backend;
- const device = backend.device;
- const utils = backend.utils;
- const pipelineData = backend.get( pipeline );
- // bind group layouts
- const bindGroupLayouts = [];
- for ( const bindGroup of renderObject.getBindings() ) {
- const bindingsData = backend.get( bindGroup );
- bindGroupLayouts.push( bindingsData.layout );
- }
- // vertex buffers
- const vertexBuffers = backend.attributeUtils.createShaderVertexBuffers( renderObject );
- // blending
- let blending;
- if ( material.blending !== NoBlending && ( material.blending !== NormalBlending || material.transparent !== false ) ) {
- blending = this._getBlending( material );
- }
- // stencil
- let stencilFront = {};
- if ( material.stencilWrite === true ) {
- stencilFront = {
- compare: this._getStencilCompare( material ),
- failOp: this._getStencilOperation( material.stencilFail ),
- depthFailOp: this._getStencilOperation( material.stencilZFail ),
- passOp: this._getStencilOperation( material.stencilZPass )
- };
- }
- const colorWriteMask = this._getColorWriteMask( material );
- const targets = [];
- if ( renderObject.context.textures !== null ) {
- const textures = renderObject.context.textures;
- for ( let i = 0; i < textures.length; i ++ ) {
- const colorFormat = utils.getTextureFormatGPU( textures[ i ] );
- targets.push( {
- format: colorFormat,
- blend: blending,
- writeMask: colorWriteMask
- } );
- }
- } else {
- const colorFormat = utils.getCurrentColorFormat( renderObject.context );
- targets.push( {
- format: colorFormat,
- blend: blending,
- writeMask: colorWriteMask
- } );
- }
- const vertexModule = backend.get( vertexProgram ).module;
- const fragmentModule = backend.get( fragmentProgram ).module;
- const primitiveState = this._getPrimitiveState( object, geometry, material );
- const depthCompare = this._getDepthCompare( material );
- const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
- const sampleCount = this._getSampleCount( renderObject.context );
- const pipelineDescriptor = {
- label: `renderPipeline_${ material.name || material.type }_${ material.id }`,
- vertex: Object.assign( {}, vertexModule, { buffers: vertexBuffers } ),
- fragment: Object.assign( {}, fragmentModule, { targets } ),
- primitive: primitiveState,
- multisample: {
- count: sampleCount,
- alphaToCoverageEnabled: material.alphaToCoverage && sampleCount > 1
- },
- layout: device.createPipelineLayout( {
- bindGroupLayouts
- } )
- };
- const depthStencil = {};
- const renderDepth = renderObject.context.depth;
- const renderStencil = renderObject.context.stencil;
- if ( renderDepth === true || renderStencil === true ) {
- if ( renderDepth === true ) {
- depthStencil.format = depthStencilFormat;
- depthStencil.depthWriteEnabled = material.depthWrite;
- depthStencil.depthCompare = depthCompare;
- }
- if ( renderStencil === true ) {
- depthStencil.stencilFront = stencilFront;
- depthStencil.stencilBack = {}; // three.js does not provide an API to configure the back function (gl.stencilFuncSeparate() was never used)
- depthStencil.stencilReadMask = material.stencilFuncMask;
- depthStencil.stencilWriteMask = material.stencilWriteMask;
- }
- if ( material.polygonOffset === true ) {
- depthStencil.depthBias = material.polygonOffsetUnits;
- depthStencil.depthBiasSlopeScale = material.polygonOffsetFactor;
- depthStencil.depthBiasClamp = 0; // three.js does not provide an API to configure this value
- }
- pipelineDescriptor.depthStencil = depthStencil;
- }
- if ( promises === null ) {
- pipelineData.pipeline = device.createRenderPipeline( pipelineDescriptor );
- } else {
- const p = new Promise( ( resolve /*, reject*/ ) => {
- device.createRenderPipelineAsync( pipelineDescriptor ).then( pipeline => {
- pipelineData.pipeline = pipeline;
- resolve();
- } );
- } );
- promises.push( p );
- }
- }
- /**
- * Creates GPU render bundle encoder for the given render context.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {?string} [label='renderBundleEncoder'] - The label.
- * @return {GPURenderBundleEncoder} The GPU render bundle encoder.
- */
- createBundleEncoder( renderContext, label = 'renderBundleEncoder' ) {
- const backend = this.backend;
- const { utils, device } = backend;
- const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderContext );
- const colorFormat = utils.getCurrentColorFormat( renderContext );
- const sampleCount = this._getSampleCount( renderContext );
- const descriptor = {
- label: label,
- colorFormats: [ colorFormat ],
- depthStencilFormat,
- sampleCount
- };
- return device.createRenderBundleEncoder( descriptor );
- }
- /**
- * Creates a compute pipeline for the given compute node.
- *
- * @param {ComputePipeline} pipeline - The compute pipeline.
- * @param {Array<BindGroup>} bindings - The bindings.
- */
- createComputePipeline( pipeline, bindings ) {
- const backend = this.backend;
- const device = backend.device;
- const computeProgram = backend.get( pipeline.computeProgram ).module;
- const pipelineGPU = backend.get( pipeline );
- // bind group layouts
- const bindGroupLayouts = [];
- for ( const bindingsGroup of bindings ) {
- const bindingsData = backend.get( bindingsGroup );
- bindGroupLayouts.push( bindingsData.layout );
- }
- pipelineGPU.pipeline = device.createComputePipeline( {
- compute: computeProgram,
- layout: device.createPipelineLayout( {
- bindGroupLayouts
- } )
- } );
- }
- /**
- * Returns the blending state as a descriptor object required
- * for the pipeline creation.
- *
- * @private
- * @param {Material} material - The material.
- * @return {Object} The blending state.
- */
- _getBlending( material ) {
- let color, alpha;
- const blending = material.blending;
- const blendSrc = material.blendSrc;
- const blendDst = material.blendDst;
- const blendEquation = material.blendEquation;
- if ( blending === CustomBlending ) {
- const blendSrcAlpha = material.blendSrcAlpha !== null ? material.blendSrcAlpha : blendSrc;
- const blendDstAlpha = material.blendDstAlpha !== null ? material.blendDstAlpha : blendDst;
- const blendEquationAlpha = material.blendEquationAlpha !== null ? material.blendEquationAlpha : blendEquation;
- color = {
- srcFactor: this._getBlendFactor( blendSrc ),
- dstFactor: this._getBlendFactor( blendDst ),
- operation: this._getBlendOperation( blendEquation )
- };
- alpha = {
- srcFactor: this._getBlendFactor( blendSrcAlpha ),
- dstFactor: this._getBlendFactor( blendDstAlpha ),
- operation: this._getBlendOperation( blendEquationAlpha )
- };
- } else {
- const premultipliedAlpha = material.premultipliedAlpha;
- const setBlend = ( srcRGB, dstRGB, srcAlpha, dstAlpha ) => {
- color = {
- srcFactor: srcRGB,
- dstFactor: dstRGB,
- operation: GPUBlendOperation.Add
- };
- alpha = {
- srcFactor: srcAlpha,
- dstFactor: dstAlpha,
- operation: GPUBlendOperation.Add
- };
- };
- if ( premultipliedAlpha ) {
- switch ( blending ) {
- case NormalBlending:
- setBlend( GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
- break;
- case AdditiveBlending:
- setBlend( GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One );
- break;
- case SubtractiveBlending:
- setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
- break;
- case MultiplyBlending:
- setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.SrcAlpha );
- break;
- }
- } else {
- switch ( blending ) {
- case NormalBlending:
- setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
- break;
- case AdditiveBlending:
- setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.One, GPUBlendFactor.SrcAlpha, GPUBlendFactor.One );
- break;
- case SubtractiveBlending:
- setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
- break;
- case MultiplyBlending:
- setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.Src );
- break;
- }
- }
- }
- if ( color !== undefined && alpha !== undefined ) {
- return { color, alpha };
- } else {
- console.error( 'THREE.WebGPURenderer: Invalid blending: ', blending );
- }
- }
- /**
- * Returns the GPU blend factor which is required for the pipeline creation.
- *
- * @private
- * @param {number} blend - The blend factor as a three.js constant.
- * @return {string} The GPU blend factor.
- */
- _getBlendFactor( blend ) {
- let blendFactor;
- switch ( blend ) {
- case ZeroFactor:
- blendFactor = GPUBlendFactor.Zero;
- break;
- case OneFactor:
- blendFactor = GPUBlendFactor.One;
- break;
- case SrcColorFactor:
- blendFactor = GPUBlendFactor.Src;
- break;
- case OneMinusSrcColorFactor:
- blendFactor = GPUBlendFactor.OneMinusSrc;
- break;
- case SrcAlphaFactor:
- blendFactor = GPUBlendFactor.SrcAlpha;
- break;
- case OneMinusSrcAlphaFactor:
- blendFactor = GPUBlendFactor.OneMinusSrcAlpha;
- break;
- case DstColorFactor:
- blendFactor = GPUBlendFactor.Dst;
- break;
- case OneMinusDstColorFactor:
- blendFactor = GPUBlendFactor.OneMinusDstColor;
- break;
- case DstAlphaFactor:
- blendFactor = GPUBlendFactor.DstAlpha;
- break;
- case OneMinusDstAlphaFactor:
- blendFactor = GPUBlendFactor.OneMinusDstAlpha;
- break;
- case SrcAlphaSaturateFactor:
- blendFactor = GPUBlendFactor.SrcAlphaSaturated;
- break;
- case BlendColorFactor:
- blendFactor = GPUBlendFactor.Constant;
- break;
- case OneMinusBlendColorFactor:
- blendFactor = GPUBlendFactor.OneMinusConstant;
- break;
- default:
- console.error( 'THREE.WebGPURenderer: Blend factor not supported.', blend );
- }
- return blendFactor;
- }
- /**
- * Returns the GPU stencil compare function which is required for the pipeline creation.
- *
- * @private
- * @param {Material} material - The material.
- * @return {string} The GPU stencil compare function.
- */
- _getStencilCompare( material ) {
- let stencilCompare;
- const stencilFunc = material.stencilFunc;
- switch ( stencilFunc ) {
- case NeverStencilFunc:
- stencilCompare = GPUCompareFunction.Never;
- break;
- case AlwaysStencilFunc:
- stencilCompare = GPUCompareFunction.Always;
- break;
- case LessStencilFunc:
- stencilCompare = GPUCompareFunction.Less;
- break;
- case LessEqualStencilFunc:
- stencilCompare = GPUCompareFunction.LessEqual;
- break;
- case EqualStencilFunc:
- stencilCompare = GPUCompareFunction.Equal;
- break;
- case GreaterEqualStencilFunc:
- stencilCompare = GPUCompareFunction.GreaterEqual;
- break;
- case GreaterStencilFunc:
- stencilCompare = GPUCompareFunction.Greater;
- break;
- case NotEqualStencilFunc:
- stencilCompare = GPUCompareFunction.NotEqual;
- break;
- default:
- console.error( 'THREE.WebGPURenderer: Invalid stencil function.', stencilFunc );
- }
- return stencilCompare;
- }
- /**
- * Returns the GPU stencil operation which is required for the pipeline creation.
- *
- * @private
- * @param {number} op - A three.js constant defining the stencil operation.
- * @return {string} The GPU stencil operation.
- */
- _getStencilOperation( op ) {
- let stencilOperation;
- switch ( op ) {
- case KeepStencilOp:
- stencilOperation = GPUStencilOperation.Keep;
- break;
- case ZeroStencilOp:
- stencilOperation = GPUStencilOperation.Zero;
- break;
- case ReplaceStencilOp:
- stencilOperation = GPUStencilOperation.Replace;
- break;
- case InvertStencilOp:
- stencilOperation = GPUStencilOperation.Invert;
- break;
- case IncrementStencilOp:
- stencilOperation = GPUStencilOperation.IncrementClamp;
- break;
- case DecrementStencilOp:
- stencilOperation = GPUStencilOperation.DecrementClamp;
- break;
- case IncrementWrapStencilOp:
- stencilOperation = GPUStencilOperation.IncrementWrap;
- break;
- case DecrementWrapStencilOp:
- stencilOperation = GPUStencilOperation.DecrementWrap;
- break;
- default:
- console.error( 'THREE.WebGPURenderer: Invalid stencil operation.', stencilOperation );
- }
- return stencilOperation;
- }
- /**
- * Returns the GPU blend operation which is required for the pipeline creation.
- *
- * @private
- * @param {number} blendEquation - A three.js constant defining the blend equation.
- * @return {string} The GPU blend operation.
- */
- _getBlendOperation( blendEquation ) {
- let blendOperation;
- switch ( blendEquation ) {
- case AddEquation:
- blendOperation = GPUBlendOperation.Add;
- break;
- case SubtractEquation:
- blendOperation = GPUBlendOperation.Subtract;
- break;
- case ReverseSubtractEquation:
- blendOperation = GPUBlendOperation.ReverseSubtract;
- break;
- case MinEquation:
- blendOperation = GPUBlendOperation.Min;
- break;
- case MaxEquation:
- blendOperation = GPUBlendOperation.Max;
- break;
- default:
- console.error( 'THREE.WebGPUPipelineUtils: Blend equation not supported.', blendEquation );
- }
- return blendOperation;
- }
- /**
- * Returns the primitive state as a descriptor object required
- * for the pipeline creation.
- *
- * @private
- * @param {Object3D} object - The 3D object.
- * @param {BufferGeometry} geometry - The geometry.
- * @param {Material} material - The material.
- * @return {Object} The primitive state.
- */
- _getPrimitiveState( object, geometry, material ) {
- const descriptor = {};
- const utils = this.backend.utils;
- descriptor.topology = utils.getPrimitiveTopology( object, material );
- if ( geometry.index !== null && object.isLine === true && object.isLineSegments !== true ) {
- descriptor.stripIndexFormat = ( geometry.index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
- }
- switch ( material.side ) {
- case FrontSide:
- descriptor.frontFace = GPUFrontFace.CCW;
- descriptor.cullMode = GPUCullMode.Back;
- break;
- case BackSide:
- descriptor.frontFace = GPUFrontFace.CCW;
- descriptor.cullMode = GPUCullMode.Front;
- break;
- case DoubleSide:
- descriptor.frontFace = GPUFrontFace.CCW;
- descriptor.cullMode = GPUCullMode.None;
- break;
- default:
- console.error( 'THREE.WebGPUPipelineUtils: Unknown material.side value.', material.side );
- break;
- }
- return descriptor;
- }
- /**
- * Returns the GPU color write mask which is required for the pipeline creation.
- *
- * @private
- * @param {Material} material - The material.
- * @return {string} The GPU color write mask.
- */
- _getColorWriteMask( material ) {
- return ( material.colorWrite === true ) ? GPUColorWriteFlags.All : GPUColorWriteFlags.None;
- }
- /**
- * Returns the GPU depth compare function which is required for the pipeline creation.
- *
- * @private
- * @param {Material} material - The material.
- * @return {string} The GPU depth compare function.
- */
- _getDepthCompare( material ) {
- let depthCompare;
- if ( material.depthTest === false ) {
- depthCompare = GPUCompareFunction.Always;
- } else {
- const depthFunc = material.depthFunc;
- switch ( depthFunc ) {
- case NeverDepth:
- depthCompare = GPUCompareFunction.Never;
- break;
- case AlwaysDepth:
- depthCompare = GPUCompareFunction.Always;
- break;
- case LessDepth:
- depthCompare = GPUCompareFunction.Less;
- break;
- case LessEqualDepth:
- depthCompare = GPUCompareFunction.LessEqual;
- break;
- case EqualDepth:
- depthCompare = GPUCompareFunction.Equal;
- break;
- case GreaterEqualDepth:
- depthCompare = GPUCompareFunction.GreaterEqual;
- break;
- case GreaterDepth:
- depthCompare = GPUCompareFunction.Greater;
- break;
- case NotEqualDepth:
- depthCompare = GPUCompareFunction.NotEqual;
- break;
- default:
- console.error( 'THREE.WebGPUPipelineUtils: Invalid depth function.', depthFunc );
- }
- }
- return depthCompare;
- }
- }
- /**
- * Manages a pool of WebGPU timestamp queries for performance measurement.
- * Extends the base TimestampQueryPool to provide WebGPU-specific implementation.
- *
- * @augments TimestampQueryPool
- */
- class WebGPUTimestampQueryPool extends TimestampQueryPool {
- /**
- * Creates a new WebGPU timestamp query pool.
- *
- * @param {GPUDevice} device - The WebGPU device to create queries on.
- * @param {string} type - The type identifier for this query pool.
- * @param {number} [maxQueries=2048] - Maximum number of queries this pool can hold.
- */
- constructor( device, type, maxQueries = 2048 ) {
- super( maxQueries );
- this.device = device;
- this.type = type;
- this.querySet = this.device.createQuerySet( {
- type: 'timestamp',
- count: this.maxQueries,
- label: `queryset_global_timestamp_${type}`
- } );
- const bufferSize = this.maxQueries * 8;
- this.resolveBuffer = this.device.createBuffer( {
- label: `buffer_timestamp_resolve_${type}`,
- size: bufferSize,
- usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
- } );
- this.resultBuffer = this.device.createBuffer( {
- label: `buffer_timestamp_result_${type}`,
- size: bufferSize,
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
- } );
- }
- /**
- * Allocates a pair of queries for a given render context.
- *
- * @param {Object} renderContext - The render context to allocate queries for.
- * @returns {?number} The base offset for the allocated queries, or null if allocation failed.
- */
- allocateQueriesForContext( renderContext ) {
- if ( ! this.trackTimestamp || this.isDisposed ) return null;
- if ( this.currentQueryIndex + 2 > this.maxQueries ) {
- warnOnce( `WebGPUTimestampQueryPool [${ this.type }]: Maximum number of queries exceeded, when using trackTimestamp it is necessary to resolves the queries via renderer.resolveTimestampsAsync( THREE.TimestampQuery.${ this.type.toUpperCase() } ).` );
- return null;
- }
- const baseOffset = this.currentQueryIndex;
- this.currentQueryIndex += 2;
- this.queryOffsets.set( renderContext.id, baseOffset );
- return baseOffset;
- }
- /**
- * Asynchronously resolves all pending queries and returns the total duration.
- * If there's already a pending resolve operation, returns that promise instead.
- *
- * @async
- * @returns {Promise<number>} The total duration in milliseconds, or the last valid value if resolution fails.
- */
- async resolveQueriesAsync() {
- if ( ! this.trackTimestamp || this.currentQueryIndex === 0 || this.isDisposed ) {
- return this.lastValue;
- }
- if ( this.pendingResolve ) {
- return this.pendingResolve;
- }
- this.pendingResolve = this._resolveQueries();
- try {
- const result = await this.pendingResolve;
- return result;
- } finally {
- this.pendingResolve = null;
- }
- }
- /**
- * Internal method to resolve queries and calculate total duration.
- *
- * @async
- * @private
- * @returns {Promise<number>} The total duration in milliseconds.
- */
- async _resolveQueries() {
- if ( this.isDisposed ) {
- return this.lastValue;
- }
- try {
- if ( this.resultBuffer.mapState !== 'unmapped' ) {
- return this.lastValue;
- }
- const currentOffsets = new Map( this.queryOffsets );
- const queryCount = this.currentQueryIndex;
- const bytesUsed = queryCount * 8;
- // Reset state before GPU work
- this.currentQueryIndex = 0;
- this.queryOffsets.clear();
- const commandEncoder = this.device.createCommandEncoder();
- commandEncoder.resolveQuerySet(
- this.querySet,
- 0,
- queryCount,
- this.resolveBuffer,
- 0
- );
- commandEncoder.copyBufferToBuffer(
- this.resolveBuffer,
- 0,
- this.resultBuffer,
- 0,
- bytesUsed
- );
- const commandBuffer = commandEncoder.finish();
- this.device.queue.submit( [ commandBuffer ] );
- if ( this.resultBuffer.mapState !== 'unmapped' ) {
- return this.lastValue;
- }
- // Create and track the mapping operation
- await this.resultBuffer.mapAsync( GPUMapMode.READ, 0, bytesUsed );
- if ( this.isDisposed ) {
- if ( this.resultBuffer.mapState === 'mapped' ) {
- this.resultBuffer.unmap();
- }
- return this.lastValue;
- }
- const times = new BigUint64Array( this.resultBuffer.getMappedRange( 0, bytesUsed ) );
- let totalDuration = 0;
- for ( const [ , baseOffset ] of currentOffsets ) {
- const startTime = times[ baseOffset ];
- const endTime = times[ baseOffset + 1 ];
- const duration = Number( endTime - startTime ) / 1e6;
- totalDuration += duration;
- }
- this.resultBuffer.unmap();
- this.lastValue = totalDuration;
- return totalDuration;
- } catch ( error ) {
- console.error( 'Error resolving queries:', error );
- if ( this.resultBuffer.mapState === 'mapped' ) {
- this.resultBuffer.unmap();
- }
- return this.lastValue;
- }
- }
- /**
- * Dispose of the query pool.
- *
- * @async
- * @returns {Promise} A Promise that resolves when the dispose has been executed.
- */
- async dispose() {
- if ( this.isDisposed ) {
- return;
- }
- this.isDisposed = true;
- // Wait for pending resolve operation
- if ( this.pendingResolve ) {
- try {
- await this.pendingResolve;
- } catch ( error ) {
- console.error( 'Error waiting for pending resolve:', error );
- }
- }
- // Ensure buffer is unmapped before destroying
- if ( this.resultBuffer && this.resultBuffer.mapState === 'mapped' ) {
- try {
- this.resultBuffer.unmap();
- } catch ( error ) {
- console.error( 'Error unmapping buffer:', error );
- }
- }
- // Destroy resources
- if ( this.querySet ) {
- this.querySet.destroy();
- this.querySet = null;
- }
- if ( this.resolveBuffer ) {
- this.resolveBuffer.destroy();
- this.resolveBuffer = null;
- }
- if ( this.resultBuffer ) {
- this.resultBuffer.destroy();
- this.resultBuffer = null;
- }
- this.queryOffsets.clear();
- this.pendingResolve = null;
- }
- }
- /*// debugger tools
- import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
- //*/
- /**
- * A backend implementation targeting WebGPU.
- *
- * @private
- * @augments Backend
- */
- class WebGPUBackend extends Backend {
- /**
- * WebGPUBackend options.
- *
- * @typedef {Object} WebGPUBackend~Options
- * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
- * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
- * @property {boolean} [compatibilityMode=false] - Whether the backend should be in compatibility mode or not.
- * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
- * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
- * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
- * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
- * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
- * @property {boolean} [trackTimestamp=false] - Whether to track timestamps with a Timestamp Query API or not.
- * @property {string} [powerPreference=undefined] - The power preference.
- * @property {Object} [requiredLimits=undefined] - Specifies the limits that are required by the device request. The request will fail if the adapter cannot provide these limits.
- * @property {GPUDevice} [device=undefined] - If there is an existing GPU device on app level, it can be passed to the renderer as a parameter.
- * @property {number} [outputType=undefined] - Texture type for output to canvas. By default, device's preferred format is used; other formats may incur overhead.
- */
- /**
- * Constructs a new WebGPU backend.
- *
- * @param {WebGPUBackend~Options} [parameters] - The configuration parameter.
- */
- constructor( parameters = {} ) {
- super( parameters );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWebGPUBackend = true;
- // some parameters require default values other than "undefined"
- this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;
- this.parameters.compatibilityMode = ( parameters.compatibilityMode === undefined ) ? false : parameters.compatibilityMode;
- this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
- /**
- * Indicates whether the backend is in compatibility mode or not.
- * @type {boolean}
- * @default false
- */
- this.compatibilityMode = this.parameters.compatibilityMode;
- /**
- * A reference to the device.
- *
- * @type {?GPUDevice}
- * @default null
- */
- this.device = null;
- /**
- * A reference to the context.
- *
- * @type {?GPUCanvasContext}
- * @default null
- */
- this.context = null;
- /**
- * A reference to the color attachment of the default framebuffer.
- *
- * @type {?GPUTexture}
- * @default null
- */
- this.colorBuffer = null;
- /**
- * A reference to the default render pass descriptor.
- *
- * @type {?Object}
- * @default null
- */
- this.defaultRenderPassdescriptor = null;
- /**
- * A reference to a backend module holding common utility functions.
- *
- * @type {WebGPUUtils}
- */
- this.utils = new WebGPUUtils( this );
- /**
- * A reference to a backend module holding shader attribute-related
- * utility functions.
- *
- * @type {WebGPUAttributeUtils}
- */
- this.attributeUtils = new WebGPUAttributeUtils( this );
- /**
- * A reference to a backend module holding shader binding-related
- * utility functions.
- *
- * @type {WebGPUBindingUtils}
- */
- this.bindingUtils = new WebGPUBindingUtils( this );
- /**
- * A reference to a backend module holding shader pipeline-related
- * utility functions.
- *
- * @type {WebGPUPipelineUtils}
- */
- this.pipelineUtils = new WebGPUPipelineUtils( this );
- /**
- * A reference to a backend module holding shader texture-related
- * utility functions.
- *
- * @type {WebGPUTextureUtils}
- */
- this.textureUtils = new WebGPUTextureUtils( this );
- /**
- * A map that manages the resolve buffers for occlusion queries.
- *
- * @type {Map<number,GPUBuffer>}
- */
- this.occludedResolveCache = new Map();
- }
- /**
- * Initializes the backend so it is ready for usage.
- *
- * @async
- * @param {Renderer} renderer - The renderer.
- * @return {Promise} A Promise that resolves when the backend has been initialized.
- */
- async init( renderer ) {
- await super.init( renderer );
- //
- const parameters = this.parameters;
- // create the device if it is not passed with parameters
- let device;
- if ( parameters.device === undefined ) {
- const adapterOptions = {
- powerPreference: parameters.powerPreference,
- featureLevel: parameters.compatibilityMode ? 'compatibility' : undefined
- };
- const adapter = ( typeof navigator !== 'undefined' ) ? await navigator.gpu.requestAdapter( adapterOptions ) : null;
- if ( adapter === null ) {
- throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' );
- }
- // feature support
- const features = Object.values( GPUFeatureName );
- const supportedFeatures = [];
- for ( const name of features ) {
- if ( adapter.features.has( name ) ) {
- supportedFeatures.push( name );
- }
- }
- const deviceDescriptor = {
- requiredFeatures: supportedFeatures,
- requiredLimits: parameters.requiredLimits
- };
- device = await adapter.requestDevice( deviceDescriptor );
- } else {
- device = parameters.device;
- }
- device.lost.then( ( info ) => {
- const deviceLossInfo = {
- api: 'WebGPU',
- message: info.message || 'Unknown reason',
- reason: info.reason || null,
- originalEvent: info
- };
- renderer.onDeviceLost( deviceLossInfo );
- } );
- const context = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgpu' );
- this.device = device;
- this.context = context;
- const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';
- this.trackTimestamp = this.trackTimestamp && this.hasFeature( GPUFeatureName.TimestampQuery );
- this.context.configure( {
- device: this.device,
- format: this.utils.getPreferredCanvasFormat(),
- usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
- alphaMode: alphaMode
- } );
- this.updateSize();
- }
- /**
- * The coordinate system of the backend.
- *
- * @type {number}
- * @readonly
- */
- get coordinateSystem() {
- return WebGPUCoordinateSystem;
- }
- /**
- * This method performs a readback operation by moving buffer data from
- * a storage buffer attribute from the GPU to the CPU.
- *
- * @async
- * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
- * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
- */
- async getArrayBufferAsync( attribute ) {
- return await this.attributeUtils.getArrayBufferAsync( attribute );
- }
- /**
- * Returns the backend's rendering context.
- *
- * @return {GPUCanvasContext} The rendering context.
- */
- getContext() {
- return this.context;
- }
- /**
- * Returns the default render pass descriptor.
- *
- * In WebGPU, the default framebuffer must be configured
- * like custom framebuffers so the backend needs a render
- * pass descriptor even when rendering directly to screen.
- *
- * @private
- * @return {Object} The render pass descriptor.
- */
- _getDefaultRenderPassDescriptor() {
- let descriptor = this.defaultRenderPassdescriptor;
- if ( descriptor === null ) {
- const renderer = this.renderer;
- descriptor = {
- colorAttachments: [ {
- view: null
- } ],
- };
- if ( this.renderer.depth === true || this.renderer.stencil === true ) {
- descriptor.depthStencilAttachment = {
- view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
- };
- }
- const colorAttachment = descriptor.colorAttachments[ 0 ];
- if ( this.renderer.samples > 0 ) {
- colorAttachment.view = this.colorBuffer.createView();
- } else {
- colorAttachment.resolveTarget = undefined;
- }
- this.defaultRenderPassdescriptor = descriptor;
- }
- const colorAttachment = descriptor.colorAttachments[ 0 ];
- if ( this.renderer.samples > 0 ) {
- colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();
- } else {
- colorAttachment.view = this.context.getCurrentTexture().createView();
- }
- return descriptor;
- }
- /**
- * Internal to determine if the current render target is a render target array with depth 2D array texture.
- *
- * @param {RenderContext} renderContext - The render context.
- * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
- *
- * @private
- */
- _isRenderCameraDepthArray( renderContext ) {
- return renderContext.depthTexture && renderContext.depthTexture.isDepthArrayTexture && renderContext.camera.isArrayCamera;
- }
- /**
- * Returns the render pass descriptor for the given render context.
- *
- * @private
- * @param {RenderContext} renderContext - The render context.
- * @param {Object} colorAttachmentsConfig - Configuration object for the color attachments.
- * @return {Object} The render pass descriptor.
- */
- _getRenderPassDescriptor( renderContext, colorAttachmentsConfig = {} ) {
- const renderTarget = renderContext.renderTarget;
- const renderTargetData = this.get( renderTarget );
- let descriptors = renderTargetData.descriptors;
- if ( descriptors === undefined ||
- renderTargetData.width !== renderTarget.width ||
- renderTargetData.height !== renderTarget.height ||
- renderTargetData.dimensions !== renderTarget.dimensions ||
- renderTargetData.activeMipmapLevel !== renderContext.activeMipmapLevel ||
- renderTargetData.activeCubeFace !== renderContext.activeCubeFace ||
- renderTargetData.samples !== renderTarget.samples
- ) {
- descriptors = {};
- renderTargetData.descriptors = descriptors;
- // dispose
- const onDispose = () => {
- renderTarget.removeEventListener( 'dispose', onDispose );
- this.delete( renderTarget );
- };
- if ( renderTarget.hasEventListener( 'dispose', onDispose ) === false ) {
- renderTarget.addEventListener( 'dispose', onDispose );
- }
- }
- const cacheKey = renderContext.getCacheKey();
- let descriptorBase = descriptors[ cacheKey ];
- if ( descriptorBase === undefined ) {
- const textures = renderContext.textures;
- const textureViews = [];
- let sliceIndex;
- const isRenderCameraDepthArray = this._isRenderCameraDepthArray( renderContext );
- for ( let i = 0; i < textures.length; i ++ ) {
- const textureData = this.get( textures[ i ] );
- const viewDescriptor = {
- label: `colorAttachment_${ i }`,
- baseMipLevel: renderContext.activeMipmapLevel,
- mipLevelCount: 1,
- baseArrayLayer: renderContext.activeCubeFace,
- arrayLayerCount: 1,
- dimension: GPUTextureViewDimension.TwoD
- };
- if ( renderTarget.isRenderTarget3D ) {
- sliceIndex = renderContext.activeCubeFace;
- viewDescriptor.baseArrayLayer = 0;
- viewDescriptor.dimension = GPUTextureViewDimension.ThreeD;
- viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;
- } else if ( renderTarget.isRenderTargetArray ) {
- if ( isRenderCameraDepthArray === true ) {
- const cameras = renderContext.camera.cameras;
- for ( let layer = 0; layer < cameras.length; layer ++ ) {
- const layerViewDescriptor = {
- ...viewDescriptor,
- baseArrayLayer: layer,
- arrayLayerCount: 1,
- dimension: GPUTextureViewDimension.TwoD
- };
- const textureView = textureData.texture.createView( layerViewDescriptor );
- textureViews.push( {
- view: textureView,
- resolveTarget: undefined,
- depthSlice: undefined
- } );
- }
- } else {
- viewDescriptor.dimension = GPUTextureViewDimension.TwoDArray;
- viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;
- }
- }
- if ( isRenderCameraDepthArray !== true ) {
- const textureView = textureData.texture.createView( viewDescriptor );
- let view, resolveTarget;
- if ( textureData.msaaTexture !== undefined ) {
- view = textureData.msaaTexture.createView();
- resolveTarget = textureView;
- } else {
- view = textureView;
- resolveTarget = undefined;
- }
- textureViews.push( {
- view,
- resolveTarget,
- depthSlice: sliceIndex
- } );
- }
- }
- descriptorBase = { textureViews };
- if ( renderContext.depth ) {
- const depthTextureData = this.get( renderContext.depthTexture );
- const options = {};
- if ( renderContext.depthTexture.isDepthArrayTexture ) {
- options.dimension = GPUTextureViewDimension.TwoD;
- options.arrayLayerCount = 1;
- options.baseArrayLayer = renderContext.activeCubeFace;
- }
- descriptorBase.depthStencilView = depthTextureData.texture.createView( options );
- }
- descriptors[ cacheKey ] = descriptorBase;
- renderTargetData.width = renderTarget.width;
- renderTargetData.height = renderTarget.height;
- renderTargetData.samples = renderTarget.samples;
- renderTargetData.activeMipmapLevel = renderContext.activeMipmapLevel;
- renderTargetData.activeCubeFace = renderContext.activeCubeFace;
- renderTargetData.dimensions = renderTarget.dimensions;
- }
- const descriptor = {
- colorAttachments: []
- };
- // Apply dynamic properties to cached views
- for ( let i = 0; i < descriptorBase.textureViews.length; i ++ ) {
- const viewInfo = descriptorBase.textureViews[ i ];
- let clearValue = { r: 0, g: 0, b: 0, a: 1 };
- if ( i === 0 && colorAttachmentsConfig.clearValue ) {
- clearValue = colorAttachmentsConfig.clearValue;
- }
- descriptor.colorAttachments.push( {
- view: viewInfo.view,
- depthSlice: viewInfo.depthSlice,
- resolveTarget: viewInfo.resolveTarget,
- loadOp: colorAttachmentsConfig.loadOp || GPULoadOp.Load,
- storeOp: colorAttachmentsConfig.storeOp || GPUStoreOp.Store,
- clearValue: clearValue
- } );
- }
- if ( descriptorBase.depthStencilView ) {
- descriptor.depthStencilAttachment = {
- view: descriptorBase.depthStencilView
- };
- }
- return descriptor;
- }
- /**
- * This method is executed at the beginning of a render call and prepares
- * the WebGPU state for upcoming render calls
- *
- * @param {RenderContext} renderContext - The render context.
- */
- beginRender( renderContext ) {
- const renderContextData = this.get( renderContext );
- const device = this.device;
- const occlusionQueryCount = renderContext.occlusionQueryCount;
- let occlusionQuerySet;
- if ( occlusionQueryCount > 0 ) {
- if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
- if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();
- // Get a reference to the array of objects with queries. The renderContextData property
- // can be changed by another render pass before the buffer.mapAsyc() completes.
- renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
- renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
- renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
- //
- occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount, label: `occlusionQuerySet_${ renderContext.id }` } );
- renderContextData.occlusionQuerySet = occlusionQuerySet;
- renderContextData.occlusionQueryIndex = 0;
- renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
- renderContextData.lastOcclusionObject = null;
- }
- let descriptor;
- if ( renderContext.textures === null ) {
- descriptor = this._getDefaultRenderPassDescriptor();
- } else {
- descriptor = this._getRenderPassDescriptor( renderContext, { loadOp: GPULoadOp.Load } );
- }
- this.initTimestampQuery( renderContext, descriptor );
- descriptor.occlusionQuerySet = occlusionQuerySet;
- const depthStencilAttachment = descriptor.depthStencilAttachment;
- if ( renderContext.textures !== null ) {
- const colorAttachments = descriptor.colorAttachments;
- for ( let i = 0; i < colorAttachments.length; i ++ ) {
- const colorAttachment = colorAttachments[ i ];
- if ( renderContext.clearColor ) {
- colorAttachment.clearValue = i === 0 ? renderContext.clearColorValue : { r: 0, g: 0, b: 0, a: 1 };
- colorAttachment.loadOp = GPULoadOp.Clear;
- } else {
- colorAttachment.loadOp = GPULoadOp.Load;
- }
- colorAttachment.storeOp = GPUStoreOp.Store;
- }
- } else {
- const colorAttachment = descriptor.colorAttachments[ 0 ];
- if ( renderContext.clearColor ) {
- colorAttachment.clearValue = renderContext.clearColorValue;
- colorAttachment.loadOp = GPULoadOp.Clear;
- } else {
- colorAttachment.loadOp = GPULoadOp.Load;
- }
- colorAttachment.storeOp = GPUStoreOp.Store;
- }
- //
- if ( renderContext.depth ) {
- if ( renderContext.clearDepth ) {
- depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
- depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
- } else {
- depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
- }
- depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
- }
- if ( renderContext.stencil ) {
- if ( renderContext.clearStencil ) {
- depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
- depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
- } else {
- depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
- }
- depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
- }
- //
- const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } );
- // shadow arrays - prepare bundle encoders for each camera in an array camera
- if ( this._isRenderCameraDepthArray( renderContext ) === true ) {
- const cameras = renderContext.camera.cameras;
- if ( ! renderContextData.layerDescriptors || renderContextData.layerDescriptors.length !== cameras.length ) {
- this._createDepthLayerDescriptors( renderContext, renderContextData, descriptor, cameras );
- } else {
- this._updateDepthLayerDescriptors( renderContext, renderContextData, cameras );
- }
- // Create bundle encoders for each layer
- renderContextData.bundleEncoders = [];
- renderContextData.bundleSets = [];
- // Create separate bundle encoders for each camera in the array
- for ( let i = 0; i < cameras.length; i ++ ) {
- const bundleEncoder = this.pipelineUtils.createBundleEncoder(
- renderContext,
- 'renderBundleArrayCamera_' + i
- );
- // Initialize state tracking for this bundle
- const bundleSets = {
- attributes: {},
- bindingGroups: [],
- pipeline: null,
- index: null
- };
- renderContextData.bundleEncoders.push( bundleEncoder );
- renderContextData.bundleSets.push( bundleSets );
- }
- // We'll complete the bundles in finishRender
- renderContextData.currentPass = null;
- } else {
- const currentPass = encoder.beginRenderPass( descriptor );
- renderContextData.currentPass = currentPass;
- if ( renderContext.viewport ) {
- this.updateViewport( renderContext );
- }
- if ( renderContext.scissor ) {
- const { x, y, width, height } = renderContext.scissorValue;
- currentPass.setScissorRect( x, y, width, height );
- }
- }
- //
- renderContextData.descriptor = descriptor;
- renderContextData.encoder = encoder;
- renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
- renderContextData.renderBundles = [];
- }
- /**
- * This method creates layer descriptors for each camera in an array camera
- * to prepare for rendering to a depth array texture.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {Object} renderContextData - The render context data.
- * @param {Object} descriptor - The render pass descriptor.
- * @param {ArrayCamera} cameras - The array camera.
- *
- * @private
- */
- _createDepthLayerDescriptors( renderContext, renderContextData, descriptor, cameras ) {
- const depthStencilAttachment = descriptor.depthStencilAttachment;
- renderContextData.layerDescriptors = [];
- const depthTextureData = this.get( renderContext.depthTexture );
- if ( ! depthTextureData.viewCache ) {
- depthTextureData.viewCache = [];
- }
- for ( let i = 0; i < cameras.length; i ++ ) {
- const layerDescriptor = {
- ...descriptor,
- colorAttachments: [ {
- ...descriptor.colorAttachments[ 0 ],
- view: descriptor.colorAttachments[ i ].view
- } ]
- };
- if ( descriptor.depthStencilAttachment ) {
- const layerIndex = i;
- if ( ! depthTextureData.viewCache[ layerIndex ] ) {
- depthTextureData.viewCache[ layerIndex ] = depthTextureData.texture.createView( {
- dimension: GPUTextureViewDimension.TwoD,
- baseArrayLayer: i,
- arrayLayerCount: 1
- } );
- }
- layerDescriptor.depthStencilAttachment = {
- view: depthTextureData.viewCache[ layerIndex ],
- depthLoadOp: depthStencilAttachment.depthLoadOp || GPULoadOp.Clear,
- depthStoreOp: depthStencilAttachment.depthStoreOp || GPUStoreOp.Store,
- depthClearValue: depthStencilAttachment.depthClearValue || 1.0
- };
- if ( renderContext.stencil ) {
- layerDescriptor.depthStencilAttachment.stencilLoadOp = depthStencilAttachment.stencilLoadOp;
- layerDescriptor.depthStencilAttachment.stencilStoreOp = depthStencilAttachment.stencilStoreOp;
- layerDescriptor.depthStencilAttachment.stencilClearValue = depthStencilAttachment.stencilClearValue;
- }
- } else {
- layerDescriptor.depthStencilAttachment = { ...depthStencilAttachment };
- }
- renderContextData.layerDescriptors.push( layerDescriptor );
- }
- }
- /**
- * This method updates the layer descriptors for each camera in an array camera
- * to prepare for rendering to a depth array texture.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {Object} renderContextData - The render context data.
- * @param {ArrayCamera} cameras - The array camera.
- *
- */
- _updateDepthLayerDescriptors( renderContext, renderContextData, cameras ) {
- for ( let i = 0; i < cameras.length; i ++ ) {
- const layerDescriptor = renderContextData.layerDescriptors[ i ];
- if ( layerDescriptor.depthStencilAttachment ) {
- const depthAttachment = layerDescriptor.depthStencilAttachment;
- if ( renderContext.depth ) {
- if ( renderContext.clearDepth ) {
- depthAttachment.depthClearValue = renderContext.clearDepthValue;
- depthAttachment.depthLoadOp = GPULoadOp.Clear;
- } else {
- depthAttachment.depthLoadOp = GPULoadOp.Load;
- }
- }
- if ( renderContext.stencil ) {
- if ( renderContext.clearStencil ) {
- depthAttachment.stencilClearValue = renderContext.clearStencilValue;
- depthAttachment.stencilLoadOp = GPULoadOp.Clear;
- } else {
- depthAttachment.stencilLoadOp = GPULoadOp.Load;
- }
- }
- }
- }
- }
- /**
- * This method is executed at the end of a render call and finalizes work
- * after draw calls.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- finishRender( renderContext ) {
- const renderContextData = this.get( renderContext );
- const occlusionQueryCount = renderContext.occlusionQueryCount;
- if ( renderContextData.renderBundles.length > 0 ) {
- renderContextData.currentPass.executeBundles( renderContextData.renderBundles );
- }
- if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
- renderContextData.currentPass.endOcclusionQuery();
- }
- // shadow arrays - Execute bundles for each layer
- const encoder = renderContextData.encoder;
- if ( this._isRenderCameraDepthArray( renderContext ) === true ) {
- const bundles = [];
- for ( let i = 0; i < renderContextData.bundleEncoders.length; i ++ ) {
- const bundleEncoder = renderContextData.bundleEncoders[ i ];
- bundles.push( bundleEncoder.finish() );
- }
- for ( let i = 0; i < renderContextData.layerDescriptors.length; i ++ ) {
- if ( i < bundles.length ) {
- const layerDescriptor = renderContextData.layerDescriptors[ i ];
- const renderPass = encoder.beginRenderPass( layerDescriptor );
- if ( renderContext.viewport ) {
- const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
- renderPass.setViewport( x, y, width, height, minDepth, maxDepth );
- }
- if ( renderContext.scissor ) {
- const { x, y, width, height } = renderContext.scissorValue;
- renderPass.setScissorRect( x, y, width, height );
- }
- renderPass.executeBundles( [ bundles[ i ] ] );
- renderPass.end();
- }
- }
- } else if ( renderContextData.currentPass ) {
- renderContextData.currentPass.end();
- }
- if ( occlusionQueryCount > 0 ) {
- const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results
- //
- let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );
- if ( queryResolveBuffer === undefined ) {
- queryResolveBuffer = this.device.createBuffer(
- {
- size: bufferSize,
- usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
- }
- );
- this.occludedResolveCache.set( bufferSize, queryResolveBuffer );
- }
- //
- const readBuffer = this.device.createBuffer(
- {
- size: bufferSize,
- usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
- }
- );
- // two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
- renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
- renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );
- renderContextData.occlusionQueryBuffer = readBuffer;
- //
- this.resolveOccludedAsync( renderContext );
- }
- this.device.queue.submit( [ renderContextData.encoder.finish() ] );
- //
- if ( renderContext.textures !== null ) {
- const textures = renderContext.textures;
- for ( let i = 0; i < textures.length; i ++ ) {
- const texture = textures[ i ];
- if ( texture.generateMipmaps === true ) {
- this.textureUtils.generateMipmaps( texture );
- }
- }
- }
- }
- /**
- * Returns `true` if the given 3D object is fully occluded by other
- * 3D objects in the scene.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {Object3D} object - The 3D object to test.
- * @return {boolean} Whether the 3D object is fully occluded or not.
- */
- isOccluded( renderContext, object ) {
- const renderContextData = this.get( renderContext );
- return renderContextData.occluded && renderContextData.occluded.has( object );
- }
- /**
- * This method processes the result of occlusion queries and writes it
- * into render context data.
- *
- * @async
- * @param {RenderContext} renderContext - The render context.
- * @return {Promise} A Promise that resolves when the occlusion query results have been processed.
- */
- async resolveOccludedAsync( renderContext ) {
- const renderContextData = this.get( renderContext );
- // handle occlusion query results
- const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;
- if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {
- const occluded = new WeakSet();
- renderContextData.currentOcclusionQueryObjects = null;
- renderContextData.currentOcclusionQueryBuffer = null;
- await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );
- const buffer = currentOcclusionQueryBuffer.getMappedRange();
- const results = new BigUint64Array( buffer );
- for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {
- if ( results[ i ] === BigInt( 0 ) ) {
- occluded.add( currentOcclusionQueryObjects[ i ] );
- }
- }
- currentOcclusionQueryBuffer.destroy();
- renderContextData.occluded = occluded;
- }
- }
- /**
- * Updates the viewport with the values from the given render context.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- updateViewport( renderContext ) {
- const { currentPass } = this.get( renderContext );
- const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
- currentPass.setViewport( x, y, width, height, minDepth, maxDepth );
- }
- /**
- * Returns the clear color and alpha into a single
- * color object.
- *
- * @return {Color4} The clear color.
- */
- getClearColor() {
- const clearColor = super.getClearColor();
- // only premultiply alpha when alphaMode is "premultiplied"
- if ( this.renderer.alpha === true ) {
- clearColor.r *= clearColor.a;
- clearColor.g *= clearColor.a;
- clearColor.b *= clearColor.a;
- }
- return clearColor;
- }
- /**
- * Performs a clear operation.
- *
- * @param {boolean} color - Whether the color buffer should be cleared or not.
- * @param {boolean} depth - Whether the depth buffer should be cleared or not.
- * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
- * @param {?RenderContext} [renderTargetContext=null] - The render context of the current set render target.
- */
- clear( color, depth, stencil, renderTargetContext = null ) {
- const device = this.device;
- const renderer = this.renderer;
- let colorAttachments = [];
- let depthStencilAttachment;
- let clearValue;
- let supportsDepth;
- let supportsStencil;
- if ( color ) {
- const clearColor = this.getClearColor();
- clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a };
- }
- if ( renderTargetContext === null ) {
- supportsDepth = renderer.depth;
- supportsStencil = renderer.stencil;
- const descriptor = this._getDefaultRenderPassDescriptor();
- if ( color ) {
- colorAttachments = descriptor.colorAttachments;
- const colorAttachment = colorAttachments[ 0 ];
- colorAttachment.clearValue = clearValue;
- colorAttachment.loadOp = GPULoadOp.Clear;
- colorAttachment.storeOp = GPUStoreOp.Store;
- }
- if ( supportsDepth || supportsStencil ) {
- depthStencilAttachment = descriptor.depthStencilAttachment;
- }
- } else {
- supportsDepth = renderTargetContext.depth;
- supportsStencil = renderTargetContext.stencil;
- const clearConfig = {
- loadOp: color ? GPULoadOp.Clear : GPULoadOp.Load,
- clearValue: color ? clearValue : undefined
- };
- if ( supportsDepth ) {
- clearConfig.depthLoadOp = depth ? GPULoadOp.Clear : GPULoadOp.Load;
- clearConfig.depthClearValue = depth ? renderer.getClearDepth() : undefined;
- clearConfig.depthStoreOp = GPUStoreOp.Store;
- }
- if ( supportsStencil ) {
- clearConfig.stencilLoadOp = stencil ? GPULoadOp.Clear : GPULoadOp.Load;
- clearConfig.stencilClearValue = stencil ? renderer.getClearStencil() : undefined;
- clearConfig.stencilStoreOp = GPUStoreOp.Store;
- }
- const descriptor = this._getRenderPassDescriptor( renderTargetContext, clearConfig );
- colorAttachments = descriptor.colorAttachments;
- depthStencilAttachment = descriptor.depthStencilAttachment;
- }
- if ( supportsDepth && depthStencilAttachment && depthStencilAttachment.depthLoadOp === undefined ) {
- if ( depth ) {
- depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
- depthStencilAttachment.depthClearValue = renderer.getClearDepth();
- depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
- } else {
- depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
- depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
- }
- }
- //
- if ( supportsStencil && depthStencilAttachment && depthStencilAttachment.stencilLoadOp === undefined ) {
- if ( stencil ) {
- depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
- depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
- depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
- } else {
- depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
- depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
- }
- }
- //
- const encoder = device.createCommandEncoder( { label: 'clear' } );
- const currentPass = encoder.beginRenderPass( {
- colorAttachments,
- depthStencilAttachment
- } );
- currentPass.end();
- device.queue.submit( [ encoder.finish() ] );
- }
- // compute
- /**
- * This method is executed at the beginning of a compute call and
- * prepares the state for upcoming compute tasks.
- *
- * @param {Node|Array<Node>} computeGroup - The compute node(s).
- */
- beginCompute( computeGroup ) {
- const groupGPU = this.get( computeGroup );
- const descriptor = {
- label: 'computeGroup_' + computeGroup.id
- };
- this.initTimestampQuery( computeGroup, descriptor );
- groupGPU.cmdEncoderGPU = this.device.createCommandEncoder( { label: 'computeGroup_' + computeGroup.id } );
- groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor );
- }
- /**
- * Executes a compute command for the given compute node.
- *
- * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
- * @param {Node} computeNode - The compute node.
- * @param {Array<BindGroup>} bindings - The bindings.
- * @param {ComputePipeline} pipeline - The compute pipeline.
- */
- compute( computeGroup, computeNode, bindings, pipeline ) {
- const { passEncoderGPU } = this.get( computeGroup );
- // pipeline
- const pipelineGPU = this.get( pipeline ).pipeline;
- passEncoderGPU.setPipeline( pipelineGPU );
- // bind groups
- for ( let i = 0, l = bindings.length; i < l; i ++ ) {
- const bindGroup = bindings[ i ];
- const bindingsData = this.get( bindGroup );
- passEncoderGPU.setBindGroup( i, bindingsData.group );
- }
- const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;
- const computeNodeData = this.get( computeNode );
- if ( computeNodeData.dispatchSize === undefined ) computeNodeData.dispatchSize = { x: 0, y: 1, z: 1 };
- const { dispatchSize } = computeNodeData;
- if ( computeNode.dispatchCount > maxComputeWorkgroupsPerDimension ) {
- dispatchSize.x = Math.min( computeNode.dispatchCount, maxComputeWorkgroupsPerDimension );
- dispatchSize.y = Math.ceil( computeNode.dispatchCount / maxComputeWorkgroupsPerDimension );
- } else {
- dispatchSize.x = computeNode.dispatchCount;
- }
- passEncoderGPU.dispatchWorkgroups(
- dispatchSize.x,
- dispatchSize.y,
- dispatchSize.z
- );
- }
- /**
- * This method is executed at the end of a compute call and
- * finalizes work after compute tasks.
- *
- * @param {Node|Array<Node>} computeGroup - The compute node(s).
- */
- finishCompute( computeGroup ) {
- const groupData = this.get( computeGroup );
- groupData.passEncoderGPU.end();
- this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] );
- }
- /**
- * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
- * the CPU waits for the GPU to complete its operation (e.g. a compute task).
- *
- * @async
- * @return {Promise} A Promise that resolves when synchronization has been finished.
- */
- async waitForGPU() {
- await this.device.queue.onSubmittedWorkDone();
- }
- // render object
- /**
- * Executes a draw command for the given render object.
- *
- * @param {RenderObject} renderObject - The render object to draw.
- * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
- */
- draw( renderObject, info ) {
- const { object, material, context, pipeline } = renderObject;
- const bindings = renderObject.getBindings();
- const renderContextData = this.get( context );
- const pipelineGPU = this.get( pipeline ).pipeline;
- const index = renderObject.getIndex();
- const hasIndex = ( index !== null );
- const drawParams = renderObject.getDrawParameters();
- if ( drawParams === null ) return;
- // pipeline
- const setPipelineAndBindings = ( passEncoderGPU, currentSets ) => {
- // pipeline
- passEncoderGPU.setPipeline( pipelineGPU );
- currentSets.pipeline = pipelineGPU;
- // bind groups
- const currentBindingGroups = currentSets.bindingGroups;
- for ( let i = 0, l = bindings.length; i < l; i ++ ) {
- const bindGroup = bindings[ i ];
- const bindingsData = this.get( bindGroup );
- if ( currentBindingGroups[ bindGroup.index ] !== bindGroup.id ) {
- passEncoderGPU.setBindGroup( bindGroup.index, bindingsData.group );
- currentBindingGroups[ bindGroup.index ] = bindGroup.id;
- }
- }
- // attributes
- // index
- if ( hasIndex === true ) {
- if ( currentSets.index !== index ) {
- const buffer = this.get( index ).buffer;
- const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
- passEncoderGPU.setIndexBuffer( buffer, indexFormat );
- currentSets.index = index;
- }
- }
- // vertex buffers
- const vertexBuffers = renderObject.getVertexBuffers();
- for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {
- const vertexBuffer = vertexBuffers[ i ];
- if ( currentSets.attributes[ i ] !== vertexBuffer ) {
- const buffer = this.get( vertexBuffer ).buffer;
- passEncoderGPU.setVertexBuffer( i, buffer );
- currentSets.attributes[ i ] = vertexBuffer;
- }
- }
- // stencil
- if ( context.stencil === true && material.stencilWrite === true && renderContextData.currentStencilRef !== material.stencilRef ) {
- passEncoderGPU.setStencilReference( material.stencilRef );
- renderContextData.currentStencilRef = material.stencilRef;
- }
- };
- // Define draw function
- const draw = ( passEncoderGPU, currentSets ) => {
- setPipelineAndBindings( passEncoderGPU, currentSets );
- if ( object.isBatchedMesh === true ) {
- const starts = object._multiDrawStarts;
- const counts = object._multiDrawCounts;
- const drawCount = object._multiDrawCount;
- const drawInstances = object._multiDrawInstances;
- if ( drawInstances !== null ) {
- // @deprecated, r174
- warnOnce( 'THREE.WebGPUBackend: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );
- }
- for ( let i = 0; i < drawCount; i ++ ) {
- const count = drawInstances ? drawInstances[ i ] : 1;
- const firstInstance = count > 1 ? 0 : i;
- if ( hasIndex === true ) {
- passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / index.array.BYTES_PER_ELEMENT, 0, firstInstance );
- } else {
- passEncoderGPU.draw( counts[ i ], count, starts[ i ], firstInstance );
- }
- info.update( object, counts[ i ], count );
- }
- } else if ( hasIndex === true ) {
- const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParams;
- const indirect = renderObject.getIndirect();
- if ( indirect !== null ) {
- const buffer = this.get( indirect ).buffer;
- passEncoderGPU.drawIndexedIndirect( buffer, 0 );
- } else {
- passEncoderGPU.drawIndexed( indexCount, instanceCount, firstIndex, 0, 0 );
- }
- info.update( object, indexCount, instanceCount );
- } else {
- const { vertexCount, instanceCount, firstVertex } = drawParams;
- const indirect = renderObject.getIndirect();
- if ( indirect !== null ) {
- const buffer = this.get( indirect ).buffer;
- passEncoderGPU.drawIndirect( buffer, 0 );
- } else {
- passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );
- }
- info.update( object, vertexCount, instanceCount );
- }
- };
- if ( renderObject.camera.isArrayCamera && renderObject.camera.cameras.length > 0 ) {
- const cameraData = this.get( renderObject.camera );
- const cameras = renderObject.camera.cameras;
- const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' );
- if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {
- const bindingsData = this.get( cameraIndex );
- const indexesGPU = [];
- const data = new Uint32Array( [ 0, 0, 0, 0 ] );
- for ( let i = 0, len = cameras.length; i < len; i ++ ) {
- data[ 0 ] = i;
- const bindGroupIndex = this.bindingUtils.createBindGroupIndex( data, bindingsData.layout );
- indexesGPU.push( bindGroupIndex );
- }
- cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this
- }
- const pixelRatio = this.renderer.getPixelRatio();
- for ( let i = 0, len = cameras.length; i < len; i ++ ) {
- const subCamera = cameras[ i ];
- if ( object.layers.test( subCamera.layers ) ) {
- const vp = subCamera.viewport;
- let pass = renderContextData.currentPass;
- let sets = renderContextData.currentSets;
- if ( renderContextData.bundleEncoders ) {
- const bundleEncoder = renderContextData.bundleEncoders[ i ];
- const bundleSets = renderContextData.bundleSets[ i ];
- pass = bundleEncoder;
- sets = bundleSets;
- }
- if ( vp ) {
- pass.setViewport(
- Math.floor( vp.x * pixelRatio ),
- Math.floor( vp.y * pixelRatio ),
- Math.floor( vp.width * pixelRatio ),
- Math.floor( vp.height * pixelRatio ),
- context.viewportValue.minDepth,
- context.viewportValue.maxDepth
- );
- }
- // Set camera index binding for this layer
- if ( cameraIndex && cameraData.indexesGPU ) {
- pass.setBindGroup( cameraIndex.index, cameraData.indexesGPU[ i ] );
- sets.bindingGroups[ cameraIndex.index ] = cameraIndex.id;
- }
- draw( pass, sets );
- }
- }
- } else {
- // Regular single camera rendering
- if ( renderContextData.currentPass ) {
- // Handle occlusion queries
- if ( renderContextData.occlusionQuerySet !== undefined ) {
- const lastObject = renderContextData.lastOcclusionObject;
- if ( lastObject !== object ) {
- if ( lastObject !== null && lastObject.occlusionTest === true ) {
- renderContextData.currentPass.endOcclusionQuery();
- renderContextData.occlusionQueryIndex ++;
- }
- if ( object.occlusionTest === true ) {
- renderContextData.currentPass.beginOcclusionQuery( renderContextData.occlusionQueryIndex );
- renderContextData.occlusionQueryObjects[ renderContextData.occlusionQueryIndex ] = object;
- }
- renderContextData.lastOcclusionObject = object;
- }
- }
- draw( renderContextData.currentPass, renderContextData.currentSets );
- }
- }
- }
- // cache key
- /**
- * Returns `true` if the render pipeline requires an update.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {boolean} Whether the render pipeline requires an update or not.
- */
- needsRenderUpdate( renderObject ) {
- const data = this.get( renderObject );
- const { object, material } = renderObject;
- const utils = this.utils;
- const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
- const colorSpace = utils.getCurrentColorSpace( renderObject.context );
- const colorFormat = utils.getCurrentColorFormat( renderObject.context );
- const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
- const primitiveTopology = utils.getPrimitiveTopology( object, material );
- let needsUpdate = false;
- if ( data.material !== material || data.materialVersion !== material.version ||
- data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
- data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
- data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
- data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
- data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
- data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
- data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
- data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
- data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
- data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
- data.primitiveTopology !== primitiveTopology ||
- data.clippingContextCacheKey !== renderObject.clippingContextCacheKey
- ) {
- data.material = material; data.materialVersion = material.version;
- data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
- data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
- data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
- data.colorWrite = material.colorWrite;
- data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
- data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
- data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
- data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
- data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
- data.sampleCount = sampleCount;
- data.colorSpace = colorSpace;
- data.colorFormat = colorFormat;
- data.depthStencilFormat = depthStencilFormat;
- data.primitiveTopology = primitiveTopology;
- data.clippingContextCacheKey = renderObject.clippingContextCacheKey;
- needsUpdate = true;
- }
- return needsUpdate;
- }
- /**
- * Returns a cache key that is used to identify render pipelines.
- *
- * @param {RenderObject} renderObject - The render object.
- * @return {string} The cache key.
- */
- getRenderCacheKey( renderObject ) {
- const { object, material } = renderObject;
- const utils = this.utils;
- const renderContext = renderObject.context;
- return [
- material.transparent, material.blending, material.premultipliedAlpha,
- material.blendSrc, material.blendDst, material.blendEquation,
- material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
- material.colorWrite,
- material.depthWrite, material.depthTest, material.depthFunc,
- material.stencilWrite, material.stencilFunc,
- material.stencilFail, material.stencilZFail, material.stencilZPass,
- material.stencilFuncMask, material.stencilWriteMask,
- material.side,
- utils.getSampleCountRenderContext( renderContext ),
- utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
- utils.getPrimitiveTopology( object, material ),
- renderObject.getGeometryCacheKey(),
- renderObject.clippingContextCacheKey
- ].join();
- }
- // textures
- /**
- * Creates a GPU sampler for the given texture.
- *
- * @param {Texture} texture - The texture to create the sampler for.
- */
- createSampler( texture ) {
- this.textureUtils.createSampler( texture );
- }
- /**
- * Destroys the GPU sampler for the given texture.
- *
- * @param {Texture} texture - The texture to destroy the sampler for.
- */
- destroySampler( texture ) {
- this.textureUtils.destroySampler( texture );
- }
- /**
- * Creates a default texture for the given texture that can be used
- * as a placeholder until the actual texture is ready for usage.
- *
- * @param {Texture} texture - The texture to create a default texture for.
- */
- createDefaultTexture( texture ) {
- this.textureUtils.createDefaultTexture( texture );
- }
- /**
- * Defines a texture on the GPU for the given texture object.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- createTexture( texture, options ) {
- this.textureUtils.createTexture( texture, options );
- }
- /**
- * Uploads the updated texture data to the GPU.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- updateTexture( texture, options ) {
- this.textureUtils.updateTexture( texture, options );
- }
- /**
- * Generates mipmaps for the given texture.
- *
- * @param {Texture} texture - The texture.
- */
- generateMipmaps( texture ) {
- this.textureUtils.generateMipmaps( texture );
- }
- /**
- * Destroys the GPU data for the given texture object.
- *
- * @param {Texture} texture - The texture.
- */
- destroyTexture( texture ) {
- this.textureUtils.destroyTexture( texture );
- }
- /**
- * Returns texture data as a typed array.
- *
- * @async
- * @param {Texture} texture - The texture to copy.
- * @param {number} x - The x coordinate of the copy origin.
- * @param {number} y - The y coordinate of the copy origin.
- * @param {number} width - The width of the copy.
- * @param {number} height - The height of the copy.
- * @param {number} faceIndex - The face index.
- * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
- */
- async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
- return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
- }
- /**
- * Inits a time stamp query for the given render context.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {Object} descriptor - The query descriptor.
- */
- initTimestampQuery( renderContext, descriptor ) {
- if ( ! this.trackTimestamp ) return;
- const type = renderContext.isComputeNode ? 'compute' : 'render';
- if ( ! this.timestampQueryPool[ type ] ) {
- // TODO: Variable maxQueries?
- this.timestampQueryPool[ type ] = new WebGPUTimestampQueryPool( this.device, type, 2048 );
- }
- const timestampQueryPool = this.timestampQueryPool[ type ];
- const baseOffset = timestampQueryPool.allocateQueriesForContext( renderContext );
- descriptor.timestampWrites = {
- querySet: timestampQueryPool.querySet,
- beginningOfPassWriteIndex: baseOffset,
- endOfPassWriteIndex: baseOffset + 1,
- };
- }
- // node builder
- /**
- * Returns a node builder for the given render object.
- *
- * @param {RenderObject} object - The render object.
- * @param {Renderer} renderer - The renderer.
- * @return {WGSLNodeBuilder} The node builder.
- */
- createNodeBuilder( object, renderer ) {
- return new WGSLNodeBuilder( object, renderer );
- }
- // program
- /**
- * Creates a shader program from the given programmable stage.
- *
- * @param {ProgrammableStage} program - The programmable stage.
- */
- createProgram( program ) {
- const programGPU = this.get( program );
- programGPU.module = {
- module: this.device.createShaderModule( { code: program.code, label: program.stage + ( program.name !== '' ? `_${ program.name }` : '' ) } ),
- entryPoint: 'main'
- };
- }
- /**
- * Destroys the shader program of the given programmable stage.
- *
- * @param {ProgrammableStage} program - The programmable stage.
- */
- destroyProgram( program ) {
- this.delete( program );
- }
- // pipelines
- /**
- * Creates a render pipeline for the given render object.
- *
- * @param {RenderObject} renderObject - The render object.
- * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
- */
- createRenderPipeline( renderObject, promises ) {
- this.pipelineUtils.createRenderPipeline( renderObject, promises );
- }
- /**
- * Creates a compute pipeline for the given compute node.
- *
- * @param {ComputePipeline} computePipeline - The compute pipeline.
- * @param {Array<BindGroup>} bindings - The bindings.
- */
- createComputePipeline( computePipeline, bindings ) {
- this.pipelineUtils.createComputePipeline( computePipeline, bindings );
- }
- /**
- * Prepares the state for encoding render bundles.
- *
- * @param {RenderContext} renderContext - The render context.
- */
- beginBundle( renderContext ) {
- const renderContextData = this.get( renderContext );
- renderContextData._currentPass = renderContextData.currentPass;
- renderContextData._currentSets = renderContextData.currentSets;
- renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
- renderContextData.currentPass = this.pipelineUtils.createBundleEncoder( renderContext );
- }
- /**
- * After processing render bundles this method finalizes related work.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {RenderBundle} bundle - The render bundle.
- */
- finishBundle( renderContext, bundle ) {
- const renderContextData = this.get( renderContext );
- const bundleEncoder = renderContextData.currentPass;
- const bundleGPU = bundleEncoder.finish();
- this.get( bundle ).bundleGPU = bundleGPU;
- // restore render pass state
- renderContextData.currentSets = renderContextData._currentSets;
- renderContextData.currentPass = renderContextData._currentPass;
- }
- /**
- * Adds a render bundle to the render context data.
- *
- * @param {RenderContext} renderContext - The render context.
- * @param {RenderBundle} bundle - The render bundle to add.
- */
- addBundle( renderContext, bundle ) {
- const renderContextData = this.get( renderContext );
- renderContextData.renderBundles.push( this.get( bundle ).bundleGPU );
- }
- // bindings
- /**
- * Creates bindings from the given bind group definition.
- *
- * @param {BindGroup} bindGroup - The bind group.
- * @param {Array<BindGroup>} bindings - Array of bind groups.
- * @param {number} cacheIndex - The cache index.
- * @param {number} version - The version.
- */
- createBindings( bindGroup, bindings, cacheIndex, version ) {
- this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );
- }
- /**
- * Updates the given bind group definition.
- *
- * @param {BindGroup} bindGroup - The bind group.
- * @param {Array<BindGroup>} bindings - Array of bind groups.
- * @param {number} cacheIndex - The cache index.
- * @param {number} version - The version.
- */
- updateBindings( bindGroup, bindings, cacheIndex, version ) {
- this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );
- }
- /**
- * Updates a buffer binding.
- *
- * @param {Buffer} binding - The buffer binding to update.
- */
- updateBinding( binding ) {
- this.bindingUtils.updateBinding( binding );
- }
- // attributes
- /**
- * Creates the buffer of an indexed shader attribute.
- *
- * @param {BufferAttribute} attribute - The indexed buffer attribute.
- */
- createIndexAttribute( attribute ) {
- this.attributeUtils.createAttribute( attribute, GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
- }
- /**
- * Creates the GPU buffer of a shader attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createAttribute( attribute ) {
- this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
- }
- /**
- * Creates the GPU buffer of a storage attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createStorageAttribute( attribute ) {
- this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
- }
- /**
- * Creates the GPU buffer of an indirect storage attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute.
- */
- createIndirectStorageAttribute( attribute ) {
- this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
- }
- /**
- * Updates the GPU buffer of a shader attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute to update.
- */
- updateAttribute( attribute ) {
- this.attributeUtils.updateAttribute( attribute );
- }
- /**
- * Destroys the GPU buffer of a shader attribute.
- *
- * @param {BufferAttribute} attribute - The buffer attribute to destroy.
- */
- destroyAttribute( attribute ) {
- this.attributeUtils.destroyAttribute( attribute );
- }
- // canvas
- /**
- * Triggers an update of the default render pass descriptor.
- */
- updateSize() {
- this.colorBuffer = this.textureUtils.getColorBuffer();
- this.defaultRenderPassdescriptor = null;
- }
- // utils public
- /**
- * Returns the maximum anisotropy texture filtering value.
- *
- * @return {number} The maximum anisotropy texture filtering value.
- */
- getMaxAnisotropy() {
- return 16;
- }
- /**
- * Checks if the given feature is supported by the backend.
- *
- * @param {string} name - The feature's name.
- * @return {boolean} Whether the feature is supported or not.
- */
- hasFeature( name ) {
- return this.device.features.has( name );
- }
- /**
- * Copies data of the given source texture to the given destination texture.
- *
- * @param {Texture} srcTexture - The source texture.
- * @param {Texture} dstTexture - The destination texture.
- * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
- * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
- * @param {number} [srcLevel=0] - The mipmap level to copy.
- * @param {number} [dstLevel=0] - The destination mip level to copy to.
- */
- copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
- let dstX = 0;
- let dstY = 0;
- let dstZ = 0;
- let srcX = 0;
- let srcY = 0;
- let srcZ = 0;
- let srcWidth = srcTexture.image.width;
- let srcHeight = srcTexture.image.height;
- let srcDepth = 1;
- if ( srcRegion !== null ) {
- if ( srcRegion.isBox3 === true ) {
- srcX = srcRegion.min.x;
- srcY = srcRegion.min.y;
- srcZ = srcRegion.min.z;
- srcWidth = srcRegion.max.x - srcRegion.min.x;
- srcHeight = srcRegion.max.y - srcRegion.min.y;
- srcDepth = srcRegion.max.z - srcRegion.min.z;
- } else {
- // Assume it's a Box2
- srcX = srcRegion.min.x;
- srcY = srcRegion.min.y;
- srcWidth = srcRegion.max.x - srcRegion.min.x;
- srcHeight = srcRegion.max.y - srcRegion.min.y;
- srcDepth = 1;
- }
- }
- if ( dstPosition !== null ) {
- dstX = dstPosition.x;
- dstY = dstPosition.y;
- dstZ = dstPosition.z || 0;
- }
- const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } );
- const sourceGPU = this.get( srcTexture ).texture;
- const destinationGPU = this.get( dstTexture ).texture;
- encoder.copyTextureToTexture(
- {
- texture: sourceGPU,
- mipLevel: srcLevel,
- origin: { x: srcX, y: srcY, z: srcZ }
- },
- {
- texture: destinationGPU,
- mipLevel: dstLevel,
- origin: { x: dstX, y: dstY, z: dstZ }
- },
- [
- srcWidth,
- srcHeight,
- srcDepth
- ]
- );
- this.device.queue.submit( [ encoder.finish() ] );
- if ( dstLevel === 0 && dstTexture.generateMipmaps ) {
- this.textureUtils.generateMipmaps( dstTexture );
- }
- }
- /**
- * Copies the current bound framebuffer to the given texture.
- *
- * @param {Texture} texture - The destination texture.
- * @param {RenderContext} renderContext - The render context.
- * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
- */
- copyFramebufferToTexture( texture, renderContext, rectangle ) {
- const renderContextData = this.get( renderContext );
- let sourceGPU = null;
- if ( renderContext.renderTarget ) {
- if ( texture.isDepthTexture ) {
- sourceGPU = this.get( renderContext.depthTexture ).texture;
- } else {
- sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;
- }
- } else {
- if ( texture.isDepthTexture ) {
- sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );
- } else {
- sourceGPU = this.context.getCurrentTexture();
- }
- }
- const destinationGPU = this.get( texture ).texture;
- if ( sourceGPU.format !== destinationGPU.format ) {
- console.error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );
- return;
- }
- let encoder;
- if ( renderContextData.currentPass ) {
- renderContextData.currentPass.end();
- encoder = renderContextData.encoder;
- } else {
- encoder = this.device.createCommandEncoder( { label: 'copyFramebufferToTexture_' + texture.id } );
- }
- encoder.copyTextureToTexture(
- {
- texture: sourceGPU,
- origin: [ rectangle.x, rectangle.y, 0 ],
- },
- {
- texture: destinationGPU
- },
- [
- rectangle.z,
- rectangle.w
- ]
- );
- if ( texture.generateMipmaps ) this.textureUtils.generateMipmaps( texture );
- if ( renderContextData.currentPass ) {
- const { descriptor } = renderContextData;
- for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {
- descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;
- }
- if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
- if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
- renderContextData.currentPass = encoder.beginRenderPass( descriptor );
- renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
- if ( renderContext.viewport ) {
- this.updateViewport( renderContext );
- }
- if ( renderContext.scissor ) {
- const { x, y, width, height } = renderContext.scissorValue;
- renderContextData.currentPass.setScissorRect( x, y, width, height );
- }
- } else {
- this.device.queue.submit( [ encoder.finish() ] );
- }
- }
- }
- /**
- * A IES version of {@link SpotLight}. Can only be used with {@link WebGPURenderer}.
- *
- * @augments SpotLight
- */
- class IESSpotLight extends SpotLight {
- /**
- * Constructs a new IES spot light.
- *
- * @param {(number|Color|string)} [color=0xffffff] - The light's color.
- * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
- * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
- * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
- * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
- * @param {number} [decay=2] - The amount the light dims along the distance of the light.
- */
- constructor( color, intensity, distance, angle, penumbra, decay ) {
- super( color, intensity, distance, angle, penumbra, decay );
- /**
- * TODO
- *
- * @type {?Texture}
- * @default null
- */
- this.iesMap = null;
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- this.iesMap = source.iesMap;
- return this;
- }
- }
- /**
- * This version of a node library represents the standard version
- * used in {@link WebGPURenderer}. It maps lights, tone mapping
- * techniques and materials to node-based implementations.
- *
- * @private
- * @augments NodeLibrary
- */
- class StandardNodeLibrary extends NodeLibrary {
- /**
- * Constructs a new standard node library.
- */
- constructor() {
- super();
- this.addMaterial( MeshPhongNodeMaterial, 'MeshPhongMaterial' );
- this.addMaterial( MeshStandardNodeMaterial, 'MeshStandardMaterial' );
- this.addMaterial( MeshPhysicalNodeMaterial, 'MeshPhysicalMaterial' );
- this.addMaterial( MeshToonNodeMaterial, 'MeshToonMaterial' );
- this.addMaterial( MeshBasicNodeMaterial, 'MeshBasicMaterial' );
- this.addMaterial( MeshLambertNodeMaterial, 'MeshLambertMaterial' );
- this.addMaterial( MeshNormalNodeMaterial, 'MeshNormalMaterial' );
- this.addMaterial( MeshMatcapNodeMaterial, 'MeshMatcapMaterial' );
- this.addMaterial( LineBasicNodeMaterial, 'LineBasicMaterial' );
- this.addMaterial( LineDashedNodeMaterial, 'LineDashedMaterial' );
- this.addMaterial( PointsNodeMaterial, 'PointsMaterial' );
- this.addMaterial( SpriteNodeMaterial, 'SpriteMaterial' );
- this.addMaterial( ShadowNodeMaterial, 'ShadowMaterial' );
- this.addLight( PointLightNode, PointLight );
- this.addLight( DirectionalLightNode, DirectionalLight );
- this.addLight( RectAreaLightNode, RectAreaLight );
- this.addLight( SpotLightNode, SpotLight );
- this.addLight( AmbientLightNode, AmbientLight );
- this.addLight( HemisphereLightNode, HemisphereLight );
- this.addLight( LightProbeNode, LightProbe );
- this.addLight( IESSpotLightNode, IESSpotLight );
- this.addToneMapping( linearToneMapping, LinearToneMapping );
- this.addToneMapping( reinhardToneMapping, ReinhardToneMapping );
- this.addToneMapping( cineonToneMapping, CineonToneMapping );
- this.addToneMapping( acesFilmicToneMapping, ACESFilmicToneMapping );
- this.addToneMapping( agxToneMapping, AgXToneMapping );
- this.addToneMapping( neutralToneMapping, NeutralToneMapping );
- }
- }
- /*
- const debugHandler = {
- get: function ( target, name ) {
- // Add |update
- if ( /^(create|destroy)/.test( name ) ) console.log( 'WebGPUBackend.' + name );
- return target[ name ];
- }
- };
- */
- /**
- * This renderer is the new alternative of `WebGLRenderer`. `WebGPURenderer` has the ability
- * to target different backends. By default, the renderer tries to use a WebGPU backend if the
- * browser supports WebGPU. If not, `WebGPURenderer` falls backs to a WebGL 2 backend.
- *
- * @augments Renderer
- */
- class WebGPURenderer extends Renderer {
- /**
- * WebGPURenderer options.
- *
- * @typedef {Object} WebGPURenderer~Options
- * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
- * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
- * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
- * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
- * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
- * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
- * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
- * @property {boolean} [multiview=false] - If set to `true`, the renderer will use multiview during WebXR rendering if supported.
- * @property {number} [outputType=undefined] - Texture type for output to canvas. By default, device's preferred format is used; other formats may incur overhead.
- * @property {number} [colorBufferType=HalfFloatType] - Defines the type of color buffers. The default `HalfFloatType` is recommend for best
- * quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though.
- */
- /**
- * Constructs a new WebGPU renderer.
- *
- * @param {WebGPURenderer~Options} [parameters] - The configuration parameter.
- */
- constructor( parameters = {} ) {
- let BackendClass;
- if ( parameters.forceWebGL ) {
- BackendClass = WebGLBackend;
- } else {
- BackendClass = WebGPUBackend;
- parameters.getFallback = () => {
- console.warn( 'THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend.' );
- return new WebGLBackend( parameters );
- };
- }
- const backend = new BackendClass( parameters );
- //super( new Proxy( backend, debugHandler ) );
- super( backend, parameters );
- /**
- * The generic default value is overwritten with the
- * standard node library for type mapping.
- *
- * @type {StandardNodeLibrary}
- */
- this.library = new StandardNodeLibrary();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isWebGPURenderer = true;
- if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
- __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
- }
- }
- }
- /**
- * A specialized group which enables applications access to the
- * Render Bundle API of WebGPU. The group with all its descendant nodes
- * are considered as one render bundle and processed as such by
- * the renderer.
- *
- * This module is only fully supported by `WebGPURenderer` with a WebGPU backend.
- * With a WebGL backend, the group can technically be rendered but without
- * any performance improvements.
- *
- * @augments Group
- */
- class BundleGroup extends Group {
- /**
- * Constructs a new bundle group.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isBundleGroup = true;
- /**
- * This property is only relevant for detecting types
- * during serialization/deserialization. It should always
- * match the class name.
- *
- * @type {string}
- * @readonly
- * @default 'BundleGroup'
- */
- this.type = 'BundleGroup';
- /**
- * Whether the bundle is static or not. When set to `true`, the structure
- * is assumed to be static and does not change. E.g. no new objects are
- * added to the group
- *
- * If a change is required, an update can still be forced by setting the
- * `needsUpdate` flag to `true`.
- *
- * @type {boolean}
- * @default true
- */
- this.static = true;
- /**
- * The bundle group's version.
- *
- * @type {number}
- * @readonly
- * @default 0
- */
- this.version = 0;
- }
- /**
- * Set this property to `true` when the bundle group has changed.
- *
- * @type {boolean}
- * @default false
- * @param {boolean} value
- */
- set needsUpdate( value ) {
- if ( value === true ) this.version ++;
- }
- }
- /**
- * This module is responsible to manage the post processing setups in apps.
- * You usually create a single instance of this class and use it to define
- * the output of your post processing effect chain.
- * ```js
- * const postProcessing = new PostProcessing( renderer );
- *
- * const scenePass = pass( scene, camera );
- *
- * postProcessing.outputNode = scenePass;
- * ```
- *
- * Note: This module can only be used with `WebGPURenderer`.
- */
- class PostProcessing {
- /**
- * Constructs a new post processing management module.
- *
- * @param {Renderer} renderer - A reference to the renderer.
- * @param {Node<vec4>} outputNode - An optional output node.
- */
- constructor( renderer, outputNode = vec4( 0, 0, 1, 1 ) ) {
- /**
- * A reference to the renderer.
- *
- * @type {Renderer}
- */
- this.renderer = renderer;
- /**
- * A node which defines the final output of the post
- * processing. This is usually the last node in a chain
- * of effect nodes.
- *
- * @type {Node<vec4>}
- */
- this.outputNode = outputNode;
- /**
- * Whether the default output tone mapping and color
- * space transformation should be enabled or not.
- *
- * It is enabled by default by it must be disabled when
- * effects must be executed after tone mapping and color
- * space conversion. A typical example is FXAA which
- * requires sRGB input.
- *
- * When set to `false`, the app must control the output
- * transformation with `RenderOutputNode`.
- *
- * ```js
- * const outputPass = renderOutput( scenePass );
- * ```
- *
- * @type {boolean}
- */
- this.outputColorTransform = true;
- /**
- * Must be set to `true` when the output node changes.
- *
- * @type {Node<vec4>}
- */
- this.needsUpdate = true;
- const material = new NodeMaterial();
- material.name = 'PostProcessing';
- /**
- * The full screen quad that is used to render
- * the effects.
- *
- * @private
- * @type {QuadMesh}
- */
- this._quadMesh = new QuadMesh( material );
- }
- /**
- * When `PostProcessing` is used to apply post processing effects,
- * the application must use this version of `render()` inside
- * its animation loop (not the one from the renderer).
- */
- render() {
- this._update();
- const renderer = this.renderer;
- const toneMapping = renderer.toneMapping;
- const outputColorSpace = renderer.outputColorSpace;
- renderer.toneMapping = NoToneMapping;
- renderer.outputColorSpace = LinearSRGBColorSpace;
- //
- const currentXR = renderer.xr.enabled;
- renderer.xr.enabled = false;
- this._quadMesh.render( renderer );
- renderer.xr.enabled = currentXR;
- //
- renderer.toneMapping = toneMapping;
- renderer.outputColorSpace = outputColorSpace;
- }
- /**
- * Frees internal resources.
- */
- dispose() {
- this._quadMesh.material.dispose();
- }
- /**
- * Updates the state of the module.
- *
- * @private
- */
- _update() {
- if ( this.needsUpdate === true ) {
- const renderer = this.renderer;
- const toneMapping = renderer.toneMapping;
- const outputColorSpace = renderer.outputColorSpace;
- this._quadMesh.material.fragmentNode = this.outputColorTransform === true ? renderOutput( this.outputNode, toneMapping, outputColorSpace ) : this.outputNode.context( { toneMapping, outputColorSpace } );
- this._quadMesh.material.needsUpdate = true;
- this.needsUpdate = false;
- }
- }
- /**
- * When `PostProcessing` is used to apply post processing effects,
- * the application must use this version of `renderAsync()` inside
- * its animation loop (not the one from the renderer).
- *
- * @async
- * @return {Promise} A Promise that resolves when the render has been finished.
- */
- async renderAsync() {
- this._update();
- const renderer = this.renderer;
- const toneMapping = renderer.toneMapping;
- const outputColorSpace = renderer.outputColorSpace;
- renderer.toneMapping = NoToneMapping;
- renderer.outputColorSpace = LinearSRGBColorSpace;
- //
- const currentXR = renderer.xr.enabled;
- renderer.xr.enabled = false;
- await this._quadMesh.renderAsync( renderer );
- renderer.xr.enabled = currentXR;
- //
- renderer.toneMapping = toneMapping;
- renderer.outputColorSpace = outputColorSpace;
- }
- }
- /**
- * This special type of texture is intended for compute shaders.
- * It can be used to compute the data of a texture with a compute shader.
- *
- * Note: This type of texture can only be used with `WebGPURenderer`
- * and a WebGPU backend.
- *
- * @augments Texture
- */
- class StorageTexture extends Texture {
- /**
- * Constructs a new storage texture.
- *
- * @param {number} [width=1] - The storage texture's width.
- * @param {number} [height=1] - The storage texture's height.
- */
- constructor( width = 1, height = 1 ) {
- super();
- /**
- * The image object which just represents the texture's dimension.
- *
- * @type {{width: number, height: number}}
- */
- this.image = { width, height };
- /**
- * The default `magFilter` for storage textures is `THREE.LinearFilter`.
- *
- * @type {number}
- */
- this.magFilter = LinearFilter;
- /**
- * The default `minFilter` for storage textures is `THREE.LinearFilter`.
- *
- * @type {number}
- */
- this.minFilter = LinearFilter;
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isStorageTexture = true;
- }
- }
- /**
- * This special type of buffer attribute is intended for compute shaders.
- * It can be used to encode draw parameters for indirect draw calls.
- *
- * Note: This type of buffer attribute can only be used with `WebGPURenderer`
- * and a WebGPU backend.
- *
- * @augments StorageBufferAttribute
- */
- class IndirectStorageBufferAttribute extends StorageBufferAttribute {
- /**
- * Constructs a new storage buffer attribute.
- *
- * @param {number|Uint32Array} count - The item count. It is also valid to pass a `Uint32Array` as an argument.
- * The subsequent parameter is then obsolete.
- * @param {number} itemSize - The item size.
- */
- constructor( count, itemSize ) {
- super( count, itemSize, Uint32Array );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isIndirectStorageBufferAttribute = true;
- }
- }
- /**
- * A loader for loading node objects in the three.js JSON Object/Scene format.
- *
- * @augments Loader
- */
- class NodeLoader extends Loader {
- /**
- * Constructs a new node loader.
- *
- * @param {LoadingManager} [manager] - A reference to a loading manager.
- */
- constructor( manager ) {
- super( manager );
- /**
- * Represents a dictionary of textures.
- *
- * @type {Object<string,Texture>}
- */
- this.textures = {};
- /**
- * Represents a dictionary of node types.
- *
- * @type {Object<string,Node.constructor>}
- */
- this.nodes = {};
- }
- /**
- * Loads the node definitions from the given URL.
- *
- * @param {string} url - The path/URL of the file to be loaded.
- * @param {Function} onLoad - Will be called when load completes.
- * @param {Function} onProgress - Will be called while load progresses.
- * @param {Function} onError - Will be called when errors are thrown during the loading process.
- */
- load( url, onLoad, onProgress, onError ) {
- const loader = new FileLoader( this.manager );
- loader.setPath( this.path );
- loader.setRequestHeader( this.requestHeader );
- loader.setWithCredentials( this.withCredentials );
- loader.load( url, ( text ) => {
- try {
- onLoad( this.parse( JSON.parse( text ) ) );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- console.error( e );
- }
- this.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- /**
- * Parse the node dependencies for the loaded node.
- *
- * @param {Array<Object>} [json] - The JSON definition
- * @return {Object<string,Node>} A dictionary with node dependencies.
- */
- parseNodes( json ) {
- const nodes = {};
- if ( json !== undefined ) {
- for ( const nodeJSON of json ) {
- const { uuid, type } = nodeJSON;
- nodes[ uuid ] = this.createNodeFromType( type );
- nodes[ uuid ].uuid = uuid;
- }
- const meta = { nodes, textures: this.textures };
- for ( const nodeJSON of json ) {
- nodeJSON.meta = meta;
- const node = nodes[ nodeJSON.uuid ];
- node.deserialize( nodeJSON );
- delete nodeJSON.meta;
- }
- }
- return nodes;
- }
- /**
- * Parses the node from the given JSON.
- *
- * @param {Object} json - The JSON definition
- * @param {string} json.type - The node type.
- * @param {string} json.uuid - The node UUID.
- * @param {Array<Object>} [json.nodes] - The node dependencies.
- * @param {Object} [json.meta] - The meta data.
- * @return {Node} The parsed node.
- */
- parse( json ) {
- const node = this.createNodeFromType( json.type );
- node.uuid = json.uuid;
- const nodes = this.parseNodes( json.nodes );
- const meta = { nodes, textures: this.textures };
- json.meta = meta;
- node.deserialize( json );
- delete json.meta;
- return node;
- }
- /**
- * Defines the dictionary of textures.
- *
- * @param {Object<string,Texture>} value - The texture library defines as `<uuid,texture>`.
- * @return {NodeLoader} A reference to this loader.
- */
- setTextures( value ) {
- this.textures = value;
- return this;
- }
- /**
- * Defines the dictionary of node types.
- *
- * @param {Object<string,Node.constructor>} value - The node library defined as `<classname,class>`.
- * @return {NodeLoader} A reference to this loader.
- */
- setNodes( value ) {
- this.nodes = value;
- return this;
- }
- /**
- * Creates a node object from the given type.
- *
- * @param {string} type - The node type.
- * @return {Node} The created node instance.
- */
- createNodeFromType( type ) {
- if ( this.nodes[ type ] === undefined ) {
- console.error( 'THREE.NodeLoader: Node type not found:', type );
- return float();
- }
- return nodeObject( new this.nodes[ type ]() );
- }
- }
- /**
- * A special type of material loader for loading node materials.
- *
- * @augments MaterialLoader
- */
- class NodeMaterialLoader extends MaterialLoader {
- /**
- * Constructs a new node material loader.
- *
- * @param {LoadingManager} [manager] - A reference to a loading manager.
- */
- constructor( manager ) {
- super( manager );
- /**
- * Represents a dictionary of node types.
- *
- * @type {Object<string,Node.constructor>}
- */
- this.nodes = {};
- /**
- * Represents a dictionary of node material types.
- *
- * @type {Object<string,NodeMaterial.constructor>}
- */
- this.nodeMaterials = {};
- }
- /**
- * Parses the node material from the given JSON.
- *
- * @param {Object} json - The JSON definition
- * @return {NodeMaterial}. The parsed material.
- */
- parse( json ) {
- const material = super.parse( json );
- const nodes = this.nodes;
- const inputNodes = json.inputNodes;
- for ( const property in inputNodes ) {
- const uuid = inputNodes[ property ];
- material[ property ] = nodes[ uuid ];
- }
- return material;
- }
- /**
- * Defines the dictionary of node types.
- *
- * @param {Object<string,Node.constructor>} value - The node library defined as `<classname,class>`.
- * @return {NodeLoader} A reference to this loader.
- */
- setNodes( value ) {
- this.nodes = value;
- return this;
- }
- /**
- * Defines the dictionary of node material types.
- *
- * @param {Object<string,NodeMaterial.constructor>} value - The node material library defined as `<classname,class>`.
- * @return {NodeLoader} A reference to this loader.
- */
- setNodeMaterials( value ) {
- this.nodeMaterials = value;
- return this;
- }
- /**
- * Creates a node material from the given type.
- *
- * @param {string} type - The node material type.
- * @return {Node} The created node material instance.
- */
- createMaterialFromType( type ) {
- const materialClass = this.nodeMaterials[ type ];
- if ( materialClass !== undefined ) {
- return new materialClass();
- }
- return super.createMaterialFromType( type );
- }
- }
- /**
- * A special type of object loader for loading 3D objects using
- * node materials.
- *
- * @augments ObjectLoader
- */
- class NodeObjectLoader extends ObjectLoader {
- /**
- * Constructs a new node object loader.
- *
- * @param {LoadingManager} [manager] - A reference to a loading manager.
- */
- constructor( manager ) {
- super( manager );
- /**
- * Represents a dictionary of node types.
- *
- * @type {Object<string,Node.constructor>}
- */
- this.nodes = {};
- /**
- * Represents a dictionary of node material types.
- *
- * @type {Object<string,NodeMaterial.constructor>}
- */
- this.nodeMaterials = {};
- /**
- * A reference to hold the `nodes` JSON property.
- *
- * @private
- * @type {?Object[]}
- */
- this._nodesJSON = null;
- }
- /**
- * Defines the dictionary of node types.
- *
- * @param {Object<string,Node.constructor>} value - The node library defined as `<classname,class>`.
- * @return {NodeObjectLoader} A reference to this loader.
- */
- setNodes( value ) {
- this.nodes = value;
- return this;
- }
- /**
- * Defines the dictionary of node material types.
- *
- * @param {Object<string,NodeMaterial.constructor>} value - The node material library defined as `<classname,class>`.
- * @return {NodeObjectLoader} A reference to this loader.
- */
- setNodeMaterials( value ) {
- this.nodeMaterials = value;
- return this;
- }
- /**
- * Parses the node objects from the given JSON.
- *
- * @param {Object} json - The JSON definition
- * @param {Function} onLoad - The onLoad callback function.
- * @return {Object3D}. The parsed 3D object.
- */
- parse( json, onLoad ) {
- this._nodesJSON = json.nodes;
- const data = super.parse( json, onLoad );
- this._nodesJSON = null; // dispose
- return data;
- }
- /**
- * Parses the node objects from the given JSON and textures.
- *
- * @param {Object[]} json - The JSON definition
- * @param {Object<string,Texture>} textures - The texture library.
- * @return {Object<string,Node>}. The parsed nodes.
- */
- parseNodes( json, textures ) {
- if ( json !== undefined ) {
- const loader = new NodeLoader();
- loader.setNodes( this.nodes );
- loader.setTextures( textures );
- return loader.parseNodes( json );
- }
- return {};
- }
- /**
- * Parses the node objects from the given JSON and textures.
- *
- * @param {Object} json - The JSON definition
- * @param {Object<string,Texture>} textures - The texture library.
- * @return {Object<string,NodeMaterial>}. The parsed materials.
- */
- parseMaterials( json, textures ) {
- const materials = {};
- if ( json !== undefined ) {
- const nodes = this.parseNodes( this._nodesJSON, textures );
- const loader = new NodeMaterialLoader();
- loader.setTextures( textures );
- loader.setNodes( nodes );
- loader.setNodeMaterials( this.nodeMaterials );
- for ( let i = 0, l = json.length; i < l; i ++ ) {
- const data = json[ i ];
- materials[ data.uuid ] = loader.parse( data );
- }
- }
- return materials;
- }
- }
- /**
- * In earlier three.js versions, clipping was defined globally
- * on the renderer or on material level. This special version of
- * `THREE.Group` allows to encode the clipping state into the scene
- * graph. Meaning if you create an instance of this group, all
- * descendant 3D objects will be affected by the respective clipping
- * planes.
- *
- * Note: `ClippingGroup` can only be used with `WebGPURenderer`.
- *
- * @augments Group
- */
- class ClippingGroup extends Group {
- /**
- * Constructs a new clipping group.
- */
- constructor() {
- super();
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isClippingGroup = true;
- /**
- * An array with clipping planes.
- *
- * @type {Array<Plane>}
- */
- this.clippingPlanes = [];
- /**
- * Whether clipping should be enabled or not.
- *
- * @type {boolean}
- * @default true
- */
- this.enabled = true;
- /**
- * Whether the intersection of the clipping planes is used to clip objects, rather than their union.
- *
- * @type {boolean}
- * @default false
- */
- this.clipIntersection = false;
- /**
- * Whether shadows should be clipped or not.
- *
- * @type {boolean}
- * @default false
- */
- this.clipShadows = false;
- }
- }
- export { ACESFilmicToneMapping, AONode, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightNode, AnalyticLightNode, ArrayCamera, ArrayElementNode, ArrayNode, AssignNode, AttributeNode, BackSide, BasicEnvironmentNode, BasicShadowMap, BatchNode, BoxGeometry, BufferAttribute, BufferAttributeNode, BufferGeometry, BufferNode, BumpMapNode, BundleGroup, BypassNode, ByteType, CacheNode, Camera, CineonToneMapping, ClampToEdgeWrapping, ClippingGroup, CodeNode, Color, ColorManagement, ColorSpaceNode, ComputeNode, ConstNode, ContextNode, ConvertNode, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureNode, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CylinderGeometry, DataArrayTexture, DataTexture, DebugNode, DecrementStencilOp, DecrementWrapStencilOp, DepthArrayTexture, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightNode, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicDrawUsage, EnvironmentNode, EqualCompare, EqualDepth, EqualStencilFunc, EquirectUVNode, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExpressionNode, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, FramebufferTexture, FrontFacingNode, FrontSide, Frustum, FrustumArray, FunctionCallNode, FunctionNode, FunctionOverloadingNode, GLSLNodeParser, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, Group, HalfFloatType, HemisphereLight, HemisphereLightNode, IESSpotLight, IESSpotLightNode, IncrementStencilOp, IncrementWrapStencilOp, IndexNode, IndirectStorageBufferAttribute, InstanceNode, InstancedBufferAttribute, InstancedInterleavedBuffer, InstancedMeshNode, IntType, InterleavedBuffer, InterleavedBufferAttribute, InvertStencilOp, IrradianceNode, JoinNode, KeepStencilOp, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, LightProbe, LightProbeNode, Lighting, LightingContextNode, LightingModel, LightingNode, LightsNode, Line2NodeMaterial, LineBasicMaterial, LineBasicNodeMaterial, LineDashedMaterial, LineDashedNodeMaterial, LinearFilter, LinearMipMapLinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, Loader, LoopNode, MRTNode, MatcapUVNode, Material, MaterialLoader, MaterialNode, MaterialReferenceNode, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, MaxMipLevelNode, MemberNode, Mesh, MeshBasicMaterial, MeshBasicNodeMaterial, MeshLambertMaterial, MeshLambertNodeMaterial, MeshMatcapMaterial, MeshMatcapNodeMaterial, MeshNormalMaterial, MeshNormalNodeMaterial, MeshPhongMaterial, MeshPhongNodeMaterial, MeshPhysicalMaterial, MeshPhysicalNodeMaterial, MeshSSSNodeMaterial, MeshStandardMaterial, MeshStandardNodeMaterial, MeshToonMaterial, MeshToonNodeMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, ModelNode, MorphNode, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, Node, NodeAccess, NodeAttribute, NodeBuilder, NodeCache, NodeCode, NodeFrame, NodeFunctionInput, NodeLoader, NodeMaterial, NodeMaterialLoader, NodeMaterialObserver, NodeObjectLoader, NodeShaderStage, NodeType, NodeUniform, NodeUpdateType, NodeUtils, NodeVar, NodeVarying, NormalBlending, NormalMapNode, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, Object3D, Object3DNode, ObjectLoader, ObjectSpaceNormalMap, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, OutputStructNode, PCFShadowMap, PMREMGenerator, PMREMNode, ParameterNode, PassNode, PerspectiveCamera, PhongLightingModel, PhysicalLightingModel, Plane, PlaneGeometry, PointLight, PointLightNode, PointUVNode, PointsMaterial, PointsNodeMaterial, PostProcessing, PosterizeNode, PropertyNode, QuadMesh, Quaternion, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGBIntegerFormat, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RTTNode, RangeNode, RectAreaLight, RectAreaLightNode, RedFormat, RedIntegerFormat, ReferenceNode, ReflectorNode, ReinhardToneMapping, RemapNode, RenderOutputNode, RenderTarget, RenderTargetArray, RendererReferenceNode, RendererUtils, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RotateNode, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, SceneNode, ScreenNode, ScriptableNode, ScriptableValueNode, SetNode, ShadowBaseNode, ShadowMaterial, ShadowNode, ShadowNodeMaterial, ShortType, SkinningNode, Sphere, SphereGeometry, SplitNode, SpotLight, SpotLightNode, SpriteMaterial, SpriteNodeMaterial, SpriteSheetUVNode, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StackNode, StaticDrawUsage, StorageArrayElementNode, StorageBufferAttribute, StorageBufferNode, StorageInstancedBufferAttribute, StorageTexture, StorageTextureNode, StructNode, StructTypeNode, SubtractEquation, SubtractiveBlending, TSL, TangentSpaceNormalMap, TempNode, Texture, Texture3DNode, TextureNode, TextureSizeNode, ToneMappingNode, ToonOutlinePassNode, TriplanarTexturesNode, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, UniformArrayNode, UniformGroupNode, UniformNode, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, UserDataNode, VSMShadowMap, VarNode, VaryingNode, Vector2, Vector3, Vector4, VertexColorNode, ViewportDepthNode, ViewportDepthTextureNode, ViewportSharedTextureNode, ViewportTextureNode, VolumeNodeMaterial, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGPUCoordinateSystem, WebGPURenderer, WebXRController, ZeroFactor, ZeroStencilOp, createCanvasElement, defaultBuildStages, defaultShaderStages, shaderStages, vectorComponents };
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