three.webgpu.nodes.js 1.5 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. import { Color, Vector2, Vector3, Vector4, Matrix3, Matrix4, EventDispatcher, MathUtils, WebGLCoordinateSystem, WebGPUCoordinateSystem, ColorManagement, SRGBTransfer, NoToneMapping, StaticDrawUsage, InterleavedBuffer, DynamicDrawUsage, InterleavedBufferAttribute, NoColorSpace, UnsignedIntType, IntType, BackSide, CubeReflectionMapping, CubeRefractionMapping, TangentSpaceNormalMap, ObjectSpaceNormalMap, InstancedInterleavedBuffer, InstancedBufferAttribute, DataArrayTexture, FloatType, FramebufferTexture, LinearMipmapLinearFilter, DepthTexture, Material, NormalBlending, PointsMaterial, LineBasicMaterial, LineDashedMaterial, NoBlending, MeshNormalMaterial, WebGLCubeRenderTarget, BoxGeometry, Mesh, Scene, LinearFilter, CubeCamera, CubeTexture, EquirectangularReflectionMapping, EquirectangularRefractionMapping, AddOperation, MixOperation, MultiplyOperation, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, Texture, MeshStandardMaterial, MeshPhysicalMaterial, MeshToonMaterial, MeshMatcapMaterial, SpriteMaterial, ShadowMaterial, Uint32BufferAttribute, Uint16BufferAttribute, DoubleSide, Camera, DepthStencilFormat, DepthFormat, UnsignedInt248Type, UnsignedByteType, RenderTarget, Plane, Object3D, HalfFloatType, LinearMipMapLinearFilter, OrthographicCamera, BufferGeometry, Float32BufferAttribute, BufferAttribute, UVMapping, Euler, LinearSRGBColorSpace, LessCompare, VSMShadowMap, RGFormat, BasicShadowMap, SphereGeometry, CubeUVReflectionMapping, PerspectiveCamera, RGBAFormat, LinearMipmapNearestFilter, NearestMipmapLinearFilter, Float16BufferAttribute, REVISION, SRGBColorSpace, PCFShadowMap, FrontSide, Frustum, DataTexture, RedIntegerFormat, RedFormat, RGIntegerFormat, RGBIntegerFormat, RGBFormat, RGBAIntegerFormat, UnsignedShortType, ByteType, ShortType, createCanvasElement, AddEquation, SubtractEquation, ReverseSubtractEquation, ZeroFactor, OneFactor, SrcColorFactor, SrcAlphaFactor, SrcAlphaSaturateFactor, DstColorFactor, DstAlphaFactor, OneMinusSrcColorFactor, OneMinusSrcAlphaFactor, OneMinusDstColorFactor, OneMinusDstAlphaFactor, CullFaceNone, CullFaceBack, CullFaceFront, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, AlphaFormat, LuminanceFormat, LuminanceAlphaFormat, 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, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter, NearestMipmapNearestFilter, NeverCompare, AlwaysCompare, LessEqualCompare, EqualCompare, GreaterEqualCompare, GreaterCompare, NotEqualCompare, warnOnce, 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';
  7. export { AdditiveAnimationBlendMode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, 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, CylinderGeometry, 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, KeyframeTrack, LOD, LatheGeometry, Layers, Light, Line, Line3, LineCurve, LineCurve3, LineLoop, LineSegments, LinearInterpolant, LinearMipMapNearestFilter, LinearTransfer, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Matrix2, MeshDepthMaterial, MeshDistanceMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NormalAnimationBlendMode, NumberKeyframeTrack, OctahedronGeometry, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, PCFSoftShadowMap, Path, PlaneGeometry, PlaneHelper, PointLightHelper, Points, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGDepthPacking, RawShaderMaterial, Ray, Raycaster, RenderTarget3D, RenderTargetArray, RingGeometry, ShaderMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, Spherical, SphericalHarmonics3, SplineCurve, SpotLightHelper, Sprite, StaticCopyUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, 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';
  8. const refreshUniforms = [
  9. 'alphaMap',
  10. 'alphaTest',
  11. 'anisotropy',
  12. 'anisotropyMap',
  13. 'anisotropyRotation',
  14. 'aoMap',
  15. 'attenuationColor',
  16. 'attenuationDistance',
  17. 'bumpMap',
  18. 'clearcoat',
  19. 'clearcoatMap',
  20. 'clearcoatNormalMap',
  21. 'clearcoatNormalScale',
  22. 'clearcoatRoughness',
  23. 'color',
  24. 'dispersion',
  25. 'displacementMap',
  26. 'emissive',
  27. 'emissiveMap',
  28. 'envMap',
  29. 'gradientMap',
  30. 'ior',
  31. 'iridescence',
  32. 'iridescenceIOR',
  33. 'iridescenceMap',
  34. 'iridescenceThicknessMap',
  35. 'lightMap',
  36. 'map',
  37. 'matcap',
  38. 'metalness',
  39. 'metalnessMap',
  40. 'normalMap',
  41. 'normalScale',
  42. 'opacity',
  43. 'roughness',
  44. 'roughnessMap',
  45. 'sheen',
  46. 'sheenColor',
  47. 'sheenColorMap',
  48. 'sheenRoughnessMap',
  49. 'shininess',
  50. 'specular',
  51. 'specularColor',
  52. 'specularColorMap',
  53. 'specularIntensity',
  54. 'specularIntensityMap',
  55. 'specularMap',
  56. 'thickness',
  57. 'transmission',
  58. 'transmissionMap'
  59. ];
  60. /**
  61. * This class is used by {@link WebGPURenderer} as management component.
  62. * It's primary purpose is to determine whether render objects require a
  63. * refresh right before they are going to be rendered or not.
  64. */
  65. class NodeMaterialObserver {
  66. /**
  67. * Constructs a new node material observer.
  68. *
  69. * @param {NodeBuilder} builder - The node builder.
  70. */
  71. constructor( builder ) {
  72. /**
  73. * A node material can be used by more than one render object so the
  74. * monitor must maintain a list of render objects.
  75. *
  76. * @type {WeakMap<RenderObject,Object>}
  77. */
  78. this.renderObjects = new WeakMap();
  79. /**
  80. * Whether the material uses node objects or not.
  81. *
  82. * @type {Boolean}
  83. */
  84. this.hasNode = this.containsNode( builder );
  85. /**
  86. * Whether the node builder's 3D object is animated or not.
  87. *
  88. * @type {Boolean}
  89. */
  90. this.hasAnimation = builder.object.isSkinnedMesh === true;
  91. /**
  92. * A list of all possible material uniforms
  93. *
  94. * @type {Array<String>}
  95. */
  96. this.refreshUniforms = refreshUniforms;
  97. /**
  98. * Holds the current render ID from the node frame.
  99. *
  100. * @type {Number}
  101. * @default 0
  102. */
  103. this.renderId = 0;
  104. }
  105. /**
  106. * Returns `true` if the given render object is verified for the first time of this observer.
  107. *
  108. * @param {RenderObject} renderObject - The render object.
  109. * @return {Boolean} Whether the given render object is verified for the first time of this observer.
  110. */
  111. firstInitialization( renderObject ) {
  112. const hasInitialized = this.renderObjects.has( renderObject );
  113. if ( hasInitialized === false ) {
  114. this.getRenderObjectData( renderObject );
  115. return true;
  116. }
  117. return false;
  118. }
  119. /**
  120. * Returns monitoring data for the given render object.
  121. *
  122. * @param {RenderObject} renderObject - The render object.
  123. * @return {Object} The monitoring data.
  124. */
  125. getRenderObjectData( renderObject ) {
  126. let data = this.renderObjects.get( renderObject );
  127. if ( data === undefined ) {
  128. const { geometry, material, object } = renderObject;
  129. data = {
  130. material: this.getMaterialData( material ),
  131. geometry: {
  132. attributes: this.getAttributesData( geometry.attributes ),
  133. indexVersion: geometry.index ? geometry.index.version : null,
  134. drawRange: { start: geometry.drawRange.start, count: geometry.drawRange.count }
  135. },
  136. worldMatrix: object.matrixWorld.clone()
  137. };
  138. if ( object.center ) {
  139. data.center = object.center.clone();
  140. }
  141. if ( object.morphTargetInfluences ) {
  142. data.morphTargetInfluences = object.morphTargetInfluences.slice();
  143. }
  144. if ( renderObject.bundle !== null ) {
  145. data.version = renderObject.bundle.version;
  146. }
  147. if ( data.material.transmission > 0 ) {
  148. const { width, height } = renderObject.context;
  149. data.bufferWidth = width;
  150. data.bufferHeight = height;
  151. }
  152. this.renderObjects.set( renderObject, data );
  153. }
  154. return data;
  155. }
  156. /**
  157. * Returns an attribute data structure holding the attributes versions for
  158. * monitoring.
  159. *
  160. * @param {Object} attributes - The geometry attributes.
  161. * @return {Object} An object for monitoring the versions of attributes.
  162. */
  163. getAttributesData( attributes ) {
  164. const attributesData = {};
  165. for ( const name in attributes ) {
  166. const attribute = attributes[ name ];
  167. attributesData[ name ] = {
  168. version: attribute.version
  169. };
  170. }
  171. return attributesData;
  172. }
  173. /**
  174. * Returns `true` if the node builder's material uses
  175. * node properties.
  176. *
  177. * @param {NodeBuilder} builder - The current node builder.
  178. * @return {Boolean} Whether the node builder's material uses node properties or not.
  179. */
  180. containsNode( builder ) {
  181. const material = builder.material;
  182. for ( const property in material ) {
  183. if ( material[ property ] && material[ property ].isNode )
  184. return true;
  185. }
  186. if ( builder.renderer.nodes.modelViewMatrix !== null || builder.renderer.nodes.modelNormalViewMatrix !== null )
  187. return true;
  188. return false;
  189. }
  190. /**
  191. * Returns a material data structure holding the material property values for
  192. * monitoring.
  193. *
  194. * @param {Material} material - The material.
  195. * @return {Object} An object for monitoring material properties.
  196. */
  197. getMaterialData( material ) {
  198. const data = {};
  199. for ( const property of this.refreshUniforms ) {
  200. const value = material[ property ];
  201. if ( value === null || value === undefined ) continue;
  202. if ( typeof value === 'object' && value.clone !== undefined ) {
  203. if ( value.isTexture === true ) {
  204. data[ property ] = { id: value.id, version: value.version };
  205. } else {
  206. data[ property ] = value.clone();
  207. }
  208. } else {
  209. data[ property ] = value;
  210. }
  211. }
  212. return data;
  213. }
  214. /**
  215. * Returns `true` if the given render object has not changed its state.
  216. *
  217. * @param {RenderObject} renderObject - The render object.
  218. * @return {Boolean} Whether the given render object has changed its state or not.
  219. */
  220. equals( renderObject ) {
  221. const { object, material, geometry } = renderObject;
  222. const renderObjectData = this.getRenderObjectData( renderObject );
  223. // world matrix
  224. if ( renderObjectData.worldMatrix.equals( object.matrixWorld ) !== true ) {
  225. renderObjectData.worldMatrix.copy( object.matrixWorld );
  226. return false;
  227. }
  228. // material
  229. const materialData = renderObjectData.material;
  230. for ( const property in materialData ) {
  231. const value = materialData[ property ];
  232. const mtlValue = material[ property ];
  233. if ( value.equals !== undefined ) {
  234. if ( value.equals( mtlValue ) === false ) {
  235. value.copy( mtlValue );
  236. return false;
  237. }
  238. } else if ( mtlValue.isTexture === true ) {
  239. if ( value.id !== mtlValue.id || value.version !== mtlValue.version ) {
  240. value.id = mtlValue.id;
  241. value.version = mtlValue.version;
  242. return false;
  243. }
  244. } else if ( value !== mtlValue ) {
  245. materialData[ property ] = mtlValue;
  246. return false;
  247. }
  248. }
  249. if ( materialData.transmission > 0 ) {
  250. const { width, height } = renderObject.context;
  251. if ( renderObjectData.bufferWidth !== width || renderObjectData.bufferHeight !== height ) {
  252. renderObjectData.bufferWidth = width;
  253. renderObjectData.bufferHeight = height;
  254. return false;
  255. }
  256. }
  257. // geometry
  258. const storedGeometryData = renderObjectData.geometry;
  259. const attributes = geometry.attributes;
  260. const storedAttributes = storedGeometryData.attributes;
  261. const storedAttributeNames = Object.keys( storedAttributes );
  262. const currentAttributeNames = Object.keys( attributes );
  263. if ( storedAttributeNames.length !== currentAttributeNames.length ) {
  264. renderObjectData.geometry.attributes = this.getAttributesData( attributes );
  265. return false;
  266. }
  267. // compare each attribute
  268. for ( const name of storedAttributeNames ) {
  269. const storedAttributeData = storedAttributes[ name ];
  270. const attribute = attributes[ name ];
  271. if ( attribute === undefined ) {
  272. // attribute was removed
  273. delete storedAttributes[ name ];
  274. return false;
  275. }
  276. if ( storedAttributeData.version !== attribute.version ) {
  277. storedAttributeData.version = attribute.version;
  278. return false;
  279. }
  280. }
  281. // check index
  282. const index = geometry.index;
  283. const storedIndexVersion = storedGeometryData.indexVersion;
  284. const currentIndexVersion = index ? index.version : null;
  285. if ( storedIndexVersion !== currentIndexVersion ) {
  286. storedGeometryData.indexVersion = currentIndexVersion;
  287. return false;
  288. }
  289. // check drawRange
  290. if ( storedGeometryData.drawRange.start !== geometry.drawRange.start || storedGeometryData.drawRange.count !== geometry.drawRange.count ) {
  291. storedGeometryData.drawRange.start = geometry.drawRange.start;
  292. storedGeometryData.drawRange.count = geometry.drawRange.count;
  293. return false;
  294. }
  295. // morph targets
  296. if ( renderObjectData.morphTargetInfluences ) {
  297. let morphChanged = false;
  298. for ( let i = 0; i < renderObjectData.morphTargetInfluences.length; i ++ ) {
  299. if ( renderObjectData.morphTargetInfluences[ i ] !== object.morphTargetInfluences[ i ] ) {
  300. morphChanged = true;
  301. }
  302. }
  303. if ( morphChanged ) return true;
  304. }
  305. // center
  306. if ( renderObjectData.center ) {
  307. if ( renderObjectData.center.equals( object.center ) === false ) {
  308. renderObjectData.center.copy( object.center );
  309. return true;
  310. }
  311. }
  312. // bundle
  313. if ( renderObject.bundle !== null ) {
  314. renderObjectData.version = renderObject.bundle.version;
  315. }
  316. return true;
  317. }
  318. /**
  319. * Checks if the given render object requires a refresh.
  320. *
  321. * @param {RenderObject} renderObject - The render object.
  322. * @param {NodeFrame} nodeFrame - The current node frame.
  323. * @return {Boolean} Whether the given render object requires a refresh or not.
  324. */
  325. needsRefresh( renderObject, nodeFrame ) {
  326. if ( this.hasNode || this.hasAnimation || this.firstInitialization( renderObject ) )
  327. return true;
  328. const { renderId } = nodeFrame;
  329. if ( this.renderId !== renderId ) {
  330. this.renderId = renderId;
  331. return true;
  332. }
  333. const isStatic = renderObject.object.static === true;
  334. const isBundle = renderObject.bundle !== null && renderObject.bundle.static === true && this.getRenderObjectData( renderObject ).version === renderObject.bundle.version;
  335. if ( isStatic || isBundle )
  336. return false;
  337. const notEqual = this.equals( renderObject ) !== true;
  338. return notEqual;
  339. }
  340. }
  341. /** @module NodeUtils **/
  342. // cyrb53 (c) 2018 bryc (github.com/bryc). License: Public domain. Attribution appreciated.
  343. // A fast and simple 64-bit (or 53-bit) string hash function with decent collision resistance.
  344. // Largely inspired by MurmurHash2/3, but with a focus on speed/simplicity.
  345. // See https://stackoverflow.com/questions/7616461/generate-a-hash-from-string-in-javascript/52171480#52171480
  346. // https://github.com/bryc/code/blob/master/jshash/experimental/cyrb53.js
  347. function cyrb53( value, seed = 0 ) {
  348. let h1 = 0xdeadbeef ^ seed, h2 = 0x41c6ce57 ^ seed;
  349. if ( value instanceof Array ) {
  350. for ( let i = 0, val; i < value.length; i ++ ) {
  351. val = value[ i ];
  352. h1 = Math.imul( h1 ^ val, 2654435761 );
  353. h2 = Math.imul( h2 ^ val, 1597334677 );
  354. }
  355. } else {
  356. for ( let i = 0, ch; i < value.length; i ++ ) {
  357. ch = value.charCodeAt( i );
  358. h1 = Math.imul( h1 ^ ch, 2654435761 );
  359. h2 = Math.imul( h2 ^ ch, 1597334677 );
  360. }
  361. }
  362. h1 = Math.imul( h1 ^ ( h1 >>> 16 ), 2246822507 );
  363. h1 ^= Math.imul( h2 ^ ( h2 >>> 13 ), 3266489909 );
  364. h2 = Math.imul( h2 ^ ( h2 >>> 16 ), 2246822507 );
  365. h2 ^= Math.imul( h1 ^ ( h1 >>> 13 ), 3266489909 );
  366. return 4294967296 * ( 2097151 & h2 ) + ( h1 >>> 0 );
  367. }
  368. /**
  369. * Computes a hash for the given string.
  370. *
  371. * @method
  372. * @param {String} str - The string to be hashed.
  373. * @return {Number} The hash.
  374. */
  375. const hashString = ( str ) => cyrb53( str );
  376. /**
  377. * Computes a hash for the given array.
  378. *
  379. * @method
  380. * @param {Array<Number>} array - The array to be hashed.
  381. * @return {Number} The hash.
  382. */
  383. const hashArray = ( array ) => cyrb53( array );
  384. /**
  385. * Computes a hash for the given list of parameters.
  386. *
  387. * @method
  388. * @param {...Number} params - A list of parameters.
  389. * @return {Number} The hash.
  390. */
  391. const hash$1 = ( ...params ) => cyrb53( params );
  392. /**
  393. * Computes a cache key for the given node.
  394. *
  395. * @method
  396. * @param {Object} object - The object to be hashed.
  397. * @param {Boolean} [force=false] - Whether to force a cache key computation or not.
  398. * @return {Number} The hash.
  399. */
  400. function getCacheKey$1( object, force = false ) {
  401. const values = [];
  402. if ( object.isNode === true ) {
  403. values.push( object.id );
  404. object = object.getSelf();
  405. }
  406. for ( const { property, childNode } of getNodeChildren( object ) ) {
  407. values.push( values, cyrb53( property.slice( 0, - 4 ) ), childNode.getCacheKey( force ) );
  408. }
  409. return cyrb53( values );
  410. }
  411. /**
  412. * This generator function can be used to iterate over the node children
  413. * of the given object.
  414. *
  415. * @generator
  416. * @param {Object} node - The object to be hashed.
  417. * @param {Boolean} [toJSON=false] - Whether to return JSON or not.
  418. * @yields {Object} A result node holding the property, index (if available) and the child node.
  419. */
  420. function* getNodeChildren( node, toJSON = false ) {
  421. for ( const property in node ) {
  422. // Ignore private properties.
  423. if ( property.startsWith( '_' ) === true ) continue;
  424. const object = node[ property ];
  425. if ( Array.isArray( object ) === true ) {
  426. for ( let i = 0; i < object.length; i ++ ) {
  427. const child = object[ i ];
  428. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  429. yield { property, index: i, childNode: child };
  430. }
  431. }
  432. } else if ( object && object.isNode === true ) {
  433. yield { property, childNode: object };
  434. } else if ( typeof object === 'object' ) {
  435. for ( const subProperty in object ) {
  436. const child = object[ subProperty ];
  437. if ( child && ( child.isNode === true || toJSON && typeof child.toJSON === 'function' ) ) {
  438. yield { property, index: subProperty, childNode: child };
  439. }
  440. }
  441. }
  442. }
  443. }
  444. const typeFromLength = /*@__PURE__*/ new Map( [
  445. [ 1, 'float' ],
  446. [ 2, 'vec2' ],
  447. [ 3, 'vec3' ],
  448. [ 4, 'vec4' ],
  449. [ 9, 'mat3' ],
  450. [ 16, 'mat4' ]
  451. ] );
  452. const dataFromObject = /*@__PURE__*/ new WeakMap();
  453. /**
  454. * Returns the data type for the given the length.
  455. *
  456. * @method
  457. * @param {Number} length - The length.
  458. * @return {String} The data type.
  459. */
  460. function getTypeFromLength( length ) {
  461. return typeFromLength.get( length );
  462. }
  463. /**
  464. * Returns the typed array for the given data type.
  465. *
  466. * @method
  467. * @param {String} type - The data type.
  468. * @return {TypedArray} The typed array.
  469. */
  470. function getTypedArrayFromType( type ) {
  471. // Handle component type for vectors and matrices
  472. if ( /[iu]?vec\d/.test( type ) ) {
  473. // Handle int vectors
  474. if ( type.startsWith( 'ivec' ) ) return Int32Array;
  475. // Handle uint vectors
  476. if ( type.startsWith( 'uvec' ) ) return Uint32Array;
  477. // Default to float vectors
  478. return Float32Array;
  479. }
  480. // Handle matrices (always float)
  481. if ( /mat\d/.test( type ) ) return Float32Array;
  482. // Basic types
  483. if ( /float/.test( type ) ) return Float32Array;
  484. if ( /uint/.test( type ) ) return Uint32Array;
  485. if ( /int/.test( type ) ) return Int32Array;
  486. throw new Error( `THREE.NodeUtils: Unsupported type: ${type}` );
  487. }
  488. /**
  489. * Returns the length for the given data type.
  490. *
  491. * @method
  492. * @param {String} type - The data type.
  493. * @return {Number} The length.
  494. */
  495. function getLengthFromType( type ) {
  496. if ( /float|int|uint/.test( type ) ) return 1;
  497. if ( /vec2/.test( type ) ) return 2;
  498. if ( /vec3/.test( type ) ) return 3;
  499. if ( /vec4/.test( type ) ) return 4;
  500. if ( /mat3/.test( type ) ) return 9;
  501. if ( /mat4/.test( type ) ) return 16;
  502. console.error( 'THREE.TSL: Unsupported type:', type );
  503. }
  504. /**
  505. * Returns the data type for the given value.
  506. *
  507. * @method
  508. * @param {Any} value - The value.
  509. * @return {String?} The data type.
  510. */
  511. function getValueType( value ) {
  512. if ( value === undefined || value === null ) return null;
  513. const typeOf = typeof value;
  514. if ( value.isNode === true ) {
  515. return 'node';
  516. } else if ( typeOf === 'number' ) {
  517. return 'float';
  518. } else if ( typeOf === 'boolean' ) {
  519. return 'bool';
  520. } else if ( typeOf === 'string' ) {
  521. return 'string';
  522. } else if ( typeOf === 'function' ) {
  523. return 'shader';
  524. } else if ( value.isVector2 === true ) {
  525. return 'vec2';
  526. } else if ( value.isVector3 === true ) {
  527. return 'vec3';
  528. } else if ( value.isVector4 === true ) {
  529. return 'vec4';
  530. } else if ( value.isMatrix3 === true ) {
  531. return 'mat3';
  532. } else if ( value.isMatrix4 === true ) {
  533. return 'mat4';
  534. } else if ( value.isColor === true ) {
  535. return 'color';
  536. } else if ( value instanceof ArrayBuffer ) {
  537. return 'ArrayBuffer';
  538. }
  539. return null;
  540. }
  541. /**
  542. * Returns the value/object for the given data type and parameters.
  543. *
  544. * @method
  545. * @param {String} type - The given type.
  546. * @param {...Any} params - A parameter list.
  547. * @return {Any} The value/object.
  548. */
  549. function getValueFromType( type, ...params ) {
  550. const last4 = type ? type.slice( - 4 ) : undefined;
  551. if ( params.length === 1 ) { // ensure same behaviour as in NodeBuilder.format()
  552. if ( last4 === 'vec2' ) params = [ params[ 0 ], params[ 0 ] ];
  553. else if ( last4 === 'vec3' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ] ];
  554. else if ( last4 === 'vec4' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ], params[ 0 ] ];
  555. }
  556. if ( type === 'color' ) {
  557. return new Color( ...params );
  558. } else if ( last4 === 'vec2' ) {
  559. return new Vector2( ...params );
  560. } else if ( last4 === 'vec3' ) {
  561. return new Vector3( ...params );
  562. } else if ( last4 === 'vec4' ) {
  563. return new Vector4( ...params );
  564. } else if ( last4 === 'mat3' ) {
  565. return new Matrix3( ...params );
  566. } else if ( last4 === 'mat4' ) {
  567. return new Matrix4( ...params );
  568. } else if ( type === 'bool' ) {
  569. return params[ 0 ] || false;
  570. } else if ( ( type === 'float' ) || ( type === 'int' ) || ( type === 'uint' ) ) {
  571. return params[ 0 ] || 0;
  572. } else if ( type === 'string' ) {
  573. return params[ 0 ] || '';
  574. } else if ( type === 'ArrayBuffer' ) {
  575. return base64ToArrayBuffer( params[ 0 ] );
  576. }
  577. return null;
  578. }
  579. /**
  580. * Gets the object data that can be shared between different rendering steps.
  581. *
  582. * @param {Object} object - The object to get the data for.
  583. * @return {Object} The object data.
  584. */
  585. function getDataFromObject( object ) {
  586. let data = dataFromObject.get( object );
  587. if ( data === undefined ) {
  588. data = {};
  589. dataFromObject.set( object, data );
  590. }
  591. return data;
  592. }
  593. /**
  594. * Converts the given array buffer to a Base64 string.
  595. *
  596. * @method
  597. * @param {ArrayBuffer} arrayBuffer - The array buffer.
  598. * @return {String} The Base64 string.
  599. */
  600. function arrayBufferToBase64( arrayBuffer ) {
  601. let chars = '';
  602. const array = new Uint8Array( arrayBuffer );
  603. for ( let i = 0; i < array.length; i ++ ) {
  604. chars += String.fromCharCode( array[ i ] );
  605. }
  606. return btoa( chars );
  607. }
  608. /**
  609. * Converts the given Base64 string to an array buffer.
  610. *
  611. * @method
  612. * @param {String} base64 - The Base64 string.
  613. * @return {ArrayBuffer} The array buffer.
  614. */
  615. function base64ToArrayBuffer( base64 ) {
  616. return Uint8Array.from( atob( base64 ), c => c.charCodeAt( 0 ) ).buffer;
  617. }
  618. var NodeUtils = /*#__PURE__*/Object.freeze({
  619. __proto__: null,
  620. arrayBufferToBase64: arrayBufferToBase64,
  621. base64ToArrayBuffer: base64ToArrayBuffer,
  622. getCacheKey: getCacheKey$1,
  623. getDataFromObject: getDataFromObject,
  624. getLengthFromType: getLengthFromType,
  625. getNodeChildren: getNodeChildren,
  626. getTypeFromLength: getTypeFromLength,
  627. getTypedArrayFromType: getTypedArrayFromType,
  628. getValueFromType: getValueFromType,
  629. getValueType: getValueType,
  630. hash: hash$1,
  631. hashArray: hashArray,
  632. hashString: hashString
  633. });
  634. /** @module NodeConstants **/
  635. /**
  636. * Possible shader stages.
  637. *
  638. * @property {string} VERTEX The vertex shader stage.
  639. * @property {string} FRAGMENT The fragment shader stage.
  640. */
  641. const NodeShaderStage = {
  642. VERTEX: 'vertex',
  643. FRAGMENT: 'fragment'
  644. };
  645. /**
  646. * Update types of a node.
  647. *
  648. * @property {string} NONE The update method is not executed.
  649. * @property {string} FRAME The update method is executed per frame.
  650. * @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.
  651. * @property {string} OBJECT The update method is executed per {@link Object3D} that uses the node for rendering.
  652. */
  653. const NodeUpdateType = {
  654. NONE: 'none',
  655. FRAME: 'frame',
  656. RENDER: 'render',
  657. OBJECT: 'object'
  658. };
  659. /**
  660. * Data types of a node.
  661. *
  662. * @property {string} BOOLEAN Boolean type.
  663. * @property {string} INTEGER Integer type.
  664. * @property {string} FLOAT Float type.
  665. * @property {string} VECTOR2 Two-dimensional vector type.
  666. * @property {string} VECTOR3 Three-dimensional vector type.
  667. * @property {string} VECTOR4 Four-dimensional vector type.
  668. * @property {string} MATRIX2 2x2 matrix type.
  669. * @property {string} MATRIX3 3x3 matrix type.
  670. * @property {string} MATRIX4 4x4 matrix type.
  671. */
  672. const NodeType = {
  673. BOOLEAN: 'bool',
  674. INTEGER: 'int',
  675. FLOAT: 'float',
  676. VECTOR2: 'vec2',
  677. VECTOR3: 'vec3',
  678. VECTOR4: 'vec4',
  679. MATRIX2: 'mat2',
  680. MATRIX3: 'mat3',
  681. MATRIX4: 'mat4'
  682. };
  683. /**
  684. * Access types of a node. These are relevant for compute and storage usage.
  685. *
  686. * @property {string} READ_ONLY Read-only access
  687. * @property {string} WRITE_ONLY Write-only access.
  688. * @property {string} READ_WRITE Read and write access.
  689. */
  690. const NodeAccess = {
  691. READ_ONLY: 'readOnly',
  692. WRITE_ONLY: 'writeOnly',
  693. READ_WRITE: 'readWrite',
  694. };
  695. const defaultShaderStages = [ 'fragment', 'vertex' ];
  696. const defaultBuildStages = [ 'setup', 'analyze', 'generate' ];
  697. const shaderStages = [ ...defaultShaderStages, 'compute' ];
  698. const vectorComponents = [ 'x', 'y', 'z', 'w' ];
  699. let _nodeId = 0;
  700. /**
  701. * Base class for all nodes.
  702. *
  703. * @augments EventDispatcher
  704. */
  705. class Node extends EventDispatcher {
  706. static get type() {
  707. return 'Node';
  708. }
  709. /**
  710. * Constructs a new node.
  711. *
  712. * @param {String?} nodeType - The node type.
  713. */
  714. constructor( nodeType = null ) {
  715. super();
  716. /**
  717. * The node type. This represents the result type of the node (e.g. `float` or `vec3`).
  718. *
  719. * @type {String?}
  720. * @default null
  721. */
  722. this.nodeType = nodeType;
  723. /**
  724. * The update type of the node's {@link Node#update} method. Possible values are listed in {@link NodeUpdateType}.
  725. *
  726. * @type {String}
  727. * @default 'none'
  728. */
  729. this.updateType = NodeUpdateType.NONE;
  730. /**
  731. * The update type of the node's {@link Node#updateBefore} method. Possible values are listed in {@link NodeUpdateType}.
  732. *
  733. * @type {String}
  734. * @default 'none'
  735. */
  736. this.updateBeforeType = NodeUpdateType.NONE;
  737. /**
  738. * The update type of the node's {@link Node#updateAfter} method. Possible values are listed in {@link NodeUpdateType}.
  739. *
  740. * @type {String}
  741. * @default 'none'
  742. */
  743. this.updateAfterType = NodeUpdateType.NONE;
  744. /**
  745. * The UUID of the node.
  746. *
  747. * @type {String}
  748. * @readonly
  749. */
  750. this.uuid = MathUtils.generateUUID();
  751. /**
  752. * The version of the node. The version automatically is increased when {@link Node#needsUpdate} is set to `true`.
  753. *
  754. * @type {Number}
  755. * @readonly
  756. * @default 0
  757. */
  758. this.version = 0;
  759. /**
  760. * Whether this node is global or not. This property is relevant for the internal
  761. * node caching system. All nodes which should be declared just once should
  762. * set this flag to `true` (a typical example is {@link AttributeNode}).
  763. *
  764. * @type {Boolean}
  765. * @default false
  766. */
  767. this.global = false;
  768. /**
  769. * This flag can be used for type testing.
  770. *
  771. * @type {Boolean}
  772. * @readonly
  773. * @default true
  774. */
  775. this.isNode = true;
  776. // private
  777. /**
  778. * The cache key of this node.
  779. *
  780. * @private
  781. * @type {Number?}
  782. * @default null
  783. */
  784. this._cacheKey = null;
  785. /**
  786. * The cache key 's version.
  787. *
  788. * @private
  789. * @type {Number}
  790. * @default 0
  791. */
  792. this._cacheKeyVersion = 0;
  793. Object.defineProperty( this, 'id', { value: _nodeId ++ } );
  794. }
  795. /**
  796. * Set this property to `true` when the node should be regenerated.
  797. *
  798. * @type {Boolean}
  799. * @default false
  800. * @param {boolean} value
  801. */
  802. set needsUpdate( value ) {
  803. if ( value === true ) {
  804. this.version ++;
  805. }
  806. }
  807. /**
  808. * The type of the class. The value is usually the constructor name.
  809. *
  810. * @type {String}
  811. * @readonly
  812. */
  813. get type() {
  814. return this.constructor.type;
  815. }
  816. /**
  817. * Convenient method for defining {@link Node#update}.
  818. *
  819. * @param {Function} callback - The update method.
  820. * @param {String} updateType - The update type.
  821. * @return {Node} A reference to this node.
  822. */
  823. onUpdate( callback, updateType ) {
  824. this.updateType = updateType;
  825. this.update = callback.bind( this.getSelf() );
  826. return this;
  827. }
  828. /**
  829. * Convenient method for defining {@link Node#update}. Similar to {@link Node#onUpdate}, but
  830. * this method automatically sets the update type to `FRAME`.
  831. *
  832. * @param {Function} callback - The update method.
  833. * @return {Node} A reference to this node.
  834. */
  835. onFrameUpdate( callback ) {
  836. return this.onUpdate( callback, NodeUpdateType.FRAME );
  837. }
  838. /**
  839. * Convenient method for defining {@link Node#update}. Similar to {@link Node#onUpdate}, but
  840. * this method automatically sets the update type to `RENDER`.
  841. *
  842. * @param {Function} callback - The update method.
  843. * @return {Node} A reference to this node.
  844. */
  845. onRenderUpdate( callback ) {
  846. return this.onUpdate( callback, NodeUpdateType.RENDER );
  847. }
  848. /**
  849. * Convenient method for defining {@link Node#update}. Similar to {@link Node#onUpdate}, but
  850. * this method automatically sets the update type to `OBJECT`.
  851. *
  852. * @param {Function} callback - The update method.
  853. * @return {Node} A reference to this node.
  854. */
  855. onObjectUpdate( callback ) {
  856. return this.onUpdate( callback, NodeUpdateType.OBJECT );
  857. }
  858. /**
  859. * Convenient method for defining {@link Node#updateReference}.
  860. *
  861. * @param {Function} callback - The update method.
  862. * @return {Node} A reference to this node.
  863. */
  864. onReference( callback ) {
  865. this.updateReference = callback.bind( this.getSelf() );
  866. return this;
  867. }
  868. /**
  869. * The `this` reference might point to a Proxy so this method can be used
  870. * to get the reference to the actual node instance.
  871. *
  872. * @return {Node} A reference to the node.
  873. */
  874. getSelf() {
  875. // Returns non-node object.
  876. return this.self || this;
  877. }
  878. /**
  879. * Nodes might refer to other objects like materials. This method allows to dynamically update the reference
  880. * to such objects based on a given state (e.g. the current node frame or builder).
  881. *
  882. * @param {Any} state - This method can be invocated in different contexts so `state` can refer to any object type.
  883. * @return {Any} The updated reference.
  884. */
  885. updateReference( /*state*/ ) {
  886. return this;
  887. }
  888. /**
  889. * By default this method returns the value of the {@link Node#global} flag. This method
  890. * can be overwritten in derived classes if an analytical way is required to determine the
  891. * global status.
  892. *
  893. * @param {NodeBuilder} builder - The current node builder.
  894. * @return {Boolean} Whether this node is global or not.
  895. */
  896. isGlobal( /*builder*/ ) {
  897. return this.global;
  898. }
  899. /**
  900. * Generator function that can be used to iterate over the child nodes.
  901. *
  902. * @generator
  903. * @yields {Node} A child node.
  904. */
  905. * getChildren() {
  906. for ( const { childNode } of getNodeChildren( this ) ) {
  907. yield childNode;
  908. }
  909. }
  910. /**
  911. * Calling this method dispatches the `dispose` event. This event can be used
  912. * to register event listeners for clean up tasks.
  913. */
  914. dispose() {
  915. this.dispatchEvent( { type: 'dispose' } );
  916. }
  917. /**
  918. * Callback for {@link Node#traverse}.
  919. *
  920. * @callback traverseCallback
  921. * @param {Node} node - The current node.
  922. */
  923. /**
  924. * Can be used to traverse through the node's hierarchy.
  925. *
  926. * @param {traverseCallback} callback - A callback that is executed per node.
  927. */
  928. traverse( callback ) {
  929. callback( this );
  930. for ( const childNode of this.getChildren() ) {
  931. childNode.traverse( callback );
  932. }
  933. }
  934. /**
  935. * Returns the cache key for this node.
  936. *
  937. * @param {Boolean} [force=false] - When set to `true`, a recomputation of the cache key is forced.
  938. * @return {Number} The cache key of the node.
  939. */
  940. getCacheKey( force = false ) {
  941. force = force || this.version !== this._cacheKeyVersion;
  942. if ( force === true || this._cacheKey === null ) {
  943. this._cacheKey = hash$1( getCacheKey$1( this, force ), this.customCacheKey() );
  944. this._cacheKeyVersion = this.version;
  945. }
  946. return this._cacheKey;
  947. }
  948. /**
  949. * Generate a custom cache key for this node.
  950. *
  951. * @return {Number} The cache key of the node.
  952. */
  953. customCacheKey() {
  954. return 0;
  955. }
  956. /**
  957. * Returns the references to this node which is by default `this`.
  958. *
  959. * @return {Node} A reference to this node.
  960. */
  961. getScope() {
  962. return this;
  963. }
  964. /**
  965. * Returns the hash of the node which is used to identify the node. By default it's
  966. * the {@link Node#uuid} however derived node classes might have to overwrite this method
  967. * depending on their implementation.
  968. *
  969. * @param {NodeBuilder} builder - The current node builder.
  970. * @return {String} The hash.
  971. */
  972. getHash( /*builder*/ ) {
  973. return this.uuid;
  974. }
  975. /**
  976. * Returns the update type of {@link Node#update}.
  977. *
  978. * @return {NodeUpdateType} The update type.
  979. */
  980. getUpdateType() {
  981. return this.updateType;
  982. }
  983. /**
  984. * Returns the update type of {@link Node#updateBefore}.
  985. *
  986. * @return {NodeUpdateType} The update type.
  987. */
  988. getUpdateBeforeType() {
  989. return this.updateBeforeType;
  990. }
  991. /**
  992. * Returns the update type of {@link Node#updateAfter}.
  993. *
  994. * @return {NodeUpdateType} The update type.
  995. */
  996. getUpdateAfterType() {
  997. return this.updateAfterType;
  998. }
  999. /**
  1000. * Certain types are composed of multiple elements. For example a `vec3`
  1001. * is composed of three `float` values. This method returns the type of
  1002. * these elements.
  1003. *
  1004. * @param {NodeBuilder} builder - The current node builder.
  1005. * @return {String} The type of the node.
  1006. */
  1007. getElementType( builder ) {
  1008. const type = this.getNodeType( builder );
  1009. const elementType = builder.getElementType( type );
  1010. return elementType;
  1011. }
  1012. /**
  1013. * Returns the node's type.
  1014. *
  1015. * @param {NodeBuilder} builder - The current node builder.
  1016. * @return {String} The type of the node.
  1017. */
  1018. getNodeType( builder ) {
  1019. const nodeProperties = builder.getNodeProperties( this );
  1020. if ( nodeProperties.outputNode ) {
  1021. return nodeProperties.outputNode.getNodeType( builder );
  1022. }
  1023. return this.nodeType;
  1024. }
  1025. /**
  1026. * This method is used during the build process of a node and ensures
  1027. * equal nodes are not built multiple times but just once. For example if
  1028. * `attribute( 'uv' )` is used multiple times by the user, the build
  1029. * process makes sure to process just the first node.
  1030. *
  1031. * @param {NodeBuilder} builder - The current node builder.
  1032. * @return {Node} The shared node if possible. Otherwise `this` is returned.
  1033. */
  1034. getShared( builder ) {
  1035. const hash = this.getHash( builder );
  1036. const nodeFromHash = builder.getNodeFromHash( hash );
  1037. return nodeFromHash || this;
  1038. }
  1039. /**
  1040. * Represents the setup stage which is the first step of the build process, see {@link Node#build} method.
  1041. * This method is often overwritten in derived modules to prepare the node which is used as the output/result.
  1042. * The output node must be returned in the `return` statement.
  1043. *
  1044. * @param {NodeBuilder} builder - The current node builder.
  1045. * @return {Node?} The output node.
  1046. */
  1047. setup( builder ) {
  1048. const nodeProperties = builder.getNodeProperties( this );
  1049. let index = 0;
  1050. for ( const childNode of this.getChildren() ) {
  1051. nodeProperties[ 'node' + index ++ ] = childNode;
  1052. }
  1053. // return a outputNode if exists or null
  1054. return nodeProperties.outputNode || null;
  1055. }
  1056. /**
  1057. * Represents the analyze stage which is the second step of the build process, see {@link Node#build} method.
  1058. * This stage analyzes the node hierarchy and ensures descendent nodes are built.
  1059. *
  1060. * @param {NodeBuilder} builder - The current node builder.
  1061. */
  1062. analyze( builder ) {
  1063. const usageCount = builder.increaseUsage( this );
  1064. if ( usageCount === 1 ) {
  1065. // node flow children
  1066. const nodeProperties = builder.getNodeProperties( this );
  1067. for ( const childNode of Object.values( nodeProperties ) ) {
  1068. if ( childNode && childNode.isNode === true ) {
  1069. childNode.build( builder );
  1070. }
  1071. }
  1072. }
  1073. }
  1074. /**
  1075. * Represents the generate stage which is the third step of the build process, see {@link Node#build} method.
  1076. * This state builds the output node and returns the resulting shader string.
  1077. *
  1078. * @param {NodeBuilder} builder - The current node builder.
  1079. * @param {String?} output - Can be used to define the output type.
  1080. * @return {String?} The generated shader string.
  1081. */
  1082. generate( builder, output ) {
  1083. const { outputNode } = builder.getNodeProperties( this );
  1084. if ( outputNode && outputNode.isNode === true ) {
  1085. return outputNode.build( builder, output );
  1086. }
  1087. }
  1088. /**
  1089. * The method can be implemented to update the node's internal state before it is used to render an object.
  1090. * The {@link Node#updateBeforeType} property defines how often the update is executed.
  1091. *
  1092. * @abstract
  1093. * @param {NodeFrame} frame - A reference to the current node frame.
  1094. * @return {Boolean?} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
  1095. */
  1096. updateBefore( /*frame*/ ) {
  1097. console.warn( 'Abstract function.' );
  1098. }
  1099. /**
  1100. * The method can be implemented to update the node's internal state after it was used to render an object.
  1101. * The {@link Node#updateAfterType} property defines how often the update is executed.
  1102. *
  1103. * @abstract
  1104. * @param {NodeFrame} frame - A reference to the current node frame.
  1105. * @return {Boolean?} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
  1106. */
  1107. updateAfter( /*frame*/ ) {
  1108. console.warn( 'Abstract function.' );
  1109. }
  1110. /**
  1111. * The method can be implemented to update the node's internal state when it is used to render an object.
  1112. * The {@link Node#updateType} property defines how often the update is executed.
  1113. *
  1114. * @abstract
  1115. * @param {NodeFrame} frame - A reference to the current node frame.
  1116. * @return {Boolean?} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
  1117. */
  1118. update( /*frame*/ ) {
  1119. console.warn( 'Abstract function.' );
  1120. }
  1121. /**
  1122. * This method performs the build of a node. The behavior of this method as well as its return value depend
  1123. * on the current build stage (setup, analyze or generate).
  1124. *
  1125. * @param {NodeBuilder} builder - The current node builder.
  1126. * @param {String?} output - Can be used to define the output type.
  1127. * @return {String?} When this method is executed in the setup or analyze stage, `null` is returned. In the generate stage, the generated shader string.
  1128. */
  1129. build( builder, output = null ) {
  1130. const refNode = this.getShared( builder );
  1131. if ( this !== refNode ) {
  1132. return refNode.build( builder, output );
  1133. }
  1134. builder.addNode( this );
  1135. builder.addChain( this );
  1136. /* Build stages expected results:
  1137. - "setup" -> Node
  1138. - "analyze" -> null
  1139. - "generate" -> String
  1140. */
  1141. let result = null;
  1142. const buildStage = builder.getBuildStage();
  1143. if ( buildStage === 'setup' ) {
  1144. this.updateReference( builder );
  1145. const properties = builder.getNodeProperties( this );
  1146. if ( properties.initialized !== true ) {
  1147. //const stackNodesBeforeSetup = builder.stack.nodes.length;
  1148. properties.initialized = true;
  1149. const outputNode = this.setup( builder ); // return a node or null
  1150. const isNodeOutput = outputNode && outputNode.isNode === true;
  1151. /*if ( isNodeOutput && builder.stack.nodes.length !== stackNodesBeforeSetup ) {
  1152. // !! no outputNode !!
  1153. //outputNode = builder.stack;
  1154. }*/
  1155. for ( const childNode of Object.values( properties ) ) {
  1156. if ( childNode && childNode.isNode === true ) {
  1157. childNode.build( builder );
  1158. }
  1159. }
  1160. if ( isNodeOutput ) {
  1161. outputNode.build( builder );
  1162. }
  1163. properties.outputNode = outputNode;
  1164. }
  1165. } else if ( buildStage === 'analyze' ) {
  1166. this.analyze( builder );
  1167. } else if ( buildStage === 'generate' ) {
  1168. const isGenerateOnce = this.generate.length === 1;
  1169. if ( isGenerateOnce ) {
  1170. const type = this.getNodeType( builder );
  1171. const nodeData = builder.getDataFromNode( this );
  1172. result = nodeData.snippet;
  1173. if ( result === undefined ) {
  1174. result = this.generate( builder ) || '';
  1175. nodeData.snippet = result;
  1176. } else if ( nodeData.flowCodes !== undefined && builder.context.nodeBlock !== undefined ) {
  1177. builder.addFlowCodeHierarchy( this, builder.context.nodeBlock );
  1178. }
  1179. result = builder.format( result, type, output );
  1180. } else {
  1181. result = this.generate( builder, output ) || '';
  1182. }
  1183. }
  1184. builder.removeChain( this );
  1185. builder.addSequentialNode( this );
  1186. return result;
  1187. }
  1188. /**
  1189. * Returns the child nodes as a JSON object.
  1190. *
  1191. * @return {Object} The serialized child objects as JSON.
  1192. */
  1193. getSerializeChildren() {
  1194. return getNodeChildren( this );
  1195. }
  1196. /**
  1197. * Serializes the node to JSON.
  1198. *
  1199. * @param {Object} json - The output JSON object.
  1200. */
  1201. serialize( json ) {
  1202. const nodeChildren = this.getSerializeChildren();
  1203. const inputNodes = {};
  1204. for ( const { property, index, childNode } of nodeChildren ) {
  1205. if ( index !== undefined ) {
  1206. if ( inputNodes[ property ] === undefined ) {
  1207. inputNodes[ property ] = Number.isInteger( index ) ? [] : {};
  1208. }
  1209. inputNodes[ property ][ index ] = childNode.toJSON( json.meta ).uuid;
  1210. } else {
  1211. inputNodes[ property ] = childNode.toJSON( json.meta ).uuid;
  1212. }
  1213. }
  1214. if ( Object.keys( inputNodes ).length > 0 ) {
  1215. json.inputNodes = inputNodes;
  1216. }
  1217. }
  1218. /**
  1219. * Deserializes the node from the given JSON.
  1220. *
  1221. * @param {Object} json - The JSON object.
  1222. */
  1223. deserialize( json ) {
  1224. if ( json.inputNodes !== undefined ) {
  1225. const nodes = json.meta.nodes;
  1226. for ( const property in json.inputNodes ) {
  1227. if ( Array.isArray( json.inputNodes[ property ] ) ) {
  1228. const inputArray = [];
  1229. for ( const uuid of json.inputNodes[ property ] ) {
  1230. inputArray.push( nodes[ uuid ] );
  1231. }
  1232. this[ property ] = inputArray;
  1233. } else if ( typeof json.inputNodes[ property ] === 'object' ) {
  1234. const inputObject = {};
  1235. for ( const subProperty in json.inputNodes[ property ] ) {
  1236. const uuid = json.inputNodes[ property ][ subProperty ];
  1237. inputObject[ subProperty ] = nodes[ uuid ];
  1238. }
  1239. this[ property ] = inputObject;
  1240. } else {
  1241. const uuid = json.inputNodes[ property ];
  1242. this[ property ] = nodes[ uuid ];
  1243. }
  1244. }
  1245. }
  1246. }
  1247. /**
  1248. * Serializes the node into the three.js JSON Object/Scene format.
  1249. *
  1250. * @param {Object?} meta - An optional JSON object that already holds serialized data from other scene objects.
  1251. * @return {Object} The serialized node.
  1252. */
  1253. toJSON( meta ) {
  1254. const { uuid, type } = this;
  1255. const isRoot = ( meta === undefined || typeof meta === 'string' );
  1256. if ( isRoot ) {
  1257. meta = {
  1258. textures: {},
  1259. images: {},
  1260. nodes: {}
  1261. };
  1262. }
  1263. // serialize
  1264. let data = meta.nodes[ uuid ];
  1265. if ( data === undefined ) {
  1266. data = {
  1267. uuid,
  1268. type,
  1269. meta,
  1270. metadata: {
  1271. version: 4.6,
  1272. type: 'Node',
  1273. generator: 'Node.toJSON'
  1274. }
  1275. };
  1276. if ( isRoot !== true ) meta.nodes[ data.uuid ] = data;
  1277. this.serialize( data );
  1278. delete data.meta;
  1279. }
  1280. // TODO: Copied from Object3D.toJSON
  1281. function extractFromCache( cache ) {
  1282. const values = [];
  1283. for ( const key in cache ) {
  1284. const data = cache[ key ];
  1285. delete data.metadata;
  1286. values.push( data );
  1287. }
  1288. return values;
  1289. }
  1290. if ( isRoot ) {
  1291. const textures = extractFromCache( meta.textures );
  1292. const images = extractFromCache( meta.images );
  1293. const nodes = extractFromCache( meta.nodes );
  1294. if ( textures.length > 0 ) data.textures = textures;
  1295. if ( images.length > 0 ) data.images = images;
  1296. if ( nodes.length > 0 ) data.nodes = nodes;
  1297. }
  1298. return data;
  1299. }
  1300. }
  1301. /**
  1302. * Base class for representing element access on an array-like
  1303. * node data structures.
  1304. *
  1305. * @augments Node
  1306. */
  1307. class ArrayElementNode extends Node { // @TODO: If extending from TempNode it breaks webgpu_compute
  1308. static get type() {
  1309. return 'ArrayElementNode';
  1310. }
  1311. /**
  1312. * Constructs an array element node.
  1313. *
  1314. * @param {Node} node - The array-like node.
  1315. * @param {Node} indexNode - The index node that defines the element access.
  1316. */
  1317. constructor( node, indexNode ) {
  1318. super();
  1319. /**
  1320. * The array-like node.
  1321. *
  1322. * @type {Node}
  1323. */
  1324. this.node = node;
  1325. /**
  1326. * The index node that defines the element access.
  1327. *
  1328. * @type {Node}
  1329. */
  1330. this.indexNode = indexNode;
  1331. /**
  1332. * This flag can be used for type testing.
  1333. *
  1334. * @type {Boolean}
  1335. * @readonly
  1336. * @default true
  1337. */
  1338. this.isArrayElementNode = true;
  1339. }
  1340. /**
  1341. * This method is overwritten since the node type is inferred from the array-like node.
  1342. *
  1343. * @param {NodeBuilder} builder - The current node builder.
  1344. * @return {String} The node type.
  1345. */
  1346. getNodeType( builder ) {
  1347. return this.node.getElementType( builder );
  1348. }
  1349. generate( builder ) {
  1350. const nodeSnippet = this.node.build( builder );
  1351. const indexSnippet = this.indexNode.build( builder, 'uint' );
  1352. return `${nodeSnippet}[ ${indexSnippet} ]`;
  1353. }
  1354. }
  1355. /**
  1356. * This module is part of the TSL core and usually not used in app level code.
  1357. * It represents a convert operation during the shader generation process
  1358. * meaning it converts the data type of a node to a target data type.
  1359. *
  1360. * @augments Node
  1361. */
  1362. class ConvertNode extends Node {
  1363. static get type() {
  1364. return 'ConvertNode';
  1365. }
  1366. /**
  1367. * Constructs a new convert node.
  1368. *
  1369. * @param {Node} node - The node which type should be converted.
  1370. * @param {String} convertTo - The target node type. Multiple types can be defined by separating them with a `|` sign.
  1371. */
  1372. constructor( node, convertTo ) {
  1373. super();
  1374. /**
  1375. * The node which type should be converted.
  1376. *
  1377. * @type {Node}
  1378. */
  1379. this.node = node;
  1380. /**
  1381. * The target node type. Multiple types can be defined by separating them with a `|` sign.
  1382. *
  1383. * @type {String}
  1384. */
  1385. this.convertTo = convertTo;
  1386. }
  1387. /**
  1388. * This method is overwritten since the implementation tries to infer the best
  1389. * matching type from the {@link ConvertNode#convertTo} property.
  1390. *
  1391. * @param {NodeBuilder} builder - The current node builder.
  1392. * @return {String} The node type.
  1393. */
  1394. getNodeType( builder ) {
  1395. const requestType = this.node.getNodeType( builder );
  1396. let convertTo = null;
  1397. for ( const overloadingType of this.convertTo.split( '|' ) ) {
  1398. if ( convertTo === null || builder.getTypeLength( requestType ) === builder.getTypeLength( overloadingType ) ) {
  1399. convertTo = overloadingType;
  1400. }
  1401. }
  1402. return convertTo;
  1403. }
  1404. serialize( data ) {
  1405. super.serialize( data );
  1406. data.convertTo = this.convertTo;
  1407. }
  1408. deserialize( data ) {
  1409. super.deserialize( data );
  1410. this.convertTo = data.convertTo;
  1411. }
  1412. generate( builder, output ) {
  1413. const node = this.node;
  1414. const type = this.getNodeType( builder );
  1415. const snippet = node.build( builder, type );
  1416. return builder.format( snippet, type, output );
  1417. }
  1418. }
  1419. /**
  1420. * This module uses cache management to create temporary variables
  1421. * if the node is used more than once to prevent duplicate calculations.
  1422. *
  1423. * The class acts as a base class for many other nodes types.
  1424. *
  1425. * @augments Node
  1426. */
  1427. class TempNode extends Node {
  1428. static get type() {
  1429. return 'TempNode';
  1430. }
  1431. /**
  1432. * Constructs a temp node.
  1433. *
  1434. * @param {String?} nodeType - The node type.
  1435. */
  1436. constructor( nodeType = null ) {
  1437. super( nodeType );
  1438. /**
  1439. * This flag can be used for type testing.
  1440. *
  1441. * @type {Boolean}
  1442. * @readonly
  1443. * @default true
  1444. */
  1445. this.isTempNode = true;
  1446. }
  1447. /**
  1448. * Whether this node is used more than once in context of other nodes.
  1449. *
  1450. * @param {NodeBuilder} builder - The node builder.
  1451. * @return {Boolean} A flag that indicates if there is more than one dependency to other nodes.
  1452. */
  1453. hasDependencies( builder ) {
  1454. return builder.getDataFromNode( this ).usageCount > 1;
  1455. }
  1456. build( builder, output ) {
  1457. const buildStage = builder.getBuildStage();
  1458. if ( buildStage === 'generate' ) {
  1459. const type = builder.getVectorType( this.getNodeType( builder, output ) );
  1460. const nodeData = builder.getDataFromNode( this );
  1461. if ( nodeData.propertyName !== undefined ) {
  1462. return builder.format( nodeData.propertyName, type, output );
  1463. } else if ( type !== 'void' && output !== 'void' && this.hasDependencies( builder ) ) {
  1464. const snippet = super.build( builder, type );
  1465. const nodeVar = builder.getVarFromNode( this, null, type );
  1466. const propertyName = builder.getPropertyName( nodeVar );
  1467. builder.addLineFlowCode( `${propertyName} = ${snippet}`, this );
  1468. nodeData.snippet = snippet;
  1469. nodeData.propertyName = propertyName;
  1470. return builder.format( nodeData.propertyName, type, output );
  1471. }
  1472. }
  1473. return super.build( builder, output );
  1474. }
  1475. }
  1476. /**
  1477. * This module is part of the TSL core and usually not used in app level code.
  1478. * It represents a join operation during the shader generation process.
  1479. * For example in can compose/join two single floats into a `vec2` type.
  1480. *
  1481. * @augments TempNode
  1482. */
  1483. class JoinNode extends TempNode {
  1484. static get type() {
  1485. return 'JoinNode';
  1486. }
  1487. /**
  1488. * Constructs a new join node.
  1489. *
  1490. * @param {Array<Node>} nodes - An array of nodes that should be joined.
  1491. * @param {String?} [nodeType=null] - The node type.
  1492. */
  1493. constructor( nodes = [], nodeType = null ) {
  1494. super( nodeType );
  1495. /**
  1496. * An array of nodes that should be joined.
  1497. *
  1498. * @type {Array<Node>}
  1499. */
  1500. this.nodes = nodes;
  1501. }
  1502. /**
  1503. * This method is overwritten since the node type must be inferred from the
  1504. * joined data length if not explicitly defined.
  1505. *
  1506. * @param {NodeBuilder} builder - The current node builder.
  1507. * @return {String} The node type.
  1508. */
  1509. getNodeType( builder ) {
  1510. if ( this.nodeType !== null ) {
  1511. return builder.getVectorType( this.nodeType );
  1512. }
  1513. return builder.getTypeFromLength( this.nodes.reduce( ( count, cur ) => count + builder.getTypeLength( cur.getNodeType( builder ) ), 0 ) );
  1514. }
  1515. generate( builder, output ) {
  1516. const type = this.getNodeType( builder );
  1517. const nodes = this.nodes;
  1518. const primitiveType = builder.getComponentType( type );
  1519. const snippetValues = [];
  1520. for ( const input of nodes ) {
  1521. let inputSnippet = input.build( builder );
  1522. const inputPrimitiveType = builder.getComponentType( input.getNodeType( builder ) );
  1523. if ( inputPrimitiveType !== primitiveType ) {
  1524. inputSnippet = builder.format( inputSnippet, inputPrimitiveType, primitiveType );
  1525. }
  1526. snippetValues.push( inputSnippet );
  1527. }
  1528. const snippet = `${ builder.getType( type ) }( ${ snippetValues.join( ', ' ) } )`;
  1529. return builder.format( snippet, type, output );
  1530. }
  1531. }
  1532. const _stringVectorComponents = vectorComponents.join( '' );
  1533. /**
  1534. * This module is part of the TSL core and usually not used in app level code.
  1535. * `SplitNode` represents a property access operation which means it is
  1536. * used to implement any `.xyzw`, `.rgba` and `stpq` usage on node objects.
  1537. * For example:
  1538. * ```js
  1539. * const redValue = color.r;
  1540. * ```
  1541. *
  1542. * @augments Node
  1543. */
  1544. class SplitNode extends Node {
  1545. static get type() {
  1546. return 'SplitNode';
  1547. }
  1548. /**
  1549. * Constructs a new split node.
  1550. *
  1551. * @param {Node} node - The node that should be accessed.
  1552. * @param {String} [components='x'] - The components that should be accessed.
  1553. */
  1554. constructor( node, components = 'x' ) {
  1555. super();
  1556. /**
  1557. * The node that should be accessed.
  1558. *
  1559. * @type {Node}
  1560. */
  1561. this.node = node;
  1562. /**
  1563. * The components that should be accessed.
  1564. *
  1565. * @type {string}
  1566. */
  1567. this.components = components;
  1568. /**
  1569. * This flag can be used for type testing.
  1570. *
  1571. * @type {Boolean}
  1572. * @readonly
  1573. * @default true
  1574. */
  1575. this.isSplitNode = true;
  1576. }
  1577. /**
  1578. * Returns the vector length which is computed based on the requested components.
  1579. *
  1580. * @return {Number} The vector length.
  1581. */
  1582. getVectorLength() {
  1583. let vectorLength = this.components.length;
  1584. for ( const c of this.components ) {
  1585. vectorLength = Math.max( vectorComponents.indexOf( c ) + 1, vectorLength );
  1586. }
  1587. return vectorLength;
  1588. }
  1589. /**
  1590. * Returns the component type of the node's type.
  1591. *
  1592. * @param {NodeBuilder} builder - The current node builder.
  1593. * @return {String} The component type.
  1594. */
  1595. getComponentType( builder ) {
  1596. return builder.getComponentType( this.node.getNodeType( builder ) );
  1597. }
  1598. /**
  1599. * This method is overwritten since the node type is inferred from requested components.
  1600. *
  1601. * @param {NodeBuilder} builder - The current node builder.
  1602. * @return {String} The node type.
  1603. */
  1604. getNodeType( builder ) {
  1605. return builder.getTypeFromLength( this.components.length, this.getComponentType( builder ) );
  1606. }
  1607. generate( builder, output ) {
  1608. const node = this.node;
  1609. const nodeTypeLength = builder.getTypeLength( node.getNodeType( builder ) );
  1610. let snippet = null;
  1611. if ( nodeTypeLength > 1 ) {
  1612. let type = null;
  1613. const componentsLength = this.getVectorLength();
  1614. if ( componentsLength >= nodeTypeLength ) {
  1615. // needed expand the input node
  1616. type = builder.getTypeFromLength( this.getVectorLength(), this.getComponentType( builder ) );
  1617. }
  1618. const nodeSnippet = node.build( builder, type );
  1619. if ( this.components.length === nodeTypeLength && this.components === _stringVectorComponents.slice( 0, this.components.length ) ) {
  1620. // unnecessary swizzle
  1621. snippet = builder.format( nodeSnippet, type, output );
  1622. } else {
  1623. snippet = builder.format( `${nodeSnippet}.${this.components}`, this.getNodeType( builder ), output );
  1624. }
  1625. } else {
  1626. // ignore .components if .node returns float/integer
  1627. snippet = node.build( builder, output );
  1628. }
  1629. return snippet;
  1630. }
  1631. serialize( data ) {
  1632. super.serialize( data );
  1633. data.components = this.components;
  1634. }
  1635. deserialize( data ) {
  1636. super.deserialize( data );
  1637. this.components = data.components;
  1638. }
  1639. }
  1640. /**
  1641. * This module is part of the TSL core and usually not used in app level code.
  1642. * `SetNode` represents a set operation which means it is used to implement any
  1643. * `setXYZW()`, `setRGBA()` and `setSTPQ()` method invocations on node objects.
  1644. * For example:
  1645. * ```js
  1646. * materialLine.colorNode = color( 0, 0, 0 ).setR( float( 1 ) );
  1647. * ```
  1648. *
  1649. * @augments TempNode
  1650. */
  1651. class SetNode extends TempNode {
  1652. static get type() {
  1653. return 'SetNode';
  1654. }
  1655. /**
  1656. * Constructs a new set node.
  1657. *
  1658. * @param {Node} sourceNode - The node that should be updated.
  1659. * @param {String} components - The components that should be updated.
  1660. * @param {Node} targetNode - The value node.
  1661. */
  1662. constructor( sourceNode, components, targetNode ) {
  1663. super();
  1664. /**
  1665. * The node that should be updated.
  1666. *
  1667. * @type {Node}
  1668. */
  1669. this.sourceNode = sourceNode;
  1670. /**
  1671. * The components that should be updated.
  1672. *
  1673. * @type {String}
  1674. */
  1675. this.components = components;
  1676. /**
  1677. * The value node.
  1678. *
  1679. * @type {Node}
  1680. */
  1681. this.targetNode = targetNode;
  1682. }
  1683. /**
  1684. * This method is overwritten since the node type is inferred from {@link SetNode#sourceNode}.
  1685. *
  1686. * @param {NodeBuilder} builder - The current node builder.
  1687. * @return {String} The node type.
  1688. */
  1689. getNodeType( builder ) {
  1690. return this.sourceNode.getNodeType( builder );
  1691. }
  1692. generate( builder ) {
  1693. const { sourceNode, components, targetNode } = this;
  1694. const sourceType = this.getNodeType( builder );
  1695. const componentType = builder.getComponentType( targetNode.getNodeType( builder ) );
  1696. const targetType = builder.getTypeFromLength( components.length, componentType );
  1697. const targetSnippet = targetNode.build( builder, targetType );
  1698. const sourceSnippet = sourceNode.build( builder, sourceType );
  1699. const length = builder.getTypeLength( sourceType );
  1700. const snippetValues = [];
  1701. for ( let i = 0; i < length; i ++ ) {
  1702. const component = vectorComponents[ i ];
  1703. if ( component === components[ 0 ] ) {
  1704. snippetValues.push( targetSnippet );
  1705. i += components.length - 1;
  1706. } else {
  1707. snippetValues.push( sourceSnippet + '.' + component );
  1708. }
  1709. }
  1710. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  1711. }
  1712. }
  1713. /**
  1714. * This module is part of the TSL core and usually not used in app level code.
  1715. * It represents a flip operation during the shader generation process
  1716. * meaning it flips normalized values with the following formula:
  1717. * ```
  1718. * x = 1 - x;
  1719. * ```
  1720. * `FlipNode` is internally used to implement any `flipXYZW()`, `flipRGBA()` and
  1721. * `flipSTPQ()` method invocations on node objects. For example:
  1722. * ```js
  1723. * uvNode = uvNode.flipY();
  1724. * ```
  1725. *
  1726. * @augments TempNode
  1727. */
  1728. class FlipNode extends TempNode {
  1729. static get type() {
  1730. return 'FlipNode';
  1731. }
  1732. /**
  1733. * Constructs a new flip node.
  1734. *
  1735. * @param {Node} sourceNode - The node which component(s) should be flipped.
  1736. * @param {String} components - The components that should be flipped e.g. `'x'` or `'xy'`.
  1737. */
  1738. constructor( sourceNode, components ) {
  1739. super();
  1740. /**
  1741. * The node which component(s) should be flipped.
  1742. *
  1743. * @type {Node}
  1744. */
  1745. this.sourceNode = sourceNode;
  1746. /**
  1747. * The components that should be flipped e.g. `'x'` or `'xy'`.
  1748. *
  1749. * @type {String}
  1750. */
  1751. this.components = components;
  1752. }
  1753. /**
  1754. * This method is overwritten since the node type is inferred from the source node.
  1755. *
  1756. * @param {NodeBuilder} builder - The current node builder.
  1757. * @return {String} The node type.
  1758. */
  1759. getNodeType( builder ) {
  1760. return this.sourceNode.getNodeType( builder );
  1761. }
  1762. generate( builder ) {
  1763. const { components, sourceNode } = this;
  1764. const sourceType = this.getNodeType( builder );
  1765. const sourceSnippet = sourceNode.build( builder );
  1766. const sourceCache = builder.getVarFromNode( this );
  1767. const sourceProperty = builder.getPropertyName( sourceCache );
  1768. builder.addLineFlowCode( sourceProperty + ' = ' + sourceSnippet, this );
  1769. const length = builder.getTypeLength( sourceType );
  1770. const snippetValues = [];
  1771. let componentIndex = 0;
  1772. for ( let i = 0; i < length; i ++ ) {
  1773. const component = vectorComponents[ i ];
  1774. if ( component === components[ componentIndex ] ) {
  1775. snippetValues.push( '1.0 - ' + ( sourceProperty + '.' + component ) );
  1776. componentIndex ++;
  1777. } else {
  1778. snippetValues.push( sourceProperty + '.' + component );
  1779. }
  1780. }
  1781. return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;
  1782. }
  1783. }
  1784. /**
  1785. * Base class for representing data input nodes.
  1786. *
  1787. * @augments Node
  1788. */
  1789. class InputNode extends Node {
  1790. static get type() {
  1791. return 'InputNode';
  1792. }
  1793. /**
  1794. * Constructs a new input node.
  1795. *
  1796. * @param {Any} value - The value of this node. This can be a any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
  1797. * @param {String?} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
  1798. */
  1799. constructor( value, nodeType = null ) {
  1800. super( nodeType );
  1801. /**
  1802. * This flag can be used for type testing.
  1803. *
  1804. * @type {Boolean}
  1805. * @readonly
  1806. * @default true
  1807. */
  1808. this.isInputNode = true;
  1809. /**
  1810. * The value of this node. This can be a any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
  1811. *
  1812. * @type {Any}
  1813. */
  1814. this.value = value;
  1815. /**
  1816. * The precision of the value in the shader.
  1817. *
  1818. * @type {('low'|'medium'|'high')?}
  1819. * @default null
  1820. */
  1821. this.precision = null;
  1822. }
  1823. getNodeType( /*builder*/ ) {
  1824. if ( this.nodeType === null ) {
  1825. return getValueType( this.value );
  1826. }
  1827. return this.nodeType;
  1828. }
  1829. /**
  1830. * Returns the input type of the node which is by default the node type. Derived modules
  1831. * might overwrite this method and use a fixed type or compute one analytically.
  1832. *
  1833. * A typical example for different input and node types are textures. The input type of a
  1834. * normal RGBA texture is `texture` whereas its node type is `vec4`.
  1835. *
  1836. * @param {NodeBuilder} builder - The current node builder.
  1837. * @return {String} The input type.
  1838. */
  1839. getInputType( builder ) {
  1840. return this.getNodeType( builder );
  1841. }
  1842. /**
  1843. * Sets the precision to the given value. The method can be
  1844. * overwritten in derived classes if the final precision must be computed
  1845. * analytically.
  1846. *
  1847. * @param {('low'|'medium'|'high')} precision - The precision of the input value in the shader.
  1848. * @return {InputNode} A reference to this node.
  1849. */
  1850. setPrecision( precision ) {
  1851. this.precision = precision;
  1852. return this;
  1853. }
  1854. serialize( data ) {
  1855. super.serialize( data );
  1856. data.value = this.value;
  1857. if ( this.value && this.value.toArray ) data.value = this.value.toArray();
  1858. data.valueType = getValueType( this.value );
  1859. data.nodeType = this.nodeType;
  1860. if ( data.valueType === 'ArrayBuffer' ) data.value = arrayBufferToBase64( data.value );
  1861. data.precision = this.precision;
  1862. }
  1863. deserialize( data ) {
  1864. super.deserialize( data );
  1865. this.nodeType = data.nodeType;
  1866. this.value = Array.isArray( data.value ) ? getValueFromType( data.valueType, ...data.value ) : data.value;
  1867. this.precision = data.precision || null;
  1868. if ( this.value && this.value.fromArray ) this.value = this.value.fromArray( data.value );
  1869. }
  1870. generate( /*builder, output*/ ) {
  1871. console.warn( 'Abstract function.' );
  1872. }
  1873. }
  1874. /**
  1875. * Class for representing a constant value in the shader.
  1876. *
  1877. * @augments InputNode
  1878. */
  1879. class ConstNode extends InputNode {
  1880. static get type() {
  1881. return 'ConstNode';
  1882. }
  1883. /**
  1884. * Constructs a new input node.
  1885. *
  1886. * @param {Any} value - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color).
  1887. * @param {String?} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
  1888. */
  1889. constructor( value, nodeType = null ) {
  1890. super( value, nodeType );
  1891. /**
  1892. * This flag can be used for type testing.
  1893. *
  1894. * @type {Boolean}
  1895. * @readonly
  1896. * @default true
  1897. */
  1898. this.isConstNode = true;
  1899. }
  1900. /**
  1901. * Generates the shader string of the value with the current node builder.
  1902. *
  1903. * @param {NodeBuilder} builder - The current node builder.
  1904. * @return {String} The generated value as a shader string.
  1905. */
  1906. generateConst( builder ) {
  1907. return builder.generateConst( this.getNodeType( builder ), this.value );
  1908. }
  1909. generate( builder, output ) {
  1910. const type = this.getNodeType( builder );
  1911. return builder.format( this.generateConst( builder ), type, output );
  1912. }
  1913. }
  1914. /** @module TSLCore **/
  1915. let currentStack = null;
  1916. const NodeElements = new Map();
  1917. function addMethodChaining( name, nodeElement ) {
  1918. if ( NodeElements.has( name ) ) {
  1919. console.warn( `Redefinition of method chaining ${ name }` );
  1920. return;
  1921. }
  1922. if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` );
  1923. NodeElements.set( name, nodeElement );
  1924. }
  1925. const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' );
  1926. const parseSwizzleAndSort = ( props ) => parseSwizzle( props ).split( '' ).sort().join( '' );
  1927. const shaderNodeHandler = {
  1928. setup( NodeClosure, params ) {
  1929. const inputs = params.shift();
  1930. return NodeClosure( nodeObjects( inputs ), ...params );
  1931. },
  1932. get( node, prop, nodeObj ) {
  1933. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  1934. if ( node.isStackNode !== true && prop === 'assign' ) {
  1935. return ( ...params ) => {
  1936. currentStack.assign( nodeObj, ...params );
  1937. return nodeObj;
  1938. };
  1939. } else if ( NodeElements.has( prop ) ) {
  1940. const nodeElement = NodeElements.get( prop );
  1941. return node.isStackNode ? ( ...params ) => nodeObj.add( nodeElement( ...params ) ) : ( ...params ) => nodeElement( nodeObj, ...params );
  1942. } else if ( prop === 'self' ) {
  1943. return node;
  1944. } else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) {
  1945. const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) );
  1946. return node.isStackNode ? ( ...params ) => nodeObj.assign( params[ 0 ], nodeElement( ...params ) ) : ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) );
  1947. } else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
  1948. // accessing properties ( swizzle )
  1949. prop = parseSwizzle( prop );
  1950. return nodeObject( new SplitNode( nodeObj, prop ) );
  1951. } else if ( /^set[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  1952. // set properties ( swizzle ) and sort to xyzw sequence
  1953. prop = parseSwizzleAndSort( prop.slice( 3 ).toLowerCase() );
  1954. return ( value ) => nodeObject( new SetNode( node, prop, value ) );
  1955. } else if ( /^flip[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
  1956. // set properties ( swizzle ) and sort to xyzw sequence
  1957. prop = parseSwizzleAndSort( prop.slice( 4 ).toLowerCase() );
  1958. return () => nodeObject( new FlipNode( nodeObject( node ), prop ) );
  1959. } else if ( prop === 'width' || prop === 'height' || prop === 'depth' ) {
  1960. // accessing property
  1961. if ( prop === 'width' ) prop = 'x';
  1962. else if ( prop === 'height' ) prop = 'y';
  1963. else if ( prop === 'depth' ) prop = 'z';
  1964. return nodeObject( new SplitNode( node, prop ) );
  1965. } else if ( /^\d+$/.test( prop ) === true ) {
  1966. // accessing array
  1967. return nodeObject( new ArrayElementNode( nodeObj, new ConstNode( Number( prop ), 'uint' ) ) );
  1968. }
  1969. }
  1970. return Reflect.get( node, prop, nodeObj );
  1971. },
  1972. set( node, prop, value, nodeObj ) {
  1973. if ( typeof prop === 'string' && node[ prop ] === undefined ) {
  1974. // setting properties
  1975. if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true || prop === 'width' || prop === 'height' || prop === 'depth' || /^\d+$/.test( prop ) === true ) {
  1976. nodeObj[ prop ].assign( value );
  1977. return true;
  1978. }
  1979. }
  1980. return Reflect.set( node, prop, value, nodeObj );
  1981. }
  1982. };
  1983. const nodeObjectsCacheMap = new WeakMap();
  1984. const nodeBuilderFunctionsCacheMap = new WeakMap();
  1985. const ShaderNodeObject = function ( obj, altType = null ) {
  1986. const type = getValueType( obj );
  1987. if ( type === 'node' ) {
  1988. let nodeObject = nodeObjectsCacheMap.get( obj );
  1989. if ( nodeObject === undefined ) {
  1990. nodeObject = new Proxy( obj, shaderNodeHandler );
  1991. nodeObjectsCacheMap.set( obj, nodeObject );
  1992. nodeObjectsCacheMap.set( nodeObject, nodeObject );
  1993. }
  1994. return nodeObject;
  1995. } else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) {
  1996. return nodeObject( getConstNode( obj, altType ) );
  1997. } else if ( type === 'shader' ) {
  1998. return Fn( obj );
  1999. }
  2000. return obj;
  2001. };
  2002. const ShaderNodeObjects = function ( objects, altType = null ) {
  2003. for ( const name in objects ) {
  2004. objects[ name ] = nodeObject( objects[ name ], altType );
  2005. }
  2006. return objects;
  2007. };
  2008. const ShaderNodeArray = function ( array, altType = null ) {
  2009. const len = array.length;
  2010. for ( let i = 0; i < len; i ++ ) {
  2011. array[ i ] = nodeObject( array[ i ], altType );
  2012. }
  2013. return array;
  2014. };
  2015. const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {
  2016. const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node );
  2017. if ( scope === null ) {
  2018. return ( ...params ) => {
  2019. return assignNode( new NodeClass( ...nodeArray( params ) ) );
  2020. };
  2021. } else if ( factor !== null ) {
  2022. factor = nodeObject( factor );
  2023. return ( ...params ) => {
  2024. return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) );
  2025. };
  2026. } else {
  2027. return ( ...params ) => {
  2028. return assignNode( new NodeClass( scope, ...nodeArray( params ) ) );
  2029. };
  2030. }
  2031. };
  2032. const ShaderNodeImmutable = function ( NodeClass, ...params ) {
  2033. return nodeObject( new NodeClass( ...nodeArray( params ) ) );
  2034. };
  2035. class ShaderCallNodeInternal extends Node {
  2036. constructor( shaderNode, inputNodes ) {
  2037. super();
  2038. this.shaderNode = shaderNode;
  2039. this.inputNodes = inputNodes;
  2040. }
  2041. getNodeType( builder ) {
  2042. return this.shaderNode.nodeType || this.getOutputNode( builder ).getNodeType( builder );
  2043. }
  2044. call( builder ) {
  2045. const { shaderNode, inputNodes } = this;
  2046. const properties = builder.getNodeProperties( shaderNode );
  2047. if ( properties.onceOutput ) return properties.onceOutput;
  2048. //
  2049. let result = null;
  2050. if ( shaderNode.layout ) {
  2051. let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor );
  2052. if ( functionNodesCacheMap === undefined ) {
  2053. functionNodesCacheMap = new WeakMap();
  2054. nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap );
  2055. }
  2056. let functionNode = functionNodesCacheMap.get( shaderNode );
  2057. if ( functionNode === undefined ) {
  2058. functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) );
  2059. functionNodesCacheMap.set( shaderNode, functionNode );
  2060. }
  2061. if ( builder.currentFunctionNode !== null ) {
  2062. builder.currentFunctionNode.includes.push( functionNode );
  2063. }
  2064. result = nodeObject( functionNode.call( inputNodes ) );
  2065. } else {
  2066. const jsFunc = shaderNode.jsFunc;
  2067. const outputNode = inputNodes !== null || jsFunc.length > 1 ? jsFunc( inputNodes || [], builder ) : jsFunc( builder );
  2068. result = nodeObject( outputNode );
  2069. }
  2070. if ( shaderNode.once ) {
  2071. properties.onceOutput = result;
  2072. }
  2073. return result;
  2074. }
  2075. getOutputNode( builder ) {
  2076. const properties = builder.getNodeProperties( this );
  2077. if ( properties.outputNode === null ) {
  2078. properties.outputNode = this.setupOutput( builder );
  2079. }
  2080. return properties.outputNode;
  2081. }
  2082. setup( builder ) {
  2083. return this.getOutputNode( builder );
  2084. }
  2085. setupOutput( builder ) {
  2086. builder.addStack();
  2087. builder.stack.outputNode = this.call( builder );
  2088. return builder.removeStack();
  2089. }
  2090. generate( builder, output ) {
  2091. const outputNode = this.getOutputNode( builder );
  2092. return outputNode.build( builder, output );
  2093. }
  2094. }
  2095. class ShaderNodeInternal extends Node {
  2096. constructor( jsFunc, nodeType ) {
  2097. super( nodeType );
  2098. this.jsFunc = jsFunc;
  2099. this.layout = null;
  2100. this.global = true;
  2101. this.once = false;
  2102. }
  2103. setLayout( layout ) {
  2104. this.layout = layout;
  2105. return this;
  2106. }
  2107. call( inputs = null ) {
  2108. nodeObjects( inputs );
  2109. return nodeObject( new ShaderCallNodeInternal( this, inputs ) );
  2110. }
  2111. setup() {
  2112. return this.call();
  2113. }
  2114. }
  2115. const bools = [ false, true ];
  2116. const uints = [ 0, 1, 2, 3 ];
  2117. const ints = [ - 1, - 2 ];
  2118. 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 ];
  2119. const boolsCacheMap = new Map();
  2120. for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );
  2121. const uintsCacheMap = new Map();
  2122. for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );
  2123. const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
  2124. for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );
  2125. const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
  2126. for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
  2127. for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );
  2128. const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };
  2129. const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );
  2130. const getConstNode = ( value, type ) => {
  2131. if ( constNodesCacheMap.has( value ) ) {
  2132. return constNodesCacheMap.get( value );
  2133. } else if ( value.isNode === true ) {
  2134. return value;
  2135. } else {
  2136. return new ConstNode( value, type );
  2137. }
  2138. };
  2139. const safeGetNodeType = ( node ) => {
  2140. try {
  2141. return node.getNodeType();
  2142. } catch ( _ ) {
  2143. return undefined;
  2144. }
  2145. };
  2146. const ConvertType = function ( type, cacheMap = null ) {
  2147. return ( ...params ) => {
  2148. if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) {
  2149. params = [ getValueFromType( type, ...params ) ];
  2150. }
  2151. if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {
  2152. return nodeObject( cacheMap.get( params[ 0 ] ) );
  2153. }
  2154. if ( params.length === 1 ) {
  2155. const node = getConstNode( params[ 0 ], type );
  2156. if ( safeGetNodeType( node ) === type ) return nodeObject( node );
  2157. return nodeObject( new ConvertNode( node, type ) );
  2158. }
  2159. const nodes = params.map( param => getConstNode( param ) );
  2160. return nodeObject( new JoinNode( nodes, type ) );
  2161. };
  2162. };
  2163. // exports
  2164. const defined = ( v ) => typeof v === 'object' && v !== null ? v.value : v; // TODO: remove boolean conversion and defined function
  2165. // utils
  2166. const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
  2167. // shader node base
  2168. function ShaderNode( jsFunc, nodeType ) {
  2169. return new Proxy( new ShaderNodeInternal( jsFunc, nodeType ), shaderNodeHandler );
  2170. }
  2171. const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType );
  2172. const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType );
  2173. const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType );
  2174. const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params );
  2175. const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params );
  2176. const Fn = ( jsFunc, nodeType ) => {
  2177. const shaderNode = new ShaderNode( jsFunc, nodeType );
  2178. const fn = ( ...params ) => {
  2179. let inputs;
  2180. nodeObjects( params );
  2181. if ( params[ 0 ] && params[ 0 ].isNode ) {
  2182. inputs = [ ...params ];
  2183. } else {
  2184. inputs = params[ 0 ];
  2185. }
  2186. return shaderNode.call( inputs );
  2187. };
  2188. fn.shaderNode = shaderNode;
  2189. fn.setLayout = ( layout ) => {
  2190. shaderNode.setLayout( layout );
  2191. return fn;
  2192. };
  2193. fn.once = () => {
  2194. shaderNode.once = true;
  2195. return fn;
  2196. };
  2197. return fn;
  2198. };
  2199. /**
  2200. * @function
  2201. * @deprecated since r168. Use {@link Fn} instead.
  2202. *
  2203. * @param {...any} params
  2204. * @returns {Function}
  2205. */
  2206. const tslFn = ( ...params ) => { // @deprecated, r168
  2207. console.warn( 'TSL.ShaderNode: tslFn() has been renamed to Fn().' );
  2208. return Fn( ...params );
  2209. };
  2210. //
  2211. addMethodChaining( 'toGlobal', ( node ) => {
  2212. node.global = true;
  2213. return node;
  2214. } );
  2215. //
  2216. const setCurrentStack = ( stack ) => {
  2217. currentStack = stack;
  2218. };
  2219. const getCurrentStack = () => currentStack;
  2220. const If = ( ...params ) => currentStack.If( ...params );
  2221. function append( node ) {
  2222. if ( currentStack ) currentStack.add( node );
  2223. return node;
  2224. }
  2225. addMethodChaining( 'append', append );
  2226. // types
  2227. const color = new ConvertType( 'color' );
  2228. const float = new ConvertType( 'float', cacheMaps.float );
  2229. const int = new ConvertType( 'int', cacheMaps.ints );
  2230. const uint = new ConvertType( 'uint', cacheMaps.uint );
  2231. const bool = new ConvertType( 'bool', cacheMaps.bool );
  2232. const vec2 = new ConvertType( 'vec2' );
  2233. const ivec2 = new ConvertType( 'ivec2' );
  2234. const uvec2 = new ConvertType( 'uvec2' );
  2235. const bvec2 = new ConvertType( 'bvec2' );
  2236. const vec3 = new ConvertType( 'vec3' );
  2237. const ivec3 = new ConvertType( 'ivec3' );
  2238. const uvec3 = new ConvertType( 'uvec3' );
  2239. const bvec3 = new ConvertType( 'bvec3' );
  2240. const vec4 = new ConvertType( 'vec4' );
  2241. const ivec4 = new ConvertType( 'ivec4' );
  2242. const uvec4 = new ConvertType( 'uvec4' );
  2243. const bvec4 = new ConvertType( 'bvec4' );
  2244. const mat2 = new ConvertType( 'mat2' );
  2245. const mat3 = new ConvertType( 'mat3' );
  2246. const mat4 = new ConvertType( 'mat4' );
  2247. const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) );
  2248. const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) );
  2249. addMethodChaining( 'toColor', color );
  2250. addMethodChaining( 'toFloat', float );
  2251. addMethodChaining( 'toInt', int );
  2252. addMethodChaining( 'toUint', uint );
  2253. addMethodChaining( 'toBool', bool );
  2254. addMethodChaining( 'toVec2', vec2 );
  2255. addMethodChaining( 'toIVec2', ivec2 );
  2256. addMethodChaining( 'toUVec2', uvec2 );
  2257. addMethodChaining( 'toBVec2', bvec2 );
  2258. addMethodChaining( 'toVec3', vec3 );
  2259. addMethodChaining( 'toIVec3', ivec3 );
  2260. addMethodChaining( 'toUVec3', uvec3 );
  2261. addMethodChaining( 'toBVec3', bvec3 );
  2262. addMethodChaining( 'toVec4', vec4 );
  2263. addMethodChaining( 'toIVec4', ivec4 );
  2264. addMethodChaining( 'toUVec4', uvec4 );
  2265. addMethodChaining( 'toBVec4', bvec4 );
  2266. addMethodChaining( 'toMat2', mat2 );
  2267. addMethodChaining( 'toMat3', mat3 );
  2268. addMethodChaining( 'toMat4', mat4 );
  2269. // basic nodes
  2270. const element = /*@__PURE__*/ nodeProxy( ArrayElementNode );
  2271. const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) );
  2272. const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) );
  2273. addMethodChaining( 'element', element );
  2274. addMethodChaining( 'convert', convert );
  2275. /** @module UniformGroupNode **/
  2276. /**
  2277. * This node can be used to group single instances of {@link UniformNode}
  2278. * and manage them as a uniform buffer.
  2279. *
  2280. * In most cases, the predefined nodes `objectGroup`, `renderGroup` and `frameGroup`
  2281. * will be used when defining the {@link UniformNode#groupNode} property.
  2282. *
  2283. * - `objectGroup`: Uniform buffer per object.
  2284. * - `renderGroup`: Shared uniform buffer, updated once per render call.
  2285. * - `frameGroup`: Shared uniform buffer, updated once per frame.
  2286. *
  2287. * @augments Node
  2288. */
  2289. class UniformGroupNode extends Node {
  2290. static get type() {
  2291. return 'UniformGroupNode';
  2292. }
  2293. /**
  2294. * Constructs a new uniform group node.
  2295. *
  2296. * @param {String} name - The name of the uniform group node.
  2297. * @param {Boolean} [shared=false] - Whether this uniform group node is shared or not.
  2298. * @param {Number} [order=1] - Influences the internal sorting.
  2299. */
  2300. constructor( name, shared = false, order = 1 ) {
  2301. super( 'string' );
  2302. /**
  2303. * The name of the uniform group node.
  2304. *
  2305. * @type {String}
  2306. */
  2307. this.name = name;
  2308. /**
  2309. * Whether this uniform group node is shared or not.
  2310. *
  2311. * @type {Boolean}
  2312. * @default false
  2313. */
  2314. this.shared = shared;
  2315. /**
  2316. * Influences the internal sorting.
  2317. * TODO: Add details when this property should be changed.
  2318. *
  2319. * @type {Number}
  2320. * @default 1
  2321. */
  2322. this.order = order;
  2323. /**
  2324. * This flag can be used for type testing.
  2325. *
  2326. * @type {Boolean}
  2327. * @readonly
  2328. * @default true
  2329. */
  2330. this.isUniformGroup = true;
  2331. }
  2332. serialize( data ) {
  2333. super.serialize( data );
  2334. data.name = this.name;
  2335. data.version = this.version;
  2336. data.shared = this.shared;
  2337. }
  2338. deserialize( data ) {
  2339. super.deserialize( data );
  2340. this.name = data.name;
  2341. this.version = data.version;
  2342. this.shared = data.shared;
  2343. }
  2344. }
  2345. /**
  2346. * TSL function for creating a uniform group node with the given name.
  2347. *
  2348. * @function
  2349. * @param {String} name - The name of the uniform group node.
  2350. * @returns {UniformGroupNode}
  2351. */
  2352. const uniformGroup = ( name ) => new UniformGroupNode( name );
  2353. /**
  2354. * TSL function for creating a shared uniform group node with the given name and order.
  2355. *
  2356. * @function
  2357. * @param {String} name - The name of the uniform group node.
  2358. * @param {Number} [order=0] - Influences the internal sorting.
  2359. * @returns {UniformGroupNode}
  2360. */
  2361. const sharedUniformGroup = ( name, order = 0 ) => new UniformGroupNode( name, true, order );
  2362. /**
  2363. * TSL object that represents a shared uniform group node which is updated once per frame.
  2364. *
  2365. * @type {UniformGroupNode}
  2366. */
  2367. const frameGroup = /*@__PURE__*/ sharedUniformGroup( 'frame' );
  2368. /**
  2369. * TSL object that represents a shared uniform group node which is updated once per render.
  2370. *
  2371. * @type {UniformGroupNode}
  2372. */
  2373. const renderGroup = /*@__PURE__*/ sharedUniformGroup( 'render' );
  2374. /**
  2375. * TSL object that represents a uniform group node which is updated once per object.
  2376. *
  2377. * @type {UniformGroupNode}
  2378. */
  2379. const objectGroup = /*@__PURE__*/ uniformGroup( 'object' );
  2380. /** @module UniformNode **/
  2381. /**
  2382. * Class for representing a uniform.
  2383. *
  2384. * @augments InputNode
  2385. */
  2386. class UniformNode extends InputNode {
  2387. static get type() {
  2388. return 'UniformNode';
  2389. }
  2390. /**
  2391. * Constructs a new uniform node.
  2392. *
  2393. * @param {Any} value - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color, texture).
  2394. * @param {String?} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
  2395. */
  2396. constructor( value, nodeType = null ) {
  2397. super( value, nodeType );
  2398. /**
  2399. * This flag can be used for type testing.
  2400. *
  2401. * @type {Boolean}
  2402. * @readonly
  2403. * @default true
  2404. */
  2405. this.isUniformNode = true;
  2406. /**
  2407. * The name or label of the uniform.
  2408. *
  2409. * @type {String}
  2410. * @default ''
  2411. */
  2412. this.name = '';
  2413. /**
  2414. * The uniform group of this uniform. By default, uniforms are
  2415. * managed per object but they might belong to a shared group
  2416. * which is updated per frame or render call.
  2417. *
  2418. * @type {UniformGroupNode}
  2419. */
  2420. this.groupNode = objectGroup;
  2421. }
  2422. /**
  2423. * Sets the {@link UniformNode#name} property.
  2424. *
  2425. * @param {String} name - The name of the uniform.
  2426. * @return {UniformNode} A reference to this node.
  2427. */
  2428. label( name ) {
  2429. this.name = name;
  2430. return this;
  2431. }
  2432. /**
  2433. * Sets the {@link UniformNode#groupNode} property.
  2434. *
  2435. * @param {UniformGroupNode} group - The uniform group.
  2436. * @return {UniformNode} A reference to this node.
  2437. */
  2438. setGroup( group ) {
  2439. this.groupNode = group;
  2440. return this;
  2441. }
  2442. /**
  2443. * Returns the {@link UniformNode#groupNode}.
  2444. *
  2445. * @return {UniformGroupNode} The uniform group.
  2446. */
  2447. getGroup() {
  2448. return this.groupNode;
  2449. }
  2450. /**
  2451. * By default, this method returns the result of {@link Node#getHash} but derived
  2452. * classes might overwrite this method with a different implementation.
  2453. *
  2454. * @param {NodeBuilder} builder - The current node builder.
  2455. * @return {String} The uniform hash.
  2456. */
  2457. getUniformHash( builder ) {
  2458. return this.getHash( builder );
  2459. }
  2460. onUpdate( callback, updateType ) {
  2461. const self = this.getSelf();
  2462. callback = callback.bind( self );
  2463. return super.onUpdate( ( frame ) => {
  2464. const value = callback( frame, self );
  2465. if ( value !== undefined ) {
  2466. this.value = value;
  2467. }
  2468. }, updateType );
  2469. }
  2470. generate( builder, output ) {
  2471. const type = this.getNodeType( builder );
  2472. const hash = this.getUniformHash( builder );
  2473. let sharedNode = builder.getNodeFromHash( hash );
  2474. if ( sharedNode === undefined ) {
  2475. builder.setHashNode( this, hash );
  2476. sharedNode = this;
  2477. }
  2478. const sharedNodeType = sharedNode.getInputType( builder );
  2479. const nodeUniform = builder.getUniformFromNode( sharedNode, sharedNodeType, builder.shaderStage, this.name || builder.context.label );
  2480. const propertyName = builder.getPropertyName( nodeUniform );
  2481. if ( builder.context.label !== undefined ) delete builder.context.label;
  2482. return builder.format( propertyName, type, output );
  2483. }
  2484. }
  2485. /**
  2486. * TSL function for creating a uniform node.
  2487. *
  2488. * @function
  2489. * @param {Any} arg1 - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color, texture).
  2490. * @param {String?} arg2 - The node type. If no explicit type is defined, the node tries to derive the type from its value.
  2491. * @returns {UniformNode}
  2492. */
  2493. const uniform = ( arg1, arg2 ) => {
  2494. const nodeType = getConstNodeType( arg2 || arg1 );
  2495. // @TODO: get ConstNode from .traverse() in the future
  2496. const value = ( arg1 && arg1.isNode === true ) ? ( arg1.node && arg1.node.value ) || arg1.value : arg1;
  2497. return nodeObject( new UniformNode( value, nodeType ) );
  2498. };
  2499. /** @module PropertyNode **/
  2500. /**
  2501. * This class represents a shader property. It can be used
  2502. * to explicitly define a property and assign a value to it.
  2503. *
  2504. * ```js
  2505. * const threshold = property( 'float', 'threshold' ).assign( THRESHOLD );
  2506. *```
  2507. * `PropertyNode` is used by the engine to predefined common material properties
  2508. * for TSL code.
  2509. *
  2510. * @augments Node
  2511. */
  2512. class PropertyNode extends Node {
  2513. static get type() {
  2514. return 'PropertyNode';
  2515. }
  2516. /**
  2517. * Constructs a new property node.
  2518. *
  2519. * @param {String} nodeType - The type of the node.
  2520. * @param {String?} [name=null] - The name of the property in the shader.
  2521. * @param {Boolean} [varying=false] - Whether this property is a varying or not.
  2522. */
  2523. constructor( nodeType, name = null, varying = false ) {
  2524. super( nodeType );
  2525. /**
  2526. * The name of the property in the shader. If no name is defined,
  2527. * the node system auto-generates one.
  2528. *
  2529. * @type {String?}
  2530. * @default null
  2531. */
  2532. this.name = name;
  2533. /**
  2534. * Whether this property is a varying or not.
  2535. *
  2536. * @type {Boolean}
  2537. * @default false
  2538. */
  2539. this.varying = varying;
  2540. /**
  2541. * This flag can be used for type testing.
  2542. *
  2543. * @type {Boolean}
  2544. * @readonly
  2545. * @default true
  2546. */
  2547. this.isPropertyNode = true;
  2548. }
  2549. getHash( builder ) {
  2550. return this.name || super.getHash( builder );
  2551. }
  2552. /**
  2553. * The method is overwritten so it always returns `true`.
  2554. *
  2555. * @param {NodeBuilder} builder - The current node builder.
  2556. * @return {Boolean} Whether this node is global or not.
  2557. */
  2558. isGlobal( /*builder*/ ) {
  2559. return true;
  2560. }
  2561. generate( builder ) {
  2562. let nodeVar;
  2563. if ( this.varying === true ) {
  2564. nodeVar = builder.getVaryingFromNode( this, this.name );
  2565. nodeVar.needsInterpolation = true;
  2566. } else {
  2567. nodeVar = builder.getVarFromNode( this, this.name );
  2568. }
  2569. return builder.getPropertyName( nodeVar );
  2570. }
  2571. }
  2572. /**
  2573. * TSL function for creating a property node.
  2574. *
  2575. * @function
  2576. * @param {String} type - The type of the node.
  2577. * @param {String?} [name=null] - The name of the property in the shader.
  2578. * @returns {PropertyNode}
  2579. */
  2580. const property = ( type, name ) => nodeObject( new PropertyNode( type, name ) );
  2581. /**
  2582. * TSL function for creating a varying property node.
  2583. *
  2584. * @function
  2585. * @param {String} type - The type of the node.
  2586. * @param {String?} [name=null] - The name of the varying in the shader.
  2587. * @returns {PropertyNode}
  2588. */
  2589. const varyingProperty = ( type, name ) => nodeObject( new PropertyNode( type, name, true ) );
  2590. /**
  2591. * TSL object that represents the shader variable `DiffuseColor`.
  2592. *
  2593. * @type {PropertyNode<vec4>}
  2594. */
  2595. const diffuseColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'DiffuseColor' );
  2596. /**
  2597. * TSL object that represents the shader variable `EmissiveColor`.
  2598. *
  2599. * @type {PropertyNode<vec3>}
  2600. */
  2601. const emissive = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'EmissiveColor' );
  2602. /**
  2603. * TSL object that represents the shader variable `Roughness`.
  2604. *
  2605. * @type {PropertyNode<float>}
  2606. */
  2607. const roughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Roughness' );
  2608. /**
  2609. * TSL object that represents the shader variable `Metalness`.
  2610. *
  2611. * @type {PropertyNode<float>}
  2612. */
  2613. const metalness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Metalness' );
  2614. /**
  2615. * TSL object that represents the shader variable `Clearcoat`.
  2616. *
  2617. * @type {PropertyNode<float>}
  2618. */
  2619. const clearcoat = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Clearcoat' );
  2620. /**
  2621. * TSL object that represents the shader variable `ClearcoatRoughness`.
  2622. *
  2623. * @type {PropertyNode<float>}
  2624. */
  2625. const clearcoatRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'ClearcoatRoughness' );
  2626. /**
  2627. * TSL object that represents the shader variable `Sheen`.
  2628. *
  2629. * @type {PropertyNode<vec3>}
  2630. */
  2631. const sheen = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'Sheen' );
  2632. /**
  2633. * TSL object that represents the shader variable `SheenRoughness`.
  2634. *
  2635. * @type {PropertyNode<float>}
  2636. */
  2637. const sheenRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SheenRoughness' );
  2638. /**
  2639. * TSL object that represents the shader variable `Iridescence`.
  2640. *
  2641. * @type {PropertyNode<float>}
  2642. */
  2643. const iridescence = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Iridescence' );
  2644. /**
  2645. * TSL object that represents the shader variable `IridescenceIOR`.
  2646. *
  2647. * @type {PropertyNode<float>}
  2648. */
  2649. const iridescenceIOR = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceIOR' );
  2650. /**
  2651. * TSL object that represents the shader variable `IridescenceThickness`.
  2652. *
  2653. * @type {PropertyNode<float>}
  2654. */
  2655. const iridescenceThickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceThickness' );
  2656. /**
  2657. * TSL object that represents the shader variable `AlphaT`.
  2658. *
  2659. * @type {PropertyNode<float>}
  2660. */
  2661. const alphaT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AlphaT' );
  2662. /**
  2663. * TSL object that represents the shader variable `Anisotropy`.
  2664. *
  2665. * @type {PropertyNode<float>}
  2666. */
  2667. const anisotropy = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Anisotropy' );
  2668. /**
  2669. * TSL object that represents the shader variable `AnisotropyT`.
  2670. *
  2671. * @type {PropertyNode<vec3>}
  2672. */
  2673. const anisotropyT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyT' );
  2674. /**
  2675. * TSL object that represents the shader variable `AnisotropyB`.
  2676. *
  2677. * @type {PropertyNode<vec3>}
  2678. */
  2679. const anisotropyB = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyB' );
  2680. /**
  2681. * TSL object that represents the shader variable `SpecularColor`.
  2682. *
  2683. * @type {PropertyNode<color>}
  2684. */
  2685. const specularColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'SpecularColor' );
  2686. /**
  2687. * TSL object that represents the shader variable `SpecularF90`.
  2688. *
  2689. * @type {PropertyNode<float>}
  2690. */
  2691. const specularF90 = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SpecularF90' );
  2692. /**
  2693. * TSL object that represents the shader variable `Shininess`.
  2694. *
  2695. * @type {PropertyNode<float>}
  2696. */
  2697. const shininess = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Shininess' );
  2698. /**
  2699. * TSL object that represents the shader variable `Output`.
  2700. *
  2701. * @type {PropertyNode<vec4>}
  2702. */
  2703. const output = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'Output' );
  2704. /**
  2705. * TSL object that represents the shader variable `dashSize`.
  2706. *
  2707. * @type {PropertyNode<float>}
  2708. */
  2709. const dashSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'dashSize' );
  2710. /**
  2711. * TSL object that represents the shader variable `gapSize`.
  2712. *
  2713. * @type {PropertyNode<float>}
  2714. */
  2715. const gapSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'gapSize' );
  2716. /**
  2717. * TSL object that represents the shader variable `pointWidth`.
  2718. *
  2719. * @type {PropertyNode<float>}
  2720. */
  2721. const pointWidth = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'pointWidth' );
  2722. /**
  2723. * TSL object that represents the shader variable `IOR`.
  2724. *
  2725. * @type {PropertyNode<float>}
  2726. */
  2727. const ior = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IOR' );
  2728. /**
  2729. * TSL object that represents the shader variable `Transmission`.
  2730. *
  2731. * @type {PropertyNode<float>}
  2732. */
  2733. const transmission = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Transmission' );
  2734. /**
  2735. * TSL object that represents the shader variable `Thickness`.
  2736. *
  2737. * @type {PropertyNode<float>}
  2738. */
  2739. const thickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Thickness' );
  2740. /**
  2741. * TSL object that represents the shader variable `AttenuationDistance`.
  2742. *
  2743. * @type {PropertyNode<float>}
  2744. */
  2745. const attenuationDistance = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AttenuationDistance' );
  2746. /**
  2747. * TSL object that represents the shader variable `AttenuationColor`.
  2748. *
  2749. * @type {PropertyNode<color>}
  2750. */
  2751. const attenuationColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'AttenuationColor' );
  2752. /**
  2753. * TSL object that represents the shader variable `Dispersion`.
  2754. *
  2755. * @type {PropertyNode<float>}
  2756. */
  2757. const dispersion = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Dispersion' );
  2758. /** @module AssignNode **/
  2759. /**
  2760. * These node represents an assign operation. Meaning a node is assigned
  2761. * to another node.
  2762. *
  2763. * @augments TempNode
  2764. */
  2765. class AssignNode extends TempNode {
  2766. static get type() {
  2767. return 'AssignNode';
  2768. }
  2769. /**
  2770. * Constructs a new assign node.
  2771. *
  2772. * @param {Node} targetNode - The target node.
  2773. * @param {Node} sourceNode - The source type.
  2774. */
  2775. constructor( targetNode, sourceNode ) {
  2776. super();
  2777. /**
  2778. * The target node.
  2779. *
  2780. * @type {Node}
  2781. */
  2782. this.targetNode = targetNode;
  2783. /**
  2784. * The source node.
  2785. *
  2786. * @type {Node}
  2787. */
  2788. this.sourceNode = sourceNode;
  2789. }
  2790. /**
  2791. * Whether this node is used more than once in context of other nodes. This method
  2792. * is overwritten since it always returns `false` (assigns are unique).
  2793. *
  2794. * @return {Boolean} A flag that indicates if there is more than one dependency to other nodes. Always `false`.
  2795. */
  2796. hasDependencies() {
  2797. return false;
  2798. }
  2799. getNodeType( builder, output ) {
  2800. return output !== 'void' ? this.targetNode.getNodeType( builder ) : 'void';
  2801. }
  2802. /**
  2803. * Whether a split is required when assigning source to target. This can happen when the component length of
  2804. * target and source data type does not match.
  2805. *
  2806. * @param {NodeBuilder} builder - The current node builder.
  2807. * @return {Boolean} Whether a split is required when assigning source to target.
  2808. */
  2809. needsSplitAssign( builder ) {
  2810. const { targetNode } = this;
  2811. if ( builder.isAvailable( 'swizzleAssign' ) === false && targetNode.isSplitNode && targetNode.components.length > 1 ) {
  2812. const targetLength = builder.getTypeLength( targetNode.node.getNodeType( builder ) );
  2813. const assignDifferentVector = vectorComponents.join( '' ).slice( 0, targetLength ) !== targetNode.components;
  2814. return assignDifferentVector;
  2815. }
  2816. return false;
  2817. }
  2818. generate( builder, output ) {
  2819. const { targetNode, sourceNode } = this;
  2820. const needsSplitAssign = this.needsSplitAssign( builder );
  2821. const targetType = targetNode.getNodeType( builder );
  2822. const target = targetNode.context( { assign: true } ).build( builder );
  2823. const source = sourceNode.build( builder, targetType );
  2824. const sourceType = sourceNode.getNodeType( builder );
  2825. const nodeData = builder.getDataFromNode( this );
  2826. //
  2827. let snippet;
  2828. if ( nodeData.initialized === true ) {
  2829. if ( output !== 'void' ) {
  2830. snippet = target;
  2831. }
  2832. } else if ( needsSplitAssign ) {
  2833. const sourceVar = builder.getVarFromNode( this, null, targetType );
  2834. const sourceProperty = builder.getPropertyName( sourceVar );
  2835. builder.addLineFlowCode( `${ sourceProperty } = ${ source }`, this );
  2836. const targetRoot = targetNode.node.context( { assign: true } ).build( builder );
  2837. for ( let i = 0; i < targetNode.components.length; i ++ ) {
  2838. const component = targetNode.components[ i ];
  2839. builder.addLineFlowCode( `${ targetRoot }.${ component } = ${ sourceProperty }[ ${ i } ]`, this );
  2840. }
  2841. if ( output !== 'void' ) {
  2842. snippet = target;
  2843. }
  2844. } else {
  2845. snippet = `${ target } = ${ source }`;
  2846. if ( output === 'void' || sourceType === 'void' ) {
  2847. builder.addLineFlowCode( snippet, this );
  2848. if ( output !== 'void' ) {
  2849. snippet = target;
  2850. }
  2851. }
  2852. }
  2853. nodeData.initialized = true;
  2854. return builder.format( snippet, targetType, output );
  2855. }
  2856. }
  2857. /**
  2858. * TSL function for creating an assign node.
  2859. *
  2860. * @function
  2861. * @param {Node} targetNode - The target node.
  2862. * @param {Node} sourceNode - The source type.
  2863. * @returns {AssignNode}
  2864. */
  2865. const assign = /*@__PURE__*/ nodeProxy( AssignNode );
  2866. addMethodChaining( 'assign', assign );
  2867. /**
  2868. * This module represents the call of a {@link FunctionNode}. Developers are usually not confronted
  2869. * with this module since they use the predefined TSL syntax `wgslFn` and `glslFn` which encapsulate
  2870. * this logic.
  2871. *
  2872. * @augments TempNode
  2873. */
  2874. class FunctionCallNode extends TempNode {
  2875. static get type() {
  2876. return 'FunctionCallNode';
  2877. }
  2878. /**
  2879. * Constructs a new function call node.
  2880. *
  2881. * @param {FunctionNode?} functionNode - The function node.
  2882. * @param {Object<String, Node>} [parameters={}] - The parameters for the function call.
  2883. */
  2884. constructor( functionNode = null, parameters = {} ) {
  2885. super();
  2886. /**
  2887. * The function node.
  2888. *
  2889. * @type {FunctionNode}
  2890. * @default null
  2891. */
  2892. this.functionNode = functionNode;
  2893. /**
  2894. * The parameters of the function call.
  2895. *
  2896. * @type {Object<String, Node>}
  2897. * @default {}
  2898. */
  2899. this.parameters = parameters;
  2900. }
  2901. /**
  2902. * Sets the parameters of the function call node.
  2903. *
  2904. * @param {Object<String, Node>} parameters - The parameters to set.
  2905. * @return {FunctionCallNode} A reference to this node.
  2906. */
  2907. setParameters( parameters ) {
  2908. this.parameters = parameters;
  2909. return this;
  2910. }
  2911. /**
  2912. * Returns the parameters of the function call node.
  2913. *
  2914. * @return {Object<String, Node>} The parameters of this node.
  2915. */
  2916. getParameters() {
  2917. return this.parameters;
  2918. }
  2919. getNodeType( builder ) {
  2920. return this.functionNode.getNodeType( builder );
  2921. }
  2922. generate( builder ) {
  2923. const params = [];
  2924. const functionNode = this.functionNode;
  2925. const inputs = functionNode.getInputs( builder );
  2926. const parameters = this.parameters;
  2927. const generateInput = ( node, inputNode ) => {
  2928. const type = inputNode.type;
  2929. const pointer = type === 'pointer';
  2930. let output;
  2931. if ( pointer ) output = '&' + node.build( builder );
  2932. else output = node.build( builder, type );
  2933. return output;
  2934. };
  2935. if ( Array.isArray( parameters ) ) {
  2936. for ( let i = 0; i < parameters.length; i ++ ) {
  2937. params.push( generateInput( parameters[ i ], inputs[ i ] ) );
  2938. }
  2939. } else {
  2940. for ( const inputNode of inputs ) {
  2941. const node = parameters[ inputNode.name ];
  2942. if ( node !== undefined ) {
  2943. params.push( generateInput( node, inputNode ) );
  2944. } else {
  2945. throw new Error( `FunctionCallNode: Input '${inputNode.name}' not found in FunctionNode.` );
  2946. }
  2947. }
  2948. }
  2949. const functionName = functionNode.build( builder, 'property' );
  2950. return `${functionName}( ${params.join( ', ' )} )`;
  2951. }
  2952. }
  2953. const call = ( func, ...params ) => {
  2954. params = params.length > 1 || ( params[ 0 ] && params[ 0 ].isNode === true ) ? nodeArray( params ) : nodeObjects( params[ 0 ] );
  2955. return nodeObject( new FunctionCallNode( nodeObject( func ), params ) );
  2956. };
  2957. addMethodChaining( 'call', call );
  2958. /** @module OperatorNode **/
  2959. /**
  2960. * This node represents basic mathematical and logical operations like addition,
  2961. * subtraction or comparisons (e.g. `equal()`).
  2962. *
  2963. * @augments TempNode
  2964. */
  2965. class OperatorNode extends TempNode {
  2966. static get type() {
  2967. return 'OperatorNode';
  2968. }
  2969. /**
  2970. * Constructs a new operator node.
  2971. *
  2972. * @param {String} op - The operator.
  2973. * @param {Node} aNode - The first input.
  2974. * @param {Node} bNode - The second input.
  2975. * @param {...Node} params - Additional input parameters.
  2976. */
  2977. constructor( op, aNode, bNode, ...params ) {
  2978. super();
  2979. if ( params.length > 0 ) {
  2980. let finalOp = new OperatorNode( op, aNode, bNode );
  2981. for ( let i = 0; i < params.length - 1; i ++ ) {
  2982. finalOp = new OperatorNode( op, finalOp, params[ i ] );
  2983. }
  2984. aNode = finalOp;
  2985. bNode = params[ params.length - 1 ];
  2986. }
  2987. /**
  2988. * The operator.
  2989. *
  2990. * @type {String}
  2991. */
  2992. this.op = op;
  2993. /**
  2994. * The first input.
  2995. *
  2996. * @type {Node}
  2997. */
  2998. this.aNode = aNode;
  2999. /**
  3000. * The second input.
  3001. *
  3002. * @type {Node}
  3003. */
  3004. this.bNode = bNode;
  3005. /**
  3006. * This flag can be used for type testing.
  3007. *
  3008. * @type {Boolean}
  3009. * @readonly
  3010. * @default true
  3011. */
  3012. this.isOperatorNode = true;
  3013. }
  3014. /**
  3015. * This method is overwritten since the node type is inferred from the operator
  3016. * and the input node types.
  3017. *
  3018. * @param {NodeBuilder} builder - The current node builder.
  3019. * @param {String} output - The current output string.
  3020. * @return {String} The node type.
  3021. */
  3022. getNodeType( builder, output ) {
  3023. const op = this.op;
  3024. const aNode = this.aNode;
  3025. const bNode = this.bNode;
  3026. const typeA = aNode.getNodeType( builder );
  3027. const typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  3028. if ( typeA === 'void' || typeB === 'void' ) {
  3029. return 'void';
  3030. } else if ( op === '%' ) {
  3031. return typeA;
  3032. } else if ( op === '~' || op === '&' || op === '|' || op === '^' || op === '>>' || op === '<<' ) {
  3033. return builder.getIntegerType( typeA );
  3034. } else if ( op === '!' || op === '==' || op === '&&' || op === '||' || op === '^^' ) {
  3035. return 'bool';
  3036. } else if ( op === '<' || op === '>' || op === '<=' || op === '>=' ) {
  3037. const typeLength = output ? builder.getTypeLength( output ) : Math.max( builder.getTypeLength( typeA ), builder.getTypeLength( typeB ) );
  3038. return typeLength > 1 ? `bvec${ typeLength }` : 'bool';
  3039. } else {
  3040. if ( typeA === 'float' && builder.isMatrix( typeB ) ) {
  3041. return typeB;
  3042. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  3043. // matrix x vector
  3044. return builder.getVectorFromMatrix( typeA );
  3045. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  3046. // vector x matrix
  3047. return builder.getVectorFromMatrix( typeB );
  3048. } else if ( builder.getTypeLength( typeB ) > builder.getTypeLength( typeA ) ) {
  3049. // anytype x anytype: use the greater length vector
  3050. return typeB;
  3051. }
  3052. return typeA;
  3053. }
  3054. }
  3055. generate( builder, output ) {
  3056. const op = this.op;
  3057. const aNode = this.aNode;
  3058. const bNode = this.bNode;
  3059. const type = this.getNodeType( builder, output );
  3060. let typeA = null;
  3061. let typeB = null;
  3062. if ( type !== 'void' ) {
  3063. typeA = aNode.getNodeType( builder );
  3064. typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
  3065. if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' ) {
  3066. if ( builder.isVector( typeA ) ) {
  3067. typeB = typeA;
  3068. } else if ( typeA !== typeB ) {
  3069. typeA = typeB = 'float';
  3070. }
  3071. } else if ( op === '>>' || op === '<<' ) {
  3072. typeA = type;
  3073. typeB = builder.changeComponentType( typeB, 'uint' );
  3074. } else if ( builder.isMatrix( typeA ) && builder.isVector( typeB ) ) {
  3075. // matrix x vector
  3076. typeB = builder.getVectorFromMatrix( typeA );
  3077. } else if ( builder.isVector( typeA ) && builder.isMatrix( typeB ) ) {
  3078. // vector x matrix
  3079. typeA = builder.getVectorFromMatrix( typeB );
  3080. } else {
  3081. // anytype x anytype
  3082. typeA = typeB = type;
  3083. }
  3084. } else {
  3085. typeA = typeB = type;
  3086. }
  3087. const a = aNode.build( builder, typeA );
  3088. const b = typeof bNode !== 'undefined' ? bNode.build( builder, typeB ) : null;
  3089. const outputLength = builder.getTypeLength( output );
  3090. const fnOpSnippet = builder.getFunctionOperator( op );
  3091. if ( output !== 'void' ) {
  3092. if ( op === '<' && outputLength > 1 ) {
  3093. if ( builder.useComparisonMethod ) {
  3094. return builder.format( `${ builder.getMethod( 'lessThan', output ) }( ${ a }, ${ b } )`, type, output );
  3095. } else {
  3096. return builder.format( `( ${ a } < ${ b } )`, type, output );
  3097. }
  3098. } else if ( op === '<=' && outputLength > 1 ) {
  3099. if ( builder.useComparisonMethod ) {
  3100. return builder.format( `${ builder.getMethod( 'lessThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  3101. } else {
  3102. return builder.format( `( ${ a } <= ${ b } )`, type, output );
  3103. }
  3104. } else if ( op === '>' && outputLength > 1 ) {
  3105. if ( builder.useComparisonMethod ) {
  3106. return builder.format( `${ builder.getMethod( 'greaterThan', output ) }( ${ a }, ${ b } )`, type, output );
  3107. } else {
  3108. return builder.format( `( ${ a } > ${ b } )`, type, output );
  3109. }
  3110. } else if ( op === '>=' && outputLength > 1 ) {
  3111. if ( builder.useComparisonMethod ) {
  3112. return builder.format( `${ builder.getMethod( 'greaterThanEqual', output ) }( ${ a }, ${ b } )`, type, output );
  3113. } else {
  3114. return builder.format( `( ${ a } >= ${ b } )`, type, output );
  3115. }
  3116. } else if ( op === '!' || op === '~' ) {
  3117. return builder.format( `(${op}${a})`, typeA, output );
  3118. } else if ( fnOpSnippet ) {
  3119. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  3120. } else {
  3121. return builder.format( `( ${ a } ${ op } ${ b } )`, type, output );
  3122. }
  3123. } else if ( typeA !== 'void' ) {
  3124. if ( fnOpSnippet ) {
  3125. return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );
  3126. } else {
  3127. return builder.format( `${ a } ${ op } ${ b }`, type, output );
  3128. }
  3129. }
  3130. }
  3131. serialize( data ) {
  3132. super.serialize( data );
  3133. data.op = this.op;
  3134. }
  3135. deserialize( data ) {
  3136. super.deserialize( data );
  3137. this.op = data.op;
  3138. }
  3139. }
  3140. /**
  3141. * Returns the addition of two or more value.
  3142. *
  3143. * @function
  3144. * @param {Node} aNode - The first input.
  3145. * @param {Node} bNode - The second input.
  3146. * @param {...Node} params - Additional input parameters.
  3147. * @returns {OperatorNode}
  3148. */
  3149. const add = /*@__PURE__*/ nodeProxy( OperatorNode, '+' );
  3150. /**
  3151. * Returns the subtraction of two or more value.
  3152. *
  3153. * @function
  3154. * @param {Node} aNode - The first input.
  3155. * @param {Node} bNode - The second input.
  3156. * @param {...Node} params - Additional input parameters.
  3157. * @returns {OperatorNode}
  3158. */
  3159. const sub = /*@__PURE__*/ nodeProxy( OperatorNode, '-' );
  3160. /**
  3161. * Returns the multiplication of two or more value.
  3162. *
  3163. * @function
  3164. * @param {Node} aNode - The first input.
  3165. * @param {Node} bNode - The second input.
  3166. * @param {...Node} params - Additional input parameters.
  3167. * @returns {OperatorNode}
  3168. */
  3169. const mul = /*@__PURE__*/ nodeProxy( OperatorNode, '*' );
  3170. /**
  3171. * Returns the division of two or more value.
  3172. *
  3173. * @function
  3174. * @param {Node} aNode - The first input.
  3175. * @param {Node} bNode - The second input.
  3176. * @param {...Node} params - Additional input parameters.
  3177. * @returns {OperatorNode}
  3178. */
  3179. const div = /*@__PURE__*/ nodeProxy( OperatorNode, '/' );
  3180. /**
  3181. * Computes the remainder of dividing the first node by the second, for integer values.
  3182. *
  3183. * @function
  3184. * @param {Node} aNode - The first input.
  3185. * @param {Node} bNode - The second input.
  3186. * @returns {OperatorNode}
  3187. */
  3188. const modInt = /*@__PURE__*/ nodeProxy( OperatorNode, '%' );
  3189. /**
  3190. * Checks if two nodes are equal.
  3191. *
  3192. * @function
  3193. * @param {Node} aNode - The first input.
  3194. * @param {Node} bNode - The second input.
  3195. * @returns {OperatorNode}
  3196. */
  3197. const equal = /*@__PURE__*/ nodeProxy( OperatorNode, '==' );
  3198. /**
  3199. * Checks if two nodes are not equal.
  3200. *
  3201. * @function
  3202. * @param {Node} aNode - The first input.
  3203. * @param {Node} bNode - The second input.
  3204. * @returns {OperatorNode}
  3205. */
  3206. const notEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '!=' );
  3207. /**
  3208. * Checks if the first node is less than the second.
  3209. *
  3210. * @function
  3211. * @param {Node} aNode - The first input.
  3212. * @param {Node} bNode - The second input.
  3213. * @returns {OperatorNode}
  3214. */
  3215. const lessThan = /*@__PURE__*/ nodeProxy( OperatorNode, '<' );
  3216. /**
  3217. * Checks if the first node is greater than the second.
  3218. *
  3219. * @function
  3220. * @param {Node} aNode - The first input.
  3221. * @param {Node} bNode - The second input.
  3222. * @returns {OperatorNode}
  3223. */
  3224. const greaterThan = /*@__PURE__*/ nodeProxy( OperatorNode, '>' );
  3225. /**
  3226. * Checks if the first node is less than or equal to the second.
  3227. *
  3228. * @function
  3229. * @param {Node} aNode - The first input.
  3230. * @param {Node} bNode - The second input.
  3231. * @returns {OperatorNode}
  3232. */
  3233. const lessThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '<=' );
  3234. /**
  3235. * Checks if the first node is greater than or equal to the second.
  3236. *
  3237. * @function
  3238. * @param {Node} aNode - The first input.
  3239. * @param {Node} bNode - The second input.
  3240. * @returns {OperatorNode}
  3241. */
  3242. const greaterThanEqual = /*@__PURE__*/ nodeProxy( OperatorNode, '>=' );
  3243. /**
  3244. * Performs logical AND on two nodes.
  3245. *
  3246. * @function
  3247. * @param {Node} aNode - The first input.
  3248. * @param {Node} bNode - The second input.
  3249. * @returns {OperatorNode}
  3250. */
  3251. const and = /*@__PURE__*/ nodeProxy( OperatorNode, '&&' );
  3252. /**
  3253. * Performs logical OR on two nodes.
  3254. *
  3255. * @function
  3256. * @param {Node} aNode - The first input.
  3257. * @param {Node} bNode - The second input.
  3258. * @returns {OperatorNode}
  3259. */
  3260. const or = /*@__PURE__*/ nodeProxy( OperatorNode, '||' );
  3261. /**
  3262. * Performs logical NOT on a node.
  3263. *
  3264. * @function
  3265. * @param {Node} aNode - The first input.
  3266. * @param {Node} bNode - The second input.
  3267. * @returns {OperatorNode}
  3268. */
  3269. const not = /*@__PURE__*/ nodeProxy( OperatorNode, '!' );
  3270. /**
  3271. * Performs logical XOR on two nodes.
  3272. *
  3273. * @function
  3274. * @param {Node} aNode - The first input.
  3275. * @param {Node} bNode - The second input.
  3276. * @returns {OperatorNode}
  3277. */
  3278. const xor = /*@__PURE__*/ nodeProxy( OperatorNode, '^^' );
  3279. /**
  3280. * Performs bitwise AND on two nodes.
  3281. *
  3282. * @function
  3283. * @param {Node} aNode - The first input.
  3284. * @param {Node} bNode - The second input.
  3285. * @returns {OperatorNode}
  3286. */
  3287. const bitAnd = /*@__PURE__*/ nodeProxy( OperatorNode, '&' );
  3288. /**
  3289. * Performs bitwise NOT on a node.
  3290. *
  3291. * @function
  3292. * @param {Node} aNode - The first input.
  3293. * @param {Node} bNode - The second input.
  3294. * @returns {OperatorNode}
  3295. */
  3296. const bitNot = /*@__PURE__*/ nodeProxy( OperatorNode, '~' );
  3297. /**
  3298. * Performs bitwise OR on two nodes.
  3299. *
  3300. * @function
  3301. * @param {Node} aNode - The first input.
  3302. * @param {Node} bNode - The second input.
  3303. * @returns {OperatorNode}
  3304. */
  3305. const bitOr = /*@__PURE__*/ nodeProxy( OperatorNode, '|' );
  3306. /**
  3307. * Performs bitwise XOR on two nodes.
  3308. *
  3309. * @function
  3310. * @param {Node} aNode - The first input.
  3311. * @param {Node} bNode - The second input.
  3312. * @returns {OperatorNode}
  3313. */
  3314. const bitXor = /*@__PURE__*/ nodeProxy( OperatorNode, '^' );
  3315. /**
  3316. * Shifts a node to the left.
  3317. *
  3318. * @function
  3319. * @param {Node} aNode - The node to shift.
  3320. * @param {Node} bNode - The value to shift.
  3321. * @returns {OperatorNode}
  3322. */
  3323. const shiftLeft = /*@__PURE__*/ nodeProxy( OperatorNode, '<<' );
  3324. /**
  3325. * Shifts a node to the right.
  3326. *
  3327. * @function
  3328. * @param {Node} aNode - The node to shift.
  3329. * @param {Node} bNode - The value to shift.
  3330. * @returns {OperatorNode}
  3331. */
  3332. const shiftRight = /*@__PURE__*/ nodeProxy( OperatorNode, '>>' );
  3333. addMethodChaining( 'add', add );
  3334. addMethodChaining( 'sub', sub );
  3335. addMethodChaining( 'mul', mul );
  3336. addMethodChaining( 'div', div );
  3337. addMethodChaining( 'modInt', modInt );
  3338. addMethodChaining( 'equal', equal );
  3339. addMethodChaining( 'notEqual', notEqual );
  3340. addMethodChaining( 'lessThan', lessThan );
  3341. addMethodChaining( 'greaterThan', greaterThan );
  3342. addMethodChaining( 'lessThanEqual', lessThanEqual );
  3343. addMethodChaining( 'greaterThanEqual', greaterThanEqual );
  3344. addMethodChaining( 'and', and );
  3345. addMethodChaining( 'or', or );
  3346. addMethodChaining( 'not', not );
  3347. addMethodChaining( 'xor', xor );
  3348. addMethodChaining( 'bitAnd', bitAnd );
  3349. addMethodChaining( 'bitNot', bitNot );
  3350. addMethodChaining( 'bitOr', bitOr );
  3351. addMethodChaining( 'bitXor', bitXor );
  3352. addMethodChaining( 'shiftLeft', shiftLeft );
  3353. addMethodChaining( 'shiftRight', shiftRight );
  3354. /**
  3355. * @function
  3356. * @deprecated since r168. Use {@link modInt} instead.
  3357. *
  3358. * @param {...any} params
  3359. * @returns {Function}
  3360. */
  3361. const remainder = ( ...params ) => { // @deprecated, r168
  3362. console.warn( 'TSL.OperatorNode: .remainder() has been renamed to .modInt().' );
  3363. return modInt( ...params );
  3364. };
  3365. addMethodChaining( 'remainder', remainder );
  3366. /** @module MathNode **/
  3367. /**
  3368. * This node represents a variety of mathematical methods available in shaders.
  3369. * They are divided into three categories:
  3370. *
  3371. * - Methods with one input like `sin`, `cos` or `normalize`.
  3372. * - Methods with two inputs like `dot`, `cross` or `pow`.
  3373. * - Methods with three inputs like `mix`, `clamp` or `smoothstep`.
  3374. *
  3375. * @augments TempNode
  3376. */
  3377. class MathNode extends TempNode {
  3378. static get type() {
  3379. return 'MathNode';
  3380. }
  3381. /**
  3382. * Constructs a new math node.
  3383. *
  3384. * @param {String} method - The method name.
  3385. * @param {Node} aNode - The first input.
  3386. * @param {Node?} [bNode=null] - The second input.
  3387. * @param {Node?} [cNode=null] - The third input.
  3388. */
  3389. constructor( method, aNode, bNode = null, cNode = null ) {
  3390. super();
  3391. /**
  3392. * The method name.
  3393. *
  3394. * @type {String}
  3395. */
  3396. this.method = method;
  3397. /**
  3398. * The first input.
  3399. *
  3400. * @type {Node}
  3401. */
  3402. this.aNode = aNode;
  3403. /**
  3404. * The second input.
  3405. *
  3406. * @type {Node?}
  3407. * @default null
  3408. */
  3409. this.bNode = bNode;
  3410. /**
  3411. * The third input.
  3412. *
  3413. * @type {Node?}
  3414. * @default null
  3415. */
  3416. this.cNode = cNode;
  3417. /**
  3418. * This flag can be used for type testing.
  3419. *
  3420. * @type {Boolean}
  3421. * @readonly
  3422. * @default true
  3423. */
  3424. this.isMathNode = true;
  3425. }
  3426. /**
  3427. * The input type is inferred from the node types of the input nodes.
  3428. *
  3429. * @param {NodeBuilder} builder - The current node builder.
  3430. * @return {String} The input type.
  3431. */
  3432. getInputType( builder ) {
  3433. const aType = this.aNode.getNodeType( builder );
  3434. const bType = this.bNode ? this.bNode.getNodeType( builder ) : null;
  3435. const cType = this.cNode ? this.cNode.getNodeType( builder ) : null;
  3436. const aLen = builder.isMatrix( aType ) ? 0 : builder.getTypeLength( aType );
  3437. const bLen = builder.isMatrix( bType ) ? 0 : builder.getTypeLength( bType );
  3438. const cLen = builder.isMatrix( cType ) ? 0 : builder.getTypeLength( cType );
  3439. if ( aLen > bLen && aLen > cLen ) {
  3440. return aType;
  3441. } else if ( bLen > cLen ) {
  3442. return bType;
  3443. } else if ( cLen > aLen ) {
  3444. return cType;
  3445. }
  3446. return aType;
  3447. }
  3448. /**
  3449. * The selected method as well as the input type determine the node type of this node.
  3450. *
  3451. * @param {NodeBuilder} builder - The current node builder.
  3452. * @return {String} The node type.
  3453. */
  3454. getNodeType( builder ) {
  3455. const method = this.method;
  3456. if ( method === MathNode.LENGTH || method === MathNode.DISTANCE || method === MathNode.DOT ) {
  3457. return 'float';
  3458. } else if ( method === MathNode.CROSS ) {
  3459. return 'vec3';
  3460. } else if ( method === MathNode.ALL ) {
  3461. return 'bool';
  3462. } else if ( method === MathNode.EQUALS ) {
  3463. return builder.changeComponentType( this.aNode.getNodeType( builder ), 'bool' );
  3464. } else if ( method === MathNode.MOD ) {
  3465. return this.aNode.getNodeType( builder );
  3466. } else {
  3467. return this.getInputType( builder );
  3468. }
  3469. }
  3470. generate( builder, output ) {
  3471. let method = this.method;
  3472. const type = this.getNodeType( builder );
  3473. const inputType = this.getInputType( builder );
  3474. const a = this.aNode;
  3475. const b = this.bNode;
  3476. const c = this.cNode;
  3477. const coordinateSystem = builder.renderer.coordinateSystem;
  3478. if ( method === MathNode.TRANSFORM_DIRECTION ) {
  3479. // dir can be either a direction vector or a normal vector
  3480. // upper-left 3x3 of matrix is assumed to be orthogonal
  3481. let tA = a;
  3482. let tB = b;
  3483. if ( builder.isMatrix( tA.getNodeType( builder ) ) ) {
  3484. tB = vec4( vec3( tB ), 0.0 );
  3485. } else {
  3486. tA = vec4( vec3( tA ), 0.0 );
  3487. }
  3488. const mulNode = mul( tA, tB ).xyz;
  3489. return normalize( mulNode ).build( builder, output );
  3490. } else if ( method === MathNode.NEGATE ) {
  3491. return builder.format( '( - ' + a.build( builder, inputType ) + ' )', type, output );
  3492. } else if ( method === MathNode.ONE_MINUS ) {
  3493. return sub( 1.0, a ).build( builder, output );
  3494. } else if ( method === MathNode.RECIPROCAL ) {
  3495. return div( 1.0, a ).build( builder, output );
  3496. } else if ( method === MathNode.DIFFERENCE ) {
  3497. return abs( sub( a, b ) ).build( builder, output );
  3498. } else {
  3499. const params = [];
  3500. if ( method === MathNode.CROSS || method === MathNode.MOD ) {
  3501. params.push(
  3502. a.build( builder, type ),
  3503. b.build( builder, type )
  3504. );
  3505. } else if ( coordinateSystem === WebGLCoordinateSystem && method === MathNode.STEP ) {
  3506. params.push(
  3507. a.build( builder, builder.getTypeLength( a.getNodeType( builder ) ) === 1 ? 'float' : inputType ),
  3508. b.build( builder, inputType )
  3509. );
  3510. } else if ( ( coordinateSystem === WebGLCoordinateSystem && ( method === MathNode.MIN || method === MathNode.MAX ) ) || method === MathNode.MOD ) {
  3511. params.push(
  3512. a.build( builder, inputType ),
  3513. b.build( builder, builder.getTypeLength( b.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  3514. );
  3515. } else if ( method === MathNode.REFRACT ) {
  3516. params.push(
  3517. a.build( builder, inputType ),
  3518. b.build( builder, inputType ),
  3519. c.build( builder, 'float' )
  3520. );
  3521. } else if ( method === MathNode.MIX ) {
  3522. params.push(
  3523. a.build( builder, inputType ),
  3524. b.build( builder, inputType ),
  3525. c.build( builder, builder.getTypeLength( c.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  3526. );
  3527. } else {
  3528. if ( coordinateSystem === WebGPUCoordinateSystem && method === MathNode.ATAN && b !== null ) {
  3529. method = 'atan2';
  3530. }
  3531. params.push( a.build( builder, inputType ) );
  3532. if ( b !== null ) params.push( b.build( builder, inputType ) );
  3533. if ( c !== null ) params.push( c.build( builder, inputType ) );
  3534. }
  3535. return builder.format( `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`, type, output );
  3536. }
  3537. }
  3538. serialize( data ) {
  3539. super.serialize( data );
  3540. data.method = this.method;
  3541. }
  3542. deserialize( data ) {
  3543. super.deserialize( data );
  3544. this.method = data.method;
  3545. }
  3546. }
  3547. // 1 input
  3548. MathNode.ALL = 'all';
  3549. MathNode.ANY = 'any';
  3550. MathNode.RADIANS = 'radians';
  3551. MathNode.DEGREES = 'degrees';
  3552. MathNode.EXP = 'exp';
  3553. MathNode.EXP2 = 'exp2';
  3554. MathNode.LOG = 'log';
  3555. MathNode.LOG2 = 'log2';
  3556. MathNode.SQRT = 'sqrt';
  3557. MathNode.INVERSE_SQRT = 'inversesqrt';
  3558. MathNode.FLOOR = 'floor';
  3559. MathNode.CEIL = 'ceil';
  3560. MathNode.NORMALIZE = 'normalize';
  3561. MathNode.FRACT = 'fract';
  3562. MathNode.SIN = 'sin';
  3563. MathNode.COS = 'cos';
  3564. MathNode.TAN = 'tan';
  3565. MathNode.ASIN = 'asin';
  3566. MathNode.ACOS = 'acos';
  3567. MathNode.ATAN = 'atan';
  3568. MathNode.ABS = 'abs';
  3569. MathNode.SIGN = 'sign';
  3570. MathNode.LENGTH = 'length';
  3571. MathNode.NEGATE = 'negate';
  3572. MathNode.ONE_MINUS = 'oneMinus';
  3573. MathNode.DFDX = 'dFdx';
  3574. MathNode.DFDY = 'dFdy';
  3575. MathNode.ROUND = 'round';
  3576. MathNode.RECIPROCAL = 'reciprocal';
  3577. MathNode.TRUNC = 'trunc';
  3578. MathNode.FWIDTH = 'fwidth';
  3579. MathNode.TRANSPOSE = 'transpose';
  3580. // 2 inputs
  3581. MathNode.BITCAST = 'bitcast';
  3582. MathNode.EQUALS = 'equals';
  3583. MathNode.MIN = 'min';
  3584. MathNode.MAX = 'max';
  3585. MathNode.MOD = 'mod';
  3586. MathNode.STEP = 'step';
  3587. MathNode.REFLECT = 'reflect';
  3588. MathNode.DISTANCE = 'distance';
  3589. MathNode.DIFFERENCE = 'difference';
  3590. MathNode.DOT = 'dot';
  3591. MathNode.CROSS = 'cross';
  3592. MathNode.POW = 'pow';
  3593. MathNode.TRANSFORM_DIRECTION = 'transformDirection';
  3594. // 3 inputs
  3595. MathNode.MIX = 'mix';
  3596. MathNode.CLAMP = 'clamp';
  3597. MathNode.REFRACT = 'refract';
  3598. MathNode.SMOOTHSTEP = 'smoothstep';
  3599. MathNode.FACEFORWARD = 'faceforward';
  3600. // 1 inputs
  3601. /**
  3602. * A small value used to handle floating-point precision errors.
  3603. *
  3604. * @type {Node<float>}
  3605. */
  3606. const EPSILON = /*@__PURE__*/ float( 1e-6 );
  3607. /**
  3608. * Represents infinity.
  3609. *
  3610. * @type {Node<float>}
  3611. */
  3612. const INFINITY = /*@__PURE__*/ float( 1e6 );
  3613. /**
  3614. * Represents PI.
  3615. *
  3616. * @type {Node<float>}
  3617. */
  3618. const PI = /*@__PURE__*/ float( Math.PI );
  3619. /**
  3620. * Represents PI * 2.
  3621. *
  3622. * @type {Node<float>}
  3623. */
  3624. const PI2 = /*@__PURE__*/ float( Math.PI * 2 );
  3625. /**
  3626. * Returns `true` if all components of `x` are `true`.
  3627. *
  3628. * @function
  3629. * @param {Node | Number} x - The parameter.
  3630. * @returns {Node<bool>}
  3631. */
  3632. const all = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ALL );
  3633. /**
  3634. * Returns `true` if any components of `x` are `true`.
  3635. *
  3636. * @function
  3637. * @param {Node | Number} x - The parameter.
  3638. * @returns {Node<bool>}
  3639. */
  3640. const any = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ANY );
  3641. /**
  3642. * Converts a quantity in degrees to radians.
  3643. *
  3644. * @function
  3645. * @param {Node | Number} x - The input in degrees.
  3646. * @returns {Node}
  3647. */
  3648. const radians = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RADIANS );
  3649. /**
  3650. * Convert a quantity in radians to degrees.
  3651. *
  3652. * @function
  3653. * @param {Node | Number} x - The input in radians.
  3654. * @returns {Node}
  3655. */
  3656. const degrees = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DEGREES );
  3657. /**
  3658. * Returns the natural exponentiation of the parameter.
  3659. *
  3660. * @function
  3661. * @param {Node | Number} x - The parameter.
  3662. * @returns {Node}
  3663. */
  3664. const exp = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP );
  3665. /**
  3666. * Returns 2 raised to the power of the parameter.
  3667. *
  3668. * @function
  3669. * @param {Node | Number} x - The parameter.
  3670. * @returns {Node}
  3671. */
  3672. const exp2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EXP2 );
  3673. /**
  3674. * Returns the natural logarithm of the parameter.
  3675. *
  3676. * @function
  3677. * @param {Node | Number} x - The parameter.
  3678. * @returns {Node}
  3679. */
  3680. const log = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG );
  3681. /**
  3682. * Returns the base 2 logarithm of the parameter.
  3683. *
  3684. * @function
  3685. * @param {Node | Number} x - The parameter.
  3686. * @returns {Node}
  3687. */
  3688. const log2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LOG2 );
  3689. /**
  3690. * Returns the square root of the parameter.
  3691. *
  3692. * @function
  3693. * @param {Node | Number} x - The parameter.
  3694. * @returns {Node}
  3695. */
  3696. const sqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SQRT );
  3697. /**
  3698. * Returns the inverse of the square root of the parameter.
  3699. *
  3700. * @function
  3701. * @param {Node | Number} x - The parameter.
  3702. * @returns {Node}
  3703. */
  3704. const inverseSqrt = /*@__PURE__*/ nodeProxy( MathNode, MathNode.INVERSE_SQRT );
  3705. /**
  3706. * Finds the nearest integer less than or equal to the parameter.
  3707. *
  3708. * @function
  3709. * @param {Node | Number} x - The parameter.
  3710. * @returns {Node}
  3711. */
  3712. const floor = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FLOOR );
  3713. /**
  3714. * Finds the nearest integer that is greater than or equal to the parameter.
  3715. *
  3716. * @function
  3717. * @param {Node | Number} x - The parameter.
  3718. * @returns {Node}
  3719. */
  3720. const ceil = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CEIL );
  3721. /**
  3722. * Calculates the unit vector in the same direction as the original vector.
  3723. *
  3724. * @function
  3725. * @param {Node} x - The input vector.
  3726. * @returns {Node}
  3727. */
  3728. const normalize = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NORMALIZE );
  3729. /**
  3730. * Computes the fractional part of the parameter.
  3731. *
  3732. * @function
  3733. * @param {Node | Number} x - The parameter.
  3734. * @returns {Node}
  3735. */
  3736. const fract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FRACT );
  3737. /**
  3738. * Returns the sine of the parameter.
  3739. *
  3740. * @function
  3741. * @param {Node | Number} x - The parameter.
  3742. * @returns {Node}
  3743. */
  3744. const sin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIN );
  3745. /**
  3746. * Returns the cosine of the parameter.
  3747. *
  3748. * @function
  3749. * @param {Node | Number} x - The parameter.
  3750. * @returns {Node}
  3751. */
  3752. const cos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.COS );
  3753. /**
  3754. * Returns the tangent of the parameter.
  3755. *
  3756. * @function
  3757. * @param {Node | Number} x - The parameter.
  3758. * @returns {Node}
  3759. */
  3760. const tan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TAN );
  3761. /**
  3762. * Returns the arcsine of the parameter.
  3763. *
  3764. * @function
  3765. * @param {Node | Number} x - The parameter.
  3766. * @returns {Node}
  3767. */
  3768. const asin = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ASIN );
  3769. /**
  3770. * Returns the arccosine of the parameter.
  3771. *
  3772. * @function
  3773. * @param {Node | Number} x - The parameter.
  3774. * @returns {Node}
  3775. */
  3776. const acos = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ACOS );
  3777. /**
  3778. * Returns the arc-tangent of the parameter.
  3779. * If two parameters are provided, the result is `atan2(y/x)`.
  3780. *
  3781. * @function
  3782. * @param {Node | Number} y - The y parameter.
  3783. * @param {(Node | Number)?} x - The x parameter.
  3784. * @returns {Node}
  3785. */
  3786. const atan = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ATAN );
  3787. /**
  3788. * Returns the absolute value of the parameter.
  3789. *
  3790. * @function
  3791. * @param {Node | Number} x - The parameter.
  3792. * @returns {Node}
  3793. */
  3794. const abs = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ABS );
  3795. /**
  3796. * Extracts the sign of the parameter.
  3797. *
  3798. * @function
  3799. * @param {Node | Number} x - The parameter.
  3800. * @returns {Node}
  3801. */
  3802. const sign = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SIGN );
  3803. /**
  3804. * Calculates the length of a vector.
  3805. *
  3806. * @function
  3807. * @param {Node} x - The parameter.
  3808. * @returns {Node<float>}
  3809. */
  3810. const length = /*@__PURE__*/ nodeProxy( MathNode, MathNode.LENGTH );
  3811. /**
  3812. * Negates the value of the parameter (-x).
  3813. *
  3814. * @function
  3815. * @param {Node | Number} x - The parameter.
  3816. * @returns {Node}
  3817. */
  3818. const negate = /*@__PURE__*/ nodeProxy( MathNode, MathNode.NEGATE );
  3819. /**
  3820. * Return `1` minus the parameter.
  3821. *
  3822. * @function
  3823. * @param {Node | Number} x - The parameter.
  3824. * @returns {Node}
  3825. */
  3826. const oneMinus = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ONE_MINUS );
  3827. /**
  3828. * Returns the partial derivative of the parameter with respect to x.
  3829. *
  3830. * @function
  3831. * @param {Node | Number} x - The parameter.
  3832. * @returns {Node}
  3833. */
  3834. const dFdx = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDX );
  3835. /**
  3836. * Returns the partial derivative of the parameter with respect to y.
  3837. *
  3838. * @function
  3839. * @param {Node | Number} x - The parameter.
  3840. * @returns {Node}
  3841. */
  3842. const dFdy = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DFDY );
  3843. /**
  3844. * Rounds the parameter to the nearest integer.
  3845. *
  3846. * @function
  3847. * @param {Node | Number} x - The parameter.
  3848. * @returns {Node}
  3849. */
  3850. const round = /*@__PURE__*/ nodeProxy( MathNode, MathNode.ROUND );
  3851. /**
  3852. * Returns the reciprocal of the parameter `(1/x)`.
  3853. *
  3854. * @function
  3855. * @param {Node | Number} x - The parameter.
  3856. * @returns {Node}
  3857. */
  3858. const reciprocal = /*@__PURE__*/ nodeProxy( MathNode, MathNode.RECIPROCAL );
  3859. /**
  3860. * Truncates the parameter, removing the fractional part.
  3861. *
  3862. * @function
  3863. * @param {Node | Number} x - The parameter.
  3864. * @returns {Node}
  3865. */
  3866. const trunc = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRUNC );
  3867. /**
  3868. * Returns the sum of the absolute derivatives in x and y.
  3869. *
  3870. * @function
  3871. * @param {Node | Number} x - The parameter.
  3872. * @returns {Node}
  3873. */
  3874. const fwidth = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FWIDTH );
  3875. /**
  3876. * Returns the transpose of a matrix.
  3877. *
  3878. * @function
  3879. * @param {Node<mat2|mat3|mat4>} x - The parameter.
  3880. * @returns {Node}
  3881. */
  3882. const transpose = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSPOSE );
  3883. // 2 inputs
  3884. /**
  3885. * Reinterpret the bit representation of a value in one type as a value in another type.
  3886. *
  3887. * @function
  3888. * @param {Node | Number} x - The parameter.
  3889. * @param {String} y - The new type.
  3890. * @returns {Node}
  3891. */
  3892. const bitcast = /*@__PURE__*/ nodeProxy( MathNode, MathNode.BITCAST );
  3893. /**
  3894. * Returns `true` if `x` equals `y`.
  3895. *
  3896. * @function
  3897. * @param {Node | Number} x - The first parameter.
  3898. * @param {Node | Number} y - The second parameter.
  3899. * @returns {Node<bool>}
  3900. */
  3901. const equals = /*@__PURE__*/ nodeProxy( MathNode, MathNode.EQUALS );
  3902. /**
  3903. * Returns the lesser of two values.
  3904. *
  3905. * @function
  3906. * @param {Node | Number} x - The y parameter.
  3907. * @param {Node | Number} y - The x parameter.
  3908. * @returns {Node}
  3909. */
  3910. const min$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIN );
  3911. /**
  3912. * Returns the greater of two values.
  3913. *
  3914. * @function
  3915. * @param {Node | Number} x - The y parameter.
  3916. * @param {Node | Number} y - The x parameter.
  3917. * @returns {Node}
  3918. */
  3919. const max$1 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MAX );
  3920. /**
  3921. * Computes the remainder of dividing the first node by the second one.
  3922. *
  3923. * @function
  3924. * @param {Node | Number} x - The y parameter.
  3925. * @param {Node | Number} y - The x parameter.
  3926. * @returns {Node}
  3927. */
  3928. const mod = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MOD );
  3929. /**
  3930. * Generate a step function by comparing two values.
  3931. *
  3932. * @function
  3933. * @param {Node | Number} x - The y parameter.
  3934. * @param {Node | Number} y - The x parameter.
  3935. * @returns {Node}
  3936. */
  3937. const step = /*@__PURE__*/ nodeProxy( MathNode, MathNode.STEP );
  3938. /**
  3939. * Calculates the reflection direction for an incident vector.
  3940. *
  3941. * @function
  3942. * @param {Node<vec2|vec3|vec4>} I - The incident vector.
  3943. * @param {Node<vec2|vec3|vec4>} N - The normal vector.
  3944. * @returns {Node<vec2|vec3|vec4>}
  3945. */
  3946. const reflect = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFLECT );
  3947. /**
  3948. * Calculates the distance between two points.
  3949. *
  3950. * @function
  3951. * @param {Node<vec2|vec3|vec4>} x - The first point.
  3952. * @param {Node<vec2|vec3|vec4>} y - The second point.
  3953. * @returns {Node<float>}
  3954. */
  3955. const distance = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DISTANCE );
  3956. /**
  3957. * Calculates the absolute difference between two values.
  3958. *
  3959. * @function
  3960. * @param {Node | Number} x - The first parameter.
  3961. * @param {Node | Number} y - The second parameter.
  3962. * @returns {Node}
  3963. */
  3964. const difference = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DIFFERENCE );
  3965. /**
  3966. * Calculates the dot product of two vectors.
  3967. *
  3968. * @function
  3969. * @param {Node<vec2|vec3|vec4>} x - The first vector.
  3970. * @param {Node<vec2|vec3|vec4>} y - The second vector.
  3971. * @returns {Node<float>}
  3972. */
  3973. const dot = /*@__PURE__*/ nodeProxy( MathNode, MathNode.DOT );
  3974. /**
  3975. * Calculates the cross product of two vectors.
  3976. *
  3977. * @function
  3978. * @param {Node<vec2|vec3|vec4>} x - The first vector.
  3979. * @param {Node<vec2|vec3|vec4>} y - The second vector.
  3980. * @returns {Node<vec2|vec3|vec4>}
  3981. */
  3982. const cross = /*@__PURE__*/ nodeProxy( MathNode, MathNode.CROSS );
  3983. /**
  3984. * Return the value of the first parameter raised to the power of the second one.
  3985. *
  3986. * @function
  3987. * @param {Node | Number} x - The first parameter.
  3988. * @param {Node | Number} y - The second parameter.
  3989. * @returns {Node}
  3990. */
  3991. const pow = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW );
  3992. /**
  3993. * Returns the square of the parameter.
  3994. *
  3995. * @function
  3996. * @param {Node | Number} x - The first parameter.
  3997. * @returns {Node}
  3998. */
  3999. const pow2 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 2 );
  4000. /**
  4001. * Returns the cube of the parameter.
  4002. *
  4003. * @function
  4004. * @param {Node | Number} x - The first parameter.
  4005. * @returns {Node}
  4006. */
  4007. const pow3 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 3 );
  4008. /**
  4009. * Returns the fourth power of the parameter.
  4010. *
  4011. * @function
  4012. * @param {Node | Number} x - The first parameter.
  4013. * @returns {Node}
  4014. */
  4015. const pow4 = /*@__PURE__*/ nodeProxy( MathNode, MathNode.POW, 4 );
  4016. /**
  4017. * Transforms the direction of a vector by a matrix and then normalizes the result.
  4018. *
  4019. * @function
  4020. * @param {Node<vec2|vec3|vec4>} direction - The direction vector.
  4021. * @param {Node<mat2|mat3|mat4>} matrix - The transformation matrix.
  4022. * @returns {Node}
  4023. */
  4024. const transformDirection = /*@__PURE__*/ nodeProxy( MathNode, MathNode.TRANSFORM_DIRECTION );
  4025. /**
  4026. * Returns the cube root of a number.
  4027. *
  4028. * @function
  4029. * @param {Node | Number} a - The first parameter.
  4030. * @returns {Node}
  4031. */
  4032. const cbrt = ( a ) => mul( sign( a ), pow( abs( a ), 1.0 / 3.0 ) );
  4033. /**
  4034. * Calculate the squared length of a vector.
  4035. *
  4036. * @function
  4037. * @param {Node<vec2|vec3|vec4>} a - The vector.
  4038. * @returns {Node<float>}
  4039. */
  4040. const lengthSq = ( a ) => dot( a, a );
  4041. /**
  4042. * Linearly interpolates between two values.
  4043. *
  4044. * @function
  4045. * @param {Node | Number} a - The first parameter.
  4046. * @param {Node | Number} b - The second parameter.
  4047. * @param {Node | Number} t - The interpolation value.
  4048. * @returns {Node}
  4049. */
  4050. const mix = /*@__PURE__*/ nodeProxy( MathNode, MathNode.MIX );
  4051. /**
  4052. * Constrains a value to lie between two further values.
  4053. *
  4054. * @function
  4055. * @param {Node | Number} value - The value to constrain.
  4056. * @param {Node | Number} [low=0] - The lower bound.
  4057. * @param {Node | Number} [high=1] - The upper bound.
  4058. * @returns {Node}
  4059. */
  4060. const clamp = ( value, low = 0, high = 1 ) => nodeObject( new MathNode( MathNode.CLAMP, nodeObject( value ), nodeObject( low ), nodeObject( high ) ) );
  4061. /**
  4062. * Constrains a value between `0` and `1`.
  4063. *
  4064. * @function
  4065. * @param {Node | Number} value - The value to constrain.
  4066. * @returns {Node}
  4067. */
  4068. const saturate = ( value ) => clamp( value );
  4069. /**
  4070. * Calculates the refraction direction for an incident vector.
  4071. *
  4072. * @function
  4073. * @param {Node<vec2|vec3|vec4>} I - The incident vector.
  4074. * @param {Node<vec2|vec3|vec4>} N - The normal vector.
  4075. * @param {Node<float>} eta - The the ratio of indices of refraction.
  4076. * @returns {Node<vec2|vec3|vec4>}
  4077. */
  4078. const refract = /*@__PURE__*/ nodeProxy( MathNode, MathNode.REFRACT );
  4079. /**
  4080. * Performs a Hermite interpolation between two values.
  4081. *
  4082. * @function
  4083. * @param {Node | Number} low - The value of the lower edge of the Hermite function.
  4084. * @param {Node | Number} high - The value of the upper edge of the Hermite function.
  4085. * @param {Node | Number} x - The source value for interpolation.
  4086. * @returns {Node}
  4087. */
  4088. const smoothstep = /*@__PURE__*/ nodeProxy( MathNode, MathNode.SMOOTHSTEP );
  4089. /**
  4090. * Returns a vector pointing in the same direction as another.
  4091. *
  4092. * @function
  4093. * @param {Node<vec2|vec3|vec4>} N - The vector to orient.
  4094. * @param {Node<vec2|vec3|vec4>} I - The incident vector.
  4095. * @param {Node<vec2|vec3|vec4>} Nref - The reference vector.
  4096. * @returns {Node<vec2|vec3|vec4>}
  4097. */
  4098. const faceForward = /*@__PURE__*/ nodeProxy( MathNode, MathNode.FACEFORWARD );
  4099. /**
  4100. * Returns a random value for the given uv.
  4101. *
  4102. * @function
  4103. * @param {Node<vec2>} uv - The uv node.
  4104. * @returns {Node<float>}
  4105. */
  4106. const rand = /*@__PURE__*/ Fn( ( [ uv ] ) => {
  4107. const a = 12.9898, b = 78.233, c = 43758.5453;
  4108. const dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI );
  4109. return fract( sin( sn ).mul( c ) );
  4110. } );
  4111. /**
  4112. * Alias for `mix()` with a different parameter order.
  4113. *
  4114. * @function
  4115. * @param {Node | Number} t - The interpolation value.
  4116. * @param {Node | Number} e1 - The first parameter.
  4117. * @param {Node | Number} e2 - The second parameter.
  4118. * @returns {Node}
  4119. */
  4120. const mixElement = ( t, e1, e2 ) => mix( e1, e2, t );
  4121. /**
  4122. * Alias for `smoothstep()` with a different parameter order.
  4123. *
  4124. * @function
  4125. * @param {Node | Number} x - The source value for interpolation.
  4126. * @param {Node | Number} low - The value of the lower edge of the Hermite function.
  4127. * @param {Node | Number} high - The value of the upper edge of the Hermite function.
  4128. * @returns {Node}
  4129. */
  4130. const smoothstepElement = ( x, low, high ) => smoothstep( low, high, x );
  4131. /**
  4132. * Returns the arc-tangent of the quotient of its parameters.
  4133. *
  4134. * @function
  4135. * @deprecated since r172. Use {@link atan} instead.
  4136. *
  4137. * @param {Node | Number} y - The y parameter.
  4138. * @param {Node | Number} x - The x parameter.
  4139. * @returns {Node}
  4140. */
  4141. const atan2 = ( y, x ) => { // @deprecated, r172
  4142. console.warn( 'THREE.TSL: "atan2" is overloaded. Use "atan" instead.' );
  4143. return atan( y, x );
  4144. };
  4145. // GLSL alias function
  4146. const faceforward = faceForward;
  4147. const inversesqrt = inverseSqrt;
  4148. // Method chaining
  4149. addMethodChaining( 'all', all );
  4150. addMethodChaining( 'any', any );
  4151. addMethodChaining( 'equals', equals );
  4152. addMethodChaining( 'radians', radians );
  4153. addMethodChaining( 'degrees', degrees );
  4154. addMethodChaining( 'exp', exp );
  4155. addMethodChaining( 'exp2', exp2 );
  4156. addMethodChaining( 'log', log );
  4157. addMethodChaining( 'log2', log2 );
  4158. addMethodChaining( 'sqrt', sqrt );
  4159. addMethodChaining( 'inverseSqrt', inverseSqrt );
  4160. addMethodChaining( 'floor', floor );
  4161. addMethodChaining( 'ceil', ceil );
  4162. addMethodChaining( 'normalize', normalize );
  4163. addMethodChaining( 'fract', fract );
  4164. addMethodChaining( 'sin', sin );
  4165. addMethodChaining( 'cos', cos );
  4166. addMethodChaining( 'tan', tan );
  4167. addMethodChaining( 'asin', asin );
  4168. addMethodChaining( 'acos', acos );
  4169. addMethodChaining( 'atan', atan );
  4170. addMethodChaining( 'abs', abs );
  4171. addMethodChaining( 'sign', sign );
  4172. addMethodChaining( 'length', length );
  4173. addMethodChaining( 'lengthSq', lengthSq );
  4174. addMethodChaining( 'negate', negate );
  4175. addMethodChaining( 'oneMinus', oneMinus );
  4176. addMethodChaining( 'dFdx', dFdx );
  4177. addMethodChaining( 'dFdy', dFdy );
  4178. addMethodChaining( 'round', round );
  4179. addMethodChaining( 'reciprocal', reciprocal );
  4180. addMethodChaining( 'trunc', trunc );
  4181. addMethodChaining( 'fwidth', fwidth );
  4182. addMethodChaining( 'atan2', atan2 );
  4183. addMethodChaining( 'min', min$1 );
  4184. addMethodChaining( 'max', max$1 );
  4185. addMethodChaining( 'mod', mod );
  4186. addMethodChaining( 'step', step );
  4187. addMethodChaining( 'reflect', reflect );
  4188. addMethodChaining( 'distance', distance );
  4189. addMethodChaining( 'dot', dot );
  4190. addMethodChaining( 'cross', cross );
  4191. addMethodChaining( 'pow', pow );
  4192. addMethodChaining( 'pow2', pow2 );
  4193. addMethodChaining( 'pow3', pow3 );
  4194. addMethodChaining( 'pow4', pow4 );
  4195. addMethodChaining( 'transformDirection', transformDirection );
  4196. addMethodChaining( 'mix', mixElement );
  4197. addMethodChaining( 'clamp', clamp );
  4198. addMethodChaining( 'refract', refract );
  4199. addMethodChaining( 'smoothstep', smoothstepElement );
  4200. addMethodChaining( 'faceForward', faceForward );
  4201. addMethodChaining( 'difference', difference );
  4202. addMethodChaining( 'saturate', saturate );
  4203. addMethodChaining( 'cbrt', cbrt );
  4204. addMethodChaining( 'transpose', transpose );
  4205. addMethodChaining( 'rand', rand );
  4206. /** @module ConditionalNode **/
  4207. /**
  4208. * Represents a logical `if/else` statement. Can be used as an alternative
  4209. * to the `If()`/`Else()` syntax.
  4210. *
  4211. * The corresponding TSL `select()` looks like so:
  4212. * ```js
  4213. * velocity = position.greaterThanEqual( limit ).select( velocity.negate(), velocity );
  4214. * ```
  4215. * The `select()` method is called in a chaining fashion on a condition. The parameter nodes of `select()`
  4216. * determine the outcome of the entire statement.
  4217. *
  4218. * @augments Node
  4219. */
  4220. class ConditionalNode extends Node {
  4221. static get type() {
  4222. return 'ConditionalNode';
  4223. }
  4224. /**
  4225. * Constructs a new conditional node.
  4226. *
  4227. * @param {Node} condNode - The node that defines the condition.
  4228. * @param {Node} ifNode - The node that is evaluate when the condition ends up `true`.
  4229. * @param {Node?} [elseNode=null] - The node that is evaluate when the condition ends up `false`.
  4230. */
  4231. constructor( condNode, ifNode, elseNode = null ) {
  4232. super();
  4233. /**
  4234. * The node that defines the condition.
  4235. *
  4236. * @type {Node}
  4237. */
  4238. this.condNode = condNode;
  4239. /**
  4240. * The node that is evaluate when the condition ends up `true`.
  4241. *
  4242. * @type {Node}
  4243. */
  4244. this.ifNode = ifNode;
  4245. /**
  4246. * The node that is evaluate when the condition ends up `false`.
  4247. *
  4248. * @type {Node?}
  4249. * @default null
  4250. */
  4251. this.elseNode = elseNode;
  4252. }
  4253. /**
  4254. * This method is overwritten since the node type is inferred from the if/else
  4255. * nodes.
  4256. *
  4257. * @param {NodeBuilder} builder - The current node builder.
  4258. * @return {String} The node type.
  4259. */
  4260. getNodeType( builder ) {
  4261. const { ifNode, elseNode } = builder.getNodeProperties( this );
  4262. if ( ifNode === undefined ) {
  4263. // fallback setup
  4264. this.setup( builder );
  4265. return this.getNodeType( builder );
  4266. }
  4267. const ifType = ifNode.getNodeType( builder );
  4268. if ( elseNode !== null ) {
  4269. const elseType = elseNode.getNodeType( builder );
  4270. if ( builder.getTypeLength( elseType ) > builder.getTypeLength( ifType ) ) {
  4271. return elseType;
  4272. }
  4273. }
  4274. return ifType;
  4275. }
  4276. setup( builder ) {
  4277. const condNode = this.condNode.cache();
  4278. const ifNode = this.ifNode.cache();
  4279. const elseNode = this.elseNode ? this.elseNode.cache() : null;
  4280. //
  4281. const currentNodeBlock = builder.context.nodeBlock;
  4282. builder.getDataFromNode( ifNode ).parentNodeBlock = currentNodeBlock;
  4283. if ( elseNode !== null ) builder.getDataFromNode( elseNode ).parentNodeBlock = currentNodeBlock;
  4284. //
  4285. const properties = builder.getNodeProperties( this );
  4286. properties.condNode = condNode;
  4287. properties.ifNode = ifNode.context( { nodeBlock: ifNode } );
  4288. properties.elseNode = elseNode ? elseNode.context( { nodeBlock: elseNode } ) : null;
  4289. }
  4290. generate( builder, output ) {
  4291. const type = this.getNodeType( builder );
  4292. const nodeData = builder.getDataFromNode( this );
  4293. if ( nodeData.nodeProperty !== undefined ) {
  4294. return nodeData.nodeProperty;
  4295. }
  4296. const { condNode, ifNode, elseNode } = builder.getNodeProperties( this );
  4297. const needsOutput = output !== 'void';
  4298. const nodeProperty = needsOutput ? property( type ).build( builder ) : '';
  4299. nodeData.nodeProperty = nodeProperty;
  4300. const nodeSnippet = condNode.build( builder, 'bool' );
  4301. builder.addFlowCode( `\n${ builder.tab }if ( ${ nodeSnippet } ) {\n\n` ).addFlowTab();
  4302. let ifSnippet = ifNode.build( builder, type );
  4303. if ( ifSnippet ) {
  4304. if ( needsOutput ) {
  4305. ifSnippet = nodeProperty + ' = ' + ifSnippet + ';';
  4306. } else {
  4307. ifSnippet = 'return ' + ifSnippet + ';';
  4308. }
  4309. }
  4310. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + ifSnippet + '\n\n' + builder.tab + '}' );
  4311. if ( elseNode !== null ) {
  4312. builder.addFlowCode( ' else {\n\n' ).addFlowTab();
  4313. let elseSnippet = elseNode.build( builder, type );
  4314. if ( elseSnippet ) {
  4315. if ( needsOutput ) {
  4316. elseSnippet = nodeProperty + ' = ' + elseSnippet + ';';
  4317. } else {
  4318. elseSnippet = 'return ' + elseSnippet + ';';
  4319. }
  4320. }
  4321. builder.removeFlowTab().addFlowCode( builder.tab + '\t' + elseSnippet + '\n\n' + builder.tab + '}\n\n' );
  4322. } else {
  4323. builder.addFlowCode( '\n\n' );
  4324. }
  4325. return builder.format( nodeProperty, type, output );
  4326. }
  4327. }
  4328. /**
  4329. * TSL function for creating a conditional node.
  4330. *
  4331. * @function
  4332. * @param {Node} condNode - The node that defines the condition.
  4333. * @param {Node} ifNode - The node that is evaluate when the condition ends up `true`.
  4334. * @param {Node?} [elseNode=null] - The node that is evaluate when the condition ends up `false`.
  4335. * @returns {ConditionalNode}
  4336. */
  4337. const select = /*@__PURE__*/ nodeProxy( ConditionalNode );
  4338. addMethodChaining( 'select', select );
  4339. // deprecated
  4340. /**
  4341. * @function
  4342. * @deprecated since r168. Use {@link select} instead.
  4343. *
  4344. * @param {...any} params
  4345. * @returns {ConditionalNode}
  4346. */
  4347. const cond = ( ...params ) => { // @deprecated, r168
  4348. console.warn( 'TSL.ConditionalNode: cond() has been renamed to select().' );
  4349. return select( ...params );
  4350. };
  4351. addMethodChaining( 'cond', cond );
  4352. /** @module ContextNode **/
  4353. /**
  4354. * This node can be used as a context management component for another node.
  4355. * {@link NodeBuilder} performs its node building process in a specific context and
  4356. * this node allows the modify the context. A typical use case is to overwrite `getUV()` e.g.:
  4357. *
  4358. * ```js
  4359. *node.context( { getUV: () => customCoord } );
  4360. *```
  4361. * @augments Node
  4362. */
  4363. class ContextNode extends Node {
  4364. static get type() {
  4365. return 'ContextNode';
  4366. }
  4367. /**
  4368. * Constructs a new context node.
  4369. *
  4370. * @param {Node} node - The node whose context should be modified.
  4371. * @param {Object} [value={}] - The modified context data.
  4372. */
  4373. constructor( node, value = {} ) {
  4374. super();
  4375. /**
  4376. * This flag can be used for type testing.
  4377. *
  4378. * @type {Boolean}
  4379. * @readonly
  4380. * @default true
  4381. */
  4382. this.isContextNode = true;
  4383. /**
  4384. * The node whose context should be modified.
  4385. *
  4386. * @type {Node}
  4387. */
  4388. this.node = node;
  4389. /**
  4390. * The modified context data.
  4391. *
  4392. * @type {Object}
  4393. * @default {}
  4394. */
  4395. this.value = value;
  4396. }
  4397. /**
  4398. * This method is overwritten to ensure it returns the reference to {@link module:ContextNode~ContextNode#node}.
  4399. *
  4400. * @return {Node} A reference to {@link module:ContextNode~ContextNode#node}.
  4401. */
  4402. getScope() {
  4403. return this.node.getScope();
  4404. }
  4405. /**
  4406. * This method is overwritten to ensure it returns the type of {@link module:ContextNode~ContextNode#node}.
  4407. *
  4408. * @param {NodeBuilder} builder - The current node builder.
  4409. * @return {String} The node type.
  4410. */
  4411. getNodeType( builder ) {
  4412. return this.node.getNodeType( builder );
  4413. }
  4414. analyze( builder ) {
  4415. this.node.build( builder );
  4416. }
  4417. setup( builder ) {
  4418. const previousContext = builder.getContext();
  4419. builder.setContext( { ...builder.context, ...this.value } );
  4420. const node = this.node.build( builder );
  4421. builder.setContext( previousContext );
  4422. return node;
  4423. }
  4424. generate( builder, output ) {
  4425. const previousContext = builder.getContext();
  4426. builder.setContext( { ...builder.context, ...this.value } );
  4427. const snippet = this.node.build( builder, output );
  4428. builder.setContext( previousContext );
  4429. return snippet;
  4430. }
  4431. }
  4432. /**
  4433. * TSL function for creating a context node.
  4434. *
  4435. * @function
  4436. * @param {Node} node - The node whose context should be modified.
  4437. * @param {Object} [value={}] - The modified context data.
  4438. * @returns {ContextNode}
  4439. */
  4440. const context = /*@__PURE__*/ nodeProxy( ContextNode );
  4441. /**
  4442. * TSL function for defining a label context value for a given node.
  4443. *
  4444. * @function
  4445. * @param {Node} node - The node whose context should be modified.
  4446. * @param {String} name - The name/label to set.
  4447. * @returns {ContextNode}
  4448. */
  4449. const label = ( node, name ) => context( node, { label: name } );
  4450. addMethodChaining( 'context', context );
  4451. addMethodChaining( 'label', label );
  4452. /** @module VarNode **/
  4453. /**
  4454. * Class for representing shader variables as nodes. Variables are created from
  4455. * existing nodes like the following:
  4456. *
  4457. * ```js
  4458. * const depth = sampleDepth( uvNode ).toVar( 'depth' );
  4459. * ```
  4460. *
  4461. * @augments Node
  4462. */
  4463. class VarNode extends Node {
  4464. static get type() {
  4465. return 'VarNode';
  4466. }
  4467. /**
  4468. * Constructs a new variable node.
  4469. *
  4470. * @param {Node} node - The node for which a variable should be created.
  4471. * @param {String?} name - The name of the variable in the shader.
  4472. * @param {Boolean?} readOnly - The read-only flag.
  4473. */
  4474. constructor( node, name = null, readOnly = false ) {
  4475. super();
  4476. /**
  4477. * The node for which a variable should be created.
  4478. *
  4479. * @type {Node}
  4480. */
  4481. this.node = node;
  4482. /**
  4483. * The name of the variable in the shader. If no name is defined,
  4484. * the node system auto-generates one.
  4485. *
  4486. * @type {String?}
  4487. * @default null
  4488. */
  4489. this.name = name;
  4490. /**
  4491. * `VarNode` sets this property to `true` by default.
  4492. *
  4493. * @type {Boolean}
  4494. * @default true
  4495. */
  4496. this.global = true;
  4497. /**
  4498. * This flag can be used for type testing.
  4499. *
  4500. * @type {Boolean}
  4501. * @readonly
  4502. * @default true
  4503. */
  4504. this.isVarNode = true;
  4505. /**
  4506. *
  4507. * The read-only flag.
  4508. *
  4509. * @type {Boolean}
  4510. * @default false
  4511. */
  4512. this.readOnly = readOnly;
  4513. }
  4514. getHash( builder ) {
  4515. return this.name || super.getHash( builder );
  4516. }
  4517. getNodeType( builder ) {
  4518. return this.node.getNodeType( builder );
  4519. }
  4520. generate( builder ) {
  4521. const { node, name, readOnly } = this;
  4522. const { renderer } = builder;
  4523. const isWebGPUBackend = renderer.backend.isWebGPUBackend === true;
  4524. let isDeterministic = false;
  4525. let shouldTreatAsReadOnly = false;
  4526. if ( readOnly ) {
  4527. isDeterministic = builder.isDeterministic( node );
  4528. shouldTreatAsReadOnly = isWebGPUBackend ? readOnly : isDeterministic;
  4529. }
  4530. const vectorType = builder.getVectorType( this.getNodeType( builder ) );
  4531. const snippet = node.build( builder, vectorType );
  4532. const nodeVar = builder.getVarFromNode( this, name, vectorType, undefined, shouldTreatAsReadOnly );
  4533. const propertyName = builder.getPropertyName( nodeVar );
  4534. let declarationPrefix = propertyName;
  4535. if ( shouldTreatAsReadOnly ) {
  4536. const type = builder.getType( nodeVar.type );
  4537. if ( isWebGPUBackend ) {
  4538. declarationPrefix = isDeterministic
  4539. ? `const ${ propertyName }`
  4540. : `let ${ propertyName }`;
  4541. } else {
  4542. declarationPrefix = `const ${ type } ${ propertyName }`;
  4543. }
  4544. }
  4545. builder.addLineFlowCode( `${ declarationPrefix } = ${ snippet }`, this );
  4546. return propertyName;
  4547. }
  4548. }
  4549. /**
  4550. * TSL function for creating a var node.
  4551. *
  4552. * @function
  4553. * @param {Node} node - The node for which a variable should be created.
  4554. * @param {String?} name - The name of the variable in the shader.
  4555. * @returns {VarNode}
  4556. */
  4557. const createVar = /*@__PURE__*/ nodeProxy( VarNode );
  4558. /**
  4559. * TSL function for creating a var node.
  4560. *
  4561. * @function
  4562. * @param {Node} node - The node for which a variable should be created.
  4563. * @param {String?} name - The name of the variable in the shader.
  4564. * @returns {VarNode}
  4565. */
  4566. const Var = ( node, name = null ) => createVar( node, name ).append();
  4567. /**
  4568. * TSL function for creating a const node.
  4569. *
  4570. * @function
  4571. * @param {Node} node - The node for which a constant should be created.
  4572. * @param {String?} name - The name of the constant in the shader.
  4573. * @returns {VarNode}
  4574. */
  4575. const Const = ( node, name = null ) => createVar( node, name, true ).append();
  4576. // Method chaining
  4577. addMethodChaining( 'toVar', Var );
  4578. addMethodChaining( 'toConst', Const );
  4579. // Deprecated
  4580. /**
  4581. * @function
  4582. * @deprecated since r170. Use `Var( node )` or `node.toVar()` instead.
  4583. *
  4584. * @param {Any} node
  4585. * @returns {VarNode}
  4586. */
  4587. const temp = ( node ) => { // @deprecated, r170
  4588. console.warn( 'TSL: "temp( node )" is deprecated. Use "Var( node )" or "node.toVar()" instead.' );
  4589. return createVar( node );
  4590. };
  4591. addMethodChaining( 'temp', temp );
  4592. /** @module VaryingNode **/
  4593. /**
  4594. * Class for representing shader varyings as nodes. Varyings are create from
  4595. * existing nodes like the following:
  4596. *
  4597. * ```js
  4598. * const positionLocal = positionGeometry.varying( 'vPositionLocal' );
  4599. * ```
  4600. *
  4601. * @augments Node
  4602. */
  4603. class VaryingNode extends Node {
  4604. static get type() {
  4605. return 'VaryingNode';
  4606. }
  4607. /**
  4608. * Constructs a new varying node.
  4609. *
  4610. * @param {Node} node - The node for which a varying should be created.
  4611. * @param {String?} name - The name of the varying in the shader.
  4612. */
  4613. constructor( node, name = null ) {
  4614. super();
  4615. /**
  4616. * The node for which a varying should be created.
  4617. *
  4618. * @type {Node}
  4619. */
  4620. this.node = node;
  4621. /**
  4622. * The name of the varying in the shader. If no name is defined,
  4623. * the node system auto-generates one.
  4624. *
  4625. * @type {String?}
  4626. * @default null
  4627. */
  4628. this.name = name;
  4629. /**
  4630. * This flag can be used for type testing.
  4631. *
  4632. * @type {Boolean}
  4633. * @readonly
  4634. * @default true
  4635. */
  4636. this.isVaryingNode = true;
  4637. }
  4638. /**
  4639. * The method is overwritten so it always returns `true`.
  4640. *
  4641. * @param {NodeBuilder} builder - The current node builder.
  4642. * @return {Boolean} Whether this node is global or not.
  4643. */
  4644. isGlobal( /*builder*/ ) {
  4645. return true;
  4646. }
  4647. getHash( builder ) {
  4648. return this.name || super.getHash( builder );
  4649. }
  4650. getNodeType( builder ) {
  4651. // VaryingNode is auto type
  4652. return this.node.getNodeType( builder );
  4653. }
  4654. /**
  4655. * This method performs the setup of a varying node with the current node builder.
  4656. *
  4657. * @param {NodeBuilder} builder - The current node builder.
  4658. * @return {NodeVarying} The node varying from the node builder.
  4659. */
  4660. setupVarying( builder ) {
  4661. const properties = builder.getNodeProperties( this );
  4662. let varying = properties.varying;
  4663. if ( varying === undefined ) {
  4664. const name = this.name;
  4665. const type = this.getNodeType( builder );
  4666. properties.varying = varying = builder.getVaryingFromNode( this, name, type );
  4667. properties.node = this.node;
  4668. }
  4669. // this property can be used to check if the varying can be optimized for a variable
  4670. varying.needsInterpolation || ( varying.needsInterpolation = ( builder.shaderStage === 'fragment' ) );
  4671. return varying;
  4672. }
  4673. setup( builder ) {
  4674. this.setupVarying( builder );
  4675. }
  4676. analyze( builder ) {
  4677. this.setupVarying( builder );
  4678. return this.node.analyze( builder );
  4679. }
  4680. generate( builder ) {
  4681. const properties = builder.getNodeProperties( this );
  4682. const varying = this.setupVarying( builder );
  4683. const needsReassign = builder.shaderStage === 'fragment' && properties.reassignPosition === true && builder.context.needsPositionReassign;
  4684. if ( properties.propertyName === undefined || needsReassign ) {
  4685. const type = this.getNodeType( builder );
  4686. const propertyName = builder.getPropertyName( varying, NodeShaderStage.VERTEX );
  4687. // force node run in vertex stage
  4688. builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, this.node, type, propertyName );
  4689. properties.propertyName = propertyName;
  4690. if ( needsReassign ) {
  4691. // once reassign varying in fragment stage
  4692. properties.reassignPosition = false;
  4693. } else if ( properties.reassignPosition === undefined && builder.context.isPositionNodeInput ) {
  4694. properties.reassignPosition = true;
  4695. }
  4696. }
  4697. return builder.getPropertyName( varying );
  4698. }
  4699. }
  4700. /**
  4701. * TSL function for creating a varying node.
  4702. *
  4703. * @function
  4704. * @param {Node} node - The node for which a varying should be created.
  4705. * @param {String?} name - The name of the varying in the shader.
  4706. * @returns {VaryingNode}
  4707. */
  4708. const varying = /*@__PURE__*/ nodeProxy( VaryingNode );
  4709. /**
  4710. * Computes a node in the vertex stage.
  4711. *
  4712. * @function
  4713. * @param {Node} node - The node which should be executed in the vertex stage.
  4714. * @returns {VaryingNode}
  4715. */
  4716. const vertexStage = ( node ) => varying( node );
  4717. addMethodChaining( 'varying', varying );
  4718. addMethodChaining( 'vertexStage', vertexStage );
  4719. /** @module ColorSpaceFunctions **/
  4720. /**
  4721. * Converts the given color value from sRGB to linear-sRGB color space.
  4722. *
  4723. * @method
  4724. * @param {Node<vec3>} color - The sRGB color.
  4725. * @return {Node<vec3>} The linear-sRGB color.
  4726. */
  4727. const sRGBTransferEOTF = /*@__PURE__*/ Fn( ( [ color ] ) => {
  4728. const a = color.mul( 0.9478672986 ).add( 0.0521327014 ).pow( 2.4 );
  4729. const b = color.mul( 0.0773993808 );
  4730. const factor = color.lessThanEqual( 0.04045 );
  4731. const rgbResult = mix( a, b, factor );
  4732. return rgbResult;
  4733. } ).setLayout( {
  4734. name: 'sRGBTransferEOTF',
  4735. type: 'vec3',
  4736. inputs: [
  4737. { name: 'color', type: 'vec3' }
  4738. ]
  4739. } );
  4740. /**
  4741. * Converts the given color value from linear-sRGB to sRGB color space.
  4742. *
  4743. * @method
  4744. * @param {Node<vec3>} color - The linear-sRGB color.
  4745. * @return {Node<vec3>} The sRGB color.
  4746. */
  4747. const sRGBTransferOETF = /*@__PURE__*/ Fn( ( [ color ] ) => {
  4748. const a = color.pow( 0.41666 ).mul( 1.055 ).sub( 0.055 );
  4749. const b = color.mul( 12.92 );
  4750. const factor = color.lessThanEqual( 0.0031308 );
  4751. const rgbResult = mix( a, b, factor );
  4752. return rgbResult;
  4753. } ).setLayout( {
  4754. name: 'sRGBTransferOETF',
  4755. type: 'vec3',
  4756. inputs: [
  4757. { name: 'color', type: 'vec3' }
  4758. ]
  4759. } );
  4760. /** @module ColorSpaceNode **/
  4761. const WORKING_COLOR_SPACE = 'WorkingColorSpace';
  4762. const OUTPUT_COLOR_SPACE = 'OutputColorSpace';
  4763. /**
  4764. * This node represents a color space conversion. Meaning it converts
  4765. * a color value from a source to a target color space.
  4766. *
  4767. * @augments TempNode
  4768. */
  4769. class ColorSpaceNode extends TempNode {
  4770. static get type() {
  4771. return 'ColorSpaceNode';
  4772. }
  4773. /**
  4774. * Constructs a new color space node.
  4775. *
  4776. * @param {Node} colorNode - Represents the color to convert.
  4777. * @param {String} source - The source color space.
  4778. * @param {String} target - The target color space.
  4779. */
  4780. constructor( colorNode, source, target ) {
  4781. super( 'vec4' );
  4782. /**
  4783. * Represents the color to convert.
  4784. *
  4785. * @type {Node}
  4786. */
  4787. this.colorNode = colorNode;
  4788. /**
  4789. * The source color space.
  4790. *
  4791. * @type {String}
  4792. */
  4793. this.source = source;
  4794. /**
  4795. * The target color space.
  4796. *
  4797. * @type {String}
  4798. */
  4799. this.target = target;
  4800. }
  4801. /**
  4802. * This method resolves the constants `WORKING_COLOR_SPACE` and
  4803. * `OUTPUT_COLOR_SPACE` based on the current configuration of the
  4804. * color management and renderer.
  4805. *
  4806. * @param {NodeBuilder} builder - The current node builder.
  4807. * @param {String} colorSpace - The color space to resolve.
  4808. * @return {String} The resolved color space.
  4809. */
  4810. resolveColorSpace( builder, colorSpace ) {
  4811. if ( colorSpace === WORKING_COLOR_SPACE ) {
  4812. return ColorManagement.workingColorSpace;
  4813. } else if ( colorSpace === OUTPUT_COLOR_SPACE ) {
  4814. return builder.context.outputColorSpace || builder.renderer.outputColorSpace;
  4815. }
  4816. return colorSpace;
  4817. }
  4818. setup( builder ) {
  4819. const { colorNode } = this;
  4820. const source = this.resolveColorSpace( builder, this.source );
  4821. const target = this.resolveColorSpace( builder, this.target );
  4822. let outputNode = colorNode;
  4823. if ( ColorManagement.enabled === false || source === target || ! source || ! target ) {
  4824. return outputNode;
  4825. }
  4826. if ( ColorManagement.getTransfer( source ) === SRGBTransfer ) {
  4827. outputNode = vec4( sRGBTransferEOTF( outputNode.rgb ), outputNode.a );
  4828. }
  4829. if ( ColorManagement.getPrimaries( source ) !== ColorManagement.getPrimaries( target ) ) {
  4830. outputNode = vec4(
  4831. mat3( ColorManagement._getMatrix( new Matrix3(), source, target ) ).mul( outputNode.rgb ),
  4832. outputNode.a
  4833. );
  4834. }
  4835. if ( ColorManagement.getTransfer( target ) === SRGBTransfer ) {
  4836. outputNode = vec4( sRGBTransferOETF( outputNode.rgb ), outputNode.a );
  4837. }
  4838. return outputNode;
  4839. }
  4840. }
  4841. /**
  4842. * TSL function for converting a given color node to the current output color space.
  4843. *
  4844. * @function
  4845. * @param {Node} node - Represents the node to convert.
  4846. * @returns {ColorSpaceNode}
  4847. */
  4848. const toOutputColorSpace = ( node ) => nodeObject( new ColorSpaceNode( nodeObject( node ), WORKING_COLOR_SPACE, OUTPUT_COLOR_SPACE ) );
  4849. /**
  4850. * TSL function for converting a given color node to the current working color space.
  4851. *
  4852. * @function
  4853. * @param {Node} node - Represents the node to convert.
  4854. * @returns {ColorSpaceNode}
  4855. */
  4856. const toWorkingColorSpace = ( node ) => nodeObject( new ColorSpaceNode( nodeObject( node ), OUTPUT_COLOR_SPACE, WORKING_COLOR_SPACE ) );
  4857. /**
  4858. * TSL function for converting a given color node from the current working color space to the given color space.
  4859. *
  4860. * @function
  4861. * @param {Node} node - Represents the node to convert.
  4862. * @param {String} colorSpace - The target color space.
  4863. * @returns {ColorSpaceNode}
  4864. */
  4865. const workingToColorSpace = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), WORKING_COLOR_SPACE, colorSpace ) );
  4866. /**
  4867. * TSL function for converting a given color node from the given color space to the current working color space.
  4868. *
  4869. * @function
  4870. * @param {Node} node - Represents the node to convert.
  4871. * @param {String} colorSpace - The source color space.
  4872. * @returns {ColorSpaceNode}
  4873. */
  4874. const colorSpaceToWorking = ( node, colorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), colorSpace, WORKING_COLOR_SPACE ) );
  4875. /**
  4876. * TSL function for converting a given color node from one color space to another one.
  4877. *
  4878. * @function
  4879. * @param {Node} node - Represents the node to convert.
  4880. * @param {String} sourceColorSpace - The source color space.
  4881. * @param {String} targetColorSpace - The target color space.
  4882. * @returns {ColorSpaceNode}
  4883. */
  4884. const convertColorSpace = ( node, sourceColorSpace, targetColorSpace ) => nodeObject( new ColorSpaceNode( nodeObject( node ), sourceColorSpace, targetColorSpace ) );
  4885. addMethodChaining( 'toOutputColorSpace', toOutputColorSpace );
  4886. addMethodChaining( 'toWorkingColorSpace', toWorkingColorSpace );
  4887. addMethodChaining( 'workingToColorSpace', workingToColorSpace );
  4888. addMethodChaining( 'colorSpaceToWorking', colorSpaceToWorking );
  4889. // TODO: Avoid duplicated code and ues only ReferenceBaseNode or ReferenceNode
  4890. /** @module ReferenceBaseNode **/
  4891. /**
  4892. * This class is only relevant if the referenced property is array-like.
  4893. * In this case, `ReferenceElementNode` allows to refer to a specific
  4894. * element inside the data structure via an index.
  4895. *
  4896. * @augments ArrayElementNode
  4897. */
  4898. let ReferenceElementNode$1 = class ReferenceElementNode extends ArrayElementNode {
  4899. static get type() {
  4900. return 'ReferenceElementNode';
  4901. }
  4902. /**
  4903. * Constructs a new reference element node.
  4904. *
  4905. * @param {Node?} referenceNode - The reference node.
  4906. * @param {Node} indexNode - The index node that defines the element access.
  4907. */
  4908. constructor( referenceNode, indexNode ) {
  4909. super( referenceNode, indexNode );
  4910. /**
  4911. * Similar to {@link module:ReferenceBaseNode~ReferenceBaseNode#reference}, an additional
  4912. * property references to the current node.
  4913. *
  4914. * @type {Node?}
  4915. * @default null
  4916. */
  4917. this.referenceNode = referenceNode;
  4918. /**
  4919. * This flag can be used for type testing.
  4920. *
  4921. * @type {Boolean}
  4922. * @readonly
  4923. * @default true
  4924. */
  4925. this.isReferenceElementNode = true;
  4926. }
  4927. /**
  4928. * This method is overwritten since the node type is inferred from
  4929. * the uniform type of the reference node.
  4930. *
  4931. * @param {NodeBuilder} builder - The current node builder.
  4932. * @return {String} The node type.
  4933. */
  4934. getNodeType() {
  4935. return this.referenceNode.uniformType;
  4936. }
  4937. generate( builder ) {
  4938. const snippet = super.generate( builder );
  4939. const arrayType = this.referenceNode.getNodeType();
  4940. const elementType = this.getNodeType();
  4941. return builder.format( snippet, arrayType, elementType );
  4942. }
  4943. };
  4944. /**
  4945. * Base class for nodes which establishes a reference to a property of another object.
  4946. * In this way, the value of the node is automatically linked to the value of
  4947. * referenced object. Reference nodes internally represent the linked value
  4948. * as a uniform.
  4949. *
  4950. * @augments Node
  4951. */
  4952. class ReferenceBaseNode extends Node {
  4953. static get type() {
  4954. return 'ReferenceBaseNode';
  4955. }
  4956. /**
  4957. * Constructs a new reference base node.
  4958. *
  4959. * @param {String} property - The name of the property the node refers to.
  4960. * @param {String} uniformType - The uniform type that should be used to represent the property value.
  4961. * @param {Object?} [object=null] - The object the property belongs to.
  4962. * @param {Number?} [count=null] - When the linked property is an array-like, this parameter defines its length.
  4963. */
  4964. constructor( property, uniformType, object = null, count = null ) {
  4965. super();
  4966. /**
  4967. * The name of the property the node refers to.
  4968. *
  4969. * @type {String}
  4970. */
  4971. this.property = property;
  4972. /**
  4973. * The uniform type that should be used to represent the property value.
  4974. *
  4975. * @type {String}
  4976. */
  4977. this.uniformType = uniformType;
  4978. /**
  4979. * The object the property belongs to.
  4980. *
  4981. * @type {Object?}
  4982. * @default null
  4983. */
  4984. this.object = object;
  4985. /**
  4986. * When the linked property is an array, this parameter defines its length.
  4987. *
  4988. * @type {Number?}
  4989. * @default null
  4990. */
  4991. this.count = count;
  4992. /**
  4993. * The property name might have dots so nested properties can be referred.
  4994. * The hierarchy of the names is stored inside this array.
  4995. *
  4996. * @type {Array<String>}
  4997. */
  4998. this.properties = property.split( '.' );
  4999. /**
  5000. * Points to the current referred object. This property exists next to {@link module:ReferenceNode~ReferenceNode#object}
  5001. * since the final reference might be updated from calling code.
  5002. *
  5003. * @type {Object?}
  5004. * @default null
  5005. */
  5006. this.reference = object;
  5007. /**
  5008. * The uniform node that holds the value of the reference node.
  5009. *
  5010. * @type {UniformNode}
  5011. * @default null
  5012. */
  5013. this.node = null;
  5014. /**
  5015. * The uniform group of the internal uniform.
  5016. *
  5017. * @type {UniformGroupNode}
  5018. * @default null
  5019. */
  5020. this.group = null;
  5021. /**
  5022. * Overwritten since reference nodes are updated per object.
  5023. *
  5024. * @type {String}
  5025. * @default 'object'
  5026. */
  5027. this.updateType = NodeUpdateType.OBJECT;
  5028. }
  5029. /**
  5030. * Sets the uniform group for this reference node.
  5031. *
  5032. * @param {UniformGroupNode} group - The uniform group to set.
  5033. * @return {ReferenceBaseNode} A reference to this node.
  5034. */
  5035. setGroup( group ) {
  5036. this.group = group;
  5037. return this;
  5038. }
  5039. /**
  5040. * When the referred property is array-like, this method can be used
  5041. * to access elements via an index node.
  5042. *
  5043. * @param {IndexNode} indexNode - indexNode.
  5044. * @return {ReferenceElementNode} A reference to an element.
  5045. */
  5046. element( indexNode ) {
  5047. return nodeObject( new ReferenceElementNode$1( this, nodeObject( indexNode ) ) );
  5048. }
  5049. /**
  5050. * Sets the node type which automatically defines the internal
  5051. * uniform type.
  5052. *
  5053. * @param {String} uniformType - The type to set.
  5054. */
  5055. setNodeType( uniformType ) {
  5056. const node = uniform( null, uniformType ).getSelf();
  5057. if ( this.group !== null ) {
  5058. node.setGroup( this.group );
  5059. }
  5060. this.node = node;
  5061. }
  5062. /**
  5063. * This method is overwritten since the node type is inferred from
  5064. * the type of the reference node.
  5065. *
  5066. * @param {NodeBuilder} builder - The current node builder.
  5067. * @return {String} The node type.
  5068. */
  5069. getNodeType( builder ) {
  5070. if ( this.node === null ) {
  5071. this.updateReference( builder );
  5072. this.updateValue();
  5073. }
  5074. return this.node.getNodeType( builder );
  5075. }
  5076. /**
  5077. * Returns the property value from the given referred object.
  5078. *
  5079. * @param {Object} [object=this.reference] - The object to retrieve the property value from.
  5080. * @return {Any} The value.
  5081. */
  5082. getValueFromReference( object = this.reference ) {
  5083. const { properties } = this;
  5084. let value = object[ properties[ 0 ] ];
  5085. for ( let i = 1; i < properties.length; i ++ ) {
  5086. value = value[ properties[ i ] ];
  5087. }
  5088. return value;
  5089. }
  5090. /**
  5091. * Allows to update the reference based on the given state. The state is only
  5092. * evaluated {@link module:ReferenceBaseNode~ReferenceBaseNode#object} is not set.
  5093. *
  5094. * @param {(NodeFrame|NodeBuilder)} state - The current state.
  5095. * @return {Object} The updated reference.
  5096. */
  5097. updateReference( state ) {
  5098. this.reference = this.object !== null ? this.object : state.object;
  5099. return this.reference;
  5100. }
  5101. /**
  5102. * The output of the reference node is the internal uniform node.
  5103. *
  5104. * @param {NodeBuilder} builder - The current node builder.
  5105. * @return {UniformNode} The output node.
  5106. */
  5107. setup() {
  5108. this.updateValue();
  5109. return this.node;
  5110. }
  5111. /**
  5112. * Overwritten to to update the internal uniform value.
  5113. *
  5114. * @param {NodeFrame} frame - A reference to the current node frame.
  5115. */
  5116. update( /*frame*/ ) {
  5117. this.updateValue();
  5118. }
  5119. /**
  5120. * Retrieves the value from the referred object property and uses it
  5121. * to updated the internal uniform.
  5122. */
  5123. updateValue() {
  5124. if ( this.node === null ) this.setNodeType( this.uniformType );
  5125. const value = this.getValueFromReference();
  5126. if ( Array.isArray( value ) ) {
  5127. this.node.array = value;
  5128. } else {
  5129. this.node.value = value;
  5130. }
  5131. }
  5132. }
  5133. /**
  5134. * TSL function for creating a reference base node.
  5135. *
  5136. * @function
  5137. * @param {String} name - The name of the property the node refers to.
  5138. * @param {String} type - The uniform type that should be used to represent the property value.
  5139. * @param {Object} object - The object the property belongs to.
  5140. * @returns {ReferenceBaseNode}
  5141. */
  5142. const reference$1 = ( name, type, object ) => nodeObject( new ReferenceBaseNode( name, type, object ) );
  5143. /** @module RendererReferenceNode **/
  5144. /**
  5145. * This node is a special type of reference node which is intended
  5146. * for linking renderer properties with node values.
  5147. * ```js
  5148. * const exposureNode = rendererReference( 'toneMappingExposure', 'float', renderer );
  5149. * ```
  5150. * When changing `renderer.toneMappingExposure`, the node value of `exposureNode` will
  5151. * automatically be updated.
  5152. *
  5153. * @augments ReferenceBaseNode
  5154. */
  5155. class RendererReferenceNode extends ReferenceBaseNode {
  5156. static get type() {
  5157. return 'RendererReferenceNode';
  5158. }
  5159. /**
  5160. * Constructs a new renderer reference node.
  5161. *
  5162. * @param {String} property - The name of the property the node refers to.
  5163. * @param {String} inputType - The uniform type that should be used to represent the property value.
  5164. * @param {Renderer?} [renderer=null] - The renderer the property belongs to. When no renderer is set,
  5165. * the node refers to the renderer of the current state.
  5166. */
  5167. constructor( property, inputType, renderer = null ) {
  5168. super( property, inputType, renderer );
  5169. /**
  5170. * The renderer the property belongs to. When no renderer is set,
  5171. * the node refers to the renderer of the current state.
  5172. *
  5173. * @type {Renderer?}
  5174. * @default null
  5175. */
  5176. this.renderer = renderer;
  5177. this.setGroup( renderGroup );
  5178. }
  5179. /**
  5180. * Updates the reference based on the given state. The state is only evaluated
  5181. * {@link module:RendererReferenceNode~RendererReferenceNode#renderer} is not set.
  5182. *
  5183. * @param {(NodeFrame|NodeBuilder)} state - The current state.
  5184. * @return {Object} The updated reference.
  5185. */
  5186. updateReference( state ) {
  5187. this.reference = this.renderer !== null ? this.renderer : state.renderer;
  5188. return this.reference;
  5189. }
  5190. }
  5191. /**
  5192. * TSL function for creating a renderer reference node.
  5193. *
  5194. * @function
  5195. * @param {String} name - The name of the property the node refers to.
  5196. * @param {String} type - The uniform type that should be used to represent the property value.
  5197. * @param {Renderer?} [renderer=null] - The renderer the property belongs to. When no renderer is set,
  5198. * the node refers to the renderer of the current state.
  5199. * @returns {RendererReferenceNode}
  5200. */
  5201. const rendererReference = ( name, type, renderer = null ) => nodeObject( new RendererReferenceNode( name, type, renderer ) );
  5202. /** @module ToneMappingNode **/
  5203. /**
  5204. * This node represents a tone mapping operation.
  5205. *
  5206. * @augments TempNode
  5207. */
  5208. class ToneMappingNode extends TempNode {
  5209. static get type() {
  5210. return 'ToneMappingNode';
  5211. }
  5212. /**
  5213. * Constructs a new tone mapping node.
  5214. *
  5215. * @param {Number} toneMapping - The tone mapping type.
  5216. * @param {Node} exposureNode - The tone mapping exposure.
  5217. * @param {Node} [colorNode=null] - The color node to process.
  5218. */
  5219. constructor( toneMapping, exposureNode = toneMappingExposure, colorNode = null ) {
  5220. super( 'vec3' );
  5221. /**
  5222. * The tone mapping type.
  5223. *
  5224. * @type {Number}
  5225. */
  5226. this.toneMapping = toneMapping;
  5227. /**
  5228. * The tone mapping exposure.
  5229. *
  5230. * @type {Node}
  5231. * @default null
  5232. */
  5233. this.exposureNode = exposureNode;
  5234. /**
  5235. * Represents the color to process.
  5236. *
  5237. * @type {Node?}
  5238. * @default null
  5239. */
  5240. this.colorNode = colorNode;
  5241. }
  5242. /**
  5243. * Overwrites the default `customCacheKey()` implementation by including the tone
  5244. * mapping type into the cache key.
  5245. *
  5246. * @return {Number} The hash.
  5247. */
  5248. customCacheKey() {
  5249. return hash$1( this.toneMapping );
  5250. }
  5251. setup( builder ) {
  5252. const colorNode = this.colorNode || builder.context.color;
  5253. const toneMapping = this.toneMapping;
  5254. if ( toneMapping === NoToneMapping ) return colorNode;
  5255. let outputNode = null;
  5256. const toneMappingFn = builder.renderer.library.getToneMappingFunction( toneMapping );
  5257. if ( toneMappingFn !== null ) {
  5258. outputNode = vec4( toneMappingFn( colorNode.rgb, this.exposureNode ), colorNode.a );
  5259. } else {
  5260. console.error( 'ToneMappingNode: Unsupported Tone Mapping configuration.', toneMapping );
  5261. outputNode = colorNode;
  5262. }
  5263. return outputNode;
  5264. }
  5265. }
  5266. /**
  5267. * TSL function for creating a tone mapping node.
  5268. *
  5269. * @function
  5270. * @param {Number} mapping - The tone mapping type.
  5271. * @param {Node<float> | Number} exposure - The tone mapping exposure.
  5272. * @param {Node<vec3> | Color} color - The color node to process.
  5273. * @returns {ToneMappingNode<vec3>}
  5274. */
  5275. const toneMapping = ( mapping, exposure, color ) => nodeObject( new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) ) );
  5276. /**
  5277. * TSL object that represents the global tone mapping exposure of the renderer.
  5278. *
  5279. * @type {RendererReferenceNode<vec3>}
  5280. */
  5281. const toneMappingExposure = /*@__PURE__*/ rendererReference( 'toneMappingExposure', 'float' );
  5282. addMethodChaining( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) );
  5283. /** @module BufferAttributeNode **/
  5284. /**
  5285. * In earlier `three.js` versions it was only possible to define attribute data
  5286. * on geometry level. With `BufferAttributeNode`, it is also possible to do this
  5287. * on the node level.
  5288. * ```js
  5289. * const geometry = new THREE.PlaneGeometry();
  5290. * const positionAttribute = geometry.getAttribute( 'position' );
  5291. *
  5292. * const colors = [];
  5293. * for ( let i = 0; i < position.count; i ++ ) {
  5294. * colors.push( 1, 0, 0 );
  5295. * }
  5296. *
  5297. * material.colorNode = bufferAttribute( new THREE.Float32BufferAttribute( colors, 3 ) );
  5298. * ```
  5299. * This new approach is especially interesting when geometry data are generated via
  5300. * compute shaders. The below line converts a storage buffer into an attribute node.
  5301. * ```js
  5302. * material.positionNode = positionBuffer.toAttribute();
  5303. * ```
  5304. * @augments InputNode
  5305. */
  5306. class BufferAttributeNode extends InputNode {
  5307. static get type() {
  5308. return 'BufferAttributeNode';
  5309. }
  5310. /**
  5311. * Constructs a new buffer attribute node.
  5312. *
  5313. * @param {BufferAttribute|InterleavedBuffer|TypedArray} value - The attribute data.
  5314. * @param {String?} [bufferType=null] - The buffer type (e.g. `'vec3'`).
  5315. * @param {Number} [bufferStride=0] - The buffer stride.
  5316. * @param {Number} [bufferOffset=0] - The buffer offset.
  5317. */
  5318. constructor( value, bufferType = null, bufferStride = 0, bufferOffset = 0 ) {
  5319. super( value, bufferType );
  5320. /**
  5321. * This flag can be used for type testing.
  5322. *
  5323. * @type {Boolean}
  5324. * @readonly
  5325. * @default true
  5326. */
  5327. this.isBufferNode = true;
  5328. /**
  5329. * The buffer type (e.g. `'vec3'`).
  5330. *
  5331. * @type {String}
  5332. * @default null
  5333. */
  5334. this.bufferType = bufferType;
  5335. /**
  5336. * The buffer stride.
  5337. *
  5338. * @type {Number}
  5339. * @default 0
  5340. */
  5341. this.bufferStride = bufferStride;
  5342. /**
  5343. * The buffer offset.
  5344. *
  5345. * @type {Number}
  5346. * @default 0
  5347. */
  5348. this.bufferOffset = bufferOffset;
  5349. /**
  5350. * The usage property. Set this to `THREE.DynamicDrawUsage` via `.setUsage()`,
  5351. * if you are planning to update the attribute data per frame.
  5352. *
  5353. * @type {Number}
  5354. * @default StaticDrawUsage
  5355. */
  5356. this.usage = StaticDrawUsage;
  5357. /**
  5358. * Whether the attribute is instanced or not.
  5359. *
  5360. * @type {Boolean}
  5361. * @default false
  5362. */
  5363. this.instanced = false;
  5364. /**
  5365. * A reference to the buffer attribute.
  5366. *
  5367. * @type {BufferAttribute?}
  5368. * @default null
  5369. */
  5370. this.attribute = null;
  5371. /**
  5372. * `BufferAttributeNode` sets this property to `true` by default.
  5373. *
  5374. * @type {Boolean}
  5375. * @default true
  5376. */
  5377. this.global = true;
  5378. if ( value && value.isBufferAttribute === true ) {
  5379. this.attribute = value;
  5380. this.usage = value.usage;
  5381. this.instanced = value.isInstancedBufferAttribute;
  5382. }
  5383. }
  5384. /**
  5385. * This method is overwritten since the attribute data might be shared
  5386. * and thus the hash should be shared as well.
  5387. *
  5388. * @param {NodeBuilder} builder - The current node builder.
  5389. * @return {String} The hash.
  5390. */
  5391. getHash( builder ) {
  5392. if ( this.bufferStride === 0 && this.bufferOffset === 0 ) {
  5393. let bufferData = builder.globalCache.getData( this.value );
  5394. if ( bufferData === undefined ) {
  5395. bufferData = {
  5396. node: this
  5397. };
  5398. builder.globalCache.setData( this.value, bufferData );
  5399. }
  5400. return bufferData.node.uuid;
  5401. }
  5402. return this.uuid;
  5403. }
  5404. /**
  5405. * This method is overwritten since the node type is inferred from
  5406. * the buffer attribute.
  5407. *
  5408. * @param {NodeBuilder} builder - The current node builder.
  5409. * @return {String} The node type.
  5410. */
  5411. getNodeType( builder ) {
  5412. if ( this.bufferType === null ) {
  5413. this.bufferType = builder.getTypeFromAttribute( this.attribute );
  5414. }
  5415. return this.bufferType;
  5416. }
  5417. /**
  5418. * Depending on which value was passed to the node, `setup()` behaves
  5419. * differently. If no instance of `BufferAttribute` was passed, the method
  5420. * creates an internal attribute and configures it respectively.
  5421. *
  5422. * @param {NodeBuilder} builder - The current node builder.
  5423. */
  5424. setup( builder ) {
  5425. if ( this.attribute !== null ) return;
  5426. const type = this.getNodeType( builder );
  5427. const array = this.value;
  5428. const itemSize = builder.getTypeLength( type );
  5429. const stride = this.bufferStride || itemSize;
  5430. const offset = this.bufferOffset;
  5431. const buffer = array.isInterleavedBuffer === true ? array : new InterleavedBuffer( array, stride );
  5432. const bufferAttribute = new InterleavedBufferAttribute( buffer, itemSize, offset );
  5433. buffer.setUsage( this.usage );
  5434. this.attribute = bufferAttribute;
  5435. this.attribute.isInstancedBufferAttribute = this.instanced; // @TODO: Add a possible: InstancedInterleavedBufferAttribute
  5436. }
  5437. /**
  5438. * Generates the code snippet of the buffer attribute node.
  5439. *
  5440. * @param {NodeBuilder} builder - The current node builder.
  5441. * @return {String} The generated code snippet.
  5442. */
  5443. generate( builder ) {
  5444. const nodeType = this.getNodeType( builder );
  5445. const nodeAttribute = builder.getBufferAttributeFromNode( this, nodeType );
  5446. const propertyName = builder.getPropertyName( nodeAttribute );
  5447. let output = null;
  5448. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  5449. this.name = propertyName;
  5450. output = propertyName;
  5451. } else {
  5452. const nodeVarying = varying( this );
  5453. output = nodeVarying.build( builder, nodeType );
  5454. }
  5455. return output;
  5456. }
  5457. /**
  5458. * Overwrites the default implementation to return a fixed value `'bufferAttribute'`.
  5459. *
  5460. * @param {NodeBuilder} builder - The current node builder.
  5461. * @return {String} The input type.
  5462. */
  5463. getInputType( /*builder*/ ) {
  5464. return 'bufferAttribute';
  5465. }
  5466. /**
  5467. * Sets the `usage` property to the given value.
  5468. *
  5469. * @param {Number} value - The usage to set.
  5470. * @return {BufferAttributeNode} A reference to this node.
  5471. */
  5472. setUsage( value ) {
  5473. this.usage = value;
  5474. if ( this.attribute && this.attribute.isBufferAttribute === true ) {
  5475. this.attribute.usage = value;
  5476. }
  5477. return this;
  5478. }
  5479. /**
  5480. * Sets the `instanced` property to the given value.
  5481. *
  5482. * @param {Number} value - The value to set.
  5483. * @return {BufferAttributeNode} A reference to this node.
  5484. */
  5485. setInstanced( value ) {
  5486. this.instanced = value;
  5487. return this;
  5488. }
  5489. }
  5490. /**
  5491. * TSL function for creating a buffer attribute node.
  5492. *
  5493. * @function
  5494. * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
  5495. * @param {String?} [type=null] - The buffer type (e.g. `'vec3'`).
  5496. * @param {Number} [stride=0] - The buffer stride.
  5497. * @param {Number} [offset=0] - The buffer offset.
  5498. * @returns {BufferAttributeNode}
  5499. */
  5500. const bufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => nodeObject( new BufferAttributeNode( array, type, stride, offset ) );
  5501. /**
  5502. * TSL function for creating a buffer attribute node but with dynamic draw usage.
  5503. * Use this function if attribute data are updated per frame.
  5504. *
  5505. * @function
  5506. * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
  5507. * @param {String?} [type=null] - The buffer type (e.g. `'vec3'`).
  5508. * @param {Number} [stride=0] - The buffer stride.
  5509. * @param {Number} [offset=0] - The buffer offset.
  5510. * @returns {BufferAttributeNode}
  5511. */
  5512. const dynamicBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => bufferAttribute( array, type, stride, offset ).setUsage( DynamicDrawUsage );
  5513. /**
  5514. * TSL function for creating a buffer attribute node but with enabled instancing
  5515. *
  5516. * @function
  5517. * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
  5518. * @param {String?} [type=null] - The buffer type (e.g. `'vec3'`).
  5519. * @param {Number} [stride=0] - The buffer stride.
  5520. * @param {Number} [offset=0] - The buffer offset.
  5521. * @returns {BufferAttributeNode}
  5522. */
  5523. const instancedBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => bufferAttribute( array, type, stride, offset ).setInstanced( true );
  5524. /**
  5525. * TSL function for creating a buffer attribute node but with dynamic draw usage and enabled instancing
  5526. *
  5527. * @function
  5528. * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
  5529. * @param {String?} [type=null] - The buffer type (e.g. `'vec3'`).
  5530. * @param {Number} [stride=0] - The buffer stride.
  5531. * @param {Number} [offset=0] - The buffer offset.
  5532. * @returns {BufferAttributeNode}
  5533. */
  5534. const instancedDynamicBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => dynamicBufferAttribute( array, type, stride, offset ).setInstanced( true );
  5535. addMethodChaining( 'toAttribute', ( bufferNode ) => bufferAttribute( bufferNode.value ) );
  5536. /** @module ComputeNode **/
  5537. /**
  5538. * TODO
  5539. *
  5540. * @augments Node
  5541. */
  5542. class ComputeNode extends Node {
  5543. static get type() {
  5544. return 'ComputeNode';
  5545. }
  5546. /**
  5547. * Constructs a new compute node.
  5548. *
  5549. * @param {Node} computeNode - TODO
  5550. * @param {Number} count - TODO.
  5551. * @param {Array<Number>} [workgroupSize=[64]] - TODO.
  5552. */
  5553. constructor( computeNode, count, workgroupSize = [ 64 ] ) {
  5554. super( 'void' );
  5555. /**
  5556. * This flag can be used for type testing.
  5557. *
  5558. * @type {Boolean}
  5559. * @readonly
  5560. * @default true
  5561. */
  5562. this.isComputeNode = true;
  5563. /**
  5564. * TODO
  5565. *
  5566. * @type {Node}
  5567. */
  5568. this.computeNode = computeNode;
  5569. /**
  5570. * TODO
  5571. *
  5572. * @type {Number}
  5573. */
  5574. this.count = count;
  5575. /**
  5576. * TODO
  5577. *
  5578. * @type {Array<Number>}
  5579. * @default [64]
  5580. */
  5581. this.workgroupSize = workgroupSize;
  5582. /**
  5583. * TODO
  5584. *
  5585. * @type {Number}
  5586. */
  5587. this.dispatchCount = 0;
  5588. /**
  5589. * TODO
  5590. *
  5591. * @type {Number}
  5592. */
  5593. this.version = 1;
  5594. /**
  5595. * The name or label of the uniform.
  5596. *
  5597. * @type {String}
  5598. * @default ''
  5599. */
  5600. this.name = '';
  5601. /**
  5602. * The `updateBeforeType` is set to `NodeUpdateType.OBJECT` since {@link ComputeNode#updateBefore}
  5603. * is executed once per object by default.
  5604. *
  5605. * @type {String}
  5606. * @default 'object'
  5607. */
  5608. this.updateBeforeType = NodeUpdateType.OBJECT;
  5609. /**
  5610. * TODO
  5611. *
  5612. * @type {Function}
  5613. */
  5614. this.onInitFunction = null;
  5615. this.updateDispatchCount();
  5616. }
  5617. /**
  5618. * Executes the `dispose` event for this node.
  5619. */
  5620. dispose() {
  5621. this.dispatchEvent( { type: 'dispose' } );
  5622. }
  5623. /**
  5624. * Sets the {@link ComputeNode#name} property.
  5625. *
  5626. * @param {String} name - The name of the uniform.
  5627. * @return {ComputeNode} A reference to this node.
  5628. */
  5629. label( name ) {
  5630. this.name = name;
  5631. return this;
  5632. }
  5633. /**
  5634. * TODO
  5635. */
  5636. updateDispatchCount() {
  5637. const { count, workgroupSize } = this;
  5638. let size = workgroupSize[ 0 ];
  5639. for ( let i = 1; i < workgroupSize.length; i ++ )
  5640. size *= workgroupSize[ i ];
  5641. this.dispatchCount = Math.ceil( count / size );
  5642. }
  5643. /**
  5644. * TODO
  5645. *
  5646. * @param {Function} callback - TODO.
  5647. * @return {ComputeNode} A reference to this node.
  5648. */
  5649. onInit( callback ) {
  5650. this.onInitFunction = callback;
  5651. return this;
  5652. }
  5653. /**
  5654. * The method execute the compute for this node.
  5655. *
  5656. * @param {NodeFrame} frame - A reference to the current node frame.
  5657. */
  5658. updateBefore( { renderer } ) {
  5659. renderer.compute( this );
  5660. }
  5661. generate( builder ) {
  5662. const { shaderStage } = builder;
  5663. if ( shaderStage === 'compute' ) {
  5664. const snippet = this.computeNode.build( builder, 'void' );
  5665. if ( snippet !== '' ) {
  5666. builder.addLineFlowCode( snippet, this );
  5667. }
  5668. }
  5669. }
  5670. }
  5671. /**
  5672. * TSL function for creating a compute node.
  5673. *
  5674. * @function
  5675. * @param {Node} node - TODO
  5676. * @param {Number} count - TODO.
  5677. * @param {Array<Number>} [workgroupSize=[64]] - TODO.
  5678. * @returns {AtomicFunctionNode}
  5679. */
  5680. const compute = ( node, count, workgroupSize ) => nodeObject( new ComputeNode( nodeObject( node ), count, workgroupSize ) );
  5681. addMethodChaining( 'compute', compute );
  5682. /** @module CacheNode **/
  5683. /**
  5684. * This node can be used as a cache management component for another node.
  5685. * Caching is in general used by default in {@link NodeBuilder} but this node
  5686. * allows the usage of a shared parent cache during the build process.
  5687. *
  5688. * @augments Node
  5689. */
  5690. class CacheNode extends Node {
  5691. static get type() {
  5692. return 'CacheNode';
  5693. }
  5694. /**
  5695. * Constructs a new cache node.
  5696. *
  5697. * @param {Node} node - The node that should be cached.
  5698. * @param {Boolean} [parent=true] - Whether this node refers to a shared parent cache or not.
  5699. */
  5700. constructor( node, parent = true ) {
  5701. super();
  5702. /**
  5703. * The node that should be cached.
  5704. *
  5705. * @type {Node}
  5706. */
  5707. this.node = node;
  5708. /**
  5709. * Whether this node refers to a shared parent cache or not.
  5710. *
  5711. * @type {Boolean}
  5712. * @default true
  5713. */
  5714. this.parent = parent;
  5715. /**
  5716. * This flag can be used for type testing.
  5717. *
  5718. * @type {Boolean}
  5719. * @readonly
  5720. * @default true
  5721. */
  5722. this.isCacheNode = true;
  5723. }
  5724. getNodeType( builder ) {
  5725. const previousCache = builder.getCache();
  5726. const cache = builder.getCacheFromNode( this, this.parent );
  5727. builder.setCache( cache );
  5728. const nodeType = this.node.getNodeType( builder );
  5729. builder.setCache( previousCache );
  5730. return nodeType;
  5731. }
  5732. build( builder, ...params ) {
  5733. const previousCache = builder.getCache();
  5734. const cache = builder.getCacheFromNode( this, this.parent );
  5735. builder.setCache( cache );
  5736. const data = this.node.build( builder, ...params );
  5737. builder.setCache( previousCache );
  5738. return data;
  5739. }
  5740. }
  5741. /**
  5742. * TSL function for creating a cache node.
  5743. *
  5744. * @function
  5745. * @param {Node} node - The node that should be cached.
  5746. * @param {Boolean} parent - Whether this node refers to a shared parent cache or not.
  5747. * @returns {CacheNode}
  5748. */
  5749. const cache = ( node, parent ) => nodeObject( new CacheNode( nodeObject( node ), parent ) );
  5750. addMethodChaining( 'cache', cache );
  5751. /** @module BypassNode **/
  5752. /**
  5753. * The class generates the code of a given node but returns another node in the output.
  5754. * This can be used to call a method or node that does not return a value, i.e.
  5755. * type `void` on an input where returning a value is required. Example:
  5756. *
  5757. * ```js
  5758. * material.colorNode = myColor.bypass( runVoidFn() )
  5759. *```
  5760. *
  5761. * @augments Node
  5762. */
  5763. class BypassNode extends Node {
  5764. static get type() {
  5765. return 'BypassNode';
  5766. }
  5767. /**
  5768. * Constructs a new bypass node.
  5769. *
  5770. * @param {Node} outputNode - The output node.
  5771. * @param {Node} callNode - The call node.
  5772. */
  5773. constructor( outputNode, callNode ) {
  5774. super();
  5775. /**
  5776. * This flag can be used for type testing.
  5777. *
  5778. * @type {Boolean}
  5779. * @readonly
  5780. * @default true
  5781. */
  5782. this.isBypassNode = true;
  5783. /**
  5784. * The output node.
  5785. *
  5786. * @type {Node}
  5787. */
  5788. this.outputNode = outputNode;
  5789. /**
  5790. * The call node.
  5791. *
  5792. * @type {Node}
  5793. */
  5794. this.callNode = callNode;
  5795. }
  5796. getNodeType( builder ) {
  5797. return this.outputNode.getNodeType( builder );
  5798. }
  5799. generate( builder ) {
  5800. const snippet = this.callNode.build( builder, 'void' );
  5801. if ( snippet !== '' ) {
  5802. builder.addLineFlowCode( snippet, this );
  5803. }
  5804. return this.outputNode.build( builder );
  5805. }
  5806. }
  5807. /**
  5808. * TSL function for creating a bypass node.
  5809. *
  5810. * @function
  5811. * @param {Node} outputNode - The output node.
  5812. * @param {Node} callNode - The call node.
  5813. * @returns {BypassNode}
  5814. */
  5815. const bypass = /*@__PURE__*/ nodeProxy( BypassNode );
  5816. addMethodChaining( 'bypass', bypass );
  5817. /** @module RemapNode **/
  5818. /**
  5819. * This node allows to remap a node value from one range into another. E.g a value of
  5820. * `0.4` in the range `[ 0.3, 0.5 ]` should be remapped into the normalized range `[ 0, 1 ]`.
  5821. * `RemapNode` takes care of that and converts the original value of `0.4` to `0.5`.
  5822. *
  5823. * @augments Node
  5824. */
  5825. class RemapNode extends Node {
  5826. static get type() {
  5827. return 'RemapNode';
  5828. }
  5829. /**
  5830. * Constructs a new remap node.
  5831. *
  5832. * @param {Node} node - The node that should be remapped.
  5833. * @param {Node} inLowNode - The source or current lower bound of the range.
  5834. * @param {Node} inHighNode - The source or current upper bound of the range.
  5835. * @param {Node} [outLowNode=float(0)] - The target lower bound of the range.
  5836. * @param {Node} [outHighNode=float(1)] - The target upper bound of the range.
  5837. */
  5838. constructor( node, inLowNode, inHighNode, outLowNode = float( 0 ), outHighNode = float( 1 ) ) {
  5839. super();
  5840. /**
  5841. * The node that should be remapped.
  5842. *
  5843. * @type {Node}
  5844. */
  5845. this.node = node;
  5846. /**
  5847. * The source or current lower bound of the range.
  5848. *
  5849. * @type {Node}
  5850. */
  5851. this.inLowNode = inLowNode;
  5852. /**
  5853. * The source or current upper bound of the range.
  5854. *
  5855. * @type {Node}
  5856. */
  5857. this.inHighNode = inHighNode;
  5858. /**
  5859. * The target lower bound of the range.
  5860. *
  5861. * @type {Node}
  5862. * @default float(0)
  5863. */
  5864. this.outLowNode = outLowNode;
  5865. /**
  5866. * The target upper bound of the range.
  5867. *
  5868. * @type {Node}
  5869. * @default float(1)
  5870. */
  5871. this.outHighNode = outHighNode;
  5872. /**
  5873. * Whether the node value should be clamped before
  5874. * remapping it to the target range.
  5875. *
  5876. * @type {Boolean}
  5877. * @default true
  5878. */
  5879. this.doClamp = true;
  5880. }
  5881. setup() {
  5882. const { node, inLowNode, inHighNode, outLowNode, outHighNode, doClamp } = this;
  5883. let t = node.sub( inLowNode ).div( inHighNode.sub( inLowNode ) );
  5884. if ( doClamp === true ) t = t.clamp();
  5885. return t.mul( outHighNode.sub( outLowNode ) ).add( outLowNode );
  5886. }
  5887. }
  5888. /**
  5889. * TSL function for creating a remap node.
  5890. *
  5891. * @function
  5892. * @param {Node} node - The node that should be remapped.
  5893. * @param {Node} inLowNode - The source or current lower bound of the range.
  5894. * @param {Node} inHighNode - The source or current upper bound of the range.
  5895. * @param {Node} [outLowNode=float(0)] - The target lower bound of the range.
  5896. * @param {Node} [outHighNode=float(1)] - The target upper bound of the range.
  5897. * @returns {RemapNode}
  5898. */
  5899. const remap = /*@__PURE__*/ nodeProxy( RemapNode, null, null, { doClamp: false } );
  5900. /**
  5901. * TSL function for creating a remap node, but with enabled clamping.
  5902. *
  5903. * @function
  5904. * @param {Node} node - The node that should be remapped.
  5905. * @param {Node} inLowNode - The source or current lower bound of the range.
  5906. * @param {Node} inHighNode - The source or current upper bound of the range.
  5907. * @param {Node} [outLowNode=float(0)] - The target lower bound of the range.
  5908. * @param {Node} [outHighNode=float(1)] - The target upper bound of the range.
  5909. * @returns {RemapNode}
  5910. */
  5911. const remapClamp = /*@__PURE__*/ nodeProxy( RemapNode );
  5912. addMethodChaining( 'remap', remap );
  5913. addMethodChaining( 'remapClamp', remapClamp );
  5914. /** @module ExpressionNode **/
  5915. /**
  5916. * This class can be used to implement basic expressions in shader code.
  5917. * Basic examples for that are `return`, `continue` or `discard` statements.
  5918. *
  5919. * @augments Node
  5920. */
  5921. class ExpressionNode extends Node {
  5922. static get type() {
  5923. return 'ExpressionNode';
  5924. }
  5925. /**
  5926. * Constructs a new expression node.
  5927. *
  5928. * @param {String} [snippet=''] - The native code snippet.
  5929. * @param {String} [nodeType='void'] - The node type.
  5930. */
  5931. constructor( snippet = '', nodeType = 'void' ) {
  5932. super( nodeType );
  5933. /**
  5934. * The native code snippet.
  5935. *
  5936. * @type {String}
  5937. * @default ''
  5938. */
  5939. this.snippet = snippet;
  5940. }
  5941. generate( builder, output ) {
  5942. const type = this.getNodeType( builder );
  5943. const snippet = this.snippet;
  5944. if ( type === 'void' ) {
  5945. builder.addLineFlowCode( snippet, this );
  5946. } else {
  5947. return builder.format( `( ${ snippet } )`, type, output );
  5948. }
  5949. }
  5950. }
  5951. /**
  5952. * TSL function for creating an expression node.
  5953. *
  5954. * @function
  5955. * @param {String} [snippet=''] - The native code snippet.
  5956. * @param {String} [nodeType='void'] - The node type.
  5957. * @returns {ExpressionNode}
  5958. */
  5959. const expression = /*@__PURE__*/ nodeProxy( ExpressionNode );
  5960. /** @module Discard **/
  5961. /**
  5962. * Represents a `discard` shader operation in TSL.
  5963. *
  5964. * @method
  5965. * @param {ConditionalNode?} conditional - An optional conditional node. It allows to decide whether the discard should be executed or not.
  5966. * @return {Node} The `discard` expression.
  5967. */
  5968. const Discard = ( conditional ) => ( conditional ? select( conditional, expression( 'discard' ) ) : expression( 'discard' ) ).append();
  5969. /**
  5970. * Represents a `return` shader operation in TSL.
  5971. *
  5972. * @method
  5973. * @return {ExpressionNode} The `return` expression.
  5974. */
  5975. const Return = () => expression( 'return' ).append();
  5976. addMethodChaining( 'discard', Discard );
  5977. /** @module RenderOutputNode **/
  5978. /**
  5979. * Normally, tone mapping and color conversion happens automatically
  5980. * before outputting pixel too the default (screen) framebuffer. In certain
  5981. * post processing setups this happens to late because certain effects
  5982. * require e.g. sRGB input. For such scenarios, `RenderOutputNode` can be used
  5983. * to apply tone mapping and color space conversion at an arbitrary point
  5984. * in the effect chain.
  5985. *
  5986. * When applying tone mapping and color space conversion manually with this node,
  5987. * you have to set {@link PostProcessing#outputColorTransform} to `false`.
  5988. *
  5989. * ```js
  5990. * const postProcessing = new PostProcessing( renderer );
  5991. * postProcessing.outputColorTransform = false;
  5992. *
  5993. * const scenePass = pass( scene, camera );
  5994. * const outputPass = renderOutput( scenePass );
  5995. *
  5996. * postProcessing.outputNode = outputPass;
  5997. * ```
  5998. *
  5999. * @augments TempNode
  6000. */
  6001. class RenderOutputNode extends TempNode {
  6002. static get type() {
  6003. return 'RenderOutputNode';
  6004. }
  6005. /**
  6006. * Constructs a new render output node.
  6007. *
  6008. * @param {Node} colorNode - The color node to process.
  6009. * @param {Number} toneMapping - The tone mapping type.
  6010. * @param {String} outputColorSpace - The output color space.
  6011. */
  6012. constructor( colorNode, toneMapping, outputColorSpace ) {
  6013. super( 'vec4' );
  6014. /**
  6015. * The color node to process.
  6016. *
  6017. * @type {Node}
  6018. */
  6019. this.colorNode = colorNode;
  6020. /**
  6021. * The tone mapping type.
  6022. *
  6023. * @type {Number?}
  6024. */
  6025. this.toneMapping = toneMapping;
  6026. /**
  6027. * The output color space.
  6028. *
  6029. * @type {String?}
  6030. */
  6031. this.outputColorSpace = outputColorSpace;
  6032. /**
  6033. * This flag can be used for type testing.
  6034. *
  6035. * @type {Boolean}
  6036. * @readonly
  6037. * @default true
  6038. */
  6039. this.isRenderOutputNode = true;
  6040. }
  6041. setup( { context } ) {
  6042. let outputNode = this.colorNode || context.color;
  6043. // tone mapping
  6044. const toneMapping = ( this.toneMapping !== null ? this.toneMapping : context.toneMapping ) || NoToneMapping;
  6045. const outputColorSpace = ( this.outputColorSpace !== null ? this.outputColorSpace : context.outputColorSpace ) || NoColorSpace;
  6046. if ( toneMapping !== NoToneMapping ) {
  6047. outputNode = outputNode.toneMapping( toneMapping );
  6048. }
  6049. // working to output color space
  6050. if ( outputColorSpace !== NoColorSpace && outputColorSpace !== ColorManagement.workingColorSpace ) {
  6051. outputNode = outputNode.workingToColorSpace( outputColorSpace );
  6052. }
  6053. return outputNode;
  6054. }
  6055. }
  6056. /**
  6057. * TSL function for creating a posterize node.
  6058. *
  6059. * @function
  6060. * @param {Node} color - The color node to process.
  6061. * @param {Number?} [toneMapping=null] - The tone mapping type.
  6062. * @param {String?} [outputColorSpace=null] - The output color space.
  6063. * @returns {RenderOutputNode}
  6064. */
  6065. const renderOutput = ( color, toneMapping = null, outputColorSpace = null ) => nodeObject( new RenderOutputNode( nodeObject( color ), toneMapping, outputColorSpace ) );
  6066. addMethodChaining( 'renderOutput', renderOutput );
  6067. // Non-PURE exports list, side-effects are required here.
  6068. // TSL Base Syntax
  6069. function addNodeElement( name/*, nodeElement*/ ) {
  6070. console.warn( 'THREE.TSLBase: AddNodeElement has been removed in favor of tree-shaking. Trying add', name );
  6071. }
  6072. /** @module AttributeNode **/
  6073. /**
  6074. * Base class for representing shader attributes as nodes.
  6075. *
  6076. * @augments Node
  6077. */
  6078. class AttributeNode extends Node {
  6079. static get type() {
  6080. return 'AttributeNode';
  6081. }
  6082. /**
  6083. * Constructs a new attribute node.
  6084. *
  6085. * @param {String} attributeName - The name of the attribute.
  6086. * @param {String?} nodeType - The node type.
  6087. */
  6088. constructor( attributeName, nodeType = null ) {
  6089. super( nodeType );
  6090. /**
  6091. * `AttributeNode` sets this property to `true` by default.
  6092. *
  6093. * @type {Boolean}
  6094. * @default true
  6095. */
  6096. this.global = true;
  6097. this._attributeName = attributeName;
  6098. }
  6099. getHash( builder ) {
  6100. return this.getAttributeName( builder );
  6101. }
  6102. getNodeType( builder ) {
  6103. let nodeType = this.nodeType;
  6104. if ( nodeType === null ) {
  6105. const attributeName = this.getAttributeName( builder );
  6106. if ( builder.hasGeometryAttribute( attributeName ) ) {
  6107. const attribute = builder.geometry.getAttribute( attributeName );
  6108. nodeType = builder.getTypeFromAttribute( attribute );
  6109. } else {
  6110. nodeType = 'float';
  6111. }
  6112. }
  6113. return nodeType;
  6114. }
  6115. /**
  6116. * Sets the attribute name to the given value. The method can be
  6117. * overwritten in derived classes if the final name must be computed
  6118. * analytically.
  6119. *
  6120. * @param {String} attributeName - The name of the attribute.
  6121. * @return {AttributeNode} A reference to this node.
  6122. */
  6123. setAttributeName( attributeName ) {
  6124. this._attributeName = attributeName;
  6125. return this;
  6126. }
  6127. /**
  6128. * Returns the attribute name of this node. The method can be
  6129. * overwritten in derived classes if the final name must be computed
  6130. * analytically.
  6131. *
  6132. * @param {NodeBuilder} builder - The current node builder.
  6133. * @return {String} The attribute name.
  6134. */
  6135. getAttributeName( /*builder*/ ) {
  6136. return this._attributeName;
  6137. }
  6138. generate( builder ) {
  6139. const attributeName = this.getAttributeName( builder );
  6140. const nodeType = this.getNodeType( builder );
  6141. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  6142. if ( geometryAttribute === true ) {
  6143. const attribute = builder.geometry.getAttribute( attributeName );
  6144. const attributeType = builder.getTypeFromAttribute( attribute );
  6145. const nodeAttribute = builder.getAttribute( attributeName, attributeType );
  6146. if ( builder.shaderStage === 'vertex' ) {
  6147. return builder.format( nodeAttribute.name, attributeType, nodeType );
  6148. } else {
  6149. const nodeVarying = varying( this );
  6150. return nodeVarying.build( builder, nodeType );
  6151. }
  6152. } else {
  6153. console.warn( `AttributeNode: Vertex attribute "${ attributeName }" not found on geometry.` );
  6154. return builder.generateConst( nodeType );
  6155. }
  6156. }
  6157. serialize( data ) {
  6158. super.serialize( data );
  6159. data.global = this.global;
  6160. data._attributeName = this._attributeName;
  6161. }
  6162. deserialize( data ) {
  6163. super.deserialize( data );
  6164. this.global = data.global;
  6165. this._attributeName = data._attributeName;
  6166. }
  6167. }
  6168. /**
  6169. * TSL function for creating an attribute node.
  6170. *
  6171. * @function
  6172. * @param {String} name - The name of the attribute.
  6173. * @param {String?} nodeType - The node type.
  6174. * @returns {AttributeNode}
  6175. */
  6176. const attribute = ( name, nodeType ) => nodeObject( new AttributeNode( name, nodeType ) );
  6177. /** @module UV **/
  6178. /**
  6179. * TSL function for creating an uv attribute node with the given index.
  6180. *
  6181. * @function
  6182. * @param {Number} [index=0] - The uv index.
  6183. * @return {AttributeNode<vec2>} The uv attribute node.
  6184. */
  6185. const uv = ( index = 0 ) => attribute( 'uv' + ( index > 0 ? index : '' ), 'vec2' );
  6186. /** @module TextureSizeNode **/
  6187. /**
  6188. * A node that represents the dimensions of a texture. The texture size is
  6189. * retrieved in the shader via built-in shader functions like `textureDimensions()`
  6190. * or `textureSize()`.
  6191. *
  6192. * @augments Node
  6193. */
  6194. class TextureSizeNode extends Node {
  6195. static get type() {
  6196. return 'TextureSizeNode';
  6197. }
  6198. /**
  6199. * Constructs a new texture size node.
  6200. *
  6201. * @param {TextureNode} textureNode - A texture node which size should be retrieved.
  6202. * @param {Node<int>?} [levelNode=null] - A level node which defines the requested mip.
  6203. */
  6204. constructor( textureNode, levelNode = null ) {
  6205. super( 'uvec2' );
  6206. /**
  6207. * This flag can be used for type testing.
  6208. *
  6209. * @type {Boolean}
  6210. * @readonly
  6211. * @default true
  6212. */
  6213. this.isTextureSizeNode = true;
  6214. /**
  6215. * A texture node which size should be retrieved.
  6216. *
  6217. * @type {TextureNode}
  6218. */
  6219. this.textureNode = textureNode;
  6220. /**
  6221. * A level node which defines the requested mip.
  6222. *
  6223. * @type {Node<int>}
  6224. * @default null
  6225. */
  6226. this.levelNode = levelNode;
  6227. }
  6228. generate( builder, output ) {
  6229. const textureProperty = this.textureNode.build( builder, 'property' );
  6230. const level = this.levelNode === null ? '0' : this.levelNode.build( builder, 'int' );
  6231. return builder.format( `${ builder.getMethod( 'textureDimensions' ) }( ${ textureProperty }, ${ level } )`, this.getNodeType( builder ), output );
  6232. }
  6233. }
  6234. /**
  6235. * TSL function for creating a texture size node.
  6236. *
  6237. * @function
  6238. * @param {TextureNode} textureNode - A texture node which size should be retrieved.
  6239. * @param {Node<int>?} [levelNode=null] - A level node which defines the requested mip.
  6240. * @returns {TextureSizeNode}
  6241. */
  6242. const textureSize = /*@__PURE__*/ nodeProxy( TextureSizeNode );
  6243. /** @module MatcapUVNode **/
  6244. /**
  6245. * A special type of uniform node that computes the
  6246. * maximum mipmap level for a given texture node.
  6247. *
  6248. * ```js
  6249. * const level = maxMipLevel( textureNode );
  6250. * ```
  6251. *
  6252. * @augments module:UniformNode~UniformNode
  6253. */
  6254. class MaxMipLevelNode extends UniformNode {
  6255. static get type() {
  6256. return 'MaxMipLevelNode';
  6257. }
  6258. /**
  6259. * Constructs a new max mip level node.
  6260. *
  6261. * @param {TextureNode} textureNode - The texture node to compute the max mip level for.
  6262. */
  6263. constructor( textureNode ) {
  6264. super( 0 );
  6265. /**
  6266. * The texture node to compute the max mip level for.
  6267. *
  6268. * @private
  6269. * @type {TextureNode}
  6270. */
  6271. this._textureNode = textureNode;
  6272. /**
  6273. * The `updateType` is set to `NodeUpdateType.FRAME` since the node updates
  6274. * the texture once per frame in its {@link MaxMipLevelNode#update} method.
  6275. *
  6276. * @type {String}
  6277. * @default 'frame'
  6278. */
  6279. this.updateType = NodeUpdateType.FRAME;
  6280. }
  6281. /**
  6282. * The texture node to compute the max mip level for.
  6283. *
  6284. * @readonly
  6285. * @type {TextureNode}
  6286. */
  6287. get textureNode() {
  6288. return this._textureNode;
  6289. }
  6290. /**
  6291. * The texture.
  6292. *
  6293. * @readonly
  6294. * @type {Texture}
  6295. */
  6296. get texture() {
  6297. return this._textureNode.value;
  6298. }
  6299. update() {
  6300. const texture = this.texture;
  6301. const images = texture.images;
  6302. const image = ( images && images.length > 0 ) ? ( ( images[ 0 ] && images[ 0 ].image ) || images[ 0 ] ) : texture.image;
  6303. if ( image && image.width !== undefined ) {
  6304. const { width, height } = image;
  6305. this.value = Math.log2( Math.max( width, height ) );
  6306. }
  6307. }
  6308. }
  6309. /**
  6310. * TSL function for creating a max mip level node.
  6311. *
  6312. * @function
  6313. * @param {TextureNode} textureNode - The texture node to compute the max mip level for.
  6314. * @returns {MaxMipLevelNode}
  6315. */
  6316. const maxMipLevel = /*@__PURE__*/ nodeProxy( MaxMipLevelNode );
  6317. /** @module TextureNode **/
  6318. /**
  6319. * This type of uniform node represents a 2D texture.
  6320. *
  6321. * @augments module:UniformNode~UniformNode
  6322. */
  6323. class TextureNode extends UniformNode {
  6324. static get type() {
  6325. return 'TextureNode';
  6326. }
  6327. /**
  6328. * Constructs a new texture node.
  6329. *
  6330. * @param {Texture} value - The texture.
  6331. * @param {Node<vec2|vec3>?} [uvNode=null] - The uv node.
  6332. * @param {Node<int>?} [levelNode=null] - The level node.
  6333. * @param {Node<float>?} [biasNode=null] - The bias node.
  6334. */
  6335. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  6336. super( value );
  6337. /**
  6338. * This flag can be used for type testing.
  6339. *
  6340. * @type {Boolean}
  6341. * @readonly
  6342. * @default true
  6343. */
  6344. this.isTextureNode = true;
  6345. /**
  6346. * Represents the texture coordinates.
  6347. *
  6348. * @type {Node<vec2|vec3>?}
  6349. * @default null
  6350. */
  6351. this.uvNode = uvNode;
  6352. /**
  6353. * Represents the mip level that should be selected.
  6354. *
  6355. * @type {Node<int>?}
  6356. * @default null
  6357. */
  6358. this.levelNode = levelNode;
  6359. /**
  6360. * Represents the bias to be applied during level-of-detail computation.
  6361. *
  6362. * @type {Node<float>?}
  6363. * @default null
  6364. */
  6365. this.biasNode = biasNode;
  6366. /**
  6367. * Represents a reference value a texture sample is compared to.
  6368. *
  6369. * @type {Node<float>?}
  6370. * @default null
  6371. */
  6372. this.compareNode = null;
  6373. /**
  6374. * When using texture arrays, the depth node defines the layer to select.
  6375. *
  6376. * @type {Node<int>?}
  6377. * @default null
  6378. */
  6379. this.depthNode = null;
  6380. /**
  6381. * When defined, a texture is sampled using explicit gradients.
  6382. *
  6383. * @type {Array<Node<vec2>>?}
  6384. * @default null
  6385. */
  6386. this.gradNode = null;
  6387. /**
  6388. * Whether texture values should be sampled or fetched.
  6389. *
  6390. * @type {Boolean}
  6391. * @default true
  6392. */
  6393. this.sampler = true;
  6394. /**
  6395. * Whether the uv transformation matrix should be
  6396. * automatically updated or not. Use `setUpdateMatrix()`
  6397. * if you want to change the value of the property.
  6398. *
  6399. * @type {Boolean}
  6400. * @default false
  6401. */
  6402. this.updateMatrix = false;
  6403. /**
  6404. * By default the `update()` method is not executed. `setUpdateMatrix()`
  6405. * sets the value to `frame` when the uv transformation matrix should
  6406. * automatically be updated.
  6407. *
  6408. * @type {String}
  6409. * @default 'none'
  6410. */
  6411. this.updateType = NodeUpdateType.NONE;
  6412. /**
  6413. * The reference node.
  6414. *
  6415. * @type {Node?}
  6416. * @default null
  6417. */
  6418. this.referenceNode = null;
  6419. /**
  6420. * The texture value is stored in a private property.
  6421. *
  6422. * @private
  6423. * @type {Texture}
  6424. */
  6425. this._value = value;
  6426. /**
  6427. * The uniform node that represents the uv transformation matrix.
  6428. *
  6429. * @private
  6430. * @type {UniformNode<mat3>?}
  6431. */
  6432. this._matrixUniform = null;
  6433. this.setUpdateMatrix( uvNode === null );
  6434. }
  6435. set value( value ) {
  6436. if ( this.referenceNode ) {
  6437. this.referenceNode.value = value;
  6438. } else {
  6439. this._value = value;
  6440. }
  6441. }
  6442. /**
  6443. * The texture value.
  6444. *
  6445. * @type {Texture}
  6446. */
  6447. get value() {
  6448. return this.referenceNode ? this.referenceNode.value : this._value;
  6449. }
  6450. /**
  6451. * Overwritten since the uniform hash is defined by the texture's UUID.
  6452. *
  6453. * @param {NodeBuilder} builder - The current node builder.
  6454. * @return {String} The uniform hash.
  6455. */
  6456. getUniformHash( /*builder*/ ) {
  6457. return this.value.uuid;
  6458. }
  6459. /**
  6460. * Overwritten since the node type is inferred from the texture type.
  6461. *
  6462. * @param {NodeBuilder} builder - The current node builder.
  6463. * @return {String} The node type.
  6464. */
  6465. getNodeType( /*builder*/ ) {
  6466. if ( this.value.isDepthTexture === true ) return 'float';
  6467. if ( this.value.type === UnsignedIntType ) {
  6468. return 'uvec4';
  6469. } else if ( this.value.type === IntType ) {
  6470. return 'ivec4';
  6471. }
  6472. return 'vec4';
  6473. }
  6474. /**
  6475. * Overwrites the default implementation to return a fixed value `'texture'`.
  6476. *
  6477. * @param {NodeBuilder} builder - The current node builder.
  6478. * @return {String} The input type.
  6479. */
  6480. getInputType( /*builder*/ ) {
  6481. return 'texture';
  6482. }
  6483. /**
  6484. * Returns a default uvs based on the current texture's channel.
  6485. *
  6486. * @return {AttributeNode<vec2>} The default uvs.
  6487. */
  6488. getDefaultUV() {
  6489. return uv( this.value.channel );
  6490. }
  6491. /**
  6492. * Overwritten to always return the texture reference of the node.
  6493. *
  6494. * @param {Any} state - This method can be invocated in different contexts so `state` can refer to any object type.
  6495. * @return {Texture} The texture reference.
  6496. */
  6497. updateReference( /*state*/ ) {
  6498. return this.value;
  6499. }
  6500. /**
  6501. * Transforms the given uv node with the texture transformation matrix.
  6502. *
  6503. * @param {Node} uvNode - The uv node to transform.
  6504. * @return {Node} The transformed uv node.
  6505. */
  6506. getTransformedUV( uvNode ) {
  6507. if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix );
  6508. return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy;
  6509. }
  6510. /**
  6511. * Defines whether the uv transformation matrix should automatically be updated or not.
  6512. *
  6513. * @param {Boolean} value - The update toggle.
  6514. * @return {TextureNode} A reference to this node.
  6515. */
  6516. setUpdateMatrix( value ) {
  6517. this.updateMatrix = value;
  6518. this.updateType = value ? NodeUpdateType.RENDER : NodeUpdateType.NONE;
  6519. return this;
  6520. }
  6521. /**
  6522. * Setups the uv node. Depending on the backend as well as texture's image and type, it might be necessary
  6523. * to modify the uv node for correct sampling.
  6524. *
  6525. * @param {NodeBuilder} builder - The current node builder.
  6526. * @param {Node} uvNode - The uv node to setup.
  6527. * @return {Node} The updated uv node.
  6528. */
  6529. setupUV( builder, uvNode ) {
  6530. const texture = this.value;
  6531. if ( builder.isFlipY() && ( ( texture.image instanceof ImageBitmap && texture.flipY === true ) || texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true ) ) {
  6532. if ( this.sampler ) {
  6533. uvNode = uvNode.flipY();
  6534. } else {
  6535. uvNode = uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) );
  6536. }
  6537. }
  6538. return uvNode;
  6539. }
  6540. /**
  6541. * Setups texture node by preparing the internal nodes for code generation.
  6542. *
  6543. * @param {NodeBuilder} builder - The current node builder.
  6544. */
  6545. setup( builder ) {
  6546. const properties = builder.getNodeProperties( this );
  6547. properties.referenceNode = this.referenceNode;
  6548. //
  6549. const texture = this.value;
  6550. if ( ! texture || texture.isTexture !== true ) {
  6551. throw new Error( 'THREE.TSL: `texture( value )` function expects a valid instance of THREE.Texture().' );
  6552. }
  6553. //
  6554. let uvNode = this.uvNode;
  6555. if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {
  6556. uvNode = builder.context.getUV( this );
  6557. }
  6558. if ( ! uvNode ) uvNode = this.getDefaultUV();
  6559. if ( this.updateMatrix === true ) {
  6560. uvNode = this.getTransformedUV( uvNode );
  6561. }
  6562. uvNode = this.setupUV( builder, uvNode );
  6563. //
  6564. let levelNode = this.levelNode;
  6565. if ( levelNode === null && builder.context.getTextureLevel ) {
  6566. levelNode = builder.context.getTextureLevel( this );
  6567. }
  6568. //
  6569. properties.uvNode = uvNode;
  6570. properties.levelNode = levelNode;
  6571. properties.biasNode = this.biasNode;
  6572. properties.compareNode = this.compareNode;
  6573. properties.gradNode = this.gradNode;
  6574. properties.depthNode = this.depthNode;
  6575. }
  6576. /**
  6577. * Generates the uv code snippet.
  6578. *
  6579. * @param {NodeBuilder} builder - The current node builder.
  6580. * @param {Node} uvNode - The uv node to generate code for.
  6581. * @return {String} The generated code snippet.
  6582. */
  6583. generateUV( builder, uvNode ) {
  6584. return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );
  6585. }
  6586. /**
  6587. * Generates the snippet for the texture sampling.
  6588. *
  6589. * @param {NodeBuilder} builder - The current node builder.
  6590. * @param {String} textureProperty - The texture property.
  6591. * @param {String} uvSnippet - The uv snippet.
  6592. * @param {String} levelSnippet - The level snippet.
  6593. * @param {String} biasSnippet - The bias snippet.
  6594. * @param {String} depthSnippet - The depth snippet.
  6595. * @param {String} compareSnippet - The compare snippet.
  6596. * @param {String} gradSnippet - The grad snippet.
  6597. * @return {String} The generated code snippet.
  6598. */
  6599. generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet ) {
  6600. const texture = this.value;
  6601. let snippet;
  6602. if ( levelSnippet ) {
  6603. snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet );
  6604. } else if ( biasSnippet ) {
  6605. snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet );
  6606. } else if ( gradSnippet ) {
  6607. snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet );
  6608. } else if ( compareSnippet ) {
  6609. snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet );
  6610. } else if ( this.sampler === false ) {
  6611. snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, depthSnippet );
  6612. } else {
  6613. snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet );
  6614. }
  6615. return snippet;
  6616. }
  6617. /**
  6618. * Generates the code snippet of the texture node.
  6619. *
  6620. * @param {NodeBuilder} builder - The current node builder.
  6621. * @param {String} output - The current output.
  6622. * @return {String} The generated code snippet.
  6623. */
  6624. generate( builder, output ) {
  6625. const texture = this.value;
  6626. const properties = builder.getNodeProperties( this );
  6627. const textureProperty = super.generate( builder, 'property' );
  6628. if ( output === 'sampler' ) {
  6629. return textureProperty + '_sampler';
  6630. } else if ( builder.isReference( output ) ) {
  6631. return textureProperty;
  6632. } else {
  6633. const nodeData = builder.getDataFromNode( this );
  6634. let propertyName = nodeData.propertyName;
  6635. if ( propertyName === undefined ) {
  6636. const { uvNode, levelNode, biasNode, compareNode, depthNode, gradNode } = properties;
  6637. const uvSnippet = this.generateUV( builder, uvNode );
  6638. const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
  6639. const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null;
  6640. const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
  6641. const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
  6642. const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
  6643. const nodeVar = builder.getVarFromNode( this );
  6644. propertyName = builder.getPropertyName( nodeVar );
  6645. const snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet );
  6646. builder.addLineFlowCode( `${propertyName} = ${snippet}`, this );
  6647. nodeData.snippet = snippet;
  6648. nodeData.propertyName = propertyName;
  6649. }
  6650. let snippet = propertyName;
  6651. const nodeType = this.getNodeType( builder );
  6652. if ( builder.needsToWorkingColorSpace( texture ) ) {
  6653. snippet = colorSpaceToWorking( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );
  6654. }
  6655. return builder.format( snippet, nodeType, output );
  6656. }
  6657. }
  6658. /**
  6659. * Sets the sampler value.
  6660. *
  6661. * @param {Boolean} value - The sampler value to set.
  6662. * @return {TextureNode} A reference to this texture node.
  6663. */
  6664. setSampler( value ) {
  6665. this.sampler = value;
  6666. return this;
  6667. }
  6668. /**
  6669. * Returns the sampler value.
  6670. *
  6671. * @return {Boolean} The sampler value.
  6672. */
  6673. getSampler() {
  6674. return this.sampler;
  6675. }
  6676. // @TODO: Move to TSL
  6677. /**
  6678. * @function
  6679. * @deprecated since r172. Use {@link TextureNode#sample} instead.
  6680. *
  6681. * @param {Node} uvNode - The uv node.
  6682. * @return {TextureNode} A texture node representing the texture sample.
  6683. */
  6684. uv( uvNode ) { // @deprecated, r172
  6685. console.warn( 'THREE.TextureNode: .uv() has been renamed. Use .sample() instead.' );
  6686. return this.sample( uvNode );
  6687. }
  6688. /**
  6689. * Samples the texture with the given uv node.
  6690. *
  6691. * @param {Node} uvNode - The uv node.
  6692. * @return {TextureNode} A texture node representing the texture sample.
  6693. */
  6694. sample( uvNode ) {
  6695. const textureNode = this.clone();
  6696. textureNode.uvNode = nodeObject( uvNode );
  6697. textureNode.referenceNode = this.getSelf();
  6698. return nodeObject( textureNode );
  6699. }
  6700. /**
  6701. * Samples a blurred version of the texture by defining an internal bias.
  6702. *
  6703. * @param {Node<float>} amountNode - How blurred the texture should be.
  6704. * @return {TextureNode} A texture node representing the texture sample.
  6705. */
  6706. blur( amountNode ) {
  6707. const textureNode = this.clone();
  6708. textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) );
  6709. textureNode.referenceNode = this.getSelf();
  6710. return nodeObject( textureNode );
  6711. }
  6712. /**
  6713. * Samples a specific mip of the texture.
  6714. *
  6715. * @param {Node<int>} levelNode - The mip level to sample.
  6716. * @return {TextureNode} A texture node representing the texture sample.
  6717. */
  6718. level( levelNode ) {
  6719. const textureNode = this.clone();
  6720. textureNode.levelNode = nodeObject( levelNode );
  6721. textureNode.referenceNode = this.getSelf();
  6722. return nodeObject( textureNode );
  6723. }
  6724. /**
  6725. * Returns the texture size of the requested level.
  6726. *
  6727. * @param {Node<int>} levelNode - The level to compute the size for.
  6728. * @return {TextureSizeNode} The texture size.
  6729. */
  6730. size( levelNode ) {
  6731. return textureSize( this, levelNode );
  6732. }
  6733. /**
  6734. * Samples the texture with the given bias.
  6735. *
  6736. * @param {Node<float>} biasNode - The bias node.
  6737. * @return {TextureNode} A texture node representing the texture sample.
  6738. */
  6739. bias( biasNode ) {
  6740. const textureNode = this.clone();
  6741. textureNode.biasNode = nodeObject( biasNode );
  6742. textureNode.referenceNode = this.getSelf();
  6743. return nodeObject( textureNode );
  6744. }
  6745. /**
  6746. * Samples the texture by executing a compare operation.
  6747. *
  6748. * @param {Node<float>} compareNode - The node that defines the compare value.
  6749. * @return {TextureNode} A texture node representing the texture sample.
  6750. */
  6751. compare( compareNode ) {
  6752. const textureNode = this.clone();
  6753. textureNode.compareNode = nodeObject( compareNode );
  6754. textureNode.referenceNode = this.getSelf();
  6755. return nodeObject( textureNode );
  6756. }
  6757. /**
  6758. * Samples the texture using an explicit gradient.
  6759. *
  6760. * @param {Node<vec2>} gradNodeX - The gradX node.
  6761. * @param {Node<vec2>} gradNodeY - The gradY node.
  6762. * @return {TextureNode} A texture node representing the texture sample.
  6763. */
  6764. grad( gradNodeX, gradNodeY ) {
  6765. const textureNode = this.clone();
  6766. textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
  6767. textureNode.referenceNode = this.getSelf();
  6768. return nodeObject( textureNode );
  6769. }
  6770. /**
  6771. * Samples the texture by defining a depth node.
  6772. *
  6773. * @param {Node<int>} depthNode - The depth node.
  6774. * @return {TextureNode} A texture node representing the texture sample.
  6775. */
  6776. depth( depthNode ) {
  6777. const textureNode = this.clone();
  6778. textureNode.depthNode = nodeObject( depthNode );
  6779. textureNode.referenceNode = this.getSelf();
  6780. return nodeObject( textureNode );
  6781. }
  6782. // --
  6783. serialize( data ) {
  6784. super.serialize( data );
  6785. data.value = this.value.toJSON( data.meta ).uuid;
  6786. data.sampler = this.sampler;
  6787. data.updateMatrix = this.updateMatrix;
  6788. data.updateType = this.updateType;
  6789. }
  6790. deserialize( data ) {
  6791. super.deserialize( data );
  6792. this.value = data.meta.textures[ data.value ];
  6793. this.sampler = data.sampler;
  6794. this.updateMatrix = data.updateMatrix;
  6795. this.updateType = data.updateType;
  6796. }
  6797. /**
  6798. * The update is used to implement the update of the uv transformation matrix.
  6799. */
  6800. update() {
  6801. const texture = this.value;
  6802. const matrixUniform = this._matrixUniform;
  6803. if ( matrixUniform !== null ) matrixUniform.value = texture.matrix;
  6804. if ( texture.matrixAutoUpdate === true ) {
  6805. texture.updateMatrix();
  6806. }
  6807. }
  6808. /**
  6809. * Clones the texture node.
  6810. *
  6811. * @return {TextureNode} The cloned texture node.
  6812. */
  6813. clone() {
  6814. const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode );
  6815. newNode.sampler = this.sampler;
  6816. return newNode;
  6817. }
  6818. }
  6819. /**
  6820. * TSL function for creating a texture node.
  6821. *
  6822. * @function
  6823. * @param {Texture} value - The texture.
  6824. * @param {Node<vec2|vec3>?} [uvNode=null] - The uv node.
  6825. * @param {Node<int>?} [levelNode=null] - The level node.
  6826. * @param {Node<float>?} [biasNode=null] - The bias node.
  6827. * @returns {TextureNode}
  6828. */
  6829. const texture = /*@__PURE__*/ nodeProxy( TextureNode );
  6830. /**
  6831. * TSL function for creating a texture node that fetches/loads texels without interpolation.
  6832. *
  6833. * @function
  6834. * @param {Texture} value - The texture.
  6835. * @param {Node<vec2|vec3>?} [uvNode=null] - The uv node.
  6836. * @param {Node<int>?} [levelNode=null] - The level node.
  6837. * @param {Node<float>?} [biasNode=null] - The bias node.
  6838. * @returns {TextureNode}
  6839. */
  6840. const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );
  6841. //export const textureLevel = ( value, uv, level ) => texture( value, uv ).level( level );
  6842. /**
  6843. * Converts a texture or texture node to a sampler.
  6844. *
  6845. * @function
  6846. * @param {TextureNode|Texture} aTexture - The texture or texture node to convert.
  6847. * @returns {Node}
  6848. */
  6849. const sampler = ( aTexture ) => ( aTexture.isNode === true ? aTexture : texture( aTexture ) ).convert( 'sampler' );
  6850. /** @module Camera **/
  6851. /**
  6852. * TSL object that represents the `near` value of the camera used for the current render.
  6853. *
  6854. * @type {UniformNode<float>}
  6855. */
  6856. const cameraNear = /*@__PURE__*/ uniform( 'float' ).label( 'cameraNear' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.near );
  6857. /**
  6858. * TSL object that represents the `far` value of the camera used for the current render.
  6859. *
  6860. * @type {UniformNode<float>}
  6861. */
  6862. const cameraFar = /*@__PURE__*/ uniform( 'float' ).label( 'cameraFar' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.far );
  6863. /**
  6864. * TSL object that represents the projection matrix of the camera used for the current render.
  6865. *
  6866. * @type {UniformNode<mat4>}
  6867. */
  6868. const cameraProjectionMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix );
  6869. /**
  6870. * TSL object that represents the inverse projection matrix of the camera used for the current render.
  6871. *
  6872. * @type {UniformNode<mat4>}
  6873. */
  6874. const cameraProjectionMatrixInverse = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrixInverse' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse );
  6875. /**
  6876. * TSL object that represents the view matrix of the camera used for the current render.
  6877. *
  6878. * @type {UniformNode<mat4>}
  6879. */
  6880. const cameraViewMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraViewMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse );
  6881. /**
  6882. * TSL object that represents the world matrix of the camera used for the current render.
  6883. *
  6884. * @type {UniformNode<mat4>}
  6885. */
  6886. const cameraWorldMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraWorldMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorld );
  6887. /**
  6888. * TSL object that represents the normal matrix of the camera used for the current render.
  6889. *
  6890. * @type {UniformNode<mat3>}
  6891. */
  6892. const cameraNormalMatrix = /*@__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix );
  6893. /**
  6894. * TSL object that represents the position in world space of the camera used for the current render.
  6895. *
  6896. * @type {UniformNode<vec3>}
  6897. */
  6898. const cameraPosition = /*@__PURE__*/ uniform( new Vector3() ).label( 'cameraPosition' ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );
  6899. /** @module Object3DNode **/
  6900. /**
  6901. * This node can be used to access transformation related metrics of 3D objects.
  6902. * Depending on the selected scope, a different metric is represented as a uniform
  6903. * in the shader. The following scopes are supported:
  6904. *
  6905. * - `POSITION`: The object's position in world space.
  6906. * - `VIEW_POSITION`: The object's position in view/camera space.
  6907. * - `DIRECTION`: The object's direction in world space.
  6908. * - `SCALE`: The object's scale in world space.
  6909. * - `WORLD_MATRIX`: The object's matrix in world space.
  6910. *
  6911. * @augments Node
  6912. */
  6913. class Object3DNode extends Node {
  6914. static get type() {
  6915. return 'Object3DNode';
  6916. }
  6917. /**
  6918. * Constructs a new object 3D node.
  6919. *
  6920. * @param {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')} scope - The node represents a different type of transformation depending on the scope.
  6921. * @param {Object3D?} [object3d=null] - The 3D object.
  6922. */
  6923. constructor( scope, object3d = null ) {
  6924. super();
  6925. /**
  6926. * The node reports a different type of transformation depending on the scope.
  6927. *
  6928. * @type {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')}
  6929. */
  6930. this.scope = scope;
  6931. /**
  6932. * The 3D object.
  6933. *
  6934. * @type {Object3D?}
  6935. * @default null
  6936. */
  6937. this.object3d = object3d;
  6938. /**
  6939. * Overwritten since this type of node is updated per object.
  6940. *
  6941. * @type {String}
  6942. * @default 'object'
  6943. */
  6944. this.updateType = NodeUpdateType.OBJECT;
  6945. /**
  6946. * Holds the value of the node as a uniform.
  6947. *
  6948. * @private
  6949. * @type {UniformNode}
  6950. */
  6951. this._uniformNode = new UniformNode( null );
  6952. }
  6953. /**
  6954. * Overwritten since the node type is inferred from the scope.
  6955. *
  6956. * @param {NodeBuilder} builder - The current node builder.
  6957. * @return {String} The node type.
  6958. */
  6959. getNodeType() {
  6960. const scope = this.scope;
  6961. if ( scope === Object3DNode.WORLD_MATRIX ) {
  6962. return 'mat4';
  6963. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  6964. return 'vec3';
  6965. }
  6966. }
  6967. /**
  6968. * Updates the uniform value depending on the scope.
  6969. *
  6970. * @param {NodeFrame} frame - The current node frame.
  6971. */
  6972. update( frame ) {
  6973. const object = this.object3d;
  6974. const uniformNode = this._uniformNode;
  6975. const scope = this.scope;
  6976. if ( scope === Object3DNode.WORLD_MATRIX ) {
  6977. uniformNode.value = object.matrixWorld;
  6978. } else if ( scope === Object3DNode.POSITION ) {
  6979. uniformNode.value = uniformNode.value || new Vector3();
  6980. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  6981. } else if ( scope === Object3DNode.SCALE ) {
  6982. uniformNode.value = uniformNode.value || new Vector3();
  6983. uniformNode.value.setFromMatrixScale( object.matrixWorld );
  6984. } else if ( scope === Object3DNode.DIRECTION ) {
  6985. uniformNode.value = uniformNode.value || new Vector3();
  6986. object.getWorldDirection( uniformNode.value );
  6987. } else if ( scope === Object3DNode.VIEW_POSITION ) {
  6988. const camera = frame.camera;
  6989. uniformNode.value = uniformNode.value || new Vector3();
  6990. uniformNode.value.setFromMatrixPosition( object.matrixWorld );
  6991. uniformNode.value.applyMatrix4( camera.matrixWorldInverse );
  6992. }
  6993. }
  6994. /**
  6995. * Generates the code snippet of the uniform node. The node type of the uniform
  6996. * node also depends on the selected scope.
  6997. *
  6998. * @param {NodeBuilder} builder - The current node builder.
  6999. * @return {String} The generated code snippet.
  7000. */
  7001. generate( builder ) {
  7002. const scope = this.scope;
  7003. if ( scope === Object3DNode.WORLD_MATRIX ) {
  7004. this._uniformNode.nodeType = 'mat4';
  7005. } else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {
  7006. this._uniformNode.nodeType = 'vec3';
  7007. }
  7008. return this._uniformNode.build( builder );
  7009. }
  7010. serialize( data ) {
  7011. super.serialize( data );
  7012. data.scope = this.scope;
  7013. }
  7014. deserialize( data ) {
  7015. super.deserialize( data );
  7016. this.scope = data.scope;
  7017. }
  7018. }
  7019. Object3DNode.WORLD_MATRIX = 'worldMatrix';
  7020. Object3DNode.POSITION = 'position';
  7021. Object3DNode.SCALE = 'scale';
  7022. Object3DNode.VIEW_POSITION = 'viewPosition';
  7023. Object3DNode.DIRECTION = 'direction';
  7024. /**
  7025. * TSL function for creating an object 3D node that represents the object's direction in world space.
  7026. *
  7027. * @function
  7028. * @param {Object3D?} [object3d=null] - The 3D object.
  7029. * @returns {Object3DNode<vec3>}
  7030. */
  7031. const objectDirection = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.DIRECTION );
  7032. /**
  7033. * TSL function for creating an object 3D node that represents the object's world matrix.
  7034. *
  7035. * @function
  7036. * @param {Object3D?} [object3d=null] - The 3D object.
  7037. * @returns {Object3DNode<mat4>}
  7038. */
  7039. const objectWorldMatrix = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.WORLD_MATRIX );
  7040. /**
  7041. * TSL function for creating an object 3D node that represents the object's position in world space.
  7042. *
  7043. * @function
  7044. * @param {Object3D?} [object3d=null] - The 3D object.
  7045. * @returns {Object3DNode<vec3>}
  7046. */
  7047. const objectPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.POSITION );
  7048. /**
  7049. * TSL function for creating an object 3D node that represents the object's scale in world space.
  7050. *
  7051. * @function
  7052. * @param {Object3D?} [object3d=null] - The 3D object.
  7053. * @returns {Object3DNode<vec3>}
  7054. */
  7055. const objectScale = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.SCALE );
  7056. /**
  7057. * TSL function for creating an object 3D node that represents the object's position in view/camera space.
  7058. *
  7059. * @function
  7060. * @param {Object3D?} [object3d=null] - The 3D object.
  7061. * @returns {Object3DNode<vec3>}
  7062. */
  7063. const objectViewPosition = /*@__PURE__*/ nodeProxy( Object3DNode, Object3DNode.VIEW_POSITION );
  7064. /** @module ModelNode **/
  7065. /**
  7066. * This type of node is a specialized version of `Object3DNode`
  7067. * with larger set of model related metrics. Unlike `Object3DNode`,
  7068. * `ModelNode` extracts the reference to the 3D object from the
  7069. * current node frame state.
  7070. *
  7071. * @augments module:Object3DNode~Object3DNode
  7072. */
  7073. class ModelNode extends Object3DNode {
  7074. static get type() {
  7075. return 'ModelNode';
  7076. }
  7077. /**
  7078. * Constructs a new object model node.
  7079. *
  7080. * @param {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')} scope - The node represents a different type of transformation depending on the scope.
  7081. */
  7082. constructor( scope ) {
  7083. super( scope );
  7084. }
  7085. /**
  7086. * Extracts the model reference from the frame state and then
  7087. * updates the uniform value depending on the scope.
  7088. *
  7089. * @param {NodeFrame} frame - The current node frame.
  7090. */
  7091. update( frame ) {
  7092. this.object3d = frame.object;
  7093. super.update( frame );
  7094. }
  7095. }
  7096. /**
  7097. * TSL object that represents the object's direction in world space.
  7098. *
  7099. * @type {ModelNode<vec3>}
  7100. */
  7101. const modelDirection = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.DIRECTION );
  7102. /**
  7103. * TSL object that represents the object's world matrix.
  7104. *
  7105. * @type {ModelNode<mat4>}
  7106. */
  7107. const modelWorldMatrix = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.WORLD_MATRIX );
  7108. /**
  7109. * TSL object that represents the object's position in world space.
  7110. *
  7111. * @type {ModelNode<vec3>}
  7112. */
  7113. const modelPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.POSITION );
  7114. /**
  7115. * TSL object that represents the object's scale in world space.
  7116. *
  7117. * @type {ModelNode<vec3>}
  7118. */
  7119. const modelScale = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.SCALE );
  7120. /**
  7121. * TSL object that represents the object's position in view/camera space.
  7122. *
  7123. * @type {ModelNode<vec3>}
  7124. */
  7125. const modelViewPosition = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.VIEW_POSITION );
  7126. /**
  7127. * TSL object that represents the object's normal matrix.
  7128. *
  7129. * @type {UniformNode<mat3>}
  7130. */
  7131. const modelNormalMatrix = /*@__PURE__*/ uniform( new Matrix3() ).onObjectUpdate( ( { object }, self ) => self.value.getNormalMatrix( object.matrixWorld ) );
  7132. /**
  7133. * TSL object that represents the object's inverse world matrix.
  7134. *
  7135. * @type {UniformNode<mat4>}
  7136. */
  7137. const modelWorldMatrixInverse = /*@__PURE__*/ uniform( new Matrix4() ).onObjectUpdate( ( { object }, self ) => self.value.copy( object.matrixWorld ).invert() );
  7138. /**
  7139. * TSL object that represents the object's model view matrix.
  7140. *
  7141. * @type {Node<mat4>}
  7142. */
  7143. const modelViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
  7144. return builder.renderer.nodes.modelViewMatrix || mediumpModelViewMatrix;
  7145. } ).once() )().toVar( 'modelViewMatrix' );
  7146. // GPU Precision
  7147. /**
  7148. * TSL object that represents the object's model view in `mediump` precision.
  7149. *
  7150. * @type {Node<mat4>}
  7151. */
  7152. const mediumpModelViewMatrix = /*@__PURE__*/ cameraViewMatrix.mul( modelWorldMatrix );
  7153. // CPU Precision
  7154. /**
  7155. * TSL object that represents the object's model view in `highp` precision
  7156. * which is achieved by computing the matrix in JS and not in the shader.
  7157. *
  7158. * @type {Node<mat4>}
  7159. */
  7160. const highpModelViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
  7161. builder.context.isHighPrecisionModelViewMatrix = true;
  7162. return uniform( 'mat4' ).onObjectUpdate( ( { object, camera } ) => {
  7163. return object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  7164. } );
  7165. } ).once() )().toVar( 'highpModelViewMatrix' );
  7166. /**
  7167. * TSL object that represents the object's model normal view in `highp` precision
  7168. * which is achieved by computing the matrix in JS and not in the shader.
  7169. *
  7170. * @type {Node<mat3>}
  7171. */
  7172. const highpModelNormalViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {
  7173. const isHighPrecisionModelViewMatrix = builder.context.isHighPrecisionModelViewMatrix;
  7174. return uniform( 'mat3' ).onObjectUpdate( ( { object, camera } ) => {
  7175. if ( isHighPrecisionModelViewMatrix !== true ) {
  7176. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  7177. }
  7178. return object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  7179. } );
  7180. } ).once() )().toVar( 'highpModelNormalViewMatrix' );
  7181. /** @module Position **/
  7182. /**
  7183. * TSL object that represents the position attribute of the current rendered object.
  7184. *
  7185. * @type {AttributeNode<vec3>}
  7186. */
  7187. const positionGeometry = /*@__PURE__*/ attribute( 'position', 'vec3' );
  7188. /**
  7189. * TSL object that represents the vertex position in local space of the current rendered object.
  7190. *
  7191. * @type {AttributeNode<vec3>}
  7192. */
  7193. const positionLocal = /*@__PURE__*/ positionGeometry.varying( 'positionLocal' );
  7194. /**
  7195. * TSL object that represents the previous vertex position in local space of the current rendered object.
  7196. * Used in context of {@link module:VelocityNode~VelocityNode} for rendering motion vectors.
  7197. *
  7198. * @type {AttributeNode<vec3>}
  7199. */
  7200. const positionPrevious = /*@__PURE__*/ positionGeometry.varying( 'positionPrevious' );
  7201. /**
  7202. * TSL object that represents the vertex position in world space of the current rendered object.
  7203. *
  7204. * @type {VaryingNode<vec3>}
  7205. */
  7206. const positionWorld = /*@__PURE__*/ modelWorldMatrix.mul( positionLocal ).xyz.varying( 'v_positionWorld' ).context( { needsPositionReassign: true } );
  7207. /**
  7208. * TSL object that represents the position world direction of the current rendered object.
  7209. *
  7210. * @type {Node<vec3>}
  7211. */
  7212. const positionWorldDirection = /*@__PURE__*/ positionLocal.transformDirection( modelWorldMatrix ).varying( 'v_positionWorldDirection' ).normalize().toVar( 'positionWorldDirection' ).context( { needsPositionReassign: true } );
  7213. /**
  7214. * TSL object that represents the vertex position in view space of the current rendered object.
  7215. *
  7216. * @type {VaryingNode<vec3>}
  7217. */
  7218. const positionView = /*@__PURE__*/ ( Fn( ( builder ) => {
  7219. return builder.context.setupPositionView();
  7220. }, 'vec3' ).once() )().varying( 'v_positionView' ).context( { needsPositionReassign: true } );
  7221. /**
  7222. * TSL object that represents the position view direction of the current rendered object.
  7223. *
  7224. * @type {VaryingNode<vec3>}
  7225. */
  7226. const positionViewDirection = /*@__PURE__*/ positionView.negate().varying( 'v_positionViewDirection' ).normalize().toVar( 'positionViewDirection' );
  7227. /** @module FrontFacingNode **/
  7228. /**
  7229. * This node can be used to evaluate whether a primitive is front or back facing.
  7230. *
  7231. * @augments Node
  7232. */
  7233. class FrontFacingNode extends Node {
  7234. static get type() {
  7235. return 'FrontFacingNode';
  7236. }
  7237. /**
  7238. * Constructs a new front facing node.
  7239. */
  7240. constructor() {
  7241. super( 'bool' );
  7242. /**
  7243. * This flag can be used for type testing.
  7244. *
  7245. * @type {Boolean}
  7246. * @readonly
  7247. * @default true
  7248. */
  7249. this.isFrontFacingNode = true;
  7250. }
  7251. generate( builder ) {
  7252. const { renderer, material } = builder;
  7253. if ( renderer.coordinateSystem === WebGLCoordinateSystem ) {
  7254. if ( material.side === BackSide ) {
  7255. return 'false';
  7256. }
  7257. }
  7258. return builder.getFrontFacing();
  7259. }
  7260. }
  7261. /**
  7262. * TSL object that represents whether a primitive is front or back facing
  7263. *
  7264. * @type {FrontFacingNode<bool>}
  7265. */
  7266. const frontFacing = /*@__PURE__*/ nodeImmutable( FrontFacingNode );
  7267. /**
  7268. * TSL object that represents the front facing status as a number instead of a bool.
  7269. * `1` means front facing, `-1` means back facing.
  7270. *
  7271. * @type {Node<float>}
  7272. */
  7273. const faceDirection = /*@__PURE__*/ float( frontFacing ).mul( 2.0 ).sub( 1.0 );
  7274. /** @module Normal **/
  7275. /**
  7276. * TSL object that represents the normal attribute of the current rendered object.
  7277. *
  7278. * @type {Node<vec3>}
  7279. */
  7280. const normalGeometry = /*@__PURE__*/ attribute( 'normal', 'vec3' );
  7281. /**
  7282. * TSL object that represents the vertex normal in local space of the current rendered object.
  7283. *
  7284. * @type {Node<vec3>}
  7285. */
  7286. const normalLocal = /*@__PURE__*/ ( Fn( ( builder ) => {
  7287. if ( builder.geometry.hasAttribute( 'normal' ) === false ) {
  7288. console.warn( 'TSL.NormalNode: Vertex attribute "normal" not found on geometry.' );
  7289. return vec3( 0, 1, 0 );
  7290. }
  7291. return normalGeometry;
  7292. }, 'vec3' ).once() )().toVar( 'normalLocal' );
  7293. /**
  7294. * TSL object that represents the flat vertex normal in view space of the current rendered object.
  7295. *
  7296. * @type {Node<vec3>}
  7297. */
  7298. const normalFlat = /*@__PURE__*/ positionView.dFdx().cross( positionView.dFdy() ).normalize().toVar( 'normalFlat' );
  7299. /**
  7300. * TSL object that represents the vertex normal in view space of the current rendered object.
  7301. *
  7302. * @type {Node<vec3>}
  7303. */
  7304. const normalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  7305. let node;
  7306. if ( builder.material.flatShading === true ) {
  7307. node = normalFlat;
  7308. } else {
  7309. node = varying( transformNormalToView( normalLocal ), 'v_normalView' ).normalize();
  7310. }
  7311. return node;
  7312. }, 'vec3' ).once() )().toVar( 'normalView' );
  7313. /**
  7314. * TSL object that represents the vertex normal in world space of the current rendered object.
  7315. *
  7316. * @type {Node<vec3>}
  7317. */
  7318. const normalWorld = /*@__PURE__*/ varying( normalView.transformDirection( cameraViewMatrix ), 'v_normalWorld' ).normalize().toVar( 'normalWorld' );
  7319. /**
  7320. * TSL object that represents the transformed vertex normal in view space of the current rendered object.
  7321. *
  7322. * @type {Node<vec3>}
  7323. */
  7324. const transformedNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  7325. // Use getUV context to avoid side effects from nodes overwriting getUV in the context (e.g. EnvironmentNode)
  7326. return builder.context.setupNormal().context( { getUV: null } );
  7327. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedNormalView' );
  7328. /**
  7329. * TSL object that represents the transformed vertex normal in world space of the current rendered object.
  7330. *
  7331. * @type {Node<vec3>}
  7332. */
  7333. const transformedNormalWorld = /*@__PURE__*/ transformedNormalView.transformDirection( cameraViewMatrix ).toVar( 'transformedNormalWorld' );
  7334. /**
  7335. * TSL object that represents the transformed clearcoat vertex normal in view space of the current rendered object.
  7336. *
  7337. * @type {Node<vec3>}
  7338. */
  7339. const transformedClearcoatNormalView = /*@__PURE__*/ ( Fn( ( builder ) => {
  7340. // Use getUV context to avoid side effects from nodes overwriting getUV in the context (e.g. EnvironmentNode)
  7341. return builder.context.setupClearcoatNormal().context( { getUV: null } );
  7342. }, 'vec3' ).once() )().mul( faceDirection ).toVar( 'transformedClearcoatNormalView' );
  7343. /**
  7344. * Transforms the normal with the given matrix.
  7345. *
  7346. * @function
  7347. * @param {Node<vec3>} normal - The normal.
  7348. * @param {Node<mat3>} [matrix=modelWorldMatrix] - The matrix.
  7349. * @return {Node<vec3>} The transformed normal.
  7350. */
  7351. const transformNormal = /*@__PURE__*/ Fn( ( [ normal, matrix = modelWorldMatrix ] ) => {
  7352. const m = mat3( matrix );
  7353. const transformedNormal = normal.div( vec3( m[ 0 ].dot( m[ 0 ] ), m[ 1 ].dot( m[ 1 ] ), m[ 2 ].dot( m[ 2 ] ) ) );
  7354. return m.mul( transformedNormal ).xyz;
  7355. } );
  7356. /**
  7357. * Transforms the given normal from local to view space.
  7358. *
  7359. * @function
  7360. * @param {Node<vec3>} normal - The normal.
  7361. * @param {NodeBuilder} builder - The current node builder.
  7362. * @return {Node<vec3>} The transformed normal.
  7363. */
  7364. const transformNormalToView = /*@__PURE__*/ Fn( ( [ normal ], builder ) => {
  7365. const modelNormalViewMatrix = builder.renderer.nodes.modelNormalViewMatrix;
  7366. if ( modelNormalViewMatrix !== null ) {
  7367. return modelNormalViewMatrix.transformDirection( normal );
  7368. }
  7369. //
  7370. const transformedNormal = modelNormalMatrix.mul( normal );
  7371. return cameraViewMatrix.transformDirection( transformedNormal );
  7372. } );
  7373. /** @module MaterialProperties **/
  7374. /**
  7375. * TSL object that represents the refraction ratio of the material used for rendering the current object.
  7376. *
  7377. * @type {UniformNode<float>}
  7378. */
  7379. const materialRefractionRatio = /*@__PURE__*/ uniform( 0 ).onReference( ( { material } ) => material ).onRenderUpdate( ( { material } ) => material.refractionRatio );
  7380. /** @module ReflectVector **/
  7381. /**
  7382. * The reflect vector in view space.
  7383. *
  7384. * @type {Node<vec3>}
  7385. */
  7386. const reflectView = /*@__PURE__*/ positionViewDirection.negate().reflect( transformedNormalView );
  7387. /**
  7388. * The refract vector in view space.
  7389. *
  7390. * @type {Node<vec3>}
  7391. */
  7392. const refractView = /*@__PURE__*/ positionViewDirection.negate().refract( transformedNormalView, materialRefractionRatio );
  7393. /**
  7394. * Used for sampling cube maps when using cube reflection mapping.
  7395. *
  7396. * @type {Node<vec3>}
  7397. */
  7398. const reflectVector = /*@__PURE__*/ reflectView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  7399. /**
  7400. * Used for sampling cube maps when using cube refraction mapping.
  7401. *
  7402. * @type {Node<vec3>}
  7403. */
  7404. const refractVector = /*@__PURE__*/ refractView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );
  7405. /** @module CubeTextureNode **/
  7406. /**
  7407. * This type of uniform node represents a cube texture.
  7408. *
  7409. * @augments module:TextureNode~TextureNode
  7410. */
  7411. class CubeTextureNode extends TextureNode {
  7412. static get type() {
  7413. return 'CubeTextureNode';
  7414. }
  7415. /**
  7416. * Constructs a new cube texture node.
  7417. *
  7418. * @param {CubeTexture} value - The cube texture.
  7419. * @param {Node<vec3>?} [uvNode=null] - The uv node.
  7420. * @param {Node<int>?} [levelNode=null] - The level node.
  7421. * @param {Node<float>?} [biasNode=null] - The bias node.
  7422. */
  7423. constructor( value, uvNode = null, levelNode = null, biasNode = null ) {
  7424. super( value, uvNode, levelNode, biasNode );
  7425. /**
  7426. * This flag can be used for type testing.
  7427. *
  7428. * @type {Boolean}
  7429. * @readonly
  7430. * @default true
  7431. */
  7432. this.isCubeTextureNode = true;
  7433. }
  7434. /**
  7435. * Overwrites the default implementation to return a fixed value `'cubeTexture'`.
  7436. *
  7437. * @param {NodeBuilder} builder - The current node builder.
  7438. * @return {String} The input type.
  7439. */
  7440. getInputType( /*builder*/ ) {
  7441. return 'cubeTexture';
  7442. }
  7443. /**
  7444. * Returns a default uvs based on the mapping type of the cube texture.
  7445. *
  7446. * @return {Node<vec3>} The default uv attribute.
  7447. */
  7448. getDefaultUV() {
  7449. const texture = this.value;
  7450. if ( texture.mapping === CubeReflectionMapping ) {
  7451. return reflectVector;
  7452. } else if ( texture.mapping === CubeRefractionMapping ) {
  7453. return refractVector;
  7454. } else {
  7455. console.error( 'THREE.CubeTextureNode: Mapping "%s" not supported.', texture.mapping );
  7456. return vec3( 0, 0, 0 );
  7457. }
  7458. }
  7459. /**
  7460. * Overwritten with an empty implementation since the `updateMatrix` flag is ignored
  7461. * for cube textures. The uv transformation matrix is not applied to cube textures.
  7462. *
  7463. * @param {Boolean} value - The update toggle.
  7464. */
  7465. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for CubeTextureNode
  7466. /**
  7467. * Setups the uv node. Depending on the backend as well as the texture type, it might be necessary
  7468. * to modify the uv node for correct sampling.
  7469. *
  7470. * @param {NodeBuilder} builder - The current node builder.
  7471. * @param {Node} uvNode - The uv node to setup.
  7472. * @return {Node} The updated uv node.
  7473. */
  7474. setupUV( builder, uvNode ) {
  7475. const texture = this.value;
  7476. if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem || ! texture.isRenderTargetTexture ) {
  7477. return vec3( uvNode.x.negate(), uvNode.yz );
  7478. } else {
  7479. return uvNode;
  7480. }
  7481. }
  7482. /**
  7483. * Generates the uv code snippet.
  7484. *
  7485. * @param {NodeBuilder} builder - The current node builder.
  7486. * @param {Node} cubeUV - The uv node to generate code for.
  7487. * @return {String} The generated code snippet.
  7488. */
  7489. generateUV( builder, cubeUV ) {
  7490. return cubeUV.build( builder, 'vec3' );
  7491. }
  7492. }
  7493. /**
  7494. * TSL function for creating a cube texture node.
  7495. *
  7496. * @function
  7497. * @param {CubeTexture} value - The cube texture.
  7498. * @param {Node<vec3>?} [uvNode=null] - The uv node.
  7499. * @param {Node<int>?} [levelNode=null] - The level node.
  7500. * @param {Node<float>?} [biasNode=null] - The bias node.
  7501. * @returns {CubeTextureNode}
  7502. */
  7503. const cubeTexture = /*@__PURE__*/ nodeProxy( CubeTextureNode );
  7504. /** @module BufferNode **/
  7505. /**
  7506. * A special type of uniform node which represents array-like data
  7507. * as uniform buffers. The access usually happens via `element()`
  7508. * which returns an instance of {@link ArrayElementNode}. For example:
  7509. *
  7510. * ```js
  7511. * const bufferNode = buffer( array, 'mat4', count );
  7512. * const matrixNode = bufferNode.element( index ); // access a matrix from the buffer
  7513. * ```
  7514. * In general, it is recommended to use the more managed {@link UniformArrayNode}
  7515. * since it handles more input types and automatically cares about buffer paddings.
  7516. *
  7517. * @augments module:UniformNode~UniformNode
  7518. */
  7519. class BufferNode extends UniformNode {
  7520. static get type() {
  7521. return 'BufferNode';
  7522. }
  7523. /**
  7524. * Constructs a new buffer node.
  7525. *
  7526. * @param {Array<Number>} value - Array-like buffer data.
  7527. * @param {String} bufferType - The data type of the buffer.
  7528. * @param {Number} [bufferCount=0] - The count of buffer elements.
  7529. */
  7530. constructor( value, bufferType, bufferCount = 0 ) {
  7531. super( value, bufferType );
  7532. /**
  7533. * This flag can be used for type testing.
  7534. *
  7535. * @type {Boolean}
  7536. * @readonly
  7537. * @default true
  7538. */
  7539. this.isBufferNode = true;
  7540. /**
  7541. * The data type of the buffer.
  7542. *
  7543. * @type {String}
  7544. */
  7545. this.bufferType = bufferType;
  7546. /**
  7547. * The uniform node that holds the value of the reference node.
  7548. *
  7549. * @type {Number}
  7550. * @default 0
  7551. */
  7552. this.bufferCount = bufferCount;
  7553. }
  7554. /**
  7555. * The data type of the buffer elements.
  7556. *
  7557. * @param {NodeBuilder} builder - The current node builder.
  7558. * @return {String} The element type.
  7559. */
  7560. getElementType( builder ) {
  7561. return this.getNodeType( builder );
  7562. }
  7563. /**
  7564. * Overwrites the default implementation to return a fixed value `'buffer'`.
  7565. *
  7566. * @param {NodeBuilder} builder - The current node builder.
  7567. * @return {String} The input type.
  7568. */
  7569. getInputType( /*builder*/ ) {
  7570. return 'buffer';
  7571. }
  7572. }
  7573. /**
  7574. * TSL function for creating a buffer node.
  7575. *
  7576. * @function
  7577. * @param {Array} value - Array-like buffer data.
  7578. * @param {String} type - The data type of a buffer element.
  7579. * @param {Number} count - The count of buffer elements.
  7580. * @returns {BufferNode}
  7581. */
  7582. const buffer = ( value, type, count ) => nodeObject( new BufferNode( value, type, count ) );
  7583. /** @module UniformArrayNode **/
  7584. /**
  7585. * Represents the element access on uniform array nodes.
  7586. *
  7587. * @augments ArrayElementNode
  7588. */
  7589. class UniformArrayElementNode extends ArrayElementNode {
  7590. static get type() {
  7591. return 'UniformArrayElementNode';
  7592. }
  7593. /**
  7594. * Constructs a new buffer node.
  7595. *
  7596. * @param {UniformArrayNode} uniformArrayNode - The uniform array node to access.
  7597. * @param {IndexNode} indexNode - The index data that define the position of the accessed element in the array.
  7598. */
  7599. constructor( uniformArrayNode, indexNode ) {
  7600. super( uniformArrayNode, indexNode );
  7601. /**
  7602. * This flag can be used for type testing.
  7603. *
  7604. * @type {Boolean}
  7605. * @readonly
  7606. * @default true
  7607. */
  7608. this.isArrayBufferElementNode = true;
  7609. }
  7610. generate( builder ) {
  7611. const snippet = super.generate( builder );
  7612. const type = this.getNodeType();
  7613. const paddedType = this.node.getPaddedType();
  7614. return builder.format( snippet, paddedType, type );
  7615. }
  7616. }
  7617. /**
  7618. * Similar to {@link module:BufferNode~BufferNode} this module represents array-like data as
  7619. * uniform buffers. Unlike {@link module:BufferNode~BufferNode}, it can handle more common
  7620. * data types in the array (e.g `three.js` primitives) and automatically
  7621. * manage buffer padding. It should be the first choice when working with
  7622. * uniforms buffers.
  7623. * ```js
  7624. * const tintColors = uniformArray( [
  7625. * new Color( 1, 0, 0 ),
  7626. * new Color( 0, 1, 0 ),
  7627. * new Color( 0, 0, 1 )
  7628. * ], 'color' );
  7629. *
  7630. * const redColor = tintColors.element( 0 );
  7631. *
  7632. * @augments module:BufferNode~BufferNode
  7633. */
  7634. class UniformArrayNode extends BufferNode {
  7635. static get type() {
  7636. return 'UniformArrayNode';
  7637. }
  7638. /**
  7639. * Constructs a new uniform array node.
  7640. *
  7641. * @param {Array<Any>} value - Array holding the buffer data.
  7642. * @param {String?} [elementType=null] - The data type of a buffer element.
  7643. */
  7644. constructor( value, elementType = null ) {
  7645. super( null );
  7646. /**
  7647. * Array holding the buffer data. Unlike {@link module:BufferNode~BufferNode}, the array can
  7648. * hold number primitives as well as three.js objects like vectors, matrices
  7649. * or colors.
  7650. *
  7651. * @type {Array<Any>}
  7652. */
  7653. this.array = value;
  7654. /**
  7655. * The data type of an array element.
  7656. *
  7657. * @type {String}
  7658. */
  7659. this.elementType = elementType === null ? getValueType( value[ 0 ] ) : elementType;
  7660. /**
  7661. * The padded type. Uniform buffers must conform to a certain buffer layout
  7662. * so a separate type is computed to ensure correct buffer size.
  7663. *
  7664. * @type {String}
  7665. */
  7666. this.paddedType = this.getPaddedType();
  7667. /**
  7668. * Overwritten since uniform array nodes are updated per render.
  7669. *
  7670. * @type {String}
  7671. * @default 'render'
  7672. */
  7673. this.updateType = NodeUpdateType.RENDER;
  7674. /**
  7675. * This flag can be used for type testing.
  7676. *
  7677. * @type {Boolean}
  7678. * @readonly
  7679. * @default true
  7680. */
  7681. this.isArrayBufferNode = true;
  7682. }
  7683. /**
  7684. * This method is overwritten since the node type is inferred from the
  7685. * {@link module:UniformArrayNode~UniformArrayNode#paddedType}.
  7686. *
  7687. * @param {NodeBuilder} builder - The current node builder.
  7688. * @return {String} The node type.
  7689. */
  7690. getNodeType( /*builder*/ ) {
  7691. return this.paddedType;
  7692. }
  7693. /**
  7694. * The data type of the array elements.
  7695. *
  7696. * @param {NodeBuilder} builder - The current node builder.
  7697. * @return {String} The element type.
  7698. */
  7699. getElementType() {
  7700. return this.elementType;
  7701. }
  7702. /**
  7703. * Returns the padded type based on the element type.
  7704. *
  7705. * @return {String} The padded type.
  7706. */
  7707. getPaddedType() {
  7708. const elementType = this.elementType;
  7709. let paddedType = 'vec4';
  7710. if ( elementType === 'mat2' ) {
  7711. paddedType = 'mat2';
  7712. } else if ( /mat/.test( elementType ) === true ) {
  7713. paddedType = 'mat4';
  7714. } else if ( elementType.charAt( 0 ) === 'i' ) {
  7715. paddedType = 'ivec4';
  7716. } else if ( elementType.charAt( 0 ) === 'u' ) {
  7717. paddedType = 'uvec4';
  7718. }
  7719. return paddedType;
  7720. }
  7721. /**
  7722. * The update makes sure to correctly transfer the data from the (complex) objects
  7723. * in the array to the internal, correctly padded value buffer.
  7724. *
  7725. * @param {NodeFrame} frame - A reference to the current node frame.
  7726. */
  7727. update( /*frame*/ ) {
  7728. const { array, value } = this;
  7729. const elementType = this.elementType;
  7730. if ( elementType === 'float' || elementType === 'int' || elementType === 'uint' ) {
  7731. for ( let i = 0; i < array.length; i ++ ) {
  7732. const index = i * 4;
  7733. value[ index ] = array[ i ];
  7734. }
  7735. } else if ( elementType === 'color' ) {
  7736. for ( let i = 0; i < array.length; i ++ ) {
  7737. const index = i * 4;
  7738. const vector = array[ i ];
  7739. value[ index ] = vector.r;
  7740. value[ index + 1 ] = vector.g;
  7741. value[ index + 2 ] = vector.b || 0;
  7742. //value[ index + 3 ] = vector.a || 0;
  7743. }
  7744. } else if ( elementType === 'mat2' ) {
  7745. for ( let i = 0; i < array.length; i ++ ) {
  7746. const index = i * 4;
  7747. const matrix = array[ i ];
  7748. value[ index ] = matrix.elements[ 0 ];
  7749. value[ index + 1 ] = matrix.elements[ 1 ];
  7750. value[ index + 2 ] = matrix.elements[ 2 ];
  7751. value[ index + 3 ] = matrix.elements[ 3 ];
  7752. }
  7753. } else if ( elementType === 'mat3' ) {
  7754. for ( let i = 0; i < array.length; i ++ ) {
  7755. const index = i * 16;
  7756. const matrix = array[ i ];
  7757. value[ index ] = matrix.elements[ 0 ];
  7758. value[ index + 1 ] = matrix.elements[ 1 ];
  7759. value[ index + 2 ] = matrix.elements[ 2 ];
  7760. value[ index + 4 ] = matrix.elements[ 3 ];
  7761. value[ index + 5 ] = matrix.elements[ 4 ];
  7762. value[ index + 6 ] = matrix.elements[ 5 ];
  7763. value[ index + 8 ] = matrix.elements[ 6 ];
  7764. value[ index + 9 ] = matrix.elements[ 7 ];
  7765. value[ index + 10 ] = matrix.elements[ 8 ];
  7766. value[ index + 15 ] = 1;
  7767. }
  7768. } else if ( elementType === 'mat4' ) {
  7769. for ( let i = 0; i < array.length; i ++ ) {
  7770. const index = i * 16;
  7771. const matrix = array[ i ];
  7772. for ( let i = 0; i < matrix.elements.length; i ++ ) {
  7773. value[ index + i ] = matrix.elements[ i ];
  7774. }
  7775. }
  7776. } else {
  7777. for ( let i = 0; i < array.length; i ++ ) {
  7778. const index = i * 4;
  7779. const vector = array[ i ];
  7780. value[ index ] = vector.x;
  7781. value[ index + 1 ] = vector.y;
  7782. value[ index + 2 ] = vector.z || 0;
  7783. value[ index + 3 ] = vector.w || 0;
  7784. }
  7785. }
  7786. }
  7787. /**
  7788. * Implement the value buffer creation based on the array data.
  7789. *
  7790. * @param {NodeBuilder} builder - A reference to the current node builder.
  7791. * @return {null}
  7792. */
  7793. setup( builder ) {
  7794. const length = this.array.length;
  7795. const elementType = this.elementType;
  7796. let arrayType = Float32Array;
  7797. const paddedType = this.paddedType;
  7798. const paddedElementLength = builder.getTypeLength( paddedType );
  7799. if ( elementType.charAt( 0 ) === 'i' ) arrayType = Int32Array;
  7800. if ( elementType.charAt( 0 ) === 'u' ) arrayType = Uint32Array;
  7801. this.value = new arrayType( length * paddedElementLength );
  7802. this.bufferCount = length;
  7803. this.bufferType = paddedType;
  7804. return super.setup( builder );
  7805. }
  7806. /**
  7807. * Overwrites the default `element()` method to provide element access
  7808. * based on {@link module:UniformArrayNode~UniformArrayNode}.
  7809. *
  7810. * @param {IndexNode} indexNode - The index node.
  7811. * @return {UniformArrayElementNode}
  7812. */
  7813. element( indexNode ) {
  7814. return nodeObject( new UniformArrayElementNode( this, nodeObject( indexNode ) ) );
  7815. }
  7816. }
  7817. /**
  7818. * TSL function for creating an uniform array node.
  7819. *
  7820. * @function
  7821. * @param {Array<Any>} values - Array-like data.
  7822. * @param {String} nodeType - The data type of the array elements.
  7823. * @returns {UniformArrayNode}
  7824. */
  7825. const uniformArray = ( values, nodeType ) => nodeObject( new UniformArrayNode( values, nodeType ) );
  7826. /**
  7827. * @function
  7828. * @deprecated since r168. Use {@link uniformArray} instead.
  7829. *
  7830. * @param {Array<Any>} values - Array-like data.
  7831. * @param {String} nodeType - The data type of the array elements.
  7832. * @returns {UniformArrayNode}
  7833. */
  7834. const uniforms = ( values, nodeType ) => { // @deprecated, r168
  7835. console.warn( 'TSL.UniformArrayNode: uniforms() has been renamed to uniformArray().' );
  7836. return nodeObject( new UniformArrayNode( values, nodeType ) );
  7837. };
  7838. // TODO: Avoid duplicated code and ues only ReferenceBaseNode or ReferenceNode
  7839. /** @module ReferenceNode **/
  7840. /**
  7841. * This class is only relevant if the referenced property is array-like.
  7842. * In this case, `ReferenceElementNode` allows to refer to a specific
  7843. * element inside the data structure via an index.
  7844. *
  7845. * @augments ArrayElementNode
  7846. */
  7847. class ReferenceElementNode extends ArrayElementNode {
  7848. static get type() {
  7849. return 'ReferenceElementNode';
  7850. }
  7851. /**
  7852. * Constructs a new reference element node.
  7853. *
  7854. * @param {Node?} referenceNode - The reference node.
  7855. * @param {Node} indexNode - The index node that defines the element access.
  7856. */
  7857. constructor( referenceNode, indexNode ) {
  7858. super( referenceNode, indexNode );
  7859. /**
  7860. * Similar to {@link module:ReferenceNode~ReferenceNode#reference}, an additional
  7861. * property references to the current node.
  7862. *
  7863. * @type {Node?}
  7864. * @default null
  7865. */
  7866. this.referenceNode = referenceNode;
  7867. /**
  7868. * This flag can be used for type testing.
  7869. *
  7870. * @type {Boolean}
  7871. * @readonly
  7872. * @default true
  7873. */
  7874. this.isReferenceElementNode = true;
  7875. }
  7876. /**
  7877. * This method is overwritten since the node type is inferred from
  7878. * the uniform type of the reference node.
  7879. *
  7880. * @param {NodeBuilder} builder - The current node builder.
  7881. * @return {String} The node type.
  7882. */
  7883. getNodeType() {
  7884. return this.referenceNode.uniformType;
  7885. }
  7886. generate( builder ) {
  7887. const snippet = super.generate( builder );
  7888. const arrayType = this.referenceNode.getNodeType();
  7889. const elementType = this.getNodeType();
  7890. return builder.format( snippet, arrayType, elementType );
  7891. }
  7892. }
  7893. /**
  7894. * This type of node establishes a reference to a property of another object.
  7895. * In this way, the value of the node is automatically linked to the value of
  7896. * referenced object. Reference nodes internally represent the linked value
  7897. * as a uniform.
  7898. *
  7899. * @augments Node
  7900. */
  7901. class ReferenceNode extends Node {
  7902. static get type() {
  7903. return 'ReferenceNode';
  7904. }
  7905. /**
  7906. * Constructs a new reference node.
  7907. *
  7908. * @param {String} property - The name of the property the node refers to.
  7909. * @param {String} uniformType - The uniform type that should be used to represent the property value.
  7910. * @param {Object?} [object=null] - The object the property belongs to.
  7911. * @param {Number?} [count=null] - When the linked property is an array-like, this parameter defines its length.
  7912. */
  7913. constructor( property, uniformType, object = null, count = null ) {
  7914. super();
  7915. /**
  7916. * The name of the property the node refers to.
  7917. *
  7918. * @type {String}
  7919. */
  7920. this.property = property;
  7921. /**
  7922. * The uniform type that should be used to represent the property value.
  7923. *
  7924. * @type {String}
  7925. */
  7926. this.uniformType = uniformType;
  7927. /**
  7928. * The object the property belongs to.
  7929. *
  7930. * @type {Object?}
  7931. * @default null
  7932. */
  7933. this.object = object;
  7934. /**
  7935. * When the linked property is an array, this parameter defines its length.
  7936. *
  7937. * @type {Number?}
  7938. * @default null
  7939. */
  7940. this.count = count;
  7941. /**
  7942. * The property name might have dots so nested properties can be referred.
  7943. * The hierarchy of the names is stored inside this array.
  7944. *
  7945. * @type {Array<String>}
  7946. */
  7947. this.properties = property.split( '.' );
  7948. /**
  7949. * Points to the current referred object. This property exists next to {@link module:ReferenceNode~ReferenceNode#object}
  7950. * since the final reference might be updated from calling code.
  7951. *
  7952. * @type {Object?}
  7953. * @default null
  7954. */
  7955. this.reference = object;
  7956. /**
  7957. * The uniform node that holds the value of the reference node.
  7958. *
  7959. * @type {UniformNode}
  7960. * @default null
  7961. */
  7962. this.node = null;
  7963. /**
  7964. * The uniform group of the internal uniform.
  7965. *
  7966. * @type {UniformGroupNode}
  7967. * @default null
  7968. */
  7969. this.group = null;
  7970. /**
  7971. * An optional label of the internal uniform node.
  7972. *
  7973. * @type {String?}
  7974. * @default null
  7975. */
  7976. this.name = null;
  7977. /**
  7978. * Overwritten since reference nodes are updated per object.
  7979. *
  7980. * @type {String}
  7981. * @default 'object'
  7982. */
  7983. this.updateType = NodeUpdateType.OBJECT;
  7984. }
  7985. /**
  7986. * When the referred property is array-like, this method can be used
  7987. * to access elements via an index node.
  7988. *
  7989. * @param {IndexNode} indexNode - indexNode.
  7990. * @return {ReferenceElementNode} A reference to an element.
  7991. */
  7992. element( indexNode ) {
  7993. return nodeObject( new ReferenceElementNode( this, nodeObject( indexNode ) ) );
  7994. }
  7995. /**
  7996. * Sets the uniform group for this reference node.
  7997. *
  7998. * @param {UniformGroupNode} group - The uniform group to set.
  7999. * @return {ReferenceNode} A reference to this node.
  8000. */
  8001. setGroup( group ) {
  8002. this.group = group;
  8003. return this;
  8004. }
  8005. /**
  8006. * Sets the label for the internal uniform.
  8007. *
  8008. * @param {String} name - The label to set.
  8009. * @return {ReferenceNode} A reference to this node.
  8010. */
  8011. label( name ) {
  8012. this.name = name;
  8013. return this;
  8014. }
  8015. /**
  8016. * Sets the node type which automatically defines the internal
  8017. * uniform type.
  8018. *
  8019. * @param {String} uniformType - The type to set.
  8020. */
  8021. setNodeType( uniformType ) {
  8022. let node = null;
  8023. if ( this.count !== null ) {
  8024. node = buffer( null, uniformType, this.count );
  8025. } else if ( Array.isArray( this.getValueFromReference() ) ) {
  8026. node = uniformArray( null, uniformType );
  8027. } else if ( uniformType === 'texture' ) {
  8028. node = texture( null );
  8029. } else if ( uniformType === 'cubeTexture' ) {
  8030. node = cubeTexture( null );
  8031. } else {
  8032. node = uniform( null, uniformType );
  8033. }
  8034. if ( this.group !== null ) {
  8035. node.setGroup( this.group );
  8036. }
  8037. if ( this.name !== null ) node.label( this.name );
  8038. this.node = node.getSelf();
  8039. }
  8040. /**
  8041. * This method is overwritten since the node type is inferred from
  8042. * the type of the reference node.
  8043. *
  8044. * @param {NodeBuilder} builder - The current node builder.
  8045. * @return {String} The node type.
  8046. */
  8047. getNodeType( builder ) {
  8048. if ( this.node === null ) {
  8049. this.updateReference( builder );
  8050. this.updateValue();
  8051. }
  8052. return this.node.getNodeType( builder );
  8053. }
  8054. /**
  8055. * Returns the property value from the given referred object.
  8056. *
  8057. * @param {Object} [object=this.reference] - The object to retrieve the property value from.
  8058. * @return {Any} The value.
  8059. */
  8060. getValueFromReference( object = this.reference ) {
  8061. const { properties } = this;
  8062. let value = object[ properties[ 0 ] ];
  8063. for ( let i = 1; i < properties.length; i ++ ) {
  8064. value = value[ properties[ i ] ];
  8065. }
  8066. return value;
  8067. }
  8068. /**
  8069. * Allows to update the reference based on the given state. The state is only
  8070. * evaluated {@link module:ReferenceNode~ReferenceNode#object} is not set.
  8071. *
  8072. * @param {(NodeFrame|NodeBuilder)} state - The current state.
  8073. * @return {Object} The updated reference.
  8074. */
  8075. updateReference( state ) {
  8076. this.reference = this.object !== null ? this.object : state.object;
  8077. return this.reference;
  8078. }
  8079. /**
  8080. * The output of the reference node is the internal uniform node.
  8081. *
  8082. * @param {NodeBuilder} builder - The current node builder.
  8083. * @return {UniformNode} The output node.
  8084. */
  8085. setup( /* builder */ ) {
  8086. this.updateValue();
  8087. return this.node;
  8088. }
  8089. /**
  8090. * Overwritten to to update the internal uniform value.
  8091. *
  8092. * @param {NodeFrame} frame - A reference to the current node frame.
  8093. */
  8094. update( /*frame*/ ) {
  8095. this.updateValue();
  8096. }
  8097. /**
  8098. * Retrieves the value from the referred object property and uses it
  8099. * to updated the internal uniform.
  8100. */
  8101. updateValue() {
  8102. if ( this.node === null ) this.setNodeType( this.uniformType );
  8103. const value = this.getValueFromReference();
  8104. if ( Array.isArray( value ) ) {
  8105. this.node.array = value;
  8106. } else {
  8107. this.node.value = value;
  8108. }
  8109. }
  8110. }
  8111. /**
  8112. * TSL function for creating a reference node.
  8113. *
  8114. * @function
  8115. * @param {String} name - The name of the property the node refers to.
  8116. * @param {String} type - The uniform type that should be used to represent the property value.
  8117. * @param {Object} object - The object the property belongs to.
  8118. * @returns {ReferenceNode}
  8119. */
  8120. const reference = ( name, type, object ) => nodeObject( new ReferenceNode( name, type, object ) );
  8121. /**
  8122. * TSL function for creating a reference node. Use this function if you want need a reference
  8123. * to an array-like property that should be represented as a uniform buffer.
  8124. *
  8125. * @function
  8126. * @param {String} name - The name of the property the node refers to.
  8127. * @param {String} type - The uniform type that should be used to represent the property value.
  8128. * @param {Number} count - The number of value inside the array-like object.
  8129. * @param {Object} object - An array-like object the property belongs to.
  8130. * @returns {ReferenceNode}
  8131. */
  8132. const referenceBuffer = ( name, type, count, object ) => nodeObject( new ReferenceNode( name, type, object, count ) );
  8133. /** @module MaterialReferenceNode **/
  8134. /**
  8135. * This node is a special type of reference node which is intended
  8136. * for linking material properties with node values.
  8137. * ```js
  8138. * const opacityNode = materialReference( 'opacity', 'float', material );
  8139. * ```
  8140. * When changing `material.opacity`, the node value of `opacityNode` will
  8141. * automatically be updated.
  8142. *
  8143. * @augments module:ReferenceNode~ReferenceNode
  8144. */
  8145. class MaterialReferenceNode extends ReferenceNode {
  8146. static get type() {
  8147. return 'MaterialReferenceNode';
  8148. }
  8149. /**
  8150. * Constructs a new material reference node.
  8151. *
  8152. * @param {String} property - The name of the property the node refers to.
  8153. * @param {String} inputType - The uniform type that should be used to represent the property value.
  8154. * @param {Material?} [material=null] - The material the property belongs to. When no material is set,
  8155. * the node refers to the material of the current rendered object.
  8156. */
  8157. constructor( property, inputType, material = null ) {
  8158. super( property, inputType, material );
  8159. /**
  8160. * The material the property belongs to. When no material is set,
  8161. * the node refers to the material of the current rendered object.
  8162. *
  8163. * @type {Material?}
  8164. * @default null
  8165. */
  8166. this.material = material;
  8167. /**
  8168. * This flag can be used for type testing.
  8169. *
  8170. * @type {Boolean}
  8171. * @readonly
  8172. * @default true
  8173. */
  8174. this.isMaterialReferenceNode = true;
  8175. }
  8176. /**
  8177. * Updates the reference based on the given state. The state is only evaluated
  8178. * {@link module:MaterialReferenceNode~MaterialReferenceNode#material} is not set.
  8179. *
  8180. * @param {(NodeFrame|NodeBuilder)} state - The current state.
  8181. * @return {Object} The updated reference.
  8182. */
  8183. updateReference( state ) {
  8184. this.reference = this.material !== null ? this.material : state.material;
  8185. return this.reference;
  8186. }
  8187. }
  8188. /**
  8189. * TSL function for creating a material reference node.
  8190. *
  8191. * @function
  8192. * @param {String} name - The name of the property the node refers to.
  8193. * @param {String} type - The uniform type that should be used to represent the property value.
  8194. * @param {Material?} [material=null] - The material the property belongs to.
  8195. * When no material is set, the node refers to the material of the current rendered object.
  8196. * @returns {MaterialReferenceNode}
  8197. */
  8198. const materialReference = ( name, type, material = null ) => nodeObject( new MaterialReferenceNode( name, type, material ) );
  8199. /** @module Tangent **/
  8200. /**
  8201. * TSL object that represents the tangent attribute of the current rendered object.
  8202. *
  8203. * @type {Node<vec4>}
  8204. */
  8205. const tangentGeometry = /*@__PURE__*/ Fn( ( builder ) => {
  8206. if ( builder.geometry.hasAttribute( 'tangent' ) === false ) {
  8207. builder.geometry.computeTangents();
  8208. }
  8209. return attribute( 'tangent', 'vec4' );
  8210. } )();
  8211. /**
  8212. * TSL object that represents the vertex tangent in local space of the current rendered object.
  8213. *
  8214. * @type {Node<vec3>}
  8215. */
  8216. const tangentLocal = /*@__PURE__*/ tangentGeometry.xyz.toVar( 'tangentLocal' );
  8217. /**
  8218. * TSL object that represents the vertex tangent in view space of the current rendered object.
  8219. *
  8220. * @type {Node<vec3>}
  8221. */
  8222. const tangentView = /*@__PURE__*/ modelViewMatrix.mul( vec4( tangentLocal, 0 ) ).xyz.varying( 'v_tangentView' ).normalize().toVar( 'tangentView' );
  8223. /**
  8224. * TSL object that represents the vertex tangent in world space of the current rendered object.
  8225. *
  8226. * @type {Node<vec3>}
  8227. */
  8228. const tangentWorld = /*@__PURE__*/ tangentView.transformDirection( cameraViewMatrix ).varying( 'v_tangentWorld' ).normalize().toVar( 'tangentWorld' );
  8229. /**
  8230. * TSL object that represents the transformed vertex tangent in view space of the current rendered object.
  8231. *
  8232. * @type {Node<vec3>}
  8233. */
  8234. const transformedTangentView = /*@__PURE__*/ tangentView.toVar( 'transformedTangentView' );
  8235. /**
  8236. * TSL object that represents the transformed vertex tangent in world space of the current rendered object.
  8237. *
  8238. * @type {Node<vec3>}
  8239. */
  8240. const transformedTangentWorld = /*@__PURE__*/ transformedTangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedTangentWorld' );
  8241. /** @module Bitangent **/
  8242. const getBitangent = ( crossNormalTangent ) => crossNormalTangent.mul( tangentGeometry.w ).xyz;
  8243. /**
  8244. * TSL object that represents the bitangent attribute of the current rendered object.
  8245. *
  8246. * @type {Node<vec3>}
  8247. */
  8248. const bitangentGeometry = /*@__PURE__*/ varying( getBitangent( normalGeometry.cross( tangentGeometry ) ), 'v_bitangentGeometry' ).normalize().toVar( 'bitangentGeometry' );
  8249. /**
  8250. * TSL object that represents the vertex bitangent in local space of the current rendered object.
  8251. *
  8252. * @type {Node<vec3>}
  8253. */
  8254. const bitangentLocal = /*@__PURE__*/ varying( getBitangent( normalLocal.cross( tangentLocal ) ), 'v_bitangentLocal' ).normalize().toVar( 'bitangentLocal' );
  8255. /**
  8256. * TSL object that represents the vertex bitangent in view space of the current rendered object.
  8257. *
  8258. * @type {Node<vec4>}
  8259. */
  8260. const bitangentView = /*@__PURE__*/ varying( getBitangent( normalView.cross( tangentView ) ), 'v_bitangentView' ).normalize().toVar( 'bitangentView' );
  8261. /**
  8262. * TSL object that represents the vertex bitangent in world space of the current rendered object.
  8263. *
  8264. * @type {Node<vec4>}
  8265. */
  8266. const bitangentWorld = /*@__PURE__*/ varying( getBitangent( normalWorld.cross( tangentWorld ) ), 'v_bitangentWorld' ).normalize().toVar( 'bitangentWorld' );
  8267. /**
  8268. * TSL object that represents the transformed vertex bitangent in view space of the current rendered object.
  8269. *
  8270. * @type {Node<vec4>}
  8271. */
  8272. const transformedBitangentView = /*@__PURE__*/ getBitangent( transformedNormalView.cross( transformedTangentView ) ).normalize().toVar( 'transformedBitangentView' );
  8273. /**
  8274. * TSL object that represents the transformed vertex bitangent in world space of the current rendered object.
  8275. *
  8276. * @type {Node<vec4>}
  8277. */
  8278. const transformedBitangentWorld = /*@__PURE__*/ transformedBitangentView.transformDirection( cameraViewMatrix ).normalize().toVar( 'transformedBitangentWorld' );
  8279. /** @module AccessorsUtils **/
  8280. /**
  8281. * TSL object that represents the TBN matrix in view space.
  8282. *
  8283. * @type {Node<mat3>}
  8284. */
  8285. const TBNViewMatrix = /*@__PURE__*/ mat3( tangentView, bitangentView, normalView );
  8286. /**
  8287. * TSL object that represents the parallax direction.
  8288. *
  8289. * @type {Node<mat3>}
  8290. */
  8291. const parallaxDirection = /*@__PURE__*/ positionViewDirection.mul( TBNViewMatrix )/*.normalize()*/;
  8292. /**
  8293. * TSL function for computing parallax uv coordinates.
  8294. *
  8295. * @function
  8296. * @param {Node<vec2>} uv - A uv node.
  8297. * @param {Node<vec2>} scale - A scale node.
  8298. * @returns {Node<vec2>} Parallax uv coordinates.
  8299. */
  8300. const parallaxUV = ( uv, scale ) => uv.sub( parallaxDirection.mul( scale ) );
  8301. /**
  8302. * TSL function for computing bent normals.
  8303. *
  8304. * @function
  8305. * @returns {Node<vec3>} Bent normals.
  8306. */
  8307. const transformedBentNormalView = /*@__PURE__*/ ( () => {
  8308. // https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy
  8309. let bentNormal = anisotropyB.cross( positionViewDirection );
  8310. bentNormal = bentNormal.cross( anisotropyB ).normalize();
  8311. bentNormal = mix( bentNormal, transformedNormalView, anisotropy.mul( roughness.oneMinus() ).oneMinus().pow2().pow2() ).normalize();
  8312. return bentNormal;
  8313. } )();
  8314. /** @module NormalMapNode **/
  8315. // Normal Mapping Without Precomputed Tangents
  8316. // http://www.thetenthplanet.de/archives/1180
  8317. const perturbNormal2Arb = /*@__PURE__*/ Fn( ( inputs ) => {
  8318. const { eye_pos, surf_norm, mapN, uv } = inputs;
  8319. const q0 = eye_pos.dFdx();
  8320. const q1 = eye_pos.dFdy();
  8321. const st0 = uv.dFdx();
  8322. const st1 = uv.dFdy();
  8323. const N = surf_norm; // normalized
  8324. const q1perp = q1.cross( N );
  8325. const q0perp = N.cross( q0 );
  8326. const T = q1perp.mul( st0.x ).add( q0perp.mul( st1.x ) );
  8327. const B = q1perp.mul( st0.y ).add( q0perp.mul( st1.y ) );
  8328. const det = T.dot( T ).max( B.dot( B ) );
  8329. const scale = faceDirection.mul( det.inverseSqrt() );
  8330. return add( T.mul( mapN.x, scale ), B.mul( mapN.y, scale ), N.mul( mapN.z ) ).normalize();
  8331. } );
  8332. /**
  8333. * This class can be used for applying normals maps to materials.
  8334. *
  8335. * ```js
  8336. * material.normalNode = normalMap( texture( normalTex ) );
  8337. * ```
  8338. *
  8339. * @augments TempNode
  8340. */
  8341. class NormalMapNode extends TempNode {
  8342. static get type() {
  8343. return 'NormalMapNode';
  8344. }
  8345. /**
  8346. * Constructs a new normal map node.
  8347. *
  8348. * @param {Node<vec3>} node - Represents the normal map data.
  8349. * @param {Node<vec2>?} [scaleNode=null] - Controls the intensity of the effect.
  8350. */
  8351. constructor( node, scaleNode = null ) {
  8352. super( 'vec3' );
  8353. /**
  8354. * Represents the normal map data.
  8355. *
  8356. * @type {Node<vec3>}
  8357. */
  8358. this.node = node;
  8359. /**
  8360. * Controls the intensity of the effect.
  8361. *
  8362. * @type {Node<vec2>?}
  8363. * @default null
  8364. */
  8365. this.scaleNode = scaleNode;
  8366. /**
  8367. * The normal map type.
  8368. *
  8369. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  8370. * @default TangentSpaceNormalMap
  8371. */
  8372. this.normalMapType = TangentSpaceNormalMap;
  8373. }
  8374. setup( builder ) {
  8375. const { normalMapType, scaleNode } = this;
  8376. let normalMap = this.node.mul( 2.0 ).sub( 1.0 );
  8377. if ( scaleNode !== null ) {
  8378. normalMap = vec3( normalMap.xy.mul( scaleNode ), normalMap.z );
  8379. }
  8380. let outputNode = null;
  8381. if ( normalMapType === ObjectSpaceNormalMap ) {
  8382. outputNode = transformNormalToView( normalMap );
  8383. } else if ( normalMapType === TangentSpaceNormalMap ) {
  8384. const tangent = builder.hasGeometryAttribute( 'tangent' );
  8385. if ( tangent === true ) {
  8386. outputNode = TBNViewMatrix.mul( normalMap ).normalize();
  8387. } else {
  8388. outputNode = perturbNormal2Arb( {
  8389. eye_pos: positionView,
  8390. surf_norm: normalView,
  8391. mapN: normalMap,
  8392. uv: uv()
  8393. } );
  8394. }
  8395. }
  8396. return outputNode;
  8397. }
  8398. }
  8399. /**
  8400. * TSL function for creating a normal map node.
  8401. *
  8402. * @function
  8403. * @param {Node<vec3>} node - Represents the normal map data.
  8404. * @param {Node<vec2>?} [scaleNode=null] - Controls the intensity of the effect.
  8405. * @returns {NormalMapNode}
  8406. */
  8407. const normalMap = /*@__PURE__*/ nodeProxy( NormalMapNode );
  8408. /** @module BumpMapNode **/
  8409. // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
  8410. // https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
  8411. const dHdxy_fwd = Fn( ( { textureNode, bumpScale } ) => {
  8412. // It's used to preserve the same TextureNode instance
  8413. const sampleTexture = ( callback ) => textureNode.cache().context( { getUV: ( texNode ) => callback( texNode.uvNode || uv() ), forceUVContext: true } );
  8414. const Hll = float( sampleTexture( ( uvNode ) => uvNode ) );
  8415. return vec2(
  8416. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdx() ) ) ).sub( Hll ),
  8417. float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdy() ) ) ).sub( Hll )
  8418. ).mul( bumpScale );
  8419. } );
  8420. // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
  8421. const perturbNormalArb = Fn( ( inputs ) => {
  8422. const { surf_pos, surf_norm, dHdxy } = inputs;
  8423. // normalize is done to ensure that the bump map looks the same regardless of the texture's scale
  8424. const vSigmaX = surf_pos.dFdx().normalize();
  8425. const vSigmaY = surf_pos.dFdy().normalize();
  8426. const vN = surf_norm; // normalized
  8427. const R1 = vSigmaY.cross( vN );
  8428. const R2 = vN.cross( vSigmaX );
  8429. const fDet = vSigmaX.dot( R1 ).mul( faceDirection );
  8430. const vGrad = fDet.sign().mul( dHdxy.x.mul( R1 ).add( dHdxy.y.mul( R2 ) ) );
  8431. return fDet.abs().mul( surf_norm ).sub( vGrad ).normalize();
  8432. } );
  8433. /**
  8434. * This class can be used for applying bump maps to materials.
  8435. *
  8436. * ```js
  8437. * material.normalNode = bumpMap( texture( bumpTex ) );
  8438. * ```
  8439. *
  8440. * @augments TempNode
  8441. */
  8442. class BumpMapNode extends TempNode {
  8443. static get type() {
  8444. return 'BumpMapNode';
  8445. }
  8446. /**
  8447. * Constructs a new bump map node.
  8448. *
  8449. * @param {Node<float>} textureNode - Represents the bump map data.
  8450. * @param {Node<float>?} [scaleNode=null] - Controls the intensity of the bump effect.
  8451. */
  8452. constructor( textureNode, scaleNode = null ) {
  8453. super( 'vec3' );
  8454. /**
  8455. * Represents the bump map data.
  8456. *
  8457. * @type {Node<float>}
  8458. */
  8459. this.textureNode = textureNode;
  8460. /**
  8461. * Controls the intensity of the bump effect.
  8462. *
  8463. * @type {Node<float>?}
  8464. * @default null
  8465. */
  8466. this.scaleNode = scaleNode;
  8467. }
  8468. setup() {
  8469. const bumpScale = this.scaleNode !== null ? this.scaleNode : 1;
  8470. const dHdxy = dHdxy_fwd( { textureNode: this.textureNode, bumpScale } );
  8471. return perturbNormalArb( {
  8472. surf_pos: positionView,
  8473. surf_norm: normalView,
  8474. dHdxy
  8475. } );
  8476. }
  8477. }
  8478. /**
  8479. * TSL function for creating a bump map node.
  8480. *
  8481. * @function
  8482. * @param {Node<float>} textureNode - Represents the bump map data.
  8483. * @param {Node<float>?} [scaleNode=null] - Controls the intensity of the bump effect.
  8484. * @returns {BumpMapNode}
  8485. */
  8486. const bumpMap = /*@__PURE__*/ nodeProxy( BumpMapNode );
  8487. /** @module MaterialNode **/
  8488. const _propertyCache = new Map();
  8489. /**
  8490. * This class should simplify the node access to material properties.
  8491. * It internal uses reference nodes to make sure changes to material
  8492. * properties are automatically reflected to predefined TSL objects
  8493. * like e.g. `materialColor`.
  8494. *
  8495. * @augments Node
  8496. */
  8497. class MaterialNode extends Node {
  8498. static get type() {
  8499. return 'MaterialNode';
  8500. }
  8501. /**
  8502. * Constructs a new material node.
  8503. *
  8504. * @param {String} scope - The scope defines what kind of material property is referred by the node.
  8505. */
  8506. constructor( scope ) {
  8507. super();
  8508. /**
  8509. * The scope defines what material property is referred by the node.
  8510. *
  8511. * @type {String}
  8512. */
  8513. this.scope = scope;
  8514. }
  8515. /**
  8516. * Returns a cached reference node for the given property and type.
  8517. *
  8518. * @param {String} property - The name of the material property.
  8519. * @param {String} type - The uniform type of the property.
  8520. * @return {MaterialReferenceNode} A material reference node representing the property access.
  8521. */
  8522. getCache( property, type ) {
  8523. let node = _propertyCache.get( property );
  8524. if ( node === undefined ) {
  8525. node = materialReference( property, type );
  8526. _propertyCache.set( property, node );
  8527. }
  8528. return node;
  8529. }
  8530. /**
  8531. * Returns a float-typed material reference node for the given property name.
  8532. *
  8533. * @param {String} property - The name of the material property.
  8534. * @return {MaterialReferenceNode<float>} A material reference node representing the property access.
  8535. */
  8536. getFloat( property ) {
  8537. return this.getCache( property, 'float' );
  8538. }
  8539. /**
  8540. * Returns a color-typed material reference node for the given property name.
  8541. *
  8542. * @param {String} property - The name of the material property.
  8543. * @return {MaterialReferenceNode<color>} A material reference node representing the property access.
  8544. */
  8545. getColor( property ) {
  8546. return this.getCache( property, 'color' );
  8547. }
  8548. /**
  8549. * Returns a texture-typed material reference node for the given property name.
  8550. *
  8551. * @param {String} property - The name of the material property.
  8552. * @return {MaterialReferenceNode} A material reference node representing the property access.
  8553. */
  8554. getTexture( property ) {
  8555. return this.getCache( property === 'map' ? 'map' : property + 'Map', 'texture' );
  8556. }
  8557. /**
  8558. * The node setup is done depending on the selected scope. Multiple material properties
  8559. * might be grouped into a single node composition if they logically belong together.
  8560. *
  8561. * @param {NodeBuilder} builder - The current node builder.
  8562. * @return {Node} The node representing the selected scope.
  8563. */
  8564. setup( builder ) {
  8565. const material = builder.context.material;
  8566. const scope = this.scope;
  8567. let node = null;
  8568. if ( scope === MaterialNode.COLOR ) {
  8569. const colorNode = material.color !== undefined ? this.getColor( scope ) : vec3();
  8570. if ( material.map && material.map.isTexture === true ) {
  8571. node = colorNode.mul( this.getTexture( 'map' ) );
  8572. } else {
  8573. node = colorNode;
  8574. }
  8575. } else if ( scope === MaterialNode.OPACITY ) {
  8576. const opacityNode = this.getFloat( scope );
  8577. if ( material.alphaMap && material.alphaMap.isTexture === true ) {
  8578. node = opacityNode.mul( this.getTexture( 'alpha' ) );
  8579. } else {
  8580. node = opacityNode;
  8581. }
  8582. } else if ( scope === MaterialNode.SPECULAR_STRENGTH ) {
  8583. if ( material.specularMap && material.specularMap.isTexture === true ) {
  8584. node = this.getTexture( 'specular' ).r;
  8585. } else {
  8586. node = float( 1 );
  8587. }
  8588. } else if ( scope === MaterialNode.SPECULAR_INTENSITY ) {
  8589. const specularIntensityNode = this.getFloat( scope );
  8590. if ( material.specularIntensityMap && material.specularIntensityMap.isTexture === true ) {
  8591. node = specularIntensityNode.mul( this.getTexture( scope ).a );
  8592. } else {
  8593. node = specularIntensityNode;
  8594. }
  8595. } else if ( scope === MaterialNode.SPECULAR_COLOR ) {
  8596. const specularColorNode = this.getColor( scope );
  8597. if ( material.specularColorMap && material.specularColorMap.isTexture === true ) {
  8598. node = specularColorNode.mul( this.getTexture( scope ).rgb );
  8599. } else {
  8600. node = specularColorNode;
  8601. }
  8602. } else if ( scope === MaterialNode.ROUGHNESS ) { // TODO: cleanup similar branches
  8603. const roughnessNode = this.getFloat( scope );
  8604. if ( material.roughnessMap && material.roughnessMap.isTexture === true ) {
  8605. node = roughnessNode.mul( this.getTexture( scope ).g );
  8606. } else {
  8607. node = roughnessNode;
  8608. }
  8609. } else if ( scope === MaterialNode.METALNESS ) {
  8610. const metalnessNode = this.getFloat( scope );
  8611. if ( material.metalnessMap && material.metalnessMap.isTexture === true ) {
  8612. node = metalnessNode.mul( this.getTexture( scope ).b );
  8613. } else {
  8614. node = metalnessNode;
  8615. }
  8616. } else if ( scope === MaterialNode.EMISSIVE ) {
  8617. const emissiveIntensityNode = this.getFloat( 'emissiveIntensity' );
  8618. const emissiveNode = this.getColor( scope ).mul( emissiveIntensityNode );
  8619. if ( material.emissiveMap && material.emissiveMap.isTexture === true ) {
  8620. node = emissiveNode.mul( this.getTexture( scope ) );
  8621. } else {
  8622. node = emissiveNode;
  8623. }
  8624. } else if ( scope === MaterialNode.NORMAL ) {
  8625. if ( material.normalMap ) {
  8626. node = normalMap( this.getTexture( 'normal' ), this.getCache( 'normalScale', 'vec2' ) );
  8627. node.normalMapType = material.normalMapType;
  8628. } else if ( material.bumpMap ) {
  8629. node = bumpMap( this.getTexture( 'bump' ).r, this.getFloat( 'bumpScale' ) );
  8630. } else {
  8631. node = normalView;
  8632. }
  8633. } else if ( scope === MaterialNode.CLEARCOAT ) {
  8634. const clearcoatNode = this.getFloat( scope );
  8635. if ( material.clearcoatMap && material.clearcoatMap.isTexture === true ) {
  8636. node = clearcoatNode.mul( this.getTexture( scope ).r );
  8637. } else {
  8638. node = clearcoatNode;
  8639. }
  8640. } else if ( scope === MaterialNode.CLEARCOAT_ROUGHNESS ) {
  8641. const clearcoatRoughnessNode = this.getFloat( scope );
  8642. if ( material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true ) {
  8643. node = clearcoatRoughnessNode.mul( this.getTexture( scope ).r );
  8644. } else {
  8645. node = clearcoatRoughnessNode;
  8646. }
  8647. } else if ( scope === MaterialNode.CLEARCOAT_NORMAL ) {
  8648. if ( material.clearcoatNormalMap ) {
  8649. node = normalMap( this.getTexture( scope ), this.getCache( scope + 'Scale', 'vec2' ) );
  8650. } else {
  8651. node = normalView;
  8652. }
  8653. } else if ( scope === MaterialNode.SHEEN ) {
  8654. const sheenNode = this.getColor( 'sheenColor' ).mul( this.getFloat( 'sheen' ) ); // Move this mul() to CPU
  8655. if ( material.sheenColorMap && material.sheenColorMap.isTexture === true ) {
  8656. node = sheenNode.mul( this.getTexture( 'sheenColor' ).rgb );
  8657. } else {
  8658. node = sheenNode;
  8659. }
  8660. } else if ( scope === MaterialNode.SHEEN_ROUGHNESS ) {
  8661. const sheenRoughnessNode = this.getFloat( scope );
  8662. if ( material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true ) {
  8663. node = sheenRoughnessNode.mul( this.getTexture( scope ).a );
  8664. } else {
  8665. node = sheenRoughnessNode;
  8666. }
  8667. node = node.clamp( 0.07, 1.0 );
  8668. } else if ( scope === MaterialNode.ANISOTROPY ) {
  8669. if ( material.anisotropyMap && material.anisotropyMap.isTexture === true ) {
  8670. const anisotropyPolar = this.getTexture( scope );
  8671. const anisotropyMat = mat2( materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x );
  8672. node = anisotropyMat.mul( anisotropyPolar.rg.mul( 2.0 ).sub( vec2( 1.0 ) ).normalize().mul( anisotropyPolar.b ) );
  8673. } else {
  8674. node = materialAnisotropyVector;
  8675. }
  8676. } else if ( scope === MaterialNode.IRIDESCENCE_THICKNESS ) {
  8677. const iridescenceThicknessMaximum = reference( '1', 'float', material.iridescenceThicknessRange );
  8678. if ( material.iridescenceThicknessMap ) {
  8679. const iridescenceThicknessMinimum = reference( '0', 'float', material.iridescenceThicknessRange );
  8680. node = iridescenceThicknessMaximum.sub( iridescenceThicknessMinimum ).mul( this.getTexture( scope ).g ).add( iridescenceThicknessMinimum );
  8681. } else {
  8682. node = iridescenceThicknessMaximum;
  8683. }
  8684. } else if ( scope === MaterialNode.TRANSMISSION ) {
  8685. const transmissionNode = this.getFloat( scope );
  8686. if ( material.transmissionMap ) {
  8687. node = transmissionNode.mul( this.getTexture( scope ).r );
  8688. } else {
  8689. node = transmissionNode;
  8690. }
  8691. } else if ( scope === MaterialNode.THICKNESS ) {
  8692. const thicknessNode = this.getFloat( scope );
  8693. if ( material.thicknessMap ) {
  8694. node = thicknessNode.mul( this.getTexture( scope ).g );
  8695. } else {
  8696. node = thicknessNode;
  8697. }
  8698. } else if ( scope === MaterialNode.IOR ) {
  8699. node = this.getFloat( scope );
  8700. } else if ( scope === MaterialNode.LIGHT_MAP ) {
  8701. node = this.getTexture( scope ).rgb.mul( this.getFloat( 'lightMapIntensity' ) );
  8702. } else if ( scope === MaterialNode.AO ) {
  8703. node = this.getTexture( scope ).r.sub( 1.0 ).mul( this.getFloat( 'aoMapIntensity' ) ).add( 1.0 );
  8704. } else {
  8705. const outputType = this.getNodeType( builder );
  8706. node = this.getCache( scope, outputType );
  8707. }
  8708. return node;
  8709. }
  8710. }
  8711. MaterialNode.ALPHA_TEST = 'alphaTest';
  8712. MaterialNode.COLOR = 'color';
  8713. MaterialNode.OPACITY = 'opacity';
  8714. MaterialNode.SHININESS = 'shininess';
  8715. MaterialNode.SPECULAR = 'specular';
  8716. MaterialNode.SPECULAR_STRENGTH = 'specularStrength';
  8717. MaterialNode.SPECULAR_INTENSITY = 'specularIntensity';
  8718. MaterialNode.SPECULAR_COLOR = 'specularColor';
  8719. MaterialNode.REFLECTIVITY = 'reflectivity';
  8720. MaterialNode.ROUGHNESS = 'roughness';
  8721. MaterialNode.METALNESS = 'metalness';
  8722. MaterialNode.NORMAL = 'normal';
  8723. MaterialNode.CLEARCOAT = 'clearcoat';
  8724. MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness';
  8725. MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal';
  8726. MaterialNode.EMISSIVE = 'emissive';
  8727. MaterialNode.ROTATION = 'rotation';
  8728. MaterialNode.SHEEN = 'sheen';
  8729. MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness';
  8730. MaterialNode.ANISOTROPY = 'anisotropy';
  8731. MaterialNode.IRIDESCENCE = 'iridescence';
  8732. MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR';
  8733. MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness';
  8734. MaterialNode.IOR = 'ior';
  8735. MaterialNode.TRANSMISSION = 'transmission';
  8736. MaterialNode.THICKNESS = 'thickness';
  8737. MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance';
  8738. MaterialNode.ATTENUATION_COLOR = 'attenuationColor';
  8739. MaterialNode.LINE_SCALE = 'scale';
  8740. MaterialNode.LINE_DASH_SIZE = 'dashSize';
  8741. MaterialNode.LINE_GAP_SIZE = 'gapSize';
  8742. MaterialNode.LINE_WIDTH = 'linewidth';
  8743. MaterialNode.LINE_DASH_OFFSET = 'dashOffset';
  8744. MaterialNode.POINT_WIDTH = 'pointWidth';
  8745. MaterialNode.DISPERSION = 'dispersion';
  8746. MaterialNode.LIGHT_MAP = 'light';
  8747. MaterialNode.AO = 'ao';
  8748. /**
  8749. * TSL object that represents alpha test of the current material.
  8750. *
  8751. * @type {Node<float>}
  8752. */
  8753. const materialAlphaTest = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ALPHA_TEST );
  8754. /**
  8755. * TSL object that represents the diffuse color of the current material.
  8756. * The value is composed via `color` * `map`.
  8757. *
  8758. * @type {Node<vec3>}
  8759. */
  8760. const materialColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.COLOR );
  8761. /**
  8762. * TSL object that represents the shininess of the current material.
  8763. *
  8764. * @type {Node<float>}
  8765. */
  8766. const materialShininess = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHININESS );
  8767. /**
  8768. * TSL object that represents the emissive color of the current material.
  8769. * The value is composed via `emissive` * `emissiveIntensity` * `emissiveMap`.
  8770. *
  8771. * @type {Node<vec3>}
  8772. */
  8773. const materialEmissive = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.EMISSIVE );
  8774. /**
  8775. * TSL object that represents the opacity of the current material.
  8776. * The value is composed via `opacity` * `alphaMap`.
  8777. *
  8778. * @type {Node<float>}
  8779. */
  8780. const materialOpacity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.OPACITY );
  8781. /**
  8782. * TSL object that represents the specular of the current material.
  8783. *
  8784. * @type {Node<vec3>}
  8785. */
  8786. const materialSpecular = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR );
  8787. /**
  8788. * TSL object that represents the specular intensity of the current material.
  8789. * The value is composed via `specularIntensity` * `specularMap.a`.
  8790. *
  8791. * @type {Node<float>}
  8792. */
  8793. const materialSpecularIntensity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_INTENSITY );
  8794. /**
  8795. * TSL object that represents the specular color of the current material.
  8796. * The value is composed via `specularColor` * `specularMap.rgb`.
  8797. *
  8798. * @type {Node<vec3>}
  8799. */
  8800. const materialSpecularColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_COLOR );
  8801. /**
  8802. * TSL object that represents the specular strength of the current material.
  8803. * The value is composed via `specularMap.r`.
  8804. *
  8805. * @type {Node<float>}
  8806. */
  8807. const materialSpecularStrength = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_STRENGTH );
  8808. /**
  8809. * TSL object that represents the reflectivity of the current material.
  8810. *
  8811. * @type {Node<float>}
  8812. */
  8813. const materialReflectivity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.REFLECTIVITY );
  8814. /**
  8815. * TSL object that represents the roughness of the current material.
  8816. * The value is composed via `roughness` * `roughnessMap.g`.
  8817. *
  8818. * @type {Node<float>}
  8819. */
  8820. const materialRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROUGHNESS );
  8821. /**
  8822. * TSL object that represents the metalness of the current material.
  8823. * The value is composed via `metalness` * `metalnessMap.b`.
  8824. *
  8825. * @type {Node<float>}
  8826. */
  8827. const materialMetalness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.METALNESS );
  8828. /**
  8829. * TSL object that represents the normal of the current material.
  8830. * The value will be either `normalMap` * `normalScale`, `bumpMap` * `bumpScale` or `normalView`.
  8831. *
  8832. * @type {Node<vec3>}
  8833. */
  8834. const materialNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.NORMAL );
  8835. /**
  8836. * TSL object that represents the clearcoat of the current material.
  8837. * The value is composed via `clearcoat` * `clearcoatMap.r`
  8838. *
  8839. * @type {Node<float>}
  8840. */
  8841. const materialClearcoat = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT );
  8842. /**
  8843. * TSL object that represents the clearcoat roughness of the current material.
  8844. * The value is composed via `clearcoatRoughness` * `clearcoatRoughnessMap.r`.
  8845. *
  8846. * @type {Node<float>}
  8847. */
  8848. const materialClearcoatRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS );
  8849. /**
  8850. * TSL object that represents the clearcoat normal of the current material.
  8851. * The value will be either `clearcoatNormalMap` or `normalView`.
  8852. *
  8853. * @type {Node<vec3>}
  8854. */
  8855. const materialClearcoatNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_NORMAL );
  8856. /**
  8857. * TSL object that represents the rotation of the current sprite material.
  8858. *
  8859. * @type {Node<float>}
  8860. */
  8861. const materialRotation = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROTATION );
  8862. /**
  8863. * TSL object that represents the sheen color of the current material.
  8864. * The value is composed via `sheen` * `sheenColor` * `sheenColorMap`.
  8865. *
  8866. * @type {Node<vec3>}
  8867. */
  8868. const materialSheen = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN );
  8869. /**
  8870. * TSL object that represents the sheen roughness of the current material.
  8871. * The value is composed via `sheenRoughness` * `sheenRoughnessMap.a`.
  8872. *
  8873. * @type {Node<float>}
  8874. */
  8875. const materialSheenRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS );
  8876. /**
  8877. * TSL object that represents the anisotropy of the current material.
  8878. *
  8879. * @type {Node<vec2>}
  8880. */
  8881. const materialAnisotropy = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ANISOTROPY );
  8882. /**
  8883. * TSL object that represents the iridescence of the current material.
  8884. *
  8885. * @type {Node<float>}
  8886. */
  8887. const materialIridescence = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE );
  8888. /**
  8889. * TSL object that represents the iridescence IOR of the current material.
  8890. *
  8891. * @type {Node<float>}
  8892. */
  8893. const materialIridescenceIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_IOR );
  8894. /**
  8895. * TSL object that represents the iridescence thickness of the current material.
  8896. *
  8897. * @type {Node<float>}
  8898. */
  8899. const materialIridescenceThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS );
  8900. /**
  8901. * TSL object that represents the transmission of the current material.
  8902. * The value is composed via `transmission` * `transmissionMap.r`.
  8903. *
  8904. * @type {Node<float>}
  8905. */
  8906. const materialTransmission = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.TRANSMISSION );
  8907. /**
  8908. * TSL object that represents the thickness of the current material.
  8909. * The value is composed via `thickness` * `thicknessMap.g`.
  8910. *
  8911. * @type {Node<float>}
  8912. */
  8913. const materialThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.THICKNESS );
  8914. /**
  8915. * TSL object that represents the IOR of the current material.
  8916. *
  8917. * @type {Node<float>}
  8918. */
  8919. const materialIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IOR );
  8920. /**
  8921. * TSL object that represents the attenuation distance of the current material.
  8922. *
  8923. * @type {Node<float>}
  8924. */
  8925. const materialAttenuationDistance = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_DISTANCE );
  8926. /**
  8927. * TSL object that represents the attenuation color of the current material.
  8928. *
  8929. * @type {Node<vec3>}
  8930. */
  8931. const materialAttenuationColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_COLOR );
  8932. /**
  8933. * TSL object that represents the scale of the current dashed line material.
  8934. *
  8935. * @type {Node<float>}
  8936. */
  8937. const materialLineScale = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_SCALE );
  8938. /**
  8939. * TSL object that represents the dash size of the current dashed line material.
  8940. *
  8941. * @type {Node<float>}
  8942. */
  8943. const materialLineDashSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_SIZE );
  8944. /**
  8945. * TSL object that represents the gap size of the current dashed line material.
  8946. *
  8947. * @type {Node<float>}
  8948. */
  8949. const materialLineGapSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_GAP_SIZE );
  8950. /**
  8951. * TSL object that represents the line width of the current line material.
  8952. *
  8953. * @type {Node<float>}
  8954. */
  8955. const materialLineWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_WIDTH );
  8956. /**
  8957. * TSL object that represents the dash offset of the current line material.
  8958. *
  8959. * @type {Node<float>}
  8960. */
  8961. const materialLineDashOffset = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_OFFSET );
  8962. /**
  8963. * TSL object that represents the point width of the current points material.
  8964. *
  8965. * @type {Node<float>}
  8966. */
  8967. const materialPointWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.POINT_WIDTH );
  8968. /**
  8969. * TSL object that represents the dispersion of the current material.
  8970. *
  8971. * @type {Node<float>}
  8972. */
  8973. const materialDispersion = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.DISPERSION );
  8974. /**
  8975. * TSL object that represents the light map of the current material.
  8976. * The value is composed via `lightMapIntensity` * `lightMap.rgb`.
  8977. *
  8978. * @type {Node<vec3>}
  8979. */
  8980. const materialLightMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LIGHT_MAP );
  8981. /**
  8982. * TSL object that represents the ambient occlusion map of the current material.
  8983. * The value is composed via `aoMap.r` - 1 * `aoMapIntensity` + 1.
  8984. *
  8985. * @type {Node<float>}
  8986. */
  8987. const materialAO = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.AO );
  8988. /**
  8989. * TSL object that represents the anisotropy vector of the current material.
  8990. *
  8991. * @type {Node<vec2>}
  8992. */
  8993. const materialAnisotropyVector = /*@__PURE__*/ uniform( new Vector2() ).onReference( function ( frame ) {
  8994. return frame.material;
  8995. } ).onRenderUpdate( function ( { material } ) {
  8996. this.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );
  8997. } );
  8998. /** @module ModelViewProjectionNode **/
  8999. /**
  9000. * TSL object that represents the position in clip space after the model-view-projection transform of the current rendered object.
  9001. *
  9002. * @type {VaryingNode<vec4>}
  9003. */
  9004. const modelViewProjection = /*@__PURE__*/ ( Fn( ( builder ) => {
  9005. return builder.context.setupModelViewProjection();
  9006. }, 'vec4' ).once() )().varying( 'v_modelViewProjection' );
  9007. /** @module IndexNode **/
  9008. /**
  9009. * This class represents shader indices of different types. The following predefined node
  9010. * objects cover frequent use cases:
  9011. *
  9012. * - `vertexIndex`: The index of a vertex within a mesh.
  9013. * - `instanceIndex`: The index of either a mesh instance or an invocation of a compute shader.
  9014. * - `drawIndex`: The index of a draw call.
  9015. * - `invocationLocalIndex`: The index of a compute invocation within the scope of a workgroup load.
  9016. * - `invocationSubgroupIndex`: The index of a compute invocation within the scope of a subgroup.
  9017. * - `subgroupIndex`: The index of the subgroup the current compute invocation belongs to.
  9018. *
  9019. * @augments Node
  9020. */
  9021. class IndexNode extends Node {
  9022. static get type() {
  9023. return 'IndexNode';
  9024. }
  9025. /**
  9026. * Constructs a new index node.
  9027. *
  9028. * @param {('vertex'|'instance'|'subgroup'|'invocationLocal'|'invocationSubgroup'|'draw')} scope - The scope of the index node.
  9029. */
  9030. constructor( scope ) {
  9031. super( 'uint' );
  9032. /**
  9033. * The scope of the index node.
  9034. *
  9035. * @type {String}
  9036. */
  9037. this.scope = scope;
  9038. /**
  9039. * This flag can be used for type testing.
  9040. *
  9041. * @type {Boolean}
  9042. * @readonly
  9043. * @default true
  9044. */
  9045. this.isIndexNode = true;
  9046. }
  9047. generate( builder ) {
  9048. const nodeType = this.getNodeType( builder );
  9049. const scope = this.scope;
  9050. let propertyName;
  9051. if ( scope === IndexNode.VERTEX ) {
  9052. propertyName = builder.getVertexIndex();
  9053. } else if ( scope === IndexNode.INSTANCE ) {
  9054. propertyName = builder.getInstanceIndex();
  9055. } else if ( scope === IndexNode.DRAW ) {
  9056. propertyName = builder.getDrawIndex();
  9057. } else if ( scope === IndexNode.INVOCATION_LOCAL ) {
  9058. propertyName = builder.getInvocationLocalIndex();
  9059. } else if ( scope === IndexNode.INVOCATION_SUBGROUP ) {
  9060. propertyName = builder.getInvocationSubgroupIndex();
  9061. } else if ( scope === IndexNode.SUBGROUP ) {
  9062. propertyName = builder.getSubgroupIndex();
  9063. } else {
  9064. throw new Error( 'THREE.IndexNode: Unknown scope: ' + scope );
  9065. }
  9066. let output;
  9067. if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {
  9068. output = propertyName;
  9069. } else {
  9070. const nodeVarying = varying( this );
  9071. output = nodeVarying.build( builder, nodeType );
  9072. }
  9073. return output;
  9074. }
  9075. }
  9076. IndexNode.VERTEX = 'vertex';
  9077. IndexNode.INSTANCE = 'instance';
  9078. IndexNode.SUBGROUP = 'subgroup';
  9079. IndexNode.INVOCATION_LOCAL = 'invocationLocal';
  9080. IndexNode.INVOCATION_SUBGROUP = 'invocationSubgroup';
  9081. IndexNode.DRAW = 'draw';
  9082. /**
  9083. * TSL object that represents the index of a vertex within a mesh.
  9084. *
  9085. * @type {IndexNode}
  9086. */
  9087. const vertexIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.VERTEX );
  9088. /**
  9089. * TSL object that represents the index of either a mesh instance or an invocation of a compute shader.
  9090. *
  9091. * @type {IndexNode}
  9092. */
  9093. const instanceIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INSTANCE );
  9094. /**
  9095. * TSL object that represents the index of the subgroup the current compute invocation belongs to.
  9096. *
  9097. * @type {IndexNode}
  9098. */
  9099. const subgroupIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.SUBGROUP );
  9100. /**
  9101. * TSL object that represents the index of a compute invocation within the scope of a subgroup.
  9102. *
  9103. * @type {IndexNode}
  9104. */
  9105. const invocationSubgroupIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_SUBGROUP );
  9106. /**
  9107. * TSL object that represents the index of a compute invocation within the scope of a workgroup load.
  9108. *
  9109. * @type {IndexNode}
  9110. */
  9111. const invocationLocalIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_LOCAL );
  9112. /**
  9113. * TSL object that represents the index of a draw call.
  9114. *
  9115. * @type {IndexNode}
  9116. */
  9117. const drawIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.DRAW );
  9118. /** @module InstanceNode **/
  9119. /**
  9120. * This node implements the vertex shader logic which is required
  9121. * when rendering 3D objects via instancing. The code makes sure
  9122. * vertex positions, normals and colors can be modified via instanced
  9123. * data.
  9124. *
  9125. * @augments Node
  9126. */
  9127. class InstanceNode extends Node {
  9128. static get type() {
  9129. return 'InstanceNode';
  9130. }
  9131. /**
  9132. * Constructs a new instance node.
  9133. *
  9134. * @param {Number} count - The number of instances.
  9135. * @param {InstancedBufferAttribute} instanceMatrix - Instanced buffer attribute representing the instance transformations.
  9136. * @param {InstancedBufferAttribute} instanceColor - Instanced buffer attribute representing the instance colors.
  9137. */
  9138. constructor( count, instanceMatrix, instanceColor ) {
  9139. super( 'void' );
  9140. /**
  9141. * The number of instances.
  9142. *
  9143. * @type {Number}
  9144. */
  9145. this.count = count;
  9146. /**
  9147. * Instanced buffer attribute representing the transformation of instances.
  9148. *
  9149. * @type {InstancedBufferAttribute}
  9150. */
  9151. this.instanceMatrix = instanceMatrix;
  9152. /**
  9153. * Instanced buffer attribute representing the color of instances.
  9154. *
  9155. * @type {InstancedBufferAttribute}
  9156. */
  9157. this.instanceColor = instanceColor;
  9158. /**
  9159. * The node that represents the instance matrix data.
  9160. *
  9161. * @type {Node}
  9162. */
  9163. this.instanceMatrixNode = null;
  9164. /**
  9165. * The node that represents the instance color data.
  9166. *
  9167. * @type {Node}
  9168. */
  9169. this.instanceColorNode = null;
  9170. /**
  9171. * The update type is set to `frame` since an update
  9172. * of instanced buffer data must be checked per frame.
  9173. *
  9174. * @type {String}
  9175. * @default 'frame'
  9176. */
  9177. this.updateType = NodeUpdateType.FRAME;
  9178. /**
  9179. * A reference to a buffer that is used by `instanceMatrixNode`.
  9180. *
  9181. * @type {InstancedInterleavedBuffer}
  9182. */
  9183. this.buffer = null;
  9184. /**
  9185. * A reference to a buffer that is used by `instanceColorNode`.
  9186. *
  9187. * @type {InstancedInterleavedBuffer}
  9188. */
  9189. this.bufferColor = null;
  9190. }
  9191. /**
  9192. * Setups the internal buffers and nodes and assigns the transformed vertex data
  9193. * to predefined node variables for accumulation. That follows the same patterns
  9194. * like with morph and skinning nodes.
  9195. *
  9196. * @param {NodeBuilder} builder - The current node builder.
  9197. */
  9198. setup( builder ) {
  9199. const { count, instanceMatrix, instanceColor } = this;
  9200. let { instanceMatrixNode, instanceColorNode } = this;
  9201. if ( instanceMatrixNode === null ) {
  9202. // 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.
  9203. if ( count <= 1000 ) {
  9204. instanceMatrixNode = buffer( instanceMatrix.array, 'mat4', Math.max( count, 1 ) ).element( instanceIndex );
  9205. } else {
  9206. const buffer = new InstancedInterleavedBuffer( instanceMatrix.array, 16, 1 );
  9207. this.buffer = buffer;
  9208. const bufferFn = instanceMatrix.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  9209. const instanceBuffers = [
  9210. // F.Signature -> bufferAttribute( array, type, stride, offset )
  9211. bufferFn( buffer, 'vec4', 16, 0 ),
  9212. bufferFn( buffer, 'vec4', 16, 4 ),
  9213. bufferFn( buffer, 'vec4', 16, 8 ),
  9214. bufferFn( buffer, 'vec4', 16, 12 )
  9215. ];
  9216. instanceMatrixNode = mat4( ...instanceBuffers );
  9217. }
  9218. this.instanceMatrixNode = instanceMatrixNode;
  9219. }
  9220. if ( instanceColor && instanceColorNode === null ) {
  9221. const buffer = new InstancedBufferAttribute( instanceColor.array, 3 );
  9222. const bufferFn = instanceColor.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;
  9223. this.bufferColor = buffer;
  9224. instanceColorNode = vec3( bufferFn( buffer, 'vec3', 3, 0 ) );
  9225. this.instanceColorNode = instanceColorNode;
  9226. }
  9227. // POSITION
  9228. const instancePosition = instanceMatrixNode.mul( positionLocal ).xyz;
  9229. positionLocal.assign( instancePosition );
  9230. // NORMAL
  9231. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  9232. const instanceNormal = transformNormal( normalLocal, instanceMatrixNode );
  9233. // ASSIGNS
  9234. normalLocal.assign( instanceNormal );
  9235. }
  9236. // COLOR
  9237. if ( this.instanceColorNode !== null ) {
  9238. varyingProperty( 'vec3', 'vInstanceColor' ).assign( this.instanceColorNode );
  9239. }
  9240. }
  9241. /**
  9242. * Checks if the internal buffers required an update.
  9243. *
  9244. * @param {NodeFrame} frame - The current node frame.
  9245. */
  9246. update( /*frame*/ ) {
  9247. if ( this.instanceMatrix.usage !== DynamicDrawUsage && this.buffer !== null && this.instanceMatrix.version !== this.buffer.version ) {
  9248. this.buffer.version = this.instanceMatrix.version;
  9249. }
  9250. if ( this.instanceColor && this.instanceColor.usage !== DynamicDrawUsage && this.bufferColor !== null && this.instanceColor.version !== this.bufferColor.version ) {
  9251. this.bufferColor.version = this.instanceColor.version;
  9252. }
  9253. }
  9254. }
  9255. /**
  9256. * TSL function for creating an instance node.
  9257. *
  9258. * @function
  9259. * @param {Number} count - The number of instances.
  9260. * @param {InstancedBufferAttribute} instanceMatrix - Instanced buffer attribute representing the instance transformations.
  9261. * @param {InstancedBufferAttribute} instanceColor - Instanced buffer attribute representing the instance colors.
  9262. * @returns {InstanceNode}
  9263. */
  9264. const instance = /*@__PURE__*/ nodeProxy( InstanceNode );
  9265. /** @module InstancedMeshNode **/
  9266. /**
  9267. * This is a special version of `InstanceNode` which requires the usage of {@link InstancedMesh}.
  9268. * It allows an easier setup of the instance node.
  9269. *
  9270. * @augments module:InstanceNode~InstanceNode
  9271. */
  9272. class InstancedMeshNode extends InstanceNode {
  9273. static get type() {
  9274. return 'InstancedMeshNode';
  9275. }
  9276. /**
  9277. * Constructs a new instanced mesh node.
  9278. *
  9279. * @param {InstancedMesh} instancedMesh - The instanced mesh.
  9280. */
  9281. constructor( instancedMesh ) {
  9282. const { count, instanceMatrix, instanceColor } = instancedMesh;
  9283. super( count, instanceMatrix, instanceColor );
  9284. /**
  9285. * A reference to the instanced mesh.
  9286. *
  9287. * @type {InstancedMesh}
  9288. */
  9289. this.instancedMesh = instancedMesh;
  9290. }
  9291. }
  9292. /**
  9293. * TSL function for creating an instanced mesh node.
  9294. *
  9295. * @function
  9296. * @param {InstancedMesh} instancedMesh - The instancedMesh.
  9297. * @returns {InstancedMeshNode}
  9298. */
  9299. const instancedMesh = /*@__PURE__*/ nodeProxy( InstancedMeshNode );
  9300. /** @module BatchNode **/
  9301. /**
  9302. * This node implements the vertex shader logic which is required
  9303. * when rendering 3D objects via batching. `BatchNode` must be used
  9304. * with instances of {@link BatchedMesh}.
  9305. *
  9306. * @augments Node
  9307. */
  9308. class BatchNode extends Node {
  9309. static get type() {
  9310. return 'BatchNode';
  9311. }
  9312. /**
  9313. * Constructs a new batch node.
  9314. *
  9315. * @param {BatchedMesh} batchMesh - A reference to batched mesh.
  9316. */
  9317. constructor( batchMesh ) {
  9318. super( 'void' );
  9319. /**
  9320. * A reference to batched mesh.
  9321. *
  9322. * @type {BatchedMesh}
  9323. */
  9324. this.batchMesh = batchMesh;
  9325. /**
  9326. * The batching index node.
  9327. *
  9328. * @type {IndexNode?}
  9329. * @default null
  9330. */
  9331. this.batchingIdNode = null;
  9332. }
  9333. /**
  9334. * Setups the internal buffers and nodes and assigns the transformed vertex data
  9335. * to predefined node variables for accumulation. That follows the same patterns
  9336. * like with morph and skinning nodes.
  9337. *
  9338. * @param {NodeBuilder} builder - The current node builder.
  9339. */
  9340. setup( builder ) {
  9341. if ( this.batchingIdNode === null ) {
  9342. if ( builder.getDrawIndex() === null ) {
  9343. this.batchingIdNode = instanceIndex;
  9344. } else {
  9345. this.batchingIdNode = drawIndex;
  9346. }
  9347. }
  9348. const getIndirectIndex = Fn( ( [ id ] ) => {
  9349. const size = textureSize( textureLoad( this.batchMesh._indirectTexture ), 0 );
  9350. const x = int( id ).modInt( int( size ) );
  9351. const y = int( id ).div( int( size ) );
  9352. return textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x;
  9353. } ).setLayout( {
  9354. name: 'getIndirectIndex',
  9355. type: 'uint',
  9356. inputs: [
  9357. { name: 'id', type: 'int' }
  9358. ]
  9359. } );
  9360. const indirectId = getIndirectIndex( int( this.batchingIdNode ) );
  9361. const matricesTexture = this.batchMesh._matricesTexture;
  9362. const size = textureSize( textureLoad( matricesTexture ), 0 );
  9363. const j = float( indirectId ).mul( 4 ).toInt().toVar();
  9364. const x = j.modInt( size );
  9365. const y = j.div( int( size ) );
  9366. const batchingMatrix = mat4(
  9367. textureLoad( matricesTexture, ivec2( x, y ) ),
  9368. textureLoad( matricesTexture, ivec2( x.add( 1 ), y ) ),
  9369. textureLoad( matricesTexture, ivec2( x.add( 2 ), y ) ),
  9370. textureLoad( matricesTexture, ivec2( x.add( 3 ), y ) )
  9371. );
  9372. const colorsTexture = this.batchMesh._colorsTexture;
  9373. if ( colorsTexture !== null ) {
  9374. const getBatchingColor = Fn( ( [ id ] ) => {
  9375. const size = textureSize( textureLoad( colorsTexture ), 0 ).x;
  9376. const j = id;
  9377. const x = j.modInt( size );
  9378. const y = j.div( size );
  9379. return textureLoad( colorsTexture, ivec2( x, y ) ).rgb;
  9380. } ).setLayout( {
  9381. name: 'getBatchingColor',
  9382. type: 'vec3',
  9383. inputs: [
  9384. { name: 'id', type: 'int' }
  9385. ]
  9386. } );
  9387. const color = getBatchingColor( indirectId );
  9388. varyingProperty( 'vec3', 'vBatchColor' ).assign( color );
  9389. }
  9390. const bm = mat3( batchingMatrix );
  9391. positionLocal.assign( batchingMatrix.mul( positionLocal ) );
  9392. const transformedNormal = normalLocal.div( vec3( bm[ 0 ].dot( bm[ 0 ] ), bm[ 1 ].dot( bm[ 1 ] ), bm[ 2 ].dot( bm[ 2 ] ) ) );
  9393. const batchingNormal = bm.mul( transformedNormal ).xyz;
  9394. normalLocal.assign( batchingNormal );
  9395. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  9396. tangentLocal.mulAssign( bm );
  9397. }
  9398. }
  9399. }
  9400. /**
  9401. * TSL function for creating a batch node.
  9402. *
  9403. * @function
  9404. * @param {BatchedMesh} batchMesh - A reference to batched mesh.
  9405. * @returns {BatchNode}
  9406. */
  9407. const batch = /*@__PURE__*/ nodeProxy( BatchNode );
  9408. /** @module SkinningNode **/
  9409. const _frameId = new WeakMap();
  9410. /**
  9411. * This node implements the vertex transformation shader logic which is required
  9412. * for skinning/skeletal animation.
  9413. *
  9414. * @augments Node
  9415. */
  9416. class SkinningNode extends Node {
  9417. static get type() {
  9418. return 'SkinningNode';
  9419. }
  9420. /**
  9421. * Constructs a new skinning node.
  9422. *
  9423. * @param {SkinnedMesh} skinnedMesh - The skinned mesh.
  9424. * @param {Boolean} [useReference=false] - Whether to use reference nodes for internal skinned mesh related data or not.
  9425. */
  9426. constructor( skinnedMesh, useReference = false ) {
  9427. super( 'void' );
  9428. /**
  9429. * The skinned mesh.
  9430. *
  9431. * @type {SkinnedMesh}
  9432. */
  9433. this.skinnedMesh = skinnedMesh;
  9434. /**
  9435. * Whether to use reference nodes for internal skinned mesh related data or not.
  9436. * TODO: Explain the purpose of the property.
  9437. *
  9438. * @type {Boolean}
  9439. */
  9440. this.useReference = useReference;
  9441. /**
  9442. * The update type overwritten since skinning nodes are updated per object.
  9443. *
  9444. * @type {String}
  9445. */
  9446. this.updateType = NodeUpdateType.OBJECT;
  9447. //
  9448. /**
  9449. * The skin index attribute.
  9450. *
  9451. * @type {AttributeNode}
  9452. */
  9453. this.skinIndexNode = attribute( 'skinIndex', 'uvec4' );
  9454. /**
  9455. * The skin weight attribute.
  9456. *
  9457. * @type {AttributeNode}
  9458. */
  9459. this.skinWeightNode = attribute( 'skinWeight', 'vec4' );
  9460. let bindMatrixNode, bindMatrixInverseNode, boneMatricesNode;
  9461. if ( useReference ) {
  9462. bindMatrixNode = reference( 'bindMatrix', 'mat4' );
  9463. bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' );
  9464. boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  9465. } else {
  9466. bindMatrixNode = uniform( skinnedMesh.bindMatrix, 'mat4' );
  9467. bindMatrixInverseNode = uniform( skinnedMesh.bindMatrixInverse, 'mat4' );
  9468. boneMatricesNode = buffer( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length );
  9469. }
  9470. /**
  9471. * The bind matrix node.
  9472. *
  9473. * @type {Node<mat4>}
  9474. */
  9475. this.bindMatrixNode = bindMatrixNode;
  9476. /**
  9477. * The bind matrix inverse node.
  9478. *
  9479. * @type {Node<mat4>}
  9480. */
  9481. this.bindMatrixInverseNode = bindMatrixInverseNode;
  9482. /**
  9483. * The bind matrices as a uniform buffer node.
  9484. *
  9485. * @type {Node}
  9486. */
  9487. this.boneMatricesNode = boneMatricesNode;
  9488. /**
  9489. * The previous bind matrices as a uniform buffer node.
  9490. * Required for computing motion vectors.
  9491. *
  9492. * @type {Node?}
  9493. * @default null
  9494. */
  9495. this.previousBoneMatricesNode = null;
  9496. }
  9497. /**
  9498. * Transforms the given vertex position via skinning.
  9499. *
  9500. * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
  9501. * @param {Node<vec3>} [position=positionLocal] - The vertex position in local space.
  9502. * @return {Node<vec3>} The transformed vertex position.
  9503. */
  9504. getSkinnedPosition( boneMatrices = this.boneMatricesNode, position = positionLocal ) {
  9505. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  9506. const boneMatX = boneMatrices.element( skinIndexNode.x );
  9507. const boneMatY = boneMatrices.element( skinIndexNode.y );
  9508. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  9509. const boneMatW = boneMatrices.element( skinIndexNode.w );
  9510. // POSITION
  9511. const skinVertex = bindMatrixNode.mul( position );
  9512. const skinned = add(
  9513. boneMatX.mul( skinWeightNode.x ).mul( skinVertex ),
  9514. boneMatY.mul( skinWeightNode.y ).mul( skinVertex ),
  9515. boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ),
  9516. boneMatW.mul( skinWeightNode.w ).mul( skinVertex )
  9517. );
  9518. return bindMatrixInverseNode.mul( skinned ).xyz;
  9519. }
  9520. /**
  9521. * Transforms the given vertex normal via skinning.
  9522. *
  9523. * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
  9524. * @param {Node<vec3>} [normal=normalLocal] - The vertex normal in local space.
  9525. * @return {Node<vec3>} The transformed vertex normal.
  9526. */
  9527. getSkinnedNormal( boneMatrices = this.boneMatricesNode, normal = normalLocal ) {
  9528. const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;
  9529. const boneMatX = boneMatrices.element( skinIndexNode.x );
  9530. const boneMatY = boneMatrices.element( skinIndexNode.y );
  9531. const boneMatZ = boneMatrices.element( skinIndexNode.z );
  9532. const boneMatW = boneMatrices.element( skinIndexNode.w );
  9533. // NORMAL
  9534. let skinMatrix = add(
  9535. skinWeightNode.x.mul( boneMatX ),
  9536. skinWeightNode.y.mul( boneMatY ),
  9537. skinWeightNode.z.mul( boneMatZ ),
  9538. skinWeightNode.w.mul( boneMatW )
  9539. );
  9540. skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode );
  9541. return skinMatrix.transformDirection( normal ).xyz;
  9542. }
  9543. /**
  9544. * Transforms the given vertex normal via skinning.
  9545. *
  9546. * @param {NodeBuilder} builder - The current node builder.
  9547. * @return {Node<vec3>} The skinned position from the previous frame.
  9548. */
  9549. getPreviousSkinnedPosition( builder ) {
  9550. const skinnedMesh = builder.object;
  9551. if ( this.previousBoneMatricesNode === null ) {
  9552. skinnedMesh.skeleton.previousBoneMatrices = new Float32Array( skinnedMesh.skeleton.boneMatrices );
  9553. this.previousBoneMatricesNode = referenceBuffer( 'skeleton.previousBoneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
  9554. }
  9555. return this.getSkinnedPosition( this.previousBoneMatricesNode, positionPrevious );
  9556. }
  9557. /**
  9558. * Returns `true` if bone matrices from the previous frame are required.
  9559. *
  9560. * @param {NodeBuilder} builder - The current node builder.
  9561. * @return {Boolean} Whether bone matrices from the previous frame are required or not.
  9562. */
  9563. needsPreviousBoneMatrices( builder ) {
  9564. const mrt = builder.renderer.getMRT();
  9565. return ( mrt && mrt.has( 'velocity' ) ) || getDataFromObject( builder.object ).useVelocity === true;
  9566. }
  9567. /**
  9568. * Setups the skinning node by assigning the transformed vertex data to predefined node variables.
  9569. *
  9570. * @param {NodeBuilder} builder - The current node builder.
  9571. */
  9572. setup( builder ) {
  9573. if ( this.needsPreviousBoneMatrices( builder ) ) {
  9574. positionPrevious.assign( this.getPreviousSkinnedPosition( builder ) );
  9575. }
  9576. const skinPosition = this.getSkinnedPosition();
  9577. positionLocal.assign( skinPosition );
  9578. if ( builder.hasGeometryAttribute( 'normal' ) ) {
  9579. const skinNormal = this.getSkinnedNormal();
  9580. normalLocal.assign( skinNormal );
  9581. if ( builder.hasGeometryAttribute( 'tangent' ) ) {
  9582. tangentLocal.assign( skinNormal );
  9583. }
  9584. }
  9585. }
  9586. /**
  9587. * Generates the code snippet of the skinning node.
  9588. *
  9589. * @param {NodeBuilder} builder - The current node builder.
  9590. * @param {String} output - The current output.
  9591. * @return {String} The generated code snippet.
  9592. */
  9593. generate( builder, output ) {
  9594. if ( output !== 'void' ) {
  9595. return positionLocal.build( builder, output );
  9596. }
  9597. }
  9598. /**
  9599. * Updates the state of the skinned mesh by updating the skeleton once per frame.
  9600. *
  9601. * @param {NodeFrame} frame - The current node frame.
  9602. */
  9603. update( frame ) {
  9604. const object = this.useReference ? frame.object : this.skinnedMesh;
  9605. const skeleton = object.skeleton;
  9606. if ( _frameId.get( skeleton ) === frame.frameId ) return;
  9607. _frameId.set( skeleton, frame.frameId );
  9608. if ( this.previousBoneMatricesNode !== null ) skeleton.previousBoneMatrices.set( skeleton.boneMatrices );
  9609. skeleton.update();
  9610. }
  9611. }
  9612. /**
  9613. * TSL function for creating a skinning node.
  9614. *
  9615. * @function
  9616. * @param {SkinnedMesh} skinnedMesh - The skinned mesh.
  9617. * @returns {SkinningNode}
  9618. */
  9619. const skinning = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh ) );
  9620. /**
  9621. * TSL function for creating a skinning node with reference usage.
  9622. *
  9623. * @function
  9624. * @param {SkinnedMesh} skinnedMesh - The skinned mesh.
  9625. * @returns {SkinningNode}
  9626. */
  9627. const skinningReference = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh, true ) );
  9628. /** @module LoopNode **/
  9629. /**
  9630. * This module offers a variety of ways to implement loops in TSL. In it's basic form it's:
  9631. * ```js
  9632. * Loop( count, ( { i } ) => {
  9633. *
  9634. * } );
  9635. * ```
  9636. * However, it is also possible to define a start and end ranges, data types and loop conditions:
  9637. * ```js
  9638. * Loop( { start: int( 0 ), end: int( 10 ), type: 'int', condition: '<' }, ( { i } ) => {
  9639. *
  9640. * } );
  9641. *```
  9642. * Nested loops can be defined in a compacted form:
  9643. * ```js
  9644. * Loop( 10, 5, ( { i, j } ) => {
  9645. *
  9646. * } );
  9647. * ```
  9648. * Loops that should run backwards can be defined like so:
  9649. * ```js
  9650. * Loop( { start: 10 }, () => {} );
  9651. * ```
  9652. * The module also provides `Break()` and `Continue()` TSL expression for loop control.
  9653. * @augments Node
  9654. */
  9655. class LoopNode extends Node {
  9656. static get type() {
  9657. return 'LoopNode';
  9658. }
  9659. /**
  9660. * Constructs a new loop node.
  9661. *
  9662. * @param {Array<Any>} params - Depending on the loop type, array holds different parameterization values for the loop.
  9663. */
  9664. constructor( params = [] ) {
  9665. super();
  9666. this.params = params;
  9667. }
  9668. /**
  9669. * Returns a loop variable name based on an index. The pattern is
  9670. * `0` = `i`, `1`= `j`, `2`= `k` and so on.
  9671. *
  9672. * @param {Number} index - The index.
  9673. * @return {String} The loop variable name.
  9674. */
  9675. getVarName( index ) {
  9676. return String.fromCharCode( 'i'.charCodeAt( 0 ) + index );
  9677. }
  9678. /**
  9679. * Returns properties about this node.
  9680. *
  9681. * @param {NodeBuilder} builder - The current node builder.
  9682. * @return {Object} The node properties.
  9683. */
  9684. getProperties( builder ) {
  9685. const properties = builder.getNodeProperties( this );
  9686. if ( properties.stackNode !== undefined ) return properties;
  9687. //
  9688. const inputs = {};
  9689. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  9690. const param = this.params[ i ];
  9691. const name = ( param.isNode !== true && param.name ) || this.getVarName( i );
  9692. const type = ( param.isNode !== true && param.type ) || 'int';
  9693. inputs[ name ] = expression( name, type );
  9694. }
  9695. const stack = builder.addStack(); // TODO: cache() it
  9696. properties.returnsNode = this.params[ this.params.length - 1 ]( inputs, stack, builder );
  9697. properties.stackNode = stack;
  9698. builder.removeStack();
  9699. return properties;
  9700. }
  9701. /**
  9702. * This method is overwritten since the node type is inferred based on the loop configuration.
  9703. *
  9704. * @param {NodeBuilder} builder - The current node builder.
  9705. * @return {String} The node type.
  9706. */
  9707. getNodeType( builder ) {
  9708. const { returnsNode } = this.getProperties( builder );
  9709. return returnsNode ? returnsNode.getNodeType( builder ) : 'void';
  9710. }
  9711. setup( builder ) {
  9712. // setup properties
  9713. this.getProperties( builder );
  9714. }
  9715. generate( builder ) {
  9716. const properties = this.getProperties( builder );
  9717. const params = this.params;
  9718. const stackNode = properties.stackNode;
  9719. for ( let i = 0, l = params.length - 1; i < l; i ++ ) {
  9720. const param = params[ i ];
  9721. let start = null, end = null, name = null, type = null, condition = null, update = null;
  9722. if ( param.isNode ) {
  9723. type = 'int';
  9724. name = this.getVarName( i );
  9725. start = '0';
  9726. end = param.build( builder, type );
  9727. condition = '<';
  9728. } else {
  9729. type = param.type || 'int';
  9730. name = param.name || this.getVarName( i );
  9731. start = param.start;
  9732. end = param.end;
  9733. condition = param.condition;
  9734. update = param.update;
  9735. if ( typeof start === 'number' ) start = builder.generateConst( type, start );
  9736. else if ( start && start.isNode ) start = start.build( builder, type );
  9737. if ( typeof end === 'number' ) end = builder.generateConst( type, end );
  9738. else if ( end && end.isNode ) end = end.build( builder, type );
  9739. if ( start !== undefined && end === undefined ) {
  9740. start = start + ' - 1';
  9741. end = '0';
  9742. condition = '>=';
  9743. } else if ( end !== undefined && start === undefined ) {
  9744. start = '0';
  9745. condition = '<';
  9746. }
  9747. if ( condition === undefined ) {
  9748. if ( Number( start ) > Number( end ) ) {
  9749. condition = '>=';
  9750. } else {
  9751. condition = '<';
  9752. }
  9753. }
  9754. }
  9755. const internalParam = { start, end, condition };
  9756. //
  9757. const startSnippet = internalParam.start;
  9758. const endSnippet = internalParam.end;
  9759. let declarationSnippet = '';
  9760. let conditionalSnippet = '';
  9761. let updateSnippet = '';
  9762. if ( ! update ) {
  9763. if ( type === 'int' || type === 'uint' ) {
  9764. if ( condition.includes( '<' ) ) update = '++';
  9765. else update = '--';
  9766. } else {
  9767. if ( condition.includes( '<' ) ) update = '+= 1.';
  9768. else update = '-= 1.';
  9769. }
  9770. }
  9771. declarationSnippet += builder.getVar( type, name ) + ' = ' + startSnippet;
  9772. conditionalSnippet += name + ' ' + condition + ' ' + endSnippet;
  9773. updateSnippet += name + ' ' + update;
  9774. const forSnippet = `for ( ${ declarationSnippet }; ${ conditionalSnippet }; ${ updateSnippet } )`;
  9775. builder.addFlowCode( ( i === 0 ? '\n' : '' ) + builder.tab + forSnippet + ' {\n\n' ).addFlowTab();
  9776. }
  9777. const stackSnippet = stackNode.build( builder, 'void' );
  9778. const returnsSnippet = properties.returnsNode ? properties.returnsNode.build( builder ) : '';
  9779. builder.removeFlowTab().addFlowCode( '\n' + builder.tab + stackSnippet );
  9780. for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {
  9781. builder.addFlowCode( ( i === 0 ? '' : builder.tab ) + '}\n\n' ).removeFlowTab();
  9782. }
  9783. builder.addFlowTab();
  9784. return returnsSnippet;
  9785. }
  9786. }
  9787. /**
  9788. * TSL function for creating a loop node.
  9789. *
  9790. * @function
  9791. * @param {...Any} params - A list of parameters.
  9792. * @returns {LoopNode}
  9793. */
  9794. const Loop = ( ...params ) => nodeObject( new LoopNode( nodeArray( params, 'int' ) ) ).append();
  9795. /**
  9796. * TSL function for creating a `Continue()` expression.
  9797. *
  9798. * @function
  9799. * @returns {ExpressionNode}
  9800. */
  9801. const Continue = () => expression( 'continue' ).append();
  9802. /**
  9803. * TSL function for creating a `Break()` expression.
  9804. *
  9805. * @function
  9806. * @returns {ExpressionNode}
  9807. */
  9808. const Break = () => expression( 'break' ).append();
  9809. // deprecated
  9810. /**
  9811. * @function
  9812. * @deprecated since r168. Use {@link Loop} instead.
  9813. *
  9814. * @param {...any} params
  9815. * @returns {LoopNode}
  9816. */
  9817. const loop = ( ...params ) => { // @deprecated, r168
  9818. console.warn( 'TSL.LoopNode: loop() has been renamed to Loop().' );
  9819. return Loop( ...params );
  9820. };
  9821. /** @module MorphNode **/
  9822. const _morphTextures = /*@__PURE__*/ new WeakMap();
  9823. const _morphVec4 = /*@__PURE__*/ new Vector4();
  9824. const getMorph = /*@__PURE__*/ Fn( ( { bufferMap, influence, stride, width, depth, offset } ) => {
  9825. const texelIndex = int( vertexIndex ).mul( stride ).add( offset );
  9826. const y = texelIndex.div( width );
  9827. const x = texelIndex.sub( y.mul( width ) );
  9828. const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth );
  9829. return bufferAttrib.mul( influence );
  9830. } );
  9831. function getEntry( geometry ) {
  9832. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  9833. const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  9834. const hasMorphColors = geometry.morphAttributes.color !== undefined;
  9835. // instead of using attributes, the WebGL 2 code path encodes morph targets
  9836. // into an array of data textures. Each layer represents a single morph target.
  9837. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  9838. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  9839. let entry = _morphTextures.get( geometry );
  9840. if ( entry === undefined || entry.count !== morphTargetsCount ) {
  9841. if ( entry !== undefined ) entry.texture.dispose();
  9842. const morphTargets = geometry.morphAttributes.position || [];
  9843. const morphNormals = geometry.morphAttributes.normal || [];
  9844. const morphColors = geometry.morphAttributes.color || [];
  9845. let vertexDataCount = 0;
  9846. if ( hasMorphPosition === true ) vertexDataCount = 1;
  9847. if ( hasMorphNormals === true ) vertexDataCount = 2;
  9848. if ( hasMorphColors === true ) vertexDataCount = 3;
  9849. let width = geometry.attributes.position.count * vertexDataCount;
  9850. let height = 1;
  9851. const maxTextureSize = 4096; // @TODO: Use 'capabilities.maxTextureSize'
  9852. if ( width > maxTextureSize ) {
  9853. height = Math.ceil( width / maxTextureSize );
  9854. width = maxTextureSize;
  9855. }
  9856. const buffer = new Float32Array( width * height * 4 * morphTargetsCount );
  9857. const bufferTexture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
  9858. bufferTexture.type = FloatType;
  9859. bufferTexture.needsUpdate = true;
  9860. // fill buffer
  9861. const vertexDataStride = vertexDataCount * 4;
  9862. for ( let i = 0; i < morphTargetsCount; i ++ ) {
  9863. const morphTarget = morphTargets[ i ];
  9864. const morphNormal = morphNormals[ i ];
  9865. const morphColor = morphColors[ i ];
  9866. const offset = width * height * 4 * i;
  9867. for ( let j = 0; j < morphTarget.count; j ++ ) {
  9868. const stride = j * vertexDataStride;
  9869. if ( hasMorphPosition === true ) {
  9870. _morphVec4.fromBufferAttribute( morphTarget, j );
  9871. buffer[ offset + stride + 0 ] = _morphVec4.x;
  9872. buffer[ offset + stride + 1 ] = _morphVec4.y;
  9873. buffer[ offset + stride + 2 ] = _morphVec4.z;
  9874. buffer[ offset + stride + 3 ] = 0;
  9875. }
  9876. if ( hasMorphNormals === true ) {
  9877. _morphVec4.fromBufferAttribute( morphNormal, j );
  9878. buffer[ offset + stride + 4 ] = _morphVec4.x;
  9879. buffer[ offset + stride + 5 ] = _morphVec4.y;
  9880. buffer[ offset + stride + 6 ] = _morphVec4.z;
  9881. buffer[ offset + stride + 7 ] = 0;
  9882. }
  9883. if ( hasMorphColors === true ) {
  9884. _morphVec4.fromBufferAttribute( morphColor, j );
  9885. buffer[ offset + stride + 8 ] = _morphVec4.x;
  9886. buffer[ offset + stride + 9 ] = _morphVec4.y;
  9887. buffer[ offset + stride + 10 ] = _morphVec4.z;
  9888. buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? _morphVec4.w : 1;
  9889. }
  9890. }
  9891. }
  9892. entry = {
  9893. count: morphTargetsCount,
  9894. texture: bufferTexture,
  9895. stride: vertexDataCount,
  9896. size: new Vector2( width, height )
  9897. };
  9898. _morphTextures.set( geometry, entry );
  9899. function disposeTexture() {
  9900. bufferTexture.dispose();
  9901. _morphTextures.delete( geometry );
  9902. geometry.removeEventListener( 'dispose', disposeTexture );
  9903. }
  9904. geometry.addEventListener( 'dispose', disposeTexture );
  9905. }
  9906. return entry;
  9907. }
  9908. /**
  9909. * This node implements the vertex transformation shader logic which is required
  9910. * for morph target animation.
  9911. *
  9912. * @augments Node
  9913. */
  9914. class MorphNode extends Node {
  9915. static get type() {
  9916. return 'MorphNode';
  9917. }
  9918. /**
  9919. * Constructs a new morph node.
  9920. *
  9921. * @param {Mesh} mesh - The mesh holding the morph targets.
  9922. */
  9923. constructor( mesh ) {
  9924. super( 'void' );
  9925. /**
  9926. * The mesh holding the morph targets.
  9927. *
  9928. * @type {Mesh}
  9929. */
  9930. this.mesh = mesh;
  9931. /**
  9932. * A uniform node which represents the morph base influence value.
  9933. *
  9934. * @type {UniformNode<float>}
  9935. */
  9936. this.morphBaseInfluence = uniform( 1 );
  9937. /**
  9938. * The update type overwritten since morph nodes are updated per object.
  9939. *
  9940. * @type {String}
  9941. */
  9942. this.updateType = NodeUpdateType.OBJECT;
  9943. }
  9944. /**
  9945. * Setups the morph node by assigning the transformed vertex data to predefined node variables.
  9946. *
  9947. * @param {NodeBuilder} builder - The current node builder.
  9948. */
  9949. setup( builder ) {
  9950. const { geometry } = builder;
  9951. const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  9952. const hasMorphNormals = geometry.hasAttribute( 'normal' ) && geometry.morphAttributes.normal !== undefined;
  9953. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  9954. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  9955. // nodes
  9956. const { texture: bufferMap, stride, size } = getEntry( geometry );
  9957. if ( hasMorphPosition === true ) positionLocal.mulAssign( this.morphBaseInfluence );
  9958. if ( hasMorphNormals === true ) normalLocal.mulAssign( this.morphBaseInfluence );
  9959. const width = int( size.width );
  9960. Loop( morphTargetsCount, ( { i } ) => {
  9961. const influence = float( 0 ).toVar();
  9962. if ( this.mesh.count > 1 && ( this.mesh.morphTexture !== null && this.mesh.morphTexture !== undefined ) ) {
  9963. influence.assign( textureLoad( this.mesh.morphTexture, ivec2( int( i ).add( 1 ), int( instanceIndex ) ) ).r );
  9964. } else {
  9965. influence.assign( reference( 'morphTargetInfluences', 'float' ).element( i ).toVar() );
  9966. }
  9967. if ( hasMorphPosition === true ) {
  9968. positionLocal.addAssign( getMorph( {
  9969. bufferMap,
  9970. influence,
  9971. stride,
  9972. width,
  9973. depth: i,
  9974. offset: int( 0 )
  9975. } ) );
  9976. }
  9977. if ( hasMorphNormals === true ) {
  9978. normalLocal.addAssign( getMorph( {
  9979. bufferMap,
  9980. influence,
  9981. stride,
  9982. width,
  9983. depth: i,
  9984. offset: int( 1 )
  9985. } ) );
  9986. }
  9987. } );
  9988. }
  9989. /**
  9990. * Updates the state of the morphed mesh by updating the base influence.
  9991. *
  9992. * @param {NodeFrame} frame - The current node frame.
  9993. */
  9994. update( /*frame*/ ) {
  9995. const morphBaseInfluence = this.morphBaseInfluence;
  9996. if ( this.mesh.geometry.morphTargetsRelative ) {
  9997. morphBaseInfluence.value = 1;
  9998. } else {
  9999. morphBaseInfluence.value = 1 - this.mesh.morphTargetInfluences.reduce( ( a, b ) => a + b, 0 );
  10000. }
  10001. }
  10002. }
  10003. /**
  10004. * TSL function for creating a morph node.
  10005. *
  10006. * @function
  10007. * @param {Mesh} mesh - The mesh holding the morph targets.
  10008. * @returns {MorphNode}
  10009. */
  10010. const morphReference = /*@__PURE__*/ nodeProxy( MorphNode );
  10011. /**
  10012. * Base class for lighting nodes.
  10013. *
  10014. * @augments Node
  10015. */
  10016. class LightingNode extends Node {
  10017. static get type() {
  10018. return 'LightingNode';
  10019. }
  10020. /**
  10021. * Constructs a new lighting node.
  10022. */
  10023. constructor() {
  10024. super( 'vec3' );
  10025. /**
  10026. * This flag can be used for type testing.
  10027. *
  10028. * @type {Boolean}
  10029. * @readonly
  10030. * @default true
  10031. */
  10032. this.isLightingNode = true;
  10033. }
  10034. }
  10035. /**
  10036. * A generic class that can be used by nodes which contribute
  10037. * ambient occlusion to the scene. E.g. an ambient occlusion map
  10038. * node can be used as input for this module. Used in {@link NodeMaterial}.
  10039. *
  10040. * @augments LightingNode
  10041. */
  10042. class AONode extends LightingNode {
  10043. static get type() {
  10044. return 'AONode';
  10045. }
  10046. /**
  10047. * Constructs a new AO node.
  10048. *
  10049. * @param {Node<float>?} [aoNode=null] - The ambient occlusion node.
  10050. */
  10051. constructor( aoNode = null ) {
  10052. super();
  10053. /**
  10054. * The ambient occlusion node.
  10055. *
  10056. * @type {Node<float>?}
  10057. * @default null
  10058. */
  10059. this.aoNode = aoNode;
  10060. }
  10061. setup( builder ) {
  10062. builder.context.ambientOcclusion.mulAssign( this.aoNode );
  10063. }
  10064. }
  10065. /**
  10066. * `LightingContextNode` represents an extension of the {@link module:ContextNode~ContextNode} module
  10067. * by adding lighting specific context data. It represents the runtime context of
  10068. * {@link LightsNode}.
  10069. *
  10070. * @augments ContextNode
  10071. */
  10072. class LightingContextNode extends ContextNode {
  10073. static get type() {
  10074. return 'LightingContextNode';
  10075. }
  10076. /**
  10077. * Constructs a new lighting context node.
  10078. *
  10079. * @param {LightsNode} node - The lights node.
  10080. * @param {LightingModel?} [lightingModel=null] - The current lighting model.
  10081. * @param {Node<vec3>?} [backdropNode=null] - A backdrop node.
  10082. * @param {Node<float>?} [backdropAlphaNode=null] - A backdrop alpha node.
  10083. */
  10084. constructor( node, lightingModel = null, backdropNode = null, backdropAlphaNode = null ) {
  10085. super( node );
  10086. /**
  10087. * The current lighting model.
  10088. *
  10089. * @type {LightingModel?}
  10090. * @default null
  10091. */
  10092. this.lightingModel = lightingModel;
  10093. /**
  10094. * A backdrop node.
  10095. *
  10096. * @type {Node<vec3>?}
  10097. * @default null
  10098. */
  10099. this.backdropNode = backdropNode;
  10100. /**
  10101. * A backdrop alpha node.
  10102. *
  10103. * @type {Node<float>?}
  10104. * @default null
  10105. */
  10106. this.backdropAlphaNode = backdropAlphaNode;
  10107. this._value = null;
  10108. }
  10109. /**
  10110. * Returns a lighting context object.
  10111. *
  10112. * @return {{
  10113. * radiance: Node<vec3>,
  10114. * irradiance: Node<vec3>,
  10115. * iblIrradiance: Node<vec3>,
  10116. * ambientOcclusion: Node<float>,
  10117. * reflectedLight: {directDiffuse: Node<vec3>, directSpecular: Node<vec3>, indirectDiffuse: Node<vec3>, indirectSpecular: Node<vec3>},
  10118. * backdrop: Node<vec3>,
  10119. * backdropAlpha: Node<float>
  10120. * }} The lighting context object.
  10121. */
  10122. getContext() {
  10123. const { backdropNode, backdropAlphaNode } = this;
  10124. const directDiffuse = vec3().toVar( 'directDiffuse' ),
  10125. directSpecular = vec3().toVar( 'directSpecular' ),
  10126. indirectDiffuse = vec3().toVar( 'indirectDiffuse' ),
  10127. indirectSpecular = vec3().toVar( 'indirectSpecular' );
  10128. const reflectedLight = {
  10129. directDiffuse,
  10130. directSpecular,
  10131. indirectDiffuse,
  10132. indirectSpecular
  10133. };
  10134. const context = {
  10135. radiance: vec3().toVar( 'radiance' ),
  10136. irradiance: vec3().toVar( 'irradiance' ),
  10137. iblIrradiance: vec3().toVar( 'iblIrradiance' ),
  10138. ambientOcclusion: float( 1 ).toVar( 'ambientOcclusion' ),
  10139. reflectedLight,
  10140. backdrop: backdropNode,
  10141. backdropAlpha: backdropAlphaNode
  10142. };
  10143. return context;
  10144. }
  10145. setup( builder ) {
  10146. this.value = this._value || ( this._value = this.getContext() );
  10147. this.value.lightingModel = this.lightingModel || builder.context.lightingModel;
  10148. return super.setup( builder );
  10149. }
  10150. }
  10151. const lightingContext = /*@__PURE__*/ nodeProxy( LightingContextNode );
  10152. /**
  10153. * A generic class that can be used by nodes which contribute
  10154. * irradiance to the scene. E.g. a light map node can be used
  10155. * as input for this module. Used in {@link NodeMaterial}.
  10156. *
  10157. * @augments LightingNode
  10158. */
  10159. class IrradianceNode extends LightingNode {
  10160. static get type() {
  10161. return 'IrradianceNode';
  10162. }
  10163. /**
  10164. * Constructs a new irradiance node.
  10165. *
  10166. * @param {Node<vec3>} node - A node contributing irradiance.
  10167. */
  10168. constructor( node ) {
  10169. super();
  10170. /**
  10171. * A node contributing irradiance.
  10172. *
  10173. * @type {Node<vec3>}
  10174. */
  10175. this.node = node;
  10176. }
  10177. setup( builder ) {
  10178. builder.context.irradiance.addAssign( this.node );
  10179. }
  10180. }
  10181. /** @module ScreenNode **/
  10182. let screenSizeVec, viewportVec;
  10183. /**
  10184. * This node provides a collection of screen related metrics.
  10185. * Depending on {@link module:ScreenNode~ScreenNode#scope}, the nodes can represent
  10186. * resolution or viewport data as well as fragment or uv coordinates.
  10187. *
  10188. * @augments Node
  10189. */
  10190. class ScreenNode extends Node {
  10191. static get type() {
  10192. return 'ScreenNode';
  10193. }
  10194. /**
  10195. * Constructs a new screen node.
  10196. *
  10197. * @param {('coordinate'|'viewport'|'size'|'uv')} scope - The node's scope.
  10198. */
  10199. constructor( scope ) {
  10200. super();
  10201. /**
  10202. * The node represents different metric depending on which scope is selected.
  10203. *
  10204. * - `ScreenNode.COORDINATE`: Window-relative coordinates of the current fragment according to WebGPU standards.
  10205. * - `ScreenNode.VIEWPORT`: The current viewport defined as a four-dimensional vector.
  10206. * - `ScreenNode.SIZE`: The dimensions of the current bound framebuffer.
  10207. * - `ScreenNode.UV`: Normalized coordinates.
  10208. *
  10209. * @type {('coordinate'|'viewport'|'size'|'uv')}
  10210. */
  10211. this.scope = scope;
  10212. /**
  10213. * This flag can be used for type testing.
  10214. *
  10215. * @type {Boolean}
  10216. * @readonly
  10217. * @default true
  10218. */
  10219. this.isViewportNode = true;
  10220. }
  10221. /**
  10222. * This method is overwritten since the node type depends on the selected scope.
  10223. *
  10224. * @return {('vec2'|'vec4')} The node type.
  10225. */
  10226. getNodeType() {
  10227. if ( this.scope === ScreenNode.VIEWPORT ) return 'vec4';
  10228. else return 'vec2';
  10229. }
  10230. /**
  10231. * This method is overwritten since the node's update type depends on the selected scope.
  10232. *
  10233. * @return {NodeUpdateType} The update type.
  10234. */
  10235. getUpdateType() {
  10236. let updateType = NodeUpdateType.NONE;
  10237. if ( this.scope === ScreenNode.SIZE || this.scope === ScreenNode.VIEWPORT ) {
  10238. updateType = NodeUpdateType.RENDER;
  10239. }
  10240. this.updateType = updateType;
  10241. return updateType;
  10242. }
  10243. /**
  10244. * `ScreenNode` implements {@link Node#update} to retrieve viewport and size information
  10245. * from the current renderer.
  10246. *
  10247. * @param {NodeFrame} frame - A reference to the current node frame.
  10248. */
  10249. update( { renderer } ) {
  10250. const renderTarget = renderer.getRenderTarget();
  10251. if ( this.scope === ScreenNode.VIEWPORT ) {
  10252. if ( renderTarget !== null ) {
  10253. viewportVec.copy( renderTarget.viewport );
  10254. } else {
  10255. renderer.getViewport( viewportVec );
  10256. viewportVec.multiplyScalar( renderer.getPixelRatio() );
  10257. }
  10258. } else {
  10259. if ( renderTarget !== null ) {
  10260. screenSizeVec.width = renderTarget.width;
  10261. screenSizeVec.height = renderTarget.height;
  10262. } else {
  10263. renderer.getDrawingBufferSize( screenSizeVec );
  10264. }
  10265. }
  10266. }
  10267. setup( /*builder*/ ) {
  10268. const scope = this.scope;
  10269. let output = null;
  10270. if ( scope === ScreenNode.SIZE ) {
  10271. output = uniform( screenSizeVec || ( screenSizeVec = new Vector2() ) );
  10272. } else if ( scope === ScreenNode.VIEWPORT ) {
  10273. output = uniform( viewportVec || ( viewportVec = new Vector4() ) );
  10274. } else {
  10275. output = vec2( screenCoordinate.div( screenSize ) );
  10276. }
  10277. return output;
  10278. }
  10279. generate( builder ) {
  10280. if ( this.scope === ScreenNode.COORDINATE ) {
  10281. let coord = builder.getFragCoord();
  10282. if ( builder.isFlipY() ) {
  10283. // follow webgpu standards
  10284. const size = builder.getNodeProperties( screenSize ).outputNode.build( builder );
  10285. coord = `${ builder.getType( 'vec2' ) }( ${ coord }.x, ${ size }.y - ${ coord }.y )`;
  10286. }
  10287. return coord;
  10288. }
  10289. return super.generate( builder );
  10290. }
  10291. }
  10292. ScreenNode.COORDINATE = 'coordinate';
  10293. ScreenNode.VIEWPORT = 'viewport';
  10294. ScreenNode.SIZE = 'size';
  10295. ScreenNode.UV = 'uv';
  10296. // Screen
  10297. /**
  10298. * TSL object that represents normalized screen coordinates, unitless in `[0, 1]`.
  10299. *
  10300. * @type {ScreenNode<vec2>}
  10301. */
  10302. const screenUV = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.UV );
  10303. /**
  10304. * TSL object that represents the screen resolution in physical pixel units.
  10305. *
  10306. * @type {ScreenNode<vec2>}
  10307. */
  10308. const screenSize = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.SIZE );
  10309. /**
  10310. * TSL object that represents the current `x`/`y` pixel position on the screen in physical pixel units.
  10311. *
  10312. * @type {ScreenNode<vec2>}
  10313. */
  10314. const screenCoordinate = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.COORDINATE );
  10315. // Viewport
  10316. /**
  10317. * TSL object that represents the viewport rectangle as `x`, `y`, `width` and `height` in physical pixel units.
  10318. *
  10319. * @type {ScreenNode<vec4>}
  10320. */
  10321. const viewport = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.VIEWPORT );
  10322. /**
  10323. * TSL object that represents the viewport resolution in physical pixel units.
  10324. *
  10325. * @type {ScreenNode<vec2>}
  10326. */
  10327. const viewportSize = viewport.zw;
  10328. /**
  10329. * TSL object that represents the current `x`/`y` pixel position on the viewport in physical pixel units.
  10330. *
  10331. * @type {ScreenNode<vec2>}
  10332. */
  10333. const viewportCoordinate = /*@__PURE__*/ screenCoordinate.sub( viewport.xy );
  10334. /**
  10335. * TSL object that represents normalized viewport coordinates, unitless in `[0, 1]`.
  10336. *
  10337. * @type {ScreenNode<vec2>}
  10338. */
  10339. const viewportUV = /*@__PURE__*/ viewportCoordinate.div( viewportSize );
  10340. // Deprecated
  10341. /**
  10342. * @deprecated since r169. Use {@link screenSize} instead.
  10343. */
  10344. const viewportResolution = /*@__PURE__*/ ( Fn( () => { // @deprecated, r169
  10345. console.warn( 'TSL.ViewportNode: "viewportResolution" is deprecated. Use "screenSize" instead.' );
  10346. return screenSize;
  10347. }, 'vec2' ).once() )();
  10348. /**
  10349. * @deprecated since r168. Use {@link screenUV} instead.
  10350. */
  10351. const viewportTopLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  10352. console.warn( 'TSL.ViewportNode: "viewportTopLeft" is deprecated. Use "screenUV" instead.' );
  10353. return screenUV;
  10354. }, 'vec2' ).once() )();
  10355. /**
  10356. * @deprecated since r168. Use `screenUV.flipY()` instead.
  10357. */
  10358. const viewportBottomLeft = /*@__PURE__*/ ( Fn( () => { // @deprecated, r168
  10359. console.warn( 'TSL.ViewportNode: "viewportBottomLeft" is deprecated. Use "screenUV.flipY()" instead.' );
  10360. return screenUV.flipY();
  10361. }, 'vec2' ).once() )();
  10362. /** @module ViewportTextureNode **/
  10363. const _size$4 = /*@__PURE__*/ new Vector2();
  10364. /**
  10365. * A special type of texture node which represents the data of the current viewport
  10366. * as a texture. The module extracts data from the current bound framebuffer with
  10367. * a copy operation so no extra render pass is required to produce the texture data
  10368. * (which is good for performance). `ViewportTextureNode` can be used as an input for a
  10369. * variety of effects like refractive or transmissive materials.
  10370. *
  10371. * @augments module:TextureNode~TextureNode
  10372. */
  10373. class ViewportTextureNode extends TextureNode {
  10374. static get type() {
  10375. return 'ViewportTextureNode';
  10376. }
  10377. /**
  10378. * Constructs a new viewport texture node.
  10379. *
  10380. * @param {Node} [uvNode=screenUV] - The uv node.
  10381. * @param {Node?} [levelNode=null] - The level node.
  10382. * @param {Texture?} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
  10383. */
  10384. constructor( uvNode = screenUV, levelNode = null, framebufferTexture = null ) {
  10385. if ( framebufferTexture === null ) {
  10386. framebufferTexture = new FramebufferTexture();
  10387. framebufferTexture.minFilter = LinearMipmapLinearFilter;
  10388. }
  10389. super( framebufferTexture, uvNode, levelNode );
  10390. /**
  10391. * Whether to generate mipmaps or not.
  10392. *
  10393. * @type {Boolean}
  10394. * @default false
  10395. */
  10396. this.generateMipmaps = false;
  10397. /**
  10398. * This flag can be used for type testing.
  10399. *
  10400. * @type {Boolean}
  10401. * @readonly
  10402. * @default true
  10403. */
  10404. this.isOutputTextureNode = true;
  10405. /**
  10406. * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders the
  10407. * scene once per frame in its {@link ViewportTextureNode#updateBefore} method.
  10408. *
  10409. * @type {String}
  10410. * @default 'frame'
  10411. */
  10412. this.updateBeforeType = NodeUpdateType.FRAME;
  10413. }
  10414. updateBefore( frame ) {
  10415. const renderer = frame.renderer;
  10416. renderer.getDrawingBufferSize( _size$4 );
  10417. //
  10418. const framebufferTexture = this.value;
  10419. if ( framebufferTexture.image.width !== _size$4.width || framebufferTexture.image.height !== _size$4.height ) {
  10420. framebufferTexture.image.width = _size$4.width;
  10421. framebufferTexture.image.height = _size$4.height;
  10422. framebufferTexture.needsUpdate = true;
  10423. }
  10424. //
  10425. const currentGenerateMipmaps = framebufferTexture.generateMipmaps;
  10426. framebufferTexture.generateMipmaps = this.generateMipmaps;
  10427. renderer.copyFramebufferToTexture( framebufferTexture );
  10428. framebufferTexture.generateMipmaps = currentGenerateMipmaps;
  10429. }
  10430. clone() {
  10431. const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value );
  10432. viewportTextureNode.generateMipmaps = this.generateMipmaps;
  10433. return viewportTextureNode;
  10434. }
  10435. }
  10436. /**
  10437. * TSL function for creating a viewport texture node.
  10438. *
  10439. * @function
  10440. * @param {Node} [uvNode=screenUV] - The uv node.
  10441. * @param {Node?} [levelNode=null] - The level node.
  10442. * @param {Texture?} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
  10443. * @returns {ViewportTextureNode}
  10444. */
  10445. const viewportTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode );
  10446. /**
  10447. * TSL function for creating a viewport texture node with enabled mipmap generation.
  10448. *
  10449. * @function
  10450. * @param {Node} [uvNode=screenUV] - The uv node.
  10451. * @param {Node?} [levelNode=null] - The level node.
  10452. * @param {Texture?} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
  10453. * @returns {ViewportTextureNode}
  10454. */
  10455. const viewportMipTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } );
  10456. /** @module ViewportDepthTextureNode **/
  10457. let sharedDepthbuffer = null;
  10458. /**
  10459. * Represents the depth of the current viewport as a texture. This module
  10460. * can be used in combination with viewport texture to achieve effects
  10461. * that require depth evaluation.
  10462. *
  10463. * @augments module:ViewportTextureNode~ViewportTextureNode
  10464. */
  10465. class ViewportDepthTextureNode extends ViewportTextureNode {
  10466. static get type() {
  10467. return 'ViewportDepthTextureNode';
  10468. }
  10469. /**
  10470. * Constructs a new viewport depth texture node.
  10471. *
  10472. * @param {Node} [uvNode=screenUV] - The uv node.
  10473. * @param {Node?} [levelNode=null] - The level node.
  10474. */
  10475. constructor( uvNode = screenUV, levelNode = null ) {
  10476. if ( sharedDepthbuffer === null ) {
  10477. sharedDepthbuffer = new DepthTexture();
  10478. }
  10479. super( uvNode, levelNode, sharedDepthbuffer );
  10480. }
  10481. }
  10482. /**
  10483. * TSL function for a viewport depth texture node.
  10484. *
  10485. * @function
  10486. * @param {Node} [uvNode=screenUV] - The uv node.
  10487. * @param {Node?} [levelNode=null] - The level node.
  10488. * @returns {ViewportDepthTextureNode}
  10489. */
  10490. const viewportDepthTexture = /*@__PURE__*/ nodeProxy( ViewportDepthTextureNode );
  10491. /** @module ViewportDepthNode **/
  10492. /**
  10493. * This node offers a collection of features in context of the depth logic in the fragment shader.
  10494. * Depending on {@link ViewportDepthNode#scope}, it can be used to define a depth value for the current
  10495. * fragment or for depth evaluation purposes.
  10496. *
  10497. * @augments Node
  10498. */
  10499. class ViewportDepthNode extends Node {
  10500. static get type() {
  10501. return 'ViewportDepthNode';
  10502. }
  10503. /**
  10504. * Constructs a new viewport depth node.
  10505. *
  10506. * @param {('depth'|'depthBase'|'linearDepth')} scope - The node's scope.
  10507. * @param {Node?} [valueNode=null] - The value node.
  10508. */
  10509. constructor( scope, valueNode = null ) {
  10510. super( 'float' );
  10511. /**
  10512. * The node behaves differently depending on which scope is selected.
  10513. *
  10514. * - `ViewportDepthNode.DEPTH_BASE`: Allows to define a value for the current fragment's depth.
  10515. * - `ViewportDepthNode.DEPTH`: Represents the depth value for the current fragment (`valueNode` is ignored).
  10516. * - `ViewportDepthNode.LINEAR_DEPTH`: Represents the linear (orthographic) depth value of the current fragment.
  10517. * If a `valueNode` is set, the scope can be used to convert perspective depth data to linear data.
  10518. *
  10519. * @type {('depth'|'depthBase'|'linearDepth')}
  10520. */
  10521. this.scope = scope;
  10522. /**
  10523. * Can be used to define a custom depth value.
  10524. * The property is ignored in the `ViewportDepthNode.DEPTH` scope.
  10525. *
  10526. * @type {Node?}
  10527. * @default null
  10528. */
  10529. this.valueNode = valueNode;
  10530. /**
  10531. * This flag can be used for type testing.
  10532. *
  10533. * @type {Boolean}
  10534. * @readonly
  10535. * @default true
  10536. */
  10537. this.isViewportDepthNode = true;
  10538. }
  10539. generate( builder ) {
  10540. const { scope } = this;
  10541. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  10542. return builder.getFragDepth();
  10543. }
  10544. return super.generate( builder );
  10545. }
  10546. setup( { camera } ) {
  10547. const { scope } = this;
  10548. const value = this.valueNode;
  10549. let node = null;
  10550. if ( scope === ViewportDepthNode.DEPTH_BASE ) {
  10551. if ( value !== null ) {
  10552. node = depthBase().assign( value );
  10553. }
  10554. } else if ( scope === ViewportDepthNode.DEPTH ) {
  10555. if ( camera.isPerspectiveCamera ) {
  10556. node = viewZToPerspectiveDepth( positionView.z, cameraNear, cameraFar );
  10557. } else {
  10558. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  10559. }
  10560. } else if ( scope === ViewportDepthNode.LINEAR_DEPTH ) {
  10561. if ( value !== null ) {
  10562. if ( camera.isPerspectiveCamera ) {
  10563. const viewZ = perspectiveDepthToViewZ( value, cameraNear, cameraFar );
  10564. node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
  10565. } else {
  10566. node = value;
  10567. }
  10568. } else {
  10569. node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  10570. }
  10571. }
  10572. return node;
  10573. }
  10574. }
  10575. ViewportDepthNode.DEPTH_BASE = 'depthBase';
  10576. ViewportDepthNode.DEPTH = 'depth';
  10577. ViewportDepthNode.LINEAR_DEPTH = 'linearDepth';
  10578. // NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera
  10579. /**
  10580. * TSL function for converting a viewZ value to an orthographic depth value.
  10581. *
  10582. * @function
  10583. * @param {Node<float>} viewZ - The viewZ node.
  10584. * @param {Node<float>} near - The camera's near value.
  10585. * @param {Node<float>} far - The camera's far value.
  10586. * @returns {Node<float>}
  10587. */
  10588. const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) );
  10589. /**
  10590. * TSL function for converting an orthographic depth value to a viewZ value.
  10591. *
  10592. * @function
  10593. * @param {Node<float>} depth - The orthographic depth.
  10594. * @param {Node<float>} near - The camera's near value.
  10595. * @param {Node<float>} far - The camera's far value.
  10596. * @returns {Node<float>}
  10597. */
  10598. const orthographicDepthToViewZ = ( depth, near, far ) => near.sub( far ).mul( depth ).sub( near );
  10599. /**
  10600. * TSL function for converting a viewZ value to a perspective depth value.
  10601. *
  10602. * Note: {link https://twitter.com/gonnavis/status/1377183786949959682}.
  10603. *
  10604. * @function
  10605. * @param {Node<float>} viewZ - The viewZ node.
  10606. * @param {Node<float>} near - The camera's near value.
  10607. * @param {Node<float>} far - The camera's far value.
  10608. * @returns {Node<float>}
  10609. */
  10610. const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) );
  10611. /**
  10612. * TSL function for converting a perspective depth value to a viewZ value.
  10613. *
  10614. * @function
  10615. * @param {Node<float>} depth - The perspective depth.
  10616. * @param {Node<float>} near - The camera's near value.
  10617. * @param {Node<float>} far - The camera's far value.
  10618. * @returns {Node<float>}
  10619. */
  10620. const perspectiveDepthToViewZ = ( depth, near, far ) => near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) );
  10621. /**
  10622. * TSL function for converting a viewZ value to a logarithmic depth value.
  10623. *
  10624. * @function
  10625. * @param {Node<float>} viewZ - The viewZ node.
  10626. * @param {Node<float>} near - The camera's near value.
  10627. * @param {Node<float>} far - The camera's far value.
  10628. * @returns {Node<float>}
  10629. */
  10630. const viewZToLogarithmicDepth = ( viewZ, near, far ) => {
  10631. // NOTE: viewZ must be negative--see explanation at the end of this comment block.
  10632. // The final logarithmic depth formula used here is adapted from one described in an
  10633. // article by Thatcher Ulrich (see http://tulrich.com/geekstuff/log_depth_buffer.txt),
  10634. // which was an improvement upon an earlier formula one described in an
  10635. // Outerra article (https://outerra.blogspot.com/2009/08/logarithmic-z-buffer.html).
  10636. // Ulrich's formula is the following:
  10637. // z = K * log( w / cameraNear ) / log( cameraFar / cameraNear )
  10638. // where K = 2^k - 1, and k is the number of bits in the depth buffer.
  10639. // The Outerra variant ignored the camera near plane (it assumed it was 0) and instead
  10640. // opted for a "C-constant" for resolution adjustment of objects near the camera.
  10641. // Outerra states: "Notice that the 'C' variant doesn’t use a near plane distance, it has it
  10642. // set at 0" (quote from https://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html).
  10643. // Ulrich's variant has the benefit of constant relative precision over the whole near-far range.
  10644. // It was debated here whether Outerra's "C-constant" or Ulrich's "near plane" variant should
  10645. // be used, and ultimately Ulrich's "near plane" version was chosen.
  10646. // Outerra eventually made another improvement to their original "C-constant" variant,
  10647. // but it still does not incorporate the camera near plane (for this version,
  10648. // see https://outerra.blogspot.com/2013/07/logarithmic-depth-buffer-optimizations.html).
  10649. // Here we make 4 changes to Ulrich's formula:
  10650. // 1. Clamp the camera near plane so we don't divide by 0.
  10651. // 2. Use log2 instead of log to avoid an extra multiply (shaders implement log using log2).
  10652. // 3. Assume K is 1 (K = maximum value in depth buffer; see Ulrich's formula above).
  10653. // 4. To maintain consistency with the functions "viewZToOrthographicDepth" and "viewZToPerspectiveDepth",
  10654. // we modify the formula here to use 'viewZ' instead of 'w'. The other functions expect a negative viewZ,
  10655. // so we do the same here, hence the 'viewZ.negate()' call.
  10656. // For visual representation of this depth curve, see https://www.desmos.com/calculator/uyqk0vex1u
  10657. near = near.max( 1e-6 ).toVar();
  10658. const numerator = log2( viewZ.negate().div( near ) );
  10659. const denominator = log2( far.div( near ) );
  10660. return numerator.div( denominator );
  10661. };
  10662. /**
  10663. * TSL function for converting a logarithmic depth value to a viewZ value.
  10664. *
  10665. * @function
  10666. * @param {Node<float>} depth - The logarithmic depth.
  10667. * @param {Node<float>} near - The camera's near value.
  10668. * @param {Node<float>} far - The camera's far value.
  10669. * @returns {Node<float>}
  10670. */
  10671. const logarithmicDepthToViewZ = ( depth, near, far ) => {
  10672. // NOTE: we add a 'negate()' call to the return value here to maintain consistency with
  10673. // the functions "orthographicDepthToViewZ" and "perspectiveDepthToViewZ" (they return
  10674. // a negative viewZ).
  10675. const exponent = depth.mul( log( far.div( near ) ) );
  10676. return float( Math.E ).pow( exponent ).mul( near ).negate();
  10677. };
  10678. /**
  10679. * TSL function for defining a value for the current fragment's depth.
  10680. *
  10681. * @function
  10682. * @param {Node<float>} value - The depth value to set.
  10683. * @returns {ViewportDepthNode<float>}
  10684. */
  10685. const depthBase = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_BASE );
  10686. /**
  10687. * TSL object that represents the depth value for the current fragment.
  10688. *
  10689. * @type {ViewportDepthNode}
  10690. */
  10691. const depth = /*@__PURE__*/ nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH );
  10692. /**
  10693. * TSL function for converting a perspective depth value to linear depth.
  10694. *
  10695. * @function
  10696. * @param {Node<float>} value - The perspective depth.
  10697. * @returns {ViewportDepthNode<float>}
  10698. */
  10699. const linearDepth = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.LINEAR_DEPTH );
  10700. /**
  10701. * TSL object that represents the linear (orthographic) depth value of the current fragment
  10702. *
  10703. * @type {ViewportDepthNode}
  10704. */
  10705. const viewportLinearDepth = /*@__PURE__*/ linearDepth( viewportDepthTexture() );
  10706. depth.assign = ( value ) => depthBase( value );
  10707. /** @module BuiltinNode **/
  10708. /**
  10709. * The node allows to set values for built-in shader variables. That is
  10710. * required for features like hardware-accelerated vertex clipping.
  10711. *
  10712. * @augments Node
  10713. */
  10714. class BuiltinNode extends Node {
  10715. /**
  10716. * Constructs a new builtin node.
  10717. *
  10718. * @param {String} name - The name of the built-in shader variable.
  10719. */
  10720. constructor( name ) {
  10721. super( 'float' );
  10722. /**
  10723. * The name of the built-in shader variable.
  10724. *
  10725. * @type {String}
  10726. */
  10727. this.name = name;
  10728. /**
  10729. * This flag can be used for type testing.
  10730. *
  10731. * @type {Boolean}
  10732. * @readonly
  10733. * @default true
  10734. */
  10735. this.isBuiltinNode = true;
  10736. }
  10737. /**
  10738. * Generates the code snippet of the builtin node.
  10739. *
  10740. * @param {NodeBuilder} builder - The current node builder.
  10741. * @return {String} The generated code snippet.
  10742. */
  10743. generate( /* builder */ ) {
  10744. return this.name;
  10745. }
  10746. }
  10747. /**
  10748. * TSL function for creating a builtin node.
  10749. *
  10750. * @function
  10751. * @param {String} name - The name of the built-in shader variable.
  10752. * @returns {BuiltinNode}
  10753. */
  10754. const builtin = nodeProxy( BuiltinNode );
  10755. /** @module ClippingNode **/
  10756. /**
  10757. * ```
  10758. * This node is used in {@link NodeMaterial} to setup the clipping
  10759. * which can happen hardware-accelerated (if supported) and optionally
  10760. * use alpha-to-coverage for anti-aliasing clipped edges.
  10761. * ```
  10762. * @augments Node
  10763. */
  10764. class ClippingNode extends Node {
  10765. static get type() {
  10766. return 'ClippingNode';
  10767. }
  10768. /**
  10769. * Constructs a new clipping node.
  10770. *
  10771. * @param {('default'|'hardware'|'alphaToCoverage')} [scope='default'] - The node's scope. Similar to other nodes,
  10772. * the selected scope influences the behavior of the node and what type of code is generated.
  10773. */
  10774. constructor( scope = ClippingNode.DEFAULT ) {
  10775. super();
  10776. /**
  10777. * The node's scope. Similar to other nodes, the selected scope influences
  10778. * the behavior of the node and what type of code is generated.
  10779. *
  10780. * @type {('default'|'hardware'|'alphaToCoverage')}
  10781. */
  10782. this.scope = scope;
  10783. }
  10784. /**
  10785. * Setups the node depending on the selected scope.
  10786. *
  10787. * @param {NodeBuilder} builder - The current node builder.
  10788. * @return {Node} The result node.
  10789. */
  10790. setup( builder ) {
  10791. super.setup( builder );
  10792. const clippingContext = builder.clippingContext;
  10793. const { intersectionPlanes, unionPlanes } = clippingContext;
  10794. this.hardwareClipping = builder.material.hardwareClipping;
  10795. if ( this.scope === ClippingNode.ALPHA_TO_COVERAGE ) {
  10796. return this.setupAlphaToCoverage( intersectionPlanes, unionPlanes );
  10797. } else if ( this.scope === ClippingNode.HARDWARE ) {
  10798. return this.setupHardwareClipping( unionPlanes, builder );
  10799. } else {
  10800. return this.setupDefault( intersectionPlanes, unionPlanes );
  10801. }
  10802. }
  10803. /**
  10804. * Setups alpha to coverage.
  10805. *
  10806. * @param {Array<Vector4>} intersectionPlanes - The intersection planes.
  10807. * @param {Array<Vector4>} unionPlanes - The union planes.
  10808. * @return {Node} The result node.
  10809. */
  10810. setupAlphaToCoverage( intersectionPlanes, unionPlanes ) {
  10811. return Fn( () => {
  10812. const distanceToPlane = float().toVar( 'distanceToPlane' );
  10813. const distanceGradient = float().toVar( 'distanceToGradient' );
  10814. const clipOpacity = float( 1 ).toVar( 'clipOpacity' );
  10815. const numUnionPlanes = unionPlanes.length;
  10816. if ( this.hardwareClipping === false && numUnionPlanes > 0 ) {
  10817. const clippingPlanes = uniformArray( unionPlanes );
  10818. Loop( numUnionPlanes, ( { i } ) => {
  10819. const plane = clippingPlanes.element( i );
  10820. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  10821. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  10822. clipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ) );
  10823. } );
  10824. }
  10825. const numIntersectionPlanes = intersectionPlanes.length;
  10826. if ( numIntersectionPlanes > 0 ) {
  10827. const clippingPlanes = uniformArray( intersectionPlanes );
  10828. const intersectionClipOpacity = float( 1 ).toVar( 'intersectionClipOpacity' );
  10829. Loop( numIntersectionPlanes, ( { i } ) => {
  10830. const plane = clippingPlanes.element( i );
  10831. distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  10832. distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );
  10833. intersectionClipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ).oneMinus() );
  10834. } );
  10835. clipOpacity.mulAssign( intersectionClipOpacity.oneMinus() );
  10836. }
  10837. diffuseColor.a.mulAssign( clipOpacity );
  10838. diffuseColor.a.equal( 0.0 ).discard();
  10839. } )();
  10840. }
  10841. /**
  10842. * Setups the default clipping.
  10843. *
  10844. * @param {Array<Vector4>} intersectionPlanes - The intersection planes.
  10845. * @param {Array<Vector4>} unionPlanes - The union planes.
  10846. * @return {Node} The result node.
  10847. */
  10848. setupDefault( intersectionPlanes, unionPlanes ) {
  10849. return Fn( () => {
  10850. const numUnionPlanes = unionPlanes.length;
  10851. if ( this.hardwareClipping === false && numUnionPlanes > 0 ) {
  10852. const clippingPlanes = uniformArray( unionPlanes );
  10853. Loop( numUnionPlanes, ( { i } ) => {
  10854. const plane = clippingPlanes.element( i );
  10855. positionView.dot( plane.xyz ).greaterThan( plane.w ).discard();
  10856. } );
  10857. }
  10858. const numIntersectionPlanes = intersectionPlanes.length;
  10859. if ( numIntersectionPlanes > 0 ) {
  10860. const clippingPlanes = uniformArray( intersectionPlanes );
  10861. const clipped = bool( true ).toVar( 'clipped' );
  10862. Loop( numIntersectionPlanes, ( { i } ) => {
  10863. const plane = clippingPlanes.element( i );
  10864. clipped.assign( positionView.dot( plane.xyz ).greaterThan( plane.w ).and( clipped ) );
  10865. } );
  10866. clipped.discard();
  10867. }
  10868. } )();
  10869. }
  10870. /**
  10871. * Setups hardware clipping.
  10872. *
  10873. * @param {Array<Vector4>} unionPlanes - The union planes.
  10874. * @param {NodeBuilder} builder - The current node builder.
  10875. * @return {Node} The result node.
  10876. */
  10877. setupHardwareClipping( unionPlanes, builder ) {
  10878. const numUnionPlanes = unionPlanes.length;
  10879. builder.enableHardwareClipping( numUnionPlanes );
  10880. return Fn( () => {
  10881. const clippingPlanes = uniformArray( unionPlanes );
  10882. const hw_clip_distances = builtin( builder.getClipDistance() );
  10883. Loop( numUnionPlanes, ( { i } ) => {
  10884. const plane = clippingPlanes.element( i );
  10885. const distance = positionView.dot( plane.xyz ).sub( plane.w ).negate();
  10886. hw_clip_distances.element( i ).assign( distance );
  10887. } );
  10888. } )();
  10889. }
  10890. }
  10891. ClippingNode.ALPHA_TO_COVERAGE = 'alphaToCoverage';
  10892. ClippingNode.DEFAULT = 'default';
  10893. ClippingNode.HARDWARE = 'hardware';
  10894. /**
  10895. * TSL function for setting up the default clipping logic.
  10896. *
  10897. * @function
  10898. * @returns {ClippingNode}
  10899. */
  10900. const clipping = () => nodeObject( new ClippingNode() );
  10901. /**
  10902. * TSL function for setting up alpha to coverage.
  10903. *
  10904. * @function
  10905. * @returns {ClippingNode}
  10906. */
  10907. const clippingAlpha = () => nodeObject( new ClippingNode( ClippingNode.ALPHA_TO_COVERAGE ) );
  10908. /**
  10909. * TSL function for setting up hardware-based clipping.
  10910. *
  10911. * @function
  10912. * @returns {ClippingNode}
  10913. */
  10914. const hardwareClipping = () => nodeObject( new ClippingNode( ClippingNode.HARDWARE ) );
  10915. // See: https://casual-effects.com/research/Wyman2017Hashed/index.html
  10916. const ALPHA_HASH_SCALE = 0.05; // Derived from trials only, and may be changed.
  10917. const hash2D = /*@__PURE__*/ Fn( ( [ value ] ) => {
  10918. 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 ) ) ) ) ) );
  10919. } );
  10920. const hash3D = /*@__PURE__*/ Fn( ( [ value ] ) => {
  10921. return hash2D( vec2( hash2D( value.xy ), value.z ) );
  10922. } );
  10923. const getAlphaHashThreshold = /*@__PURE__*/ Fn( ( [ position ] ) => {
  10924. // Find the discretized derivatives of our coordinates
  10925. const maxDeriv = max$1(
  10926. length( dFdx( position.xyz ) ),
  10927. length( dFdy( position.xyz ) )
  10928. );
  10929. const pixScale = float( 1 ).div( float( ALPHA_HASH_SCALE ).mul( maxDeriv ) ).toVar( 'pixScale' );
  10930. // Find two nearest log-discretized noise scales
  10931. const pixScales = vec2(
  10932. exp2( floor( log2( pixScale ) ) ),
  10933. exp2( ceil( log2( pixScale ) ) )
  10934. );
  10935. // Compute alpha thresholds at our two noise scales
  10936. const alpha = vec2(
  10937. hash3D( floor( pixScales.x.mul( position.xyz ) ) ),
  10938. hash3D( floor( pixScales.y.mul( position.xyz ) ) ),
  10939. );
  10940. // Factor to interpolate lerp with
  10941. const lerpFactor = fract( log2( pixScale ) );
  10942. // Interpolate alpha threshold from noise at two scales
  10943. const x = add( mul( lerpFactor.oneMinus(), alpha.x ), mul( lerpFactor, alpha.y ) );
  10944. // Pass into CDF to compute uniformly distrib threshold
  10945. const a = min$1( lerpFactor, lerpFactor.oneMinus() );
  10946. const cases = vec3(
  10947. x.mul( x ).div( mul( 2.0, a ).mul( sub( 1.0, a ) ) ),
  10948. x.sub( mul( 0.5, a ) ).div( sub( 1.0, a ) ),
  10949. sub( 1.0, sub( 1.0, x ).mul( sub( 1.0, x ) ).div( mul( 2.0, a ).mul( sub( 1.0, a ) ) ) ) );
  10950. // Find our final, uniformly distributed alpha threshold (ατ)
  10951. const threshold = x.lessThan( a.oneMinus() ).select( x.lessThan( a ).select( cases.x, cases.y ), cases.z );
  10952. // Avoids ατ == 0. Could also do ατ =1-ατ
  10953. return clamp( threshold, 1.0e-6, 1.0 );
  10954. } ).setLayout( {
  10955. name: 'getAlphaHashThreshold',
  10956. type: 'float',
  10957. inputs: [
  10958. { name: 'position', type: 'vec3' }
  10959. ]
  10960. } );
  10961. /**
  10962. * Base class for all node materials.
  10963. *
  10964. * @augments Material
  10965. */
  10966. class NodeMaterial extends Material {
  10967. static get type() {
  10968. return 'NodeMaterial';
  10969. }
  10970. /**
  10971. * Represents the type of the node material.
  10972. *
  10973. * @type {String}
  10974. */
  10975. get type() {
  10976. return this.constructor.type;
  10977. }
  10978. set type( _value ) { /* */ }
  10979. /**
  10980. * Constructs a new node material.
  10981. */
  10982. constructor() {
  10983. super();
  10984. /**
  10985. * This flag can be used for type testing.
  10986. *
  10987. * @type {Boolean}
  10988. * @readonly
  10989. * @default true
  10990. */
  10991. this.isNodeMaterial = true;
  10992. /**
  10993. * Whether this material is affected by fog or not.
  10994. *
  10995. * @type {Boolean}
  10996. * @default true
  10997. */
  10998. this.fog = true;
  10999. /**
  11000. * Whether this material is affected by lights or not.
  11001. *
  11002. * @type {Boolean}
  11003. * @default false
  11004. */
  11005. this.lights = false;
  11006. /**
  11007. * Whether this material uses hardware clipping or not.
  11008. * This property is managed by the engine and should not be
  11009. * modified by apps.
  11010. *
  11011. * @type {Boolean}
  11012. * @default false
  11013. */
  11014. this.hardwareClipping = false;
  11015. /**
  11016. * Node materials which set their `lights` property to `true`
  11017. * are affected by all lights of the scene. Sometimes selective
  11018. * lighting is wanted which means only _some_ lights in the scene
  11019. * affect a material. This can be achieved by creating an instance
  11020. * of {@link module:LightsNode~LightsNode} with a list of selective
  11021. * lights and assign the node to this property.
  11022. *
  11023. * ```js
  11024. * const customLightsNode = lights( [ light1, light2 ] );
  11025. * material.lightsNode = customLightsNode;
  11026. * ```
  11027. *
  11028. * @type {LightsNode?}
  11029. * @default null
  11030. */
  11031. this.lightsNode = null;
  11032. /**
  11033. * The environment of node materials can be defined by an environment
  11034. * map assigned to the `envMap` property or by `Scene.environment`
  11035. * if the node material is a PBR material. This node property allows to overwrite
  11036. * the default behavior and define the environment with a custom node.
  11037. *
  11038. * ```js
  11039. * material.envNode = pmremTexture( renderTarget.texture );
  11040. * ```
  11041. *
  11042. * @type {Node<vec3>?}
  11043. * @default null
  11044. */
  11045. this.envNode = null;
  11046. /**
  11047. * The lighting of node materials might be influenced by ambient occlusion.
  11048. * The default AO is inferred from an ambient occlusion map assigned to `aoMap`
  11049. * and the respective `aoMapIntensity`. This node property allows to overwrite
  11050. * the default and define the ambient occlusion with a custom node instead.
  11051. *
  11052. * If you don't want to overwrite the diffuse color but modify the existing
  11053. * values instead, use {@link module:MaterialNode.materialAO}.
  11054. *
  11055. * @type {Node<float>?}
  11056. * @default null
  11057. */
  11058. this.aoNode = null;
  11059. /**
  11060. * The diffuse color of node materials is by default inferred from the
  11061. * `color` and `map` properties. This node property allows to overwrite the default
  11062. * and define the diffuse color with a node instead.
  11063. *
  11064. * ```js
  11065. * material.colorNode = color( 0xff0000 ); // define red color
  11066. * ```
  11067. *
  11068. * If you don't want to overwrite the diffuse color but modify the existing
  11069. * values instead, use {@link module:MaterialNode.materialColor}.
  11070. *
  11071. * ```js
  11072. * material.colorNode = materialColor.mul( color( 0xff0000 ) ); // give diffuse colors a red tint
  11073. * ```
  11074. *
  11075. * @type {Node<vec3>?}
  11076. * @default null
  11077. */
  11078. this.colorNode = null;
  11079. /**
  11080. * The normals of node materials are by default inferred from the `normalMap`/`normalScale`
  11081. * or `bumpMap`/`bumpScale` properties. This node property allows to overwrite the default
  11082. * and define the normals with a node instead.
  11083. *
  11084. * If you don't want to overwrite the normals but modify the existing values instead,
  11085. * use {@link module:MaterialNode.materialNormal}.
  11086. *
  11087. * @type {Node<vec3>?}
  11088. * @default null
  11089. */
  11090. this.normalNode = null;
  11091. /**
  11092. * The opacity of node materials is by default inferred from the `opacity`
  11093. * and `alphaMap` properties. This node property allows to overwrite the default
  11094. * and define the opacity with a node instead.
  11095. *
  11096. * If you don't want to overwrite the normals but modify the existing
  11097. * value instead, use {@link module:MaterialNode.materialOpacity}.
  11098. *
  11099. * @type {Node<float>?}
  11100. * @default null
  11101. */
  11102. this.opacityNode = null;
  11103. /**
  11104. * This node can be used to to implement a variety of filter-like effects. The idea is
  11105. * to store the current rendering into a texture e.g. via `viewportSharedTexture()`, use it
  11106. * to create an arbitrary effect and then assign the node composition to this property.
  11107. * Everything behind the object using this material will now be affected by a filter.
  11108. *
  11109. * ```js
  11110. * const material = new NodeMaterial()
  11111. * material.transparent = true;
  11112. *
  11113. * // everything behind the object will be monochromatic
  11114. * material.backdropNode = viewportSharedTexture().rgb.saturation( 0 );
  11115. * ```
  11116. *
  11117. * Backdrop computations are part of the lighting so only lit materials can use this property.
  11118. *
  11119. * @type {Node<vec3>?}
  11120. * @default null
  11121. */
  11122. this.backdropNode = null;
  11123. /**
  11124. * This node allows to modulate the influence of `backdropNode` to the outgoing light.
  11125. *
  11126. * @type {Node<float>?}
  11127. * @default null
  11128. */
  11129. this.backdropAlphaNode = null;
  11130. /**
  11131. * The alpha test of node materials is by default inferred from the `alphaTest`
  11132. * property. This node property allows to overwrite the default and define the
  11133. * alpha test with a node instead.
  11134. *
  11135. * If you don't want to overwrite the alpha test but modify the existing
  11136. * value instead, use {@link module:MaterialNode.materialAlphaTest}.
  11137. *
  11138. * @type {Node<float>?}
  11139. * @default null
  11140. */
  11141. this.alphaTestNode = null;
  11142. /**
  11143. * The local vertex positions are computed based on multiple factors like the
  11144. * attribute data, morphing or skinning. This node property allows to overwrite
  11145. * the default and define local vertex positions with nodes instead.
  11146. *
  11147. * If you don't want to overwrite the vertex positions but modify the existing
  11148. * values instead, use {@link module:Position.positionLocal}.
  11149. *
  11150. *```js
  11151. * material.positionNode = positionLocal.add( displace );
  11152. * ```
  11153. *
  11154. * @type {Node<vec3>?}
  11155. * @default null
  11156. */
  11157. this.positionNode = null;
  11158. /**
  11159. * This node property is intended for logic which modifies geometry data once or per animation step.
  11160. * Apps usually place such logic randomly in initialization routines or in the animation loop.
  11161. * `geometryNode` is intended as a dedicated API so there is an intended spot where geometry modifications
  11162. * can be implemented.
  11163. *
  11164. * The idea is to assign a `Fn` definition that holds the geometry modification logic. A typical example
  11165. * would be a GPU based particle system that provides a node material for usage on app level. The particle
  11166. * simulation would be implemented as compute shaders and managed inside a `Fn` function. This function is
  11167. * eventually assigned to `geometryNode`.
  11168. *
  11169. * @type {Function}
  11170. * @default null
  11171. */
  11172. this.geometryNode = null;
  11173. /**
  11174. * Allows to overwrite depth values in the fragment shader.
  11175. *
  11176. * @type {Node<float>?}
  11177. * @default null
  11178. */
  11179. this.depthNode = null;
  11180. /**
  11181. * Allows to overwrite the position used for shadow map rendering which
  11182. * is by default {@link module:Position.positionWorld}, the vertex position
  11183. * in world space.
  11184. *
  11185. * @type {Node<float>?}
  11186. * @default null
  11187. */
  11188. this.shadowPositionNode = null;
  11189. /**
  11190. * This node can be used to influence how an object using this node material
  11191. * receive shadows.
  11192. *
  11193. * ```js
  11194. * const totalShadows = float( 1 ).toVar();
  11195. * material.receivedShadowNode = Fn( ( [ shadow ] ) => {
  11196. * totalShadows.mulAssign( shadow );
  11197. * //return float( 1 ); // bypass received shadows
  11198. * return shadow.mix( color( 0xff0000 ), 1 ); // modify shadow color
  11199. * } );
  11200. *
  11201. * @type {Node<vec4>?}
  11202. * @default null
  11203. */
  11204. this.receivedShadowNode = null;
  11205. /**
  11206. * This node can be used to influence how an object using this node material
  11207. * casts shadows. To apply a color to shadows, you can simply do:
  11208. *
  11209. * ```js
  11210. * material.castShadowNode = vec4( 1, 0, 0, 1 );
  11211. * ```
  11212. *
  11213. * Which can be nice to fake colored shadows of semi-transparent objects. It
  11214. * is also common to use the property with `Fn` function so checks are performed
  11215. * per fragment.
  11216. *
  11217. * ```js
  11218. * materialCustomShadow.castShadowNode = Fn( () => {
  11219. * hash( vertexIndex ).greaterThan( 0.5 ).discard();
  11220. * return materialColor;
  11221. * } )();
  11222. * ```
  11223. *
  11224. * @type {Node<vec4>?}
  11225. * @default null
  11226. */
  11227. this.castShadowNode = null;
  11228. /**
  11229. * This node can be used to define the final output of the material.
  11230. *
  11231. * TODO: Explain the differences to `fragmentNode`.
  11232. *
  11233. * @type {Node<vec4>?}
  11234. * @default null
  11235. */
  11236. this.outputNode = null;
  11237. /**
  11238. * MRT configuration is done on renderer or pass level. This node allows to
  11239. * overwrite what values are written into MRT targets on material level. This
  11240. * can be useful for implementing selective FX features that should only affect
  11241. * specific objects.
  11242. *
  11243. * @type {MRTNode?}
  11244. * @default null
  11245. */
  11246. this.mrtNode = null;
  11247. /**
  11248. * This node property can be used if you need complete freedom in implementing
  11249. * the fragment shader. Assigning a node will replace the built-in material
  11250. * logic used in the fragment stage.
  11251. *
  11252. * @type {Node<vec4>?}
  11253. * @default null
  11254. */
  11255. this.fragmentNode = null;
  11256. /**
  11257. * This node property can be used if you need complete freedom in implementing
  11258. * the vertex shader. Assigning a node will replace the built-in material logic
  11259. * used in the vertex stage.
  11260. *
  11261. * @type {Node<vec4>?}
  11262. * @default null
  11263. */
  11264. this.vertexNode = null;
  11265. }
  11266. /**
  11267. * Allows to define a custom cache key that influence the material key computation
  11268. * for render objects.
  11269. *
  11270. * @return {String} The custom cache key.
  11271. */
  11272. customProgramCacheKey() {
  11273. return this.type + getCacheKey$1( this );
  11274. }
  11275. /**
  11276. * Builds this material with the given node builder.
  11277. *
  11278. * @param {NodeBuilder} builder - The current node builder.
  11279. */
  11280. build( builder ) {
  11281. this.setup( builder );
  11282. }
  11283. /**
  11284. * Setups a node material observer with the given builder.
  11285. *
  11286. * @param {NodeBuilder} builder - The current node builder.
  11287. * @return {NodeMaterialObserver} The node material observer.
  11288. */
  11289. setupObserver( builder ) {
  11290. return new NodeMaterialObserver( builder );
  11291. }
  11292. /**
  11293. * Setups the vertex and fragment stage of this node material.
  11294. *
  11295. * @param {NodeBuilder} builder - The current node builder.
  11296. */
  11297. setup( builder ) {
  11298. builder.context.setupNormal = () => this.setupNormal( builder );
  11299. builder.context.setupPositionView = () => this.setupPositionView( builder );
  11300. builder.context.setupModelViewProjection = () => this.setupModelViewProjection( builder );
  11301. const renderer = builder.renderer;
  11302. const renderTarget = renderer.getRenderTarget();
  11303. // < VERTEX STAGE >
  11304. builder.addStack();
  11305. const vertexNode = this.vertexNode || this.setupVertex( builder );
  11306. builder.stack.outputNode = vertexNode;
  11307. this.setupHardwareClipping( builder );
  11308. if ( this.geometryNode !== null ) {
  11309. builder.stack.outputNode = builder.stack.outputNode.bypass( this.geometryNode );
  11310. }
  11311. builder.addFlow( 'vertex', builder.removeStack() );
  11312. // < FRAGMENT STAGE >
  11313. builder.addStack();
  11314. let resultNode;
  11315. const clippingNode = this.setupClipping( builder );
  11316. if ( this.depthWrite === true || this.depthTest === true ) {
  11317. // only write depth if depth buffer is configured
  11318. if ( renderTarget !== null ) {
  11319. if ( renderTarget.depthBuffer === true ) this.setupDepth( builder );
  11320. } else {
  11321. if ( renderer.depth === true ) this.setupDepth( builder );
  11322. }
  11323. }
  11324. if ( this.fragmentNode === null ) {
  11325. this.setupDiffuseColor( builder );
  11326. this.setupVariants( builder );
  11327. const outgoingLightNode = this.setupLighting( builder );
  11328. if ( clippingNode !== null ) builder.stack.add( clippingNode );
  11329. // force unsigned floats - useful for RenderTargets
  11330. const basicOutput = vec4( outgoingLightNode, diffuseColor.a ).max( 0 );
  11331. resultNode = this.setupOutput( builder, basicOutput );
  11332. // OUTPUT NODE
  11333. output.assign( resultNode );
  11334. //
  11335. if ( this.outputNode !== null ) resultNode = this.outputNode;
  11336. // MRT
  11337. if ( renderTarget !== null ) {
  11338. const mrt = renderer.getMRT();
  11339. const materialMRT = this.mrtNode;
  11340. if ( mrt !== null ) {
  11341. resultNode = mrt;
  11342. if ( materialMRT !== null ) {
  11343. resultNode = mrt.merge( materialMRT );
  11344. }
  11345. } else if ( materialMRT !== null ) {
  11346. resultNode = materialMRT;
  11347. }
  11348. }
  11349. } else {
  11350. let fragmentNode = this.fragmentNode;
  11351. if ( fragmentNode.isOutputStructNode !== true ) {
  11352. fragmentNode = vec4( fragmentNode );
  11353. }
  11354. resultNode = this.setupOutput( builder, fragmentNode );
  11355. }
  11356. builder.stack.outputNode = resultNode;
  11357. builder.addFlow( 'fragment', builder.removeStack() );
  11358. // < MONITOR >
  11359. builder.monitor = this.setupObserver( builder );
  11360. }
  11361. /**
  11362. * Setups the clipping node.
  11363. *
  11364. * @param {NodeBuilder} builder - The current node builder.
  11365. * @return {ClippingNode} The clipping node.
  11366. */
  11367. setupClipping( builder ) {
  11368. if ( builder.clippingContext === null ) return null;
  11369. const { unionPlanes, intersectionPlanes } = builder.clippingContext;
  11370. let result = null;
  11371. if ( unionPlanes.length > 0 || intersectionPlanes.length > 0 ) {
  11372. const samples = builder.renderer.samples;
  11373. if ( this.alphaToCoverage && samples > 1 ) {
  11374. // to be added to flow when the color/alpha value has been determined
  11375. result = clippingAlpha();
  11376. } else {
  11377. builder.stack.add( clipping() );
  11378. }
  11379. }
  11380. return result;
  11381. }
  11382. /**
  11383. * Setups the hardware clipping if available on the current device.
  11384. *
  11385. * @param {NodeBuilder} builder - The current node builder.
  11386. */
  11387. setupHardwareClipping( builder ) {
  11388. this.hardwareClipping = false;
  11389. if ( builder.clippingContext === null ) return;
  11390. const candidateCount = builder.clippingContext.unionPlanes.length;
  11391. // 8 planes supported by WebGL ANGLE_clip_cull_distance and WebGPU clip-distances
  11392. if ( candidateCount > 0 && candidateCount <= 8 && builder.isAvailable( 'clipDistance' ) ) {
  11393. builder.stack.add( hardwareClipping() );
  11394. this.hardwareClipping = true;
  11395. }
  11396. return;
  11397. }
  11398. /**
  11399. * Setups the depth of this material.
  11400. *
  11401. * @param {NodeBuilder} builder - The current node builder.
  11402. */
  11403. setupDepth( builder ) {
  11404. const { renderer, camera } = builder;
  11405. // Depth
  11406. let depthNode = this.depthNode;
  11407. if ( depthNode === null ) {
  11408. const mrt = renderer.getMRT();
  11409. if ( mrt && mrt.has( 'depth' ) ) {
  11410. depthNode = mrt.get( 'depth' );
  11411. } else if ( renderer.logarithmicDepthBuffer === true ) {
  11412. if ( camera.isPerspectiveCamera ) {
  11413. depthNode = viewZToLogarithmicDepth( positionView.z, cameraNear, cameraFar );
  11414. } else {
  11415. depthNode = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
  11416. }
  11417. }
  11418. }
  11419. if ( depthNode !== null ) {
  11420. depth.assign( depthNode ).append();
  11421. }
  11422. }
  11423. /**
  11424. * Setups the position node in view space. This method exists
  11425. * so derived node materials can modify the implementation e.g. sprite materials.
  11426. *
  11427. * @param {NodeBuilder} builder - The current node builder.
  11428. * @return {Node<vec3>} The position in view space.
  11429. */
  11430. setupPositionView( /*builder*/ ) {
  11431. return modelViewMatrix.mul( positionLocal ).xyz;
  11432. }
  11433. /**
  11434. * Setups the position in clip space.
  11435. *
  11436. * @param {NodeBuilder} builder - The current node builder.
  11437. * @return {Node<vec4>} The position in view space.
  11438. */
  11439. setupModelViewProjection( /*builder*/ ) {
  11440. return cameraProjectionMatrix.mul( positionView );
  11441. }
  11442. /**
  11443. * Setups the logic for the vertex stage.
  11444. *
  11445. * @param {NodeBuilder} builder - The current node builder.
  11446. * @return {Node<vec4>} The position in clip space.
  11447. */
  11448. setupVertex( builder ) {
  11449. builder.addStack();
  11450. this.setupPosition( builder );
  11451. builder.context.vertex = builder.removeStack();
  11452. return modelViewProjection;
  11453. }
  11454. /**
  11455. * Setups the computation of the position in local space.
  11456. *
  11457. * @param {NodeBuilder} builder - The current node builder.
  11458. * @return {Node<vec3>} The position in local space.
  11459. */
  11460. setupPosition( builder ) {
  11461. const { object, geometry } = builder;
  11462. if ( geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color ) {
  11463. morphReference( object ).append();
  11464. }
  11465. if ( object.isSkinnedMesh === true ) {
  11466. skinningReference( object ).append();
  11467. }
  11468. if ( this.displacementMap ) {
  11469. const displacementMap = materialReference( 'displacementMap', 'texture' );
  11470. const displacementScale = materialReference( 'displacementScale', 'float' );
  11471. const displacementBias = materialReference( 'displacementBias', 'float' );
  11472. positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) );
  11473. }
  11474. if ( object.isBatchedMesh ) {
  11475. batch( object ).append();
  11476. }
  11477. if ( ( object.isInstancedMesh && object.instanceMatrix && object.instanceMatrix.isInstancedBufferAttribute === true ) ) {
  11478. instancedMesh( object ).append();
  11479. }
  11480. if ( this.positionNode !== null ) {
  11481. positionLocal.assign( this.positionNode.context( { isPositionNodeInput: true } ) );
  11482. }
  11483. return positionLocal;
  11484. }
  11485. /**
  11486. * Setups the computation of the material's diffuse color.
  11487. *
  11488. * @param {NodeBuilder} builder - The current node builder.
  11489. * @param {BufferGeometry} geometry - The geometry.
  11490. */
  11491. setupDiffuseColor( { object, geometry } ) {
  11492. let colorNode = this.colorNode ? vec4( this.colorNode ) : materialColor;
  11493. // VERTEX COLORS
  11494. if ( this.vertexColors === true && geometry.hasAttribute( 'color' ) ) {
  11495. colorNode = vec4( colorNode.xyz.mul( attribute( 'color', 'vec3' ) ), colorNode.a );
  11496. }
  11497. // Instanced colors
  11498. if ( object.instanceColor ) {
  11499. const instanceColor = varyingProperty( 'vec3', 'vInstanceColor' );
  11500. colorNode = instanceColor.mul( colorNode );
  11501. }
  11502. if ( object.isBatchedMesh && object._colorsTexture ) {
  11503. const batchColor = varyingProperty( 'vec3', 'vBatchColor' );
  11504. colorNode = batchColor.mul( colorNode );
  11505. }
  11506. // COLOR
  11507. diffuseColor.assign( colorNode );
  11508. // OPACITY
  11509. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  11510. diffuseColor.a.assign( diffuseColor.a.mul( opacityNode ) );
  11511. // ALPHA TEST
  11512. if ( this.alphaTestNode !== null || this.alphaTest > 0 ) {
  11513. const alphaTestNode = this.alphaTestNode !== null ? float( this.alphaTestNode ) : materialAlphaTest;
  11514. diffuseColor.a.lessThanEqual( alphaTestNode ).discard();
  11515. }
  11516. // ALPHA HASH
  11517. if ( this.alphaHash === true ) {
  11518. diffuseColor.a.lessThan( getAlphaHashThreshold( positionLocal ) ).discard();
  11519. }
  11520. if ( this.transparent === false && this.blending === NormalBlending && this.alphaToCoverage === false ) {
  11521. diffuseColor.a.assign( 1.0 );
  11522. }
  11523. }
  11524. /**
  11525. * Abstract interface method that can be implemented by derived materials
  11526. * to setup material-specific node variables.
  11527. *
  11528. * @abstract
  11529. * @param {NodeBuilder} builder - The current node builder.
  11530. */
  11531. setupVariants( /*builder*/ ) {
  11532. // Interface function.
  11533. }
  11534. /**
  11535. * Setups the outgoing light node variable
  11536. *
  11537. * @return {Node<vec3>} The outgoing light node.
  11538. */
  11539. setupOutgoingLight() {
  11540. return ( this.lights === true ) ? vec3( 0 ) : diffuseColor.rgb;
  11541. }
  11542. /**
  11543. * Setups the normal node from the material.
  11544. *
  11545. * @return {Node<vec3>} The normal node.
  11546. */
  11547. setupNormal() {
  11548. return this.normalNode ? vec3( this.normalNode ) : materialNormal;
  11549. }
  11550. /**
  11551. * Setups the environment node from the material.
  11552. *
  11553. * @param {NodeBuilder} builder - The current node builder.
  11554. * @return {Node<vec4>} The environment node.
  11555. */
  11556. setupEnvironment( /*builder*/ ) {
  11557. let node = null;
  11558. if ( this.envNode ) {
  11559. node = this.envNode;
  11560. } else if ( this.envMap ) {
  11561. node = this.envMap.isCubeTexture ? materialReference( 'envMap', 'cubeTexture' ) : materialReference( 'envMap', 'texture' );
  11562. }
  11563. return node;
  11564. }
  11565. /**
  11566. * Setups the light map node from the material.
  11567. *
  11568. * @param {NodeBuilder} builder - The current node builder.
  11569. * @return {Node<vec3>} The light map node.
  11570. */
  11571. setupLightMap( builder ) {
  11572. let node = null;
  11573. if ( builder.material.lightMap ) {
  11574. node = new IrradianceNode( materialLightMap );
  11575. }
  11576. return node;
  11577. }
  11578. /**
  11579. * Setups the lights node based on the scene, environment and material.
  11580. *
  11581. * @param {NodeBuilder} builder - The current node builder.
  11582. * @return {LightsNode} The lights node.
  11583. */
  11584. setupLights( builder ) {
  11585. const materialLightsNode = [];
  11586. //
  11587. const envNode = this.setupEnvironment( builder );
  11588. if ( envNode && envNode.isLightingNode ) {
  11589. materialLightsNode.push( envNode );
  11590. }
  11591. const lightMapNode = this.setupLightMap( builder );
  11592. if ( lightMapNode && lightMapNode.isLightingNode ) {
  11593. materialLightsNode.push( lightMapNode );
  11594. }
  11595. if ( this.aoNode !== null || builder.material.aoMap ) {
  11596. const aoNode = this.aoNode !== null ? this.aoNode : materialAO;
  11597. materialLightsNode.push( new AONode( aoNode ) );
  11598. }
  11599. let lightsN = this.lightsNode || builder.lightsNode;
  11600. if ( materialLightsNode.length > 0 ) {
  11601. lightsN = builder.renderer.lighting.createNode( [ ...lightsN.getLights(), ...materialLightsNode ] );
  11602. }
  11603. return lightsN;
  11604. }
  11605. /**
  11606. * This method should be implemented by most derived materials
  11607. * since it defines the material's lighting model.
  11608. *
  11609. * @abstract
  11610. * @param {NodeBuilder} builder - The current node builder.
  11611. * @return {LightingModel} The lighting model.
  11612. */
  11613. setupLightingModel( /*builder*/ ) {
  11614. // Interface function.
  11615. }
  11616. /**
  11617. * Setups the outgoing light node.
  11618. *
  11619. * @param {NodeBuilder} builder - The current node builder.
  11620. * @return {Node<vec3>} The outgoing light node.
  11621. */
  11622. setupLighting( builder ) {
  11623. const { material } = builder;
  11624. const { backdropNode, backdropAlphaNode, emissiveNode } = this;
  11625. // OUTGOING LIGHT
  11626. const lights = this.lights === true || this.lightsNode !== null;
  11627. const lightsNode = lights ? this.setupLights( builder ) : null;
  11628. let outgoingLightNode = this.setupOutgoingLight( builder );
  11629. if ( lightsNode && lightsNode.getScope().hasLights ) {
  11630. const lightingModel = this.setupLightingModel( builder );
  11631. outgoingLightNode = lightingContext( lightsNode, lightingModel, backdropNode, backdropAlphaNode );
  11632. } else if ( backdropNode !== null ) {
  11633. outgoingLightNode = vec3( backdropAlphaNode !== null ? mix( outgoingLightNode, backdropNode, backdropAlphaNode ) : backdropNode );
  11634. }
  11635. // EMISSIVE
  11636. if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) {
  11637. emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) );
  11638. outgoingLightNode = outgoingLightNode.add( emissive );
  11639. }
  11640. return outgoingLightNode;
  11641. }
  11642. /**
  11643. * Setups the output node.
  11644. *
  11645. * @param {NodeBuilder} builder - The current node builder.
  11646. * @param {Node<vec4>} outputNode - The existing output node.
  11647. * @return {Node<vec4>} The output node.
  11648. */
  11649. setupOutput( builder, outputNode ) {
  11650. // FOG
  11651. if ( this.fog === true ) {
  11652. const fogNode = builder.fogNode;
  11653. if ( fogNode ) {
  11654. output.assign( outputNode );
  11655. outputNode = vec4( fogNode );
  11656. }
  11657. }
  11658. return outputNode;
  11659. }
  11660. /**
  11661. * Most classic material types have a node pendant e.g. for `MeshBasicMaterial`
  11662. * there is `MeshBasicNodeMaterial`. This utility method is intended for
  11663. * defining all material properties of the classic type in the node type.
  11664. *
  11665. * @param {Material} material - The material to copy properties with their values to this node material.
  11666. */
  11667. setDefaultValues( material ) {
  11668. // This approach is to reuse the native refreshUniforms*
  11669. // and turn available the use of features like transmission and environment in core
  11670. for ( const property in material ) {
  11671. const value = material[ property ];
  11672. if ( this[ property ] === undefined ) {
  11673. this[ property ] = value;
  11674. if ( value && value.clone ) this[ property ] = value.clone();
  11675. }
  11676. }
  11677. const descriptors = Object.getOwnPropertyDescriptors( material.constructor.prototype );
  11678. for ( const key in descriptors ) {
  11679. if ( Object.getOwnPropertyDescriptor( this.constructor.prototype, key ) === undefined &&
  11680. descriptors[ key ].get !== undefined ) {
  11681. Object.defineProperty( this.constructor.prototype, key, descriptors[ key ] );
  11682. }
  11683. }
  11684. }
  11685. /**
  11686. * Serializes this material to JSON.
  11687. *
  11688. * @param {(Object|String)?} meta - The meta information for serialization.
  11689. * @return {Object} The serialized node.
  11690. */
  11691. toJSON( meta ) {
  11692. const isRoot = ( meta === undefined || typeof meta === 'string' );
  11693. if ( isRoot ) {
  11694. meta = {
  11695. textures: {},
  11696. images: {},
  11697. nodes: {}
  11698. };
  11699. }
  11700. const data = Material.prototype.toJSON.call( this, meta );
  11701. const nodeChildren = getNodeChildren( this );
  11702. data.inputNodes = {};
  11703. for ( const { property, childNode } of nodeChildren ) {
  11704. data.inputNodes[ property ] = childNode.toJSON( meta ).uuid;
  11705. }
  11706. // TODO: Copied from Object3D.toJSON
  11707. function extractFromCache( cache ) {
  11708. const values = [];
  11709. for ( const key in cache ) {
  11710. const data = cache[ key ];
  11711. delete data.metadata;
  11712. values.push( data );
  11713. }
  11714. return values;
  11715. }
  11716. if ( isRoot ) {
  11717. const textures = extractFromCache( meta.textures );
  11718. const images = extractFromCache( meta.images );
  11719. const nodes = extractFromCache( meta.nodes );
  11720. if ( textures.length > 0 ) data.textures = textures;
  11721. if ( images.length > 0 ) data.images = images;
  11722. if ( nodes.length > 0 ) data.nodes = nodes;
  11723. }
  11724. return data;
  11725. }
  11726. /**
  11727. * Copies the properties of the given node material to this instance.
  11728. *
  11729. * @param {NodeMaterial} source - The material to copy.
  11730. * @return {NodeMaterial} A reference to this node material.
  11731. */
  11732. copy( source ) {
  11733. this.lightsNode = source.lightsNode;
  11734. this.envNode = source.envNode;
  11735. this.colorNode = source.colorNode;
  11736. this.normalNode = source.normalNode;
  11737. this.opacityNode = source.opacityNode;
  11738. this.backdropNode = source.backdropNode;
  11739. this.backdropAlphaNode = source.backdropAlphaNode;
  11740. this.alphaTestNode = source.alphaTestNode;
  11741. this.positionNode = source.positionNode;
  11742. this.geometryNode = source.geometryNode;
  11743. this.depthNode = source.depthNode;
  11744. this.shadowPositionNode = source.shadowPositionNode;
  11745. this.receivedShadowNode = source.receivedShadowNode;
  11746. this.castShadowNode = source.castShadowNode;
  11747. this.outputNode = source.outputNode;
  11748. this.mrtNode = source.mrtNode;
  11749. this.fragmentNode = source.fragmentNode;
  11750. this.vertexNode = source.vertexNode;
  11751. return super.copy( source );
  11752. }
  11753. }
  11754. const _defaultValues$e = /*@__PURE__*/ new PointsMaterial();
  11755. /**
  11756. * Unlike WebGL, WebGPU can render point primitives only with a size
  11757. * of one pixel. This type node material can be used to mimic the WebGL
  11758. * points rendering by rendering small planes via instancing.
  11759. *
  11760. * This material should be used with {@link InstancedPointsGeometry}.
  11761. *
  11762. * @augments NodeMaterial
  11763. */
  11764. class InstancedPointsNodeMaterial extends NodeMaterial {
  11765. static get type() {
  11766. return 'InstancedPointsNodeMaterial';
  11767. }
  11768. /**
  11769. * Constructs a new instanced points node material.
  11770. *
  11771. * @param {Object?} parameters - The configuration parameter.
  11772. */
  11773. constructor( parameters = {} ) {
  11774. super();
  11775. /**
  11776. * This flag can be used for type testing.
  11777. *
  11778. * @type {Boolean}
  11779. * @readonly
  11780. * @default true
  11781. */
  11782. this.isInstancedPointsNodeMaterial = true;
  11783. /**
  11784. * Whether vertex colors should be used or not. If set to `true`,
  11785. * each point instance can receive a custom color value.
  11786. *
  11787. * @type {Boolean}
  11788. * @default false
  11789. */
  11790. this.useColor = parameters.vertexColors;
  11791. /**
  11792. * The points width in pixels.
  11793. *
  11794. * @type {Number}
  11795. * @default 1
  11796. */
  11797. this.pointWidth = 1;
  11798. /**
  11799. * This node can be used to define the colors for each instance.
  11800. *
  11801. * @type {Node<vec3>?}
  11802. * @default null
  11803. */
  11804. this.pointColorNode = null;
  11805. /**
  11806. * This node can be used to define the width for each point instance.
  11807. *
  11808. * @type {Node<float>?}
  11809. * @default null
  11810. */
  11811. this.pointWidthNode = null;
  11812. this._useAlphaToCoverage = true;
  11813. this.setDefaultValues( _defaultValues$e );
  11814. this.setValues( parameters );
  11815. }
  11816. /**
  11817. * Setups the vertex and fragment stage of this node material.
  11818. *
  11819. * @param {NodeBuilder} builder - The current node builder.
  11820. */
  11821. setup( builder ) {
  11822. const { renderer } = builder;
  11823. const useAlphaToCoverage = this._useAlphaToCoverage;
  11824. const useColor = this.useColor;
  11825. this.vertexNode = Fn( () => {
  11826. const instancePosition = attribute( 'instancePosition' ).xyz;
  11827. // camera space
  11828. const mvPos = vec4( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );
  11829. const aspect = viewport.z.div( viewport.w );
  11830. // clip space
  11831. const clipPos = cameraProjectionMatrix.mul( mvPos );
  11832. // offset in ndc space
  11833. const offset = positionGeometry.xy.toVar();
  11834. offset.mulAssign( this.pointWidthNode ? this.pointWidthNode : materialPointWidth );
  11835. offset.assign( offset.div( viewport.z ) );
  11836. offset.y.assign( offset.y.mul( aspect ) );
  11837. // back to clip space
  11838. offset.assign( offset.mul( clipPos.w ) );
  11839. //clipPos.xy += offset;
  11840. clipPos.addAssign( vec4( offset, 0, 0 ) );
  11841. return clipPos;
  11842. } )();
  11843. this.fragmentNode = Fn( () => {
  11844. const alpha = float( 1 ).toVar();
  11845. const len2 = lengthSq( uv().mul( 2 ).sub( 1 ) );
  11846. if ( useAlphaToCoverage && renderer.samples > 1 ) {
  11847. const dlen = float( len2.fwidth() ).toVar();
  11848. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  11849. } else {
  11850. len2.greaterThan( 1.0 ).discard();
  11851. }
  11852. let pointColorNode;
  11853. if ( this.pointColorNode ) {
  11854. pointColorNode = this.pointColorNode;
  11855. } else {
  11856. if ( useColor ) {
  11857. const instanceColor = attribute( 'instanceColor' );
  11858. pointColorNode = instanceColor.mul( materialColor );
  11859. } else {
  11860. pointColorNode = materialColor;
  11861. }
  11862. }
  11863. alpha.mulAssign( materialOpacity );
  11864. return vec4( pointColorNode, alpha );
  11865. } )();
  11866. super.setup( builder );
  11867. }
  11868. /**
  11869. * Whether alpha to coverage should be used or not.
  11870. *
  11871. * @type {Boolean}
  11872. * @default true
  11873. */
  11874. get alphaToCoverage() {
  11875. return this._useAlphaToCoverage;
  11876. }
  11877. set alphaToCoverage( value ) {
  11878. if ( this._useAlphaToCoverage !== value ) {
  11879. this._useAlphaToCoverage = value;
  11880. this.needsUpdate = true;
  11881. }
  11882. }
  11883. }
  11884. const _defaultValues$d = /*@__PURE__*/ new LineBasicMaterial();
  11885. /**
  11886. * Node material version of `LineBasicMaterial`.
  11887. *
  11888. * @augments NodeMaterial
  11889. */
  11890. class LineBasicNodeMaterial extends NodeMaterial {
  11891. static get type() {
  11892. return 'LineBasicNodeMaterial';
  11893. }
  11894. /**
  11895. * Constructs a new line basic node material.
  11896. *
  11897. * @param {Object?} parameters - The configuration parameter.
  11898. */
  11899. constructor( parameters ) {
  11900. super();
  11901. /**
  11902. * This flag can be used for type testing.
  11903. *
  11904. * @type {Boolean}
  11905. * @readonly
  11906. * @default true
  11907. */
  11908. this.isLineBasicNodeMaterial = true;
  11909. this.setDefaultValues( _defaultValues$d );
  11910. this.setValues( parameters );
  11911. }
  11912. }
  11913. const _defaultValues$c = /*@__PURE__*/ new LineDashedMaterial();
  11914. /**
  11915. * Node material version of `LineDashedMaterial`.
  11916. *
  11917. * @augments NodeMaterial
  11918. */
  11919. class LineDashedNodeMaterial extends NodeMaterial {
  11920. static get type() {
  11921. return 'LineDashedNodeMaterial';
  11922. }
  11923. /**
  11924. * Constructs a new line dashed node material.
  11925. *
  11926. * @param {Object?} parameters - The configuration parameter.
  11927. */
  11928. constructor( parameters ) {
  11929. super();
  11930. /**
  11931. * This flag can be used for type testing.
  11932. *
  11933. * @type {Boolean}
  11934. * @readonly
  11935. * @default true
  11936. */
  11937. this.isLineDashedNodeMaterial = true;
  11938. this.setDefaultValues( _defaultValues$c );
  11939. /**
  11940. * The dash offset.
  11941. *
  11942. * @type {Number}
  11943. * @default 0
  11944. */
  11945. this.dashOffset = 0;
  11946. /**
  11947. * The offset of dash materials is by default inferred from the `dashOffset`
  11948. * property. This node property allows to overwrite the default
  11949. * and define the offset with a node instead.
  11950. *
  11951. * If you don't want to overwrite the offset but modify the existing
  11952. * value instead, use {@link module:MaterialNode.materialLineDashOffset}.
  11953. *
  11954. * @type {Node<float>?}
  11955. * @default null
  11956. */
  11957. this.offsetNode = null;
  11958. /**
  11959. * The scale of dash materials is by default inferred from the `scale`
  11960. * property. This node property allows to overwrite the default
  11961. * and define the scale with a node instead.
  11962. *
  11963. * If you don't want to overwrite the scale but modify the existing
  11964. * value instead, use {@link module:MaterialNode.materialLineScale}.
  11965. *
  11966. * @type {Node<float>?}
  11967. * @default null
  11968. */
  11969. this.dashScaleNode = null;
  11970. /**
  11971. * The dash size of dash materials is by default inferred from the `dashSize`
  11972. * property. This node property allows to overwrite the default
  11973. * and define the dash size with a node instead.
  11974. *
  11975. * If you don't want to overwrite the dash size but modify the existing
  11976. * value instead, use {@link module:MaterialNode.materialLineDashSize}.
  11977. *
  11978. * @type {Node<float>?}
  11979. * @default null
  11980. */
  11981. this.dashSizeNode = null;
  11982. /**
  11983. * The gap size of dash materials is by default inferred from the `gapSize`
  11984. * property. This node property allows to overwrite the default
  11985. * and define the gap size with a node instead.
  11986. *
  11987. * If you don't want to overwrite the gap size but modify the existing
  11988. * value instead, use {@link module:MaterialNode.materialLineGapSize}.
  11989. *
  11990. * @type {Node<float>?}
  11991. * @default null
  11992. */
  11993. this.gapSizeNode = null;
  11994. this.setValues( parameters );
  11995. }
  11996. /**
  11997. * Setups the dash specific node variables.
  11998. *
  11999. * @param {NodeBuilder} builder - The current node builder.
  12000. */
  12001. setupVariants( /* builder */ ) {
  12002. const offsetNode = this.offsetNode ? float( this.offsetNode ) : materialLineDashOffset;
  12003. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  12004. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  12005. const gapSizeNode = this.gapSizeNode ? float( this.gapSizeNode ) : materialLineGapSize;
  12006. dashSize.assign( dashSizeNode );
  12007. gapSize.assign( gapSizeNode );
  12008. const vLineDistance = varying( attribute( 'lineDistance' ).mul( dashScaleNode ) );
  12009. const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
  12010. vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard();
  12011. }
  12012. }
  12013. /** @module ViewportSharedTextureNode **/
  12014. let _sharedFramebuffer = null;
  12015. /**
  12016. * `ViewportTextureNode` creates an internal texture for each node instance. This module
  12017. * shares a texture across all instances of `ViewportSharedTextureNode`. It should
  12018. * be the first choice when using data of the default/screen framebuffer for performance reasons.
  12019. *
  12020. * @augments module:ViewportTextureNode~ViewportTextureNode
  12021. */
  12022. class ViewportSharedTextureNode extends ViewportTextureNode {
  12023. static get type() {
  12024. return 'ViewportSharedTextureNode';
  12025. }
  12026. /**
  12027. * Constructs a new viewport shared texture node.
  12028. *
  12029. * @param {Node} [uvNode=screenUV] - The uv node.
  12030. * @param {Node?} [levelNode=null] - The level node.
  12031. */
  12032. constructor( uvNode = screenUV, levelNode = null ) {
  12033. if ( _sharedFramebuffer === null ) {
  12034. _sharedFramebuffer = new FramebufferTexture();
  12035. }
  12036. super( uvNode, levelNode, _sharedFramebuffer );
  12037. }
  12038. updateReference() {
  12039. return this;
  12040. }
  12041. }
  12042. /**
  12043. * TSL function for creating a shared viewport texture node.
  12044. *
  12045. * @function
  12046. * @param {Node} [uvNode=screenUV] - The uv node.
  12047. * @param {Node?} [levelNode=null] - The level node.
  12048. * @returns {ViewportSharedTextureNode}
  12049. */
  12050. const viewportSharedTexture = /*@__PURE__*/ nodeProxy( ViewportSharedTextureNode );
  12051. const _defaultValues$b = /*@__PURE__*/ new LineDashedMaterial();
  12052. /**
  12053. * This node material can be used to render lines with a size larger than one
  12054. * by representing them as instanced meshes.
  12055. *
  12056. * @augments NodeMaterial
  12057. */
  12058. class Line2NodeMaterial extends NodeMaterial {
  12059. static get type() {
  12060. return 'Line2NodeMaterial';
  12061. }
  12062. /**
  12063. * Constructs a new node material for wide line rendering.
  12064. *
  12065. * @param {Object?} parameters - The configuration parameter.
  12066. */
  12067. constructor( parameters = {} ) {
  12068. super();
  12069. /**
  12070. * This flag can be used for type testing.
  12071. *
  12072. * @type {Boolean}
  12073. * @readonly
  12074. * @default true
  12075. */
  12076. this.isLine2NodeMaterial = true;
  12077. this.setDefaultValues( _defaultValues$b );
  12078. /**
  12079. * Whether vertex colors should be used or not.
  12080. *
  12081. * @type {Boolean}
  12082. * @default false
  12083. */
  12084. this.useColor = parameters.vertexColors;
  12085. /**
  12086. * The dash offset.
  12087. *
  12088. * @type {Number}
  12089. * @default 0
  12090. */
  12091. this.dashOffset = 0;
  12092. /**
  12093. * The line width.
  12094. *
  12095. * @type {Number}
  12096. * @default 0
  12097. */
  12098. this.lineWidth = 1;
  12099. /**
  12100. * Defines the lines color.
  12101. *
  12102. * @type {Node<vec3>?}
  12103. * @default null
  12104. */
  12105. this.lineColorNode = null;
  12106. /**
  12107. * Defines the offset.
  12108. *
  12109. * @type {Node<float>?}
  12110. * @default null
  12111. */
  12112. this.offsetNode = null;
  12113. /**
  12114. * Defines the dash scale.
  12115. *
  12116. * @type {Node<float>?}
  12117. * @default null
  12118. */
  12119. this.dashScaleNode = null;
  12120. /**
  12121. * Defines the dash size.
  12122. *
  12123. * @type {Node<float>?}
  12124. * @default null
  12125. */
  12126. this.dashSizeNode = null;
  12127. /**
  12128. * Defines the gap size.
  12129. *
  12130. * @type {Node<float>?}
  12131. * @default null
  12132. */
  12133. this.gapSizeNode = null;
  12134. /**
  12135. * Blending is set to `NoBlending` since transparency
  12136. * is not supported, yet.
  12137. *
  12138. * @type {Number}
  12139. * @default 0
  12140. */
  12141. this.blending = NoBlending;
  12142. this._useDash = parameters.dashed;
  12143. this._useAlphaToCoverage = true;
  12144. this._useWorldUnits = false;
  12145. this.setValues( parameters );
  12146. }
  12147. /**
  12148. * Setups the vertex and fragment stage of this node material.
  12149. *
  12150. * @param {NodeBuilder} builder - The current node builder.
  12151. */
  12152. setup( builder ) {
  12153. const { renderer } = builder;
  12154. const useAlphaToCoverage = this._useAlphaToCoverage;
  12155. const useColor = this.useColor;
  12156. const useDash = this._useDash;
  12157. const useWorldUnits = this._useWorldUnits;
  12158. const trimSegment = Fn( ( { start, end } ) => {
  12159. const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
  12160. const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
  12161. const nearEstimate = b.mul( - 0.5 ).div( a );
  12162. const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
  12163. return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
  12164. } ).setLayout( {
  12165. name: 'trimSegment',
  12166. type: 'vec4',
  12167. inputs: [
  12168. { name: 'start', type: 'vec4' },
  12169. { name: 'end', type: 'vec4' }
  12170. ]
  12171. } );
  12172. this.vertexNode = Fn( () => {
  12173. const instanceStart = attribute( 'instanceStart' );
  12174. const instanceEnd = attribute( 'instanceEnd' );
  12175. // camera space
  12176. const start = vec4( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ).toVar( 'start' );
  12177. const end = vec4( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) ).toVar( 'end' );
  12178. if ( useDash ) {
  12179. const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  12180. const offsetNode = this.offsetNode ? float( this.offsetNode ) : materialLineDashOffset;
  12181. const instanceDistanceStart = attribute( 'instanceDistanceStart' );
  12182. const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
  12183. let lineDistance = positionGeometry.y.lessThan( 0.5 ).select( dashScaleNode.mul( instanceDistanceStart ), dashScaleNode.mul( instanceDistanceEnd ) );
  12184. lineDistance = lineDistance.add( offsetNode );
  12185. varyingProperty( 'float', 'lineDistance' ).assign( lineDistance );
  12186. }
  12187. if ( useWorldUnits ) {
  12188. varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz );
  12189. varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz );
  12190. }
  12191. const aspect = viewport.z.div( viewport.w );
  12192. // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
  12193. // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
  12194. // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
  12195. // perhaps there is a more elegant solution -- WestLangley
  12196. const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column
  12197. If( perspective, () => {
  12198. If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
  12199. end.assign( trimSegment( { start: start, end: end } ) );
  12200. } ).ElseIf( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
  12201. start.assign( trimSegment( { start: end, end: start } ) );
  12202. } );
  12203. } );
  12204. // clip space
  12205. const clipStart = cameraProjectionMatrix.mul( start );
  12206. const clipEnd = cameraProjectionMatrix.mul( end );
  12207. // ndc space
  12208. const ndcStart = clipStart.xyz.div( clipStart.w );
  12209. const ndcEnd = clipEnd.xyz.div( clipEnd.w );
  12210. // direction
  12211. const dir = ndcEnd.xy.sub( ndcStart.xy ).toVar();
  12212. // account for clip-space aspect ratio
  12213. dir.x.assign( dir.x.mul( aspect ) );
  12214. dir.assign( dir.normalize() );
  12215. const clip = vec4().toVar();
  12216. if ( useWorldUnits ) {
  12217. // get the offset direction as perpendicular to the view vector
  12218. const worldDir = end.xyz.sub( start.xyz ).normalize();
  12219. const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize();
  12220. const worldUp = worldDir.cross( tmpFwd ).normalize();
  12221. const worldFwd = worldDir.cross( worldUp );
  12222. const worldPos = varyingProperty( 'vec4', 'worldPos' );
  12223. worldPos.assign( positionGeometry.y.lessThan( 0.5 ).select( start, end ) );
  12224. // height offset
  12225. const hw = materialLineWidth.mul( 0.5 );
  12226. worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).select( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) );
  12227. // don't extend the line if we're rendering dashes because we
  12228. // won't be rendering the endcaps
  12229. if ( ! useDash ) {
  12230. // cap extension
  12231. worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).select( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) );
  12232. // add width to the box
  12233. worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) );
  12234. // endcaps
  12235. If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
  12236. worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) );
  12237. } );
  12238. }
  12239. // project the worldpos
  12240. clip.assign( cameraProjectionMatrix.mul( worldPos ) );
  12241. // shift the depth of the projected points so the line
  12242. // segments overlap neatly
  12243. const clipPose = vec3().toVar();
  12244. clipPose.assign( positionGeometry.y.lessThan( 0.5 ).select( ndcStart, ndcEnd ) );
  12245. clip.z.assign( clipPose.z.mul( clip.w ) );
  12246. } else {
  12247. const offset = vec2( dir.y, dir.x.negate() ).toVar( 'offset' );
  12248. // undo aspect ratio adjustment
  12249. dir.x.assign( dir.x.div( aspect ) );
  12250. offset.x.assign( offset.x.div( aspect ) );
  12251. // sign flip
  12252. offset.assign( positionGeometry.x.lessThan( 0.0 ).select( offset.negate(), offset ) );
  12253. // endcaps
  12254. If( positionGeometry.y.lessThan( 0.0 ), () => {
  12255. offset.assign( offset.sub( dir ) );
  12256. } ).ElseIf( positionGeometry.y.greaterThan( 1.0 ), () => {
  12257. offset.assign( offset.add( dir ) );
  12258. } );
  12259. // adjust for linewidth
  12260. offset.assign( offset.mul( materialLineWidth ) );
  12261. // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
  12262. offset.assign( offset.div( viewport.w ) );
  12263. // select end
  12264. clip.assign( positionGeometry.y.lessThan( 0.5 ).select( clipStart, clipEnd ) );
  12265. // back to clip space
  12266. offset.assign( offset.mul( clip.w ) );
  12267. clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
  12268. }
  12269. return clip;
  12270. } )();
  12271. const closestLineToLine = Fn( ( { p1, p2, p3, p4 } ) => {
  12272. const p13 = p1.sub( p3 );
  12273. const p43 = p4.sub( p3 );
  12274. const p21 = p2.sub( p1 );
  12275. const d1343 = p13.dot( p43 );
  12276. const d4321 = p43.dot( p21 );
  12277. const d1321 = p13.dot( p21 );
  12278. const d4343 = p43.dot( p43 );
  12279. const d2121 = p21.dot( p21 );
  12280. const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
  12281. const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
  12282. const mua = numer.div( denom ).clamp();
  12283. const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
  12284. return vec2( mua, mub );
  12285. } );
  12286. this.colorNode = Fn( () => {
  12287. const vUv = uv();
  12288. if ( useDash ) {
  12289. const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  12290. const gapSizeNode = this.gapSizeNode ? float( this.gapSizeNode ) : materialLineGapSize;
  12291. dashSize.assign( dashSizeNode );
  12292. gapSize.assign( gapSizeNode );
  12293. const vLineDistance = varyingProperty( 'float', 'lineDistance' );
  12294. vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
  12295. vLineDistance.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
  12296. }
  12297. const alpha = float( 1 ).toVar( 'alpha' );
  12298. if ( useWorldUnits ) {
  12299. const worldStart = varyingProperty( 'vec3', 'worldStart' );
  12300. const worldEnd = varyingProperty( 'vec3', 'worldEnd' );
  12301. // Find the closest points on the view ray and the line segment
  12302. const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 );
  12303. const lineDir = worldEnd.sub( worldStart );
  12304. const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
  12305. const p1 = worldStart.add( lineDir.mul( params.x ) );
  12306. const p2 = rayEnd.mul( params.y );
  12307. const delta = p1.sub( p2 );
  12308. const len = delta.length();
  12309. const norm = len.div( materialLineWidth );
  12310. if ( ! useDash ) {
  12311. if ( useAlphaToCoverage && renderer.samples > 1 ) {
  12312. const dnorm = norm.fwidth();
  12313. alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
  12314. } else {
  12315. norm.greaterThan( 0.5 ).discard();
  12316. }
  12317. }
  12318. } else {
  12319. // round endcaps
  12320. if ( useAlphaToCoverage && renderer.samples > 1 ) {
  12321. const a = vUv.x;
  12322. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  12323. const len2 = a.mul( a ).add( b.mul( b ) );
  12324. const dlen = float( len2.fwidth() ).toVar( 'dlen' );
  12325. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  12326. alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
  12327. } );
  12328. } else {
  12329. If( vUv.y.abs().greaterThan( 1.0 ), () => {
  12330. const a = vUv.x;
  12331. const b = vUv.y.greaterThan( 0.0 ).select( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
  12332. const len2 = a.mul( a ).add( b.mul( b ) );
  12333. len2.greaterThan( 1.0 ).discard();
  12334. } );
  12335. }
  12336. }
  12337. let lineColorNode;
  12338. if ( this.lineColorNode ) {
  12339. lineColorNode = this.lineColorNode;
  12340. } else {
  12341. if ( useColor ) {
  12342. const instanceColorStart = attribute( 'instanceColorStart' );
  12343. const instanceColorEnd = attribute( 'instanceColorEnd' );
  12344. const instanceColor = positionGeometry.y.lessThan( 0.5 ).select( instanceColorStart, instanceColorEnd );
  12345. lineColorNode = instanceColor.mul( materialColor );
  12346. } else {
  12347. lineColorNode = materialColor;
  12348. }
  12349. }
  12350. return vec4( lineColorNode, alpha );
  12351. } )();
  12352. if ( this.transparent ) {
  12353. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  12354. this.outputNode = vec4( this.colorNode.rgb.mul( opacityNode ).add( viewportSharedTexture().rgb.mul( opacityNode.oneMinus() ) ), this.colorNode.a );
  12355. }
  12356. super.setup( builder );
  12357. }
  12358. /**
  12359. * Whether the lines should sized in world units or not.
  12360. * When set to `false` the unit is pixel.
  12361. *
  12362. * @type {Boolean}
  12363. * @default false
  12364. */
  12365. get worldUnits() {
  12366. return this._useWorldUnits;
  12367. }
  12368. set worldUnits( value ) {
  12369. if ( this._useWorldUnits !== value ) {
  12370. this._useWorldUnits = value;
  12371. this.needsUpdate = true;
  12372. }
  12373. }
  12374. /**
  12375. * Whether the lines should be dashed or not.
  12376. *
  12377. * @type {Boolean}
  12378. * @default false
  12379. */
  12380. get dashed() {
  12381. return this._useDash;
  12382. }
  12383. set dashed( value ) {
  12384. if ( this._useDash !== value ) {
  12385. this._useDash = value;
  12386. this.needsUpdate = true;
  12387. }
  12388. }
  12389. /**
  12390. * Whether alpha to coverage should be used or not.
  12391. *
  12392. * @type {Boolean}
  12393. * @default true
  12394. */
  12395. get alphaToCoverage() {
  12396. return this._useAlphaToCoverage;
  12397. }
  12398. set alphaToCoverage( value ) {
  12399. if ( this._useAlphaToCoverage !== value ) {
  12400. this._useAlphaToCoverage = value;
  12401. this.needsUpdate = true;
  12402. }
  12403. }
  12404. }
  12405. /** @module Packing **/
  12406. /**
  12407. * Packs a direction vector into a color value.
  12408. *
  12409. * @method
  12410. * @param {Node<vec3>} node - The direction to pack.
  12411. * @return {Node<vec3>} The color.
  12412. */
  12413. const directionToColor = ( node ) => nodeObject( node ).mul( 0.5 ).add( 0.5 );
  12414. /**
  12415. * Unpacks a color value into a direction vector.
  12416. *
  12417. * @method
  12418. * @param {Node<vec3>} node - The color to unpack.
  12419. * @return {Node<vec3>} The direction.
  12420. */
  12421. const colorToDirection = ( node ) => nodeObject( node ).mul( 2.0 ).sub( 1 );
  12422. const _defaultValues$a = /*@__PURE__*/ new MeshNormalMaterial();
  12423. /**
  12424. * Node material version of `MeshNormalMaterial`.
  12425. *
  12426. * @augments NodeMaterial
  12427. */
  12428. class MeshNormalNodeMaterial extends NodeMaterial {
  12429. static get type() {
  12430. return 'MeshNormalNodeMaterial';
  12431. }
  12432. /**
  12433. * Constructs a new mesh normal node material.
  12434. *
  12435. * @param {Object?} parameters - The configuration parameter.
  12436. */
  12437. constructor( parameters ) {
  12438. super();
  12439. /**
  12440. * This flag can be used for type testing.
  12441. *
  12442. * @type {Boolean}
  12443. * @readonly
  12444. * @default true
  12445. */
  12446. this.isMeshNormalNodeMaterial = true;
  12447. this.setDefaultValues( _defaultValues$a );
  12448. this.setValues( parameters );
  12449. }
  12450. /**
  12451. * Overwrites the default implementation by computing the diffuse color
  12452. * based on the normal data.
  12453. */
  12454. setupDiffuseColor() {
  12455. const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  12456. diffuseColor.assign( vec4( directionToColor( transformedNormalView ), opacityNode ) );
  12457. }
  12458. }
  12459. /** @module EquirectUVNode **/
  12460. /**
  12461. * Can be used to compute texture coordinates for projecting an
  12462. * equirectangular texture onto a mesh for using it as the scene's
  12463. * background.
  12464. *
  12465. * ```js
  12466. * scene.backgroundNode = texture( equirectTexture, equirectUV() );
  12467. * ```
  12468. *
  12469. * @augments TempNode
  12470. */
  12471. class EquirectUVNode extends TempNode {
  12472. static get type() {
  12473. return 'EquirectUVNode';
  12474. }
  12475. /**
  12476. * Constructs a new equirect uv node.
  12477. *
  12478. * @param {Node<vec3>} [dirNode=positionWorldDirection] - A direction vector for sampling which is by default `positionWorldDirection`.
  12479. */
  12480. constructor( dirNode = positionWorldDirection ) {
  12481. super( 'vec2' );
  12482. /**
  12483. * A direction vector for sampling why is by default `positionWorldDirection`.
  12484. *
  12485. * @type {Node<vec3>}
  12486. */
  12487. this.dirNode = dirNode;
  12488. }
  12489. setup() {
  12490. const dir = this.dirNode;
  12491. const u = dir.z.atan( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 );
  12492. const v = dir.y.clamp( - 1.0, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );
  12493. return vec2( u, v );
  12494. }
  12495. }
  12496. /**
  12497. * TSL function for creating an equirect uv node.
  12498. *
  12499. * @function
  12500. * @param {Node<vec3>} [dirNode=positionWorldDirection] - A direction vector for sampling which is by default `positionWorldDirection`.
  12501. * @returns {EquirectUVNode}
  12502. */
  12503. const equirectUV = /*@__PURE__*/ nodeProxy( EquirectUVNode );
  12504. // @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget
  12505. /**
  12506. * This class represents a cube render target. It is a special version
  12507. * of `WebGLCubeRenderTarget` which is compatible with `WebGPURenderer`.
  12508. *
  12509. * @augments WebGLCubeRenderTarget
  12510. */
  12511. class CubeRenderTarget extends WebGLCubeRenderTarget {
  12512. constructor( size = 1, options = {} ) {
  12513. super( size, options );
  12514. this.isCubeRenderTarget = true;
  12515. }
  12516. /**
  12517. * Converts the given equirectangular texture to a cube map.
  12518. *
  12519. * @param {Renderer} renderer - The renderer.
  12520. * @param {Texture} texture - The equirectangular texture.
  12521. * @return {CubeRenderTarget} A reference to this cube render target.
  12522. */
  12523. fromEquirectangularTexture( renderer, texture$1 ) {
  12524. const currentMinFilter = texture$1.minFilter;
  12525. const currentGenerateMipmaps = texture$1.generateMipmaps;
  12526. texture$1.generateMipmaps = true;
  12527. this.texture.type = texture$1.type;
  12528. this.texture.colorSpace = texture$1.colorSpace;
  12529. this.texture.generateMipmaps = texture$1.generateMipmaps;
  12530. this.texture.minFilter = texture$1.minFilter;
  12531. this.texture.magFilter = texture$1.magFilter;
  12532. const geometry = new BoxGeometry( 5, 5, 5 );
  12533. const uvNode = equirectUV( positionWorldDirection );
  12534. const material = new NodeMaterial();
  12535. material.colorNode = texture( texture$1, uvNode, 0 );
  12536. material.side = BackSide;
  12537. material.blending = NoBlending;
  12538. const mesh = new Mesh( geometry, material );
  12539. const scene = new Scene();
  12540. scene.add( mesh );
  12541. // Avoid blurred poles
  12542. if ( texture$1.minFilter === LinearMipmapLinearFilter ) texture$1.minFilter = LinearFilter;
  12543. const camera = new CubeCamera( 1, 10, this );
  12544. const currentMRT = renderer.getMRT();
  12545. renderer.setMRT( null );
  12546. camera.update( renderer, scene );
  12547. renderer.setMRT( currentMRT );
  12548. texture$1.minFilter = currentMinFilter;
  12549. texture$1.currentGenerateMipmaps = currentGenerateMipmaps;
  12550. mesh.geometry.dispose();
  12551. mesh.material.dispose();
  12552. return this;
  12553. }
  12554. }
  12555. /** @module CubeMapNode **/
  12556. const _cache$1 = new WeakMap();
  12557. /**
  12558. * This node can be used to automatically convert environment maps in the
  12559. * equirectangular format into the cube map format.
  12560. *
  12561. * @augments TempNode
  12562. */
  12563. class CubeMapNode extends TempNode {
  12564. static get type() {
  12565. return 'CubeMapNode';
  12566. }
  12567. /**
  12568. * Constructs a new cube map node.
  12569. *
  12570. * @param {Node} envNode - The node representing the environment map.
  12571. */
  12572. constructor( envNode ) {
  12573. super( 'vec3' );
  12574. /**
  12575. * The node representing the environment map.
  12576. *
  12577. * @type {Node}
  12578. */
  12579. this.envNode = envNode;
  12580. /**
  12581. * A reference to the internal cube texture.
  12582. *
  12583. * @private
  12584. * @type {CubeTexture}
  12585. * @default null
  12586. */
  12587. this._cubeTexture = null;
  12588. /**
  12589. * A reference to the internal cube texture node.
  12590. *
  12591. * @private
  12592. * @type {CubeTextureNode}
  12593. */
  12594. this._cubeTextureNode = cubeTexture();
  12595. const defaultTexture = new CubeTexture();
  12596. defaultTexture.isRenderTargetTexture = true;
  12597. /**
  12598. * A default cube texture that acts as a placeholder.
  12599. * It is used when the conversion from equirectangular to cube
  12600. * map has not finished yet for a given texture.
  12601. *
  12602. * @private
  12603. * @type {CubeTexture}
  12604. */
  12605. this._defaultTexture = defaultTexture;
  12606. /**
  12607. * The `updateBeforeType` is set to `NodeUpdateType.RENDER` since the node updates
  12608. * the texture once per render in its {@link CubeMapNode#updateBefore} method.
  12609. *
  12610. * @type {String}
  12611. * @default 'render'
  12612. */
  12613. this.updateBeforeType = NodeUpdateType.RENDER;
  12614. }
  12615. updateBefore( frame ) {
  12616. const { renderer, material } = frame;
  12617. const envNode = this.envNode;
  12618. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  12619. const texture = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  12620. if ( texture && texture.isTexture ) {
  12621. const mapping = texture.mapping;
  12622. if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
  12623. // check for converted cubemap map
  12624. if ( _cache$1.has( texture ) ) {
  12625. const cubeMap = _cache$1.get( texture );
  12626. mapTextureMapping( cubeMap, texture.mapping );
  12627. this._cubeTexture = cubeMap;
  12628. } else {
  12629. // create cube map from equirectangular map
  12630. const image = texture.image;
  12631. if ( isEquirectangularMapReady$1( image ) ) {
  12632. const renderTarget = new CubeRenderTarget( image.height );
  12633. renderTarget.fromEquirectangularTexture( renderer, texture );
  12634. mapTextureMapping( renderTarget.texture, texture.mapping );
  12635. this._cubeTexture = renderTarget.texture;
  12636. _cache$1.set( texture, renderTarget.texture );
  12637. texture.addEventListener( 'dispose', onTextureDispose );
  12638. } else {
  12639. // default cube texture as fallback when equirectangular texture is not yet loaded
  12640. this._cubeTexture = this._defaultTexture;
  12641. }
  12642. }
  12643. //
  12644. this._cubeTextureNode.value = this._cubeTexture;
  12645. } else {
  12646. // envNode already refers to a cube map
  12647. this._cubeTextureNode = this.envNode;
  12648. }
  12649. }
  12650. }
  12651. }
  12652. setup( builder ) {
  12653. this.updateBefore( builder );
  12654. return this._cubeTextureNode;
  12655. }
  12656. }
  12657. /**
  12658. * Returns true if the given equirectangular image has been fully loaded
  12659. * and is ready for further processing.
  12660. *
  12661. * @private
  12662. * @param {Image} image - The equirectangular image to check.
  12663. * @return {Boolean} Whether the image is ready or not.
  12664. */
  12665. function isEquirectangularMapReady$1( image ) {
  12666. if ( image === null || image === undefined ) return false;
  12667. return image.height > 0;
  12668. }
  12669. /**
  12670. * This function is executed when `dispose()` is called on the equirectangular
  12671. * texture. In this case, the generated cube map with its render target
  12672. * is deleted as well.
  12673. *
  12674. * @private
  12675. * @param {Object} event - The event object.
  12676. */
  12677. function onTextureDispose( event ) {
  12678. const texture = event.target;
  12679. texture.removeEventListener( 'dispose', onTextureDispose );
  12680. const renderTarget = _cache$1.get( texture );
  12681. if ( renderTarget !== undefined ) {
  12682. _cache$1.delete( texture );
  12683. renderTarget.dispose();
  12684. }
  12685. }
  12686. /**
  12687. * This function makes sure the generated cube map uses the correct
  12688. * texture mapping that corresponds to the equirectangular original.
  12689. *
  12690. * @private
  12691. * @param {Texture} texture - The cube texture.
  12692. * @param {Number} mapping - The original texture mapping.
  12693. */
  12694. function mapTextureMapping( texture, mapping ) {
  12695. if ( mapping === EquirectangularReflectionMapping ) {
  12696. texture.mapping = CubeReflectionMapping;
  12697. } else if ( mapping === EquirectangularRefractionMapping ) {
  12698. texture.mapping = CubeRefractionMapping;
  12699. }
  12700. }
  12701. /**
  12702. * TSL function for creating a cube map node.
  12703. *
  12704. * @function
  12705. * @param {Node} envNode - The node representing the environment map.
  12706. * @returns {CubeMapNode}
  12707. */
  12708. const cubeMapNode = /*@__PURE__*/ nodeProxy( CubeMapNode );
  12709. /**
  12710. * Represents a basic model for Image-based lighting (IBL). The environment
  12711. * is defined via environment maps in the equirectangular or cube map format.
  12712. * `BasicEnvironmentNode` is intended for non-PBR materials like {@link MeshBasicNodeMaterial}
  12713. * or {@link MeshPhongNodeMaterial}.
  12714. *
  12715. * @augments LightingNode
  12716. */
  12717. class BasicEnvironmentNode extends LightingNode {
  12718. static get type() {
  12719. return 'BasicEnvironmentNode';
  12720. }
  12721. /**
  12722. * Constructs a new basic environment node.
  12723. *
  12724. * @param {Node} [envNode=null] - A node representing the environment.
  12725. */
  12726. constructor( envNode = null ) {
  12727. super();
  12728. /**
  12729. * A node representing the environment.
  12730. *
  12731. * @type {Node}
  12732. * @default null
  12733. */
  12734. this.envNode = envNode;
  12735. }
  12736. setup( builder ) {
  12737. // environment property is used in the finish() method of BasicLightingModel
  12738. builder.context.environment = cubeMapNode( this.envNode );
  12739. }
  12740. }
  12741. /**
  12742. * A specific version of {@link IrradianceNode} that is only relevant
  12743. * for {@link MeshBasicNodeMaterial}. Since the material is unlit, it
  12744. * requires a special scaling factor for the light map.
  12745. *
  12746. * @augments LightingNode
  12747. */
  12748. class BasicLightMapNode extends LightingNode {
  12749. static get type() {
  12750. return 'BasicLightMapNode';
  12751. }
  12752. /**
  12753. * Constructs a new basic light map node.
  12754. *
  12755. * @param {Node<vec3>?} [lightMapNode=null] - The light map node.
  12756. */
  12757. constructor( lightMapNode = null ) {
  12758. super();
  12759. /**
  12760. * The light map node.
  12761. *
  12762. * @type {Node<vec3>?}
  12763. */
  12764. this.lightMapNode = lightMapNode;
  12765. }
  12766. setup( builder ) {
  12767. // irradianceLightMap property is used in the indirectDiffuse() method of BasicLightingModel
  12768. const RECIPROCAL_PI = float( 1 / Math.PI );
  12769. builder.context.irradianceLightMap = this.lightMapNode.mul( RECIPROCAL_PI );
  12770. }
  12771. }
  12772. /**
  12773. * Abstract class for implementing lighting models. The module defines
  12774. * multiple methods that concrete lighting models can implement. These
  12775. * methods are executed at different points during the light evaluation
  12776. * process.
  12777. */
  12778. class LightingModel {
  12779. /**
  12780. * This method is intended for setting up lighting model and context data
  12781. * which are later used in the evaluation process.
  12782. *
  12783. * @abstract
  12784. * @param {ContextNode} input - The current node context.
  12785. * @param {StackNode} stack - The current stack.
  12786. * @param {NodeBuilder} builder - The current node builder.
  12787. */
  12788. start( /*input, stack, builder*/ ) { }
  12789. /**
  12790. * This method is intended for executing final tasks like final updates
  12791. * to the outgoing light.
  12792. *
  12793. * @abstract
  12794. * @param {ContextNode} input - The current node context.
  12795. * @param {StackNode} stack - The current stack.
  12796. * @param {NodeBuilder} builder - The current node builder.
  12797. */
  12798. finish( /*input, stack, builder*/ ) { }
  12799. /**
  12800. * This method is intended for implementing the direct light term and
  12801. * executed during the build process of directional, point and spot light nodes.
  12802. *
  12803. * @abstract
  12804. * @param {Object} input - The input data.
  12805. * @param {StackNode} stack - The current stack.
  12806. * @param {NodeBuilder} builder - The current node builder.
  12807. */
  12808. direct( /*input, stack, builder*/ ) { }
  12809. /**
  12810. * This method is intended for implementing the direct light term for
  12811. * rect area light nodes.
  12812. *
  12813. * @abstract
  12814. * @param {Object} input - The input data.
  12815. * @param {StackNode} stack - The current stack.
  12816. * @param {NodeBuilder} builder - The current node builder.
  12817. */
  12818. directRectArea( /*input, stack, builder*/ ) {}
  12819. /**
  12820. * This method is intended for implementing the indirect light term.
  12821. *
  12822. * @abstract
  12823. * @param {ContextNode} input - The current node context.
  12824. * @param {StackNode} stack - The current stack.
  12825. * @param {NodeBuilder} builder - The current node builder.
  12826. */
  12827. indirect( /*input, stack, builder*/ ) { }
  12828. /**
  12829. * This method is intended for implementing the ambient occlusion term.
  12830. * Unlike other methods, this method must be called manually by the lighting
  12831. * model in its indirect term.
  12832. *
  12833. * @abstract
  12834. * @param {ContextNode} input - The current node context.
  12835. * @param {StackNode} stack - The current stack.
  12836. * @param {NodeBuilder} builder - The current node builder.
  12837. */
  12838. ambientOcclusion( /*input, stack, builder*/ ) { }
  12839. }
  12840. /**
  12841. * Represents the lighting model for unlit materials. The only light contribution
  12842. * is baked indirect lighting modulated with ambient occlusion and the material's
  12843. * diffuse color. Environment mapping is supported. Used in {@link MeshBasicNodeMaterial}.
  12844. *
  12845. * @augments LightingModel
  12846. */
  12847. class BasicLightingModel extends LightingModel {
  12848. /**
  12849. * Constructs a new basic lighting model.
  12850. */
  12851. constructor() {
  12852. super();
  12853. }
  12854. /**
  12855. * Implements the baked indirect lighting with its modulation.
  12856. *
  12857. * @param {ContextNode} context - The current node context.
  12858. * @param {StackNode} stack - The current stack.
  12859. * @param {NodeBuilder} builder - The current node builder.
  12860. */
  12861. indirect( context, stack, builder ) {
  12862. const ambientOcclusion = context.ambientOcclusion;
  12863. const reflectedLight = context.reflectedLight;
  12864. const irradianceLightMap = builder.context.irradianceLightMap;
  12865. reflectedLight.indirectDiffuse.assign( vec4( 0.0 ) );
  12866. // accumulation (baked indirect lighting only)
  12867. if ( irradianceLightMap ) {
  12868. reflectedLight.indirectDiffuse.addAssign( irradianceLightMap );
  12869. } else {
  12870. reflectedLight.indirectDiffuse.addAssign( vec4( 1.0, 1.0, 1.0, 0.0 ) );
  12871. }
  12872. // modulation
  12873. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  12874. reflectedLight.indirectDiffuse.mulAssign( diffuseColor.rgb );
  12875. }
  12876. /**
  12877. * Implements the environment mapping.
  12878. *
  12879. * @param {ContextNode} context - The current node context.
  12880. * @param {StackNode} stack - The current stack.
  12881. * @param {NodeBuilder} builder - The current node builder.
  12882. */
  12883. finish( context, stack, builder ) {
  12884. const material = builder.material;
  12885. const outgoingLight = context.outgoingLight;
  12886. const envNode = builder.context.environment;
  12887. if ( envNode ) {
  12888. switch ( material.combine ) {
  12889. case MultiplyOperation:
  12890. outgoingLight.rgb.assign( mix( outgoingLight.rgb, outgoingLight.rgb.mul( envNode.rgb ), materialSpecularStrength.mul( materialReflectivity ) ) );
  12891. break;
  12892. case MixOperation:
  12893. outgoingLight.rgb.assign( mix( outgoingLight.rgb, envNode.rgb, materialSpecularStrength.mul( materialReflectivity ) ) );
  12894. break;
  12895. case AddOperation:
  12896. outgoingLight.rgb.addAssign( envNode.rgb.mul( materialSpecularStrength.mul( materialReflectivity ) ) );
  12897. break;
  12898. default:
  12899. console.warn( 'THREE.BasicLightingModel: Unsupported .combine value:', material.combine );
  12900. break;
  12901. }
  12902. }
  12903. }
  12904. }
  12905. const _defaultValues$9 = /*@__PURE__*/ new MeshBasicMaterial();
  12906. /**
  12907. * Node material version of `MeshBasicMaterial`.
  12908. *
  12909. * @augments NodeMaterial
  12910. */
  12911. class MeshBasicNodeMaterial extends NodeMaterial {
  12912. static get type() {
  12913. return 'MeshBasicNodeMaterial';
  12914. }
  12915. /**
  12916. * Constructs a new mesh basic node material.
  12917. *
  12918. * @param {Object?} parameters - The configuration parameter.
  12919. */
  12920. constructor( parameters ) {
  12921. super();
  12922. /**
  12923. * This flag can be used for type testing.
  12924. *
  12925. * @type {Boolean}
  12926. * @readonly
  12927. * @default true
  12928. */
  12929. this.isMeshBasicNodeMaterial = true;
  12930. /**
  12931. * Although the basic material is by definition unlit, we set
  12932. * this property to `true` since we use a lighting model to compute
  12933. * the outgoing light of the fragment shader.
  12934. *
  12935. * @type {Boolean}
  12936. * @default true
  12937. */
  12938. this.lights = true;
  12939. this.setDefaultValues( _defaultValues$9 );
  12940. this.setValues( parameters );
  12941. }
  12942. /**
  12943. * Basic materials are not affected by normal and bump maps so we
  12944. * return by default {@link module:Normal.normalView}.
  12945. *
  12946. * @return {Node<vec3>} The normal node.
  12947. */
  12948. setupNormal() {
  12949. return normalView; // see #28839
  12950. }
  12951. /**
  12952. * Overwritten since this type of material uses {@link BasicEnvironmentNode}
  12953. * to implement the default environment mapping.
  12954. *
  12955. * @param {NodeBuilder} builder - The current node builder.
  12956. * @return {BasicEnvironmentNode<vec3>?} The environment node.
  12957. */
  12958. setupEnvironment( builder ) {
  12959. const envNode = super.setupEnvironment( builder );
  12960. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  12961. }
  12962. /**
  12963. * This method must be overwritten since light maps are evaluated
  12964. * with a special scaling factor for basic materials.
  12965. *
  12966. * @param {NodeBuilder} builder - The current node builder.
  12967. * @return {BasicLightMapNode<vec3>?} The light map node.
  12968. */
  12969. setupLightMap( builder ) {
  12970. let node = null;
  12971. if ( builder.material.lightMap ) {
  12972. node = new BasicLightMapNode( materialLightMap );
  12973. }
  12974. return node;
  12975. }
  12976. /**
  12977. * The material overwrites this method because `lights` is set to `true` but
  12978. * we still want to return the diffuse color as the outgoing light.
  12979. *
  12980. * @return {Node<vec3>} The outgoing light node.
  12981. */
  12982. setupOutgoingLight() {
  12983. return diffuseColor.rgb;
  12984. }
  12985. /**
  12986. * Setups the lighting model.
  12987. *
  12988. * @return {BasicLightingModel} The lighting model.
  12989. */
  12990. setupLightingModel() {
  12991. return new BasicLightingModel();
  12992. }
  12993. }
  12994. const F_Schlick = /*@__PURE__*/ Fn( ( { f0, f90, dotVH } ) => {
  12995. // Original approximation by Christophe Schlick '94
  12996. // float fresnel = pow( 1.0 - dotVH, 5.0 );
  12997. // Optimized variant (presented by Epic at SIGGRAPH '13)
  12998. // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
  12999. const fresnel = dotVH.mul( - 5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2();
  13000. return f0.mul( fresnel.oneMinus() ).add( f90.mul( fresnel ) );
  13001. } ); // validated
  13002. const BRDF_Lambert = /*@__PURE__*/ Fn( ( inputs ) => {
  13003. return inputs.diffuseColor.mul( 1 / Math.PI ); // punctual light
  13004. } ); // validated
  13005. const G_BlinnPhong_Implicit = () => float( 0.25 );
  13006. const D_BlinnPhong = /*@__PURE__*/ Fn( ( { dotNH } ) => {
  13007. return shininess.mul( float( 0.5 ) ).add( 1.0 ).mul( float( 1 / Math.PI ) ).mul( dotNH.pow( shininess ) );
  13008. } );
  13009. const BRDF_BlinnPhong = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
  13010. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  13011. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  13012. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  13013. const F = F_Schlick( { f0: specularColor, f90: 1.0, dotVH } );
  13014. const G = G_BlinnPhong_Implicit();
  13015. const D = D_BlinnPhong( { dotNH } );
  13016. return F.mul( G ).mul( D );
  13017. } );
  13018. /**
  13019. * Represents the lighting model for a phong material. Used in {@link MeshPhongNodeMaterial}.
  13020. *
  13021. * @augments BasicLightingModel
  13022. */
  13023. class PhongLightingModel extends BasicLightingModel {
  13024. /**
  13025. * Constructs a new phong lighting model.
  13026. *
  13027. * @param {Boolean} [specular=true] - Whether specular is supported or not.
  13028. */
  13029. constructor( specular = true ) {
  13030. super();
  13031. /**
  13032. * Whether specular is supported or not. Set this to `false` if you are
  13033. * looking for a Lambert-like material meaning a material for non-shiny
  13034. * surfaces, without specular highlights.
  13035. *
  13036. * @type {Boolean}
  13037. * @default true
  13038. */
  13039. this.specular = specular;
  13040. }
  13041. /**
  13042. * Implements the direct lighting. The specular portion is optional an can be controlled
  13043. * with the {@link PhongLightingModel#specular} flag.
  13044. *
  13045. * @param {Object} input - The input data.
  13046. * @param {StackNode} stack - The current stack.
  13047. * @param {NodeBuilder} builder - The current node builder.
  13048. */
  13049. direct( { lightDirection, lightColor, reflectedLight } ) {
  13050. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  13051. const irradiance = dotNL.mul( lightColor );
  13052. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  13053. if ( this.specular === true ) {
  13054. reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_BlinnPhong( { lightDirection } ) ).mul( materialSpecularStrength ) );
  13055. }
  13056. }
  13057. /**
  13058. * Implements the indirect lighting.
  13059. *
  13060. * @param {ContextNode} input - The current node context.
  13061. * @param {StackNode} stack - The current stack.
  13062. * @param {NodeBuilder} builder - The current node builder.
  13063. */
  13064. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  13065. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  13066. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  13067. }
  13068. }
  13069. const _defaultValues$8 = /*@__PURE__*/ new MeshLambertMaterial();
  13070. /**
  13071. * Node material version of `MeshLambertMaterial`.
  13072. *
  13073. * @augments NodeMaterial
  13074. */
  13075. class MeshLambertNodeMaterial extends NodeMaterial {
  13076. static get type() {
  13077. return 'MeshLambertNodeMaterial';
  13078. }
  13079. /**
  13080. * Constructs a new mesh lambert node material.
  13081. *
  13082. * @param {Object?} parameters - The configuration parameter.
  13083. */
  13084. constructor( parameters ) {
  13085. super();
  13086. /**
  13087. * This flag can be used for type testing.
  13088. *
  13089. * @type {Boolean}
  13090. * @readonly
  13091. * @default true
  13092. */
  13093. this.isMeshLambertNodeMaterial = true;
  13094. /**
  13095. * Set to `true` because lambert materials react on lights.
  13096. *
  13097. * @type {Boolean}
  13098. * @default true
  13099. */
  13100. this.lights = true;
  13101. this.setDefaultValues( _defaultValues$8 );
  13102. this.setValues( parameters );
  13103. }
  13104. /**
  13105. * Overwritten since this type of material uses {@link BasicEnvironmentNode}
  13106. * to implement the default environment mapping.
  13107. *
  13108. * @param {NodeBuilder} builder - The current node builder.
  13109. * @return {BasicEnvironmentNode<vec3>?} The environment node.
  13110. */
  13111. setupEnvironment( builder ) {
  13112. const envNode = super.setupEnvironment( builder );
  13113. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  13114. }
  13115. /**
  13116. * Setups the lighting model.
  13117. *
  13118. * @return {PhongLightingModel} The lighting model.
  13119. */
  13120. setupLightingModel( /*builder*/ ) {
  13121. return new PhongLightingModel( false ); // ( specular ) -> force lambert
  13122. }
  13123. }
  13124. const _defaultValues$7 = /*@__PURE__*/ new MeshPhongMaterial();
  13125. /**
  13126. * Node material version of `MeshPhongMaterial`.
  13127. *
  13128. * @augments NodeMaterial
  13129. */
  13130. class MeshPhongNodeMaterial extends NodeMaterial {
  13131. static get type() {
  13132. return 'MeshPhongNodeMaterial';
  13133. }
  13134. /**
  13135. * Constructs a new mesh lambert node material.
  13136. *
  13137. * @param {Object?} parameters - The configuration parameter.
  13138. */
  13139. constructor( parameters ) {
  13140. super();
  13141. /**
  13142. * This flag can be used for type testing.
  13143. *
  13144. * @type {Boolean}
  13145. * @readonly
  13146. * @default true
  13147. */
  13148. this.isMeshPhongNodeMaterial = true;
  13149. /**
  13150. * Set to `true` because phong materials react on lights.
  13151. *
  13152. * @type {Boolean}
  13153. * @default true
  13154. */
  13155. this.lights = true;
  13156. /**
  13157. * The shininess of phong materials is by default inferred from the `shininess`
  13158. * property. This node property allows to overwrite the default
  13159. * and define the shininess with a node instead.
  13160. *
  13161. * If you don't want to overwrite the shininess but modify the existing
  13162. * value instead, use {@link module:MaterialNode.materialShininess}.
  13163. *
  13164. * @type {Node<float>?}
  13165. * @default null
  13166. */
  13167. this.shininessNode = null;
  13168. /**
  13169. * The specular color of phong materials is by default inferred from the
  13170. * `specular` property. This node property allows to overwrite the default
  13171. * and define the specular color with a node instead.
  13172. *
  13173. * If you don't want to overwrite the specular color but modify the existing
  13174. * value instead, use {@link module:MaterialNode.materialSpecular}.
  13175. *
  13176. * @type {Node<vec3>?}
  13177. * @default null
  13178. */
  13179. this.specularNode = null;
  13180. this.setDefaultValues( _defaultValues$7 );
  13181. this.setValues( parameters );
  13182. }
  13183. /**
  13184. * Overwritten since this type of material uses {@link BasicEnvironmentNode}
  13185. * to implement the default environment mapping.
  13186. *
  13187. * @param {NodeBuilder} builder - The current node builder.
  13188. * @return {BasicEnvironmentNode<vec3>?} The environment node.
  13189. */
  13190. setupEnvironment( builder ) {
  13191. const envNode = super.setupEnvironment( builder );
  13192. return envNode ? new BasicEnvironmentNode( envNode ) : null;
  13193. }
  13194. /**
  13195. * Setups the lighting model.
  13196. *
  13197. * @return {PhongLightingModel} The lighting model.
  13198. */
  13199. setupLightingModel( /*builder*/ ) {
  13200. return new PhongLightingModel();
  13201. }
  13202. /**
  13203. * Setups the phong specific node variables.
  13204. *
  13205. * @param {NodeBuilder} builder - The current node builder.
  13206. */
  13207. setupVariants( /*builder*/ ) {
  13208. // SHININESS
  13209. const shininessNode = ( this.shininessNode ? float( this.shininessNode ) : materialShininess ).max( 1e-4 ); // to prevent pow( 0.0, 0.0 )
  13210. shininess.assign( shininessNode );
  13211. // SPECULAR COLOR
  13212. const specularNode = this.specularNode || materialSpecular;
  13213. specularColor.assign( specularNode );
  13214. }
  13215. copy( source ) {
  13216. this.shininessNode = source.shininessNode;
  13217. this.specularNode = source.specularNode;
  13218. return super.copy( source );
  13219. }
  13220. }
  13221. const getGeometryRoughness = /*@__PURE__*/ Fn( ( builder ) => {
  13222. if ( builder.geometry.hasAttribute( 'normal' ) === false ) {
  13223. return float( 0 );
  13224. }
  13225. const dxy = normalView.dFdx().abs().max( normalView.dFdy().abs() );
  13226. const geometryRoughness = dxy.x.max( dxy.y ).max( dxy.z );
  13227. return geometryRoughness;
  13228. } );
  13229. const getRoughness = /*@__PURE__*/ Fn( ( inputs ) => {
  13230. const { roughness } = inputs;
  13231. const geometryRoughness = getGeometryRoughness();
  13232. let roughnessFactor = roughness.max( 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.
  13233. roughnessFactor = roughnessFactor.add( geometryRoughness );
  13234. roughnessFactor = roughnessFactor.min( 1.0 );
  13235. return roughnessFactor;
  13236. } );
  13237. // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
  13238. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  13239. const V_GGX_SmithCorrelated = /*@__PURE__*/ Fn( ( { alpha, dotNL, dotNV } ) => {
  13240. const a2 = alpha.pow2();
  13241. const gv = dotNL.mul( a2.add( a2.oneMinus().mul( dotNV.pow2() ) ).sqrt() );
  13242. const gl = dotNV.mul( a2.add( a2.oneMinus().mul( dotNL.pow2() ) ).sqrt() );
  13243. return div( 0.5, gv.add( gl ).max( EPSILON ) );
  13244. } ).setLayout( {
  13245. name: 'V_GGX_SmithCorrelated',
  13246. type: 'float',
  13247. inputs: [
  13248. { name: 'alpha', type: 'float' },
  13249. { name: 'dotNL', type: 'float' },
  13250. { name: 'dotNV', type: 'float' }
  13251. ]
  13252. } ); // validated
  13253. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  13254. const V_GGX_SmithCorrelated_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } ) => {
  13255. const gv = dotNL.mul( vec3( alphaT.mul( dotTV ), alphaB.mul( dotBV ), dotNV ).length() );
  13256. const gl = dotNV.mul( vec3( alphaT.mul( dotTL ), alphaB.mul( dotBL ), dotNL ).length() );
  13257. const v = div( 0.5, gv.add( gl ) );
  13258. return v.saturate();
  13259. } ).setLayout( {
  13260. name: 'V_GGX_SmithCorrelated_Anisotropic',
  13261. type: 'float',
  13262. inputs: [
  13263. { name: 'alphaT', type: 'float', qualifier: 'in' },
  13264. { name: 'alphaB', type: 'float', qualifier: 'in' },
  13265. { name: 'dotTV', type: 'float', qualifier: 'in' },
  13266. { name: 'dotBV', type: 'float', qualifier: 'in' },
  13267. { name: 'dotTL', type: 'float', qualifier: 'in' },
  13268. { name: 'dotBL', type: 'float', qualifier: 'in' },
  13269. { name: 'dotNV', type: 'float', qualifier: 'in' },
  13270. { name: 'dotNL', type: 'float', qualifier: 'in' }
  13271. ]
  13272. } );
  13273. // Microfacet Models for Refraction through Rough Surfaces - equation (33)
  13274. // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
  13275. // alpha is "roughness squared" in Disney’s reparameterization
  13276. const D_GGX = /*@__PURE__*/ Fn( ( { alpha, dotNH } ) => {
  13277. const a2 = alpha.pow2();
  13278. const denom = dotNH.pow2().mul( a2.oneMinus() ).oneMinus(); // avoid alpha = 0 with dotNH = 1
  13279. return a2.div( denom.pow2() ).mul( 1 / Math.PI );
  13280. } ).setLayout( {
  13281. name: 'D_GGX',
  13282. type: 'float',
  13283. inputs: [
  13284. { name: 'alpha', type: 'float' },
  13285. { name: 'dotNH', type: 'float' }
  13286. ]
  13287. } ); // validated
  13288. const RECIPROCAL_PI = /*@__PURE__*/ float( 1 / Math.PI );
  13289. // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
  13290. const D_GGX_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotNH, dotTH, dotBH } ) => {
  13291. const a2 = alphaT.mul( alphaB );
  13292. const v = vec3( alphaB.mul( dotTH ), alphaT.mul( dotBH ), a2.mul( dotNH ) );
  13293. const v2 = v.dot( v );
  13294. const w2 = a2.div( v2 );
  13295. return RECIPROCAL_PI.mul( a2.mul( w2.pow2() ) );
  13296. } ).setLayout( {
  13297. name: 'D_GGX_Anisotropic',
  13298. type: 'float',
  13299. inputs: [
  13300. { name: 'alphaT', type: 'float', qualifier: 'in' },
  13301. { name: 'alphaB', type: 'float', qualifier: 'in' },
  13302. { name: 'dotNH', type: 'float', qualifier: 'in' },
  13303. { name: 'dotTH', type: 'float', qualifier: 'in' },
  13304. { name: 'dotBH', type: 'float', qualifier: 'in' }
  13305. ]
  13306. } );
  13307. // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
  13308. const BRDF_GGX = /*@__PURE__*/ Fn( ( inputs ) => {
  13309. const { lightDirection, f0, f90, roughness, f, USE_IRIDESCENCE, USE_ANISOTROPY } = inputs;
  13310. const normalView = inputs.normalView || transformedNormalView;
  13311. const alpha = roughness.pow2(); // UE4's roughness
  13312. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  13313. const dotNL = normalView.dot( lightDirection ).clamp();
  13314. const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  13315. const dotNH = normalView.dot( halfDir ).clamp();
  13316. const dotVH = positionViewDirection.dot( halfDir ).clamp();
  13317. let F = F_Schlick( { f0, f90, dotVH } );
  13318. let V, D;
  13319. if ( defined( USE_IRIDESCENCE ) ) {
  13320. F = iridescence.mix( F, f );
  13321. }
  13322. if ( defined( USE_ANISOTROPY ) ) {
  13323. const dotTL = anisotropyT.dot( lightDirection );
  13324. const dotTV = anisotropyT.dot( positionViewDirection );
  13325. const dotTH = anisotropyT.dot( halfDir );
  13326. const dotBL = anisotropyB.dot( lightDirection );
  13327. const dotBV = anisotropyB.dot( positionViewDirection );
  13328. const dotBH = anisotropyB.dot( halfDir );
  13329. V = V_GGX_SmithCorrelated_Anisotropic( { alphaT, alphaB: alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } );
  13330. D = D_GGX_Anisotropic( { alphaT, alphaB: alpha, dotNH, dotTH, dotBH } );
  13331. } else {
  13332. V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
  13333. D = D_GGX( { alpha, dotNH } );
  13334. }
  13335. return F.mul( V ).mul( D );
  13336. } ); // validated
  13337. // Analytical approximation of the DFG LUT, one half of the
  13338. // split-sum approximation used in indirect specular lighting.
  13339. // via 'environmentBRDF' from "Physically Based Shading on Mobile"
  13340. // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
  13341. const DFGApprox = /*@__PURE__*/ Fn( ( { roughness, dotNV } ) => {
  13342. const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
  13343. const c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
  13344. const r = roughness.mul( c0 ).add( c1 );
  13345. const a004 = r.x.mul( r.x ).min( dotNV.mul( - 9.28 ).exp2() ).mul( r.x ).add( r.y );
  13346. const fab = vec2( - 1.04, 1.04 ).mul( a004 ).add( r.zw );
  13347. return fab;
  13348. } ).setLayout( {
  13349. name: 'DFGApprox',
  13350. type: 'vec2',
  13351. inputs: [
  13352. { name: 'roughness', type: 'float' },
  13353. { name: 'dotNV', type: 'vec3' }
  13354. ]
  13355. } );
  13356. const EnvironmentBRDF = /*@__PURE__*/ Fn( ( inputs ) => {
  13357. const { dotNV, specularColor, specularF90, roughness } = inputs;
  13358. const fab = DFGApprox( { dotNV, roughness } );
  13359. return specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) );
  13360. } );
  13361. const Schlick_to_F0 = /*@__PURE__*/ Fn( ( { f, f90, dotVH } ) => {
  13362. const x = dotVH.oneMinus().saturate();
  13363. const x2 = x.mul( x );
  13364. const x5 = x.mul( x2, x2 ).clamp( 0, .9999 );
  13365. return f.sub( vec3( f90 ).mul( x5 ) ).div( x5.oneMinus() );
  13366. } ).setLayout( {
  13367. name: 'Schlick_to_F0',
  13368. type: 'vec3',
  13369. inputs: [
  13370. { name: 'f', type: 'vec3' },
  13371. { name: 'f90', type: 'float' },
  13372. { name: 'dotVH', type: 'float' }
  13373. ]
  13374. } );
  13375. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  13376. const D_Charlie = /*@__PURE__*/ Fn( ( { roughness, dotNH } ) => {
  13377. const alpha = roughness.pow2();
  13378. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
  13379. const invAlpha = float( 1.0 ).div( alpha );
  13380. const cos2h = dotNH.pow2();
  13381. const sin2h = cos2h.oneMinus().max( 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
  13382. return float( 2.0 ).add( invAlpha ).mul( sin2h.pow( invAlpha.mul( 0.5 ) ) ).div( 2.0 * Math.PI );
  13383. } ).setLayout( {
  13384. name: 'D_Charlie',
  13385. type: 'float',
  13386. inputs: [
  13387. { name: 'roughness', type: 'float' },
  13388. { name: 'dotNH', type: 'float' }
  13389. ]
  13390. } );
  13391. // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  13392. const V_Neubelt = /*@__PURE__*/ Fn( ( { dotNV, dotNL } ) => {
  13393. // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
  13394. return float( 1.0 ).div( float( 4.0 ).mul( dotNL.add( dotNV ).sub( dotNL.mul( dotNV ) ) ) );
  13395. } ).setLayout( {
  13396. name: 'V_Neubelt',
  13397. type: 'float',
  13398. inputs: [
  13399. { name: 'dotNV', type: 'float' },
  13400. { name: 'dotNL', type: 'float' }
  13401. ]
  13402. } );
  13403. const BRDF_Sheen = /*@__PURE__*/ Fn( ( { lightDirection } ) => {
  13404. const halfDir = lightDirection.add( positionViewDirection ).normalize();
  13405. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  13406. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp();
  13407. const dotNH = transformedNormalView.dot( halfDir ).clamp();
  13408. const D = D_Charlie( { roughness: sheenRoughness, dotNH } );
  13409. const V = V_Neubelt( { dotNV, dotNL } );
  13410. return sheen.mul( D ).mul( V );
  13411. } );
  13412. // Rect Area Light
  13413. // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
  13414. // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
  13415. // code: https://github.com/selfshadow/ltc_code/
  13416. const LTC_Uv = /*@__PURE__*/ Fn( ( { N, V, roughness } ) => {
  13417. const LUT_SIZE = 64.0;
  13418. const LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
  13419. const LUT_BIAS = 0.5 / LUT_SIZE;
  13420. const dotNV = N.dot( V ).saturate();
  13421. // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
  13422. const uv = vec2( roughness, dotNV.oneMinus().sqrt() );
  13423. uv.assign( uv.mul( LUT_SCALE ).add( LUT_BIAS ) );
  13424. return uv;
  13425. } ).setLayout( {
  13426. name: 'LTC_Uv',
  13427. type: 'vec2',
  13428. inputs: [
  13429. { name: 'N', type: 'vec3' },
  13430. { name: 'V', type: 'vec3' },
  13431. { name: 'roughness', type: 'float' }
  13432. ]
  13433. } );
  13434. const LTC_ClippedSphereFormFactor = /*@__PURE__*/ Fn( ( { f } ) => {
  13435. // Real-Time Area Lighting: a Journey from Research to Production (p.102)
  13436. // An approximation of the form factor of a horizon-clipped rectangle.
  13437. const l = f.length();
  13438. return max$1( l.mul( l ).add( f.z ).div( l.add( 1.0 ) ), 0 );
  13439. } ).setLayout( {
  13440. name: 'LTC_ClippedSphereFormFactor',
  13441. type: 'float',
  13442. inputs: [
  13443. { name: 'f', type: 'vec3' }
  13444. ]
  13445. } );
  13446. const LTC_EdgeVectorFormFactor = /*@__PURE__*/ Fn( ( { v1, v2 } ) => {
  13447. const x = v1.dot( v2 );
  13448. const y = x.abs().toVar();
  13449. // rational polynomial approximation to theta / sin( theta ) / 2PI
  13450. const a = y.mul( 0.0145206 ).add( 0.4965155 ).mul( y ).add( 0.8543985 ).toVar();
  13451. const b = y.add( 4.1616724 ).mul( y ).add( 3.4175940 ).toVar();
  13452. const v = a.div( b );
  13453. const theta_sintheta = x.greaterThan( 0.0 ).select( v, max$1( x.mul( x ).oneMinus(), 1e-7 ).inverseSqrt().mul( 0.5 ).sub( v ) );
  13454. return v1.cross( v2 ).mul( theta_sintheta );
  13455. } ).setLayout( {
  13456. name: 'LTC_EdgeVectorFormFactor',
  13457. type: 'vec3',
  13458. inputs: [
  13459. { name: 'v1', type: 'vec3' },
  13460. { name: 'v2', type: 'vec3' }
  13461. ]
  13462. } );
  13463. const LTC_Evaluate = /*@__PURE__*/ Fn( ( { N, V, P, mInv, p0, p1, p2, p3 } ) => {
  13464. // bail if point is on back side of plane of light
  13465. // assumes ccw winding order of light vertices
  13466. const v1 = p1.sub( p0 ).toVar();
  13467. const v2 = p3.sub( p0 ).toVar();
  13468. const lightNormal = v1.cross( v2 );
  13469. const result = vec3().toVar();
  13470. If( lightNormal.dot( P.sub( p0 ) ).greaterThanEqual( 0.0 ), () => {
  13471. // construct orthonormal basis around N
  13472. const T1 = V.sub( N.mul( V.dot( N ) ) ).normalize();
  13473. const T2 = N.cross( T1 ).negate(); // negated from paper; possibly due to a different handedness of world coordinate system
  13474. // compute transform
  13475. const mat = mInv.mul( mat3( T1, T2, N ).transpose() ).toVar();
  13476. // transform rect
  13477. // & project rect onto sphere
  13478. const coords0 = mat.mul( p0.sub( P ) ).normalize().toVar();
  13479. const coords1 = mat.mul( p1.sub( P ) ).normalize().toVar();
  13480. const coords2 = mat.mul( p2.sub( P ) ).normalize().toVar();
  13481. const coords3 = mat.mul( p3.sub( P ) ).normalize().toVar();
  13482. // calculate vector form factor
  13483. const vectorFormFactor = vec3( 0 ).toVar();
  13484. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords0, v2: coords1 } ) );
  13485. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords1, v2: coords2 } ) );
  13486. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords2, v2: coords3 } ) );
  13487. vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords3, v2: coords0 } ) );
  13488. // adjust for horizon clipping
  13489. result.assign( vec3( LTC_ClippedSphereFormFactor( { f: vectorFormFactor } ) ) );
  13490. } );
  13491. return result;
  13492. } ).setLayout( {
  13493. name: 'LTC_Evaluate',
  13494. type: 'vec3',
  13495. inputs: [
  13496. { name: 'N', type: 'vec3' },
  13497. { name: 'V', type: 'vec3' },
  13498. { name: 'P', type: 'vec3' },
  13499. { name: 'mInv', type: 'mat3' },
  13500. { name: 'p0', type: 'vec3' },
  13501. { name: 'p1', type: 'vec3' },
  13502. { name: 'p2', type: 'vec3' },
  13503. { name: 'p3', type: 'vec3' }
  13504. ]
  13505. } );
  13506. /** @module TextureBicubic **/
  13507. // Mipped Bicubic Texture Filtering by N8
  13508. // https://www.shadertoy.com/view/Dl2SDW
  13509. const bC = 1.0 / 6.0;
  13510. const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 ) ).add( 1.0 ) );
  13511. const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) );
  13512. const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( - 3.0, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) );
  13513. const w3 = ( a ) => mul( bC, pow( a, 3 ) );
  13514. const g0 = ( a ) => w0( a ).add( w1( a ) );
  13515. const g1 = ( a ) => w2( a ).add( w3( a ) );
  13516. // h0 and h1 are the two offset functions
  13517. const h0 = ( a ) => add( - 1.0, w1( a ).div( w0( a ).add( w1( a ) ) ) );
  13518. const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) );
  13519. const bicubic = ( textureNode, texelSize, lod ) => {
  13520. const uv = textureNode.uvNode;
  13521. const uvScaled = mul( uv, texelSize.zw ).add( 0.5 );
  13522. const iuv = floor( uvScaled );
  13523. const fuv = fract( uvScaled );
  13524. const g0x = g0( fuv.x );
  13525. const g1x = g1( fuv.x );
  13526. const h0x = h0( fuv.x );
  13527. const h1x = h1( fuv.x );
  13528. const h0y = h0( fuv.y );
  13529. const h1y = h1( fuv.y );
  13530. const p0 = vec2( iuv.x.add( h0x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  13531. const p1 = vec2( iuv.x.add( h1x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  13532. const p2 = vec2( iuv.x.add( h0x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  13533. const p3 = vec2( iuv.x.add( h1x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  13534. const a = g0( fuv.y ).mul( add( g0x.mul( textureNode.sample( p0 ).level( lod ) ), g1x.mul( textureNode.sample( p1 ).level( lod ) ) ) );
  13535. const b = g1( fuv.y ).mul( add( g0x.mul( textureNode.sample( p2 ).level( lod ) ), g1x.mul( textureNode.sample( p3 ).level( lod ) ) ) );
  13536. return a.add( b );
  13537. };
  13538. /**
  13539. * Applies mipped bicubic texture filtering to the given texture node.
  13540. *
  13541. * @method
  13542. * @param {TextureNode} textureNode - The texture node that should be filtered.
  13543. * @param {Node<float>} [lodNode=float(3)] - Defines the LOD to sample from.
  13544. * @return {Node} The filtered texture sample.
  13545. */
  13546. const textureBicubic = /*@__PURE__*/ Fn( ( [ textureNode, lodNode = float( 3 ) ] ) => {
  13547. const fLodSize = vec2( textureNode.size( int( lodNode ) ) );
  13548. const cLodSize = vec2( textureNode.size( int( lodNode.add( 1.0 ) ) ) );
  13549. const fLodSizeInv = div( 1.0, fLodSize );
  13550. const cLodSizeInv = div( 1.0, cLodSize );
  13551. const fSample = bicubic( textureNode, vec4( fLodSizeInv, fLodSize ), floor( lodNode ) );
  13552. const cSample = bicubic( textureNode, vec4( cLodSizeInv, cLodSize ), ceil( lodNode ) );
  13553. return fract( lodNode ).mix( fSample, cSample );
  13554. } );
  13555. //
  13556. // Transmission
  13557. //
  13558. const getVolumeTransmissionRay = /*@__PURE__*/ Fn( ( [ n, v, thickness, ior, modelMatrix ] ) => {
  13559. // Direction of refracted light.
  13560. const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) );
  13561. // Compute rotation-independent scaling of the model matrix.
  13562. const modelScale = vec3(
  13563. length( modelMatrix[ 0 ].xyz ),
  13564. length( modelMatrix[ 1 ].xyz ),
  13565. length( modelMatrix[ 2 ].xyz )
  13566. );
  13567. // The thickness is specified in local space.
  13568. return normalize( refractionVector ).mul( thickness.mul( modelScale ) );
  13569. } ).setLayout( {
  13570. name: 'getVolumeTransmissionRay',
  13571. type: 'vec3',
  13572. inputs: [
  13573. { name: 'n', type: 'vec3' },
  13574. { name: 'v', type: 'vec3' },
  13575. { name: 'thickness', type: 'float' },
  13576. { name: 'ior', type: 'float' },
  13577. { name: 'modelMatrix', type: 'mat4' }
  13578. ]
  13579. } );
  13580. const applyIorToRoughness = /*@__PURE__*/ Fn( ( [ roughness, ior ] ) => {
  13581. // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
  13582. // an IOR of 1.5 results in the default amount of microfacet refraction.
  13583. return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) );
  13584. } ).setLayout( {
  13585. name: 'applyIorToRoughness',
  13586. type: 'float',
  13587. inputs: [
  13588. { name: 'roughness', type: 'float' },
  13589. { name: 'ior', type: 'float' }
  13590. ]
  13591. } );
  13592. const viewportBackSideTexture = /*@__PURE__*/ viewportMipTexture();
  13593. const viewportFrontSideTexture = /*@__PURE__*/ viewportMipTexture();
  13594. const getTransmissionSample = /*@__PURE__*/ Fn( ( [ fragCoord, roughness, ior ], { material } ) => {
  13595. const vTexture = material.side === BackSide ? viewportBackSideTexture : viewportFrontSideTexture;
  13596. const transmissionSample = vTexture.sample( fragCoord );
  13597. //const transmissionSample = viewportMipTexture( fragCoord );
  13598. const lod = log2( screenSize.x ).mul( applyIorToRoughness( roughness, ior ) );
  13599. return textureBicubic( transmissionSample, lod );
  13600. } );
  13601. const volumeAttenuation = /*@__PURE__*/ Fn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => {
  13602. If( attenuationDistance.notEqual( 0 ), () => {
  13603. // Compute light attenuation using Beer's law.
  13604. const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance );
  13605. const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) );
  13606. return transmittance;
  13607. } );
  13608. // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
  13609. return vec3( 1.0 );
  13610. } ).setLayout( {
  13611. name: 'volumeAttenuation',
  13612. type: 'vec3',
  13613. inputs: [
  13614. { name: 'transmissionDistance', type: 'float' },
  13615. { name: 'attenuationColor', type: 'vec3' },
  13616. { name: 'attenuationDistance', type: 'float' }
  13617. ]
  13618. } );
  13619. const getIBLVolumeRefraction = /*@__PURE__*/ Fn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance, dispersion ] ) => {
  13620. let transmittedLight, transmittance;
  13621. if ( dispersion ) {
  13622. transmittedLight = vec4().toVar();
  13623. transmittance = vec3().toVar();
  13624. const halfSpread = ior.sub( 1.0 ).mul( dispersion.mul( 0.025 ) );
  13625. const iors = vec3( ior.sub( halfSpread ), ior, ior.add( halfSpread ) );
  13626. Loop( { start: 0, end: 3 }, ( { i } ) => {
  13627. const ior = iors.element( i );
  13628. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  13629. const refractedRayExit = position.add( transmissionRay );
  13630. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  13631. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  13632. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  13633. refractionCoords.addAssign( 1.0 );
  13634. refractionCoords.divAssign( 2.0 );
  13635. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  13636. // Sample framebuffer to get pixel the refracted ray hits.
  13637. const transmissionSample = getTransmissionSample( refractionCoords, roughness, ior );
  13638. transmittedLight.element( i ).assign( transmissionSample.element( i ) );
  13639. transmittedLight.a.addAssign( transmissionSample.a );
  13640. transmittance.element( i ).assign( diffuseColor.element( i ).mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ).element( i ) ) );
  13641. } );
  13642. transmittedLight.a.divAssign( 3.0 );
  13643. } else {
  13644. const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  13645. const refractedRayExit = position.add( transmissionRay );
  13646. // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  13647. const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  13648. const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  13649. refractionCoords.addAssign( 1.0 );
  13650. refractionCoords.divAssign( 2.0 );
  13651. refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu
  13652. // Sample framebuffer to get pixel the refracted ray hits.
  13653. transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
  13654. transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) );
  13655. }
  13656. const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb );
  13657. const dotNV = n.dot( v ).clamp();
  13658. // Get the specular component.
  13659. const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness
  13660. dotNV,
  13661. specularColor,
  13662. specularF90,
  13663. roughness
  13664. } ) );
  13665. // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
  13666. // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
  13667. const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 );
  13668. return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() );
  13669. } );
  13670. //
  13671. // Iridescence
  13672. //
  13673. // XYZ to linear-sRGB color space
  13674. const XYZ_TO_REC709 = /*@__PURE__*/ mat3(
  13675. 3.2404542, - 0.9692660, 0.0556434,
  13676. - 1.5371385, 1.8760108, - 0.2040259,
  13677. - 0.4985314, 0.0415560, 1.0572252
  13678. );
  13679. // Assume air interface for top
  13680. // Note: We don't handle the case fresnel0 == 1
  13681. const Fresnel0ToIor = ( fresnel0 ) => {
  13682. const sqrtF0 = fresnel0.sqrt();
  13683. return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) );
  13684. };
  13685. // ior is a value between 1.0 and 3.0. 1.0 is air interface
  13686. const IorToFresnel0 = ( transmittedIor, incidentIor ) => {
  13687. return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2();
  13688. };
  13689. // Fresnel equations for dielectric/dielectric interfaces.
  13690. // Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html
  13691. // Evaluation XYZ sensitivity curves in Fourier space
  13692. const evalSensitivity = ( OPD, shift ) => {
  13693. const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 );
  13694. const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
  13695. const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
  13696. const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
  13697. 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( - 4.5282e+09 ).exp() );
  13698. 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() );
  13699. xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 );
  13700. const rgb = XYZ_TO_REC709.mul( xyz );
  13701. return rgb;
  13702. };
  13703. const evalIridescence = /*@__PURE__*/ Fn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => {
  13704. // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0
  13705. const iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
  13706. // Evaluate the cosTheta on the base layer (Snell law)
  13707. const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( cosTheta1.pow2().oneMinus() );
  13708. // Handle TIR:
  13709. const cosTheta2Sq = sinTheta2Sq.oneMinus();
  13710. If( cosTheta2Sq.lessThan( 0 ), () => {
  13711. return vec3( 1.0 );
  13712. } );
  13713. const cosTheta2 = cosTheta2Sq.sqrt();
  13714. // First interface
  13715. const R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
  13716. const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } );
  13717. //const R21 = R12;
  13718. const T121 = R12.oneMinus();
  13719. const phi12 = iridescenceIOR.lessThan( outsideIOR ).select( Math.PI, 0.0 );
  13720. const phi21 = float( Math.PI ).sub( phi12 );
  13721. // Second interface
  13722. const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0
  13723. const R1 = IorToFresnel0( baseIOR, iridescenceIOR.toVec3() );
  13724. const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } );
  13725. const phi23 = vec3(
  13726. baseIOR.x.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  13727. baseIOR.y.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  13728. baseIOR.z.lessThan( iridescenceIOR ).select( Math.PI, 0.0 )
  13729. );
  13730. // Phase shift
  13731. const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 );
  13732. const phi = vec3( phi21 ).add( phi23 );
  13733. // Compound terms
  13734. const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 );
  13735. const r123 = R123.sqrt();
  13736. const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) );
  13737. // Reflectance term for m = 0 (DC term amplitude)
  13738. const C0 = R12.add( Rs );
  13739. const I = C0.toVar();
  13740. // Reflectance term for m > 0 (pairs of diracs)
  13741. const Cm = Rs.sub( T121 ).toVar();
  13742. Loop( { start: 1, end: 2, condition: '<=', name: 'm' }, ( { m } ) => {
  13743. Cm.mulAssign( r123 );
  13744. const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 );
  13745. I.addAssign( Cm.mul( Sm ) );
  13746. } );
  13747. // Since out of gamut colors might be produced, negative color values are clamped to 0.
  13748. return I.max( vec3( 0.0 ) );
  13749. } ).setLayout( {
  13750. name: 'evalIridescence',
  13751. type: 'vec3',
  13752. inputs: [
  13753. { name: 'outsideIOR', type: 'float' },
  13754. { name: 'eta2', type: 'float' },
  13755. { name: 'cosTheta1', type: 'float' },
  13756. { name: 'thinFilmThickness', type: 'float' },
  13757. { name: 'baseF0', type: 'vec3' }
  13758. ]
  13759. } );
  13760. //
  13761. // Sheen
  13762. //
  13763. // This is a curve-fit approximation to the "Charlie sheen" BRDF integrated over the hemisphere from
  13764. // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
  13765. // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
  13766. const IBLSheenBRDF = /*@__PURE__*/ Fn( ( { normal, viewDir, roughness } ) => {
  13767. const dotNV = normal.dot( viewDir ).saturate();
  13768. const r2 = roughness.pow2();
  13769. const a = select(
  13770. roughness.lessThan( 0.25 ),
  13771. float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ),
  13772. float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 )
  13773. );
  13774. const b = select(
  13775. roughness.lessThan( 0.25 ),
  13776. float( 44.0 ).mul( r2 ).sub( float( 23.7 ).mul( roughness ) ).add( 3.26 ),
  13777. float( 1.97 ).mul( r2 ).sub( float( 3.27 ).mul( roughness ) ).add( 0.72 )
  13778. );
  13779. const DG = select( roughness.lessThan( 0.25 ), 0.0, float( 0.1 ).mul( roughness ).sub( 0.025 ) ).add( a.mul( dotNV ).add( b ).exp() );
  13780. return DG.mul( 1.0 / Math.PI ).saturate();
  13781. } );
  13782. const clearcoatF0 = vec3( 0.04 );
  13783. const clearcoatF90 = float( 1 );
  13784. /**
  13785. * Represents the lighting model for a PBR material.
  13786. *
  13787. * @augments LightingModel
  13788. */
  13789. class PhysicalLightingModel extends LightingModel {
  13790. /**
  13791. * Constructs a new physical lighting model.
  13792. *
  13793. * @param {Boolean} [clearcoat=false] - Whether clearcoat is supported or not.
  13794. * @param {Boolean} [sheen=false] - Whether sheen is supported or not.
  13795. * @param {Boolean} [iridescence=false] - Whether iridescence is supported or not.
  13796. * @param {Boolean} [anisotropy=false] - Whether anisotropy is supported or not.
  13797. * @param {Boolean} [transmission=false] - Whether transmission is supported or not.
  13798. * @param {Boolean} [dispersion=false] - Whether dispersion is supported or not.
  13799. */
  13800. constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false ) {
  13801. super();
  13802. /**
  13803. * Whether clearcoat is supported or not.
  13804. *
  13805. * @type {Boolean}
  13806. * @default false
  13807. */
  13808. this.clearcoat = clearcoat;
  13809. /**
  13810. * Whether sheen is supported or not.
  13811. *
  13812. * @type {Boolean}
  13813. * @default false
  13814. */
  13815. this.sheen = sheen;
  13816. /**
  13817. * Whether iridescence is supported or not.
  13818. *
  13819. * @type {Boolean}
  13820. * @default false
  13821. */
  13822. this.iridescence = iridescence;
  13823. /**
  13824. * Whether anisotropy is supported or not.
  13825. *
  13826. * @type {Boolean}
  13827. * @default false
  13828. */
  13829. this.anisotropy = anisotropy;
  13830. /**
  13831. * Whether transmission is supported or not.
  13832. *
  13833. * @type {Boolean}
  13834. * @default false
  13835. */
  13836. this.transmission = transmission;
  13837. /**
  13838. * Whether dispersion is supported or not.
  13839. *
  13840. * @type {Boolean}
  13841. * @default false
  13842. */
  13843. this.dispersion = dispersion;
  13844. /**
  13845. * The clear coat radiance.
  13846. *
  13847. * @type {Node?}
  13848. * @default null
  13849. */
  13850. this.clearcoatRadiance = null;
  13851. /**
  13852. * The clear coat specular direct.
  13853. *
  13854. * @type {Node?}
  13855. * @default null
  13856. */
  13857. this.clearcoatSpecularDirect = null;
  13858. /**
  13859. * The clear coat specular indirect.
  13860. *
  13861. * @type {Node?}
  13862. * @default null
  13863. */
  13864. this.clearcoatSpecularIndirect = null;
  13865. /**
  13866. * The sheen specular direct.
  13867. *
  13868. * @type {Node?}
  13869. * @default null
  13870. */
  13871. this.sheenSpecularDirect = null;
  13872. /**
  13873. * The sheen specular indirect.
  13874. *
  13875. * @type {Node?}
  13876. * @default null
  13877. */
  13878. this.sheenSpecularIndirect = null;
  13879. /**
  13880. * The iridescence Fresnel.
  13881. *
  13882. * @type {Node?}
  13883. * @default null
  13884. */
  13885. this.iridescenceFresnel = null;
  13886. /**
  13887. * The iridescence F0.
  13888. *
  13889. * @type {Node?}
  13890. * @default null
  13891. */
  13892. this.iridescenceF0 = null;
  13893. }
  13894. /**
  13895. * Depending on what features are requested, the method prepares certain node variables
  13896. * which are later used for lighting computations.
  13897. *
  13898. * @param {ContextNode} context - The current node context.
  13899. */
  13900. start( context ) {
  13901. if ( this.clearcoat === true ) {
  13902. this.clearcoatRadiance = vec3().toVar( 'clearcoatRadiance' );
  13903. this.clearcoatSpecularDirect = vec3().toVar( 'clearcoatSpecularDirect' );
  13904. this.clearcoatSpecularIndirect = vec3().toVar( 'clearcoatSpecularIndirect' );
  13905. }
  13906. if ( this.sheen === true ) {
  13907. this.sheenSpecularDirect = vec3().toVar( 'sheenSpecularDirect' );
  13908. this.sheenSpecularIndirect = vec3().toVar( 'sheenSpecularIndirect' );
  13909. }
  13910. if ( this.iridescence === true ) {
  13911. const dotNVi = transformedNormalView.dot( positionViewDirection ).clamp();
  13912. this.iridescenceFresnel = evalIridescence( {
  13913. outsideIOR: float( 1.0 ),
  13914. eta2: iridescenceIOR,
  13915. cosTheta1: dotNVi,
  13916. thinFilmThickness: iridescenceThickness,
  13917. baseF0: specularColor
  13918. } );
  13919. this.iridescenceF0 = Schlick_to_F0( { f: this.iridescenceFresnel, f90: 1.0, dotVH: dotNVi } );
  13920. }
  13921. if ( this.transmission === true ) {
  13922. const position = positionWorld;
  13923. const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX
  13924. const n = transformedNormalWorld;
  13925. context.backdrop = getIBLVolumeRefraction(
  13926. n,
  13927. v,
  13928. roughness,
  13929. diffuseColor,
  13930. specularColor,
  13931. specularF90, // specularF90
  13932. position, // positionWorld
  13933. modelWorldMatrix, // modelMatrix
  13934. cameraViewMatrix, // viewMatrix
  13935. cameraProjectionMatrix, // projMatrix
  13936. ior,
  13937. thickness,
  13938. attenuationColor,
  13939. attenuationDistance,
  13940. this.dispersion ? dispersion : null
  13941. );
  13942. context.backdropAlpha = transmission;
  13943. diffuseColor.a.mulAssign( mix( 1, context.backdrop.a, transmission ) );
  13944. }
  13945. }
  13946. // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
  13947. // Approximates multi-scattering in order to preserve energy.
  13948. // http://www.jcgt.org/published/0008/01/03/
  13949. computeMultiscattering( singleScatter, multiScatter, specularF90 ) {
  13950. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  13951. const fab = DFGApprox( { roughness, dotNV } );
  13952. const Fr = this.iridescenceF0 ? iridescence.mix( specularColor, this.iridescenceF0 ) : specularColor;
  13953. const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) );
  13954. const Ess = fab.x.add( fab.y );
  13955. const Ems = Ess.oneMinus();
  13956. const Favg = specularColor.add( specularColor.oneMinus().mul( 0.047619 ) ); // 1/21
  13957. const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() );
  13958. singleScatter.addAssign( FssEss );
  13959. multiScatter.addAssign( Fms.mul( Ems ) );
  13960. }
  13961. /**
  13962. * Implements the direct light.
  13963. *
  13964. * @param {Object} input - The input data.
  13965. * @param {StackNode} stack - The current stack.
  13966. * @param {NodeBuilder} builder - The current node builder.
  13967. */
  13968. direct( { lightDirection, lightColor, reflectedLight } ) {
  13969. const dotNL = transformedNormalView.dot( lightDirection ).clamp();
  13970. const irradiance = dotNL.mul( lightColor );
  13971. if ( this.sheen === true ) {
  13972. this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) );
  13973. }
  13974. if ( this.clearcoat === true ) {
  13975. const dotNLcc = transformedClearcoatNormalView.dot( lightDirection ).clamp();
  13976. const ccIrradiance = dotNLcc.mul( lightColor );
  13977. this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: transformedClearcoatNormalView } ) ) );
  13978. }
  13979. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  13980. 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 } ) ) );
  13981. }
  13982. /**
  13983. * This method is intended for implementing the direct light term for
  13984. * rect area light nodes.
  13985. *
  13986. * @param {Object} input - The input data.
  13987. * @param {StackNode} stack - The current stack.
  13988. * @param {NodeBuilder} builder - The current node builder.
  13989. */
  13990. directRectArea( { lightColor, lightPosition, halfWidth, halfHeight, reflectedLight, ltc_1, ltc_2 } ) {
  13991. const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction
  13992. const p1 = lightPosition.sub( halfWidth ).sub( halfHeight );
  13993. const p2 = lightPosition.sub( halfWidth ).add( halfHeight );
  13994. const p3 = lightPosition.add( halfWidth ).add( halfHeight );
  13995. const N = transformedNormalView;
  13996. const V = positionViewDirection;
  13997. const P = positionView.toVar();
  13998. const uv = LTC_Uv( { N, V, roughness } );
  13999. const t1 = ltc_1.sample( uv ).toVar();
  14000. const t2 = ltc_2.sample( uv ).toVar();
  14001. const mInv = mat3(
  14002. vec3( t1.x, 0, t1.y ),
  14003. vec3( 0, 1, 0 ),
  14004. vec3( t1.z, 0, t1.w )
  14005. ).toVar();
  14006. // LTC Fresnel Approximation by Stephen Hill
  14007. // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
  14008. const fresnel = specularColor.mul( t2.x ).add( specularColor.oneMinus().mul( t2.y ) ).toVar();
  14009. reflectedLight.directSpecular.addAssign( lightColor.mul( fresnel ).mul( LTC_Evaluate( { N, V, P, mInv, p0, p1, p2, p3 } ) ) );
  14010. 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 } ) ) );
  14011. }
  14012. /**
  14013. * Implements the indirect lighting.
  14014. *
  14015. * @param {ContextNode} context - The current node context.
  14016. * @param {StackNode} stack - The current stack.
  14017. * @param {NodeBuilder} builder - The current node builder.
  14018. */
  14019. indirect( context, stack, builder ) {
  14020. this.indirectDiffuse( context, stack, builder );
  14021. this.indirectSpecular( context, stack, builder );
  14022. this.ambientOcclusion( context, stack, builder );
  14023. }
  14024. /**
  14025. * Implements the indirect diffuse term.
  14026. *
  14027. * @param {ContextNode} input - The current node context.
  14028. * @param {StackNode} stack - The current stack.
  14029. * @param {NodeBuilder} builder - The current node builder.
  14030. */
  14031. indirectDiffuse( { irradiance, reflectedLight } ) {
  14032. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  14033. }
  14034. /**
  14035. * Implements the indirect specular term.
  14036. *
  14037. * @param {ContextNode} input - The current node context.
  14038. * @param {StackNode} stack - The current stack.
  14039. * @param {NodeBuilder} builder - The current node builder.
  14040. */
  14041. indirectSpecular( { radiance, iblIrradiance, reflectedLight } ) {
  14042. if ( this.sheen === true ) {
  14043. this.sheenSpecularIndirect.addAssign( iblIrradiance.mul(
  14044. sheen,
  14045. IBLSheenBRDF( {
  14046. normal: transformedNormalView,
  14047. viewDir: positionViewDirection,
  14048. roughness: sheenRoughness
  14049. } )
  14050. ) );
  14051. }
  14052. if ( this.clearcoat === true ) {
  14053. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  14054. const clearcoatEnv = EnvironmentBRDF( {
  14055. dotNV: dotNVcc,
  14056. specularColor: clearcoatF0,
  14057. specularF90: clearcoatF90,
  14058. roughness: clearcoatRoughness
  14059. } );
  14060. this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) );
  14061. }
  14062. // Both indirect specular and indirect diffuse light accumulate here
  14063. const singleScattering = vec3().toVar( 'singleScattering' );
  14064. const multiScattering = vec3().toVar( 'multiScattering' );
  14065. const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI );
  14066. this.computeMultiscattering( singleScattering, multiScattering, specularF90 );
  14067. const totalScattering = singleScattering.add( multiScattering );
  14068. const diffuse = diffuseColor.mul( totalScattering.r.max( totalScattering.g ).max( totalScattering.b ).oneMinus() );
  14069. reflectedLight.indirectSpecular.addAssign( radiance.mul( singleScattering ) );
  14070. reflectedLight.indirectSpecular.addAssign( multiScattering.mul( cosineWeightedIrradiance ) );
  14071. reflectedLight.indirectDiffuse.addAssign( diffuse.mul( cosineWeightedIrradiance ) );
  14072. }
  14073. /**
  14074. * Implements the ambient occlusion term.
  14075. *
  14076. * @param {ContextNode} input - The current node context.
  14077. * @param {StackNode} stack - The current stack.
  14078. * @param {NodeBuilder} builder - The current node builder.
  14079. */
  14080. ambientOcclusion( { ambientOcclusion, reflectedLight } ) {
  14081. const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  14082. const aoNV = dotNV.add( ambientOcclusion );
  14083. const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2();
  14084. const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();
  14085. if ( this.clearcoat === true ) {
  14086. this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion );
  14087. }
  14088. if ( this.sheen === true ) {
  14089. this.sheenSpecularIndirect.mulAssign( ambientOcclusion );
  14090. }
  14091. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  14092. reflectedLight.indirectSpecular.mulAssign( aoNode );
  14093. }
  14094. /**
  14095. * Used for final lighting accumulations depending on the requested features.
  14096. *
  14097. * @param {ContextNode} context - The current node context.
  14098. * @param {StackNode} stack - The current stack.
  14099. * @param {NodeBuilder} builder - The current node builder.
  14100. */
  14101. finish( context ) {
  14102. const { outgoingLight } = context;
  14103. if ( this.clearcoat === true ) {
  14104. const dotNVcc = transformedClearcoatNormalView.dot( positionViewDirection ).clamp();
  14105. const Fcc = F_Schlick( {
  14106. dotVH: dotNVcc,
  14107. f0: clearcoatF0,
  14108. f90: clearcoatF90
  14109. } );
  14110. const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) );
  14111. outgoingLight.assign( clearcoatLight );
  14112. }
  14113. if ( this.sheen === true ) {
  14114. const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( 0.157 ).oneMinus();
  14115. const sheenLight = outgoingLight.mul( sheenEnergyComp ).add( this.sheenSpecularDirect, this.sheenSpecularIndirect );
  14116. outgoingLight.assign( sheenLight );
  14117. }
  14118. }
  14119. }
  14120. // These defines must match with PMREMGenerator
  14121. const cubeUV_r0 = /*@__PURE__*/ float( 1.0 );
  14122. const cubeUV_m0 = /*@__PURE__*/ float( - 2.0 );
  14123. const cubeUV_r1 = /*@__PURE__*/ float( 0.8 );
  14124. const cubeUV_m1 = /*@__PURE__*/ float( - 1.0 );
  14125. const cubeUV_r4 = /*@__PURE__*/ float( 0.4 );
  14126. const cubeUV_m4 = /*@__PURE__*/ float( 2.0 );
  14127. const cubeUV_r5 = /*@__PURE__*/ float( 0.305 );
  14128. const cubeUV_m5 = /*@__PURE__*/ float( 3.0 );
  14129. const cubeUV_r6 = /*@__PURE__*/ float( 0.21 );
  14130. const cubeUV_m6 = /*@__PURE__*/ float( 4.0 );
  14131. const cubeUV_minMipLevel = /*@__PURE__*/ float( 4.0 );
  14132. const cubeUV_minTileSize = /*@__PURE__*/ float( 16.0 );
  14133. // These shader functions convert between the UV coordinates of a single face of
  14134. // a cubemap, the 0-5 integer index of a cube face, and the direction vector for
  14135. // sampling a textureCube (not generally normalized ).
  14136. const getFace = /*@__PURE__*/ Fn( ( [ direction ] ) => {
  14137. const absDirection = vec3( abs( direction ) ).toVar();
  14138. const face = float( - 1.0 ).toVar();
  14139. If( absDirection.x.greaterThan( absDirection.z ), () => {
  14140. If( absDirection.x.greaterThan( absDirection.y ), () => {
  14141. face.assign( select( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );
  14142. } ).Else( () => {
  14143. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  14144. } );
  14145. } ).Else( () => {
  14146. If( absDirection.z.greaterThan( absDirection.y ), () => {
  14147. face.assign( select( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );
  14148. } ).Else( () => {
  14149. face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
  14150. } );
  14151. } );
  14152. return face;
  14153. } ).setLayout( {
  14154. name: 'getFace',
  14155. type: 'float',
  14156. inputs: [
  14157. { name: 'direction', type: 'vec3' }
  14158. ]
  14159. } );
  14160. // RH coordinate system; PMREM face-indexing convention
  14161. const getUV = /*@__PURE__*/ Fn( ( [ direction, face ] ) => {
  14162. const uv = vec2().toVar();
  14163. If( face.equal( 0.0 ), () => {
  14164. uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x
  14165. } ).ElseIf( face.equal( 1.0 ), () => {
  14166. uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y
  14167. } ).ElseIf( face.equal( 2.0 ), () => {
  14168. uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z
  14169. } ).ElseIf( face.equal( 3.0 ), () => {
  14170. uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x
  14171. } ).ElseIf( face.equal( 4.0 ), () => {
  14172. uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y
  14173. } ).Else( () => {
  14174. uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z
  14175. } );
  14176. return mul( 0.5, uv.add( 1.0 ) );
  14177. } ).setLayout( {
  14178. name: 'getUV',
  14179. type: 'vec2',
  14180. inputs: [
  14181. { name: 'direction', type: 'vec3' },
  14182. { name: 'face', type: 'float' }
  14183. ]
  14184. } );
  14185. const roughnessToMip = /*@__PURE__*/ Fn( ( [ roughness ] ) => {
  14186. const mip = float( 0.0 ).toVar();
  14187. If( roughness.greaterThanEqual( cubeUV_r1 ), () => {
  14188. mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );
  14189. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r4 ), () => {
  14190. mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );
  14191. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r5 ), () => {
  14192. mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );
  14193. } ).ElseIf( roughness.greaterThanEqual( cubeUV_r6 ), () => {
  14194. mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );
  14195. } ).Else( () => {
  14196. mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
  14197. } );
  14198. return mip;
  14199. } ).setLayout( {
  14200. name: 'roughnessToMip',
  14201. type: 'float',
  14202. inputs: [
  14203. { name: 'roughness', type: 'float' }
  14204. ]
  14205. } );
  14206. // RH coordinate system; PMREM face-indexing convention
  14207. const getDirection = /*@__PURE__*/ Fn( ( [ uv_immutable, face ] ) => {
  14208. const uv = uv_immutable.toVar();
  14209. uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
  14210. const direction = vec3( uv, 1.0 ).toVar();
  14211. If( face.equal( 0.0 ), () => {
  14212. direction.assign( direction.zyx ); // ( 1, v, u ) pos x
  14213. } ).ElseIf( face.equal( 1.0 ), () => {
  14214. direction.assign( direction.xzy );
  14215. direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y
  14216. } ).ElseIf( face.equal( 2.0 ), () => {
  14217. direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z
  14218. } ).ElseIf( face.equal( 3.0 ), () => {
  14219. direction.assign( direction.zyx );
  14220. direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x
  14221. } ).ElseIf( face.equal( 4.0 ), () => {
  14222. direction.assign( direction.xzy );
  14223. direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y
  14224. } ).ElseIf( face.equal( 5.0 ), () => {
  14225. direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS
  14226. } );
  14227. return direction;
  14228. } ).setLayout( {
  14229. name: 'getDirection',
  14230. type: 'vec3',
  14231. inputs: [
  14232. { name: 'uv', type: 'vec2' },
  14233. { name: 'face', type: 'float' }
  14234. ]
  14235. } );
  14236. //
  14237. const textureCubeUV = /*@__PURE__*/ Fn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  14238. const roughness = float( roughness_immutable );
  14239. const sampleDir = vec3( sampleDir_immutable );
  14240. const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
  14241. const mipF = fract( mip );
  14242. const mipInt = floor( mip );
  14243. const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  14244. If( mipF.notEqual( 0.0 ), () => {
  14245. const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
  14246. color0.assign( mix( color0, color1, mipF ) );
  14247. } );
  14248. return color0;
  14249. } );
  14250. const bilinearCubeUV = /*@__PURE__*/ Fn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
  14251. const mipInt = float( mipInt_immutable ).toVar();
  14252. const direction = vec3( direction_immutable );
  14253. const face = float( getFace( direction ) ).toVar();
  14254. const filterInt = float( max$1( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
  14255. mipInt.assign( max$1( mipInt, cubeUV_minMipLevel ) );
  14256. const faceSize = float( exp2( mipInt ) ).toVar();
  14257. const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();
  14258. If( face.greaterThan( 2.0 ), () => {
  14259. uv.y.addAssign( faceSize );
  14260. face.subAssign( 3.0 );
  14261. } );
  14262. uv.x.addAssign( face.mul( faceSize ) );
  14263. uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
  14264. uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
  14265. uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
  14266. uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
  14267. return envMap.sample( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
  14268. } );
  14269. const getSample = /*@__PURE__*/ Fn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  14270. const cosTheta = cos( theta );
  14271. // Rodrigues' axis-angle rotation
  14272. const sampleDirection = outputDirection.mul( cosTheta )
  14273. .add( axis.cross( outputDirection ).mul( sin( theta ) ) )
  14274. .add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );
  14275. return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );
  14276. } );
  14277. const blur = /*@__PURE__*/ Fn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
  14278. const axis = vec3( select( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();
  14279. If( all( axis.equals( vec3( 0.0 ) ) ), () => {
  14280. axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );
  14281. } );
  14282. axis.assign( normalize( axis ) );
  14283. const gl_FragColor = vec3().toVar();
  14284. gl_FragColor.addAssign( weights.element( int( 0 ) ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  14285. Loop( { start: int( 1 ), end: n }, ( { i } ) => {
  14286. If( i.greaterThanEqual( samples ), () => {
  14287. Break();
  14288. } );
  14289. const theta = float( dTheta.mul( float( i ) ) ).toVar();
  14290. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  14291. gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  14292. } );
  14293. return vec4( gl_FragColor, 1 );
  14294. } );
  14295. /** @module PMREMNode **/
  14296. let _generator = null;
  14297. const _cache = new WeakMap();
  14298. /**
  14299. * Generates the cubeUV size based on the given image height.
  14300. *
  14301. * @private
  14302. * @param {Number} imageHeight - The image height.
  14303. * @return {{texelWidth: Number,texelHeight: Number, maxMip: Number}} The result object.
  14304. */
  14305. function _generateCubeUVSize( imageHeight ) {
  14306. const maxMip = Math.log2( imageHeight ) - 2;
  14307. const texelHeight = 1.0 / imageHeight;
  14308. const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );
  14309. return { texelWidth, texelHeight, maxMip };
  14310. }
  14311. /**
  14312. * Generates a PMREM from the given texture .
  14313. *
  14314. * @private
  14315. * @param {Texture} texture - The texture to create the PMREM for.
  14316. * @return {Texture} The PMREM.
  14317. */
  14318. function _getPMREMFromTexture( texture ) {
  14319. let cacheTexture = _cache.get( texture );
  14320. const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : - 1;
  14321. if ( pmremVersion !== texture.pmremVersion ) {
  14322. const image = texture.image;
  14323. if ( texture.isCubeTexture ) {
  14324. if ( isCubeMapReady( image ) ) {
  14325. cacheTexture = _generator.fromCubemap( texture, cacheTexture );
  14326. } else {
  14327. return null;
  14328. }
  14329. } else {
  14330. if ( isEquirectangularMapReady( image ) ) {
  14331. cacheTexture = _generator.fromEquirectangular( texture, cacheTexture );
  14332. } else {
  14333. return null;
  14334. }
  14335. }
  14336. cacheTexture.pmremVersion = texture.pmremVersion;
  14337. _cache.set( texture, cacheTexture );
  14338. }
  14339. return cacheTexture.texture;
  14340. }
  14341. /**
  14342. * This node represents a PMREM which is a special type of preprocessed
  14343. * environment map intended for PBR materials.
  14344. *
  14345. * ```js
  14346. * const material = new MeshStandardNodeMaterial();
  14347. * material.envNode = pmremTexture( envMap );
  14348. * ```
  14349. *
  14350. * @augments TempNode
  14351. */
  14352. class PMREMNode extends TempNode {
  14353. static get type() {
  14354. return 'PMREMNode';
  14355. }
  14356. /**
  14357. * Constructs a new function overloading node.
  14358. *
  14359. * @param {Texture} value - The input texture.
  14360. * @param {Node<vec2>} [uvNode=null] - The uv node.
  14361. * @param {Node<float>} [levelNode=null] - The level node.
  14362. */
  14363. constructor( value, uvNode = null, levelNode = null ) {
  14364. super( 'vec3' );
  14365. /**
  14366. * Reference to the input texture.
  14367. *
  14368. * @private
  14369. * @type {Texture}
  14370. */
  14371. this._value = value;
  14372. /**
  14373. * Reference to the generated PMREM.
  14374. *
  14375. * @private
  14376. * @type {Texture | null}
  14377. * @default null
  14378. */
  14379. this._pmrem = null;
  14380. /**
  14381. * The uv node.
  14382. *
  14383. * @type {Node<vec2>}
  14384. */
  14385. this.uvNode = uvNode;
  14386. /**
  14387. * The level node.
  14388. *
  14389. * @type {Node<float>}
  14390. */
  14391. this.levelNode = levelNode;
  14392. /**
  14393. * Reference to a PMREM generator.
  14394. *
  14395. * @private
  14396. * @type {PMREMGenerator}
  14397. * @default null
  14398. */
  14399. this._generator = null;
  14400. const defaultTexture = new Texture();
  14401. defaultTexture.isRenderTargetTexture = true;
  14402. /**
  14403. * The texture node holding the generated PMREM.
  14404. *
  14405. * @private
  14406. * @type {TextureNode}
  14407. */
  14408. this._texture = texture( defaultTexture );
  14409. /**
  14410. * A uniform representing the PMREM's width.
  14411. *
  14412. * @private
  14413. * @type {UniformNode<float>}
  14414. */
  14415. this._width = uniform( 0 );
  14416. /**
  14417. * A uniform representing the PMREM's height.
  14418. *
  14419. * @private
  14420. * @type {UniformNode<float>}
  14421. */
  14422. this._height = uniform( 0 );
  14423. /**
  14424. * A uniform representing the PMREM's max Mip.
  14425. *
  14426. * @private
  14427. * @type {UniformNode<float>}
  14428. */
  14429. this._maxMip = uniform( 0 );
  14430. /**
  14431. * The `updateBeforeType` is set to `NodeUpdateType.RENDER`.
  14432. *
  14433. * @type {String}
  14434. * @default 'render'
  14435. */
  14436. this.updateBeforeType = NodeUpdateType.RENDER;
  14437. }
  14438. set value( value ) {
  14439. this._value = value;
  14440. this._pmrem = null;
  14441. }
  14442. /**
  14443. * The node's texture value.
  14444. *
  14445. * @type {Texture}
  14446. */
  14447. get value() {
  14448. return this._value;
  14449. }
  14450. /**
  14451. * Uses the given PMREM texture to update internal values.
  14452. *
  14453. * @param {Texture} texture - The PMREM texture.
  14454. */
  14455. updateFromTexture( texture ) {
  14456. const cubeUVSize = _generateCubeUVSize( texture.image.height );
  14457. this._texture.value = texture;
  14458. this._width.value = cubeUVSize.texelWidth;
  14459. this._height.value = cubeUVSize.texelHeight;
  14460. this._maxMip.value = cubeUVSize.maxMip;
  14461. }
  14462. updateBefore() {
  14463. let pmrem = this._pmrem;
  14464. const pmremVersion = pmrem ? pmrem.pmremVersion : - 1;
  14465. const texture = this._value;
  14466. if ( pmremVersion !== texture.pmremVersion ) {
  14467. if ( texture.isPMREMTexture === true ) {
  14468. pmrem = texture;
  14469. } else {
  14470. pmrem = _getPMREMFromTexture( texture );
  14471. }
  14472. if ( pmrem !== null ) {
  14473. this._pmrem = pmrem;
  14474. this.updateFromTexture( pmrem );
  14475. }
  14476. }
  14477. }
  14478. setup( builder ) {
  14479. if ( _generator === null ) {
  14480. _generator = builder.createPMREMGenerator();
  14481. }
  14482. //
  14483. this.updateBefore( builder );
  14484. //
  14485. let uvNode = this.uvNode;
  14486. if ( uvNode === null && builder.context.getUV ) {
  14487. uvNode = builder.context.getUV( this );
  14488. }
  14489. //
  14490. const texture = this.value;
  14491. if ( builder.renderer.coordinateSystem === WebGLCoordinateSystem && texture.isPMREMTexture !== true && texture.isRenderTargetTexture === true ) {
  14492. uvNode = vec3( uvNode.x.negate(), uvNode.yz );
  14493. }
  14494. uvNode = vec3( uvNode.x, uvNode.y.negate(), uvNode.z );
  14495. //
  14496. let levelNode = this.levelNode;
  14497. if ( levelNode === null && builder.context.getTextureLevel ) {
  14498. levelNode = builder.context.getTextureLevel( this );
  14499. }
  14500. //
  14501. return textureCubeUV( this._texture, uvNode, levelNode, this._width, this._height, this._maxMip );
  14502. }
  14503. }
  14504. /**
  14505. * Returns `true` if the given cube map image has been fully loaded.
  14506. *
  14507. * @private
  14508. * @param {Array<(Image|Object)>} image - The cube map image.
  14509. * @return {Boolean} Whether the given cube map is ready or not.
  14510. */
  14511. function isCubeMapReady( image ) {
  14512. if ( image === null || image === undefined ) return false;
  14513. let count = 0;
  14514. const length = 6;
  14515. for ( let i = 0; i < length; i ++ ) {
  14516. if ( image[ i ] !== undefined ) count ++;
  14517. }
  14518. return count === length;
  14519. }
  14520. /**
  14521. * Returns `true` if the given equirectangular image has been fully loaded.
  14522. *
  14523. * @private
  14524. * @param {(Image|Object)} image - The equirectangular image.
  14525. * @return {Boolean} Whether the given cube map is ready or not.
  14526. */
  14527. function isEquirectangularMapReady( image ) {
  14528. if ( image === null || image === undefined ) return false;
  14529. return image.height > 0;
  14530. }
  14531. /**
  14532. * TSL function for creating a PMREM node.
  14533. *
  14534. * @function
  14535. * @param {Texture} value - The input texture.
  14536. * @param {Node<vec2>} [uvNode=null] - The uv node.
  14537. * @param {Node<float>} [levelNode=null] - The level node.
  14538. * @returns {PMREMNode}
  14539. */
  14540. const pmremTexture = /*@__PURE__*/ nodeProxy( PMREMNode );
  14541. const _envNodeCache = new WeakMap();
  14542. /**
  14543. * Represents a physical model for Image-based lighting (IBL). The environment
  14544. * is defined via environment maps in the equirectangular, cube map or cubeUV (PMREM) format.
  14545. * `EnvironmentNode` is intended for PBR materials like {@link MeshStandardNodeMaterial}.
  14546. *
  14547. * @augments LightingNode
  14548. */
  14549. class EnvironmentNode extends LightingNode {
  14550. static get type() {
  14551. return 'EnvironmentNode';
  14552. }
  14553. /**
  14554. * Constructs a new environment node.
  14555. *
  14556. * @param {Node} [envNode=null] - A node representing the environment.
  14557. */
  14558. constructor( envNode = null ) {
  14559. super();
  14560. /**
  14561. * A node representing the environment.
  14562. *
  14563. * @type {Node?}
  14564. * @default null
  14565. */
  14566. this.envNode = envNode;
  14567. }
  14568. setup( builder ) {
  14569. const { material } = builder;
  14570. let envNode = this.envNode;
  14571. if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {
  14572. const value = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];
  14573. let cacheEnvNode = _envNodeCache.get( value );
  14574. if ( cacheEnvNode === undefined ) {
  14575. cacheEnvNode = pmremTexture( value );
  14576. _envNodeCache.set( value, cacheEnvNode );
  14577. }
  14578. envNode = cacheEnvNode;
  14579. }
  14580. //
  14581. const envMap = material.envMap;
  14582. const intensity = envMap ? reference( 'envMapIntensity', 'float', builder.material ) : reference( 'environmentIntensity', 'float', builder.scene ); // @TODO: Add materialEnvIntensity in MaterialNode
  14583. const useAnisotropy = material.useAnisotropy === true || material.anisotropy > 0;
  14584. const radianceNormalView = useAnisotropy ? transformedBentNormalView : transformedNormalView;
  14585. const radiance = envNode.context( createRadianceContext( roughness, radianceNormalView ) ).mul( intensity );
  14586. const irradiance = envNode.context( createIrradianceContext( transformedNormalWorld ) ).mul( Math.PI ).mul( intensity );
  14587. const isolateRadiance = cache( radiance );
  14588. const isolateIrradiance = cache( irradiance );
  14589. //
  14590. builder.context.radiance.addAssign( isolateRadiance );
  14591. builder.context.iblIrradiance.addAssign( isolateIrradiance );
  14592. //
  14593. const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;
  14594. if ( clearcoatRadiance ) {
  14595. const clearcoatRadianceContext = envNode.context( createRadianceContext( clearcoatRoughness, transformedClearcoatNormalView ) ).mul( intensity );
  14596. const isolateClearcoatRadiance = cache( clearcoatRadianceContext );
  14597. clearcoatRadiance.addAssign( isolateClearcoatRadiance );
  14598. }
  14599. }
  14600. }
  14601. const createRadianceContext = ( roughnessNode, normalViewNode ) => {
  14602. let reflectVec = null;
  14603. return {
  14604. getUV: () => {
  14605. if ( reflectVec === null ) {
  14606. reflectVec = positionViewDirection.negate().reflect( normalViewNode );
  14607. // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
  14608. reflectVec = roughnessNode.mul( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();
  14609. reflectVec = reflectVec.transformDirection( cameraViewMatrix );
  14610. }
  14611. return reflectVec;
  14612. },
  14613. getTextureLevel: () => {
  14614. return roughnessNode;
  14615. }
  14616. };
  14617. };
  14618. const createIrradianceContext = ( normalWorldNode ) => {
  14619. return {
  14620. getUV: () => {
  14621. return normalWorldNode;
  14622. },
  14623. getTextureLevel: () => {
  14624. return float( 1.0 );
  14625. }
  14626. };
  14627. };
  14628. const _defaultValues$6 = /*@__PURE__*/ new MeshStandardMaterial();
  14629. /**
  14630. * Node material version of `MeshStandardMaterial`.
  14631. *
  14632. * @augments NodeMaterial
  14633. */
  14634. class MeshStandardNodeMaterial extends NodeMaterial {
  14635. static get type() {
  14636. return 'MeshStandardNodeMaterial';
  14637. }
  14638. /**
  14639. * Constructs a new mesh standard node material.
  14640. *
  14641. * @param {Object?} parameters - The configuration parameter.
  14642. */
  14643. constructor( parameters ) {
  14644. super();
  14645. /**
  14646. * This flag can be used for type testing.
  14647. *
  14648. * @type {Boolean}
  14649. * @readonly
  14650. * @default true
  14651. */
  14652. this.isMeshStandardNodeMaterial = true;
  14653. /**
  14654. * Set to `true` because standard materials react on lights.
  14655. *
  14656. * @type {Boolean}
  14657. * @default true
  14658. */
  14659. this.lights = true;
  14660. /**
  14661. * The emissive color of standard materials is by default inferred from the `emissive`,
  14662. * `emissiveIntensity` and `emissiveMap` properties. This node property allows to
  14663. * overwrite the default and define the emissive color with a node instead.
  14664. *
  14665. * If you don't want to overwrite the emissive color but modify the existing
  14666. * value instead, use {@link module:MaterialNode.materialEmissive}.
  14667. *
  14668. * @type {Node<vec3>?}
  14669. * @default null
  14670. */
  14671. this.emissiveNode = null;
  14672. /**
  14673. * The metalness of standard materials is by default inferred from the `metalness`,
  14674. * and `metalnessMap` properties. This node property allows to
  14675. * overwrite the default and define the metalness with a node instead.
  14676. *
  14677. * If you don't want to overwrite the metalness but modify the existing
  14678. * value instead, use {@link module:MaterialNode.materialMetalness}.
  14679. *
  14680. * @type {Node<float>?}
  14681. * @default null
  14682. */
  14683. this.metalnessNode = null;
  14684. /**
  14685. * The roughness of standard materials is by default inferred from the `roughness`,
  14686. * and `roughnessMap` properties. This node property allows to
  14687. * overwrite the default and define the roughness with a node instead.
  14688. *
  14689. * If you don't want to overwrite the roughness but modify the existing
  14690. * value instead, use {@link module:MaterialNode.materialRoughness}.
  14691. *
  14692. * @type {Node<float>?}
  14693. * @default null
  14694. */
  14695. this.roughnessNode = null;
  14696. this.setDefaultValues( _defaultValues$6 );
  14697. this.setValues( parameters );
  14698. }
  14699. /**
  14700. * Overwritten since this type of material uses {@link EnvironmentNode}
  14701. * to implement the PBR (PMREM based) environment mapping. Besides, the
  14702. * method honors `Scene.environment`.
  14703. *
  14704. * @param {NodeBuilder} builder - The current node builder.
  14705. * @return {EnvironmentNode<vec3>?} The environment node.
  14706. */
  14707. setupEnvironment( builder ) {
  14708. let envNode = super.setupEnvironment( builder );
  14709. if ( envNode === null && builder.environmentNode ) {
  14710. envNode = builder.environmentNode;
  14711. }
  14712. return envNode ? new EnvironmentNode( envNode ) : null;
  14713. }
  14714. /**
  14715. * Setups the lighting model.
  14716. *
  14717. * @return {PhysicalLightingModel} The lighting model.
  14718. */
  14719. setupLightingModel( /*builder*/ ) {
  14720. return new PhysicalLightingModel();
  14721. }
  14722. /**
  14723. * Setups the specular related node variables.
  14724. */
  14725. setupSpecular() {
  14726. const specularColorNode = mix( vec3( 0.04 ), diffuseColor.rgb, metalness );
  14727. specularColor.assign( specularColorNode );
  14728. specularF90.assign( 1.0 );
  14729. }
  14730. /**
  14731. * Setups the standard specific node variables.
  14732. *
  14733. * @param {NodeBuilder} builder - The current node builder.
  14734. */
  14735. setupVariants() {
  14736. // METALNESS
  14737. const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
  14738. metalness.assign( metalnessNode );
  14739. // ROUGHNESS
  14740. let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
  14741. roughnessNode = getRoughness( { roughness: roughnessNode } );
  14742. roughness.assign( roughnessNode );
  14743. // SPECULAR COLOR
  14744. this.setupSpecular();
  14745. // DIFFUSE COLOR
  14746. diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) );
  14747. }
  14748. copy( source ) {
  14749. this.emissiveNode = source.emissiveNode;
  14750. this.metalnessNode = source.metalnessNode;
  14751. this.roughnessNode = source.roughnessNode;
  14752. return super.copy( source );
  14753. }
  14754. }
  14755. const _defaultValues$5 = /*@__PURE__*/ new MeshPhysicalMaterial();
  14756. /**
  14757. * Node material version of `MeshPhysicalMaterial`.
  14758. *
  14759. * @augments MeshStandardNodeMaterial
  14760. */
  14761. class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
  14762. static get type() {
  14763. return 'MeshPhysicalNodeMaterial';
  14764. }
  14765. /**
  14766. * Constructs a new mesh physical node material.
  14767. *
  14768. * @param {Object?} parameters - The configuration parameter.
  14769. */
  14770. constructor( parameters ) {
  14771. super();
  14772. /**
  14773. * This flag can be used for type testing.
  14774. *
  14775. * @type {Boolean}
  14776. * @readonly
  14777. * @default true
  14778. */
  14779. this.isMeshPhysicalNodeMaterial = true;
  14780. /**
  14781. * The clearcoat of physical materials is by default inferred from the `clearcoat`
  14782. * and `clearcoatMap` properties. This node property allows to overwrite the default
  14783. * and define the clearcoat with a node instead.
  14784. *
  14785. * If you don't want to overwrite the clearcoat but modify the existing
  14786. * value instead, use {@link module:MaterialNode.materialClearcoat}.
  14787. *
  14788. * @type {Node<float>?}
  14789. * @default null
  14790. */
  14791. this.clearcoatNode = null;
  14792. /**
  14793. * The clearcoat roughness of physical materials is by default inferred from the `clearcoatRoughness`
  14794. * and `clearcoatRoughnessMap` properties. This node property allows to overwrite the default
  14795. * and define the clearcoat roughness with a node instead.
  14796. *
  14797. * If you don't want to overwrite the clearcoat roughness but modify the existing
  14798. * value instead, use {@link module:MaterialNode.materialClearcoatRoughness}.
  14799. *
  14800. * @type {Node<float>?}
  14801. * @default null
  14802. */
  14803. this.clearcoatRoughnessNode = null;
  14804. /**
  14805. * The clearcoat normal of physical materials is by default inferred from the `clearcoatNormalMap`
  14806. * property. This node property allows to overwrite the default
  14807. * and define the clearcoat normal with a node instead.
  14808. *
  14809. * If you don't want to overwrite the clearcoat normal but modify the existing
  14810. * value instead, use {@link module:MaterialNode.materialClearcoatNormal}.
  14811. *
  14812. * @type {Node<vec3>?}
  14813. * @default null
  14814. */
  14815. this.clearcoatNormalNode = null;
  14816. /**
  14817. * The sheen of physical materials is by default inferred from the `sheen`, `sheenColor`
  14818. * and `sheenColorMap` properties. This node property allows to overwrite the default
  14819. * and define the sheen with a node instead.
  14820. *
  14821. * If you don't want to overwrite the sheen but modify the existing
  14822. * value instead, use {@link module:MaterialNode.materialSheen}.
  14823. *
  14824. * @type {Node<vec3>?}
  14825. * @default null
  14826. */
  14827. this.sheenNode = null;
  14828. /**
  14829. * The sheen roughness of physical materials is by default inferred from the `sheenRoughness` and
  14830. * `sheenRoughnessMap` properties. This node property allows to overwrite the default
  14831. * and define the sheen roughness with a node instead.
  14832. *
  14833. * If you don't want to overwrite the sheen roughness but modify the existing
  14834. * value instead, use {@link module:MaterialNode.materialSheenRoughness}.
  14835. *
  14836. * @type {Node<float>?}
  14837. * @default null
  14838. */
  14839. this.sheenRoughnessNode = null;
  14840. /**
  14841. * The iridescence of physical materials is by default inferred from the `iridescence`
  14842. * property. This node property allows to overwrite the default
  14843. * and define the iridescence with a node instead.
  14844. *
  14845. * If you don't want to overwrite the iridescence but modify the existing
  14846. * value instead, use {@link module:MaterialNode.materialIridescence}.
  14847. *
  14848. * @type {Node<float>?}
  14849. * @default null
  14850. */
  14851. this.iridescenceNode = null;
  14852. /**
  14853. * The iridescence IOR of physical materials is by default inferred from the `iridescenceIOR`
  14854. * property. This node property allows to overwrite the default
  14855. * and define the iridescence IOR with a node instead.
  14856. *
  14857. * If you don't want to overwrite the iridescence IOR but modify the existing
  14858. * value instead, use {@link module:MaterialNode.materialIridescenceIOR}.
  14859. *
  14860. * @type {Node<float>?}
  14861. * @default null
  14862. */
  14863. this.iridescenceIORNode = null;
  14864. /**
  14865. * The iridescence thickness of physical materials is by default inferred from the `iridescenceThicknessRange`
  14866. * and `iridescenceThicknessMap` properties. This node property allows to overwrite the default
  14867. * and define the iridescence thickness with a node instead.
  14868. *
  14869. * If you don't want to overwrite the iridescence thickness but modify the existing
  14870. * value instead, use {@link module:MaterialNode.materialIridescenceThickness}.
  14871. *
  14872. * @type {Node<float>?}
  14873. * @default null
  14874. */
  14875. this.iridescenceThicknessNode = null;
  14876. /**
  14877. * The specular intensity of physical materials is by default inferred from the `specularIntensity`
  14878. * and `specularIntensityMap` properties. This node property allows to overwrite the default
  14879. * and define the specular intensity with a node instead.
  14880. *
  14881. * If you don't want to overwrite the specular intensity but modify the existing
  14882. * value instead, use {@link module:MaterialNode.materialSpecularIntensity}.
  14883. *
  14884. * @type {Node<float>?}
  14885. * @default null
  14886. */
  14887. this.specularIntensityNode = null;
  14888. /**
  14889. * The specular color of physical materials is by default inferred from the `specularColor`
  14890. * and `specularColorMap` properties. This node property allows to overwrite the default
  14891. * and define the specular color with a node instead.
  14892. *
  14893. * If you don't want to overwrite the specular color but modify the existing
  14894. * value instead, use {@link module:MaterialNode.materialSpecularColor}.
  14895. *
  14896. * @type {Node<vec3>?}
  14897. * @default null
  14898. */
  14899. this.specularColorNode = null;
  14900. /**
  14901. * The ior of physical materials is by default inferred from the `ior`
  14902. * property. This node property allows to overwrite the default
  14903. * and define the ior with a node instead.
  14904. *
  14905. * If you don't want to overwrite the ior but modify the existing
  14906. * value instead, use {@link module:MaterialNode.materialIOR}.
  14907. *
  14908. * @type {Node<float>?}
  14909. * @default null
  14910. */
  14911. this.iorNode = null;
  14912. /**
  14913. * The transmission of physical materials is by default inferred from the `transmission` and
  14914. * `transmissionMap` properties. This node property allows to overwrite the default
  14915. * and define the transmission with a node instead.
  14916. *
  14917. * If you don't want to overwrite the transmission but modify the existing
  14918. * value instead, use {@link module:MaterialNode.materialTransmission}.
  14919. *
  14920. * @type {Node<float>?}
  14921. * @default null
  14922. */
  14923. this.transmissionNode = null;
  14924. /**
  14925. * The thickness of physical materials is by default inferred from the `thickness` and
  14926. * `thicknessMap` properties. This node property allows to overwrite the default
  14927. * and define the thickness with a node instead.
  14928. *
  14929. * If you don't want to overwrite the thickness but modify the existing
  14930. * value instead, use {@link module:MaterialNode.materialThickness}.
  14931. *
  14932. * @type {Node<float>?}
  14933. * @default null
  14934. */
  14935. this.thicknessNode = null;
  14936. /**
  14937. * The attenuation distance of physical materials is by default inferred from the
  14938. * `attenuationDistance` property. This node property allows to overwrite the default
  14939. * and define the attenuation distance with a node instead.
  14940. *
  14941. * If you don't want to overwrite the attenuation distance but modify the existing
  14942. * value instead, use {@link module:MaterialNode.materialAttenuationDistance}.
  14943. *
  14944. * @type {Node<float>?}
  14945. * @default null
  14946. */
  14947. this.attenuationDistanceNode = null;
  14948. /**
  14949. * The attenuation color of physical materials is by default inferred from the
  14950. * `attenuationColor` property. This node property allows to overwrite the default
  14951. * and define the attenuation color with a node instead.
  14952. *
  14953. * If you don't want to overwrite the attenuation color but modify the existing
  14954. * value instead, use {@link module:MaterialNode.materialAttenuationColor}.
  14955. *
  14956. * @type {Node<vec3>?}
  14957. * @default null
  14958. */
  14959. this.attenuationColorNode = null;
  14960. /**
  14961. * The dispersion of physical materials is by default inferred from the
  14962. * `dispersion` property. This node property allows to overwrite the default
  14963. * and define the dispersion with a node instead.
  14964. *
  14965. * If you don't want to overwrite the dispersion but modify the existing
  14966. * value instead, use {@link module:MaterialNode.materialDispersion}.
  14967. *
  14968. * @type {Node<float>?}
  14969. * @default null
  14970. */
  14971. this.dispersionNode = null;
  14972. /**
  14973. * The anisotropy of physical materials is by default inferred from the
  14974. * `anisotropy` property. This node property allows to overwrite the default
  14975. * and define the anisotropy with a node instead.
  14976. *
  14977. * If you don't want to overwrite the anisotropy but modify the existing
  14978. * value instead, use {@link module:MaterialNode.materialAnisotropy}.
  14979. *
  14980. * @type {Node<float>?}
  14981. * @default null
  14982. */
  14983. this.anisotropyNode = null;
  14984. this.setDefaultValues( _defaultValues$5 );
  14985. this.setValues( parameters );
  14986. }
  14987. /**
  14988. * Whether the lighting model should use clearcoat or not.
  14989. *
  14990. * @type {Boolean}
  14991. * @default true
  14992. */
  14993. get useClearcoat() {
  14994. return this.clearcoat > 0 || this.clearcoatNode !== null;
  14995. }
  14996. /**
  14997. * Whether the lighting model should use iridescence or not.
  14998. *
  14999. * @type {Boolean}
  15000. * @default true
  15001. */
  15002. get useIridescence() {
  15003. return this.iridescence > 0 || this.iridescenceNode !== null;
  15004. }
  15005. /**
  15006. * Whether the lighting model should use sheen or not.
  15007. *
  15008. * @type {Boolean}
  15009. * @default true
  15010. */
  15011. get useSheen() {
  15012. return this.sheen > 0 || this.sheenNode !== null;
  15013. }
  15014. /**
  15015. * Whether the lighting model should use anisotropy or not.
  15016. *
  15017. * @type {Boolean}
  15018. * @default true
  15019. */
  15020. get useAnisotropy() {
  15021. return this.anisotropy > 0 || this.anisotropyNode !== null;
  15022. }
  15023. /**
  15024. * Whether the lighting model should use transmission or not.
  15025. *
  15026. * @type {Boolean}
  15027. * @default true
  15028. */
  15029. get useTransmission() {
  15030. return this.transmission > 0 || this.transmissionNode !== null;
  15031. }
  15032. /**
  15033. * Whether the lighting model should use dispersion or not.
  15034. *
  15035. * @type {Boolean}
  15036. * @default true
  15037. */
  15038. get useDispersion() {
  15039. return this.dispersion > 0 || this.dispersionNode !== null;
  15040. }
  15041. /**
  15042. * Setups the specular related node variables.
  15043. */
  15044. setupSpecular() {
  15045. const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR;
  15046. ior.assign( iorNode );
  15047. 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 ) );
  15048. specularF90.assign( mix( materialSpecularIntensity, 1.0, metalness ) );
  15049. }
  15050. /**
  15051. * Setups the lighting model.
  15052. *
  15053. * @return {PhysicalLightingModel} The lighting model.
  15054. */
  15055. setupLightingModel( /*builder*/ ) {
  15056. return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion );
  15057. }
  15058. /**
  15059. * Setups the physical specific node variables.
  15060. *
  15061. * @param {NodeBuilder} builder - The current node builder.
  15062. */
  15063. setupVariants( builder ) {
  15064. super.setupVariants( builder );
  15065. // CLEARCOAT
  15066. if ( this.useClearcoat ) {
  15067. const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat;
  15068. const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness;
  15069. clearcoat.assign( clearcoatNode );
  15070. clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) );
  15071. }
  15072. // SHEEN
  15073. if ( this.useSheen ) {
  15074. const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen;
  15075. const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness;
  15076. sheen.assign( sheenNode );
  15077. sheenRoughness.assign( sheenRoughnessNode );
  15078. }
  15079. // IRIDESCENCE
  15080. if ( this.useIridescence ) {
  15081. const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence;
  15082. const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR;
  15083. const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness;
  15084. iridescence.assign( iridescenceNode );
  15085. iridescenceIOR.assign( iridescenceIORNode );
  15086. iridescenceThickness.assign( iridescenceThicknessNode );
  15087. }
  15088. // ANISOTROPY
  15089. if ( this.useAnisotropy ) {
  15090. const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar();
  15091. anisotropy.assign( anisotropyV.length() );
  15092. If( anisotropy.equal( 0.0 ), () => {
  15093. anisotropyV.assign( vec2( 1.0, 0.0 ) );
  15094. } ).Else( () => {
  15095. anisotropyV.divAssign( vec2( anisotropy ) );
  15096. anisotropy.assign( anisotropy.saturate() );
  15097. } );
  15098. // Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.
  15099. alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) );
  15100. anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) );
  15101. anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) );
  15102. }
  15103. // TRANSMISSION
  15104. if ( this.useTransmission ) {
  15105. const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission;
  15106. const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness;
  15107. const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance;
  15108. const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor;
  15109. transmission.assign( transmissionNode );
  15110. thickness.assign( thicknessNode );
  15111. attenuationDistance.assign( attenuationDistanceNode );
  15112. attenuationColor.assign( attenuationColorNode );
  15113. if ( this.useDispersion ) {
  15114. const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion;
  15115. dispersion.assign( dispersionNode );
  15116. }
  15117. }
  15118. }
  15119. /**
  15120. * Setups the clearcoat normal node.
  15121. *
  15122. * @return {Node<vec3>} The clearcoat normal.
  15123. */
  15124. setupClearcoatNormal() {
  15125. return this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal;
  15126. }
  15127. setup( builder ) {
  15128. builder.context.setupClearcoatNormal = () => this.setupClearcoatNormal( builder );
  15129. super.setup( builder );
  15130. }
  15131. copy( source ) {
  15132. this.clearcoatNode = source.clearcoatNode;
  15133. this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
  15134. this.clearcoatNormalNode = source.clearcoatNormalNode;
  15135. this.sheenNode = source.sheenNode;
  15136. this.sheenRoughnessNode = source.sheenRoughnessNode;
  15137. this.iridescenceNode = source.iridescenceNode;
  15138. this.iridescenceIORNode = source.iridescenceIORNode;
  15139. this.iridescenceThicknessNode = source.iridescenceThicknessNode;
  15140. this.specularIntensityNode = source.specularIntensityNode;
  15141. this.specularColorNode = source.specularColorNode;
  15142. this.transmissionNode = source.transmissionNode;
  15143. this.thicknessNode = source.thicknessNode;
  15144. this.attenuationDistanceNode = source.attenuationDistanceNode;
  15145. this.attenuationColorNode = source.attenuationColorNode;
  15146. this.dispersionNode = source.dispersionNode;
  15147. this.anisotropyNode = source.anisotropyNode;
  15148. return super.copy( source );
  15149. }
  15150. }
  15151. /** @module MeshSSSNodeMaterial **/
  15152. /**
  15153. * Represents the lighting model for {@link MeshSSSNodeMaterial}.
  15154. *
  15155. * @augments PhysicalLightingModel
  15156. */
  15157. class SSSLightingModel extends PhysicalLightingModel {
  15158. /**
  15159. * Constructs a new physical lighting model.
  15160. *
  15161. * @param {Boolean} [clearcoat=false] - Whether clearcoat is supported or not.
  15162. * @param {Boolean} [sheen=false] - Whether sheen is supported or not.
  15163. * @param {Boolean} [iridescence=false] - Whether iridescence is supported or not.
  15164. * @param {Boolean} [anisotropy=false] - Whether anisotropy is supported or not.
  15165. * @param {Boolean} [transmission=false] - Whether transmission is supported or not.
  15166. * @param {Boolean} [dispersion=false] - Whether dispersion is supported or not.
  15167. * @param {Boolean} [sss=false] - Whether SSS is supported or not.
  15168. */
  15169. constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false, sss = false ) {
  15170. super( clearcoat, sheen, iridescence, anisotropy, transmission, dispersion );
  15171. /**
  15172. * Whether the lighting model should use SSS or not.
  15173. *
  15174. * @type {Boolean}
  15175. * @default false
  15176. */
  15177. this.useSSS = sss;
  15178. }
  15179. /**
  15180. * Extends the default implementation with a SSS term.
  15181. *
  15182. * 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/}
  15183. *
  15184. * @param {Object} input - The input data.
  15185. * @param {StackNode} stack - The current stack.
  15186. * @param {NodeBuilder} builder - The current node builder.
  15187. */
  15188. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  15189. if ( this.useSSS === true ) {
  15190. const material = builder.material;
  15191. const { thicknessColorNode, thicknessDistortionNode, thicknessAmbientNode, thicknessAttenuationNode, thicknessPowerNode, thicknessScaleNode } = material;
  15192. const scatteringHalf = lightDirection.add( transformedNormalView.mul( thicknessDistortionNode ) ).normalize();
  15193. const scatteringDot = float( positionViewDirection.dot( scatteringHalf.negate() ).saturate().pow( thicknessPowerNode ).mul( thicknessScaleNode ) );
  15194. const scatteringIllu = vec3( scatteringDot.add( thicknessAmbientNode ).mul( thicknessColorNode ) );
  15195. reflectedLight.directDiffuse.addAssign( scatteringIllu.mul( thicknessAttenuationNode.mul( lightColor ) ) );
  15196. }
  15197. super.direct( { lightDirection, lightColor, reflectedLight }, stack, builder );
  15198. }
  15199. }
  15200. /**
  15201. * This node material is an experimental extension of {@link MeshPhysicalNodeMaterial}
  15202. * that implements a Subsurface scattering (SSS) term.
  15203. *
  15204. * @augments MeshPhysicalNodeMaterial
  15205. */
  15206. class MeshSSSNodeMaterial extends MeshPhysicalNodeMaterial {
  15207. static get type() {
  15208. return 'MeshSSSNodeMaterial';
  15209. }
  15210. /**
  15211. * Constructs a new mesh SSS node material.
  15212. *
  15213. * @param {Object?} parameters - The configuration parameter.
  15214. */
  15215. constructor( parameters ) {
  15216. super( parameters );
  15217. /**
  15218. * Represents the thickness color.
  15219. *
  15220. * @type {Node<vec3>?}
  15221. * @default null
  15222. */
  15223. this.thicknessColorNode = null;
  15224. /**
  15225. * Represents the distortion factor.
  15226. *
  15227. * @type {Node<float>?}
  15228. */
  15229. this.thicknessDistortionNode = float( 0.1 );
  15230. /**
  15231. * Represents the thickness ambient factor.
  15232. *
  15233. * @type {Node<float>?}
  15234. */
  15235. this.thicknessAmbientNode = float( 0.0 );
  15236. /**
  15237. * Represents the thickness attenuation.
  15238. *
  15239. * @type {Node<float>?}
  15240. */
  15241. this.thicknessAttenuationNode = float( .1 );
  15242. /**
  15243. * Represents the thickness power.
  15244. *
  15245. * @type {Node<float>?}
  15246. */
  15247. this.thicknessPowerNode = float( 2.0 );
  15248. /**
  15249. * Represents the thickness scale.
  15250. *
  15251. * @type {Node<float>?}
  15252. */
  15253. this.thicknessScaleNode = float( 10.0 );
  15254. }
  15255. /**
  15256. * Whether the lighting model should use SSS or not.
  15257. *
  15258. * @type {Boolean}
  15259. * @default true
  15260. */
  15261. get useSSS() {
  15262. return this.thicknessColorNode !== null;
  15263. }
  15264. /**
  15265. * Setups the lighting model.
  15266. *
  15267. * @return {SSSLightingModel} The lighting model.
  15268. */
  15269. setupLightingModel( /*builder*/ ) {
  15270. return new SSSLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion, this.useSSS );
  15271. }
  15272. copy( source ) {
  15273. this.thicknessColorNode = source.thicknessColorNode;
  15274. this.thicknessDistortionNode = source.thicknessDistortionNode;
  15275. this.thicknessAmbientNode = source.thicknessAmbientNode;
  15276. this.thicknessAttenuationNode = source.thicknessAttenuationNode;
  15277. this.thicknessPowerNode = source.thicknessPowerNode;
  15278. this.thicknessScaleNode = source.thicknessScaleNode;
  15279. return super.copy( source );
  15280. }
  15281. }
  15282. const getGradientIrradiance = /*@__PURE__*/ Fn( ( { normal, lightDirection, builder } ) => {
  15283. // dotNL will be from -1.0 to 1.0
  15284. const dotNL = normal.dot( lightDirection );
  15285. const coord = vec2( dotNL.mul( 0.5 ).add( 0.5 ), 0.0 );
  15286. if ( builder.material.gradientMap ) {
  15287. const gradientMap = materialReference( 'gradientMap', 'texture' ).context( { getUV: () => coord } );
  15288. return vec3( gradientMap.r );
  15289. } else {
  15290. const fw = coord.fwidth().mul( 0.5 );
  15291. return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( float( 0.7 ).sub( fw.x ), float( 0.7 ).add( fw.x ), coord.x ) );
  15292. }
  15293. } );
  15294. /**
  15295. * Represents the lighting model for a toon material. Used in {@link MeshToonNodeMaterial}.
  15296. *
  15297. * @augments LightingModel
  15298. */
  15299. class ToonLightingModel extends LightingModel {
  15300. /**
  15301. * Implements the direct lighting. Instead of using a conventional smooth irradiance, the irradiance is
  15302. * reduced to a small number of discrete shades to create a comic-like, flat look.
  15303. *
  15304. * @param {Object} input - The input data.
  15305. * @param {StackNode} stack - The current stack.
  15306. * @param {NodeBuilder} builder - The current node builder.
  15307. */
  15308. direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) {
  15309. const irradiance = getGradientIrradiance( { normal: normalGeometry, lightDirection, builder } ).mul( lightColor );
  15310. reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );
  15311. }
  15312. /**
  15313. * Implements the indirect lighting.
  15314. *
  15315. * @param {ContextNode} input - The current node context.
  15316. * @param {StackNode} stack - The current stack.
  15317. * @param {NodeBuilder} builder - The current node builder.
  15318. */
  15319. indirect( { ambientOcclusion, irradiance, reflectedLight } ) {
  15320. reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );
  15321. reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  15322. }
  15323. }
  15324. const _defaultValues$4 = /*@__PURE__*/ new MeshToonMaterial();
  15325. /**
  15326. * Node material version of `MeshToonMaterial`.
  15327. *
  15328. * @augments NodeMaterial
  15329. */
  15330. class MeshToonNodeMaterial extends NodeMaterial {
  15331. static get type() {
  15332. return 'MeshToonNodeMaterial';
  15333. }
  15334. /**
  15335. * Constructs a new mesh toon node material.
  15336. *
  15337. * @param {Object?} parameters - The configuration parameter.
  15338. */
  15339. constructor( parameters ) {
  15340. super();
  15341. /**
  15342. * This flag can be used for type testing.
  15343. *
  15344. * @type {Boolean}
  15345. * @readonly
  15346. * @default true
  15347. */
  15348. this.isMeshToonNodeMaterial = true;
  15349. /**
  15350. * Set to `true` because toon materials react on lights.
  15351. *
  15352. * @type {Boolean}
  15353. * @default true
  15354. */
  15355. this.lights = true;
  15356. this.setDefaultValues( _defaultValues$4 );
  15357. this.setValues( parameters );
  15358. }
  15359. /**
  15360. * Setups the lighting model.
  15361. *
  15362. * @return {ToonLightingModel} The lighting model.
  15363. */
  15364. setupLightingModel( /*builder*/ ) {
  15365. return new ToonLightingModel();
  15366. }
  15367. }
  15368. /** @module MatcapUVNode **/
  15369. /**
  15370. * Can be used to compute texture coordinates for projecting a
  15371. * matcap onto a mesh. Used by {@link MeshMatcapNodeMaterial}.
  15372. *
  15373. * @augments TempNode
  15374. */
  15375. class MatcapUVNode extends TempNode {
  15376. static get type() {
  15377. return 'MatcapUVNode';
  15378. }
  15379. /**
  15380. * Constructs a new matcap uv node.
  15381. */
  15382. constructor() {
  15383. super( 'vec2' );
  15384. }
  15385. setup() {
  15386. const x = vec3( positionViewDirection.z, 0, positionViewDirection.x.negate() ).normalize();
  15387. const y = positionViewDirection.cross( x );
  15388. return vec2( x.dot( transformedNormalView ), y.dot( transformedNormalView ) ).mul( 0.495 ).add( 0.5 ); // 0.495 to remove artifacts caused by undersized matcap disks
  15389. }
  15390. }
  15391. /**
  15392. * TSL function for creating a matcap uv node.
  15393. *
  15394. * @function
  15395. * @returns {MatcapUVNode}
  15396. */
  15397. const matcapUV = /*@__PURE__*/ nodeImmutable( MatcapUVNode );
  15398. const _defaultValues$3 = /*@__PURE__*/ new MeshMatcapMaterial();
  15399. /**
  15400. * Node material version of `MeshMatcapMaterial`.
  15401. *
  15402. * @augments NodeMaterial
  15403. */
  15404. class MeshMatcapNodeMaterial extends NodeMaterial {
  15405. static get type() {
  15406. return 'MeshMatcapNodeMaterial';
  15407. }
  15408. /**
  15409. * Constructs a new mesh normal node material.
  15410. *
  15411. * @param {Object?} parameters - The configuration parameter.
  15412. */
  15413. constructor( parameters ) {
  15414. super();
  15415. /**
  15416. * This flag can be used for type testing.
  15417. *
  15418. * @type {Boolean}
  15419. * @readonly
  15420. * @default true
  15421. */
  15422. this.isMeshMatcapNodeMaterial = true;
  15423. this.setDefaultValues( _defaultValues$3 );
  15424. this.setValues( parameters );
  15425. }
  15426. /**
  15427. * Setups the matcap specific node variables.
  15428. *
  15429. * @param {NodeBuilder} builder - The current node builder.
  15430. */
  15431. setupVariants( builder ) {
  15432. const uv = matcapUV;
  15433. let matcapColor;
  15434. if ( builder.material.matcap ) {
  15435. matcapColor = materialReference( 'matcap', 'texture' ).context( { getUV: () => uv } );
  15436. } else {
  15437. matcapColor = vec3( mix( 0.2, 0.8, uv.y ) ); // default if matcap is missing
  15438. }
  15439. diffuseColor.rgb.mulAssign( matcapColor.rgb );
  15440. }
  15441. }
  15442. const _defaultValues$2 = /*@__PURE__*/ new PointsMaterial();
  15443. /**
  15444. * Node material version of `PointsMaterial`.
  15445. *
  15446. * Since WebGPU can render point primitives only with a size of one pixel,
  15447. * this material type does not evaluate the `size` and `sizeAttenuation`
  15448. * property of `PointsMaterial`. Use {@link InstancedPointsNodeMaterial}
  15449. * instead if you need points with a size larger than one pixel.
  15450. *
  15451. * @augments NodeMaterial
  15452. */
  15453. class PointsNodeMaterial extends NodeMaterial {
  15454. static get type() {
  15455. return 'PointsNodeMaterial';
  15456. }
  15457. /**
  15458. * Constructs a new points node material.
  15459. *
  15460. * @param {Object?} parameters - The configuration parameter.
  15461. */
  15462. constructor( parameters ) {
  15463. super();
  15464. /**
  15465. * This flag can be used for type testing.
  15466. *
  15467. * @type {Boolean}
  15468. * @readonly
  15469. * @default true
  15470. */
  15471. this.isPointsNodeMaterial = true;
  15472. this.setDefaultValues( _defaultValues$2 );
  15473. this.setValues( parameters );
  15474. }
  15475. }
  15476. /** @module RotateNode **/
  15477. /**
  15478. * Applies a rotation to the given position node.
  15479. *
  15480. * @augments TempNode
  15481. */
  15482. class RotateNode extends TempNode {
  15483. static get type() {
  15484. return 'RotateNode';
  15485. }
  15486. /**
  15487. * Constructs a new rotate node.
  15488. *
  15489. * @param {Node} positionNode - The position node.
  15490. * @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
  15491. * on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
  15492. */
  15493. constructor( positionNode, rotationNode ) {
  15494. super();
  15495. /**
  15496. * The position node.
  15497. *
  15498. * @type {Node}
  15499. */
  15500. this.positionNode = positionNode;
  15501. /**
  15502. * Represents the rotation that is applied to the position node.
  15503. * Depending on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
  15504. *
  15505. * @type {Node}
  15506. */
  15507. this.rotationNode = rotationNode;
  15508. }
  15509. /**
  15510. * The type of the {@link RotateNode#positionNode} defines the node's type.
  15511. *
  15512. * @param {NodeBuilder} builder - The current node builder.
  15513. * @return {String} The node's type.
  15514. */
  15515. getNodeType( builder ) {
  15516. return this.positionNode.getNodeType( builder );
  15517. }
  15518. setup( builder ) {
  15519. const { rotationNode, positionNode } = this;
  15520. const nodeType = this.getNodeType( builder );
  15521. if ( nodeType === 'vec2' ) {
  15522. const cosAngle = rotationNode.cos();
  15523. const sinAngle = rotationNode.sin();
  15524. const rotationMatrix = mat2(
  15525. cosAngle, sinAngle,
  15526. sinAngle.negate(), cosAngle
  15527. );
  15528. return rotationMatrix.mul( positionNode );
  15529. } else {
  15530. const rotation = rotationNode;
  15531. 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 ) );
  15532. 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 ) );
  15533. 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 ) );
  15534. return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz;
  15535. }
  15536. }
  15537. }
  15538. /**
  15539. * TSL function for creating a rotate node.
  15540. *
  15541. * @function
  15542. * @param {Node} positionNode - The position node.
  15543. * @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
  15544. * on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
  15545. * @returns {RotateNode}
  15546. */
  15547. const rotate = /*@__PURE__*/ nodeProxy( RotateNode );
  15548. const _defaultValues$1 = /*@__PURE__*/ new SpriteMaterial();
  15549. /**
  15550. * Node material version of `SpriteMaterial`.
  15551. *
  15552. * @augments NodeMaterial
  15553. */
  15554. class SpriteNodeMaterial extends NodeMaterial {
  15555. static get type() {
  15556. return 'SpriteNodeMaterial';
  15557. }
  15558. /**
  15559. * Constructs a new sprite node material.
  15560. *
  15561. * @param {Object?} parameters - The configuration parameter.
  15562. */
  15563. constructor( parameters ) {
  15564. super();
  15565. /**
  15566. * This flag can be used for type testing.
  15567. *
  15568. * @type {Boolean}
  15569. * @readonly
  15570. * @default true
  15571. */
  15572. this.isSpriteNodeMaterial = true;
  15573. this._useSizeAttenuation = true;
  15574. /**
  15575. * This property makes it possible to define the position of the sprite with a
  15576. * node. That can be useful when the material is used with instanced rendering
  15577. * and node data are defined with an instanced attribute node:
  15578. * ```js
  15579. * const positionAttribute = new InstancedBufferAttribute( new Float32Array( positions ), 3 );
  15580. * material.positionNode = instancedBufferAttribute( positionAttribute );
  15581. * ```
  15582. * Another possibility is to compute the instanced data with a compute shader:
  15583. * ```js
  15584. * const positionBuffer = instancedArray( particleCount, 'vec3' );
  15585. * particleMaterial.positionNode = positionBuffer.toAttribute();
  15586. * ```
  15587. *
  15588. * @type {Node<vec2>?}
  15589. * @default null
  15590. */
  15591. this.positionNode = null;
  15592. /**
  15593. * The rotation of sprite materials is by default inferred from the `rotation`,
  15594. * property. This node property allows to overwrite the default and define
  15595. * the rotation with a node instead.
  15596. *
  15597. * If you don't want to overwrite the rotation but modify the existing
  15598. * value instead, use {@link module:MaterialNode.materialRotation}.
  15599. *
  15600. * @type {Node<float>?}
  15601. * @default null
  15602. */
  15603. this.rotationNode = null;
  15604. /**
  15605. * This node property provides an additional way to scale sprites next to
  15606. * `Object3D.scale`. The scale transformation based in `Object3D.scale`
  15607. * is multiplied with the scale value of this node in the vertex shader.
  15608. *
  15609. * @type {Node<vec2>?}
  15610. * @default null
  15611. */
  15612. this.scaleNode = null;
  15613. this.setDefaultValues( _defaultValues$1 );
  15614. this.setValues( parameters );
  15615. }
  15616. /**
  15617. * Setups the position node in view space. This method implements
  15618. * the sprite specific vertex shader.
  15619. *
  15620. * @param {NodeBuilder} builder - The current node builder.
  15621. * @return {Node<vec3>} The position in view space.
  15622. */
  15623. setupPositionView( builder ) {
  15624. const { object, camera } = builder;
  15625. const sizeAttenuation = this.sizeAttenuation;
  15626. const { positionNode, rotationNode, scaleNode } = this;
  15627. const mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
  15628. let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
  15629. if ( scaleNode !== null ) {
  15630. scale = scale.mul( scaleNode );
  15631. }
  15632. if ( sizeAttenuation === false ) {
  15633. if ( camera.isPerspectiveCamera ) {
  15634. scale = scale.mul( mvPosition.z.negate() );
  15635. } else {
  15636. const orthoScale = float( 2.0 ).div( cameraProjectionMatrix.element( 1 ).element( 1 ) );
  15637. scale = scale.mul( orthoScale.mul( 2 ) );
  15638. }
  15639. }
  15640. let alignedPosition = positionGeometry.xy;
  15641. if ( object.center && object.center.isVector2 === true ) {
  15642. const center = reference$1( 'center', 'vec2', object );
  15643. alignedPosition = alignedPosition.sub( center.sub( 0.5 ) );
  15644. }
  15645. alignedPosition = alignedPosition.mul( scale );
  15646. const rotation = float( rotationNode || materialRotation );
  15647. const rotatedPosition = rotate( alignedPosition, rotation );
  15648. return vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
  15649. }
  15650. copy( source ) {
  15651. this.positionNode = source.positionNode;
  15652. this.rotationNode = source.rotationNode;
  15653. this.scaleNode = source.scaleNode;
  15654. return super.copy( source );
  15655. }
  15656. /**
  15657. * Whether to use size attenuation or not.
  15658. *
  15659. * @type {Boolean}
  15660. * @default true
  15661. */
  15662. get sizeAttenuation() {
  15663. return this._useSizeAttenuation;
  15664. }
  15665. set sizeAttenuation( value ) {
  15666. if ( this._useSizeAttenuation !== value ) {
  15667. this._useSizeAttenuation = value;
  15668. this.needsUpdate = true;
  15669. }
  15670. }
  15671. }
  15672. /**
  15673. * Represents lighting model for a shadow material. Used in {@link ShadowNodeMaterial}.
  15674. *
  15675. * @augments LightingModel
  15676. */
  15677. class ShadowMaskModel extends LightingModel {
  15678. /**
  15679. * Constructs a new shadow mask model.
  15680. */
  15681. constructor() {
  15682. super();
  15683. /**
  15684. * The shadow mask node.
  15685. *
  15686. * @type {Node}
  15687. */
  15688. this.shadowNode = float( 1 ).toVar( 'shadowMask' );
  15689. }
  15690. /**
  15691. * Only used to save the shadow mask.
  15692. *
  15693. * @param {Object} input - The input data.
  15694. */
  15695. direct( { shadowMask } ) {
  15696. this.shadowNode.mulAssign( shadowMask );
  15697. }
  15698. /**
  15699. * Uses the shadow mask to produce the final color.
  15700. *
  15701. * @param {ContextNode} context - The current node context.
  15702. */
  15703. finish( context ) {
  15704. diffuseColor.a.mulAssign( this.shadowNode.oneMinus() );
  15705. context.outgoingLight.rgb.assign( diffuseColor.rgb ); // TODO: Optimize LightsNode to avoid this assignment
  15706. }
  15707. }
  15708. const _defaultValues = /*@__PURE__*/ new ShadowMaterial();
  15709. /**
  15710. * Node material version of `ShadowMaterial`.
  15711. *
  15712. * @augments NodeMaterial
  15713. */
  15714. class ShadowNodeMaterial extends NodeMaterial {
  15715. static get type() {
  15716. return 'ShadowNodeMaterial';
  15717. }
  15718. /**
  15719. * Constructs a new shadow node material.
  15720. *
  15721. * @param {Object?} parameters - The configuration parameter.
  15722. */
  15723. constructor( parameters ) {
  15724. super();
  15725. /**
  15726. * This flag can be used for type testing.
  15727. *
  15728. * @type {Boolean}
  15729. * @readonly
  15730. * @default true
  15731. */
  15732. this.isShadowNodeMaterial = true;
  15733. /**
  15734. * Set to `true` because so it's possible to implement
  15735. * the shadow mask effect.
  15736. *
  15737. * @type {Boolean}
  15738. * @default true
  15739. */
  15740. this.lights = true;
  15741. this.setDefaultValues( _defaultValues );
  15742. this.setValues( parameters );
  15743. }
  15744. /**
  15745. * Setups the lighting model.
  15746. *
  15747. * @return {ShadowMaskModel} The lighting model.
  15748. */
  15749. setupLightingModel( /*builder*/ ) {
  15750. return new ShadowMaskModel();
  15751. }
  15752. }
  15753. /** @module Texture3DNode **/
  15754. const normal = Fn( ( { texture, uv } ) => {
  15755. const epsilon = 0.0001;
  15756. const ret = vec3().toVar();
  15757. If( uv.x.lessThan( epsilon ), () => {
  15758. ret.assign( vec3( 1, 0, 0 ) );
  15759. } ).ElseIf( uv.y.lessThan( epsilon ), () => {
  15760. ret.assign( vec3( 0, 1, 0 ) );
  15761. } ).ElseIf( uv.z.lessThan( epsilon ), () => {
  15762. ret.assign( vec3( 0, 0, 1 ) );
  15763. } ).ElseIf( uv.x.greaterThan( 1 - epsilon ), () => {
  15764. ret.assign( vec3( - 1, 0, 0 ) );
  15765. } ).ElseIf( uv.y.greaterThan( 1 - epsilon ), () => {
  15766. ret.assign( vec3( 0, - 1, 0 ) );
  15767. } ).ElseIf( uv.z.greaterThan( 1 - epsilon ), () => {
  15768. ret.assign( vec3( 0, 0, - 1 ) );
  15769. } ).Else( () => {
  15770. const step = 0.01;
  15771. const x = texture.sample( uv.add( vec3( - step, 0.0, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
  15772. const y = texture.sample( uv.add( vec3( 0.0, - step, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
  15773. const z = texture.sample( uv.add( vec3( 0.0, 0.0, - step ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, 0.0, step ) ) ).r );
  15774. ret.assign( vec3( x, y, z ) );
  15775. } );
  15776. return ret.normalize();
  15777. } );
  15778. /**
  15779. * This type of uniform node represents a 3D texture.
  15780. *
  15781. * @augments module:TextureNode~TextureNode
  15782. */
  15783. class Texture3DNode extends TextureNode {
  15784. static get type() {
  15785. return 'Texture3DNode';
  15786. }
  15787. /**
  15788. * Constructs a new 3D texture node.
  15789. *
  15790. * @param {Data3DTexture} value - The 3D texture.
  15791. * @param {Node<vec2|vec3>?} [uvNode=null] - The uv node.
  15792. * @param {Node<int>?} [levelNode=null] - The level node.
  15793. */
  15794. constructor( value, uvNode = null, levelNode = null ) {
  15795. super( value, uvNode, levelNode );
  15796. /**
  15797. * This flag can be used for type testing.
  15798. *
  15799. * @type {Boolean}
  15800. * @readonly
  15801. * @default true
  15802. */
  15803. this.isTexture3DNode = true;
  15804. }
  15805. /**
  15806. * Overwrites the default implementation to return a fixed value `'texture3D'`.
  15807. *
  15808. * @param {NodeBuilder} builder - The current node builder.
  15809. * @return {String} The input type.
  15810. */
  15811. getInputType( /*builder*/ ) {
  15812. return 'texture3D';
  15813. }
  15814. /**
  15815. * Returns a default uv node which is in context of 3D textures a three-dimensional
  15816. * uv node.
  15817. *
  15818. * @return {Node<vec3>} The default uv node.
  15819. */
  15820. getDefaultUV() {
  15821. return vec3( 0.5, 0.5, 0.5 );
  15822. }
  15823. /**
  15824. * Overwritten with an empty implementation since the `updateMatrix` flag is ignored
  15825. * for 3D textures. The uv transformation matrix is not applied to 3D textures.
  15826. *
  15827. * @param {Boolean} value - The update toggle.
  15828. */
  15829. setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for 3d TextureNode
  15830. /**
  15831. * Overwrites the default implementation to return the unmodified uv node.
  15832. *
  15833. * @param {NodeBuilder} builder - The current node builder.
  15834. * @param {Node} uvNode - The uv node to setup.
  15835. * @return {Node} The unmodified uv node.
  15836. */
  15837. setupUV( builder, uvNode ) {
  15838. const texture = this.value;
  15839. if ( builder.isFlipY() && ( texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true ) ) {
  15840. if ( this.sampler ) {
  15841. uvNode = uvNode.flipY();
  15842. } else {
  15843. uvNode = uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) );
  15844. }
  15845. }
  15846. return uvNode;
  15847. }
  15848. /**
  15849. * Generates the uv code snippet.
  15850. *
  15851. * @param {NodeBuilder} builder - The current node builder.
  15852. * @param {Node} uvNode - The uv node to generate code for.
  15853. * @return {String} The generated code snippet.
  15854. */
  15855. generateUV( builder, uvNode ) {
  15856. return uvNode.build( builder, 'vec3' );
  15857. }
  15858. /**
  15859. * TODO.
  15860. *
  15861. * @param {Node<vec3>} uvNode - The uv node .
  15862. * @return {Node<vec3>} TODO.
  15863. */
  15864. normal( uvNode ) {
  15865. return normal( { texture: this, uv: uvNode } );
  15866. }
  15867. }
  15868. /**
  15869. * TSL function for creating a 3D texture node.
  15870. *
  15871. * @function
  15872. * @param {Data3DTexture} value - The 3D texture.
  15873. * @param {Node<vec2|vec3>?} [uvNode=null] - The uv node.
  15874. * @param {Node<int>?} [levelNode=null] - The level node.
  15875. * @returns {Texture3DNode}
  15876. */
  15877. const texture3D = /*@__PURE__*/ nodeProxy( Texture3DNode );
  15878. /** @module VolumeNodeMaterial **/
  15879. /**
  15880. * Node material intended for volume rendering. The volumetric data are
  15881. * defined with an instance of {@link Data3DTexture}.
  15882. *
  15883. * @augments NodeMaterial
  15884. */
  15885. class VolumeNodeMaterial extends NodeMaterial {
  15886. static get type() {
  15887. return 'VolumeNodeMaterial';
  15888. }
  15889. /**
  15890. * Constructs a new volume node material.
  15891. *
  15892. * @param {Object?} parameters - The configuration parameter.
  15893. */
  15894. constructor( parameters ) {
  15895. super();
  15896. /**
  15897. * This flag can be used for type testing.
  15898. *
  15899. * @type {Boolean}
  15900. * @readonly
  15901. * @default true
  15902. */
  15903. this.isVolumeNodeMaterial = true;
  15904. /**
  15905. * The base color of the volume.
  15906. *
  15907. * @type {Color}
  15908. * @default 100
  15909. */
  15910. this.base = new Color( 0xffffff );
  15911. /**
  15912. * A 3D data texture holding the volumetric data.
  15913. *
  15914. * @type {Data3DTexture?}
  15915. * @default null
  15916. */
  15917. this.map = null;
  15918. /**
  15919. * This number of samples for each ray that hits the mesh's surface
  15920. * and travels through the volume.
  15921. *
  15922. * @type {Number}
  15923. * @default 100
  15924. */
  15925. this.steps = 100;
  15926. /**
  15927. * Callback for {@link VolumeNodeMaterial#testNode}.
  15928. *
  15929. * @callback testNodeCallback
  15930. * @param {Data3DTexture<float>} map - The 3D texture.
  15931. * @param {Node<float>} mapValue - The sampled value inside the volume.
  15932. * @param {Node<vec3>} probe - The probe which is the entry point of the ray on the mesh's surface.
  15933. * @param {Node<vec4>} finalColor - The final color.
  15934. */
  15935. /**
  15936. * The volume rendering of this material works by shooting rays
  15937. * from the camera position through each fragment of the mesh's
  15938. * surface and sample the inner volume in a raymarching fashion
  15939. * multiple times.
  15940. *
  15941. * This node can be used to assign a callback function of type `Fn`
  15942. * that will be executed per sample. The callback receives the
  15943. * texture, the sampled texture value as well as position on the surface
  15944. * where the rays enters the volume. The last parameter is a color
  15945. * that allows the callback to determine the final color.
  15946. *
  15947. * @type {testNodeCallback?}
  15948. * @default null
  15949. */
  15950. this.testNode = null;
  15951. this.setValues( parameters );
  15952. }
  15953. /**
  15954. * Setups the vertex and fragment stage of this node material.
  15955. *
  15956. * @param {NodeBuilder} builder - The current node builder.
  15957. */
  15958. setup( builder ) {
  15959. const map = texture3D( this.map, null, 0 );
  15960. const hitBox = Fn( ( { orig, dir } ) => {
  15961. const box_min = vec3( - 0.5 );
  15962. const box_max = vec3( 0.5 );
  15963. const inv_dir = dir.reciprocal();
  15964. const tmin_tmp = box_min.sub( orig ).mul( inv_dir );
  15965. const tmax_tmp = box_max.sub( orig ).mul( inv_dir );
  15966. const tmin = min$1( tmin_tmp, tmax_tmp );
  15967. const tmax = max$1( tmin_tmp, tmax_tmp );
  15968. const t0 = max$1( tmin.x, max$1( tmin.y, tmin.z ) );
  15969. const t1 = min$1( tmax.x, min$1( tmax.y, tmax.z ) );
  15970. return vec2( t0, t1 );
  15971. } );
  15972. this.fragmentNode = Fn( () => {
  15973. const vOrigin = varying( vec3( modelWorldMatrixInverse.mul( vec4( cameraPosition, 1.0 ) ) ) );
  15974. const vDirection = varying( positionGeometry.sub( vOrigin ) );
  15975. const rayDir = vDirection.normalize();
  15976. const bounds = vec2( hitBox( { orig: vOrigin, dir: rayDir } ) ).toVar();
  15977. bounds.x.greaterThan( bounds.y ).discard();
  15978. bounds.assign( vec2( max$1( bounds.x, 0.0 ), bounds.y ) );
  15979. const p = vec3( vOrigin.add( bounds.x.mul( rayDir ) ) ).toVar();
  15980. const inc = vec3( rayDir.abs().reciprocal() ).toVar();
  15981. const delta = float( min$1( inc.x, min$1( inc.y, inc.z ) ) ).toVar( 'delta' ); // used 'delta' name in loop
  15982. delta.divAssign( materialReference( 'steps', 'float' ) );
  15983. const ac = vec4( materialReference( 'base', 'color' ), 0.0 ).toVar();
  15984. Loop( { type: 'float', start: bounds.x, end: bounds.y, update: '+= delta' }, () => {
  15985. const d = property( 'float', 'd' ).assign( map.sample( p.add( 0.5 ) ).r );
  15986. if ( this.testNode !== null ) {
  15987. this.testNode( { map: map, mapValue: d, probe: p, finalColor: ac } ).append();
  15988. } else {
  15989. // default to show surface of mesh
  15990. ac.a.assign( 1 );
  15991. Break();
  15992. }
  15993. p.addAssign( rayDir.mul( delta ) );
  15994. } );
  15995. ac.a.equal( 0 ).discard();
  15996. return vec4( ac );
  15997. } )();
  15998. super.setup( builder );
  15999. }
  16000. }
  16001. /**
  16002. * This module manages the internal animation loop of the renderer.
  16003. *
  16004. * @private
  16005. */
  16006. class Animation {
  16007. /**
  16008. * Constructs a new animation loop management component.
  16009. *
  16010. * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  16011. * @param {Info} info - Renderer component for managing metrics and monitoring data.
  16012. */
  16013. constructor( nodes, info ) {
  16014. /**
  16015. * Renderer component for managing nodes related logic.
  16016. *
  16017. * @type {Nodes}
  16018. */
  16019. this.nodes = nodes;
  16020. /**
  16021. * Renderer component for managing metrics and monitoring data.
  16022. *
  16023. * @type {Info}
  16024. */
  16025. this.info = info;
  16026. /**
  16027. * A reference to the context from `requestAnimationFrame()` can
  16028. * be called (usually `window`).
  16029. *
  16030. * @type {Window|XRSession}
  16031. */
  16032. this._context = self;
  16033. /**
  16034. * The user-defined animation loop.
  16035. *
  16036. * @type {Function?}
  16037. * @default null
  16038. */
  16039. this._animationLoop = null;
  16040. /**
  16041. * The requestId which is returned from the `requestAnimationFrame()` call.
  16042. * Can be used to cancel the stop the animation loop.
  16043. *
  16044. * @type {Number?}
  16045. * @default null
  16046. */
  16047. this._requestId = null;
  16048. }
  16049. /**
  16050. * Starts the internal animation loop.
  16051. */
  16052. start() {
  16053. const update = ( time, frame ) => {
  16054. this._requestId = this._context.requestAnimationFrame( update );
  16055. if ( this.info.autoReset === true ) this.info.reset();
  16056. this.nodes.nodeFrame.update();
  16057. this.info.frame = this.nodes.nodeFrame.frameId;
  16058. if ( this._animationLoop !== null ) this._animationLoop( time, frame );
  16059. };
  16060. update();
  16061. }
  16062. /**
  16063. * Stops the internal animation loop.
  16064. */
  16065. stop() {
  16066. this._context.cancelAnimationFrame( this._requestId );
  16067. this._requestId = null;
  16068. }
  16069. /**
  16070. * Defines the user-level animation loop.
  16071. *
  16072. * @param {Function} callback - The animation loop.
  16073. */
  16074. setAnimationLoop( callback ) {
  16075. this._animationLoop = callback;
  16076. }
  16077. /**
  16078. * Defines the context in which `requestAnimationFrame()` is executed.
  16079. *
  16080. * @param {Window|XRSession} context - The context to set.
  16081. */
  16082. setContext( context ) {
  16083. this._context = context;
  16084. }
  16085. /**
  16086. * Frees all internal resources and stops the animation loop.
  16087. */
  16088. dispose() {
  16089. this.stop();
  16090. }
  16091. }
  16092. /**
  16093. * Data structure for the renderer. It allows defining values
  16094. * with chained, hierarchical keys. Keys are meant to be
  16095. * objects since the module internally works with Weak Maps
  16096. * for performance reasons.
  16097. *
  16098. * @private
  16099. */
  16100. class ChainMap {
  16101. /**
  16102. * Constructs a new Chain Map.
  16103. */
  16104. constructor() {
  16105. /**
  16106. * The root Weak Map.
  16107. *
  16108. * @type {WeakMap}
  16109. */
  16110. this.weakMap = new WeakMap();
  16111. }
  16112. /**
  16113. * Returns the value for the given array of keys.
  16114. *
  16115. * @param {Array<Object>} keys - List of keys.
  16116. * @return {Any} The value. Returns `undefined` if no value was found.
  16117. */
  16118. get( keys ) {
  16119. let map = this.weakMap;
  16120. for ( let i = 0; i < keys.length - 1; i ++ ) {
  16121. map = map.get( keys[ i ] );
  16122. if ( map === undefined ) return undefined;
  16123. }
  16124. return map.get( keys[ keys.length - 1 ] );
  16125. }
  16126. /**
  16127. * Sets the value for the given keys.
  16128. *
  16129. * @param {Array<Object>} keys - List of keys.
  16130. * @param {Any} value - The value to set.
  16131. * @return {ChainMap} A reference to this Chain Map.
  16132. */
  16133. set( keys, value ) {
  16134. let map = this.weakMap;
  16135. for ( let i = 0; i < keys.length - 1; i ++ ) {
  16136. const key = keys[ i ];
  16137. if ( map.has( key ) === false ) map.set( key, new WeakMap() );
  16138. map = map.get( key );
  16139. }
  16140. map.set( keys[ keys.length - 1 ], value );
  16141. return this;
  16142. }
  16143. /**
  16144. * Deletes a value for the given keys.
  16145. *
  16146. * @param {Array<Object>} keys - The keys.
  16147. * @return {Boolean} Returns `true` if the value has been removed successfully and `false` if the value has not be found.
  16148. */
  16149. delete( keys ) {
  16150. let map = this.weakMap;
  16151. for ( let i = 0; i < keys.length - 1; i ++ ) {
  16152. map = map.get( keys[ i ] );
  16153. if ( map === undefined ) return false;
  16154. }
  16155. return map.delete( keys[ keys.length - 1 ] );
  16156. }
  16157. }
  16158. let _id$9 = 0;
  16159. function getKeys( obj ) {
  16160. const keys = Object.keys( obj );
  16161. let proto = Object.getPrototypeOf( obj );
  16162. while ( proto ) {
  16163. const descriptors = Object.getOwnPropertyDescriptors( proto );
  16164. for ( const key in descriptors ) {
  16165. if ( descriptors[ key ] !== undefined ) {
  16166. const descriptor = descriptors[ key ];
  16167. if ( descriptor && typeof descriptor.get === 'function' ) {
  16168. keys.push( key );
  16169. }
  16170. }
  16171. }
  16172. proto = Object.getPrototypeOf( proto );
  16173. }
  16174. return keys;
  16175. }
  16176. /**
  16177. * A render object is the renderer's representation of single entity that gets drawn
  16178. * with a draw command. There is no unique mapping of render objects to 3D objects in the
  16179. * scene since render objects also depend from the used material, the current render context
  16180. * and the current scene's lighting.
  16181. *
  16182. * In general, the basic process of the renderer is:
  16183. *
  16184. * - Analyze the 3D objects in the scene and generate render lists containing render items.
  16185. * - Process the render lists by calling one or more render commands for each render item.
  16186. * - For each render command, request a render object and perform the draw.
  16187. *
  16188. * The module provides an interface to get data required for the draw command like the actual
  16189. * draw parameters or vertex buffers. It also holds a series of caching related methods since
  16190. * creating render objects should only be done when necessary.
  16191. *
  16192. * @private
  16193. */
  16194. class RenderObject {
  16195. /**
  16196. * Constructs a new render object.
  16197. *
  16198. * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  16199. * @param {Geometries} geometries - Renderer component for managing geometries.
  16200. * @param {Renderer} renderer - The renderer.
  16201. * @param {Object3D} object - The 3D object.
  16202. * @param {Material} material - The 3D object's material.
  16203. * @param {Scene} scene - The scene the 3D object belongs to.
  16204. * @param {Camera} camera - The camera the object should be rendered with.
  16205. * @param {LightsNode} lightsNode - The lights node.
  16206. * @param {RenderContext} renderContext - The render context.
  16207. * @param {ClippingContext} clippingContext - The clipping context.
  16208. */
  16209. constructor( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext ) {
  16210. this.id = _id$9 ++;
  16211. /**
  16212. * Renderer component for managing nodes related logic.
  16213. *
  16214. * @type {Nodes}
  16215. * @private
  16216. */
  16217. this._nodes = nodes;
  16218. /**
  16219. * Renderer component for managing geometries.
  16220. *
  16221. * @type {Geometries}
  16222. * @private
  16223. */
  16224. this._geometries = geometries;
  16225. /**
  16226. * The renderer.
  16227. *
  16228. * @type {Renderer}
  16229. */
  16230. this.renderer = renderer;
  16231. /**
  16232. * The 3D object.
  16233. *
  16234. * @type {Object3D}
  16235. */
  16236. this.object = object;
  16237. /**
  16238. * The 3D object's material.
  16239. *
  16240. * @type {Material}
  16241. */
  16242. this.material = material;
  16243. /**
  16244. * The scene the 3D object belongs to.
  16245. *
  16246. * @type {Scene}
  16247. */
  16248. this.scene = scene;
  16249. /**
  16250. * The camera the 3D object should be rendered with.
  16251. *
  16252. * @type {Camera}
  16253. */
  16254. this.camera = camera;
  16255. /**
  16256. * The lights node.
  16257. *
  16258. * @type {LightsNode}
  16259. */
  16260. this.lightsNode = lightsNode;
  16261. /**
  16262. * The render context.
  16263. *
  16264. * @type {RenderContext}
  16265. */
  16266. this.context = renderContext;
  16267. /**
  16268. * The 3D object's geometry.
  16269. *
  16270. * @type {BufferGeometry}
  16271. */
  16272. this.geometry = object.geometry;
  16273. /**
  16274. * The render object's version.
  16275. *
  16276. * @type {Number}
  16277. */
  16278. this.version = material.version;
  16279. /**
  16280. * The draw range of the geometry.
  16281. *
  16282. * @type {Object?}
  16283. * @default null
  16284. */
  16285. this.drawRange = null;
  16286. /**
  16287. * An array holding the buffer attributes
  16288. * of the render object. This entails attribute
  16289. * definitions on geometry and node level.
  16290. *
  16291. * @type {Array<BufferAttribute>?}
  16292. * @default null
  16293. */
  16294. this.attributes = null;
  16295. /**
  16296. * A reference to a render pipeline the render
  16297. * object is processed with.
  16298. *
  16299. * @type {RenderPipeline}
  16300. * @default null
  16301. */
  16302. this.pipeline = null;
  16303. /**
  16304. * An array holding the vertex buffers which can
  16305. * be buffer attributes but also interleaved buffers.
  16306. *
  16307. * @type {Array<BufferAttribute|InterleavedBuffer>?}
  16308. * @default null
  16309. */
  16310. this.vertexBuffers = null;
  16311. /**
  16312. * The parameters for the draw command.
  16313. *
  16314. * @type {Object?}
  16315. * @default null
  16316. */
  16317. this.drawParams = null;
  16318. /**
  16319. * If this render object is used inside a render bundle,
  16320. * this property points to the respective bundle group.
  16321. *
  16322. * @type {BundleGroup?}
  16323. * @default null
  16324. */
  16325. this.bundle = null;
  16326. /**
  16327. * The clipping context.
  16328. *
  16329. * @type {ClippingContext}
  16330. */
  16331. this.clippingContext = clippingContext;
  16332. /**
  16333. * The clipping context's cache key.
  16334. *
  16335. * @type {String}
  16336. */
  16337. this.clippingContextCacheKey = clippingContext !== null ? clippingContext.cacheKey : '';
  16338. /**
  16339. * The initial node cache key.
  16340. *
  16341. * @type {Number}
  16342. */
  16343. this.initialNodesCacheKey = this.getDynamicCacheKey();
  16344. /**
  16345. * The initial cache key.
  16346. *
  16347. * @type {Number}
  16348. */
  16349. this.initialCacheKey = this.getCacheKey();
  16350. /**
  16351. * The node builder state.
  16352. *
  16353. * @type {NodeBuilderState?}
  16354. * @private
  16355. * @default null
  16356. */
  16357. this._nodeBuilderState = null;
  16358. /**
  16359. * An array of bindings.
  16360. *
  16361. * @type {Array<BindGroup>?}
  16362. * @private
  16363. * @default null
  16364. */
  16365. this._bindings = null;
  16366. /**
  16367. * Reference to the node material observer.
  16368. *
  16369. * @type {NodeMaterialObserver?}
  16370. * @private
  16371. * @default null
  16372. */
  16373. this._monitor = null;
  16374. /**
  16375. * An event listener which is defined by `RenderObjects`. It performs
  16376. * clean up tasks when `dispose()` on this render object.
  16377. *
  16378. * @method
  16379. */
  16380. this.onDispose = null;
  16381. /**
  16382. * This flag can be used for type testing.
  16383. *
  16384. * @type {Boolean}
  16385. * @readonly
  16386. * @default true
  16387. */
  16388. this.isRenderObject = true;
  16389. /**
  16390. * An event listener which is executed when `dispose()` is called on
  16391. * the render object's material.
  16392. *
  16393. * @method
  16394. */
  16395. this.onMaterialDispose = () => {
  16396. this.dispose();
  16397. };
  16398. this.material.addEventListener( 'dispose', this.onMaterialDispose );
  16399. }
  16400. /**
  16401. * Updates the clipping context.
  16402. *
  16403. * @param {ClippingContext} context - The clipping context to set.
  16404. */
  16405. updateClipping( context ) {
  16406. this.clippingContext = context;
  16407. }
  16408. /**
  16409. * Whether the clipping requires an update or not.
  16410. *
  16411. * @type {Boolean}
  16412. * @readonly
  16413. */
  16414. get clippingNeedsUpdate() {
  16415. if ( this.clippingContext === null || this.clippingContext.cacheKey === this.clippingContextCacheKey ) return false;
  16416. this.clippingContextCacheKey = this.clippingContext.cacheKey;
  16417. return true;
  16418. }
  16419. /**
  16420. * The number of clipping planes defined in context of hardware clipping.
  16421. *
  16422. * @type {Number}
  16423. * @readonly
  16424. */
  16425. get hardwareClippingPlanes() {
  16426. return this.material.hardwareClipping === true ? this.clippingContext.unionClippingCount : 0;
  16427. }
  16428. /**
  16429. * Returns the node builder state of this render object.
  16430. *
  16431. * @return {NodeBuilderState} The node builder state.
  16432. */
  16433. getNodeBuilderState() {
  16434. return this._nodeBuilderState || ( this._nodeBuilderState = this._nodes.getForRender( this ) );
  16435. }
  16436. /**
  16437. * Returns the node material observer of this render object.
  16438. *
  16439. * @return {NodeMaterialObserver} The node material observer.
  16440. */
  16441. getMonitor() {
  16442. return this._monitor || ( this._monitor = this.getNodeBuilderState().monitor );
  16443. }
  16444. /**
  16445. * Returns an array of bind groups of this render object.
  16446. *
  16447. * @return {Array<BindGroup>} The bindings.
  16448. */
  16449. getBindings() {
  16450. return this._bindings || ( this._bindings = this.getNodeBuilderState().createBindings() );
  16451. }
  16452. /**
  16453. * Returns the index of the render object's geometry.
  16454. *
  16455. * @return {BufferAttribute?} The index. Returns `null` for non-indexed geometries.
  16456. */
  16457. getIndex() {
  16458. return this._geometries.getIndex( this );
  16459. }
  16460. /**
  16461. * Returns the indirect buffer attribute.
  16462. *
  16463. * @return {BufferAttribute?} The indirect attribute. `null` if no indirect drawing is used.
  16464. */
  16465. getIndirect() {
  16466. return this._geometries.getIndirect( this );
  16467. }
  16468. /**
  16469. * Returns an array that acts as a key for identifying the render object in a chain map.
  16470. *
  16471. * @return {Array<Object>} An array with object references.
  16472. */
  16473. getChainArray() {
  16474. return [ this.object, this.material, this.context, this.lightsNode ];
  16475. }
  16476. /**
  16477. * This method is used when the geometry of a 3D object has been exchanged and the
  16478. * respective render object now requires an update.
  16479. *
  16480. * @param {BufferGeometry} geometry - The geometry to set.
  16481. */
  16482. setGeometry( geometry ) {
  16483. this.geometry = geometry;
  16484. this.attributes = null;
  16485. }
  16486. /**
  16487. * Returns the buffer attributes of the render object. The returned array holds
  16488. * attribute definitions on geometry and node level.
  16489. *
  16490. * @return {Array<BufferAttribute>} An array with buffer attributes.
  16491. */
  16492. getAttributes() {
  16493. if ( this.attributes !== null ) return this.attributes;
  16494. const nodeAttributes = this.getNodeBuilderState().nodeAttributes;
  16495. const geometry = this.geometry;
  16496. const attributes = [];
  16497. const vertexBuffers = new Set();
  16498. for ( const nodeAttribute of nodeAttributes ) {
  16499. const attribute = nodeAttribute.node && nodeAttribute.node.attribute ? nodeAttribute.node.attribute : geometry.getAttribute( nodeAttribute.name );
  16500. if ( attribute === undefined ) continue;
  16501. attributes.push( attribute );
  16502. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  16503. vertexBuffers.add( bufferAttribute );
  16504. }
  16505. this.attributes = attributes;
  16506. this.vertexBuffers = Array.from( vertexBuffers.values() );
  16507. return attributes;
  16508. }
  16509. /**
  16510. * Returns the vertex buffers of the render object.
  16511. *
  16512. * @return {Array<BufferAttribute|InterleavedBuffer>} An array with buffer attribute or interleaved buffers.
  16513. */
  16514. getVertexBuffers() {
  16515. if ( this.vertexBuffers === null ) this.getAttributes();
  16516. return this.vertexBuffers;
  16517. }
  16518. /**
  16519. * Returns the draw parameters for the render object.
  16520. *
  16521. * @return {{vertexCount: Number, firstVertex: Number, instanceCount: Number, firstInstance: Number}} The draw parameters.
  16522. */
  16523. getDrawParameters() {
  16524. const { object, material, geometry, group, drawRange } = this;
  16525. const drawParams = this.drawParams || ( this.drawParams = {
  16526. vertexCount: 0,
  16527. firstVertex: 0,
  16528. instanceCount: 0,
  16529. firstInstance: 0
  16530. } );
  16531. const index = this.getIndex();
  16532. const hasIndex = ( index !== null );
  16533. const instanceCount = geometry.isInstancedBufferGeometry ? geometry.instanceCount : ( object.count > 1 ? object.count : 1 );
  16534. if ( instanceCount === 0 ) return null;
  16535. drawParams.instanceCount = instanceCount;
  16536. if ( object.isBatchedMesh === true ) return drawParams;
  16537. let rangeFactor = 1;
  16538. if ( material.wireframe === true && ! object.isPoints && ! object.isLineSegments && ! object.isLine && ! object.isLineLoop ) {
  16539. rangeFactor = 2;
  16540. }
  16541. let firstVertex = drawRange.start * rangeFactor;
  16542. let lastVertex = ( drawRange.start + drawRange.count ) * rangeFactor;
  16543. if ( group !== null ) {
  16544. firstVertex = Math.max( firstVertex, group.start * rangeFactor );
  16545. lastVertex = Math.min( lastVertex, ( group.start + group.count ) * rangeFactor );
  16546. }
  16547. const position = geometry.attributes.position;
  16548. let itemCount = Infinity;
  16549. if ( hasIndex ) {
  16550. itemCount = index.count;
  16551. } else if ( position !== undefined && position !== null ) {
  16552. itemCount = position.count;
  16553. }
  16554. firstVertex = Math.max( firstVertex, 0 );
  16555. lastVertex = Math.min( lastVertex, itemCount );
  16556. const count = lastVertex - firstVertex;
  16557. if ( count < 0 || count === Infinity ) return null;
  16558. drawParams.vertexCount = count;
  16559. drawParams.firstVertex = firstVertex;
  16560. return drawParams;
  16561. }
  16562. /**
  16563. * Returns the render object's geometry cache key.
  16564. *
  16565. * The geometry cache key is part of the material cache key.
  16566. *
  16567. * @return {String} The geometry cache key.
  16568. */
  16569. getGeometryCacheKey() {
  16570. const { geometry } = this;
  16571. let cacheKey = '';
  16572. for ( const name of Object.keys( geometry.attributes ).sort() ) {
  16573. const attribute = geometry.attributes[ name ];
  16574. cacheKey += name + ',';
  16575. if ( attribute.data ) cacheKey += attribute.data.stride + ',';
  16576. if ( attribute.offset ) cacheKey += attribute.offset + ',';
  16577. if ( attribute.itemSize ) cacheKey += attribute.itemSize + ',';
  16578. if ( attribute.normalized ) cacheKey += 'n,';
  16579. }
  16580. if ( geometry.index ) {
  16581. cacheKey += 'index,';
  16582. }
  16583. return cacheKey;
  16584. }
  16585. /**
  16586. * Returns the render object's material cache key.
  16587. *
  16588. * The material cache key is part of the render object cache key.
  16589. *
  16590. * @return {String} The material cache key.
  16591. */
  16592. getMaterialCacheKey() {
  16593. const { object, material } = this;
  16594. let cacheKey = material.customProgramCacheKey();
  16595. for ( const property of getKeys( material ) ) {
  16596. if ( /^(is[A-Z]|_)|^(visible|version|uuid|name|opacity|userData)$/.test( property ) ) continue;
  16597. const value = material[ property ];
  16598. let valueKey;
  16599. if ( value !== null ) {
  16600. // some material values require a formatting
  16601. const type = typeof value;
  16602. if ( type === 'number' ) {
  16603. valueKey = value !== 0 ? '1' : '0'; // Convert to on/off, important for clearcoat, transmission, etc
  16604. } else if ( type === 'object' ) {
  16605. valueKey = '{';
  16606. if ( value.isTexture ) {
  16607. valueKey += value.mapping;
  16608. }
  16609. valueKey += '}';
  16610. } else {
  16611. valueKey = String( value );
  16612. }
  16613. } else {
  16614. valueKey = String( value );
  16615. }
  16616. cacheKey += /*property + ':' +*/ valueKey + ',';
  16617. }
  16618. cacheKey += this.clippingContextCacheKey + ',';
  16619. if ( object.geometry ) {
  16620. cacheKey += this.getGeometryCacheKey();
  16621. }
  16622. if ( object.skeleton ) {
  16623. cacheKey += object.skeleton.bones.length + ',';
  16624. }
  16625. if ( object.morphTargetInfluences ) {
  16626. cacheKey += object.morphTargetInfluences.length + ',';
  16627. }
  16628. if ( object.isBatchedMesh ) {
  16629. cacheKey += object._matricesTexture.uuid + ',';
  16630. if ( object._colorsTexture !== null ) {
  16631. cacheKey += object._colorsTexture.uuid + ',';
  16632. }
  16633. }
  16634. if ( object.count > 1 ) {
  16635. // TODO: https://github.com/mrdoob/three.js/pull/29066#issuecomment-2269400850
  16636. cacheKey += object.uuid + ',';
  16637. }
  16638. cacheKey += object.receiveShadow + ',';
  16639. return hashString( cacheKey );
  16640. }
  16641. /**
  16642. * Whether the geometry requires an update or not.
  16643. *
  16644. * @type {Boolean}
  16645. * @readonly
  16646. */
  16647. get needsGeometryUpdate() {
  16648. return this.geometry.id !== this.object.geometry.id;
  16649. }
  16650. /**
  16651. * Whether the render object requires an update or not.
  16652. *
  16653. * Note: There are two distinct places where render objects are checked for an update.
  16654. *
  16655. * 1. In `RenderObjects.get()` which is executed when the render object is request. This
  16656. * method checks the `needsUpdate` flag and recreates the render object if necessary.
  16657. * 2. In `Renderer._renderObjectDirect()` right after getting the render object via
  16658. * `RenderObjects.get()`. The render object's NodeMaterialObserver is then used to detect
  16659. * a need for a refresh due to material, geometry or object related value changes.
  16660. *
  16661. * TODO: Investigate if it's possible to merge both steps so there is only a single place
  16662. * that performs the 'needsUpdate' check.
  16663. *
  16664. * @type {Boolean}
  16665. * @readonly
  16666. */
  16667. get needsUpdate() {
  16668. return /*this.object.static !== true &&*/ ( this.initialNodesCacheKey !== this.getDynamicCacheKey() || this.clippingNeedsUpdate );
  16669. }
  16670. /**
  16671. * Returns the dynamic cache key which represents a key that is computed per draw command.
  16672. *
  16673. * @return {String} The cache key.
  16674. */
  16675. getDynamicCacheKey() {
  16676. // Environment Nodes Cache Key
  16677. let cacheKey = this._nodes.getCacheKey( this.scene, this.lightsNode );
  16678. if ( this.object.receiveShadow ) {
  16679. cacheKey += 1;
  16680. }
  16681. return cacheKey;
  16682. }
  16683. /**
  16684. * Returns the render object's cache key.
  16685. *
  16686. * @return {String} The cache key.
  16687. */
  16688. getCacheKey() {
  16689. return this.getMaterialCacheKey() + this.getDynamicCacheKey();
  16690. }
  16691. /**
  16692. * Frees internal resources.
  16693. */
  16694. dispose() {
  16695. this.material.removeEventListener( 'dispose', this.onMaterialDispose );
  16696. this.onDispose();
  16697. }
  16698. }
  16699. const _chainKeys$5 = [];
  16700. /**
  16701. * This module manages the render objects of the renderer.
  16702. *
  16703. * @private
  16704. */
  16705. class RenderObjects {
  16706. /**
  16707. * Constructs a new render object management component.
  16708. *
  16709. * @param {Renderer} renderer - The renderer.
  16710. * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  16711. * @param {Geometries} geometries - Renderer component for managing geometries.
  16712. * @param {Pipelines} pipelines - Renderer component for managing pipelines.
  16713. * @param {Bindings} bindings - Renderer component for managing bindings.
  16714. * @param {Info} info - Renderer component for managing metrics and monitoring data.
  16715. */
  16716. constructor( renderer, nodes, geometries, pipelines, bindings, info ) {
  16717. /**
  16718. * The renderer.
  16719. *
  16720. * @type {Renderer}
  16721. */
  16722. this.renderer = renderer;
  16723. /**
  16724. * Renderer component for managing nodes related logic.
  16725. *
  16726. * @type {Nodes}
  16727. */
  16728. this.nodes = nodes;
  16729. /**
  16730. * Renderer component for managing geometries.
  16731. *
  16732. * @type {Geometries}
  16733. */
  16734. this.geometries = geometries;
  16735. /**
  16736. * Renderer component for managing pipelines.
  16737. *
  16738. * @type {Pipelines}
  16739. */
  16740. this.pipelines = pipelines;
  16741. /**
  16742. * Renderer component for managing bindings.
  16743. *
  16744. * @type {Bindings}
  16745. */
  16746. this.bindings = bindings;
  16747. /**
  16748. * Renderer component for managing metrics and monitoring data.
  16749. *
  16750. * @type {Info}
  16751. */
  16752. this.info = info;
  16753. /**
  16754. * A dictionary that manages render contexts in chain maps
  16755. * for each pass ID.
  16756. *
  16757. * @type {Object<String,ChainMap>}
  16758. */
  16759. this.chainMaps = {};
  16760. }
  16761. /**
  16762. * Returns a render object for the given object and state data.
  16763. *
  16764. * @param {Object3D} object - The 3D object.
  16765. * @param {Material} material - The 3D object's material.
  16766. * @param {Scene} scene - The scene the 3D object belongs to.
  16767. * @param {Camera} camera - The camera the 3D object should be rendered with.
  16768. * @param {LightsNode} lightsNode - The lights node.
  16769. * @param {RenderContext} renderContext - The render context.
  16770. * @param {ClippingContext} clippingContext - The clipping context.
  16771. * @param {String?} passId - An optional ID for identifying the pass.
  16772. * @return {RenderObject} The render object.
  16773. */
  16774. get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
  16775. const chainMap = this.getChainMap( passId );
  16776. // reuse chainArray
  16777. _chainKeys$5[ 0 ] = object;
  16778. _chainKeys$5[ 1 ] = material;
  16779. _chainKeys$5[ 2 ] = renderContext;
  16780. _chainKeys$5[ 3 ] = lightsNode;
  16781. let renderObject = chainMap.get( _chainKeys$5 );
  16782. if ( renderObject === undefined ) {
  16783. renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
  16784. chainMap.set( _chainKeys$5, renderObject );
  16785. } else {
  16786. renderObject.updateClipping( clippingContext );
  16787. if ( renderObject.needsGeometryUpdate ) {
  16788. renderObject.setGeometry( object.geometry );
  16789. }
  16790. if ( renderObject.version !== material.version || renderObject.needsUpdate ) {
  16791. if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {
  16792. renderObject.dispose();
  16793. renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
  16794. } else {
  16795. renderObject.version = material.version;
  16796. }
  16797. }
  16798. }
  16799. _chainKeys$5.length = 0;
  16800. return renderObject;
  16801. }
  16802. /**
  16803. * Returns a chain map for the given pass ID.
  16804. *
  16805. * @param {String} [passId='default'] - The pass ID.
  16806. * @return {ChainMap} The chain map.
  16807. */
  16808. getChainMap( passId = 'default' ) {
  16809. return this.chainMaps[ passId ] || ( this.chainMaps[ passId ] = new ChainMap() );
  16810. }
  16811. /**
  16812. * Frees internal resources.
  16813. */
  16814. dispose() {
  16815. this.chainMaps = {};
  16816. }
  16817. /**
  16818. * Factory method for creating render objects with the given list of parameters.
  16819. *
  16820. * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  16821. * @param {Geometries} geometries - Renderer component for managing geometries.
  16822. * @param {Renderer} renderer - The renderer.
  16823. * @param {Object3D} object - The 3D object.
  16824. * @param {Material} material - The object's material.
  16825. * @param {Scene} scene - The scene the 3D object belongs to.
  16826. * @param {Camera} camera - The camera the object should be rendered with.
  16827. * @param {LightsNode} lightsNode - The lights node.
  16828. * @param {RenderContext} renderContext - The render context.
  16829. * @param {ClippingContext} clippingContext - The clipping context.
  16830. * @param {String?} passId - An optional ID for identifying the pass.
  16831. * @return {RenderObject} The render object.
  16832. */
  16833. createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
  16834. const chainMap = this.getChainMap( passId );
  16835. const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext );
  16836. renderObject.onDispose = () => {
  16837. this.pipelines.delete( renderObject );
  16838. this.bindings.delete( renderObject );
  16839. this.nodes.delete( renderObject );
  16840. chainMap.delete( renderObject.getChainArray() );
  16841. };
  16842. return renderObject;
  16843. }
  16844. }
  16845. /**
  16846. * Data structure for the renderer. It is intended to manage
  16847. * data of objects in dictionaries.
  16848. *
  16849. * @private
  16850. */
  16851. class DataMap {
  16852. /**
  16853. * Constructs a new data map.
  16854. */
  16855. constructor() {
  16856. /**
  16857. * `DataMap` internally uses a weak map
  16858. * to manage its data.
  16859. *
  16860. * @type {WeakMap}
  16861. */
  16862. this.data = new WeakMap();
  16863. }
  16864. /**
  16865. * Returns the dictionary for the given object.
  16866. *
  16867. * @param {Object} object - The object.
  16868. * @return {Object} The dictionary.
  16869. */
  16870. get( object ) {
  16871. let map = this.data.get( object );
  16872. if ( map === undefined ) {
  16873. map = {};
  16874. this.data.set( object, map );
  16875. }
  16876. return map;
  16877. }
  16878. /**
  16879. * Deletes the dictionary for the given object.
  16880. *
  16881. * @param {Object} object - The object.
  16882. * @return {Object?} The deleted dictionary.
  16883. */
  16884. delete( object ) {
  16885. let map = null;
  16886. if ( this.data.has( object ) ) {
  16887. map = this.data.get( object );
  16888. this.data.delete( object );
  16889. }
  16890. return map;
  16891. }
  16892. /**
  16893. * Returns `true` if the given object has a dictionary defined.
  16894. *
  16895. * @param {Object} object - The object to test.
  16896. * @return {Boolean} Whether a dictionary is defined or not.
  16897. */
  16898. has( object ) {
  16899. return this.data.has( object );
  16900. }
  16901. /**
  16902. * Frees internal resources.
  16903. */
  16904. dispose() {
  16905. this.data = new WeakMap();
  16906. }
  16907. }
  16908. const AttributeType = {
  16909. VERTEX: 1,
  16910. INDEX: 2,
  16911. STORAGE: 3,
  16912. INDIRECT: 4
  16913. };
  16914. // size of a chunk in bytes (STD140 layout)
  16915. const GPU_CHUNK_BYTES = 16;
  16916. // @TODO: Move to src/constants.js
  16917. const BlendColorFactor = 211;
  16918. const OneMinusBlendColorFactor = 212;
  16919. /**
  16920. * This renderer module manages geometry attributes.
  16921. *
  16922. * @private
  16923. * @augments DataMap
  16924. */
  16925. class Attributes extends DataMap {
  16926. /**
  16927. * Constructs a new attribute management component.
  16928. *
  16929. * @param {Backend} backend - The renderer's backend.
  16930. */
  16931. constructor( backend ) {
  16932. super();
  16933. /**
  16934. * The renderer's backend.
  16935. *
  16936. * @type {Backend}
  16937. */
  16938. this.backend = backend;
  16939. }
  16940. /**
  16941. * Deletes the data for the given attribute.
  16942. *
  16943. * @param {BufferAttribute} attribute - The attribute.
  16944. * @return {Object} The deleted attribute data.
  16945. */
  16946. delete( attribute ) {
  16947. const attributeData = super.delete( attribute );
  16948. if ( attributeData !== undefined ) {
  16949. this.backend.destroyAttribute( attribute );
  16950. }
  16951. return attributeData;
  16952. }
  16953. /**
  16954. * Updates the given attribute. This method creates attribute buffers
  16955. * for new attributes and updates data for existing ones.
  16956. *
  16957. * @param {BufferAttribute} attribute - The attribute to update.
  16958. * @param {Number} type - The attribute type.
  16959. */
  16960. update( attribute, type ) {
  16961. const data = this.get( attribute );
  16962. if ( data.version === undefined ) {
  16963. if ( type === AttributeType.VERTEX ) {
  16964. this.backend.createAttribute( attribute );
  16965. } else if ( type === AttributeType.INDEX ) {
  16966. this.backend.createIndexAttribute( attribute );
  16967. } else if ( type === AttributeType.STORAGE ) {
  16968. this.backend.createStorageAttribute( attribute );
  16969. } else if ( type === AttributeType.INDIRECT ) {
  16970. this.backend.createIndirectStorageAttribute( attribute );
  16971. }
  16972. data.version = this._getBufferAttribute( attribute ).version;
  16973. } else {
  16974. const bufferAttribute = this._getBufferAttribute( attribute );
  16975. if ( data.version < bufferAttribute.version || bufferAttribute.usage === DynamicDrawUsage ) {
  16976. this.backend.updateAttribute( attribute );
  16977. data.version = bufferAttribute.version;
  16978. }
  16979. }
  16980. }
  16981. /**
  16982. * Utility method for handling interleaved buffer attributes correctly.
  16983. * To process them, their `InterleavedBuffer` is returned.
  16984. *
  16985. * @param {BufferAttribute} attribute - The attribute.
  16986. * @return {BufferAttribute|InterleavedBuffer}
  16987. */
  16988. _getBufferAttribute( attribute ) {
  16989. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  16990. return attribute;
  16991. }
  16992. }
  16993. /**
  16994. * Returns `true` if the given array has values that require an Uint32 array type.
  16995. *
  16996. * @private
  16997. * @function
  16998. * @param {Array<Number>} array - The array to test.
  16999. * @return {Boolean} Whether the given array has values that require an Uint32 array type or not.
  17000. */
  17001. function arrayNeedsUint32( array ) {
  17002. // assumes larger values usually on last
  17003. for ( let i = array.length - 1; i >= 0; -- i ) {
  17004. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  17005. }
  17006. return false;
  17007. }
  17008. /**
  17009. * Returns the wireframe version for the given geometry.
  17010. *
  17011. * @private
  17012. * @function
  17013. * @param {BufferGeometry} geometry - The geometry.
  17014. * @return {Number} The version.
  17015. */
  17016. function getWireframeVersion( geometry ) {
  17017. return ( geometry.index !== null ) ? geometry.index.version : geometry.attributes.position.version;
  17018. }
  17019. /**
  17020. * Returns a wireframe index attribute for the given geometry.
  17021. *
  17022. * @private
  17023. * @function
  17024. * @param {BufferGeometry} geometry - The geometry.
  17025. * @return {BufferAttribute} The wireframe index attribute.
  17026. */
  17027. function getWireframeIndex( geometry ) {
  17028. const indices = [];
  17029. const geometryIndex = geometry.index;
  17030. const geometryPosition = geometry.attributes.position;
  17031. if ( geometryIndex !== null ) {
  17032. const array = geometryIndex.array;
  17033. for ( let i = 0, l = array.length; i < l; i += 3 ) {
  17034. const a = array[ i + 0 ];
  17035. const b = array[ i + 1 ];
  17036. const c = array[ i + 2 ];
  17037. indices.push( a, b, b, c, c, a );
  17038. }
  17039. } else {
  17040. const array = geometryPosition.array;
  17041. for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  17042. const a = i + 0;
  17043. const b = i + 1;
  17044. const c = i + 2;
  17045. indices.push( a, b, b, c, c, a );
  17046. }
  17047. }
  17048. const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  17049. attribute.version = getWireframeVersion( geometry );
  17050. return attribute;
  17051. }
  17052. /**
  17053. * This renderer module manages geometries.
  17054. *
  17055. * @private
  17056. * @augments DataMap
  17057. */
  17058. class Geometries extends DataMap {
  17059. /**
  17060. * Constructs a new geometry management component.
  17061. *
  17062. * @param {Attributes} attributes - Renderer component for managing attributes.
  17063. * @param {Info} info - Renderer component for managing metrics and monitoring data.
  17064. */
  17065. constructor( attributes, info ) {
  17066. super();
  17067. /**
  17068. * Renderer component for managing attributes.
  17069. *
  17070. * @type {Attributes}
  17071. */
  17072. this.attributes = attributes;
  17073. /**
  17074. * Renderer component for managing metrics and monitoring data.
  17075. *
  17076. * @type {Info}
  17077. */
  17078. this.info = info;
  17079. /**
  17080. * Weak Map for managing attributes for wireframe rendering.
  17081. *
  17082. * @type {WeakMap<BufferGeometry,BufferAttribute>}
  17083. */
  17084. this.wireframes = new WeakMap();
  17085. /**
  17086. * This Weak Map is used to make sure buffer attributes are
  17087. * updated only once per render call.
  17088. *
  17089. * @type {WeakMap<BufferAttribute,Number>}
  17090. */
  17091. this.attributeCall = new WeakMap();
  17092. }
  17093. /**
  17094. * Returns `true` if the given render object has an initialized geometry.
  17095. *
  17096. * @param {RenderObject} renderObject - The render object.
  17097. * @return {Boolean} Whether if the given render object has an initialized geometry or not.
  17098. */
  17099. has( renderObject ) {
  17100. const geometry = renderObject.geometry;
  17101. return super.has( geometry ) && this.get( geometry ).initialized === true;
  17102. }
  17103. /**
  17104. * Prepares the geometry of the given render object for rendering.
  17105. *
  17106. * @param {RenderObject} renderObject - The render object.
  17107. */
  17108. updateForRender( renderObject ) {
  17109. if ( this.has( renderObject ) === false ) this.initGeometry( renderObject );
  17110. this.updateAttributes( renderObject );
  17111. }
  17112. /**
  17113. * Initializes the geometry of the given render object.
  17114. *
  17115. * @param {RenderObject} renderObject - The render object.
  17116. */
  17117. initGeometry( renderObject ) {
  17118. const geometry = renderObject.geometry;
  17119. const geometryData = this.get( geometry );
  17120. geometryData.initialized = true;
  17121. this.info.memory.geometries ++;
  17122. const onDispose = () => {
  17123. this.info.memory.geometries --;
  17124. const index = geometry.index;
  17125. const geometryAttributes = renderObject.getAttributes();
  17126. if ( index !== null ) {
  17127. this.attributes.delete( index );
  17128. }
  17129. for ( const geometryAttribute of geometryAttributes ) {
  17130. this.attributes.delete( geometryAttribute );
  17131. }
  17132. const wireframeAttribute = this.wireframes.get( geometry );
  17133. if ( wireframeAttribute !== undefined ) {
  17134. this.attributes.delete( wireframeAttribute );
  17135. }
  17136. geometry.removeEventListener( 'dispose', onDispose );
  17137. };
  17138. geometry.addEventListener( 'dispose', onDispose );
  17139. }
  17140. /**
  17141. * Updates the geometry attributes of the given render object.
  17142. *
  17143. * @param {RenderObject} renderObject - The render object.
  17144. */
  17145. updateAttributes( renderObject ) {
  17146. // attributes
  17147. const attributes = renderObject.getAttributes();
  17148. for ( const attribute of attributes ) {
  17149. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  17150. this.updateAttribute( attribute, AttributeType.STORAGE );
  17151. } else {
  17152. this.updateAttribute( attribute, AttributeType.VERTEX );
  17153. }
  17154. }
  17155. // indexes
  17156. const index = this.getIndex( renderObject );
  17157. if ( index !== null ) {
  17158. this.updateAttribute( index, AttributeType.INDEX );
  17159. }
  17160. // indirect
  17161. const indirect = renderObject.geometry.indirect;
  17162. if ( indirect !== null ) {
  17163. this.updateAttribute( indirect, AttributeType.INDIRECT );
  17164. }
  17165. }
  17166. /**
  17167. * Updates the given attribute.
  17168. *
  17169. * @param {BufferAttribute} attribute - The attribute to update.
  17170. * @param {Number} type - The attribute type.
  17171. */
  17172. updateAttribute( attribute, type ) {
  17173. const callId = this.info.render.calls;
  17174. if ( ! attribute.isInterleavedBufferAttribute ) {
  17175. if ( this.attributeCall.get( attribute ) !== callId ) {
  17176. this.attributes.update( attribute, type );
  17177. this.attributeCall.set( attribute, callId );
  17178. }
  17179. } else {
  17180. if ( this.attributeCall.get( attribute ) === undefined ) {
  17181. this.attributes.update( attribute, type );
  17182. this.attributeCall.set( attribute, callId );
  17183. } else if ( this.attributeCall.get( attribute.data ) !== callId ) {
  17184. this.attributes.update( attribute, type );
  17185. this.attributeCall.set( attribute.data, callId );
  17186. this.attributeCall.set( attribute, callId );
  17187. }
  17188. }
  17189. }
  17190. /**
  17191. * Returns the indirect buffer attribute of the given render object.
  17192. *
  17193. * @param {RenderObject} renderObject - The render object.
  17194. * @return {BufferAttribute?} The indirect attribute. `null` if no indirect drawing is used.
  17195. */
  17196. getIndirect( renderObject ) {
  17197. return renderObject.geometry.indirect;
  17198. }
  17199. /**
  17200. * Returns the index of the given render object's geometry. This is implemented
  17201. * in a method to return a wireframe index if necessary.
  17202. *
  17203. * @param {RenderObject} renderObject - The render object.
  17204. * @return {BufferAttribute?} The index. Returns `null` for non-indexed geometries.
  17205. */
  17206. getIndex( renderObject ) {
  17207. const { geometry, material } = renderObject;
  17208. let index = geometry.index;
  17209. if ( material.wireframe === true ) {
  17210. const wireframes = this.wireframes;
  17211. let wireframeAttribute = wireframes.get( geometry );
  17212. if ( wireframeAttribute === undefined ) {
  17213. wireframeAttribute = getWireframeIndex( geometry );
  17214. wireframes.set( geometry, wireframeAttribute );
  17215. } else if ( wireframeAttribute.version !== getWireframeVersion( geometry ) ) {
  17216. this.attributes.delete( wireframeAttribute );
  17217. wireframeAttribute = getWireframeIndex( geometry );
  17218. wireframes.set( geometry, wireframeAttribute );
  17219. }
  17220. index = wireframeAttribute;
  17221. }
  17222. return index;
  17223. }
  17224. }
  17225. /**
  17226. * This renderer module provides a series of statistical information
  17227. * about the GPU memory and the rendering process. Useful for debugging
  17228. * and monitoring.
  17229. */
  17230. class Info {
  17231. /**
  17232. * Constructs a new info component.
  17233. */
  17234. constructor() {
  17235. /**
  17236. * Whether frame related metrics should automatically
  17237. * be resetted or not. This property should be set to `false`
  17238. * by apps which manage their own animation loop. They must
  17239. * then call `renderer.info.reset()` once per frame manually.
  17240. *
  17241. * @type {Boolean}
  17242. * @default true
  17243. */
  17244. this.autoReset = true;
  17245. /**
  17246. * The current frame ID. This ID is managed
  17247. * by `NodeFrame`.
  17248. *
  17249. * @type {Number}
  17250. * @readonly
  17251. * @default 0
  17252. */
  17253. this.frame = 0;
  17254. /**
  17255. * The number of render calls since the
  17256. * app has been started.
  17257. *
  17258. * @type {Number}
  17259. * @readonly
  17260. * @default 0
  17261. */
  17262. this.calls = 0;
  17263. /**
  17264. * Render related metrics.
  17265. *
  17266. * @type {Object}
  17267. * @readonly
  17268. * @property {Number} calls - The number of render calls since the app has been started.
  17269. * @property {Number} frameCalls - The number of render calls of the current frame.
  17270. * @property {Number} drawCalls - The number of draw calls of the current frame.
  17271. * @property {Number} triangles - The number of rendered triangle primitives of the current frame.
  17272. * @property {Number} points - The number of rendered point primitives of the current frame.
  17273. * @property {Number} lines - The number of rendered line primitives of the current frame.
  17274. * @property {Number} previousFrameCalls - The number of render calls of the previous frame.
  17275. * @property {Number} timestamp - The timestamp of the frame when using `renderer.renderAsync()`.
  17276. * @property {Number} timestampCalls - The number of render calls using `renderer.renderAsync()`.
  17277. */
  17278. this.render = {
  17279. calls: 0,
  17280. frameCalls: 0,
  17281. drawCalls: 0,
  17282. triangles: 0,
  17283. points: 0,
  17284. lines: 0,
  17285. timestamp: 0,
  17286. previousFrameCalls: 0,
  17287. timestampCalls: 0
  17288. };
  17289. /**
  17290. * Compute related metrics.
  17291. *
  17292. * @type {Object}
  17293. * @readonly
  17294. * @property {Number} calls - The number of compute calls since the app has been started.
  17295. * @property {Number} frameCalls - The number of compute calls of the current frame.
  17296. * @property {Number} previousFrameCalls - The number of compute calls of the previous frame.
  17297. * @property {Number} timestamp - The timestamp of the frame when using `renderer.computeAsync()`.
  17298. * @property {Number} timestampCalls - The number of render calls using `renderer.computeAsync()`.
  17299. */
  17300. this.compute = {
  17301. calls: 0,
  17302. frameCalls: 0,
  17303. timestamp: 0,
  17304. previousFrameCalls: 0,
  17305. timestampCalls: 0
  17306. };
  17307. /**
  17308. * Memory related metrics.
  17309. *
  17310. * @type {Object}
  17311. * @readonly
  17312. * @property {Number} geometries - The number of active geometries.
  17313. * @property {Number} frameCalls - The number of active textures.
  17314. */
  17315. this.memory = {
  17316. geometries: 0,
  17317. textures: 0
  17318. };
  17319. }
  17320. /**
  17321. * This method should be executed per draw call and updates the corresponding metrics.
  17322. *
  17323. * @param {Object3D} object - The 3D object that is going to be rendered.
  17324. * @param {Number} count - The vertex or index count.
  17325. * @param {Number} instanceCount - The instance count.
  17326. */
  17327. update( object, count, instanceCount ) {
  17328. this.render.drawCalls ++;
  17329. if ( object.isMesh || object.isSprite ) {
  17330. this.render.triangles += instanceCount * ( count / 3 );
  17331. } else if ( object.isPoints ) {
  17332. this.render.points += instanceCount * count;
  17333. } else if ( object.isLineSegments ) {
  17334. this.render.lines += instanceCount * ( count / 2 );
  17335. } else if ( object.isLine ) {
  17336. this.render.lines += instanceCount * ( count - 1 );
  17337. } else {
  17338. console.error( 'THREE.WebGPUInfo: Unknown object type.' );
  17339. }
  17340. }
  17341. /**
  17342. * Used by async render methods to updated timestamp metrics.
  17343. *
  17344. * @param {('render'|'compute')} type - The type of render call.
  17345. * @param {Number} time - The duration of the compute/render call in milliseconds.
  17346. */
  17347. updateTimestamp( type, time ) {
  17348. if ( this[ type ].timestampCalls === 0 ) {
  17349. this[ type ].timestamp = 0;
  17350. }
  17351. this[ type ].timestamp += time;
  17352. this[ type ].timestampCalls ++;
  17353. if ( this[ type ].timestampCalls >= this[ type ].previousFrameCalls ) {
  17354. this[ type ].timestampCalls = 0;
  17355. }
  17356. }
  17357. /**
  17358. * Resets frame related metrics.
  17359. */
  17360. reset() {
  17361. const previousRenderFrameCalls = this.render.frameCalls;
  17362. this.render.previousFrameCalls = previousRenderFrameCalls;
  17363. const previousComputeFrameCalls = this.compute.frameCalls;
  17364. this.compute.previousFrameCalls = previousComputeFrameCalls;
  17365. this.render.drawCalls = 0;
  17366. this.render.frameCalls = 0;
  17367. this.compute.frameCalls = 0;
  17368. this.render.triangles = 0;
  17369. this.render.points = 0;
  17370. this.render.lines = 0;
  17371. }
  17372. /**
  17373. * Performs a complete reset of the object.
  17374. */
  17375. dispose() {
  17376. this.reset();
  17377. this.calls = 0;
  17378. this.render.calls = 0;
  17379. this.compute.calls = 0;
  17380. this.render.timestamp = 0;
  17381. this.compute.timestamp = 0;
  17382. this.memory.geometries = 0;
  17383. this.memory.textures = 0;
  17384. }
  17385. }
  17386. /**
  17387. * Abstract class for representing pipelines.
  17388. *
  17389. * @private
  17390. * @abstract
  17391. */
  17392. class Pipeline {
  17393. /**
  17394. * Constructs a new pipeline.
  17395. *
  17396. * @param {String} cacheKey - The pipeline's cache key.
  17397. */
  17398. constructor( cacheKey ) {
  17399. /**
  17400. * The pipeline's cache key.
  17401. *
  17402. * @type {String}
  17403. */
  17404. this.cacheKey = cacheKey;
  17405. /**
  17406. * How often the pipeline is currently in use.
  17407. *
  17408. * @type {Number}
  17409. * @default 0
  17410. */
  17411. this.usedTimes = 0;
  17412. }
  17413. }
  17414. /**
  17415. * Class for representing render pipelines.
  17416. *
  17417. * @private
  17418. * @augments Pipeline
  17419. */
  17420. class RenderPipeline extends Pipeline {
  17421. /**
  17422. * Constructs a new render pipeline.
  17423. *
  17424. * @param {String} cacheKey - The pipeline's cache key.
  17425. * @param {ProgrammableStage} vertexProgram - The pipeline's vertex shader.
  17426. * @param {ProgrammableStage} fragmentProgram - The pipeline's fragment shader.
  17427. */
  17428. constructor( cacheKey, vertexProgram, fragmentProgram ) {
  17429. super( cacheKey );
  17430. /**
  17431. * The pipeline's vertex shader.
  17432. *
  17433. * @type {ProgrammableStage}
  17434. */
  17435. this.vertexProgram = vertexProgram;
  17436. /**
  17437. * The pipeline's fragment shader.
  17438. *
  17439. * @type {ProgrammableStage}
  17440. */
  17441. this.fragmentProgram = fragmentProgram;
  17442. }
  17443. }
  17444. /**
  17445. * Class for representing compute pipelines.
  17446. *
  17447. * @private
  17448. * @augments Pipeline
  17449. */
  17450. class ComputePipeline extends Pipeline {
  17451. /**
  17452. * Constructs a new render pipeline.
  17453. *
  17454. * @param {String} cacheKey - The pipeline's cache key.
  17455. * @param {ProgrammableStage} computeProgram - The pipeline's compute shader.
  17456. */
  17457. constructor( cacheKey, computeProgram ) {
  17458. super( cacheKey );
  17459. /**
  17460. * The pipeline's compute shader.
  17461. *
  17462. * @type {ProgrammableStage}
  17463. */
  17464. this.computeProgram = computeProgram;
  17465. /**
  17466. * This flag can be used for type testing.
  17467. *
  17468. * @type {Boolean}
  17469. * @readonly
  17470. * @default true
  17471. */
  17472. this.isComputePipeline = true;
  17473. }
  17474. }
  17475. let _id$8 = 0;
  17476. /**
  17477. * Class for representing programmable stages which are vertex,
  17478. * fragment or compute shaders. Unlike fixed-function states (like blending),
  17479. * they represent the programmable part of a pipeline.
  17480. *
  17481. * @private
  17482. */
  17483. class ProgrammableStage {
  17484. /**
  17485. * Constructs a new programmable stage.
  17486. *
  17487. * @param {String} code - The shader code.
  17488. * @param {('vertex'|'fragment'|'compute')} stage - The type of stage.
  17489. * @param {String} name - The name of the shader.
  17490. * @param {Array<Object>?} [transforms=null] - The transforms (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
  17491. * @param {Array<Object>?} [attributes=null] - The attributes (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
  17492. */
  17493. constructor( code, stage, name, transforms = null, attributes = null ) {
  17494. /**
  17495. * The id of the programmable stage.
  17496. *
  17497. * @type {Number}
  17498. */
  17499. this.id = _id$8 ++;
  17500. /**
  17501. * The shader code.
  17502. *
  17503. * @type {String}
  17504. */
  17505. this.code = code;
  17506. /**
  17507. * The type of stage.
  17508. *
  17509. * @type {String}
  17510. */
  17511. this.stage = stage;
  17512. /**
  17513. * The name of the stage.
  17514. * This is used for debugging purposes.
  17515. *
  17516. * @type {String}
  17517. */
  17518. this.name = name;
  17519. /**
  17520. * The transforms (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
  17521. *
  17522. * @type {Array<Object>?}
  17523. */
  17524. this.transforms = transforms;
  17525. /**
  17526. * The attributes (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
  17527. *
  17528. * @type {Array<Object>?}
  17529. */
  17530. this.attributes = attributes;
  17531. /**
  17532. * How often the programmable stage is currently in use.
  17533. *
  17534. * @type {Number}
  17535. * @default 0
  17536. */
  17537. this.usedTimes = 0;
  17538. }
  17539. }
  17540. /**
  17541. * This renderer module manages the pipelines of the renderer.
  17542. *
  17543. * @private
  17544. * @augments DataMap
  17545. */
  17546. class Pipelines extends DataMap {
  17547. /**
  17548. * Constructs a new pipeline management component.
  17549. *
  17550. * @param {Backend} backend - The renderer's backend.
  17551. * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  17552. */
  17553. constructor( backend, nodes ) {
  17554. super();
  17555. /**
  17556. * The renderer's backend.
  17557. *
  17558. * @type {Backend}
  17559. */
  17560. this.backend = backend;
  17561. /**
  17562. * Renderer component for managing nodes related logic.
  17563. *
  17564. * @type {Nodes}
  17565. */
  17566. this.nodes = nodes;
  17567. /**
  17568. * A references to the bindings management component.
  17569. * This reference will be set inside the `Bindings`
  17570. * constructor.
  17571. *
  17572. * @type {Bindings?}
  17573. * @default null
  17574. */
  17575. this.bindings = null;
  17576. /**
  17577. * Internal cache for maintaining pipelines.
  17578. * The key of the map is a cache key, the value the pipeline.
  17579. *
  17580. * @type {Map<String,Pipeline>}
  17581. */
  17582. this.caches = new Map();
  17583. /**
  17584. * This dictionary maintains for each shader stage type (vertex,
  17585. * fragment and compute) the programmable stage objects which
  17586. * represent the actual shader code.
  17587. *
  17588. * @type {Object<String,Map>}
  17589. */
  17590. this.programs = {
  17591. vertex: new Map(),
  17592. fragment: new Map(),
  17593. compute: new Map()
  17594. };
  17595. }
  17596. /**
  17597. * Returns a compute pipeline for the given compute node.
  17598. *
  17599. * @param {Node} computeNode - The compute node.
  17600. * @param {Array<BindGroup>} bindings - The bindings.
  17601. * @return {ComputePipeline} The compute pipeline.
  17602. */
  17603. getForCompute( computeNode, bindings ) {
  17604. const { backend } = this;
  17605. const data = this.get( computeNode );
  17606. if ( this._needsComputeUpdate( computeNode ) ) {
  17607. const previousPipeline = data.pipeline;
  17608. if ( previousPipeline ) {
  17609. previousPipeline.usedTimes --;
  17610. previousPipeline.computeProgram.usedTimes --;
  17611. }
  17612. // get shader
  17613. const nodeBuilderState = this.nodes.getForCompute( computeNode );
  17614. // programmable stage
  17615. let stageCompute = this.programs.compute.get( nodeBuilderState.computeShader );
  17616. if ( stageCompute === undefined ) {
  17617. if ( previousPipeline && previousPipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.computeProgram );
  17618. stageCompute = new ProgrammableStage( nodeBuilderState.computeShader, 'compute', computeNode.name, nodeBuilderState.transforms, nodeBuilderState.nodeAttributes );
  17619. this.programs.compute.set( nodeBuilderState.computeShader, stageCompute );
  17620. backend.createProgram( stageCompute );
  17621. }
  17622. // determine compute pipeline
  17623. const cacheKey = this._getComputeCacheKey( computeNode, stageCompute );
  17624. let pipeline = this.caches.get( cacheKey );
  17625. if ( pipeline === undefined ) {
  17626. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  17627. pipeline = this._getComputePipeline( computeNode, stageCompute, cacheKey, bindings );
  17628. }
  17629. // keep track of all used times
  17630. pipeline.usedTimes ++;
  17631. stageCompute.usedTimes ++;
  17632. //
  17633. data.version = computeNode.version;
  17634. data.pipeline = pipeline;
  17635. }
  17636. return data.pipeline;
  17637. }
  17638. /**
  17639. * Returns a render pipeline for the given render object.
  17640. *
  17641. * @param {RenderObject} renderObject - The render object.
  17642. * @param {Array<Promise>?} [promises=null] - An array of compilation promises which is only relevant in context of `Renderer.compileAsync()`.
  17643. * @return {RenderPipeline} The render pipeline.
  17644. */
  17645. getForRender( renderObject, promises = null ) {
  17646. const { backend } = this;
  17647. const data = this.get( renderObject );
  17648. if ( this._needsRenderUpdate( renderObject ) ) {
  17649. const previousPipeline = data.pipeline;
  17650. if ( previousPipeline ) {
  17651. previousPipeline.usedTimes --;
  17652. previousPipeline.vertexProgram.usedTimes --;
  17653. previousPipeline.fragmentProgram.usedTimes --;
  17654. }
  17655. // get shader
  17656. const nodeBuilderState = renderObject.getNodeBuilderState();
  17657. const name = renderObject.material ? renderObject.material.name : '';
  17658. // programmable stages
  17659. let stageVertex = this.programs.vertex.get( nodeBuilderState.vertexShader );
  17660. if ( stageVertex === undefined ) {
  17661. if ( previousPipeline && previousPipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.vertexProgram );
  17662. stageVertex = new ProgrammableStage( nodeBuilderState.vertexShader, 'vertex', name );
  17663. this.programs.vertex.set( nodeBuilderState.vertexShader, stageVertex );
  17664. backend.createProgram( stageVertex );
  17665. }
  17666. let stageFragment = this.programs.fragment.get( nodeBuilderState.fragmentShader );
  17667. if ( stageFragment === undefined ) {
  17668. if ( previousPipeline && previousPipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.fragmentProgram );
  17669. stageFragment = new ProgrammableStage( nodeBuilderState.fragmentShader, 'fragment', name );
  17670. this.programs.fragment.set( nodeBuilderState.fragmentShader, stageFragment );
  17671. backend.createProgram( stageFragment );
  17672. }
  17673. // determine render pipeline
  17674. const cacheKey = this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  17675. let pipeline = this.caches.get( cacheKey );
  17676. if ( pipeline === undefined ) {
  17677. if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );
  17678. pipeline = this._getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises );
  17679. } else {
  17680. renderObject.pipeline = pipeline;
  17681. }
  17682. // keep track of all used times
  17683. pipeline.usedTimes ++;
  17684. stageVertex.usedTimes ++;
  17685. stageFragment.usedTimes ++;
  17686. //
  17687. data.pipeline = pipeline;
  17688. }
  17689. return data.pipeline;
  17690. }
  17691. /**
  17692. * Deletes the pipeline for the given render object.
  17693. *
  17694. * @param {RenderObject} object - The render object.
  17695. * @return {Object?} The deleted dictionary.
  17696. */
  17697. delete( object ) {
  17698. const pipeline = this.get( object ).pipeline;
  17699. if ( pipeline ) {
  17700. // pipeline
  17701. pipeline.usedTimes --;
  17702. if ( pipeline.usedTimes === 0 ) this._releasePipeline( pipeline );
  17703. // programs
  17704. if ( pipeline.isComputePipeline ) {
  17705. pipeline.computeProgram.usedTimes --;
  17706. if ( pipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( pipeline.computeProgram );
  17707. } else {
  17708. pipeline.fragmentProgram.usedTimes --;
  17709. pipeline.vertexProgram.usedTimes --;
  17710. if ( pipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( pipeline.vertexProgram );
  17711. if ( pipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( pipeline.fragmentProgram );
  17712. }
  17713. }
  17714. return super.delete( object );
  17715. }
  17716. /**
  17717. * Frees internal resources.
  17718. */
  17719. dispose() {
  17720. super.dispose();
  17721. this.caches = new Map();
  17722. this.programs = {
  17723. vertex: new Map(),
  17724. fragment: new Map(),
  17725. compute: new Map()
  17726. };
  17727. }
  17728. /**
  17729. * Updates the pipeline for the given render object.
  17730. *
  17731. * @param {RenderObject} renderObject - The render object.
  17732. */
  17733. updateForRender( renderObject ) {
  17734. this.getForRender( renderObject );
  17735. }
  17736. /**
  17737. * Returns a compute pipeline for the given parameters.
  17738. *
  17739. * @private
  17740. * @param {Node} computeNode - The compute node.
  17741. * @param {ProgrammableStage} stageCompute - The programmable stage representing the compute shader.
  17742. * @param {String} cacheKey - The cache key.
  17743. * @param {Array<BindGroup>} bindings - The bindings.
  17744. * @return {ComputePipeline} The compute pipeline.
  17745. */
  17746. _getComputePipeline( computeNode, stageCompute, cacheKey, bindings ) {
  17747. // check for existing pipeline
  17748. cacheKey = cacheKey || this._getComputeCacheKey( computeNode, stageCompute );
  17749. let pipeline = this.caches.get( cacheKey );
  17750. if ( pipeline === undefined ) {
  17751. pipeline = new ComputePipeline( cacheKey, stageCompute );
  17752. this.caches.set( cacheKey, pipeline );
  17753. this.backend.createComputePipeline( pipeline, bindings );
  17754. }
  17755. return pipeline;
  17756. }
  17757. /**
  17758. * Returns a render pipeline for the given parameters.
  17759. *
  17760. * @private
  17761. * @param {RenderObject} renderObject - The render object.
  17762. * @param {ProgrammableStage} stageVertex - The programmable stage representing the vertex shader.
  17763. * @param {ProgrammableStage} stageFragment - The programmable stage representing the fragment shader.
  17764. * @param {String} cacheKey - The cache key.
  17765. * @param {Array} promises - An array of compilation promises which is only relevant in context of `Renderer.compileAsync()`.
  17766. * @return {ComputePipeline} The compute pipeline.
  17767. */
  17768. _getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises ) {
  17769. // check for existing pipeline
  17770. cacheKey = cacheKey || this._getRenderCacheKey( renderObject, stageVertex, stageFragment );
  17771. let pipeline = this.caches.get( cacheKey );
  17772. if ( pipeline === undefined ) {
  17773. pipeline = new RenderPipeline( cacheKey, stageVertex, stageFragment );
  17774. this.caches.set( cacheKey, pipeline );
  17775. renderObject.pipeline = pipeline;
  17776. // The `promises` array is `null` by default and only set to an empty array when
  17777. // `Renderer.compileAsync()` is used. The next call actually fills the array with
  17778. // pending promises that resolve when the render pipelines are ready for rendering.
  17779. this.backend.createRenderPipeline( renderObject, promises );
  17780. }
  17781. return pipeline;
  17782. }
  17783. /**
  17784. * Computes a cache key representing a compute pipeline.
  17785. *
  17786. * @private
  17787. * @param {Node} computeNode - The compute node.
  17788. * @param {ProgrammableStage} stageCompute - The programmable stage representing the compute shader.
  17789. * @return {String} The cache key.
  17790. */
  17791. _getComputeCacheKey( computeNode, stageCompute ) {
  17792. return computeNode.id + ',' + stageCompute.id;
  17793. }
  17794. /**
  17795. * Computes a cache key representing a render pipeline.
  17796. *
  17797. * @private
  17798. * @param {RenderObject} renderObject - The render object.
  17799. * @param {ProgrammableStage} stageVertex - The programmable stage representing the vertex shader.
  17800. * @param {ProgrammableStage} stageFragment - The programmable stage representing the fragment shader.
  17801. * @return {String} The cache key.
  17802. */
  17803. _getRenderCacheKey( renderObject, stageVertex, stageFragment ) {
  17804. return stageVertex.id + ',' + stageFragment.id + ',' + this.backend.getRenderCacheKey( renderObject );
  17805. }
  17806. /**
  17807. * Releases the given pipeline.
  17808. *
  17809. * @private
  17810. * @param {Pipeline} pipeline - The pipeline to release.
  17811. */
  17812. _releasePipeline( pipeline ) {
  17813. this.caches.delete( pipeline.cacheKey );
  17814. }
  17815. /**
  17816. * Releases the shader program.
  17817. *
  17818. * @private
  17819. * @param {Object} program - The shader program to release.
  17820. */
  17821. _releaseProgram( program ) {
  17822. const code = program.code;
  17823. const stage = program.stage;
  17824. this.programs[ stage ].delete( code );
  17825. }
  17826. /**
  17827. * Returns `true` if the compute pipeline for the given compute node requires an update.
  17828. *
  17829. * @private
  17830. * @param {Node} computeNode - The compute node.
  17831. * @return {Boolean} Whether the compute pipeline for the given compute node requires an update or not.
  17832. */
  17833. _needsComputeUpdate( computeNode ) {
  17834. const data = this.get( computeNode );
  17835. return data.pipeline === undefined || data.version !== computeNode.version;
  17836. }
  17837. /**
  17838. * Returns `true` if the render pipeline for the given render object requires an update.
  17839. *
  17840. * @private
  17841. * @param {RenderObject} renderObject - The render object.
  17842. * @return {Boolean} Whether the render object for the given render object requires an update or not.
  17843. */
  17844. _needsRenderUpdate( renderObject ) {
  17845. const data = this.get( renderObject );
  17846. return data.pipeline === undefined || this.backend.needsRenderUpdate( renderObject );
  17847. }
  17848. }
  17849. /**
  17850. * This renderer module manages the bindings of the renderer.
  17851. *
  17852. * @private
  17853. * @augments DataMap
  17854. */
  17855. class Bindings extends DataMap {
  17856. /**
  17857. * Constructs a new bindings management component.
  17858. *
  17859. * @param {Backend} backend - The renderer's backend.
  17860. * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  17861. * @param {Textures} textures - Renderer component for managing textures.
  17862. * @param {Attributes} attributes - Renderer component for managing attributes.
  17863. * @param {Pipelines} pipelines - Renderer component for managing pipelines.
  17864. * @param {Info} info - Renderer component for managing metrics and monitoring data.
  17865. */
  17866. constructor( backend, nodes, textures, attributes, pipelines, info ) {
  17867. super();
  17868. /**
  17869. * The renderer's backend.
  17870. *
  17871. * @type {Backend}
  17872. */
  17873. this.backend = backend;
  17874. /**
  17875. * Renderer component for managing textures.
  17876. *
  17877. * @type {Textures}
  17878. */
  17879. this.textures = textures;
  17880. /**
  17881. * Renderer component for managing pipelines.
  17882. *
  17883. * @type {Pipelines}
  17884. */
  17885. this.pipelines = pipelines;
  17886. /**
  17887. * Renderer component for managing attributes.
  17888. *
  17889. * @type {Attributes}
  17890. */
  17891. this.attributes = attributes;
  17892. /**
  17893. * Renderer component for managing nodes related logic.
  17894. *
  17895. * @type {Nodes}
  17896. */
  17897. this.nodes = nodes;
  17898. /**
  17899. * Renderer component for managing metrics and monitoring data.
  17900. *
  17901. * @type {Info}
  17902. */
  17903. this.info = info;
  17904. this.pipelines.bindings = this; // assign bindings to pipelines
  17905. }
  17906. /**
  17907. * Returns the bind groups for the given render object.
  17908. *
  17909. * @param {RenderObject} renderObject - The render object.
  17910. * @return {Array<BindGroup>} The bind groups.
  17911. */
  17912. getForRender( renderObject ) {
  17913. const bindings = renderObject.getBindings();
  17914. for ( const bindGroup of bindings ) {
  17915. const groupData = this.get( bindGroup );
  17916. if ( groupData.bindGroup === undefined ) {
  17917. // each object defines an array of bindings (ubos, textures, samplers etc.)
  17918. this._init( bindGroup );
  17919. this.backend.createBindings( bindGroup, bindings, 0 );
  17920. groupData.bindGroup = bindGroup;
  17921. }
  17922. }
  17923. return bindings;
  17924. }
  17925. /**
  17926. * Returns the bind groups for the given compute node.
  17927. *
  17928. * @param {Node} computeNode - The compute node.
  17929. * @return {Array<BindGroup>} The bind groups.
  17930. */
  17931. getForCompute( computeNode ) {
  17932. const bindings = this.nodes.getForCompute( computeNode ).bindings;
  17933. for ( const bindGroup of bindings ) {
  17934. const groupData = this.get( bindGroup );
  17935. if ( groupData.bindGroup === undefined ) {
  17936. this._init( bindGroup );
  17937. this.backend.createBindings( bindGroup, bindings, 0 );
  17938. groupData.bindGroup = bindGroup;
  17939. }
  17940. }
  17941. return bindings;
  17942. }
  17943. /**
  17944. * Updates the bindings for the given compute node.
  17945. *
  17946. * @param {Node} computeNode - The compute node.
  17947. */
  17948. updateForCompute( computeNode ) {
  17949. this._updateBindings( this.getForCompute( computeNode ) );
  17950. }
  17951. /**
  17952. * Updates the bindings for the given render object.
  17953. *
  17954. * @param {RenderObject} renderObject - The render object.
  17955. */
  17956. updateForRender( renderObject ) {
  17957. this._updateBindings( this.getForRender( renderObject ) );
  17958. }
  17959. /**
  17960. * Updates the given array of bindings.
  17961. *
  17962. * @param {Array<BindGroup>} bindings - The bind groups.
  17963. */
  17964. _updateBindings( bindings ) {
  17965. for ( const bindGroup of bindings ) {
  17966. this._update( bindGroup, bindings );
  17967. }
  17968. }
  17969. /**
  17970. * Initializes the given bind group.
  17971. *
  17972. * @param {BindGroup} bindGroup - The bind group to initialize.
  17973. */
  17974. _init( bindGroup ) {
  17975. for ( const binding of bindGroup.bindings ) {
  17976. if ( binding.isSampledTexture ) {
  17977. this.textures.updateTexture( binding.texture );
  17978. } else if ( binding.isStorageBuffer ) {
  17979. const attribute = binding.attribute;
  17980. const attributeType = attribute.isIndirectStorageBufferAttribute ? AttributeType.INDIRECT : AttributeType.STORAGE;
  17981. this.attributes.update( attribute, attributeType );
  17982. }
  17983. }
  17984. }
  17985. /**
  17986. * Updates the given bind group.
  17987. *
  17988. * @param {BindGroup} bindGroup - The bind group to update.
  17989. * @param {Array<BindGroup>} bindings - The bind groups.
  17990. */
  17991. _update( bindGroup, bindings ) {
  17992. const { backend } = this;
  17993. let needsBindingsUpdate = false;
  17994. let cacheBindings = true;
  17995. let cacheIndex = 0;
  17996. let version = 0;
  17997. // iterate over all bindings and check if buffer updates or a new binding group is required
  17998. for ( const binding of bindGroup.bindings ) {
  17999. if ( binding.isNodeUniformsGroup ) {
  18000. const updated = this.nodes.updateGroup( binding );
  18001. // every uniforms group is a uniform buffer. So if no update is required,
  18002. // we move one with the next binding. Otherwise the next if block will update the group.
  18003. if ( updated === false ) continue;
  18004. }
  18005. if ( binding.isUniformBuffer ) {
  18006. const updated = binding.update();
  18007. if ( updated ) {
  18008. backend.updateBinding( binding );
  18009. }
  18010. } else if ( binding.isSampler ) {
  18011. binding.update();
  18012. } else if ( binding.isSampledTexture ) {
  18013. const texturesTextureData = this.textures.get( binding.texture );
  18014. if ( binding.needsBindingsUpdate( texturesTextureData.generation ) ) needsBindingsUpdate = true;
  18015. const updated = binding.update();
  18016. const texture = binding.texture;
  18017. if ( updated ) {
  18018. this.textures.updateTexture( texture );
  18019. }
  18020. const textureData = backend.get( texture );
  18021. if ( textureData.externalTexture !== undefined || texturesTextureData.isDefaultTexture ) {
  18022. cacheBindings = false;
  18023. } else {
  18024. cacheIndex = cacheIndex * 10 + texture.id;
  18025. version += texture.version;
  18026. }
  18027. if ( backend.isWebGPUBackend === true && textureData.texture === undefined && textureData.externalTexture === undefined ) {
  18028. // TODO: Remove this once we found why updated === false isn't bound to a texture in the WebGPU backend
  18029. console.error( 'Bindings._update: binding should be available:', binding, updated, texture, binding.textureNode.value, needsBindingsUpdate );
  18030. this.textures.updateTexture( texture );
  18031. needsBindingsUpdate = true;
  18032. }
  18033. if ( texture.isStorageTexture === true ) {
  18034. const textureData = this.get( texture );
  18035. if ( binding.store === true ) {
  18036. textureData.needsMipmap = true;
  18037. } else if ( this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) {
  18038. this.backend.generateMipmaps( texture );
  18039. textureData.needsMipmap = false;
  18040. }
  18041. }
  18042. }
  18043. }
  18044. if ( needsBindingsUpdate === true ) {
  18045. this.backend.updateBindings( bindGroup, bindings, cacheBindings ? cacheIndex : 0, version );
  18046. }
  18047. }
  18048. }
  18049. /**
  18050. * Default sorting function for opaque render items.
  18051. *
  18052. * @private
  18053. * @function
  18054. * @param {Object} a - The first render item.
  18055. * @param {Object} b - The second render item.
  18056. * @return {Number} A numeric value which defines the sort order.
  18057. */
  18058. function painterSortStable( a, b ) {
  18059. if ( a.groupOrder !== b.groupOrder ) {
  18060. return a.groupOrder - b.groupOrder;
  18061. } else if ( a.renderOrder !== b.renderOrder ) {
  18062. return a.renderOrder - b.renderOrder;
  18063. } else if ( a.material.id !== b.material.id ) {
  18064. return a.material.id - b.material.id;
  18065. } else if ( a.z !== b.z ) {
  18066. return a.z - b.z;
  18067. } else {
  18068. return a.id - b.id;
  18069. }
  18070. }
  18071. /**
  18072. * Default sorting function for transparent render items.
  18073. *
  18074. * @private
  18075. * @function
  18076. * @param {Object} a - The first render item.
  18077. * @param {Object} b - The second render item.
  18078. * @return {Number} A numeric value which defines the sort order.
  18079. */
  18080. function reversePainterSortStable( a, b ) {
  18081. if ( a.groupOrder !== b.groupOrder ) {
  18082. return a.groupOrder - b.groupOrder;
  18083. } else if ( a.renderOrder !== b.renderOrder ) {
  18084. return a.renderOrder - b.renderOrder;
  18085. } else if ( a.z !== b.z ) {
  18086. return b.z - a.z;
  18087. } else {
  18088. return a.id - b.id;
  18089. }
  18090. }
  18091. /**
  18092. * Returns `true` if the given transparent material requires a double pass.
  18093. *
  18094. * @private
  18095. * @function
  18096. * @param {Material} material - The transparent material.
  18097. * @return {Boolean} Whether the given material requires a double pass or not.
  18098. */
  18099. function needsDoublePass( material ) {
  18100. const hasTransmission = material.transmission > 0 || material.transmissionNode;
  18101. return hasTransmission && material.side === DoubleSide && material.forceSinglePass === false;
  18102. }
  18103. /**
  18104. * When the renderer analyzes the scene at the beginning of a render call,
  18105. * it stores 3D object for further processing in render lists. Depending on the
  18106. * properties of a 3D objects (like their transformation or material state), the
  18107. * objects are maintained in ordered lists for the actual rendering.
  18108. *
  18109. * Render lists are unique per scene and camera combination.
  18110. *
  18111. * @private
  18112. * @augments Pipeline
  18113. */
  18114. class RenderList {
  18115. /**
  18116. * Constructs a render list.
  18117. *
  18118. * @param {Lighting} lighting - The lighting management component.
  18119. * @param {Scene} scene - The scene.
  18120. * @param {Camera} camera - The camera the scene is rendered with.
  18121. */
  18122. constructor( lighting, scene, camera ) {
  18123. /**
  18124. * 3D objects are transformed into render items and stored in this array.
  18125. *
  18126. * @type {Array<Object>}
  18127. */
  18128. this.renderItems = [];
  18129. /**
  18130. * The current render items index.
  18131. *
  18132. * @type {Number}
  18133. * @default 0
  18134. */
  18135. this.renderItemsIndex = 0;
  18136. /**
  18137. * A list with opaque render items.
  18138. *
  18139. * @type {Array<Object>}
  18140. */
  18141. this.opaque = [];
  18142. /**
  18143. * A list with transparent render items which require
  18144. * double pass rendering (e.g. transmissive objects).
  18145. *
  18146. * @type {Array<Object>}
  18147. */
  18148. this.transparentDoublePass = [];
  18149. /**
  18150. * A list with transparent render items.
  18151. *
  18152. * @type {Array<Object>}
  18153. */
  18154. this.transparent = [];
  18155. /**
  18156. * A list with transparent render bundle data.
  18157. *
  18158. * @type {Array<Object>}
  18159. */
  18160. this.bundles = [];
  18161. /**
  18162. * The render list's lights node. This node is later
  18163. * relevant for the actual analytical light nodes which
  18164. * compute the scene's lighting in the shader.
  18165. *
  18166. * @type {LightsNode}
  18167. */
  18168. this.lightsNode = lighting.getNode( scene, camera );
  18169. /**
  18170. * The scene's lights stored in an array. This array
  18171. * is used to setup the lights node.
  18172. *
  18173. * @type {Array<Light>}
  18174. */
  18175. this.lightsArray = [];
  18176. /**
  18177. * The scene.
  18178. *
  18179. * @type {Scene}
  18180. */
  18181. this.scene = scene;
  18182. /**
  18183. * The camera the scene is rendered with.
  18184. *
  18185. * @type {Camera}
  18186. */
  18187. this.camera = camera;
  18188. /**
  18189. * How many objects perform occlusion query tests.
  18190. *
  18191. * @type {Number}
  18192. * @default 0
  18193. */
  18194. this.occlusionQueryCount = 0;
  18195. }
  18196. /**
  18197. * This method is called right at the beginning of a render call
  18198. * before the scene is analyzed. It prepares the internal data
  18199. * structures for the upcoming render lists generation.
  18200. *
  18201. * @return {RenderList} A reference to this render list.
  18202. */
  18203. begin() {
  18204. this.renderItemsIndex = 0;
  18205. this.opaque.length = 0;
  18206. this.transparentDoublePass.length = 0;
  18207. this.transparent.length = 0;
  18208. this.bundles.length = 0;
  18209. this.lightsArray.length = 0;
  18210. this.occlusionQueryCount = 0;
  18211. return this;
  18212. }
  18213. /**
  18214. * Returns a render item for the giving render item state. The state is defined
  18215. * by a series of object-related parameters.
  18216. *
  18217. * The method avoids object creation by holding render items and reusing them in
  18218. * subsequent render calls (just with different property values).
  18219. *
  18220. * @param {Object3D} object - The 3D object.
  18221. * @param {BufferGeometry} geometry - The 3D object's geometry.
  18222. * @param {Material} material - The 3D object's material.
  18223. * @param {Number} groupOrder - The current group order.
  18224. * @param {Number} z - Th 3D object's depth value (z value in clip space).
  18225. * @param {Number?} group - {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  18226. * @param {ClippingContext} clippingContext - The current clipping context.
  18227. * @return {Object} The render item.
  18228. */
  18229. getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext ) {
  18230. let renderItem = this.renderItems[ this.renderItemsIndex ];
  18231. if ( renderItem === undefined ) {
  18232. renderItem = {
  18233. id: object.id,
  18234. object: object,
  18235. geometry: geometry,
  18236. material: material,
  18237. groupOrder: groupOrder,
  18238. renderOrder: object.renderOrder,
  18239. z: z,
  18240. group: group,
  18241. clippingContext: clippingContext
  18242. };
  18243. this.renderItems[ this.renderItemsIndex ] = renderItem;
  18244. } else {
  18245. renderItem.id = object.id;
  18246. renderItem.object = object;
  18247. renderItem.geometry = geometry;
  18248. renderItem.material = material;
  18249. renderItem.groupOrder = groupOrder;
  18250. renderItem.renderOrder = object.renderOrder;
  18251. renderItem.z = z;
  18252. renderItem.group = group;
  18253. renderItem.clippingContext = clippingContext;
  18254. }
  18255. this.renderItemsIndex ++;
  18256. return renderItem;
  18257. }
  18258. /**
  18259. * Pushes the given object as a render item to the internal render lists.
  18260. * The selected lists depend on the object properties.
  18261. *
  18262. * @param {Object3D} object - The 3D object.
  18263. * @param {BufferGeometry} geometry - The 3D object's geometry.
  18264. * @param {Material} material - The 3D object's material.
  18265. * @param {Number} groupOrder - The current group order.
  18266. * @param {Number} z - Th 3D object's depth value (z value in clip space).
  18267. * @param {Number?} group - {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  18268. * @param {ClippingContext} clippingContext - The current clipping context.
  18269. */
  18270. push( object, geometry, material, groupOrder, z, group, clippingContext ) {
  18271. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext );
  18272. if ( object.occlusionTest === true ) this.occlusionQueryCount ++;
  18273. if ( material.transparent === true || material.transmission > 0 ) {
  18274. if ( needsDoublePass( material ) ) this.transparentDoublePass.push( renderItem );
  18275. this.transparent.push( renderItem );
  18276. } else {
  18277. this.opaque.push( renderItem );
  18278. }
  18279. }
  18280. /**
  18281. * Inserts the given object as a render item at the start of the internal render lists.
  18282. * The selected lists depend on the object properties.
  18283. *
  18284. * @param {Object3D} object - The 3D object.
  18285. * @param {BufferGeometry} geometry - The 3D object's geometry.
  18286. * @param {Material} material - The 3D object's material.
  18287. * @param {Number} groupOrder - The current group order.
  18288. * @param {Number} z - Th 3D object's depth value (z value in clip space).
  18289. * @param {Number?} group - {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  18290. * @param {ClippingContext} clippingContext - The current clipping context.
  18291. */
  18292. unshift( object, geometry, material, groupOrder, z, group, clippingContext ) {
  18293. const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext );
  18294. if ( material.transparent === true || material.transmission > 0 ) {
  18295. if ( needsDoublePass( material ) ) this.transparentDoublePass.unshift( renderItem );
  18296. this.transparent.unshift( renderItem );
  18297. } else {
  18298. this.opaque.unshift( renderItem );
  18299. }
  18300. }
  18301. /**
  18302. * Pushes render bundle group data into the render list.
  18303. *
  18304. * @param {Object} group - Bundle group data.
  18305. */
  18306. pushBundle( group ) {
  18307. this.bundles.push( group );
  18308. }
  18309. /**
  18310. * Pushes a light into the render list.
  18311. *
  18312. * @param {Light} light - The light.
  18313. */
  18314. pushLight( light ) {
  18315. this.lightsArray.push( light );
  18316. }
  18317. /**
  18318. * Sorts the internal render lists.
  18319. *
  18320. * @param {Function} customOpaqueSort - A custom sort function for opaque objects.
  18321. * @param {Function} customTransparentSort - A custom sort function for transparent objects.
  18322. */
  18323. sort( customOpaqueSort, customTransparentSort ) {
  18324. if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable );
  18325. if ( this.transparentDoublePass.length > 1 ) this.transparentDoublePass.sort( customTransparentSort || reversePainterSortStable );
  18326. if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable );
  18327. }
  18328. /**
  18329. * This method performs finalizing tasks right after the render lists
  18330. * have been generated.
  18331. */
  18332. finish() {
  18333. // update lights
  18334. this.lightsNode.setLights( this.lightsArray );
  18335. // Clear references from inactive renderItems in the list
  18336. for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) {
  18337. const renderItem = this.renderItems[ i ];
  18338. if ( renderItem.id === null ) break;
  18339. renderItem.id = null;
  18340. renderItem.object = null;
  18341. renderItem.geometry = null;
  18342. renderItem.material = null;
  18343. renderItem.groupOrder = null;
  18344. renderItem.renderOrder = null;
  18345. renderItem.z = null;
  18346. renderItem.group = null;
  18347. renderItem.clippingContext = null;
  18348. }
  18349. }
  18350. }
  18351. const _chainKeys$4 = [];
  18352. /**
  18353. * This renderer module manages the render lists which are unique
  18354. * per scene and camera combination.
  18355. *
  18356. * @private
  18357. */
  18358. class RenderLists {
  18359. /**
  18360. * Constructs a render lists management component.
  18361. *
  18362. * @param {Lighting} lighting - The lighting management component.
  18363. */
  18364. constructor( lighting ) {
  18365. /**
  18366. * The lighting management component.
  18367. *
  18368. * @type {Lighting}
  18369. */
  18370. this.lighting = lighting;
  18371. /**
  18372. * The internal chain map which holds the render lists.
  18373. *
  18374. * @type {ChainMap}
  18375. */
  18376. this.lists = new ChainMap();
  18377. }
  18378. /**
  18379. * Returns a render list for the given scene and camera.
  18380. *
  18381. * @param {Scene} scene - The scene.
  18382. * @param {Camera} camera - The camera.
  18383. * @return {RenderList} The render list.
  18384. */
  18385. get( scene, camera ) {
  18386. const lists = this.lists;
  18387. _chainKeys$4[ 0 ] = scene;
  18388. _chainKeys$4[ 1 ] = camera;
  18389. let list = lists.get( _chainKeys$4 );
  18390. if ( list === undefined ) {
  18391. list = new RenderList( this.lighting, scene, camera );
  18392. lists.set( _chainKeys$4, list );
  18393. }
  18394. _chainKeys$4.length = 0;
  18395. return list;
  18396. }
  18397. /**
  18398. * Frees all internal resources.
  18399. */
  18400. dispose() {
  18401. this.lists = new ChainMap();
  18402. }
  18403. }
  18404. let _id$7 = 0;
  18405. /**
  18406. * Any render or compute command is executed in a specific context that defines
  18407. * the state of the renderer and its backend. Typical examples for such context
  18408. * data are the current clear values or data from the active framebuffer. This
  18409. * module is used to represent these contexts as objects.
  18410. *
  18411. * @private
  18412. */
  18413. class RenderContext {
  18414. /**
  18415. * Constructs a new render context.
  18416. */
  18417. constructor() {
  18418. /**
  18419. * The context's ID.
  18420. *
  18421. * @type {Number}
  18422. */
  18423. this.id = _id$7 ++;
  18424. /**
  18425. * Whether the current active framebuffer has a color attachment.
  18426. *
  18427. * @type {Boolean}
  18428. * @default true
  18429. */
  18430. this.color = true;
  18431. /**
  18432. * Whether the color attachment should be cleared or not.
  18433. *
  18434. * @type {Boolean}
  18435. * @default true
  18436. */
  18437. this.clearColor = true;
  18438. /**
  18439. * The clear color value.
  18440. *
  18441. * @type {Object}
  18442. * @default true
  18443. */
  18444. this.clearColorValue = { r: 0, g: 0, b: 0, a: 1 };
  18445. /**
  18446. * Whether the current active framebuffer has a depth attachment.
  18447. *
  18448. * @type {Boolean}
  18449. * @default true
  18450. */
  18451. this.depth = true;
  18452. /**
  18453. * Whether the depth attachment should be cleared or not.
  18454. *
  18455. * @type {Boolean}
  18456. * @default true
  18457. */
  18458. this.clearDepth = true;
  18459. /**
  18460. * The clear depth value.
  18461. *
  18462. * @type {Number}
  18463. * @default 1
  18464. */
  18465. this.clearDepthValue = 1;
  18466. /**
  18467. * Whether the current active framebuffer has a stencil attachment.
  18468. *
  18469. * @type {Boolean}
  18470. * @default false
  18471. */
  18472. this.stencil = false;
  18473. /**
  18474. * Whether the stencil attachment should be cleared or not.
  18475. *
  18476. * @type {Boolean}
  18477. * @default true
  18478. */
  18479. this.clearStencil = true;
  18480. /**
  18481. * The clear stencil value.
  18482. *
  18483. * @type {Number}
  18484. * @default 1
  18485. */
  18486. this.clearStencilValue = 1;
  18487. /**
  18488. * By default the viewport encloses the entire framebuffer If a smaller
  18489. * viewport is manually defined, this property is to `true` by the renderer.
  18490. *
  18491. * @type {Boolean}
  18492. * @default false
  18493. */
  18494. this.viewport = false;
  18495. /**
  18496. * The viewport value. This value is in physical pixels meaning it incorporates
  18497. * the renderer's pixel ratio. The viewport property of render targets or
  18498. * the renderer is in logical pixels.
  18499. *
  18500. * @type {Vector4}
  18501. */
  18502. this.viewportValue = new Vector4();
  18503. /**
  18504. * When the scissor test is active and scissor rectangle smaller than the
  18505. * framebuffers dimensions, this property is to `true` by the renderer.
  18506. *
  18507. * @type {Boolean}
  18508. * @default false
  18509. */
  18510. this.scissor = false;
  18511. /**
  18512. * The scissor rectangle.
  18513. *
  18514. * @type {Vector4}
  18515. */
  18516. this.scissorValue = new Vector4();
  18517. /**
  18518. * The active render target.
  18519. *
  18520. * @type {RenderTarget?}
  18521. * @default null
  18522. */
  18523. this.renderTarget = null;
  18524. /**
  18525. * The textures of the active render target.
  18526. * `null` when no render target is set.
  18527. *
  18528. * @type {Array<Texture>?}
  18529. * @default null
  18530. */
  18531. this.textures = null;
  18532. /**
  18533. * The depth texture of the active render target.
  18534. * `null` when no render target is set.
  18535. *
  18536. * @type {DepthTexture?}
  18537. * @default null
  18538. */
  18539. this.depthTexture = null;
  18540. /**
  18541. * The active cube face.
  18542. *
  18543. * @type {Number}
  18544. * @default 0
  18545. */
  18546. this.activeCubeFace = 0;
  18547. /**
  18548. * The number of MSAA samples. This value is always `1` when
  18549. * MSAA isn't used.
  18550. *
  18551. * @type {Number}
  18552. * @default 1
  18553. */
  18554. this.sampleCount = 1;
  18555. /**
  18556. * The active render target's width in physical pixels.
  18557. *
  18558. * @type {Number}
  18559. * @default 0
  18560. */
  18561. this.width = 0;
  18562. /**
  18563. * The active render target's height in physical pixels.
  18564. *
  18565. * @type {Number}
  18566. * @default 0
  18567. */
  18568. this.height = 0;
  18569. /**
  18570. * The occlusion query count.
  18571. *
  18572. * @type {Number}
  18573. * @default 0
  18574. */
  18575. this.occlusionQueryCount = 0;
  18576. /**
  18577. * The current clipping context.
  18578. *
  18579. * @type {ClippingContext?}
  18580. * @default null
  18581. */
  18582. this.clippingContext = null;
  18583. /**
  18584. * This flag can be used for type testing.
  18585. *
  18586. * @type {Boolean}
  18587. * @readonly
  18588. * @default true
  18589. */
  18590. this.isRenderContext = true;
  18591. }
  18592. /**
  18593. * Returns the cache key of this render context.
  18594. *
  18595. * @return {Number} The cache key.
  18596. */
  18597. getCacheKey() {
  18598. return getCacheKey( this );
  18599. }
  18600. }
  18601. /**
  18602. * Computes a cache key for the given render context. This key
  18603. * should identify the render target state so it is possible to
  18604. * configure the correct attachments in the respective backend.
  18605. *
  18606. * @param {RenderContext} renderContext - The render context.
  18607. * @return {Number} The cache key.
  18608. */
  18609. function getCacheKey( renderContext ) {
  18610. const { textures, activeCubeFace } = renderContext;
  18611. const values = [ activeCubeFace ];
  18612. for ( const texture of textures ) {
  18613. values.push( texture.id );
  18614. }
  18615. return hashArray( values );
  18616. }
  18617. const _chainKeys$3 = [];
  18618. const _defaultScene = /*@__PURE__*/ new Scene();
  18619. const _defaultCamera = /*@__PURE__*/ new Camera();
  18620. /**
  18621. * This module manages the render contexts of the renderer.
  18622. *
  18623. * @private
  18624. */
  18625. class RenderContexts {
  18626. /**
  18627. * Constructs a new render context management component.
  18628. */
  18629. constructor() {
  18630. /**
  18631. * A dictionary that manages render contexts in chain maps
  18632. * for each attachment state.
  18633. *
  18634. * @type {Object<String,ChainMap>}
  18635. */
  18636. this.chainMaps = {};
  18637. }
  18638. /**
  18639. * Returns a render context for the given scene, camera and render target.
  18640. *
  18641. * @param {Scene} scene - The scene.
  18642. * @param {Camera} camera - The camera that is used to render the scene.
  18643. * @param {RenderTarget?} [renderTarget=null] - The active render target.
  18644. * @return {RenderContext} The render context.
  18645. */
  18646. get( scene, camera, renderTarget = null ) {
  18647. _chainKeys$3[ 0 ] = scene;
  18648. _chainKeys$3[ 1 ] = camera;
  18649. let attachmentState;
  18650. if ( renderTarget === null ) {
  18651. attachmentState = 'default';
  18652. } else {
  18653. const format = renderTarget.texture.format;
  18654. const count = renderTarget.textures.length;
  18655. attachmentState = `${ count }:${ format }:${ renderTarget.samples }:${ renderTarget.depthBuffer }:${ renderTarget.stencilBuffer }`;
  18656. }
  18657. const chainMap = this._getChainMap( attachmentState );
  18658. let renderState = chainMap.get( _chainKeys$3 );
  18659. if ( renderState === undefined ) {
  18660. renderState = new RenderContext();
  18661. chainMap.set( _chainKeys$3, renderState );
  18662. }
  18663. _chainKeys$3.length = 0;
  18664. if ( renderTarget !== null ) renderState.sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  18665. return renderState;
  18666. }
  18667. /**
  18668. * Returns a render context intended for clear operations.
  18669. *
  18670. * @param {RenderTarget?} [renderTarget=null] - The active render target.
  18671. * @return {RenderContext} The render context.
  18672. */
  18673. getForClear( renderTarget = null ) {
  18674. return this.get( _defaultScene, _defaultCamera, renderTarget );
  18675. }
  18676. /**
  18677. * Returns a chain map for the given attachment state.
  18678. *
  18679. * @private
  18680. * @param {String} attachmentState - The attachment state.
  18681. * @return {ChainMap} The chain map.
  18682. */
  18683. _getChainMap( attachmentState ) {
  18684. return this.chainMaps[ attachmentState ] || ( this.chainMaps[ attachmentState ] = new ChainMap() );
  18685. }
  18686. /**
  18687. * Frees internal resources.
  18688. */
  18689. dispose() {
  18690. this.chainMaps = {};
  18691. }
  18692. }
  18693. const _size$3 = /*@__PURE__*/ new Vector3();
  18694. /**
  18695. * This module manages the textures of the renderer.
  18696. *
  18697. * @private
  18698. * @augments DataMap
  18699. */
  18700. class Textures extends DataMap {
  18701. /**
  18702. * Constructs a new texture management component.
  18703. *
  18704. * @param {Renderer} renderer - The renderer.
  18705. * @param {Backend} backend - The renderer's backend.
  18706. * @param {Info} info - Renderer component for managing metrics and monitoring data.
  18707. */
  18708. constructor( renderer, backend, info ) {
  18709. super();
  18710. /**
  18711. * The renderer.
  18712. *
  18713. * @type {Renderer}
  18714. */
  18715. this.renderer = renderer;
  18716. /**
  18717. * The backend.
  18718. *
  18719. * @type {Backend}
  18720. */
  18721. this.backend = backend;
  18722. /**
  18723. * Renderer component for managing metrics and monitoring data.
  18724. *
  18725. * @type {Info}
  18726. */
  18727. this.info = info;
  18728. }
  18729. /**
  18730. * Updates the given render target. Based on the given render target configuration,
  18731. * it updates the texture states representing the attachments of the framebuffer.
  18732. *
  18733. * @param {RenderTarget} renderTarget - The render target to update.
  18734. * @param {Number} [activeMipmapLevel=0] - The active mipmap level.
  18735. */
  18736. updateRenderTarget( renderTarget, activeMipmapLevel = 0 ) {
  18737. const renderTargetData = this.get( renderTarget );
  18738. const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  18739. const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} );
  18740. const textures = renderTarget.textures;
  18741. const size = this.getSize( textures[ 0 ] );
  18742. const mipWidth = size.width >> activeMipmapLevel;
  18743. const mipHeight = size.height >> activeMipmapLevel;
  18744. let depthTexture = renderTarget.depthTexture || depthTextureMips[ activeMipmapLevel ];
  18745. const useDepthTexture = renderTarget.depthBuffer === true || renderTarget.stencilBuffer === true;
  18746. let textureNeedsUpdate = false;
  18747. if ( depthTexture === undefined && useDepthTexture ) {
  18748. depthTexture = new DepthTexture();
  18749. depthTexture.format = renderTarget.stencilBuffer ? DepthStencilFormat : DepthFormat;
  18750. depthTexture.type = renderTarget.stencilBuffer ? UnsignedInt248Type : UnsignedIntType; // FloatType
  18751. depthTexture.image.width = mipWidth;
  18752. depthTexture.image.height = mipHeight;
  18753. depthTextureMips[ activeMipmapLevel ] = depthTexture;
  18754. }
  18755. if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) {
  18756. textureNeedsUpdate = true;
  18757. if ( depthTexture ) {
  18758. depthTexture.needsUpdate = true;
  18759. depthTexture.image.width = mipWidth;
  18760. depthTexture.image.height = mipHeight;
  18761. }
  18762. }
  18763. renderTargetData.width = size.width;
  18764. renderTargetData.height = size.height;
  18765. renderTargetData.textures = textures;
  18766. renderTargetData.depthTexture = depthTexture || null;
  18767. renderTargetData.depth = renderTarget.depthBuffer;
  18768. renderTargetData.stencil = renderTarget.stencilBuffer;
  18769. renderTargetData.renderTarget = renderTarget;
  18770. if ( renderTargetData.sampleCount !== sampleCount ) {
  18771. textureNeedsUpdate = true;
  18772. if ( depthTexture ) {
  18773. depthTexture.needsUpdate = true;
  18774. }
  18775. renderTargetData.sampleCount = sampleCount;
  18776. }
  18777. //
  18778. const options = { sampleCount };
  18779. for ( let i = 0; i < textures.length; i ++ ) {
  18780. const texture = textures[ i ];
  18781. if ( textureNeedsUpdate ) texture.needsUpdate = true;
  18782. this.updateTexture( texture, options );
  18783. }
  18784. if ( depthTexture ) {
  18785. this.updateTexture( depthTexture, options );
  18786. }
  18787. // dispose handler
  18788. if ( renderTargetData.initialized !== true ) {
  18789. renderTargetData.initialized = true;
  18790. // dispose
  18791. const onDispose = () => {
  18792. renderTarget.removeEventListener( 'dispose', onDispose );
  18793. for ( let i = 0; i < textures.length; i ++ ) {
  18794. this._destroyTexture( textures[ i ] );
  18795. }
  18796. if ( depthTexture ) {
  18797. this._destroyTexture( depthTexture );
  18798. }
  18799. this.delete( renderTarget );
  18800. };
  18801. renderTarget.addEventListener( 'dispose', onDispose );
  18802. }
  18803. }
  18804. /**
  18805. * Updates the given texture. Depending on the texture state, this method
  18806. * triggers the upload of texture data to the GPU memory. If the texture data are
  18807. * not yet ready for the upload, it uses default texture data for as a placeholder.
  18808. *
  18809. * @param {Texture} texture - The texture to update.
  18810. * @param {Object} [options={}] - The options.
  18811. */
  18812. updateTexture( texture, options = {} ) {
  18813. const textureData = this.get( texture );
  18814. if ( textureData.initialized === true && textureData.version === texture.version ) return;
  18815. const isRenderTarget = texture.isRenderTargetTexture || texture.isDepthTexture || texture.isFramebufferTexture;
  18816. const backend = this.backend;
  18817. if ( isRenderTarget && textureData.initialized === true ) {
  18818. // it's an update
  18819. backend.destroySampler( texture );
  18820. backend.destroyTexture( texture );
  18821. }
  18822. //
  18823. if ( texture.isFramebufferTexture ) {
  18824. const renderTarget = this.renderer.getRenderTarget();
  18825. if ( renderTarget ) {
  18826. texture.type = renderTarget.texture.type;
  18827. } else {
  18828. texture.type = UnsignedByteType;
  18829. }
  18830. }
  18831. //
  18832. const { width, height, depth } = this.getSize( texture );
  18833. options.width = width;
  18834. options.height = height;
  18835. options.depth = depth;
  18836. options.needsMipmaps = this.needsMipmaps( texture );
  18837. options.levels = options.needsMipmaps ? this.getMipLevels( texture, width, height ) : 1;
  18838. //
  18839. if ( isRenderTarget || texture.isStorageTexture === true ) {
  18840. backend.createSampler( texture );
  18841. backend.createTexture( texture, options );
  18842. textureData.generation = texture.version;
  18843. } else {
  18844. const needsCreate = textureData.initialized !== true;
  18845. if ( needsCreate ) backend.createSampler( texture );
  18846. if ( texture.version > 0 ) {
  18847. const image = texture.image;
  18848. if ( image === undefined ) {
  18849. console.warn( 'THREE.Renderer: Texture marked for update but image is undefined.' );
  18850. } else if ( image.complete === false ) {
  18851. console.warn( 'THREE.Renderer: Texture marked for update but image is incomplete.' );
  18852. } else {
  18853. if ( texture.images ) {
  18854. const images = [];
  18855. for ( const image of texture.images ) {
  18856. images.push( image );
  18857. }
  18858. options.images = images;
  18859. } else {
  18860. options.image = image;
  18861. }
  18862. if ( textureData.isDefaultTexture === undefined || textureData.isDefaultTexture === true ) {
  18863. backend.createTexture( texture, options );
  18864. textureData.isDefaultTexture = false;
  18865. textureData.generation = texture.version;
  18866. }
  18867. if ( texture.source.dataReady === true ) backend.updateTexture( texture, options );
  18868. if ( options.needsMipmaps && texture.mipmaps.length === 0 ) backend.generateMipmaps( texture );
  18869. }
  18870. } else {
  18871. // async update
  18872. backend.createDefaultTexture( texture );
  18873. textureData.isDefaultTexture = true;
  18874. textureData.generation = texture.version;
  18875. }
  18876. }
  18877. // dispose handler
  18878. if ( textureData.initialized !== true ) {
  18879. textureData.initialized = true;
  18880. textureData.generation = texture.version;
  18881. //
  18882. this.info.memory.textures ++;
  18883. // dispose
  18884. const onDispose = () => {
  18885. texture.removeEventListener( 'dispose', onDispose );
  18886. this._destroyTexture( texture );
  18887. this.info.memory.textures --;
  18888. };
  18889. texture.addEventListener( 'dispose', onDispose );
  18890. }
  18891. //
  18892. textureData.version = texture.version;
  18893. }
  18894. /**
  18895. * Computes the size of the given texture and writes the result
  18896. * into the target vector. This vector is also returned by the
  18897. * method.
  18898. *
  18899. * If no texture data are available for the compute yet, the method
  18900. * returns default size values.
  18901. *
  18902. * @param {Texture} texture - The texture to compute the size for.
  18903. * @param {Vector3} target - The target vector.
  18904. * @return {Vector3} The target vector.
  18905. */
  18906. getSize( texture, target = _size$3 ) {
  18907. let image = texture.images ? texture.images[ 0 ] : texture.image;
  18908. if ( image ) {
  18909. if ( image.image !== undefined ) image = image.image;
  18910. target.width = image.width || 1;
  18911. target.height = image.height || 1;
  18912. target.depth = texture.isCubeTexture ? 6 : ( image.depth || 1 );
  18913. } else {
  18914. target.width = target.height = target.depth = 1;
  18915. }
  18916. return target;
  18917. }
  18918. /**
  18919. * Computes the number of mipmap levels for the given texture.
  18920. *
  18921. * @param {Texture} texture - The texture.
  18922. * @param {Number} width - The texture's width.
  18923. * @param {Number} height - The texture's height.
  18924. * @return {Number} The number of mipmap levels.
  18925. */
  18926. getMipLevels( texture, width, height ) {
  18927. let mipLevelCount;
  18928. if ( texture.isCompressedTexture ) {
  18929. if ( texture.mipmaps ) {
  18930. mipLevelCount = texture.mipmaps.length;
  18931. } else {
  18932. mipLevelCount = 1;
  18933. }
  18934. } else {
  18935. mipLevelCount = Math.floor( Math.log2( Math.max( width, height ) ) ) + 1;
  18936. }
  18937. return mipLevelCount;
  18938. }
  18939. /**
  18940. * Returns `true` if the given texture requires mipmaps.
  18941. *
  18942. * @param {Texture} texture - The texture.
  18943. * @return {Boolean} Whether mipmaps are required or not.
  18944. */
  18945. needsMipmaps( texture ) {
  18946. return this.isEnvironmentTexture( texture ) || texture.isCompressedTexture === true || texture.generateMipmaps;
  18947. }
  18948. /**
  18949. * Returns `true` if the given texture is an environment map.
  18950. *
  18951. * @param {Texture} texture - The texture.
  18952. * @return {Boolean} Whether the given texture is an environment map or not.
  18953. */
  18954. isEnvironmentTexture( texture ) {
  18955. const mapping = texture.mapping;
  18956. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  18957. }
  18958. /**
  18959. * Frees internal resource when the given texture isn't
  18960. * required anymore.
  18961. *
  18962. * @param {Texture} texture - The texture to destroy.
  18963. */
  18964. _destroyTexture( texture ) {
  18965. this.backend.destroySampler( texture );
  18966. this.backend.destroyTexture( texture );
  18967. this.delete( texture );
  18968. }
  18969. }
  18970. /**
  18971. * A four-component version of {@link Color} which is internally
  18972. * used by the renderer to represents clear color with alpha as
  18973. * one object.
  18974. *
  18975. * @private
  18976. * @augments Color
  18977. */
  18978. class Color4 extends Color {
  18979. /**
  18980. * Constructs a new four-component color.
  18981. *
  18982. * @param {Number|String} r - The red value.
  18983. * @param {Number} g - The green value.
  18984. * @param {Number} b - The blue value.
  18985. * @param {Number} [a=1] - The alpha value.
  18986. */
  18987. constructor( r, g, b, a = 1 ) {
  18988. super( r, g, b );
  18989. this.a = a;
  18990. }
  18991. /**
  18992. * Overwrites the default to honor alpha.
  18993. *
  18994. * @param {Number|String} r - The red value.
  18995. * @param {Number} g - The green value.
  18996. * @param {Number} b - The blue value.
  18997. * @param {Number} [a=1] - The alpha value.
  18998. * @return {Color4} A reference to this object.
  18999. */
  19000. set( r, g, b, a = 1 ) {
  19001. this.a = a;
  19002. return super.set( r, g, b );
  19003. }
  19004. /**
  19005. * Overwrites the default to honor alpha.
  19006. *
  19007. * @param {Color4} color - The color to copy.
  19008. * @return {Color4} A reference to this object.
  19009. */
  19010. copy( color ) {
  19011. if ( color.a !== undefined ) this.a = color.a;
  19012. return super.copy( color );
  19013. }
  19014. /**
  19015. * Overwrites the default to honor alpha.
  19016. *
  19017. * @return {Color4} The cloned color.
  19018. */
  19019. clone() {
  19020. return new this.constructor( this.r, this.g, this.b, this.a );
  19021. }
  19022. }
  19023. /** @module ParameterNode **/
  19024. /**
  19025. * Special version of {@link PropertyNode} which is used for parameters.
  19026. *
  19027. * @augments PropertyNode
  19028. */
  19029. class ParameterNode extends PropertyNode {
  19030. static get type() {
  19031. return 'ParameterNode';
  19032. }
  19033. /**
  19034. * Constructs a new parameter node.
  19035. *
  19036. * @param {String} nodeType - The type of the node.
  19037. * @param {String?} [name=null] - The name of the parameter in the shader.
  19038. */
  19039. constructor( nodeType, name = null ) {
  19040. super( nodeType, name );
  19041. /**
  19042. * This flag can be used for type testing.
  19043. *
  19044. * @type {Boolean}
  19045. * @readonly
  19046. * @default true
  19047. */
  19048. this.isParameterNode = true;
  19049. }
  19050. getHash() {
  19051. return this.uuid;
  19052. }
  19053. generate() {
  19054. return this.name;
  19055. }
  19056. }
  19057. /**
  19058. * TSL function for creating a parameter node.
  19059. *
  19060. * @function
  19061. * @param {String} type - The type of the node.
  19062. * @param {String?} name - The name of the parameter in the shader.
  19063. * @returns {ParameterNode}
  19064. */
  19065. const parameter = ( type, name ) => nodeObject( new ParameterNode( type, name ) );
  19066. /** @module StackNode **/
  19067. /**
  19068. * Stack is a helper for Nodes that need to produce stack-based code instead of continuous flow.
  19069. * They are usually needed in cases like `If`, `Else`.
  19070. *
  19071. * @augments Node
  19072. */
  19073. class StackNode extends Node {
  19074. static get type() {
  19075. return 'StackNode';
  19076. }
  19077. /**
  19078. * Constructs a new stack node.
  19079. *
  19080. * @param {StackNode?} [parent=null] - The parent stack node.
  19081. */
  19082. constructor( parent = null ) {
  19083. super();
  19084. /**
  19085. * List of nodes.
  19086. *
  19087. * @type {Array<Node>}
  19088. */
  19089. this.nodes = [];
  19090. /**
  19091. * The output node.
  19092. *
  19093. * @type {Node?}
  19094. * @default null
  19095. */
  19096. this.outputNode = null;
  19097. /**
  19098. * The parent stack node.
  19099. *
  19100. * @type {StackNode}
  19101. * @default null
  19102. */
  19103. this.parent = parent;
  19104. /**
  19105. * The current conditional node.
  19106. *
  19107. * @private
  19108. * @type {ConditionalNode}
  19109. * @default null
  19110. */
  19111. this._currentCond = null;
  19112. /**
  19113. * This flag can be used for type testing.
  19114. *
  19115. * @type {Boolean}
  19116. * @readonly
  19117. * @default true
  19118. */
  19119. this.isStackNode = true;
  19120. }
  19121. getNodeType( builder ) {
  19122. return this.outputNode ? this.outputNode.getNodeType( builder ) : 'void';
  19123. }
  19124. /**
  19125. * Adds a node to this stack.
  19126. *
  19127. * @param {Node} node - The node to add.
  19128. * @return {StackNode} A reference to this stack node.
  19129. */
  19130. add( node ) {
  19131. this.nodes.push( node );
  19132. return this;
  19133. }
  19134. /**
  19135. * Represent an `if` statement in TSL.
  19136. *
  19137. * @param {Node} boolNode - Represents the condition.
  19138. * @param {Function} method - TSL code which is executed if the condition evaluates to `true`.
  19139. * @return {StackNode} A reference to this stack node.
  19140. */
  19141. If( boolNode, method ) {
  19142. const methodNode = new ShaderNode( method );
  19143. this._currentCond = select( boolNode, methodNode );
  19144. return this.add( this._currentCond );
  19145. }
  19146. /**
  19147. * Represent an `elseif` statement in TSL.
  19148. *
  19149. * @param {Node} boolNode - Represents the condition.
  19150. * @param {Function} method - TSL code which is executed if the condition evaluates to `true`.
  19151. * @return {StackNode} A reference to this stack node.
  19152. */
  19153. ElseIf( boolNode, method ) {
  19154. const methodNode = new ShaderNode( method );
  19155. const ifNode = select( boolNode, methodNode );
  19156. this._currentCond.elseNode = ifNode;
  19157. this._currentCond = ifNode;
  19158. return this;
  19159. }
  19160. /**
  19161. * Represent an `else` statement in TSL.
  19162. *
  19163. * @param {Function} method - TSL code which is executed in the `else` case.
  19164. * @return {StackNode} A reference to this stack node.
  19165. */
  19166. Else( method ) {
  19167. this._currentCond.elseNode = new ShaderNode( method );
  19168. return this;
  19169. }
  19170. build( builder, ...params ) {
  19171. const previousStack = getCurrentStack();
  19172. setCurrentStack( this );
  19173. for ( const node of this.nodes ) {
  19174. node.build( builder, 'void' );
  19175. }
  19176. setCurrentStack( previousStack );
  19177. return this.outputNode ? this.outputNode.build( builder, ...params ) : super.build( builder, ...params );
  19178. }
  19179. // deprecated
  19180. /**
  19181. * @function
  19182. * @deprecated since r168. Use {@link StackNode#Else} instead.
  19183. *
  19184. * @param {...any} params
  19185. * @returns {StackNode}
  19186. */
  19187. else( ...params ) { // @deprecated, r168
  19188. console.warn( 'TSL.StackNode: .else() has been renamed to .Else().' );
  19189. return this.Else( ...params );
  19190. }
  19191. /**
  19192. * @deprecated since r168. Use {@link StackNode#ElseIf} instead.
  19193. *
  19194. * @param {...any} params
  19195. * @returns {StackNode}
  19196. */
  19197. elseif( ...params ) { // @deprecated, r168
  19198. console.warn( 'TSL.StackNode: .elseif() has been renamed to .ElseIf().' );
  19199. return this.ElseIf( ...params );
  19200. }
  19201. }
  19202. /**
  19203. * TSL function for creating a stack node.
  19204. *
  19205. * @function
  19206. * @param {StackNode?} [parent=null] - The parent stack node.
  19207. * @returns {StackNode}
  19208. */
  19209. const stack = /*@__PURE__*/ nodeProxy( StackNode );
  19210. /** @module OutputStructNode **/
  19211. /**
  19212. * This node can be used to define multiple outputs in a shader programs.
  19213. *
  19214. * @augments Node
  19215. */
  19216. class OutputStructNode extends Node {
  19217. static get type() {
  19218. return 'OutputStructNode';
  19219. }
  19220. /**
  19221. * Constructs a new output struct node. The constructor can be invoked with an
  19222. * arbitrary number of nodes representing the members.
  19223. *
  19224. * @param {...Node} members - A parameter list of nodes.
  19225. */
  19226. constructor( ...members ) {
  19227. super();
  19228. /**
  19229. * An array of nodes which defines the output.
  19230. *
  19231. * @type {Array<Node>}
  19232. */
  19233. this.members = members;
  19234. /**
  19235. * This flag can be used for type testing.
  19236. *
  19237. * @type {Boolean}
  19238. * @readonly
  19239. * @default true
  19240. */
  19241. this.isOutputStructNode = true;
  19242. }
  19243. setup( builder ) {
  19244. super.setup( builder );
  19245. const members = this.members;
  19246. const types = [];
  19247. for ( let i = 0; i < members.length; i ++ ) {
  19248. types.push( members[ i ].getNodeType( builder ) );
  19249. }
  19250. this.nodeType = builder.getStructTypeFromNode( this, types ).name;
  19251. }
  19252. generate( builder, output ) {
  19253. const propertyName = builder.getOutputStructName();
  19254. const members = this.members;
  19255. const structPrefix = propertyName !== '' ? propertyName + '.' : '';
  19256. for ( let i = 0; i < members.length; i ++ ) {
  19257. const snippet = members[ i ].build( builder, output );
  19258. builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }`, this );
  19259. }
  19260. return propertyName;
  19261. }
  19262. }
  19263. /**
  19264. * TSL function for creating an output struct node.
  19265. *
  19266. * @function
  19267. * @param {...Node} members - A parameter list of nodes.
  19268. * @returns {OutputStructNode}
  19269. */
  19270. const outputStruct = /*@__PURE__*/ nodeProxy( OutputStructNode );
  19271. /** @module MRTNode **/
  19272. /**
  19273. * Returns the MRT texture index for the given name.
  19274. *
  19275. * @param {Array<Texture>} textures - The textures of a MRT-configured render target.
  19276. * @param {String} name - The name of the MRT texture which index is requested.
  19277. * @return {Number} The texture index.
  19278. */
  19279. function getTextureIndex( textures, name ) {
  19280. for ( let i = 0; i < textures.length; i ++ ) {
  19281. if ( textures[ i ].name === name ) {
  19282. return i;
  19283. }
  19284. }
  19285. return - 1;
  19286. }
  19287. /**
  19288. * This node can be used setup a MRT context for rendering. A typical MRT setup for
  19289. * post-processing is shown below:
  19290. * ```js
  19291. * const mrtNode = mrt( {
  19292. * output: output,
  19293. * normal: normalView
  19294. * } ) );
  19295. * ```
  19296. * The MRT output is defined as a dictionary.
  19297. *
  19298. * @augments OutputStructNode
  19299. */
  19300. class MRTNode extends OutputStructNode {
  19301. static get type() {
  19302. return 'MRTNode';
  19303. }
  19304. /**
  19305. * Constructs a new output struct node.
  19306. *
  19307. * @param {Object<String, Node>} outputNodes - The MRT outputs.
  19308. */
  19309. constructor( outputNodes ) {
  19310. super();
  19311. /**
  19312. * A dictionary representing the MRT outputs. The key
  19313. * is the name of the output, the value the node which produces
  19314. * the output result.
  19315. *
  19316. * @type {Object<String, Node>}
  19317. */
  19318. this.outputNodes = outputNodes;
  19319. /**
  19320. * This flag can be used for type testing.
  19321. *
  19322. * @type {Boolean}
  19323. * @readonly
  19324. * @default true
  19325. */
  19326. this.isMRTNode = true;
  19327. }
  19328. /**
  19329. * Returns `true` if the MRT node has an output with the given name.
  19330. *
  19331. * @param {String} name - The name of the output.
  19332. * @return {NodeBuilder} Whether the MRT node has an output for the given name or not.
  19333. */
  19334. has( name ) {
  19335. return this.outputNodes[ name ] !== undefined;
  19336. }
  19337. /**
  19338. * Returns the output node for the given name.
  19339. *
  19340. * @param {String} name - The name of the output.
  19341. * @return {Node} The output node.
  19342. */
  19343. get( name ) {
  19344. return this.outputNodes[ name ];
  19345. }
  19346. /**
  19347. * Merges the outputs of the given MRT node with the outputs of this node.
  19348. *
  19349. * @param {MRTNode} mrtNode - The MRT to merge.
  19350. * @return {MRTNode} A new MRT node with merged outputs..
  19351. */
  19352. merge( mrtNode ) {
  19353. const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
  19354. return mrt( outputs );
  19355. }
  19356. setup( builder ) {
  19357. const outputNodes = this.outputNodes;
  19358. const mrt = builder.renderer.getRenderTarget();
  19359. const members = [];
  19360. const textures = mrt.textures;
  19361. for ( const name in outputNodes ) {
  19362. const index = getTextureIndex( textures, name );
  19363. members[ index ] = vec4( outputNodes[ name ] );
  19364. }
  19365. this.members = members;
  19366. return super.setup( builder );
  19367. }
  19368. }
  19369. /**
  19370. * TSL function for creating a MRT node.
  19371. *
  19372. * @function
  19373. * @param {Object<String, Node>} outputNodes - The MRT outputs.
  19374. * @returns {MRTNode}
  19375. */
  19376. const mrt = /*@__PURE__*/ nodeProxy( MRTNode );
  19377. /** @module Hash **/
  19378. /**
  19379. * Generates a hash value in the range `[0, 1]` from the given seed.
  19380. *
  19381. * @method
  19382. * @param {Node<float>} seed - The seed.
  19383. * @return {Node<float>} The hash value.
  19384. */
  19385. const hash = /*@__PURE__*/ Fn( ( [ seed ] ) => {
  19386. // Taken from https://www.shadertoy.com/view/XlGcRh, originally from pcg-random.org
  19387. const state = seed.toUint().mul( 747796405 ).add( 2891336453 );
  19388. const word = state.shiftRight( state.shiftRight( 28 ).add( 4 ) ).bitXor( state ).mul( 277803737 );
  19389. const result = word.shiftRight( 22 ).bitXor( word );
  19390. return result.toFloat().mul( 1 / 2 ** 32 ); // Convert to range [0, 1)
  19391. } );
  19392. /** @module MathUtils **/
  19393. /**
  19394. * A function that remaps the `[0,1]` interval into the `[0,1]` interval.
  19395. * The corners are mapped to `0` and the center to `1`.
  19396. * Reference: {@link https://iquilezles.org/articles/functions/}.
  19397. *
  19398. * @method
  19399. * @param {Node<float>} x - The value to remap.
  19400. * @param {Node<float>} k - Allows to control the remapping functions shape by rising the parabola to a power `k`.
  19401. * @return {Node<float>} The remapped value.
  19402. */
  19403. const parabola = ( x, k ) => pow( mul( 4.0, x.mul( sub( 1.0, x ) ) ), k );
  19404. /**
  19405. * A function that remaps the `[0,1]` interval into the `[0,1]` interval.
  19406. * Expands the sides and compresses the center, and keeps `0.5` mapped to `0.5`.
  19407. * Reference: {@link https://iquilezles.org/articles/functions/}.
  19408. *
  19409. * @method
  19410. * @param {Node<float>} x - The value to remap.
  19411. * @param {Node<float>} k - `k=1` is the identity curve,`k<1` produces the classic `gain()` shape, and `k>1` produces "s" shaped curves.
  19412. * @return {Node<float>} The remapped value.
  19413. */
  19414. 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 ) );
  19415. /**
  19416. * A function that remaps the `[0,1]` interval into the `[0,1]` interval.
  19417. * A generalization of the `parabola()`. Keeps the corners mapped to 0 but allows the control of the shape one either side of the curve.
  19418. * Reference: {@link https://iquilezles.org/articles/functions/}.
  19419. *
  19420. * @method
  19421. * @param {Node<float>} x - The value to remap.
  19422. * @param {Node<float>} a - First control parameter.
  19423. * @param {Node<float>} b - Second control parameter.
  19424. * @return {Node<float>} The remapped value.
  19425. */
  19426. const pcurve = ( x, a, b ) => pow( div( pow( x, a ), add( pow( x, a ), pow( sub( 1.0, x ), b ) ) ), 1.0 / a );
  19427. /**
  19428. * A phase shifted sinus curve that starts at zero and ends at zero, with bouncing behavior.
  19429. * Reference: {@link https://iquilezles.org/articles/functions/}.
  19430. *
  19431. * @method
  19432. * @param {Node<float>} x - The value to compute the sin for.
  19433. * @param {Node<float>} k - Controls the amount of bounces.
  19434. * @return {Node<float>} The result value.
  19435. */
  19436. const sinc = ( x, k ) => sin( PI.mul( k.mul( x ).sub( 1.0 ) ) ).div( PI.mul( k.mul( x ).sub( 1.0 ) ) );
  19437. // https://github.com/cabbibo/glsl-tri-noise-3d
  19438. /** @module TriNoise3D **/
  19439. const tri = /*@__PURE__*/ Fn( ( [ x ] ) => {
  19440. return x.fract().sub( .5 ).abs();
  19441. } ).setLayout( {
  19442. name: 'tri',
  19443. type: 'float',
  19444. inputs: [
  19445. { name: 'x', type: 'float' }
  19446. ]
  19447. } );
  19448. const tri3 = /*@__PURE__*/ Fn( ( [ p ] ) => {
  19449. 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. ) ) ) ) );
  19450. } ).setLayout( {
  19451. name: 'tri3',
  19452. type: 'vec3',
  19453. inputs: [
  19454. { name: 'p', type: 'vec3' }
  19455. ]
  19456. } );
  19457. /**
  19458. * Generates a noise value from the given position, speed and time parameters.
  19459. *
  19460. * @method
  19461. * @param {Node<vec3>} position - The position.
  19462. * @param {Node<float>} speed - The speed.
  19463. * @param {Node<float>} time - The time.
  19464. * @return {Node<float>} The generated noise.
  19465. */
  19466. const triNoise3D = /*@__PURE__*/ Fn( ( [ position, speed, time ] ) => {
  19467. const p = vec3( position ).toVar();
  19468. const z = float( 1.4 ).toVar();
  19469. const rz = float( 0.0 ).toVar();
  19470. const bp = vec3( p ).toVar();
  19471. Loop( { start: float( 0.0 ), end: float( 3.0 ), type: 'float', condition: '<=' }, () => {
  19472. const dg = vec3( tri3( bp.mul( 2.0 ) ) ).toVar();
  19473. p.addAssign( dg.add( time.mul( float( 0.1 ).mul( speed ) ) ) );
  19474. bp.mulAssign( 1.8 );
  19475. z.mulAssign( 1.5 );
  19476. p.mulAssign( 1.2 );
  19477. const t = float( tri( p.z.add( tri( p.x.add( tri( p.y ) ) ) ) ) ).toVar();
  19478. rz.addAssign( t.div( z ) );
  19479. bp.addAssign( 0.14 );
  19480. } );
  19481. return rz;
  19482. } ).setLayout( {
  19483. name: 'triNoise3D',
  19484. type: 'float',
  19485. inputs: [
  19486. { name: 'position', type: 'vec3' },
  19487. { name: 'speed', type: 'float' },
  19488. { name: 'time', type: 'float' }
  19489. ]
  19490. } );
  19491. /** @module FunctionOverloadingNode **/
  19492. /**
  19493. * This class allows to define multiple overloaded versions
  19494. * of the same function. Depending on the parameters of the function
  19495. * call, the node picks the best-fit overloaded version.
  19496. *
  19497. * @augments Node
  19498. */
  19499. class FunctionOverloadingNode extends Node {
  19500. static get type() {
  19501. return 'FunctionOverloadingNode';
  19502. }
  19503. /**
  19504. * Constructs a new function overloading node.
  19505. *
  19506. * @param {Array<Function>} functionNodes - Array of `Fn` function definitions.
  19507. * @param {...Node} parametersNodes - A list of parameter nodes.
  19508. */
  19509. constructor( functionNodes = [], ...parametersNodes ) {
  19510. super();
  19511. /**
  19512. * Array of `Fn` function definitions.
  19513. *
  19514. * @type {Array<Function>}
  19515. */
  19516. this.functionNodes = functionNodes;
  19517. /**
  19518. * A list of parameter nodes.
  19519. *
  19520. * @type {Array<Node>}
  19521. */
  19522. this.parametersNodes = parametersNodes;
  19523. /**
  19524. * The selected overloaded function call.
  19525. *
  19526. * @private
  19527. * @type {ShaderCallNodeInternal}
  19528. */
  19529. this._candidateFnCall = null;
  19530. /**
  19531. * This node is marked as global.
  19532. *
  19533. * @type {Boolean}
  19534. * @default true
  19535. */
  19536. this.global = true;
  19537. }
  19538. /**
  19539. * This method is overwritten since the node type is inferred from
  19540. * the function's return type.
  19541. *
  19542. * @param {NodeBuilder} builder - The current node builder.
  19543. * @return {String} The node type.
  19544. */
  19545. getNodeType() {
  19546. return this.functionNodes[ 0 ].shaderNode.layout.type;
  19547. }
  19548. setup( builder ) {
  19549. const params = this.parametersNodes;
  19550. let candidateFnCall = this._candidateFnCall;
  19551. if ( candidateFnCall === null ) {
  19552. let candidateFn = null;
  19553. let candidateScore = - 1;
  19554. for ( const functionNode of this.functionNodes ) {
  19555. const shaderNode = functionNode.shaderNode;
  19556. const layout = shaderNode.layout;
  19557. if ( layout === null ) {
  19558. throw new Error( 'FunctionOverloadingNode: FunctionNode must be a layout.' );
  19559. }
  19560. const inputs = layout.inputs;
  19561. if ( params.length === inputs.length ) {
  19562. let score = 0;
  19563. for ( let i = 0; i < params.length; i ++ ) {
  19564. const param = params[ i ];
  19565. const input = inputs[ i ];
  19566. if ( param.getNodeType( builder ) === input.type ) {
  19567. score ++;
  19568. } else {
  19569. score = 0;
  19570. }
  19571. }
  19572. if ( score > candidateScore ) {
  19573. candidateFn = functionNode;
  19574. candidateScore = score;
  19575. }
  19576. }
  19577. }
  19578. this._candidateFnCall = candidateFnCall = candidateFn( ...params );
  19579. }
  19580. return candidateFnCall;
  19581. }
  19582. }
  19583. const overloadingBaseFn = /*@__PURE__*/ nodeProxy( FunctionOverloadingNode );
  19584. /**
  19585. * TSL function for creating a function overloading node.
  19586. *
  19587. * @function
  19588. * @param {Array<Function>} functionNodes - Array of `Fn` function definitions.
  19589. * @returns {FunctionOverloadingNode}
  19590. */
  19591. const overloadingFn = ( functionNodes ) => ( ...params ) => overloadingBaseFn( functionNodes, ...params );
  19592. /** @module Timer **/
  19593. /**
  19594. * Represents the elapsed time in seconds.
  19595. *
  19596. * @type {UniformNode<float>}
  19597. */
  19598. const time = /*@__PURE__*/ uniform( 0 ).setGroup( renderGroup ).onRenderUpdate( ( frame ) => frame.time );
  19599. /**
  19600. * Represents the delta time in seconds.
  19601. *
  19602. * @type {UniformNode<float>}
  19603. */
  19604. const deltaTime = /*@__PURE__*/ uniform( 0 ).setGroup( renderGroup ).onRenderUpdate( ( frame ) => frame.deltaTime );
  19605. /**
  19606. * Represents the current frame ID.
  19607. *
  19608. * @type {UniformNode<uint>}
  19609. */
  19610. const frameId = /*@__PURE__*/ uniform( 0, 'uint' ).setGroup( renderGroup ).onRenderUpdate( ( frame ) => frame.frameId );
  19611. // Deprecated
  19612. /**
  19613. * @function
  19614. * @deprecated since r170. Use {@link time} instead.
  19615. *
  19616. * @param {Number} [timeScale=1] - The time scale.
  19617. * @returns {UniformNode<float>}
  19618. */
  19619. const timerLocal = ( timeScale = 1 ) => { // @deprecated, r170
  19620. console.warn( 'TSL: timerLocal() is deprecated. Use "time" instead.' );
  19621. return time.mul( timeScale );
  19622. };
  19623. /**
  19624. * @function
  19625. * @deprecated since r170. Use {@link time} instead.
  19626. *
  19627. * @param {Number} [timeScale=1] - The time scale.
  19628. * @returns {UniformNode<float>}
  19629. */
  19630. const timerGlobal = ( timeScale = 1 ) => { // @deprecated, r170
  19631. console.warn( 'TSL: timerGlobal() is deprecated. Use "time" instead.' );
  19632. return time.mul( timeScale );
  19633. };
  19634. /**
  19635. * @function
  19636. * @deprecated since r170. Use {@link deltaTime} instead.
  19637. *
  19638. * @param {Number} [timeScale=1] - The time scale.
  19639. * @returns {UniformNode<float>}
  19640. */
  19641. const timerDelta = ( timeScale = 1 ) => { // @deprecated, r170
  19642. console.warn( 'TSL: timerDelta() is deprecated. Use "deltaTime" instead.' );
  19643. return deltaTime.mul( timeScale );
  19644. };
  19645. /** @module Oscillators **/
  19646. /**
  19647. * Generates a sine wave oscillation based on a timer.
  19648. *
  19649. * @method
  19650. * @param {Node<float>} t - The timer to generate the oscillation with.
  19651. * @return {Node<float>} The oscillation node.
  19652. */
  19653. const oscSine = ( t = time ) => t.add( 0.75 ).mul( Math.PI * 2 ).sin().mul( 0.5 ).add( 0.5 );
  19654. /**
  19655. * Generates a square wave oscillation based on a timer.
  19656. *
  19657. * @method
  19658. * @param {Node<float>} t - The timer to generate the oscillation with.
  19659. * @return {Node<float>} The oscillation node.
  19660. */
  19661. const oscSquare = ( t = time ) => t.fract().round();
  19662. /**
  19663. * Generates a triangle wave oscillation based on a timer.
  19664. *
  19665. * @method
  19666. * @param {Node<float>} t - The timer to generate the oscillation with.
  19667. * @return {Node<float>} The oscillation node.
  19668. */
  19669. const oscTriangle = ( t = time ) => t.add( 0.5 ).fract().mul( 2 ).sub( 1 ).abs();
  19670. /**
  19671. * Generates a sawtooth wave oscillation based on a timer.
  19672. *
  19673. * @method
  19674. * @param {Node<float>} t - The timer to generate the oscillation with.
  19675. * @return {Node<float>} The oscillation node.
  19676. */
  19677. const oscSawtooth = ( t = time ) => t.fract();
  19678. /** @module UVUtils **/
  19679. /**
  19680. * Rotates the given uv coordinates around a center point
  19681. *
  19682. * @method
  19683. * @param {Node<vec2>} uv - The uv coordinates.
  19684. * @param {Node<float>} rotation - The rotation defined in radians.
  19685. * @param {Node<vec2>} center - The center of rotation
  19686. * @return {Node<vec2>} The rotated uv coordinates.
  19687. */
  19688. const rotateUV = /*@__PURE__*/ Fn( ( [ uv, rotation, center = vec2( 0.5 ) ] ) => {
  19689. return rotate( uv.sub( center ), rotation ).add( center );
  19690. } );
  19691. /**
  19692. * Applies a spherical warping effect to the given uv coordinates.
  19693. *
  19694. * @method
  19695. * @param {Node<vec2>} uv - The uv coordinates.
  19696. * @param {Node<float>} strength - The strength of the effect.
  19697. * @param {Node<vec2>} center - The center point
  19698. * @return {Node<vec2>} The updated uv coordinates.
  19699. */
  19700. const spherizeUV = /*@__PURE__*/ Fn( ( [ uv, strength, center = vec2( 0.5 ) ] ) => {
  19701. const delta = uv.sub( center );
  19702. const delta2 = delta.dot( delta );
  19703. const delta4 = delta2.mul( delta2 );
  19704. const deltaOffset = delta4.mul( strength );
  19705. return uv.add( delta.mul( deltaOffset ) );
  19706. } );
  19707. /** @module SpriteUtils **/
  19708. /**
  19709. * This can be used to achieve a billboarding behavior for flat meshes. That means they are
  19710. * oriented always towards the camera.
  19711. *
  19712. * ```js
  19713. * material.vertexNode = billboarding();
  19714. * ```
  19715. *
  19716. * @method
  19717. * @param {Object} config - The configuration object.
  19718. * @param {Node<vec3>?} [config.position=null] - Can be used to define the vertex positions in world space.
  19719. * @param {Boolean} [config.horizontal=true] - Whether to follow the camera rotation horizontally or not.
  19720. * @param {Boolean} [config.vertical=false] - Whether to follow the camera rotation vertically or not.
  19721. * @return {Node<vec3>} The updated vertex position in clip space.
  19722. */
  19723. const billboarding = /*@__PURE__*/ Fn( ( { position = null, horizontal = true, vertical = false } ) => {
  19724. let worldMatrix;
  19725. if ( position !== null ) {
  19726. worldMatrix = modelWorldMatrix.toVar();
  19727. worldMatrix[ 3 ][ 0 ] = position.x;
  19728. worldMatrix[ 3 ][ 1 ] = position.y;
  19729. worldMatrix[ 3 ][ 2 ] = position.z;
  19730. } else {
  19731. worldMatrix = modelWorldMatrix;
  19732. }
  19733. const modelViewMatrix = cameraViewMatrix.mul( worldMatrix );
  19734. if ( defined( horizontal ) ) {
  19735. modelViewMatrix[ 0 ][ 0 ] = modelWorldMatrix[ 0 ].length();
  19736. modelViewMatrix[ 0 ][ 1 ] = 0;
  19737. modelViewMatrix[ 0 ][ 2 ] = 0;
  19738. }
  19739. if ( defined( vertical ) ) {
  19740. modelViewMatrix[ 1 ][ 0 ] = 0;
  19741. modelViewMatrix[ 1 ][ 1 ] = modelWorldMatrix[ 1 ].length();
  19742. modelViewMatrix[ 1 ][ 2 ] = 0;
  19743. }
  19744. modelViewMatrix[ 2 ][ 0 ] = 0;
  19745. modelViewMatrix[ 2 ][ 1 ] = 0;
  19746. modelViewMatrix[ 2 ][ 2 ] = 1;
  19747. return cameraProjectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  19748. } );
  19749. /** @module ViewportUtils **/
  19750. /**
  19751. * A special version of a screen uv function that involves a depth comparison
  19752. * when computing the final uvs. The function mitigates visual errors when
  19753. * using viewport texture nodes for refraction purposes. Without this function
  19754. * objects in front of a refractive surface might appear on the refractive surface
  19755. * which is incorrect.
  19756. *
  19757. * @method
  19758. * @param {Node<vec2>?} uv - Optional uv coordinates. By default `screenUV` is used.
  19759. * @return {Node<vec2>} The update uv coordinates.
  19760. */
  19761. const viewportSafeUV = /*@__PURE__*/ Fn( ( [ uv = null ] ) => {
  19762. const depth = linearDepth();
  19763. const depthDiff = linearDepth( viewportDepthTexture( uv ) ).sub( depth );
  19764. const finalUV = depthDiff.lessThan( 0 ).select( screenUV, uv );
  19765. return finalUV;
  19766. } );
  19767. /** @module SpriteSheetUVNode **/
  19768. /**
  19769. * Can be used to compute texture coordinates for animated sprite sheets.
  19770. *
  19771. * ```js
  19772. * const uvNode = spritesheetUV( vec2( 6, 6 ), uv(), time.mul( animationSpeed ) );
  19773. *
  19774. * material.colorNode = texture( spriteSheet, uvNode );
  19775. * ```
  19776. *
  19777. * @augments Node
  19778. */
  19779. class SpriteSheetUVNode extends Node {
  19780. static get type() {
  19781. return 'SpriteSheetUVNode';
  19782. }
  19783. /**
  19784. * Constructs a new sprite sheet uv node.
  19785. *
  19786. * @param {Node<vec2>} countNode - The node that defines the number of sprites in the x and y direction (e.g 6x6).
  19787. * @param {Node<vec2>} [uvNode=uv()] - The uv node.
  19788. * @param {Node<float>} [frameNode=float()] - The node that defines the current frame/sprite.
  19789. */
  19790. constructor( countNode, uvNode = uv(), frameNode = float( 0 ) ) {
  19791. super( 'vec2' );
  19792. /**
  19793. * The node that defines the number of sprites in the x and y direction (e.g 6x6).
  19794. *
  19795. * @type {Node<vec2>}
  19796. */
  19797. this.countNode = countNode;
  19798. /**
  19799. * The uv node.
  19800. *
  19801. * @type {Node<vec2>}
  19802. */
  19803. this.uvNode = uvNode;
  19804. /**
  19805. * The node that defines the current frame/sprite.
  19806. *
  19807. * @type {Node<float>}
  19808. */
  19809. this.frameNode = frameNode;
  19810. }
  19811. setup() {
  19812. const { frameNode, uvNode, countNode } = this;
  19813. const { width, height } = countNode;
  19814. const frameNum = frameNode.mod( width.mul( height ) ).floor();
  19815. const column = frameNum.mod( width );
  19816. const row = height.sub( frameNum.add( 1 ).div( width ).ceil() );
  19817. const scale = countNode.reciprocal();
  19818. const uvFrameOffset = vec2( column, row );
  19819. return uvNode.add( uvFrameOffset ).mul( scale );
  19820. }
  19821. }
  19822. /**
  19823. * TSL function for creating a sprite sheet uv node.
  19824. *
  19825. * @function
  19826. * @param {Node<vec2>} countNode - The node that defines the number of sprites in the x and y direction (e.g 6x6).
  19827. * @param {Node<vec2>} [uvNode=uv()] - The uv node.
  19828. * @param {Node<float>} [frameNode=float()] - The node that defines the current frame/sprite.
  19829. * @returns {SpriteSheetUVNode}
  19830. */
  19831. const spritesheetUV = /*@__PURE__*/ nodeProxy( SpriteSheetUVNode );
  19832. /** @module TriplanarTexturesNode **/
  19833. /**
  19834. * Can be used for triplanar texture mapping.
  19835. *
  19836. * ```js
  19837. * material.colorNode = triplanarTexture( texture( diffuseMap ) );
  19838. * ```
  19839. *
  19840. * @augments Node
  19841. */
  19842. class TriplanarTexturesNode extends Node {
  19843. static get type() {
  19844. return 'TriplanarTexturesNode';
  19845. }
  19846. /**
  19847. * Constructs a new triplanar textures node.
  19848. *
  19849. * @param {Node} textureXNode - First texture node.
  19850. * @param {Node?} [textureYNode=null] - Second texture node. When not set, the shader will sample from `textureXNode` instead.
  19851. * @param {Node?} [textureZNode=null] - Third texture node. When not set, the shader will sample from `textureXNode` instead.
  19852. * @param {Node<float>?} [scaleNode=float(1)] - The scale node.
  19853. * @param {Node<vec3>?} [positionNode=positionLocal] - Vertex positions in local space.
  19854. * @param {Node<vec3>?} [normalNode=normalLocal] - Normals in local space.
  19855. */
  19856. constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) {
  19857. super( 'vec4' );
  19858. /**
  19859. * First texture node.
  19860. *
  19861. * @type {Node}
  19862. */
  19863. this.textureXNode = textureXNode;
  19864. /**
  19865. * Second texture node. When not set, the shader will sample from `textureXNode` instead.
  19866. *
  19867. * @type {Node}
  19868. * @default null
  19869. */
  19870. this.textureYNode = textureYNode;
  19871. /**
  19872. * Third texture node. When not set, the shader will sample from `textureXNode` instead.
  19873. *
  19874. * @type {Node}
  19875. * @default null
  19876. */
  19877. this.textureZNode = textureZNode;
  19878. /**
  19879. * The scale node.
  19880. *
  19881. * @type {Node<float>}
  19882. * @default float(1)
  19883. */
  19884. this.scaleNode = scaleNode;
  19885. /**
  19886. * Vertex positions in local space.
  19887. *
  19888. * @type {Node<vec3>}
  19889. * @default positionLocal
  19890. */
  19891. this.positionNode = positionNode;
  19892. /**
  19893. * Normals in local space.
  19894. *
  19895. * @type {Node<vec3>}
  19896. * @default normalLocal
  19897. */
  19898. this.normalNode = normalNode;
  19899. }
  19900. setup() {
  19901. const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this;
  19902. // Ref: https://github.com/keijiro/StandardTriplanar
  19903. // Blending factor of triplanar mapping
  19904. let bf = normalNode.abs().normalize();
  19905. bf = bf.div( bf.dot( vec3( 1.0 ) ) );
  19906. // Triplanar mapping
  19907. const tx = positionNode.yz.mul( scaleNode );
  19908. const ty = positionNode.zx.mul( scaleNode );
  19909. const tz = positionNode.xy.mul( scaleNode );
  19910. // Base color
  19911. const textureX = textureXNode.value;
  19912. const textureY = textureYNode !== null ? textureYNode.value : textureX;
  19913. const textureZ = textureZNode !== null ? textureZNode.value : textureX;
  19914. const cx = texture( textureX, tx ).mul( bf.x );
  19915. const cy = texture( textureY, ty ).mul( bf.y );
  19916. const cz = texture( textureZ, tz ).mul( bf.z );
  19917. return add( cx, cy, cz );
  19918. }
  19919. }
  19920. /**
  19921. * TSL function for creating a triplanar textures node.
  19922. *
  19923. * @function
  19924. * @param {Node} textureXNode - First texture node.
  19925. * @param {Node?} [textureYNode=null] - Second texture node. When not set, the shader will sample from `textureXNode` instead.
  19926. * @param {Node?} [textureZNode=null] - Third texture node. When not set, the shader will sample from `textureXNode` instead.
  19927. * @param {Node<float>?} [scaleNode=float(1)] - The scale node.
  19928. * @param {Node<vec3>?} [positionNode=positionLocal] - Vertex positions in local space.
  19929. * @param {Node<vec3>?} [normalNode=normalLocal] - Normals in local space.
  19930. * @returns {TriplanarTexturesNode}
  19931. */
  19932. const triplanarTextures = /*@__PURE__*/ nodeProxy( TriplanarTexturesNode );
  19933. /**
  19934. * TSL function for creating a triplanar textures node.
  19935. *
  19936. * @function
  19937. * @param {Node} textureXNode - First texture node.
  19938. * @param {Node?} [textureYNode=null] - Second texture node. When not set, the shader will sample from `textureXNode` instead.
  19939. * @param {Node?} [textureZNode=null] - Third texture node. When not set, the shader will sample from `textureXNode` instead.
  19940. * @param {Node<float>?} [scaleNode=float(1)] - The scale node.
  19941. * @param {Node<vec3>?} [positionNode=positionLocal] - Vertex positions in local space.
  19942. * @param {Node<vec3>?} [normalNode=normalLocal] - Normals in local space.
  19943. * @returns {TriplanarTexturesNode}
  19944. */
  19945. const triplanarTexture = ( ...params ) => triplanarTextures( ...params );
  19946. /** @module ReflectorNode **/
  19947. const _reflectorPlane = new Plane();
  19948. const _normal = new Vector3();
  19949. const _reflectorWorldPosition = new Vector3();
  19950. const _cameraWorldPosition = new Vector3();
  19951. const _rotationMatrix = new Matrix4();
  19952. const _lookAtPosition = new Vector3( 0, 0, - 1 );
  19953. const clipPlane = new Vector4();
  19954. const _view = new Vector3();
  19955. const _target = new Vector3();
  19956. const _q = new Vector4();
  19957. const _size$2 = new Vector2();
  19958. const _defaultRT = new RenderTarget();
  19959. const _defaultUV = screenUV.flipX();
  19960. _defaultRT.depthTexture = new DepthTexture( 1, 1 );
  19961. let _inReflector = false;
  19962. /**
  19963. * This node can be used to implement mirror-like flat reflective surfaces.
  19964. *
  19965. * ```js
  19966. * const groundReflector = reflector();
  19967. * material.colorNode = groundReflector;
  19968. *
  19969. * const plane = new Mesh( geometry, material );
  19970. * plane.add( groundReflector.target );
  19971. * ```
  19972. *
  19973. * @augments module:TextureNode~TextureNode
  19974. */
  19975. class ReflectorNode extends TextureNode {
  19976. static get type() {
  19977. return 'ReflectorNode';
  19978. }
  19979. /**
  19980. * Constructs a new reflector node.
  19981. *
  19982. * @param {Object} [parameters={}] - An object holding configuration parameters.
  19983. * @param {Object3D} [parameters.target=new Object3D()] - The 3D object the reflector is linked to.
  19984. * @param {Number} [parameters.resolution=1] - The resolution scale.
  19985. * @param {Boolean} [parameters.generateMipmaps=false] - Whether mipmaps should be generated or not.
  19986. * @param {Boolean} [parameters.bounces=true] - Whether reflectors can render other reflector nodes or not.
  19987. * @param {Boolean} [parameters.depth=false] - Whether depth data should be generated or not.
  19988. * @param {TextureNode} [parameters.defaultTexture] - The default texture node.
  19989. * @param {ReflectorBaseNode} [parameters.reflector] - The reflector base node.
  19990. */
  19991. constructor( parameters = {} ) {
  19992. super( parameters.defaultTexture || _defaultRT.texture, _defaultUV );
  19993. /**
  19994. * A reference to the internal reflector base node which holds the actual implementation.
  19995. *
  19996. * @private
  19997. * @type {ReflectorBaseNode?}
  19998. * @default null
  19999. */
  20000. this._reflectorBaseNode = parameters.reflector || new ReflectorBaseNode( this, parameters );
  20001. /**
  20002. * A reference to the internal depth node.
  20003. *
  20004. * @private
  20005. * @type {Node?}
  20006. * @default null
  20007. */
  20008. this._depthNode = null;
  20009. this.setUpdateMatrix( false );
  20010. }
  20011. /**
  20012. * A reference to the internal reflector node.
  20013. *
  20014. * @type {ReflectorBaseNode}
  20015. */
  20016. get reflector() {
  20017. return this._reflectorBaseNode;
  20018. }
  20019. /**
  20020. * A reference to 3D object the reflector is linked to.
  20021. *
  20022. * @type {Object3D}
  20023. */
  20024. get target() {
  20025. return this._reflectorBaseNode.target;
  20026. }
  20027. /**
  20028. * Returns a node representing the mirror's depth. That can be used
  20029. * to implement more advanced reflection effects like distance attenuation.
  20030. *
  20031. * @return {Node} The depth node.
  20032. */
  20033. getDepthNode() {
  20034. if ( this._depthNode === null ) {
  20035. if ( this._reflectorBaseNode.depth !== true ) {
  20036. throw new Error( 'THREE.ReflectorNode: Depth node can only be requested when the reflector is created with { depth: true }. ' );
  20037. }
  20038. this._depthNode = nodeObject( new ReflectorNode( {
  20039. defaultTexture: _defaultRT.depthTexture,
  20040. reflector: this._reflectorBaseNode
  20041. } ) );
  20042. }
  20043. return this._depthNode;
  20044. }
  20045. setup( builder ) {
  20046. // ignore if used in post-processing
  20047. if ( ! builder.object.isQuadMesh ) this._reflectorBaseNode.build( builder );
  20048. return super.setup( builder );
  20049. }
  20050. clone() {
  20051. const texture = new this.constructor( this.reflectorNode );
  20052. texture._reflectorBaseNode = this._reflectorBaseNode;
  20053. return texture;
  20054. }
  20055. }
  20056. /**
  20057. * Holds the actual implementation of the reflector.
  20058. *
  20059. * TODO: Explain why `ReflectorBaseNode`. Originally the entire logic was implemented
  20060. * in `ReflectorNode`, see #29619.
  20061. *
  20062. * @private
  20063. * @augments Node
  20064. */
  20065. class ReflectorBaseNode extends Node {
  20066. static get type() {
  20067. return 'ReflectorBaseNode';
  20068. }
  20069. /**
  20070. * Constructs a new reflector base node.
  20071. *
  20072. * @param {TextureNode} textureNode - Represents the rendered reflections as a texture node.
  20073. * @param {Object} [parameters={}] - An object holding configuration parameters.
  20074. * @param {Object3D} [parameters.target=new Object3D()] - The 3D object the reflector is linked to.
  20075. * @param {Number} [parameters.resolution=1] - The resolution scale.
  20076. * @param {Boolean} [parameters.generateMipmaps=false] - Whether mipmaps should be generated or not.
  20077. * @param {Boolean} [parameters.bounces=true] - Whether reflectors can render other reflector nodes or not.
  20078. * @param {Boolean} [parameters.depth=false] - Whether depth data should be generated or not.
  20079. */
  20080. constructor( textureNode, parameters = {} ) {
  20081. super();
  20082. const {
  20083. target = new Object3D(),
  20084. resolution = 1,
  20085. generateMipmaps = false,
  20086. bounces = true,
  20087. depth = false
  20088. } = parameters;
  20089. /**
  20090. * Represents the rendered reflections as a texture node.
  20091. *
  20092. * @type {TextureNode}
  20093. */
  20094. this.textureNode = textureNode;
  20095. /**
  20096. * The 3D object the reflector is linked to.
  20097. *
  20098. * @type {Object3D}
  20099. * @default {new Object3D()}
  20100. */
  20101. this.target = target;
  20102. /**
  20103. * The resolution scale.
  20104. *
  20105. * @type {Number}
  20106. * @default {1}
  20107. */
  20108. this.resolution = resolution;
  20109. /**
  20110. * Whether mipmaps should be generated or not.
  20111. *
  20112. * @type {Boolean}
  20113. * @default {false}
  20114. */
  20115. this.generateMipmaps = generateMipmaps;
  20116. /**
  20117. * Whether reflectors can render other reflector nodes or not.
  20118. *
  20119. * @type {Boolean}
  20120. * @default {true}
  20121. */
  20122. this.bounces = bounces;
  20123. /**
  20124. * Whether depth data should be generated or not.
  20125. *
  20126. * @type {Boolean}
  20127. * @default {false}
  20128. */
  20129. this.depth = depth;
  20130. /**
  20131. * The `updateBeforeType` is set to `NodeUpdateType.RENDER` when {@link ReflectorBaseNode#bounces}
  20132. * is `true`. Otherwise it's `NodeUpdateType.FRAME`.
  20133. *
  20134. * @type {String}
  20135. * @default 'render'
  20136. */
  20137. this.updateBeforeType = bounces ? NodeUpdateType.RENDER : NodeUpdateType.FRAME;
  20138. /**
  20139. * Weak map for managing virtual cameras.
  20140. *
  20141. * @type {WeakMap<Camera, Camera>}
  20142. */
  20143. this.virtualCameras = new WeakMap();
  20144. /**
  20145. * Weak map for managing render targets.
  20146. *
  20147. * @type {WeakMap<Camera, RenderTarget>}
  20148. */
  20149. this.renderTargets = new WeakMap();
  20150. }
  20151. /**
  20152. * Updates the resolution of the internal render target.
  20153. *
  20154. * @private
  20155. * @param {RenderTarget} renderTarget - The render target to resize.
  20156. * @param {Renderer} renderer - The renderer that is used to determine the new size.
  20157. */
  20158. _updateResolution( renderTarget, renderer ) {
  20159. const resolution = this.resolution;
  20160. renderer.getDrawingBufferSize( _size$2 );
  20161. renderTarget.setSize( Math.round( _size$2.width * resolution ), Math.round( _size$2.height * resolution ) );
  20162. }
  20163. setup( builder ) {
  20164. this._updateResolution( _defaultRT, builder.renderer );
  20165. return super.setup( builder );
  20166. }
  20167. /**
  20168. * Returns a virtual camera for the given camera. The virtual camera is used to
  20169. * render the scene from the reflector's view so correct reflections can be produced.
  20170. *
  20171. * @param {Camera} camera - The scene's camera.
  20172. * @return {Camera} The corresponding virtual camera.
  20173. */
  20174. getVirtualCamera( camera ) {
  20175. let virtualCamera = this.virtualCameras.get( camera );
  20176. if ( virtualCamera === undefined ) {
  20177. virtualCamera = camera.clone();
  20178. this.virtualCameras.set( camera, virtualCamera );
  20179. }
  20180. return virtualCamera;
  20181. }
  20182. /**
  20183. * Returns a render target for the given camera. The reflections are rendered
  20184. * into this render target.
  20185. *
  20186. * @param {Camera} camera - The scene's camera.
  20187. * @return {RenderTarget} The render target.
  20188. */
  20189. getRenderTarget( camera ) {
  20190. let renderTarget = this.renderTargets.get( camera );
  20191. if ( renderTarget === undefined ) {
  20192. renderTarget = new RenderTarget( 0, 0, { type: HalfFloatType } );
  20193. if ( this.generateMipmaps === true ) {
  20194. renderTarget.texture.minFilter = LinearMipMapLinearFilter;
  20195. renderTarget.texture.generateMipmaps = true;
  20196. }
  20197. if ( this.depth === true ) {
  20198. renderTarget.depthTexture = new DepthTexture();
  20199. }
  20200. this.renderTargets.set( camera, renderTarget );
  20201. }
  20202. return renderTarget;
  20203. }
  20204. updateBefore( frame ) {
  20205. if ( this.bounces === false && _inReflector ) return false;
  20206. _inReflector = true;
  20207. const { scene, camera, renderer, material } = frame;
  20208. const { target } = this;
  20209. const virtualCamera = this.getVirtualCamera( camera );
  20210. const renderTarget = this.getRenderTarget( virtualCamera );
  20211. renderer.getDrawingBufferSize( _size$2 );
  20212. this._updateResolution( renderTarget, renderer );
  20213. //
  20214. _reflectorWorldPosition.setFromMatrixPosition( target.matrixWorld );
  20215. _cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
  20216. _rotationMatrix.extractRotation( target.matrixWorld );
  20217. _normal.set( 0, 0, 1 );
  20218. _normal.applyMatrix4( _rotationMatrix );
  20219. _view.subVectors( _reflectorWorldPosition, _cameraWorldPosition );
  20220. // Avoid rendering when reflector is facing away
  20221. if ( _view.dot( _normal ) > 0 ) return;
  20222. _view.reflect( _normal ).negate();
  20223. _view.add( _reflectorWorldPosition );
  20224. _rotationMatrix.extractRotation( camera.matrixWorld );
  20225. _lookAtPosition.set( 0, 0, - 1 );
  20226. _lookAtPosition.applyMatrix4( _rotationMatrix );
  20227. _lookAtPosition.add( _cameraWorldPosition );
  20228. _target.subVectors( _reflectorWorldPosition, _lookAtPosition );
  20229. _target.reflect( _normal ).negate();
  20230. _target.add( _reflectorWorldPosition );
  20231. //
  20232. virtualCamera.coordinateSystem = camera.coordinateSystem;
  20233. virtualCamera.position.copy( _view );
  20234. virtualCamera.up.set( 0, 1, 0 );
  20235. virtualCamera.up.applyMatrix4( _rotationMatrix );
  20236. virtualCamera.up.reflect( _normal );
  20237. virtualCamera.lookAt( _target );
  20238. virtualCamera.near = camera.near;
  20239. virtualCamera.far = camera.far;
  20240. virtualCamera.updateMatrixWorld();
  20241. virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
  20242. // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
  20243. // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
  20244. _reflectorPlane.setFromNormalAndCoplanarPoint( _normal, _reflectorWorldPosition );
  20245. _reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
  20246. clipPlane.set( _reflectorPlane.normal.x, _reflectorPlane.normal.y, _reflectorPlane.normal.z, _reflectorPlane.constant );
  20247. const projectionMatrix = virtualCamera.projectionMatrix;
  20248. _q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
  20249. _q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
  20250. _q.z = - 1.0;
  20251. _q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
  20252. // Calculate the scaled plane vector
  20253. clipPlane.multiplyScalar( 1.0 / clipPlane.dot( _q ) );
  20254. const clipBias = 0;
  20255. // Replacing the third row of the projection matrix
  20256. projectionMatrix.elements[ 2 ] = clipPlane.x;
  20257. projectionMatrix.elements[ 6 ] = clipPlane.y;
  20258. projectionMatrix.elements[ 10 ] = ( renderer.coordinateSystem === WebGPUCoordinateSystem ) ? ( clipPlane.z - clipBias ) : ( clipPlane.z + 1.0 - clipBias );
  20259. projectionMatrix.elements[ 14 ] = clipPlane.w;
  20260. //
  20261. this.textureNode.value = renderTarget.texture;
  20262. if ( this.depth === true ) {
  20263. this.textureNode.getDepthNode().value = renderTarget.depthTexture;
  20264. }
  20265. material.visible = false;
  20266. const currentRenderTarget = renderer.getRenderTarget();
  20267. const currentMRT = renderer.getMRT();
  20268. const currentAutoClear = renderer.autoClear;
  20269. renderer.setMRT( null );
  20270. renderer.setRenderTarget( renderTarget );
  20271. renderer.autoClear = true;
  20272. renderer.render( scene, virtualCamera );
  20273. renderer.setMRT( currentMRT );
  20274. renderer.setRenderTarget( currentRenderTarget );
  20275. renderer.autoClear = currentAutoClear;
  20276. material.visible = true;
  20277. _inReflector = false;
  20278. }
  20279. }
  20280. /**
  20281. * TSL function for creating a reflector node.
  20282. *
  20283. * @function
  20284. * @param {Object} [parameters={}] - An object holding configuration parameters.
  20285. * @param {Object3D} [parameters.target=new Object3D()] - The 3D object the reflector is linked to.
  20286. * @param {Number} [parameters.resolution=1] - The resolution scale.
  20287. * @param {Boolean} [parameters.generateMipmaps=false] - Whether mipmaps should be generated or not.
  20288. * @param {Boolean} [parameters.bounces=true] - Whether reflectors can render other reflector nodes or not.
  20289. * @param {Boolean} [parameters.depth=false] - Whether depth data should be generated or not.
  20290. * @param {TextureNode} [parameters.defaultTexture] - The default texture node.
  20291. * @param {ReflectorBaseNode} [parameters.reflector] - The reflector base node.
  20292. * @returns {ReflectorNode}
  20293. */
  20294. const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) );
  20295. const _camera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  20296. /**
  20297. * The purpose of this special geometry is to fill the entire viewport with a single triangle.
  20298. *
  20299. * Reference: {@link https://github.com/mrdoob/three.js/pull/21358}
  20300. *
  20301. * @private
  20302. * @augments BufferGeometry
  20303. */
  20304. class QuadGeometry extends BufferGeometry {
  20305. /**
  20306. * Constructs a new quad geometry.
  20307. *
  20308. * @param {Boolean} [flipY=false] - Whether the uv coordinates should be flipped along the vertical axis or not.
  20309. */
  20310. constructor( flipY = false ) {
  20311. super();
  20312. const uv = flipY === false ? [ 0, - 1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];
  20313. this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
  20314. this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
  20315. }
  20316. }
  20317. const _geometry = /*@__PURE__*/ new QuadGeometry();
  20318. /**
  20319. * This module is a helper for passes which need to render a full
  20320. * screen effect which is quite common in context of post processing.
  20321. *
  20322. * The intended usage is to reuse a single quad mesh for rendering
  20323. * subsequent passes by just reassigning the `material` reference.
  20324. *
  20325. * @augments BufferGeometry
  20326. */
  20327. class QuadMesh extends Mesh {
  20328. /**
  20329. * Constructs a new quad mesh.
  20330. *
  20331. * @param {Material?} [material=null] - The material to render the quad mesh with.
  20332. */
  20333. constructor( material = null ) {
  20334. super( _geometry, material );
  20335. /**
  20336. * The camera to render the quad mesh with.
  20337. *
  20338. * @type {OrthographicCamera}
  20339. * @readonly
  20340. */
  20341. this.camera = _camera;
  20342. /**
  20343. * This flag can be used for type testing.
  20344. *
  20345. * @type {Boolean}
  20346. * @readonly
  20347. * @default true
  20348. */
  20349. this.isQuadMesh = true;
  20350. }
  20351. /**
  20352. * Async version of `render()`.
  20353. *
  20354. * @async
  20355. * @param {Renderer} renderer - The renderer.
  20356. * @return {Promise} A Promise that resolves when the render has been finished.
  20357. */
  20358. async renderAsync( renderer ) {
  20359. return renderer.renderAsync( this, _camera );
  20360. }
  20361. /**
  20362. * Renders the quad mesh
  20363. *
  20364. * @param {Renderer} renderer - The renderer.
  20365. */
  20366. render( renderer ) {
  20367. renderer.render( this, _camera );
  20368. }
  20369. }
  20370. /** @module RTTNode **/
  20371. const _size$1 = /*@__PURE__*/ new Vector2();
  20372. /**
  20373. * `RTTNode` takes another node and uses it with a `QuadMesh` to render into a texture (RTT).
  20374. * This module is especially relevant in context of post processing where certain nodes require
  20375. * texture input for their effects. With the helper function `convertToTexture()` which is based
  20376. * on this module, the node system can automatically ensure texture input if required.
  20377. *
  20378. * @augments module:TextureNode~TextureNode
  20379. */
  20380. class RTTNode extends TextureNode {
  20381. static get type() {
  20382. return 'RTTNode';
  20383. }
  20384. /**
  20385. * Constructs a new RTT node.
  20386. *
  20387. * @param {Node} node - The node to render a texture with.
  20388. * @param {Number?} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
  20389. * @param {Number?} [height=null] - The height of the internal render target.
  20390. * @param {Object} [options={type:HalfFloatType}] - The options for the internal render target.
  20391. */
  20392. constructor( node, width = null, height = null, options = { type: HalfFloatType } ) {
  20393. const renderTarget = new RenderTarget( width, height, options );
  20394. super( renderTarget.texture, uv() );
  20395. /**
  20396. * The node to render a texture with.
  20397. *
  20398. * @type {Node}
  20399. */
  20400. this.node = node;
  20401. /**
  20402. * The width of the internal render target.
  20403. * If not width is applied, the render target is automatically resized.
  20404. *
  20405. * @type {Number?}
  20406. * @default null
  20407. */
  20408. this.width = width;
  20409. /**
  20410. * The height of the internal render target.
  20411. *
  20412. * @type {Number?}
  20413. * @default null
  20414. */
  20415. this.height = height;
  20416. /**
  20417. * The pixel ratio
  20418. *
  20419. * @type {Number}
  20420. * @default 1
  20421. */
  20422. this.pixelRatio = 1;
  20423. /**
  20424. * The render target
  20425. *
  20426. * @type {RenderTarget}
  20427. */
  20428. this.renderTarget = renderTarget;
  20429. /**
  20430. * Whether the texture requires an update or not.
  20431. *
  20432. * @type {Boolean}
  20433. * @default true
  20434. */
  20435. this.textureNeedsUpdate = true;
  20436. /**
  20437. * Whether the texture should automatically be updated or not.
  20438. *
  20439. * @type {Boolean}
  20440. * @default true
  20441. */
  20442. this.autoUpdate = true;
  20443. /**
  20444. * The node which is used with the quad mesh for RTT.
  20445. *
  20446. * @private
  20447. * @type {Node}
  20448. * @default null
  20449. */
  20450. this._rttNode = null;
  20451. /**
  20452. * The internal quad mesh for RTT.
  20453. *
  20454. * @private
  20455. * @type {QuadMesh}
  20456. */
  20457. this._quadMesh = new QuadMesh( new NodeMaterial() );
  20458. /**
  20459. * The `updateBeforeType` is set to `NodeUpdateType.RENDER` since the node updates
  20460. * the texture once per render in its {@link RTTNode#updateBefore} method.
  20461. *
  20462. * @type {String}
  20463. * @default 'render'
  20464. */
  20465. this.updateBeforeType = NodeUpdateType.RENDER;
  20466. }
  20467. /**
  20468. * Whether the internal render target should automatically be resized or not.
  20469. *
  20470. * @type {Boolean}
  20471. * @readonly
  20472. * @default true
  20473. */
  20474. get autoSize() {
  20475. return this.width === null;
  20476. }
  20477. setup( builder ) {
  20478. this._rttNode = this.node.context( builder.getSharedContext() );
  20479. this._quadMesh.material.name = 'RTT';
  20480. this._quadMesh.material.needsUpdate = true;
  20481. return super.setup( builder );
  20482. }
  20483. /**
  20484. * Sets the size of the internal render target
  20485. *
  20486. * @param {Number} width - The width to set.
  20487. * @param {Number} height - The width to set.
  20488. */
  20489. setSize( width, height ) {
  20490. this.width = width;
  20491. this.height = height;
  20492. const effectiveWidth = width * this.pixelRatio;
  20493. const effectiveHeight = height * this.pixelRatio;
  20494. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  20495. this.textureNeedsUpdate = true;
  20496. }
  20497. /**
  20498. * Sets the pixel ratio. This will also resize the render target.
  20499. *
  20500. * @param {Number} pixelRatio - The pixel ratio to set.
  20501. */
  20502. setPixelRatio( pixelRatio ) {
  20503. this.pixelRatio = pixelRatio;
  20504. this.setSize( this.width, this.height );
  20505. }
  20506. updateBefore( { renderer } ) {
  20507. if ( this.textureNeedsUpdate === false && this.autoUpdate === false ) return;
  20508. this.textureNeedsUpdate = false;
  20509. //
  20510. if ( this.autoSize === true ) {
  20511. this.pixelRatio = renderer.getPixelRatio();
  20512. const size = renderer.getSize( _size$1 );
  20513. this.setSize( size.width, size.height );
  20514. }
  20515. //
  20516. this._quadMesh.material.fragmentNode = this._rttNode;
  20517. //
  20518. const currentRenderTarget = renderer.getRenderTarget();
  20519. renderer.setRenderTarget( this.renderTarget );
  20520. this._quadMesh.render( renderer );
  20521. renderer.setRenderTarget( currentRenderTarget );
  20522. }
  20523. clone() {
  20524. const newNode = new TextureNode( this.value, this.uvNode, this.levelNode );
  20525. newNode.sampler = this.sampler;
  20526. newNode.referenceNode = this;
  20527. return newNode;
  20528. }
  20529. }
  20530. /**
  20531. * TSL function for creating a RTT node.
  20532. *
  20533. * @function
  20534. * @param {Node} node - The node to render a texture with.
  20535. * @param {Number?} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
  20536. * @param {Number?} [height=null] - The height of the internal render target.
  20537. * @param {Object} [options={type:HalfFloatType}] - The options for the internal render target.
  20538. * @returns {RTTNode}
  20539. */
  20540. const rtt = ( node, ...params ) => nodeObject( new RTTNode( nodeObject( node ), ...params ) );
  20541. /**
  20542. * TSL function for converting nodes to textures nodes.
  20543. *
  20544. * @function
  20545. * @param {Node} node - The node to render a texture with.
  20546. * @param {Number?} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
  20547. * @param {Number?} [height=null] - The height of the internal render target.
  20548. * @param {Object} [options={type:HalfFloatType}] - The options for the internal render target.
  20549. * @returns {RTTNode}
  20550. */
  20551. const convertToTexture = ( node, ...params ) => {
  20552. if ( node.isTextureNode ) return node;
  20553. if ( node.isPassNode ) return node.getTextureNode();
  20554. return rtt( node, ...params );
  20555. };
  20556. /** @module PostProcessingUtils **/
  20557. /**
  20558. * Computes a position in view space based on a fragment's screen position expressed as uv coordinates, the fragments
  20559. * depth value and the camera's inverse projection matrix.
  20560. *
  20561. * @method
  20562. * @param {Node<vec2>} screenPosition - The fragment's screen position expressed as uv coordinates.
  20563. * @param {Node<float>} depth - The fragment's depth value.
  20564. * @param {Node<mat4>} projectionMatrixInverse - The camera's inverse projection matrix.
  20565. * @return {Node<vec3>} The fragments position in view space.
  20566. */
  20567. const getViewPosition = /*@__PURE__*/ Fn( ( [ screenPosition, depth, projectionMatrixInverse ], builder ) => {
  20568. let clipSpacePosition;
  20569. if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem ) {
  20570. screenPosition = vec2( screenPosition.x, screenPosition.y.oneMinus() ).mul( 2.0 ).sub( 1.0 );
  20571. clipSpacePosition = vec4( vec3( screenPosition, depth ), 1.0 );
  20572. } else {
  20573. clipSpacePosition = vec4( vec3( screenPosition.x, screenPosition.y.oneMinus(), depth ).mul( 2.0 ).sub( 1.0 ), 1.0 );
  20574. }
  20575. const viewSpacePosition = vec4( projectionMatrixInverse.mul( clipSpacePosition ) );
  20576. return viewSpacePosition.xyz.div( viewSpacePosition.w );
  20577. } );
  20578. /**
  20579. * Computes a screen position expressed as uv coordinates based on a fragment's position in view space
  20580. * and the camera's projection matrix
  20581. *
  20582. * @method
  20583. * @param {Node<vec3>} viewPosition - The fragments position in view space.
  20584. * @param {Node<mat4>} projectionMatrix - The camera's projection matrix.
  20585. * @return {Node<vec2>} The fragment's screen position expressed as uv coordinates.
  20586. */
  20587. const getScreenPosition = /*@__PURE__*/ Fn( ( [ viewPosition, projectionMatrix ] ) => {
  20588. const sampleClipPos = projectionMatrix.mul( vec4( viewPosition, 1.0 ) );
  20589. const sampleUv = sampleClipPos.xy.div( sampleClipPos.w ).mul( 0.5 ).add( 0.5 ).toVar();
  20590. return vec2( sampleUv.x, sampleUv.y.oneMinus() );
  20591. } );
  20592. /**
  20593. * Computes a normal vector based on depth data. Can be used as a fallback when no normal render
  20594. * target is available or if flat surface normals are required.
  20595. *
  20596. * @method
  20597. * @param {Node<vec2>} uv - The texture coordinate.
  20598. * @param {DepthTexture} depthTexture - The depth texture.
  20599. * @param {Node<mat4>} projectionMatrixInverse - The camera's inverse projection matrix.
  20600. * @return {Node<vec3>} The computed normal vector.
  20601. */
  20602. const getNormalFromDepth = /*@__PURE__*/ Fn( ( [ uv, depthTexture, projectionMatrixInverse ] ) => {
  20603. const size = textureSize( textureLoad( depthTexture ) );
  20604. const p = ivec2( uv.mul( size ) ).toVar();
  20605. const c0 = textureLoad( depthTexture, p ).toVar();
  20606. const l2 = textureLoad( depthTexture, p.sub( ivec2( 2, 0 ) ) ).toVar();
  20607. const l1 = textureLoad( depthTexture, p.sub( ivec2( 1, 0 ) ) ).toVar();
  20608. const r1 = textureLoad( depthTexture, p.add( ivec2( 1, 0 ) ) ).toVar();
  20609. const r2 = textureLoad( depthTexture, p.add( ivec2( 2, 0 ) ) ).toVar();
  20610. const b2 = textureLoad( depthTexture, p.add( ivec2( 0, 2 ) ) ).toVar();
  20611. const b1 = textureLoad( depthTexture, p.add( ivec2( 0, 1 ) ) ).toVar();
  20612. const t1 = textureLoad( depthTexture, p.sub( ivec2( 0, 1 ) ) ).toVar();
  20613. const t2 = textureLoad( depthTexture, p.sub( ivec2( 0, 2 ) ) ).toVar();
  20614. const dl = abs( sub( float( 2 ).mul( l1 ).sub( l2 ), c0 ) ).toVar();
  20615. const dr = abs( sub( float( 2 ).mul( r1 ).sub( r2 ), c0 ) ).toVar();
  20616. const db = abs( sub( float( 2 ).mul( b1 ).sub( b2 ), c0 ) ).toVar();
  20617. const dt = abs( sub( float( 2 ).mul( t1 ).sub( t2 ), c0 ) ).toVar();
  20618. const ce = getViewPosition( uv, c0, projectionMatrixInverse ).toVar();
  20619. 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 ) ) );
  20620. 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 ) ) );
  20621. return normalize( cross( dpdx, dpdy ) );
  20622. } );
  20623. /**
  20624. * This special type of instanced buffer attribute is intended for compute shaders.
  20625. * In earlier three.js versions it was only possible to update attribute data
  20626. * on the CPU via JavaScript and then upload the data to the GPU. With the
  20627. * new material system and renderer it is now possible to use compute shaders
  20628. * to compute the data for an attribute more efficiently on the GPU.
  20629. *
  20630. * The idea is to create an instance of this class and provide it as an input
  20631. * to {@link module:StorageBufferNode}.
  20632. *
  20633. * Note: This type of buffer attribute can only be used with `WebGPURenderer`.
  20634. *
  20635. * @augments InstancedBufferAttribute
  20636. */
  20637. class StorageInstancedBufferAttribute extends InstancedBufferAttribute {
  20638. /**
  20639. * Constructs a new storage instanced buffer attribute.
  20640. *
  20641. * @param {Number|TypedArray} count - The item count. It is also valid to pass a typed array as an argument.
  20642. * The subsequent parameters are then obsolete.
  20643. * @param {Number} itemSize - The item size.
  20644. * @param {TypedArray.constructor} [typeClass=Float32Array] - A typed array constructor.
  20645. */
  20646. constructor( count, itemSize, typeClass = Float32Array ) {
  20647. const array = ArrayBuffer.isView( count ) ? count : new typeClass( count * itemSize );
  20648. super( array, itemSize );
  20649. /**
  20650. * This flag can be used for type testing.
  20651. *
  20652. * @type {Boolean}
  20653. * @readonly
  20654. * @default true
  20655. */
  20656. this.isStorageInstancedBufferAttribute = true;
  20657. }
  20658. }
  20659. /**
  20660. * This special type of buffer attribute is intended for compute shaders.
  20661. * In earlier three.js versions it was only possible to update attribute data
  20662. * on the CPU via JavaScript and then upload the data to the GPU. With the
  20663. * new material system and renderer it is now possible to use compute shaders
  20664. * to compute the data for an attribute more efficiently on the GPU.
  20665. *
  20666. * The idea is to create an instance of this class and provide it as an input
  20667. * to {@link module:StorageBufferNode}.
  20668. *
  20669. * Note: This type of buffer attribute can only be used with `WebGPURenderer`.
  20670. *
  20671. * @augments BufferAttribute
  20672. */
  20673. class StorageBufferAttribute extends BufferAttribute {
  20674. /**
  20675. * Constructs a new storage buffer attribute.
  20676. *
  20677. * @param {Number|TypedArray} count - The item count. It is also valid to pass a typed array as an argument.
  20678. * The subsequent parameters are then obsolete.
  20679. * @param {Number} itemSize - The item size.
  20680. * @param {TypedArray.constructor} [typeClass=Float32Array] - A typed array constructor.
  20681. */
  20682. constructor( count, itemSize, typeClass = Float32Array ) {
  20683. const array = ArrayBuffer.isView( count ) ? count : new typeClass( count * itemSize );
  20684. super( array, itemSize );
  20685. /**
  20686. * This flag can be used for type testing.
  20687. *
  20688. * @type {Boolean}
  20689. * @readonly
  20690. * @default true
  20691. */
  20692. this.isStorageBufferAttribute = true;
  20693. }
  20694. }
  20695. /** @module StorageArrayElementNode **/
  20696. /**
  20697. * This class enables element access on instances of {@link StorageBufferNode}.
  20698. * In most cases, it is indirectly used when accessing elements with the
  20699. * {@link StorageBufferNode#element} method.
  20700. *
  20701. * ```js
  20702. * const position = positionStorage.element( instanceIndex );
  20703. * ```
  20704. *
  20705. * @augments ArrayElementNode
  20706. */
  20707. class StorageArrayElementNode extends ArrayElementNode {
  20708. static get type() {
  20709. return 'StorageArrayElementNode';
  20710. }
  20711. /**
  20712. * Constructs storage buffer element node.
  20713. *
  20714. * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
  20715. * @param {Node} indexNode - The index node that defines the element access.
  20716. */
  20717. constructor( storageBufferNode, indexNode ) {
  20718. super( storageBufferNode, indexNode );
  20719. /**
  20720. * This flag can be used for type testing.
  20721. *
  20722. * @type {Boolean}
  20723. * @readonly
  20724. * @default true
  20725. */
  20726. this.isStorageArrayElementNode = true;
  20727. }
  20728. /**
  20729. * The storage buffer node.
  20730. *
  20731. * @param {Node} value
  20732. * @type {StorageBufferNode}
  20733. */
  20734. set storageBufferNode( value ) {
  20735. this.node = value;
  20736. }
  20737. get storageBufferNode() {
  20738. return this.node;
  20739. }
  20740. setup( builder ) {
  20741. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  20742. if ( this.node.isPBO === true ) {
  20743. builder.setupPBO( this.node );
  20744. }
  20745. }
  20746. return super.setup( builder );
  20747. }
  20748. generate( builder, output ) {
  20749. let snippet;
  20750. const isAssignContext = builder.context.assign;
  20751. //
  20752. if ( builder.isAvailable( 'storageBuffer' ) === false ) {
  20753. if ( this.node.isPBO === true && isAssignContext !== true && ( this.node.value.isInstancedBufferAttribute || builder.shaderStage !== 'compute' ) ) {
  20754. snippet = builder.generatePBO( this );
  20755. } else {
  20756. snippet = this.node.build( builder );
  20757. }
  20758. } else {
  20759. snippet = super.generate( builder );
  20760. }
  20761. if ( isAssignContext !== true ) {
  20762. const type = this.getNodeType( builder );
  20763. snippet = builder.format( snippet, type, output );
  20764. }
  20765. return snippet;
  20766. }
  20767. }
  20768. /**
  20769. * TSL function for creating a storage element node.
  20770. *
  20771. * @function
  20772. * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
  20773. * @param {Node} indexNode - The index node that defines the element access.
  20774. * @returns {StorageArrayElementNode}
  20775. */
  20776. const storageElement = /*@__PURE__*/ nodeProxy( StorageArrayElementNode );
  20777. /** @module StorageBufferNode **/
  20778. /**
  20779. * This node is used in context of compute shaders and allows to define a
  20780. * storage buffer for data. A typical workflow is to create instances of
  20781. * this node with the convenience functions `attributeArray()` or `instancedArray()`,
  20782. * setup up a compute shader that writes into the buffers and then convert
  20783. * the storage buffers to attribute nodes for rendering.
  20784. *
  20785. * ```js
  20786. * const positionBuffer = instancedArray( particleCount, 'vec3' ); // the storage buffer node
  20787. *
  20788. * const computeInit = Fn( () => { // the compute shader
  20789. *
  20790. * const position = positionBuffer.element( instanceIndex );
  20791. *
  20792. * // compute position data
  20793. *
  20794. * position.x = 1;
  20795. * position.y = 1;
  20796. * position.z = 1;
  20797. *
  20798. * } )().compute( particleCount );
  20799. *
  20800. * const particleMaterial = new THREE.SpriteNodeMaterial();
  20801. * particleMaterial.positionNode = positionBuffer.toAttribute();
  20802. *
  20803. * renderer.computeAsync( computeInit );
  20804. *
  20805. * ```
  20806. *
  20807. * @augments BufferNode
  20808. */
  20809. class StorageBufferNode extends BufferNode {
  20810. static get type() {
  20811. return 'StorageBufferNode';
  20812. }
  20813. /**
  20814. * Constructs a new storage buffer node.
  20815. *
  20816. * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
  20817. * @param {String?} [bufferType=null] - The buffer type (e.g. `'vec3'`).
  20818. * @param {Number} [bufferCount=0] - The buffer count.
  20819. */
  20820. constructor( value, bufferType = null, bufferCount = 0 ) {
  20821. if ( bufferType === null && ( value.isStorageBufferAttribute || value.isStorageInstancedBufferAttribute ) ) {
  20822. bufferType = getTypeFromLength( value.itemSize );
  20823. bufferCount = value.count;
  20824. }
  20825. super( value, bufferType, bufferCount );
  20826. /**
  20827. * This flag can be used for type testing.
  20828. *
  20829. * @type {Boolean}
  20830. * @readonly
  20831. * @default true
  20832. */
  20833. this.isStorageBufferNode = true;
  20834. /**
  20835. * The access type of the texture node.
  20836. *
  20837. * @type {String}
  20838. * @default 'readWrite'
  20839. */
  20840. this.access = NodeAccess.READ_WRITE;
  20841. /**
  20842. * Whether the node is atomic or not.
  20843. *
  20844. * @type {Boolean}
  20845. * @default false
  20846. */
  20847. this.isAtomic = false;
  20848. /**
  20849. * Whether the node represents a PBO or not.
  20850. * Only relevant for WebGL.
  20851. *
  20852. * @type {Boolean}
  20853. * @default false
  20854. */
  20855. this.isPBO = false;
  20856. /**
  20857. * A reference to the internal buffer attribute node.
  20858. *
  20859. * @type {BufferAttributeNode?}
  20860. * @default null
  20861. */
  20862. this._attribute = null;
  20863. /**
  20864. * A reference to the internal varying node.
  20865. *
  20866. * @type {VaryingNode?}
  20867. * @default null
  20868. */
  20869. this._varying = null;
  20870. /**
  20871. * `StorageBufferNode` sets this property to `true` by default.
  20872. *
  20873. * @type {Boolean}
  20874. * @default true
  20875. */
  20876. this.global = true;
  20877. if ( value.isStorageBufferAttribute !== true && value.isStorageInstancedBufferAttribute !== true ) {
  20878. // TODO: Improve it, possibly adding a new property to the BufferAttribute to identify it as a storage buffer read-only attribute in Renderer
  20879. if ( value.isInstancedBufferAttribute ) value.isStorageInstancedBufferAttribute = true;
  20880. else value.isStorageBufferAttribute = true;
  20881. }
  20882. }
  20883. /**
  20884. * This method is overwritten since the buffer data might be shared
  20885. * and thus the hash should be shared as well.
  20886. *
  20887. * @param {NodeBuilder} builder - The current node builder.
  20888. * @return {String} The hash.
  20889. */
  20890. getHash( builder ) {
  20891. if ( this.bufferCount === 0 ) {
  20892. let bufferData = builder.globalCache.getData( this.value );
  20893. if ( bufferData === undefined ) {
  20894. bufferData = {
  20895. node: this
  20896. };
  20897. builder.globalCache.setData( this.value, bufferData );
  20898. }
  20899. return bufferData.node.uuid;
  20900. }
  20901. return this.uuid;
  20902. }
  20903. /**
  20904. * Overwrites the default implementation to return a fixed value `'indirectStorageBuffer'` or `'storageBuffer'`.
  20905. *
  20906. * @param {NodeBuilder} builder - The current node builder.
  20907. * @return {String} The input type.
  20908. */
  20909. getInputType( /*builder*/ ) {
  20910. return this.value.isIndirectStorageBufferAttribute ? 'indirectStorageBuffer' : 'storageBuffer';
  20911. }
  20912. /**
  20913. * Enables element access with the given index node.
  20914. *
  20915. * @param {IndexNode} indexNode - The index node.
  20916. * @return {StorageArrayElementNode} A node representing the element access.
  20917. */
  20918. element( indexNode ) {
  20919. return storageElement( this, indexNode );
  20920. }
  20921. /**
  20922. * Defines whether this node is a PBO or not. Only relevant for WebGL.
  20923. *
  20924. * @param {Boolean} value - The value so set.
  20925. * @return {StorageBufferNode} A reference to this node.
  20926. */
  20927. setPBO( value ) {
  20928. this.isPBO = value;
  20929. return this;
  20930. }
  20931. /**
  20932. * Returns the `isPBO` value.
  20933. *
  20934. * @return {Boolean} Whether the node represents a PBO or not.
  20935. */
  20936. getPBO() {
  20937. return this.isPBO;
  20938. }
  20939. /**
  20940. * Defines the node access.
  20941. *
  20942. * @param {String} value - The node access.
  20943. * @return {StorageBufferNode} A reference to this node.
  20944. */
  20945. setAccess( value ) {
  20946. this.access = value;
  20947. return this;
  20948. }
  20949. /**
  20950. * Convenience method for configuring a read-only node access.
  20951. *
  20952. * @return {StorageBufferNode} A reference to this node.
  20953. */
  20954. toReadOnly() {
  20955. return this.setAccess( NodeAccess.READ_ONLY );
  20956. }
  20957. /**
  20958. * Defines whether the node is atomic or not.
  20959. *
  20960. * @param {Boolean} value - The atomic flag.
  20961. * @return {StorageBufferNode} A reference to this node.
  20962. */
  20963. setAtomic( value ) {
  20964. this.isAtomic = value;
  20965. return this;
  20966. }
  20967. /**
  20968. * Convenience method for making this node atomic.
  20969. *
  20970. * @return {StorageBufferNode} A reference to this node.
  20971. */
  20972. toAtomic() {
  20973. return this.setAtomic( true );
  20974. }
  20975. /**
  20976. * Returns attribute data for this storage buffer node.
  20977. *
  20978. * @return {{attribute: BufferAttributeNode, varying: VaryingNode}} The attribute data.
  20979. */
  20980. getAttributeData() {
  20981. if ( this._attribute === null ) {
  20982. this._attribute = bufferAttribute( this.value );
  20983. this._varying = varying( this._attribute );
  20984. }
  20985. return {
  20986. attribute: this._attribute,
  20987. varying: this._varying
  20988. };
  20989. }
  20990. /**
  20991. * This method is overwritten since the node type from the availability of storage buffers
  20992. * and the attribute data.
  20993. *
  20994. * @param {NodeBuilder} builder - The current node builder.
  20995. * @return {String} The node type.
  20996. */
  20997. getNodeType( builder ) {
  20998. if ( builder.isAvailable( 'storageBuffer' ) || builder.isAvailable( 'indirectStorageBuffer' ) ) {
  20999. return super.getNodeType( builder );
  21000. }
  21001. const { attribute } = this.getAttributeData();
  21002. return attribute.getNodeType( builder );
  21003. }
  21004. /**
  21005. * Generates the code snippet of the storage buffer node.
  21006. *
  21007. * @param {NodeBuilder} builder - The current node builder.
  21008. * @return {String} The generated code snippet.
  21009. */
  21010. generate( builder ) {
  21011. if ( builder.isAvailable( 'storageBuffer' ) || builder.isAvailable( 'indirectStorageBuffer' ) ) {
  21012. return super.generate( builder );
  21013. }
  21014. const { attribute, varying } = this.getAttributeData();
  21015. const output = varying.build( builder );
  21016. builder.registerTransform( output, attribute );
  21017. return output;
  21018. }
  21019. }
  21020. /**
  21021. * TSL function for creating a storage buffer node.
  21022. *
  21023. * @function
  21024. * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
  21025. * @param {String?} [type=null] - The buffer type (e.g. `'vec3'`).
  21026. * @param {Number} [count=0] - The buffer count.
  21027. * @returns {StorageBufferNode}
  21028. */
  21029. const storage = ( value, type = null, count = 0 ) => nodeObject( new StorageBufferNode( value, type, count ) );
  21030. /**
  21031. * @function
  21032. * @deprecated since r171. Use `storage().setPBO( true )` instead.
  21033. *
  21034. * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
  21035. * @param {String?} type - The buffer type (e.g. `'vec3'`).
  21036. * @param {Number} count - The buffer count.
  21037. * @returns {StorageBufferNode}
  21038. */
  21039. const storageObject = ( value, type, count ) => { // @deprecated, r171
  21040. console.warn( 'THREE.TSL: "storageObject()" is deprecated. Use "storage().setPBO( true )" instead.' );
  21041. return storage( value, type, count ).setPBO( true );
  21042. };
  21043. /** @module Arrays **/
  21044. /**
  21045. * TSL function for creating a storage buffer node with a configured `StorageBufferAttribute`.
  21046. *
  21047. * @function
  21048. * @param {Number} count - The data count.
  21049. * @param {String} [type='float'] - The data type.
  21050. * @returns {StorageBufferNode}
  21051. */
  21052. const attributeArray = ( count, type = 'float' ) => {
  21053. const itemSize = getLengthFromType( type );
  21054. const typedArray = getTypedArrayFromType( type );
  21055. const buffer = new StorageBufferAttribute( count, itemSize, typedArray );
  21056. const node = storage( buffer, type, count );
  21057. return node;
  21058. };
  21059. /**
  21060. * TSL function for creating a storage buffer node with a configured `StorageInstancedBufferAttribute`.
  21061. *
  21062. * @function
  21063. * @param {Number} count - The data count.
  21064. * @param {String} [type='float'] - The data type.
  21065. * @returns {StorageBufferNode}
  21066. */
  21067. const instancedArray = ( count, type = 'float' ) => {
  21068. const itemSize = getLengthFromType( type );
  21069. const typedArray = getTypedArrayFromType( type );
  21070. const buffer = new StorageInstancedBufferAttribute( count, itemSize, typedArray );
  21071. const node = storage( buffer, type, count );
  21072. return node;
  21073. };
  21074. /** @module VertexColorNode **/
  21075. /**
  21076. * An attribute node for representing vertex colors.
  21077. *
  21078. * @augments module:AttributeNode~AttributeNode
  21079. */
  21080. class VertexColorNode extends AttributeNode {
  21081. static get type() {
  21082. return 'VertexColorNode';
  21083. }
  21084. /**
  21085. * Constructs a new vertex color node.
  21086. *
  21087. * @param {Number} [index=0] - The attribute index.
  21088. */
  21089. constructor( index = 0 ) {
  21090. super( null, 'vec4' );
  21091. /**
  21092. * This flag can be used for type testing.
  21093. *
  21094. * @type {Boolean}
  21095. * @readonly
  21096. * @default true
  21097. */
  21098. this.isVertexColorNode = true;
  21099. /**
  21100. * The attribute index to enable more than one sets of vertex colors.
  21101. *
  21102. * @type {Number}
  21103. * @default 0
  21104. */
  21105. this.index = index;
  21106. }
  21107. /**
  21108. * Overwrites the default implementation by honoring the attribute index.
  21109. *
  21110. * @param {NodeBuilder} builder - The current node builder.
  21111. * @return {String} The attribute name.
  21112. */
  21113. getAttributeName( /*builder*/ ) {
  21114. const index = this.index;
  21115. return 'color' + ( index > 0 ? index : '' );
  21116. }
  21117. generate( builder ) {
  21118. const attributeName = this.getAttributeName( builder );
  21119. const geometryAttribute = builder.hasGeometryAttribute( attributeName );
  21120. let result;
  21121. if ( geometryAttribute === true ) {
  21122. result = super.generate( builder );
  21123. } else {
  21124. // Vertex color fallback should be white
  21125. result = builder.generateConst( this.nodeType, new Vector4( 1, 1, 1, 1 ) );
  21126. }
  21127. return result;
  21128. }
  21129. serialize( data ) {
  21130. super.serialize( data );
  21131. data.index = this.index;
  21132. }
  21133. deserialize( data ) {
  21134. super.deserialize( data );
  21135. this.index = data.index;
  21136. }
  21137. }
  21138. /**
  21139. * TSL function for creating a reference node.
  21140. *
  21141. * @function
  21142. * @param {Number} index - The attribute index.
  21143. * @returns {VertexColorNode}
  21144. */
  21145. const vertexColor = ( index ) => nodeObject( new VertexColorNode( index ) );
  21146. /** @module PointUVNode **/
  21147. /**
  21148. * A node for representing the uv coordinates of points.
  21149. *
  21150. * Can only be used with a WebGL backend. In WebGPU, point
  21151. * primitives always have the size of one pixel and can thus
  21152. * can't be used as sprite-like objects that display textures.
  21153. *
  21154. * @augments Node
  21155. */
  21156. class PointUVNode extends Node {
  21157. static get type() {
  21158. return 'PointUVNode';
  21159. }
  21160. /**
  21161. * Constructs a new point uv node.
  21162. */
  21163. constructor() {
  21164. super( 'vec2' );
  21165. /**
  21166. * This flag can be used for type testing.
  21167. *
  21168. * @type {Boolean}
  21169. * @readonly
  21170. * @default true
  21171. */
  21172. this.isPointUVNode = true;
  21173. }
  21174. generate( /*builder*/ ) {
  21175. return 'vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y )';
  21176. }
  21177. }
  21178. /**
  21179. * TSL object that represents the uv coordinates of points.
  21180. *
  21181. * @type {PointUVNode}
  21182. */
  21183. const pointUV = /*@__PURE__*/ nodeImmutable( PointUVNode );
  21184. const _e1 = /*@__PURE__*/ new Euler();
  21185. const _m1 = /*@__PURE__*/ new Matrix4();
  21186. /** @module SceneNode **/
  21187. /**
  21188. * This module allows access to a collection of scene properties. The following predefined TSL objects
  21189. * are available for easier use:
  21190. *
  21191. * - `backgroundBlurriness`: A node that represents the scene's background blurriness.
  21192. * - `backgroundIntensity`: A node that represents the scene's background intensity.
  21193. * - `backgroundRotation`: A node that represents the scene's background rotation.
  21194. *
  21195. * @augments Node
  21196. */
  21197. class SceneNode extends Node {
  21198. static get type() {
  21199. return 'SceneNode';
  21200. }
  21201. /**
  21202. * Constructs a new scene node.
  21203. *
  21204. * @param {('backgroundBlurriness'|'backgroundIntensity'|'backgroundRotation')} scope - The scope defines the type of scene property that is accessed.
  21205. * @param {Scene?} [scene=null] - A reference to the scene.
  21206. */
  21207. constructor( scope = SceneNode.BACKGROUND_BLURRINESS, scene = null ) {
  21208. super();
  21209. /**
  21210. * The scope defines the type of scene property that is accessed.
  21211. *
  21212. * @type {('backgroundBlurriness'|'backgroundIntensity'|'backgroundRotation')}
  21213. */
  21214. this.scope = scope;
  21215. /**
  21216. * A reference to the scene that is going to be accessed.
  21217. *
  21218. * @type {Scene?}
  21219. * @default null
  21220. */
  21221. this.scene = scene;
  21222. }
  21223. /**
  21224. * Depending on the scope, the method returns a different type of node that represents
  21225. * the respective scene property.
  21226. *
  21227. * @param {NodeBuilder} builder - The current node builder.
  21228. * @return {Node} The output node.
  21229. */
  21230. setup( builder ) {
  21231. const scope = this.scope;
  21232. const scene = this.scene !== null ? this.scene : builder.scene;
  21233. let output;
  21234. if ( scope === SceneNode.BACKGROUND_BLURRINESS ) {
  21235. output = reference( 'backgroundBlurriness', 'float', scene );
  21236. } else if ( scope === SceneNode.BACKGROUND_INTENSITY ) {
  21237. output = reference( 'backgroundIntensity', 'float', scene );
  21238. } else if ( scope === SceneNode.BACKGROUND_ROTATION ) {
  21239. output = uniform( 'mat4' ).label( 'backgroundRotation' ).setGroup( renderGroup ).onRenderUpdate( () => {
  21240. const background = scene.background;
  21241. if ( background !== null && background.isTexture && background.mapping !== UVMapping ) {
  21242. _e1.copy( scene.backgroundRotation );
  21243. // accommodate left-handed frame
  21244. _e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;
  21245. _m1.makeRotationFromEuler( _e1 );
  21246. } else {
  21247. _m1.identity();
  21248. }
  21249. return _m1;
  21250. } );
  21251. } else {
  21252. console.error( 'THREE.SceneNode: Unknown scope:', scope );
  21253. }
  21254. return output;
  21255. }
  21256. }
  21257. SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness';
  21258. SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity';
  21259. SceneNode.BACKGROUND_ROTATION = 'backgroundRotation';
  21260. /**
  21261. * TSL object that represents the scene's background blurriness.
  21262. *
  21263. * @type {SceneNode}
  21264. */
  21265. const backgroundBlurriness = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_BLURRINESS );
  21266. /**
  21267. * TSL object that represents the scene's background intensity.
  21268. *
  21269. * @type {SceneNode}
  21270. */
  21271. const backgroundIntensity = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_INTENSITY );
  21272. /**
  21273. * TSL object that represents the scene's background rotation.
  21274. *
  21275. * @type {SceneNode}
  21276. */
  21277. const backgroundRotation = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_ROTATION );
  21278. /** @module StorageTextureNode **/
  21279. /**
  21280. * This special version of a texture node can be used to
  21281. * write data into a storage texture with a compute shader.
  21282. *
  21283. * ```js
  21284. * const storageTexture = new THREE.StorageTexture( width, height );
  21285. *
  21286. * const computeTexture = Fn( ( { storageTexture } ) => {
  21287. *
  21288. * const posX = instanceIndex.modInt( width );
  21289. * const posY = instanceIndex.div( width );
  21290. * const indexUV = uvec2( posX, posY );
  21291. *
  21292. * // generate RGB values
  21293. *
  21294. * const r = 1;
  21295. * const g = 1;
  21296. * const b = 1;
  21297. *
  21298. * textureStore( storageTexture, indexUV, vec4( r, g, b, 1 ) ).toWriteOnly();
  21299. *
  21300. * } );
  21301. *
  21302. * const computeNode = computeTexture( { storageTexture } ).compute( width * height );
  21303. * renderer.computeAsync( computeNode );
  21304. * ```
  21305. *
  21306. * This node can only be used with a WebGPU backend.
  21307. *
  21308. * @augments module:TextureNode~TextureNode
  21309. */
  21310. class StorageTextureNode extends TextureNode {
  21311. static get type() {
  21312. return 'StorageTextureNode';
  21313. }
  21314. /**
  21315. * Constructs a new storage texture node.
  21316. *
  21317. * @param {StorageTexture} value - The storage texture.
  21318. * @param {Node<vec2|vec3>} uvNode - The uv node.
  21319. * @param {Node?} [storeNode=null] - The value node that should be stored in the texture.
  21320. */
  21321. constructor( value, uvNode, storeNode = null ) {
  21322. super( value, uvNode );
  21323. /**
  21324. * The value node that should be stored in the texture.
  21325. *
  21326. * @type {Node?}
  21327. * @default null
  21328. */
  21329. this.storeNode = storeNode;
  21330. /**
  21331. * This flag can be used for type testing.
  21332. *
  21333. * @type {Boolean}
  21334. * @readonly
  21335. * @default true
  21336. */
  21337. this.isStorageTextureNode = true;
  21338. /**
  21339. * The access type of the texture node.
  21340. *
  21341. * @type {String}
  21342. * @default 'writeOnly'
  21343. */
  21344. this.access = NodeAccess.WRITE_ONLY;
  21345. }
  21346. /**
  21347. * Overwrites the default implementation to return a fixed value `'storageTexture'`.
  21348. *
  21349. * @param {NodeBuilder} builder - The current node builder.
  21350. * @return {String} The input type.
  21351. */
  21352. getInputType( /*builder*/ ) {
  21353. return 'storageTexture';
  21354. }
  21355. setup( builder ) {
  21356. super.setup( builder );
  21357. const properties = builder.getNodeProperties( this );
  21358. properties.storeNode = this.storeNode;
  21359. }
  21360. /**
  21361. * Defines the node access.
  21362. *
  21363. * @param {String} value - The node access.
  21364. * @return {StorageTextureNode} A reference to this node.
  21365. */
  21366. setAccess( value ) {
  21367. this.access = value;
  21368. return this;
  21369. }
  21370. /**
  21371. * Generates the code snippet of the stroge node. If no `storeNode`
  21372. * is defined, the texture node is generated as normal texture.
  21373. *
  21374. * @param {NodeBuilder} builder - The current node builder.
  21375. * @param {String} output - The current output.
  21376. * @return {String} The generated code snippet.
  21377. */
  21378. generate( builder, output ) {
  21379. let snippet;
  21380. if ( this.storeNode !== null ) {
  21381. snippet = this.generateStore( builder );
  21382. } else {
  21383. snippet = super.generate( builder, output );
  21384. }
  21385. return snippet;
  21386. }
  21387. /**
  21388. * Convenience method for configuring a read/write node access.
  21389. *
  21390. * @return {StorageTextureNode} A reference to this node.
  21391. */
  21392. toReadWrite() {
  21393. return this.setAccess( NodeAccess.READ_WRITE );
  21394. }
  21395. /**
  21396. * Convenience method for configuring a read-only node access.
  21397. *
  21398. * @return {StorageTextureNode} A reference to this node.
  21399. */
  21400. toReadOnly() {
  21401. return this.setAccess( NodeAccess.READ_ONLY );
  21402. }
  21403. /**
  21404. * Convenience method for configuring a write-only node access.
  21405. *
  21406. * @return {StorageTextureNode} A reference to this node.
  21407. */
  21408. toWriteOnly() {
  21409. return this.setAccess( NodeAccess.WRITE_ONLY );
  21410. }
  21411. /**
  21412. * Generates the code snippet of the storage texture node.
  21413. *
  21414. * @param {NodeBuilder} builder - The current node builder.
  21415. */
  21416. generateStore( builder ) {
  21417. const properties = builder.getNodeProperties( this );
  21418. const { uvNode, storeNode } = properties;
  21419. const textureProperty = super.generate( builder, 'property' );
  21420. const uvSnippet = uvNode.build( builder, 'uvec2' );
  21421. const storeSnippet = storeNode.build( builder, 'vec4' );
  21422. const snippet = builder.generateTextureStore( builder, textureProperty, uvSnippet, storeSnippet );
  21423. builder.addLineFlowCode( snippet, this );
  21424. }
  21425. }
  21426. /**
  21427. * TSL function for creating a storage texture node.
  21428. *
  21429. * @function
  21430. * @param {StorageTexture} value - The storage texture.
  21431. * @param {Node<vec2|vec3>} uvNode - The uv node.
  21432. * @param {Node?} [storeNode=null] - The value node that should be stored in the texture.
  21433. * @returns {StorageTextureNode}
  21434. */
  21435. const storageTexture = /*@__PURE__*/ nodeProxy( StorageTextureNode );
  21436. /**
  21437. * TODO: Explain difference to `storageTexture()`.
  21438. *
  21439. * @function
  21440. * @param {StorageTexture} value - The storage texture.
  21441. * @param {Node<vec2|vec3>} uvNode - The uv node.
  21442. * @param {Node?} [storeNode=null] - The value node that should be stored in the texture.
  21443. * @returns {StorageTextureNode}
  21444. */
  21445. const textureStore = ( value, uvNode, storeNode ) => {
  21446. const node = storageTexture( value, uvNode, storeNode );
  21447. if ( storeNode !== null ) node.append();
  21448. return node;
  21449. };
  21450. /** @module UserDataNode **/
  21451. /**
  21452. * A special type of reference node that allows to link values in
  21453. * `userData` fields to node objects.
  21454. * ```js
  21455. * sprite.userData.rotation = 1; // stores individual rotation per sprite
  21456. *
  21457. * const material = new THREE.SpriteNodeMaterial();
  21458. * material.rotationNode = userData( 'rotation', 'float' );
  21459. * ```
  21460. * Since `UserDataNode` is extended from {@link module:ReferenceNode~ReferenceNode}, the node value
  21461. * will automatically be updated when the `rotation` user data field changes.
  21462. *
  21463. * @augments module:ReferenceNode~ReferenceNode
  21464. */
  21465. class UserDataNode extends ReferenceNode {
  21466. static get type() {
  21467. return 'UserDataNode';
  21468. }
  21469. /**
  21470. * Constructs a new user data node.
  21471. *
  21472. * @param {String} property - The property name that should be referenced by the node.
  21473. * @param {String} inputType - The node data type of the reference.
  21474. * @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.
  21475. */
  21476. constructor( property, inputType, userData = null ) {
  21477. super( property, inputType, userData );
  21478. /**
  21479. * A reference to the `userData` object. If not provided, the `userData`
  21480. * property of the 3D object that uses the node material is evaluated.
  21481. *
  21482. * @type {Object?}
  21483. * @default null
  21484. */
  21485. this.userData = userData;
  21486. }
  21487. /**
  21488. * Overwritten to make sure {@link module:ReferenceNode~ReferenceNode#reference} points to the correct
  21489. * `userData` field.
  21490. *
  21491. * @param {(NodeFrame|NodeBuilder)} state - The current state to evaluate.
  21492. * @return {Object} A reference to the `userData` field.
  21493. */
  21494. updateReference( state ) {
  21495. this.reference = this.userData !== null ? this.userData : state.object.userData;
  21496. return this.reference;
  21497. }
  21498. }
  21499. /**
  21500. * TSL function for creating a user data node.
  21501. *
  21502. * @function
  21503. * @param {String} name - The property name that should be referenced by the node.
  21504. * @param {String} inputType - The node data type of the reference.
  21505. * @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.
  21506. * @returns {UserDataNode}
  21507. */
  21508. const userData = ( name, inputType, userData ) => nodeObject( new UserDataNode( name, inputType, userData ) );
  21509. const _objectData = new WeakMap();
  21510. /** @module VelocityNode **/
  21511. /**
  21512. * A node for representing motion or velocity vectors. Foundation
  21513. * for advanced post processing effects like motion blur or TRAA.
  21514. *
  21515. * The node keeps track of the model, view and projection matrices
  21516. * of the previous frame and uses them to compute offsets in NDC space.
  21517. * These offsets represent the final velocity.
  21518. *
  21519. * @augments TempNode
  21520. */
  21521. class VelocityNode extends TempNode {
  21522. static get type() {
  21523. return 'VelocityNode';
  21524. }
  21525. /**
  21526. * Constructs a new vertex color node.
  21527. *
  21528. * @param {Number} [index=0] - The attribute index.
  21529. */
  21530. constructor() {
  21531. super( 'vec2' );
  21532. /**
  21533. * The current projection matrix.
  21534. *
  21535. * @type {Matrix4?}
  21536. * @default null
  21537. */
  21538. this.projectionMatrix = null;
  21539. /**
  21540. * Overwritten since velocity nodes are updated per object.
  21541. *
  21542. * @type {String}
  21543. * @default 'object'
  21544. */
  21545. this.updateType = NodeUpdateType.OBJECT;
  21546. /**
  21547. * Overwritten since velocity nodes save data after the update.
  21548. *
  21549. * @type {String}
  21550. * @default 'object'
  21551. */
  21552. this.updateAfterType = NodeUpdateType.OBJECT;
  21553. /**
  21554. * Uniform node representing the previous model matrix in world space.
  21555. *
  21556. * @type {UniformNode<mat4>}
  21557. * @default null
  21558. */
  21559. this.previousModelWorldMatrix = uniform( new Matrix4() );
  21560. /**
  21561. * Uniform node representing the previous projection matrix.
  21562. *
  21563. * @type {UniformNode<mat4>}
  21564. * @default null
  21565. */
  21566. this.previousProjectionMatrix = uniform( new Matrix4() ).setGroup( renderGroup );
  21567. /**
  21568. * Uniform node representing the previous view matrix.
  21569. *
  21570. * @type {UniformNode<mat4>}
  21571. * @default null
  21572. */
  21573. this.previousCameraViewMatrix = uniform( new Matrix4() );
  21574. }
  21575. /**
  21576. * Sets the given projection matrix.
  21577. *
  21578. * @param {Matrix4} projectionMatrix - The projection matrix to set.
  21579. */
  21580. setProjectionMatrix( projectionMatrix ) {
  21581. this.projectionMatrix = projectionMatrix;
  21582. }
  21583. /**
  21584. * Updates velocity specific uniforms.
  21585. *
  21586. * @param {NodeFrame} frame - A reference to the current node frame.
  21587. */
  21588. update( { frameId, camera, object } ) {
  21589. const previousModelMatrix = getPreviousMatrix( object );
  21590. this.previousModelWorldMatrix.value.copy( previousModelMatrix );
  21591. //
  21592. const cameraData = getData( camera );
  21593. if ( cameraData.frameId !== frameId ) {
  21594. cameraData.frameId = frameId;
  21595. if ( cameraData.previousProjectionMatrix === undefined ) {
  21596. cameraData.previousProjectionMatrix = new Matrix4();
  21597. cameraData.previousCameraViewMatrix = new Matrix4();
  21598. cameraData.currentProjectionMatrix = new Matrix4();
  21599. cameraData.currentCameraViewMatrix = new Matrix4();
  21600. cameraData.previousProjectionMatrix.copy( this.projectionMatrix || camera.projectionMatrix );
  21601. cameraData.previousCameraViewMatrix.copy( camera.matrixWorldInverse );
  21602. } else {
  21603. cameraData.previousProjectionMatrix.copy( cameraData.currentProjectionMatrix );
  21604. cameraData.previousCameraViewMatrix.copy( cameraData.currentCameraViewMatrix );
  21605. }
  21606. cameraData.currentProjectionMatrix.copy( this.projectionMatrix || camera.projectionMatrix );
  21607. cameraData.currentCameraViewMatrix.copy( camera.matrixWorldInverse );
  21608. this.previousProjectionMatrix.value.copy( cameraData.previousProjectionMatrix );
  21609. this.previousCameraViewMatrix.value.copy( cameraData.previousCameraViewMatrix );
  21610. }
  21611. }
  21612. /**
  21613. * Overwritten to updated velocity specific uniforms.
  21614. *
  21615. * @param {NodeFrame} frame - A reference to the current node frame.
  21616. */
  21617. updateAfter( { object } ) {
  21618. getPreviousMatrix( object ).copy( object.matrixWorld );
  21619. }
  21620. /**
  21621. * Implements the velocity computation based on the previous and current vertex data.
  21622. *
  21623. * @param {NodeBuilder} builder - A reference to the current node builder.
  21624. * @return {Node<vec2>} The motion vector.
  21625. */
  21626. setup( /*builder*/ ) {
  21627. const projectionMatrix = ( this.projectionMatrix === null ) ? cameraProjectionMatrix : uniform( this.projectionMatrix );
  21628. const previousModelViewMatrix = this.previousCameraViewMatrix.mul( this.previousModelWorldMatrix );
  21629. const clipPositionCurrent = projectionMatrix.mul( modelViewMatrix ).mul( positionLocal );
  21630. const clipPositionPrevious = this.previousProjectionMatrix.mul( previousModelViewMatrix ).mul( positionPrevious );
  21631. const ndcPositionCurrent = clipPositionCurrent.xy.div( clipPositionCurrent.w );
  21632. const ndcPositionPrevious = clipPositionPrevious.xy.div( clipPositionPrevious.w );
  21633. const velocity = sub( ndcPositionCurrent, ndcPositionPrevious );
  21634. return velocity;
  21635. }
  21636. }
  21637. function getData( object ) {
  21638. let objectData = _objectData.get( object );
  21639. if ( objectData === undefined ) {
  21640. objectData = {};
  21641. _objectData.set( object, objectData );
  21642. }
  21643. return objectData;
  21644. }
  21645. function getPreviousMatrix( object, index = 0 ) {
  21646. const objectData = getData( object );
  21647. let matrix = objectData[ index ];
  21648. if ( matrix === undefined ) {
  21649. objectData[ index ] = matrix = new Matrix4();
  21650. }
  21651. return matrix;
  21652. }
  21653. /**
  21654. * TSL object that represents the velocity of a render pass.
  21655. *
  21656. * @type {VelocityNode}
  21657. */
  21658. const velocity = /*@__PURE__*/ nodeImmutable( VelocityNode );
  21659. const blendBurn = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  21660. return min$1( 1.0, base.oneMinus().div( blend ) ).oneMinus();
  21661. } ).setLayout( {
  21662. name: 'blendBurn',
  21663. type: 'vec3',
  21664. inputs: [
  21665. { name: 'base', type: 'vec3' },
  21666. { name: 'blend', type: 'vec3' }
  21667. ]
  21668. } );
  21669. const blendDodge = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  21670. return min$1( base.div( blend.oneMinus() ), 1.0 );
  21671. } ).setLayout( {
  21672. name: 'blendDodge',
  21673. type: 'vec3',
  21674. inputs: [
  21675. { name: 'base', type: 'vec3' },
  21676. { name: 'blend', type: 'vec3' }
  21677. ]
  21678. } );
  21679. const blendScreen = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  21680. return base.oneMinus().mul( blend.oneMinus() ).oneMinus();
  21681. } ).setLayout( {
  21682. name: 'blendScreen',
  21683. type: 'vec3',
  21684. inputs: [
  21685. { name: 'base', type: 'vec3' },
  21686. { name: 'blend', type: 'vec3' }
  21687. ]
  21688. } );
  21689. const blendOverlay = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  21690. return mix( base.mul( 2.0 ).mul( blend ), base.oneMinus().mul( 2.0 ).mul( blend.oneMinus() ).oneMinus(), step( 0.5, base ) );
  21691. } ).setLayout( {
  21692. name: 'blendOverlay',
  21693. type: 'vec3',
  21694. inputs: [
  21695. { name: 'base', type: 'vec3' },
  21696. { name: 'blend', type: 'vec3' }
  21697. ]
  21698. } );
  21699. const blendColor = /*@__PURE__*/ Fn( ( [ base, blend ] ) => {
  21700. const outAlpha = blend.a.add( base.a.mul( blend.a.oneMinus() ) );
  21701. return vec4( blend.rgb.mul( blend.a ).add( base.rgb.mul( base.a ).mul( blend.a.oneMinus() ) ).div( outAlpha ), outAlpha );
  21702. } ).setLayout( {
  21703. name: 'blendColor',
  21704. type: 'vec4',
  21705. inputs: [
  21706. { name: 'base', type: 'vec4' },
  21707. { name: 'blend', type: 'vec4' }
  21708. ]
  21709. } );
  21710. // deprecated
  21711. /**
  21712. * @function
  21713. * @deprecated since r171. Use {@link blendBurn} instead.
  21714. *
  21715. * @param {...any} params
  21716. * @returns {Function}
  21717. */
  21718. const burn = ( ...params ) => { // @deprecated, r171
  21719. console.warn( 'THREE.TSL: "burn" has been renamed. Use "blendBurn" instead.' );
  21720. return blendBurn( params );
  21721. };
  21722. /**
  21723. * @function
  21724. * @deprecated since r171. Use {@link blendDodge} instead.
  21725. *
  21726. * @param {...any} params
  21727. * @returns {Function}
  21728. */
  21729. const dodge = ( ...params ) => { // @deprecated, r171
  21730. console.warn( 'THREE.TSL: "dodge" has been renamed. Use "blendDodge" instead.' );
  21731. return blendDodge( params );
  21732. };
  21733. /**
  21734. * @function
  21735. * @deprecated since r171. Use {@link blendScreen} instead.
  21736. *
  21737. * @param {...any} params
  21738. * @returns {Function}
  21739. */
  21740. const screen = ( ...params ) => { // @deprecated, r171
  21741. console.warn( 'THREE.TSL: "screen" has been renamed. Use "blendScreen" instead.' );
  21742. return blendScreen( params );
  21743. };
  21744. /**
  21745. * @function
  21746. * @deprecated since r171. Use {@link blendOverlay} instead.
  21747. *
  21748. * @param {...any} params
  21749. * @returns {Function}
  21750. */
  21751. const overlay = ( ...params ) => { // @deprecated, r171
  21752. console.warn( 'THREE.TSL: "overlay" has been renamed. Use "blendOverlay" instead.' );
  21753. return blendOverlay( params );
  21754. };
  21755. /** @module ColorAdjustment **/
  21756. /**
  21757. * Computes a grayscale value for the given RGB color value.
  21758. *
  21759. * @method
  21760. * @param {Node<vec3>} color - The color value to compute the grayscale for.
  21761. * @return {Node<vec3>} The grayscale color.
  21762. */
  21763. const grayscale = /*@__PURE__*/ Fn( ( [ color ] ) => {
  21764. return luminance( color.rgb );
  21765. } );
  21766. /**
  21767. * Super-saturates or desaturates the given RGB color.
  21768. *
  21769. * @method
  21770. * @param {Node<vec3>} color - The input color.
  21771. * @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.
  21772. * @return {Node<vec3>} The saturated color.
  21773. */
  21774. const saturation = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  21775. return adjustment.mix( luminance( color.rgb ), color.rgb );
  21776. } );
  21777. /**
  21778. * Selectively enhance the intensity of less saturated RGB colors. Can result
  21779. * in a more natural and visually appealing image with enhanced color depth
  21780. * compared to {@link ColorAdjustment#saturation}.
  21781. *
  21782. * @method
  21783. * @param {Node<vec3>} color - The input color.
  21784. * @param {Node<float>} [adjustment=1] - Controls the intensity of the vibrance effect.
  21785. * @return {Node<vec3>} The updated color.
  21786. */
  21787. const vibrance = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  21788. const average = add( color.r, color.g, color.b ).div( 3.0 );
  21789. const mx = color.r.max( color.g.max( color.b ) );
  21790. const amt = mx.sub( average ).mul( adjustment ).mul( - 3.0 );
  21791. return mix( color.rgb, mx, amt );
  21792. } );
  21793. /**
  21794. * Updates the hue component of the given RGB color while preserving its luminance and saturation.
  21795. *
  21796. * @method
  21797. * @param {Node<vec3>} color - The input color.
  21798. * @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.
  21799. * @return {Node<vec3>} The updated color.
  21800. */
  21801. const hue = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
  21802. const k = vec3( 0.57735, 0.57735, 0.57735 );
  21803. const cosAngle = adjustment.cos();
  21804. return vec3( color.rgb.mul( cosAngle ).add( k.cross( color.rgb ).mul( adjustment.sin() ).add( k.mul( dot( k, color.rgb ).mul( cosAngle.oneMinus() ) ) ) ) );
  21805. } );
  21806. /**
  21807. * Computes the luminance for the given RGB color value.
  21808. *
  21809. * @method
  21810. * @param {Node<vec3>} color - The color value to compute the luminance for.
  21811. * @param {Node<vec3>?} luminanceCoefficients - The luminance coefficients. By default predefined values of the current working color space are used.
  21812. * @return {Node<vec3>} The luminance.
  21813. */
  21814. const luminance = (
  21815. color,
  21816. luminanceCoefficients = vec3( ColorManagement.getLuminanceCoefficients( new Vector3() ) )
  21817. ) => dot( color, luminanceCoefficients );
  21818. /**
  21819. * Color Decision List (CDL) v1.2
  21820. *
  21821. * Compact representation of color grading information, defined by slope, offset, power, and
  21822. * saturation. The CDL should be typically be given input in a log space (such as LogC, ACEScc,
  21823. * or AgX Log), and will return output in the same space. Output may require clamping >=0.
  21824. *
  21825. * @method
  21826. * @param {Node<vec4>} color Input (-Infinity < input < +Infinity)
  21827. * @param {Node<vec3>} slope Slope (0 ≤ slope < +Infinity)
  21828. * @param {Node<vec3>} offset Offset (-Infinity < offset < +Infinity; typically -1 < offset < 1)
  21829. * @param {Node<vec3>} power Power (0 < power < +Infinity)
  21830. * @param {Node<float>} saturation Saturation (0 ≤ saturation < +Infinity; typically 0 ≤ saturation < 4)
  21831. * @param {Node<vec3>} luminanceCoefficients Luminance coefficients for saturation term, typically Rec. 709
  21832. * @return {Node<vec4>} Output, -Infinity < output < +Infinity
  21833. *
  21834. * References:
  21835. * - ASC CDL v1.2
  21836. * - {@link https://blender.stackexchange.com/a/55239/43930}
  21837. * - {@link https://docs.acescentral.com/specifications/acescc/}
  21838. */
  21839. const cdl = /*@__PURE__*/ Fn( ( [
  21840. color,
  21841. slope = vec3( 1 ),
  21842. offset = vec3( 0 ),
  21843. power = vec3( 1 ),
  21844. saturation = float( 1 ),
  21845. // ASC CDL v1.2 explicitly requires Rec. 709 luminance coefficients.
  21846. luminanceCoefficients = vec3( ColorManagement.getLuminanceCoefficients( new Vector3(), LinearSRGBColorSpace ) )
  21847. ] ) => {
  21848. // NOTE: The ASC CDL v1.2 defines a [0, 1] clamp on the slope+offset term, and another on the
  21849. // saturation term. Per the ACEScc specification and Filament, limits may be omitted to support
  21850. // values outside [0, 1], requiring a workaround for negative values in the power expression.
  21851. const luma = color.rgb.dot( vec3( luminanceCoefficients ) );
  21852. const v = max$1( color.rgb.mul( slope ).add( offset ), 0.0 ).toVar();
  21853. const pv = v.pow( power ).toVar();
  21854. If( v.r.greaterThan( 0.0 ), () => { v.r.assign( pv.r ); } ); // eslint-disable-line
  21855. If( v.g.greaterThan( 0.0 ), () => { v.g.assign( pv.g ); } ); // eslint-disable-line
  21856. If( v.b.greaterThan( 0.0 ), () => { v.b.assign( pv.b ); } ); // eslint-disable-line
  21857. v.assign( luma.add( v.sub( luma ).mul( saturation ) ) );
  21858. return vec4( v.rgb, color.a );
  21859. } );
  21860. /** @module PosterizeNode **/
  21861. /**
  21862. * Represents a posterize effect which reduces the number of colors
  21863. * in an image, resulting in a more blocky and stylized appearance.
  21864. *
  21865. * @augments TempNode
  21866. */
  21867. class PosterizeNode extends TempNode {
  21868. static get type() {
  21869. return 'PosterizeNode';
  21870. }
  21871. /**
  21872. * Constructs a new posterize node.
  21873. *
  21874. * @param {Node} sourceNode - The input color.
  21875. * @param {Node} stepsNode - Controls the intensity of the posterization effect. A lower number results in a more blocky appearance.
  21876. */
  21877. constructor( sourceNode, stepsNode ) {
  21878. super();
  21879. /**
  21880. * The input color.
  21881. *
  21882. * @type {Node}
  21883. */
  21884. this.sourceNode = sourceNode;
  21885. /**
  21886. * Controls the intensity of the posterization effect. A lower number results in a more blocky appearance.
  21887. *
  21888. * @type {Node}
  21889. */
  21890. this.stepsNode = stepsNode;
  21891. }
  21892. setup() {
  21893. const { sourceNode, stepsNode } = this;
  21894. return sourceNode.mul( stepsNode ).floor().div( stepsNode );
  21895. }
  21896. }
  21897. /**
  21898. * TSL function for creating a posterize node.
  21899. *
  21900. * @function
  21901. * @param {Node} sourceNode - The input color.
  21902. * @param {Node} stepsNode - Controls the intensity of the posterization effect. A lower number results in a more blocky appearance.
  21903. * @returns {PosterizeNode}
  21904. */
  21905. const posterize = /*@__PURE__*/ nodeProxy( PosterizeNode );
  21906. /** @module PassNode **/
  21907. const _size = /*@__PURE__*/ new Vector2();
  21908. /**
  21909. * Represents the texture of a pass node.
  21910. *
  21911. * @augments module:TextureNode~TextureNode
  21912. */
  21913. class PassTextureNode extends TextureNode {
  21914. static get type() {
  21915. return 'PassTextureNode';
  21916. }
  21917. /**
  21918. * Constructs a new pass texture node.
  21919. *
  21920. * @param {PassNode} passNode - The pass node.
  21921. * @param {Texture} texture - The output texture.
  21922. */
  21923. constructor( passNode, texture ) {
  21924. super( texture );
  21925. /**
  21926. * A reference to the pass node.
  21927. *
  21928. * @type {PassNode}
  21929. */
  21930. this.passNode = passNode;
  21931. this.setUpdateMatrix( false );
  21932. }
  21933. setup( builder ) {
  21934. if ( builder.object.isQuadMesh ) this.passNode.build( builder );
  21935. return super.setup( builder );
  21936. }
  21937. clone() {
  21938. return new this.constructor( this.passNode, this.value );
  21939. }
  21940. }
  21941. /**
  21942. * An extension of `PassTextureNode` which allows to manage more than one
  21943. * internal texture. Relevant for the `getPreviousTexture()` related API.
  21944. *
  21945. * @augments module:PassTextureNode~PassTextureNode
  21946. */
  21947. class PassMultipleTextureNode extends PassTextureNode {
  21948. static get type() {
  21949. return 'PassMultipleTextureNode';
  21950. }
  21951. /**
  21952. * Constructs a new pass texture node.
  21953. *
  21954. * @param {PassNode} passNode - The pass node.
  21955. * @param {String} textureName - The output texture name.
  21956. * @param {Boolean} [previousTexture=false] - Whether previous frame data should be used or not.
  21957. */
  21958. constructor( passNode, textureName, previousTexture = false ) {
  21959. // null is passed to the super call since this class does not
  21960. // use an external texture for rendering pass data into. Instead
  21961. // the texture is managed by the pass node itself
  21962. super( passNode, null );
  21963. /**
  21964. * The output texture name.
  21965. *
  21966. * @type {String}
  21967. */
  21968. this.textureName = textureName;
  21969. /**
  21970. * Whether previous frame data should be used or not.
  21971. *
  21972. * @type {Boolean}
  21973. */
  21974. this.previousTexture = previousTexture;
  21975. }
  21976. /**
  21977. * Updates the texture reference of this node.
  21978. */
  21979. updateTexture() {
  21980. this.value = this.previousTexture ? this.passNode.getPreviousTexture( this.textureName ) : this.passNode.getTexture( this.textureName );
  21981. }
  21982. setup( builder ) {
  21983. this.updateTexture();
  21984. return super.setup( builder );
  21985. }
  21986. clone() {
  21987. return new this.constructor( this.passNode, this.textureName, this.previousTexture );
  21988. }
  21989. }
  21990. /**
  21991. * Represents a render pass (sometimes called beauty pass) in context of post processing.
  21992. * This pass produces a render for the given scene and camera and can provide multiple outputs
  21993. * via MRT for further processing.
  21994. *
  21995. * ```js
  21996. * const postProcessing = new PostProcessing( renderer );
  21997. *
  21998. * const scenePass = pass( scene, camera );
  21999. *
  22000. * postProcessing.outputNode = scenePass;
  22001. * ```
  22002. *
  22003. * @augments TempNode
  22004. */
  22005. class PassNode extends TempNode {
  22006. static get type() {
  22007. return 'PassNode';
  22008. }
  22009. /**
  22010. * Constructs a new pass node.
  22011. *
  22012. * @param {('color'|'depth')} scope - The scope of the pass. The scope determines whether the node outputs color or depth.
  22013. * @param {Scene} scene - A reference to the scene.
  22014. * @param {Camera} camera - A reference to the camera.
  22015. * @param {Object} options - Options for the internal render target.
  22016. */
  22017. constructor( scope, scene, camera, options = {} ) {
  22018. super( 'vec4' );
  22019. /**
  22020. * The scope of the pass. The scope determines whether the node outputs color or depth.
  22021. *
  22022. * @type {('color'|'depth')}
  22023. */
  22024. this.scope = scope;
  22025. /**
  22026. * A reference to the scene.
  22027. *
  22028. * @type {Scene}
  22029. */
  22030. this.scene = scene;
  22031. /**
  22032. * A reference to the camera.
  22033. *
  22034. * @type {Camera}
  22035. */
  22036. this.camera = camera;
  22037. /**
  22038. * Options for the internal render target.
  22039. *
  22040. * @type {Object}
  22041. */
  22042. this.options = options;
  22043. /**
  22044. * The pass's pixel ratio. Will be kept automatically kept in sync with the renderer's pixel ratio.
  22045. *
  22046. * @private
  22047. * @type {Number}
  22048. * @default 1
  22049. */
  22050. this._pixelRatio = 1;
  22051. /**
  22052. * The pass's pixel width. Will be kept automatically kept in sync with the renderer's width.
  22053. * @private
  22054. * @type {Number}
  22055. * @default 1
  22056. */
  22057. this._width = 1;
  22058. /**
  22059. * The pass's pixel height. Will be kept automatically kept in sync with the renderer's height.
  22060. * @private
  22061. * @type {Number}
  22062. * @default 1
  22063. */
  22064. this._height = 1;
  22065. const depthTexture = new DepthTexture();
  22066. depthTexture.isRenderTargetTexture = true;
  22067. //depthTexture.type = FloatType;
  22068. depthTexture.name = 'depth';
  22069. const renderTarget = new RenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType, ...options, } );
  22070. renderTarget.texture.name = 'output';
  22071. renderTarget.depthTexture = depthTexture;
  22072. /**
  22073. * The pass's render target.
  22074. *
  22075. * @type {RenderTarget}
  22076. */
  22077. this.renderTarget = renderTarget;
  22078. /**
  22079. * A dictionary holding the internal result textures.
  22080. *
  22081. * @private
  22082. * @type {Object<String, Texture>}
  22083. */
  22084. this._textures = {
  22085. output: renderTarget.texture,
  22086. depth: depthTexture
  22087. };
  22088. /**
  22089. * A dictionary holding the internal texture nodes.
  22090. *
  22091. * @private
  22092. * @type {Object<String, TextureNode>}
  22093. */
  22094. this._textureNodes = {};
  22095. /**
  22096. * A dictionary holding the internal depth nodes.
  22097. *
  22098. * @private
  22099. * @type {Object}
  22100. */
  22101. this._linearDepthNodes = {};
  22102. /**
  22103. * A dictionary holding the internal viewZ nodes.
  22104. *
  22105. * @private
  22106. * @type {Object}
  22107. */
  22108. this._viewZNodes = {};
  22109. /**
  22110. * A dictionary holding the texture data of the previous frame.
  22111. * Used for computing velocity/motion vectors.
  22112. *
  22113. * @private
  22114. * @type {Object<String, Texture>}
  22115. */
  22116. this._previousTextures = {};
  22117. /**
  22118. * A dictionary holding the texture nodes of the previous frame.
  22119. * Used for computing velocity/motion vectors.
  22120. *
  22121. * @private
  22122. * @type {Object<String, TextureNode>}
  22123. */
  22124. this._previousTextureNodes = {};
  22125. /**
  22126. * The `near` property of the camera as a uniform.
  22127. *
  22128. * @private
  22129. * @type {UniformNode}
  22130. */
  22131. this._cameraNear = uniform( 0 );
  22132. /**
  22133. * The `far` property of the camera as a uniform.
  22134. *
  22135. * @private
  22136. * @type {UniformNode}
  22137. */
  22138. this._cameraFar = uniform( 0 );
  22139. /**
  22140. * A MRT node configuring the MRT settings.
  22141. *
  22142. * @private
  22143. * @type {MRTNode?}
  22144. * @default null
  22145. */
  22146. this._mrt = null;
  22147. /**
  22148. * This flag can be used for type testing.
  22149. *
  22150. * @type {Boolean}
  22151. * @readonly
  22152. * @default true
  22153. */
  22154. this.isPassNode = true;
  22155. /**
  22156. * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders the
  22157. * scene once per frame in its {@link PassNode#updateBefore} method.
  22158. *
  22159. * @type {String}
  22160. * @default 'frame'
  22161. */
  22162. this.updateBeforeType = NodeUpdateType.FRAME;
  22163. }
  22164. /**
  22165. * Sets the given MRT node to setup MRT for this pass.
  22166. *
  22167. * @param {MRTNode} mrt - The MRT object.
  22168. * @return {PassNode} A reference to this pass.
  22169. */
  22170. setMRT( mrt ) {
  22171. this._mrt = mrt;
  22172. return this;
  22173. }
  22174. /**
  22175. * Returns the current MRT node.
  22176. *
  22177. * @return {MRTNode} The current MRT node.
  22178. */
  22179. getMRT() {
  22180. return this._mrt;
  22181. }
  22182. /**
  22183. * The method is overwritten so it always returns `true`.
  22184. *
  22185. * @return {Boolean} Whether this node is global or not.
  22186. */
  22187. isGlobal() {
  22188. return true;
  22189. }
  22190. /**
  22191. * Returns the texture for the given output name.
  22192. *
  22193. * @param {String} name - The output name to get the texture for.
  22194. * @return {Texture} The texture.
  22195. */
  22196. getTexture( name ) {
  22197. let texture = this._textures[ name ];
  22198. if ( texture === undefined ) {
  22199. const refTexture = this.renderTarget.texture;
  22200. texture = refTexture.clone();
  22201. texture.name = name;
  22202. this._textures[ name ] = texture;
  22203. this.renderTarget.textures.push( texture );
  22204. }
  22205. return texture;
  22206. }
  22207. /**
  22208. * Returns the texture holding the data of the previous frame for the given output name.
  22209. *
  22210. * @param {String} name - The output name to get the texture for.
  22211. * @return {Texture} The texture holding the data of the previous frame.
  22212. */
  22213. getPreviousTexture( name ) {
  22214. let texture = this._previousTextures[ name ];
  22215. if ( texture === undefined ) {
  22216. texture = this.getTexture( name ).clone();
  22217. this._previousTextures[ name ] = texture;
  22218. }
  22219. return texture;
  22220. }
  22221. /**
  22222. * Switches current and previous textures for the given output name.
  22223. *
  22224. * @param {String} name - The output name.
  22225. */
  22226. toggleTexture( name ) {
  22227. const prevTexture = this._previousTextures[ name ];
  22228. if ( prevTexture !== undefined ) {
  22229. const texture = this._textures[ name ];
  22230. const index = this.renderTarget.textures.indexOf( texture );
  22231. this.renderTarget.textures[ index ] = prevTexture;
  22232. this._textures[ name ] = prevTexture;
  22233. this._previousTextures[ name ] = texture;
  22234. this._textureNodes[ name ].updateTexture();
  22235. this._previousTextureNodes[ name ].updateTexture();
  22236. }
  22237. }
  22238. /**
  22239. * Returns the texture node for the given output name.
  22240. *
  22241. * @param {String} [name='output'] - The output name to get the texture node for.
  22242. * @return {TextureNode} The texture node.
  22243. */
  22244. getTextureNode( name = 'output' ) {
  22245. let textureNode = this._textureNodes[ name ];
  22246. if ( textureNode === undefined ) {
  22247. textureNode = nodeObject( new PassMultipleTextureNode( this, name ) );
  22248. textureNode.updateTexture();
  22249. this._textureNodes[ name ] = textureNode;
  22250. }
  22251. return textureNode;
  22252. }
  22253. /**
  22254. * Returns the previous texture node for the given output name.
  22255. *
  22256. * @param {String} [name='output'] - The output name to get the previous texture node for.
  22257. * @return {TextureNode} The previous texture node.
  22258. */
  22259. getPreviousTextureNode( name = 'output' ) {
  22260. let textureNode = this._previousTextureNodes[ name ];
  22261. if ( textureNode === undefined ) {
  22262. if ( this._textureNodes[ name ] === undefined ) this.getTextureNode( name );
  22263. textureNode = nodeObject( new PassMultipleTextureNode( this, name, true ) );
  22264. textureNode.updateTexture();
  22265. this._previousTextureNodes[ name ] = textureNode;
  22266. }
  22267. return textureNode;
  22268. }
  22269. /**
  22270. * Returns a viewZ node of this pass.
  22271. *
  22272. * @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.
  22273. * @return {Node} The viewZ node.
  22274. */
  22275. getViewZNode( name = 'depth' ) {
  22276. let viewZNode = this._viewZNodes[ name ];
  22277. if ( viewZNode === undefined ) {
  22278. const cameraNear = this._cameraNear;
  22279. const cameraFar = this._cameraFar;
  22280. this._viewZNodes[ name ] = viewZNode = perspectiveDepthToViewZ( this.getTextureNode( name ), cameraNear, cameraFar );
  22281. }
  22282. return viewZNode;
  22283. }
  22284. /**
  22285. * Returns a linear depth node of this pass.
  22286. *
  22287. * @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.
  22288. * @return {Node} The linear depth node.
  22289. */
  22290. getLinearDepthNode( name = 'depth' ) {
  22291. let linearDepthNode = this._linearDepthNodes[ name ];
  22292. if ( linearDepthNode === undefined ) {
  22293. const cameraNear = this._cameraNear;
  22294. const cameraFar = this._cameraFar;
  22295. const viewZNode = this.getViewZNode( name );
  22296. // TODO: just if ( builder.camera.isPerspectiveCamera )
  22297. this._linearDepthNodes[ name ] = linearDepthNode = viewZToOrthographicDepth( viewZNode, cameraNear, cameraFar );
  22298. }
  22299. return linearDepthNode;
  22300. }
  22301. setup( { renderer } ) {
  22302. this.renderTarget.samples = this.options.samples === undefined ? renderer.samples : this.options.samples;
  22303. // Disable MSAA for WebGL backend for now
  22304. if ( renderer.backend.isWebGLBackend === true ) {
  22305. this.renderTarget.samples = 0;
  22306. }
  22307. return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getLinearDepthNode();
  22308. }
  22309. updateBefore( frame ) {
  22310. const { renderer } = frame;
  22311. const { scene, camera } = this;
  22312. this._pixelRatio = renderer.getPixelRatio();
  22313. const size = renderer.getSize( _size );
  22314. this.setSize( size.width, size.height );
  22315. const currentRenderTarget = renderer.getRenderTarget();
  22316. const currentMRT = renderer.getMRT();
  22317. this._cameraNear.value = camera.near;
  22318. this._cameraFar.value = camera.far;
  22319. for ( const name in this._previousTextures ) {
  22320. this.toggleTexture( name );
  22321. }
  22322. renderer.setRenderTarget( this.renderTarget );
  22323. renderer.setMRT( this._mrt );
  22324. renderer.render( scene, camera );
  22325. renderer.setRenderTarget( currentRenderTarget );
  22326. renderer.setMRT( currentMRT );
  22327. }
  22328. /**
  22329. * Sets the size of the pass's render target. Honors the pixel ratio.
  22330. *
  22331. * @param {Number} width - The width to set.
  22332. * @param {Number} height - The height to set.
  22333. */
  22334. setSize( width, height ) {
  22335. this._width = width;
  22336. this._height = height;
  22337. const effectiveWidth = this._width * this._pixelRatio;
  22338. const effectiveHeight = this._height * this._pixelRatio;
  22339. this.renderTarget.setSize( effectiveWidth, effectiveHeight );
  22340. }
  22341. /**
  22342. * Sets the pixel ratio the pass's render target and updates the size.
  22343. *
  22344. * @param {Number} pixelRatio - The pixel ratio to set.
  22345. */
  22346. setPixelRatio( pixelRatio ) {
  22347. this._pixelRatio = pixelRatio;
  22348. this.setSize( this._width, this._height );
  22349. }
  22350. /**
  22351. * Frees internal resources. Should be called when the node is no longer in use.
  22352. */
  22353. dispose() {
  22354. this.renderTarget.dispose();
  22355. }
  22356. }
  22357. PassNode.COLOR = 'color';
  22358. PassNode.DEPTH = 'depth';
  22359. /**
  22360. * TSL function for creating a pass node.
  22361. *
  22362. * @function
  22363. * @param {Scene} scene - A reference to the scene.
  22364. * @param {Camera} camera - A reference to the camera.
  22365. * @param {Object} options - Options for the internal render target.
  22366. * @returns {PassNode}
  22367. */
  22368. const pass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.COLOR, scene, camera, options ) );
  22369. /**
  22370. * TSL function for creating a pass texture node.
  22371. *
  22372. * @function
  22373. * @param {PassNode} pass - The pass node.
  22374. * @param {Texture} texture - The output texture.
  22375. * @returns {PassTextureNode}
  22376. */
  22377. const passTexture = ( pass, texture ) => nodeObject( new PassTextureNode( pass, texture ) );
  22378. /**
  22379. * TSL function for creating a depth pass node.
  22380. *
  22381. * @function
  22382. * @param {Scene} scene - A reference to the scene.
  22383. * @param {Camera} camera - A reference to the camera.
  22384. * @param {Object} options - Options for the internal render target.
  22385. * @returns {PassNode}
  22386. */
  22387. const depthPass = ( scene, camera, options ) => nodeObject( new PassNode( PassNode.DEPTH, scene, camera, options ) );
  22388. /** @module ToonOutlinePassNode **/
  22389. /**
  22390. * Represents a render pass for producing a toon outline effect on compatible objects.
  22391. * Only 3D objects with materials of type `MeshToonMaterial` and `MeshToonNodeMaterial`
  22392. * will receive the outline.
  22393. *
  22394. * ```js
  22395. * const postProcessing = new PostProcessing( renderer );
  22396. *
  22397. * const scenePass = toonOutlinePass( scene, camera );
  22398. *
  22399. * postProcessing.outputNode = scenePass;
  22400. * ```
  22401. * @augments PassNode
  22402. */
  22403. class ToonOutlinePassNode extends PassNode {
  22404. static get type() {
  22405. return 'ToonOutlinePassNode';
  22406. }
  22407. /**
  22408. * Constructs a new outline pass node.
  22409. *
  22410. * @param {Scene} scene - A reference to the scene.
  22411. * @param {Camera} camera - A reference to the camera.
  22412. * @param {Node} colorNode - Defines the outline's color.
  22413. * @param {Node} thicknessNode - Defines the outline's thickness.
  22414. * @param {Node} alphaNode - Defines the outline's alpha.
  22415. */
  22416. constructor( scene, camera, colorNode, thicknessNode, alphaNode ) {
  22417. super( PassNode.COLOR, scene, camera );
  22418. /**
  22419. * Defines the outline's color.
  22420. *
  22421. * @type {Node}
  22422. */
  22423. this.colorNode = colorNode;
  22424. /**
  22425. * Defines the outline's thickness.
  22426. *
  22427. * @type {Node}
  22428. */
  22429. this.thicknessNode = thicknessNode;
  22430. /**
  22431. * Defines the outline's alpha.
  22432. *
  22433. * @type {Node}
  22434. */
  22435. this.alphaNode = alphaNode;
  22436. /**
  22437. * An internal material cache.
  22438. *
  22439. * @private
  22440. * @type {WeakMap<Material, NodeMaterial>}
  22441. */
  22442. this._materialCache = new WeakMap();
  22443. }
  22444. updateBefore( frame ) {
  22445. const { renderer } = frame;
  22446. const currentRenderObjectFunction = renderer.getRenderObjectFunction();
  22447. renderer.setRenderObjectFunction( ( object, scene, camera, geometry, material, group, lightsNode, clippingContext ) => {
  22448. // only render outline for supported materials
  22449. if ( material.isMeshToonMaterial || material.isMeshToonNodeMaterial ) {
  22450. if ( material.wireframe === false ) {
  22451. const outlineMaterial = this._getOutlineMaterial( material );
  22452. renderer.renderObject( object, scene, camera, geometry, outlineMaterial, group, lightsNode, clippingContext );
  22453. }
  22454. }
  22455. // default
  22456. renderer.renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext );
  22457. } );
  22458. super.updateBefore( frame );
  22459. renderer.setRenderObjectFunction( currentRenderObjectFunction );
  22460. }
  22461. /**
  22462. * Creates the material used for outline rendering.
  22463. *
  22464. * @private
  22465. * @return {NodeMaterial} The outline material.
  22466. */
  22467. _createMaterial() {
  22468. const material = new NodeMaterial();
  22469. material.isMeshToonOutlineMaterial = true;
  22470. material.name = 'Toon_Outline';
  22471. material.side = BackSide;
  22472. // vertex node
  22473. const outlineNormal = normalLocal.negate();
  22474. const mvp = cameraProjectionMatrix.mul( modelViewMatrix );
  22475. const ratio = float( 1.0 ); // TODO: support outline thickness ratio for each vertex
  22476. const pos = mvp.mul( vec4( positionLocal, 1.0 ) );
  22477. const pos2 = mvp.mul( vec4( positionLocal.add( outlineNormal ), 1.0 ) );
  22478. const norm = normalize( pos.sub( pos2 ) ); // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  22479. material.vertexNode = pos.add( norm.mul( this.thicknessNode ).mul( pos.w ).mul( ratio ) );
  22480. // color node
  22481. material.colorNode = vec4( this.colorNode, this.alphaNode );
  22482. return material;
  22483. }
  22484. /**
  22485. * For the given toon material, this method returns a corresponding
  22486. * outline material.
  22487. *
  22488. * @private
  22489. * @param {(MeshToonMaterial|MeshToonNodeMaterial)} originalMaterial - The toon material.
  22490. * @return {NodeMaterial} The outline material.
  22491. */
  22492. _getOutlineMaterial( originalMaterial ) {
  22493. let outlineMaterial = this._materialCache.get( originalMaterial );
  22494. if ( outlineMaterial === undefined ) {
  22495. outlineMaterial = this._createMaterial();
  22496. this._materialCache.set( originalMaterial, outlineMaterial );
  22497. }
  22498. return outlineMaterial;
  22499. }
  22500. }
  22501. /**
  22502. * TSL function for creating a toon outline pass node.
  22503. *
  22504. * @function
  22505. * @param {Scene} scene - A reference to the scene.
  22506. * @param {Camera} camera - A reference to the camera.
  22507. * @param {Color} color - Defines the outline's color.
  22508. * @param {Number} [thickness=0.003] - Defines the outline's thickness.
  22509. * @param {Number} [alpha=1] - Defines the outline's alpha.
  22510. * @returns {ToonOutlinePassNode}
  22511. */
  22512. 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 ) ) );
  22513. /** @module ToneMappingFunctions **/
  22514. /**
  22515. * Linear tone mapping, exposure only.
  22516. *
  22517. * @method
  22518. * @param {Node<vec3>} color - The color that should be tone mapped.
  22519. * @param {Node<float>} exposure - The exposure.
  22520. * @return {Node<vec3>} The tone mapped color.
  22521. */
  22522. const linearToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  22523. return color.mul( exposure ).clamp();
  22524. } ).setLayout( {
  22525. name: 'linearToneMapping',
  22526. type: 'vec3',
  22527. inputs: [
  22528. { name: 'color', type: 'vec3' },
  22529. { name: 'exposure', type: 'float' }
  22530. ]
  22531. } );
  22532. /**
  22533. * Reinhard tone mapping.
  22534. *
  22535. * Reference: {@link https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf}
  22536. *
  22537. * @method
  22538. * @param {Node<vec3>} color - The color that should be tone mapped.
  22539. * @param {Node<float>} exposure - The exposure.
  22540. * @return {Node<vec3>} The tone mapped color.
  22541. */
  22542. const reinhardToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  22543. color = color.mul( exposure );
  22544. return color.div( color.add( 1.0 ) ).clamp();
  22545. } ).setLayout( {
  22546. name: 'reinhardToneMapping',
  22547. type: 'vec3',
  22548. inputs: [
  22549. { name: 'color', type: 'vec3' },
  22550. { name: 'exposure', type: 'float' }
  22551. ]
  22552. } );
  22553. /**
  22554. * Cineon tone mapping.
  22555. *
  22556. * Reference: {@link http://filmicworlds.com/blog/filmic-tonemapping-operators/}
  22557. *
  22558. * @method
  22559. * @param {Node<vec3>} color - The color that should be tone mapped.
  22560. * @param {Node<float>} exposure - The exposure.
  22561. * @return {Node<vec3>} The tone mapped color.
  22562. */
  22563. const cineonToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  22564. // filmic operator by Jim Hejl and Richard Burgess-Dawson
  22565. color = color.mul( exposure );
  22566. color = color.sub( 0.004 ).max( 0.0 );
  22567. const a = color.mul( color.mul( 6.2 ).add( 0.5 ) );
  22568. const b = color.mul( color.mul( 6.2 ).add( 1.7 ) ).add( 0.06 );
  22569. return a.div( b ).pow( 2.2 );
  22570. } ).setLayout( {
  22571. name: 'cineonToneMapping',
  22572. type: 'vec3',
  22573. inputs: [
  22574. { name: 'color', type: 'vec3' },
  22575. { name: 'exposure', type: 'float' }
  22576. ]
  22577. } );
  22578. // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs
  22579. const RRTAndODTFit = /*@__PURE__*/ Fn( ( [ color ] ) => {
  22580. const a = color.mul( color.add( 0.0245786 ) ).sub( 0.000090537 );
  22581. const b = color.mul( color.add( 0.4329510 ).mul( 0.983729 ) ).add( 0.238081 );
  22582. return a.div( b );
  22583. } );
  22584. /**
  22585. * ACESFilmic tone mapping.
  22586. *
  22587. * Reference: {@link https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs}
  22588. *
  22589. * @method
  22590. * @param {Node<vec3>} color - The color that should be tone mapped.
  22591. * @param {Node<float>} exposure - The exposure.
  22592. * @return {Node<vec3>} The tone mapped color.
  22593. */
  22594. const acesFilmicToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  22595. // sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
  22596. const ACESInputMat = mat3(
  22597. 0.59719, 0.35458, 0.04823,
  22598. 0.07600, 0.90834, 0.01566,
  22599. 0.02840, 0.13383, 0.83777
  22600. );
  22601. // ODT_SAT => XYZ => D60_2_D65 => sRGB
  22602. const ACESOutputMat = mat3(
  22603. 1.60475, - 0.53108, - 0.07367,
  22604. - 0.10208, 1.10813, - 0.00605,
  22605. - 0.00327, - 0.07276, 1.07602
  22606. );
  22607. color = color.mul( exposure ).div( 0.6 );
  22608. color = ACESInputMat.mul( color );
  22609. // Apply RRT and ODT
  22610. color = RRTAndODTFit( color );
  22611. color = ACESOutputMat.mul( color );
  22612. // Clamp to [0, 1]
  22613. return color.clamp();
  22614. } ).setLayout( {
  22615. name: 'acesFilmicToneMapping',
  22616. type: 'vec3',
  22617. inputs: [
  22618. { name: 'color', type: 'vec3' },
  22619. { name: 'exposure', type: 'float' }
  22620. ]
  22621. } );
  22622. 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, - 0.0083, 1.1187 ) );
  22623. 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 ) );
  22624. const agxDefaultContrastApprox = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  22625. const x = vec3( x_immutable ).toVar();
  22626. const x2 = vec3( x.mul( x ) ).toVar();
  22627. const x4 = vec3( x2.mul( x2 ) ).toVar();
  22628. 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 ) ) ) );
  22629. } );
  22630. /**
  22631. * AgX tone mapping.
  22632. *
  22633. * @method
  22634. * @param {Node<vec3>} color - The color that should be tone mapped.
  22635. * @param {Node<float>} exposure - The exposure.
  22636. * @return {Node<vec3>} The tone mapped color.
  22637. */
  22638. const agxToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  22639. const colortone = vec3( color ).toVar();
  22640. const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) );
  22641. const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ), vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ), vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 ) );
  22642. const AgxMinEv = float( - 12.47393 );
  22643. const AgxMaxEv = float( 4.026069 );
  22644. colortone.mulAssign( exposure );
  22645. colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) );
  22646. colortone.assign( AgXInsetMatrix.mul( colortone ) );
  22647. colortone.assign( max$1( colortone, 1e-10 ) );
  22648. colortone.assign( log2( colortone ) );
  22649. colortone.assign( colortone.sub( AgxMinEv ).div( AgxMaxEv.sub( AgxMinEv ) ) );
  22650. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  22651. colortone.assign( agxDefaultContrastApprox( colortone ) );
  22652. colortone.assign( AgXOutsetMatrix.mul( colortone ) );
  22653. colortone.assign( pow( max$1( vec3( 0.0 ), colortone ), vec3( 2.2 ) ) );
  22654. colortone.assign( LINEAR_REC2020_TO_LINEAR_SRGB.mul( colortone ) );
  22655. colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  22656. return colortone;
  22657. } ).setLayout( {
  22658. name: 'agxToneMapping',
  22659. type: 'vec3',
  22660. inputs: [
  22661. { name: 'color', type: 'vec3' },
  22662. { name: 'exposure', type: 'float' }
  22663. ]
  22664. } );
  22665. /**
  22666. * Neutral tone mapping.
  22667. *
  22668. * Reference: {@link https://modelviewer.dev/examples/tone-mapping}
  22669. *
  22670. * @method
  22671. * @param {Node<vec3>} color - The color that should be tone mapped.
  22672. * @param {Node<float>} exposure - The exposure.
  22673. * @return {Node<vec3>} The tone mapped color.
  22674. */
  22675. const neutralToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
  22676. const StartCompression = float( 0.8 - 0.04 );
  22677. const Desaturation = float( 0.15 );
  22678. color = color.mul( exposure );
  22679. const x = min$1( color.r, min$1( color.g, color.b ) );
  22680. const offset = select( x.lessThan( 0.08 ), x.sub( mul( 6.25, x.mul( x ) ) ), 0.04 );
  22681. color.subAssign( offset );
  22682. const peak = max$1( color.r, max$1( color.g, color.b ) );
  22683. If( peak.lessThan( StartCompression ), () => {
  22684. return color;
  22685. } );
  22686. const d = sub( 1, StartCompression );
  22687. const newPeak = sub( 1, d.mul( d ).div( peak.add( d.sub( StartCompression ) ) ) );
  22688. color.mulAssign( newPeak.div( peak ) );
  22689. const g = sub( 1, div( 1, Desaturation.mul( peak.sub( newPeak ) ).add( 1 ) ) );
  22690. return mix( color, vec3( newPeak ), g );
  22691. } ).setLayout( {
  22692. name: 'neutralToneMapping',
  22693. type: 'vec3',
  22694. inputs: [
  22695. { name: 'color', type: 'vec3' },
  22696. { name: 'exposure', type: 'float' }
  22697. ]
  22698. } );
  22699. /** @module CodeNode **/
  22700. /**
  22701. * This class represents native code sections. It is the base
  22702. * class for modules like {@link FunctionNode} which allows to implement
  22703. * functions with native shader languages.
  22704. *
  22705. * @augments Node
  22706. */
  22707. class CodeNode extends Node {
  22708. static get type() {
  22709. return 'CodeNode';
  22710. }
  22711. /**
  22712. * Constructs a new code node.
  22713. *
  22714. * @param {String} [code=''] - The native code.
  22715. * @param {Array<Node>} [includes=[]] - An array of includes.
  22716. * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
  22717. */
  22718. constructor( code = '', includes = [], language = '' ) {
  22719. super( 'code' );
  22720. /**
  22721. * This flag can be used for type testing.
  22722. *
  22723. * @type {Boolean}
  22724. * @readonly
  22725. * @default true
  22726. */
  22727. this.isCodeNode = true;
  22728. /**
  22729. * The native code.
  22730. *
  22731. * @type {String}
  22732. * @default ''
  22733. */
  22734. this.code = code;
  22735. /**
  22736. * An array of includes
  22737. *
  22738. * @type {Array<Node>}
  22739. * @default []
  22740. */
  22741. this.includes = includes;
  22742. /**
  22743. * The used language.
  22744. *
  22745. * @type {('js'|'wgsl'|'glsl')}
  22746. * @default ''
  22747. */
  22748. this.language = language;
  22749. }
  22750. /**
  22751. * The method is overwritten so it always returns `true`.
  22752. *
  22753. * @return {Boolean} Whether this node is global or not.
  22754. */
  22755. isGlobal() {
  22756. return true;
  22757. }
  22758. /**
  22759. * Sets the includes of this code node.
  22760. *
  22761. * @param {Array<Node>} includes - The includes to set.
  22762. * @return {CodeNode} A reference to this node.
  22763. */
  22764. setIncludes( includes ) {
  22765. this.includes = includes;
  22766. return this;
  22767. }
  22768. /**
  22769. * Returns the includes of this code node.
  22770. *
  22771. * @param {NodeBuilder} builder - The current node builder.
  22772. * @return {Array<Node>} The includes.
  22773. */
  22774. getIncludes( /*builder*/ ) {
  22775. return this.includes;
  22776. }
  22777. generate( builder ) {
  22778. const includes = this.getIncludes( builder );
  22779. for ( const include of includes ) {
  22780. include.build( builder );
  22781. }
  22782. const nodeCode = builder.getCodeFromNode( this, this.getNodeType( builder ) );
  22783. nodeCode.code = this.code;
  22784. return nodeCode.code;
  22785. }
  22786. serialize( data ) {
  22787. super.serialize( data );
  22788. data.code = this.code;
  22789. data.language = this.language;
  22790. }
  22791. deserialize( data ) {
  22792. super.deserialize( data );
  22793. this.code = data.code;
  22794. this.language = data.language;
  22795. }
  22796. }
  22797. /**
  22798. * TSL function for creating a code node.
  22799. *
  22800. * @function
  22801. * @param {String} [code=''] - The native code.
  22802. * @param {Array<Node>} [includes=[]] - An array of includes.
  22803. * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
  22804. * @returns {CodeNode}
  22805. */
  22806. const code = /*@__PURE__*/ nodeProxy( CodeNode );
  22807. /**
  22808. * TSL function for creating a JS code node.
  22809. *
  22810. * @function
  22811. * @param {String} src - The native code.
  22812. * @param {Array<Node>} includes - An array of includes.
  22813. * @returns {CodeNode}
  22814. */
  22815. const js = ( src, includes ) => code( src, includes, 'js' );
  22816. /**
  22817. * TSL function for creating a WGSL code node.
  22818. *
  22819. * @function
  22820. * @param {String} src - The native code.
  22821. * @param {Array<Node>} includes - An array of includes.
  22822. * @returns {CodeNode}
  22823. */
  22824. const wgsl = ( src, includes ) => code( src, includes, 'wgsl' );
  22825. /**
  22826. * TSL function for creating a GLSL code node.
  22827. *
  22828. * @function
  22829. * @param {String} src - The native code.
  22830. * @param {Array<Node>} includes - An array of includes.
  22831. * @returns {CodeNode}
  22832. */
  22833. const glsl = ( src, includes ) => code( src, includes, 'glsl' );
  22834. /**
  22835. * This class represents a native shader function. It can be used to implement
  22836. * certain aspects of a node material with native shader code. There are two predefined
  22837. * TSL functions for easier usage.
  22838. *
  22839. * - `wgslFn`: Creates a WGSL function node.
  22840. * - `glslFn`: Creates a GLSL function node.
  22841. *
  22842. * A basic example with one include looks like so:
  22843. *
  22844. * ```js
  22845. * const desaturateWGSLFn = wgslFn( `
  22846. * fn desaturate( color:vec3<f32> ) -> vec3<f32> {
  22847. * let lum = vec3<f32>( 0.299, 0.587, 0.114 );
  22848. * return vec3<f32>( dot( lum, color ) );
  22849. * }`
  22850. *);
  22851. * const someWGSLFn = wgslFn( `
  22852. * fn someFn( color:vec3<f32> ) -> vec3<f32> {
  22853. * return desaturate( color );
  22854. * }
  22855. * `, [ desaturateWGSLFn ] );
  22856. * material.colorNode = someWGSLFn( { color: texture( map ) } );
  22857. *```
  22858. * @augments CodeNode
  22859. */
  22860. class FunctionNode extends CodeNode {
  22861. static get type() {
  22862. return 'FunctionNode';
  22863. }
  22864. /**
  22865. * Constructs a new function node.
  22866. *
  22867. * @param {String} [code=''] - The native code.
  22868. * @param {Array<Node>} [includes=[]] - An array of includes.
  22869. * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
  22870. */
  22871. constructor( code = '', includes = [], language = '' ) {
  22872. super( code, includes, language );
  22873. }
  22874. getNodeType( builder ) {
  22875. return this.getNodeFunction( builder ).type;
  22876. }
  22877. /**
  22878. * Returns the inputs of this function node.
  22879. *
  22880. * @param {NodeBuilder} builder - The current node builder.
  22881. * @return {Array<NodeFunctionInput>} The inputs.
  22882. */
  22883. getInputs( builder ) {
  22884. return this.getNodeFunction( builder ).inputs;
  22885. }
  22886. /**
  22887. * Returns the node function for this function node.
  22888. *
  22889. * @param {NodeBuilder} builder - The current node builder.
  22890. * @return {NodeFunction} The node function.
  22891. */
  22892. getNodeFunction( builder ) {
  22893. const nodeData = builder.getDataFromNode( this );
  22894. let nodeFunction = nodeData.nodeFunction;
  22895. if ( nodeFunction === undefined ) {
  22896. nodeFunction = builder.parser.parseFunction( this.code );
  22897. nodeData.nodeFunction = nodeFunction;
  22898. }
  22899. return nodeFunction;
  22900. }
  22901. generate( builder, output ) {
  22902. super.generate( builder );
  22903. const nodeFunction = this.getNodeFunction( builder );
  22904. const name = nodeFunction.name;
  22905. const type = nodeFunction.type;
  22906. const nodeCode = builder.getCodeFromNode( this, type );
  22907. if ( name !== '' ) {
  22908. // use a custom property name
  22909. nodeCode.name = name;
  22910. }
  22911. const propertyName = builder.getPropertyName( nodeCode );
  22912. const code = this.getNodeFunction( builder ).getCode( propertyName );
  22913. nodeCode.code = code + '\n';
  22914. if ( output === 'property' ) {
  22915. return propertyName;
  22916. } else {
  22917. return builder.format( `${ propertyName }()`, type, output );
  22918. }
  22919. }
  22920. }
  22921. const nativeFn = ( code, includes = [], language = '' ) => {
  22922. for ( let i = 0; i < includes.length; i ++ ) {
  22923. const include = includes[ i ];
  22924. // TSL Function: glslFn, wgslFn
  22925. if ( typeof include === 'function' ) {
  22926. includes[ i ] = include.functionNode;
  22927. }
  22928. }
  22929. const functionNode = nodeObject( new FunctionNode( code, includes, language ) );
  22930. const fn = ( ...params ) => functionNode.call( ...params );
  22931. fn.functionNode = functionNode;
  22932. return fn;
  22933. };
  22934. const glslFn = ( code, includes ) => nativeFn( code, includes, 'glsl' );
  22935. const wgslFn = ( code, includes ) => nativeFn( code, includes, 'wgsl' );
  22936. /** @module ScriptableValueNode **/
  22937. /**
  22938. * `ScriptableNode` uses this class to manage script inputs and outputs.
  22939. *
  22940. * @augments Node
  22941. */
  22942. class ScriptableValueNode extends Node {
  22943. static get type() {
  22944. return 'ScriptableValueNode';
  22945. }
  22946. /**
  22947. * Constructs a new scriptable node.
  22948. *
  22949. * @param {Any} [value=null] - The value.
  22950. */
  22951. constructor( value = null ) {
  22952. super();
  22953. /**
  22954. * A reference to the value.
  22955. *
  22956. * @private
  22957. * @default null
  22958. */
  22959. this._value = value;
  22960. /**
  22961. * Depending on the type of `_value`, this property might cache parsed data.
  22962. *
  22963. * @private
  22964. * @default null
  22965. */
  22966. this._cache = null;
  22967. /**
  22968. * If this node represents an input, this property represents the input type.
  22969. *
  22970. * @type {String?}
  22971. * @default null
  22972. */
  22973. this.inputType = null;
  22974. /**
  22975. * If this node represents an output, this property represents the output type.
  22976. *
  22977. * @type {String?}
  22978. * @default null
  22979. */
  22980. this.outputType = null;
  22981. /**
  22982. * An event dispatcher for managing events.
  22983. *
  22984. * @type {EventDispatcher}
  22985. */
  22986. this.events = new EventDispatcher();
  22987. /**
  22988. * This flag can be used for type testing.
  22989. *
  22990. * @type {Boolean}
  22991. * @readonly
  22992. * @default true
  22993. */
  22994. this.isScriptableValueNode = true;
  22995. }
  22996. /**
  22997. * Whether this node represents an output or not.
  22998. *
  22999. * @type {Boolean}
  23000. * @readonly
  23001. * @default true
  23002. */
  23003. get isScriptableOutputNode() {
  23004. return this.outputType !== null;
  23005. }
  23006. set value( val ) {
  23007. if ( this._value === val ) return;
  23008. if ( this._cache && this.inputType === 'URL' && this.value.value instanceof ArrayBuffer ) {
  23009. URL.revokeObjectURL( this._cache );
  23010. this._cache = null;
  23011. }
  23012. this._value = val;
  23013. this.events.dispatchEvent( { type: 'change' } );
  23014. this.refresh();
  23015. }
  23016. /**
  23017. * The node's value.
  23018. *
  23019. * @type {Any}
  23020. */
  23021. get value() {
  23022. return this._value;
  23023. }
  23024. /**
  23025. * Dispatches the `refresh` event.
  23026. */
  23027. refresh() {
  23028. this.events.dispatchEvent( { type: 'refresh' } );
  23029. }
  23030. /**
  23031. * The `value` property usually represents a node or even binary data in form of array buffers.
  23032. * In this case, this method tries to return the actual value behind the complex type.
  23033. *
  23034. * @return {Any} The value.
  23035. */
  23036. getValue() {
  23037. const value = this.value;
  23038. if ( value && this._cache === null && this.inputType === 'URL' && value.value instanceof ArrayBuffer ) {
  23039. this._cache = URL.createObjectURL( new Blob( [ value.value ] ) );
  23040. } else if ( value && value.value !== null && value.value !== undefined && (
  23041. ( ( this.inputType === 'URL' || this.inputType === 'String' ) && typeof value.value === 'string' ) ||
  23042. ( this.inputType === 'Number' && typeof value.value === 'number' ) ||
  23043. ( this.inputType === 'Vector2' && value.value.isVector2 ) ||
  23044. ( this.inputType === 'Vector3' && value.value.isVector3 ) ||
  23045. ( this.inputType === 'Vector4' && value.value.isVector4 ) ||
  23046. ( this.inputType === 'Color' && value.value.isColor ) ||
  23047. ( this.inputType === 'Matrix3' && value.value.isMatrix3 ) ||
  23048. ( this.inputType === 'Matrix4' && value.value.isMatrix4 )
  23049. ) ) {
  23050. return value.value;
  23051. }
  23052. return this._cache || value;
  23053. }
  23054. /**
  23055. * Overwritten since the node type is inferred from the value.
  23056. *
  23057. * @param {NodeBuilder} builder - The current node builder.
  23058. * @return {String} The node type.
  23059. */
  23060. getNodeType( builder ) {
  23061. return this.value && this.value.isNode ? this.value.getNodeType( builder ) : 'float';
  23062. }
  23063. setup() {
  23064. return this.value && this.value.isNode ? this.value : float();
  23065. }
  23066. serialize( data ) {
  23067. super.serialize( data );
  23068. if ( this.value !== null ) {
  23069. if ( this.inputType === 'ArrayBuffer' ) {
  23070. data.value = arrayBufferToBase64( this.value );
  23071. } else {
  23072. data.value = this.value ? this.value.toJSON( data.meta ).uuid : null;
  23073. }
  23074. } else {
  23075. data.value = null;
  23076. }
  23077. data.inputType = this.inputType;
  23078. data.outputType = this.outputType;
  23079. }
  23080. deserialize( data ) {
  23081. super.deserialize( data );
  23082. let value = null;
  23083. if ( data.value !== null ) {
  23084. if ( data.inputType === 'ArrayBuffer' ) {
  23085. value = base64ToArrayBuffer( data.value );
  23086. } else if ( data.inputType === 'Texture' ) {
  23087. value = data.meta.textures[ data.value ];
  23088. } else {
  23089. value = data.meta.nodes[ data.value ] || null;
  23090. }
  23091. }
  23092. this.value = value;
  23093. this.inputType = data.inputType;
  23094. this.outputType = data.outputType;
  23095. }
  23096. }
  23097. /**
  23098. * TSL function for creating a scriptable value node.
  23099. *
  23100. * @function
  23101. * @param {Any} [value=null] - The value.
  23102. * @returns {ScriptableValueNode}
  23103. */
  23104. const scriptableValue = /*@__PURE__*/ nodeProxy( ScriptableValueNode );
  23105. /** @module ScriptableNode **/
  23106. /**
  23107. * A Map-like data structure for managing resources of scriptable nodes.
  23108. *
  23109. * @augments Map
  23110. */
  23111. class Resources extends Map {
  23112. get( key, callback = null, ...params ) {
  23113. if ( this.has( key ) ) return super.get( key );
  23114. if ( callback !== null ) {
  23115. const value = callback( ...params );
  23116. this.set( key, value );
  23117. return value;
  23118. }
  23119. }
  23120. }
  23121. class Parameters {
  23122. constructor( scriptableNode ) {
  23123. this.scriptableNode = scriptableNode;
  23124. }
  23125. get parameters() {
  23126. return this.scriptableNode.parameters;
  23127. }
  23128. get layout() {
  23129. return this.scriptableNode.getLayout();
  23130. }
  23131. getInputLayout( id ) {
  23132. return this.scriptableNode.getInputLayout( id );
  23133. }
  23134. get( name ) {
  23135. const param = this.parameters[ name ];
  23136. const value = param ? param.getValue() : null;
  23137. return value;
  23138. }
  23139. }
  23140. /**
  23141. * Defines the resources (e.g. namespaces) of scriptable nodes.
  23142. *
  23143. * @type {Resources}
  23144. */
  23145. const ScriptableNodeResources = new Resources();
  23146. /**
  23147. * This type of node allows to implement nodes with custom scripts. The script
  23148. * section is represented as an instance of `CodeNode` written with JavaScript.
  23149. * The script itself must adhere to a specific structure.
  23150. *
  23151. * - main(): Executed once by default and every time `node.needsUpdate` is set.
  23152. * - layout: The layout object defines the script's interface (inputs and outputs).
  23153. *
  23154. * ```js
  23155. * ScriptableNodeResources.set( 'TSL', TSL );
  23156. *
  23157. * const scriptableNode = scriptable( js( `
  23158. * layout = {
  23159. * outputType: 'node',
  23160. * elements: [
  23161. * { name: 'source', inputType: 'node' },
  23162. * ]
  23163. * };
  23164. *
  23165. * const { mul, oscSine } = TSL;
  23166. *
  23167. * function main() {
  23168. * const source = parameters.get( 'source' ) || float();
  23169. * return mul( source, oscSine() ) );
  23170. * }
  23171. *
  23172. * ` ) );
  23173. *
  23174. * scriptableNode.setParameter( 'source', color( 1, 0, 0 ) );
  23175. *
  23176. * const material = new THREE.MeshBasicNodeMaterial();
  23177. * material.colorNode = scriptableNode;
  23178. * ```
  23179. *
  23180. * @augments Node
  23181. */
  23182. class ScriptableNode extends Node {
  23183. static get type() {
  23184. return 'ScriptableNode';
  23185. }
  23186. /**
  23187. * Constructs a new scriptable node.
  23188. *
  23189. * @param {CodeNode?} [codeNode=null] - The code node.
  23190. * @param {Object} [parameters={}] - The parameters definition.
  23191. */
  23192. constructor( codeNode = null, parameters = {} ) {
  23193. super();
  23194. /**
  23195. * The code node.
  23196. *
  23197. * @type {CodeNode?}
  23198. * @default null
  23199. */
  23200. this.codeNode = codeNode;
  23201. /**
  23202. * The parameters definition.
  23203. *
  23204. * @type {Object}
  23205. * @default {}
  23206. */
  23207. this.parameters = parameters;
  23208. this._local = new Resources();
  23209. this._output = scriptableValue();
  23210. this._outputs = {};
  23211. this._source = this.source;
  23212. this._method = null;
  23213. this._object = null;
  23214. this._value = null;
  23215. this._needsOutputUpdate = true;
  23216. this.onRefresh = this.onRefresh.bind( this );
  23217. /**
  23218. * This flag can be used for type testing.
  23219. *
  23220. * @type {Boolean}
  23221. * @readonly
  23222. * @default true
  23223. */
  23224. this.isScriptableNode = true;
  23225. }
  23226. /**
  23227. * The source code of the scriptable node.
  23228. *
  23229. * @type {String}
  23230. */
  23231. get source() {
  23232. return this.codeNode ? this.codeNode.code : '';
  23233. }
  23234. /**
  23235. * Sets the reference of a local script variable.
  23236. *
  23237. * @param {String} name - The variable name.
  23238. * @param {Object} value - The reference to set.
  23239. * @return {Resources} The resource map
  23240. */
  23241. setLocal( name, value ) {
  23242. return this._local.set( name, value );
  23243. }
  23244. /**
  23245. * Gets the value of a local script variable.
  23246. *
  23247. * @param {String} name - The variable name.
  23248. * @return {Object} The value.
  23249. */
  23250. getLocal( name ) {
  23251. return this._local.get( name );
  23252. }
  23253. /**
  23254. * Event listener for the `refresh` event.
  23255. */
  23256. onRefresh() {
  23257. this._refresh();
  23258. }
  23259. /**
  23260. * Returns an input from the layout with the given id/name.
  23261. *
  23262. * @param {String} id - The id/name of the input.
  23263. * @return {Object} The element entry.
  23264. */
  23265. getInputLayout( id ) {
  23266. for ( const element of this.getLayout() ) {
  23267. if ( element.inputType && ( element.id === id || element.name === id ) ) {
  23268. return element;
  23269. }
  23270. }
  23271. }
  23272. /**
  23273. * Returns an output from the layout with the given id/name.
  23274. *
  23275. * @param {String} id - The id/name of the output.
  23276. * @return {Object} The element entry.
  23277. */
  23278. getOutputLayout( id ) {
  23279. for ( const element of this.getLayout() ) {
  23280. if ( element.outputType && ( element.id === id || element.name === id ) ) {
  23281. return element;
  23282. }
  23283. }
  23284. }
  23285. /**
  23286. * Defines a script output for the given name and value.
  23287. *
  23288. * @param {String} name - The name of the output.
  23289. * @param {Node} value - The node value.
  23290. * @return {ScriptableNode} A reference to this node.
  23291. */
  23292. setOutput( name, value ) {
  23293. const outputs = this._outputs;
  23294. if ( outputs[ name ] === undefined ) {
  23295. outputs[ name ] = scriptableValue( value );
  23296. } else {
  23297. outputs[ name ].value = value;
  23298. }
  23299. return this;
  23300. }
  23301. /**
  23302. * Returns a script output for the given name.
  23303. *
  23304. * @param {String} name - The name of the output.
  23305. * @return {ScriptableValueNode} The node value.
  23306. */
  23307. getOutput( name ) {
  23308. return this._outputs[ name ];
  23309. }
  23310. /**
  23311. * Returns a parameter for the given name
  23312. *
  23313. * @param {String} name - The name of the parameter.
  23314. * @return {ScriptableValueNode} The node value.
  23315. */
  23316. getParameter( name ) {
  23317. return this.parameters[ name ];
  23318. }
  23319. /**
  23320. * Sets a value for the given parameter name.
  23321. *
  23322. * @param {String} name - The parameter name.
  23323. * @param {Any} value - The parameter value.
  23324. * @return {ScriptableNode} A reference to this node.
  23325. */
  23326. setParameter( name, value ) {
  23327. const parameters = this.parameters;
  23328. if ( value && value.isScriptableNode ) {
  23329. this.deleteParameter( name );
  23330. parameters[ name ] = value;
  23331. parameters[ name ].getDefaultOutput().events.addEventListener( 'refresh', this.onRefresh );
  23332. } else if ( value && value.isScriptableValueNode ) {
  23333. this.deleteParameter( name );
  23334. parameters[ name ] = value;
  23335. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  23336. } else if ( parameters[ name ] === undefined ) {
  23337. parameters[ name ] = scriptableValue( value );
  23338. parameters[ name ].events.addEventListener( 'refresh', this.onRefresh );
  23339. } else {
  23340. parameters[ name ].value = value;
  23341. }
  23342. return this;
  23343. }
  23344. /**
  23345. * Returns the value of this node which is the value of
  23346. * the default output.
  23347. *
  23348. * @return {Node} The value.
  23349. */
  23350. getValue() {
  23351. return this.getDefaultOutput().getValue();
  23352. }
  23353. /**
  23354. * Deletes a parameter from the script.
  23355. *
  23356. * @param {String} name - The parameter to remove.
  23357. * @return {ScriptableNode} A reference to this node.
  23358. */
  23359. deleteParameter( name ) {
  23360. let valueNode = this.parameters[ name ];
  23361. if ( valueNode ) {
  23362. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  23363. valueNode.events.removeEventListener( 'refresh', this.onRefresh );
  23364. }
  23365. return this;
  23366. }
  23367. /**
  23368. * Deletes all parameters from the script.
  23369. *
  23370. * @return {ScriptableNode} A reference to this node.
  23371. */
  23372. clearParameters() {
  23373. for ( const name of Object.keys( this.parameters ) ) {
  23374. this.deleteParameter( name );
  23375. }
  23376. this.needsUpdate = true;
  23377. return this;
  23378. }
  23379. /**
  23380. * Calls a function from the script.
  23381. *
  23382. * @param {String} name - The function name.
  23383. * @param {...Any} params - A list of parameters.
  23384. * @return {Any} The result of the function call.
  23385. */
  23386. call( name, ...params ) {
  23387. const object = this.getObject();
  23388. const method = object[ name ];
  23389. if ( typeof method === 'function' ) {
  23390. return method( ...params );
  23391. }
  23392. }
  23393. /**
  23394. * Asynchronously calls a function from the script.
  23395. *
  23396. * @param {String} name - The function name.
  23397. * @param {...Any} params - A list of parameters.
  23398. * @return {Any} The result of the function call.
  23399. */
  23400. async callAsync( name, ...params ) {
  23401. const object = this.getObject();
  23402. const method = object[ name ];
  23403. if ( typeof method === 'function' ) {
  23404. return method.constructor.name === 'AsyncFunction' ? await method( ...params ) : method( ...params );
  23405. }
  23406. }
  23407. /**
  23408. * Overwritten since the node types is inferred from the script's output.
  23409. *
  23410. * @param {NodeBuilder} builder - The current node builder
  23411. * @return {String} The node type.
  23412. */
  23413. getNodeType( builder ) {
  23414. return this.getDefaultOutputNode().getNodeType( builder );
  23415. }
  23416. /**
  23417. * Refreshes the script node.
  23418. *
  23419. * @param {String?} [output=null] - An optional output.
  23420. */
  23421. refresh( output = null ) {
  23422. if ( output !== null ) {
  23423. this.getOutput( output ).refresh();
  23424. } else {
  23425. this._refresh();
  23426. }
  23427. }
  23428. /**
  23429. * Returns an object representation of the script.
  23430. *
  23431. * @return {Object} The result object.
  23432. */
  23433. getObject() {
  23434. if ( this.needsUpdate ) this.dispose();
  23435. if ( this._object !== null ) return this._object;
  23436. //
  23437. const refresh = () => this.refresh();
  23438. const setOutput = ( id, value ) => this.setOutput( id, value );
  23439. const parameters = new Parameters( this );
  23440. const THREE = ScriptableNodeResources.get( 'THREE' );
  23441. const TSL = ScriptableNodeResources.get( 'TSL' );
  23442. const method = this.getMethod();
  23443. const params = [ parameters, this._local, ScriptableNodeResources, refresh, setOutput, THREE, TSL ];
  23444. this._object = method( ...params );
  23445. const layout = this._object.layout;
  23446. if ( layout ) {
  23447. if ( layout.cache === false ) {
  23448. this._local.clear();
  23449. }
  23450. // default output
  23451. this._output.outputType = layout.outputType || null;
  23452. if ( Array.isArray( layout.elements ) ) {
  23453. for ( const element of layout.elements ) {
  23454. const id = element.id || element.name;
  23455. if ( element.inputType ) {
  23456. if ( this.getParameter( id ) === undefined ) this.setParameter( id, null );
  23457. this.getParameter( id ).inputType = element.inputType;
  23458. }
  23459. if ( element.outputType ) {
  23460. if ( this.getOutput( id ) === undefined ) this.setOutput( id, null );
  23461. this.getOutput( id ).outputType = element.outputType;
  23462. }
  23463. }
  23464. }
  23465. }
  23466. return this._object;
  23467. }
  23468. deserialize( data ) {
  23469. super.deserialize( data );
  23470. for ( const name in this.parameters ) {
  23471. let valueNode = this.parameters[ name ];
  23472. if ( valueNode.isScriptableNode ) valueNode = valueNode.getDefaultOutput();
  23473. valueNode.events.addEventListener( 'refresh', this.onRefresh );
  23474. }
  23475. }
  23476. /**
  23477. * Returns the layout of the script.
  23478. *
  23479. * @return {Object} The script's layout.
  23480. */
  23481. getLayout() {
  23482. return this.getObject().layout;
  23483. }
  23484. /**
  23485. * Returns default node output of the script.
  23486. *
  23487. * @return {Node} The default node output.
  23488. */
  23489. getDefaultOutputNode() {
  23490. const output = this.getDefaultOutput().value;
  23491. if ( output && output.isNode ) {
  23492. return output;
  23493. }
  23494. return float();
  23495. }
  23496. /**
  23497. * Returns default output of the script.
  23498. *
  23499. * @return {ScriptableValueNode} The default output.
  23500. */
  23501. getDefaultOutput() {
  23502. return this._exec()._output;
  23503. }
  23504. /**
  23505. * Returns a function created from the node's script.
  23506. *
  23507. * @return {Function} The function representing the node's code.
  23508. */
  23509. getMethod() {
  23510. if ( this.needsUpdate ) this.dispose();
  23511. if ( this._method !== null ) return this._method;
  23512. //
  23513. const parametersProps = [ 'parameters', 'local', 'global', 'refresh', 'setOutput', 'THREE', 'TSL' ];
  23514. const interfaceProps = [ 'layout', 'init', 'main', 'dispose' ];
  23515. const properties = interfaceProps.join( ', ' );
  23516. const declarations = 'var ' + properties + '; var output = {};\n';
  23517. const returns = '\nreturn { ...output, ' + properties + ' };';
  23518. const code = declarations + this.codeNode.code + returns;
  23519. //
  23520. this._method = new Function( ...parametersProps, code );
  23521. return this._method;
  23522. }
  23523. /**
  23524. * Frees all internal resources.
  23525. */
  23526. dispose() {
  23527. if ( this._method === null ) return;
  23528. if ( this._object && typeof this._object.dispose === 'function' ) {
  23529. this._object.dispose();
  23530. }
  23531. this._method = null;
  23532. this._object = null;
  23533. this._source = null;
  23534. this._value = null;
  23535. this._needsOutputUpdate = true;
  23536. this._output.value = null;
  23537. this._outputs = {};
  23538. }
  23539. setup() {
  23540. return this.getDefaultOutputNode();
  23541. }
  23542. getCacheKey( force ) {
  23543. const values = [ hashString( this.source ), this.getDefaultOutputNode().getCacheKey( force ) ];
  23544. for ( const param in this.parameters ) {
  23545. values.push( this.parameters[ param ].getCacheKey( force ) );
  23546. }
  23547. return hashArray( values );
  23548. }
  23549. set needsUpdate( value ) {
  23550. if ( value === true ) this.dispose();
  23551. }
  23552. get needsUpdate() {
  23553. return this.source !== this._source;
  23554. }
  23555. /**
  23556. * Executes the `main` function of the script.
  23557. *
  23558. * @private
  23559. * @return {ScriptableNode} A reference to this node.
  23560. */
  23561. _exec() {
  23562. if ( this.codeNode === null ) return this;
  23563. if ( this._needsOutputUpdate === true ) {
  23564. this._value = this.call( 'main' );
  23565. this._needsOutputUpdate = false;
  23566. }
  23567. this._output.value = this._value;
  23568. return this;
  23569. }
  23570. /**
  23571. * Executes the refresh.
  23572. *
  23573. * @private
  23574. */
  23575. _refresh() {
  23576. this.needsUpdate = true;
  23577. this._exec();
  23578. this._output.refresh();
  23579. }
  23580. }
  23581. /**
  23582. * TSL function for creating a scriptable node.
  23583. *
  23584. * @function
  23585. * @param {CodeNode?} [codeNode=null] - The code node.
  23586. * @param {Object} [parameters={}] - The parameters definition.
  23587. * @returns {ScriptableNode}
  23588. */
  23589. const scriptable = /*@__PURE__*/ nodeProxy( ScriptableNode );
  23590. /** @module Fog **/
  23591. /**
  23592. * Returns a node that represents the `z` coordinate in view space
  23593. * for the current fragment. It's a different representation of the
  23594. * default depth value.
  23595. *
  23596. * This value can be part of a computation that defines how the fog
  23597. * density increases when moving away from the camera.
  23598. *
  23599. * @param {NodeBuilder} builder - The current node builder.
  23600. * @return {Node} The viewZ node.
  23601. */
  23602. function getViewZNode( builder ) {
  23603. let viewZ;
  23604. const getViewZ = builder.context.getViewZ;
  23605. if ( getViewZ !== undefined ) {
  23606. viewZ = getViewZ( this );
  23607. }
  23608. return ( viewZ || positionView.z ).negate();
  23609. }
  23610. /**
  23611. * Constructs a new range factor node.
  23612. *
  23613. * @function
  23614. * @param {Node} near - Defines the near value.
  23615. * @param {Node} far - Defines the far value.
  23616. */
  23617. const rangeFogFactor = Fn( ( [ near, far ], builder ) => {
  23618. const viewZ = getViewZNode( builder );
  23619. return smoothstep( near, far, viewZ );
  23620. } );
  23621. /**
  23622. * Represents an exponential squared fog. This type of fog gives
  23623. * a clear view near the camera and a faster than exponentially
  23624. * densening fog farther from the camera.
  23625. *
  23626. * @function
  23627. * @param {Node} density - Defines the fog density.
  23628. */
  23629. const densityFogFactor = Fn( ( [ density ], builder ) => {
  23630. const viewZ = getViewZNode( builder );
  23631. return density.mul( density, viewZ, viewZ ).negate().exp().oneMinus();
  23632. } );
  23633. /**
  23634. * This class can be used to configure a fog for the scene.
  23635. * Nodes of this type are assigned to `Scene.fogNode`.
  23636. *
  23637. * @function
  23638. * @param {Node} color - Defines the color of the fog.
  23639. * @param {Node} factor - Defines how the fog is factored in the scene.
  23640. */
  23641. const fog = Fn( ( [ color, factor ] ) => {
  23642. return vec4( factor.toFloat().mix( output.rgb, color.toVec3() ), output.a );
  23643. } );
  23644. // Deprecated
  23645. /**
  23646. * @function
  23647. * @deprecated since r171. Use `fog( color, rangeFogFactor( near, far ) )` instead.
  23648. *
  23649. * @param {Node} color
  23650. * @param {Node} near
  23651. * @param {Node} far
  23652. * @returns {Function}
  23653. */
  23654. function rangeFog( color, near, far ) { // @deprecated, r171
  23655. console.warn( 'THREE.TSL: "rangeFog( color, near, far )" is deprecated. Use "fog( color, rangeFogFactor( near, far ) )" instead.' );
  23656. return fog( color, rangeFogFactor( near, far ) );
  23657. }
  23658. /**
  23659. * @function
  23660. * @deprecated since r171. Use `fog( color, densityFogFactor( density ) )` instead.
  23661. *
  23662. * @param {Node} color
  23663. * @param {Node} density
  23664. * @returns {Function}
  23665. */
  23666. function densityFog( color, density ) { // @deprecated, r171
  23667. console.warn( 'THREE.TSL: "densityFog( color, density )" is deprecated. Use "fog( color, densityFogFactor( density ) )" instead.' );
  23668. return fog( color, densityFogFactor( density ) );
  23669. }
  23670. /** @module RangeNode **/
  23671. let min = null;
  23672. let max = null;
  23673. /**
  23674. * `RangeNode` generates random instanced attribute data in a defined range.
  23675. * An exemplary use case for this utility node is to generate random per-instance
  23676. * colors:
  23677. * ```js
  23678. * const material = new MeshBasicNodeMaterial();
  23679. * material.colorNode = range( new Color( 0x000000 ), new Color( 0xFFFFFF ) );
  23680. * const mesh = new InstancedMesh( geometry, material, count );
  23681. * ```
  23682. * @augments Node
  23683. */
  23684. class RangeNode extends Node {
  23685. static get type() {
  23686. return 'RangeNode';
  23687. }
  23688. /**
  23689. * Constructs a new range node.
  23690. *
  23691. * @param {Node<any>} [minNode=float()] - A node defining the lower bound of the range.
  23692. * @param {Node<any>} [maxNode=float()] - A node defining the upper bound of the range.
  23693. */
  23694. constructor( minNode = float(), maxNode = float() ) {
  23695. super();
  23696. /**
  23697. * A node defining the lower bound of the range.
  23698. *
  23699. * @type {Node<any>}
  23700. * @default float()
  23701. */
  23702. this.minNode = minNode;
  23703. /**
  23704. * A node defining the upper bound of the range.
  23705. *
  23706. * @type {Node<any>}
  23707. * @default float()
  23708. */
  23709. this.maxNode = maxNode;
  23710. }
  23711. /**
  23712. * Returns the vector length which is computed based on the range definition.
  23713. *
  23714. * @param {NodeBuilder} builder - The current node builder.
  23715. * @return {Number} The vector length.
  23716. */
  23717. getVectorLength( builder ) {
  23718. const minLength = builder.getTypeLength( getValueType( this.minNode.value ) );
  23719. const maxLength = builder.getTypeLength( getValueType( this.maxNode.value ) );
  23720. return minLength > maxLength ? minLength : maxLength;
  23721. }
  23722. /**
  23723. * This method is overwritten since the node type is inferred from range definition.
  23724. *
  23725. * @param {NodeBuilder} builder - The current node builder.
  23726. * @return {String} The node type.
  23727. */
  23728. getNodeType( builder ) {
  23729. return builder.object.count > 1 ? builder.getTypeFromLength( this.getVectorLength( builder ) ) : 'float';
  23730. }
  23731. setup( builder ) {
  23732. const object = builder.object;
  23733. let output = null;
  23734. if ( object.count > 1 ) {
  23735. const minValue = this.minNode.value;
  23736. const maxValue = this.maxNode.value;
  23737. const minLength = builder.getTypeLength( getValueType( minValue ) );
  23738. const maxLength = builder.getTypeLength( getValueType( maxValue ) );
  23739. min = min || new Vector4();
  23740. max = max || new Vector4();
  23741. min.setScalar( 0 );
  23742. max.setScalar( 0 );
  23743. if ( minLength === 1 ) min.setScalar( minValue );
  23744. else if ( minValue.isColor ) min.set( minValue.r, minValue.g, minValue.b, 1 );
  23745. else min.set( minValue.x, minValue.y, minValue.z || 0, minValue.w || 0 );
  23746. if ( maxLength === 1 ) max.setScalar( maxValue );
  23747. else if ( maxValue.isColor ) max.set( maxValue.r, maxValue.g, maxValue.b, 1 );
  23748. else max.set( maxValue.x, maxValue.y, maxValue.z || 0, maxValue.w || 0 );
  23749. const stride = 4;
  23750. const length = stride * object.count;
  23751. const array = new Float32Array( length );
  23752. for ( let i = 0; i < length; i ++ ) {
  23753. const index = i % stride;
  23754. const minElementValue = min.getComponent( index );
  23755. const maxElementValue = max.getComponent( index );
  23756. array[ i ] = MathUtils.lerp( minElementValue, maxElementValue, Math.random() );
  23757. }
  23758. const nodeType = this.getNodeType( builder );
  23759. if ( object.count <= 4096 ) {
  23760. output = buffer( array, 'vec4', object.count ).element( instanceIndex ).convert( nodeType );
  23761. } else {
  23762. // TODO: Improve anonymous buffer attribute creation removing this part
  23763. const bufferAttribute = new InstancedBufferAttribute( array, 4 );
  23764. builder.geometry.setAttribute( '__range' + this.id, bufferAttribute );
  23765. output = instancedBufferAttribute( bufferAttribute ).convert( nodeType );
  23766. }
  23767. } else {
  23768. output = float( 0 );
  23769. }
  23770. return output;
  23771. }
  23772. }
  23773. /**
  23774. * TSL function for creating a range node.
  23775. *
  23776. * @function
  23777. * @param {Node<any>} [minNode=float()] - A node defining the lower bound of the range.
  23778. * @param {Node<any>} [maxNode=float()] - A node defining the upper bound of the range.
  23779. * @returns {RangeNode}
  23780. */
  23781. const range = /*@__PURE__*/ nodeProxy( RangeNode );
  23782. /** @module ComputeBuiltinNode **/
  23783. /**
  23784. * `ComputeBuiltinNode` represents a compute-scope builtin value that expose information
  23785. * about the currently running dispatch and/or the device it is running on.
  23786. *
  23787. * This node can only be used with a WebGPU backend.
  23788. *
  23789. * @augments Node
  23790. */
  23791. class ComputeBuiltinNode extends Node {
  23792. static get type() {
  23793. return 'ComputeBuiltinNode';
  23794. }
  23795. /**
  23796. * Constructs a new compute builtin node.
  23797. *
  23798. * @param {String} builtinName - The built-in name.
  23799. * @param {String} nodeType - The node type.
  23800. */
  23801. constructor( builtinName, nodeType ) {
  23802. super( nodeType );
  23803. /**
  23804. * The built-in name.
  23805. *
  23806. * @private
  23807. * @type {String}
  23808. */
  23809. this._builtinName = builtinName;
  23810. }
  23811. /**
  23812. * This method is overwritten since hash is derived from the built-in name.
  23813. *
  23814. * @param {NodeBuilder} builder - The current node builder.
  23815. * @return {String} The hash.
  23816. */
  23817. getHash( builder ) {
  23818. return this.getBuiltinName( builder );
  23819. }
  23820. /**
  23821. * This method is overwritten since the node type is simply derived from `nodeType`..
  23822. *
  23823. * @param {NodeBuilder} builder - The current node builder.
  23824. * @return {String} The node type.
  23825. */
  23826. getNodeType( /*builder*/ ) {
  23827. return this.nodeType;
  23828. }
  23829. /**
  23830. * Sets the builtin name.
  23831. *
  23832. * @param {String} builtinName - The built-in name.
  23833. * @return {ComputeBuiltinNode} A reference to this node.
  23834. */
  23835. setBuiltinName( builtinName ) {
  23836. this._builtinName = builtinName;
  23837. return this;
  23838. }
  23839. /**
  23840. * Returns the builtin name.
  23841. *
  23842. * @param {NodeBuilder} builder - The current node builder.
  23843. * @return {String} The builtin name.
  23844. */
  23845. getBuiltinName( /*builder*/ ) {
  23846. return this._builtinName;
  23847. }
  23848. /**
  23849. * Whether the current node builder has the builtin or not.
  23850. *
  23851. * @param {NodeBuilder} builder - The current node builder.
  23852. */
  23853. hasBuiltin( builder ) {
  23854. builder.hasBuiltin( this._builtinName );
  23855. }
  23856. generate( builder, output ) {
  23857. const builtinName = this.getBuiltinName( builder );
  23858. const nodeType = this.getNodeType( builder );
  23859. if ( builder.shaderStage === 'compute' ) {
  23860. return builder.format( builtinName, nodeType, output );
  23861. } else {
  23862. console.warn( `ComputeBuiltinNode: Compute built-in value ${builtinName} can not be accessed in the ${builder.shaderStage} stage` );
  23863. return builder.generateConst( nodeType );
  23864. }
  23865. }
  23866. serialize( data ) {
  23867. super.serialize( data );
  23868. data.global = this.global;
  23869. data._builtinName = this._builtinName;
  23870. }
  23871. deserialize( data ) {
  23872. super.deserialize( data );
  23873. this.global = data.global;
  23874. this._builtinName = data._builtinName;
  23875. }
  23876. }
  23877. /**
  23878. * TSL function for creating a compute builtin node.
  23879. *
  23880. * @function
  23881. * @param {String} name - The built-in name.
  23882. * @param {String} nodeType - The node type.
  23883. * @returns {ComputeBuiltinNode}
  23884. */
  23885. const computeBuiltin = ( name, nodeType ) => nodeObject( new ComputeBuiltinNode( name, nodeType ) );
  23886. /**
  23887. * TSL function for creating a `numWorkgroups` builtin node.
  23888. * Represents the number of workgroups dispatched by the compute shader.
  23889. * ```js
  23890. * // Run 512 invocations/threads with a workgroup size of 128.
  23891. * const computeFn = Fn(() => {
  23892. *
  23893. * // numWorkgroups.x = 4
  23894. * storageBuffer.element(0).assign(numWorkgroups.x)
  23895. *
  23896. * })().compute(512, [128]);
  23897. *
  23898. * // Run 512 invocations/threads with the default workgroup size of 64.
  23899. * const computeFn = Fn(() => {
  23900. *
  23901. * // numWorkgroups.x = 8
  23902. * storageBuffer.element(0).assign(numWorkgroups.x)
  23903. *
  23904. * })().compute(512);
  23905. * ```
  23906. *
  23907. * @function
  23908. * @returns {ComputeBuiltinNode<uvec3>}
  23909. */
  23910. const numWorkgroups = /*@__PURE__*/ computeBuiltin( 'numWorkgroups', 'uvec3' );
  23911. /**
  23912. * TSL function for creating a `workgroupId` builtin node.
  23913. * Represents the 3-dimensional index of the workgroup the current compute invocation belongs to.
  23914. * ```js
  23915. * // Execute 12 compute threads with a workgroup size of 3.
  23916. * const computeFn = Fn( () => {
  23917. *
  23918. * If( workgroupId.x.modInt( 2 ).equal( 0 ), () => {
  23919. *
  23920. * storageBuffer.element( instanceIndex ).assign( instanceIndex );
  23921. *
  23922. * } ).Else( () => {
  23923. *
  23924. * storageBuffer.element( instanceIndex ).assign( 0 );
  23925. *
  23926. * } );
  23927. *
  23928. * } )().compute( 12, [ 3 ] );
  23929. *
  23930. * // workgroupId.x = [0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3];
  23931. * // Buffer Output = [0, 1, 2, 0, 0, 0, 6, 7, 8, 0, 0, 0];
  23932. * ```
  23933. *
  23934. * @function
  23935. * @returns {ComputeBuiltinNode<uvec3>}
  23936. */
  23937. const workgroupId = /*@__PURE__*/ computeBuiltin( 'workgroupId', 'uvec3' );
  23938. /**
  23939. * TSL function for creating a `globalId` builtin node. A non-linearized 3-dimensional
  23940. * representation of the current invocation's position within a 3D global grid.
  23941. *
  23942. * @function
  23943. * @returns {ComputeBuiltinNode<uvec3>}
  23944. */
  23945. const globalId = /*@__PURE__*/ computeBuiltin( 'globalId', 'uvec3' );
  23946. /**
  23947. * TSL function for creating a `localId` builtin node. A non-linearized 3-dimensional
  23948. * representation of the current invocation's position within a 3D workgroup grid.
  23949. *
  23950. * @function
  23951. * @returns {ComputeBuiltinNode<uvec3>}
  23952. */
  23953. const localId = /*@__PURE__*/ computeBuiltin( 'localId', 'uvec3' );
  23954. /**
  23955. * TSL function for creating a `subgroupSize` builtin node. A device dependent variable
  23956. * that exposes the size of the current invocation's subgroup.
  23957. *
  23958. * @function
  23959. * @returns {ComputeBuiltinNode<uint>}
  23960. */
  23961. const subgroupSize = /*@__PURE__*/ computeBuiltin( 'subgroupSize', 'uint' );
  23962. /** @module BarrierNode **/
  23963. /**
  23964. * Represents a GPU control barrier that synchronizes compute operations within a given scope.
  23965. *
  23966. * This node can only be used with a WebGPU backend.
  23967. *
  23968. * @augments Node
  23969. */
  23970. class BarrierNode extends Node {
  23971. /**
  23972. * Constructs a new barrier node.
  23973. *
  23974. * @param {String} scope - The scope defines the behavior of the node.
  23975. */
  23976. constructor( scope ) {
  23977. super();
  23978. this.scope = scope;
  23979. }
  23980. generate( builder ) {
  23981. const { scope } = this;
  23982. const { renderer } = builder;
  23983. if ( renderer.backend.isWebGLBackend === true ) {
  23984. builder.addFlowCode( `\t// ${scope}Barrier \n` );
  23985. } else {
  23986. builder.addLineFlowCode( `${scope}Barrier()`, this );
  23987. }
  23988. }
  23989. }
  23990. /**
  23991. * TSL function for creating a barrier node.
  23992. *
  23993. * @function
  23994. * @param {String} scope - The scope defines the behavior of the node..
  23995. * @returns {BarrierNode}
  23996. */
  23997. const barrier = nodeProxy( BarrierNode );
  23998. /**
  23999. * TSL function for creating a workgroup barrier. All compute shader
  24000. * invocations must wait for each invocation within a workgroup to
  24001. * complete before the barrier can be surpassed.
  24002. *
  24003. * @function
  24004. * @returns {BarrierNode}
  24005. */
  24006. const workgroupBarrier = () => barrier( 'workgroup' ).append();
  24007. /**
  24008. * TSL function for creating a storage barrier. All invocations must
  24009. * wait for each access to variables within the 'storage' address space
  24010. * to complete before the barrier can be passed.
  24011. *
  24012. * @function
  24013. * @returns {BarrierNode}
  24014. */
  24015. const storageBarrier = () => barrier( 'storage' ).append();
  24016. /**
  24017. * TSL function for creating a texture barrier. All invocations must
  24018. * wait for each access to variables within the 'texture' address space
  24019. * to complete before the barrier can be passed.
  24020. *
  24021. * @function
  24022. * @returns {BarrierNode}
  24023. */
  24024. const textureBarrier = () => barrier( 'texture' ).append();
  24025. /** @module WorkgroupInfoNode **/
  24026. /**
  24027. * Represents an element of a 'workgroup' scoped buffer.
  24028. *
  24029. * @augments ArrayElementNode
  24030. */
  24031. class WorkgroupInfoElementNode extends ArrayElementNode {
  24032. /**
  24033. * Constructs a new workgroup info element node.
  24034. *
  24035. * @param {Node} workgroupInfoNode - The workgroup info node.
  24036. * @param {Node} indexNode - The index node that defines the element access.
  24037. */
  24038. constructor( workgroupInfoNode, indexNode ) {
  24039. super( workgroupInfoNode, indexNode );
  24040. /**
  24041. * This flag can be used for type testing.
  24042. *
  24043. * @type {Boolean}
  24044. * @readonly
  24045. * @default true
  24046. */
  24047. this.isWorkgroupInfoElementNode = true;
  24048. }
  24049. generate( builder, output ) {
  24050. let snippet;
  24051. const isAssignContext = builder.context.assign;
  24052. snippet = super.generate( builder );
  24053. if ( isAssignContext !== true ) {
  24054. const type = this.getNodeType( builder );
  24055. snippet = builder.format( snippet, type, output );
  24056. }
  24057. // TODO: Possibly activate clip distance index on index access rather than from clipping context
  24058. return snippet;
  24059. }
  24060. }
  24061. /**
  24062. * A node allowing the user to create a 'workgroup' scoped buffer within the
  24063. * context of a compute shader. Typically, workgroup scoped buffers are
  24064. * created to hold data that is transferred from a global storage scope into
  24065. * a local workgroup scope. For invocations within a workgroup, data
  24066. * access speeds on 'workgroup' scoped buffers can be significantly faster
  24067. * than similar access operations on globally accessible storage buffers.
  24068. *
  24069. * This node can only be used with a WebGPU backend.
  24070. *
  24071. * @augments Node
  24072. */
  24073. class WorkgroupInfoNode extends Node {
  24074. /**
  24075. * Constructs a new buffer scoped to type scope.
  24076. *
  24077. * @param {String} scope - TODO.
  24078. * @param {String} bufferType - The data type of a 'workgroup' scoped buffer element.
  24079. * @param {Number} [bufferCount=0] - The number of elements in the buffer.
  24080. */
  24081. constructor( scope, bufferType, bufferCount = 0 ) {
  24082. super( bufferType );
  24083. /**
  24084. * The buffer type.
  24085. *
  24086. * @type {String}
  24087. */
  24088. this.bufferType = bufferType;
  24089. /**
  24090. * The buffer count.
  24091. *
  24092. * @type {Number}
  24093. * @default 0
  24094. */
  24095. this.bufferCount = bufferCount;
  24096. /**
  24097. * This flag can be used for type testing.
  24098. *
  24099. * @type {Boolean}
  24100. * @readonly
  24101. * @default true
  24102. */
  24103. this.isWorkgroupInfoNode = true;
  24104. /**
  24105. * The data type of the array buffer.
  24106. *
  24107. * @type {String}
  24108. */
  24109. this.elementType = bufferType;
  24110. /**
  24111. * TODO.
  24112. *
  24113. * @type {String}
  24114. */
  24115. this.scope = scope;
  24116. }
  24117. /**
  24118. * Sets the name/label of this node.
  24119. *
  24120. * @param {String} name - The name to set.
  24121. * @return {WorkgroupInfoNode} A reference to this node.
  24122. */
  24123. label( name ) {
  24124. this.name = name;
  24125. return this;
  24126. }
  24127. /**
  24128. * Sets the scope of this node.
  24129. *
  24130. * @param {String} scope - The scope to set.
  24131. * @return {WorkgroupInfoNode} A reference to this node.
  24132. */
  24133. setScope( scope ) {
  24134. this.scope = scope;
  24135. return this;
  24136. }
  24137. /**
  24138. * The data type of the array buffer.
  24139. *
  24140. * @return {String} The element type.
  24141. */
  24142. getElementType() {
  24143. return this.elementType;
  24144. }
  24145. /**
  24146. * Overwrites the default implementation since the input type
  24147. * is inferred from the scope.
  24148. *
  24149. * @param {NodeBuilder} builder - The current node builder.
  24150. * @return {String} The input type.
  24151. */
  24152. getInputType( /*builder*/ ) {
  24153. return `${this.scope}Array`;
  24154. }
  24155. /**
  24156. * This method can be used to access elements via an index node.
  24157. *
  24158. * @param {IndexNode} indexNode - indexNode.
  24159. * @return {WorkgroupInfoElementNode} A reference to an element.
  24160. */
  24161. element( indexNode ) {
  24162. return nodeObject( new WorkgroupInfoElementNode( this, indexNode ) );
  24163. }
  24164. generate( builder ) {
  24165. return builder.getScopedArray( this.name || `${this.scope}Array_${this.id}`, this.scope.toLowerCase(), this.bufferType, this.bufferCount );
  24166. }
  24167. }
  24168. /**
  24169. * TSL function for creating a workgroup info node.
  24170. * Creates a new 'workgroup' scoped array buffer.
  24171. *
  24172. * @function
  24173. * @param {String} type - The data type of a 'workgroup' scoped buffer element.
  24174. * @param {Number} [count=0] - The number of elements in the buffer.
  24175. * @returns {WorkgroupInfoNode}
  24176. */
  24177. const workgroupArray = ( type, count ) => nodeObject( new WorkgroupInfoNode( 'Workgroup', type, count ) );
  24178. /** @module AtomicFunctionNode **/
  24179. /**
  24180. * `AtomicFunctionNode` represents any function that can operate on atomic variable types
  24181. * within a shader. In an atomic function, any modification to an atomic variable will
  24182. * occur as an indivisible step with a defined order relative to other modifications.
  24183. * Accordingly, even if multiple atomic functions are modifying an atomic variable at once
  24184. * atomic operations will not interfere with each other.
  24185. *
  24186. * This node can only be used with a WebGPU backend.
  24187. *
  24188. * @augments TempNode
  24189. */
  24190. class AtomicFunctionNode extends TempNode {
  24191. static get type() {
  24192. return 'AtomicFunctionNode';
  24193. }
  24194. /**
  24195. * Constructs a new atomic function node.
  24196. *
  24197. * @param {String} method - The signature of the atomic function to construct.
  24198. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24199. * @param {Node} valueNode - The value that mutates the atomic variable.
  24200. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24201. */
  24202. constructor( method, pointerNode, valueNode, storeNode = null ) {
  24203. super( 'uint' );
  24204. /**
  24205. * The signature of the atomic function to construct.
  24206. *
  24207. * @type {String}
  24208. */
  24209. this.method = method;
  24210. /**
  24211. * An atomic variable or element of an atomic buffer.
  24212. *
  24213. * @type {Node}
  24214. */
  24215. this.pointerNode = pointerNode;
  24216. /**
  24217. * A value that modifies the atomic variable.
  24218. *
  24219. * @type {Node}
  24220. */
  24221. this.valueNode = valueNode;
  24222. /**
  24223. * A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24224. *
  24225. * @type {Node?}
  24226. * @default null
  24227. */
  24228. this.storeNode = storeNode;
  24229. }
  24230. /**
  24231. * Overwrites the default implementation to return the type of
  24232. * the pointer node.
  24233. *
  24234. * @param {NodeBuilder} builder - The current node builder.
  24235. * @return {String} The input type.
  24236. */
  24237. getInputType( builder ) {
  24238. return this.pointerNode.getNodeType( builder );
  24239. }
  24240. /**
  24241. * Overwritten since the node type is inferred from the input type.
  24242. *
  24243. * @param {NodeBuilder} builder - The current node builder.
  24244. * @return {String} The node type.
  24245. */
  24246. getNodeType( builder ) {
  24247. return this.getInputType( builder );
  24248. }
  24249. generate( builder ) {
  24250. const method = this.method;
  24251. const type = this.getNodeType( builder );
  24252. const inputType = this.getInputType( builder );
  24253. const a = this.pointerNode;
  24254. const b = this.valueNode;
  24255. const params = [];
  24256. params.push( `&${ a.build( builder, inputType ) }` );
  24257. params.push( b.build( builder, inputType ) );
  24258. const methodSnippet = `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`;
  24259. if ( this.storeNode !== null ) {
  24260. const varSnippet = this.storeNode.build( builder, inputType );
  24261. builder.addLineFlowCode( `${varSnippet} = ${methodSnippet}`, this );
  24262. } else {
  24263. builder.addLineFlowCode( methodSnippet, this );
  24264. }
  24265. }
  24266. }
  24267. AtomicFunctionNode.ATOMIC_LOAD = 'atomicLoad';
  24268. AtomicFunctionNode.ATOMIC_STORE = 'atomicStore';
  24269. AtomicFunctionNode.ATOMIC_ADD = 'atomicAdd';
  24270. AtomicFunctionNode.ATOMIC_SUB = 'atomicSub';
  24271. AtomicFunctionNode.ATOMIC_MAX = 'atomicMax';
  24272. AtomicFunctionNode.ATOMIC_MIN = 'atomicMin';
  24273. AtomicFunctionNode.ATOMIC_AND = 'atomicAnd';
  24274. AtomicFunctionNode.ATOMIC_OR = 'atomicOr';
  24275. AtomicFunctionNode.ATOMIC_XOR = 'atomicXor';
  24276. /**
  24277. * TSL function for creating an atomic function node.
  24278. *
  24279. * @function
  24280. * @param {String} method - The signature of the atomic function to construct.
  24281. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24282. * @param {Node} valueNode - The value that mutates the atomic variable.
  24283. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24284. * @returns {AtomicFunctionNode}
  24285. */
  24286. const atomicNode = nodeProxy( AtomicFunctionNode );
  24287. /**
  24288. * TSL function for appending an atomic function call into the programmatic flow of a compute shader.
  24289. *
  24290. * @function
  24291. * @param {String} method - The signature of the atomic function to construct.
  24292. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24293. * @param {Node} valueNode - The value that mutates the atomic variable.
  24294. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24295. * @returns {AtomicFunctionNode}
  24296. */
  24297. const atomicFunc = ( method, pointerNode, valueNode, storeNode = null ) => {
  24298. const node = atomicNode( method, pointerNode, valueNode, storeNode );
  24299. node.append();
  24300. return node;
  24301. };
  24302. /**
  24303. * Stores a value in the atomic variable.
  24304. *
  24305. * @function
  24306. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24307. * @param {Node} valueNode - The value that mutates the atomic variable.
  24308. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24309. * @returns {AtomicFunctionNode}
  24310. */
  24311. const atomicStore = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_STORE, pointerNode, valueNode, storeNode );
  24312. /**
  24313. * Increments the value stored in the atomic variable.
  24314. *
  24315. * @function
  24316. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24317. * @param {Node} valueNode - The value that mutates the atomic variable.
  24318. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24319. * @returns {AtomicFunctionNode}
  24320. */
  24321. const atomicAdd = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_ADD, pointerNode, valueNode, storeNode );
  24322. /**
  24323. * Decrements the value stored in the atomic variable.
  24324. *
  24325. * @function
  24326. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24327. * @param {Node} valueNode - The value that mutates the atomic variable.
  24328. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24329. * @returns {AtomicFunctionNode}
  24330. */
  24331. const atomicSub = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_SUB, pointerNode, valueNode, storeNode );
  24332. /**
  24333. * Stores in an atomic variable the maximum between its current value and a parameter.
  24334. *
  24335. * @function
  24336. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24337. * @param {Node} valueNode - The value that mutates the atomic variable.
  24338. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24339. * @returns {AtomicFunctionNode}
  24340. */
  24341. const atomicMax = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_MAX, pointerNode, valueNode, storeNode );
  24342. /**
  24343. * Stores in an atomic variable the minimum between its current value and a parameter.
  24344. *
  24345. * @function
  24346. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24347. * @param {Node} valueNode - The value that mutates the atomic variable.
  24348. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24349. * @returns {AtomicFunctionNode}
  24350. */
  24351. const atomicMin = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_MIN, pointerNode, valueNode, storeNode );
  24352. /**
  24353. * Stores in an atomic variable the bitwise AND of its value with a parameter.
  24354. *
  24355. * @function
  24356. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24357. * @param {Node} valueNode - The value that mutates the atomic variable.
  24358. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24359. * @returns {AtomicFunctionNode}
  24360. */
  24361. const atomicAnd = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_AND, pointerNode, valueNode, storeNode );
  24362. /**
  24363. * Stores in an atomic variable the bitwise OR of its value with a parameter.
  24364. *
  24365. * @function
  24366. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24367. * @param {Node} valueNode - The value that mutates the atomic variable.
  24368. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24369. * @returns {AtomicFunctionNode}
  24370. */
  24371. const atomicOr = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_OR, pointerNode, valueNode, storeNode );
  24372. /**
  24373. * Stores in an atomic variable the bitwise XOR of its value with a parameter.
  24374. *
  24375. * @function
  24376. * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  24377. * @param {Node} valueNode - The value that mutates the atomic variable.
  24378. * @param {Node?} [storeNode=null] - A variable storing the return value of an atomic operation, typically the value of the atomic variable before the operation.
  24379. * @returns {AtomicFunctionNode}
  24380. */
  24381. const atomicXor = ( pointerNode, valueNode, storeNode = null ) => atomicFunc( AtomicFunctionNode.ATOMIC_XOR, pointerNode, valueNode, storeNode );
  24382. /** @module Lights **/
  24383. let uniformsLib;
  24384. function getLightData( light ) {
  24385. uniformsLib = uniformsLib || new WeakMap();
  24386. let uniforms = uniformsLib.get( light );
  24387. if ( uniforms === undefined ) uniformsLib.set( light, uniforms = {} );
  24388. return uniforms;
  24389. }
  24390. /**
  24391. * TSL function for getting a shadow matrix uniform node for the given light.
  24392. *
  24393. * @function
  24394. * @param {Light} light -The light source.
  24395. * @returns {UniformNode<mat4>} The shadow matrix uniform node.
  24396. */
  24397. function lightShadowMatrix( light ) {
  24398. const data = getLightData( light );
  24399. return data.shadowMatrix || ( data.shadowMatrix = uniform( 'mat4' ).setGroup( renderGroup ).onRenderUpdate( () => {
  24400. if ( light.castShadow !== true ) {
  24401. light.shadow.updateMatrices( light );
  24402. }
  24403. return light.shadow.matrix;
  24404. } ) );
  24405. }
  24406. /**
  24407. * TSL function for getting projected uv coordinates for the given light.
  24408. * Relevant when using maps with spot lights.
  24409. *
  24410. * @function
  24411. * @param {Light} light -The light source.
  24412. * @returns {Node<vec3>} The projected uvs.
  24413. */
  24414. function lightProjectionUV( light ) {
  24415. const data = getLightData( light );
  24416. if ( data.projectionUV === undefined ) {
  24417. const spotLightCoord = lightShadowMatrix( light ).mul( positionWorld );
  24418. data.projectionUV = spotLightCoord.xyz.div( spotLightCoord.w );
  24419. }
  24420. return data.projectionUV;
  24421. }
  24422. /**
  24423. * TSL function for getting the position in world space for the given light.
  24424. *
  24425. * @function
  24426. * @param {Light} light -The light source.
  24427. * @returns {UniformNode<vec3>} The light's position in world space.
  24428. */
  24429. function lightPosition( light ) {
  24430. const data = getLightData( light );
  24431. return data.position || ( data.position = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.matrixWorld ) ) );
  24432. }
  24433. /**
  24434. * TSL function for getting the light target position in world space for the given light.
  24435. *
  24436. * @function
  24437. * @param {Light} light -The light source.
  24438. * @returns {UniformNode<vec3>} The light target position in world space.
  24439. */
  24440. function lightTargetPosition( light ) {
  24441. const data = getLightData( light );
  24442. return data.targetPosition || ( data.targetPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.target.matrixWorld ) ) );
  24443. }
  24444. /**
  24445. * TSL function for getting the position in view space for the given light.
  24446. *
  24447. * @function
  24448. * @param {Light} light -The light source.
  24449. * @returns {UniformNode<vec3>} The light's position in view space.
  24450. */
  24451. function lightViewPosition( light ) {
  24452. const data = getLightData( light );
  24453. return data.viewPosition || ( data.viewPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => {
  24454. self.value = self.value || new Vector3();
  24455. self.value.setFromMatrixPosition( light.matrixWorld );
  24456. self.value.applyMatrix4( camera.matrixWorldInverse );
  24457. } ) );
  24458. }
  24459. /**
  24460. * TSL function for getting the light target direction for the given light.
  24461. *
  24462. * @function
  24463. * @param {Light} light -The light source.
  24464. * @returns {Node<vec3>} The light's target direction.
  24465. */
  24466. const lightTargetDirection = ( light ) => cameraViewMatrix.transformDirection( lightPosition( light ).sub( lightTargetPosition( light ) ) );
  24467. /** @module LightsNode **/
  24468. const sortLights = ( lights ) => {
  24469. return lights.sort( ( a, b ) => a.id - b.id );
  24470. };
  24471. const getLightNodeById = ( id, lightNodes ) => {
  24472. for ( const lightNode of lightNodes ) {
  24473. if ( lightNode.isAnalyticLightNode && lightNode.light.id === id ) {
  24474. return lightNode;
  24475. }
  24476. }
  24477. return null;
  24478. };
  24479. const _lightsNodeRef = /*@__PURE__*/ new WeakMap();
  24480. /**
  24481. * This node represents the scene's lighting and manages the lighting model's life cycle
  24482. * for the current build 3D object. It is responsible for computing the total outgoing
  24483. * light in a given lighting context.
  24484. *
  24485. * @augments Node
  24486. */
  24487. class LightsNode extends Node {
  24488. static get type() {
  24489. return 'LightsNode';
  24490. }
  24491. /**
  24492. * Constructs a new lights node.
  24493. */
  24494. constructor() {
  24495. super( 'vec3' );
  24496. /**
  24497. * A node representing the total diffuse light.
  24498. *
  24499. * @type {Node<vec3>}
  24500. */
  24501. this.totalDiffuseNode = vec3().toVar( 'totalDiffuse' );
  24502. /**
  24503. * A node representing the total specular light.
  24504. *
  24505. * @type {Node<vec3>}
  24506. */
  24507. this.totalSpecularNode = vec3().toVar( 'totalSpecular' );
  24508. /**
  24509. * A node representing the outgoing light.
  24510. *
  24511. * @type {Node<vec3>}
  24512. */
  24513. this.outgoingLightNode = vec3().toVar( 'outgoingLight' );
  24514. /**
  24515. * An array representing the lights in the scene.
  24516. *
  24517. * @private
  24518. * @type {Array<Light>}
  24519. */
  24520. this._lights = [];
  24521. /**
  24522. * For each light in the scene, this node will create a
  24523. * corresponding light node.
  24524. *
  24525. * @private
  24526. * @type {Array<LightingNode>?}
  24527. * @default null
  24528. */
  24529. this._lightNodes = null;
  24530. /**
  24531. * A hash for identifying the current light nodes setup.
  24532. *
  24533. * @private
  24534. * @type {String?}
  24535. * @default null
  24536. */
  24537. this._lightNodesHash = null;
  24538. /**
  24539. * `LightsNode` sets this property to `true` by default.
  24540. *
  24541. * @type {Boolean}
  24542. * @default true
  24543. */
  24544. this.global = true;
  24545. }
  24546. /**
  24547. * Overwrites the default {@link Node#customCacheKey} implementation by including the
  24548. * light IDs into the cache key.
  24549. *
  24550. * @return {Number} The custom cache key.
  24551. */
  24552. customCacheKey() {
  24553. const lightIDs = [];
  24554. const lights = this._lights;
  24555. for ( let i = 0; i < lights.length; i ++ ) {
  24556. lightIDs.push( lights[ i ].id );
  24557. }
  24558. return hashArray( lightIDs );
  24559. }
  24560. /**
  24561. * Computes a hash value for identifying the current light nodes setup.
  24562. *
  24563. * @param {NodeBuilder} builder - A reference to the current node builder.
  24564. * @return {String} The computed hash.
  24565. */
  24566. getHash( builder ) {
  24567. if ( this._lightNodesHash === null ) {
  24568. if ( this._lightNodes === null ) this.setupLightsNode( builder );
  24569. const hash = [];
  24570. for ( const lightNode of this._lightNodes ) {
  24571. hash.push( lightNode.getSelf().getHash() );
  24572. }
  24573. this._lightNodesHash = 'lights-' + hash.join( ',' );
  24574. }
  24575. return this._lightNodesHash;
  24576. }
  24577. analyze( builder ) {
  24578. const properties = builder.getDataFromNode( this );
  24579. for ( const node of properties.nodes ) {
  24580. node.build( builder );
  24581. }
  24582. }
  24583. /**
  24584. * Creates lighting nodes for each scene light. This makes it possible to further
  24585. * process lights in the node system.
  24586. *
  24587. * @param {NodeBuilder} builder - A reference to the current node builder.
  24588. */
  24589. setupLightsNode( builder ) {
  24590. const lightNodes = [];
  24591. const previousLightNodes = this._lightNodes;
  24592. const lights = sortLights( this._lights );
  24593. const nodeLibrary = builder.renderer.library;
  24594. for ( const light of lights ) {
  24595. if ( light.isNode ) {
  24596. lightNodes.push( nodeObject( light ) );
  24597. } else {
  24598. let lightNode = null;
  24599. if ( previousLightNodes !== null ) {
  24600. lightNode = getLightNodeById( light.id, previousLightNodes ); // reuse existing light node
  24601. }
  24602. if ( lightNode === null ) {
  24603. // find the corresponding node type for a given light
  24604. const lightNodeClass = nodeLibrary.getLightNodeClass( light.constructor );
  24605. if ( lightNodeClass === null ) {
  24606. console.warn( `LightsNode.setupNodeLights: Light node not found for ${ light.constructor.name }` );
  24607. continue;
  24608. }
  24609. let lightNode = null;
  24610. if ( ! _lightsNodeRef.has( light ) ) {
  24611. lightNode = nodeObject( new lightNodeClass( light ) );
  24612. _lightsNodeRef.set( light, lightNode );
  24613. } else {
  24614. lightNode = _lightsNodeRef.get( light );
  24615. }
  24616. lightNodes.push( lightNode );
  24617. }
  24618. }
  24619. }
  24620. this._lightNodes = lightNodes;
  24621. }
  24622. /**
  24623. * Setups the internal lights by building all respective
  24624. * light nodes.
  24625. *
  24626. * @param {NodeBuilder} builder - A reference to the current node builder.
  24627. * @param {Array<LightingNode>} lightNodes - An array of lighting nodes.
  24628. */
  24629. setupLights( builder, lightNodes ) {
  24630. for ( const lightNode of lightNodes ) {
  24631. lightNode.build( builder );
  24632. }
  24633. }
  24634. /**
  24635. * The implementation makes sure that for each light in the scene
  24636. * there is a corresponding light node. By building the light nodes
  24637. * and evaluating the lighting model the outgoing light is computed.
  24638. *
  24639. * @param {NodeBuilder} builder - A reference to the current node builder.
  24640. * @return {Node<vec3>} A node representing the outgoing light.
  24641. */
  24642. setup( builder ) {
  24643. if ( this._lightNodes === null ) this.setupLightsNode( builder );
  24644. const context = builder.context;
  24645. const lightingModel = context.lightingModel;
  24646. let outgoingLightNode = this.outgoingLightNode;
  24647. if ( lightingModel ) {
  24648. const { _lightNodes, totalDiffuseNode, totalSpecularNode } = this;
  24649. context.outgoingLight = outgoingLightNode;
  24650. const stack = builder.addStack();
  24651. //
  24652. const properties = builder.getDataFromNode( this );
  24653. properties.nodes = stack.nodes;
  24654. //
  24655. lightingModel.start( context, stack, builder );
  24656. // lights
  24657. this.setupLights( builder, _lightNodes );
  24658. //
  24659. lightingModel.indirect( context, stack, builder );
  24660. //
  24661. const { backdrop, backdropAlpha } = context;
  24662. const { directDiffuse, directSpecular, indirectDiffuse, indirectSpecular } = context.reflectedLight;
  24663. let totalDiffuse = directDiffuse.add( indirectDiffuse );
  24664. if ( backdrop !== null ) {
  24665. if ( backdropAlpha !== null ) {
  24666. totalDiffuse = vec3( backdropAlpha.mix( totalDiffuse, backdrop ) );
  24667. } else {
  24668. totalDiffuse = vec3( backdrop );
  24669. }
  24670. context.material.transparent = true;
  24671. }
  24672. totalDiffuseNode.assign( totalDiffuse );
  24673. totalSpecularNode.assign( directSpecular.add( indirectSpecular ) );
  24674. outgoingLightNode.assign( totalDiffuseNode.add( totalSpecularNode ) );
  24675. //
  24676. lightingModel.finish( context, stack, builder );
  24677. //
  24678. outgoingLightNode = outgoingLightNode.bypass( builder.removeStack() );
  24679. }
  24680. return outgoingLightNode;
  24681. }
  24682. /**
  24683. * Configures this node with an array of lights.
  24684. *
  24685. * @param {Array<Light>} lights - An array of lights.
  24686. * @return {LightsNode} A reference to this node.
  24687. */
  24688. setLights( lights ) {
  24689. this._lights = lights;
  24690. this._lightNodes = null;
  24691. this._lightNodesHash = null;
  24692. return this;
  24693. }
  24694. /**
  24695. * Returns an array of the scene's lights.
  24696. *
  24697. * @return {Array<Light>} The scene's lights.
  24698. */
  24699. getLights() {
  24700. return this._lights;
  24701. }
  24702. /**
  24703. * Whether the scene has lights or not.
  24704. *
  24705. * @type {Boolean}
  24706. */
  24707. get hasLights() {
  24708. return this._lights.length > 0;
  24709. }
  24710. }
  24711. /**
  24712. * TSL function for creating an instance of `LightsNode` and configuring
  24713. * it with the given array of lights.
  24714. *
  24715. * @function
  24716. * @param {Array<Light>} lights - An array of lights.
  24717. * @return {LightsNode} The created lights node.
  24718. */
  24719. const lights = ( lights = [] ) => nodeObject( new LightsNode() ).setLights( lights );
  24720. /** @module ShadowBaseNode **/
  24721. /**
  24722. * Base class for all shadow nodes.
  24723. *
  24724. * Shadow nodes encapsulate shadow related logic and are always coupled to lighting nodes.
  24725. * Lighting nodes might share the same shadow node type or use specific ones depending on
  24726. * their requirements.
  24727. *
  24728. * @augments Node
  24729. */
  24730. class ShadowBaseNode extends Node {
  24731. static get type() {
  24732. return 'ShadowBaseNode';
  24733. }
  24734. /**
  24735. * Constructs a new shadow base node.
  24736. *
  24737. * @param {Light} light - The shadow casting light.
  24738. */
  24739. constructor( light ) {
  24740. super();
  24741. /**
  24742. * The shadow casting light.
  24743. *
  24744. * @type {Light}
  24745. */
  24746. this.light = light;
  24747. /**
  24748. * Overwritten since shadows are updated by default per render.
  24749. *
  24750. * @type {String}
  24751. * @default 'render'
  24752. */
  24753. this.updateBeforeType = NodeUpdateType.RENDER;
  24754. /**
  24755. * This flag can be used for type testing.
  24756. *
  24757. * @type {Boolean}
  24758. * @readonly
  24759. * @default true
  24760. */
  24761. this.isShadowBaseNode = true;
  24762. }
  24763. /**
  24764. * Setups the shadow position node which is by default the predefined TSL node object `shadowPositionWorld`.
  24765. *
  24766. * @param {(NodeBuilder|{Material})} object - A configuration object that must at least hold a material reference.
  24767. */
  24768. setupShadowPosition( { material } ) {
  24769. // Use assign inside an Fn()
  24770. shadowPositionWorld.assign( material.shadowPositionNode || positionWorld );
  24771. }
  24772. /**
  24773. * Can be called when the shadow isn't required anymore. That can happen when
  24774. * a lighting node stops casting shadows by setting {@link Object3D#castShadow}
  24775. * to `false`.
  24776. */
  24777. dispose() {
  24778. this.updateBeforeType = NodeUpdateType.NONE;
  24779. }
  24780. }
  24781. /**
  24782. * TSL object that represents the vertex position in world space during the shadow pass.
  24783. *
  24784. * @type {Node<vec3>}
  24785. */
  24786. const shadowPositionWorld = /*@__PURE__*/ vec3().toVar( 'shadowPositionWorld' );
  24787. /** @module RendererUtils **/
  24788. /**
  24789. * Saves the state of the given renderer and stores it into the given state object.
  24790. *
  24791. * If not state object is provided, the function creates one.
  24792. *
  24793. * @function
  24794. * @param {Renderer} renderer - The renderer.
  24795. * @param {Object} [state={}] - The state.
  24796. * @return {Object} The state.
  24797. */
  24798. function saveRendererState( renderer, state = {} ) {
  24799. state.toneMapping = renderer.toneMapping;
  24800. state.toneMappingExposure = renderer.toneMappingExposure;
  24801. state.outputColorSpace = renderer.outputColorSpace;
  24802. state.renderTarget = renderer.getRenderTarget();
  24803. state.activeCubeFace = renderer.getActiveCubeFace();
  24804. state.activeMipmapLevel = renderer.getActiveMipmapLevel();
  24805. state.renderObjectFunction = renderer.getRenderObjectFunction();
  24806. state.pixelRatio = renderer.getPixelRatio();
  24807. state.mrt = renderer.getMRT();
  24808. state.clearColor = renderer.getClearColor( state.clearColor || new Color() );
  24809. state.clearAlpha = renderer.getClearAlpha();
  24810. state.autoClear = renderer.autoClear;
  24811. state.scissorTest = renderer.getScissorTest();
  24812. return state;
  24813. }
  24814. /**
  24815. * Saves the state of the given renderer and stores it into the given state object.
  24816. * Besides, the function also resets the state of the renderer to its default values.
  24817. *
  24818. * If not state object is provided, the function creates one.
  24819. *
  24820. * @function
  24821. * @param {Renderer} renderer - The renderer.
  24822. * @param {Object} [state={}] - The state.
  24823. * @return {Object} The state.
  24824. */
  24825. function resetRendererState( renderer, state ) {
  24826. state = saveRendererState( renderer, state );
  24827. renderer.setMRT( null );
  24828. renderer.setRenderObjectFunction( null );
  24829. renderer.setClearColor( 0x000000, 1 );
  24830. renderer.autoClear = true;
  24831. return state;
  24832. }
  24833. /**
  24834. * Restores the state of the given renderer from the given state object.
  24835. *
  24836. * @function
  24837. * @param {Renderer} renderer - The renderer.
  24838. * @param {Object} state - The state to restore.
  24839. */
  24840. function restoreRendererState( renderer, state ) {
  24841. renderer.toneMapping = state.toneMapping;
  24842. renderer.toneMappingExposure = state.toneMappingExposure;
  24843. renderer.outputColorSpace = state.outputColorSpace;
  24844. renderer.setRenderTarget( state.renderTarget, state.activeCubeFace, state.activeMipmapLevel );
  24845. renderer.setRenderObjectFunction( state.renderObjectFunction );
  24846. renderer.setPixelRatio( state.pixelRatio );
  24847. renderer.setMRT( state.mrt );
  24848. renderer.setClearColor( state.clearColor, state.clearAlpha );
  24849. renderer.autoClear = state.autoClear;
  24850. renderer.setScissorTest( state.scissorTest );
  24851. }
  24852. /**
  24853. * Saves the state of the given scene and stores it into the given state object.
  24854. *
  24855. * If not state object is provided, the function creates one.
  24856. *
  24857. * @function
  24858. * @param {Scene} scene - The scene.
  24859. * @param {Object} [state={}] - The state.
  24860. * @return {Object} The state.
  24861. */
  24862. function saveSceneState( scene, state = {} ) {
  24863. state.background = scene.background;
  24864. state.backgroundNode = scene.backgroundNode;
  24865. state.overrideMaterial = scene.overrideMaterial;
  24866. return state;
  24867. }
  24868. /**
  24869. * Saves the state of the given scene and stores it into the given state object.
  24870. * Besides, the function also resets the state of the scene to its default values.
  24871. *
  24872. * If not state object is provided, the function creates one.
  24873. *
  24874. * @function
  24875. * @param {Scene} scene - The scene.
  24876. * @param {Object} [state={}] - The state.
  24877. * @return {Object} The state.
  24878. */
  24879. function resetSceneState( scene, state ) {
  24880. state = saveSceneState( scene, state );
  24881. scene.background = null;
  24882. scene.backgroundNode = null;
  24883. scene.overrideMaterial = null;
  24884. return state;
  24885. }
  24886. /**
  24887. * Restores the state of the given scene from the given state object.
  24888. *
  24889. * @function
  24890. * @param {Scene} scene - The scene.
  24891. * @param {Object} state - The state to restore.
  24892. */
  24893. function restoreSceneState( scene, state ) {
  24894. scene.background = state.background;
  24895. scene.backgroundNode = state.backgroundNode;
  24896. scene.overrideMaterial = state.overrideMaterial;
  24897. }
  24898. /**
  24899. * Saves the state of the given renderer and scene and stores it into the given state object.
  24900. *
  24901. * If not state object is provided, the function creates one.
  24902. *
  24903. * @function
  24904. * @param {Renderer} renderer - The renderer.
  24905. * @param {Scene} scene - The scene.
  24906. * @param {Object} [state={}] - The state.
  24907. * @return {Object} The state.
  24908. */
  24909. function saveRendererAndSceneState( renderer, scene, state = {} ) {
  24910. state = saveRendererState( renderer, state );
  24911. state = saveSceneState( scene, state );
  24912. return state;
  24913. }
  24914. /**
  24915. * Saves the state of the given renderer and scene and stores it into the given state object.
  24916. * Besides, the function also resets the state of the renderer and scene to its default values.
  24917. *
  24918. * If not state object is provided, the function creates one.
  24919. *
  24920. * @function
  24921. * @param {Renderer} renderer - The renderer.
  24922. * @param {Scene} scene - The scene.
  24923. * @param {Object} [state={}] - The state.
  24924. * @return {Object} The state.
  24925. */
  24926. function resetRendererAndSceneState( renderer, scene, state ) {
  24927. state = resetRendererState( renderer, state );
  24928. state = resetSceneState( scene, state );
  24929. return state;
  24930. }
  24931. /**
  24932. * Restores the state of the given renderer and scene from the given state object.
  24933. *
  24934. * @function
  24935. * @param {Renderer} renderer - The renderer.
  24936. * @param {Scene} scene - The scene.
  24937. * @param {Object} state - The state to restore.
  24938. */
  24939. function restoreRendererAndSceneState( renderer, scene, state ) {
  24940. restoreRendererState( renderer, state );
  24941. restoreSceneState( scene, state );
  24942. }
  24943. var RendererUtils = /*#__PURE__*/Object.freeze({
  24944. __proto__: null,
  24945. resetRendererAndSceneState: resetRendererAndSceneState,
  24946. resetRendererState: resetRendererState,
  24947. resetSceneState: resetSceneState,
  24948. restoreRendererAndSceneState: restoreRendererAndSceneState,
  24949. restoreRendererState: restoreRendererState,
  24950. restoreSceneState: restoreSceneState,
  24951. saveRendererAndSceneState: saveRendererAndSceneState,
  24952. saveRendererState: saveRendererState,
  24953. saveSceneState: saveSceneState
  24954. });
  24955. /** @module ShadowNode **/
  24956. const shadowMaterialLib = /*@__PURE__*/ new WeakMap();
  24957. const linearDistance = /*@__PURE__*/ Fn( ( [ position, cameraNear, cameraFar ] ) => {
  24958. let dist = positionWorld.sub( position ).length();
  24959. dist = dist.sub( cameraNear ).div( cameraFar.sub( cameraNear ) );
  24960. dist = dist.saturate(); // clamp to [ 0, 1 ]
  24961. return dist;
  24962. } );
  24963. const linearShadowDistance = ( light ) => {
  24964. const camera = light.shadow.camera;
  24965. const nearDistance = reference( 'near', 'float', camera ).setGroup( renderGroup );
  24966. const farDistance = reference( 'far', 'float', camera ).setGroup( renderGroup );
  24967. const referencePosition = objectPosition( light );
  24968. return linearDistance( referencePosition, nearDistance, farDistance );
  24969. };
  24970. const getShadowMaterial = ( light ) => {
  24971. let material = shadowMaterialLib.get( light );
  24972. if ( material === undefined ) {
  24973. const depthNode = light.isPointLight ? linearShadowDistance( light ) : null;
  24974. material = new NodeMaterial();
  24975. material.colorNode = vec4( 0, 0, 0, 1 );
  24976. material.depthNode = depthNode;
  24977. material.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.colorNode unintentionally when using material.shadowNode
  24978. material.name = 'ShadowMaterial';
  24979. material.fog = false;
  24980. shadowMaterialLib.set( light, material );
  24981. }
  24982. return material;
  24983. };
  24984. /**
  24985. * A shadow filtering function performing basic filtering. This is in fact an unfiltered version of the shadow map
  24986. * with a binary `[0,1]` result.
  24987. *
  24988. * @method
  24989. * @param {Object} inputs - The input parameter object.
  24990. * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
  24991. * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
  24992. * @return {Node<float>} The filtering result.
  24993. */
  24994. const BasicShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord } ) => {
  24995. return texture( depthTexture, shadowCoord.xy ).compare( shadowCoord.z );
  24996. } );
  24997. /**
  24998. * A shadow filtering function performing PCF filtering.
  24999. *
  25000. * @method
  25001. * @param {Object} inputs - The input parameter object.
  25002. * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
  25003. * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
  25004. * @param {LightShadow} inputs.shadow - The light shadow.
  25005. * @return {Node<float>} The filtering result.
  25006. */
  25007. const PCFShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  25008. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  25009. const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  25010. const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
  25011. const texelSize = vec2( 1 ).div( mapSize );
  25012. const dx0 = texelSize.x.negate().mul( radius );
  25013. const dy0 = texelSize.y.negate().mul( radius );
  25014. const dx1 = texelSize.x.mul( radius );
  25015. const dy1 = texelSize.y.mul( radius );
  25016. const dx2 = dx0.div( 2 );
  25017. const dy2 = dy0.div( 2 );
  25018. const dx3 = dx1.div( 2 );
  25019. const dy3 = dy1.div( 2 );
  25020. return add(
  25021. depthCompare( shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
  25022. depthCompare( shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
  25023. depthCompare( shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
  25024. depthCompare( shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
  25025. depthCompare( shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
  25026. depthCompare( shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
  25027. depthCompare( shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
  25028. depthCompare( shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
  25029. depthCompare( shadowCoord.xy, shadowCoord.z ),
  25030. depthCompare( shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
  25031. depthCompare( shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
  25032. depthCompare( shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
  25033. depthCompare( shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
  25034. depthCompare( shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
  25035. depthCompare( shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
  25036. depthCompare( shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
  25037. depthCompare( shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
  25038. ).mul( 1 / 17 );
  25039. } );
  25040. /**
  25041. * A shadow filtering function performing PCF soft filtering.
  25042. *
  25043. * @method
  25044. * @param {Object} inputs - The input parameter object.
  25045. * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
  25046. * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
  25047. * @param {LightShadow} inputs.shadow - The light shadow.
  25048. * @return {Node<float>} The filtering result.
  25049. */
  25050. const PCFSoftShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow } ) => {
  25051. const depthCompare = ( uv, compare ) => texture( depthTexture, uv ).compare( compare );
  25052. const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  25053. const texelSize = vec2( 1 ).div( mapSize );
  25054. const dx = texelSize.x;
  25055. const dy = texelSize.y;
  25056. const uv = shadowCoord.xy;
  25057. const f = fract( uv.mul( mapSize ).add( 0.5 ) );
  25058. uv.subAssign( f.mul( texelSize ) );
  25059. return add(
  25060. depthCompare( uv, shadowCoord.z ),
  25061. depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
  25062. depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
  25063. depthCompare( uv.add( texelSize ), shadowCoord.z ),
  25064. mix(
  25065. depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
  25066. depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
  25067. f.x
  25068. ),
  25069. mix(
  25070. depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
  25071. depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
  25072. f.x
  25073. ),
  25074. mix(
  25075. depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
  25076. depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
  25077. f.y
  25078. ),
  25079. mix(
  25080. depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
  25081. depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
  25082. f.y
  25083. ),
  25084. mix(
  25085. mix(
  25086. depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
  25087. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
  25088. f.x
  25089. ),
  25090. mix(
  25091. depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
  25092. depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
  25093. f.x
  25094. ),
  25095. f.y
  25096. )
  25097. ).mul( 1 / 9 );
  25098. } );
  25099. /**
  25100. * A shadow filtering function performing VSM filtering.
  25101. *
  25102. * @method
  25103. * @param {Object} inputs - The input parameter object.
  25104. * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
  25105. * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
  25106. * @return {Node<float>} The filtering result.
  25107. */
  25108. const VSMShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord } ) => {
  25109. const occlusion = float( 1 ).toVar();
  25110. const distribution = texture( depthTexture ).sample( shadowCoord.xy ).rg;
  25111. const hardShadow = step( shadowCoord.z, distribution.x );
  25112. If( hardShadow.notEqual( float( 1.0 ) ), () => {
  25113. const distance = shadowCoord.z.sub( distribution.x );
  25114. const variance = max$1( 0, distribution.y.mul( distribution.y ) );
  25115. let softnessProbability = variance.div( variance.add( distance.mul( distance ) ) ); // Chebeyshevs inequality
  25116. softnessProbability = clamp( sub( softnessProbability, 0.3 ).div( 0.95 - 0.3 ) );
  25117. occlusion.assign( clamp( max$1( hardShadow, softnessProbability ) ) );
  25118. } );
  25119. return occlusion;
  25120. } );
  25121. /**
  25122. * Represents the shader code for the first VSM render pass.
  25123. *
  25124. * @method
  25125. * @param {Object} inputs - The input parameter object.
  25126. * @param {Node<float>} inputs.samples - The number of samples
  25127. * @param {Node<float>} inputs.radius - The radius.
  25128. * @param {Node<float>} inputs.size - The size.
  25129. * @param {TextureNode} inputs.shadowPass - A reference to the render target's depth data.
  25130. * @return {Node<vec2>} The VSM output.
  25131. */
  25132. const VSMPassVertical = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass } ) => {
  25133. const mean = float( 0 ).toVar();
  25134. const squaredMean = float( 0 ).toVar();
  25135. const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  25136. const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
  25137. Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
  25138. const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
  25139. const depth = shadowPass.sample( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) ).x;
  25140. mean.addAssign( depth );
  25141. squaredMean.addAssign( depth.mul( depth ) );
  25142. } );
  25143. mean.divAssign( samples );
  25144. squaredMean.divAssign( samples );
  25145. const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
  25146. return vec2( mean, std_dev );
  25147. } );
  25148. /**
  25149. * Represents the shader code for the second VSM render pass.
  25150. *
  25151. * @method
  25152. * @param {Object} inputs - The input parameter object.
  25153. * @param {Node<float>} inputs.samples - The number of samples
  25154. * @param {Node<float>} inputs.radius - The radius.
  25155. * @param {Node<float>} inputs.size - The size.
  25156. * @param {TextureNode} inputs.shadowPass - The result of the first VSM render pass.
  25157. * @return {Node<vec2>} The VSM output.
  25158. */
  25159. const VSMPassHorizontal = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass } ) => {
  25160. const mean = float( 0 ).toVar();
  25161. const squaredMean = float( 0 ).toVar();
  25162. const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  25163. const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
  25164. Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
  25165. const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
  25166. const distribution = shadowPass.sample( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
  25167. mean.addAssign( distribution.x );
  25168. squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
  25169. } );
  25170. mean.divAssign( samples );
  25171. squaredMean.divAssign( samples );
  25172. const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ) );
  25173. return vec2( mean, std_dev );
  25174. } );
  25175. const _shadowFilterLib = [ BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter ];
  25176. //
  25177. let _rendererState;
  25178. const _quadMesh = /*@__PURE__*/ new QuadMesh();
  25179. /**
  25180. * Represents the default shadow implementation for lighting nodes.
  25181. *
  25182. * @augments module:ShadowBaseNode~ShadowBaseNode
  25183. */
  25184. class ShadowNode extends ShadowBaseNode {
  25185. static get type() {
  25186. return 'ShadowNode';
  25187. }
  25188. /**
  25189. * Constructs a new shadow node.
  25190. *
  25191. * @param {Light} light - The shadow casting light.
  25192. * @param {LightShadow?} [shadow=null] - An optional light shadow.
  25193. */
  25194. constructor( light, shadow = null ) {
  25195. super( light );
  25196. /**
  25197. * The light shadow which defines the properties light's
  25198. * shadow.
  25199. *
  25200. * @type {LightShadow?}
  25201. * @default null
  25202. */
  25203. this.shadow = shadow || light.shadow;
  25204. /**
  25205. * A reference to the shadow map which is a render target.
  25206. *
  25207. * @type {RenderTarget?}
  25208. * @default null
  25209. */
  25210. this.shadowMap = null;
  25211. /**
  25212. * Only relevant for VSM shadows. Render target for the
  25213. * first VSM render pass.
  25214. *
  25215. * @type {RenderTarget?}
  25216. * @default null
  25217. */
  25218. this.vsmShadowMapVertical = null;
  25219. /**
  25220. * Only relevant for VSM shadows. Render target for the
  25221. * second VSM render pass.
  25222. *
  25223. * @type {RenderTarget?}
  25224. * @default null
  25225. */
  25226. this.vsmShadowMapHorizontal = null;
  25227. /**
  25228. * Only relevant for VSM shadows. Node material which
  25229. * is used to render the first VSM pass.
  25230. *
  25231. * @type {NodeMaterial?}
  25232. * @default null
  25233. */
  25234. this.vsmMaterialVertical = null;
  25235. /**
  25236. * Only relevant for VSM shadows. Node material which
  25237. * is used to render the second VSM pass.
  25238. *
  25239. * @type {NodeMaterial?}
  25240. * @default null
  25241. */
  25242. this.vsmMaterialHorizontal = null;
  25243. /**
  25244. * A reference to the output node which defines the
  25245. * final result of this shadow node.
  25246. *
  25247. * @type {Node?}
  25248. * @private
  25249. * @default null
  25250. */
  25251. this._node = null;
  25252. /**
  25253. * This flag can be used for type testing.
  25254. *
  25255. * @type {Boolean}
  25256. * @readonly
  25257. * @default true
  25258. */
  25259. this.isShadowNode = true;
  25260. }
  25261. /**
  25262. * Setups the shadow filtering.
  25263. *
  25264. * @param {NodeBuilder} builder - A reference to the current node builder.
  25265. * @param {Object} inputs - A configuration object that defines the shadow filtering.
  25266. * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
  25267. * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
  25268. * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
  25269. * @param {LightShadow} inputs.shadow - The light shadow.
  25270. * @return {Node<float>} The result node of the shadow filtering.
  25271. */
  25272. setupShadowFilter( builder, { filterFn, depthTexture, shadowCoord, shadow } ) {
  25273. const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
  25274. .and( shadowCoord.x.lessThanEqual( 1 ) )
  25275. .and( shadowCoord.y.greaterThanEqual( 0 ) )
  25276. .and( shadowCoord.y.lessThanEqual( 1 ) )
  25277. .and( shadowCoord.z.lessThanEqual( 1 ) );
  25278. const shadowNode = filterFn( { depthTexture, shadowCoord, shadow } );
  25279. return frustumTest.select( shadowNode, float( 1 ) );
  25280. }
  25281. /**
  25282. * Setups the shadow coordinates.
  25283. *
  25284. * @param {NodeBuilder} builder - A reference to the current node builder.
  25285. * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
  25286. * @return {Node<vec3>} The shadow coordinates.
  25287. */
  25288. setupShadowCoord( builder, shadowPosition ) {
  25289. const { shadow } = this;
  25290. const { renderer } = builder;
  25291. const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
  25292. let shadowCoord = shadowPosition;
  25293. let coordZ;
  25294. if ( shadow.camera.isOrthographicCamera || renderer.logarithmicDepthBuffer !== true ) {
  25295. shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
  25296. coordZ = shadowCoord.z;
  25297. if ( renderer.coordinateSystem === WebGPUCoordinateSystem ) {
  25298. coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Conversion [ 0, 1 ] to [ - 1, 1 ]
  25299. }
  25300. } else {
  25301. const w = shadowCoord.w;
  25302. shadowCoord = shadowCoord.xy.div( w ); // <-- Only divide X/Y coords since we don't need Z
  25303. // The normally available "cameraNear" and "cameraFar" nodes cannot be used here because they do not get
  25304. // updated to use the shadow camera. So, we have to declare our own "local" ones here.
  25305. // TODO: How do we get the cameraNear/cameraFar nodes to use the shadow camera so we don't have to declare local ones here?
  25306. const cameraNearLocal = reference( 'near', 'float', shadow.camera ).setGroup( renderGroup );
  25307. const cameraFarLocal = reference( 'far', 'float', shadow.camera ).setGroup( renderGroup );
  25308. coordZ = viewZToLogarithmicDepth( w.negate(), cameraNearLocal, cameraFarLocal );
  25309. }
  25310. shadowCoord = vec3(
  25311. shadowCoord.x,
  25312. shadowCoord.y.oneMinus(), // follow webgpu standards
  25313. coordZ.add( bias )
  25314. );
  25315. return shadowCoord;
  25316. }
  25317. /**
  25318. * Returns the shadow filtering function for the given shadow type.
  25319. *
  25320. * @param {Number} type - The shadow type.
  25321. * @return {Function} The filtering function.
  25322. */
  25323. getShadowFilterFn( type ) {
  25324. return _shadowFilterLib[ type ];
  25325. }
  25326. /**
  25327. * Setups the shadow output node.
  25328. *
  25329. * @param {NodeBuilder} builder - A reference to the current node builder.
  25330. * @return {Node<vec3>} The shadow output node.
  25331. */
  25332. setupShadow( builder ) {
  25333. const { renderer } = builder;
  25334. const { light, shadow } = this;
  25335. const shadowMapType = renderer.shadowMap.type;
  25336. const depthTexture = new DepthTexture( shadow.mapSize.width, shadow.mapSize.height );
  25337. depthTexture.compareFunction = LessCompare;
  25338. const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
  25339. shadowMap.depthTexture = depthTexture;
  25340. shadow.camera.updateProjectionMatrix();
  25341. // VSM
  25342. if ( shadowMapType === VSMShadowMap ) {
  25343. depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
  25344. this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
  25345. this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType } );
  25346. const shadowPassVertical = texture( depthTexture );
  25347. const shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
  25348. const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
  25349. const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
  25350. const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  25351. let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
  25352. material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical } ).context( builder.getSharedContext() );
  25353. material.name = 'VSMVertical';
  25354. material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
  25355. material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal } ).context( builder.getSharedContext() );
  25356. material.name = 'VSMHorizontal';
  25357. }
  25358. //
  25359. const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
  25360. const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
  25361. const shadowPosition = lightShadowMatrix( light ).mul( shadowPositionWorld.add( transformedNormalWorld.mul( normalBias ) ) );
  25362. const shadowCoord = this.setupShadowCoord( builder, shadowPosition );
  25363. //
  25364. const filterFn = shadow.filterNode || this.getShadowFilterFn( renderer.shadowMap.type ) || null;
  25365. if ( filterFn === null ) {
  25366. throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
  25367. }
  25368. const shadowDepthTexture = ( shadowMapType === VSMShadowMap ) ? this.vsmShadowMapHorizontal.texture : depthTexture;
  25369. const shadowNode = this.setupShadowFilter( builder, { filterFn, shadowTexture: shadowMap.texture, depthTexture: shadowDepthTexture, shadowCoord, shadow } );
  25370. const shadowColor = texture( shadowMap.texture, shadowCoord );
  25371. const shadowOutput = mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ).toVar();
  25372. this.shadowMap = shadowMap;
  25373. this.shadow.map = shadowMap;
  25374. return shadowOutput;
  25375. }
  25376. /**
  25377. * The implementation performs the setup of the output node. An output is only
  25378. * produces if shadow mapping is globally enabled in the renderer.
  25379. *
  25380. * @param {NodeBuilder} builder - A reference to the current node builder.
  25381. * @return {ShaderCallNodeInternal} The output node.
  25382. */
  25383. setup( builder ) {
  25384. if ( builder.renderer.shadowMap.enabled === false ) return;
  25385. return Fn( () => {
  25386. let node = this._node;
  25387. this.setupShadowPosition( builder );
  25388. if ( node === null ) {
  25389. this._node = node = this.setupShadow( builder );
  25390. }
  25391. if ( builder.material.shadowNode ) { // @deprecated, r171
  25392. console.warn( 'THREE.NodeMaterial: ".shadowNode" is deprecated. Use ".castShadowNode" instead.' );
  25393. }
  25394. if ( builder.material.receivedShadowNode ) {
  25395. node = builder.material.receivedShadowNode( node );
  25396. }
  25397. return node;
  25398. } )();
  25399. }
  25400. /**
  25401. * Renders the shadow. The logic of this function could be included
  25402. * into {@link ShadowNode#updateShadow} however more specialized shadow
  25403. * nodes might require a custom shadow map rendering. By having a
  25404. * dedicated method, it's easier to overwrite the default behavior.
  25405. *
  25406. * @param {NodeFrame} frame - A reference to the current node frame.
  25407. */
  25408. renderShadow( frame ) {
  25409. const { shadow, shadowMap, light } = this;
  25410. const { renderer, scene } = frame;
  25411. shadow.updateMatrices( light );
  25412. shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.height );
  25413. renderer.render( scene, shadow.camera );
  25414. }
  25415. /**
  25416. * Updates the shadow.
  25417. *
  25418. * @param {NodeFrame} frame - A reference to the current node frame.
  25419. */
  25420. updateShadow( frame ) {
  25421. const { shadowMap, light, shadow } = this;
  25422. const { renderer, scene, camera } = frame;
  25423. const shadowType = renderer.shadowMap.type;
  25424. const depthVersion = shadowMap.depthTexture.version;
  25425. this._depthVersionCached = depthVersion;
  25426. shadow.camera.layers.mask = camera.layers.mask;
  25427. const currentRenderObjectFunction = renderer.getRenderObjectFunction();
  25428. const currentMRT = renderer.getMRT();
  25429. const useVelocity = currentMRT ? currentMRT.has( 'velocity' ) : false;
  25430. _rendererState = resetRendererAndSceneState( renderer, scene, _rendererState );
  25431. scene.overrideMaterial = getShadowMaterial( light );
  25432. renderer.setRenderObjectFunction( ( object, scene, _camera, geometry, material, group, ...params ) => {
  25433. if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
  25434. if ( useVelocity ) {
  25435. getDataFromObject( object ).useVelocity = true;
  25436. }
  25437. object.onBeforeShadow( renderer, object, camera, shadow.camera, geometry, scene.overrideMaterial, group );
  25438. renderer.renderObject( object, scene, _camera, geometry, material, group, ...params );
  25439. object.onAfterShadow( renderer, object, camera, shadow.camera, geometry, scene.overrideMaterial, group );
  25440. }
  25441. } );
  25442. renderer.setRenderTarget( shadowMap );
  25443. this.renderShadow( frame );
  25444. renderer.setRenderObjectFunction( currentRenderObjectFunction );
  25445. // vsm blur pass
  25446. if ( light.isPointLight !== true && shadowType === VSMShadowMap ) {
  25447. this.vsmPass( renderer );
  25448. }
  25449. restoreRendererAndSceneState( renderer, scene, _rendererState );
  25450. }
  25451. /**
  25452. * For VSM additional render passes are required.
  25453. *
  25454. * @param {Renderer} renderer - A reference to the current renderer.
  25455. */
  25456. vsmPass( renderer ) {
  25457. const { shadow } = this;
  25458. this.vsmShadowMapVertical.setSize( shadow.mapSize.width, shadow.mapSize.height );
  25459. this.vsmShadowMapHorizontal.setSize( shadow.mapSize.width, shadow.mapSize.height );
  25460. renderer.setRenderTarget( this.vsmShadowMapVertical );
  25461. _quadMesh.material = this.vsmMaterialVertical;
  25462. _quadMesh.render( renderer );
  25463. renderer.setRenderTarget( this.vsmShadowMapHorizontal );
  25464. _quadMesh.material = this.vsmMaterialHorizontal;
  25465. _quadMesh.render( renderer );
  25466. }
  25467. /**
  25468. * Frees the internal resources of this shadow node.
  25469. */
  25470. dispose() {
  25471. this.shadowMap.dispose();
  25472. this.shadowMap = null;
  25473. if ( this.vsmShadowMapVertical !== null ) {
  25474. this.vsmShadowMapVertical.dispose();
  25475. this.vsmShadowMapVertical = null;
  25476. this.vsmMaterialVertical.dispose();
  25477. this.vsmMaterialVertical = null;
  25478. }
  25479. if ( this.vsmShadowMapHorizontal !== null ) {
  25480. this.vsmShadowMapHorizontal.dispose();
  25481. this.vsmShadowMapHorizontal = null;
  25482. this.vsmMaterialHorizontal.dispose();
  25483. this.vsmMaterialHorizontal = null;
  25484. }
  25485. super.dispose();
  25486. }
  25487. /**
  25488. * The implementation performs the update of the shadow map if necessary.
  25489. *
  25490. * @param {NodeFrame} frame - A reference to the current node frame.
  25491. */
  25492. updateBefore( frame ) {
  25493. const { shadow } = this;
  25494. const needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
  25495. if ( needsUpdate ) {
  25496. this.updateShadow( frame );
  25497. if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
  25498. shadow.needsUpdate = false;
  25499. }
  25500. }
  25501. }
  25502. }
  25503. /**
  25504. * TSL function for creating an instance of `ShadowNode`.
  25505. *
  25506. * @function
  25507. * @param {Light} light - The shadow casting light.
  25508. * @param {LightShadow} shadow - The light shadow.
  25509. * @return {ShadowNode} The created shadow node.
  25510. */
  25511. const shadow = ( light, shadow ) => nodeObject( new ShadowNode( light, shadow ) );
  25512. /**
  25513. * Base class for analytic light nodes.
  25514. *
  25515. * @augments LightingNode
  25516. */
  25517. class AnalyticLightNode extends LightingNode {
  25518. static get type() {
  25519. return 'AnalyticLightNode';
  25520. }
  25521. /**
  25522. * Constructs a new analytic light node.
  25523. *
  25524. * @param {Light?} [light=null] - The light source.
  25525. */
  25526. constructor( light = null ) {
  25527. super();
  25528. /**
  25529. * The light source.
  25530. *
  25531. * @type {Light?}
  25532. * @default null
  25533. */
  25534. this.light = light;
  25535. /**
  25536. * The light's color value.
  25537. *
  25538. * @type {Color}
  25539. */
  25540. this.color = new Color();
  25541. /**
  25542. * The light's color node. Points to `colorNode` of the light source, if set. Otherwise
  25543. * it creates a uniform node based on {@link AnalyticLightNode#color}.
  25544. *
  25545. * @type {Node}
  25546. */
  25547. this.colorNode = ( light && light.colorNode ) || uniform( this.color ).setGroup( renderGroup );
  25548. /**
  25549. * This property is used to retain a reference to the original value of {@link AnalyticLightNode#colorNode}.
  25550. * The final color node is represented by a different node when using shadows.
  25551. *
  25552. * @type {Node?}
  25553. * @default null
  25554. */
  25555. this.baseColorNode = null;
  25556. /**
  25557. * Represents the light's shadow.
  25558. *
  25559. * @type {ShadowNode?}
  25560. * @default null
  25561. */
  25562. this.shadowNode = null;
  25563. /**
  25564. * Represents the light's shadow color.
  25565. *
  25566. * @type {Node?}
  25567. * @default null
  25568. */
  25569. this.shadowColorNode = null;
  25570. /**
  25571. * This flag can be used for type testing.
  25572. *
  25573. * @type {Boolean}
  25574. * @readonly
  25575. * @default true
  25576. */
  25577. this.isAnalyticLightNode = true;
  25578. /**
  25579. * Overwritten since analytic light nodes are updated
  25580. * once per frame.
  25581. *
  25582. * @type {String}
  25583. * @default 'frame'
  25584. */
  25585. this.updateType = NodeUpdateType.FRAME;
  25586. }
  25587. /**
  25588. * Overwrites the default {@link Node#customCacheKey} implementation by including the
  25589. * `light.id` and `light.castShadow` into the cache key.
  25590. *
  25591. * @return {Number} The custom cache key.
  25592. */
  25593. customCacheKey() {
  25594. return hash$1( this.light.id, this.light.castShadow ? 1 : 0 );
  25595. }
  25596. getHash() {
  25597. return this.light.uuid;
  25598. }
  25599. /**
  25600. * Setups the shadow node for this light. The method exists so concrete light classes
  25601. * can setup different types of shadow nodes.
  25602. *
  25603. * @return {ShadowNode} The created shadow node.
  25604. */
  25605. setupShadowNode() {
  25606. return shadow( this.light );
  25607. }
  25608. /**
  25609. * Setups the shadow for this light. This method is only executed if the light
  25610. * cast shadows and the current build object receives shadows. It incorporates
  25611. * shadows into the lighting computation.
  25612. *
  25613. * @param {NodeBuilder} builder - The current node builder.
  25614. */
  25615. setupShadow( builder ) {
  25616. const { renderer } = builder;
  25617. if ( renderer.shadowMap.enabled === false ) return;
  25618. let shadowColorNode = this.shadowColorNode;
  25619. if ( shadowColorNode === null ) {
  25620. const customShadowNode = this.light.shadow.shadowNode;
  25621. let shadowNode;
  25622. if ( customShadowNode !== undefined ) {
  25623. shadowNode = nodeObject( customShadowNode );
  25624. } else {
  25625. shadowNode = this.setupShadowNode( builder );
  25626. }
  25627. this.shadowNode = shadowNode;
  25628. this.shadowColorNode = shadowColorNode = this.colorNode.mul( shadowNode );
  25629. this.baseColorNode = this.colorNode;
  25630. }
  25631. //
  25632. this.colorNode = shadowColorNode;
  25633. }
  25634. /**
  25635. * Unlike most other nodes, lighting nodes do not return a output node in {@link Node#setup}.
  25636. * The main purpose of lighting nodes is to configure the current {@link LightingModel} and/or
  25637. * invocate the respective interface methods.
  25638. *
  25639. * @param {NodeBuilder} builder - The current node builder.
  25640. */
  25641. setup( builder ) {
  25642. this.colorNode = this.baseColorNode || this.colorNode;
  25643. if ( this.light.castShadow ) {
  25644. if ( builder.object.receiveShadow ) {
  25645. this.setupShadow( builder );
  25646. }
  25647. } else if ( this.shadowNode !== null ) {
  25648. this.shadowNode.dispose();
  25649. this.shadowNode = null;
  25650. this.shadowColorNode = null;
  25651. }
  25652. }
  25653. /**
  25654. * The update method is used to update light uniforms per frame.
  25655. * Potentially overwritten in concrete light nodes to update light
  25656. * specific uniforms.
  25657. *
  25658. * @param {NodeFrame} frame - A reference to the current node frame.
  25659. */
  25660. update( /*frame*/ ) {
  25661. const { light } = this;
  25662. this.color.copy( light.color ).multiplyScalar( light.intensity );
  25663. }
  25664. }
  25665. /** @module LightUtils **/
  25666. /**
  25667. * Represents a `discard` shader operation in TSL.
  25668. *
  25669. * @method
  25670. * @param {Object} inputs - The input parameter object.
  25671. * @param {Node<float>} inputs.lightDistance - The distance of the light's position to the current fragment position.
  25672. * @param {Node<float>} inputs.cutoffDistance - The light's cutoff distance.
  25673. * @param {Node<float>} inputs.decayExponent - The light's decay exponent.
  25674. * @return {Node<float>} The distance falloff.
  25675. */
  25676. const getDistanceAttenuation = /*@__PURE__*/ Fn( ( inputs ) => {
  25677. const { lightDistance, cutoffDistance, decayExponent } = inputs;
  25678. // based upon Frostbite 3 Moving to Physically-based Rendering
  25679. // page 32, equation 26: E[window1]
  25680. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  25681. const distanceFalloff = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal();
  25682. return cutoffDistance.greaterThan( 0 ).select(
  25683. distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ),
  25684. distanceFalloff
  25685. );
  25686. } ); // validated
  25687. /** @module PointShadowNode **/
  25688. const _clearColor$2 = /*@__PURE__*/ new Color();
  25689. // cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D
  25690. // vector suitable for 2D texture mapping. This code uses the following layout for the
  25691. // 2D texture:
  25692. //
  25693. // xzXZ
  25694. // y Y
  25695. //
  25696. // Y - Positive y direction
  25697. // y - Negative y direction
  25698. // X - Positive x direction
  25699. // x - Negative x direction
  25700. // Z - Positive z direction
  25701. // z - Negative z direction
  25702. //
  25703. // Source and test bed:
  25704. // https://gist.github.com/tschw/da10c43c467ce8afd0c4
  25705. const cubeToUV = /*@__PURE__*/ Fn( ( [ pos, texelSizeY ] ) => {
  25706. const v = pos.toVar();
  25707. // Number of texels to avoid at the edge of each square
  25708. const absV = abs( v );
  25709. // Intersect unit cube
  25710. const scaleToCube = div( 1.0, max$1( absV.x, max$1( absV.y, absV.z ) ) );
  25711. absV.mulAssign( scaleToCube );
  25712. // Apply scale to avoid seams
  25713. // two texels less per square (one texel will do for NEAREST)
  25714. v.mulAssign( scaleToCube.mul( texelSizeY.mul( 2 ).oneMinus() ) );
  25715. // Unwrap
  25716. // space: -1 ... 1 range for each square
  25717. //
  25718. // #X## dim := ( 4 , 2 )
  25719. // # # center := ( 1 , 1 )
  25720. const planar = vec2( v.xy ).toVar();
  25721. const almostATexel = texelSizeY.mul( 1.5 );
  25722. const almostOne = almostATexel.oneMinus();
  25723. If( absV.z.greaterThanEqual( almostOne ), () => {
  25724. If( v.z.greaterThan( 0.0 ), () => {
  25725. planar.x.assign( sub( 4.0, v.x ) );
  25726. } );
  25727. } ).ElseIf( absV.x.greaterThanEqual( almostOne ), () => {
  25728. const signX = sign( v.x );
  25729. planar.x.assign( v.z.mul( signX ).add( signX.mul( 2.0 ) ) );
  25730. } ).ElseIf( absV.y.greaterThanEqual( almostOne ), () => {
  25731. const signY = sign( v.y );
  25732. planar.x.assign( v.x.add( signY.mul( 2.0 ) ).add( 2.0 ) );
  25733. planar.y.assign( v.z.mul( signY ).sub( 2.0 ) );
  25734. } );
  25735. // Transform to UV space
  25736. // scale := 0.5 / dim
  25737. // translate := ( center + 0.5 ) / dim
  25738. return vec2( 0.125, 0.25 ).mul( planar ).add( vec2( 0.375, 0.75 ) ).flipY();
  25739. } ).setLayout( {
  25740. name: 'cubeToUV',
  25741. type: 'vec2',
  25742. inputs: [
  25743. { name: 'pos', type: 'vec3' },
  25744. { name: 'texelSizeY', type: 'float' }
  25745. ]
  25746. } );
  25747. const BasicPointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp, texelSize } ) => {
  25748. return texture( depthTexture, cubeToUV( bd3D, texelSize.y ) ).compare( dp );
  25749. } );
  25750. const PointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp, texelSize, shadow } ) => {
  25751. const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
  25752. const offset = vec2( - 1.0, 1.0 ).mul( radius ).mul( texelSize.y );
  25753. return texture( depthTexture, cubeToUV( bd3D.add( offset.xyy ), texelSize.y ) ).compare( dp )
  25754. .add( texture( depthTexture, cubeToUV( bd3D.add( offset.yyy ), texelSize.y ) ).compare( dp ) )
  25755. .add( texture( depthTexture, cubeToUV( bd3D.add( offset.xyx ), texelSize.y ) ).compare( dp ) )
  25756. .add( texture( depthTexture, cubeToUV( bd3D.add( offset.yyx ), texelSize.y ) ).compare( dp ) )
  25757. .add( texture( depthTexture, cubeToUV( bd3D, texelSize.y ) ).compare( dp ) )
  25758. .add( texture( depthTexture, cubeToUV( bd3D.add( offset.xxy ), texelSize.y ) ).compare( dp ) )
  25759. .add( texture( depthTexture, cubeToUV( bd3D.add( offset.yxy ), texelSize.y ) ).compare( dp ) )
  25760. .add( texture( depthTexture, cubeToUV( bd3D.add( offset.xxx ), texelSize.y ) ).compare( dp ) )
  25761. .add( texture( depthTexture, cubeToUV( bd3D.add( offset.yxx ), texelSize.y ) ).compare( dp ) )
  25762. .mul( 1.0 / 9.0 );
  25763. } );
  25764. const pointShadowFilter = /*@__PURE__*/ Fn( ( { filterFn, depthTexture, shadowCoord, shadow } ) => {
  25765. // for point lights, the uniform @vShadowCoord is re-purposed to hold
  25766. // the vector from the light to the world-space position of the fragment.
  25767. const lightToPosition = shadowCoord.xyz.toVar();
  25768. const lightToPositionLength = lightToPosition.length();
  25769. const cameraNearLocal = uniform( 'float' ).setGroup( renderGroup ).onRenderUpdate( () => shadow.camera.near );
  25770. const cameraFarLocal = uniform( 'float' ).setGroup( renderGroup ).onRenderUpdate( () => shadow.camera.far );
  25771. const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );
  25772. const mapSize = uniform( shadow.mapSize ).setGroup( renderGroup );
  25773. const result = float( 1.0 ).toVar();
  25774. If( lightToPositionLength.sub( cameraFarLocal ).lessThanEqual( 0.0 ).and( lightToPositionLength.sub( cameraNearLocal ).greaterThanEqual( 0.0 ) ), () => {
  25775. // dp = normalized distance from light to fragment position
  25776. const dp = lightToPositionLength.sub( cameraNearLocal ).div( cameraFarLocal.sub( cameraNearLocal ) ).toVar(); // need to clamp?
  25777. dp.addAssign( bias );
  25778. // bd3D = base direction 3D
  25779. const bd3D = lightToPosition.normalize();
  25780. const texelSize = vec2( 1.0 ).div( mapSize.mul( vec2( 4.0, 2.0 ) ) );
  25781. // percentage-closer filtering
  25782. result.assign( filterFn( { depthTexture, bd3D, dp, texelSize, shadow } ) );
  25783. } );
  25784. return result;
  25785. } );
  25786. const _viewport = /*@__PURE__*/ new Vector4();
  25787. const _viewportSize = /*@__PURE__*/ new Vector2();
  25788. const _shadowMapSize = /*@__PURE__*/ new Vector2();
  25789. /**
  25790. * Represents the shadow implementation for point light nodes.
  25791. *
  25792. * @augments module:ShadowNode~ShadowNode
  25793. */
  25794. class PointShadowNode extends ShadowNode {
  25795. static get type() {
  25796. return 'PointShadowNode';
  25797. }
  25798. /**
  25799. * Constructs a new point shadow node.
  25800. *
  25801. * @param {PointLight} light - The shadow casting point light.
  25802. * @param {PointLightShadow?} [shadow=null] - An optional point light shadow.
  25803. */
  25804. constructor( light, shadow = null ) {
  25805. super( light, shadow );
  25806. }
  25807. /**
  25808. * Overwrites the default implementation to return point light shadow specific
  25809. * filtering functions.
  25810. *
  25811. * @param {Number} type - The shadow type.
  25812. * @return {Function} The filtering function.
  25813. */
  25814. getShadowFilterFn( type ) {
  25815. return type === BasicShadowMap ? BasicPointShadowFilter : PointShadowFilter;
  25816. }
  25817. /**
  25818. * Overwrites the default implementation so the unaltered shadow position is used.
  25819. *
  25820. * @param {NodeBuilder} builder - A reference to the current node builder.
  25821. * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
  25822. * @return {Node<vec3>} The shadow coordinates.
  25823. */
  25824. setupShadowCoord( builder, shadowPosition ) {
  25825. return shadowPosition;
  25826. }
  25827. /**
  25828. * Overwrites the default implementation to only use point light specific
  25829. * shadow filter functions.
  25830. *
  25831. * @param {NodeBuilder} builder - A reference to the current node builder.
  25832. * @param {Object} inputs - A configuration object that defines the shadow filtering.
  25833. * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
  25834. * @param {Texture} inputs.shadowTexture - A reference to the shadow map's texture.
  25835. * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
  25836. * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
  25837. * @param {LightShadow} inputs.shadow - The light shadow.
  25838. * @return {Node<float>} The result node of the shadow filtering.
  25839. */
  25840. setupShadowFilter( builder, { filterFn, shadowTexture, depthTexture, shadowCoord, shadow } ) {
  25841. return pointShadowFilter( { filterFn, shadowTexture, depthTexture, shadowCoord, shadow } );
  25842. }
  25843. /**
  25844. * Overwrites the default implementation with point light specific
  25845. * rendering code.
  25846. *
  25847. * @param {NodeFrame} frame - A reference to the current node frame.
  25848. */
  25849. renderShadow( frame ) {
  25850. const { shadow, shadowMap, light } = this;
  25851. const { renderer, scene } = frame;
  25852. const shadowFrameExtents = shadow.getFrameExtents();
  25853. _shadowMapSize.copy( shadow.mapSize );
  25854. _shadowMapSize.multiply( shadowFrameExtents );
  25855. shadowMap.setSize( _shadowMapSize.width, _shadowMapSize.height );
  25856. _viewportSize.copy( shadow.mapSize );
  25857. //
  25858. const previousAutoClear = renderer.autoClear;
  25859. const previousClearColor = renderer.getClearColor( _clearColor$2 );
  25860. const previousClearAlpha = renderer.getClearAlpha();
  25861. renderer.autoClear = false;
  25862. renderer.setClearColor( shadow.clearColor, shadow.clearAlpha );
  25863. renderer.clear();
  25864. const viewportCount = shadow.getViewportCount();
  25865. for ( let vp = 0; vp < viewportCount; vp ++ ) {
  25866. const viewport = shadow.getViewport( vp );
  25867. const x = _viewportSize.x * viewport.x;
  25868. const y = _shadowMapSize.y - _viewportSize.y - ( _viewportSize.y * viewport.y );
  25869. _viewport.set(
  25870. x,
  25871. y,
  25872. _viewportSize.x * viewport.z,
  25873. _viewportSize.y * viewport.w
  25874. );
  25875. shadowMap.viewport.copy( _viewport );
  25876. shadow.updateMatrices( light, vp );
  25877. renderer.render( scene, shadow.camera );
  25878. }
  25879. //
  25880. renderer.autoClear = previousAutoClear;
  25881. renderer.setClearColor( previousClearColor, previousClearAlpha );
  25882. }
  25883. }
  25884. /**
  25885. * TSL function for creating an instance of `PointShadowNode`.
  25886. *
  25887. * @function
  25888. * @param {PointLight} light - The shadow casting point light.
  25889. * @param {PointLightShadow?} [shadow=null] - An optional point light shadow.
  25890. * @return {PointShadowNode} The created point shadow node.
  25891. */
  25892. const pointShadow = ( light, shadow ) => nodeObject( new PointShadowNode( light, shadow ) );
  25893. const directPointLight = Fn( ( { color, lightViewPosition, cutoffDistance, decayExponent }, builder ) => {
  25894. const lightingModel = builder.context.lightingModel;
  25895. const lVector = lightViewPosition.sub( positionView ); // @TODO: Add it into LightNode
  25896. const lightDirection = lVector.normalize();
  25897. const lightDistance = lVector.length();
  25898. const lightAttenuation = getDistanceAttenuation( {
  25899. lightDistance,
  25900. cutoffDistance,
  25901. decayExponent
  25902. } );
  25903. const lightColor = color.mul( lightAttenuation );
  25904. const reflectedLight = builder.context.reflectedLight;
  25905. lightingModel.direct( {
  25906. lightDirection,
  25907. lightColor,
  25908. reflectedLight
  25909. }, builder.stack, builder );
  25910. } );
  25911. /**
  25912. * Module for representing point lights as nodes.
  25913. *
  25914. * @augments AnalyticLightNode
  25915. */
  25916. class PointLightNode extends AnalyticLightNode {
  25917. static get type() {
  25918. return 'PointLightNode';
  25919. }
  25920. /**
  25921. * Constructs a new point light node.
  25922. *
  25923. * @param {PointLight?} [light=null] - The point light source.
  25924. */
  25925. constructor( light = null ) {
  25926. super( light );
  25927. /**
  25928. * Uniform node representing the cutoff distance.
  25929. *
  25930. * @type {UniformNode<float>}
  25931. */
  25932. this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
  25933. /**
  25934. * Uniform node representing the decay exponent.
  25935. *
  25936. * @type {UniformNode<float>}
  25937. */
  25938. this.decayExponentNode = uniform( 2 ).setGroup( renderGroup );
  25939. }
  25940. /**
  25941. * Overwritten to updated point light specific uniforms.
  25942. *
  25943. * @param {NodeFrame} frame - A reference to the current node frame.
  25944. */
  25945. update( frame ) {
  25946. const { light } = this;
  25947. super.update( frame );
  25948. this.cutoffDistanceNode.value = light.distance;
  25949. this.decayExponentNode.value = light.decay;
  25950. }
  25951. /**
  25952. * Overwritten to setup point light specific shadow.
  25953. *
  25954. * @return {PointShadowNode}
  25955. */
  25956. setupShadowNode() {
  25957. return pointShadow( this.light );
  25958. }
  25959. setup( builder ) {
  25960. super.setup( builder );
  25961. directPointLight( {
  25962. color: this.colorNode,
  25963. lightViewPosition: lightViewPosition( this.light ),
  25964. cutoffDistance: this.cutoffDistanceNode,
  25965. decayExponent: this.decayExponentNode
  25966. } ).append();
  25967. }
  25968. }
  25969. /** @module Procedural **/
  25970. /**
  25971. * Creates a 2x2 checkerboard pattern that can be used as procedural texture data.
  25972. *
  25973. * @method
  25974. * @param {Node<vec2>} coord - The uv coordinates.
  25975. * @return {Node<float>} The result data.
  25976. */
  25977. const checker = /*@__PURE__*/ Fn( ( [ coord = uv() ] ) => {
  25978. const uv = coord.mul( 2.0 );
  25979. const cx = uv.x.floor();
  25980. const cy = uv.y.floor();
  25981. const result = cx.add( cy ).mod( 2.0 );
  25982. return result.sign();
  25983. } );
  25984. // Three.js Transpiler
  25985. // https://raw.githubusercontent.com/AcademySoftwareFoundation/MaterialX/main/libraries/stdlib/genglsl/lib/mx_noise.glsl
  25986. const mx_select = /*@__PURE__*/ Fn( ( [ b_immutable, t_immutable, f_immutable ] ) => {
  25987. const f = float( f_immutable ).toVar();
  25988. const t = float( t_immutable ).toVar();
  25989. const b = bool( b_immutable ).toVar();
  25990. return select( b, t, f );
  25991. } ).setLayout( {
  25992. name: 'mx_select',
  25993. type: 'float',
  25994. inputs: [
  25995. { name: 'b', type: 'bool' },
  25996. { name: 't', type: 'float' },
  25997. { name: 'f', type: 'float' }
  25998. ]
  25999. } );
  26000. const mx_negate_if = /*@__PURE__*/ Fn( ( [ val_immutable, b_immutable ] ) => {
  26001. const b = bool( b_immutable ).toVar();
  26002. const val = float( val_immutable ).toVar();
  26003. return select( b, val.negate(), val );
  26004. } ).setLayout( {
  26005. name: 'mx_negate_if',
  26006. type: 'float',
  26007. inputs: [
  26008. { name: 'val', type: 'float' },
  26009. { name: 'b', type: 'bool' }
  26010. ]
  26011. } );
  26012. const mx_floor = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  26013. const x = float( x_immutable ).toVar();
  26014. return int( floor( x ) );
  26015. } ).setLayout( {
  26016. name: 'mx_floor',
  26017. type: 'int',
  26018. inputs: [
  26019. { name: 'x', type: 'float' }
  26020. ]
  26021. } );
  26022. const mx_floorfrac = /*@__PURE__*/ Fn( ( [ x_immutable, i ] ) => {
  26023. const x = float( x_immutable ).toVar();
  26024. i.assign( mx_floor( x ) );
  26025. return x.sub( float( i ) );
  26026. } );
  26027. const mx_bilerp_0 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  26028. const t = float( t_immutable ).toVar();
  26029. const s = float( s_immutable ).toVar();
  26030. const v3 = float( v3_immutable ).toVar();
  26031. const v2 = float( v2_immutable ).toVar();
  26032. const v1 = float( v1_immutable ).toVar();
  26033. const v0 = float( v0_immutable ).toVar();
  26034. const s1 = float( sub( 1.0, s ) ).toVar();
  26035. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  26036. } ).setLayout( {
  26037. name: 'mx_bilerp_0',
  26038. type: 'float',
  26039. inputs: [
  26040. { name: 'v0', type: 'float' },
  26041. { name: 'v1', type: 'float' },
  26042. { name: 'v2', type: 'float' },
  26043. { name: 'v3', type: 'float' },
  26044. { name: 's', type: 'float' },
  26045. { name: 't', type: 'float' }
  26046. ]
  26047. } );
  26048. const mx_bilerp_1 = /*@__PURE__*/ Fn( ( [ v0_immutable, v1_immutable, v2_immutable, v3_immutable, s_immutable, t_immutable ] ) => {
  26049. const t = float( t_immutable ).toVar();
  26050. const s = float( s_immutable ).toVar();
  26051. const v3 = vec3( v3_immutable ).toVar();
  26052. const v2 = vec3( v2_immutable ).toVar();
  26053. const v1 = vec3( v1_immutable ).toVar();
  26054. const v0 = vec3( v0_immutable ).toVar();
  26055. const s1 = float( sub( 1.0, s ) ).toVar();
  26056. return sub( 1.0, t ).mul( v0.mul( s1 ).add( v1.mul( s ) ) ).add( t.mul( v2.mul( s1 ).add( v3.mul( s ) ) ) );
  26057. } ).setLayout( {
  26058. name: 'mx_bilerp_1',
  26059. type: 'vec3',
  26060. inputs: [
  26061. { name: 'v0', type: 'vec3' },
  26062. { name: 'v1', type: 'vec3' },
  26063. { name: 'v2', type: 'vec3' },
  26064. { name: 'v3', type: 'vec3' },
  26065. { name: 's', type: 'float' },
  26066. { name: 't', type: 'float' }
  26067. ]
  26068. } );
  26069. const mx_bilerp = /*@__PURE__*/ overloadingFn( [ mx_bilerp_0, mx_bilerp_1 ] );
  26070. 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 ] ) => {
  26071. const r = float( r_immutable ).toVar();
  26072. const t = float( t_immutable ).toVar();
  26073. const s = float( s_immutable ).toVar();
  26074. const v7 = float( v7_immutable ).toVar();
  26075. const v6 = float( v6_immutable ).toVar();
  26076. const v5 = float( v5_immutable ).toVar();
  26077. const v4 = float( v4_immutable ).toVar();
  26078. const v3 = float( v3_immutable ).toVar();
  26079. const v2 = float( v2_immutable ).toVar();
  26080. const v1 = float( v1_immutable ).toVar();
  26081. const v0 = float( v0_immutable ).toVar();
  26082. const s1 = float( sub( 1.0, s ) ).toVar();
  26083. const t1 = float( sub( 1.0, t ) ).toVar();
  26084. const r1 = float( sub( 1.0, r ) ).toVar();
  26085. 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 ) ) ) ) ) );
  26086. } ).setLayout( {
  26087. name: 'mx_trilerp_0',
  26088. type: 'float',
  26089. inputs: [
  26090. { name: 'v0', type: 'float' },
  26091. { name: 'v1', type: 'float' },
  26092. { name: 'v2', type: 'float' },
  26093. { name: 'v3', type: 'float' },
  26094. { name: 'v4', type: 'float' },
  26095. { name: 'v5', type: 'float' },
  26096. { name: 'v6', type: 'float' },
  26097. { name: 'v7', type: 'float' },
  26098. { name: 's', type: 'float' },
  26099. { name: 't', type: 'float' },
  26100. { name: 'r', type: 'float' }
  26101. ]
  26102. } );
  26103. 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 ] ) => {
  26104. const r = float( r_immutable ).toVar();
  26105. const t = float( t_immutable ).toVar();
  26106. const s = float( s_immutable ).toVar();
  26107. const v7 = vec3( v7_immutable ).toVar();
  26108. const v6 = vec3( v6_immutable ).toVar();
  26109. const v5 = vec3( v5_immutable ).toVar();
  26110. const v4 = vec3( v4_immutable ).toVar();
  26111. const v3 = vec3( v3_immutable ).toVar();
  26112. const v2 = vec3( v2_immutable ).toVar();
  26113. const v1 = vec3( v1_immutable ).toVar();
  26114. const v0 = vec3( v0_immutable ).toVar();
  26115. const s1 = float( sub( 1.0, s ) ).toVar();
  26116. const t1 = float( sub( 1.0, t ) ).toVar();
  26117. const r1 = float( sub( 1.0, r ) ).toVar();
  26118. 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 ) ) ) ) ) );
  26119. } ).setLayout( {
  26120. name: 'mx_trilerp_1',
  26121. type: 'vec3',
  26122. inputs: [
  26123. { name: 'v0', type: 'vec3' },
  26124. { name: 'v1', type: 'vec3' },
  26125. { name: 'v2', type: 'vec3' },
  26126. { name: 'v3', type: 'vec3' },
  26127. { name: 'v4', type: 'vec3' },
  26128. { name: 'v5', type: 'vec3' },
  26129. { name: 'v6', type: 'vec3' },
  26130. { name: 'v7', type: 'vec3' },
  26131. { name: 's', type: 'float' },
  26132. { name: 't', type: 'float' },
  26133. { name: 'r', type: 'float' }
  26134. ]
  26135. } );
  26136. const mx_trilerp = /*@__PURE__*/ overloadingFn( [ mx_trilerp_0, mx_trilerp_1 ] );
  26137. const mx_gradient_float_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  26138. const y = float( y_immutable ).toVar();
  26139. const x = float( x_immutable ).toVar();
  26140. const hash = uint( hash_immutable ).toVar();
  26141. const h = uint( hash.bitAnd( uint( 7 ) ) ).toVar();
  26142. const u = float( mx_select( h.lessThan( uint( 4 ) ), x, y ) ).toVar();
  26143. const v = float( mul( 2.0, mx_select( h.lessThan( uint( 4 ) ), y, x ) ) ).toVar();
  26144. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  26145. } ).setLayout( {
  26146. name: 'mx_gradient_float_0',
  26147. type: 'float',
  26148. inputs: [
  26149. { name: 'hash', type: 'uint' },
  26150. { name: 'x', type: 'float' },
  26151. { name: 'y', type: 'float' }
  26152. ]
  26153. } );
  26154. const mx_gradient_float_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  26155. const z = float( z_immutable ).toVar();
  26156. const y = float( y_immutable ).toVar();
  26157. const x = float( x_immutable ).toVar();
  26158. const hash = uint( hash_immutable ).toVar();
  26159. const h = uint( hash.bitAnd( uint( 15 ) ) ).toVar();
  26160. const u = float( mx_select( h.lessThan( uint( 8 ) ), x, y ) ).toVar();
  26161. const v = float( mx_select( h.lessThan( uint( 4 ) ), y, mx_select( h.equal( uint( 12 ) ).or( h.equal( uint( 14 ) ) ), x, z ) ) ).toVar();
  26162. return mx_negate_if( u, bool( h.bitAnd( uint( 1 ) ) ) ).add( mx_negate_if( v, bool( h.bitAnd( uint( 2 ) ) ) ) );
  26163. } ).setLayout( {
  26164. name: 'mx_gradient_float_1',
  26165. type: 'float',
  26166. inputs: [
  26167. { name: 'hash', type: 'uint' },
  26168. { name: 'x', type: 'float' },
  26169. { name: 'y', type: 'float' },
  26170. { name: 'z', type: 'float' }
  26171. ]
  26172. } );
  26173. const mx_gradient_float = /*@__PURE__*/ overloadingFn( [ mx_gradient_float_0, mx_gradient_float_1 ] );
  26174. const mx_gradient_vec3_0 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable ] ) => {
  26175. const y = float( y_immutable ).toVar();
  26176. const x = float( x_immutable ).toVar();
  26177. const hash = uvec3( hash_immutable ).toVar();
  26178. return vec3( mx_gradient_float( hash.x, x, y ), mx_gradient_float( hash.y, x, y ), mx_gradient_float( hash.z, x, y ) );
  26179. } ).setLayout( {
  26180. name: 'mx_gradient_vec3_0',
  26181. type: 'vec3',
  26182. inputs: [
  26183. { name: 'hash', type: 'uvec3' },
  26184. { name: 'x', type: 'float' },
  26185. { name: 'y', type: 'float' }
  26186. ]
  26187. } );
  26188. const mx_gradient_vec3_1 = /*@__PURE__*/ Fn( ( [ hash_immutable, x_immutable, y_immutable, z_immutable ] ) => {
  26189. const z = float( z_immutable ).toVar();
  26190. const y = float( y_immutable ).toVar();
  26191. const x = float( x_immutable ).toVar();
  26192. const hash = uvec3( hash_immutable ).toVar();
  26193. 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 ) );
  26194. } ).setLayout( {
  26195. name: 'mx_gradient_vec3_1',
  26196. type: 'vec3',
  26197. inputs: [
  26198. { name: 'hash', type: 'uvec3' },
  26199. { name: 'x', type: 'float' },
  26200. { name: 'y', type: 'float' },
  26201. { name: 'z', type: 'float' }
  26202. ]
  26203. } );
  26204. const mx_gradient_vec3 = /*@__PURE__*/ overloadingFn( [ mx_gradient_vec3_0, mx_gradient_vec3_1 ] );
  26205. const mx_gradient_scale2d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  26206. const v = float( v_immutable ).toVar();
  26207. return mul( 0.6616, v );
  26208. } ).setLayout( {
  26209. name: 'mx_gradient_scale2d_0',
  26210. type: 'float',
  26211. inputs: [
  26212. { name: 'v', type: 'float' }
  26213. ]
  26214. } );
  26215. const mx_gradient_scale3d_0 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  26216. const v = float( v_immutable ).toVar();
  26217. return mul( 0.9820, v );
  26218. } ).setLayout( {
  26219. name: 'mx_gradient_scale3d_0',
  26220. type: 'float',
  26221. inputs: [
  26222. { name: 'v', type: 'float' }
  26223. ]
  26224. } );
  26225. const mx_gradient_scale2d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  26226. const v = vec3( v_immutable ).toVar();
  26227. return mul( 0.6616, v );
  26228. } ).setLayout( {
  26229. name: 'mx_gradient_scale2d_1',
  26230. type: 'vec3',
  26231. inputs: [
  26232. { name: 'v', type: 'vec3' }
  26233. ]
  26234. } );
  26235. const mx_gradient_scale2d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale2d_0, mx_gradient_scale2d_1 ] );
  26236. const mx_gradient_scale3d_1 = /*@__PURE__*/ Fn( ( [ v_immutable ] ) => {
  26237. const v = vec3( v_immutable ).toVar();
  26238. return mul( 0.9820, v );
  26239. } ).setLayout( {
  26240. name: 'mx_gradient_scale3d_1',
  26241. type: 'vec3',
  26242. inputs: [
  26243. { name: 'v', type: 'vec3' }
  26244. ]
  26245. } );
  26246. const mx_gradient_scale3d = /*@__PURE__*/ overloadingFn( [ mx_gradient_scale3d_0, mx_gradient_scale3d_1 ] );
  26247. const mx_rotl32 = /*@__PURE__*/ Fn( ( [ x_immutable, k_immutable ] ) => {
  26248. const k = int( k_immutable ).toVar();
  26249. const x = uint( x_immutable ).toVar();
  26250. return x.shiftLeft( k ).bitOr( x.shiftRight( int( 32 ).sub( k ) ) );
  26251. } ).setLayout( {
  26252. name: 'mx_rotl32',
  26253. type: 'uint',
  26254. inputs: [
  26255. { name: 'x', type: 'uint' },
  26256. { name: 'k', type: 'int' }
  26257. ]
  26258. } );
  26259. const mx_bjmix = /*@__PURE__*/ Fn( ( [ a, b, c ] ) => {
  26260. a.subAssign( c );
  26261. a.bitXorAssign( mx_rotl32( c, int( 4 ) ) );
  26262. c.addAssign( b );
  26263. b.subAssign( a );
  26264. b.bitXorAssign( mx_rotl32( a, int( 6 ) ) );
  26265. a.addAssign( c );
  26266. c.subAssign( b );
  26267. c.bitXorAssign( mx_rotl32( b, int( 8 ) ) );
  26268. b.addAssign( a );
  26269. a.subAssign( c );
  26270. a.bitXorAssign( mx_rotl32( c, int( 16 ) ) );
  26271. c.addAssign( b );
  26272. b.subAssign( a );
  26273. b.bitXorAssign( mx_rotl32( a, int( 19 ) ) );
  26274. a.addAssign( c );
  26275. c.subAssign( b );
  26276. c.bitXorAssign( mx_rotl32( b, int( 4 ) ) );
  26277. b.addAssign( a );
  26278. } );
  26279. const mx_bjfinal = /*@__PURE__*/ Fn( ( [ a_immutable, b_immutable, c_immutable ] ) => {
  26280. const c = uint( c_immutable ).toVar();
  26281. const b = uint( b_immutable ).toVar();
  26282. const a = uint( a_immutable ).toVar();
  26283. c.bitXorAssign( b );
  26284. c.subAssign( mx_rotl32( b, int( 14 ) ) );
  26285. a.bitXorAssign( c );
  26286. a.subAssign( mx_rotl32( c, int( 11 ) ) );
  26287. b.bitXorAssign( a );
  26288. b.subAssign( mx_rotl32( a, int( 25 ) ) );
  26289. c.bitXorAssign( b );
  26290. c.subAssign( mx_rotl32( b, int( 16 ) ) );
  26291. a.bitXorAssign( c );
  26292. a.subAssign( mx_rotl32( c, int( 4 ) ) );
  26293. b.bitXorAssign( a );
  26294. b.subAssign( mx_rotl32( a, int( 14 ) ) );
  26295. c.bitXorAssign( b );
  26296. c.subAssign( mx_rotl32( b, int( 24 ) ) );
  26297. return c;
  26298. } ).setLayout( {
  26299. name: 'mx_bjfinal',
  26300. type: 'uint',
  26301. inputs: [
  26302. { name: 'a', type: 'uint' },
  26303. { name: 'b', type: 'uint' },
  26304. { name: 'c', type: 'uint' }
  26305. ]
  26306. } );
  26307. const mx_bits_to_01 = /*@__PURE__*/ Fn( ( [ bits_immutable ] ) => {
  26308. const bits = uint( bits_immutable ).toVar();
  26309. return float( bits ).div( float( uint( int( 0xffffffff ) ) ) );
  26310. } ).setLayout( {
  26311. name: 'mx_bits_to_01',
  26312. type: 'float',
  26313. inputs: [
  26314. { name: 'bits', type: 'uint' }
  26315. ]
  26316. } );
  26317. const mx_fade = /*@__PURE__*/ Fn( ( [ t_immutable ] ) => {
  26318. const t = float( t_immutable ).toVar();
  26319. return t.mul( t ).mul( t ).mul( t.mul( t.mul( 6.0 ).sub( 15.0 ) ).add( 10.0 ) );
  26320. } ).setLayout( {
  26321. name: 'mx_fade',
  26322. type: 'float',
  26323. inputs: [
  26324. { name: 't', type: 'float' }
  26325. ]
  26326. } );
  26327. const mx_hash_int_0 = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
  26328. const x = int( x_immutable ).toVar();
  26329. const len = uint( uint( 1 ) ).toVar();
  26330. const seed = uint( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ).toVar();
  26331. return mx_bjfinal( seed.add( uint( x ) ), seed, seed );
  26332. } ).setLayout( {
  26333. name: 'mx_hash_int_0',
  26334. type: 'uint',
  26335. inputs: [
  26336. { name: 'x', type: 'int' }
  26337. ]
  26338. } );
  26339. const mx_hash_int_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  26340. const y = int( y_immutable ).toVar();
  26341. const x = int( x_immutable ).toVar();
  26342. const len = uint( uint( 2 ) ).toVar();
  26343. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  26344. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  26345. a.addAssign( uint( x ) );
  26346. b.addAssign( uint( y ) );
  26347. return mx_bjfinal( a, b, c );
  26348. } ).setLayout( {
  26349. name: 'mx_hash_int_1',
  26350. type: 'uint',
  26351. inputs: [
  26352. { name: 'x', type: 'int' },
  26353. { name: 'y', type: 'int' }
  26354. ]
  26355. } );
  26356. const mx_hash_int_2 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  26357. const z = int( z_immutable ).toVar();
  26358. const y = int( y_immutable ).toVar();
  26359. const x = int( x_immutable ).toVar();
  26360. const len = uint( uint( 3 ) ).toVar();
  26361. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  26362. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  26363. a.addAssign( uint( x ) );
  26364. b.addAssign( uint( y ) );
  26365. c.addAssign( uint( z ) );
  26366. return mx_bjfinal( a, b, c );
  26367. } ).setLayout( {
  26368. name: 'mx_hash_int_2',
  26369. type: 'uint',
  26370. inputs: [
  26371. { name: 'x', type: 'int' },
  26372. { name: 'y', type: 'int' },
  26373. { name: 'z', type: 'int' }
  26374. ]
  26375. } );
  26376. const mx_hash_int_3 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable ] ) => {
  26377. const xx = int( xx_immutable ).toVar();
  26378. const z = int( z_immutable ).toVar();
  26379. const y = int( y_immutable ).toVar();
  26380. const x = int( x_immutable ).toVar();
  26381. const len = uint( uint( 4 ) ).toVar();
  26382. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  26383. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  26384. a.addAssign( uint( x ) );
  26385. b.addAssign( uint( y ) );
  26386. c.addAssign( uint( z ) );
  26387. mx_bjmix( a, b, c );
  26388. a.addAssign( uint( xx ) );
  26389. return mx_bjfinal( a, b, c );
  26390. } ).setLayout( {
  26391. name: 'mx_hash_int_3',
  26392. type: 'uint',
  26393. inputs: [
  26394. { name: 'x', type: 'int' },
  26395. { name: 'y', type: 'int' },
  26396. { name: 'z', type: 'int' },
  26397. { name: 'xx', type: 'int' }
  26398. ]
  26399. } );
  26400. const mx_hash_int_4 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable, xx_immutable, yy_immutable ] ) => {
  26401. const yy = int( yy_immutable ).toVar();
  26402. const xx = int( xx_immutable ).toVar();
  26403. const z = int( z_immutable ).toVar();
  26404. const y = int( y_immutable ).toVar();
  26405. const x = int( x_immutable ).toVar();
  26406. const len = uint( uint( 5 ) ).toVar();
  26407. const a = uint().toVar(), b = uint().toVar(), c = uint().toVar();
  26408. a.assign( b.assign( c.assign( uint( int( 0xdeadbeef ) ).add( len.shiftLeft( uint( 2 ) ) ).add( uint( 13 ) ) ) ) );
  26409. a.addAssign( uint( x ) );
  26410. b.addAssign( uint( y ) );
  26411. c.addAssign( uint( z ) );
  26412. mx_bjmix( a, b, c );
  26413. a.addAssign( uint( xx ) );
  26414. b.addAssign( uint( yy ) );
  26415. return mx_bjfinal( a, b, c );
  26416. } ).setLayout( {
  26417. name: 'mx_hash_int_4',
  26418. type: 'uint',
  26419. inputs: [
  26420. { name: 'x', type: 'int' },
  26421. { name: 'y', type: 'int' },
  26422. { name: 'z', type: 'int' },
  26423. { name: 'xx', type: 'int' },
  26424. { name: 'yy', type: 'int' }
  26425. ]
  26426. } );
  26427. 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 ] );
  26428. const mx_hash_vec3_0 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable ] ) => {
  26429. const y = int( y_immutable ).toVar();
  26430. const x = int( x_immutable ).toVar();
  26431. const h = uint( mx_hash_int( x, y ) ).toVar();
  26432. const result = uvec3().toVar();
  26433. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  26434. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  26435. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  26436. return result;
  26437. } ).setLayout( {
  26438. name: 'mx_hash_vec3_0',
  26439. type: 'uvec3',
  26440. inputs: [
  26441. { name: 'x', type: 'int' },
  26442. { name: 'y', type: 'int' }
  26443. ]
  26444. } );
  26445. const mx_hash_vec3_1 = /*@__PURE__*/ Fn( ( [ x_immutable, y_immutable, z_immutable ] ) => {
  26446. const z = int( z_immutable ).toVar();
  26447. const y = int( y_immutable ).toVar();
  26448. const x = int( x_immutable ).toVar();
  26449. const h = uint( mx_hash_int( x, y, z ) ).toVar();
  26450. const result = uvec3().toVar();
  26451. result.x.assign( h.bitAnd( int( 0xFF ) ) );
  26452. result.y.assign( h.shiftRight( int( 8 ) ).bitAnd( int( 0xFF ) ) );
  26453. result.z.assign( h.shiftRight( int( 16 ) ).bitAnd( int( 0xFF ) ) );
  26454. return result;
  26455. } ).setLayout( {
  26456. name: 'mx_hash_vec3_1',
  26457. type: 'uvec3',
  26458. inputs: [
  26459. { name: 'x', type: 'int' },
  26460. { name: 'y', type: 'int' },
  26461. { name: 'z', type: 'int' }
  26462. ]
  26463. } );
  26464. const mx_hash_vec3 = /*@__PURE__*/ overloadingFn( [ mx_hash_vec3_0, mx_hash_vec3_1 ] );
  26465. const mx_perlin_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26466. const p = vec2( p_immutable ).toVar();
  26467. const X = int().toVar(), Y = int().toVar();
  26468. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  26469. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  26470. const u = float( mx_fade( fx ) ).toVar();
  26471. const v = float( mx_fade( fy ) ).toVar();
  26472. 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();
  26473. return mx_gradient_scale2d( result );
  26474. } ).setLayout( {
  26475. name: 'mx_perlin_noise_float_0',
  26476. type: 'float',
  26477. inputs: [
  26478. { name: 'p', type: 'vec2' }
  26479. ]
  26480. } );
  26481. const mx_perlin_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26482. const p = vec3( p_immutable ).toVar();
  26483. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  26484. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  26485. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  26486. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  26487. const u = float( mx_fade( fx ) ).toVar();
  26488. const v = float( mx_fade( fy ) ).toVar();
  26489. const w = float( mx_fade( fz ) ).toVar();
  26490. 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();
  26491. return mx_gradient_scale3d( result );
  26492. } ).setLayout( {
  26493. name: 'mx_perlin_noise_float_1',
  26494. type: 'float',
  26495. inputs: [
  26496. { name: 'p', type: 'vec3' }
  26497. ]
  26498. } );
  26499. const mx_perlin_noise_float = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_float_0, mx_perlin_noise_float_1 ] );
  26500. const mx_perlin_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26501. const p = vec2( p_immutable ).toVar();
  26502. const X = int().toVar(), Y = int().toVar();
  26503. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  26504. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  26505. const u = float( mx_fade( fx ) ).toVar();
  26506. const v = float( mx_fade( fy ) ).toVar();
  26507. 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();
  26508. return mx_gradient_scale2d( result );
  26509. } ).setLayout( {
  26510. name: 'mx_perlin_noise_vec3_0',
  26511. type: 'vec3',
  26512. inputs: [
  26513. { name: 'p', type: 'vec2' }
  26514. ]
  26515. } );
  26516. const mx_perlin_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26517. const p = vec3( p_immutable ).toVar();
  26518. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  26519. const fx = float( mx_floorfrac( p.x, X ) ).toVar();
  26520. const fy = float( mx_floorfrac( p.y, Y ) ).toVar();
  26521. const fz = float( mx_floorfrac( p.z, Z ) ).toVar();
  26522. const u = float( mx_fade( fx ) ).toVar();
  26523. const v = float( mx_fade( fy ) ).toVar();
  26524. const w = float( mx_fade( fz ) ).toVar();
  26525. 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();
  26526. return mx_gradient_scale3d( result );
  26527. } ).setLayout( {
  26528. name: 'mx_perlin_noise_vec3_1',
  26529. type: 'vec3',
  26530. inputs: [
  26531. { name: 'p', type: 'vec3' }
  26532. ]
  26533. } );
  26534. const mx_perlin_noise_vec3 = /*@__PURE__*/ overloadingFn( [ mx_perlin_noise_vec3_0, mx_perlin_noise_vec3_1 ] );
  26535. const mx_cell_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26536. const p = float( p_immutable ).toVar();
  26537. const ix = int( mx_floor( p ) ).toVar();
  26538. return mx_bits_to_01( mx_hash_int( ix ) );
  26539. } ).setLayout( {
  26540. name: 'mx_cell_noise_float_0',
  26541. type: 'float',
  26542. inputs: [
  26543. { name: 'p', type: 'float' }
  26544. ]
  26545. } );
  26546. const mx_cell_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26547. const p = vec2( p_immutable ).toVar();
  26548. const ix = int( mx_floor( p.x ) ).toVar();
  26549. const iy = int( mx_floor( p.y ) ).toVar();
  26550. return mx_bits_to_01( mx_hash_int( ix, iy ) );
  26551. } ).setLayout( {
  26552. name: 'mx_cell_noise_float_1',
  26553. type: 'float',
  26554. inputs: [
  26555. { name: 'p', type: 'vec2' }
  26556. ]
  26557. } );
  26558. const mx_cell_noise_float_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26559. const p = vec3( p_immutable ).toVar();
  26560. const ix = int( mx_floor( p.x ) ).toVar();
  26561. const iy = int( mx_floor( p.y ) ).toVar();
  26562. const iz = int( mx_floor( p.z ) ).toVar();
  26563. return mx_bits_to_01( mx_hash_int( ix, iy, iz ) );
  26564. } ).setLayout( {
  26565. name: 'mx_cell_noise_float_2',
  26566. type: 'float',
  26567. inputs: [
  26568. { name: 'p', type: 'vec3' }
  26569. ]
  26570. } );
  26571. const mx_cell_noise_float_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26572. const p = vec4( p_immutable ).toVar();
  26573. const ix = int( mx_floor( p.x ) ).toVar();
  26574. const iy = int( mx_floor( p.y ) ).toVar();
  26575. const iz = int( mx_floor( p.z ) ).toVar();
  26576. const iw = int( mx_floor( p.w ) ).toVar();
  26577. return mx_bits_to_01( mx_hash_int( ix, iy, iz, iw ) );
  26578. } ).setLayout( {
  26579. name: 'mx_cell_noise_float_3',
  26580. type: 'float',
  26581. inputs: [
  26582. { name: 'p', type: 'vec4' }
  26583. ]
  26584. } );
  26585. 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 ] );
  26586. const mx_cell_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26587. const p = float( p_immutable ).toVar();
  26588. const ix = int( mx_floor( p ) ).toVar();
  26589. 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 ) ) ) );
  26590. } ).setLayout( {
  26591. name: 'mx_cell_noise_vec3_0',
  26592. type: 'vec3',
  26593. inputs: [
  26594. { name: 'p', type: 'float' }
  26595. ]
  26596. } );
  26597. const mx_cell_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26598. const p = vec2( p_immutable ).toVar();
  26599. const ix = int( mx_floor( p.x ) ).toVar();
  26600. const iy = int( mx_floor( p.y ) ).toVar();
  26601. 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 ) ) ) );
  26602. } ).setLayout( {
  26603. name: 'mx_cell_noise_vec3_1',
  26604. type: 'vec3',
  26605. inputs: [
  26606. { name: 'p', type: 'vec2' }
  26607. ]
  26608. } );
  26609. const mx_cell_noise_vec3_2 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26610. const p = vec3( p_immutable ).toVar();
  26611. const ix = int( mx_floor( p.x ) ).toVar();
  26612. const iy = int( mx_floor( p.y ) ).toVar();
  26613. const iz = int( mx_floor( p.z ) ).toVar();
  26614. 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 ) ) ) );
  26615. } ).setLayout( {
  26616. name: 'mx_cell_noise_vec3_2',
  26617. type: 'vec3',
  26618. inputs: [
  26619. { name: 'p', type: 'vec3' }
  26620. ]
  26621. } );
  26622. const mx_cell_noise_vec3_3 = /*@__PURE__*/ Fn( ( [ p_immutable ] ) => {
  26623. const p = vec4( p_immutable ).toVar();
  26624. const ix = int( mx_floor( p.x ) ).toVar();
  26625. const iy = int( mx_floor( p.y ) ).toVar();
  26626. const iz = int( mx_floor( p.z ) ).toVar();
  26627. const iw = int( mx_floor( p.w ) ).toVar();
  26628. 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 ) ) ) );
  26629. } ).setLayout( {
  26630. name: 'mx_cell_noise_vec3_3',
  26631. type: 'vec3',
  26632. inputs: [
  26633. { name: 'p', type: 'vec4' }
  26634. ]
  26635. } );
  26636. 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 ] );
  26637. const mx_fractal_noise_float$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  26638. const diminish = float( diminish_immutable ).toVar();
  26639. const lacunarity = float( lacunarity_immutable ).toVar();
  26640. const octaves = int( octaves_immutable ).toVar();
  26641. const p = vec3( p_immutable ).toVar();
  26642. const result = float( 0.0 ).toVar();
  26643. const amplitude = float( 1.0 ).toVar();
  26644. Loop( octaves, () => {
  26645. result.addAssign( amplitude.mul( mx_perlin_noise_float( p ) ) );
  26646. amplitude.mulAssign( diminish );
  26647. p.mulAssign( lacunarity );
  26648. } );
  26649. return result;
  26650. } ).setLayout( {
  26651. name: 'mx_fractal_noise_float',
  26652. type: 'float',
  26653. inputs: [
  26654. { name: 'p', type: 'vec3' },
  26655. { name: 'octaves', type: 'int' },
  26656. { name: 'lacunarity', type: 'float' },
  26657. { name: 'diminish', type: 'float' }
  26658. ]
  26659. } );
  26660. const mx_fractal_noise_vec3$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  26661. const diminish = float( diminish_immutable ).toVar();
  26662. const lacunarity = float( lacunarity_immutable ).toVar();
  26663. const octaves = int( octaves_immutable ).toVar();
  26664. const p = vec3( p_immutable ).toVar();
  26665. const result = vec3( 0.0 ).toVar();
  26666. const amplitude = float( 1.0 ).toVar();
  26667. Loop( octaves, () => {
  26668. result.addAssign( amplitude.mul( mx_perlin_noise_vec3( p ) ) );
  26669. amplitude.mulAssign( diminish );
  26670. p.mulAssign( lacunarity );
  26671. } );
  26672. return result;
  26673. } ).setLayout( {
  26674. name: 'mx_fractal_noise_vec3',
  26675. type: 'vec3',
  26676. inputs: [
  26677. { name: 'p', type: 'vec3' },
  26678. { name: 'octaves', type: 'int' },
  26679. { name: 'lacunarity', type: 'float' },
  26680. { name: 'diminish', type: 'float' }
  26681. ]
  26682. } );
  26683. const mx_fractal_noise_vec2$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  26684. const diminish = float( diminish_immutable ).toVar();
  26685. const lacunarity = float( lacunarity_immutable ).toVar();
  26686. const octaves = int( octaves_immutable ).toVar();
  26687. const p = vec3( p_immutable ).toVar();
  26688. 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 ) );
  26689. } ).setLayout( {
  26690. name: 'mx_fractal_noise_vec2',
  26691. type: 'vec2',
  26692. inputs: [
  26693. { name: 'p', type: 'vec3' },
  26694. { name: 'octaves', type: 'int' },
  26695. { name: 'lacunarity', type: 'float' },
  26696. { name: 'diminish', type: 'float' }
  26697. ]
  26698. } );
  26699. const mx_fractal_noise_vec4$1 = /*@__PURE__*/ Fn( ( [ p_immutable, octaves_immutable, lacunarity_immutable, diminish_immutable ] ) => {
  26700. const diminish = float( diminish_immutable ).toVar();
  26701. const lacunarity = float( lacunarity_immutable ).toVar();
  26702. const octaves = int( octaves_immutable ).toVar();
  26703. const p = vec3( p_immutable ).toVar();
  26704. const c = vec3( mx_fractal_noise_vec3$1( p, octaves, lacunarity, diminish ) ).toVar();
  26705. const f = float( mx_fractal_noise_float$1( p.add( vec3( int( 19 ), int( 193 ), int( 17 ) ) ), octaves, lacunarity, diminish ) ).toVar();
  26706. return vec4( c, f );
  26707. } ).setLayout( {
  26708. name: 'mx_fractal_noise_vec4',
  26709. type: 'vec4',
  26710. inputs: [
  26711. { name: 'p', type: 'vec3' },
  26712. { name: 'octaves', type: 'int' },
  26713. { name: 'lacunarity', type: 'float' },
  26714. { name: 'diminish', type: 'float' }
  26715. ]
  26716. } );
  26717. const mx_worley_distance_0 = /*@__PURE__*/ Fn( ( [ p_immutable, x_immutable, y_immutable, xoff_immutable, yoff_immutable, jitter_immutable, metric_immutable ] ) => {
  26718. const metric = int( metric_immutable ).toVar();
  26719. const jitter = float( jitter_immutable ).toVar();
  26720. const yoff = int( yoff_immutable ).toVar();
  26721. const xoff = int( xoff_immutable ).toVar();
  26722. const y = int( y_immutable ).toVar();
  26723. const x = int( x_immutable ).toVar();
  26724. const p = vec2( p_immutable ).toVar();
  26725. const tmp = vec3( mx_cell_noise_vec3( vec2( x.add( xoff ), y.add( yoff ) ) ) ).toVar();
  26726. const off = vec2( tmp.x, tmp.y ).toVar();
  26727. off.subAssign( 0.5 );
  26728. off.mulAssign( jitter );
  26729. off.addAssign( 0.5 );
  26730. const cellpos = vec2( vec2( float( x ), float( y ) ).add( off ) ).toVar();
  26731. const diff = vec2( cellpos.sub( p ) ).toVar();
  26732. If( metric.equal( int( 2 ) ), () => {
  26733. return abs( diff.x ).add( abs( diff.y ) );
  26734. } );
  26735. If( metric.equal( int( 3 ) ), () => {
  26736. return max$1( abs( diff.x ), abs( diff.y ) );
  26737. } );
  26738. return dot( diff, diff );
  26739. } ).setLayout( {
  26740. name: 'mx_worley_distance_0',
  26741. type: 'float',
  26742. inputs: [
  26743. { name: 'p', type: 'vec2' },
  26744. { name: 'x', type: 'int' },
  26745. { name: 'y', type: 'int' },
  26746. { name: 'xoff', type: 'int' },
  26747. { name: 'yoff', type: 'int' },
  26748. { name: 'jitter', type: 'float' },
  26749. { name: 'metric', type: 'int' }
  26750. ]
  26751. } );
  26752. 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 ] ) => {
  26753. const metric = int( metric_immutable ).toVar();
  26754. const jitter = float( jitter_immutable ).toVar();
  26755. const zoff = int( zoff_immutable ).toVar();
  26756. const yoff = int( yoff_immutable ).toVar();
  26757. const xoff = int( xoff_immutable ).toVar();
  26758. const z = int( z_immutable ).toVar();
  26759. const y = int( y_immutable ).toVar();
  26760. const x = int( x_immutable ).toVar();
  26761. const p = vec3( p_immutable ).toVar();
  26762. const off = vec3( mx_cell_noise_vec3( vec3( x.add( xoff ), y.add( yoff ), z.add( zoff ) ) ) ).toVar();
  26763. off.subAssign( 0.5 );
  26764. off.mulAssign( jitter );
  26765. off.addAssign( 0.5 );
  26766. const cellpos = vec3( vec3( float( x ), float( y ), float( z ) ).add( off ) ).toVar();
  26767. const diff = vec3( cellpos.sub( p ) ).toVar();
  26768. If( metric.equal( int( 2 ) ), () => {
  26769. return abs( diff.x ).add( abs( diff.y ) ).add( abs( diff.z ) );
  26770. } );
  26771. If( metric.equal( int( 3 ) ), () => {
  26772. return max$1( max$1( abs( diff.x ), abs( diff.y ) ), abs( diff.z ) );
  26773. } );
  26774. return dot( diff, diff );
  26775. } ).setLayout( {
  26776. name: 'mx_worley_distance_1',
  26777. type: 'float',
  26778. inputs: [
  26779. { name: 'p', type: 'vec3' },
  26780. { name: 'x', type: 'int' },
  26781. { name: 'y', type: 'int' },
  26782. { name: 'z', type: 'int' },
  26783. { name: 'xoff', type: 'int' },
  26784. { name: 'yoff', type: 'int' },
  26785. { name: 'zoff', type: 'int' },
  26786. { name: 'jitter', type: 'float' },
  26787. { name: 'metric', type: 'int' }
  26788. ]
  26789. } );
  26790. const mx_worley_distance = /*@__PURE__*/ overloadingFn( [ mx_worley_distance_0, mx_worley_distance_1 ] );
  26791. const mx_worley_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  26792. const metric = int( metric_immutable ).toVar();
  26793. const jitter = float( jitter_immutable ).toVar();
  26794. const p = vec2( p_immutable ).toVar();
  26795. const X = int().toVar(), Y = int().toVar();
  26796. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  26797. const sqdist = float( 1e6 ).toVar();
  26798. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  26799. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  26800. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  26801. sqdist.assign( min$1( sqdist, dist ) );
  26802. } );
  26803. } );
  26804. If( metric.equal( int( 0 ) ), () => {
  26805. sqdist.assign( sqrt( sqdist ) );
  26806. } );
  26807. return sqdist;
  26808. } ).setLayout( {
  26809. name: 'mx_worley_noise_float_0',
  26810. type: 'float',
  26811. inputs: [
  26812. { name: 'p', type: 'vec2' },
  26813. { name: 'jitter', type: 'float' },
  26814. { name: 'metric', type: 'int' }
  26815. ]
  26816. } );
  26817. const mx_worley_noise_vec2_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  26818. const metric = int( metric_immutable ).toVar();
  26819. const jitter = float( jitter_immutable ).toVar();
  26820. const p = vec2( p_immutable ).toVar();
  26821. const X = int().toVar(), Y = int().toVar();
  26822. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  26823. const sqdist = vec2( 1e6, 1e6 ).toVar();
  26824. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  26825. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  26826. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  26827. If( dist.lessThan( sqdist.x ), () => {
  26828. sqdist.y.assign( sqdist.x );
  26829. sqdist.x.assign( dist );
  26830. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  26831. sqdist.y.assign( dist );
  26832. } );
  26833. } );
  26834. } );
  26835. If( metric.equal( int( 0 ) ), () => {
  26836. sqdist.assign( sqrt( sqdist ) );
  26837. } );
  26838. return sqdist;
  26839. } ).setLayout( {
  26840. name: 'mx_worley_noise_vec2_0',
  26841. type: 'vec2',
  26842. inputs: [
  26843. { name: 'p', type: 'vec2' },
  26844. { name: 'jitter', type: 'float' },
  26845. { name: 'metric', type: 'int' }
  26846. ]
  26847. } );
  26848. const mx_worley_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  26849. const metric = int( metric_immutable ).toVar();
  26850. const jitter = float( jitter_immutable ).toVar();
  26851. const p = vec2( p_immutable ).toVar();
  26852. const X = int().toVar(), Y = int().toVar();
  26853. const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
  26854. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  26855. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  26856. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  26857. const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
  26858. If( dist.lessThan( sqdist.x ), () => {
  26859. sqdist.z.assign( sqdist.y );
  26860. sqdist.y.assign( sqdist.x );
  26861. sqdist.x.assign( dist );
  26862. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  26863. sqdist.z.assign( sqdist.y );
  26864. sqdist.y.assign( dist );
  26865. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  26866. sqdist.z.assign( dist );
  26867. } );
  26868. } );
  26869. } );
  26870. If( metric.equal( int( 0 ) ), () => {
  26871. sqdist.assign( sqrt( sqdist ) );
  26872. } );
  26873. return sqdist;
  26874. } ).setLayout( {
  26875. name: 'mx_worley_noise_vec3_0',
  26876. type: 'vec3',
  26877. inputs: [
  26878. { name: 'p', type: 'vec2' },
  26879. { name: 'jitter', type: 'float' },
  26880. { name: 'metric', type: 'int' }
  26881. ]
  26882. } );
  26883. const mx_worley_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  26884. const metric = int( metric_immutable ).toVar();
  26885. const jitter = float( jitter_immutable ).toVar();
  26886. const p = vec3( p_immutable ).toVar();
  26887. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  26888. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  26889. const sqdist = float( 1e6 ).toVar();
  26890. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  26891. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  26892. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  26893. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  26894. sqdist.assign( min$1( sqdist, dist ) );
  26895. } );
  26896. } );
  26897. } );
  26898. If( metric.equal( int( 0 ) ), () => {
  26899. sqdist.assign( sqrt( sqdist ) );
  26900. } );
  26901. return sqdist;
  26902. } ).setLayout( {
  26903. name: 'mx_worley_noise_float_1',
  26904. type: 'float',
  26905. inputs: [
  26906. { name: 'p', type: 'vec3' },
  26907. { name: 'jitter', type: 'float' },
  26908. { name: 'metric', type: 'int' }
  26909. ]
  26910. } );
  26911. const mx_worley_noise_float$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_float_0, mx_worley_noise_float_1 ] );
  26912. const mx_worley_noise_vec2_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  26913. const metric = int( metric_immutable ).toVar();
  26914. const jitter = float( jitter_immutable ).toVar();
  26915. const p = vec3( p_immutable ).toVar();
  26916. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  26917. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  26918. const sqdist = vec2( 1e6, 1e6 ).toVar();
  26919. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  26920. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  26921. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  26922. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  26923. If( dist.lessThan( sqdist.x ), () => {
  26924. sqdist.y.assign( sqdist.x );
  26925. sqdist.x.assign( dist );
  26926. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  26927. sqdist.y.assign( dist );
  26928. } );
  26929. } );
  26930. } );
  26931. } );
  26932. If( metric.equal( int( 0 ) ), () => {
  26933. sqdist.assign( sqrt( sqdist ) );
  26934. } );
  26935. return sqdist;
  26936. } ).setLayout( {
  26937. name: 'mx_worley_noise_vec2_1',
  26938. type: 'vec2',
  26939. inputs: [
  26940. { name: 'p', type: 'vec3' },
  26941. { name: 'jitter', type: 'float' },
  26942. { name: 'metric', type: 'int' }
  26943. ]
  26944. } );
  26945. const mx_worley_noise_vec2$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec2_0, mx_worley_noise_vec2_1 ] );
  26946. const mx_worley_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutable, metric_immutable ] ) => {
  26947. const metric = int( metric_immutable ).toVar();
  26948. const jitter = float( jitter_immutable ).toVar();
  26949. const p = vec3( p_immutable ).toVar();
  26950. const X = int().toVar(), Y = int().toVar(), Z = int().toVar();
  26951. const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
  26952. const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
  26953. Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
  26954. Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
  26955. Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
  26956. const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
  26957. If( dist.lessThan( sqdist.x ), () => {
  26958. sqdist.z.assign( sqdist.y );
  26959. sqdist.y.assign( sqdist.x );
  26960. sqdist.x.assign( dist );
  26961. } ).ElseIf( dist.lessThan( sqdist.y ), () => {
  26962. sqdist.z.assign( sqdist.y );
  26963. sqdist.y.assign( dist );
  26964. } ).ElseIf( dist.lessThan( sqdist.z ), () => {
  26965. sqdist.z.assign( dist );
  26966. } );
  26967. } );
  26968. } );
  26969. } );
  26970. If( metric.equal( int( 0 ) ), () => {
  26971. sqdist.assign( sqrt( sqdist ) );
  26972. } );
  26973. return sqdist;
  26974. } ).setLayout( {
  26975. name: 'mx_worley_noise_vec3_1',
  26976. type: 'vec3',
  26977. inputs: [
  26978. { name: 'p', type: 'vec3' },
  26979. { name: 'jitter', type: 'float' },
  26980. { name: 'metric', type: 'int' }
  26981. ]
  26982. } );
  26983. const mx_worley_noise_vec3$1 = /*@__PURE__*/ overloadingFn( [ mx_worley_noise_vec3_0, mx_worley_noise_vec3_1 ] );
  26984. // Three.js Transpiler
  26985. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl
  26986. const mx_hsvtorgb = /*@__PURE__*/ Fn( ( [ hsv ] ) => {
  26987. const s = hsv.y;
  26988. const v = hsv.z;
  26989. const result = vec3().toVar();
  26990. If( s.lessThan( 0.0001 ), () => {
  26991. result.assign( vec3( v, v, v ) );
  26992. } ).Else( () => {
  26993. let h = hsv.x;
  26994. h = h.sub( floor( h ) ).mul( 6.0 ).toVar(); // TODO: check what .toVar() is needed in node system cache
  26995. const hi = int( trunc( h ) );
  26996. const f = h.sub( float( hi ) );
  26997. const p = v.mul( s.oneMinus() );
  26998. const q = v.mul( s.mul( f ).oneMinus() );
  26999. const t = v.mul( s.mul( f.oneMinus() ).oneMinus() );
  27000. If( hi.equal( int( 0 ) ), () => {
  27001. result.assign( vec3( v, t, p ) );
  27002. } ).ElseIf( hi.equal( int( 1 ) ), () => {
  27003. result.assign( vec3( q, v, p ) );
  27004. } ).ElseIf( hi.equal( int( 2 ) ), () => {
  27005. result.assign( vec3( p, v, t ) );
  27006. } ).ElseIf( hi.equal( int( 3 ) ), () => {
  27007. result.assign( vec3( p, q, v ) );
  27008. } ).ElseIf( hi.equal( int( 4 ) ), () => {
  27009. result.assign( vec3( t, p, v ) );
  27010. } ).Else( () => {
  27011. result.assign( vec3( v, p, q ) );
  27012. } );
  27013. } );
  27014. return result;
  27015. } ).setLayout( {
  27016. name: 'mx_hsvtorgb',
  27017. type: 'vec3',
  27018. inputs: [
  27019. { name: 'hsv', type: 'vec3' }
  27020. ]
  27021. } );
  27022. const mx_rgbtohsv = /*@__PURE__*/ Fn( ( [ c_immutable ] ) => {
  27023. const c = vec3( c_immutable ).toVar();
  27024. const r = float( c.x ).toVar();
  27025. const g = float( c.y ).toVar();
  27026. const b = float( c.z ).toVar();
  27027. const mincomp = float( min$1( r, min$1( g, b ) ) ).toVar();
  27028. const maxcomp = float( max$1( r, max$1( g, b ) ) ).toVar();
  27029. const delta = float( maxcomp.sub( mincomp ) ).toVar();
  27030. const h = float().toVar(), s = float().toVar(), v = float().toVar();
  27031. v.assign( maxcomp );
  27032. If( maxcomp.greaterThan( 0.0 ), () => {
  27033. s.assign( delta.div( maxcomp ) );
  27034. } ).Else( () => {
  27035. s.assign( 0.0 );
  27036. } );
  27037. If( s.lessThanEqual( 0.0 ), () => {
  27038. h.assign( 0.0 );
  27039. } ).Else( () => {
  27040. If( r.greaterThanEqual( maxcomp ), () => {
  27041. h.assign( g.sub( b ).div( delta ) );
  27042. } ).ElseIf( g.greaterThanEqual( maxcomp ), () => {
  27043. h.assign( add( 2.0, b.sub( r ).div( delta ) ) );
  27044. } ).Else( () => {
  27045. h.assign( add( 4.0, r.sub( g ).div( delta ) ) );
  27046. } );
  27047. h.mulAssign( 1.0 / 6.0 );
  27048. If( h.lessThan( 0.0 ), () => {
  27049. h.addAssign( 1.0 );
  27050. } );
  27051. } );
  27052. return vec3( h, s, v );
  27053. } ).setLayout( {
  27054. name: 'mx_rgbtohsv',
  27055. type: 'vec3',
  27056. inputs: [
  27057. { name: 'c', type: 'vec3' }
  27058. ]
  27059. } );
  27060. // Three.js Transpiler
  27061. // https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_transform_color.glsl
  27062. const mx_srgb_texture_to_lin_rec709 = /*@__PURE__*/ Fn( ( [ color_immutable ] ) => {
  27063. const color = vec3( color_immutable ).toVar();
  27064. const isAbove = bvec3( greaterThan( color, vec3( 0.04045 ) ) ).toVar();
  27065. const linSeg = vec3( color.div( 12.92 ) ).toVar();
  27066. const powSeg = vec3( pow( max$1( color.add( vec3( 0.055 ) ), vec3( 0.0 ) ).div( 1.055 ), vec3( 2.4 ) ) ).toVar();
  27067. return mix( linSeg, powSeg, isAbove );
  27068. } ).setLayout( {
  27069. name: 'mx_srgb_texture_to_lin_rec709',
  27070. type: 'vec3',
  27071. inputs: [
  27072. { name: 'color', type: 'vec3' }
  27073. ]
  27074. } );
  27075. const mx_aastep = ( threshold, value ) => {
  27076. threshold = float( threshold );
  27077. value = float( value );
  27078. const afwidth = vec2( value.dFdx(), value.dFdy() ).length().mul( 0.70710678118654757 );
  27079. return smoothstep( threshold.sub( afwidth ), threshold.add( afwidth ), value );
  27080. };
  27081. const _ramp = ( a, b, uv, p ) => mix( a, b, uv[ p ].clamp() );
  27082. const mx_ramplr = ( valuel, valuer, texcoord = uv() ) => _ramp( valuel, valuer, texcoord, 'x' );
  27083. const mx_ramptb = ( valuet, valueb, texcoord = uv() ) => _ramp( valuet, valueb, texcoord, 'y' );
  27084. const _split = ( a, b, center, uv, p ) => mix( a, b, mx_aastep( center, uv[ p ] ) );
  27085. const mx_splitlr = ( valuel, valuer, center, texcoord = uv() ) => _split( valuel, valuer, center, texcoord, 'x' );
  27086. const mx_splittb = ( valuet, valueb, center, texcoord = uv() ) => _split( valuet, valueb, center, texcoord, 'y' );
  27087. const mx_transform_uv = ( uv_scale = 1, uv_offset = 0, uv_geo = uv() ) => uv_geo.mul( uv_scale ).add( uv_offset );
  27088. const mx_safepower = ( in1, in2 = 1 ) => {
  27089. in1 = float( in1 );
  27090. return in1.abs().pow( in2 ).mul( in1.sign() );
  27091. };
  27092. const mx_contrast = ( input, amount = 1, pivot = .5 ) => float( input ).sub( pivot ).mul( amount ).add( pivot );
  27093. const mx_noise_float = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_float( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  27094. //export const mx_noise_vec2 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  27095. const mx_noise_vec3 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
  27096. const mx_noise_vec4 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => {
  27097. texcoord = texcoord.convert( 'vec2|vec3' ); // overloading type
  27098. const noise_vec4 = vec4( mx_perlin_noise_vec3( texcoord ), mx_perlin_noise_float( texcoord.add( vec2( 19, 73 ) ) ) );
  27099. return noise_vec4.mul( amplitude ).add( pivot );
  27100. };
  27101. const mx_worley_noise_float = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_float$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  27102. const mx_worley_noise_vec2 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec2$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  27103. const mx_worley_noise_vec3 = ( texcoord = uv(), jitter = 1 ) => mx_worley_noise_vec3$1( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
  27104. const mx_cell_noise_float = ( texcoord = uv() ) => mx_cell_noise_float$1( texcoord.convert( 'vec2|vec3' ) );
  27105. 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 );
  27106. 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 );
  27107. 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 );
  27108. 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 );
  27109. /** @module getParallaxCorrectNormal **/
  27110. /**
  27111. * This computes a parallax corrected normal which is used for box-projected cube mapping (BPCEM).
  27112. *
  27113. * Reference: {@link https://devlog-martinsh.blogspot.com/2011/09/box-projected-cube-environment-mapping.html}
  27114. *
  27115. * ```js
  27116. * const uvNode = getParallaxCorrectNormal( reflectVector, vec3( 200, 100, 100 ), vec3( 0, - 50, 0 ) );
  27117. * material.envNode = pmremTexture( renderTarget.texture, uvNode );
  27118. * ```
  27119. * @function
  27120. * @param {Node<vec3>} normal - The normal to correct.
  27121. * @param {Node<vec3>} cubeSize - The cube size should reflect the size of the environment (BPCEM is usually applied in closed environments like rooms).
  27122. * @param {Node<vec3>} cubePos - The cube position.
  27123. * @return {Node<vec3>} The parallax corrected normal.
  27124. */
  27125. const getParallaxCorrectNormal = /*@__PURE__*/ Fn( ( [ normal, cubeSize, cubePos ] ) => {
  27126. const nDir = normalize( normal ).toVar( 'nDir' );
  27127. const rbmax = sub( float( 0.5 ).mul( cubeSize.sub( cubePos ) ), positionWorld ).div( nDir ).toVar( 'rbmax' );
  27128. const rbmin = sub( float( - 0.5 ).mul( cubeSize.sub( cubePos ) ), positionWorld ).div( nDir ).toVar( 'rbmin' );
  27129. const rbminmax = vec3().toVar( 'rbminmax' );
  27130. rbminmax.x = nDir.x.greaterThan( float( 0 ) ).select( rbmax.x, rbmin.x );
  27131. rbminmax.y = nDir.y.greaterThan( float( 0 ) ).select( rbmax.y, rbmin.y );
  27132. rbminmax.z = nDir.z.greaterThan( float( 0 ) ).select( rbmax.z, rbmin.z );
  27133. const correction = min$1( min$1( rbminmax.x, rbminmax.y ), rbminmax.z ).toVar( 'correction' );
  27134. const boxIntersection = positionWorld.add( nDir.mul( correction ) ).toVar( 'boxIntersection' );
  27135. return boxIntersection.sub( cubePos );
  27136. } );
  27137. const getShIrradianceAt = /*@__PURE__*/ Fn( ( [ normal, shCoefficients ] ) => {
  27138. // normal is assumed to have unit length
  27139. const x = normal.x, y = normal.y, z = normal.z;
  27140. // band 0
  27141. let result = shCoefficients.element( 0 ).mul( 0.886227 );
  27142. // band 1
  27143. result = result.add( shCoefficients.element( 1 ).mul( 2.0 * 0.511664 ).mul( y ) );
  27144. result = result.add( shCoefficients.element( 2 ).mul( 2.0 * 0.511664 ).mul( z ) );
  27145. result = result.add( shCoefficients.element( 3 ).mul( 2.0 * 0.511664 ).mul( x ) );
  27146. // band 2
  27147. result = result.add( shCoefficients.element( 4 ).mul( 2.0 * 0.429043 ).mul( x ).mul( y ) );
  27148. result = result.add( shCoefficients.element( 5 ).mul( 2.0 * 0.429043 ).mul( y ).mul( z ) );
  27149. result = result.add( shCoefficients.element( 6 ).mul( z.mul( z ).mul( 0.743125 ).sub( 0.247708 ) ) );
  27150. result = result.add( shCoefficients.element( 7 ).mul( 2.0 * 0.429043 ).mul( x ).mul( z ) );
  27151. result = result.add( shCoefficients.element( 8 ).mul( 0.429043 ).mul( mul( x, x ).sub( mul( y, y ) ) ) );
  27152. return result;
  27153. } );
  27154. // constants
  27155. var TSL = /*#__PURE__*/Object.freeze({
  27156. __proto__: null,
  27157. BRDF_GGX: BRDF_GGX,
  27158. BRDF_Lambert: BRDF_Lambert,
  27159. BasicShadowFilter: BasicShadowFilter,
  27160. Break: Break,
  27161. Const: Const,
  27162. Continue: Continue,
  27163. DFGApprox: DFGApprox,
  27164. D_GGX: D_GGX,
  27165. Discard: Discard,
  27166. EPSILON: EPSILON,
  27167. F_Schlick: F_Schlick,
  27168. Fn: Fn,
  27169. INFINITY: INFINITY,
  27170. If: If,
  27171. Loop: Loop,
  27172. NodeAccess: NodeAccess,
  27173. NodeShaderStage: NodeShaderStage,
  27174. NodeType: NodeType,
  27175. NodeUpdateType: NodeUpdateType,
  27176. PCFShadowFilter: PCFShadowFilter,
  27177. PCFSoftShadowFilter: PCFSoftShadowFilter,
  27178. PI: PI,
  27179. PI2: PI2,
  27180. Return: Return,
  27181. Schlick_to_F0: Schlick_to_F0,
  27182. ScriptableNodeResources: ScriptableNodeResources,
  27183. ShaderNode: ShaderNode,
  27184. TBNViewMatrix: TBNViewMatrix,
  27185. VSMShadowFilter: VSMShadowFilter,
  27186. V_GGX_SmithCorrelated: V_GGX_SmithCorrelated,
  27187. Var: Var,
  27188. abs: abs,
  27189. acesFilmicToneMapping: acesFilmicToneMapping,
  27190. acos: acos,
  27191. add: add,
  27192. addMethodChaining: addMethodChaining,
  27193. addNodeElement: addNodeElement,
  27194. agxToneMapping: agxToneMapping,
  27195. all: all,
  27196. alphaT: alphaT,
  27197. and: and,
  27198. anisotropy: anisotropy,
  27199. anisotropyB: anisotropyB,
  27200. anisotropyT: anisotropyT,
  27201. any: any,
  27202. append: append,
  27203. arrayBuffer: arrayBuffer,
  27204. asin: asin,
  27205. assign: assign,
  27206. atan: atan,
  27207. atan2: atan2,
  27208. atomicAdd: atomicAdd,
  27209. atomicAnd: atomicAnd,
  27210. atomicFunc: atomicFunc,
  27211. atomicMax: atomicMax,
  27212. atomicMin: atomicMin,
  27213. atomicOr: atomicOr,
  27214. atomicStore: atomicStore,
  27215. atomicSub: atomicSub,
  27216. atomicXor: atomicXor,
  27217. attenuationColor: attenuationColor,
  27218. attenuationDistance: attenuationDistance,
  27219. attribute: attribute,
  27220. attributeArray: attributeArray,
  27221. backgroundBlurriness: backgroundBlurriness,
  27222. backgroundIntensity: backgroundIntensity,
  27223. backgroundRotation: backgroundRotation,
  27224. batch: batch,
  27225. billboarding: billboarding,
  27226. bitAnd: bitAnd,
  27227. bitNot: bitNot,
  27228. bitOr: bitOr,
  27229. bitXor: bitXor,
  27230. bitangentGeometry: bitangentGeometry,
  27231. bitangentLocal: bitangentLocal,
  27232. bitangentView: bitangentView,
  27233. bitangentWorld: bitangentWorld,
  27234. bitcast: bitcast,
  27235. blendBurn: blendBurn,
  27236. blendColor: blendColor,
  27237. blendDodge: blendDodge,
  27238. blendOverlay: blendOverlay,
  27239. blendScreen: blendScreen,
  27240. blur: blur,
  27241. bool: bool,
  27242. buffer: buffer,
  27243. bufferAttribute: bufferAttribute,
  27244. bumpMap: bumpMap,
  27245. burn: burn,
  27246. bvec2: bvec2,
  27247. bvec3: bvec3,
  27248. bvec4: bvec4,
  27249. bypass: bypass,
  27250. cache: cache,
  27251. call: call,
  27252. cameraFar: cameraFar,
  27253. cameraNear: cameraNear,
  27254. cameraNormalMatrix: cameraNormalMatrix,
  27255. cameraPosition: cameraPosition,
  27256. cameraProjectionMatrix: cameraProjectionMatrix,
  27257. cameraProjectionMatrixInverse: cameraProjectionMatrixInverse,
  27258. cameraViewMatrix: cameraViewMatrix,
  27259. cameraWorldMatrix: cameraWorldMatrix,
  27260. cbrt: cbrt,
  27261. cdl: cdl,
  27262. ceil: ceil,
  27263. checker: checker,
  27264. cineonToneMapping: cineonToneMapping,
  27265. clamp: clamp,
  27266. clearcoat: clearcoat,
  27267. clearcoatRoughness: clearcoatRoughness,
  27268. code: code,
  27269. color: color,
  27270. colorSpaceToWorking: colorSpaceToWorking,
  27271. colorToDirection: colorToDirection,
  27272. compute: compute,
  27273. cond: cond,
  27274. context: context,
  27275. convert: convert,
  27276. convertColorSpace: convertColorSpace,
  27277. convertToTexture: convertToTexture,
  27278. cos: cos,
  27279. cross: cross,
  27280. cubeTexture: cubeTexture,
  27281. dFdx: dFdx,
  27282. dFdy: dFdy,
  27283. dashSize: dashSize,
  27284. defaultBuildStages: defaultBuildStages,
  27285. defaultShaderStages: defaultShaderStages,
  27286. defined: defined,
  27287. degrees: degrees,
  27288. deltaTime: deltaTime,
  27289. densityFog: densityFog,
  27290. densityFogFactor: densityFogFactor,
  27291. depth: depth,
  27292. depthPass: depthPass,
  27293. difference: difference,
  27294. diffuseColor: diffuseColor,
  27295. directPointLight: directPointLight,
  27296. directionToColor: directionToColor,
  27297. dispersion: dispersion,
  27298. distance: distance,
  27299. div: div,
  27300. dodge: dodge,
  27301. dot: dot,
  27302. drawIndex: drawIndex,
  27303. dynamicBufferAttribute: dynamicBufferAttribute,
  27304. element: element,
  27305. emissive: emissive,
  27306. equal: equal,
  27307. equals: equals,
  27308. equirectUV: equirectUV,
  27309. exp: exp,
  27310. exp2: exp2,
  27311. expression: expression,
  27312. faceDirection: faceDirection,
  27313. faceForward: faceForward,
  27314. faceforward: faceforward,
  27315. float: float,
  27316. floor: floor,
  27317. fog: fog,
  27318. fract: fract,
  27319. frameGroup: frameGroup,
  27320. frameId: frameId,
  27321. frontFacing: frontFacing,
  27322. fwidth: fwidth,
  27323. gain: gain,
  27324. gapSize: gapSize,
  27325. getConstNodeType: getConstNodeType,
  27326. getCurrentStack: getCurrentStack,
  27327. getDirection: getDirection,
  27328. getDistanceAttenuation: getDistanceAttenuation,
  27329. getGeometryRoughness: getGeometryRoughness,
  27330. getNormalFromDepth: getNormalFromDepth,
  27331. getParallaxCorrectNormal: getParallaxCorrectNormal,
  27332. getRoughness: getRoughness,
  27333. getScreenPosition: getScreenPosition,
  27334. getShIrradianceAt: getShIrradianceAt,
  27335. getTextureIndex: getTextureIndex,
  27336. getViewPosition: getViewPosition,
  27337. globalId: globalId,
  27338. glsl: glsl,
  27339. glslFn: glslFn,
  27340. grayscale: grayscale,
  27341. greaterThan: greaterThan,
  27342. greaterThanEqual: greaterThanEqual,
  27343. hash: hash,
  27344. highpModelNormalViewMatrix: highpModelNormalViewMatrix,
  27345. highpModelViewMatrix: highpModelViewMatrix,
  27346. hue: hue,
  27347. instance: instance,
  27348. instanceIndex: instanceIndex,
  27349. instancedArray: instancedArray,
  27350. instancedBufferAttribute: instancedBufferAttribute,
  27351. instancedDynamicBufferAttribute: instancedDynamicBufferAttribute,
  27352. instancedMesh: instancedMesh,
  27353. int: int,
  27354. inverseSqrt: inverseSqrt,
  27355. inversesqrt: inversesqrt,
  27356. invocationLocalIndex: invocationLocalIndex,
  27357. invocationSubgroupIndex: invocationSubgroupIndex,
  27358. ior: ior,
  27359. iridescence: iridescence,
  27360. iridescenceIOR: iridescenceIOR,
  27361. iridescenceThickness: iridescenceThickness,
  27362. ivec2: ivec2,
  27363. ivec3: ivec3,
  27364. ivec4: ivec4,
  27365. js: js,
  27366. label: label,
  27367. length: length,
  27368. lengthSq: lengthSq,
  27369. lessThan: lessThan,
  27370. lessThanEqual: lessThanEqual,
  27371. lightPosition: lightPosition,
  27372. lightProjectionUV: lightProjectionUV,
  27373. lightShadowMatrix: lightShadowMatrix,
  27374. lightTargetDirection: lightTargetDirection,
  27375. lightTargetPosition: lightTargetPosition,
  27376. lightViewPosition: lightViewPosition,
  27377. lightingContext: lightingContext,
  27378. lights: lights,
  27379. linearDepth: linearDepth,
  27380. linearToneMapping: linearToneMapping,
  27381. localId: localId,
  27382. log: log,
  27383. log2: log2,
  27384. logarithmicDepthToViewZ: logarithmicDepthToViewZ,
  27385. loop: loop,
  27386. luminance: luminance,
  27387. mat2: mat2,
  27388. mat3: mat3,
  27389. mat4: mat4,
  27390. matcapUV: matcapUV,
  27391. materialAO: materialAO,
  27392. materialAlphaTest: materialAlphaTest,
  27393. materialAnisotropy: materialAnisotropy,
  27394. materialAnisotropyVector: materialAnisotropyVector,
  27395. materialAttenuationColor: materialAttenuationColor,
  27396. materialAttenuationDistance: materialAttenuationDistance,
  27397. materialClearcoat: materialClearcoat,
  27398. materialClearcoatNormal: materialClearcoatNormal,
  27399. materialClearcoatRoughness: materialClearcoatRoughness,
  27400. materialColor: materialColor,
  27401. materialDispersion: materialDispersion,
  27402. materialEmissive: materialEmissive,
  27403. materialIOR: materialIOR,
  27404. materialIridescence: materialIridescence,
  27405. materialIridescenceIOR: materialIridescenceIOR,
  27406. materialIridescenceThickness: materialIridescenceThickness,
  27407. materialLightMap: materialLightMap,
  27408. materialLineDashOffset: materialLineDashOffset,
  27409. materialLineDashSize: materialLineDashSize,
  27410. materialLineGapSize: materialLineGapSize,
  27411. materialLineScale: materialLineScale,
  27412. materialLineWidth: materialLineWidth,
  27413. materialMetalness: materialMetalness,
  27414. materialNormal: materialNormal,
  27415. materialOpacity: materialOpacity,
  27416. materialPointWidth: materialPointWidth,
  27417. materialReference: materialReference,
  27418. materialReflectivity: materialReflectivity,
  27419. materialRefractionRatio: materialRefractionRatio,
  27420. materialRotation: materialRotation,
  27421. materialRoughness: materialRoughness,
  27422. materialSheen: materialSheen,
  27423. materialSheenRoughness: materialSheenRoughness,
  27424. materialShininess: materialShininess,
  27425. materialSpecular: materialSpecular,
  27426. materialSpecularColor: materialSpecularColor,
  27427. materialSpecularIntensity: materialSpecularIntensity,
  27428. materialSpecularStrength: materialSpecularStrength,
  27429. materialThickness: materialThickness,
  27430. materialTransmission: materialTransmission,
  27431. max: max$1,
  27432. maxMipLevel: maxMipLevel,
  27433. mediumpModelViewMatrix: mediumpModelViewMatrix,
  27434. metalness: metalness,
  27435. min: min$1,
  27436. mix: mix,
  27437. mixElement: mixElement,
  27438. mod: mod,
  27439. modInt: modInt,
  27440. modelDirection: modelDirection,
  27441. modelNormalMatrix: modelNormalMatrix,
  27442. modelPosition: modelPosition,
  27443. modelScale: modelScale,
  27444. modelViewMatrix: modelViewMatrix,
  27445. modelViewPosition: modelViewPosition,
  27446. modelViewProjection: modelViewProjection,
  27447. modelWorldMatrix: modelWorldMatrix,
  27448. modelWorldMatrixInverse: modelWorldMatrixInverse,
  27449. morphReference: morphReference,
  27450. mrt: mrt,
  27451. mul: mul,
  27452. mx_aastep: mx_aastep,
  27453. mx_cell_noise_float: mx_cell_noise_float,
  27454. mx_contrast: mx_contrast,
  27455. mx_fractal_noise_float: mx_fractal_noise_float,
  27456. mx_fractal_noise_vec2: mx_fractal_noise_vec2,
  27457. mx_fractal_noise_vec3: mx_fractal_noise_vec3,
  27458. mx_fractal_noise_vec4: mx_fractal_noise_vec4,
  27459. mx_hsvtorgb: mx_hsvtorgb,
  27460. mx_noise_float: mx_noise_float,
  27461. mx_noise_vec3: mx_noise_vec3,
  27462. mx_noise_vec4: mx_noise_vec4,
  27463. mx_ramplr: mx_ramplr,
  27464. mx_ramptb: mx_ramptb,
  27465. mx_rgbtohsv: mx_rgbtohsv,
  27466. mx_safepower: mx_safepower,
  27467. mx_splitlr: mx_splitlr,
  27468. mx_splittb: mx_splittb,
  27469. mx_srgb_texture_to_lin_rec709: mx_srgb_texture_to_lin_rec709,
  27470. mx_transform_uv: mx_transform_uv,
  27471. mx_worley_noise_float: mx_worley_noise_float,
  27472. mx_worley_noise_vec2: mx_worley_noise_vec2,
  27473. mx_worley_noise_vec3: mx_worley_noise_vec3,
  27474. negate: negate,
  27475. neutralToneMapping: neutralToneMapping,
  27476. nodeArray: nodeArray,
  27477. nodeImmutable: nodeImmutable,
  27478. nodeObject: nodeObject,
  27479. nodeObjects: nodeObjects,
  27480. nodeProxy: nodeProxy,
  27481. normalFlat: normalFlat,
  27482. normalGeometry: normalGeometry,
  27483. normalLocal: normalLocal,
  27484. normalMap: normalMap,
  27485. normalView: normalView,
  27486. normalWorld: normalWorld,
  27487. normalize: normalize,
  27488. not: not,
  27489. notEqual: notEqual,
  27490. numWorkgroups: numWorkgroups,
  27491. objectDirection: objectDirection,
  27492. objectGroup: objectGroup,
  27493. objectPosition: objectPosition,
  27494. objectScale: objectScale,
  27495. objectViewPosition: objectViewPosition,
  27496. objectWorldMatrix: objectWorldMatrix,
  27497. oneMinus: oneMinus,
  27498. or: or,
  27499. orthographicDepthToViewZ: orthographicDepthToViewZ,
  27500. oscSawtooth: oscSawtooth,
  27501. oscSine: oscSine,
  27502. oscSquare: oscSquare,
  27503. oscTriangle: oscTriangle,
  27504. output: output,
  27505. outputStruct: outputStruct,
  27506. overlay: overlay,
  27507. overloadingFn: overloadingFn,
  27508. parabola: parabola,
  27509. parallaxDirection: parallaxDirection,
  27510. parallaxUV: parallaxUV,
  27511. parameter: parameter,
  27512. pass: pass,
  27513. passTexture: passTexture,
  27514. pcurve: pcurve,
  27515. perspectiveDepthToViewZ: perspectiveDepthToViewZ,
  27516. pmremTexture: pmremTexture,
  27517. pointUV: pointUV,
  27518. pointWidth: pointWidth,
  27519. positionGeometry: positionGeometry,
  27520. positionLocal: positionLocal,
  27521. positionPrevious: positionPrevious,
  27522. positionView: positionView,
  27523. positionViewDirection: positionViewDirection,
  27524. positionWorld: positionWorld,
  27525. positionWorldDirection: positionWorldDirection,
  27526. posterize: posterize,
  27527. pow: pow,
  27528. pow2: pow2,
  27529. pow3: pow3,
  27530. pow4: pow4,
  27531. property: property,
  27532. radians: radians,
  27533. rand: rand,
  27534. range: range,
  27535. rangeFog: rangeFog,
  27536. rangeFogFactor: rangeFogFactor,
  27537. reciprocal: reciprocal,
  27538. reference: reference,
  27539. referenceBuffer: referenceBuffer,
  27540. reflect: reflect,
  27541. reflectVector: reflectVector,
  27542. reflectView: reflectView,
  27543. reflector: reflector,
  27544. refract: refract,
  27545. refractVector: refractVector,
  27546. refractView: refractView,
  27547. reinhardToneMapping: reinhardToneMapping,
  27548. remainder: remainder,
  27549. remap: remap,
  27550. remapClamp: remapClamp,
  27551. renderGroup: renderGroup,
  27552. renderOutput: renderOutput,
  27553. rendererReference: rendererReference,
  27554. rotate: rotate,
  27555. rotateUV: rotateUV,
  27556. roughness: roughness,
  27557. round: round,
  27558. rtt: rtt,
  27559. sRGBTransferEOTF: sRGBTransferEOTF,
  27560. sRGBTransferOETF: sRGBTransferOETF,
  27561. sampler: sampler,
  27562. saturate: saturate,
  27563. saturation: saturation,
  27564. screen: screen,
  27565. screenCoordinate: screenCoordinate,
  27566. screenSize: screenSize,
  27567. screenUV: screenUV,
  27568. scriptable: scriptable,
  27569. scriptableValue: scriptableValue,
  27570. select: select,
  27571. setCurrentStack: setCurrentStack,
  27572. shaderStages: shaderStages,
  27573. shadow: shadow,
  27574. shadowPositionWorld: shadowPositionWorld,
  27575. sharedUniformGroup: sharedUniformGroup,
  27576. sheen: sheen,
  27577. sheenRoughness: sheenRoughness,
  27578. shiftLeft: shiftLeft,
  27579. shiftRight: shiftRight,
  27580. shininess: shininess,
  27581. sign: sign,
  27582. sin: sin,
  27583. sinc: sinc,
  27584. skinning: skinning,
  27585. skinningReference: skinningReference,
  27586. smoothstep: smoothstep,
  27587. smoothstepElement: smoothstepElement,
  27588. specularColor: specularColor,
  27589. specularF90: specularF90,
  27590. spherizeUV: spherizeUV,
  27591. split: split,
  27592. spritesheetUV: spritesheetUV,
  27593. sqrt: sqrt,
  27594. stack: stack,
  27595. step: step,
  27596. storage: storage,
  27597. storageBarrier: storageBarrier,
  27598. storageObject: storageObject,
  27599. storageTexture: storageTexture,
  27600. string: string,
  27601. sub: sub,
  27602. subgroupIndex: subgroupIndex,
  27603. subgroupSize: subgroupSize,
  27604. tan: tan,
  27605. tangentGeometry: tangentGeometry,
  27606. tangentLocal: tangentLocal,
  27607. tangentView: tangentView,
  27608. tangentWorld: tangentWorld,
  27609. temp: temp,
  27610. texture: texture,
  27611. texture3D: texture3D,
  27612. textureBarrier: textureBarrier,
  27613. textureBicubic: textureBicubic,
  27614. textureCubeUV: textureCubeUV,
  27615. textureLoad: textureLoad,
  27616. textureSize: textureSize,
  27617. textureStore: textureStore,
  27618. thickness: thickness,
  27619. time: time,
  27620. timerDelta: timerDelta,
  27621. timerGlobal: timerGlobal,
  27622. timerLocal: timerLocal,
  27623. toOutputColorSpace: toOutputColorSpace,
  27624. toWorkingColorSpace: toWorkingColorSpace,
  27625. toneMapping: toneMapping,
  27626. toneMappingExposure: toneMappingExposure,
  27627. toonOutlinePass: toonOutlinePass,
  27628. transformDirection: transformDirection,
  27629. transformNormal: transformNormal,
  27630. transformNormalToView: transformNormalToView,
  27631. transformedBentNormalView: transformedBentNormalView,
  27632. transformedBitangentView: transformedBitangentView,
  27633. transformedBitangentWorld: transformedBitangentWorld,
  27634. transformedClearcoatNormalView: transformedClearcoatNormalView,
  27635. transformedNormalView: transformedNormalView,
  27636. transformedNormalWorld: transformedNormalWorld,
  27637. transformedTangentView: transformedTangentView,
  27638. transformedTangentWorld: transformedTangentWorld,
  27639. transmission: transmission,
  27640. transpose: transpose,
  27641. triNoise3D: triNoise3D,
  27642. triplanarTexture: triplanarTexture,
  27643. triplanarTextures: triplanarTextures,
  27644. trunc: trunc,
  27645. tslFn: tslFn,
  27646. uint: uint,
  27647. uniform: uniform,
  27648. uniformArray: uniformArray,
  27649. uniformGroup: uniformGroup,
  27650. uniforms: uniforms,
  27651. userData: userData,
  27652. uv: uv,
  27653. uvec2: uvec2,
  27654. uvec3: uvec3,
  27655. uvec4: uvec4,
  27656. varying: varying,
  27657. varyingProperty: varyingProperty,
  27658. vec2: vec2,
  27659. vec3: vec3,
  27660. vec4: vec4,
  27661. vectorComponents: vectorComponents,
  27662. velocity: velocity,
  27663. vertexColor: vertexColor,
  27664. vertexIndex: vertexIndex,
  27665. vertexStage: vertexStage,
  27666. vibrance: vibrance,
  27667. viewZToLogarithmicDepth: viewZToLogarithmicDepth,
  27668. viewZToOrthographicDepth: viewZToOrthographicDepth,
  27669. viewZToPerspectiveDepth: viewZToPerspectiveDepth,
  27670. viewport: viewport,
  27671. viewportBottomLeft: viewportBottomLeft,
  27672. viewportCoordinate: viewportCoordinate,
  27673. viewportDepthTexture: viewportDepthTexture,
  27674. viewportLinearDepth: viewportLinearDepth,
  27675. viewportMipTexture: viewportMipTexture,
  27676. viewportResolution: viewportResolution,
  27677. viewportSafeUV: viewportSafeUV,
  27678. viewportSharedTexture: viewportSharedTexture,
  27679. viewportSize: viewportSize,
  27680. viewportTexture: viewportTexture,
  27681. viewportTopLeft: viewportTopLeft,
  27682. viewportUV: viewportUV,
  27683. wgsl: wgsl,
  27684. wgslFn: wgslFn,
  27685. workgroupArray: workgroupArray,
  27686. workgroupBarrier: workgroupBarrier,
  27687. workgroupId: workgroupId,
  27688. workingToColorSpace: workingToColorSpace,
  27689. xor: xor
  27690. });
  27691. const _clearColor$1 = /*@__PURE__*/ new Color4();
  27692. /**
  27693. * This renderer module manages the background.
  27694. *
  27695. * @private
  27696. * @augments DataMap
  27697. */
  27698. class Background extends DataMap {
  27699. /**
  27700. * Constructs a new background management component.
  27701. *
  27702. * @param {Renderer} renderer - The renderer.
  27703. * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  27704. */
  27705. constructor( renderer, nodes ) {
  27706. super();
  27707. /**
  27708. * The renderer.
  27709. *
  27710. * @type {Renderer}
  27711. */
  27712. this.renderer = renderer;
  27713. /**
  27714. * Renderer component for managing nodes related logic.
  27715. *
  27716. * @type {Nodes}
  27717. */
  27718. this.nodes = nodes;
  27719. }
  27720. /**
  27721. * Updates the background for the given scene. Depending on how `Scene.background`
  27722. * or `Scene.backgroundNode` are configured, this method might configure a simple clear
  27723. * or add a mesh to the render list for rendering the background as a textured plane
  27724. * or skybox.
  27725. *
  27726. * @param {Scene} scene - The scene.
  27727. * @param {RenderList} renderList - The current render list.
  27728. * @param {RenderContext} renderContext - The current render context.
  27729. */
  27730. update( scene, renderList, renderContext ) {
  27731. const renderer = this.renderer;
  27732. const background = this.nodes.getBackgroundNode( scene ) || scene.background;
  27733. let forceClear = false;
  27734. if ( background === null ) {
  27735. // no background settings, use clear color configuration from the renderer
  27736. renderer._clearColor.getRGB( _clearColor$1, LinearSRGBColorSpace );
  27737. _clearColor$1.a = renderer._clearColor.a;
  27738. } else if ( background.isColor === true ) {
  27739. // background is an opaque color
  27740. background.getRGB( _clearColor$1, LinearSRGBColorSpace );
  27741. _clearColor$1.a = 1;
  27742. forceClear = true;
  27743. } else if ( background.isNode === true ) {
  27744. const sceneData = this.get( scene );
  27745. const backgroundNode = background;
  27746. _clearColor$1.copy( renderer._clearColor );
  27747. let backgroundMesh = sceneData.backgroundMesh;
  27748. if ( backgroundMesh === undefined ) {
  27749. const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
  27750. // @TODO: Add Texture2D support using node context
  27751. getUV: () => backgroundRotation.mul( normalWorld ),
  27752. getTextureLevel: () => backgroundBlurriness
  27753. } );
  27754. let viewProj = modelViewProjection;
  27755. viewProj = viewProj.setZ( viewProj.w );
  27756. const nodeMaterial = new NodeMaterial();
  27757. nodeMaterial.name = 'Background.material';
  27758. nodeMaterial.side = BackSide;
  27759. nodeMaterial.depthTest = false;
  27760. nodeMaterial.depthWrite = false;
  27761. nodeMaterial.fog = false;
  27762. nodeMaterial.lights = false;
  27763. nodeMaterial.vertexNode = viewProj;
  27764. nodeMaterial.colorNode = backgroundMeshNode;
  27765. sceneData.backgroundMeshNode = backgroundMeshNode;
  27766. sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
  27767. backgroundMesh.frustumCulled = false;
  27768. backgroundMesh.name = 'Background.mesh';
  27769. backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
  27770. this.matrixWorld.copyPosition( camera.matrixWorld );
  27771. };
  27772. }
  27773. const backgroundCacheKey = backgroundNode.getCacheKey();
  27774. if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
  27775. sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
  27776. sceneData.backgroundMeshNode.needsUpdate = true;
  27777. backgroundMesh.material.needsUpdate = true;
  27778. sceneData.backgroundCacheKey = backgroundCacheKey;
  27779. }
  27780. renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null, null );
  27781. } else {
  27782. console.error( 'THREE.Renderer: Unsupported background configuration.', background );
  27783. }
  27784. //
  27785. if ( renderer.autoClear === true || forceClear === true ) {
  27786. const clearColorValue = renderContext.clearColorValue;
  27787. clearColorValue.r = _clearColor$1.r;
  27788. clearColorValue.g = _clearColor$1.g;
  27789. clearColorValue.b = _clearColor$1.b;
  27790. clearColorValue.a = _clearColor$1.a;
  27791. // premultiply alpha
  27792. if ( renderer.backend.isWebGLBackend === true || renderer.alpha === true ) {
  27793. clearColorValue.r *= clearColorValue.a;
  27794. clearColorValue.g *= clearColorValue.a;
  27795. clearColorValue.b *= clearColorValue.a;
  27796. }
  27797. //
  27798. renderContext.depthClearValue = renderer._clearDepth;
  27799. renderContext.stencilClearValue = renderer._clearStencil;
  27800. renderContext.clearColor = renderer.autoClearColor === true;
  27801. renderContext.clearDepth = renderer.autoClearDepth === true;
  27802. renderContext.clearStencil = renderer.autoClearStencil === true;
  27803. } else {
  27804. renderContext.clearColor = false;
  27805. renderContext.clearDepth = false;
  27806. renderContext.clearStencil = false;
  27807. }
  27808. }
  27809. }
  27810. let _id$6 = 0;
  27811. /**
  27812. * A bind group represents a collection of bindings and thus a collection
  27813. * or resources. Bind groups are assigned to pipelines to provide them
  27814. * with the required resources (like uniform buffers or textures).
  27815. *
  27816. * @private
  27817. */
  27818. class BindGroup {
  27819. /**
  27820. * Constructs a new bind group.
  27821. *
  27822. * @param {String} name - The bind group's name.
  27823. * @param {Array<Binding>} bindings - An array of bindings.
  27824. * @param {Number} index - The group index.
  27825. * @param {Array<Binding>} bindingsReference - An array of reference bindings.
  27826. */
  27827. constructor( name = '', bindings = [], index = 0, bindingsReference = [] ) {
  27828. /**
  27829. * The bind group's name.
  27830. *
  27831. * @type {String}
  27832. */
  27833. this.name = name;
  27834. /**
  27835. * An array of bindings.
  27836. *
  27837. * @type {Array<Binding>}
  27838. */
  27839. this.bindings = bindings;
  27840. /**
  27841. * The group index.
  27842. *
  27843. * @type {Number}
  27844. */
  27845. this.index = index;
  27846. /**
  27847. * An array of reference bindings.
  27848. *
  27849. * @type {Array<Binding>}
  27850. */
  27851. this.bindingsReference = bindingsReference;
  27852. /**
  27853. * The group's ID.
  27854. *
  27855. * @type {Number}
  27856. */
  27857. this.id = _id$6 ++;
  27858. }
  27859. }
  27860. /**
  27861. * This module represents the state of a node builder after it was
  27862. * used to build the nodes for a render object. The state holds the
  27863. * results of the build for further processing in the renderer.
  27864. *
  27865. * Render objects with identical cache keys share the same node builder state.
  27866. *
  27867. * @private
  27868. */
  27869. class NodeBuilderState {
  27870. /**
  27871. * Constructs a new node builder state.
  27872. *
  27873. * @param {String?} vertexShader - The native vertex shader code.
  27874. * @param {String?} fragmentShader - The native fragment shader code.
  27875. * @param {String?} computeShader - The native compute shader code.
  27876. * @param {Array<NodeAttribute>} nodeAttributes - An array of node attributes.
  27877. * @param {Array<BindGroup>} bindings - An array of bind groups.
  27878. * @param {Array<Node>} updateNodes - An array of nodes that implement their `update()` method.
  27879. * @param {Array<Node>} updateBeforeNodes - An array of nodes that implement their `updateBefore()` method.
  27880. * @param {Array<Node>} updateAfterNodes - An array of nodes that implement their `updateAfter()` method.
  27881. * @param {NodeMaterialObserver} monitor - A node material observer.
  27882. * @param {Array<Object>} transforms - An array with transform attribute objects. Only relevant when using compute shaders with WebGL 2.
  27883. */
  27884. constructor( vertexShader, fragmentShader, computeShader, nodeAttributes, bindings, updateNodes, updateBeforeNodes, updateAfterNodes, monitor, transforms = [] ) {
  27885. /**
  27886. * The native vertex shader code.
  27887. *
  27888. * @type {String}
  27889. */
  27890. this.vertexShader = vertexShader;
  27891. /**
  27892. * The native fragment shader code.
  27893. *
  27894. * @type {String}
  27895. */
  27896. this.fragmentShader = fragmentShader;
  27897. /**
  27898. * The native compute shader code.
  27899. *
  27900. * @type {String}
  27901. */
  27902. this.computeShader = computeShader;
  27903. /**
  27904. * An array with transform attribute objects.
  27905. * Only relevant when using compute shaders with WebGL 2.
  27906. *
  27907. * @type {Array<Object>}
  27908. */
  27909. this.transforms = transforms;
  27910. /**
  27911. * An array of node attributes representing
  27912. * the attributes of the shaders.
  27913. *
  27914. * @type {Array<NodeAttribute>}
  27915. */
  27916. this.nodeAttributes = nodeAttributes;
  27917. /**
  27918. * An array of bind groups representing the uniform or storage
  27919. * buffers, texture or samplers of the shader.
  27920. *
  27921. * @type {Array<BindGroup>}
  27922. */
  27923. this.bindings = bindings;
  27924. /**
  27925. * An array of nodes that implement their `update()` method.
  27926. *
  27927. * @type {Array<Node>}
  27928. */
  27929. this.updateNodes = updateNodes;
  27930. /**
  27931. * An array of nodes that implement their `updateBefore()` method.
  27932. *
  27933. * @type {Array<Node>}
  27934. */
  27935. this.updateBeforeNodes = updateBeforeNodes;
  27936. /**
  27937. * An array of nodes that implement their `updateAfter()` method.
  27938. *
  27939. * @type {Array<Node>}
  27940. */
  27941. this.updateAfterNodes = updateAfterNodes;
  27942. /**
  27943. * A node material observer.
  27944. *
  27945. * @type {NodeMaterialObserver}
  27946. */
  27947. this.monitor = monitor;
  27948. /**
  27949. * How often this state is used by render objects.
  27950. *
  27951. * @type {Number}
  27952. */
  27953. this.usedTimes = 0;
  27954. }
  27955. /**
  27956. * This method is used to create a array of bind groups based
  27957. * on the existing bind groups of this state. Shared groups are
  27958. * not cloned.
  27959. *
  27960. * @return {Array<BindGroup>} A array of bind groups.
  27961. */
  27962. createBindings() {
  27963. const bindings = [];
  27964. for ( const instanceGroup of this.bindings ) {
  27965. const shared = instanceGroup.bindings[ 0 ].groupNode.shared; // TODO: Is it safe to always check the first binding in the group?
  27966. if ( shared !== true ) {
  27967. const bindingsGroup = new BindGroup( instanceGroup.name, [], instanceGroup.index, instanceGroup );
  27968. bindings.push( bindingsGroup );
  27969. for ( const instanceBinding of instanceGroup.bindings ) {
  27970. bindingsGroup.bindings.push( instanceBinding.clone() );
  27971. }
  27972. } else {
  27973. bindings.push( instanceGroup );
  27974. }
  27975. }
  27976. return bindings;
  27977. }
  27978. }
  27979. /**
  27980. * {@link NodeBuilder} is going to create instances of this class during the build process
  27981. * of nodes. They represent the final shader attributes that are going to be generated
  27982. * by the builder. Arrays of node attributes is maintained in {@link NodeBuilder#attributes}
  27983. * and {@link NodeBuilder#bufferAttributes} for this purpose.
  27984. */
  27985. class NodeAttribute {
  27986. /**
  27987. * Constructs a new node attribute.
  27988. *
  27989. * @param {String} name - The name of the attribute.
  27990. * @param {String} type - The type of the attribute.
  27991. * @param {Node?} node - An optional reference to the node.
  27992. */
  27993. constructor( name, type, node = null ) {
  27994. /**
  27995. * This flag can be used for type testing.
  27996. *
  27997. * @type {Boolean}
  27998. * @readonly
  27999. * @default true
  28000. */
  28001. this.isNodeAttribute = true;
  28002. /**
  28003. * The name of the attribute.
  28004. *
  28005. * @type {String}
  28006. */
  28007. this.name = name;
  28008. /**
  28009. * The type of the attribute.
  28010. *
  28011. * @type {String}
  28012. */
  28013. this.type = type;
  28014. /**
  28015. * An optional reference to the node.
  28016. *
  28017. * @type {Node?}
  28018. * @default null
  28019. */
  28020. this.node = node;
  28021. }
  28022. }
  28023. /**
  28024. * {@link NodeBuilder} is going to create instances of this class during the build process
  28025. * of nodes. They represent the final shader uniforms that are going to be generated
  28026. * by the builder. A dictionary of node uniforms is maintained in {@link NodeBuilder#uniforms}
  28027. * for this purpose.
  28028. */
  28029. class NodeUniform {
  28030. /**
  28031. * Constructs a new node uniform.
  28032. *
  28033. * @param {String} name - The name of the uniform.
  28034. * @param {String} type - The type of the uniform.
  28035. * @param {UniformNode} node - An reference to the node.
  28036. */
  28037. constructor( name, type, node ) {
  28038. /**
  28039. * This flag can be used for type testing.
  28040. *
  28041. * @type {Boolean}
  28042. * @readonly
  28043. * @default true
  28044. */
  28045. this.isNodeUniform = true;
  28046. /**
  28047. * The name of the uniform.
  28048. *
  28049. * @type {String}
  28050. */
  28051. this.name = name;
  28052. /**
  28053. * The type of the uniform.
  28054. *
  28055. * @type {String}
  28056. */
  28057. this.type = type;
  28058. /**
  28059. * An reference to the node.
  28060. *
  28061. * @type {UniformNode}
  28062. */
  28063. this.node = node.getSelf();
  28064. }
  28065. /**
  28066. * The value of the uniform node.
  28067. *
  28068. * @type {Any}
  28069. */
  28070. get value() {
  28071. return this.node.value;
  28072. }
  28073. set value( val ) {
  28074. this.node.value = val;
  28075. }
  28076. /**
  28077. * The id of the uniform node.
  28078. *
  28079. * @type {Number}
  28080. */
  28081. get id() {
  28082. return this.node.id;
  28083. }
  28084. /**
  28085. * The uniform node's group.
  28086. *
  28087. * @type {UniformGroupNode}
  28088. */
  28089. get groupNode() {
  28090. return this.node.groupNode;
  28091. }
  28092. }
  28093. /**
  28094. * {@link NodeBuilder} is going to create instances of this class during the build process
  28095. * of nodes. They represent the final shader variables that are going to be generated
  28096. * by the builder. A dictionary of node variables is maintained in {@link NodeBuilder#vars} for
  28097. * this purpose.
  28098. */
  28099. class NodeVar {
  28100. /**
  28101. * Constructs a new node variable.
  28102. *
  28103. * @param {String} name - The name of the variable.
  28104. * @param {String} type - The type of the variable.
  28105. * @param {Boolean} [readOnly=false] - The read-only flag.
  28106. */
  28107. constructor( name, type, readOnly = false ) {
  28108. /**
  28109. * This flag can be used for type testing.
  28110. *
  28111. * @type {Boolean}
  28112. * @readonly
  28113. * @default true
  28114. */
  28115. this.isNodeVar = true;
  28116. /**
  28117. * The name of the variable.
  28118. *
  28119. * @type {String}
  28120. */
  28121. this.name = name;
  28122. /**
  28123. * The type of the variable.
  28124. *
  28125. * @type {String}
  28126. */
  28127. this.type = type;
  28128. /**
  28129. * The read-only flag.
  28130. *
  28131. * @type {boolean}
  28132. */
  28133. this.readOnly = readOnly;
  28134. }
  28135. }
  28136. /**
  28137. * {@link NodeBuilder} is going to create instances of this class during the build process
  28138. * of nodes. They represent the final shader varyings that are going to be generated
  28139. * by the builder. An array of node varyings is maintained in {@link NodeBuilder#varyings} for
  28140. * this purpose.
  28141. *
  28142. * @augments NodeVar
  28143. */
  28144. class NodeVarying extends NodeVar {
  28145. /**
  28146. * Constructs a new node varying.
  28147. *
  28148. * @param {String} name - The name of the varying.
  28149. * @param {String} type - The type of the varying.
  28150. */
  28151. constructor( name, type ) {
  28152. super( name, type );
  28153. /**
  28154. * Whether this varying requires interpolation or not. This property can be used
  28155. * to check if the varying can be optimized for a variable.
  28156. *
  28157. * @type {Boolean}
  28158. * @default false
  28159. */
  28160. this.needsInterpolation = false;
  28161. /**
  28162. * This flag can be used for type testing.
  28163. *
  28164. * @type {Boolean}
  28165. * @readonly
  28166. * @default true
  28167. */
  28168. this.isNodeVarying = true;
  28169. }
  28170. }
  28171. /**
  28172. * {@link NodeBuilder} is going to create instances of this class during the build process
  28173. * of nodes. They represent user-defined, native shader code portions that are going to be
  28174. * injected by the builder. A dictionary of node codes is maintained in {@link NodeBuilder#codes}
  28175. * for this purpose.
  28176. */
  28177. class NodeCode {
  28178. /**
  28179. * Constructs a new code node.
  28180. *
  28181. * @param {String} name - The name of the code.
  28182. * @param {String} type - The node type.
  28183. * @param {String} [code=''] - The native shader code.
  28184. */
  28185. constructor( name, type, code = '' ) {
  28186. /**
  28187. * The name of the code.
  28188. *
  28189. * @type {String}
  28190. */
  28191. this.name = name;
  28192. /**
  28193. * The node type.
  28194. *
  28195. * @type {String}
  28196. */
  28197. this.type = type;
  28198. /**
  28199. * The native shader code.
  28200. *
  28201. * @type {String}
  28202. * @default ''
  28203. */
  28204. this.code = code;
  28205. Object.defineProperty( this, 'isNodeCode', { value: true } );
  28206. }
  28207. }
  28208. let _id$5 = 0;
  28209. /**
  28210. * This utility class is used in {@link NodeBuilder} as an internal
  28211. * cache data structure for node data.
  28212. */
  28213. class NodeCache {
  28214. /**
  28215. * Constructs a new node cache.
  28216. *
  28217. * @param {NodeCache?} parent - A reference to a parent cache.
  28218. */
  28219. constructor( parent = null ) {
  28220. /**
  28221. * The id of the cache.
  28222. *
  28223. * @type {Number}
  28224. * @readonly
  28225. */
  28226. this.id = _id$5 ++;
  28227. /**
  28228. * A weak map for managing node data.
  28229. *
  28230. * @type {WeakMap<Node, Object>}
  28231. */
  28232. this.nodesData = new WeakMap();
  28233. /**
  28234. * Reference to a parent node cache.
  28235. *
  28236. * @type {NodeCache?}
  28237. * @default null
  28238. */
  28239. this.parent = parent;
  28240. }
  28241. /**
  28242. * Returns the data for the given node.
  28243. *
  28244. * @param {Node} node - The node.
  28245. * @return {Object?} The data for the node.
  28246. */
  28247. getData( node ) {
  28248. let data = this.nodesData.get( node );
  28249. if ( data === undefined && this.parent !== null ) {
  28250. data = this.parent.getData( node );
  28251. }
  28252. return data;
  28253. }
  28254. /**
  28255. * Sets the data for a given node.
  28256. *
  28257. * @param {Node} node - The node.
  28258. * @param {Object} data - The data that should be cached.
  28259. */
  28260. setData( node, data ) {
  28261. this.nodesData.set( node, data );
  28262. }
  28263. }
  28264. /**
  28265. * {@link NodeBuilder} is going to create instances of this class during the build process
  28266. * of nodes. They represent the final shader struct data that are going to be generated
  28267. * by the builder. A dictionary of struct types is maintained in {@link NodeBuilder#structs}
  28268. * for this purpose.
  28269. */
  28270. class StructTypeNode extends Node {
  28271. static get type() {
  28272. return 'StructTypeNode';
  28273. }
  28274. /**
  28275. * Constructs a new struct type node.
  28276. *
  28277. * @param {String} name - The name of the struct.
  28278. * @param {Array<String>} types - An array of types.
  28279. */
  28280. constructor( name, types ) {
  28281. super();
  28282. /**
  28283. * The name of the struct.
  28284. *
  28285. * @type {String}
  28286. */
  28287. this.name = name;
  28288. /**
  28289. * An array of types.
  28290. *
  28291. * @type {Array<String>}
  28292. */
  28293. this.types = types;
  28294. /**
  28295. * This flag can be used for type testing.
  28296. *
  28297. * @type {Boolean}
  28298. * @readonly
  28299. * @default true
  28300. */
  28301. this.isStructTypeNode = true;
  28302. }
  28303. /**
  28304. * Returns the member types.
  28305. *
  28306. * @return {Array<String>} The types.
  28307. */
  28308. getMemberTypes() {
  28309. return this.types;
  28310. }
  28311. }
  28312. /**
  28313. * Abstract base class for uniforms.
  28314. *
  28315. * @abstract
  28316. * @private
  28317. */
  28318. class Uniform {
  28319. /**
  28320. * Constructs a new uniform.
  28321. *
  28322. * @param {String} name - The uniform's name.
  28323. * @param {Any} value - The uniform's value.
  28324. */
  28325. constructor( name, value ) {
  28326. /**
  28327. * The uniform's name.
  28328. *
  28329. * @type {String}
  28330. */
  28331. this.name = name;
  28332. /**
  28333. * The uniform's value.
  28334. *
  28335. * @type {Any}
  28336. */
  28337. this.value = value;
  28338. /**
  28339. * Used to build the uniform buffer according to the STD140 layout.
  28340. * Derived uniforms will set this property to a data type specific
  28341. * value.
  28342. *
  28343. * @type {Number}
  28344. */
  28345. this.boundary = 0;
  28346. /**
  28347. * The item size. Derived uniforms will set this property to a data
  28348. * type specific value.
  28349. *
  28350. * @type {Number}
  28351. */
  28352. this.itemSize = 0;
  28353. /**
  28354. * This property is set by {@link UniformsGroup} and marks
  28355. * the start position in the uniform buffer.
  28356. *
  28357. * @type {Number}
  28358. */
  28359. this.offset = 0;
  28360. }
  28361. /**
  28362. * Sets the uniform's value.
  28363. *
  28364. * @param {Any} value - The value to set.
  28365. */
  28366. setValue( value ) {
  28367. this.value = value;
  28368. }
  28369. /**
  28370. * Returns the uniform's value.
  28371. *
  28372. * @return {Any} The value.
  28373. */
  28374. getValue() {
  28375. return this.value;
  28376. }
  28377. }
  28378. /**
  28379. * Represents a Number uniform.
  28380. *
  28381. * @private
  28382. * @augments Uniform
  28383. */
  28384. class NumberUniform extends Uniform {
  28385. /**
  28386. * Constructs a new Number uniform.
  28387. *
  28388. * @param {String} name - The uniform's name.
  28389. * @param {Number} value - The uniform's value.
  28390. */
  28391. constructor( name, value = 0 ) {
  28392. super( name, value );
  28393. /**
  28394. * This flag can be used for type testing.
  28395. *
  28396. * @type {Boolean}
  28397. * @readonly
  28398. * @default true
  28399. */
  28400. this.isNumberUniform = true;
  28401. this.boundary = 4;
  28402. this.itemSize = 1;
  28403. }
  28404. }
  28405. /**
  28406. * Represents a Vector2 uniform.
  28407. *
  28408. * @private
  28409. * @augments Uniform
  28410. */
  28411. class Vector2Uniform extends Uniform {
  28412. /**
  28413. * Constructs a new Number uniform.
  28414. *
  28415. * @param {String} name - The uniform's name.
  28416. * @param {Vector2} value - The uniform's value.
  28417. */
  28418. constructor( name, value = new Vector2() ) {
  28419. super( name, value );
  28420. /**
  28421. * This flag can be used for type testing.
  28422. *
  28423. * @type {Boolean}
  28424. * @readonly
  28425. * @default true
  28426. */
  28427. this.isVector2Uniform = true;
  28428. this.boundary = 8;
  28429. this.itemSize = 2;
  28430. }
  28431. }
  28432. /**
  28433. * Represents a Vector3 uniform.
  28434. *
  28435. * @private
  28436. * @augments Uniform
  28437. */
  28438. class Vector3Uniform extends Uniform {
  28439. /**
  28440. * Constructs a new Number uniform.
  28441. *
  28442. * @param {String} name - The uniform's name.
  28443. * @param {Vector3} value - The uniform's value.
  28444. */
  28445. constructor( name, value = new Vector3() ) {
  28446. super( name, value );
  28447. /**
  28448. * This flag can be used for type testing.
  28449. *
  28450. * @type {Boolean}
  28451. * @readonly
  28452. * @default true
  28453. */
  28454. this.isVector3Uniform = true;
  28455. this.boundary = 16;
  28456. this.itemSize = 3;
  28457. }
  28458. }
  28459. /**
  28460. * Represents a Vector4 uniform.
  28461. *
  28462. * @private
  28463. * @augments Uniform
  28464. */
  28465. class Vector4Uniform extends Uniform {
  28466. /**
  28467. * Constructs a new Number uniform.
  28468. *
  28469. * @param {String} name - The uniform's name.
  28470. * @param {Vector4} value - The uniform's value.
  28471. */
  28472. constructor( name, value = new Vector4() ) {
  28473. super( name, value );
  28474. /**
  28475. * This flag can be used for type testing.
  28476. *
  28477. * @type {Boolean}
  28478. * @readonly
  28479. * @default true
  28480. */
  28481. this.isVector4Uniform = true;
  28482. this.boundary = 16;
  28483. this.itemSize = 4;
  28484. }
  28485. }
  28486. /**
  28487. * Represents a Color uniform.
  28488. *
  28489. * @private
  28490. * @augments Uniform
  28491. */
  28492. class ColorUniform extends Uniform {
  28493. /**
  28494. * Constructs a new Number uniform.
  28495. *
  28496. * @param {String} name - The uniform's name.
  28497. * @param {Color} value - The uniform's value.
  28498. */
  28499. constructor( name, value = new Color() ) {
  28500. super( name, value );
  28501. /**
  28502. * This flag can be used for type testing.
  28503. *
  28504. * @type {Boolean}
  28505. * @readonly
  28506. * @default true
  28507. */
  28508. this.isColorUniform = true;
  28509. this.boundary = 16;
  28510. this.itemSize = 3;
  28511. }
  28512. }
  28513. /**
  28514. * Represents a Matrix3 uniform.
  28515. *
  28516. * @private
  28517. * @augments Uniform
  28518. */
  28519. class Matrix3Uniform extends Uniform {
  28520. /**
  28521. * Constructs a new Number uniform.
  28522. *
  28523. * @param {String} name - The uniform's name.
  28524. * @param {Matrix3} value - The uniform's value.
  28525. */
  28526. constructor( name, value = new Matrix3() ) {
  28527. super( name, value );
  28528. /**
  28529. * This flag can be used for type testing.
  28530. *
  28531. * @type {Boolean}
  28532. * @readonly
  28533. * @default true
  28534. */
  28535. this.isMatrix3Uniform = true;
  28536. this.boundary = 48;
  28537. this.itemSize = 12;
  28538. }
  28539. }
  28540. /**
  28541. * Represents a Matrix4 uniform.
  28542. *
  28543. * @private
  28544. * @augments Uniform
  28545. */
  28546. class Matrix4Uniform extends Uniform {
  28547. /**
  28548. * Constructs a new Number uniform.
  28549. *
  28550. * @param {String} name - The uniform's name.
  28551. * @param {Matrix4} value - The uniform's value.
  28552. */
  28553. constructor( name, value = new Matrix4() ) {
  28554. super( name, value );
  28555. /**
  28556. * This flag can be used for type testing.
  28557. *
  28558. * @type {Boolean}
  28559. * @readonly
  28560. * @default true
  28561. */
  28562. this.isMatrix4Uniform = true;
  28563. this.boundary = 64;
  28564. this.itemSize = 16;
  28565. }
  28566. }
  28567. /**
  28568. * A special form of Number uniform binding type.
  28569. * It's value is managed by a node object.
  28570. *
  28571. * @private
  28572. * @augments NumberUniform
  28573. */
  28574. class NumberNodeUniform extends NumberUniform {
  28575. /**
  28576. * Constructs a new node-based Number uniform.
  28577. *
  28578. * @param {NodeUniform} nodeUniform - The node uniform.
  28579. */
  28580. constructor( nodeUniform ) {
  28581. super( nodeUniform.name, nodeUniform.value );
  28582. /**
  28583. * The node uniform.
  28584. *
  28585. * @type {NodeUniform}
  28586. */
  28587. this.nodeUniform = nodeUniform;
  28588. }
  28589. /**
  28590. * Overwritten to return the value of the node uniform.
  28591. *
  28592. * @return {Number} The value.
  28593. */
  28594. getValue() {
  28595. return this.nodeUniform.value;
  28596. }
  28597. /**
  28598. * Returns the node uniform data type.
  28599. *
  28600. * @return {String} The data type.
  28601. */
  28602. getType() {
  28603. return this.nodeUniform.type;
  28604. }
  28605. }
  28606. /**
  28607. * A special form of Vector2 uniform binding type.
  28608. * It's value is managed by a node object.
  28609. *
  28610. * @private
  28611. * @augments Vector2Uniform
  28612. */
  28613. class Vector2NodeUniform extends Vector2Uniform {
  28614. /**
  28615. * Constructs a new node-based Vector2 uniform.
  28616. *
  28617. * @param {NodeUniform} nodeUniform - The node uniform.
  28618. */
  28619. constructor( nodeUniform ) {
  28620. super( nodeUniform.name, nodeUniform.value );
  28621. /**
  28622. * The node uniform.
  28623. *
  28624. * @type {NodeUniform}
  28625. */
  28626. this.nodeUniform = nodeUniform;
  28627. }
  28628. /**
  28629. * Overwritten to return the value of the node uniform.
  28630. *
  28631. * @return {Vector2} The value.
  28632. */
  28633. getValue() {
  28634. return this.nodeUniform.value;
  28635. }
  28636. /**
  28637. * Returns the node uniform data type.
  28638. *
  28639. * @return {String} The data type.
  28640. */
  28641. getType() {
  28642. return this.nodeUniform.type;
  28643. }
  28644. }
  28645. /**
  28646. * A special form of Vector3 uniform binding type.
  28647. * It's value is managed by a node object.
  28648. *
  28649. * @private
  28650. * @augments Vector3Uniform
  28651. */
  28652. class Vector3NodeUniform extends Vector3Uniform {
  28653. /**
  28654. * Constructs a new node-based Vector3 uniform.
  28655. *
  28656. * @param {NodeUniform} nodeUniform - The node uniform.
  28657. */
  28658. constructor( nodeUniform ) {
  28659. super( nodeUniform.name, nodeUniform.value );
  28660. /**
  28661. * The node uniform.
  28662. *
  28663. * @type {NodeUniform}
  28664. */
  28665. this.nodeUniform = nodeUniform;
  28666. }
  28667. /**
  28668. * Overwritten to return the value of the node uniform.
  28669. *
  28670. * @return {Vector3} The value.
  28671. */
  28672. getValue() {
  28673. return this.nodeUniform.value;
  28674. }
  28675. /**
  28676. * Returns the node uniform data type.
  28677. *
  28678. * @return {String} The data type.
  28679. */
  28680. getType() {
  28681. return this.nodeUniform.type;
  28682. }
  28683. }
  28684. /**
  28685. * A special form of Vector4 uniform binding type.
  28686. * It's value is managed by a node object.
  28687. *
  28688. * @private
  28689. * @augments Vector4Uniform
  28690. */
  28691. class Vector4NodeUniform extends Vector4Uniform {
  28692. /**
  28693. * Constructs a new node-based Vector4 uniform.
  28694. *
  28695. * @param {NodeUniform} nodeUniform - The node uniform.
  28696. */
  28697. constructor( nodeUniform ) {
  28698. super( nodeUniform.name, nodeUniform.value );
  28699. /**
  28700. * The node uniform.
  28701. *
  28702. * @type {NodeUniform}
  28703. */
  28704. this.nodeUniform = nodeUniform;
  28705. }
  28706. /**
  28707. * Overwritten to return the value of the node uniform.
  28708. *
  28709. * @return {Vector4} The value.
  28710. */
  28711. getValue() {
  28712. return this.nodeUniform.value;
  28713. }
  28714. /**
  28715. * Returns the node uniform data type.
  28716. *
  28717. * @return {String} The data type.
  28718. */
  28719. getType() {
  28720. return this.nodeUniform.type;
  28721. }
  28722. }
  28723. /**
  28724. * A special form of Color uniform binding type.
  28725. * It's value is managed by a node object.
  28726. *
  28727. * @private
  28728. * @augments ColorUniform
  28729. */
  28730. class ColorNodeUniform extends ColorUniform {
  28731. /**
  28732. * Constructs a new node-based Color uniform.
  28733. *
  28734. * @param {NodeUniform} nodeUniform - The node uniform.
  28735. */
  28736. constructor( nodeUniform ) {
  28737. super( nodeUniform.name, nodeUniform.value );
  28738. /**
  28739. * The node uniform.
  28740. *
  28741. * @type {NodeUniform}
  28742. */
  28743. this.nodeUniform = nodeUniform;
  28744. }
  28745. /**
  28746. * Overwritten to return the value of the node uniform.
  28747. *
  28748. * @return {Color} The value.
  28749. */
  28750. getValue() {
  28751. return this.nodeUniform.value;
  28752. }
  28753. /**
  28754. * Returns the node uniform data type.
  28755. *
  28756. * @return {String} The data type.
  28757. */
  28758. getType() {
  28759. return this.nodeUniform.type;
  28760. }
  28761. }
  28762. /**
  28763. * A special form of Matrix3 uniform binding type.
  28764. * It's value is managed by a node object.
  28765. *
  28766. * @private
  28767. * @augments Matrix3Uniform
  28768. */
  28769. class Matrix3NodeUniform extends Matrix3Uniform {
  28770. /**
  28771. * Constructs a new node-based Matrix3 uniform.
  28772. *
  28773. * @param {NodeUniform} nodeUniform - The node uniform.
  28774. */
  28775. constructor( nodeUniform ) {
  28776. super( nodeUniform.name, nodeUniform.value );
  28777. /**
  28778. * The node uniform.
  28779. *
  28780. * @type {NodeUniform}
  28781. */
  28782. this.nodeUniform = nodeUniform;
  28783. }
  28784. /**
  28785. * Overwritten to return the value of the node uniform.
  28786. *
  28787. * @return {Matrix3} The value.
  28788. */
  28789. getValue() {
  28790. return this.nodeUniform.value;
  28791. }
  28792. /**
  28793. * Returns the node uniform data type.
  28794. *
  28795. * @return {String} The data type.
  28796. */
  28797. getType() {
  28798. return this.nodeUniform.type;
  28799. }
  28800. }
  28801. /**
  28802. * A special form of Matrix4 uniform binding type.
  28803. * It's value is managed by a node object.
  28804. *
  28805. * @private
  28806. * @augments Matrix4Uniform
  28807. */
  28808. class Matrix4NodeUniform extends Matrix4Uniform {
  28809. /**
  28810. * Constructs a new node-based Matrix4 uniform.
  28811. *
  28812. * @param {NodeUniform} nodeUniform - The node uniform.
  28813. */
  28814. constructor( nodeUniform ) {
  28815. super( nodeUniform.name, nodeUniform.value );
  28816. /**
  28817. * The node uniform.
  28818. *
  28819. * @type {NodeUniform}
  28820. */
  28821. this.nodeUniform = nodeUniform;
  28822. }
  28823. /**
  28824. * Overwritten to return the value of the node uniform.
  28825. *
  28826. * @return {Matrix4} The value.
  28827. */
  28828. getValue() {
  28829. return this.nodeUniform.value;
  28830. }
  28831. /**
  28832. * Returns the node uniform data type.
  28833. *
  28834. * @return {String} The data type.
  28835. */
  28836. getType() {
  28837. return this.nodeUniform.type;
  28838. }
  28839. }
  28840. const LOD_MIN = 4;
  28841. // The standard deviations (radians) associated with the extra mips. These are
  28842. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28843. // geometric shadowing function. These sigma values squared must match the
  28844. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28845. const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28846. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28847. // samples and exit early, but not recompile the shader.
  28848. const MAX_SAMPLES = 20;
  28849. const _flatCamera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  28850. const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 );
  28851. const _clearColor = /*@__PURE__*/ new Color();
  28852. let _oldTarget = null;
  28853. let _oldActiveCubeFace = 0;
  28854. let _oldActiveMipmapLevel = 0;
  28855. // Golden Ratio
  28856. const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28857. const INV_PHI = 1 / PHI;
  28858. // Vertices of a dodecahedron (except the opposites, which represent the
  28859. // same axis), used as axis directions evenly spread on a sphere.
  28860. const _axisDirections = [
  28861. /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
  28862. /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
  28863. /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
  28864. /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
  28865. /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
  28866. /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
  28867. /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
  28868. /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
  28869. /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
  28870. /*@__PURE__*/ new Vector3( 1, 1, 1 )
  28871. ];
  28872. //
  28873. // WebGPU Face indices
  28874. const _faceLib = [
  28875. 3, 1, 5,
  28876. 0, 4, 2
  28877. ];
  28878. const direction = getDirection( uv(), attribute( 'faceIndex' ) ).normalize();
  28879. const outputDirection = vec3( direction.x, direction.y, direction.z );
  28880. /**
  28881. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28882. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28883. * blur to be quickly accessed based on material roughness. It is packed into a
  28884. * special CubeUV format that allows us to perform custom interpolation so that
  28885. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28886. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28887. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28888. * higher roughness levels. In this way we maintain resolution to smoothly
  28889. * interpolate diffuse lighting while limiting sampling computation.
  28890. *
  28891. * Paper: Fast, Accurate Image-Based Lighting
  28892. * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
  28893. */
  28894. class PMREMGenerator {
  28895. constructor( renderer ) {
  28896. this._renderer = renderer;
  28897. this._pingPongRenderTarget = null;
  28898. this._lodMax = 0;
  28899. this._cubeSize = 0;
  28900. this._lodPlanes = [];
  28901. this._sizeLods = [];
  28902. this._sigmas = [];
  28903. this._lodMeshes = [];
  28904. this._blurMaterial = null;
  28905. this._cubemapMaterial = null;
  28906. this._equirectMaterial = null;
  28907. this._backgroundBox = null;
  28908. }
  28909. get _hasInitialized() {
  28910. return this._renderer.hasInitialized();
  28911. }
  28912. /**
  28913. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28914. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28915. * in radians to be applied to the scene before PMREM generation. Optional near
  28916. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28917. * is placed at the origin).
  28918. *
  28919. * @param {Scene} scene - The scene to be captured.
  28920. * @param {Number} [sigma=0] - The blur radius in radians.
  28921. * @param {Number} [near=0.1] - The near plane distance.
  28922. * @param {Number} [far=100] - The far plane distance.
  28923. * @param {RenderTarget?} [renderTarget=null] - The render target to use.
  28924. * @return {RenderTarget} The resulting PMREM.
  28925. */
  28926. fromScene( scene, sigma = 0, near = 0.1, far = 100, renderTarget = null ) {
  28927. this._setSize( 256 );
  28928. if ( this._hasInitialized === false ) {
  28929. console.warn( 'THREE.PMREMGenerator: .fromScene() called before the backend is initialized. Try using .fromSceneAsync() instead.' );
  28930. const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  28931. this.fromSceneAsync( scene, sigma, near, far, cubeUVRenderTarget );
  28932. return cubeUVRenderTarget;
  28933. }
  28934. _oldTarget = this._renderer.getRenderTarget();
  28935. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  28936. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  28937. const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  28938. cubeUVRenderTarget.depthBuffer = true;
  28939. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28940. if ( sigma > 0 ) {
  28941. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28942. }
  28943. this._applyPMREM( cubeUVRenderTarget );
  28944. this._cleanup( cubeUVRenderTarget );
  28945. return cubeUVRenderTarget;
  28946. }
  28947. async fromSceneAsync( scene, sigma = 0, near = 0.1, far = 100, renderTarget = null ) {
  28948. if ( this._hasInitialized === false ) await this._renderer.init();
  28949. return this.fromScene( scene, sigma, near, far, renderTarget );
  28950. }
  28951. /**
  28952. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28953. * or HDR. The ideal input image size is 1k (1024 x 512),
  28954. * as this matches best with the 256 x 256 cubemap output.
  28955. *
  28956. * @param {Texture} equirectangular - The equirectangular texture to be converted.
  28957. * @param {RenderTarget?} [renderTarget=null] - The render target to use.
  28958. * @return {RenderTarget} The resulting PMREM.
  28959. */
  28960. fromEquirectangular( equirectangular, renderTarget = null ) {
  28961. if ( this._hasInitialized === false ) {
  28962. console.warn( 'THREE.PMREMGenerator: .fromEquirectangular() called before the backend is initialized. Try using .fromEquirectangularAsync() instead.' );
  28963. this._setSizeFromTexture( equirectangular );
  28964. const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  28965. this.fromEquirectangularAsync( equirectangular, cubeUVRenderTarget );
  28966. return cubeUVRenderTarget;
  28967. }
  28968. return this._fromTexture( equirectangular, renderTarget );
  28969. }
  28970. async fromEquirectangularAsync( equirectangular, renderTarget = null ) {
  28971. if ( this._hasInitialized === false ) await this._renderer.init();
  28972. return this._fromTexture( equirectangular, renderTarget );
  28973. }
  28974. /**
  28975. * Generates a PMREM from an cubemap texture, which can be either LDR
  28976. * or HDR. The ideal input cube size is 256 x 256,
  28977. * as this matches best with the 256 x 256 cubemap output.
  28978. *
  28979. * @param {Texture} cubemap - The cubemap texture to be converted.
  28980. * @param {RenderTarget?} [renderTarget=null] - The render target to use.
  28981. * @return {RenderTarget} The resulting PMREM.
  28982. */
  28983. fromCubemap( cubemap, renderTarget = null ) {
  28984. if ( this._hasInitialized === false ) {
  28985. console.warn( 'THREE.PMREMGenerator: .fromCubemap() called before the backend is initialized. Try using .fromCubemapAsync() instead.' );
  28986. this._setSizeFromTexture( cubemap );
  28987. const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  28988. this.fromCubemapAsync( cubemap, renderTarget );
  28989. return cubeUVRenderTarget;
  28990. }
  28991. return this._fromTexture( cubemap, renderTarget );
  28992. }
  28993. async fromCubemapAsync( cubemap, renderTarget = null ) {
  28994. if ( this._hasInitialized === false ) await this._renderer.init();
  28995. return this._fromTexture( cubemap, renderTarget );
  28996. }
  28997. /**
  28998. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28999. * your texture's network fetch for increased concurrency.
  29000. */
  29001. async compileCubemapShader() {
  29002. if ( this._cubemapMaterial === null ) {
  29003. this._cubemapMaterial = _getCubemapMaterial();
  29004. await this._compileMaterial( this._cubemapMaterial );
  29005. }
  29006. }
  29007. /**
  29008. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  29009. * your texture's network fetch for increased concurrency.
  29010. */
  29011. async compileEquirectangularShader() {
  29012. if ( this._equirectMaterial === null ) {
  29013. this._equirectMaterial = _getEquirectMaterial();
  29014. await this._compileMaterial( this._equirectMaterial );
  29015. }
  29016. }
  29017. /**
  29018. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  29019. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  29020. * one of them will cause any others to also become unusable.
  29021. */
  29022. dispose() {
  29023. this._dispose();
  29024. if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
  29025. if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
  29026. if ( this._backgroundBox !== null ) {
  29027. this._backgroundBox.geometry.dispose();
  29028. this._backgroundBox.material.dispose();
  29029. }
  29030. }
  29031. // private interface
  29032. _setSizeFromTexture( texture ) {
  29033. if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
  29034. this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
  29035. } else { // Equirectangular
  29036. this._setSize( texture.image.width / 4 );
  29037. }
  29038. }
  29039. _setSize( cubeSize ) {
  29040. this._lodMax = Math.floor( Math.log2( cubeSize ) );
  29041. this._cubeSize = Math.pow( 2, this._lodMax );
  29042. }
  29043. _dispose() {
  29044. if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
  29045. if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
  29046. for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
  29047. this._lodPlanes[ i ].dispose();
  29048. }
  29049. }
  29050. _cleanup( outputTarget ) {
  29051. this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
  29052. outputTarget.scissorTest = false;
  29053. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  29054. }
  29055. _fromTexture( texture, renderTarget ) {
  29056. this._setSizeFromTexture( texture );
  29057. _oldTarget = this._renderer.getRenderTarget();
  29058. _oldActiveCubeFace = this._renderer.getActiveCubeFace();
  29059. _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
  29060. const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  29061. this._textureToCubeUV( texture, cubeUVRenderTarget );
  29062. this._applyPMREM( cubeUVRenderTarget );
  29063. this._cleanup( cubeUVRenderTarget );
  29064. return cubeUVRenderTarget;
  29065. }
  29066. _allocateTargets() {
  29067. const width = 3 * Math.max( this._cubeSize, 16 * 7 );
  29068. const height = 4 * this._cubeSize;
  29069. const params = {
  29070. magFilter: LinearFilter,
  29071. minFilter: LinearFilter,
  29072. generateMipmaps: false,
  29073. type: HalfFloatType,
  29074. format: RGBAFormat,
  29075. colorSpace: LinearSRGBColorSpace,
  29076. //depthBuffer: false
  29077. };
  29078. const cubeUVRenderTarget = _createRenderTarget( width, height, params );
  29079. if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
  29080. if ( this._pingPongRenderTarget !== null ) {
  29081. this._dispose();
  29082. }
  29083. this._pingPongRenderTarget = _createRenderTarget( width, height, params );
  29084. const { _lodMax } = this;
  29085. ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas, lodMeshes: this._lodMeshes } = _createPlanes( _lodMax ) );
  29086. this._blurMaterial = _getBlurShader( _lodMax, width, height );
  29087. }
  29088. return cubeUVRenderTarget;
  29089. }
  29090. async _compileMaterial( material ) {
  29091. const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
  29092. await this._renderer.compile( tmpMesh, _flatCamera );
  29093. }
  29094. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  29095. const cubeCamera = _cubeCamera;
  29096. cubeCamera.near = near;
  29097. cubeCamera.far = far;
  29098. // px, py, pz, nx, ny, nz
  29099. const upSign = [ 1, 1, 1, 1, - 1, 1 ];
  29100. const forwardSign = [ 1, - 1, 1, - 1, 1, - 1 ];
  29101. const renderer = this._renderer;
  29102. const originalAutoClear = renderer.autoClear;
  29103. renderer.getClearColor( _clearColor );
  29104. renderer.autoClear = false;
  29105. let backgroundBox = this._backgroundBox;
  29106. if ( backgroundBox === null ) {
  29107. const backgroundMaterial = new MeshBasicMaterial( {
  29108. name: 'PMREM.Background',
  29109. side: BackSide,
  29110. depthWrite: false,
  29111. depthTest: false
  29112. } );
  29113. backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
  29114. }
  29115. let useSolidColor = false;
  29116. const background = scene.background;
  29117. if ( background ) {
  29118. if ( background.isColor ) {
  29119. backgroundBox.material.color.copy( background );
  29120. scene.background = null;
  29121. useSolidColor = true;
  29122. }
  29123. } else {
  29124. backgroundBox.material.color.copy( _clearColor );
  29125. useSolidColor = true;
  29126. }
  29127. renderer.setRenderTarget( cubeUVRenderTarget );
  29128. renderer.clear();
  29129. if ( useSolidColor ) {
  29130. renderer.render( backgroundBox, cubeCamera );
  29131. }
  29132. for ( let i = 0; i < 6; i ++ ) {
  29133. const col = i % 3;
  29134. if ( col === 0 ) {
  29135. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29136. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  29137. } else if ( col === 1 ) {
  29138. cubeCamera.up.set( 0, 0, upSign[ i ] );
  29139. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  29140. } else {
  29141. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29142. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  29143. }
  29144. const size = this._cubeSize;
  29145. _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
  29146. renderer.render( scene, cubeCamera );
  29147. }
  29148. renderer.autoClear = originalAutoClear;
  29149. scene.background = background;
  29150. }
  29151. _textureToCubeUV( texture, cubeUVRenderTarget ) {
  29152. const renderer = this._renderer;
  29153. const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
  29154. if ( isCubeTexture ) {
  29155. if ( this._cubemapMaterial === null ) {
  29156. this._cubemapMaterial = _getCubemapMaterial( texture );
  29157. }
  29158. } else {
  29159. if ( this._equirectMaterial === null ) {
  29160. this._equirectMaterial = _getEquirectMaterial( texture );
  29161. }
  29162. }
  29163. const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
  29164. material.fragmentNode.value = texture;
  29165. const mesh = this._lodMeshes[ 0 ];
  29166. mesh.material = material;
  29167. const size = this._cubeSize;
  29168. _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
  29169. renderer.setRenderTarget( cubeUVRenderTarget );
  29170. renderer.render( mesh, _flatCamera );
  29171. }
  29172. _applyPMREM( cubeUVRenderTarget ) {
  29173. const renderer = this._renderer;
  29174. const autoClear = renderer.autoClear;
  29175. renderer.autoClear = false;
  29176. const n = this._lodPlanes.length;
  29177. for ( let i = 1; i < n; i ++ ) {
  29178. const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
  29179. const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
  29180. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29181. }
  29182. renderer.autoClear = autoClear;
  29183. }
  29184. /**
  29185. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29186. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29187. * the blur latitudinally (around the poles), and then longitudinally (towards
  29188. * the poles) to approximate the orthogonally-separable blur. It is least
  29189. * accurate at the poles, but still does a decent job.
  29190. *
  29191. * @param {RenderTarget} cubeUVRenderTarget - The cubemap render target.
  29192. * @param {Number} lodIn - The input level-of-detail.
  29193. * @param {Number} lodOut - The output level-of-detail.
  29194. * @param {Number} sigma - The blur radius in radians.
  29195. * @param {Vector3} [poleAxis] - The pole axis.
  29196. */
  29197. _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29198. const pingPongRenderTarget = this._pingPongRenderTarget;
  29199. this._halfBlur(
  29200. cubeUVRenderTarget,
  29201. pingPongRenderTarget,
  29202. lodIn,
  29203. lodOut,
  29204. sigma,
  29205. 'latitudinal',
  29206. poleAxis );
  29207. this._halfBlur(
  29208. pingPongRenderTarget,
  29209. cubeUVRenderTarget,
  29210. lodOut,
  29211. lodOut,
  29212. sigma,
  29213. 'longitudinal',
  29214. poleAxis );
  29215. }
  29216. _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29217. const renderer = this._renderer;
  29218. const blurMaterial = this._blurMaterial;
  29219. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29220. console.error( 'blur direction must be either latitudinal or longitudinal!' );
  29221. }
  29222. // Number of standard deviations at which to cut off the discrete approximation.
  29223. const STANDARD_DEVIATIONS = 3;
  29224. const blurMesh = this._lodMeshes[ lodOut ];
  29225. blurMesh.material = blurMaterial;
  29226. const blurUniforms = blurMaterial.uniforms;
  29227. const pixels = this._sizeLods[ lodIn ] - 1;
  29228. const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29229. const sigmaPixels = sigmaRadians / radiansPerPixel;
  29230. const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29231. if ( samples > MAX_SAMPLES ) {
  29232. console.warn( `sigmaRadians, ${
  29233. sigmaRadians}, is too large and will clip, as it requested ${
  29234. samples} samples when the maximum is set to ${MAX_SAMPLES}` );
  29235. }
  29236. const weights = [];
  29237. let sum = 0;
  29238. for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
  29239. const x = i / sigmaPixels;
  29240. const weight = Math.exp( - x * x / 2 );
  29241. weights.push( weight );
  29242. if ( i === 0 ) {
  29243. sum += weight;
  29244. } else if ( i < samples ) {
  29245. sum += 2 * weight;
  29246. }
  29247. }
  29248. for ( let i = 0; i < weights.length; i ++ ) {
  29249. weights[ i ] = weights[ i ] / sum;
  29250. }
  29251. targetIn.texture.frame = ( targetIn.texture.frame || 0 ) + 1;
  29252. blurUniforms.envMap.value = targetIn.texture;
  29253. blurUniforms.samples.value = samples;
  29254. blurUniforms.weights.array = weights;
  29255. blurUniforms.latitudinal.value = direction === 'latitudinal' ? 1 : 0;
  29256. if ( poleAxis ) {
  29257. blurUniforms.poleAxis.value = poleAxis;
  29258. }
  29259. const { _lodMax } = this;
  29260. blurUniforms.dTheta.value = radiansPerPixel;
  29261. blurUniforms.mipInt.value = _lodMax - lodIn;
  29262. const outputSize = this._sizeLods[ lodOut ];
  29263. const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
  29264. const y = 4 * ( this._cubeSize - outputSize );
  29265. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29266. renderer.setRenderTarget( targetOut );
  29267. renderer.render( blurMesh, _flatCamera );
  29268. }
  29269. }
  29270. function _createPlanes( lodMax ) {
  29271. const lodPlanes = [];
  29272. const sizeLods = [];
  29273. const sigmas = [];
  29274. const lodMeshes = [];
  29275. let lod = lodMax;
  29276. const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  29277. for ( let i = 0; i < totalLods; i ++ ) {
  29278. const sizeLod = Math.pow( 2, lod );
  29279. sizeLods.push( sizeLod );
  29280. let sigma = 1.0 / sizeLod;
  29281. if ( i > lodMax - LOD_MIN ) {
  29282. sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
  29283. } else if ( i === 0 ) {
  29284. sigma = 0;
  29285. }
  29286. sigmas.push( sigma );
  29287. const texelSize = 1.0 / ( sizeLod - 2 );
  29288. const min = - texelSize;
  29289. const max = 1 + texelSize;
  29290. const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29291. const cubeFaces = 6;
  29292. const vertices = 6;
  29293. const positionSize = 3;
  29294. const uvSize = 2;
  29295. const faceIndexSize = 1;
  29296. const position = new Float32Array( positionSize * vertices * cubeFaces );
  29297. const uv = new Float32Array( uvSize * vertices * cubeFaces );
  29298. const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29299. for ( let face = 0; face < cubeFaces; face ++ ) {
  29300. const x = ( face % 3 ) * 2 / 3 - 1;
  29301. const y = face > 2 ? 0 : - 1;
  29302. const coordinates = [
  29303. x, y, 0,
  29304. x + 2 / 3, y, 0,
  29305. x + 2 / 3, y + 1, 0,
  29306. x, y, 0,
  29307. x + 2 / 3, y + 1, 0,
  29308. x, y + 1, 0
  29309. ];
  29310. const faceIdx = _faceLib[ face ];
  29311. position.set( coordinates, positionSize * vertices * faceIdx );
  29312. uv.set( uv1, uvSize * vertices * faceIdx );
  29313. const fill = [ faceIdx, faceIdx, faceIdx, faceIdx, faceIdx, faceIdx ];
  29314. faceIndex.set( fill, faceIndexSize * vertices * faceIdx );
  29315. }
  29316. const planes = new BufferGeometry();
  29317. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29318. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29319. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29320. lodPlanes.push( planes );
  29321. lodMeshes.push( new Mesh( planes, null ) );
  29322. if ( lod > LOD_MIN ) {
  29323. lod --;
  29324. }
  29325. }
  29326. return { lodPlanes, sizeLods, sigmas, lodMeshes };
  29327. }
  29328. function _createRenderTarget( width, height, params ) {
  29329. const cubeUVRenderTarget = new RenderTarget( width, height, params );
  29330. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29331. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29332. cubeUVRenderTarget.texture.isPMREMTexture = true;
  29333. cubeUVRenderTarget.scissorTest = true;
  29334. return cubeUVRenderTarget;
  29335. }
  29336. function _setViewport( target, x, y, width, height ) {
  29337. target.viewport.set( x, y, width, height );
  29338. target.scissor.set( x, y, width, height );
  29339. }
  29340. function _getMaterial( type ) {
  29341. const material = new NodeMaterial();
  29342. material.depthTest = false;
  29343. material.depthWrite = false;
  29344. material.blending = NoBlending;
  29345. material.name = `PMREM_${ type }`;
  29346. return material;
  29347. }
  29348. function _getBlurShader( lodMax, width, height ) {
  29349. const weights = uniformArray( new Array( MAX_SAMPLES ).fill( 0 ) );
  29350. const poleAxis = uniform( new Vector3( 0, 1, 0 ) );
  29351. const dTheta = uniform( 0 );
  29352. const n = float( MAX_SAMPLES );
  29353. const latitudinal = uniform( 0 ); // false, bool
  29354. const samples = uniform( 1 ); // int
  29355. const envMap = texture( null );
  29356. const mipInt = uniform( 0 ); // int
  29357. const CUBEUV_TEXEL_WIDTH = float( 1 / width );
  29358. const CUBEUV_TEXEL_HEIGHT = float( 1 / height );
  29359. const CUBEUV_MAX_MIP = float( lodMax );
  29360. const materialUniforms = {
  29361. n,
  29362. latitudinal,
  29363. weights,
  29364. poleAxis,
  29365. outputDirection,
  29366. dTheta,
  29367. samples,
  29368. envMap,
  29369. mipInt,
  29370. CUBEUV_TEXEL_WIDTH,
  29371. CUBEUV_TEXEL_HEIGHT,
  29372. CUBEUV_MAX_MIP
  29373. };
  29374. const material = _getMaterial( 'blur' );
  29375. material.uniforms = materialUniforms; // TODO: Move to outside of the material
  29376. material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ) } );
  29377. return material;
  29378. }
  29379. function _getCubemapMaterial( envTexture ) {
  29380. const material = _getMaterial( 'cubemap' );
  29381. material.fragmentNode = cubeTexture( envTexture, outputDirection );
  29382. return material;
  29383. }
  29384. function _getEquirectMaterial( envTexture ) {
  29385. const material = _getMaterial( 'equirect' );
  29386. material.fragmentNode = texture( envTexture, equirectUV( outputDirection ), 0 );
  29387. return material;
  29388. }
  29389. const rendererCache = new WeakMap();
  29390. const typeFromArray = new Map( [
  29391. [ Int8Array, 'int' ],
  29392. [ Int16Array, 'int' ],
  29393. [ Int32Array, 'int' ],
  29394. [ Uint8Array, 'uint' ],
  29395. [ Uint16Array, 'uint' ],
  29396. [ Uint32Array, 'uint' ],
  29397. [ Float32Array, 'float' ]
  29398. ] );
  29399. const toFloat = ( value ) => {
  29400. if ( /e/g.test( value ) ) {
  29401. return String( value ).replace( /\+/g, '' );
  29402. } else {
  29403. value = Number( value );
  29404. return value + ( value % 1 ? '' : '.0' );
  29405. }
  29406. };
  29407. /**
  29408. * Base class for builders which generate a shader program based
  29409. * on a 3D object and its node material definition.
  29410. */
  29411. class NodeBuilder {
  29412. /**
  29413. * Constructs a new node builder.
  29414. *
  29415. * @param {Object3D} object - The 3D object.
  29416. * @param {Renderer} renderer - The current renderer.
  29417. * @param {NodeParser} parser - A reference to a node parser.
  29418. */
  29419. constructor( object, renderer, parser ) {
  29420. /**
  29421. * The 3D object.
  29422. *
  29423. * @type {Object3D}
  29424. */
  29425. this.object = object;
  29426. /**
  29427. * The material of the 3D object.
  29428. *
  29429. * @type {Material?}
  29430. */
  29431. this.material = ( object && object.material ) || null;
  29432. /**
  29433. * The geometry of the 3D object.
  29434. *
  29435. * @type {BufferGeometry?}
  29436. */
  29437. this.geometry = ( object && object.geometry ) || null;
  29438. /**
  29439. * The current renderer.
  29440. *
  29441. * @type {Renderer}
  29442. */
  29443. this.renderer = renderer;
  29444. /**
  29445. * A reference to a node parser.
  29446. *
  29447. * @type {NodeParser}
  29448. */
  29449. this.parser = parser;
  29450. /**
  29451. * The scene the 3D object belongs to.
  29452. *
  29453. * @type {Scene?}
  29454. * @default null
  29455. */
  29456. this.scene = null;
  29457. /**
  29458. * The camera the 3D object is rendered with.
  29459. *
  29460. * @type {Camera?}
  29461. * @default null
  29462. */
  29463. this.camera = null;
  29464. /**
  29465. * A list of all nodes the builder is processing
  29466. * for this 3D object.
  29467. *
  29468. * @type {Array<Node>}
  29469. */
  29470. this.nodes = [];
  29471. /**
  29472. * A list of all sequential nodes.
  29473. *
  29474. * @type {Array<Node>}
  29475. */
  29476. this.sequentialNodes = [];
  29477. /**
  29478. * A list of all nodes which {@link Node#update} method should be executed.
  29479. *
  29480. * @type {Array<Node>}
  29481. */
  29482. this.updateNodes = [];
  29483. /**
  29484. * A list of all nodes which {@link Node#updateBefore} method should be executed.
  29485. *
  29486. * @type {Array<Node>}
  29487. */
  29488. this.updateBeforeNodes = [];
  29489. /**
  29490. * A list of all nodes which {@link Node#updateAfter} method should be executed.
  29491. *
  29492. * @type {Array<Node>}
  29493. */
  29494. this.updateAfterNodes = [];
  29495. /**
  29496. * A dictionary that assigns each node to a unique hash.
  29497. *
  29498. * @type {Object<Number,Node>}
  29499. */
  29500. this.hashNodes = {};
  29501. /**
  29502. * A reference to a node material observer.
  29503. *
  29504. * @type {NodeMaterialObserver?}
  29505. * @default null
  29506. */
  29507. this.monitor = null;
  29508. /**
  29509. * A reference to the current lights node.
  29510. *
  29511. * @type {LightsNode?}
  29512. * @default null
  29513. */
  29514. this.lightsNode = null;
  29515. /**
  29516. * A reference to the current environment node.
  29517. *
  29518. * @type {Node?}
  29519. * @default null
  29520. */
  29521. this.environmentNode = null;
  29522. /**
  29523. * A reference to the current fog node.
  29524. *
  29525. * @type {FogNode?}
  29526. * @default null
  29527. */
  29528. this.fogNode = null;
  29529. /**
  29530. * The current clipping context.
  29531. *
  29532. * @type {ClippingContext?}
  29533. */
  29534. this.clippingContext = null;
  29535. /**
  29536. * The generated vertex shader.
  29537. *
  29538. * @type {String?}
  29539. */
  29540. this.vertexShader = null;
  29541. /**
  29542. * The generated fragment shader.
  29543. *
  29544. * @type {String?}
  29545. */
  29546. this.fragmentShader = null;
  29547. /**
  29548. * The generated compute shader.
  29549. *
  29550. * @type {String?}
  29551. */
  29552. this.computeShader = null;
  29553. /**
  29554. * Nodes used in the primary flow of code generation.
  29555. *
  29556. * @type {Object<String,Array<Node>>}
  29557. */
  29558. this.flowNodes = { vertex: [], fragment: [], compute: [] };
  29559. /**
  29560. * Nodes code from `.flowNodes`.
  29561. *
  29562. * @type {Object<String,String>}
  29563. */
  29564. this.flowCode = { vertex: '', fragment: '', compute: '' };
  29565. /**
  29566. * This dictionary holds the node uniforms of the builder.
  29567. * The uniforms are maintained in an array for each shader stage.
  29568. *
  29569. * @type {Object}
  29570. */
  29571. this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
  29572. /**
  29573. * This dictionary holds the output structs of the builder.
  29574. * The structs are maintained in an array for each shader stage.
  29575. *
  29576. * @type {Object}
  29577. */
  29578. this.structs = { vertex: [], fragment: [], compute: [], index: 0 };
  29579. /**
  29580. * This dictionary holds the bindings for each shader stage.
  29581. *
  29582. * @type {Object}
  29583. */
  29584. this.bindings = { vertex: {}, fragment: {}, compute: {} };
  29585. /**
  29586. * This dictionary maintains the binding indices per bind group.
  29587. *
  29588. * @type {Object}
  29589. */
  29590. this.bindingsIndexes = {};
  29591. /**
  29592. * Reference to the array of bind groups.
  29593. *
  29594. * @type {Array<BindGroup>?}
  29595. */
  29596. this.bindGroups = null;
  29597. /**
  29598. * This array holds the node attributes of this builder
  29599. * created via {@link AttributeNode}.
  29600. *
  29601. * @type {Array<NodeAttribute>}
  29602. */
  29603. this.attributes = [];
  29604. /**
  29605. * This array holds the node attributes of this builder
  29606. * created via {@link BufferAttributeNode}.
  29607. *
  29608. * @type {Array<NodeAttribute>}
  29609. */
  29610. this.bufferAttributes = [];
  29611. /**
  29612. * This array holds the node varyings of this builder.
  29613. *
  29614. * @type {Array<NodeVarying>}
  29615. */
  29616. this.varyings = [];
  29617. /**
  29618. * This dictionary holds the (native) node codes of this builder.
  29619. * The codes are maintained in an array for each shader stage.
  29620. *
  29621. * @type {Object<String,Array<NodeCode>>}
  29622. */
  29623. this.codes = {};
  29624. /**
  29625. * This dictionary holds the node variables of this builder.
  29626. * The variables are maintained in an array for each shader stage.
  29627. *
  29628. * @type {Object<String,Array<NodeVar>>}
  29629. */
  29630. this.vars = {};
  29631. /**
  29632. * Current code flow.
  29633. * All code generated in this stack will be stored in `.flow`.
  29634. *
  29635. * @type {{code: String}}
  29636. */
  29637. this.flow = { code: '' };
  29638. /**
  29639. * A chain of nodes.
  29640. * Used to check recursive calls in node-graph.
  29641. *
  29642. * @type {Array<Node>}
  29643. */
  29644. this.chaining = [];
  29645. /**
  29646. * The current stack.
  29647. * This reflects the current process in the code block hierarchy,
  29648. * it is useful to know if the current process is inside a conditional for example.
  29649. *
  29650. * @type {StackNode}
  29651. */
  29652. this.stack = stack();
  29653. /**
  29654. * List of stack nodes.
  29655. * The current stack hierarchy is stored in an array.
  29656. *
  29657. * @type {Array<StackNode>}
  29658. */
  29659. this.stacks = [];
  29660. /**
  29661. * A tab value. Used for shader string generation.
  29662. *
  29663. * @type {String}
  29664. * @default '\t'
  29665. */
  29666. this.tab = '\t';
  29667. /**
  29668. * Reference to the current function node.
  29669. *
  29670. * @type {FunctionNode?}
  29671. * @default null
  29672. */
  29673. this.currentFunctionNode = null;
  29674. /**
  29675. * The builder's context.
  29676. *
  29677. * @type {Object}
  29678. */
  29679. this.context = {
  29680. material: this.material
  29681. };
  29682. /**
  29683. * The builder's cache.
  29684. *
  29685. * @type {NodeCache}
  29686. */
  29687. this.cache = new NodeCache();
  29688. /**
  29689. * Since the {@link NodeBuilder#cache} might be temporarily
  29690. * overwritten by other caches, this member retains the reference
  29691. * to the builder's own cache.
  29692. *
  29693. * @type {NodeCache}
  29694. * @default this.cache
  29695. */
  29696. this.globalCache = this.cache;
  29697. this.flowsData = new WeakMap();
  29698. /**
  29699. * The current shader stage.
  29700. *
  29701. * @type {('vertex'|'fragment'|'compute'|'any')?}
  29702. */
  29703. this.shaderStage = null;
  29704. /**
  29705. * The current build stage.
  29706. *
  29707. * @type {('setup'|'analyze'|'generate')?}
  29708. */
  29709. this.buildStage = null;
  29710. /**
  29711. * Whether comparison in shader code are generated with methods or not.
  29712. *
  29713. * @type {Boolean}
  29714. * @default false
  29715. */
  29716. this.useComparisonMethod = false;
  29717. }
  29718. /**
  29719. * Returns the bind groups of the current renderer.
  29720. *
  29721. * @return {ChainMap} The cache.
  29722. */
  29723. getBindGroupsCache() {
  29724. let bindGroupsCache = rendererCache.get( this.renderer );
  29725. if ( bindGroupsCache === undefined ) {
  29726. bindGroupsCache = new ChainMap();
  29727. rendererCache.set( this.renderer, bindGroupsCache );
  29728. }
  29729. return bindGroupsCache;
  29730. }
  29731. /**
  29732. * Factory method for creating an instance of {@link RenderTarget} with the given
  29733. * dimensions and options.
  29734. *
  29735. * @param {Number} width - The width of the render target.
  29736. * @param {Number} height - The height of the render target.
  29737. * @param {Object} options - The options of the render target.
  29738. * @return {RenderTarget} The render target.
  29739. */
  29740. createRenderTarget( width, height, options ) {
  29741. return new RenderTarget( width, height, options );
  29742. }
  29743. /**
  29744. * Factory method for creating an instance of {@link CubeRenderTarget} with the given
  29745. * dimensions and options.
  29746. *
  29747. * @param {Number} size - The size of the cube render target.
  29748. * @param {Object} options - The options of the cube render target.
  29749. * @return {CubeRenderTarget} The cube render target.
  29750. */
  29751. createCubeRenderTarget( size, options ) {
  29752. return new CubeRenderTarget( size, options );
  29753. }
  29754. /**
  29755. * Factory method for creating an instance of {@link PMREMGenerator}.
  29756. *
  29757. * @return {PMREMGenerator} The PMREM generator.
  29758. */
  29759. createPMREMGenerator() {
  29760. // TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support
  29761. return new PMREMGenerator( this.renderer );
  29762. }
  29763. /**
  29764. * Whether the given node is included in the internal array of nodes or not.
  29765. *
  29766. * @param {Node} node - The node to test.
  29767. * @return {Boolean} Whether the given node is included in the internal array of nodes or not.
  29768. */
  29769. includes( node ) {
  29770. return this.nodes.includes( node );
  29771. }
  29772. /**
  29773. * Returns the output struct name which is required by
  29774. * {@link module:OutputStructNode}.
  29775. *
  29776. * @abstract
  29777. * @return {String} The name of the output struct.
  29778. */
  29779. getOutputStructName() {}
  29780. /**
  29781. * Returns a bind group for the given group name and binding.
  29782. *
  29783. * @private
  29784. * @param {String} groupName - The group name.
  29785. * @param {Array<NodeUniformsGroup>} bindings - List of bindings.
  29786. * @return {BindGroup} The bind group
  29787. */
  29788. _getBindGroup( groupName, bindings ) {
  29789. const bindGroupsCache = this.getBindGroupsCache();
  29790. //
  29791. const bindingsArray = [];
  29792. let sharedGroup = true;
  29793. for ( const binding of bindings ) {
  29794. bindingsArray.push( binding );
  29795. sharedGroup = sharedGroup && binding.groupNode.shared !== true;
  29796. }
  29797. //
  29798. let bindGroup;
  29799. if ( sharedGroup ) {
  29800. bindGroup = bindGroupsCache.get( bindingsArray );
  29801. if ( bindGroup === undefined ) {
  29802. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  29803. bindGroupsCache.set( bindingsArray, bindGroup );
  29804. }
  29805. } else {
  29806. bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray );
  29807. }
  29808. return bindGroup;
  29809. }
  29810. /**
  29811. * Returns an array of node uniform groups for the given group name and shader stage.
  29812. *
  29813. * @param {String} groupName - The group name.
  29814. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  29815. * @return {Array<NodeUniformsGroup>} The array of node uniform groups.
  29816. */
  29817. getBindGroupArray( groupName, shaderStage ) {
  29818. const bindings = this.bindings[ shaderStage ];
  29819. let bindGroup = bindings[ groupName ];
  29820. if ( bindGroup === undefined ) {
  29821. if ( this.bindingsIndexes[ groupName ] === undefined ) {
  29822. this.bindingsIndexes[ groupName ] = { binding: 0, group: Object.keys( this.bindingsIndexes ).length };
  29823. }
  29824. bindings[ groupName ] = bindGroup = [];
  29825. }
  29826. return bindGroup;
  29827. }
  29828. /**
  29829. * Returns a list bindings of all shader stages separated by groups.
  29830. *
  29831. * @return {Array<BindGroup>} The list of bindings.
  29832. */
  29833. getBindings() {
  29834. let bindingsGroups = this.bindGroups;
  29835. if ( bindingsGroups === null ) {
  29836. const groups = {};
  29837. const bindings = this.bindings;
  29838. for ( const shaderStage of shaderStages ) {
  29839. for ( const groupName in bindings[ shaderStage ] ) {
  29840. const uniforms = bindings[ shaderStage ][ groupName ];
  29841. const groupUniforms = groups[ groupName ] || ( groups[ groupName ] = [] );
  29842. groupUniforms.push( ...uniforms );
  29843. }
  29844. }
  29845. bindingsGroups = [];
  29846. for ( const groupName in groups ) {
  29847. const group = groups[ groupName ];
  29848. const bindingsGroup = this._getBindGroup( groupName, group );
  29849. bindingsGroups.push( bindingsGroup );
  29850. }
  29851. this.bindGroups = bindingsGroups;
  29852. }
  29853. return bindingsGroups;
  29854. }
  29855. /**
  29856. * Sorts the bind groups and updates {@link NodeBuilder#bindingsIndexes}.
  29857. */
  29858. sortBindingGroups() {
  29859. const bindingsGroups = this.getBindings();
  29860. bindingsGroups.sort( ( a, b ) => ( a.bindings[ 0 ].groupNode.order - b.bindings[ 0 ].groupNode.order ) );
  29861. for ( let i = 0; i < bindingsGroups.length; i ++ ) {
  29862. const bindingGroup = bindingsGroups[ i ];
  29863. this.bindingsIndexes[ bindingGroup.name ].group = i;
  29864. bindingGroup.index = i;
  29865. }
  29866. }
  29867. /**
  29868. * The builder maintains each node in a hash-based dictionary.
  29869. * This method sets the given node (value) with the given hash (key) into this dictionary.
  29870. *
  29871. * @param {Node} node - The node to add.
  29872. * @param {Number} hash - The hash of the node.
  29873. */
  29874. setHashNode( node, hash ) {
  29875. this.hashNodes[ hash ] = node;
  29876. }
  29877. /**
  29878. * Adds a node to this builder.
  29879. *
  29880. * @param {Node} node - The node to add.
  29881. */
  29882. addNode( node ) {
  29883. if ( this.nodes.includes( node ) === false ) {
  29884. this.nodes.push( node );
  29885. this.setHashNode( node, node.getHash( this ) );
  29886. }
  29887. }
  29888. /**
  29889. * It is used to add Nodes that will be used as FRAME and RENDER events,
  29890. * and need to follow a certain sequence in the calls to work correctly.
  29891. * This function should be called after 'setup()' in the 'build()' process to ensure that the child nodes are processed first.
  29892. *
  29893. * @param {Node} node - The node to add.
  29894. */
  29895. addSequentialNode( node ) {
  29896. if ( this.sequentialNodes.includes( node ) === false ) {
  29897. this.sequentialNodes.push( node );
  29898. }
  29899. }
  29900. /**
  29901. * Checks the update types of nodes
  29902. */
  29903. buildUpdateNodes() {
  29904. for ( const node of this.nodes ) {
  29905. const updateType = node.getUpdateType();
  29906. if ( updateType !== NodeUpdateType.NONE ) {
  29907. this.updateNodes.push( node.getSelf() );
  29908. }
  29909. }
  29910. for ( const node of this.sequentialNodes ) {
  29911. const updateBeforeType = node.getUpdateBeforeType();
  29912. const updateAfterType = node.getUpdateAfterType();
  29913. if ( updateBeforeType !== NodeUpdateType.NONE ) {
  29914. this.updateBeforeNodes.push( node.getSelf() );
  29915. }
  29916. if ( updateAfterType !== NodeUpdateType.NONE ) {
  29917. this.updateAfterNodes.push( node.getSelf() );
  29918. }
  29919. }
  29920. }
  29921. /**
  29922. * A reference the current node which is the
  29923. * last node in the chain of nodes.
  29924. *
  29925. * @type {Node}
  29926. */
  29927. get currentNode() {
  29928. return this.chaining[ this.chaining.length - 1 ];
  29929. }
  29930. /**
  29931. * Whether the given texture is filtered or not.
  29932. *
  29933. * @param {Texture} texture - The texture to check.
  29934. * @return {Boolean} Whether the given texture is filtered or not.
  29935. */
  29936. isFilteredTexture( texture ) {
  29937. return ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
  29938. texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter );
  29939. }
  29940. /**
  29941. * Adds the given node to the internal node chain.
  29942. * This is used to check recursive calls in node-graph.
  29943. *
  29944. * @param {Node} node - The node to add.
  29945. */
  29946. addChain( node ) {
  29947. /*
  29948. if ( this.chaining.indexOf( node ) !== - 1 ) {
  29949. console.warn( 'Recursive node: ', node );
  29950. }
  29951. */
  29952. this.chaining.push( node );
  29953. }
  29954. /**
  29955. * Removes the given node from the internal node chain.
  29956. *
  29957. * @param {Node} node - The node to remove.
  29958. */
  29959. removeChain( node ) {
  29960. const lastChain = this.chaining.pop();
  29961. if ( lastChain !== node ) {
  29962. throw new Error( 'NodeBuilder: Invalid node chaining!' );
  29963. }
  29964. }
  29965. /**
  29966. * Returns the native shader method name for a given generic name. E.g.
  29967. * the method name `textureDimensions` matches the WGSL name but must be
  29968. * resolved to `textureSize` in GLSL.
  29969. *
  29970. * @abstract
  29971. * @param {String} method - The method name to resolve.
  29972. * @return {String} The resolved method name.
  29973. */
  29974. getMethod( method ) {
  29975. return method;
  29976. }
  29977. /**
  29978. * Returns a node for the given hash, see {@link NodeBuilder#setHashNode}.
  29979. *
  29980. * @param {Number} hash - The hash of the node.
  29981. * @return {Node} The found node.
  29982. */
  29983. getNodeFromHash( hash ) {
  29984. return this.hashNodes[ hash ];
  29985. }
  29986. /**
  29987. * Adds the Node to a target flow so that it can generate code in the 'generate' process.
  29988. *
  29989. * @param {('vertex'|'fragment'|'compute')} shaderStage - The shader stage.
  29990. * @param {Node} node - The node to add.
  29991. * @return {Node} The node.
  29992. */
  29993. addFlow( shaderStage, node ) {
  29994. this.flowNodes[ shaderStage ].push( node );
  29995. return node;
  29996. }
  29997. /**
  29998. * Sets builder's context.
  29999. *
  30000. * @param {Object} context - The context to set.
  30001. */
  30002. setContext( context ) {
  30003. this.context = context;
  30004. }
  30005. /**
  30006. * Returns the builder's current context.
  30007. *
  30008. * @return {Object} The builder's current context.
  30009. */
  30010. getContext() {
  30011. return this.context;
  30012. }
  30013. /**
  30014. * Gets a context used in shader construction that can be shared across different materials.
  30015. * This is necessary since the renderer cache can reuse shaders generated in one material and use them in another.
  30016. *
  30017. * @return {Object} The builder's current context without material.
  30018. */
  30019. getSharedContext() {
  30020. ({ ...this.context });
  30021. return this.context;
  30022. }
  30023. /**
  30024. * Sets builder's cache.
  30025. *
  30026. * @param {NodeCache} cache - The cache to set.
  30027. */
  30028. setCache( cache ) {
  30029. this.cache = cache;
  30030. }
  30031. /**
  30032. * Returns the builder's current cache.
  30033. *
  30034. * @return {NodeCache} The builder's current cache.
  30035. */
  30036. getCache() {
  30037. return this.cache;
  30038. }
  30039. /**
  30040. * Returns a cache for the given node.
  30041. *
  30042. * @param {Node} node - The node.
  30043. * @param {Boolean} [parent=true] - Whether this node refers to a shared parent cache or not.
  30044. * @return {NodeCache} The cache.
  30045. */
  30046. getCacheFromNode( node, parent = true ) {
  30047. const data = this.getDataFromNode( node );
  30048. if ( data.cache === undefined ) data.cache = new NodeCache( parent ? this.getCache() : null );
  30049. return data.cache;
  30050. }
  30051. /**
  30052. * Whether the requested feature is available or not.
  30053. *
  30054. * @abstract
  30055. * @param {String} name - The requested feature.
  30056. * @return {Boolean} Whether the requested feature is supported or not.
  30057. */
  30058. isAvailable( /*name*/ ) {
  30059. return false;
  30060. }
  30061. /**
  30062. * Returns the vertexIndex input variable as a native shader string.
  30063. *
  30064. * @abstract
  30065. * @return {String} The instanceIndex shader string.
  30066. */
  30067. getVertexIndex() {
  30068. console.warn( 'Abstract function.' );
  30069. }
  30070. /**
  30071. * Returns the instanceIndex input variable as a native shader string.
  30072. *
  30073. * @abstract
  30074. * @return {String} The instanceIndex shader string.
  30075. */
  30076. getInstanceIndex() {
  30077. console.warn( 'Abstract function.' );
  30078. }
  30079. /**
  30080. * Returns the drawIndex input variable as a native shader string.
  30081. * Only relevant for WebGL and its `WEBGL_multi_draw` extension.
  30082. *
  30083. * @abstract
  30084. * @return {String} The drawIndex shader string.
  30085. */
  30086. getDrawIndex() {
  30087. console.warn( 'Abstract function.' );
  30088. }
  30089. /**
  30090. * Returns the frontFacing input variable as a native shader string.
  30091. *
  30092. * @abstract
  30093. * @return {String} The frontFacing shader string.
  30094. */
  30095. getFrontFacing() {
  30096. console.warn( 'Abstract function.' );
  30097. }
  30098. /**
  30099. * Returns the fragCoord input variable as a native shader string.
  30100. *
  30101. * @abstract
  30102. * @return {String} The fragCoord shader string.
  30103. */
  30104. getFragCoord() {
  30105. console.warn( 'Abstract function.' );
  30106. }
  30107. /**
  30108. * Whether to flip texture data along its vertical axis or not. WebGL needs
  30109. * this method evaluate to `true`, WebGPU to `false`.
  30110. *
  30111. * @abstract
  30112. * @return {Boolean} Whether to flip texture data along its vertical axis or not.
  30113. */
  30114. isFlipY() {
  30115. return false;
  30116. }
  30117. /**
  30118. * Calling this method increases the usage count for the given node by one.
  30119. *
  30120. * @param {Node} node - The node to increase the usage count for.
  30121. * @return {Number} The updated usage count.
  30122. */
  30123. increaseUsage( node ) {
  30124. const nodeData = this.getDataFromNode( node );
  30125. nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1;
  30126. return nodeData.usageCount;
  30127. }
  30128. /**
  30129. * Generates a texture sample shader string for the given texture data.
  30130. *
  30131. * @abstract
  30132. * @param {Texture} texture - The texture.
  30133. * @param {String} textureProperty - The texture property name.
  30134. * @param {String} uvSnippet - Snippet defining the texture coordinates.
  30135. * @return {String} The generated shader string.
  30136. */
  30137. generateTexture( /* texture, textureProperty, uvSnippet */ ) {
  30138. console.warn( 'Abstract function.' );
  30139. }
  30140. /**
  30141. * Generates a texture LOD shader string for the given texture data.
  30142. *
  30143. * @abstract
  30144. * @param {Texture} texture - The texture.
  30145. * @param {String} textureProperty - The texture property name.
  30146. * @param {String} uvSnippet - Snippet defining the texture coordinates.
  30147. * @param {String?} depthSnippet - Snippet defining the 0-based texture array index to sample.
  30148. * @param {String} levelSnippet - Snippet defining the mip level.
  30149. * @return {String} The generated shader string.
  30150. */
  30151. generateTextureLod( /* texture, textureProperty, uvSnippet, depthSnippet, levelSnippet */ ) {
  30152. console.warn( 'Abstract function.' );
  30153. }
  30154. /**
  30155. * Generates the shader string for the given type and value.
  30156. *
  30157. * @param {String} type - The type.
  30158. * @param {Any?} [value=null] - The value.
  30159. * @return {String} The generated value as a shader string.
  30160. */
  30161. generateConst( type, value = null ) {
  30162. if ( value === null ) {
  30163. if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
  30164. else if ( type === 'bool' ) value = false;
  30165. else if ( type === 'color' ) value = new Color();
  30166. else if ( type === 'vec2' ) value = new Vector2();
  30167. else if ( type === 'vec3' ) value = new Vector3();
  30168. else if ( type === 'vec4' ) value = new Vector4();
  30169. }
  30170. if ( type === 'float' ) return toFloat( value );
  30171. if ( type === 'int' ) return `${ Math.round( value ) }`;
  30172. if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
  30173. if ( type === 'bool' ) return value ? 'true' : 'false';
  30174. if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;
  30175. const typeLength = this.getTypeLength( type );
  30176. const componentType = this.getComponentType( type );
  30177. const generateConst = value => this.generateConst( componentType, value );
  30178. if ( typeLength === 2 ) {
  30179. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`;
  30180. } else if ( typeLength === 3 ) {
  30181. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`;
  30182. } else if ( typeLength === 4 ) {
  30183. return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`;
  30184. } else if ( typeLength > 4 && value && ( value.isMatrix3 || value.isMatrix4 ) ) {
  30185. return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`;
  30186. } else if ( typeLength > 4 ) {
  30187. return `${ this.getType( type ) }()`;
  30188. }
  30189. throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
  30190. }
  30191. /**
  30192. * It might be necessary to convert certain data types to different ones
  30193. * so this method can be used to hide the conversion.
  30194. *
  30195. * @param {String} type - The type.
  30196. * @return {String} The updated type.
  30197. */
  30198. getType( type ) {
  30199. if ( type === 'color' ) return 'vec3';
  30200. return type;
  30201. }
  30202. /**
  30203. * Whether the given attribute name is defined in the geometry or not.
  30204. *
  30205. * @param {String} name - The attribute name.
  30206. * @return {Boolean} Whether the given attribute name is defined in the geometry.
  30207. */
  30208. hasGeometryAttribute( name ) {
  30209. return this.geometry && this.geometry.getAttribute( name ) !== undefined;
  30210. }
  30211. /**
  30212. * Returns a node attribute for the given name and type.
  30213. *
  30214. * @param {String} name - The attribute's name.
  30215. * @param {String} type - The attribute's type.
  30216. * @return {NodeAttribute} The node attribute.
  30217. */
  30218. getAttribute( name, type ) {
  30219. const attributes = this.attributes;
  30220. // find attribute
  30221. for ( const attribute of attributes ) {
  30222. if ( attribute.name === name ) {
  30223. return attribute;
  30224. }
  30225. }
  30226. // create a new if no exist
  30227. const attribute = new NodeAttribute( name, type );
  30228. attributes.push( attribute );
  30229. return attribute;
  30230. }
  30231. /**
  30232. * Returns for the given node and shader stage the property name for the shader.
  30233. *
  30234. * @param {Node} node - The node.
  30235. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  30236. * @return {String} The property name.
  30237. */
  30238. getPropertyName( node/*, shaderStage*/ ) {
  30239. return node.name;
  30240. }
  30241. /**
  30242. * Whether the given type is a vector type or not.
  30243. *
  30244. * @param {String} type - The type to check.
  30245. * @return {Boolean} Whether the given type is a vector type or not.
  30246. */
  30247. isVector( type ) {
  30248. return /vec\d/.test( type );
  30249. }
  30250. /**
  30251. * Whether the given type is a matrix type or not.
  30252. *
  30253. * @param {String} type - The type to check.
  30254. * @return {Boolean} Whether the given type is a matrix type or not.
  30255. */
  30256. isMatrix( type ) {
  30257. return /mat\d/.test( type );
  30258. }
  30259. /**
  30260. * Whether the given type is a reference type or not.
  30261. *
  30262. * @param {String} type - The type to check.
  30263. * @return {Boolean} Whether the given type is a reference type or not.
  30264. */
  30265. isReference( type ) {
  30266. return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D';
  30267. }
  30268. /**
  30269. * Checks if the given texture requires a manual conversion to the working color space.
  30270. *
  30271. * @abstract
  30272. * @param {Texture} texture - The texture to check.
  30273. * @return {Boolean} Whether the given texture requires a conversion to working color space or not.
  30274. */
  30275. needsToWorkingColorSpace( /*texture*/ ) {
  30276. return false;
  30277. }
  30278. /**
  30279. * Returns the component type of a given texture.
  30280. *
  30281. * @param {Texture} texture - The texture.
  30282. * @return {String} The component type.
  30283. */
  30284. getComponentTypeFromTexture( texture ) {
  30285. const type = texture.type;
  30286. if ( texture.isDataTexture ) {
  30287. if ( type === IntType ) return 'int';
  30288. if ( type === UnsignedIntType ) return 'uint';
  30289. }
  30290. return 'float';
  30291. }
  30292. /**
  30293. * Returns the element type for a given type.
  30294. *
  30295. * @param {String} type - The type.
  30296. * @return {String} The element type.
  30297. */
  30298. getElementType( type ) {
  30299. if ( type === 'mat2' ) return 'vec2';
  30300. if ( type === 'mat3' ) return 'vec3';
  30301. if ( type === 'mat4' ) return 'vec4';
  30302. return this.getComponentType( type );
  30303. }
  30304. /**
  30305. * Returns the component type for a given type.
  30306. *
  30307. * @param {String} type - The type.
  30308. * @return {String} The component type.
  30309. */
  30310. getComponentType( type ) {
  30311. type = this.getVectorType( type );
  30312. if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;
  30313. const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );
  30314. if ( componentType === null ) return null;
  30315. if ( componentType[ 1 ] === 'b' ) return 'bool';
  30316. if ( componentType[ 1 ] === 'i' ) return 'int';
  30317. if ( componentType[ 1 ] === 'u' ) return 'uint';
  30318. return 'float';
  30319. }
  30320. /**
  30321. * Returns the vector type for a given type.
  30322. *
  30323. * @param {String} type - The type.
  30324. * @return {String} The vector type.
  30325. */
  30326. getVectorType( type ) {
  30327. if ( type === 'color' ) return 'vec3';
  30328. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4';
  30329. return type;
  30330. }
  30331. /**
  30332. * Returns the data type for the given the length and component type.
  30333. *
  30334. * @param {Number} length - The length.
  30335. * @param {String} [componentType='float'] - The component type.
  30336. * @return {String} The type.
  30337. */
  30338. getTypeFromLength( length, componentType = 'float' ) {
  30339. if ( length === 1 ) return componentType;
  30340. const baseType = getTypeFromLength( length );
  30341. const prefix = componentType === 'float' ? '' : componentType[ 0 ];
  30342. return prefix + baseType;
  30343. }
  30344. /**
  30345. * Returns the type for a given typed array.
  30346. *
  30347. * @param {TypedArray} array - The typed array.
  30348. * @return {String} The type.
  30349. */
  30350. getTypeFromArray( array ) {
  30351. return typeFromArray.get( array.constructor );
  30352. }
  30353. /**
  30354. * Returns the type for a given buffer attribute.
  30355. *
  30356. * @param {BufferAttribute} attribute - The buffer attribute.
  30357. * @return {String} The type.
  30358. */
  30359. getTypeFromAttribute( attribute ) {
  30360. let dataAttribute = attribute;
  30361. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  30362. const array = dataAttribute.array;
  30363. const itemSize = attribute.itemSize;
  30364. const normalized = attribute.normalized;
  30365. let arrayType;
  30366. if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {
  30367. arrayType = this.getTypeFromArray( array );
  30368. }
  30369. return this.getTypeFromLength( itemSize, arrayType );
  30370. }
  30371. /**
  30372. * Returns the length for the given data type.
  30373. *
  30374. * @param {String} type - The data type.
  30375. * @return {Number} The length.
  30376. */
  30377. getTypeLength( type ) {
  30378. const vecType = this.getVectorType( type );
  30379. const vecNum = /vec([2-4])/.exec( vecType );
  30380. if ( vecNum !== null ) return Number( vecNum[ 1 ] );
  30381. if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
  30382. if ( /mat2/.test( type ) === true ) return 4;
  30383. if ( /mat3/.test( type ) === true ) return 9;
  30384. if ( /mat4/.test( type ) === true ) return 16;
  30385. return 0;
  30386. }
  30387. /**
  30388. * Returns the vector type for a given matrix type.
  30389. *
  30390. * @param {String} type - The matrix type.
  30391. * @return {String} The vector type.
  30392. */
  30393. getVectorFromMatrix( type ) {
  30394. return type.replace( 'mat', 'vec' );
  30395. }
  30396. /**
  30397. * For a given type this method changes the component type to the
  30398. * given value. E.g. `vec4` should be changed to the new component type
  30399. * `uint` which results in `uvec4`.
  30400. *
  30401. * @param {String} type - The type.
  30402. * @param {String} newComponentType - The new component type.
  30403. * @return {String} The new type.
  30404. */
  30405. changeComponentType( type, newComponentType ) {
  30406. return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
  30407. }
  30408. /**
  30409. * Returns the integer type pendant for the given type.
  30410. *
  30411. * @param {String} type - The type.
  30412. * @return {String} The integer type.
  30413. */
  30414. getIntegerType( type ) {
  30415. const componentType = this.getComponentType( type );
  30416. if ( componentType === 'int' || componentType === 'uint' ) return type;
  30417. return this.changeComponentType( type, 'int' );
  30418. }
  30419. /**
  30420. * Adds a stack node to the internal stack.
  30421. *
  30422. * @return {StackNode} The added stack node.
  30423. */
  30424. addStack() {
  30425. this.stack = stack( this.stack );
  30426. this.stacks.push( getCurrentStack() || this.stack );
  30427. setCurrentStack( this.stack );
  30428. return this.stack;
  30429. }
  30430. /**
  30431. * Removes the last stack node from the internal stack.
  30432. *
  30433. * @return {StackNode} The removed stack node.
  30434. */
  30435. removeStack() {
  30436. const lastStack = this.stack;
  30437. this.stack = lastStack.parent;
  30438. setCurrentStack( this.stacks.pop() );
  30439. return lastStack;
  30440. }
  30441. /**
  30442. * The builder maintains (cached) data for each node during the building process. This method
  30443. * can be used to get these data for a specific shader stage and cache.
  30444. *
  30445. * @param {Node} node - The node to get the data for.
  30446. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  30447. * @param {NodeCache?} cache - An optional cache.
  30448. * @return {Object} The node data.
  30449. */
  30450. getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) {
  30451. cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache;
  30452. let nodeData = cache.getData( node );
  30453. if ( nodeData === undefined ) {
  30454. nodeData = {};
  30455. cache.setData( node, nodeData );
  30456. }
  30457. if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {};
  30458. return nodeData[ shaderStage ];
  30459. }
  30460. /**
  30461. * Returns the properties for the given node and shader stage.
  30462. *
  30463. * @param {Node} node - The node to get the properties for.
  30464. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage='any'] - The shader stage.
  30465. * @return {Object} The node properties.
  30466. */
  30467. getNodeProperties( node, shaderStage = 'any' ) {
  30468. const nodeData = this.getDataFromNode( node, shaderStage );
  30469. return nodeData.properties || ( nodeData.properties = { outputNode: null } );
  30470. }
  30471. /**
  30472. * Returns an instance of {@link NodeAttribute} for the given buffer attribute node.
  30473. *
  30474. * @param {BufferAttributeNode} node - The buffer attribute node.
  30475. * @param {String} type - The node type.
  30476. * @return {NodeAttribute} The node attribute.
  30477. */
  30478. getBufferAttributeFromNode( node, type ) {
  30479. const nodeData = this.getDataFromNode( node );
  30480. let bufferAttribute = nodeData.bufferAttribute;
  30481. if ( bufferAttribute === undefined ) {
  30482. const index = this.uniforms.index ++;
  30483. bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );
  30484. this.bufferAttributes.push( bufferAttribute );
  30485. nodeData.bufferAttribute = bufferAttribute;
  30486. }
  30487. return bufferAttribute;
  30488. }
  30489. /**
  30490. * Returns an instance of {@link StructTypeNode} for the given output struct node.
  30491. *
  30492. * @param {OutputStructNode} node - The output struct node.
  30493. * @param {Array<String>} types - The output struct types.
  30494. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  30495. * @return {StructTypeNode} The struct type attribute.
  30496. */
  30497. getStructTypeFromNode( node, types, shaderStage = this.shaderStage ) {
  30498. const nodeData = this.getDataFromNode( node, shaderStage );
  30499. let structType = nodeData.structType;
  30500. if ( structType === undefined ) {
  30501. const index = this.structs.index ++;
  30502. structType = new StructTypeNode( 'StructType' + index, types );
  30503. this.structs[ shaderStage ].push( structType );
  30504. nodeData.structType = structType;
  30505. }
  30506. return structType;
  30507. }
  30508. /**
  30509. * Returns an instance of {@link NodeUniform} for the given uniform node.
  30510. *
  30511. * @param {UniformNode} node - The uniform node.
  30512. * @param {String} type - The uniform type.
  30513. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  30514. * @param {String?} name - The name of the uniform.
  30515. * @return {NodeUniform} The node uniform.
  30516. */
  30517. getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {
  30518. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  30519. let nodeUniform = nodeData.uniform;
  30520. if ( nodeUniform === undefined ) {
  30521. const index = this.uniforms.index ++;
  30522. nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );
  30523. this.uniforms[ shaderStage ].push( nodeUniform );
  30524. nodeData.uniform = nodeUniform;
  30525. }
  30526. return nodeUniform;
  30527. }
  30528. /**
  30529. * Returns an instance of {@link NodeVar} for the given variable node.
  30530. *
  30531. * @param {VarNode} node - The variable node.
  30532. * @param {String?} name - The variable's name.
  30533. * @param {String} [type=node.getNodeType( this )] - The variable's type.
  30534. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  30535. * @param {Boolean} [readOnly=false] - Whether the variable is read-only or not.
  30536. *
  30537. * @return {NodeVar} The node variable.
  30538. */
  30539. getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage, readOnly = false ) {
  30540. const nodeData = this.getDataFromNode( node, shaderStage );
  30541. let nodeVar = nodeData.variable;
  30542. if ( nodeVar === undefined ) {
  30543. const idNS = readOnly ? '_const' : '_var';
  30544. const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] );
  30545. const id = this.vars[ idNS ] || ( this.vars[ idNS ] = 0 );
  30546. if ( name === null ) {
  30547. name = ( readOnly ? 'nodeConst' : 'nodeVar' ) + id;
  30548. this.vars[ idNS ] ++;
  30549. }
  30550. nodeVar = new NodeVar( name, type, readOnly );
  30551. if ( ! readOnly ) {
  30552. vars.push( nodeVar );
  30553. }
  30554. nodeData.variable = nodeVar;
  30555. }
  30556. return nodeVar;
  30557. }
  30558. /**
  30559. * Returns whether a Node or its flow is deterministic, useful for use in `const`.
  30560. *
  30561. * @param {Node} node - The varying node.
  30562. * @return {Boolean} Returns true if deterministic.
  30563. */
  30564. isDeterministic( node ) {
  30565. if ( node.isMathNode ) {
  30566. return this.isDeterministic( node.aNode ) &&
  30567. ( node.bNode ? this.isDeterministic( node.bNode ) : true ) &&
  30568. ( node.cNode ? this.isDeterministic( node.cNode ) : true );
  30569. } else if ( node.isOperatorNode ) {
  30570. return this.isDeterministic( node.aNode ) &&
  30571. ( node.bNode ? this.isDeterministic( node.bNode ) : true );
  30572. } else if ( node.isConstNode ) {
  30573. return true;
  30574. }
  30575. return false;
  30576. }
  30577. /**
  30578. * Returns an instance of {@link NodeVarying} for the given varying node.
  30579. *
  30580. * @param {(VaryingNode|PropertyNode)} node - The varying node.
  30581. * @param {String?} name - The varying's name.
  30582. * @param {String} [type=node.getNodeType( this )] - The varying's type.
  30583. * @return {NodeVar} The node varying.
  30584. */
  30585. getVaryingFromNode( node, name = null, type = node.getNodeType( this ) ) {
  30586. const nodeData = this.getDataFromNode( node, 'any' );
  30587. let nodeVarying = nodeData.varying;
  30588. if ( nodeVarying === undefined ) {
  30589. const varyings = this.varyings;
  30590. const index = varyings.length;
  30591. if ( name === null ) name = 'nodeVarying' + index;
  30592. nodeVarying = new NodeVarying( name, type );
  30593. varyings.push( nodeVarying );
  30594. nodeData.varying = nodeVarying;
  30595. }
  30596. return nodeVarying;
  30597. }
  30598. /**
  30599. * Returns an instance of {@link NodeCode} for the given code node.
  30600. *
  30601. * @param {CodeNode} node - The code node.
  30602. * @param {String} type - The node type.
  30603. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  30604. * @return {NodeCode} The node code.
  30605. */
  30606. getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
  30607. const nodeData = this.getDataFromNode( node );
  30608. let nodeCode = nodeData.code;
  30609. if ( nodeCode === undefined ) {
  30610. const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] );
  30611. const index = codes.length;
  30612. nodeCode = new NodeCode( 'nodeCode' + index, type );
  30613. codes.push( nodeCode );
  30614. nodeData.code = nodeCode;
  30615. }
  30616. return nodeCode;
  30617. }
  30618. /**
  30619. * Adds a code flow based on the code-block hierarchy.
  30620. * This is used so that code-blocks like If,Else create their variables locally if the Node
  30621. * is only used inside one of these conditionals in the current shader stage.
  30622. *
  30623. * @param {Node} node - The node to add.
  30624. * @param {Node} nodeBlock - Node-based code-block. Usually 'ConditionalNode'.
  30625. */
  30626. addFlowCodeHierarchy( node, nodeBlock ) {
  30627. const { flowCodes, flowCodeBlock } = this.getDataFromNode( node );
  30628. let needsFlowCode = true;
  30629. let nodeBlockHierarchy = nodeBlock;
  30630. while ( nodeBlockHierarchy ) {
  30631. if ( flowCodeBlock.get( nodeBlockHierarchy ) === true ) {
  30632. needsFlowCode = false;
  30633. break;
  30634. }
  30635. nodeBlockHierarchy = this.getDataFromNode( nodeBlockHierarchy ).parentNodeBlock;
  30636. }
  30637. if ( needsFlowCode ) {
  30638. for ( const flowCode of flowCodes ) {
  30639. this.addLineFlowCode( flowCode );
  30640. }
  30641. }
  30642. }
  30643. /**
  30644. * Add a inline-code to the current flow code-block.
  30645. *
  30646. * @param {Node} node - The node to add.
  30647. * @param {String} code - The code to add.
  30648. * @param {Node} nodeBlock - Current ConditionalNode
  30649. */
  30650. addLineFlowCodeBlock( node, code, nodeBlock ) {
  30651. const nodeData = this.getDataFromNode( node );
  30652. const flowCodes = nodeData.flowCodes || ( nodeData.flowCodes = [] );
  30653. const codeBlock = nodeData.flowCodeBlock || ( nodeData.flowCodeBlock = new WeakMap() );
  30654. flowCodes.push( code );
  30655. codeBlock.set( nodeBlock, true );
  30656. }
  30657. /**
  30658. * Add a inline-code to the current flow.
  30659. *
  30660. * @param {String} code - The code to add.
  30661. * @param {Node?} [node= null] - Optional Node, can help the system understand if the Node is part of a code-block.
  30662. * @return {NodeBuilder} A reference to this node builder.
  30663. */
  30664. addLineFlowCode( code, node = null ) {
  30665. if ( code === '' ) return this;
  30666. if ( node !== null && this.context.nodeBlock ) {
  30667. this.addLineFlowCodeBlock( node, code, this.context.nodeBlock );
  30668. }
  30669. code = this.tab + code;
  30670. if ( ! /;\s*$/.test( code ) ) {
  30671. code = code + ';\n';
  30672. }
  30673. this.flow.code += code;
  30674. return this;
  30675. }
  30676. /**
  30677. * Adds a code to the current code flow.
  30678. *
  30679. * @param {String} code - Shader code.
  30680. * @return {NodeBuilder} A reference to this node builder.
  30681. */
  30682. addFlowCode( code ) {
  30683. this.flow.code += code;
  30684. return this;
  30685. }
  30686. /**
  30687. * Add tab in the code that will be generated so that other snippets respect the current tabulation.
  30688. * Typically used in codes with If,Else.
  30689. *
  30690. * @return {NodeBuilder} A reference to this node builder.
  30691. */
  30692. addFlowTab() {
  30693. this.tab += '\t';
  30694. return this;
  30695. }
  30696. /**
  30697. * Removes a tab.
  30698. *
  30699. * @return {NodeBuilder} A reference to this node builder.
  30700. */
  30701. removeFlowTab() {
  30702. this.tab = this.tab.slice( 0, - 1 );
  30703. return this;
  30704. }
  30705. /**
  30706. * Gets the current flow data based on a Node.
  30707. *
  30708. * @param {Node} node - Node that the flow was started.
  30709. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  30710. * @return {Object} The flow data.
  30711. */
  30712. getFlowData( node/*, shaderStage*/ ) {
  30713. return this.flowsData.get( node );
  30714. }
  30715. /**
  30716. * Executes the node flow based on a root node to generate the final shader code.
  30717. *
  30718. * @param {Node} node - The node to execute.
  30719. * @return {Object} The code flow.
  30720. */
  30721. flowNode( node ) {
  30722. const output = node.getNodeType( this );
  30723. const flowData = this.flowChildNode( node, output );
  30724. this.flowsData.set( node, flowData );
  30725. return flowData;
  30726. }
  30727. /**
  30728. * Returns the native shader operator name for a given generic name.
  30729. * It is a similar type of method like {@link NodeBuilder#getMethod}.
  30730. *
  30731. * @param {ShaderNodeInternal} shaderNode - The shader node to build the function node with.
  30732. * @return {FunctionNode} The build function node.
  30733. */
  30734. buildFunctionNode( shaderNode ) {
  30735. const fn = new FunctionNode();
  30736. const previous = this.currentFunctionNode;
  30737. this.currentFunctionNode = fn;
  30738. fn.code = this.buildFunctionCode( shaderNode );
  30739. this.currentFunctionNode = previous;
  30740. return fn;
  30741. }
  30742. /**
  30743. * Generates a code flow based on a TSL function: Fn().
  30744. *
  30745. * @param {ShaderNodeInternal} shaderNode - A function code will be generated based on the input.
  30746. * @return {Object}
  30747. */
  30748. flowShaderNode( shaderNode ) {
  30749. const layout = shaderNode.layout;
  30750. const inputs = {
  30751. [ Symbol.iterator ]() {
  30752. let index = 0;
  30753. const values = Object.values( this );
  30754. return {
  30755. next: () => ( {
  30756. value: values[ index ],
  30757. done: index ++ >= values.length
  30758. } )
  30759. };
  30760. }
  30761. };
  30762. for ( const input of layout.inputs ) {
  30763. inputs[ input.name ] = new ParameterNode( input.type, input.name );
  30764. }
  30765. //
  30766. shaderNode.layout = null;
  30767. const callNode = shaderNode.call( inputs );
  30768. const flowData = this.flowStagesNode( callNode, layout.type );
  30769. shaderNode.layout = layout;
  30770. return flowData;
  30771. }
  30772. /**
  30773. * Runs the node flow through all the steps of creation, 'setup', 'analyze', 'generate'.
  30774. *
  30775. * @param {Node} node - The node to execute.
  30776. * @param {String?} output - Expected output type. For example 'vec3'.
  30777. * @return {Object}
  30778. */
  30779. flowStagesNode( node, output = null ) {
  30780. const previousFlow = this.flow;
  30781. const previousVars = this.vars;
  30782. const previousCache = this.cache;
  30783. const previousBuildStage = this.buildStage;
  30784. const previousStack = this.stack;
  30785. const flow = {
  30786. code: ''
  30787. };
  30788. this.flow = flow;
  30789. this.vars = {};
  30790. this.cache = new NodeCache();
  30791. this.stack = stack();
  30792. for ( const buildStage of defaultBuildStages ) {
  30793. this.setBuildStage( buildStage );
  30794. flow.result = node.build( this, output );
  30795. }
  30796. flow.vars = this.getVars( this.shaderStage );
  30797. this.flow = previousFlow;
  30798. this.vars = previousVars;
  30799. this.cache = previousCache;
  30800. this.stack = previousStack;
  30801. this.setBuildStage( previousBuildStage );
  30802. return flow;
  30803. }
  30804. /**
  30805. * Returns the native shader operator name for a given generic name.
  30806. * It is a similar type of method like {@link NodeBuilder#getMethod}.
  30807. *
  30808. * @abstract
  30809. * @param {String} op - The operator name to resolve.
  30810. * @return {String} The resolved operator name.
  30811. */
  30812. getFunctionOperator( /* op */ ) {
  30813. return null;
  30814. }
  30815. /**
  30816. * Generates a code flow based on a child Node.
  30817. *
  30818. * @param {Node} node - The node to execute.
  30819. * @param {String?} output - Expected output type. For example 'vec3'.
  30820. * @return {Object} The code flow.
  30821. */
  30822. flowChildNode( node, output = null ) {
  30823. const previousFlow = this.flow;
  30824. const flow = {
  30825. code: ''
  30826. };
  30827. this.flow = flow;
  30828. flow.result = node.build( this, output );
  30829. this.flow = previousFlow;
  30830. return flow;
  30831. }
  30832. /**
  30833. * Executes a flow of code in a different stage.
  30834. *
  30835. * Some nodes like `varying()` have the ability to compute code in vertex-stage and
  30836. * return the value in fragment-stage even if it is being executed in an input fragment.
  30837. *
  30838. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  30839. * @param {Node} node - The node to execute.
  30840. * @param {String?} output - Expected output type. For example 'vec3'.
  30841. * @param {String?} propertyName - The property name to assign the result.
  30842. * @return {Object}
  30843. */
  30844. flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {
  30845. const previousShaderStage = this.shaderStage;
  30846. this.setShaderStage( shaderStage );
  30847. const flowData = this.flowChildNode( node, output );
  30848. if ( propertyName !== null ) {
  30849. flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;
  30850. }
  30851. this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
  30852. this.setShaderStage( previousShaderStage );
  30853. return flowData;
  30854. }
  30855. /**
  30856. * Returns an array holding all node attributes of this node builder.
  30857. *
  30858. * @return {Array<NodeAttribute>} The node attributes of this builder.
  30859. */
  30860. getAttributesArray() {
  30861. return this.attributes.concat( this.bufferAttributes );
  30862. }
  30863. /**
  30864. * Returns the attribute definitions as a shader string for the given shader stage.
  30865. *
  30866. * @abstract
  30867. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  30868. * @return {String} The attribute code section.
  30869. */
  30870. getAttributes( /*shaderStage*/ ) {
  30871. console.warn( 'Abstract function.' );
  30872. }
  30873. /**
  30874. * Returns the varying definitions as a shader string for the given shader stage.
  30875. *
  30876. * @abstract
  30877. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  30878. * @return {String} The varying code section.
  30879. */
  30880. getVaryings( /*shaderStage*/ ) {
  30881. console.warn( 'Abstract function.' );
  30882. }
  30883. /**
  30884. * Returns a single variable definition as a shader string for the given variable type and name.
  30885. *
  30886. * @param {String} type - The variable's type.
  30887. * @param {String} name - The variable's name.
  30888. * @return {String} The shader string.
  30889. */
  30890. getVar( type, name ) {
  30891. return `${ this.getType( type ) } ${ name }`;
  30892. }
  30893. /**
  30894. * Returns the variable definitions as a shader string for the given shader stage.
  30895. *
  30896. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  30897. * @return {String} The variable code section.
  30898. */
  30899. getVars( shaderStage ) {
  30900. let snippet = '';
  30901. const vars = this.vars[ shaderStage ];
  30902. if ( vars !== undefined ) {
  30903. for ( const variable of vars ) {
  30904. snippet += `${ this.getVar( variable.type, variable.name ) }; `;
  30905. }
  30906. }
  30907. return snippet;
  30908. }
  30909. /**
  30910. * Returns the uniform definitions as a shader string for the given shader stage.
  30911. *
  30912. * @abstract
  30913. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  30914. * @return {String} The uniform code section.
  30915. */
  30916. getUniforms( /*shaderStage*/ ) {
  30917. console.warn( 'Abstract function.' );
  30918. }
  30919. /**
  30920. * Returns the native code definitions as a shader string for the given shader stage.
  30921. *
  30922. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  30923. * @return {String} The native code section.
  30924. */
  30925. getCodes( shaderStage ) {
  30926. const codes = this.codes[ shaderStage ];
  30927. let code = '';
  30928. if ( codes !== undefined ) {
  30929. for ( const nodeCode of codes ) {
  30930. code += nodeCode.code + '\n';
  30931. }
  30932. }
  30933. return code;
  30934. }
  30935. /**
  30936. * Returns the hash of this node builder.
  30937. *
  30938. * @return {String} The hash.
  30939. */
  30940. getHash() {
  30941. return this.vertexShader + this.fragmentShader + this.computeShader;
  30942. }
  30943. /**
  30944. * Sets the current shader stage.
  30945. *
  30946. * @param {('vertex'|'fragment'|'compute'|'any')?} shaderStage - The shader stage to set.
  30947. */
  30948. setShaderStage( shaderStage ) {
  30949. this.shaderStage = shaderStage;
  30950. }
  30951. /**
  30952. * Returns the current shader stage.
  30953. *
  30954. * @return {('vertex'|'fragment'|'compute'|'any')?} The current shader stage.
  30955. */
  30956. getShaderStage() {
  30957. return this.shaderStage;
  30958. }
  30959. /**
  30960. * Sets the current build stage.
  30961. *
  30962. * @param {('setup'|'analyze'|'generate')?} buildStage - The build stage to set.
  30963. */
  30964. setBuildStage( buildStage ) {
  30965. this.buildStage = buildStage;
  30966. }
  30967. /**
  30968. * Returns the current build stage.
  30969. *
  30970. * @return {('setup'|'analyze'|'generate')?} The current build stage.
  30971. */
  30972. getBuildStage() {
  30973. return this.buildStage;
  30974. }
  30975. /**
  30976. * Controls the code build of the shader stages.
  30977. *
  30978. * @abstract
  30979. */
  30980. buildCode() {
  30981. console.warn( 'Abstract function.' );
  30982. }
  30983. /**
  30984. * Central build method which controls the build for the given object.
  30985. *
  30986. * @return {NodeBuilder} A reference to this node builder.
  30987. */
  30988. build() {
  30989. const { object, material, renderer } = this;
  30990. if ( material !== null ) {
  30991. let nodeMaterial = renderer.library.fromMaterial( material );
  30992. if ( nodeMaterial === null ) {
  30993. console.error( `NodeMaterial: Material "${ material.type }" is not compatible.` );
  30994. nodeMaterial = new NodeMaterial();
  30995. }
  30996. nodeMaterial.build( this );
  30997. } else {
  30998. this.addFlow( 'compute', object );
  30999. }
  31000. // setup() -> stage 1: create possible new nodes and returns an output reference node
  31001. // analyze() -> stage 2: analyze nodes to possible optimization and validation
  31002. // generate() -> stage 3: generate shader
  31003. for ( const buildStage of defaultBuildStages ) {
  31004. this.setBuildStage( buildStage );
  31005. if ( this.context.vertex && this.context.vertex.isNode ) {
  31006. this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
  31007. }
  31008. for ( const shaderStage of shaderStages ) {
  31009. this.setShaderStage( shaderStage );
  31010. const flowNodes = this.flowNodes[ shaderStage ];
  31011. for ( const node of flowNodes ) {
  31012. if ( buildStage === 'generate' ) {
  31013. this.flowNode( node );
  31014. } else {
  31015. node.build( this );
  31016. }
  31017. }
  31018. }
  31019. }
  31020. this.setBuildStage( null );
  31021. this.setShaderStage( null );
  31022. // stage 4: build code for a specific output
  31023. this.buildCode();
  31024. this.buildUpdateNodes();
  31025. return this;
  31026. }
  31027. /**
  31028. * Returns a uniform representation which is later used for UBO generation and rendering.
  31029. *
  31030. * @param {NodeUniform} uniformNode - The uniform node.
  31031. * @param {String} type - The requested type.
  31032. * @return {Uniform} The uniform.
  31033. */
  31034. getNodeUniform( uniformNode, type ) {
  31035. if ( type === 'float' || type === 'int' || type === 'uint' ) return new NumberNodeUniform( uniformNode );
  31036. if ( type === 'vec2' || type === 'ivec2' || type === 'uvec2' ) return new Vector2NodeUniform( uniformNode );
  31037. if ( type === 'vec3' || type === 'ivec3' || type === 'uvec3' ) return new Vector3NodeUniform( uniformNode );
  31038. if ( type === 'vec4' || type === 'ivec4' || type === 'uvec4' ) return new Vector4NodeUniform( uniformNode );
  31039. if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
  31040. if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
  31041. if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
  31042. throw new Error( `Uniform "${type}" not declared.` );
  31043. }
  31044. /**
  31045. * Formats the given shader snippet from a given type into another one. E.g.
  31046. * this method might be used to convert a simple float string `"1.0"` into a
  31047. * `vec3` representation: `"vec3<f32>( 1.0 )"`.
  31048. *
  31049. * @param {String} snippet - The shader snippet.
  31050. * @param {String} fromType - The source type.
  31051. * @param {String} toType - The target type.
  31052. * @return {String} The updated shader string.
  31053. */
  31054. format( snippet, fromType, toType ) {
  31055. fromType = this.getVectorType( fromType );
  31056. toType = this.getVectorType( toType );
  31057. if ( fromType === toType || toType === null || this.isReference( toType ) ) {
  31058. return snippet;
  31059. }
  31060. const fromTypeLength = this.getTypeLength( fromType );
  31061. const toTypeLength = this.getTypeLength( toType );
  31062. if ( fromTypeLength === 16 && toTypeLength === 9 ) {
  31063. return `${ this.getType( toType ) }(${ snippet }[0].xyz, ${ snippet }[1].xyz, ${ snippet }[2].xyz)`;
  31064. }
  31065. if ( fromTypeLength === 9 && toTypeLength === 4 ) {
  31066. return `${ this.getType( toType ) }(${ snippet }[0].xy, ${ snippet }[1].xy)`;
  31067. }
  31068. if ( fromTypeLength > 4 ) { // fromType is matrix-like
  31069. // @TODO: ignore for now
  31070. return snippet;
  31071. }
  31072. if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown
  31073. // @TODO: ignore for now
  31074. return snippet;
  31075. }
  31076. if ( fromTypeLength === toTypeLength ) {
  31077. return `${ this.getType( toType ) }( ${ snippet } )`;
  31078. }
  31079. if ( fromTypeLength > toTypeLength ) {
  31080. return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );
  31081. }
  31082. if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like
  31083. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;
  31084. }
  31085. if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like
  31086. return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
  31087. }
  31088. if ( fromTypeLength === 1 && toTypeLength > 1 && fromType !== this.getComponentType( toType ) ) { // fromType is float-like
  31089. // convert a number value to vector type, e.g:
  31090. // vec3( 1u ) -> vec3( float( 1u ) )
  31091. snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`;
  31092. }
  31093. return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
  31094. }
  31095. /**
  31096. * Returns a signature with the engine's current revision.
  31097. *
  31098. * @return {String} The signature.
  31099. */
  31100. getSignature() {
  31101. return `// Three.js r${ REVISION } - Node System\n`;
  31102. }
  31103. // deprecated
  31104. /**
  31105. * @function
  31106. * @deprecated since r168. Use `new NodeMaterial()` instead, with targeted node material name.
  31107. *
  31108. * @param {String} [type='NodeMaterial'] - The node material type.
  31109. * @throws {Error}
  31110. */
  31111. createNodeMaterial( type = 'NodeMaterial' ) { // @deprecated, r168
  31112. throw new Error( `THREE.NodeBuilder: createNodeMaterial() was deprecated. Use new ${ type }() instead.` );
  31113. }
  31114. }
  31115. /**
  31116. * Management class for updating nodes. The module tracks metrics like
  31117. * the elapsed time, delta time, the render and frame ID to correctly
  31118. * call the node update methods {@link Node#updateBefore}, {@link Node#update}
  31119. * and {@link Node#updateAfter} depending on the node's configuration.
  31120. */
  31121. class NodeFrame {
  31122. /**
  31123. * Constructs a new node fame.
  31124. */
  31125. constructor() {
  31126. /**
  31127. * The elapsed time in seconds.
  31128. *
  31129. * @type {Number}
  31130. * @default 0
  31131. */
  31132. this.time = 0;
  31133. /**
  31134. * The delta time in seconds.
  31135. *
  31136. * @type {Number}
  31137. * @default 0
  31138. */
  31139. this.deltaTime = 0;
  31140. /**
  31141. * The frame ID.
  31142. *
  31143. * @type {Number}
  31144. * @default 0
  31145. */
  31146. this.frameId = 0;
  31147. /**
  31148. * The render ID.
  31149. *
  31150. * @type {Number}
  31151. * @default 0
  31152. */
  31153. this.renderId = 0;
  31154. /**
  31155. * Used to control the {@link Node#update} call.
  31156. *
  31157. * @type {WeakMap<Node, Object>}
  31158. */
  31159. this.updateMap = new WeakMap();
  31160. /**
  31161. * Used to control the {@link Node#updateBefore} call.
  31162. *
  31163. * @type {WeakMap<Node, Object>}
  31164. */
  31165. this.updateBeforeMap = new WeakMap();
  31166. /**
  31167. * Used to control the {@link Node#updateAfter} call.
  31168. *
  31169. * @type {WeakMap<Node, Object>}
  31170. */
  31171. this.updateAfterMap = new WeakMap();
  31172. /**
  31173. * A reference to the current renderer.
  31174. *
  31175. * @type {Renderer?}
  31176. * @default null
  31177. */
  31178. this.renderer = null;
  31179. /**
  31180. * A reference to the current material.
  31181. *
  31182. * @type {Material?}
  31183. * @default null
  31184. */
  31185. this.material = null;
  31186. /**
  31187. * A reference to the current camera.
  31188. *
  31189. * @type {Camera?}
  31190. * @default null
  31191. */
  31192. this.camera = null;
  31193. /**
  31194. * A reference to the current 3D object.
  31195. *
  31196. * @type {Object3D?}
  31197. * @default null
  31198. */
  31199. this.object = null;
  31200. /**
  31201. * A reference to the current scene.
  31202. *
  31203. * @type {Scene?}
  31204. * @default null
  31205. */
  31206. this.scene = null;
  31207. }
  31208. /**
  31209. * Returns a dictionary for a given node and update map which
  31210. * is used to correctly call node update methods per frame or render.
  31211. *
  31212. * @private
  31213. * @param {WeakMap<Node, Object>} referenceMap - The reference weak map.
  31214. * @param {Node} nodeRef - The reference to the current node.
  31215. * @return {Object<String,WeakMap>} The dictionary.
  31216. */
  31217. _getMaps( referenceMap, nodeRef ) {
  31218. let maps = referenceMap.get( nodeRef );
  31219. if ( maps === undefined ) {
  31220. maps = {
  31221. renderMap: new WeakMap(),
  31222. frameMap: new WeakMap()
  31223. };
  31224. referenceMap.set( nodeRef, maps );
  31225. }
  31226. return maps;
  31227. }
  31228. /**
  31229. * This method executes the {@link Node#updateBefore} for the given node.
  31230. * It makes sure {@link Node#updateBeforeType} is honored meaning the update
  31231. * is only executed once per frame, render or object depending on the update
  31232. * type.
  31233. *
  31234. * @param {Node} node - The node that should be updated.
  31235. */
  31236. updateBeforeNode( node ) {
  31237. const updateType = node.getUpdateBeforeType();
  31238. const reference = node.updateReference( this );
  31239. if ( updateType === NodeUpdateType.FRAME ) {
  31240. const { frameMap } = this._getMaps( this.updateBeforeMap, reference );
  31241. if ( frameMap.get( reference ) !== this.frameId ) {
  31242. if ( node.updateBefore( this ) !== false ) {
  31243. frameMap.set( reference, this.frameId );
  31244. }
  31245. }
  31246. } else if ( updateType === NodeUpdateType.RENDER ) {
  31247. const { renderMap } = this._getMaps( this.updateBeforeMap, reference );
  31248. if ( renderMap.get( reference ) !== this.renderId ) {
  31249. if ( node.updateBefore( this ) !== false ) {
  31250. renderMap.set( reference, this.renderId );
  31251. }
  31252. }
  31253. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31254. node.updateBefore( this );
  31255. }
  31256. }
  31257. /**
  31258. * This method executes the {@link Node#updateAfter} for the given node.
  31259. * It makes sure {@link Node#updateAfterType} is honored meaning the update
  31260. * is only executed once per frame, render or object depending on the update
  31261. * type.
  31262. *
  31263. * @param {Node} node - The node that should be updated.
  31264. */
  31265. updateAfterNode( node ) {
  31266. const updateType = node.getUpdateAfterType();
  31267. const reference = node.updateReference( this );
  31268. if ( updateType === NodeUpdateType.FRAME ) {
  31269. const { frameMap } = this._getMaps( this.updateAfterMap, reference );
  31270. if ( frameMap.get( reference ) !== this.frameId ) {
  31271. if ( node.updateAfter( this ) !== false ) {
  31272. frameMap.set( reference, this.frameId );
  31273. }
  31274. }
  31275. } else if ( updateType === NodeUpdateType.RENDER ) {
  31276. const { renderMap } = this._getMaps( this.updateAfterMap, reference );
  31277. if ( renderMap.get( reference ) !== this.renderId ) {
  31278. if ( node.updateAfter( this ) !== false ) {
  31279. renderMap.set( reference, this.renderId );
  31280. }
  31281. }
  31282. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31283. node.updateAfter( this );
  31284. }
  31285. }
  31286. /**
  31287. * This method executes the {@link Node#update} for the given node.
  31288. * It makes sure {@link Node#updateType} is honored meaning the update
  31289. * is only executed once per frame, render or object depending on the update
  31290. * type.
  31291. *
  31292. * @param {Node} node - The node that should be updated.
  31293. */
  31294. updateNode( node ) {
  31295. const updateType = node.getUpdateType();
  31296. const reference = node.updateReference( this );
  31297. if ( updateType === NodeUpdateType.FRAME ) {
  31298. const { frameMap } = this._getMaps( this.updateMap, reference );
  31299. if ( frameMap.get( reference ) !== this.frameId ) {
  31300. if ( node.update( this ) !== false ) {
  31301. frameMap.set( reference, this.frameId );
  31302. }
  31303. }
  31304. } else if ( updateType === NodeUpdateType.RENDER ) {
  31305. const { renderMap } = this._getMaps( this.updateMap, reference );
  31306. if ( renderMap.get( reference ) !== this.renderId ) {
  31307. if ( node.update( this ) !== false ) {
  31308. renderMap.set( reference, this.renderId );
  31309. }
  31310. }
  31311. } else if ( updateType === NodeUpdateType.OBJECT ) {
  31312. node.update( this );
  31313. }
  31314. }
  31315. /**
  31316. * Updates the internal state of the node frame. This method is
  31317. * called by the renderer in its internal animation loop.
  31318. */
  31319. update() {
  31320. this.frameId ++;
  31321. if ( this.lastTime === undefined ) this.lastTime = performance.now();
  31322. this.deltaTime = ( performance.now() - this.lastTime ) / 1000;
  31323. this.lastTime = performance.now();
  31324. this.time += this.deltaTime;
  31325. }
  31326. }
  31327. /**
  31328. * Describes the input of a {@link NodeFunction}.
  31329. */
  31330. class NodeFunctionInput {
  31331. /**
  31332. * Constructs a new node function input.
  31333. *
  31334. * @param {String} type - The input type.
  31335. * @param {String} name - The input name.
  31336. * @param {Number?} [count=null] - If the input is an Array, count will be the length.
  31337. * @param {('in'|'out'|'inout')} [qualifier=''] - The parameter qualifier (only relevant for GLSL).
  31338. * @param {Boolean} [isConst=false] - Whether the input uses a const qualifier or not (only relevant for GLSL).
  31339. */
  31340. constructor( type, name, count = null, qualifier = '', isConst = false ) {
  31341. /**
  31342. * The input type.
  31343. *
  31344. * @type {String}
  31345. */
  31346. this.type = type;
  31347. /**
  31348. * The input name.
  31349. *
  31350. * @type {String}
  31351. */
  31352. this.name = name;
  31353. /**
  31354. * If the input is an Array, count will be the length.
  31355. *
  31356. * @type {Number?}
  31357. * @default null
  31358. */
  31359. this.count = count;
  31360. /**
  31361. *The parameter qualifier (only relevant for GLSL).
  31362. *
  31363. * @type {('in'|'out'|'inout')}
  31364. * @default ''
  31365. */
  31366. this.qualifier = qualifier;
  31367. /**
  31368. * Whether the input uses a const qualifier or not (only relevant for GLSL).
  31369. *
  31370. * @type {Boolean}
  31371. * @default false
  31372. */
  31373. this.isConst = isConst;
  31374. }
  31375. }
  31376. NodeFunctionInput.isNodeFunctionInput = true;
  31377. /**
  31378. * Module for representing directional lights as nodes.
  31379. *
  31380. * @augments AnalyticLightNode
  31381. */
  31382. class DirectionalLightNode extends AnalyticLightNode {
  31383. static get type() {
  31384. return 'DirectionalLightNode';
  31385. }
  31386. /**
  31387. * Constructs a new directional light node.
  31388. *
  31389. * @param {DirectionalLight?} [light=null] - The directional light source.
  31390. */
  31391. constructor( light = null ) {
  31392. super( light );
  31393. }
  31394. setup( builder ) {
  31395. super.setup( builder );
  31396. const lightingModel = builder.context.lightingModel;
  31397. const lightColor = this.colorNode;
  31398. const lightDirection = lightTargetDirection( this.light );
  31399. const reflectedLight = builder.context.reflectedLight;
  31400. lightingModel.direct( {
  31401. lightDirection,
  31402. lightColor,
  31403. reflectedLight
  31404. }, builder.stack, builder );
  31405. }
  31406. }
  31407. const _matrix41 = /*@__PURE__*/ new Matrix4();
  31408. const _matrix42 = /*@__PURE__*/ new Matrix4();
  31409. let _ltcLib = null;
  31410. /**
  31411. * Module for representing rect area lights as nodes.
  31412. *
  31413. * @augments AnalyticLightNode
  31414. */
  31415. class RectAreaLightNode extends AnalyticLightNode {
  31416. static get type() {
  31417. return 'RectAreaLightNode';
  31418. }
  31419. /**
  31420. * Constructs a new rect area light node.
  31421. *
  31422. * @param {RectAreaLight?} [light=null] - The rect area light source.
  31423. */
  31424. constructor( light = null ) {
  31425. super( light );
  31426. /**
  31427. * Uniform node representing the half height of the are light.
  31428. *
  31429. * @type {UniformNode<vec3>}
  31430. */
  31431. this.halfHeight = uniform( new Vector3() ).setGroup( renderGroup );
  31432. /**
  31433. * Uniform node representing the half width of the are light.
  31434. *
  31435. * @type {UniformNode<vec3>}
  31436. */
  31437. this.halfWidth = uniform( new Vector3() ).setGroup( renderGroup );
  31438. /**
  31439. * The `updateType` is set to `NodeUpdateType.RENDER` since the light
  31440. * relies on `viewMatrix` which might vary per render call.
  31441. *
  31442. * @type {String}
  31443. * @default 'render'
  31444. */
  31445. this.updateType = NodeUpdateType.RENDER;
  31446. }
  31447. /**
  31448. * Overwritten to updated rect area light specific uniforms.
  31449. *
  31450. * @param {NodeFrame} frame - A reference to the current node frame.
  31451. */
  31452. update( frame ) {
  31453. super.update( frame );
  31454. const { light } = this;
  31455. const viewMatrix = frame.camera.matrixWorldInverse;
  31456. _matrix42.identity();
  31457. _matrix41.copy( light.matrixWorld );
  31458. _matrix41.premultiply( viewMatrix );
  31459. _matrix42.extractRotation( _matrix41 );
  31460. this.halfWidth.value.set( light.width * 0.5, 0.0, 0.0 );
  31461. this.halfHeight.value.set( 0.0, light.height * 0.5, 0.0 );
  31462. this.halfWidth.value.applyMatrix4( _matrix42 );
  31463. this.halfHeight.value.applyMatrix4( _matrix42 );
  31464. }
  31465. setup( builder ) {
  31466. super.setup( builder );
  31467. let ltc_1, ltc_2;
  31468. if ( builder.isAvailable( 'float32Filterable' ) ) {
  31469. ltc_1 = texture( _ltcLib.LTC_FLOAT_1 );
  31470. ltc_2 = texture( _ltcLib.LTC_FLOAT_2 );
  31471. } else {
  31472. ltc_1 = texture( _ltcLib.LTC_HALF_1 );
  31473. ltc_2 = texture( _ltcLib.LTC_HALF_2 );
  31474. }
  31475. const { colorNode, light } = this;
  31476. const lightingModel = builder.context.lightingModel;
  31477. const lightPosition = lightViewPosition( light );
  31478. const reflectedLight = builder.context.reflectedLight;
  31479. lightingModel.directRectArea( {
  31480. lightColor: colorNode,
  31481. lightPosition,
  31482. halfWidth: this.halfWidth,
  31483. halfHeight: this.halfHeight,
  31484. reflectedLight,
  31485. ltc_1,
  31486. ltc_2
  31487. }, builder.stack, builder );
  31488. }
  31489. /**
  31490. * Used to configure the internal BRDF approximation texture data.
  31491. *
  31492. * @param {RectAreaLightTexturesLib} ltc - The BRDF approximation texture data.
  31493. */
  31494. static setLTC( ltc ) {
  31495. _ltcLib = ltc;
  31496. }
  31497. }
  31498. /**
  31499. * Module for representing spot lights as nodes.
  31500. *
  31501. * @augments AnalyticLightNode
  31502. */
  31503. class SpotLightNode extends AnalyticLightNode {
  31504. static get type() {
  31505. return 'SpotLightNode';
  31506. }
  31507. /**
  31508. * Constructs a new spot light node.
  31509. *
  31510. * @param {SpotLight?} [light=null] - The spot light source.
  31511. */
  31512. constructor( light = null ) {
  31513. super( light );
  31514. /**
  31515. * Uniform node representing the cone cosine.
  31516. *
  31517. * @type {UniformNode<float>}
  31518. */
  31519. this.coneCosNode = uniform( 0 ).setGroup( renderGroup );
  31520. /**
  31521. * Uniform node representing the penumbra cosine.
  31522. *
  31523. * @type {UniformNode<float>}
  31524. */
  31525. this.penumbraCosNode = uniform( 0 ).setGroup( renderGroup );
  31526. /**
  31527. * Uniform node representing the cutoff distance.
  31528. *
  31529. * @type {UniformNode<float>}
  31530. */
  31531. this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );
  31532. /**
  31533. * Uniform node representing the decay exponent.
  31534. *
  31535. * @type {UniformNode<float>}
  31536. */
  31537. this.decayExponentNode = uniform( 0 ).setGroup( renderGroup );
  31538. }
  31539. /**
  31540. * Overwritten to updated spot light specific uniforms.
  31541. *
  31542. * @param {NodeFrame} frame - A reference to the current node frame.
  31543. */
  31544. update( frame ) {
  31545. super.update( frame );
  31546. const { light } = this;
  31547. this.coneCosNode.value = Math.cos( light.angle );
  31548. this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) );
  31549. this.cutoffDistanceNode.value = light.distance;
  31550. this.decayExponentNode.value = light.decay;
  31551. }
  31552. /**
  31553. * Computes the spot attenuation for the given angle.
  31554. *
  31555. * @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
  31556. * @return {Node<float>} The spot attenuation.
  31557. */
  31558. getSpotAttenuation( angleCosine ) {
  31559. const { coneCosNode, penumbraCosNode } = this;
  31560. return smoothstep( coneCosNode, penumbraCosNode, angleCosine );
  31561. }
  31562. setup( builder ) {
  31563. super.setup( builder );
  31564. const lightingModel = builder.context.lightingModel;
  31565. const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;
  31566. const lVector = lightViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode
  31567. const lightDirection = lVector.normalize();
  31568. const angleCos = lightDirection.dot( lightTargetDirection( light ) );
  31569. const spotAttenuation = this.getSpotAttenuation( angleCos );
  31570. const lightDistance = lVector.length();
  31571. const lightAttenuation = getDistanceAttenuation( {
  31572. lightDistance,
  31573. cutoffDistance: cutoffDistanceNode,
  31574. decayExponent: decayExponentNode
  31575. } );
  31576. let lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );
  31577. if ( light.map ) {
  31578. const spotLightCoord = lightProjectionUV( light );
  31579. const projectedTexture = texture( light.map, spotLightCoord.xy ).onRenderUpdate( () => light.map );
  31580. const inSpotLightMap = spotLightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all();
  31581. lightColor = inSpotLightMap.select( lightColor.mul( projectedTexture ), lightColor );
  31582. }
  31583. const reflectedLight = builder.context.reflectedLight;
  31584. lightingModel.direct( {
  31585. lightDirection,
  31586. lightColor,
  31587. reflectedLight
  31588. }, builder.stack, builder );
  31589. }
  31590. }
  31591. /**
  31592. * An IES version of the default spot light node.
  31593. *
  31594. * @augments SpotLightNode
  31595. */
  31596. class IESSpotLightNode extends SpotLightNode {
  31597. static get type() {
  31598. return 'IESSpotLightNode';
  31599. }
  31600. /**
  31601. * Overwrites the default implementation to compute an IES conform spot attenuation.
  31602. *
  31603. * @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
  31604. * @return {Node<float>} The spot attenuation.
  31605. */
  31606. getSpotAttenuation( angleCosine ) {
  31607. const iesMap = this.light.iesMap;
  31608. let spotAttenuation = null;
  31609. if ( iesMap && iesMap.isTexture === true ) {
  31610. const angle = angleCosine.acos().mul( 1.0 / Math.PI );
  31611. spotAttenuation = texture( iesMap, vec2( angle, 0 ), 0 ).r;
  31612. } else {
  31613. spotAttenuation = super.getSpotAttenuation( angleCosine );
  31614. }
  31615. return spotAttenuation;
  31616. }
  31617. }
  31618. /**
  31619. * Module for representing ambient lights as nodes.
  31620. *
  31621. * @augments AnalyticLightNode
  31622. */
  31623. class AmbientLightNode extends AnalyticLightNode {
  31624. static get type() {
  31625. return 'AmbientLightNode';
  31626. }
  31627. /**
  31628. * Constructs a new ambient light node.
  31629. *
  31630. * @param {AmbientLight?} [light=null] - The ambient light source.
  31631. */
  31632. constructor( light = null ) {
  31633. super( light );
  31634. }
  31635. setup( { context } ) {
  31636. context.irradiance.addAssign( this.colorNode );
  31637. }
  31638. }
  31639. /**
  31640. * Module for representing hemisphere lights as nodes.
  31641. *
  31642. * @augments AnalyticLightNode
  31643. */
  31644. class HemisphereLightNode extends AnalyticLightNode {
  31645. static get type() {
  31646. return 'HemisphereLightNode';
  31647. }
  31648. /**
  31649. * Constructs a new hemisphere light node.
  31650. *
  31651. * @param {HemisphereLight?} [light=null] - The hemisphere light source.
  31652. */
  31653. constructor( light = null ) {
  31654. super( light );
  31655. /**
  31656. * Uniform node representing the light's position.
  31657. *
  31658. * @type {UniformNode<vec3>}
  31659. */
  31660. this.lightPositionNode = lightPosition( light );
  31661. /**
  31662. * A node representing the light's direction.
  31663. *
  31664. * @type {Node<vec3>}
  31665. */
  31666. this.lightDirectionNode = this.lightPositionNode.normalize();
  31667. /**
  31668. * Uniform node representing the light's ground color.
  31669. *
  31670. * @type {UniformNode<vec3>}
  31671. */
  31672. this.groundColorNode = uniform( new Color() ).setGroup( renderGroup );
  31673. }
  31674. /**
  31675. * Overwritten to updated hemisphere light specific uniforms.
  31676. *
  31677. * @param {NodeFrame} frame - A reference to the current node frame.
  31678. */
  31679. update( frame ) {
  31680. const { light } = this;
  31681. super.update( frame );
  31682. this.lightPositionNode.object3d = light;
  31683. this.groundColorNode.value.copy( light.groundColor ).multiplyScalar( light.intensity );
  31684. }
  31685. setup( builder ) {
  31686. const { colorNode, groundColorNode, lightDirectionNode } = this;
  31687. const dotNL = normalView.dot( lightDirectionNode );
  31688. const hemiDiffuseWeight = dotNL.mul( 0.5 ).add( 0.5 );
  31689. const irradiance = mix( groundColorNode, colorNode, hemiDiffuseWeight );
  31690. builder.context.irradiance.addAssign( irradiance );
  31691. }
  31692. }
  31693. /**
  31694. * Module for representing light probes as nodes.
  31695. *
  31696. * @augments AnalyticLightNode
  31697. */
  31698. class LightProbeNode extends AnalyticLightNode {
  31699. static get type() {
  31700. return 'LightProbeNode';
  31701. }
  31702. /**
  31703. * Constructs a new light probe node.
  31704. *
  31705. * @param {LightProbe?} [light=null] - The light probe.
  31706. */
  31707. constructor( light = null ) {
  31708. super( light );
  31709. const array = [];
  31710. for ( let i = 0; i < 9; i ++ ) array.push( new Vector3() );
  31711. /**
  31712. * Light probe represented as a uniform of spherical harmonics.
  31713. *
  31714. * @type {UniformArrayNode}
  31715. */
  31716. this.lightProbe = uniformArray( array );
  31717. }
  31718. /**
  31719. * Overwritten to updated light probe specific uniforms.
  31720. *
  31721. * @param {NodeFrame} frame - A reference to the current node frame.
  31722. */
  31723. update( frame ) {
  31724. const { light } = this;
  31725. super.update( frame );
  31726. //
  31727. for ( let i = 0; i < 9; i ++ ) {
  31728. this.lightProbe.array[ i ].copy( light.sh.coefficients[ i ] ).multiplyScalar( light.intensity );
  31729. }
  31730. }
  31731. setup( builder ) {
  31732. const irradiance = getShIrradianceAt( normalWorld, this.lightProbe );
  31733. builder.context.irradiance.addAssign( irradiance );
  31734. }
  31735. }
  31736. /**
  31737. * Base class for node parsers. A derived parser must be implemented
  31738. * for each supported native shader language.
  31739. */
  31740. class NodeParser {
  31741. /**
  31742. * The method parses the given native code an returns a node function.
  31743. *
  31744. * @abstract
  31745. * @param {String} source - The native shader code.
  31746. * @return {NodeFunction} A node function.
  31747. */
  31748. parseFunction( /*source*/ ) {
  31749. console.warn( 'Abstract function.' );
  31750. }
  31751. }
  31752. /**
  31753. * Base class for node functions. A derived module must be implemented
  31754. * for each supported native shader language. Similar to other `Node*` modules,
  31755. * this class is only relevant during the building process and not used
  31756. * in user-level code.
  31757. */
  31758. class NodeFunction {
  31759. /**
  31760. * Constructs a new node function.
  31761. *
  31762. * @param {String} type - The node type. This type is the return type of the node function.
  31763. * @param {Array<NodeFunctionInput>} inputs - The function's inputs.
  31764. * @param {String} [name=''] - The function's name.
  31765. * @param {String} [precision=''] - The precision qualifier.
  31766. */
  31767. constructor( type, inputs, name = '', precision = '' ) {
  31768. /**
  31769. * The node type. This type is the return type of the node function.
  31770. *
  31771. * @type {String}
  31772. */
  31773. this.type = type;
  31774. /**
  31775. * The function's inputs.
  31776. *
  31777. * @type {Array<NodeFunctionInput>}
  31778. */
  31779. this.inputs = inputs;
  31780. /**
  31781. * The name of the uniform.
  31782. *
  31783. * @type {String}
  31784. * @default ''
  31785. */
  31786. this.name = name;
  31787. /**
  31788. * The precision qualifier.
  31789. *
  31790. * @type {String}
  31791. * @default ''
  31792. */
  31793. this.precision = precision;
  31794. }
  31795. /**
  31796. * This method returns the native code of the node function.
  31797. *
  31798. * @abstract
  31799. * @param {String} name - The function's name.
  31800. * @return {String} A shader code.
  31801. */
  31802. getCode( /*name = this.name*/ ) {
  31803. console.warn( 'Abstract function.' );
  31804. }
  31805. }
  31806. NodeFunction.isNodeFunction = true;
  31807. const declarationRegexp$1 = /^\s*(highp|mediump|lowp)?\s*([a-z_0-9]+)\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)/i;
  31808. const propertiesRegexp$1 = /[a-z_0-9]+/ig;
  31809. const pragmaMain = '#pragma main';
  31810. const parse$1 = ( source ) => {
  31811. source = source.trim();
  31812. const pragmaMainIndex = source.indexOf( pragmaMain );
  31813. const mainCode = pragmaMainIndex !== - 1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source;
  31814. const declaration = mainCode.match( declarationRegexp$1 );
  31815. if ( declaration !== null && declaration.length === 5 ) {
  31816. // tokenizer
  31817. const inputsCode = declaration[ 4 ];
  31818. const propsMatches = [];
  31819. let nameMatch = null;
  31820. while ( ( nameMatch = propertiesRegexp$1.exec( inputsCode ) ) !== null ) {
  31821. propsMatches.push( nameMatch );
  31822. }
  31823. // parser
  31824. const inputs = [];
  31825. let i = 0;
  31826. while ( i < propsMatches.length ) {
  31827. const isConst = propsMatches[ i ][ 0 ] === 'const';
  31828. if ( isConst === true ) {
  31829. i ++;
  31830. }
  31831. let qualifier = propsMatches[ i ][ 0 ];
  31832. if ( qualifier === 'in' || qualifier === 'out' || qualifier === 'inout' ) {
  31833. i ++;
  31834. } else {
  31835. qualifier = '';
  31836. }
  31837. const type = propsMatches[ i ++ ][ 0 ];
  31838. let count = Number.parseInt( propsMatches[ i ][ 0 ] );
  31839. if ( Number.isNaN( count ) === false ) i ++;
  31840. else count = null;
  31841. const name = propsMatches[ i ++ ][ 0 ];
  31842. inputs.push( new NodeFunctionInput( type, name, count, qualifier, isConst ) );
  31843. }
  31844. //
  31845. const blockCode = mainCode.substring( declaration[ 0 ].length );
  31846. const name = declaration[ 3 ] !== undefined ? declaration[ 3 ] : '';
  31847. const type = declaration[ 2 ];
  31848. const precision = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  31849. const headerCode = pragmaMainIndex !== - 1 ? source.slice( 0, pragmaMainIndex ) : '';
  31850. return {
  31851. type,
  31852. inputs,
  31853. name,
  31854. precision,
  31855. inputsCode,
  31856. blockCode,
  31857. headerCode
  31858. };
  31859. } else {
  31860. throw new Error( 'FunctionNode: Function is not a GLSL code.' );
  31861. }
  31862. };
  31863. /**
  31864. * This class represents a GLSL node function.
  31865. *
  31866. * @augments NodeFunction
  31867. */
  31868. class GLSLNodeFunction extends NodeFunction {
  31869. /**
  31870. * Constructs a new GLSL node function.
  31871. *
  31872. * @param {String} source - The GLSL source.
  31873. */
  31874. constructor( source ) {
  31875. const { type, inputs, name, precision, inputsCode, blockCode, headerCode } = parse$1( source );
  31876. super( type, inputs, name, precision );
  31877. this.inputsCode = inputsCode;
  31878. this.blockCode = blockCode;
  31879. this.headerCode = headerCode;
  31880. }
  31881. /**
  31882. * This method returns the GLSL code of the node function.
  31883. *
  31884. * @param {String} [name=this.name] - The function's name.
  31885. * @return {String} The shader code.
  31886. */
  31887. getCode( name = this.name ) {
  31888. let code;
  31889. const blockCode = this.blockCode;
  31890. if ( blockCode !== '' ) {
  31891. const { type, inputsCode, headerCode, precision } = this;
  31892. let declarationCode = `${ type } ${ name } ( ${ inputsCode.trim() } )`;
  31893. if ( precision !== '' ) {
  31894. declarationCode = `${ precision } ${ declarationCode }`;
  31895. }
  31896. code = headerCode + declarationCode + blockCode;
  31897. } else {
  31898. // interface function
  31899. code = '';
  31900. }
  31901. return code;
  31902. }
  31903. }
  31904. /**
  31905. * A GLSL node parser.
  31906. *
  31907. * @augments NodeParser
  31908. */
  31909. class GLSLNodeParser extends NodeParser {
  31910. /**
  31911. * The method parses the given GLSL code an returns a node function.
  31912. *
  31913. * @param {String} source - The GLSL code.
  31914. * @return {GLSLNodeFunction} A node function.
  31915. */
  31916. parseFunction( source ) {
  31917. return new GLSLNodeFunction( source );
  31918. }
  31919. }
  31920. const _outputNodeMap = new WeakMap();
  31921. const _chainKeys$2 = [];
  31922. const _cacheKeyValues = [];
  31923. /**
  31924. * This renderer module manages node-related objects and is the
  31925. * primary interface between the renderer and the node system.
  31926. *
  31927. * @private
  31928. * @augments DataMap
  31929. */
  31930. class Nodes extends DataMap {
  31931. /**
  31932. * Constructs a new nodes management component.
  31933. *
  31934. * @param {Renderer} renderer - The renderer.
  31935. * @param {Backend} backend - The renderer's backend.
  31936. */
  31937. constructor( renderer, backend ) {
  31938. super();
  31939. /**
  31940. * The renderer.
  31941. *
  31942. * @type {Renderer}
  31943. */
  31944. this.renderer = renderer;
  31945. /**
  31946. * The renderer's backend.
  31947. *
  31948. * @type {Backend}
  31949. */
  31950. this.backend = backend;
  31951. /**
  31952. * The node frame.
  31953. *
  31954. * @type {Renderer}
  31955. */
  31956. this.nodeFrame = new NodeFrame();
  31957. /**
  31958. * A cache for managing node builder states.
  31959. *
  31960. * @type {Map<Number,NodeBuilderState>}
  31961. */
  31962. this.nodeBuilderCache = new Map();
  31963. /**
  31964. * A cache for managing data cache key data.
  31965. *
  31966. * @type {ChainMap}
  31967. */
  31968. this.callHashCache = new ChainMap();
  31969. /**
  31970. * A cache for managing node uniforms group data.
  31971. *
  31972. * @type {ChainMap}
  31973. */
  31974. this.groupsData = new ChainMap();
  31975. /**
  31976. * A cache for managing node objects of
  31977. * scene properties like fog or environments.
  31978. *
  31979. * @type {Object<String,WeakMap>}
  31980. */
  31981. this.cacheLib = {};
  31982. }
  31983. /**
  31984. * Returns `true` if the given node uniforms group must be updated or not.
  31985. *
  31986. * @param {NodeUniformsGroup} nodeUniformsGroup - The node uniforms group.
  31987. * @return {Boolean} Whether the node uniforms group requires an update or not.
  31988. */
  31989. updateGroup( nodeUniformsGroup ) {
  31990. const groupNode = nodeUniformsGroup.groupNode;
  31991. const name = groupNode.name;
  31992. // objectGroup is always updated
  31993. if ( name === objectGroup.name ) return true;
  31994. // renderGroup is updated once per render/compute call
  31995. if ( name === renderGroup.name ) {
  31996. const uniformsGroupData = this.get( nodeUniformsGroup );
  31997. const renderId = this.nodeFrame.renderId;
  31998. if ( uniformsGroupData.renderId !== renderId ) {
  31999. uniformsGroupData.renderId = renderId;
  32000. return true;
  32001. }
  32002. return false;
  32003. }
  32004. // frameGroup is updated once per frame
  32005. if ( name === frameGroup.name ) {
  32006. const uniformsGroupData = this.get( nodeUniformsGroup );
  32007. const frameId = this.nodeFrame.frameId;
  32008. if ( uniformsGroupData.frameId !== frameId ) {
  32009. uniformsGroupData.frameId = frameId;
  32010. return true;
  32011. }
  32012. return false;
  32013. }
  32014. // other groups are updated just when groupNode.needsUpdate is true
  32015. _chainKeys$2[ 0 ] = groupNode;
  32016. _chainKeys$2[ 1 ] = nodeUniformsGroup;
  32017. let groupData = this.groupsData.get( _chainKeys$2 );
  32018. if ( groupData === undefined ) this.groupsData.set( _chainKeys$2, groupData = {} );
  32019. _chainKeys$2.length = 0;
  32020. if ( groupData.version !== groupNode.version ) {
  32021. groupData.version = groupNode.version;
  32022. return true;
  32023. }
  32024. return false;
  32025. }
  32026. /**
  32027. * Returns the cache key for the given render object.
  32028. *
  32029. * @param {RenderObject} renderObject - The render object.
  32030. * @return {Number} The cache key.
  32031. */
  32032. getForRenderCacheKey( renderObject ) {
  32033. return renderObject.initialCacheKey;
  32034. }
  32035. /**
  32036. * Returns a node builder state for the given render object.
  32037. *
  32038. * @param {RenderObject} renderObject - The render object.
  32039. * @return {NodeBuilderState} The node builder state.
  32040. */
  32041. getForRender( renderObject ) {
  32042. const renderObjectData = this.get( renderObject );
  32043. let nodeBuilderState = renderObjectData.nodeBuilderState;
  32044. if ( nodeBuilderState === undefined ) {
  32045. const { nodeBuilderCache } = this;
  32046. const cacheKey = this.getForRenderCacheKey( renderObject );
  32047. nodeBuilderState = nodeBuilderCache.get( cacheKey );
  32048. if ( nodeBuilderState === undefined ) {
  32049. const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer );
  32050. nodeBuilder.scene = renderObject.scene;
  32051. nodeBuilder.material = renderObject.material;
  32052. nodeBuilder.camera = renderObject.camera;
  32053. nodeBuilder.context.material = renderObject.material;
  32054. nodeBuilder.lightsNode = renderObject.lightsNode;
  32055. nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene );
  32056. nodeBuilder.fogNode = this.getFogNode( renderObject.scene );
  32057. nodeBuilder.clippingContext = renderObject.clippingContext;
  32058. nodeBuilder.build();
  32059. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  32060. nodeBuilderCache.set( cacheKey, nodeBuilderState );
  32061. }
  32062. nodeBuilderState.usedTimes ++;
  32063. renderObjectData.nodeBuilderState = nodeBuilderState;
  32064. }
  32065. return nodeBuilderState;
  32066. }
  32067. /**
  32068. * Deletes the given object from the internal data map
  32069. *
  32070. * @param {Any} object - The object to delete.
  32071. * @return {Object?} The deleted dictionary.
  32072. */
  32073. delete( object ) {
  32074. if ( object.isRenderObject ) {
  32075. const nodeBuilderState = this.get( object ).nodeBuilderState;
  32076. nodeBuilderState.usedTimes --;
  32077. if ( nodeBuilderState.usedTimes === 0 ) {
  32078. this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) );
  32079. }
  32080. }
  32081. return super.delete( object );
  32082. }
  32083. /**
  32084. * Returns a node builder state for the given compute node.
  32085. *
  32086. * @param {Node} computeNode - The compute node.
  32087. * @return {NodeBuilderState} The node builder state.
  32088. */
  32089. getForCompute( computeNode ) {
  32090. const computeData = this.get( computeNode );
  32091. let nodeBuilderState = computeData.nodeBuilderState;
  32092. if ( nodeBuilderState === undefined ) {
  32093. const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer );
  32094. nodeBuilder.build();
  32095. nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
  32096. computeData.nodeBuilderState = nodeBuilderState;
  32097. }
  32098. return nodeBuilderState;
  32099. }
  32100. /**
  32101. * Creates a node builder state for the given node builder.
  32102. *
  32103. * @private
  32104. * @param {NodeBuilder} nodeBuilder - The node builder.
  32105. * @return {NodeBuilderState} The node builder state.
  32106. */
  32107. _createNodeBuilderState( nodeBuilder ) {
  32108. return new NodeBuilderState(
  32109. nodeBuilder.vertexShader,
  32110. nodeBuilder.fragmentShader,
  32111. nodeBuilder.computeShader,
  32112. nodeBuilder.getAttributesArray(),
  32113. nodeBuilder.getBindings(),
  32114. nodeBuilder.updateNodes,
  32115. nodeBuilder.updateBeforeNodes,
  32116. nodeBuilder.updateAfterNodes,
  32117. nodeBuilder.monitor,
  32118. nodeBuilder.transforms
  32119. );
  32120. }
  32121. /**
  32122. * Returns an environment node for the current configured
  32123. * scene environment.
  32124. *
  32125. * @param {Scene} scene - The scene.
  32126. * @return {Node} A node representing the current scene environment.
  32127. */
  32128. getEnvironmentNode( scene ) {
  32129. this.updateEnvironment( scene );
  32130. let environmentNode = null;
  32131. if ( scene.environmentNode && scene.environmentNode.isNode ) {
  32132. environmentNode = scene.environmentNode;
  32133. } else {
  32134. const sceneData = this.get( scene );
  32135. if ( sceneData.environmentNode ) {
  32136. environmentNode = sceneData.environmentNode;
  32137. }
  32138. }
  32139. return environmentNode;
  32140. }
  32141. /**
  32142. * Returns a background node for the current configured
  32143. * scene background.
  32144. *
  32145. * @param {Scene} scene - The scene.
  32146. * @return {Node} A node representing the current scene background.
  32147. */
  32148. getBackgroundNode( scene ) {
  32149. this.updateBackground( scene );
  32150. let backgroundNode = null;
  32151. if ( scene.backgroundNode && scene.backgroundNode.isNode ) {
  32152. backgroundNode = scene.backgroundNode;
  32153. } else {
  32154. const sceneData = this.get( scene );
  32155. if ( sceneData.backgroundNode ) {
  32156. backgroundNode = sceneData.backgroundNode;
  32157. }
  32158. }
  32159. return backgroundNode;
  32160. }
  32161. /**
  32162. * Returns a fog node for the current configured scene fog.
  32163. *
  32164. * @param {Scene} scene - The scene.
  32165. * @return {Node} A node representing the current scene fog.
  32166. */
  32167. getFogNode( scene ) {
  32168. this.updateFog( scene );
  32169. return scene.fogNode || this.get( scene ).fogNode || null;
  32170. }
  32171. /**
  32172. * Returns a cache key for the given scene and lights node.
  32173. * This key is used by `RenderObject` as a part of the dynamic
  32174. * cache key (a key that must be checked every time the render
  32175. * objects is drawn).
  32176. *
  32177. * @param {Scene} scene - The scene.
  32178. * @param {LightsNode} lightsNode - The lights node.
  32179. * @return {Number} The cache key.
  32180. */
  32181. getCacheKey( scene, lightsNode ) {
  32182. _chainKeys$2[ 0 ] = scene;
  32183. _chainKeys$2[ 1 ] = lightsNode;
  32184. const callId = this.renderer.info.calls;
  32185. const cacheKeyData = this.callHashCache.get( _chainKeys$2 ) || {};
  32186. if ( cacheKeyData.callId !== callId ) {
  32187. const environmentNode = this.getEnvironmentNode( scene );
  32188. const fogNode = this.getFogNode( scene );
  32189. if ( lightsNode ) _cacheKeyValues.push( lightsNode.getCacheKey( true ) );
  32190. if ( environmentNode ) _cacheKeyValues.push( environmentNode.getCacheKey() );
  32191. if ( fogNode ) _cacheKeyValues.push( fogNode.getCacheKey() );
  32192. _cacheKeyValues.push( this.renderer.shadowMap.enabled ? 1 : 0 );
  32193. cacheKeyData.callId = callId;
  32194. cacheKeyData.cacheKey = hashArray( _cacheKeyValues );
  32195. this.callHashCache.set( _chainKeys$2, cacheKeyData );
  32196. _cacheKeyValues.length = 0;
  32197. }
  32198. _chainKeys$2.length = 0;
  32199. return cacheKeyData.cacheKey;
  32200. }
  32201. /**
  32202. * A boolean that indicates whether tone mapping should be enabled
  32203. * or not.
  32204. *
  32205. * @type {Boolean}
  32206. */
  32207. get isToneMappingState() {
  32208. return this.renderer.getRenderTarget() ? false : true;
  32209. }
  32210. /**
  32211. * If a scene background is configured, this method makes sure to
  32212. * represent the background with a corresponding node-based implementation.
  32213. *
  32214. * @param {Scene} scene - The scene.
  32215. */
  32216. updateBackground( scene ) {
  32217. const sceneData = this.get( scene );
  32218. const background = scene.background;
  32219. if ( background ) {
  32220. const forceUpdate = ( scene.backgroundBlurriness === 0 && sceneData.backgroundBlurriness > 0 ) || ( scene.backgroundBlurriness > 0 && sceneData.backgroundBlurriness === 0 );
  32221. if ( sceneData.background !== background || forceUpdate ) {
  32222. const backgroundNode = this.getCacheNode( 'background', background, () => {
  32223. if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping || background.mapping === CubeUVReflectionMapping ) ) {
  32224. if ( scene.backgroundBlurriness > 0 || background.mapping === CubeUVReflectionMapping ) {
  32225. return pmremTexture( background );
  32226. } else {
  32227. let envMap;
  32228. if ( background.isCubeTexture === true ) {
  32229. envMap = cubeTexture( background );
  32230. } else {
  32231. envMap = texture( background );
  32232. }
  32233. return cubeMapNode( envMap );
  32234. }
  32235. } else if ( background.isTexture === true ) {
  32236. return texture( background, screenUV.flipY() ).setUpdateMatrix( true );
  32237. } else if ( background.isColor !== true ) {
  32238. console.error( 'WebGPUNodes: Unsupported background configuration.', background );
  32239. }
  32240. }, forceUpdate );
  32241. sceneData.backgroundNode = backgroundNode;
  32242. sceneData.background = background;
  32243. sceneData.backgroundBlurriness = scene.backgroundBlurriness;
  32244. }
  32245. } else if ( sceneData.backgroundNode ) {
  32246. delete sceneData.backgroundNode;
  32247. delete sceneData.background;
  32248. }
  32249. }
  32250. /**
  32251. * This method is part of the caching of nodes which are used to represents the
  32252. * scene's background, fog or environment.
  32253. *
  32254. * @param {String} type - The type of object to cache.
  32255. * @param {Object} object - The object.
  32256. * @param {Function} callback - A callback that produces a node representation for the given object.
  32257. * @param {Boolean} [forceUpdate=false] - Whether an update should be enforced or not.
  32258. * @return {Node} The node representation.
  32259. */
  32260. getCacheNode( type, object, callback, forceUpdate = false ) {
  32261. const nodeCache = this.cacheLib[ type ] || ( this.cacheLib[ type ] = new WeakMap() );
  32262. let node = nodeCache.get( object );
  32263. if ( node === undefined || forceUpdate ) {
  32264. node = callback();
  32265. nodeCache.set( object, node );
  32266. }
  32267. return node;
  32268. }
  32269. /**
  32270. * If a scene fog is configured, this method makes sure to
  32271. * represent the fog with a corresponding node-based implementation.
  32272. *
  32273. * @param {Scene} scene - The scene.
  32274. */
  32275. updateFog( scene ) {
  32276. const sceneData = this.get( scene );
  32277. const sceneFog = scene.fog;
  32278. if ( sceneFog ) {
  32279. if ( sceneData.fog !== sceneFog ) {
  32280. const fogNode = this.getCacheNode( 'fog', sceneFog, () => {
  32281. if ( sceneFog.isFogExp2 ) {
  32282. const color = reference( 'color', 'color', sceneFog ).setGroup( renderGroup );
  32283. const density = reference( 'density', 'float', sceneFog ).setGroup( renderGroup );
  32284. return fog( color, densityFogFactor( density ) );
  32285. } else if ( sceneFog.isFog ) {
  32286. const color = reference( 'color', 'color', sceneFog ).setGroup( renderGroup );
  32287. const near = reference( 'near', 'float', sceneFog ).setGroup( renderGroup );
  32288. const far = reference( 'far', 'float', sceneFog ).setGroup( renderGroup );
  32289. return fog( color, rangeFogFactor( near, far ) );
  32290. } else {
  32291. console.error( 'THREE.Renderer: Unsupported fog configuration.', sceneFog );
  32292. }
  32293. } );
  32294. sceneData.fogNode = fogNode;
  32295. sceneData.fog = sceneFog;
  32296. }
  32297. } else {
  32298. delete sceneData.fogNode;
  32299. delete sceneData.fog;
  32300. }
  32301. }
  32302. /**
  32303. * If a scene environment is configured, this method makes sure to
  32304. * represent the environment with a corresponding node-based implementation.
  32305. *
  32306. * @param {Scene} scene - The scene.
  32307. */
  32308. updateEnvironment( scene ) {
  32309. const sceneData = this.get( scene );
  32310. const environment = scene.environment;
  32311. if ( environment ) {
  32312. if ( sceneData.environment !== environment ) {
  32313. const environmentNode = this.getCacheNode( 'environment', environment, () => {
  32314. if ( environment.isCubeTexture === true ) {
  32315. return cubeTexture( environment );
  32316. } else if ( environment.isTexture === true ) {
  32317. return texture( environment );
  32318. } else {
  32319. console.error( 'Nodes: Unsupported environment configuration.', environment );
  32320. }
  32321. } );
  32322. sceneData.environmentNode = environmentNode;
  32323. sceneData.environment = environment;
  32324. }
  32325. } else if ( sceneData.environmentNode ) {
  32326. delete sceneData.environmentNode;
  32327. delete sceneData.environment;
  32328. }
  32329. }
  32330. getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) {
  32331. const nodeFrame = this.nodeFrame;
  32332. nodeFrame.renderer = renderer;
  32333. nodeFrame.scene = scene;
  32334. nodeFrame.object = object;
  32335. nodeFrame.camera = camera;
  32336. nodeFrame.material = material;
  32337. return nodeFrame;
  32338. }
  32339. getNodeFrameForRender( renderObject ) {
  32340. return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material );
  32341. }
  32342. /**
  32343. * Returns the current output cache key.
  32344. *
  32345. * @return {String} The output cache key.
  32346. */
  32347. getOutputCacheKey() {
  32348. const renderer = this.renderer;
  32349. return renderer.toneMapping + ',' + renderer.currentColorSpace;
  32350. }
  32351. /**
  32352. * Checks if the output configuration (tone mapping and color space) for
  32353. * the given target has changed.
  32354. *
  32355. * @param {Texture} outputTarget - The output target.
  32356. * @return {Boolean} Whether the output configuration has changed or not.
  32357. */
  32358. hasOutputChange( outputTarget ) {
  32359. const cacheKey = _outputNodeMap.get( outputTarget );
  32360. return cacheKey !== this.getOutputCacheKey();
  32361. }
  32362. /**
  32363. * Returns a node that represents the output configuration (tone mapping and
  32364. * color space) for the current target.
  32365. *
  32366. * @param {Texture} outputTarget - The output target.
  32367. * @return {Node} The output node.
  32368. */
  32369. getOutputNode( outputTarget ) {
  32370. const renderer = this.renderer;
  32371. const cacheKey = this.getOutputCacheKey();
  32372. const output = texture( outputTarget, screenUV ).renderOutput( renderer.toneMapping, renderer.currentColorSpace );
  32373. _outputNodeMap.set( outputTarget, cacheKey );
  32374. return output;
  32375. }
  32376. /**
  32377. * Triggers the call of `updateBefore()` methods
  32378. * for all nodes of the given render object.
  32379. *
  32380. * @param {RenderObject} renderObject - The render object.
  32381. */
  32382. updateBefore( renderObject ) {
  32383. const nodeBuilder = renderObject.getNodeBuilderState();
  32384. for ( const node of nodeBuilder.updateBeforeNodes ) {
  32385. // update frame state for each node
  32386. this.getNodeFrameForRender( renderObject ).updateBeforeNode( node );
  32387. }
  32388. }
  32389. /**
  32390. * Triggers the call of `updateAfter()` methods
  32391. * for all nodes of the given render object.
  32392. *
  32393. * @param {RenderObject} renderObject - The render object.
  32394. */
  32395. updateAfter( renderObject ) {
  32396. const nodeBuilder = renderObject.getNodeBuilderState();
  32397. for ( const node of nodeBuilder.updateAfterNodes ) {
  32398. // update frame state for each node
  32399. this.getNodeFrameForRender( renderObject ).updateAfterNode( node );
  32400. }
  32401. }
  32402. /**
  32403. * Triggers the call of `update()` methods
  32404. * for all nodes of the given compute node.
  32405. *
  32406. * @param {Node} computeNode - The compute node.
  32407. */
  32408. updateForCompute( computeNode ) {
  32409. const nodeFrame = this.getNodeFrame();
  32410. const nodeBuilder = this.getForCompute( computeNode );
  32411. for ( const node of nodeBuilder.updateNodes ) {
  32412. nodeFrame.updateNode( node );
  32413. }
  32414. }
  32415. /**
  32416. * Triggers the call of `update()` methods
  32417. * for all nodes of the given compute node.
  32418. *
  32419. * @param {RenderObject} renderObject - The render object.
  32420. */
  32421. updateForRender( renderObject ) {
  32422. const nodeFrame = this.getNodeFrameForRender( renderObject );
  32423. const nodeBuilder = renderObject.getNodeBuilderState();
  32424. for ( const node of nodeBuilder.updateNodes ) {
  32425. nodeFrame.updateNode( node );
  32426. }
  32427. }
  32428. /**
  32429. * Returns `true` if the given render object requires a refresh.
  32430. *
  32431. * @param {RenderObject} renderObject - The render object.
  32432. * @return {Boolean} Whether the given render object requires a refresh or not.
  32433. */
  32434. needsRefresh( renderObject ) {
  32435. const nodeFrame = this.getNodeFrameForRender( renderObject );
  32436. const monitor = renderObject.getMonitor();
  32437. return monitor.needsRefresh( renderObject, nodeFrame );
  32438. }
  32439. /**
  32440. * Frees the internal resources.
  32441. */
  32442. dispose() {
  32443. super.dispose();
  32444. this.nodeFrame = new NodeFrame();
  32445. this.nodeBuilderCache = new Map();
  32446. this.cacheLib = {};
  32447. }
  32448. }
  32449. const _plane = /*@__PURE__*/ new Plane();
  32450. /**
  32451. * Represents the state that is used to perform clipping via clipping planes.
  32452. * There is a default clipping context for each render context. When the
  32453. * scene holds instances of `ClippingGroup`, there will be a context for each
  32454. * group.
  32455. *
  32456. * @private
  32457. */
  32458. class ClippingContext {
  32459. /**
  32460. * Constructs a new clipping context.
  32461. *
  32462. * @param {ClippingContext?} [parentContext=null] - A reference to the parent clipping context.
  32463. */
  32464. constructor( parentContext = null ) {
  32465. /**
  32466. * The clipping context's version.
  32467. *
  32468. * @type {Number}
  32469. * @readonly
  32470. */
  32471. this.version = 0;
  32472. /**
  32473. * Whether the intersection of the clipping planes is used to clip objects, rather than their union.
  32474. *
  32475. * @type {Boolean?}
  32476. * @default null
  32477. */
  32478. this.clipIntersection = null;
  32479. /**
  32480. * The clipping context's cache key.
  32481. *
  32482. * @type {String}
  32483. */
  32484. this.cacheKey = '';
  32485. /**
  32486. * Whether the shadow pass is active or not.
  32487. *
  32488. * @type {Boolean}
  32489. * @default false
  32490. */
  32491. this.shadowPass = false;
  32492. /**
  32493. * The view normal matrix.
  32494. *
  32495. * @type {Matrix3}
  32496. */
  32497. this.viewNormalMatrix = new Matrix3();
  32498. /**
  32499. * Internal cache for maintaining clipping contexts.
  32500. *
  32501. * @type {WeakMap<ClippingGroup,ClippingContext>}
  32502. */
  32503. this.clippingGroupContexts = new WeakMap();
  32504. /**
  32505. * The intersection planes.
  32506. *
  32507. * @type {Array<Vector4>}
  32508. */
  32509. this.intersectionPlanes = [];
  32510. /**
  32511. * The intersection planes.
  32512. *
  32513. * @type {Array<Vector4>}
  32514. */
  32515. this.unionPlanes = [];
  32516. /**
  32517. * The version of the clipping context's parent context.
  32518. *
  32519. * @type {Number?}
  32520. * @readonly
  32521. */
  32522. this.parentVersion = null;
  32523. if ( parentContext !== null ) {
  32524. this.viewNormalMatrix = parentContext.viewNormalMatrix;
  32525. this.clippingGroupContexts = parentContext.clippingGroupContexts;
  32526. this.shadowPass = parentContext.shadowPass;
  32527. this.viewMatrix = parentContext.viewMatrix;
  32528. }
  32529. }
  32530. /**
  32531. * Projects the given source clipping planes and writes the result into the
  32532. * destination array.
  32533. *
  32534. * @param {Array<Plane>} source - The source clipping planes.
  32535. * @param {Array<Vector4>} destination - The destination.
  32536. * @param {Number} offset - The offset.
  32537. */
  32538. projectPlanes( source, destination, offset ) {
  32539. const l = source.length;
  32540. for ( let i = 0; i < l; i ++ ) {
  32541. _plane.copy( source[ i ] ).applyMatrix4( this.viewMatrix, this.viewNormalMatrix );
  32542. const v = destination[ offset + i ];
  32543. const normal = _plane.normal;
  32544. v.x = - normal.x;
  32545. v.y = - normal.y;
  32546. v.z = - normal.z;
  32547. v.w = _plane.constant;
  32548. }
  32549. }
  32550. /**
  32551. * Updates the root clipping context of a scene.
  32552. *
  32553. * @param {Scene} scene - The scene.
  32554. * @param {Camera} camera - The camera that is used to render the scene.
  32555. */
  32556. updateGlobal( scene, camera ) {
  32557. this.shadowPass = ( scene.overrideMaterial !== null && scene.overrideMaterial.isShadowNodeMaterial );
  32558. this.viewMatrix = camera.matrixWorldInverse;
  32559. this.viewNormalMatrix.getNormalMatrix( this.viewMatrix );
  32560. }
  32561. /**
  32562. * Updates the clipping context.
  32563. *
  32564. * @param {ClippingContext} parentContext - The parent context.
  32565. * @param {ClippingGroup} clippingGroup - The clipping group this context belongs to.
  32566. */
  32567. update( parentContext, clippingGroup ) {
  32568. let update = false;
  32569. if ( parentContext.version !== this.parentVersion ) {
  32570. this.intersectionPlanes = Array.from( parentContext.intersectionPlanes );
  32571. this.unionPlanes = Array.from( parentContext.unionPlanes );
  32572. this.parentVersion = parentContext.version;
  32573. }
  32574. if ( this.clipIntersection !== clippingGroup.clipIntersection ) {
  32575. this.clipIntersection = clippingGroup.clipIntersection;
  32576. if ( this.clipIntersection ) {
  32577. this.unionPlanes.length = parentContext.unionPlanes.length;
  32578. } else {
  32579. this.intersectionPlanes.length = parentContext.intersectionPlanes.length;
  32580. }
  32581. }
  32582. const srcClippingPlanes = clippingGroup.clippingPlanes;
  32583. const l = srcClippingPlanes.length;
  32584. let dstClippingPlanes;
  32585. let offset;
  32586. if ( this.clipIntersection ) {
  32587. dstClippingPlanes = this.intersectionPlanes;
  32588. offset = parentContext.intersectionPlanes.length;
  32589. } else {
  32590. dstClippingPlanes = this.unionPlanes;
  32591. offset = parentContext.unionPlanes.length;
  32592. }
  32593. if ( dstClippingPlanes.length !== offset + l ) {
  32594. dstClippingPlanes.length = offset + l;
  32595. for ( let i = 0; i < l; i ++ ) {
  32596. dstClippingPlanes[ offset + i ] = new Vector4();
  32597. }
  32598. update = true;
  32599. }
  32600. this.projectPlanes( srcClippingPlanes, dstClippingPlanes, offset );
  32601. if ( update ) {
  32602. this.version ++;
  32603. this.cacheKey = `${ this.intersectionPlanes.length }:${ this.unionPlanes.length }`;
  32604. }
  32605. }
  32606. /**
  32607. * Returns a clipping context for the given clipping group.
  32608. *
  32609. * @param {ClippingGroup} clippingGroup - The clipping group.
  32610. * @return {ClippingContext} The clipping context.
  32611. */
  32612. getGroupContext( clippingGroup ) {
  32613. if ( this.shadowPass && ! clippingGroup.clipShadows ) return this;
  32614. let context = this.clippingGroupContexts.get( clippingGroup );
  32615. if ( context === undefined ) {
  32616. context = new ClippingContext( this );
  32617. this.clippingGroupContexts.set( clippingGroup, context );
  32618. }
  32619. context.update( this, clippingGroup );
  32620. return context;
  32621. }
  32622. /**
  32623. * The count of union clipping planes.
  32624. *
  32625. * @type {Number}
  32626. * @readonly
  32627. */
  32628. get unionClippingCount() {
  32629. return this.unionPlanes.length;
  32630. }
  32631. }
  32632. /**
  32633. * This module is used to represent render bundles inside the renderer
  32634. * for further processing.
  32635. *
  32636. * @private
  32637. */
  32638. class RenderBundle {
  32639. /**
  32640. * Constructs a new bundle group.
  32641. *
  32642. * @param {BundleGroup} bundleGroup - The bundle group.
  32643. * @param {Camera} camera - The camera the bundle group is rendered with.
  32644. */
  32645. constructor( bundleGroup, camera ) {
  32646. this.bundleGroup = bundleGroup;
  32647. this.camera = camera;
  32648. }
  32649. }
  32650. const _chainKeys$1 = [];
  32651. /**
  32652. * This renderer module manages render bundles.
  32653. *
  32654. * @private
  32655. */
  32656. class RenderBundles {
  32657. /**
  32658. * Constructs a new render bundle management component.
  32659. */
  32660. constructor() {
  32661. /**
  32662. * A chain map for maintaining the render bundles.
  32663. *
  32664. * @type {ChainMap}
  32665. */
  32666. this.bundles = new ChainMap();
  32667. }
  32668. /**
  32669. * Returns a render bundle for the given bundle group and camera.
  32670. *
  32671. * @param {BundleGroup} bundleGroup - The bundle group.
  32672. * @param {Camera} camera - The camera the bundle group is rendered with.
  32673. * @return {RenderBundle} The render bundle.
  32674. */
  32675. get( bundleGroup, camera ) {
  32676. const bundles = this.bundles;
  32677. _chainKeys$1[ 0 ] = bundleGroup;
  32678. _chainKeys$1[ 1 ] = camera;
  32679. let bundle = bundles.get( _chainKeys$1 );
  32680. if ( bundle === undefined ) {
  32681. bundle = new RenderBundle( bundleGroup, camera );
  32682. bundles.set( _chainKeys$1, bundle );
  32683. }
  32684. _chainKeys$1.length = 0;
  32685. return bundle;
  32686. }
  32687. /**
  32688. * Frees all internal resources.
  32689. */
  32690. dispose() {
  32691. this.bundles = new ChainMap();
  32692. }
  32693. }
  32694. /**
  32695. * The purpose of a node library is to assign node implementations
  32696. * to existing library features. In `WebGPURenderer` lights, materials
  32697. * which are not based on `NodeMaterial` as well as tone mapping techniques
  32698. * are implemented with node-based modules.
  32699. *
  32700. * @private
  32701. */
  32702. class NodeLibrary {
  32703. /**
  32704. * Constructs a new node library.
  32705. */
  32706. constructor() {
  32707. /**
  32708. * A weak map that maps lights to light nodes.
  32709. *
  32710. * @type {WeakMap<Light.constructor,AnalyticLightNode.constructor>}
  32711. */
  32712. this.lightNodes = new WeakMap();
  32713. /**
  32714. * A map that maps materials to node materials.
  32715. *
  32716. * @type {WeakMap<String,NodeMaterial.constructor>}
  32717. */
  32718. this.materialNodes = new Map();
  32719. /**
  32720. * A map that maps tone mapping techniques (constants)
  32721. * to tone mapping node functions.
  32722. *
  32723. * @type {WeakMap<Number,Function>}
  32724. */
  32725. this.toneMappingNodes = new Map();
  32726. }
  32727. /**
  32728. * Returns a matching node material instance for the given material object.
  32729. *
  32730. * This method also assigns/copies the properties of the given material object
  32731. * to the node material. This is done to make sure the current material
  32732. * configuration carries over to the node version.
  32733. *
  32734. * @param {Material} material - A material.
  32735. * @return {NodeMaterial} The corresponding node material.
  32736. */
  32737. fromMaterial( material ) {
  32738. if ( material.isNodeMaterial ) return material;
  32739. let nodeMaterial = null;
  32740. const nodeMaterialClass = this.getMaterialNodeClass( material.type );
  32741. if ( nodeMaterialClass !== null ) {
  32742. nodeMaterial = new nodeMaterialClass();
  32743. for ( const key in material ) {
  32744. nodeMaterial[ key ] = material[ key ];
  32745. }
  32746. }
  32747. return nodeMaterial;
  32748. }
  32749. /**
  32750. * Adds a tone mapping node function for a tone mapping technique (constant).
  32751. *
  32752. * @param {Function} toneMappingNode - The tone mapping node function.
  32753. * @param {Number} toneMapping - The tone mapping.
  32754. */
  32755. addToneMapping( toneMappingNode, toneMapping ) {
  32756. this.addType( toneMappingNode, toneMapping, this.toneMappingNodes );
  32757. }
  32758. /**
  32759. * Returns a tone mapping node function for a tone mapping technique (constant).
  32760. *
  32761. * @param {Number} toneMapping - The tone mapping.
  32762. * @return {Function?} The tone mapping node function. Returns `null` if no node function is found.
  32763. */
  32764. getToneMappingFunction( toneMapping ) {
  32765. return this.toneMappingNodes.get( toneMapping ) || null;
  32766. }
  32767. /**
  32768. * Returns a node material class definition for a material type.
  32769. *
  32770. * @param {String} materialType - The material type.
  32771. * @return {NodeMaterial.constructor?} The node material class definition. Returns `null` if no node material is found.
  32772. */
  32773. getMaterialNodeClass( materialType ) {
  32774. return this.materialNodes.get( materialType ) || null;
  32775. }
  32776. /**
  32777. * Adds a node material class definition for a given material type.
  32778. *
  32779. * @param {NodeMaterial.constructor} materialNodeClass - The node material class definition.
  32780. * @param {String} materialClassType - The material type.
  32781. */
  32782. addMaterial( materialNodeClass, materialClassType ) {
  32783. this.addType( materialNodeClass, materialClassType, this.materialNodes );
  32784. }
  32785. /**
  32786. * Returns a light node class definition for a light class definition.
  32787. *
  32788. * @param {Light.constructor} light - The light class definition.
  32789. * @return {AnalyticLightNode.constructor?} The light node class definition. Returns `null` if no light node is found.
  32790. */
  32791. getLightNodeClass( light ) {
  32792. return this.lightNodes.get( light ) || null;
  32793. }
  32794. /**
  32795. * Adds a light node class definition for a given light class definition.
  32796. *
  32797. * @param {AnalyticLightNode.constructor} lightNodeClass - The light node class definition.
  32798. * @param {Light.constructor} lightClass - The light class definition.
  32799. */
  32800. addLight( lightNodeClass, lightClass ) {
  32801. this.addClass( lightNodeClass, lightClass, this.lightNodes );
  32802. }
  32803. /**
  32804. * Adds a node class definition for the given type to the provided type library.
  32805. *
  32806. * @param {Any} nodeClass - The node class definition.
  32807. * @param {String} type - The object type.
  32808. * @param {Map} library - The type library.
  32809. */
  32810. addType( nodeClass, type, library ) {
  32811. if ( library.has( type ) ) {
  32812. console.warn( `Redefinition of node ${ type }` );
  32813. return;
  32814. }
  32815. if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  32816. if ( typeof type === 'function' || typeof type === 'object' ) throw new Error( `Base class ${ type } is not a class.` );
  32817. library.set( type, nodeClass );
  32818. }
  32819. /**
  32820. * Adds a node class definition for the given class definition to the provided type library.
  32821. *
  32822. * @param {Any} nodeClass - The node class definition.
  32823. * @param {Any} baseClass - The class definition.
  32824. * @param {WeakMap} library - The type library.
  32825. */
  32826. addClass( nodeClass, baseClass, library ) {
  32827. if ( library.has( baseClass ) ) {
  32828. console.warn( `Redefinition of node ${ baseClass.name }` );
  32829. return;
  32830. }
  32831. if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  32832. if ( typeof baseClass !== 'function' ) throw new Error( `Base class ${ baseClass.name } is not a class.` );
  32833. library.set( baseClass, nodeClass );
  32834. }
  32835. }
  32836. const _defaultLights = /*@__PURE__*/ new LightsNode();
  32837. const _chainKeys = [];
  32838. /**
  32839. * This renderer module manages the lights nodes which are unique
  32840. * per scene and camera combination.
  32841. *
  32842. * The lights node itself is later configured in the render list
  32843. * with the actual lights from the scene.
  32844. *
  32845. * @private
  32846. * @augments ChainMap
  32847. */
  32848. class Lighting extends ChainMap {
  32849. /**
  32850. * Constructs a lighting management component.
  32851. */
  32852. constructor() {
  32853. super();
  32854. }
  32855. /**
  32856. * Creates a new lights node for the given array of lights.
  32857. *
  32858. * @param {Array<Light>} lights - The render object.
  32859. * @return {Boolean} Whether if the given render object has an initialized geometry or not.
  32860. */
  32861. createNode( lights = [] ) {
  32862. return new LightsNode().setLights( lights );
  32863. }
  32864. /**
  32865. * Returns a lights node for the given scene and camera.
  32866. *
  32867. * @param {Scene} scene - The scene.
  32868. * @param {Camera} camera - The camera.
  32869. * @return {LightsNode} The lights node.
  32870. */
  32871. getNode( scene, camera ) {
  32872. // ignore post-processing
  32873. if ( scene.isQuadMesh ) return _defaultLights;
  32874. _chainKeys[ 0 ] = scene;
  32875. _chainKeys[ 1 ] = camera;
  32876. let node = this.get( _chainKeys );
  32877. if ( node === undefined ) {
  32878. node = this.createNode();
  32879. this.set( _chainKeys, node );
  32880. }
  32881. _chainKeys.length = 0;
  32882. return node;
  32883. }
  32884. }
  32885. /** @module Renderer **/
  32886. const _scene = /*@__PURE__*/ new Scene();
  32887. const _drawingBufferSize = /*@__PURE__*/ new Vector2();
  32888. const _screen = /*@__PURE__*/ new Vector4();
  32889. const _frustum = /*@__PURE__*/ new Frustum();
  32890. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  32891. const _vector4 = /*@__PURE__*/ new Vector4();
  32892. /**
  32893. * Base class for renderers.
  32894. */
  32895. class Renderer {
  32896. /**
  32897. * Constructs a new renderer.
  32898. *
  32899. * @param {Backend} backend - The backend the renderer is targeting (e.g. WebGPU or WebGL 2).
  32900. * @param {Object} parameters - The configuration parameter.
  32901. * @param {Boolean} [parameters.logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
  32902. * @param {Boolean} [parameters.alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
  32903. * @param {Boolean} [parameters.depth=true] - Whether the default framebuffer should have a depth buffer or not.
  32904. * @param {Boolean} [parameters.stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
  32905. * @param {Boolean} [parameters.antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
  32906. * @param {Number} [parameters.samples=0] - When `antialias` is `true`, `4` samples are used by default. This parameter can set to any other integer value than 0
  32907. * to overwrite the default.
  32908. * @param {Function?} [parameters.getFallback=null] - This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
  32909. */
  32910. constructor( backend, parameters = {} ) {
  32911. /**
  32912. * This flag can be used for type testing.
  32913. *
  32914. * @type {Boolean}
  32915. * @readonly
  32916. * @default true
  32917. */
  32918. this.isRenderer = true;
  32919. //
  32920. const {
  32921. logarithmicDepthBuffer = false,
  32922. alpha = true,
  32923. depth = true,
  32924. stencil = false,
  32925. antialias = false,
  32926. samples = 0,
  32927. getFallback = null
  32928. } = parameters;
  32929. /**
  32930. * A reference to the canvas element the renderer is drawing to.
  32931. * This value of this property will automatically be created by
  32932. * the renderer.
  32933. *
  32934. * @type {HTMLCanvasElement|OffscreenCanvas}
  32935. */
  32936. this.domElement = backend.getDomElement();
  32937. /**
  32938. * A reference to the current backend.
  32939. *
  32940. * @type {Backend}
  32941. */
  32942. this.backend = backend;
  32943. /**
  32944. * The number of MSAA samples.
  32945. *
  32946. * @type {Number}
  32947. * @default 0
  32948. */
  32949. this.samples = samples || ( antialias === true ) ? 4 : 0;
  32950. /**
  32951. * Whether the renderer should automatically clear the current rendering target
  32952. * before execute a `render()` call. The target can be the canvas (default framebuffer)
  32953. * or the current bound render target (custom framebuffer).
  32954. *
  32955. * @type {Boolean}
  32956. * @default true
  32957. */
  32958. this.autoClear = true;
  32959. /**
  32960. * When `autoClear` is set to `true`, this property defines whether the renderer
  32961. * should clear the color buffer.
  32962. *
  32963. * @type {Boolean}
  32964. * @default true
  32965. */
  32966. this.autoClearColor = true;
  32967. /**
  32968. * When `autoClear` is set to `true`, this property defines whether the renderer
  32969. * should clear the depth buffer.
  32970. *
  32971. * @type {Boolean}
  32972. * @default true
  32973. */
  32974. this.autoClearDepth = true;
  32975. /**
  32976. * When `autoClear` is set to `true`, this property defines whether the renderer
  32977. * should clear the stencil buffer.
  32978. *
  32979. * @type {Boolean}
  32980. * @default true
  32981. */
  32982. this.autoClearStencil = true;
  32983. /**
  32984. * Whether the default framebuffer should be transparent or opaque.
  32985. *
  32986. * @type {Boolean}
  32987. * @default true
  32988. */
  32989. this.alpha = alpha;
  32990. /**
  32991. * Whether logarithmic depth buffer is enabled or not.
  32992. *
  32993. * @type {Boolean}
  32994. * @default false
  32995. */
  32996. this.logarithmicDepthBuffer = logarithmicDepthBuffer;
  32997. /**
  32998. * Defines the output color space of the renderer.
  32999. *
  33000. * @type {String}
  33001. * @default SRGBColorSpace
  33002. */
  33003. this.outputColorSpace = SRGBColorSpace;
  33004. /**
  33005. * Defines the tone mapping of the renderer.
  33006. *
  33007. * @type {Number}
  33008. * @default NoToneMapping
  33009. */
  33010. this.toneMapping = NoToneMapping;
  33011. /**
  33012. * Defines the tone mapping exposure.
  33013. *
  33014. * @type {Number}
  33015. * @default 1
  33016. */
  33017. this.toneMappingExposure = 1.0;
  33018. /**
  33019. * Whether the renderer should sort its render lists or not.
  33020. *
  33021. * Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
  33022. * By definition, sorting objects may not work in all cases. Depending on the needs of application,
  33023. * it may be necessary to turn off sorting and use other methods to deal with transparency rendering
  33024. * e.g. manually determining each object's rendering order.
  33025. *
  33026. * @type {Boolean}
  33027. * @default true
  33028. */
  33029. this.sortObjects = true;
  33030. /**
  33031. * Whether the default framebuffer should have a depth buffer or not.
  33032. *
  33033. * @type {Boolean}
  33034. * @default true
  33035. */
  33036. this.depth = depth;
  33037. /**
  33038. * Whether the default framebuffer should have a stencil buffer or not.
  33039. *
  33040. * @type {Boolean}
  33041. * @default false
  33042. */
  33043. this.stencil = stencil;
  33044. /**
  33045. * Holds a series of statistical information about the GPU memory
  33046. * and the rendering process. Useful for debugging and monitoring.
  33047. *
  33048. * @type {Boolean}
  33049. */
  33050. this.info = new Info();
  33051. this.nodes = {
  33052. modelViewMatrix: null,
  33053. modelNormalViewMatrix: null
  33054. };
  33055. /**
  33056. * The node library defines how certain library objects like materials, lights
  33057. * or tone mapping functions are mapped to node types. This is required since
  33058. * although instances of classes like `MeshBasicMaterial` or `PointLight` can
  33059. * be part of the scene graph, they are internally represented as nodes for
  33060. * further processing.
  33061. *
  33062. * @type {NodeLibrary}
  33063. */
  33064. this.library = new NodeLibrary();
  33065. /**
  33066. * A map-like data structure for managing lights.
  33067. *
  33068. * @type {Lighting}
  33069. */
  33070. this.lighting = new Lighting();
  33071. // internals
  33072. /**
  33073. * This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
  33074. *
  33075. * @private
  33076. * @type {Function}
  33077. */
  33078. this._getFallback = getFallback;
  33079. /**
  33080. * The renderer's pixel ration.
  33081. *
  33082. * @private
  33083. * @type {Number}
  33084. * @default 1
  33085. */
  33086. this._pixelRatio = 1;
  33087. /**
  33088. * The width of the renderer's default framebuffer in logical pixel unit.
  33089. *
  33090. * @private
  33091. * @type {Number}
  33092. */
  33093. this._width = this.domElement.width;
  33094. /**
  33095. * The height of the renderer's default framebuffer in logical pixel unit.
  33096. *
  33097. * @private
  33098. * @type {Number}
  33099. */
  33100. this._height = this.domElement.height;
  33101. /**
  33102. * The viewport of the renderer in logical pixel unit.
  33103. *
  33104. * @private
  33105. * @type {Vector4}
  33106. */
  33107. this._viewport = new Vector4( 0, 0, this._width, this._height );
  33108. /**
  33109. * The scissor rectangle of the renderer in logical pixel unit.
  33110. *
  33111. * @private
  33112. * @type {Vector4}
  33113. */
  33114. this._scissor = new Vector4( 0, 0, this._width, this._height );
  33115. /**
  33116. * Whether the scissor test should be enabled or not.
  33117. *
  33118. * @private
  33119. * @type {Vector4}
  33120. */
  33121. this._scissorTest = false;
  33122. /**
  33123. * A reference to a renderer module for managing shader attributes.
  33124. *
  33125. * @private
  33126. * @type {Attributes?}
  33127. * @default null
  33128. */
  33129. this._attributes = null;
  33130. /**
  33131. * A reference to a renderer module for managing geometries.
  33132. *
  33133. * @private
  33134. * @type {Geometries?}
  33135. * @default null
  33136. */
  33137. this._geometries = null;
  33138. /**
  33139. * A reference to a renderer module for managing node related logic.
  33140. *
  33141. * @private
  33142. * @type {Nodes?}
  33143. * @default null
  33144. */
  33145. this._nodes = null;
  33146. /**
  33147. * A reference to a renderer module for managing the internal animation loop.
  33148. *
  33149. * @private
  33150. * @type {Animation?}
  33151. * @default null
  33152. */
  33153. this._animation = null;
  33154. /**
  33155. * A reference to a renderer module for managing shader program bindings.
  33156. *
  33157. * @private
  33158. * @type {Bindings?}
  33159. * @default null
  33160. */
  33161. this._bindings = null;
  33162. /**
  33163. * A reference to a renderer module for managing render objects.
  33164. *
  33165. * @private
  33166. * @type {RenderObjects?}
  33167. * @default null
  33168. */
  33169. this._objects = null;
  33170. /**
  33171. * A reference to a renderer module for managing render and compute pipelines.
  33172. *
  33173. * @private
  33174. * @type {Pipelines?}
  33175. * @default null
  33176. */
  33177. this._pipelines = null;
  33178. /**
  33179. * A reference to a renderer module for managing render bundles.
  33180. *
  33181. * @private
  33182. * @type {RenderBundles?}
  33183. * @default null
  33184. */
  33185. this._bundles = null;
  33186. /**
  33187. * A reference to a renderer module for managing render lists.
  33188. *
  33189. * @private
  33190. * @type {RenderLists?}
  33191. * @default null
  33192. */
  33193. this._renderLists = null;
  33194. /**
  33195. * A reference to a renderer module for managing render contexts.
  33196. *
  33197. * @private
  33198. * @type {RenderContexts?}
  33199. * @default null
  33200. */
  33201. this._renderContexts = null;
  33202. /**
  33203. * A reference to a renderer module for managing textures.
  33204. *
  33205. * @private
  33206. * @type {Textures?}
  33207. * @default null
  33208. */
  33209. this._textures = null;
  33210. /**
  33211. * A reference to a renderer module for backgrounds.
  33212. *
  33213. * @private
  33214. * @type {Background?}
  33215. * @default null
  33216. */
  33217. this._background = null;
  33218. /**
  33219. * This fullscreen quad is used for internal render passes
  33220. * like the tone mapping and color space output pass.
  33221. *
  33222. * @private
  33223. * @type {QuadMesh}
  33224. */
  33225. this._quad = new QuadMesh( new NodeMaterial() );
  33226. this._quad.material.name = 'Renderer_output';
  33227. /**
  33228. * A reference to the current render context.
  33229. *
  33230. * @private
  33231. * @type {RenderContext?}
  33232. * @default null
  33233. */
  33234. this._currentRenderContext = null;
  33235. /**
  33236. * A custom sort function for the opaque render list.
  33237. *
  33238. * @private
  33239. * @type {Function?}
  33240. * @default null
  33241. */
  33242. this._opaqueSort = null;
  33243. /**
  33244. * A custom sort function for the transparent render list.
  33245. *
  33246. * @private
  33247. * @type {Function?}
  33248. * @default null
  33249. */
  33250. this._transparentSort = null;
  33251. /**
  33252. * The framebuffer target.
  33253. *
  33254. * @private
  33255. * @type {RenderTarget?}
  33256. * @default null
  33257. */
  33258. this._frameBufferTarget = null;
  33259. const alphaClear = this.alpha === true ? 0 : 1;
  33260. /**
  33261. * The clear color value.
  33262. *
  33263. * @private
  33264. * @type {Color4}
  33265. */
  33266. this._clearColor = new Color4( 0, 0, 0, alphaClear );
  33267. /**
  33268. * The clear depth value.
  33269. *
  33270. * @private
  33271. * @type {Number}
  33272. * @default 1
  33273. */
  33274. this._clearDepth = 1;
  33275. /**
  33276. * The clear stencil value.
  33277. *
  33278. * @private
  33279. * @type {Number}
  33280. * @default 0
  33281. */
  33282. this._clearStencil = 0;
  33283. /**
  33284. * The current render target.
  33285. *
  33286. * @private
  33287. * @type {RenderTarget?}
  33288. * @default null
  33289. */
  33290. this._renderTarget = null;
  33291. /**
  33292. * The active cube face.
  33293. *
  33294. * @private
  33295. * @type {Number}
  33296. * @default 0
  33297. */
  33298. this._activeCubeFace = 0;
  33299. /**
  33300. * The active mipmap level.
  33301. *
  33302. * @private
  33303. * @type {Number}
  33304. * @default 0
  33305. */
  33306. this._activeMipmapLevel = 0;
  33307. /**
  33308. * The MRT setting.
  33309. *
  33310. * @private
  33311. * @type {MRTNode?}
  33312. * @default null
  33313. */
  33314. this._mrt = null;
  33315. /**
  33316. * This function defines how a render object is going
  33317. * to be rendered.
  33318. *
  33319. * @private
  33320. * @type {Function?}
  33321. * @default null
  33322. */
  33323. this._renderObjectFunction = null;
  33324. /**
  33325. * Used to keep track of the current render object function.
  33326. *
  33327. * @private
  33328. * @type {Function?}
  33329. * @default null
  33330. */
  33331. this._currentRenderObjectFunction = null;
  33332. /**
  33333. * Used to keep track of the current render bundle.
  33334. *
  33335. * @private
  33336. * @type {RenderBundle?}
  33337. * @default null
  33338. */
  33339. this._currentRenderBundle = null;
  33340. /**
  33341. * Next to `_renderObjectFunction()`, this function provides another hook
  33342. * for influencing the render process of a render object. It is meant for internal
  33343. * use and only relevant for `compileAsync()` right now. Instead of using
  33344. * the default logic of `_renderObjectDirect()` which actually draws the render object,
  33345. * a different function might be used which performs no draw but just the node
  33346. * and pipeline updates.
  33347. *
  33348. * @private
  33349. * @type {Function?}
  33350. * @default null
  33351. */
  33352. this._handleObjectFunction = this._renderObjectDirect;
  33353. /**
  33354. * Indicates whether the device has been lost or not. In WebGL terms, the device
  33355. * lost is considered as a context lost. When this is set to `true`, rendering
  33356. * isn't possible anymore.
  33357. *
  33358. * @private
  33359. * @type {Boolean}
  33360. * @default false
  33361. */
  33362. this._isDeviceLost = false;
  33363. /**
  33364. * A callback function that defines what should happen when a device/context lost occurs.
  33365. *
  33366. * @type {Function}
  33367. */
  33368. this.onDeviceLost = this._onDeviceLost;
  33369. /**
  33370. * Whether the renderer has been initialized or not.
  33371. *
  33372. * @private
  33373. * @type {Boolean}
  33374. * @default false
  33375. */
  33376. this._initialized = false;
  33377. /**
  33378. * A reference to the promise which initializes the renderer.
  33379. *
  33380. * @private
  33381. * @type {Promise?}
  33382. * @default null
  33383. */
  33384. this._initPromise = null;
  33385. /**
  33386. * An array of compilation promises which are used in `compileAsync()`.
  33387. *
  33388. * @private
  33389. * @type {Array<Promise>?}
  33390. * @default null
  33391. */
  33392. this._compilationPromises = null;
  33393. /**
  33394. * Whether the renderer should render transparent render objects or not.
  33395. *
  33396. * @type {Boolean}
  33397. * @default true
  33398. */
  33399. this.transparent = true;
  33400. /**
  33401. * Whether the renderer should render opaque render objects or not.
  33402. *
  33403. * @type {Boolean}
  33404. * @default true
  33405. */
  33406. this.opaque = true;
  33407. /**
  33408. * Shadow map configuration
  33409. * @typedef {Object} ShadowMapConfig
  33410. * @property {Boolean} enabled - Whether to globally enable shadows or not.
  33411. * @property {Number} type - The shadow map type.
  33412. */
  33413. /**
  33414. * The renderer's shadow configuration.
  33415. *
  33416. * @type {module:Renderer~ShadowMapConfig}
  33417. */
  33418. this.shadowMap = {
  33419. enabled: false,
  33420. type: PCFShadowMap
  33421. };
  33422. /**
  33423. * XR configuration.
  33424. * @typedef {Object} XRConfig
  33425. * @property {Boolean} enabled - Whether to globally enable XR or not.
  33426. */
  33427. /**
  33428. * The renderer's XR configuration.
  33429. *
  33430. * @type {module:Renderer~XRConfig}
  33431. */
  33432. this.xr = {
  33433. enabled: false
  33434. };
  33435. /**
  33436. * Debug configuration.
  33437. * @typedef {Object} DebugConfig
  33438. * @property {Boolean} checkShaderErrors - Whether shader errors should be checked or not.
  33439. * @property {Function} onShaderError - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.
  33440. * @property {Function} getShaderAsync - Allows the get the raw shader code for the given scene, camera and 3D object.
  33441. */
  33442. /**
  33443. * The renderer's debug configuration.
  33444. *
  33445. * @type {module:Renderer~DebugConfig}
  33446. */
  33447. this.debug = {
  33448. checkShaderErrors: true,
  33449. onShaderError: null,
  33450. getShaderAsync: async ( scene, camera, object ) => {
  33451. await this.compileAsync( scene, camera );
  33452. const renderList = this._renderLists.get( scene, camera );
  33453. const renderContext = this._renderContexts.get( scene, camera, this._renderTarget );
  33454. const material = scene.overrideMaterial || object.material;
  33455. const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext, renderContext.clippingContext );
  33456. const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();
  33457. return { fragmentShader, vertexShader };
  33458. }
  33459. };
  33460. }
  33461. /**
  33462. * Initializes the renderer so it is ready for usage.
  33463. *
  33464. * @async
  33465. * @return {Promise} A Promise that resolves when the renderer has been initialized.
  33466. */
  33467. async init() {
  33468. if ( this._initialized ) {
  33469. throw new Error( 'Renderer: Backend has already been initialized.' );
  33470. }
  33471. if ( this._initPromise !== null ) {
  33472. return this._initPromise;
  33473. }
  33474. this._initPromise = new Promise( async ( resolve, reject ) => {
  33475. let backend = this.backend;
  33476. try {
  33477. await backend.init( this );
  33478. } catch ( error ) {
  33479. if ( this._getFallback !== null ) {
  33480. // try the fallback
  33481. try {
  33482. this.backend = backend = this._getFallback( error );
  33483. await backend.init( this );
  33484. } catch ( error ) {
  33485. reject( error );
  33486. return;
  33487. }
  33488. } else {
  33489. reject( error );
  33490. return;
  33491. }
  33492. }
  33493. this._nodes = new Nodes( this, backend );
  33494. this._animation = new Animation( this._nodes, this.info );
  33495. this._attributes = new Attributes( backend );
  33496. this._background = new Background( this, this._nodes );
  33497. this._geometries = new Geometries( this._attributes, this.info );
  33498. this._textures = new Textures( this, backend, this.info );
  33499. this._pipelines = new Pipelines( backend, this._nodes );
  33500. this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
  33501. this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
  33502. this._renderLists = new RenderLists( this.lighting );
  33503. this._bundles = new RenderBundles();
  33504. this._renderContexts = new RenderContexts();
  33505. //
  33506. this._animation.start();
  33507. this._initialized = true;
  33508. resolve();
  33509. } );
  33510. return this._initPromise;
  33511. }
  33512. /**
  33513. * The coordinate system of the renderer. The value of this property
  33514. * depends on the selected backend. Either `THREE.WebGLCoordinateSystem` or
  33515. * `THREE.WebGPUCoordinateSystem`.
  33516. *
  33517. * @readonly
  33518. * @type {Number}
  33519. */
  33520. get coordinateSystem() {
  33521. return this.backend.coordinateSystem;
  33522. }
  33523. /**
  33524. * Compiles all materials in the given scene. This can be useful to avoid a
  33525. * phenomenon which is called "shader compilation stutter", which occurs when
  33526. * rendering an object with a new shader for the first time.
  33527. *
  33528. * If you want to add a 3D object to an existing scene, use the third optional
  33529. * parameter for applying the target scene. Note that the (target) scene's lighting
  33530. * and environment must be configured before calling this method.
  33531. *
  33532. * @async
  33533. * @param {Object3D} scene - The scene or 3D object to precompile.
  33534. * @param {Camera} camera - The camera that is used to render the scene.
  33535. * @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.
  33536. * @return {Promise} A Promise that resolves when the compile has been finished.
  33537. */
  33538. async compileAsync( scene, camera, targetScene = null ) {
  33539. if ( this._isDeviceLost === true ) return;
  33540. if ( this._initialized === false ) await this.init();
  33541. // preserve render tree
  33542. const nodeFrame = this._nodes.nodeFrame;
  33543. const previousRenderId = nodeFrame.renderId;
  33544. const previousRenderContext = this._currentRenderContext;
  33545. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  33546. const previousCompilationPromises = this._compilationPromises;
  33547. //
  33548. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  33549. if ( targetScene === null ) targetScene = scene;
  33550. const renderTarget = this._renderTarget;
  33551. const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
  33552. const activeMipmapLevel = this._activeMipmapLevel;
  33553. const compilationPromises = [];
  33554. this._currentRenderContext = renderContext;
  33555. this._currentRenderObjectFunction = this.renderObject;
  33556. this._handleObjectFunction = this._createObjectPipeline;
  33557. this._compilationPromises = compilationPromises;
  33558. nodeFrame.renderId ++;
  33559. //
  33560. nodeFrame.update();
  33561. //
  33562. renderContext.depth = this.depth;
  33563. renderContext.stencil = this.stencil;
  33564. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  33565. renderContext.clippingContext.updateGlobal( sceneRef, camera );
  33566. //
  33567. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  33568. //
  33569. const renderList = this._renderLists.get( scene, camera );
  33570. renderList.begin();
  33571. this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
  33572. // include lights from target scene
  33573. if ( targetScene !== scene ) {
  33574. targetScene.traverseVisible( function ( object ) {
  33575. if ( object.isLight && object.layers.test( camera.layers ) ) {
  33576. renderList.pushLight( object );
  33577. }
  33578. } );
  33579. }
  33580. renderList.finish();
  33581. //
  33582. if ( renderTarget !== null ) {
  33583. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  33584. const renderTargetData = this._textures.get( renderTarget );
  33585. renderContext.textures = renderTargetData.textures;
  33586. renderContext.depthTexture = renderTargetData.depthTexture;
  33587. } else {
  33588. renderContext.textures = null;
  33589. renderContext.depthTexture = null;
  33590. }
  33591. //
  33592. this._background.update( sceneRef, renderList, renderContext );
  33593. // process render lists
  33594. const opaqueObjects = renderList.opaque;
  33595. const transparentObjects = renderList.transparent;
  33596. const transparentDoublePassObjects = renderList.transparentDoublePass;
  33597. const lightsNode = renderList.lightsNode;
  33598. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  33599. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
  33600. // restore render tree
  33601. nodeFrame.renderId = previousRenderId;
  33602. this._currentRenderContext = previousRenderContext;
  33603. this._currentRenderObjectFunction = previousRenderObjectFunction;
  33604. this._compilationPromises = previousCompilationPromises;
  33605. this._handleObjectFunction = this._renderObjectDirect;
  33606. // wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
  33607. await Promise.all( compilationPromises );
  33608. }
  33609. /**
  33610. * Renders the scene in an async fashion.
  33611. *
  33612. * @async
  33613. * @param {Object3D} scene - The scene or 3D object to render.
  33614. * @param {Camera} camera - The camera.
  33615. * @return {Promise} A Promise that resolves when the render has been finished.
  33616. */
  33617. async renderAsync( scene, camera ) {
  33618. if ( this._initialized === false ) await this.init();
  33619. const renderContext = this._renderScene( scene, camera );
  33620. await this.backend.resolveTimestampAsync( renderContext, 'render' );
  33621. }
  33622. /**
  33623. * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
  33624. * the CPU waits for the GPU to complete its operation (e.g. a compute task).
  33625. *
  33626. * @async
  33627. * @return {Promise} A Promise that resolves when synchronization has been finished.
  33628. */
  33629. async waitForGPU() {
  33630. await this.backend.waitForGPU();
  33631. }
  33632. /**
  33633. * Sets the given MRT configuration.
  33634. *
  33635. * @param {MRTNode} mrt - The MRT node to set.
  33636. * @return {Renderer} A reference to this renderer.
  33637. */
  33638. setMRT( mrt ) {
  33639. this._mrt = mrt;
  33640. return this;
  33641. }
  33642. /**
  33643. * Returns the MRT configuration.
  33644. *
  33645. * @return {MRTNode} The MRT configuration.
  33646. */
  33647. getMRT() {
  33648. return this._mrt;
  33649. }
  33650. /**
  33651. * Default implementation of the device lost callback.
  33652. *
  33653. * @private
  33654. * @param {Object} info - Information about the context lost.
  33655. */
  33656. _onDeviceLost( info ) {
  33657. let errorMessage = `THREE.WebGPURenderer: ${info.api} Device Lost:\n\nMessage: ${info.message}`;
  33658. if ( info.reason ) {
  33659. errorMessage += `\nReason: ${info.reason}`;
  33660. }
  33661. console.error( errorMessage );
  33662. this._isDeviceLost = true;
  33663. }
  33664. /**
  33665. * Renders the given render bundle.
  33666. *
  33667. * @private
  33668. * @param {Object} bundle - Render bundle data.
  33669. * @param {Scene} sceneRef - The scene the render bundle belongs to.
  33670. * @param {LightsNode} lightsNode - The current lights node.
  33671. */
  33672. _renderBundle( bundle, sceneRef, lightsNode ) {
  33673. const { bundleGroup, camera, renderList } = bundle;
  33674. const renderContext = this._currentRenderContext;
  33675. //
  33676. const renderBundle = this._bundles.get( bundleGroup, camera );
  33677. const renderBundleData = this.backend.get( renderBundle );
  33678. if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set();
  33679. //
  33680. const needsUpdate = bundleGroup.version !== renderBundleData.version;
  33681. const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || needsUpdate;
  33682. renderBundleData.renderContexts.add( renderContext );
  33683. if ( renderBundleNeedsUpdate ) {
  33684. this.backend.beginBundle( renderContext );
  33685. if ( renderBundleData.renderObjects === undefined || needsUpdate ) {
  33686. renderBundleData.renderObjects = [];
  33687. }
  33688. this._currentRenderBundle = renderBundle;
  33689. const opaqueObjects = renderList.opaque;
  33690. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  33691. this._currentRenderBundle = null;
  33692. //
  33693. this.backend.finishBundle( renderContext, renderBundle );
  33694. renderBundleData.version = bundleGroup.version;
  33695. } else {
  33696. const { renderObjects } = renderBundleData;
  33697. for ( let i = 0, l = renderObjects.length; i < l; i ++ ) {
  33698. const renderObject = renderObjects[ i ];
  33699. if ( this._nodes.needsRefresh( renderObject ) ) {
  33700. this._nodes.updateBefore( renderObject );
  33701. this._nodes.updateForRender( renderObject );
  33702. this._bindings.updateForRender( renderObject );
  33703. this._nodes.updateAfter( renderObject );
  33704. }
  33705. }
  33706. }
  33707. this.backend.addBundle( renderContext, renderBundle );
  33708. }
  33709. /**
  33710. * Renders the scene or 3D object with the given camera. This method can only be called
  33711. * if the renderer has been initialized.
  33712. *
  33713. * The target of the method is the default framebuffer (meaning the canvas)
  33714. * or alternatively a render target when specified via `setRenderTarget()`.
  33715. *
  33716. * @param {Object3D} scene - The scene or 3D object to render.
  33717. * @param {Camera} camera - The camera to render the scene with.
  33718. * @return {Promise?} A Promise that resolve when the scene has been rendered.
  33719. * Only returned when the renderer has not been initialized.
  33720. */
  33721. render( scene, camera ) {
  33722. if ( this._initialized === false ) {
  33723. console.warn( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
  33724. return this.renderAsync( scene, camera );
  33725. }
  33726. this._renderScene( scene, camera );
  33727. }
  33728. /**
  33729. * Returns an internal render target which is used when computing the output tone mapping
  33730. * and color space conversion. Unlike in `WebGLRenderer`, this is done in a separate render
  33731. * pass and not inline to achieve more correct results.
  33732. *
  33733. * @private
  33734. * @return {RenderTarget?} The render target. The method returns `null` if no output conversion should be applied.
  33735. */
  33736. _getFrameBufferTarget() {
  33737. const { currentToneMapping, currentColorSpace } = this;
  33738. const useToneMapping = currentToneMapping !== NoToneMapping;
  33739. const useColorSpace = currentColorSpace !== LinearSRGBColorSpace;
  33740. if ( useToneMapping === false && useColorSpace === false ) return null;
  33741. const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
  33742. const { depth, stencil } = this;
  33743. let frameBufferTarget = this._frameBufferTarget;
  33744. if ( frameBufferTarget === null ) {
  33745. frameBufferTarget = new RenderTarget( width, height, {
  33746. depthBuffer: depth,
  33747. stencilBuffer: stencil,
  33748. type: HalfFloatType, // FloatType
  33749. format: RGBAFormat,
  33750. colorSpace: LinearSRGBColorSpace,
  33751. generateMipmaps: false,
  33752. minFilter: LinearFilter,
  33753. magFilter: LinearFilter,
  33754. samples: this.samples
  33755. } );
  33756. frameBufferTarget.isPostProcessingRenderTarget = true;
  33757. this._frameBufferTarget = frameBufferTarget;
  33758. }
  33759. frameBufferTarget.depthBuffer = depth;
  33760. frameBufferTarget.stencilBuffer = stencil;
  33761. frameBufferTarget.setSize( width, height );
  33762. frameBufferTarget.viewport.copy( this._viewport );
  33763. frameBufferTarget.scissor.copy( this._scissor );
  33764. frameBufferTarget.viewport.multiplyScalar( this._pixelRatio );
  33765. frameBufferTarget.scissor.multiplyScalar( this._pixelRatio );
  33766. frameBufferTarget.scissorTest = this._scissorTest;
  33767. return frameBufferTarget;
  33768. }
  33769. /**
  33770. * Renders the scene or 3D object with the given camera.
  33771. *
  33772. * @private
  33773. * @param {Object3D} scene - The scene or 3D object to render.
  33774. * @param {Camera} camera - The camera to render the scene with.
  33775. * @param {Boolean} [useFrameBufferTarget=true] - Whether to use a framebuffer target or not.
  33776. * @return {RenderContext} The current render context.
  33777. */
  33778. _renderScene( scene, camera, useFrameBufferTarget = true ) {
  33779. if ( this._isDeviceLost === true ) return;
  33780. const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;
  33781. // preserve render tree
  33782. const nodeFrame = this._nodes.nodeFrame;
  33783. const previousRenderId = nodeFrame.renderId;
  33784. const previousRenderContext = this._currentRenderContext;
  33785. const previousRenderObjectFunction = this._currentRenderObjectFunction;
  33786. //
  33787. const sceneRef = ( scene.isScene === true ) ? scene : _scene;
  33788. const outputRenderTarget = this._renderTarget;
  33789. const activeCubeFace = this._activeCubeFace;
  33790. const activeMipmapLevel = this._activeMipmapLevel;
  33791. //
  33792. let renderTarget;
  33793. if ( frameBufferTarget !== null ) {
  33794. renderTarget = frameBufferTarget;
  33795. this.setRenderTarget( renderTarget );
  33796. } else {
  33797. renderTarget = outputRenderTarget;
  33798. }
  33799. //
  33800. const renderContext = this._renderContexts.get( scene, camera, renderTarget );
  33801. this._currentRenderContext = renderContext;
  33802. this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
  33803. //
  33804. this.info.calls ++;
  33805. this.info.render.calls ++;
  33806. this.info.render.frameCalls ++;
  33807. nodeFrame.renderId = this.info.calls;
  33808. //
  33809. const coordinateSystem = this.coordinateSystem;
  33810. if ( camera.coordinateSystem !== coordinateSystem ) {
  33811. camera.coordinateSystem = coordinateSystem;
  33812. camera.updateProjectionMatrix();
  33813. }
  33814. //
  33815. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  33816. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  33817. //
  33818. let viewport = this._viewport;
  33819. let scissor = this._scissor;
  33820. let pixelRatio = this._pixelRatio;
  33821. if ( renderTarget !== null ) {
  33822. viewport = renderTarget.viewport;
  33823. scissor = renderTarget.scissor;
  33824. pixelRatio = 1;
  33825. }
  33826. this.getDrawingBufferSize( _drawingBufferSize );
  33827. _screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
  33828. const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
  33829. const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
  33830. renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
  33831. renderContext.viewportValue.width >>= activeMipmapLevel;
  33832. renderContext.viewportValue.height >>= activeMipmapLevel;
  33833. renderContext.viewportValue.minDepth = minDepth;
  33834. renderContext.viewportValue.maxDepth = maxDepth;
  33835. renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
  33836. renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
  33837. renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
  33838. renderContext.scissorValue.width >>= activeMipmapLevel;
  33839. renderContext.scissorValue.height >>= activeMipmapLevel;
  33840. if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  33841. renderContext.clippingContext.updateGlobal( sceneRef, camera );
  33842. //
  33843. sceneRef.onBeforeRender( this, scene, camera, renderTarget );
  33844. //
  33845. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33846. _frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem );
  33847. const renderList = this._renderLists.get( scene, camera );
  33848. renderList.begin();
  33849. this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );
  33850. renderList.finish();
  33851. if ( this.sortObjects === true ) {
  33852. renderList.sort( this._opaqueSort, this._transparentSort );
  33853. }
  33854. //
  33855. if ( renderTarget !== null ) {
  33856. this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
  33857. const renderTargetData = this._textures.get( renderTarget );
  33858. renderContext.textures = renderTargetData.textures;
  33859. renderContext.depthTexture = renderTargetData.depthTexture;
  33860. renderContext.width = renderTargetData.width;
  33861. renderContext.height = renderTargetData.height;
  33862. renderContext.renderTarget = renderTarget;
  33863. renderContext.depth = renderTarget.depthBuffer;
  33864. renderContext.stencil = renderTarget.stencilBuffer;
  33865. } else {
  33866. renderContext.textures = null;
  33867. renderContext.depthTexture = null;
  33868. renderContext.width = this.domElement.width;
  33869. renderContext.height = this.domElement.height;
  33870. renderContext.depth = this.depth;
  33871. renderContext.stencil = this.stencil;
  33872. }
  33873. renderContext.width >>= activeMipmapLevel;
  33874. renderContext.height >>= activeMipmapLevel;
  33875. renderContext.activeCubeFace = activeCubeFace;
  33876. renderContext.activeMipmapLevel = activeMipmapLevel;
  33877. renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
  33878. //
  33879. this._background.update( sceneRef, renderList, renderContext );
  33880. //
  33881. this.backend.beginRender( renderContext );
  33882. // process render lists
  33883. const {
  33884. bundles,
  33885. lightsNode,
  33886. transparentDoublePass: transparentDoublePassObjects,
  33887. transparent: transparentObjects,
  33888. opaque: opaqueObjects
  33889. } = renderList;
  33890. if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
  33891. if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  33892. if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );
  33893. // finish render pass
  33894. this.backend.finishRender( renderContext );
  33895. // restore render tree
  33896. nodeFrame.renderId = previousRenderId;
  33897. this._currentRenderContext = previousRenderContext;
  33898. this._currentRenderObjectFunction = previousRenderObjectFunction;
  33899. //
  33900. if ( frameBufferTarget !== null ) {
  33901. this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );
  33902. const quad = this._quad;
  33903. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  33904. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  33905. quad.material.needsUpdate = true;
  33906. }
  33907. this._renderScene( quad, quad.camera, false );
  33908. }
  33909. //
  33910. sceneRef.onAfterRender( this, scene, camera, renderTarget );
  33911. //
  33912. return renderContext;
  33913. }
  33914. /**
  33915. * Returns the maximum available anisotropy for texture filtering.
  33916. *
  33917. * @return {Number} The maximum available anisotropy.
  33918. */
  33919. getMaxAnisotropy() {
  33920. return this.backend.getMaxAnisotropy();
  33921. }
  33922. /**
  33923. * Returns the active cube face.
  33924. *
  33925. * @return {Number} The active cube face.
  33926. */
  33927. getActiveCubeFace() {
  33928. return this._activeCubeFace;
  33929. }
  33930. /**
  33931. * Returns the active mipmap level.
  33932. *
  33933. * @return {Number} The active mipmap level.
  33934. */
  33935. getActiveMipmapLevel() {
  33936. return this._activeMipmapLevel;
  33937. }
  33938. /**
  33939. * Applications are advised to always define the animation loop
  33940. * with this method and not manually with `requestAnimationFrame()`
  33941. * for best compatibility.
  33942. *
  33943. * @async
  33944. * @param {Function} callback - The application's animation loop.
  33945. * @return {Promise} A Promise that resolves when the set has been executed.
  33946. */
  33947. async setAnimationLoop( callback ) {
  33948. if ( this._initialized === false ) await this.init();
  33949. this._animation.setAnimationLoop( callback );
  33950. }
  33951. /**
  33952. * Can be used to transfer buffer data from a storage buffer attribute
  33953. * from the GPU to the CPU in context of compute shaders.
  33954. *
  33955. * @async
  33956. * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  33957. * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  33958. */
  33959. async getArrayBufferAsync( attribute ) {
  33960. return await this.backend.getArrayBufferAsync( attribute );
  33961. }
  33962. /**
  33963. * Returns the rendering context.
  33964. *
  33965. * @return {GPUCanvasContext|WebGL2RenderingContext} The rendering context.
  33966. */
  33967. getContext() {
  33968. return this.backend.getContext();
  33969. }
  33970. /**
  33971. * Returns the pixel ratio.
  33972. *
  33973. * @return {Number} The pixel ratio.
  33974. */
  33975. getPixelRatio() {
  33976. return this._pixelRatio;
  33977. }
  33978. /**
  33979. * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
  33980. *
  33981. * @param {Vector2} target - The method writes the result in this target object.
  33982. * @return {Vector2} The drawing buffer size.
  33983. */
  33984. getDrawingBufferSize( target ) {
  33985. return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
  33986. }
  33987. /**
  33988. * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
  33989. *
  33990. * @param {Vector2} target - The method writes the result in this target object.
  33991. * @return {Vector2} The drawing buffer size.
  33992. */
  33993. getSize( target ) {
  33994. return target.set( this._width, this._height );
  33995. }
  33996. /**
  33997. * Sets the given pixel ration and resizes the canvas if necessary.
  33998. *
  33999. * @param {Number} [value=1] - The pixel ratio.
  34000. */
  34001. setPixelRatio( value = 1 ) {
  34002. if ( this._pixelRatio === value ) return;
  34003. this._pixelRatio = value;
  34004. this.setSize( this._width, this._height, false );
  34005. }
  34006. /**
  34007. * This method allows to define the drawing buffer size by specifying
  34008. * width, height and pixel ratio all at once. The size of the drawing
  34009. * buffer is computed with this formula:
  34010. * ````
  34011. * size.x = width * pixelRatio;
  34012. * size.y = height * pixelRatio;
  34013. *```
  34014. *
  34015. * @param {Number} width - The width in logical pixels.
  34016. * @param {Number} height - The height in logical pixels.
  34017. * @param {Number} pixelRatio - The pixel ratio.
  34018. */
  34019. setDrawingBufferSize( width, height, pixelRatio ) {
  34020. this._width = width;
  34021. this._height = height;
  34022. this._pixelRatio = pixelRatio;
  34023. this.domElement.width = Math.floor( width * pixelRatio );
  34024. this.domElement.height = Math.floor( height * pixelRatio );
  34025. this.setViewport( 0, 0, width, height );
  34026. if ( this._initialized ) this.backend.updateSize();
  34027. }
  34028. /**
  34029. * Sets the size of the renderer.
  34030. *
  34031. * @param {Number} width - The width in logical pixels.
  34032. * @param {Number} height - The height in logical pixels.
  34033. * @param {Boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
  34034. */
  34035. setSize( width, height, updateStyle = true ) {
  34036. this._width = width;
  34037. this._height = height;
  34038. this.domElement.width = Math.floor( width * this._pixelRatio );
  34039. this.domElement.height = Math.floor( height * this._pixelRatio );
  34040. if ( updateStyle === true ) {
  34041. this.domElement.style.width = width + 'px';
  34042. this.domElement.style.height = height + 'px';
  34043. }
  34044. this.setViewport( 0, 0, width, height );
  34045. if ( this._initialized ) this.backend.updateSize();
  34046. }
  34047. /**
  34048. * Defines a manual sort function for the opaque render list.
  34049. * Pass `null` to use the default sort.
  34050. *
  34051. * @param {Function} method - The sort function.
  34052. */
  34053. setOpaqueSort( method ) {
  34054. this._opaqueSort = method;
  34055. }
  34056. /**
  34057. * Defines a manual sort function for the transparent render list.
  34058. * Pass `null` to use the default sort.
  34059. *
  34060. * @param {Function} method - The sort function.
  34061. */
  34062. setTransparentSort( method ) {
  34063. this._transparentSort = method;
  34064. }
  34065. /**
  34066. * Returns the scissor rectangle.
  34067. *
  34068. * @param {Vector4} target - The method writes the result in this target object.
  34069. * @return {Vector4} The scissor rectangle.
  34070. */
  34071. getScissor( target ) {
  34072. const scissor = this._scissor;
  34073. target.x = scissor.x;
  34074. target.y = scissor.y;
  34075. target.width = scissor.width;
  34076. target.height = scissor.height;
  34077. return target;
  34078. }
  34079. /**
  34080. * Defines the scissor rectangle.
  34081. *
  34082. * @param {Number | Vector4} x - The horizontal coordinate for the lower left corner of the box in logical pixel unit.
  34083. * Instead of passing four arguments, the method also works with a single four-dimensional vector.
  34084. * @param {Number} y - The vertical coordinate for the lower left corner of the box in logical pixel unit.
  34085. * @param {Number} width - The width of the scissor box in logical pixel unit.
  34086. * @param {Number} height - The height of the scissor box in logical pixel unit.
  34087. */
  34088. setScissor( x, y, width, height ) {
  34089. const scissor = this._scissor;
  34090. if ( x.isVector4 ) {
  34091. scissor.copy( x );
  34092. } else {
  34093. scissor.set( x, y, width, height );
  34094. }
  34095. }
  34096. /**
  34097. * Returns the scissor test value.
  34098. *
  34099. * @return {Boolean} Whether the scissor test should be enabled or not.
  34100. */
  34101. getScissorTest() {
  34102. return this._scissorTest;
  34103. }
  34104. /**
  34105. * Defines the scissor test.
  34106. *
  34107. * @param {Boolean} boolean - Whether the scissor test should be enabled or not.
  34108. */
  34109. setScissorTest( boolean ) {
  34110. this._scissorTest = boolean;
  34111. this.backend.setScissorTest( boolean );
  34112. }
  34113. /**
  34114. * Returns the viewport definition.
  34115. *
  34116. * @param {Vector4} target - The method writes the result in this target object.
  34117. * @return {Vector4} The viewport definition.
  34118. */
  34119. getViewport( target ) {
  34120. return target.copy( this._viewport );
  34121. }
  34122. /**
  34123. * Defines the viewport.
  34124. *
  34125. * @param {Number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
  34126. * @param {Number} y - The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit.
  34127. * @param {Number} width - The width of the viewport in logical pixel unit.
  34128. * @param {Number} height - The height of the viewport in logical pixel unit.
  34129. * @param {Number} minDepth - The minimum depth value of the viewport. WebGPU only.
  34130. * @param {Number} maxDepth - The maximum depth value of the viewport. WebGPU only.
  34131. */
  34132. setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
  34133. const viewport = this._viewport;
  34134. if ( x.isVector4 ) {
  34135. viewport.copy( x );
  34136. } else {
  34137. viewport.set( x, y, width, height );
  34138. }
  34139. viewport.minDepth = minDepth;
  34140. viewport.maxDepth = maxDepth;
  34141. }
  34142. /**
  34143. * Returns the clear color.
  34144. *
  34145. * @param {Color} target - The method writes the result in this target object.
  34146. * @return {Color} The clear color.
  34147. */
  34148. getClearColor( target ) {
  34149. return target.copy( this._clearColor );
  34150. }
  34151. /**
  34152. * Defines the clear color and optionally the clear alpha.
  34153. *
  34154. * @param {Color} color - The clear color.
  34155. * @param {Number} [alpha=1] - The clear alpha.
  34156. */
  34157. setClearColor( color, alpha = 1 ) {
  34158. this._clearColor.set( color );
  34159. this._clearColor.a = alpha;
  34160. }
  34161. /**
  34162. * Returns the clear alpha.
  34163. *
  34164. * @return {Number} The clear alpha.
  34165. */
  34166. getClearAlpha() {
  34167. return this._clearColor.a;
  34168. }
  34169. /**
  34170. * Defines the clear alpha.
  34171. *
  34172. * @param {Number} alpha - The clear alpha.
  34173. */
  34174. setClearAlpha( alpha ) {
  34175. this._clearColor.a = alpha;
  34176. }
  34177. /**
  34178. * Returns the clear depth.
  34179. *
  34180. * @return {Number} The clear depth.
  34181. */
  34182. getClearDepth() {
  34183. return this._clearDepth;
  34184. }
  34185. /**
  34186. * Defines the clear depth.
  34187. *
  34188. * @param {Number} depth - The clear depth.
  34189. */
  34190. setClearDepth( depth ) {
  34191. this._clearDepth = depth;
  34192. }
  34193. /**
  34194. * Returns the clear stencil.
  34195. *
  34196. * @return {Number} The clear stencil.
  34197. */
  34198. getClearStencil() {
  34199. return this._clearStencil;
  34200. }
  34201. /**
  34202. * Defines the clear stencil.
  34203. *
  34204. * @param {Number} stencil - The clear stencil.
  34205. */
  34206. setClearStencil( stencil ) {
  34207. this._clearStencil = stencil;
  34208. }
  34209. /**
  34210. * This method performs an occlusion query for the given 3D object.
  34211. * It returns `true` if the given 3D object is fully occluded by other
  34212. * 3D objects in the scene.
  34213. *
  34214. * @param {Object3D} object - The 3D object to test.
  34215. * @return {Boolean} Whether the 3D object is fully occluded or not.
  34216. */
  34217. isOccluded( object ) {
  34218. const renderContext = this._currentRenderContext;
  34219. return renderContext && this.backend.isOccluded( renderContext, object );
  34220. }
  34221. /**
  34222. * Performs a manual clear operation. This method ignores `autoClear` properties.
  34223. *
  34224. * @param {Boolean} [color=true] - Whether the color buffer should be cleared or not.
  34225. * @param {Boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  34226. * @param {Boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  34227. * @return {Promise} A Promise that resolves when the clear operation has been executed.
  34228. * Only returned when the renderer has not been initialized.
  34229. */
  34230. clear( color = true, depth = true, stencil = true ) {
  34231. if ( this._initialized === false ) {
  34232. console.warn( 'THREE.Renderer: .clear() called before the backend is initialized. Try using .clearAsync() instead.' );
  34233. return this.clearAsync( color, depth, stencil );
  34234. }
  34235. const renderTarget = this._renderTarget || this._getFrameBufferTarget();
  34236. let renderContext = null;
  34237. if ( renderTarget !== null ) {
  34238. this._textures.updateRenderTarget( renderTarget );
  34239. const renderTargetData = this._textures.get( renderTarget );
  34240. renderContext = this._renderContexts.getForClear( renderTarget );
  34241. renderContext.textures = renderTargetData.textures;
  34242. renderContext.depthTexture = renderTargetData.depthTexture;
  34243. renderContext.width = renderTargetData.width;
  34244. renderContext.height = renderTargetData.height;
  34245. renderContext.renderTarget = renderTarget;
  34246. renderContext.depth = renderTarget.depthBuffer;
  34247. renderContext.stencil = renderTarget.stencilBuffer;
  34248. }
  34249. this.backend.clear( color, depth, stencil, renderContext );
  34250. if ( renderTarget !== null && this._renderTarget === null ) {
  34251. // If a color space transform or tone mapping is required,
  34252. // the clear operation clears the intermediate renderTarget texture, but does not update the screen canvas.
  34253. const quad = this._quad;
  34254. if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {
  34255. quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  34256. quad.material.needsUpdate = true;
  34257. }
  34258. this._renderScene( quad, quad.camera, false );
  34259. }
  34260. }
  34261. /**
  34262. * Performs a manual clear operation of the color buffer. This method ignores `autoClear` properties.
  34263. *
  34264. * @return {Promise} A Promise that resolves when the clear operation has been executed.
  34265. * Only returned when the renderer has not been initialized.
  34266. */
  34267. clearColor() {
  34268. return this.clear( true, false, false );
  34269. }
  34270. /**
  34271. * Performs a manual clear operation of the depth buffer. This method ignores `autoClear` properties.
  34272. *
  34273. * @return {Promise} A Promise that resolves when the clear operation has been executed.
  34274. * Only returned when the renderer has not been initialized.
  34275. */
  34276. clearDepth() {
  34277. return this.clear( false, true, false );
  34278. }
  34279. /**
  34280. * Performs a manual clear operation of the stencil buffer. This method ignores `autoClear` properties.
  34281. *
  34282. * @return {Promise} A Promise that resolves when the clear operation has been executed.
  34283. * Only returned when the renderer has not been initialized.
  34284. */
  34285. clearStencil() {
  34286. return this.clear( false, false, true );
  34287. }
  34288. /**
  34289. * Async version of {@link module:Renderer~Renderer#clear}.
  34290. *
  34291. * @async
  34292. * @param {Boolean} [color=true] - Whether the color buffer should be cleared or not.
  34293. * @param {Boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  34294. * @param {Boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  34295. * @return {Promise} A Promise that resolves when the clear operation has been executed.
  34296. */
  34297. async clearAsync( color = true, depth = true, stencil = true ) {
  34298. if ( this._initialized === false ) await this.init();
  34299. this.clear( color, depth, stencil );
  34300. }
  34301. /**
  34302. * Async version of {@link module:Renderer~Renderer#clearColor}.
  34303. *
  34304. * @async
  34305. * @return {Promise} A Promise that resolves when the clear operation has been executed.
  34306. */
  34307. async clearColorAsync() {
  34308. this.clearAsync( true, false, false );
  34309. }
  34310. /**
  34311. * Async version of {@link module:Renderer~Renderer#clearDepth}.
  34312. *
  34313. * @async
  34314. * @return {Promise} A Promise that resolves when the clear operation has been executed.
  34315. */
  34316. async clearDepthAsync() {
  34317. this.clearAsync( false, true, false );
  34318. }
  34319. /**
  34320. * Async version of {@link module:Renderer~Renderer#clearStencil}.
  34321. *
  34322. * @async
  34323. * @return {Promise} A Promise that resolves when the clear operation has been executed.
  34324. */
  34325. async clearStencilAsync() {
  34326. this.clearAsync( false, false, true );
  34327. }
  34328. /**
  34329. * The current output tone mapping of the renderer. When a render target is set,
  34330. * the output tone mapping is always `NoToneMapping`.
  34331. *
  34332. * @type {Number}
  34333. */
  34334. get currentToneMapping() {
  34335. return this._renderTarget !== null ? NoToneMapping : this.toneMapping;
  34336. }
  34337. /**
  34338. * The current output color space of the renderer. When a render target is set,
  34339. * the output color space is always `LinearSRGBColorSpace`.
  34340. *
  34341. * @type {String}
  34342. */
  34343. get currentColorSpace() {
  34344. return this._renderTarget !== null ? LinearSRGBColorSpace : this.outputColorSpace;
  34345. }
  34346. /**
  34347. * Frees all internal resources of the renderer. Call this method if the renderer
  34348. * is no longer in use by your app.
  34349. */
  34350. dispose() {
  34351. this.info.dispose();
  34352. this.backend.dispose();
  34353. this._animation.dispose();
  34354. this._objects.dispose();
  34355. this._pipelines.dispose();
  34356. this._nodes.dispose();
  34357. this._bindings.dispose();
  34358. this._renderLists.dispose();
  34359. this._renderContexts.dispose();
  34360. this._textures.dispose();
  34361. this.setRenderTarget( null );
  34362. this.setAnimationLoop( null );
  34363. }
  34364. /**
  34365. * Sets the given render target. Calling this method means the renderer does not
  34366. * target the default framebuffer (meaning the canvas) anymore but a custom framebuffer.
  34367. * Use `null` as the first argument to reset the state.
  34368. *
  34369. * @param {RenderTarget?} renderTarget - The render target to set.
  34370. * @param {Number} [activeCubeFace=0] - The active cube face.
  34371. * @param {Number} [activeMipmapLevel=0] - The active mipmap level.
  34372. */
  34373. setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
  34374. this._renderTarget = renderTarget;
  34375. this._activeCubeFace = activeCubeFace;
  34376. this._activeMipmapLevel = activeMipmapLevel;
  34377. }
  34378. /**
  34379. * Returns the current render target.
  34380. *
  34381. * @return {RenderTarget?} The render target. Returns `null` if no render target is set.
  34382. */
  34383. getRenderTarget() {
  34384. return this._renderTarget;
  34385. }
  34386. /**
  34387. * Callback for {@link module:Renderer~Renderer#setRenderObjectFunction}.
  34388. *
  34389. * @callback renderObjectFunction
  34390. * @param {Object3D} object - The 3D object.
  34391. * @param {Scene} scene - The scene the 3D object belongs to.
  34392. * @param {Camera} camera - The camera the object should be rendered with.
  34393. * @param {BufferGeometry} geometry - The object's geometry.
  34394. * @param {Material} material - The object's material.
  34395. * @param {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  34396. * @param {LightsNode} lightsNode - The current lights node.
  34397. * @param {ClippingContext} clippingContext - The clipping context.
  34398. * @param {String?} [passId=null] - An optional ID for identifying the pass.
  34399. */
  34400. /**
  34401. * Sets the given render object function. Calling this method overwrites the default implementation
  34402. * which is {@link module:Renderer~Renderer#renderObject}. Defining a custom function can be useful
  34403. * if you want to modify the way objects are rendered. For example you can define things like "every
  34404. * object that has material of a certain type should perform a pre-pass with a special overwrite material".
  34405. * The custom function must always call `renderObject()` in its implementation.
  34406. *
  34407. * Use `null` as the first argument to reset the state.
  34408. *
  34409. * @param {module:Renderer~renderObjectFunction?} renderObjectFunction - The render object function.
  34410. */
  34411. setRenderObjectFunction( renderObjectFunction ) {
  34412. this._renderObjectFunction = renderObjectFunction;
  34413. }
  34414. /**
  34415. * Returns the current render object function.
  34416. *
  34417. * @return {Function?} The current render object function. Returns `null` if no function is set.
  34418. */
  34419. getRenderObjectFunction() {
  34420. return this._renderObjectFunction;
  34421. }
  34422. /**
  34423. * Execute a single or an array of compute nodes. This method can only be called
  34424. * if the renderer has been initialized.
  34425. *
  34426. * @param {Node|Array<Node>} computeNodes - The compute node(s).
  34427. * @return {Promise?} A Promise that resolve when the compute has finished. Only returned when the renderer has not been initialized.
  34428. */
  34429. compute( computeNodes ) {
  34430. if ( this.isDeviceLost === true ) return;
  34431. if ( this._initialized === false ) {
  34432. console.warn( 'THREE.Renderer: .compute() called before the backend is initialized. Try using .computeAsync() instead.' );
  34433. return this.computeAsync( computeNodes );
  34434. }
  34435. //
  34436. const nodeFrame = this._nodes.nodeFrame;
  34437. const previousRenderId = nodeFrame.renderId;
  34438. //
  34439. this.info.calls ++;
  34440. this.info.compute.calls ++;
  34441. this.info.compute.frameCalls ++;
  34442. nodeFrame.renderId = this.info.calls;
  34443. //
  34444. const backend = this.backend;
  34445. const pipelines = this._pipelines;
  34446. const bindings = this._bindings;
  34447. const nodes = this._nodes;
  34448. const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
  34449. if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
  34450. throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
  34451. }
  34452. backend.beginCompute( computeNodes );
  34453. for ( const computeNode of computeList ) {
  34454. // onInit
  34455. if ( pipelines.has( computeNode ) === false ) {
  34456. const dispose = () => {
  34457. computeNode.removeEventListener( 'dispose', dispose );
  34458. pipelines.delete( computeNode );
  34459. bindings.delete( computeNode );
  34460. nodes.delete( computeNode );
  34461. };
  34462. computeNode.addEventListener( 'dispose', dispose );
  34463. //
  34464. const onInitFn = computeNode.onInitFunction;
  34465. if ( onInitFn !== null ) {
  34466. onInitFn.call( computeNode, { renderer: this } );
  34467. }
  34468. }
  34469. nodes.updateForCompute( computeNode );
  34470. bindings.updateForCompute( computeNode );
  34471. const computeBindings = bindings.getForCompute( computeNode );
  34472. const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
  34473. backend.compute( computeNodes, computeNode, computeBindings, computePipeline );
  34474. }
  34475. backend.finishCompute( computeNodes );
  34476. //
  34477. nodeFrame.renderId = previousRenderId;
  34478. }
  34479. /**
  34480. * Execute a single or an array of compute nodes.
  34481. *
  34482. * @async
  34483. * @param {Node|Array<Node>} computeNodes - The compute node(s).
  34484. * @return {Promise?} A Promise that resolve when the compute has finished.
  34485. */
  34486. async computeAsync( computeNodes ) {
  34487. if ( this._initialized === false ) await this.init();
  34488. this.compute( computeNodes );
  34489. await this.backend.resolveTimestampAsync( computeNodes, 'compute' );
  34490. }
  34491. /**
  34492. * Checks if the given feature is supported by the selected backend.
  34493. *
  34494. * @async
  34495. * @param {String} name - The feature's name.
  34496. * @return {Promise<Boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not.
  34497. */
  34498. async hasFeatureAsync( name ) {
  34499. if ( this._initialized === false ) await this.init();
  34500. return this.backend.hasFeature( name );
  34501. }
  34502. /**
  34503. * Checks if the given feature is supported by the selected backend. If the
  34504. * renderer has not been initialized, this method always returns `false`.
  34505. *
  34506. * @param {String} name - The feature's name.
  34507. * @return {Boolean} Whether the feature is supported or not.
  34508. */
  34509. hasFeature( name ) {
  34510. if ( this._initialized === false ) {
  34511. console.warn( 'THREE.Renderer: .hasFeature() called before the backend is initialized. Try using .hasFeatureAsync() instead.' );
  34512. return false;
  34513. }
  34514. return this.backend.hasFeature( name );
  34515. }
  34516. /**
  34517. * Returns `true` when the renderer has been initialized.
  34518. *
  34519. * @return {Boolean} Whether the renderer has been initialized or not.
  34520. */
  34521. hasInitialized() {
  34522. return this._initialized;
  34523. }
  34524. /**
  34525. * Initializes the given textures. Useful for preloading a texture rather than waiting until first render
  34526. * (which can cause noticeable lags due to decode and GPU upload overhead).
  34527. *
  34528. * @async
  34529. * @param {Texture} texture - The texture.
  34530. * @return {Promise} A Promise that resolves when the texture has been initialized.
  34531. */
  34532. async initTextureAsync( texture ) {
  34533. if ( this._initialized === false ) await this.init();
  34534. this._textures.updateTexture( texture );
  34535. }
  34536. /**
  34537. * Initializes the given textures. Useful for preloading a texture rather than waiting until first render
  34538. * (which can cause noticeable lags due to decode and GPU upload overhead).
  34539. *
  34540. * This method can only be used if the renderer has been initialized.
  34541. *
  34542. * @param {Texture} texture - The texture.
  34543. */
  34544. initTexture( texture ) {
  34545. if ( this._initialized === false ) {
  34546. console.warn( 'THREE.Renderer: .initTexture() called before the backend is initialized. Try using .initTextureAsync() instead.' );
  34547. }
  34548. this._textures.updateTexture( texture );
  34549. }
  34550. /**
  34551. * Copies the current bound framebuffer into the given texture.
  34552. *
  34553. * @param {FramebufferTexture} framebufferTexture - The texture.
  34554. * @param {Vector2|Vector4} rectangle - A two or four dimensional vector that defines the rectangular portion of the framebuffer that should be copied.
  34555. */
  34556. copyFramebufferToTexture( framebufferTexture, rectangle = null ) {
  34557. if ( rectangle !== null ) {
  34558. if ( rectangle.isVector2 ) {
  34559. rectangle = _vector4.set( rectangle.x, rectangle.y, framebufferTexture.image.width, framebufferTexture.image.height ).floor();
  34560. } else if ( rectangle.isVector4 ) {
  34561. rectangle = _vector4.copy( rectangle ).floor();
  34562. } else {
  34563. console.error( 'THREE.Renderer.copyFramebufferToTexture: Invalid rectangle.' );
  34564. return;
  34565. }
  34566. } else {
  34567. rectangle = _vector4.set( 0, 0, framebufferTexture.image.width, framebufferTexture.image.height );
  34568. }
  34569. //
  34570. let renderContext = this._currentRenderContext;
  34571. let renderTarget;
  34572. if ( renderContext !== null ) {
  34573. renderTarget = renderContext.renderTarget;
  34574. } else {
  34575. renderTarget = this._renderTarget || this._getFrameBufferTarget();
  34576. if ( renderTarget !== null ) {
  34577. this._textures.updateRenderTarget( renderTarget );
  34578. renderContext = this._textures.get( renderTarget );
  34579. }
  34580. }
  34581. //
  34582. this._textures.updateTexture( framebufferTexture, { renderTarget } );
  34583. this.backend.copyFramebufferToTexture( framebufferTexture, renderContext, rectangle );
  34584. }
  34585. /**
  34586. * Copies data of source texture into a destination texture.
  34587. *
  34588. * @param {Texture} srcTexture - The source texture.
  34589. * @param {Texture} dstTexture - The destination texture.
  34590. * @param {Box2|Box3} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
  34591. * @param {Vector2|Vector3} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
  34592. * @param {Number} level - The mipmap level to copy.
  34593. */
  34594. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  34595. this._textures.updateTexture( srcTexture );
  34596. this._textures.updateTexture( dstTexture );
  34597. this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level );
  34598. }
  34599. /**
  34600. * Reads pixel data from the given render target.
  34601. *
  34602. * @async
  34603. * @param {RenderTarget} renderTarget - The render target to read from.
  34604. * @param {Number} x - The `x` coordinate of the copy region's origin.
  34605. * @param {Number} y - The `y` coordinate of the copy region's origin.
  34606. * @param {Number} width - The width of the copy region.
  34607. * @param {Number} height - The height of the copy region.
  34608. * @param {Number} [textureIndex=0] - The texture index of a MRT render target.
  34609. * @param {Number} [faceIndex=0] - The active cube face index.
  34610. * @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
  34611. */
  34612. async readRenderTargetPixelsAsync( renderTarget, x, y, width, height, textureIndex = 0, faceIndex = 0 ) {
  34613. return this.backend.copyTextureToBuffer( renderTarget.textures[ textureIndex ], x, y, width, height, faceIndex );
  34614. }
  34615. /**
  34616. * Analyzes the given 3D object's hierarchy and builds render lists from the
  34617. * processed hierarchy.
  34618. *
  34619. * @param {Object3D} object - The 3D object to process (usually a scene).
  34620. * @param {Camera} camera - The camera the object is rendered with.
  34621. * @param {Number} groupOrder - The group order is derived from the `renderOrder` of groups and is used to group 3D objects within groups.
  34622. * @param {RenderList} renderList - The current render list.
  34623. * @param {ClippingContext} clippingContext - The current clipping context.
  34624. */
  34625. _projectObject( object, camera, groupOrder, renderList, clippingContext ) {
  34626. if ( object.visible === false ) return;
  34627. const visible = object.layers.test( camera.layers );
  34628. if ( visible ) {
  34629. if ( object.isGroup ) {
  34630. groupOrder = object.renderOrder;
  34631. if ( object.isClippingGroup && object.enabled ) clippingContext = clippingContext.getGroupContext( object );
  34632. } else if ( object.isLOD ) {
  34633. if ( object.autoUpdate === true ) object.update( camera );
  34634. } else if ( object.isLight ) {
  34635. renderList.pushLight( object );
  34636. } else if ( object.isSprite ) {
  34637. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  34638. if ( this.sortObjects === true ) {
  34639. _vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
  34640. }
  34641. const { geometry, material } = object;
  34642. if ( material.visible ) {
  34643. renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
  34644. }
  34645. }
  34646. } else if ( object.isLineLoop ) {
  34647. console.error( 'THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
  34648. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  34649. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  34650. const { geometry, material } = object;
  34651. if ( this.sortObjects === true ) {
  34652. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  34653. _vector4
  34654. .copy( geometry.boundingSphere.center )
  34655. .applyMatrix4( object.matrixWorld )
  34656. .applyMatrix4( _projScreenMatrix );
  34657. }
  34658. if ( Array.isArray( material ) ) {
  34659. const groups = geometry.groups;
  34660. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  34661. const group = groups[ i ];
  34662. const groupMaterial = material[ group.materialIndex ];
  34663. if ( groupMaterial && groupMaterial.visible ) {
  34664. renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, clippingContext );
  34665. }
  34666. }
  34667. } else if ( material.visible ) {
  34668. renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );
  34669. }
  34670. }
  34671. }
  34672. }
  34673. if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {
  34674. const baseRenderList = renderList;
  34675. // replace render list
  34676. renderList = this._renderLists.get( object, camera );
  34677. renderList.begin();
  34678. baseRenderList.pushBundle( {
  34679. bundleGroup: object,
  34680. camera,
  34681. renderList,
  34682. } );
  34683. renderList.finish();
  34684. }
  34685. const children = object.children;
  34686. for ( let i = 0, l = children.length; i < l; i ++ ) {
  34687. this._projectObject( children[ i ], camera, groupOrder, renderList, clippingContext );
  34688. }
  34689. }
  34690. /**
  34691. * Renders the given render bundles.
  34692. *
  34693. * @private
  34694. * @param {Array<Object>} bundles - Array with render bundle data.
  34695. * @param {Scene} sceneRef - The scene the render bundles belong to.
  34696. * @param {LightsNode} lightsNode - The current lights node.
  34697. */
  34698. _renderBundles( bundles, sceneRef, lightsNode ) {
  34699. for ( const bundle of bundles ) {
  34700. this._renderBundle( bundle, sceneRef, lightsNode );
  34701. }
  34702. }
  34703. /**
  34704. * Renders the transparent objects from the given render lists.
  34705. *
  34706. * @private
  34707. * @param {Array<Object>} renderList - The transparent render list.
  34708. * @param {Array<Object>} doublePassList - The list of transparent objects which require a double pass (e.g. because of transmission).
  34709. * @param {Camera} camera - The camera the render list should be rendered with.
  34710. * @param {Scene} scene - The scene the render list belongs to.
  34711. * @param {LightsNode} lightsNode - The current lights node.
  34712. */
  34713. _renderTransparents( renderList, doublePassList, camera, scene, lightsNode ) {
  34714. if ( doublePassList.length > 0 ) {
  34715. // render back side
  34716. for ( const { material } of doublePassList ) {
  34717. material.side = BackSide;
  34718. }
  34719. this._renderObjects( doublePassList, camera, scene, lightsNode, 'backSide' );
  34720. // render front side
  34721. for ( const { material } of doublePassList ) {
  34722. material.side = FrontSide;
  34723. }
  34724. this._renderObjects( renderList, camera, scene, lightsNode );
  34725. // restore
  34726. for ( const { material } of doublePassList ) {
  34727. material.side = DoubleSide;
  34728. }
  34729. } else {
  34730. this._renderObjects( renderList, camera, scene, lightsNode );
  34731. }
  34732. }
  34733. /**
  34734. * Renders the objects from the given render list.
  34735. *
  34736. * @private
  34737. * @param {Array<Object>} renderList - The render list.
  34738. * @param {Camera} camera - The camera the render list should be rendered with.
  34739. * @param {Scene} scene - The scene the render list belongs to.
  34740. * @param {LightsNode} lightsNode - The current lights node.
  34741. * @param {String?} [passId=null] - An optional ID for identifying the pass.
  34742. */
  34743. _renderObjects( renderList, camera, scene, lightsNode, passId = null ) {
  34744. // process renderable objects
  34745. for ( let i = 0, il = renderList.length; i < il; i ++ ) {
  34746. const renderItem = renderList[ i ];
  34747. // @TODO: Add support for multiple materials per object. This will require to extract
  34748. // the material from the renderItem object and pass it with its group data to renderObject().
  34749. const { object, geometry, material, group, clippingContext } = renderItem;
  34750. if ( camera.isArrayCamera ) {
  34751. const cameras = camera.cameras;
  34752. for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
  34753. const camera2 = cameras[ j ];
  34754. if ( object.layers.test( camera2.layers ) ) {
  34755. const vp = camera2.viewport;
  34756. const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
  34757. const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
  34758. const viewportValue = this._currentRenderContext.viewportValue;
  34759. viewportValue.copy( vp ).multiplyScalar( this._pixelRatio ).floor();
  34760. viewportValue.minDepth = minDepth;
  34761. viewportValue.maxDepth = maxDepth;
  34762. this._currentRenderContext.viewport = true;
  34763. this.backend.updateViewport( this._currentRenderContext );
  34764. this._currentRenderObjectFunction( object, scene, camera2, geometry, material, group, lightsNode, clippingContext, passId );
  34765. }
  34766. }
  34767. } else {
  34768. this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode, clippingContext, passId );
  34769. }
  34770. }
  34771. }
  34772. /**
  34773. * This method represents the default render object function that manages the render lifecycle
  34774. * of the object.
  34775. *
  34776. * @param {Object3D} object - The 3D object.
  34777. * @param {Scene} scene - The scene the 3D object belongs to.
  34778. * @param {Camera} camera - The camera the object should be rendered with.
  34779. * @param {BufferGeometry} geometry - The object's geometry.
  34780. * @param {Material} material - The object's material.
  34781. * @param {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  34782. * @param {LightsNode} lightsNode - The current lights node.
  34783. * @param {ClippingContext} clippingContext - The clipping context.
  34784. * @param {String?} [passId=null] - An optional ID for identifying the pass.
  34785. */
  34786. renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext = null, passId = null ) {
  34787. let overridePositionNode;
  34788. let overrideColorNode;
  34789. let overrideDepthNode;
  34790. //
  34791. object.onBeforeRender( this, scene, camera, geometry, material, group );
  34792. //
  34793. if ( scene.overrideMaterial !== null ) {
  34794. const overrideMaterial = scene.overrideMaterial;
  34795. if ( material.positionNode && material.positionNode.isNode ) {
  34796. overridePositionNode = overrideMaterial.positionNode;
  34797. overrideMaterial.positionNode = material.positionNode;
  34798. }
  34799. overrideMaterial.alphaTest = material.alphaTest;
  34800. overrideMaterial.alphaMap = material.alphaMap;
  34801. overrideMaterial.transparent = material.transparent || material.transmission > 0;
  34802. if ( overrideMaterial.isShadowNodeMaterial ) {
  34803. overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
  34804. if ( material.depthNode && material.depthNode.isNode ) {
  34805. overrideDepthNode = overrideMaterial.depthNode;
  34806. overrideMaterial.depthNode = material.depthNode;
  34807. }
  34808. if ( material.castShadowNode && material.castShadowNode.isNode ) {
  34809. overrideColorNode = overrideMaterial.colorNode;
  34810. overrideMaterial.colorNode = material.castShadowNode;
  34811. }
  34812. }
  34813. material = overrideMaterial;
  34814. }
  34815. //
  34816. if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
  34817. material.side = BackSide;
  34818. this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, 'backSide' ); // create backSide pass id
  34819. material.side = FrontSide;
  34820. this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId ); // use default pass id
  34821. material.side = DoubleSide;
  34822. } else {
  34823. this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId );
  34824. }
  34825. //
  34826. if ( overridePositionNode !== undefined ) {
  34827. scene.overrideMaterial.positionNode = overridePositionNode;
  34828. }
  34829. if ( overrideDepthNode !== undefined ) {
  34830. scene.overrideMaterial.depthNode = overrideDepthNode;
  34831. }
  34832. if ( overrideColorNode !== undefined ) {
  34833. scene.overrideMaterial.colorNode = overrideColorNode;
  34834. }
  34835. //
  34836. object.onAfterRender( this, scene, camera, geometry, material, group );
  34837. }
  34838. /**
  34839. * This method represents the default `_handleObjectFunction` implementation which creates
  34840. * a render object from the given data and performs the draw command with the selected backend.
  34841. *
  34842. * @private
  34843. * @param {Object3D} object - The 3D object.
  34844. * @param {Material} material - The object's material.
  34845. * @param {Scene} scene - The scene the 3D object belongs to.
  34846. * @param {Camera} camera - The camera the object should be rendered with.
  34847. * @param {LightsNode} lightsNode - The current lights node.
  34848. * @param {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  34849. * @param {ClippingContext} clippingContext - The clipping context.
  34850. * @param {String?} [passId=null] - An optional ID for identifying the pass.
  34851. */
  34852. _renderObjectDirect( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
  34853. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
  34854. renderObject.drawRange = object.geometry.drawRange;
  34855. renderObject.group = group;
  34856. //
  34857. const needsRefresh = this._nodes.needsRefresh( renderObject );
  34858. if ( needsRefresh ) {
  34859. this._nodes.updateBefore( renderObject );
  34860. this._geometries.updateForRender( renderObject );
  34861. this._nodes.updateForRender( renderObject );
  34862. this._bindings.updateForRender( renderObject );
  34863. }
  34864. this._pipelines.updateForRender( renderObject );
  34865. //
  34866. if ( this._currentRenderBundle !== null ) {
  34867. const renderBundleData = this.backend.get( this._currentRenderBundle );
  34868. renderBundleData.renderObjects.push( renderObject );
  34869. renderObject.bundle = this._currentRenderBundle.bundleGroup;
  34870. }
  34871. this.backend.draw( renderObject, this.info );
  34872. if ( needsRefresh ) this._nodes.updateAfter( renderObject );
  34873. }
  34874. /**
  34875. * A different implementation for `_handleObjectFunction` which only makes sure the object is ready for rendering.
  34876. * Used in `compileAsync()`.
  34877. *
  34878. * @private
  34879. * @param {Object3D} object - The 3D object.
  34880. * @param {Material} material - The object's material.
  34881. * @param {Scene} scene - The scene the 3D object belongs to.
  34882. * @param {Camera} camera - The camera the object should be rendered with.
  34883. * @param {LightsNode} lightsNode - The current lights node.
  34884. * @param {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  34885. * @param {ClippingContext} clippingContext - The clipping context.
  34886. * @param {String?} [passId=null] - An optional ID for identifying the pass.
  34887. */
  34888. _createObjectPipeline( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {
  34889. const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
  34890. renderObject.drawRange = object.geometry.drawRange;
  34891. renderObject.group = group;
  34892. //
  34893. this._nodes.updateBefore( renderObject );
  34894. this._geometries.updateForRender( renderObject );
  34895. this._nodes.updateForRender( renderObject );
  34896. this._bindings.updateForRender( renderObject );
  34897. this._pipelines.getForRender( renderObject, this._compilationPromises );
  34898. this._nodes.updateAfter( renderObject );
  34899. }
  34900. /**
  34901. * Alias for `compileAsync()`.
  34902. *
  34903. * @method
  34904. * @param {Object3D} scene - The scene or 3D object to precompile.
  34905. * @param {Camera} camera - The camera that is used to render the scene.
  34906. * @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.
  34907. * @return {Promise} A Promise that resolves when the compile has been finished.
  34908. */
  34909. get compile() {
  34910. return this.compileAsync;
  34911. }
  34912. }
  34913. /**
  34914. * A binding represents the connection between a resource (like a texture, sampler
  34915. * or uniform buffer) and the resource definition in a shader stage.
  34916. *
  34917. * This module is an abstract base class for all concrete bindings types.
  34918. *
  34919. * @abstract
  34920. * @private
  34921. */
  34922. class Binding {
  34923. /**
  34924. * Constructs a new binding.
  34925. *
  34926. * @param {String} [name=''] - The binding's name.
  34927. */
  34928. constructor( name = '' ) {
  34929. /**
  34930. * The binding's name.
  34931. *
  34932. * @type {String}
  34933. */
  34934. this.name = name;
  34935. /**
  34936. * A bitmask that defines in what shader stages the
  34937. * binding's resource is accessible.
  34938. *
  34939. * @type {String}
  34940. */
  34941. this.visibility = 0;
  34942. }
  34943. /**
  34944. * Makes sure binding's resource is visible for the given shader stage.
  34945. *
  34946. * @param {Number} visibility - The shader stage.
  34947. */
  34948. setVisibility( visibility ) {
  34949. this.visibility |= visibility;
  34950. }
  34951. /**
  34952. * Clones the binding.
  34953. *
  34954. * @return {Binding} The cloned binding.
  34955. */
  34956. clone() {
  34957. return Object.assign( new this.constructor(), this );
  34958. }
  34959. }
  34960. /** @module BufferUtils **/
  34961. /**
  34962. * This function is usually called with the length in bytes of an array buffer.
  34963. * It returns an padded value which ensure chunk size alignment according to STD140 layout.
  34964. *
  34965. * @function
  34966. * @param {Number} floatLength - The buffer length.
  34967. * @return {Number} The padded length.
  34968. */
  34969. function getFloatLength( floatLength ) {
  34970. // ensure chunk size alignment (STD140 layout)
  34971. return floatLength + ( ( GPU_CHUNK_BYTES - ( floatLength % GPU_CHUNK_BYTES ) ) % GPU_CHUNK_BYTES );
  34972. }
  34973. /**
  34974. * Represents a buffer binding type.
  34975. *
  34976. * @private
  34977. * @abstract
  34978. * @augments Binding
  34979. */
  34980. class Buffer extends Binding {
  34981. /**
  34982. * Constructs a new buffer.
  34983. *
  34984. * @param {String} name - The buffer's name.
  34985. * @param {TypedArray} [buffer=null] - The buffer.
  34986. */
  34987. constructor( name, buffer = null ) {
  34988. super( name );
  34989. /**
  34990. * This flag can be used for type testing.
  34991. *
  34992. * @type {Boolean}
  34993. * @readonly
  34994. * @default true
  34995. */
  34996. this.isBuffer = true;
  34997. /**
  34998. * The bytes per element.
  34999. *
  35000. * @type {Number}
  35001. */
  35002. this.bytesPerElement = Float32Array.BYTES_PER_ELEMENT;
  35003. /**
  35004. * A reference to the internal buffer.
  35005. *
  35006. * @private
  35007. * @type {TypedArray}
  35008. */
  35009. this._buffer = buffer;
  35010. }
  35011. /**
  35012. * The buffer's byte length.
  35013. *
  35014. * @type {Number}
  35015. * @readonly
  35016. */
  35017. get byteLength() {
  35018. return getFloatLength( this._buffer.byteLength );
  35019. }
  35020. /**
  35021. * A reference to the internal buffer.
  35022. *
  35023. * @type {Float32Array}
  35024. * @readonly
  35025. */
  35026. get buffer() {
  35027. return this._buffer;
  35028. }
  35029. /**
  35030. * Updates the binding.
  35031. *
  35032. * @return {Boolean} Whether the buffer has been updated and must be
  35033. * uploaded to the GPU.
  35034. */
  35035. update() {
  35036. return true;
  35037. }
  35038. }
  35039. /**
  35040. * Represents a uniform buffer binding type.
  35041. *
  35042. * @private
  35043. * @augments Buffer
  35044. */
  35045. class UniformBuffer extends Buffer {
  35046. /**
  35047. * Constructs a new uniform buffer.
  35048. *
  35049. * @param {String} name - The buffer's name.
  35050. * @param {TypedArray} [buffer=null] - The buffer.
  35051. */
  35052. constructor( name, buffer = null ) {
  35053. super( name, buffer );
  35054. /**
  35055. * This flag can be used for type testing.
  35056. *
  35057. * @type {Boolean}
  35058. * @readonly
  35059. * @default true
  35060. */
  35061. this.isUniformBuffer = true;
  35062. }
  35063. }
  35064. let _id$4 = 0;
  35065. /**
  35066. * A special form of uniform buffer binding type.
  35067. * It's buffer value is managed by a node object.
  35068. *
  35069. * @private
  35070. * @augments UniformBuffer
  35071. */
  35072. class NodeUniformBuffer extends UniformBuffer {
  35073. /**
  35074. * Constructs a new node-based uniform buffer.
  35075. *
  35076. * @param {BufferNode} nodeUniform - The uniform buffer node.
  35077. * @param {UniformGroupNode} groupNode - The uniform group node.
  35078. */
  35079. constructor( nodeUniform, groupNode ) {
  35080. super( 'UniformBuffer_' + _id$4 ++, nodeUniform ? nodeUniform.value : null );
  35081. /**
  35082. * The uniform buffer node.
  35083. *
  35084. * @type {BufferNode}
  35085. */
  35086. this.nodeUniform = nodeUniform;
  35087. /**
  35088. * The uniform group node.
  35089. *
  35090. * @type {UniformGroupNode}
  35091. */
  35092. this.groupNode = groupNode;
  35093. }
  35094. /**
  35095. * The uniform buffer.
  35096. *
  35097. * @type {Float32Array}
  35098. */
  35099. get buffer() {
  35100. return this.nodeUniform.value;
  35101. }
  35102. }
  35103. /**
  35104. * This class represents a uniform buffer binding but with
  35105. * an API that allows to maintain individual uniform objects.
  35106. *
  35107. * @private
  35108. * @augments UniformBuffer
  35109. */
  35110. class UniformsGroup extends UniformBuffer {
  35111. /**
  35112. * Constructs a new uniforms group.
  35113. *
  35114. * @param {String} name - The group's name.
  35115. */
  35116. constructor( name ) {
  35117. super( name );
  35118. /**
  35119. * This flag can be used for type testing.
  35120. *
  35121. * @type {Boolean}
  35122. * @readonly
  35123. * @default true
  35124. */
  35125. this.isUniformsGroup = true;
  35126. /**
  35127. * An array with the raw uniform values.
  35128. *
  35129. * @private
  35130. * @type {Array<Number>?}
  35131. * @default null
  35132. */
  35133. this._values = null;
  35134. /**
  35135. * An array of uniform objects.
  35136. *
  35137. * The order of uniforms in this array must match the order of uniforms in the shader.
  35138. *
  35139. * @type {Array<Uniform>}
  35140. */
  35141. this.uniforms = [];
  35142. }
  35143. /**
  35144. * Adds a uniform to this group.
  35145. *
  35146. * @param {Uniform} uniform - The uniform to add.
  35147. * @return {UniformsGroup} A reference to this group.
  35148. */
  35149. addUniform( uniform ) {
  35150. this.uniforms.push( uniform );
  35151. return this;
  35152. }
  35153. /**
  35154. * Removes a uniform from this group.
  35155. *
  35156. * @param {Uniform} uniform - The uniform to remove.
  35157. * @return {UniformsGroup} A reference to this group.
  35158. */
  35159. removeUniform( uniform ) {
  35160. const index = this.uniforms.indexOf( uniform );
  35161. if ( index !== - 1 ) {
  35162. this.uniforms.splice( index, 1 );
  35163. }
  35164. return this;
  35165. }
  35166. /**
  35167. * An array with the raw uniform values.
  35168. *
  35169. * @type {Array<Number>}
  35170. */
  35171. get values() {
  35172. if ( this._values === null ) {
  35173. this._values = Array.from( this.buffer );
  35174. }
  35175. return this._values;
  35176. }
  35177. /**
  35178. * A Float32 array buffer with the uniform values.
  35179. *
  35180. * @type {Float32Array}
  35181. */
  35182. get buffer() {
  35183. let buffer = this._buffer;
  35184. if ( buffer === null ) {
  35185. const byteLength = this.byteLength;
  35186. buffer = new Float32Array( new ArrayBuffer( byteLength ) );
  35187. this._buffer = buffer;
  35188. }
  35189. return buffer;
  35190. }
  35191. /**
  35192. * The byte length of the buffer with correct buffer alignment.
  35193. *
  35194. * @type {Number}
  35195. */
  35196. get byteLength() {
  35197. let offset = 0; // global buffer offset in bytes
  35198. for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) {
  35199. const uniform = this.uniforms[ i ];
  35200. const { boundary, itemSize } = uniform;
  35201. // offset within a single chunk in bytes
  35202. const chunkOffset = offset % GPU_CHUNK_BYTES;
  35203. const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset;
  35204. // conformance tests
  35205. if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) {
  35206. // check for chunk overflow
  35207. offset += ( GPU_CHUNK_BYTES - chunkOffset );
  35208. } else if ( chunkOffset % boundary !== 0 ) {
  35209. // check for correct alignment
  35210. offset += ( chunkOffset % boundary );
  35211. }
  35212. uniform.offset = ( offset / this.bytesPerElement );
  35213. offset += ( itemSize * this.bytesPerElement );
  35214. }
  35215. return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES;
  35216. }
  35217. /**
  35218. * Updates this group by updating each uniform object of
  35219. * the internal uniform list. The uniform objects check if their
  35220. * values has actually changed so this method only returns
  35221. * `true` if there is a real value change.
  35222. *
  35223. * @return {Boolean} Whether the uniforms have been updated and
  35224. * must be uploaded to the GPU.
  35225. */
  35226. update() {
  35227. let updated = false;
  35228. for ( const uniform of this.uniforms ) {
  35229. if ( this.updateByType( uniform ) === true ) {
  35230. updated = true;
  35231. }
  35232. }
  35233. return updated;
  35234. }
  35235. /**
  35236. * Updates a given uniform by calling an update method matching
  35237. * the uniforms type.
  35238. *
  35239. * @param {Uniform} uniform - The uniform to update.
  35240. * @return {Boolean} Whether the uniform has been updated or not.
  35241. */
  35242. updateByType( uniform ) {
  35243. if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
  35244. if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
  35245. if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
  35246. if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
  35247. if ( uniform.isColorUniform ) return this.updateColor( uniform );
  35248. if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
  35249. if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );
  35250. console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform );
  35251. }
  35252. /**
  35253. * Updates a given Number uniform.
  35254. *
  35255. * @param {NumberUniform} uniform - The Number uniform.
  35256. * @return {Boolean} Whether the uniform has been updated or not.
  35257. */
  35258. updateNumber( uniform ) {
  35259. let updated = false;
  35260. const a = this.values;
  35261. const v = uniform.getValue();
  35262. const offset = uniform.offset;
  35263. const type = uniform.getType();
  35264. if ( a[ offset ] !== v ) {
  35265. const b = this._getBufferForType( type );
  35266. b[ offset ] = a[ offset ] = v;
  35267. updated = true;
  35268. }
  35269. return updated;
  35270. }
  35271. /**
  35272. * Updates a given Vector2 uniform.
  35273. *
  35274. * @param {Vector2Uniform} uniform - The Vector2 uniform.
  35275. * @return {Boolean} Whether the uniform has been updated or not.
  35276. */
  35277. updateVector2( uniform ) {
  35278. let updated = false;
  35279. const a = this.values;
  35280. const v = uniform.getValue();
  35281. const offset = uniform.offset;
  35282. const type = uniform.getType();
  35283. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {
  35284. const b = this._getBufferForType( type );
  35285. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  35286. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  35287. updated = true;
  35288. }
  35289. return updated;
  35290. }
  35291. /**
  35292. * Updates a given Vector3 uniform.
  35293. *
  35294. * @param {Vector3Uniform} uniform - The Vector3 uniform.
  35295. * @return {Boolean} Whether the uniform has been updated or not.
  35296. */
  35297. updateVector3( uniform ) {
  35298. let updated = false;
  35299. const a = this.values;
  35300. const v = uniform.getValue();
  35301. const offset = uniform.offset;
  35302. const type = uniform.getType();
  35303. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {
  35304. const b = this._getBufferForType( type );
  35305. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  35306. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  35307. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  35308. updated = true;
  35309. }
  35310. return updated;
  35311. }
  35312. /**
  35313. * Updates a given Vector4 uniform.
  35314. *
  35315. * @param {Vector4Uniform} uniform - The Vector4 uniform.
  35316. * @return {Boolean} Whether the uniform has been updated or not.
  35317. */
  35318. updateVector4( uniform ) {
  35319. let updated = false;
  35320. const a = this.values;
  35321. const v = uniform.getValue();
  35322. const offset = uniform.offset;
  35323. const type = uniform.getType();
  35324. if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {
  35325. const b = this._getBufferForType( type );
  35326. b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  35327. b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  35328. b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  35329. b[ offset + 3 ] = a[ offset + 3 ] = v.w;
  35330. updated = true;
  35331. }
  35332. return updated;
  35333. }
  35334. /**
  35335. * Updates a given Color uniform.
  35336. *
  35337. * @param {ColorUniform} uniform - The Color uniform.
  35338. * @return {Boolean} Whether the uniform has been updated or not.
  35339. */
  35340. updateColor( uniform ) {
  35341. let updated = false;
  35342. const a = this.values;
  35343. const c = uniform.getValue();
  35344. const offset = uniform.offset;
  35345. if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {
  35346. const b = this.buffer;
  35347. b[ offset + 0 ] = a[ offset + 0 ] = c.r;
  35348. b[ offset + 1 ] = a[ offset + 1 ] = c.g;
  35349. b[ offset + 2 ] = a[ offset + 2 ] = c.b;
  35350. updated = true;
  35351. }
  35352. return updated;
  35353. }
  35354. /**
  35355. * Updates a given Matrix3 uniform.
  35356. *
  35357. * @param {Matrix3Uniform} uniform - The Matrix3 uniform.
  35358. * @return {Boolean} Whether the uniform has been updated or not.
  35359. */
  35360. updateMatrix3( uniform ) {
  35361. let updated = false;
  35362. const a = this.values;
  35363. const e = uniform.getValue().elements;
  35364. const offset = uniform.offset;
  35365. if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
  35366. a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
  35367. a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {
  35368. const b = this.buffer;
  35369. b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
  35370. b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
  35371. b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
  35372. b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
  35373. b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
  35374. b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
  35375. b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
  35376. b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
  35377. b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];
  35378. updated = true;
  35379. }
  35380. return updated;
  35381. }
  35382. /**
  35383. * Updates a given Matrix4 uniform.
  35384. *
  35385. * @param {Matrix4Uniform} uniform - The Matrix4 uniform.
  35386. * @return {Boolean} Whether the uniform has been updated or not.
  35387. */
  35388. updateMatrix4( uniform ) {
  35389. let updated = false;
  35390. const a = this.values;
  35391. const e = uniform.getValue().elements;
  35392. const offset = uniform.offset;
  35393. if ( arraysEqual( a, e, offset ) === false ) {
  35394. const b = this.buffer;
  35395. b.set( e, offset );
  35396. setArray( a, e, offset );
  35397. updated = true;
  35398. }
  35399. return updated;
  35400. }
  35401. /**
  35402. * Returns a typed array that matches the given data type.
  35403. *
  35404. * @param {String} type - The data type.
  35405. * @return {TypedArray} The typed array.
  35406. */
  35407. _getBufferForType( type ) {
  35408. if ( type === 'int' || type === 'ivec2' || type === 'ivec3' || type === 'ivec4' ) return new Int32Array( this.buffer.buffer );
  35409. if ( type === 'uint' || type === 'uvec2' || type === 'uvec3' || type === 'uvec4' ) return new Uint32Array( this.buffer.buffer );
  35410. return this.buffer;
  35411. }
  35412. }
  35413. /**
  35414. * Sets the values of the second array to the first array.
  35415. *
  35416. * @private
  35417. * @param {TypedArray} a - The first array.
  35418. * @param {TypedArray} b - The second array.
  35419. * @param {Number} offset - An index offset for the first array.
  35420. */
  35421. function setArray( a, b, offset ) {
  35422. for ( let i = 0, l = b.length; i < l; i ++ ) {
  35423. a[ offset + i ] = b[ i ];
  35424. }
  35425. }
  35426. /**
  35427. * Returns `true` if the given arrays are equal.
  35428. *
  35429. * @private
  35430. * @param {TypedArray} a - The first array.
  35431. * @param {TypedArray} b - The second array.
  35432. * @param {Number} offset - An index offset for the first array.
  35433. * @return {Boolean} Whether the given arrays are equal or not.
  35434. */
  35435. function arraysEqual( a, b, offset ) {
  35436. for ( let i = 0, l = b.length; i < l; i ++ ) {
  35437. if ( a[ offset + i ] !== b[ i ] ) return false;
  35438. }
  35439. return true;
  35440. }
  35441. let _id$3 = 0;
  35442. /**
  35443. * A special form of uniforms group that represents
  35444. * the individual uniforms as node-based uniforms.
  35445. *
  35446. * @private
  35447. * @augments UniformsGroup
  35448. */
  35449. class NodeUniformsGroup extends UniformsGroup {
  35450. /**
  35451. * Constructs a new node-based uniforms group.
  35452. *
  35453. * @param {String} name - The group's name.
  35454. * @param {UniformGroupNode} groupNode - The uniform group node.
  35455. */
  35456. constructor( name, groupNode ) {
  35457. super( name );
  35458. /**
  35459. * The group's ID.
  35460. *
  35461. * @type {Number}
  35462. */
  35463. this.id = _id$3 ++;
  35464. /**
  35465. * The uniform group node.
  35466. *
  35467. * @type {UniformGroupNode}
  35468. */
  35469. this.groupNode = groupNode;
  35470. /**
  35471. * This flag can be used for type testing.
  35472. *
  35473. * @type {Boolean}
  35474. * @readonly
  35475. * @default true
  35476. */
  35477. this.isNodeUniformsGroup = true;
  35478. }
  35479. }
  35480. let _id$2 = 0;
  35481. /**
  35482. * Represents a sampled texture binding type.
  35483. *
  35484. * @private
  35485. * @augments Binding
  35486. */
  35487. class SampledTexture extends Binding {
  35488. /**
  35489. * Constructs a new sampled texture.
  35490. *
  35491. * @param {String} name - The sampled texture's name.
  35492. * @param {Texture?} texture - The texture this binding is referring to.
  35493. */
  35494. constructor( name, texture ) {
  35495. super( name );
  35496. /**
  35497. * This identifier.
  35498. *
  35499. * @type {Number}
  35500. */
  35501. this.id = _id$2 ++;
  35502. /**
  35503. * The texture this binding is referring to.
  35504. *
  35505. * @type {Texture?}
  35506. */
  35507. this.texture = texture;
  35508. /**
  35509. * The binding's version.
  35510. *
  35511. * @type {Number}
  35512. */
  35513. this.version = texture ? texture.version : 0;
  35514. /**
  35515. * Whether the texture is a storage texture or not.
  35516. *
  35517. * @type {Boolean}
  35518. * @default false
  35519. */
  35520. this.store = false;
  35521. /**
  35522. * The binding's generation which is an additional version
  35523. * qualifier.
  35524. *
  35525. * @type {Number?}
  35526. * @default null
  35527. */
  35528. this.generation = null;
  35529. /**
  35530. * This flag can be used for type testing.
  35531. *
  35532. * @type {Boolean}
  35533. * @readonly
  35534. * @default true
  35535. */
  35536. this.isSampledTexture = true;
  35537. }
  35538. /**
  35539. * Returns `true` whether this binding requires an update for the
  35540. * given generation.
  35541. *
  35542. * @param {Number} generation - The generation.
  35543. * @return {Boolean} Whether an update is required or not.
  35544. */
  35545. needsBindingsUpdate( generation ) {
  35546. const { texture } = this;
  35547. if ( generation !== this.generation ) {
  35548. this.generation = generation;
  35549. return true;
  35550. }
  35551. return texture.isVideoTexture;
  35552. }
  35553. /**
  35554. * Updates the binding.
  35555. *
  35556. * @param {Number} generation - The generation.
  35557. * @return {Boolean} Whether the texture has been updated and must be
  35558. * uploaded to the GPU.
  35559. */
  35560. update() {
  35561. const { texture, version } = this;
  35562. if ( version !== texture.version ) {
  35563. this.version = texture.version;
  35564. return true;
  35565. }
  35566. return false;
  35567. }
  35568. }
  35569. /**
  35570. * A special form of sampled texture binding type.
  35571. * It's texture value is managed by a node object.
  35572. *
  35573. * @private
  35574. * @augments SampledTexture
  35575. */
  35576. class NodeSampledTexture extends SampledTexture {
  35577. /**
  35578. * Constructs a new node-based sampled texture.
  35579. *
  35580. * @param {String} name - The textures's name.
  35581. * @param {TextureNode} textureNode - The texture node.
  35582. * @param {UniformGroupNode} groupNode - The uniform group node.
  35583. * @param {String?} [access=null] - The access type.
  35584. */
  35585. constructor( name, textureNode, groupNode, access = null ) {
  35586. super( name, textureNode ? textureNode.value : null );
  35587. /**
  35588. * The texture node.
  35589. *
  35590. * @type {TextureNode}
  35591. */
  35592. this.textureNode = textureNode;
  35593. /**
  35594. * The uniform group node.
  35595. *
  35596. * @type {UniformGroupNode}
  35597. */
  35598. this.groupNode = groupNode;
  35599. /**
  35600. * The access type.
  35601. *
  35602. * @type {String?}
  35603. * @default null
  35604. */
  35605. this.access = access;
  35606. }
  35607. /**
  35608. * Overwrites the default to additionally check if the node value has changed.
  35609. *
  35610. * @param {Number} generation - The generation.
  35611. * @return {Boolean} Whether an update is required or not.
  35612. */
  35613. needsBindingsUpdate( generation ) {
  35614. return this.textureNode.value !== this.texture || super.needsBindingsUpdate( generation );
  35615. }
  35616. /**
  35617. * Updates the binding.
  35618. *
  35619. * @param {Number} generation - The generation.
  35620. * @return {Boolean} Whether the texture has been updated and must be
  35621. * uploaded to the GPU.
  35622. */
  35623. update() {
  35624. const { textureNode } = this;
  35625. if ( this.texture !== textureNode.value ) {
  35626. this.texture = textureNode.value;
  35627. return true;
  35628. }
  35629. return super.update();
  35630. }
  35631. }
  35632. /**
  35633. * A special form of sampled cube texture binding type.
  35634. * It's texture value is managed by a node object.
  35635. *
  35636. * @private
  35637. * @augments NodeSampledTexture
  35638. */
  35639. class NodeSampledCubeTexture extends NodeSampledTexture {
  35640. /**
  35641. * Constructs a new node-based sampled cube texture.
  35642. *
  35643. * @param {String} name - The textures's name.
  35644. * @param {TextureNode} textureNode - The texture node.
  35645. * @param {UniformGroupNode} groupNode - The uniform group node.
  35646. * @param {String?} [access=null] - The access type.
  35647. */
  35648. constructor( name, textureNode, groupNode, access = null ) {
  35649. super( name, textureNode, groupNode, access );
  35650. /**
  35651. * This flag can be used for type testing.
  35652. *
  35653. * @type {Boolean}
  35654. * @readonly
  35655. * @default true
  35656. */
  35657. this.isSampledCubeTexture = true;
  35658. }
  35659. }
  35660. /**
  35661. * A special form of sampled 3D texture binding type.
  35662. * It's texture value is managed by a node object.
  35663. *
  35664. * @private
  35665. * @augments NodeSampledTexture
  35666. */
  35667. class NodeSampledTexture3D extends NodeSampledTexture {
  35668. /**
  35669. * Constructs a new node-based sampled 3D texture.
  35670. *
  35671. * @param {String} name - The textures's name.
  35672. * @param {TextureNode} textureNode - The texture node.
  35673. * @param {UniformGroupNode} groupNode - The uniform group node.
  35674. * @param {String?} [access=null] - The access type.
  35675. */
  35676. constructor( name, textureNode, groupNode, access = null ) {
  35677. super( name, textureNode, groupNode, access );
  35678. /**
  35679. * This flag can be used for type testing.
  35680. *
  35681. * @type {Boolean}
  35682. * @readonly
  35683. * @default true
  35684. */
  35685. this.isSampledTexture3D = true;
  35686. }
  35687. }
  35688. const glslMethods = {
  35689. textureDimensions: 'textureSize',
  35690. equals: 'equal'
  35691. };
  35692. const precisionLib = {
  35693. low: 'lowp',
  35694. medium: 'mediump',
  35695. high: 'highp'
  35696. };
  35697. const supports$1 = {
  35698. swizzleAssign: true,
  35699. storageBuffer: false
  35700. };
  35701. const defaultPrecisions = `
  35702. precision highp float;
  35703. precision highp int;
  35704. precision highp sampler2D;
  35705. precision highp sampler3D;
  35706. precision highp samplerCube;
  35707. precision highp sampler2DArray;
  35708. precision highp usampler2D;
  35709. precision highp usampler3D;
  35710. precision highp usamplerCube;
  35711. precision highp usampler2DArray;
  35712. precision highp isampler2D;
  35713. precision highp isampler3D;
  35714. precision highp isamplerCube;
  35715. precision highp isampler2DArray;
  35716. precision lowp sampler2DShadow;
  35717. `;
  35718. /**
  35719. * A node builder targeting GLSL.
  35720. *
  35721. * This module generates GLSL shader code from node materials and also
  35722. * generates the respective bindings and vertex buffer definitions. These
  35723. * data are later used by the renderer to create render and compute pipelines
  35724. * for render objects.
  35725. *
  35726. * @augments NodeBuilder
  35727. */
  35728. class GLSLNodeBuilder extends NodeBuilder {
  35729. /**
  35730. * Constructs a new GLSL node builder renderer.
  35731. *
  35732. * @param {Object3D} object - The 3D object.
  35733. * @param {Renderer} renderer - The renderer.
  35734. */
  35735. constructor( object, renderer ) {
  35736. super( object, renderer, new GLSLNodeParser() );
  35737. /**
  35738. * A dictionary holds for each shader stage ('vertex', 'fragment', 'compute')
  35739. * another dictionary which manages UBOs per group ('render','frame','object').
  35740. *
  35741. * @type {Object<String,Object<String,NodeUniformsGroup>>}
  35742. */
  35743. this.uniformGroups = {};
  35744. /**
  35745. * An array that holds objects defining the varying and attribute data in
  35746. * context of Transform Feedback.
  35747. *
  35748. * @type {Object<String,Map<String,Object>>}
  35749. */
  35750. this.transforms = [];
  35751. /**
  35752. * A dictionary that holds for each shader stage a Map of used extensions.
  35753. *
  35754. * @type {Object<String,Map<String,Object>>}
  35755. */
  35756. this.extensions = {};
  35757. /**
  35758. * A dictionary that holds for each shader stage an Array of used builtins.
  35759. *
  35760. * @type {Object<String,Array<String>>}
  35761. */
  35762. this.builtins = { vertex: [], fragment: [], compute: [] };
  35763. /**
  35764. * Whether comparison in shader code are generated with methods or not.
  35765. *
  35766. * @type {Boolean}
  35767. * @default true
  35768. */
  35769. this.useComparisonMethod = true;
  35770. }
  35771. /**
  35772. * Checks if the given texture requires a manual conversion to the working color space.
  35773. *
  35774. * @param {Texture} texture - The texture to check.
  35775. * @return {Boolean} Whether the given texture requires a conversion to working color space or not.
  35776. */
  35777. needsToWorkingColorSpace( texture ) {
  35778. return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
  35779. }
  35780. /**
  35781. * Returns the native shader method name for a given generic name.
  35782. *
  35783. * @param {String} method - The method name to resolve.
  35784. * @return {String} The resolved GLSL method name.
  35785. */
  35786. getMethod( method ) {
  35787. return glslMethods[ method ] || method;
  35788. }
  35789. /**
  35790. * Returns the output struct name. Not relevant for GLSL.
  35791. *
  35792. * @return {String}
  35793. */
  35794. getOutputStructName() {
  35795. return '';
  35796. }
  35797. /**
  35798. * Builds the given shader node.
  35799. *
  35800. * @param {ShaderNodeInternal} shaderNode - The shader node.
  35801. * @return {String} The GLSL function code.
  35802. */
  35803. buildFunctionCode( shaderNode ) {
  35804. const layout = shaderNode.layout;
  35805. const flowData = this.flowShaderNode( shaderNode );
  35806. const parameters = [];
  35807. for ( const input of layout.inputs ) {
  35808. parameters.push( this.getType( input.type ) + ' ' + input.name );
  35809. }
  35810. //
  35811. const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
  35812. ${ flowData.vars }
  35813. ${ flowData.code }
  35814. return ${ flowData.result };
  35815. }`;
  35816. //
  35817. return code;
  35818. }
  35819. /**
  35820. * Setups the Pixel Buffer Object (PBO) for the given storage
  35821. * buffer node.
  35822. *
  35823. * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
  35824. */
  35825. setupPBO( storageBufferNode ) {
  35826. const attribute = storageBufferNode.value;
  35827. if ( attribute.pbo === undefined ) {
  35828. const originalArray = attribute.array;
  35829. const numElements = attribute.count * attribute.itemSize;
  35830. const { itemSize } = attribute;
  35831. const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' );
  35832. let format = isInteger ? RedIntegerFormat : RedFormat;
  35833. if ( itemSize === 2 ) {
  35834. format = isInteger ? RGIntegerFormat : RGFormat;
  35835. } else if ( itemSize === 3 ) {
  35836. format = isInteger ? RGBIntegerFormat : RGBFormat;
  35837. } else if ( itemSize === 4 ) {
  35838. format = isInteger ? RGBAIntegerFormat : RGBAFormat;
  35839. }
  35840. const typeMap = {
  35841. Float32Array: FloatType,
  35842. Uint8Array: UnsignedByteType,
  35843. Uint16Array: UnsignedShortType,
  35844. Uint32Array: UnsignedIntType,
  35845. Int8Array: ByteType,
  35846. Int16Array: ShortType,
  35847. Int32Array: IntType,
  35848. Uint8ClampedArray: UnsignedByteType,
  35849. };
  35850. const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
  35851. let height = Math.ceil( ( numElements / itemSize ) / width );
  35852. if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
  35853. const newSize = width * height * itemSize;
  35854. const newArray = new originalArray.constructor( newSize );
  35855. newArray.set( originalArray, 0 );
  35856. attribute.array = newArray;
  35857. const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType );
  35858. pboTexture.needsUpdate = true;
  35859. pboTexture.isPBOTexture = true;
  35860. const pbo = new TextureNode( pboTexture, null, null );
  35861. pbo.setPrecision( 'high' );
  35862. attribute.pboNode = pbo;
  35863. attribute.pbo = pbo.value;
  35864. this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  35865. }
  35866. }
  35867. /**
  35868. * Returns a GLSL snippet that represents the property name of the given node.
  35869. *
  35870. * @param {Node} node - The node.
  35871. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  35872. * @return {String} The property name.
  35873. */
  35874. getPropertyName( node, shaderStage = this.shaderStage ) {
  35875. if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) {
  35876. return shaderStage.charAt( 0 ) + '_' + node.name;
  35877. }
  35878. return super.getPropertyName( node, shaderStage );
  35879. }
  35880. /**
  35881. * Setups the Pixel Buffer Object (PBO) for the given storage
  35882. * buffer node.
  35883. *
  35884. * @param {StorageArrayElementNode} storageArrayElementNode - The storage array element node.
  35885. * @return {String} The property name.
  35886. */
  35887. generatePBO( storageArrayElementNode ) {
  35888. const { node, indexNode } = storageArrayElementNode;
  35889. const attribute = node.value;
  35890. if ( this.renderer.backend.has( attribute ) ) {
  35891. const attributeData = this.renderer.backend.get( attribute );
  35892. attributeData.pbo = attribute.pbo;
  35893. }
  35894. const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
  35895. const textureName = this.getPropertyName( nodeUniform );
  35896. this.increaseUsage( indexNode ); // force cache generate to be used as index in x,y
  35897. const indexSnippet = indexNode.build( this, 'uint' );
  35898. const elementNodeData = this.getDataFromNode( storageArrayElementNode );
  35899. let propertyName = elementNodeData.propertyName;
  35900. if ( propertyName === undefined ) {
  35901. // property element
  35902. const nodeVar = this.getVarFromNode( storageArrayElementNode );
  35903. propertyName = this.getPropertyName( nodeVar );
  35904. // property size
  35905. const bufferNodeData = this.getDataFromNode( node );
  35906. let propertySizeName = bufferNodeData.propertySizeName;
  35907. if ( propertySizeName === undefined ) {
  35908. propertySizeName = propertyName + 'Size';
  35909. this.getVarFromNode( node, propertySizeName, 'uint' );
  35910. this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )`, storageArrayElementNode );
  35911. bufferNodeData.propertySizeName = propertySizeName;
  35912. }
  35913. //
  35914. const { itemSize } = attribute;
  35915. const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
  35916. const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
  35917. const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' );
  35918. //
  35919. let prefix = 'vec4';
  35920. if ( attribute.pbo.type === UnsignedIntType ) {
  35921. prefix = 'uvec4';
  35922. } else if ( attribute.pbo.type === IntType ) {
  35923. prefix = 'ivec4';
  35924. }
  35925. this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}`, storageArrayElementNode );
  35926. elementNodeData.propertyName = propertyName;
  35927. }
  35928. return propertyName;
  35929. }
  35930. /**
  35931. * Generates the GLSL snippet that reads a single texel from a texture without sampling or filtering.
  35932. *
  35933. * @param {Texture} texture - The texture.
  35934. * @param {String} textureProperty - The name of the texture uniform in the shader.
  35935. * @param {String} uvIndexSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  35936. * @param {String?} depthSnippet - A GLSL snippet that represents the 0-based texture array index to sample.
  35937. * @param {String} [levelSnippet='0u'] - A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  35938. * @return {String} The GLSL snippet.
  35939. */
  35940. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {
  35941. if ( depthSnippet ) {
  35942. return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;
  35943. } else {
  35944. return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
  35945. }
  35946. }
  35947. /**
  35948. * Generates the GLSL snippet for sampling/loading the given texture.
  35949. *
  35950. * @param {Texture} texture - The texture.
  35951. * @param {String} textureProperty - The name of the texture uniform in the shader.
  35952. * @param {String} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  35953. * @param {String?} depthSnippet - A GLSL snippet that represents the 0-based texture array index to sample.
  35954. * @return {String} The GLSL snippet.
  35955. */
  35956. generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) {
  35957. if ( texture.isDepthTexture ) {
  35958. return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
  35959. } else {
  35960. if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
  35961. return `texture( ${ textureProperty }, ${ uvSnippet } )`;
  35962. }
  35963. }
  35964. /**
  35965. * Generates the GLSL snippet when sampling textures with explicit mip level.
  35966. *
  35967. * @param {Texture} texture - The texture.
  35968. * @param {String} textureProperty - The name of the texture uniform in the shader.
  35969. * @param {String} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  35970. * @param {String} levelSnippet - A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  35971. * @return {String} The GLSL snippet.
  35972. */
  35973. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) {
  35974. return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
  35975. }
  35976. /**
  35977. * Generates the GLSL snippet when sampling textures with a bias to the mip level.
  35978. *
  35979. * @param {Texture} texture - The texture.
  35980. * @param {String} textureProperty - The name of the texture uniform in the shader.
  35981. * @param {String} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  35982. * @param {String} biasSnippet - A GLSL snippet that represents the bias to apply to the mip level before sampling.
  35983. * @return {String} The GLSL snippet.
  35984. */
  35985. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) {
  35986. return `texture( ${ textureProperty }, ${ uvSnippet }, ${ biasSnippet } )`;
  35987. }
  35988. /**
  35989. * Generates the GLSL snippet for sampling/loading the given texture using explicit gradients.
  35990. *
  35991. * @param {Texture} texture - The texture.
  35992. * @param {String} textureProperty - The name of the texture uniform in the shader.
  35993. * @param {String} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  35994. * @param {Array<String>} gradSnippet - An array holding both gradient GLSL snippets.
  35995. * @return {String} The GLSL snippet.
  35996. */
  35997. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) {
  35998. return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  35999. }
  36000. /**
  36001. * Generates the GLSL snippet for sampling a depth texture and comparing the sampled depth values
  36002. * against a reference value.
  36003. *
  36004. * @param {Texture} texture - The texture.
  36005. * @param {String} textureProperty - The name of the texture uniform in the shader.
  36006. * @param {String} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  36007. * @param {String} compareSnippet - A GLSL snippet that represents the reference value.
  36008. * @param {String?} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
  36009. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  36010. * @return {String} The GLSL snippet.
  36011. */
  36012. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  36013. if ( shaderStage === 'fragment' ) {
  36014. return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
  36015. } else {
  36016. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  36017. }
  36018. }
  36019. /**
  36020. * Returns the variables of the given shader stage as a GLSL string.
  36021. *
  36022. * @param {String} shaderStage - The shader stage.
  36023. * @return {String} The GLSL snippet that defines the variables.
  36024. */
  36025. getVars( shaderStage ) {
  36026. const snippets = [];
  36027. const vars = this.vars[ shaderStage ];
  36028. if ( vars !== undefined ) {
  36029. for ( const variable of vars ) {
  36030. snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
  36031. }
  36032. }
  36033. return snippets.join( '\n\t' );
  36034. }
  36035. /**
  36036. * Returns the uniforms of the given shader stage as a GLSL string.
  36037. *
  36038. * @param {String} shaderStage - The shader stage.
  36039. * @return {String} The GLSL snippet that defines the uniforms.
  36040. */
  36041. getUniforms( shaderStage ) {
  36042. const uniforms = this.uniforms[ shaderStage ];
  36043. const bindingSnippets = [];
  36044. const uniformGroups = {};
  36045. for ( const uniform of uniforms ) {
  36046. let snippet = null;
  36047. let group = false;
  36048. if ( uniform.type === 'texture' ) {
  36049. const texture = uniform.node.value;
  36050. let typePrefix = '';
  36051. if ( texture.isDataTexture === true ) {
  36052. if ( texture.type === UnsignedIntType ) {
  36053. typePrefix = 'u';
  36054. } else if ( texture.type === IntType ) {
  36055. typePrefix = 'i';
  36056. }
  36057. }
  36058. if ( texture.compareFunction ) {
  36059. snippet = `sampler2DShadow ${ uniform.name };`;
  36060. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  36061. snippet = `${typePrefix}sampler2DArray ${ uniform.name };`;
  36062. } else {
  36063. snippet = `${typePrefix}sampler2D ${ uniform.name };`;
  36064. }
  36065. } else if ( uniform.type === 'cubeTexture' ) {
  36066. snippet = `samplerCube ${ uniform.name };`;
  36067. } else if ( uniform.type === 'texture3D' ) {
  36068. snippet = `sampler3D ${ uniform.name };`;
  36069. } else if ( uniform.type === 'buffer' ) {
  36070. const bufferNode = uniform.node;
  36071. const bufferType = this.getType( bufferNode.bufferType );
  36072. const bufferCount = bufferNode.bufferCount;
  36073. const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
  36074. snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
  36075. } else {
  36076. const vectorType = this.getVectorType( uniform.type );
  36077. snippet = `${ vectorType } ${ this.getPropertyName( uniform, shaderStage ) };`;
  36078. group = true;
  36079. }
  36080. const precision = uniform.node.precision;
  36081. if ( precision !== null ) {
  36082. snippet = precisionLib[ precision ] + ' ' + snippet;
  36083. }
  36084. if ( group ) {
  36085. snippet = '\t' + snippet;
  36086. const groupName = uniform.groupNode.name;
  36087. const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] );
  36088. groupSnippets.push( snippet );
  36089. } else {
  36090. snippet = 'uniform ' + snippet;
  36091. bindingSnippets.push( snippet );
  36092. }
  36093. }
  36094. let output = '';
  36095. for ( const name in uniformGroups ) {
  36096. const groupSnippets = uniformGroups[ name ];
  36097. output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n';
  36098. }
  36099. output += bindingSnippets.join( '\n' );
  36100. return output;
  36101. }
  36102. /**
  36103. * Returns the type for a given buffer attribute.
  36104. *
  36105. * @param {BufferAttribute} attribute - The buffer attribute.
  36106. * @return {String} The type.
  36107. */
  36108. getTypeFromAttribute( attribute ) {
  36109. let nodeType = super.getTypeFromAttribute( attribute );
  36110. if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {
  36111. let dataAttribute = attribute;
  36112. if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
  36113. const array = dataAttribute.array;
  36114. if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) {
  36115. nodeType = nodeType.slice( 1 );
  36116. }
  36117. }
  36118. return nodeType;
  36119. }
  36120. /**
  36121. * Returns the shader attributes of the given shader stage as a GLSL string.
  36122. *
  36123. * @param {String} shaderStage - The shader stage.
  36124. * @return {String} The GLSL snippet that defines the shader attributes.
  36125. */
  36126. getAttributes( shaderStage ) {
  36127. let snippet = '';
  36128. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  36129. const attributes = this.getAttributesArray();
  36130. let location = 0;
  36131. for ( const attribute of attributes ) {
  36132. snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
  36133. }
  36134. }
  36135. return snippet;
  36136. }
  36137. /**
  36138. * Returns the members of the given struct type node as a GLSL string.
  36139. *
  36140. * @param {StructTypeNode} struct - The struct type node.
  36141. * @return {String} The GLSL snippet that defines the struct members.
  36142. */
  36143. getStructMembers( struct ) {
  36144. const snippets = [];
  36145. const members = struct.getMemberTypes();
  36146. for ( let i = 0; i < members.length; i ++ ) {
  36147. const member = members[ i ];
  36148. snippets.push( `layout( location = ${i} ) out ${ member} m${i};` );
  36149. }
  36150. return snippets.join( '\n' );
  36151. }
  36152. /**
  36153. * Returns the structs of the given shader stage as a GLSL string.
  36154. *
  36155. * @param {String} shaderStage - The shader stage.
  36156. * @return {String} The GLSL snippet that defines the structs.
  36157. */
  36158. getStructs( shaderStage ) {
  36159. const snippets = [];
  36160. const structs = this.structs[ shaderStage ];
  36161. if ( structs.length === 0 ) {
  36162. return 'layout( location = 0 ) out vec4 fragColor;\n';
  36163. }
  36164. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  36165. const struct = structs[ index ];
  36166. let snippet = '\n';
  36167. snippet += this.getStructMembers( struct );
  36168. snippet += '\n';
  36169. snippets.push( snippet );
  36170. }
  36171. return snippets.join( '\n\n' );
  36172. }
  36173. /**
  36174. * Returns the varyings of the given shader stage as a GLSL string.
  36175. *
  36176. * @param {String} shaderStage - The shader stage.
  36177. * @return {String} The GLSL snippet that defines the varyings.
  36178. */
  36179. getVaryings( shaderStage ) {
  36180. let snippet = '';
  36181. const varyings = this.varyings;
  36182. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  36183. for ( const varying of varyings ) {
  36184. if ( shaderStage === 'compute' ) varying.needsInterpolation = true;
  36185. const type = this.getType( varying.type );
  36186. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  36187. snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`;
  36188. }
  36189. } else if ( shaderStage === 'fragment' ) {
  36190. for ( const varying of varyings ) {
  36191. if ( varying.needsInterpolation ) {
  36192. const type = this.getType( varying.type );
  36193. const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
  36194. snippet += `${flat}in ${type} ${varying.name};\n`;
  36195. }
  36196. }
  36197. }
  36198. for ( const builtin of this.builtins[ shaderStage ] ) {
  36199. snippet += `${builtin};\n`;
  36200. }
  36201. return snippet;
  36202. }
  36203. /**
  36204. * Returns the vertex index builtin.
  36205. *
  36206. * @return {String} The vertex index.
  36207. */
  36208. getVertexIndex() {
  36209. return 'uint( gl_VertexID )';
  36210. }
  36211. /**
  36212. * Returns the instance index builtin.
  36213. *
  36214. * @return {String} The instance index.
  36215. */
  36216. getInstanceIndex() {
  36217. return 'uint( gl_InstanceID )';
  36218. }
  36219. /**
  36220. * Returns the invocation local index builtin.
  36221. *
  36222. * @return {String} The invocation local index.
  36223. */
  36224. getInvocationLocalIndex() {
  36225. const workgroupSize = this.object.workgroupSize;
  36226. const size = workgroupSize.reduce( ( acc, curr ) => acc * curr, 1 );
  36227. return `uint( gl_InstanceID ) % ${size}u`;
  36228. }
  36229. /**
  36230. * Returns the draw index builtin.
  36231. *
  36232. * @return {String?} The drawIndex shader string. Returns `null` if `WEBGL_multi_draw` isn't supported by the device.
  36233. */
  36234. getDrawIndex() {
  36235. const extensions = this.renderer.backend.extensions;
  36236. if ( extensions.has( 'WEBGL_multi_draw' ) ) {
  36237. return 'uint( gl_DrawID )';
  36238. }
  36239. return null;
  36240. }
  36241. /**
  36242. * Returns the front facing builtin.
  36243. *
  36244. * @return {String} The front facing builtin.
  36245. */
  36246. getFrontFacing() {
  36247. return 'gl_FrontFacing';
  36248. }
  36249. /**
  36250. * Returns the frag coord builtin.
  36251. *
  36252. * @return {String} The frag coord builtin.
  36253. */
  36254. getFragCoord() {
  36255. return 'gl_FragCoord.xy';
  36256. }
  36257. /**
  36258. * Returns the frag depth builtin.
  36259. *
  36260. * @return {String} The frag depth builtin.
  36261. */
  36262. getFragDepth() {
  36263. return 'gl_FragDepth';
  36264. }
  36265. /**
  36266. * Enables the given extension.
  36267. *
  36268. * @param {String} name - The extension name.
  36269. * @param {String} behavior - The extension behavior.
  36270. * @param {String} [shaderStage=this.shaderStage] - The shader stage.
  36271. */
  36272. enableExtension( name, behavior, shaderStage = this.shaderStage ) {
  36273. const map = this.extensions[ shaderStage ] || ( this.extensions[ shaderStage ] = new Map() );
  36274. if ( map.has( name ) === false ) {
  36275. map.set( name, {
  36276. name,
  36277. behavior
  36278. } );
  36279. }
  36280. }
  36281. /**
  36282. * Returns the enabled extensions of the given shader stage as a GLSL string.
  36283. *
  36284. * @param {String} shaderStage - The shader stage.
  36285. * @return {String} The GLSL snippet that defines the enabled extensions.
  36286. */
  36287. getExtensions( shaderStage ) {
  36288. const snippets = [];
  36289. if ( shaderStage === 'vertex' ) {
  36290. const ext = this.renderer.backend.extensions;
  36291. const isBatchedMesh = this.object.isBatchedMesh;
  36292. if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) {
  36293. this.enableExtension( 'GL_ANGLE_multi_draw', 'require', shaderStage );
  36294. }
  36295. }
  36296. const extensions = this.extensions[ shaderStage ];
  36297. if ( extensions !== undefined ) {
  36298. for ( const { name, behavior } of extensions.values() ) {
  36299. snippets.push( `#extension ${name} : ${behavior}` );
  36300. }
  36301. }
  36302. return snippets.join( '\n' );
  36303. }
  36304. /**
  36305. * Returns the clip distances builtin.
  36306. *
  36307. * @return {String} The clip distances builtin.
  36308. */
  36309. getClipDistance() {
  36310. return 'gl_ClipDistance';
  36311. }
  36312. /**
  36313. * Whether the requested feature is available or not.
  36314. *
  36315. * @param {String} name - The requested feature.
  36316. * @return {Boolean} Whether the requested feature is supported or not.
  36317. */
  36318. isAvailable( name ) {
  36319. let result = supports$1[ name ];
  36320. if ( result === undefined ) {
  36321. let extensionName;
  36322. result = false;
  36323. switch ( name ) {
  36324. case 'float32Filterable':
  36325. extensionName = 'OES_texture_float_linear';
  36326. break;
  36327. case 'clipDistance':
  36328. extensionName = 'WEBGL_clip_cull_distance';
  36329. break;
  36330. }
  36331. if ( extensionName !== undefined ) {
  36332. const extensions = this.renderer.backend.extensions;
  36333. if ( extensions.has( extensionName ) ) {
  36334. extensions.get( extensionName );
  36335. result = true;
  36336. }
  36337. }
  36338. supports$1[ name ] = result;
  36339. }
  36340. return result;
  36341. }
  36342. /**
  36343. * Whether to flip texture data along its vertical axis or not.
  36344. *
  36345. * @return {Boolean} Returns always `true` in context of GLSL.
  36346. */
  36347. isFlipY() {
  36348. return true;
  36349. }
  36350. /**
  36351. * Enables hardware clipping.
  36352. *
  36353. * @param {String} planeCount - The clipping plane count.
  36354. */
  36355. enableHardwareClipping( planeCount ) {
  36356. this.enableExtension( 'GL_ANGLE_clip_cull_distance', 'require' );
  36357. this.builtins[ 'vertex' ].push( `out float gl_ClipDistance[ ${ planeCount } ]` );
  36358. }
  36359. /**
  36360. * Registers a transform in context of Transform Feedback.
  36361. *
  36362. * @param {String} varyingName - The varying name.
  36363. * @param {AttributeNode} attributeNode - The attribute node.
  36364. */
  36365. registerTransform( varyingName, attributeNode ) {
  36366. this.transforms.push( { varyingName, attributeNode } );
  36367. }
  36368. /**
  36369. * Returns the transforms of the given shader stage as a GLSL string.
  36370. *
  36371. * @param {String} shaderStage - The shader stage.
  36372. * @return {String} The GLSL snippet that defines the transforms.
  36373. */
  36374. getTransforms( /* shaderStage */ ) {
  36375. const transforms = this.transforms;
  36376. let snippet = '';
  36377. for ( let i = 0; i < transforms.length; i ++ ) {
  36378. const transform = transforms[ i ];
  36379. const attributeName = this.getPropertyName( transform.attributeNode );
  36380. snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;
  36381. }
  36382. return snippet;
  36383. }
  36384. /**
  36385. * Returns a GLSL struct based on the given name and variables.
  36386. *
  36387. * @private
  36388. * @param {String} name - The struct name.
  36389. * @param {String} vars - The struct variables.
  36390. * @return {String} The GLSL snippet representing a struct.
  36391. */
  36392. _getGLSLUniformStruct( name, vars ) {
  36393. return `
  36394. layout( std140 ) uniform ${name} {
  36395. ${vars}
  36396. };`;
  36397. }
  36398. /**
  36399. * Returns a GLSL vertex shader based on the given shader data.
  36400. *
  36401. * @private
  36402. * @param {Object} shaderData - The shader data.
  36403. * @return {String} The vertex shader.
  36404. */
  36405. _getGLSLVertexCode( shaderData ) {
  36406. return `#version 300 es
  36407. ${ this.getSignature() }
  36408. // extensions
  36409. ${shaderData.extensions}
  36410. // precision
  36411. ${ defaultPrecisions }
  36412. // uniforms
  36413. ${shaderData.uniforms}
  36414. // varyings
  36415. ${shaderData.varyings}
  36416. // attributes
  36417. ${shaderData.attributes}
  36418. // codes
  36419. ${shaderData.codes}
  36420. void main() {
  36421. // vars
  36422. ${shaderData.vars}
  36423. // transforms
  36424. ${shaderData.transforms}
  36425. // flow
  36426. ${shaderData.flow}
  36427. gl_PointSize = 1.0;
  36428. }
  36429. `;
  36430. }
  36431. /**
  36432. * Returns a GLSL fragment shader based on the given shader data.
  36433. *
  36434. * @private
  36435. * @param {Object} shaderData - The shader data.
  36436. * @return {String} The vertex shader.
  36437. */
  36438. _getGLSLFragmentCode( shaderData ) {
  36439. return `#version 300 es
  36440. ${ this.getSignature() }
  36441. // precision
  36442. ${ defaultPrecisions }
  36443. // uniforms
  36444. ${shaderData.uniforms}
  36445. // varyings
  36446. ${shaderData.varyings}
  36447. // codes
  36448. ${shaderData.codes}
  36449. ${shaderData.structs}
  36450. void main() {
  36451. // vars
  36452. ${shaderData.vars}
  36453. // flow
  36454. ${shaderData.flow}
  36455. }
  36456. `;
  36457. }
  36458. /**
  36459. * Controls the code build of the shader stages.
  36460. */
  36461. buildCode() {
  36462. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  36463. this.sortBindingGroups();
  36464. for ( const shaderStage in shadersData ) {
  36465. let flow = '// code\n\n';
  36466. flow += this.flowCode[ shaderStage ];
  36467. const flowNodes = this.flowNodes[ shaderStage ];
  36468. const mainNode = flowNodes[ flowNodes.length - 1 ];
  36469. for ( const node of flowNodes ) {
  36470. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  36471. const slotName = node.name;
  36472. if ( slotName ) {
  36473. if ( flow.length > 0 ) flow += '\n';
  36474. flow += `\t// flow -> ${ slotName }\n\t`;
  36475. }
  36476. flow += `${ flowSlotData.code }\n\t`;
  36477. if ( node === mainNode && shaderStage !== 'compute' ) {
  36478. flow += '// result\n\t';
  36479. if ( shaderStage === 'vertex' ) {
  36480. flow += 'gl_Position = ';
  36481. flow += `${ flowSlotData.result };`;
  36482. } else if ( shaderStage === 'fragment' ) {
  36483. if ( ! node.outputNode.isOutputStructNode ) {
  36484. flow += 'fragColor = ';
  36485. flow += `${ flowSlotData.result };`;
  36486. }
  36487. }
  36488. }
  36489. }
  36490. const stageData = shadersData[ shaderStage ];
  36491. stageData.extensions = this.getExtensions( shaderStage );
  36492. stageData.uniforms = this.getUniforms( shaderStage );
  36493. stageData.attributes = this.getAttributes( shaderStage );
  36494. stageData.varyings = this.getVaryings( shaderStage );
  36495. stageData.vars = this.getVars( shaderStage );
  36496. stageData.structs = this.getStructs( shaderStage );
  36497. stageData.codes = this.getCodes( shaderStage );
  36498. stageData.transforms = this.getTransforms( shaderStage );
  36499. stageData.flow = flow;
  36500. }
  36501. if ( this.material !== null ) {
  36502. this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
  36503. this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
  36504. } else {
  36505. this.computeShader = this._getGLSLVertexCode( shadersData.compute );
  36506. }
  36507. }
  36508. /**
  36509. * This method is one of the more important ones since it's responsible
  36510. * for generating a matching binding instance for the given uniform node.
  36511. *
  36512. * These bindings are later used in the renderer to create bind groups
  36513. * and layouts.
  36514. *
  36515. * @param {UniformNode} node - The uniform node.
  36516. * @param {String} type - The node data type.
  36517. * @param {String} shaderStage - The shader stage.
  36518. * @param {String?} [name=null] - An optional uniform name.
  36519. * @return {NodeUniform} The node uniform object.
  36520. */
  36521. getUniformFromNode( node, type, shaderStage, name = null ) {
  36522. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  36523. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  36524. let uniformGPU = nodeData.uniformGPU;
  36525. if ( uniformGPU === undefined ) {
  36526. const group = node.groupNode;
  36527. const groupName = group.name;
  36528. const bindings = this.getBindGroupArray( groupName, shaderStage );
  36529. if ( type === 'texture' ) {
  36530. uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group );
  36531. bindings.push( uniformGPU );
  36532. } else if ( type === 'cubeTexture' ) {
  36533. uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group );
  36534. bindings.push( uniformGPU );
  36535. } else if ( type === 'texture3D' ) {
  36536. uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group );
  36537. bindings.push( uniformGPU );
  36538. } else if ( type === 'buffer' ) {
  36539. node.name = `NodeBuffer_${ node.id }`;
  36540. uniformNode.name = `buffer${ node.id }`;
  36541. const buffer = new NodeUniformBuffer( node, group );
  36542. buffer.name = node.name;
  36543. bindings.push( buffer );
  36544. uniformGPU = buffer;
  36545. } else {
  36546. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  36547. let uniformsGroup = uniformsStage[ groupName ];
  36548. if ( uniformsGroup === undefined ) {
  36549. uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group );
  36550. //uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  36551. uniformsStage[ groupName ] = uniformsGroup;
  36552. bindings.push( uniformsGroup );
  36553. }
  36554. uniformGPU = this.getNodeUniform( uniformNode, type );
  36555. uniformsGroup.addUniform( uniformGPU );
  36556. }
  36557. nodeData.uniformGPU = uniformGPU;
  36558. }
  36559. return uniformNode;
  36560. }
  36561. }
  36562. let _vector2 = null;
  36563. let _color4 = null;
  36564. /**
  36565. * Most of the rendering related logic is implemented in the
  36566. * {@link module:Renderer} module and related management components.
  36567. * Sometimes it is required though to execute commands which are
  36568. * specific to the current 3D backend (which is WebGPU or WebGL 2).
  36569. * This abstract base class defines an interface that encapsulates
  36570. * all backend-related logic. Derived classes for each backend must
  36571. * implement the interface.
  36572. *
  36573. * @abstract
  36574. * @private
  36575. */
  36576. class Backend {
  36577. /**
  36578. * Constructs a new backend.
  36579. *
  36580. * @param {Object} parameters - An object holding parameters for the backend.
  36581. */
  36582. constructor( parameters = {} ) {
  36583. /**
  36584. * The parameters of the backend.
  36585. *
  36586. * @type {Object}
  36587. */
  36588. this.parameters = Object.assign( {}, parameters );
  36589. /**
  36590. * This weak map holds backend-specific data of objects
  36591. * like textures, attributes or render targets.
  36592. *
  36593. * @type {WeakMap}
  36594. */
  36595. this.data = new WeakMap();
  36596. /**
  36597. * A reference to the renderer.
  36598. *
  36599. * @type {Renderer?}
  36600. * @default null
  36601. */
  36602. this.renderer = null;
  36603. /**
  36604. * A reference to the canvas element the renderer is drawing to.
  36605. *
  36606. * @type {(HTMLCanvasElement|OffscreenCanvas)?}
  36607. * @default null
  36608. */
  36609. this.domElement = null;
  36610. }
  36611. /**
  36612. * Initializes the backend so it is ready for usage. Concrete backends
  36613. * are supposed to implement their rendering context creation and related
  36614. * operations in this method.
  36615. *
  36616. * @async
  36617. * @param {Renderer} renderer - The renderer.
  36618. * @return {Promise} A Promise that resolves when the backend has been initialized.
  36619. */
  36620. async init( renderer ) {
  36621. this.renderer = renderer;
  36622. }
  36623. /**
  36624. * The coordinate system of the backend.
  36625. *
  36626. * @abstract
  36627. * @type {Number}
  36628. * @readonly
  36629. */
  36630. get coordinateSystem() {}
  36631. // render context
  36632. /**
  36633. * This method is executed at the beginning of a render call and
  36634. * can be used by the backend to prepare the state for upcoming
  36635. * draw calls.
  36636. *
  36637. * @abstract
  36638. * @param {RenderContext} renderContext - The render context.
  36639. */
  36640. beginRender( /*renderContext*/ ) {}
  36641. /**
  36642. * This method is executed at the end of a render call and
  36643. * can be used by the backend to finalize work after draw
  36644. * calls.
  36645. *
  36646. * @abstract
  36647. * @param {RenderContext} renderContext - The render context.
  36648. */
  36649. finishRender( /*renderContext*/ ) {}
  36650. /**
  36651. * This method is executed at the beginning of a compute call and
  36652. * can be used by the backend to prepare the state for upcoming
  36653. * compute tasks.
  36654. *
  36655. * @abstract
  36656. * @param {Node|Array<Node>} computeGroup - The compute node(s).
  36657. */
  36658. beginCompute( /*computeGroup*/ ) {}
  36659. /**
  36660. * This method is executed at the end of a compute call and
  36661. * can be used by the backend to finalize work after compute
  36662. * tasks.
  36663. *
  36664. * @abstract
  36665. * @param {Node|Array<Node>} computeGroup - The compute node(s).
  36666. */
  36667. finishCompute( /*computeGroup*/ ) {}
  36668. // render object
  36669. /**
  36670. * Executes a draw command for the given render object.
  36671. *
  36672. * @abstract
  36673. * @param {RenderObject} renderObject - The render object to draw.
  36674. * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
  36675. */
  36676. draw( /*renderObject, info*/ ) { }
  36677. // compute node
  36678. /**
  36679. * Executes a compute command for the given compute node.
  36680. *
  36681. * @abstract
  36682. * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
  36683. * @param {Node} computeNode - The compute node.
  36684. * @param {Array<BindGroup>} bindings - The bindings.
  36685. * @param {ComputePipeline} computePipeline - The compute pipeline.
  36686. */
  36687. compute( /*computeGroup, computeNode, computeBindings, computePipeline*/ ) { }
  36688. // program
  36689. /**
  36690. * Creates a shader program from the given programmable stage.
  36691. *
  36692. * @abstract
  36693. * @param {ProgrammableStage} program - The programmable stage.
  36694. */
  36695. createProgram( /*program*/ ) { }
  36696. /**
  36697. * Destroys the shader program of the given programmable stage.
  36698. *
  36699. * @abstract
  36700. * @param {ProgrammableStage} program - The programmable stage.
  36701. */
  36702. destroyProgram( /*program*/ ) { }
  36703. // bindings
  36704. /**
  36705. * Creates bindings from the given bind group definition.
  36706. *
  36707. * @abstract
  36708. * @param {BindGroup} bindGroup - The bind group.
  36709. * @param {Array<BindGroup>} bindings - Array of bind groups.
  36710. * @param {Number} cacheIndex - The cache index.
  36711. * @param {Number} version - The version.
  36712. */
  36713. createBindings( /*bindGroup, bindings, cacheIndex, version*/ ) { }
  36714. /**
  36715. * Updates the given bind group definition.
  36716. *
  36717. * @abstract
  36718. * @param {BindGroup} bindGroup - The bind group.
  36719. * @param {Array<BindGroup>} bindings - Array of bind groups.
  36720. * @param {Number} cacheIndex - The cache index.
  36721. * @param {Number} version - The version.
  36722. */
  36723. updateBindings( /*bindGroup, bindings, cacheIndex, version*/ ) { }
  36724. /**
  36725. * Updates a buffer binding.
  36726. *
  36727. * @abstract
  36728. * @param {Buffer} binding - The buffer binding to update.
  36729. */
  36730. updateBinding( /*binding*/ ) { }
  36731. // pipeline
  36732. /**
  36733. * Creates a render pipeline for the given render object.
  36734. *
  36735. * @abstract
  36736. * @param {RenderObject} renderObject - The render object.
  36737. * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
  36738. */
  36739. createRenderPipeline( /*renderObject, promises*/ ) { }
  36740. /**
  36741. * Creates a compute pipeline for the given compute node.
  36742. *
  36743. * @abstract
  36744. * @param {ComputePipeline} computePipeline - The compute pipeline.
  36745. * @param {Array<BindGroup>} bindings - The bindings.
  36746. */
  36747. createComputePipeline( /*computePipeline, bindings*/ ) { }
  36748. // cache key
  36749. /**
  36750. * Returns `true` if the render pipeline requires an update.
  36751. *
  36752. * @abstract
  36753. * @param {RenderObject} renderObject - The render object.
  36754. * @return {Boolean} Whether the render pipeline requires an update or not.
  36755. */
  36756. needsRenderUpdate( /*renderObject*/ ) { }
  36757. /**
  36758. * Returns a cache key that is used to identify render pipelines.
  36759. *
  36760. * @abstract
  36761. * @param {RenderObject} renderObject - The render object.
  36762. * @return {String} The cache key.
  36763. */
  36764. getRenderCacheKey( /*renderObject*/ ) { }
  36765. // node builder
  36766. /**
  36767. * Returns a node builder for the given render object.
  36768. *
  36769. * @abstract
  36770. * @param {RenderObject} renderObject - The render object.
  36771. * @param {Renderer} renderer - The renderer.
  36772. * @return {NodeBuilder} The node builder.
  36773. */
  36774. createNodeBuilder( /*renderObject, renderer*/ ) { }
  36775. // textures
  36776. /**
  36777. * Creates a GPU sampler for the given texture.
  36778. *
  36779. * @abstract
  36780. * @param {Texture} texture - The texture to create the sampler for.
  36781. */
  36782. createSampler( /*texture*/ ) { }
  36783. /**
  36784. * Destroys the GPU sampler for the given texture.
  36785. *
  36786. * @abstract
  36787. * @param {Texture} texture - The texture to destroy the sampler for.
  36788. */
  36789. destroySampler( /*texture*/ ) {}
  36790. /**
  36791. * Creates a default texture for the given texture that can be used
  36792. * as a placeholder until the actual texture is ready for usage.
  36793. *
  36794. * @abstract
  36795. * @param {Texture} texture - The texture to create a default texture for.
  36796. */
  36797. createDefaultTexture( /*texture*/ ) { }
  36798. /**
  36799. * Defines a texture on the GPU for the given texture object.
  36800. *
  36801. * @abstract
  36802. * @param {Texture} texture - The texture.
  36803. * @param {Object} [options={}] - Optional configuration parameter.
  36804. */
  36805. createTexture( /*texture, options={}*/ ) { }
  36806. /**
  36807. * Uploads the updated texture data to the GPU.
  36808. *
  36809. * @abstract
  36810. * @param {Texture} texture - The texture.
  36811. * @param {Object} [options={}] - Optional configuration parameter.
  36812. */
  36813. updateTexture( /*texture, options = {}*/ ) { }
  36814. /**
  36815. * Generates mipmaps for the given texture.
  36816. *
  36817. * @abstract
  36818. * @param {Texture} texture - The texture.
  36819. */
  36820. generateMipmaps( /*texture*/ ) { }
  36821. /**
  36822. * Destroys the GPU data for the given texture object.
  36823. *
  36824. * @abstract
  36825. * @param {Texture} texture - The texture.
  36826. */
  36827. destroyTexture( /*texture*/ ) { }
  36828. /**
  36829. * Returns texture data as a typed array.
  36830. *
  36831. * @abstract
  36832. * @async
  36833. * @param {Texture} texture - The texture to copy.
  36834. * @param {Number} x - The x coordinate of the copy origin.
  36835. * @param {Number} y - The y coordinate of the copy origin.
  36836. * @param {Number} width - The width of the copy.
  36837. * @param {Number} height - The height of the copy.
  36838. * @param {Number} faceIndex - The face index.
  36839. * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  36840. */
  36841. async copyTextureToBuffer( /*texture, x, y, width, height, faceIndex*/ ) {}
  36842. /**
  36843. * Copies data of the given source texture to the given destination texture.
  36844. *
  36845. * @abstract
  36846. * @param {Texture} srcTexture - The source texture.
  36847. * @param {Texture} dstTexture - The destination texture.
  36848. * @param {Vector4?} [srcRegion=null] - The region of the source texture to copy.
  36849. * @param {(Vector2|Vector3)?} [dstPosition=null] - The destination position of the copy.
  36850. * @param {Number} [level=0] - The mip level to copy.
  36851. */
  36852. copyTextureToTexture( /*srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0*/ ) {}
  36853. /**
  36854. * Copies the current bound framebuffer to the given texture.
  36855. *
  36856. * @abstract
  36857. * @param {Texture} texture - The destination texture.
  36858. * @param {RenderContext} renderContext - The render context.
  36859. * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
  36860. */
  36861. copyFramebufferToTexture( /*texture, renderContext, rectangle*/ ) {}
  36862. // attributes
  36863. /**
  36864. * Creates the GPU buffer of a shader attribute.
  36865. *
  36866. * @abstract
  36867. * @param {BufferAttribute} attribute - The buffer attribute.
  36868. */
  36869. createAttribute( /*attribute*/ ) { }
  36870. /**
  36871. * Creates the GPU buffer of an indexed shader attribute.
  36872. *
  36873. * @abstract
  36874. * @param {BufferAttribute} attribute - The indexed buffer attribute.
  36875. */
  36876. createIndexAttribute( /*attribute*/ ) { }
  36877. /**
  36878. * Creates the GPU buffer of a storage attribute.
  36879. *
  36880. * @abstract
  36881. * @param {BufferAttribute} attribute - The buffer attribute.
  36882. */
  36883. createStorageAttribute( /*attribute*/ ) { }
  36884. /**
  36885. * Updates the GPU buffer of a shader attribute.
  36886. *
  36887. * @abstract
  36888. * @param {BufferAttribute} attribute - The buffer attribute to update.
  36889. */
  36890. updateAttribute( /*attribute*/ ) { }
  36891. /**
  36892. * Destroys the GPU buffer of a shader attribute.
  36893. *
  36894. * @abstract
  36895. * @param {BufferAttribute} attribute - The buffer attribute to destroy.
  36896. */
  36897. destroyAttribute( /*attribute*/ ) { }
  36898. // canvas
  36899. /**
  36900. * Returns the backend's rendering context.
  36901. *
  36902. * @abstract
  36903. * @return {Object} The rendering context.
  36904. */
  36905. getContext() { }
  36906. /**
  36907. * Backends can use this method if they have to run
  36908. * logic when the renderer gets resized.
  36909. *
  36910. * @abstract
  36911. */
  36912. updateSize() { }
  36913. /**
  36914. * Updates the viewport with the values from the given render context.
  36915. *
  36916. * @abstract
  36917. * @param {RenderContext} renderContext - The render context.
  36918. */
  36919. updateViewport( /*renderContext*/ ) {}
  36920. // utils
  36921. /**
  36922. * Returns `true` if the given 3D object is fully occluded by other
  36923. * 3D objects in the scene. Backends must implement this method by using
  36924. * a Occlusion Query API.
  36925. *
  36926. * @abstract
  36927. * @param {RenderContext} renderContext - The render context.
  36928. * @param {Object3D} object - The 3D object to test.
  36929. * @return {Boolean} Whether the 3D object is fully occluded or not.
  36930. */
  36931. isOccluded( /*renderContext, object*/ ) {}
  36932. /**
  36933. * Resolves the time stamp for the given render context and type.
  36934. *
  36935. * @async
  36936. * @abstract
  36937. * @param {RenderContext} renderContext - The render context.
  36938. * @param {String} type - The render context.
  36939. * @return {Promise} A Promise that resolves when the time stamp has been computed.
  36940. */
  36941. async resolveTimestampAsync( /*renderContext, type*/ ) { }
  36942. /**
  36943. * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
  36944. * the CPU waits for the GPU to complete its operation (e.g. a compute task).
  36945. *
  36946. * @async
  36947. * @abstract
  36948. * @return {Promise} A Promise that resolves when synchronization has been finished.
  36949. */
  36950. async waitForGPU() {}
  36951. /**
  36952. * This method performs a readback operation by moving buffer data from
  36953. * a storage buffer attribute from the GPU to the CPU.
  36954. *
  36955. * @async
  36956. * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  36957. * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  36958. */
  36959. async getArrayBufferAsync( /* attribute */ ) {}
  36960. /**
  36961. * Checks if the given feature is supported by the backend.
  36962. *
  36963. * @async
  36964. * @abstract
  36965. * @param {String} name - The feature's name.
  36966. * @return {Promise<Boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not.
  36967. */
  36968. async hasFeatureAsync( /*name*/ ) { }
  36969. /**
  36970. * Checks if the given feature is supported by the backend.
  36971. *
  36972. * @abstract
  36973. * @param {String} name - The feature's name.
  36974. * @return {Boolean} Whether the feature is supported or not.
  36975. */
  36976. hasFeature( /*name*/ ) {}
  36977. /**
  36978. * Returns the maximum anisotropy texture filtering value.
  36979. *
  36980. * @abstract
  36981. * @return {Number} The maximum anisotropy texture filtering value.
  36982. */
  36983. getMaxAnisotropy() {}
  36984. /**
  36985. * Returns the drawing buffer size.
  36986. *
  36987. * @return {Vector2} The drawing buffer size.
  36988. */
  36989. getDrawingBufferSize() {
  36990. _vector2 = _vector2 || new Vector2();
  36991. return this.renderer.getDrawingBufferSize( _vector2 );
  36992. }
  36993. /**
  36994. * Defines the scissor test.
  36995. *
  36996. * @abstract
  36997. * @param {Boolean} boolean - Whether the scissor test should be enabled or not.
  36998. */
  36999. setScissorTest( /*boolean*/ ) { }
  37000. /**
  37001. * Returns the clear color and alpha into a single
  37002. * color object.
  37003. *
  37004. * @return {Color4} The clear color.
  37005. */
  37006. getClearColor() {
  37007. const renderer = this.renderer;
  37008. _color4 = _color4 || new Color4();
  37009. renderer.getClearColor( _color4 );
  37010. _color4.getRGB( _color4, this.renderer.currentColorSpace );
  37011. return _color4;
  37012. }
  37013. /**
  37014. * Returns the DOM element. If no DOM element exists, the backend
  37015. * creates a new one.
  37016. *
  37017. * @return {HTMLCanvasElement} The DOM element.
  37018. */
  37019. getDomElement() {
  37020. let domElement = this.domElement;
  37021. if ( domElement === null ) {
  37022. domElement = ( this.parameters.canvas !== undefined ) ? this.parameters.canvas : createCanvasElement();
  37023. // OffscreenCanvas does not have setAttribute, see #22811
  37024. if ( 'setAttribute' in domElement ) domElement.setAttribute( 'data-engine', `three.js r${REVISION} webgpu` );
  37025. this.domElement = domElement;
  37026. }
  37027. return domElement;
  37028. }
  37029. /**
  37030. * Sets a dictionary for the given object into the
  37031. * internal data structure.
  37032. *
  37033. * @param {Object} object - The object.
  37034. * @param {Object} value - The dictionary to set.
  37035. */
  37036. set( object, value ) {
  37037. this.data.set( object, value );
  37038. }
  37039. /**
  37040. * Returns the dictionary for the given object.
  37041. *
  37042. * @param {Object} object - The object.
  37043. * @return {Object} The object's dictionary.
  37044. */
  37045. get( object ) {
  37046. let map = this.data.get( object );
  37047. if ( map === undefined ) {
  37048. map = {};
  37049. this.data.set( object, map );
  37050. }
  37051. return map;
  37052. }
  37053. /**
  37054. * Checks if the given object has a dictionary
  37055. * with data defined.
  37056. *
  37057. * @param {Object} object - The object.
  37058. * @return {Boolean} Whether a dictionary for the given object as been defined or not.
  37059. */
  37060. has( object ) {
  37061. return this.data.has( object );
  37062. }
  37063. /**
  37064. * Deletes an object from the internal data structure.
  37065. *
  37066. * @param {Object} object - The object to delete.
  37067. */
  37068. delete( object ) {
  37069. this.data.delete( object );
  37070. }
  37071. /**
  37072. * Frees internal resources.
  37073. *
  37074. * @abstract
  37075. */
  37076. dispose() { }
  37077. }
  37078. let _id$1 = 0;
  37079. /**
  37080. * This module is internally used in context of compute shaders.
  37081. * This type of shader is not natively supported in WebGL 2 and
  37082. * thus implemented via Transform Feedback. `DualAttributeData`
  37083. * manages the related data.
  37084. *
  37085. * @private
  37086. */
  37087. class DualAttributeData {
  37088. constructor( attributeData, dualBuffer ) {
  37089. this.buffers = [ attributeData.bufferGPU, dualBuffer ];
  37090. this.type = attributeData.type;
  37091. this.bufferType = attributeData.bufferType;
  37092. this.pbo = attributeData.pbo;
  37093. this.byteLength = attributeData.byteLength;
  37094. this.bytesPerElement = attributeData.BYTES_PER_ELEMENT;
  37095. this.version = attributeData.version;
  37096. this.isInteger = attributeData.isInteger;
  37097. this.activeBufferIndex = 0;
  37098. this.baseId = attributeData.id;
  37099. }
  37100. get id() {
  37101. return `${ this.baseId }|${ this.activeBufferIndex }`;
  37102. }
  37103. get bufferGPU() {
  37104. return this.buffers[ this.activeBufferIndex ];
  37105. }
  37106. get transformBuffer() {
  37107. return this.buffers[ this.activeBufferIndex ^ 1 ];
  37108. }
  37109. switchBuffers() {
  37110. this.activeBufferIndex ^= 1;
  37111. }
  37112. }
  37113. /**
  37114. * A WebGL 2 backend utility module for managing shader attributes.
  37115. *
  37116. * @private
  37117. */
  37118. class WebGLAttributeUtils {
  37119. /**
  37120. * Constructs a new utility object.
  37121. *
  37122. * @param {WebGLBackend} backend - The WebGL 2 backend.
  37123. */
  37124. constructor( backend ) {
  37125. /**
  37126. * A reference to the WebGL 2 backend.
  37127. *
  37128. * @type {WebGLBackend}
  37129. */
  37130. this.backend = backend;
  37131. }
  37132. /**
  37133. * Creates the GPU buffer for the given buffer attribute.
  37134. *
  37135. * @param {BufferAttribute} attribute - The buffer attribute.
  37136. * @param {GLenum } bufferType - A flag that indicates the buffer type and thus binding point target.
  37137. */
  37138. createAttribute( attribute, bufferType ) {
  37139. const backend = this.backend;
  37140. const { gl } = backend;
  37141. const array = attribute.array;
  37142. const usage = attribute.usage || gl.STATIC_DRAW;
  37143. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  37144. const bufferData = backend.get( bufferAttribute );
  37145. let bufferGPU = bufferData.bufferGPU;
  37146. if ( bufferGPU === undefined ) {
  37147. bufferGPU = this._createBuffer( gl, bufferType, array, usage );
  37148. bufferData.bufferGPU = bufferGPU;
  37149. bufferData.bufferType = bufferType;
  37150. bufferData.version = bufferAttribute.version;
  37151. }
  37152. //attribute.onUploadCallback();
  37153. let type;
  37154. if ( array instanceof Float32Array ) {
  37155. type = gl.FLOAT;
  37156. } else if ( array instanceof Uint16Array ) {
  37157. if ( attribute.isFloat16BufferAttribute ) {
  37158. type = gl.HALF_FLOAT;
  37159. } else {
  37160. type = gl.UNSIGNED_SHORT;
  37161. }
  37162. } else if ( array instanceof Int16Array ) {
  37163. type = gl.SHORT;
  37164. } else if ( array instanceof Uint32Array ) {
  37165. type = gl.UNSIGNED_INT;
  37166. } else if ( array instanceof Int32Array ) {
  37167. type = gl.INT;
  37168. } else if ( array instanceof Int8Array ) {
  37169. type = gl.BYTE;
  37170. } else if ( array instanceof Uint8Array ) {
  37171. type = gl.UNSIGNED_BYTE;
  37172. } else if ( array instanceof Uint8ClampedArray ) {
  37173. type = gl.UNSIGNED_BYTE;
  37174. } else {
  37175. throw new Error( 'THREE.WebGLBackend: Unsupported buffer data format: ' + array );
  37176. }
  37177. let attributeData = {
  37178. bufferGPU,
  37179. bufferType,
  37180. type,
  37181. byteLength: array.byteLength,
  37182. bytesPerElement: array.BYTES_PER_ELEMENT,
  37183. version: attribute.version,
  37184. pbo: attribute.pbo,
  37185. isInteger: type === gl.INT || type === gl.UNSIGNED_INT || attribute.gpuType === IntType,
  37186. id: _id$1 ++
  37187. };
  37188. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {
  37189. // create buffer for transform feedback use
  37190. const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage );
  37191. attributeData = new DualAttributeData( attributeData, bufferGPUDual );
  37192. }
  37193. backend.set( attribute, attributeData );
  37194. }
  37195. /**
  37196. * Updates the GPU buffer of the given buffer attribute.
  37197. *
  37198. * @param {BufferAttribute} attribute - The buffer attribute.
  37199. */
  37200. updateAttribute( attribute ) {
  37201. const backend = this.backend;
  37202. const { gl } = backend;
  37203. const array = attribute.array;
  37204. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  37205. const bufferData = backend.get( bufferAttribute );
  37206. const bufferType = bufferData.bufferType;
  37207. const updateRanges = attribute.isInterleavedBufferAttribute ? attribute.data.updateRanges : attribute.updateRanges;
  37208. gl.bindBuffer( bufferType, bufferData.bufferGPU );
  37209. if ( updateRanges.length === 0 ) {
  37210. // Not using update ranges
  37211. gl.bufferSubData( bufferType, 0, array );
  37212. } else {
  37213. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  37214. const range = updateRanges[ i ];
  37215. gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
  37216. array, range.start, range.count );
  37217. }
  37218. bufferAttribute.clearUpdateRanges();
  37219. }
  37220. gl.bindBuffer( bufferType, null );
  37221. bufferData.version = bufferAttribute.version;
  37222. }
  37223. /**
  37224. * Destroys the GPU buffer of the given buffer attribute.
  37225. *
  37226. * @param {BufferAttribute} attribute - The buffer attribute.
  37227. */
  37228. destroyAttribute( attribute ) {
  37229. const backend = this.backend;
  37230. const { gl } = backend;
  37231. if ( attribute.isInterleavedBufferAttribute ) {
  37232. backend.delete( attribute.data );
  37233. }
  37234. const attributeData = backend.get( attribute );
  37235. gl.deleteBuffer( attributeData.bufferGPU );
  37236. backend.delete( attribute );
  37237. }
  37238. /**
  37239. * This method performs a readback operation by moving buffer data from
  37240. * a storage buffer attribute from the GPU to the CPU.
  37241. *
  37242. * @async
  37243. * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  37244. * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  37245. */
  37246. async getArrayBufferAsync( attribute ) {
  37247. const backend = this.backend;
  37248. const { gl } = backend;
  37249. const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  37250. const { bufferGPU } = backend.get( bufferAttribute );
  37251. const array = attribute.array;
  37252. const byteLength = array.byteLength;
  37253. gl.bindBuffer( gl.COPY_READ_BUFFER, bufferGPU );
  37254. const writeBuffer = gl.createBuffer();
  37255. gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  37256. gl.bufferData( gl.COPY_WRITE_BUFFER, byteLength, gl.STREAM_READ );
  37257. gl.copyBufferSubData( gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, byteLength );
  37258. await backend.utils._clientWaitAsync();
  37259. const dstBuffer = new attribute.array.constructor( array.length );
  37260. // Ensure the buffer is bound before reading
  37261. gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  37262. gl.getBufferSubData( gl.COPY_WRITE_BUFFER, 0, dstBuffer );
  37263. gl.deleteBuffer( writeBuffer );
  37264. gl.bindBuffer( gl.COPY_READ_BUFFER, null );
  37265. gl.bindBuffer( gl.COPY_WRITE_BUFFER, null );
  37266. return dstBuffer.buffer;
  37267. }
  37268. /**
  37269. * Creates a WebGL buffer with the given data.
  37270. *
  37271. * @private
  37272. * @param {WebGL2RenderingContext} gl - The rendering context.
  37273. * @param {GLenum } bufferType - A flag that indicates the buffer type and thus binding point target.
  37274. * @param {TypedArray} array - The array of the buffer attribute.
  37275. * @param {GLenum} usage - The usage.
  37276. * @return {WebGLBuffer} The WebGL buffer.
  37277. */
  37278. _createBuffer( gl, bufferType, array, usage ) {
  37279. const bufferGPU = gl.createBuffer();
  37280. gl.bindBuffer( bufferType, bufferGPU );
  37281. gl.bufferData( bufferType, array, usage );
  37282. gl.bindBuffer( bufferType, null );
  37283. return bufferGPU;
  37284. }
  37285. }
  37286. let initialized$1 = false, equationToGL, factorToGL;
  37287. /**
  37288. * A WebGL 2 backend utility module for managing the WebGL state.
  37289. *
  37290. * The major goal of this module is to reduce the number of state changes
  37291. * by caching the WEbGL state with a series of variables. In this way, the
  37292. * renderer only executes state change commands when necessary which
  37293. * improves the overall performance.
  37294. *
  37295. * @private
  37296. */
  37297. class WebGLState {
  37298. /**
  37299. * Constructs a new utility object.
  37300. *
  37301. * @param {WebGLBackend} backend - The WebGL 2 backend.
  37302. */
  37303. constructor( backend ) {
  37304. /**
  37305. * A reference to the WebGL 2 backend.
  37306. *
  37307. * @type {WebGLBackend}
  37308. */
  37309. this.backend = backend;
  37310. /**
  37311. * A reference to the rendering context.
  37312. *
  37313. * @type {WebGL2RenderingContext}
  37314. */
  37315. this.gl = this.backend.gl;
  37316. // Below properties are intended to cache
  37317. // the WebGL state and are not explicitly
  37318. // documented for convenience reasons.
  37319. this.enabled = {};
  37320. this.currentFlipSided = null;
  37321. this.currentCullFace = null;
  37322. this.currentProgram = null;
  37323. this.currentBlendingEnabled = false;
  37324. this.currentBlending = null;
  37325. this.currentBlendSrc = null;
  37326. this.currentBlendDst = null;
  37327. this.currentBlendSrcAlpha = null;
  37328. this.currentBlendDstAlpha = null;
  37329. this.currentPremultipledAlpha = null;
  37330. this.currentPolygonOffsetFactor = null;
  37331. this.currentPolygonOffsetUnits = null;
  37332. this.currentColorMask = null;
  37333. this.currentDepthFunc = null;
  37334. this.currentDepthMask = null;
  37335. this.currentStencilFunc = null;
  37336. this.currentStencilRef = null;
  37337. this.currentStencilFuncMask = null;
  37338. this.currentStencilFail = null;
  37339. this.currentStencilZFail = null;
  37340. this.currentStencilZPass = null;
  37341. this.currentStencilMask = null;
  37342. this.currentLineWidth = null;
  37343. this.currentClippingPlanes = 0;
  37344. this.currentBoundFramebuffers = {};
  37345. this.currentDrawbuffers = new WeakMap();
  37346. this.maxTextures = this.gl.getParameter( this.gl.MAX_TEXTURE_IMAGE_UNITS );
  37347. this.currentTextureSlot = null;
  37348. this.currentBoundTextures = {};
  37349. this.currentBoundBufferBases = {};
  37350. if ( initialized$1 === false ) {
  37351. this._init();
  37352. initialized$1 = true;
  37353. }
  37354. }
  37355. /**
  37356. * Inits the state of the utility.
  37357. *
  37358. * @private
  37359. */
  37360. _init() {
  37361. const gl = this.gl;
  37362. // Store only WebGL constants here.
  37363. equationToGL = {
  37364. [ AddEquation ]: gl.FUNC_ADD,
  37365. [ SubtractEquation ]: gl.FUNC_SUBTRACT,
  37366. [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
  37367. };
  37368. factorToGL = {
  37369. [ ZeroFactor ]: gl.ZERO,
  37370. [ OneFactor ]: gl.ONE,
  37371. [ SrcColorFactor ]: gl.SRC_COLOR,
  37372. [ SrcAlphaFactor ]: gl.SRC_ALPHA,
  37373. [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
  37374. [ DstColorFactor ]: gl.DST_COLOR,
  37375. [ DstAlphaFactor ]: gl.DST_ALPHA,
  37376. [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
  37377. [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
  37378. [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
  37379. [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA
  37380. };
  37381. }
  37382. /**
  37383. * Enables the given WebGL capability.
  37384. *
  37385. * This method caches the capability state so
  37386. * `gl.enable()` is only called when necessary.
  37387. *
  37388. * @param {GLenum} id - The capability to enable.
  37389. */
  37390. enable( id ) {
  37391. const { enabled } = this;
  37392. if ( enabled[ id ] !== true ) {
  37393. this.gl.enable( id );
  37394. enabled[ id ] = true;
  37395. }
  37396. }
  37397. /**
  37398. * Disables the given WebGL capability.
  37399. *
  37400. * This method caches the capability state so
  37401. * `gl.disable()` is only called when necessary.
  37402. *
  37403. * @param {GLenum} id - The capability to enable.
  37404. */
  37405. disable( id ) {
  37406. const { enabled } = this;
  37407. if ( enabled[ id ] !== false ) {
  37408. this.gl.disable( id );
  37409. enabled[ id ] = false;
  37410. }
  37411. }
  37412. /**
  37413. * Specifies whether polygons are front- or back-facing
  37414. * by setting the winding orientation.
  37415. *
  37416. * This method caches the state so `gl.frontFace()` is only
  37417. * called when necessary.
  37418. *
  37419. * @param {Boolean} flipSided - Whether triangles flipped their sides or not.
  37420. */
  37421. setFlipSided( flipSided ) {
  37422. if ( this.currentFlipSided !== flipSided ) {
  37423. const { gl } = this;
  37424. if ( flipSided ) {
  37425. gl.frontFace( gl.CW );
  37426. } else {
  37427. gl.frontFace( gl.CCW );
  37428. }
  37429. this.currentFlipSided = flipSided;
  37430. }
  37431. }
  37432. /**
  37433. * Specifies whether or not front- and/or back-facing
  37434. * polygons can be culled.
  37435. *
  37436. * This method caches the state so `gl.cullFace()` is only
  37437. * called when necessary.
  37438. *
  37439. * @param {Number} cullFace - Defines which polygons are candidates for culling.
  37440. */
  37441. setCullFace( cullFace ) {
  37442. const { gl } = this;
  37443. if ( cullFace !== CullFaceNone ) {
  37444. this.enable( gl.CULL_FACE );
  37445. if ( cullFace !== this.currentCullFace ) {
  37446. if ( cullFace === CullFaceBack ) {
  37447. gl.cullFace( gl.BACK );
  37448. } else if ( cullFace === CullFaceFront ) {
  37449. gl.cullFace( gl.FRONT );
  37450. } else {
  37451. gl.cullFace( gl.FRONT_AND_BACK );
  37452. }
  37453. }
  37454. } else {
  37455. this.disable( gl.CULL_FACE );
  37456. }
  37457. this.currentCullFace = cullFace;
  37458. }
  37459. /**
  37460. * Specifies the width of line primitives.
  37461. *
  37462. * This method caches the state so `gl.lineWidth()` is only
  37463. * called when necessary.
  37464. *
  37465. * @param {Number} width - The line width.
  37466. */
  37467. setLineWidth( width ) {
  37468. const { currentLineWidth, gl } = this;
  37469. if ( width !== currentLineWidth ) {
  37470. gl.lineWidth( width );
  37471. this.currentLineWidth = width;
  37472. }
  37473. }
  37474. /**
  37475. * Defines the blending.
  37476. *
  37477. * This method caches the state so `gl.blendEquation()`, `gl.blendEquationSeparate()`,
  37478. * `gl.blendFunc()` and `gl.blendFuncSeparate()` are only called when necessary.
  37479. *
  37480. * @param {Number} blending - The blending type.
  37481. * @param {Number} blendEquation - The blending equation.
  37482. * @param {Number} blendSrc - Only relevant for custom blending. The RGB source blending factor.
  37483. * @param {Number} blendDst - Only relevant for custom blending. The RGB destination blending factor.
  37484. * @param {Number} blendEquationAlpha - Only relevant for custom blending. The blending equation for alpha.
  37485. * @param {Number} blendSrcAlpha - Only relevant for custom blending. The alpha source blending factor.
  37486. * @param {Number} blendDstAlpha - Only relevant for custom blending. The alpha destination blending factor.
  37487. * @param {Boolean} premultipliedAlpha - Whether premultiplied alpha is enabled or not.
  37488. */
  37489. setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  37490. const { gl } = this;
  37491. if ( blending === NoBlending ) {
  37492. if ( this.currentBlendingEnabled === true ) {
  37493. this.disable( gl.BLEND );
  37494. this.currentBlendingEnabled = false;
  37495. }
  37496. return;
  37497. }
  37498. if ( this.currentBlendingEnabled === false ) {
  37499. this.enable( gl.BLEND );
  37500. this.currentBlendingEnabled = true;
  37501. }
  37502. if ( blending !== CustomBlending ) {
  37503. if ( blending !== this.currentBlending || premultipliedAlpha !== this.currentPremultipledAlpha ) {
  37504. if ( this.currentBlendEquation !== AddEquation || this.currentBlendEquationAlpha !== AddEquation ) {
  37505. gl.blendEquation( gl.FUNC_ADD );
  37506. this.currentBlendEquation = AddEquation;
  37507. this.currentBlendEquationAlpha = AddEquation;
  37508. }
  37509. if ( premultipliedAlpha ) {
  37510. switch ( blending ) {
  37511. case NormalBlending:
  37512. gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  37513. break;
  37514. case AdditiveBlending:
  37515. gl.blendFunc( gl.ONE, gl.ONE );
  37516. break;
  37517. case SubtractiveBlending:
  37518. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  37519. break;
  37520. case MultiplyBlending:
  37521. gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  37522. break;
  37523. default:
  37524. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  37525. break;
  37526. }
  37527. } else {
  37528. switch ( blending ) {
  37529. case NormalBlending:
  37530. gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  37531. break;
  37532. case AdditiveBlending:
  37533. gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  37534. break;
  37535. case SubtractiveBlending:
  37536. gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  37537. break;
  37538. case MultiplyBlending:
  37539. gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  37540. break;
  37541. default:
  37542. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  37543. break;
  37544. }
  37545. }
  37546. this.currentBlendSrc = null;
  37547. this.currentBlendDst = null;
  37548. this.currentBlendSrcAlpha = null;
  37549. this.currentBlendDstAlpha = null;
  37550. this.currentBlending = blending;
  37551. this.currentPremultipledAlpha = premultipliedAlpha;
  37552. }
  37553. return;
  37554. }
  37555. // custom blending
  37556. blendEquationAlpha = blendEquationAlpha || blendEquation;
  37557. blendSrcAlpha = blendSrcAlpha || blendSrc;
  37558. blendDstAlpha = blendDstAlpha || blendDst;
  37559. if ( blendEquation !== this.currentBlendEquation || blendEquationAlpha !== this.currentBlendEquationAlpha ) {
  37560. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  37561. this.currentBlendEquation = blendEquation;
  37562. this.currentBlendEquationAlpha = blendEquationAlpha;
  37563. }
  37564. if ( blendSrc !== this.currentBlendSrc || blendDst !== this.currentBlendDst || blendSrcAlpha !== this.currentBlendSrcAlpha || blendDstAlpha !== this.currentBlendDstAlpha ) {
  37565. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  37566. this.currentBlendSrc = blendSrc;
  37567. this.currentBlendDst = blendDst;
  37568. this.currentBlendSrcAlpha = blendSrcAlpha;
  37569. this.currentBlendDstAlpha = blendDstAlpha;
  37570. }
  37571. this.currentBlending = blending;
  37572. this.currentPremultipledAlpha = false;
  37573. }
  37574. /**
  37575. * Specifies whether colors can be written when rendering
  37576. * into a framebuffer or not.
  37577. *
  37578. * This method caches the state so `gl.colorMask()` is only
  37579. * called when necessary.
  37580. *
  37581. * @param {Boolean} colorMask - The color mask.
  37582. */
  37583. setColorMask( colorMask ) {
  37584. if ( this.currentColorMask !== colorMask ) {
  37585. this.gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  37586. this.currentColorMask = colorMask;
  37587. }
  37588. }
  37589. /**
  37590. * Specifies whether the depth test is enabled or not.
  37591. *
  37592. * @param {Boolean} depthTest - Whether the depth test is enabled or not.
  37593. */
  37594. setDepthTest( depthTest ) {
  37595. const { gl } = this;
  37596. if ( depthTest ) {
  37597. this.enable( gl.DEPTH_TEST );
  37598. } else {
  37599. this.disable( gl.DEPTH_TEST );
  37600. }
  37601. }
  37602. /**
  37603. * Specifies whether depth values can be written when rendering
  37604. * into a framebuffer or not.
  37605. *
  37606. * This method caches the state so `gl.depthMask()` is only
  37607. * called when necessary.
  37608. *
  37609. * @param {Boolean} depthMask - The depth mask.
  37610. */
  37611. setDepthMask( depthMask ) {
  37612. if ( this.currentDepthMask !== depthMask ) {
  37613. this.gl.depthMask( depthMask );
  37614. this.currentDepthMask = depthMask;
  37615. }
  37616. }
  37617. /**
  37618. * Specifies the depth compare function.
  37619. *
  37620. * This method caches the state so `gl.depthFunc()` is only
  37621. * called when necessary.
  37622. *
  37623. * @param {Number} depthFunc - The depth compare function.
  37624. */
  37625. setDepthFunc( depthFunc ) {
  37626. if ( this.currentDepthFunc !== depthFunc ) {
  37627. const { gl } = this;
  37628. switch ( depthFunc ) {
  37629. case NeverDepth:
  37630. gl.depthFunc( gl.NEVER );
  37631. break;
  37632. case AlwaysDepth:
  37633. gl.depthFunc( gl.ALWAYS );
  37634. break;
  37635. case LessDepth:
  37636. gl.depthFunc( gl.LESS );
  37637. break;
  37638. case LessEqualDepth:
  37639. gl.depthFunc( gl.LEQUAL );
  37640. break;
  37641. case EqualDepth:
  37642. gl.depthFunc( gl.EQUAL );
  37643. break;
  37644. case GreaterEqualDepth:
  37645. gl.depthFunc( gl.GEQUAL );
  37646. break;
  37647. case GreaterDepth:
  37648. gl.depthFunc( gl.GREATER );
  37649. break;
  37650. case NotEqualDepth:
  37651. gl.depthFunc( gl.NOTEQUAL );
  37652. break;
  37653. default:
  37654. gl.depthFunc( gl.LEQUAL );
  37655. }
  37656. this.currentDepthFunc = depthFunc;
  37657. }
  37658. }
  37659. /**
  37660. * Specifies whether the stencil test is enabled or not.
  37661. *
  37662. * @param {Boolean} stencilTest - Whether the stencil test is enabled or not.
  37663. */
  37664. setStencilTest( stencilTest ) {
  37665. const { gl } = this;
  37666. if ( stencilTest ) {
  37667. this.enable( gl.STENCIL_TEST );
  37668. } else {
  37669. this.disable( gl.STENCIL_TEST );
  37670. }
  37671. }
  37672. /**
  37673. * Specifies whether stencil values can be written when rendering
  37674. * into a framebuffer or not.
  37675. *
  37676. * This method caches the state so `gl.stencilMask()` is only
  37677. * called when necessary.
  37678. *
  37679. * @param {Boolean} stencilMask - The stencil mask.
  37680. */
  37681. setStencilMask( stencilMask ) {
  37682. if ( this.currentStencilMask !== stencilMask ) {
  37683. this.gl.stencilMask( stencilMask );
  37684. this.currentStencilMask = stencilMask;
  37685. }
  37686. }
  37687. /**
  37688. * Specifies whether the stencil test functions.
  37689. *
  37690. * This method caches the state so `gl.stencilFunc()` is only
  37691. * called when necessary.
  37692. *
  37693. * @param {Number} stencilFunc - The stencil compare function.
  37694. * @param {Number} stencilRef - The reference value for the stencil test.
  37695. * @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.
  37696. */
  37697. setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
  37698. if ( this.currentStencilFunc !== stencilFunc ||
  37699. this.currentStencilRef !== stencilRef ||
  37700. this.currentStencilFuncMask !== stencilMask ) {
  37701. this.gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  37702. this.currentStencilFunc = stencilFunc;
  37703. this.currentStencilRef = stencilRef;
  37704. this.currentStencilFuncMask = stencilMask;
  37705. }
  37706. }
  37707. /**
  37708. * Specifies whether the stencil test operation.
  37709. *
  37710. * This method caches the state so `gl.stencilOp()` is only
  37711. * called when necessary.
  37712. *
  37713. * @param {Number} stencilFail - The function to use when the stencil test fails.
  37714. * @param {Number} stencilZFail - The function to use when the stencil test passes, but the depth test fail.
  37715. * @param {Number} stencilZPass - The function to use when both the stencil test and the depth test pass,
  37716. * or when the stencil test passes and there is no depth buffer or depth testing is disabled.
  37717. */
  37718. setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
  37719. if ( this.currentStencilFail !== stencilFail ||
  37720. this.currentStencilZFail !== stencilZFail ||
  37721. this.currentStencilZPass !== stencilZPass ) {
  37722. this.gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  37723. this.currentStencilFail = stencilFail;
  37724. this.currentStencilZFail = stencilZFail;
  37725. this.currentStencilZPass = stencilZPass;
  37726. }
  37727. }
  37728. /**
  37729. * Configures the WebGL state for the given material.
  37730. *
  37731. * @param {Material} material - The material to configure the state for.
  37732. * @param {Number} frontFaceCW - Whether the front faces are counter-clockwise or not.
  37733. * @param {Number} hardwareClippingPlanes - The number of hardware clipping planes.
  37734. */
  37735. setMaterial( material, frontFaceCW, hardwareClippingPlanes ) {
  37736. const { gl } = this;
  37737. material.side === DoubleSide
  37738. ? this.disable( gl.CULL_FACE )
  37739. : this.enable( gl.CULL_FACE );
  37740. let flipSided = ( material.side === BackSide );
  37741. if ( frontFaceCW ) flipSided = ! flipSided;
  37742. this.setFlipSided( flipSided );
  37743. ( material.blending === NormalBlending && material.transparent === false )
  37744. ? this.setBlending( NoBlending )
  37745. : this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  37746. this.setDepthFunc( material.depthFunc );
  37747. this.setDepthTest( material.depthTest );
  37748. this.setDepthMask( material.depthWrite );
  37749. this.setColorMask( material.colorWrite );
  37750. const stencilWrite = material.stencilWrite;
  37751. this.setStencilTest( stencilWrite );
  37752. if ( stencilWrite ) {
  37753. this.setStencilMask( material.stencilWriteMask );
  37754. this.setStencilFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  37755. this.setStencilOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  37756. }
  37757. this.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  37758. material.alphaToCoverage === true && this.backend.renderer.samples > 1
  37759. ? this.enable( gl.SAMPLE_ALPHA_TO_COVERAGE )
  37760. : this.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );
  37761. if ( hardwareClippingPlanes > 0 ) {
  37762. if ( this.currentClippingPlanes !== hardwareClippingPlanes ) {
  37763. const CLIP_DISTANCE0_WEBGL = 0x3000;
  37764. for ( let i = 0; i < 8; i ++ ) {
  37765. if ( i < hardwareClippingPlanes ) {
  37766. this.enable( CLIP_DISTANCE0_WEBGL + i );
  37767. } else {
  37768. this.disable( CLIP_DISTANCE0_WEBGL + i );
  37769. }
  37770. }
  37771. }
  37772. }
  37773. }
  37774. /**
  37775. * Specifies the polygon offset.
  37776. *
  37777. * This method caches the state so `gl.polygonOffset()` is only
  37778. * called when necessary.
  37779. *
  37780. * @param {Boolean} polygonOffset - Whether polygon offset is enabled or not.
  37781. * @param {Number} factor - The scale factor for the variable depth offset for each polygon.
  37782. * @param {Number} units - The multiplier by which an implementation-specific value is multiplied with to create a constant depth offset.
  37783. */
  37784. setPolygonOffset( polygonOffset, factor, units ) {
  37785. const { gl } = this;
  37786. if ( polygonOffset ) {
  37787. this.enable( gl.POLYGON_OFFSET_FILL );
  37788. if ( this.currentPolygonOffsetFactor !== factor || this.currentPolygonOffsetUnits !== units ) {
  37789. gl.polygonOffset( factor, units );
  37790. this.currentPolygonOffsetFactor = factor;
  37791. this.currentPolygonOffsetUnits = units;
  37792. }
  37793. } else {
  37794. this.disable( gl.POLYGON_OFFSET_FILL );
  37795. }
  37796. }
  37797. /**
  37798. * Defines the usage of the given WebGL program.
  37799. *
  37800. * This method caches the state so `gl.useProgram()` is only
  37801. * called when necessary.
  37802. *
  37803. * @param {WebGLProgram} program - The WebGL program to use.
  37804. * @return {Boolean} Whether a program change has been executed or not.
  37805. */
  37806. useProgram( program ) {
  37807. if ( this.currentProgram !== program ) {
  37808. this.gl.useProgram( program );
  37809. this.currentProgram = program;
  37810. return true;
  37811. }
  37812. return false;
  37813. }
  37814. // framebuffer
  37815. /**
  37816. * Binds the given framebuffer.
  37817. *
  37818. * This method caches the state so `gl.bindFramebuffer()` is only
  37819. * called when necessary.
  37820. *
  37821. * @param {Number} target - The binding point (target).
  37822. * @param {WebGLFramebuffer} framebuffer - The WebGL framebuffer to bind.
  37823. * @return {Boolean} Whether a bind has been executed or not.
  37824. */
  37825. bindFramebuffer( target, framebuffer ) {
  37826. const { gl, currentBoundFramebuffers } = this;
  37827. if ( currentBoundFramebuffers[ target ] !== framebuffer ) {
  37828. gl.bindFramebuffer( target, framebuffer );
  37829. currentBoundFramebuffers[ target ] = framebuffer;
  37830. // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
  37831. if ( target === gl.DRAW_FRAMEBUFFER ) {
  37832. currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;
  37833. }
  37834. if ( target === gl.FRAMEBUFFER ) {
  37835. currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;
  37836. }
  37837. return true;
  37838. }
  37839. return false;
  37840. }
  37841. /**
  37842. * Defines draw buffers to which fragment colors are written into.
  37843. * Configures the MRT setup of custom framebuffers.
  37844. *
  37845. * This method caches the state so `gl.drawBuffers()` is only
  37846. * called when necessary.
  37847. *
  37848. * @param {RenderContext} renderContext - The render context.
  37849. * @param {WebGLFramebuffer} framebuffer - The WebGL framebuffer.
  37850. */
  37851. drawBuffers( renderContext, framebuffer ) {
  37852. const { gl } = this;
  37853. let drawBuffers = [];
  37854. let needsUpdate = false;
  37855. if ( renderContext.textures !== null ) {
  37856. drawBuffers = this.currentDrawbuffers.get( framebuffer );
  37857. if ( drawBuffers === undefined ) {
  37858. drawBuffers = [];
  37859. this.currentDrawbuffers.set( framebuffer, drawBuffers );
  37860. }
  37861. const textures = renderContext.textures;
  37862. if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {
  37863. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  37864. drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;
  37865. }
  37866. drawBuffers.length = textures.length;
  37867. needsUpdate = true;
  37868. }
  37869. } else {
  37870. if ( drawBuffers[ 0 ] !== gl.BACK ) {
  37871. drawBuffers[ 0 ] = gl.BACK;
  37872. needsUpdate = true;
  37873. }
  37874. }
  37875. if ( needsUpdate ) {
  37876. gl.drawBuffers( drawBuffers );
  37877. }
  37878. }
  37879. // texture
  37880. /**
  37881. * Makes the given texture unit active.
  37882. *
  37883. * This method caches the state so `gl.activeTexture()` is only
  37884. * called when necessary.
  37885. *
  37886. * @param {Number} webglSlot - The texture unit to make active.
  37887. */
  37888. activeTexture( webglSlot ) {
  37889. const { gl, currentTextureSlot, maxTextures } = this;
  37890. if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  37891. if ( currentTextureSlot !== webglSlot ) {
  37892. gl.activeTexture( webglSlot );
  37893. this.currentTextureSlot = webglSlot;
  37894. }
  37895. }
  37896. /**
  37897. * Binds the given WebGL texture to a target.
  37898. *
  37899. * This method caches the state so `gl.bindTexture()` is only
  37900. * called when necessary.
  37901. *
  37902. * @param {Number} webglType - The binding point (target).
  37903. * @param {WebGLTexture} webglTexture - The WebGL texture to bind.
  37904. * @param {Number} webglSlot - The texture.
  37905. */
  37906. bindTexture( webglType, webglTexture, webglSlot ) {
  37907. const { gl, currentTextureSlot, currentBoundTextures, maxTextures } = this;
  37908. if ( webglSlot === undefined ) {
  37909. if ( currentTextureSlot === null ) {
  37910. webglSlot = gl.TEXTURE0 + maxTextures - 1;
  37911. } else {
  37912. webglSlot = currentTextureSlot;
  37913. }
  37914. }
  37915. let boundTexture = currentBoundTextures[ webglSlot ];
  37916. if ( boundTexture === undefined ) {
  37917. boundTexture = { type: undefined, texture: undefined };
  37918. currentBoundTextures[ webglSlot ] = boundTexture;
  37919. }
  37920. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  37921. if ( currentTextureSlot !== webglSlot ) {
  37922. gl.activeTexture( webglSlot );
  37923. this.currentTextureSlot = webglSlot;
  37924. }
  37925. gl.bindTexture( webglType, webglTexture );
  37926. boundTexture.type = webglType;
  37927. boundTexture.texture = webglTexture;
  37928. }
  37929. }
  37930. /**
  37931. * Binds a given WebGL buffer to a given binding point (target) at a given index.
  37932. *
  37933. * This method caches the state so `gl.bindBufferBase()` is only
  37934. * called when necessary.
  37935. *
  37936. * @param {Number} target - The target for the bind operation.
  37937. * @param {Number} index - The index of the target.
  37938. * @param {WebGLBuffer} buffer - The WebGL buffer.
  37939. * @return {Boolean} Whether a bind has been executed or not.
  37940. */
  37941. bindBufferBase( target, index, buffer ) {
  37942. const { gl } = this;
  37943. const key = `${target}-${index}`;
  37944. if ( this.currentBoundBufferBases[ key ] !== buffer ) {
  37945. gl.bindBufferBase( target, index, buffer );
  37946. this.currentBoundBufferBases[ key ] = buffer;
  37947. return true;
  37948. }
  37949. return false;
  37950. }
  37951. /**
  37952. * Unbinds the current bound texture.
  37953. *
  37954. * This method caches the state so `gl.bindTexture()` is only
  37955. * called when necessary.
  37956. */
  37957. unbindTexture() {
  37958. const { gl, currentTextureSlot, currentBoundTextures } = this;
  37959. const boundTexture = currentBoundTextures[ currentTextureSlot ];
  37960. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  37961. gl.bindTexture( boundTexture.type, null );
  37962. boundTexture.type = undefined;
  37963. boundTexture.texture = undefined;
  37964. }
  37965. }
  37966. }
  37967. /**
  37968. * A WebGL 2 backend utility module with common helpers.
  37969. *
  37970. * @private
  37971. */
  37972. class WebGLUtils {
  37973. /**
  37974. * Constructs a new utility object.
  37975. *
  37976. * @param {WebGLBackend} backend - The WebGL 2 backend.
  37977. */
  37978. constructor( backend ) {
  37979. /**
  37980. * A reference to the WebGL 2 backend.
  37981. *
  37982. * @type {WebGLBackend}
  37983. */
  37984. this.backend = backend;
  37985. /**
  37986. * A reference to the rendering context.
  37987. *
  37988. * @type {WebGL2RenderingContext}
  37989. */
  37990. this.gl = this.backend.gl;
  37991. /**
  37992. * A reference to a backend module holding extension-related
  37993. * utility functions.
  37994. *
  37995. * @type {WebGLExtensions}
  37996. */
  37997. this.extensions = backend.extensions;
  37998. }
  37999. /**
  38000. * Converts the given three.js constant into a WebGL constant.
  38001. * The method currently supports the conversion of texture formats
  38002. * and types.
  38003. *
  38004. * @param {Number} p - The three.js constant.
  38005. * @param {String} [colorSpace=NoColorSpace] - The color space.
  38006. * @return {Number} The corresponding WebGL constant.
  38007. */
  38008. convert( p, colorSpace = NoColorSpace ) {
  38009. const { gl, extensions } = this;
  38010. let extension;
  38011. if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
  38012. if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
  38013. if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
  38014. if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
  38015. if ( p === ByteType ) return gl.BYTE;
  38016. if ( p === ShortType ) return gl.SHORT;
  38017. if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
  38018. if ( p === IntType ) return gl.INT;
  38019. if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
  38020. if ( p === FloatType ) return gl.FLOAT;
  38021. if ( p === HalfFloatType ) {
  38022. return gl.HALF_FLOAT;
  38023. }
  38024. if ( p === AlphaFormat ) return gl.ALPHA;
  38025. if ( p === RGBFormat ) return gl.RGB;
  38026. if ( p === RGBAFormat ) return gl.RGBA;
  38027. if ( p === LuminanceFormat ) return gl.LUMINANCE;
  38028. if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
  38029. if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
  38030. if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;
  38031. // WebGL2 formats.
  38032. if ( p === RedFormat ) return gl.RED;
  38033. if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
  38034. if ( p === RGFormat ) return gl.RG;
  38035. if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
  38036. if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;
  38037. // S3TC
  38038. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  38039. if ( colorSpace === SRGBColorSpace ) {
  38040. extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
  38041. if ( extension !== null ) {
  38042. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
  38043. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
  38044. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
  38045. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
  38046. } else {
  38047. return null;
  38048. }
  38049. } else {
  38050. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  38051. if ( extension !== null ) {
  38052. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  38053. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  38054. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  38055. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  38056. } else {
  38057. return null;
  38058. }
  38059. }
  38060. }
  38061. // PVRTC
  38062. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  38063. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  38064. if ( extension !== null ) {
  38065. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  38066. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  38067. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  38068. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  38069. } else {
  38070. return null;
  38071. }
  38072. }
  38073. // ETC
  38074. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  38075. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  38076. if ( extension !== null ) {
  38077. if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
  38078. if ( p === RGBA_ETC2_EAC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
  38079. } else {
  38080. return null;
  38081. }
  38082. }
  38083. // ASTC
  38084. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  38085. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  38086. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  38087. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  38088. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  38089. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  38090. if ( extension !== null ) {
  38091. if ( p === RGBA_ASTC_4x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
  38092. if ( p === RGBA_ASTC_5x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
  38093. if ( p === RGBA_ASTC_5x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
  38094. if ( p === RGBA_ASTC_6x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
  38095. if ( p === RGBA_ASTC_6x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
  38096. if ( p === RGBA_ASTC_8x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
  38097. if ( p === RGBA_ASTC_8x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
  38098. if ( p === RGBA_ASTC_8x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
  38099. if ( p === RGBA_ASTC_10x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
  38100. if ( p === RGBA_ASTC_10x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
  38101. if ( p === RGBA_ASTC_10x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
  38102. if ( p === RGBA_ASTC_10x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
  38103. if ( p === RGBA_ASTC_12x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
  38104. if ( p === RGBA_ASTC_12x12_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
  38105. } else {
  38106. return null;
  38107. }
  38108. }
  38109. // BPTC
  38110. if ( p === RGBA_BPTC_Format ) {
  38111. extension = extensions.get( 'EXT_texture_compression_bptc' );
  38112. if ( extension !== null ) {
  38113. if ( p === RGBA_BPTC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
  38114. } else {
  38115. return null;
  38116. }
  38117. }
  38118. // RGTC
  38119. if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {
  38120. extension = extensions.get( 'EXT_texture_compression_rgtc' );
  38121. if ( extension !== null ) {
  38122. if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
  38123. if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
  38124. if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
  38125. if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
  38126. } else {
  38127. return null;
  38128. }
  38129. }
  38130. //
  38131. if ( p === UnsignedInt248Type ) {
  38132. return gl.UNSIGNED_INT_24_8;
  38133. }
  38134. // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)
  38135. return ( gl[ p ] !== undefined ) ? gl[ p ] : null;
  38136. }
  38137. /**
  38138. * This method can be used to synchronize the CPU with the GPU by waiting until
  38139. * ongoing GPU commands have been completed.
  38140. *
  38141. * @private
  38142. * @return {Promise} A promise that resolves when all ongoing GPU commands have been completed.
  38143. */
  38144. _clientWaitAsync() {
  38145. const { gl } = this;
  38146. const sync = gl.fenceSync( gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
  38147. gl.flush();
  38148. return new Promise( ( resolve, reject ) => {
  38149. function test() {
  38150. const res = gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 );
  38151. if ( res === gl.WAIT_FAILED ) {
  38152. gl.deleteSync( sync );
  38153. reject();
  38154. return;
  38155. }
  38156. if ( res === gl.TIMEOUT_EXPIRED ) {
  38157. requestAnimationFrame( test );
  38158. return;
  38159. }
  38160. gl.deleteSync( sync );
  38161. resolve();
  38162. }
  38163. test();
  38164. } );
  38165. }
  38166. }
  38167. let initialized = false, wrappingToGL, filterToGL, compareToGL;
  38168. /**
  38169. * A WebGL 2 backend utility module for managing textures.
  38170. *
  38171. * @private
  38172. */
  38173. class WebGLTextureUtils {
  38174. /**
  38175. * Constructs a new utility object.
  38176. *
  38177. * @param {WebGLBackend} backend - The WebGL 2 backend.
  38178. */
  38179. constructor( backend ) {
  38180. /**
  38181. * A reference to the WebGL 2 backend.
  38182. *
  38183. * @type {WebGLBackend}
  38184. */
  38185. this.backend = backend;
  38186. /**
  38187. * A reference to the rendering context.
  38188. *
  38189. * @type {WebGL2RenderingContext}
  38190. */
  38191. this.gl = backend.gl;
  38192. /**
  38193. * A reference to a backend module holding extension-related
  38194. * utility functions.
  38195. *
  38196. * @type {WebGLExtensions}
  38197. */
  38198. this.extensions = backend.extensions;
  38199. /**
  38200. * A dictionary for managing default textures. The key
  38201. * is the binding point (target), the value the WEbGL texture object.
  38202. *
  38203. * @type {Object<GLenum,WebGLTexture>}
  38204. */
  38205. this.defaultTextures = {};
  38206. if ( initialized === false ) {
  38207. this._init();
  38208. initialized = true;
  38209. }
  38210. }
  38211. /**
  38212. * Inits the state of the utility.
  38213. *
  38214. * @private
  38215. */
  38216. _init() {
  38217. const gl = this.gl;
  38218. // Store only WebGL constants here.
  38219. wrappingToGL = {
  38220. [ RepeatWrapping ]: gl.REPEAT,
  38221. [ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE,
  38222. [ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT
  38223. };
  38224. filterToGL = {
  38225. [ NearestFilter ]: gl.NEAREST,
  38226. [ NearestMipmapNearestFilter ]: gl.NEAREST_MIPMAP_NEAREST,
  38227. [ NearestMipmapLinearFilter ]: gl.NEAREST_MIPMAP_LINEAR,
  38228. [ LinearFilter ]: gl.LINEAR,
  38229. [ LinearMipmapNearestFilter ]: gl.LINEAR_MIPMAP_NEAREST,
  38230. [ LinearMipmapLinearFilter ]: gl.LINEAR_MIPMAP_LINEAR
  38231. };
  38232. compareToGL = {
  38233. [ NeverCompare ]: gl.NEVER,
  38234. [ AlwaysCompare ]: gl.ALWAYS,
  38235. [ LessCompare ]: gl.LESS,
  38236. [ LessEqualCompare ]: gl.LEQUAL,
  38237. [ EqualCompare ]: gl.EQUAL,
  38238. [ GreaterEqualCompare ]: gl.GEQUAL,
  38239. [ GreaterCompare ]: gl.GREATER,
  38240. [ NotEqualCompare ]: gl.NOTEQUAL
  38241. };
  38242. }
  38243. /**
  38244. * Returns the native texture type for the given texture.
  38245. *
  38246. * @param {Texture} texture - The texture.
  38247. * @return {GLenum} The native texture type.
  38248. */
  38249. getGLTextureType( texture ) {
  38250. const { gl } = this;
  38251. let glTextureType;
  38252. if ( texture.isCubeTexture === true ) {
  38253. glTextureType = gl.TEXTURE_CUBE_MAP;
  38254. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  38255. glTextureType = gl.TEXTURE_2D_ARRAY;
  38256. } else if ( texture.isData3DTexture === true ) { // TODO: isCompressed3DTexture, wait for #26642
  38257. glTextureType = gl.TEXTURE_3D;
  38258. } else {
  38259. glTextureType = gl.TEXTURE_2D;
  38260. }
  38261. return glTextureType;
  38262. }
  38263. /**
  38264. * Returns the native texture type for the given texture.
  38265. *
  38266. * @param {String?} internalFormatName - The internal format name. When `null`, the internal format is derived from the subsequent parameters.
  38267. * @param {GLenum} glFormat - The WebGL format.
  38268. * @param {GLenum} glType - The WebGL type.
  38269. * @param {String} colorSpace - The texture's color space.
  38270. * @param {Boolean} [forceLinearTransfer=false] - Whether to force a linear transfer or not.
  38271. * @return {GLenum} The internal format.
  38272. */
  38273. getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {
  38274. const { gl, extensions } = this;
  38275. if ( internalFormatName !== null ) {
  38276. if ( gl[ internalFormatName ] !== undefined ) return gl[ internalFormatName ];
  38277. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  38278. }
  38279. let internalFormat = glFormat;
  38280. if ( glFormat === gl.RED ) {
  38281. if ( glType === gl.FLOAT ) internalFormat = gl.R32F;
  38282. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.R16F;
  38283. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8;
  38284. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16;
  38285. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  38286. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  38287. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  38288. if ( glType === gl.INT ) internalFormat = gl.R32I;
  38289. }
  38290. if ( glFormat === gl.RED_INTEGER ) {
  38291. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI;
  38292. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI;
  38293. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  38294. if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  38295. if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  38296. if ( glType === gl.INT ) internalFormat = gl.R32I;
  38297. }
  38298. if ( glFormat === gl.RG ) {
  38299. if ( glType === gl.FLOAT ) internalFormat = gl.RG32F;
  38300. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RG16F;
  38301. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8;
  38302. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16;
  38303. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  38304. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  38305. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  38306. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  38307. }
  38308. if ( glFormat === gl.RG_INTEGER ) {
  38309. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8UI;
  38310. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16UI;
  38311. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  38312. if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  38313. if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  38314. if ( glType === gl.INT ) internalFormat = gl.RG32I;
  38315. }
  38316. if ( glFormat === gl.RGB ) {
  38317. if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F;
  38318. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F;
  38319. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8;
  38320. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16;
  38321. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  38322. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  38323. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  38324. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  38325. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8 : gl.RGB8;
  38326. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565;
  38327. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  38328. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4;
  38329. if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5;
  38330. }
  38331. if ( glFormat === gl.RGB_INTEGER ) {
  38332. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8UI;
  38333. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16UI;
  38334. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  38335. if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  38336. if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  38337. if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  38338. }
  38339. if ( glFormat === gl.RGBA ) {
  38340. if ( glType === gl.FLOAT ) internalFormat = gl.RGBA32F;
  38341. if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGBA16F;
  38342. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8;
  38343. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16;
  38344. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  38345. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  38346. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  38347. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  38348. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8_ALPHA8 : gl.RGBA8;
  38349. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGBA4;
  38350. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  38351. }
  38352. if ( glFormat === gl.RGBA_INTEGER ) {
  38353. if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8UI;
  38354. if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16UI;
  38355. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  38356. if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  38357. if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  38358. if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  38359. }
  38360. if ( glFormat === gl.DEPTH_COMPONENT ) {
  38361. if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH24_STENCIL8;
  38362. if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F;
  38363. }
  38364. if ( glFormat === gl.DEPTH_STENCIL ) {
  38365. if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8;
  38366. }
  38367. if ( internalFormat === gl.R16F || internalFormat === gl.R32F ||
  38368. internalFormat === gl.RG16F || internalFormat === gl.RG32F ||
  38369. internalFormat === gl.RGBA16F || internalFormat === gl.RGBA32F ) {
  38370. extensions.get( 'EXT_color_buffer_float' );
  38371. }
  38372. return internalFormat;
  38373. }
  38374. /**
  38375. * Sets the texture parameters for the given texture.
  38376. *
  38377. * @param {GLenum} textureType - The texture type.
  38378. * @param {Texture} texture - The texture.
  38379. */
  38380. setTextureParameters( textureType, texture ) {
  38381. const { gl, extensions, backend } = this;
  38382. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  38383. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  38384. gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  38385. gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE );
  38386. gl.texParameteri( textureType, gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  38387. gl.texParameteri( textureType, gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  38388. if ( textureType === gl.TEXTURE_3D || textureType === gl.TEXTURE_2D_ARRAY ) {
  38389. gl.texParameteri( textureType, gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  38390. }
  38391. gl.texParameteri( textureType, gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  38392. const hasMipmaps = texture.mipmaps !== undefined && texture.mipmaps.length > 0;
  38393. // follow WebGPU backend mapping for texture filtering
  38394. const minFilter = texture.minFilter === LinearFilter && hasMipmaps ? LinearMipmapLinearFilter : texture.minFilter;
  38395. gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] );
  38396. if ( texture.compareFunction ) {
  38397. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE );
  38398. gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );
  38399. }
  38400. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  38401. if ( texture.magFilter === NearestFilter ) return;
  38402. if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
  38403. if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
  38404. if ( texture.anisotropy > 1 ) {
  38405. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  38406. gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) );
  38407. }
  38408. }
  38409. }
  38410. /**
  38411. * Creates a default texture for the given texture that can be used
  38412. * as a placeholder until the actual texture is ready for usage.
  38413. *
  38414. * @param {Texture} texture - The texture to create a default texture for.
  38415. */
  38416. createDefaultTexture( texture ) {
  38417. const { gl, backend, defaultTextures } = this;
  38418. const glTextureType = this.getGLTextureType( texture );
  38419. let textureGPU = defaultTextures[ glTextureType ];
  38420. if ( textureGPU === undefined ) {
  38421. textureGPU = gl.createTexture();
  38422. backend.state.bindTexture( glTextureType, textureGPU );
  38423. gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  38424. gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
  38425. // gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
  38426. defaultTextures[ glTextureType ] = textureGPU;
  38427. }
  38428. backend.set( texture, {
  38429. textureGPU,
  38430. glTextureType,
  38431. isDefault: true
  38432. } );
  38433. }
  38434. /**
  38435. * Defines a texture on the GPU for the given texture object.
  38436. *
  38437. * @param {Texture} texture - The texture.
  38438. * @param {Object} [options={}] - Optional configuration parameter.
  38439. * @return {undefined}
  38440. */
  38441. createTexture( texture, options ) {
  38442. const { gl, backend } = this;
  38443. const { levels, width, height, depth } = options;
  38444. const glFormat = backend.utils.convert( texture.format, texture.colorSpace );
  38445. const glType = backend.utils.convert( texture.type );
  38446. const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
  38447. const textureGPU = gl.createTexture();
  38448. const glTextureType = this.getGLTextureType( texture );
  38449. backend.state.bindTexture( glTextureType, textureGPU );
  38450. this.setTextureParameters( glTextureType, texture );
  38451. if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
  38452. gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth );
  38453. } else if ( texture.isData3DTexture ) {
  38454. gl.texStorage3D( gl.TEXTURE_3D, levels, glInternalFormat, width, height, depth );
  38455. } else if ( ! texture.isVideoTexture ) {
  38456. gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height );
  38457. }
  38458. backend.set( texture, {
  38459. textureGPU,
  38460. glTextureType,
  38461. glFormat,
  38462. glType,
  38463. glInternalFormat
  38464. } );
  38465. }
  38466. /**
  38467. * Uploads texture buffer data to the GPU memory.
  38468. *
  38469. * @param {WebGLBuffer} buffer - The buffer data.
  38470. * @param {Texture} texture - The texture,
  38471. */
  38472. copyBufferToTexture( buffer, texture ) {
  38473. const { gl, backend } = this;
  38474. const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture );
  38475. const { width, height } = texture.source.data;
  38476. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer );
  38477. backend.state.bindTexture( glTextureType, textureGPU );
  38478. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false );
  38479. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false );
  38480. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 );
  38481. gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null );
  38482. backend.state.unbindTexture();
  38483. // debug
  38484. // const framebuffer = gl.createFramebuffer();
  38485. // gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer );
  38486. // gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 );
  38487. // const readout = new Float32Array( width * height * 4 );
  38488. // const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT );
  38489. // const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE );
  38490. // gl.readPixels( 0, 0, width, height, altFormat, altType, readout );
  38491. // gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  38492. // console.log( readout );
  38493. }
  38494. /**
  38495. * Uploads the updated texture data to the GPU.
  38496. *
  38497. * @param {Texture} texture - The texture.
  38498. * @param {Object} [options={}] - Optional configuration parameter.
  38499. */
  38500. updateTexture( texture, options ) {
  38501. const { gl } = this;
  38502. const { width, height } = options;
  38503. const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture );
  38504. if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) )
  38505. return;
  38506. const getImage = ( source ) => {
  38507. if ( source.isDataTexture ) {
  38508. return source.image.data;
  38509. } else if ( ( typeof HTMLImageElement !== 'undefined' && source instanceof HTMLImageElement ) ||
  38510. ( typeof HTMLCanvasElement !== 'undefined' && source instanceof HTMLCanvasElement ) ||
  38511. ( typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap ) ||
  38512. source instanceof OffscreenCanvas ) {
  38513. return source;
  38514. }
  38515. return source.data;
  38516. };
  38517. this.backend.state.bindTexture( glTextureType, textureGPU );
  38518. this.setTextureParameters( glTextureType, texture );
  38519. if ( texture.isCompressedTexture ) {
  38520. const mipmaps = texture.mipmaps;
  38521. const image = options.image;
  38522. for ( let i = 0; i < mipmaps.length; i ++ ) {
  38523. const mipmap = mipmaps[ i ];
  38524. if ( texture.isCompressedArrayTexture ) {
  38525. if ( texture.format !== gl.RGBA ) {
  38526. if ( glFormat !== null ) {
  38527. gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data );
  38528. } else {
  38529. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  38530. }
  38531. } else {
  38532. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );
  38533. }
  38534. } else {
  38535. if ( glFormat !== null ) {
  38536. gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );
  38537. } else {
  38538. console.warn( 'Unsupported compressed texture format' );
  38539. }
  38540. }
  38541. }
  38542. } else if ( texture.isCubeTexture ) {
  38543. const images = options.images;
  38544. for ( let i = 0; i < 6; i ++ ) {
  38545. const image = getImage( images[ i ] );
  38546. gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image );
  38547. }
  38548. } else if ( texture.isDataArrayTexture ) {
  38549. const image = options.image;
  38550. gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  38551. } else if ( texture.isData3DTexture ) {
  38552. const image = options.image;
  38553. gl.texSubImage3D( gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
  38554. } else if ( texture.isVideoTexture ) {
  38555. texture.update();
  38556. gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image );
  38557. } else {
  38558. const image = getImage( options.image );
  38559. gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image );
  38560. }
  38561. }
  38562. /**
  38563. * Generates mipmaps for the given texture.
  38564. *
  38565. * @param {Texture} texture - The texture.
  38566. */
  38567. generateMipmaps( texture ) {
  38568. const { gl, backend } = this;
  38569. const { textureGPU, glTextureType } = backend.get( texture );
  38570. backend.state.bindTexture( glTextureType, textureGPU );
  38571. gl.generateMipmap( glTextureType );
  38572. }
  38573. /**
  38574. * Deallocates the render buffers of the given render target.
  38575. *
  38576. * @param {RenderTarget} renderTarget - The render target.
  38577. */
  38578. deallocateRenderBuffers( renderTarget ) {
  38579. const { gl, backend } = this;
  38580. // remove framebuffer reference
  38581. if ( renderTarget ) {
  38582. const renderContextData = backend.get( renderTarget );
  38583. renderContextData.renderBufferStorageSetup = undefined;
  38584. if ( renderContextData.framebuffers ) {
  38585. for ( const cacheKey in renderContextData.framebuffers ) {
  38586. gl.deleteFramebuffer( renderContextData.framebuffers[ cacheKey ] );
  38587. }
  38588. delete renderContextData.framebuffers;
  38589. }
  38590. if ( renderContextData.depthRenderbuffer ) {
  38591. gl.deleteRenderbuffer( renderContextData.depthRenderbuffer );
  38592. delete renderContextData.depthRenderbuffer;
  38593. }
  38594. if ( renderContextData.stencilRenderbuffer ) {
  38595. gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer );
  38596. delete renderContextData.stencilRenderbuffer;
  38597. }
  38598. if ( renderContextData.msaaFrameBuffer ) {
  38599. gl.deleteFramebuffer( renderContextData.msaaFrameBuffer );
  38600. delete renderContextData.msaaFrameBuffer;
  38601. }
  38602. if ( renderContextData.msaaRenderbuffers ) {
  38603. for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) {
  38604. gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] );
  38605. }
  38606. delete renderContextData.msaaRenderbuffers;
  38607. }
  38608. }
  38609. }
  38610. /**
  38611. * Destroys the GPU data for the given texture object.
  38612. *
  38613. * @param {Texture} texture - The texture.
  38614. */
  38615. destroyTexture( texture ) {
  38616. const { gl, backend } = this;
  38617. const { textureGPU, renderTarget } = backend.get( texture );
  38618. this.deallocateRenderBuffers( renderTarget );
  38619. gl.deleteTexture( textureGPU );
  38620. backend.delete( texture );
  38621. }
  38622. /**
  38623. * Copies data of the given source texture to the given destination texture.
  38624. *
  38625. * @param {Texture} srcTexture - The source texture.
  38626. * @param {Texture} dstTexture - The destination texture.
  38627. * @param {Vector4?} [srcRegion=null] - The region of the source texture to copy.
  38628. * @param {(Vector2|Vector3)?} [dstPosition=null] - The destination position of the copy.
  38629. * @param {Number} [level=0] - The mip level to copy.
  38630. */
  38631. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  38632. const { gl, backend } = this;
  38633. const { state } = this.backend;
  38634. const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture );
  38635. let width, height, minX, minY;
  38636. let dstX, dstY;
  38637. if ( srcRegion !== null ) {
  38638. width = srcRegion.max.x - srcRegion.min.x;
  38639. height = srcRegion.max.y - srcRegion.min.y;
  38640. minX = srcRegion.min.x;
  38641. minY = srcRegion.min.y;
  38642. } else {
  38643. width = srcTexture.image.width;
  38644. height = srcTexture.image.height;
  38645. minX = 0;
  38646. minY = 0;
  38647. }
  38648. if ( dstPosition !== null ) {
  38649. dstX = dstPosition.x;
  38650. dstY = dstPosition.y;
  38651. } else {
  38652. dstX = 0;
  38653. dstY = 0;
  38654. }
  38655. state.bindTexture( glTextureType, dstTextureGPU );
  38656. // As another texture upload may have changed pixelStorei
  38657. // parameters, make sure they are correct for the dstTexture
  38658. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  38659. gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  38660. gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  38661. gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
  38662. const currentUnpackRowLen = gl.getParameter( gl.UNPACK_ROW_LENGTH );
  38663. const currentUnpackImageHeight = gl.getParameter( gl.UNPACK_IMAGE_HEIGHT );
  38664. const currentUnpackSkipPixels = gl.getParameter( gl.UNPACK_SKIP_PIXELS );
  38665. const currentUnpackSkipRows = gl.getParameter( gl.UNPACK_SKIP_ROWS );
  38666. const currentUnpackSkipImages = gl.getParameter( gl.UNPACK_SKIP_IMAGES );
  38667. const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
  38668. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, image.width );
  38669. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, image.height );
  38670. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, minX );
  38671. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, minY );
  38672. if ( srcTexture.isRenderTargetTexture || srcTexture.isDepthTexture ) {
  38673. const srcTextureData = backend.get( srcTexture );
  38674. const dstTextureData = backend.get( dstTexture );
  38675. const srcRenderContextData = backend.get( srcTextureData.renderTarget );
  38676. const dstRenderContextData = backend.get( dstTextureData.renderTarget );
  38677. const srcFramebuffer = srcRenderContextData.framebuffers[ srcTextureData.cacheKey ];
  38678. const dstFramebuffer = dstRenderContextData.framebuffers[ dstTextureData.cacheKey ];
  38679. state.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffer );
  38680. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, dstFramebuffer );
  38681. let mask = gl.COLOR_BUFFER_BIT;
  38682. if ( srcTexture.isDepthTexture ) mask = gl.DEPTH_BUFFER_BIT;
  38683. gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, mask, gl.NEAREST );
  38684. state.bindFramebuffer( gl.READ_FRAMEBUFFER, null );
  38685. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );
  38686. } else {
  38687. if ( srcTexture.isDataTexture ) {
  38688. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data );
  38689. } else {
  38690. if ( srcTexture.isCompressedTexture ) {
  38691. gl.compressedTexSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data );
  38692. } else {
  38693. gl.texSubImage2D( gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image );
  38694. }
  38695. }
  38696. }
  38697. gl.pixelStorei( gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
  38698. gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
  38699. gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
  38700. gl.pixelStorei( gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
  38701. gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
  38702. // Generate mipmaps only when copying level 0
  38703. if ( level === 0 && dstTexture.generateMipmaps ) gl.generateMipmap( gl.TEXTURE_2D );
  38704. state.unbindTexture();
  38705. }
  38706. /**
  38707. * Copies the current bound framebuffer to the given texture.
  38708. *
  38709. * @param {Texture} texture - The destination texture.
  38710. * @param {RenderContext} renderContext - The render context.
  38711. * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
  38712. */
  38713. copyFramebufferToTexture( texture, renderContext, rectangle ) {
  38714. const { gl } = this;
  38715. const { state } = this.backend;
  38716. const { textureGPU } = this.backend.get( texture );
  38717. const { x, y, z: width, w: height } = rectangle;
  38718. const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 );
  38719. const srcHeight = renderContext.renderTarget ? renderContext.renderTarget.height : this.backend.getDrawingBufferSize().y;
  38720. if ( requireDrawFrameBuffer ) {
  38721. const partial = ( x !== 0 || y !== 0 );
  38722. let mask;
  38723. let attachment;
  38724. if ( texture.isDepthTexture === true ) {
  38725. mask = gl.DEPTH_BUFFER_BIT;
  38726. attachment = gl.DEPTH_ATTACHMENT;
  38727. if ( renderContext.stencil ) {
  38728. mask |= gl.STENCIL_BUFFER_BIT;
  38729. }
  38730. } else {
  38731. mask = gl.COLOR_BUFFER_BIT;
  38732. attachment = gl.COLOR_ATTACHMENT0;
  38733. }
  38734. if ( partial ) {
  38735. const renderTargetContextData = this.backend.get( renderContext.renderTarget );
  38736. const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  38737. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  38738. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  38739. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  38740. const flippedY = srcHeight - y - height;
  38741. gl.blitFramebuffer( x, flippedY, x + width, flippedY + height, x, flippedY, x + width, flippedY + height, mask, gl.NEAREST );
  38742. state.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
  38743. state.bindTexture( gl.TEXTURE_2D, textureGPU );
  38744. gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, flippedY, width, height );
  38745. state.unbindTexture();
  38746. } else {
  38747. const fb = gl.createFramebuffer();
  38748. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  38749. gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 );
  38750. gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST );
  38751. gl.deleteFramebuffer( fb );
  38752. }
  38753. } else {
  38754. state.bindTexture( gl.TEXTURE_2D, textureGPU );
  38755. gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, srcHeight - height - y, width, height );
  38756. state.unbindTexture();
  38757. }
  38758. if ( texture.generateMipmaps ) this.generateMipmaps( texture );
  38759. this.backend._setFramebuffer( renderContext );
  38760. }
  38761. /**
  38762. * SetupS storage for internal depth/stencil buffers and bind to correct framebuffer.
  38763. *
  38764. * @param {WebGLRenderbuffer} renderbuffer - The render buffer.
  38765. * @param {RenderContext} renderContext - The render context.
  38766. */
  38767. setupRenderBufferStorage( renderbuffer, renderContext ) {
  38768. const { gl } = this;
  38769. const renderTarget = renderContext.renderTarget;
  38770. const { samples, depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget;
  38771. gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
  38772. if ( depthBuffer && ! stencilBuffer ) {
  38773. let glInternalFormat = gl.DEPTH_COMPONENT24;
  38774. if ( samples > 0 ) {
  38775. if ( depthTexture && depthTexture.isDepthTexture ) {
  38776. if ( depthTexture.type === gl.FLOAT ) {
  38777. glInternalFormat = gl.DEPTH_COMPONENT32F;
  38778. }
  38779. }
  38780. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height );
  38781. } else {
  38782. gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height );
  38783. }
  38784. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  38785. } else if ( depthBuffer && stencilBuffer ) {
  38786. if ( samples > 0 ) {
  38787. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height );
  38788. } else {
  38789. gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height );
  38790. }
  38791. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
  38792. }
  38793. }
  38794. /**
  38795. * Returns texture data as a typed array.
  38796. *
  38797. * @async
  38798. * @param {Texture} texture - The texture to copy.
  38799. * @param {Number} x - The x coordinate of the copy origin.
  38800. * @param {Number} y - The y coordinate of the copy origin.
  38801. * @param {Number} width - The width of the copy.
  38802. * @param {Number} height - The height of the copy.
  38803. * @param {Number} faceIndex - The face index.
  38804. * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  38805. */
  38806. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  38807. const { backend, gl } = this;
  38808. const { textureGPU, glFormat, glType } = this.backend.get( texture );
  38809. const fb = gl.createFramebuffer();
  38810. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
  38811. const target = texture.isCubeTexture ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;
  38812. gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, textureGPU, 0 );
  38813. const typedArrayType = this._getTypedArrayType( glType );
  38814. const bytesPerTexel = this._getBytesPerTexel( glType, glFormat );
  38815. const elementCount = width * height;
  38816. const byteLength = elementCount * bytesPerTexel;
  38817. const buffer = gl.createBuffer();
  38818. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  38819. gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ );
  38820. gl.readPixels( x, y, width, height, glFormat, glType, 0 );
  38821. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  38822. await backend.utils._clientWaitAsync();
  38823. const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT );
  38824. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  38825. gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer );
  38826. gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
  38827. gl.deleteFramebuffer( fb );
  38828. return dstBuffer;
  38829. }
  38830. /**
  38831. * Returns the corresponding typed array type for the given WebGL data type.
  38832. *
  38833. * @private
  38834. * @param {GLenum} glType - The WebGL data type.
  38835. * @return {TypedArray.constructor} The typed array type.
  38836. */
  38837. _getTypedArrayType( glType ) {
  38838. const { gl } = this;
  38839. if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array;
  38840. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array;
  38841. if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array;
  38842. if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array;
  38843. if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array;
  38844. if ( glType === gl.UNSIGNED_INT ) return Uint32Array;
  38845. if ( glType === gl.HALF_FLOAT ) return Uint16Array;
  38846. if ( glType === gl.FLOAT ) return Float32Array;
  38847. throw new Error( `Unsupported WebGL type: ${glType}` );
  38848. }
  38849. /**
  38850. * Returns the bytes-per-texel value for the given WebGL data type and texture format.
  38851. *
  38852. * @private
  38853. * @param {GLenum} glType - The WebGL data type.
  38854. * @param {GLenum} glFormat - The WebGL texture format.
  38855. * @return {Number} The bytes-per-texel.
  38856. */
  38857. _getBytesPerTexel( glType, glFormat ) {
  38858. const { gl } = this;
  38859. let bytesPerComponent = 0;
  38860. if ( glType === gl.UNSIGNED_BYTE ) bytesPerComponent = 1;
  38861. if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ||
  38862. glType === gl.UNSIGNED_SHORT_5_5_5_1 ||
  38863. glType === gl.UNSIGNED_SHORT_5_6_5 ||
  38864. glType === gl.UNSIGNED_SHORT ||
  38865. glType === gl.HALF_FLOAT ) bytesPerComponent = 2;
  38866. if ( glType === gl.UNSIGNED_INT ||
  38867. glType === gl.FLOAT ) bytesPerComponent = 4;
  38868. if ( glFormat === gl.RGBA ) return bytesPerComponent * 4;
  38869. if ( glFormat === gl.RGB ) return bytesPerComponent * 3;
  38870. if ( glFormat === gl.ALPHA ) return bytesPerComponent;
  38871. }
  38872. }
  38873. /**
  38874. * A WebGL 2 backend utility module for managing extensions.
  38875. *
  38876. * @private
  38877. */
  38878. class WebGLExtensions {
  38879. /**
  38880. * Constructs a new utility object.
  38881. *
  38882. * @param {WebGLBackend} backend - The WebGL 2 backend.
  38883. */
  38884. constructor( backend ) {
  38885. /**
  38886. * A reference to the WebGL 2 backend.
  38887. *
  38888. * @type {WebGLBackend}
  38889. */
  38890. this.backend = backend;
  38891. /**
  38892. * A reference to the rendering context.
  38893. *
  38894. * @type {WebGL2RenderingContext}
  38895. */
  38896. this.gl = this.backend.gl;
  38897. /**
  38898. * A list with all the supported WebGL extensions.
  38899. *
  38900. * @type {Array<String>}
  38901. */
  38902. this.availableExtensions = this.gl.getSupportedExtensions();
  38903. /**
  38904. * A dictionary with requested WebGL extensions.
  38905. * The key is the name of the extension, the value
  38906. * the requested extension object.
  38907. *
  38908. * @type {Object<String,Object>}
  38909. */
  38910. this.extensions = {};
  38911. }
  38912. /**
  38913. * Returns the extension object for the given extension name.
  38914. *
  38915. * @param {String} name - The extension name.
  38916. * @return {Object} The extension object.
  38917. */
  38918. get( name ) {
  38919. let extension = this.extensions[ name ];
  38920. if ( extension === undefined ) {
  38921. extension = this.gl.getExtension( name );
  38922. this.extensions[ name ] = extension;
  38923. }
  38924. return extension;
  38925. }
  38926. /**
  38927. * Returns `true` if the requested extension is available.
  38928. *
  38929. * @param {String} name - The extension name.
  38930. * @return {Boolean} Whether the given extension is available or not.
  38931. */
  38932. has( name ) {
  38933. return this.availableExtensions.includes( name );
  38934. }
  38935. }
  38936. /**
  38937. * A WebGL 2 backend utility module for managing the device's capabilities.
  38938. *
  38939. * @private
  38940. */
  38941. class WebGLCapabilities {
  38942. /**
  38943. * Constructs a new utility object.
  38944. *
  38945. * @param {WebGLBackend} backend - The WebGL 2 backend.
  38946. */
  38947. constructor( backend ) {
  38948. /**
  38949. * A reference to the WebGL 2 backend.
  38950. *
  38951. * @type {WebGLBackend}
  38952. */
  38953. this.backend = backend;
  38954. /**
  38955. * This value holds the cached max anisotropy value.
  38956. *
  38957. * @type {Number?}
  38958. * @default null
  38959. */
  38960. this.maxAnisotropy = null;
  38961. }
  38962. /**
  38963. * Returns the maximum anisotropy texture filtering value. This value
  38964. * depends on the device and is reported by the `EXT_texture_filter_anisotropic`
  38965. * WebGL extension.
  38966. *
  38967. * @return {Number} The maximum anisotropy texture filtering value.
  38968. */
  38969. getMaxAnisotropy() {
  38970. if ( this.maxAnisotropy !== null ) return this.maxAnisotropy;
  38971. const gl = this.backend.gl;
  38972. const extensions = this.backend.extensions;
  38973. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  38974. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  38975. this.maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  38976. } else {
  38977. this.maxAnisotropy = 0;
  38978. }
  38979. return this.maxAnisotropy;
  38980. }
  38981. }
  38982. const GLFeatureName = {
  38983. 'WEBGL_multi_draw': 'WEBGL_multi_draw',
  38984. 'WEBGL_compressed_texture_astc': 'texture-compression-astc',
  38985. 'WEBGL_compressed_texture_etc': 'texture-compression-etc2',
  38986. 'WEBGL_compressed_texture_etc1': 'texture-compression-etc1',
  38987. 'WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  38988. 'WEBKIT_WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  38989. 'WEBGL_compressed_texture_s3tc': 'texture-compression-bc',
  38990. 'EXT_texture_compression_bptc': 'texture-compression-bptc',
  38991. 'EXT_disjoint_timer_query_webgl2': 'timestamp-query',
  38992. };
  38993. class WebGLBufferRenderer {
  38994. constructor( backend ) {
  38995. this.gl = backend.gl;
  38996. this.extensions = backend.extensions;
  38997. this.info = backend.renderer.info;
  38998. this.mode = null;
  38999. this.index = 0;
  39000. this.type = null;
  39001. this.object = null;
  39002. }
  39003. render( start, count ) {
  39004. const { gl, mode, object, type, info, index } = this;
  39005. if ( index !== 0 ) {
  39006. gl.drawElements( mode, count, type, start );
  39007. } else {
  39008. gl.drawArrays( mode, start, count );
  39009. }
  39010. info.update( object, count, mode, 1 );
  39011. }
  39012. renderInstances( start, count, primcount ) {
  39013. const { gl, mode, type, index, object, info } = this;
  39014. if ( primcount === 0 ) return;
  39015. if ( index !== 0 ) {
  39016. gl.drawElementsInstanced( mode, count, type, start, primcount );
  39017. } else {
  39018. gl.drawArraysInstanced( mode, start, count, primcount );
  39019. }
  39020. info.update( object, count, mode, primcount );
  39021. }
  39022. renderMultiDraw( starts, counts, drawCount ) {
  39023. const { extensions, mode, object, info } = this;
  39024. if ( drawCount === 0 ) return;
  39025. const extension = extensions.get( 'WEBGL_multi_draw' );
  39026. if ( extension === null ) {
  39027. for ( let i = 0; i < drawCount; i ++ ) {
  39028. this.render( starts[ i ], counts[ i ] );
  39029. }
  39030. } else {
  39031. if ( this.index !== 0 ) {
  39032. extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount );
  39033. } else {
  39034. extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );
  39035. }
  39036. let elementCount = 0;
  39037. for ( let i = 0; i < drawCount; i ++ ) {
  39038. elementCount += counts[ i ];
  39039. }
  39040. info.update( object, elementCount, mode, 1 );
  39041. }
  39042. }
  39043. renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
  39044. const { extensions, mode, object, info } = this;
  39045. if ( drawCount === 0 ) return;
  39046. const extension = extensions.get( 'WEBGL_multi_draw' );
  39047. if ( extension === null ) {
  39048. for ( let i = 0; i < drawCount; i ++ ) {
  39049. this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] );
  39050. }
  39051. } else {
  39052. if ( this.index !== 0 ) {
  39053. extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount );
  39054. } else {
  39055. extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );
  39056. }
  39057. let elementCount = 0;
  39058. for ( let i = 0; i < drawCount; i ++ ) {
  39059. elementCount += counts[ i ] * primcount[ i ];
  39060. }
  39061. info.update( object, elementCount, mode, 1 );
  39062. }
  39063. }
  39064. //
  39065. }
  39066. /**
  39067. * A backend implementation targeting WebGL 2.
  39068. *
  39069. * @private
  39070. * @augments Backend
  39071. */
  39072. class WebGLBackend extends Backend {
  39073. /**
  39074. * Constructs a new WebGPU backend.
  39075. *
  39076. * @param {Object} parameters - The configuration parameter.
  39077. * @param {Boolean} [parameters.logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
  39078. * @param {Boolean} [parameters.alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
  39079. * @param {Boolean} [parameters.depth=true] - Whether the default framebuffer should have a depth buffer or not.
  39080. * @param {Boolean} [parameters.stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
  39081. * @param {Boolean} [parameters.antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
  39082. * @param {Number} [parameters.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.
  39083. * @param {Boolean} [parameters.forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
  39084. * @param {WebGL2RenderingContext} [parameters.context=undefined] - A WebGL 2 rendering context.
  39085. */
  39086. constructor( parameters = {} ) {
  39087. super( parameters );
  39088. /**
  39089. * This flag can be used for type testing.
  39090. *
  39091. * @type {Boolean}
  39092. * @readonly
  39093. * @default true
  39094. */
  39095. this.isWebGLBackend = true;
  39096. /**
  39097. * A reference to a backend module holding shader attribute-related
  39098. * utility functions.
  39099. *
  39100. * @type {WebGLAttributeUtils?}
  39101. * @default null
  39102. */
  39103. this.attributeUtils = null;
  39104. /**
  39105. * A reference to a backend module holding extension-related
  39106. * utility functions.
  39107. *
  39108. * @type {WebGLExtensions?}
  39109. * @default null
  39110. */
  39111. this.extensions = null;
  39112. /**
  39113. * A reference to a backend module holding capability-related
  39114. * utility functions.
  39115. *
  39116. * @type {WebGLCapabilities?}
  39117. * @default null
  39118. */
  39119. this.capabilities = null;
  39120. /**
  39121. * A reference to a backend module holding texture-related
  39122. * utility functions.
  39123. *
  39124. * @type {WebGLTextureUtils?}
  39125. * @default null
  39126. */
  39127. this.textureUtils = null;
  39128. /**
  39129. * A reference to a backend module holding renderer-related
  39130. * utility functions.
  39131. *
  39132. * @type {WebGLBufferRenderer?}
  39133. * @default null
  39134. */
  39135. this.bufferRenderer = null;
  39136. /**
  39137. * A reference to the rendering context.
  39138. *
  39139. * @type {WebGL2RenderingContext?}
  39140. * @default null
  39141. */
  39142. this.gl = null;
  39143. /**
  39144. * A reference to a backend module holding state-related
  39145. * utility functions.
  39146. *
  39147. * @type {WebGLState?}
  39148. * @default null
  39149. */
  39150. this.state = null;
  39151. /**
  39152. * A reference to a backend module holding common
  39153. * utility functions.
  39154. *
  39155. * @type {WebGLUtils?}
  39156. * @default null
  39157. */
  39158. this.utils = null;
  39159. /**
  39160. * Dictionary for caching VAOs.
  39161. *
  39162. * @type {Object<String,WebGLVertexArrayObject>}
  39163. */
  39164. this.vaoCache = {};
  39165. /**
  39166. * Dictionary for caching transform feedback objects.
  39167. *
  39168. * @type {Object<String,WebGLTransformFeedback>}
  39169. */
  39170. this.transformFeedbackCache = {};
  39171. /**
  39172. * Controls if `gl.RASTERIZER_DISCARD` should be enabled or not.
  39173. * Only relevant when using compute shaders.
  39174. *
  39175. * @type {Boolean}
  39176. * @default false
  39177. */
  39178. this.discard = false;
  39179. /**
  39180. * A reference to the `EXT_disjoint_timer_query_webgl2` extension. `null` if the
  39181. * device does not support the extension.
  39182. *
  39183. * @type {EXTDisjointTimerQueryWebGL2?}
  39184. * @default null
  39185. */
  39186. this.disjoint = null;
  39187. /**
  39188. * A reference to the `KHR_parallel_shader_compile` extension. `null` if the
  39189. * device does not support the extension.
  39190. *
  39191. * @type {KHRParallelShaderCompile?}
  39192. * @default null
  39193. */
  39194. this.parallel = null;
  39195. /**
  39196. * Whether to track timestamps with a Timestamp Query API or not.
  39197. *
  39198. * @type {Boolean}
  39199. * @default false
  39200. */
  39201. this.trackTimestamp = ( parameters.trackTimestamp === true );
  39202. /**
  39203. * A reference to the current render context.
  39204. *
  39205. * @private
  39206. * @type {RenderContext}
  39207. * @default null
  39208. */
  39209. this._currentContext = null;
  39210. /**
  39211. * A unique collection of bindings.
  39212. *
  39213. * @private
  39214. * @type {WeakSet}
  39215. */
  39216. this._knownBindings = new WeakSet();
  39217. }
  39218. /**
  39219. * Initializes the backend so it is ready for usage.
  39220. *
  39221. * @param {Renderer} renderer - The renderer.
  39222. */
  39223. init( renderer ) {
  39224. super.init( renderer );
  39225. //
  39226. const parameters = this.parameters;
  39227. const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2' );
  39228. function onContextLost( event ) {
  39229. event.preventDefault();
  39230. const contextLossInfo = {
  39231. api: 'WebGL',
  39232. message: event.statusMessage || 'Unknown reason',
  39233. reason: null,
  39234. originalEvent: event
  39235. };
  39236. renderer.onDeviceLost( contextLossInfo );
  39237. }
  39238. this._onContextLost = onContextLost;
  39239. renderer.domElement.addEventListener( 'webglcontextlost', onContextLost, false );
  39240. this.gl = glContext;
  39241. this.extensions = new WebGLExtensions( this );
  39242. this.capabilities = new WebGLCapabilities( this );
  39243. this.attributeUtils = new WebGLAttributeUtils( this );
  39244. this.textureUtils = new WebGLTextureUtils( this );
  39245. this.bufferRenderer = new WebGLBufferRenderer( this );
  39246. this.state = new WebGLState( this );
  39247. this.utils = new WebGLUtils( this );
  39248. this.extensions.get( 'EXT_color_buffer_float' );
  39249. this.extensions.get( 'WEBGL_clip_cull_distance' );
  39250. this.extensions.get( 'OES_texture_float_linear' );
  39251. this.extensions.get( 'EXT_color_buffer_half_float' );
  39252. this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
  39253. this.extensions.get( 'WEBGL_render_shared_exponent' );
  39254. this.extensions.get( 'WEBGL_multi_draw' );
  39255. this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
  39256. this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  39257. }
  39258. /**
  39259. * The coordinate system of the backend.
  39260. *
  39261. * @type {Number}
  39262. * @readonly
  39263. */
  39264. get coordinateSystem() {
  39265. return WebGLCoordinateSystem;
  39266. }
  39267. /**
  39268. * This method performs a readback operation by moving buffer data from
  39269. * a storage buffer attribute from the GPU to the CPU.
  39270. *
  39271. * @async
  39272. * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  39273. * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  39274. */
  39275. async getArrayBufferAsync( attribute ) {
  39276. return await this.attributeUtils.getArrayBufferAsync( attribute );
  39277. }
  39278. /**
  39279. * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
  39280. * the CPU waits for the GPU to complete its operation (e.g. a compute task).
  39281. *
  39282. * @async
  39283. * @return {Promise} A Promise that resolves when synchronization has been finished.
  39284. */
  39285. async waitForGPU() {
  39286. await this.utils._clientWaitAsync();
  39287. }
  39288. /**
  39289. * Inits a time stamp query for the given render context.
  39290. *
  39291. * @param {RenderContext} renderContext - The render context.
  39292. */
  39293. initTimestampQuery( renderContext ) {
  39294. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  39295. const renderContextData = this.get( renderContext );
  39296. if ( this.queryRunning ) {
  39297. if ( ! renderContextData.queryQueue ) renderContextData.queryQueue = [];
  39298. renderContextData.queryQueue.push( renderContext );
  39299. return;
  39300. }
  39301. if ( renderContextData.activeQuery ) {
  39302. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  39303. renderContextData.activeQuery = null;
  39304. }
  39305. renderContextData.activeQuery = this.gl.createQuery();
  39306. if ( renderContextData.activeQuery !== null ) {
  39307. this.gl.beginQuery( this.disjoint.TIME_ELAPSED_EXT, renderContextData.activeQuery );
  39308. this.queryRunning = true;
  39309. }
  39310. }
  39311. // timestamp utils
  39312. /**
  39313. * Prepares the timestamp buffer.
  39314. *
  39315. * @param {RenderContext} renderContext - The render context.
  39316. */
  39317. prepareTimestampBuffer( renderContext ) {
  39318. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  39319. const renderContextData = this.get( renderContext );
  39320. if ( renderContextData.activeQuery ) {
  39321. this.gl.endQuery( this.disjoint.TIME_ELAPSED_EXT );
  39322. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  39323. renderContextData.gpuQueries.push( { query: renderContextData.activeQuery } );
  39324. renderContextData.activeQuery = null;
  39325. this.queryRunning = false;
  39326. if ( renderContextData.queryQueue && renderContextData.queryQueue.length > 0 ) {
  39327. const nextRenderContext = renderContextData.queryQueue.shift();
  39328. this.initTimestampQuery( nextRenderContext );
  39329. }
  39330. }
  39331. }
  39332. /**
  39333. * Resolves the time stamp for the given render context and type.
  39334. *
  39335. * @async
  39336. * @param {RenderContext} renderContext - The render context.
  39337. * @param {String} type - The render context.
  39338. * @return {Promise} A Promise that resolves when the time stamp has been computed.
  39339. */
  39340. async resolveTimestampAsync( renderContext, type = 'render' ) {
  39341. if ( ! this.disjoint || ! this.trackTimestamp ) return;
  39342. const renderContextData = this.get( renderContext );
  39343. if ( ! renderContextData.gpuQueries ) renderContextData.gpuQueries = [];
  39344. for ( let i = 0; i < renderContextData.gpuQueries.length; i ++ ) {
  39345. const queryInfo = renderContextData.gpuQueries[ i ];
  39346. const available = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT_AVAILABLE );
  39347. const disjoint = this.gl.getParameter( this.disjoint.GPU_DISJOINT_EXT );
  39348. if ( available && ! disjoint ) {
  39349. const elapsed = this.gl.getQueryParameter( queryInfo.query, this.gl.QUERY_RESULT );
  39350. const duration = Number( elapsed ) / 1000000; // Convert nanoseconds to milliseconds
  39351. this.gl.deleteQuery( queryInfo.query );
  39352. renderContextData.gpuQueries.splice( i, 1 ); // Remove the processed query
  39353. i --;
  39354. this.renderer.info.updateTimestamp( type, duration );
  39355. }
  39356. }
  39357. }
  39358. /**
  39359. * Returns the backend's rendering context.
  39360. *
  39361. * @return {WebGL2RenderingContext} The rendering context.
  39362. */
  39363. getContext() {
  39364. return this.gl;
  39365. }
  39366. /**
  39367. * This method is executed at the beginning of a render call and prepares
  39368. * the WebGL state for upcoming render calls
  39369. *
  39370. * @param {RenderContext} renderContext - The render context.
  39371. */
  39372. beginRender( renderContext ) {
  39373. const { gl } = this;
  39374. const renderContextData = this.get( renderContext );
  39375. //
  39376. //
  39377. this.initTimestampQuery( renderContext );
  39378. renderContextData.previousContext = this._currentContext;
  39379. this._currentContext = renderContext;
  39380. this._setFramebuffer( renderContext );
  39381. this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );
  39382. //
  39383. if ( renderContext.viewport ) {
  39384. this.updateViewport( renderContext );
  39385. } else {
  39386. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  39387. }
  39388. if ( renderContext.scissor ) {
  39389. const { x, y, width, height } = renderContext.scissorValue;
  39390. gl.scissor( x, renderContext.height - height - y, width, height );
  39391. }
  39392. const occlusionQueryCount = renderContext.occlusionQueryCount;
  39393. if ( occlusionQueryCount > 0 ) {
  39394. // Get a reference to the array of objects with queries. The renderContextData property
  39395. // can be changed by another render pass before the async reading of all previous queries complete
  39396. renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  39397. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  39398. renderContextData.lastOcclusionObject = null;
  39399. renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  39400. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  39401. renderContextData.occlusionQueryIndex = 0;
  39402. }
  39403. }
  39404. /**
  39405. * This method is executed at the end of a render call and finalizes work
  39406. * after draw calls.
  39407. *
  39408. * @param {RenderContext} renderContext - The render context.
  39409. */
  39410. finishRender( renderContext ) {
  39411. const { gl, state } = this;
  39412. const renderContextData = this.get( renderContext );
  39413. const previousContext = renderContextData.previousContext;
  39414. const occlusionQueryCount = renderContext.occlusionQueryCount;
  39415. if ( occlusionQueryCount > 0 ) {
  39416. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  39417. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  39418. }
  39419. this.resolveOccludedAsync( renderContext );
  39420. }
  39421. const textures = renderContext.textures;
  39422. if ( textures !== null ) {
  39423. for ( let i = 0; i < textures.length; i ++ ) {
  39424. const texture = textures[ i ];
  39425. if ( texture.generateMipmaps ) {
  39426. this.generateMipmaps( texture );
  39427. }
  39428. }
  39429. }
  39430. this._currentContext = previousContext;
  39431. if ( renderContext.textures !== null && renderContext.renderTarget ) {
  39432. const renderTargetContextData = this.get( renderContext.renderTarget );
  39433. const { samples } = renderContext.renderTarget;
  39434. if ( samples > 0 ) {
  39435. const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  39436. const mask = gl.COLOR_BUFFER_BIT;
  39437. const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  39438. const textures = renderContext.textures;
  39439. state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  39440. state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  39441. for ( let i = 0; i < textures.length; i ++ ) {
  39442. // TODO Add support for MRT
  39443. if ( renderContext.scissor ) {
  39444. const { x, y, width, height } = renderContext.scissorValue;
  39445. const viewY = renderContext.height - height - y;
  39446. gl.blitFramebuffer( x, viewY, x + width, viewY + height, x, viewY, x + width, viewY + height, mask, gl.NEAREST );
  39447. gl.invalidateSubFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray, x, viewY, width, height );
  39448. } else {
  39449. gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );
  39450. gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );
  39451. }
  39452. }
  39453. }
  39454. }
  39455. if ( previousContext !== null ) {
  39456. this._setFramebuffer( previousContext );
  39457. if ( previousContext.viewport ) {
  39458. this.updateViewport( previousContext );
  39459. } else {
  39460. gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight );
  39461. }
  39462. }
  39463. this.prepareTimestampBuffer( renderContext );
  39464. }
  39465. /**
  39466. * This method processes the result of occlusion queries and writes it
  39467. * into render context data.
  39468. *
  39469. * @async
  39470. * @param {RenderContext} renderContext - The render context.
  39471. */
  39472. resolveOccludedAsync( renderContext ) {
  39473. const renderContextData = this.get( renderContext );
  39474. // handle occlusion query results
  39475. const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;
  39476. if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {
  39477. const occluded = new WeakSet();
  39478. const { gl } = this;
  39479. renderContextData.currentOcclusionQueryObjects = null;
  39480. renderContextData.currentOcclusionQueries = null;
  39481. const check = () => {
  39482. let completed = 0;
  39483. // check all queries and requeue as appropriate
  39484. for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {
  39485. const query = currentOcclusionQueries[ i ];
  39486. if ( query === null ) continue;
  39487. if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {
  39488. if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) === 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );
  39489. currentOcclusionQueries[ i ] = null;
  39490. gl.deleteQuery( query );
  39491. completed ++;
  39492. }
  39493. }
  39494. if ( completed < currentOcclusionQueries.length ) {
  39495. requestAnimationFrame( check );
  39496. } else {
  39497. renderContextData.occluded = occluded;
  39498. }
  39499. };
  39500. check();
  39501. }
  39502. }
  39503. /**
  39504. * Returns `true` if the given 3D object is fully occluded by other
  39505. * 3D objects in the scene.
  39506. *
  39507. * @param {RenderContext} renderContext - The render context.
  39508. * @param {Object3D} object - The 3D object to test.
  39509. * @return {Boolean} Whether the 3D object is fully occluded or not.
  39510. */
  39511. isOccluded( renderContext, object ) {
  39512. const renderContextData = this.get( renderContext );
  39513. return renderContextData.occluded && renderContextData.occluded.has( object );
  39514. }
  39515. /**
  39516. * Updates the viewport with the values from the given render context.
  39517. *
  39518. * @param {RenderContext} renderContext - The render context.
  39519. */
  39520. updateViewport( renderContext ) {
  39521. const gl = this.gl;
  39522. const { x, y, width, height } = renderContext.viewportValue;
  39523. gl.viewport( x, renderContext.height - height - y, width, height );
  39524. }
  39525. /**
  39526. * Defines the scissor test.
  39527. *
  39528. * @param {Boolean} boolean - Whether the scissor test should be enabled or not.
  39529. */
  39530. setScissorTest( boolean ) {
  39531. const gl = this.gl;
  39532. if ( boolean ) {
  39533. gl.enable( gl.SCISSOR_TEST );
  39534. } else {
  39535. gl.disable( gl.SCISSOR_TEST );
  39536. }
  39537. }
  39538. /**
  39539. * Performs a clear operation.
  39540. *
  39541. * @param {Boolean} color - Whether the color buffer should be cleared or not.
  39542. * @param {Boolean} depth - Whether the depth buffer should be cleared or not.
  39543. * @param {Boolean} stencil - Whether the stencil buffer should be cleared or not.
  39544. * @param {Object?} [descriptor=null] - The render context of the current set render target.
  39545. * @param {Boolean} [setFrameBuffer=true] - TODO.
  39546. */
  39547. clear( color, depth, stencil, descriptor = null, setFrameBuffer = true ) {
  39548. const { gl } = this;
  39549. if ( descriptor === null ) {
  39550. const clearColor = this.getClearColor();
  39551. // premultiply alpha
  39552. clearColor.r *= clearColor.a;
  39553. clearColor.g *= clearColor.a;
  39554. clearColor.b *= clearColor.a;
  39555. descriptor = {
  39556. textures: null,
  39557. clearColorValue: clearColor
  39558. };
  39559. }
  39560. //
  39561. let clear = 0;
  39562. if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  39563. if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  39564. if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;
  39565. if ( clear !== 0 ) {
  39566. let clearColor;
  39567. if ( descriptor.clearColorValue ) {
  39568. clearColor = descriptor.clearColorValue;
  39569. } else {
  39570. clearColor = this.getClearColor();
  39571. // premultiply alpha
  39572. clearColor.r *= clearColor.a;
  39573. clearColor.g *= clearColor.a;
  39574. clearColor.b *= clearColor.a;
  39575. }
  39576. if ( depth ) this.state.setDepthMask( true );
  39577. if ( descriptor.textures === null ) {
  39578. gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  39579. gl.clear( clear );
  39580. } else {
  39581. if ( setFrameBuffer ) this._setFramebuffer( descriptor );
  39582. if ( color ) {
  39583. for ( let i = 0; i < descriptor.textures.length; i ++ ) {
  39584. gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );
  39585. }
  39586. }
  39587. if ( depth && stencil ) {
  39588. gl.clearBufferfi( gl.DEPTH_STENCIL, 0, 1, 0 );
  39589. } else if ( depth ) {
  39590. gl.clearBufferfv( gl.DEPTH, 0, [ 1.0 ] );
  39591. } else if ( stencil ) {
  39592. gl.clearBufferiv( gl.STENCIL, 0, [ 0 ] );
  39593. }
  39594. }
  39595. }
  39596. }
  39597. /**
  39598. * This method is executed at the beginning of a compute call and
  39599. * prepares the state for upcoming compute tasks.
  39600. *
  39601. * @param {Node|Array<Node>} computeGroup - The compute node(s).
  39602. */
  39603. beginCompute( computeGroup ) {
  39604. const { state, gl } = this;
  39605. state.bindFramebuffer( gl.FRAMEBUFFER, null );
  39606. this.initTimestampQuery( computeGroup );
  39607. }
  39608. /**
  39609. * Executes a compute command for the given compute node.
  39610. *
  39611. * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
  39612. * @param {Node} computeNode - The compute node.
  39613. * @param {Array<BindGroup>} bindings - The bindings.
  39614. * @param {ComputePipeline} pipeline - The compute pipeline.
  39615. */
  39616. compute( computeGroup, computeNode, bindings, pipeline ) {
  39617. const { state, gl } = this;
  39618. if ( this.discard === false ) {
  39619. // required here to handle async behaviour of render.compute()
  39620. gl.enable( gl.RASTERIZER_DISCARD );
  39621. this.discard = true;
  39622. }
  39623. const { programGPU, transformBuffers, attributes } = this.get( pipeline );
  39624. const vaoKey = this._getVaoKey( null, attributes );
  39625. const vaoGPU = this.vaoCache[ vaoKey ];
  39626. if ( vaoGPU === undefined ) {
  39627. this._createVao( null, attributes );
  39628. } else {
  39629. gl.bindVertexArray( vaoGPU );
  39630. }
  39631. state.useProgram( programGPU );
  39632. this._bindUniforms( bindings );
  39633. const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );
  39634. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  39635. gl.beginTransformFeedback( gl.POINTS );
  39636. if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {
  39637. gl.drawArraysInstanced( gl.POINTS, 0, 1, computeNode.count );
  39638. } else {
  39639. gl.drawArrays( gl.POINTS, 0, computeNode.count );
  39640. }
  39641. gl.endTransformFeedback();
  39642. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  39643. // switch active buffers
  39644. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  39645. const dualAttributeData = transformBuffers[ i ];
  39646. if ( dualAttributeData.pbo ) {
  39647. this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );
  39648. }
  39649. dualAttributeData.switchBuffers();
  39650. }
  39651. }
  39652. /**
  39653. * This method is executed at the end of a compute call and
  39654. * finalizes work after compute tasks.
  39655. *
  39656. * @param {Node|Array<Node>} computeGroup - The compute node(s).
  39657. */
  39658. finishCompute( computeGroup ) {
  39659. const gl = this.gl;
  39660. this.discard = false;
  39661. gl.disable( gl.RASTERIZER_DISCARD );
  39662. this.prepareTimestampBuffer( computeGroup );
  39663. if ( this._currentContext ) {
  39664. this._setFramebuffer( this._currentContext );
  39665. }
  39666. }
  39667. /**
  39668. * Executes a draw command for the given render object.
  39669. *
  39670. * @param {RenderObject} renderObject - The render object to draw.
  39671. * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
  39672. */
  39673. draw( renderObject/*, info*/ ) {
  39674. const { object, pipeline, material, context, hardwareClippingPlanes } = renderObject;
  39675. const { programGPU } = this.get( pipeline );
  39676. const { gl, state } = this;
  39677. const contextData = this.get( context );
  39678. const drawParams = renderObject.getDrawParameters();
  39679. if ( drawParams === null ) return;
  39680. //
  39681. this._bindUniforms( renderObject.getBindings() );
  39682. const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  39683. state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );
  39684. state.useProgram( programGPU );
  39685. //
  39686. const renderObjectData = this.get( renderObject );
  39687. let vaoGPU = renderObjectData.staticVao;
  39688. if ( vaoGPU === undefined || renderObjectData.geometryId !== renderObject.geometry.id ) {
  39689. const vaoKey = this._getVaoKey( renderObject.getIndex(), renderObject.getAttributes() );
  39690. vaoGPU = this.vaoCache[ vaoKey ];
  39691. if ( vaoGPU === undefined ) {
  39692. let staticVao;
  39693. ( { vaoGPU, staticVao } = this._createVao( renderObject.getIndex(), renderObject.getAttributes() ) );
  39694. if ( staticVao ) {
  39695. renderObjectData.staticVao = vaoGPU;
  39696. renderObjectData.geometryId = renderObject.geometry.id;
  39697. }
  39698. }
  39699. }
  39700. gl.bindVertexArray( vaoGPU );
  39701. //
  39702. const index = renderObject.getIndex();
  39703. //
  39704. const lastObject = contextData.lastOcclusionObject;
  39705. if ( lastObject !== object && lastObject !== undefined ) {
  39706. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  39707. gl.endQuery( gl.ANY_SAMPLES_PASSED );
  39708. contextData.occlusionQueryIndex ++;
  39709. }
  39710. if ( object.occlusionTest === true ) {
  39711. const query = gl.createQuery();
  39712. gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );
  39713. contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  39714. contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;
  39715. }
  39716. contextData.lastOcclusionObject = object;
  39717. }
  39718. //
  39719. const renderer = this.bufferRenderer;
  39720. if ( object.isPoints ) renderer.mode = gl.POINTS;
  39721. else if ( object.isLineSegments ) renderer.mode = gl.LINES;
  39722. else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
  39723. else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
  39724. else {
  39725. if ( material.wireframe === true ) {
  39726. state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  39727. renderer.mode = gl.LINES;
  39728. } else {
  39729. renderer.mode = gl.TRIANGLES;
  39730. }
  39731. }
  39732. //
  39733. const { vertexCount, instanceCount } = drawParams;
  39734. let { firstVertex } = drawParams;
  39735. renderer.object = object;
  39736. if ( index !== null ) {
  39737. firstVertex *= index.array.BYTES_PER_ELEMENT;
  39738. const indexData = this.get( index );
  39739. renderer.index = index.count;
  39740. renderer.type = indexData.type;
  39741. } else {
  39742. renderer.index = 0;
  39743. }
  39744. if ( object.isBatchedMesh ) {
  39745. if ( object._multiDrawInstances !== null ) {
  39746. renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
  39747. } else if ( ! this.hasFeature( 'WEBGL_multi_draw' ) ) {
  39748. warnOnce( 'THREE.WebGLRenderer: WEBGL_multi_draw not supported.' );
  39749. } else {
  39750. renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
  39751. }
  39752. } else if ( instanceCount > 1 ) {
  39753. renderer.renderInstances( firstVertex, vertexCount, instanceCount );
  39754. } else {
  39755. renderer.render( firstVertex, vertexCount );
  39756. }
  39757. //
  39758. gl.bindVertexArray( null );
  39759. }
  39760. /**
  39761. * Explain why always null is returned.
  39762. *
  39763. * @param {RenderObject} renderObject - The render object.
  39764. * @return {Boolean} Whether the render pipeline requires an update or not.
  39765. */
  39766. needsRenderUpdate( /*renderObject*/ ) {
  39767. return false;
  39768. }
  39769. /**
  39770. * Explain why no cache key is computed.
  39771. *
  39772. * @param {RenderObject} renderObject - The render object.
  39773. * @return {String} The cache key.
  39774. */
  39775. getRenderCacheKey( /*renderObject*/ ) {
  39776. return '';
  39777. }
  39778. // textures
  39779. /**
  39780. * Creates a default texture for the given texture that can be used
  39781. * as a placeholder until the actual texture is ready for usage.
  39782. *
  39783. * @param {Texture} texture - The texture to create a default texture for.
  39784. */
  39785. createDefaultTexture( texture ) {
  39786. this.textureUtils.createDefaultTexture( texture );
  39787. }
  39788. /**
  39789. * Defines a texture on the GPU for the given texture object.
  39790. *
  39791. * @param {Texture} texture - The texture.
  39792. * @param {Object} [options={}] - Optional configuration parameter.
  39793. */
  39794. createTexture( texture, options ) {
  39795. this.textureUtils.createTexture( texture, options );
  39796. }
  39797. /**
  39798. * Uploads the updated texture data to the GPU.
  39799. *
  39800. * @param {Texture} texture - The texture.
  39801. * @param {Object} [options={}] - Optional configuration parameter.
  39802. */
  39803. updateTexture( texture, options ) {
  39804. this.textureUtils.updateTexture( texture, options );
  39805. }
  39806. /**
  39807. * Generates mipmaps for the given texture.
  39808. *
  39809. * @param {Texture} texture - The texture.
  39810. */
  39811. generateMipmaps( texture ) {
  39812. this.textureUtils.generateMipmaps( texture );
  39813. }
  39814. /**
  39815. * Destroys the GPU data for the given texture object.
  39816. *
  39817. * @param {Texture} texture - The texture.
  39818. */
  39819. destroyTexture( texture ) {
  39820. this.textureUtils.destroyTexture( texture );
  39821. }
  39822. /**
  39823. * Returns texture data as a typed array.
  39824. *
  39825. * @async
  39826. * @param {Texture} texture - The texture to copy.
  39827. * @param {Number} x - The x coordinate of the copy origin.
  39828. * @param {Number} y - The y coordinate of the copy origin.
  39829. * @param {Number} width - The width of the copy.
  39830. * @param {Number} height - The height of the copy.
  39831. * @param {Number} faceIndex - The face index.
  39832. * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  39833. */
  39834. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  39835. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
  39836. }
  39837. /**
  39838. * This method does nothing since WebGL 2 has no concept of samplers.
  39839. *
  39840. * @param {Texture} texture - The texture to create the sampler for.
  39841. */
  39842. createSampler( /*texture*/ ) {
  39843. //console.warn( 'Abstract class.' );
  39844. }
  39845. /**
  39846. * This method does nothing since WebGL 2 has no concept of samplers.
  39847. *
  39848. * @param {Texture} texture - The texture to destroy the sampler for.
  39849. */
  39850. destroySampler( /*texture*/ ) {}
  39851. // node builder
  39852. /**
  39853. * Returns a node builder for the given render object.
  39854. *
  39855. * @param {RenderObject} object - The render object.
  39856. * @param {Renderer} renderer - The renderer.
  39857. * @return {GLSLNodeBuilder} The node builder.
  39858. */
  39859. createNodeBuilder( object, renderer ) {
  39860. return new GLSLNodeBuilder( object, renderer );
  39861. }
  39862. // program
  39863. /**
  39864. * Creates a shader program from the given programmable stage.
  39865. *
  39866. * @param {ProgrammableStage} program - The programmable stage.
  39867. */
  39868. createProgram( program ) {
  39869. const gl = this.gl;
  39870. const { stage, code } = program;
  39871. const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );
  39872. gl.shaderSource( shader, code );
  39873. gl.compileShader( shader );
  39874. this.set( program, {
  39875. shaderGPU: shader
  39876. } );
  39877. }
  39878. /**
  39879. * Destroys the shader program of the given programmable stage.
  39880. *
  39881. * @param {ProgrammableStage} program - The programmable stage.
  39882. */
  39883. destroyProgram( program ) {
  39884. this.delete( program );
  39885. }
  39886. /**
  39887. * Creates a render pipeline for the given render object.
  39888. *
  39889. * @param {RenderObject} renderObject - The render object.
  39890. * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
  39891. */
  39892. createRenderPipeline( renderObject, promises ) {
  39893. const gl = this.gl;
  39894. const pipeline = renderObject.pipeline;
  39895. // Program
  39896. const { fragmentProgram, vertexProgram } = pipeline;
  39897. const programGPU = gl.createProgram();
  39898. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  39899. const vertexShader = this.get( vertexProgram ).shaderGPU;
  39900. gl.attachShader( programGPU, fragmentShader );
  39901. gl.attachShader( programGPU, vertexShader );
  39902. gl.linkProgram( programGPU );
  39903. this.set( pipeline, {
  39904. programGPU,
  39905. fragmentShader,
  39906. vertexShader
  39907. } );
  39908. if ( promises !== null && this.parallel ) {
  39909. const p = new Promise( ( resolve /*, reject*/ ) => {
  39910. const parallel = this.parallel;
  39911. const checkStatus = () => {
  39912. if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {
  39913. this._completeCompile( renderObject, pipeline );
  39914. resolve();
  39915. } else {
  39916. requestAnimationFrame( checkStatus );
  39917. }
  39918. };
  39919. checkStatus();
  39920. } );
  39921. promises.push( p );
  39922. return;
  39923. }
  39924. this._completeCompile( renderObject, pipeline );
  39925. }
  39926. /**
  39927. * Formats the source code of error messages.
  39928. *
  39929. * @private
  39930. * @param {String} string - The code.
  39931. * @param {Number} errorLine - The error line.
  39932. * @return {String} The formatted code.
  39933. */
  39934. _handleSource( string, errorLine ) {
  39935. const lines = string.split( '\n' );
  39936. const lines2 = [];
  39937. const from = Math.max( errorLine - 6, 0 );
  39938. const to = Math.min( errorLine + 6, lines.length );
  39939. for ( let i = from; i < to; i ++ ) {
  39940. const line = i + 1;
  39941. lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
  39942. }
  39943. return lines2.join( '\n' );
  39944. }
  39945. /**
  39946. * Gets the shader compilation errors from the info log.
  39947. *
  39948. * @private
  39949. * @param {WebGL2RenderingContext} gl - The rendering context.
  39950. * @param {WebGLShader} shader - The WebGL shader object.
  39951. * @param {String} type - The shader type.
  39952. * @return {String} The shader errors.
  39953. */
  39954. _getShaderErrors( gl, shader, type ) {
  39955. const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
  39956. const errors = gl.getShaderInfoLog( shader ).trim();
  39957. if ( status && errors === '' ) return '';
  39958. const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
  39959. if ( errorMatches ) {
  39960. const errorLine = parseInt( errorMatches[ 1 ] );
  39961. return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );
  39962. } else {
  39963. return errors;
  39964. }
  39965. }
  39966. /**
  39967. * Logs shader compilation errors.
  39968. *
  39969. * @private
  39970. * @param {WebGLProgram} programGPU - The WebGL program.
  39971. * @param {WebGLShader} glFragmentShader - The fragment shader as a native WebGL shader object.
  39972. * @param {WebGLShader} glVertexShader - The vertex shader as a native WebGL shader object.
  39973. */
  39974. _logProgramError( programGPU, glFragmentShader, glVertexShader ) {
  39975. if ( this.renderer.debug.checkShaderErrors ) {
  39976. const gl = this.gl;
  39977. const programLog = gl.getProgramInfoLog( programGPU ).trim();
  39978. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  39979. if ( typeof this.renderer.debug.onShaderError === 'function' ) {
  39980. this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );
  39981. } else {
  39982. // default error reporting
  39983. const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
  39984. const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );
  39985. console.error(
  39986. 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  39987. 'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
  39988. 'Program Info Log: ' + programLog + '\n' +
  39989. vertexErrors + '\n' +
  39990. fragmentErrors
  39991. );
  39992. }
  39993. } else if ( programLog !== '' ) {
  39994. console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
  39995. }
  39996. }
  39997. }
  39998. /**
  39999. * Completes the shader program setup for the given render object.
  40000. *
  40001. * @private
  40002. * @param {RenderObject} renderObject - The render object.
  40003. * @param {RenderPipeline} pipeline - The render pipeline.
  40004. */
  40005. _completeCompile( renderObject, pipeline ) {
  40006. const { state, gl } = this;
  40007. const pipelineData = this.get( pipeline );
  40008. const { programGPU, fragmentShader, vertexShader } = pipelineData;
  40009. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  40010. this._logProgramError( programGPU, fragmentShader, vertexShader );
  40011. }
  40012. state.useProgram( programGPU );
  40013. // Bindings
  40014. const bindings = renderObject.getBindings();
  40015. this._setupBindings( bindings, programGPU );
  40016. //
  40017. this.set( pipeline, {
  40018. programGPU
  40019. } );
  40020. }
  40021. /**
  40022. * Creates a compute pipeline for the given compute node.
  40023. *
  40024. * @param {ComputePipeline} computePipeline - The compute pipeline.
  40025. * @param {Array<BindGroup>} bindings - The bindings.
  40026. */
  40027. createComputePipeline( computePipeline, bindings ) {
  40028. const { state, gl } = this;
  40029. // Program
  40030. const fragmentProgram = {
  40031. stage: 'fragment',
  40032. code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  40033. };
  40034. this.createProgram( fragmentProgram );
  40035. const { computeProgram } = computePipeline;
  40036. const programGPU = gl.createProgram();
  40037. const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  40038. const vertexShader = this.get( computeProgram ).shaderGPU;
  40039. const transforms = computeProgram.transforms;
  40040. const transformVaryingNames = [];
  40041. const transformAttributeNodes = [];
  40042. for ( let i = 0; i < transforms.length; i ++ ) {
  40043. const transform = transforms[ i ];
  40044. transformVaryingNames.push( transform.varyingName );
  40045. transformAttributeNodes.push( transform.attributeNode );
  40046. }
  40047. gl.attachShader( programGPU, fragmentShader );
  40048. gl.attachShader( programGPU, vertexShader );
  40049. gl.transformFeedbackVaryings(
  40050. programGPU,
  40051. transformVaryingNames,
  40052. gl.SEPARATE_ATTRIBS
  40053. );
  40054. gl.linkProgram( programGPU );
  40055. if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {
  40056. this._logProgramError( programGPU, fragmentShader, vertexShader );
  40057. }
  40058. state.useProgram( programGPU );
  40059. // Bindings
  40060. this._setupBindings( bindings, programGPU );
  40061. const attributeNodes = computeProgram.attributes;
  40062. const attributes = [];
  40063. const transformBuffers = [];
  40064. for ( let i = 0; i < attributeNodes.length; i ++ ) {
  40065. const attribute = attributeNodes[ i ].node.attribute;
  40066. attributes.push( attribute );
  40067. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  40068. }
  40069. for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {
  40070. const attribute = transformAttributeNodes[ i ].attribute;
  40071. if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  40072. const attributeData = this.get( attribute );
  40073. transformBuffers.push( attributeData );
  40074. }
  40075. //
  40076. this.set( computePipeline, {
  40077. programGPU,
  40078. transformBuffers,
  40079. attributes
  40080. } );
  40081. }
  40082. /**
  40083. * Creates bindings from the given bind group definition.
  40084. *
  40085. * @param {BindGroup} bindGroup - The bind group.
  40086. * @param {Array<BindGroup>} bindings - Array of bind groups.
  40087. * @param {Number} cacheIndex - The cache index.
  40088. * @param {Number} version - The version.
  40089. */
  40090. createBindings( bindGroup, bindings /*, cacheIndex, version*/ ) {
  40091. if ( this._knownBindings.has( bindings ) === false ) {
  40092. this._knownBindings.add( bindings );
  40093. let uniformBuffers = 0;
  40094. let textures = 0;
  40095. for ( const bindGroup of bindings ) {
  40096. this.set( bindGroup, {
  40097. textures: textures,
  40098. uniformBuffers: uniformBuffers
  40099. } );
  40100. for ( const binding of bindGroup.bindings ) {
  40101. if ( binding.isUniformBuffer ) uniformBuffers ++;
  40102. if ( binding.isSampledTexture ) textures ++;
  40103. }
  40104. }
  40105. }
  40106. this.updateBindings( bindGroup, bindings );
  40107. }
  40108. /**
  40109. * Updates the given bind group definition.
  40110. *
  40111. * @param {BindGroup} bindGroup - The bind group.
  40112. * @param {Array<BindGroup>} bindings - Array of bind groups.
  40113. * @param {Number} cacheIndex - The cache index.
  40114. * @param {Number} version - The version.
  40115. */
  40116. updateBindings( bindGroup /*, bindings, cacheIndex, version*/ ) {
  40117. const { gl } = this;
  40118. const bindGroupData = this.get( bindGroup );
  40119. let i = bindGroupData.uniformBuffers;
  40120. let t = bindGroupData.textures;
  40121. for ( const binding of bindGroup.bindings ) {
  40122. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  40123. const data = binding.buffer;
  40124. const bufferGPU = gl.createBuffer();
  40125. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  40126. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  40127. this.set( binding, {
  40128. index: i ++,
  40129. bufferGPU
  40130. } );
  40131. } else if ( binding.isSampledTexture ) {
  40132. const { textureGPU, glTextureType } = this.get( binding.texture );
  40133. this.set( binding, {
  40134. index: t ++,
  40135. textureGPU,
  40136. glTextureType
  40137. } );
  40138. }
  40139. }
  40140. }
  40141. /**
  40142. * Updates a buffer binding.
  40143. *
  40144. * @param {Buffer} binding - The buffer binding to update.
  40145. */
  40146. updateBinding( binding ) {
  40147. const gl = this.gl;
  40148. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  40149. const bindingData = this.get( binding );
  40150. const bufferGPU = bindingData.bufferGPU;
  40151. const data = binding.buffer;
  40152. gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  40153. gl.bufferData( gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW );
  40154. }
  40155. }
  40156. // attributes
  40157. /**
  40158. * Creates the GPU buffer of an indexed shader attribute.
  40159. *
  40160. * @param {BufferAttribute} attribute - The indexed buffer attribute.
  40161. */
  40162. createIndexAttribute( attribute ) {
  40163. const gl = this.gl;
  40164. this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
  40165. }
  40166. /**
  40167. * Creates the GPU buffer of a shader attribute.
  40168. *
  40169. * @param {BufferAttribute} attribute - The buffer attribute.
  40170. */
  40171. createAttribute( attribute ) {
  40172. if ( this.has( attribute ) ) return;
  40173. const gl = this.gl;
  40174. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  40175. }
  40176. /**
  40177. * Creates the GPU buffer of a storage attribute.
  40178. *
  40179. * @param {BufferAttribute} attribute - The buffer attribute.
  40180. */
  40181. createStorageAttribute( attribute ) {
  40182. if ( this.has( attribute ) ) return;
  40183. const gl = this.gl;
  40184. this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );
  40185. }
  40186. /**
  40187. * Updates the GPU buffer of a shader attribute.
  40188. *
  40189. * @param {BufferAttribute} attribute - The buffer attribute to update.
  40190. */
  40191. updateAttribute( attribute ) {
  40192. this.attributeUtils.updateAttribute( attribute );
  40193. }
  40194. /**
  40195. * Destroys the GPU buffer of a shader attribute.
  40196. *
  40197. * @param {BufferAttribute} attribute - The buffer attribute to destroy.
  40198. */
  40199. destroyAttribute( attribute ) {
  40200. this.attributeUtils.destroyAttribute( attribute );
  40201. }
  40202. /**
  40203. * Checks if the given feature is supported by the backend.
  40204. *
  40205. * @param {String} name - The feature's name.
  40206. * @return {Boolean} Whether the feature is supported or not.
  40207. */
  40208. hasFeature( name ) {
  40209. const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );
  40210. const extensions = this.extensions;
  40211. for ( let i = 0; i < keysMatching.length; i ++ ) {
  40212. if ( extensions.has( keysMatching[ i ] ) ) return true;
  40213. }
  40214. return false;
  40215. }
  40216. /**
  40217. * Returns the maximum anisotropy texture filtering value.
  40218. *
  40219. * @return {Number} The maximum anisotropy texture filtering value.
  40220. */
  40221. getMaxAnisotropy() {
  40222. return this.capabilities.getMaxAnisotropy();
  40223. }
  40224. /**
  40225. * Copies data of the given source texture to the given destination texture.
  40226. *
  40227. * @param {Texture} srcTexture - The source texture.
  40228. * @param {Texture} dstTexture - The destination texture.
  40229. * @param {Vector4?} [srcRegion=null] - The region of the source texture to copy.
  40230. * @param {(Vector2|Vector3)?} [dstPosition=null] - The destination position of the copy.
  40231. * @param {Number} [level=0] - The mip level to copy.
  40232. */
  40233. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  40234. this.textureUtils.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level );
  40235. }
  40236. /**
  40237. * Copies the current bound framebuffer to the given texture.
  40238. *
  40239. * @param {Texture} texture - The destination texture.
  40240. * @param {RenderContext} renderContext - The render context.
  40241. * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
  40242. */
  40243. copyFramebufferToTexture( texture, renderContext, rectangle ) {
  40244. this.textureUtils.copyFramebufferToTexture( texture, renderContext, rectangle );
  40245. }
  40246. /**
  40247. * Configures the active framebuffer from the given render context.
  40248. *
  40249. * @private
  40250. * @param {RenderContext} descriptor - The render context.
  40251. */
  40252. _setFramebuffer( descriptor ) {
  40253. const { gl, state } = this;
  40254. let currentFrameBuffer = null;
  40255. if ( descriptor.textures !== null ) {
  40256. const renderTarget = descriptor.renderTarget;
  40257. const renderTargetContextData = this.get( renderTarget );
  40258. const { samples, depthBuffer, stencilBuffer } = renderTarget;
  40259. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  40260. const isRenderTarget3D = renderTarget.isRenderTarget3D === true;
  40261. const isRenderTargetArray = renderTarget.isRenderTargetArray === true;
  40262. let msaaFb = renderTargetContextData.msaaFrameBuffer;
  40263. let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  40264. const cacheKey = getCacheKey( descriptor );
  40265. let fb;
  40266. if ( isCube ) {
  40267. renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );
  40268. fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];
  40269. } else {
  40270. renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );
  40271. fb = renderTargetContextData.framebuffers[ cacheKey ];
  40272. }
  40273. if ( fb === undefined ) {
  40274. fb = gl.createFramebuffer();
  40275. state.bindFramebuffer( gl.FRAMEBUFFER, fb );
  40276. const textures = descriptor.textures;
  40277. if ( isCube ) {
  40278. renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;
  40279. const { textureGPU } = this.get( textures[ 0 ] );
  40280. const cubeFace = this.renderer._activeCubeFace;
  40281. gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, 0 );
  40282. } else {
  40283. renderTargetContextData.framebuffers[ cacheKey ] = fb;
  40284. for ( let i = 0; i < textures.length; i ++ ) {
  40285. const texture = textures[ i ];
  40286. const textureData = this.get( texture );
  40287. textureData.renderTarget = descriptor.renderTarget;
  40288. textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
  40289. const attachment = gl.COLOR_ATTACHMENT0 + i;
  40290. if ( isRenderTarget3D || isRenderTargetArray ) {
  40291. const layer = this.renderer._activeCubeFace;
  40292. gl.framebufferTextureLayer( gl.FRAMEBUFFER, attachment, textureData.textureGPU, 0, layer );
  40293. } else {
  40294. gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  40295. }
  40296. }
  40297. state.drawBuffers( descriptor, fb );
  40298. }
  40299. if ( descriptor.depthTexture !== null ) {
  40300. const textureData = this.get( descriptor.depthTexture );
  40301. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  40302. textureData.renderTarget = descriptor.renderTarget;
  40303. textureData.cacheKey = cacheKey; // required for copyTextureToTexture()
  40304. gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );
  40305. }
  40306. }
  40307. if ( samples > 0 ) {
  40308. if ( msaaFb === undefined ) {
  40309. const invalidationArray = [];
  40310. msaaFb = gl.createFramebuffer();
  40311. state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );
  40312. const msaaRenderbuffers = [];
  40313. const textures = descriptor.textures;
  40314. for ( let i = 0; i < textures.length; i ++ ) {
  40315. msaaRenderbuffers[ i ] = gl.createRenderbuffer();
  40316. gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  40317. invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );
  40318. if ( depthBuffer ) {
  40319. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  40320. invalidationArray.push( depthStyle );
  40321. }
  40322. const texture = descriptor.textures[ i ];
  40323. const textureData = this.get( texture );
  40324. gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
  40325. gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  40326. }
  40327. renderTargetContextData.msaaFrameBuffer = msaaFb;
  40328. renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;
  40329. if ( depthRenderbuffer === undefined ) {
  40330. depthRenderbuffer = gl.createRenderbuffer();
  40331. this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor );
  40332. renderTargetContextData.depthRenderbuffer = depthRenderbuffer;
  40333. const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  40334. invalidationArray.push( depthStyle );
  40335. }
  40336. renderTargetContextData.invalidationArray = invalidationArray;
  40337. }
  40338. currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  40339. } else {
  40340. currentFrameBuffer = fb;
  40341. }
  40342. }
  40343. state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );
  40344. }
  40345. /**
  40346. * Computes the VAO key for the given index and attributes.
  40347. *
  40348. * @private
  40349. * @param {BufferAttribute?} index - The index. `null` for non-indexed geometries.
  40350. * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
  40351. * @return {String} The VAO key.
  40352. */
  40353. _getVaoKey( index, attributes ) {
  40354. let key = '';
  40355. if ( index !== null ) {
  40356. const indexData = this.get( index );
  40357. key += ':' + indexData.id;
  40358. }
  40359. for ( let i = 0; i < attributes.length; i ++ ) {
  40360. const attributeData = this.get( attributes[ i ] );
  40361. key += ':' + attributeData.id;
  40362. }
  40363. return key;
  40364. }
  40365. /**
  40366. * Creates a VAO from the index and attributes.
  40367. *
  40368. * @private
  40369. * @param {BufferAttribute?} index - The index. `null` for non-indexed geometries.
  40370. * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
  40371. * @return {Object} The VAO data.
  40372. */
  40373. _createVao( index, attributes ) {
  40374. const { gl } = this;
  40375. const vaoGPU = gl.createVertexArray();
  40376. let key = '';
  40377. let staticVao = true;
  40378. gl.bindVertexArray( vaoGPU );
  40379. if ( index !== null ) {
  40380. const indexData = this.get( index );
  40381. gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexData.bufferGPU );
  40382. key += ':' + indexData.id;
  40383. }
  40384. for ( let i = 0; i < attributes.length; i ++ ) {
  40385. const attribute = attributes[ i ];
  40386. const attributeData = this.get( attribute );
  40387. key += ':' + attributeData.id;
  40388. gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  40389. gl.enableVertexAttribArray( i );
  40390. if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) staticVao = false;
  40391. let stride, offset;
  40392. if ( attribute.isInterleavedBufferAttribute === true ) {
  40393. stride = attribute.data.stride * attributeData.bytesPerElement;
  40394. offset = attribute.offset * attributeData.bytesPerElement;
  40395. } else {
  40396. stride = 0;
  40397. offset = 0;
  40398. }
  40399. if ( attributeData.isInteger ) {
  40400. gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );
  40401. } else {
  40402. gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );
  40403. }
  40404. if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {
  40405. gl.vertexAttribDivisor( i, attribute.meshPerAttribute );
  40406. } else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {
  40407. gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );
  40408. }
  40409. }
  40410. gl.bindBuffer( gl.ARRAY_BUFFER, null );
  40411. this.vaoCache[ key ] = vaoGPU;
  40412. return { vaoGPU, staticVao };
  40413. }
  40414. /**
  40415. * Creates a transform feedback from the given transform buffers.
  40416. *
  40417. * @private
  40418. * @param {Array<DualAttributeData>} transformBuffers - The transform buffers.
  40419. * @return {WebGLTransformFeedback} The transform feedback.
  40420. */
  40421. _getTransformFeedback( transformBuffers ) {
  40422. let key = '';
  40423. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  40424. key += ':' + transformBuffers[ i ].id;
  40425. }
  40426. let transformFeedbackGPU = this.transformFeedbackCache[ key ];
  40427. if ( transformFeedbackGPU !== undefined ) {
  40428. return transformFeedbackGPU;
  40429. }
  40430. const { gl } = this;
  40431. transformFeedbackGPU = gl.createTransformFeedback();
  40432. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  40433. for ( let i = 0; i < transformBuffers.length; i ++ ) {
  40434. const attributeData = transformBuffers[ i ];
  40435. gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );
  40436. }
  40437. gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );
  40438. this.transformFeedbackCache[ key ] = transformFeedbackGPU;
  40439. return transformFeedbackGPU;
  40440. }
  40441. /**
  40442. * Setups the given bindings.
  40443. *
  40444. * @private
  40445. * @param {Array<BindGroup>} bindings - The bindings.
  40446. * @param {WebGLProgram} programGPU - The WebGL program.
  40447. */
  40448. _setupBindings( bindings, programGPU ) {
  40449. const gl = this.gl;
  40450. for ( const bindGroup of bindings ) {
  40451. for ( const binding of bindGroup.bindings ) {
  40452. const bindingData = this.get( binding );
  40453. const index = bindingData.index;
  40454. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  40455. const location = gl.getUniformBlockIndex( programGPU, binding.name );
  40456. gl.uniformBlockBinding( programGPU, location, index );
  40457. } else if ( binding.isSampledTexture ) {
  40458. const location = gl.getUniformLocation( programGPU, binding.name );
  40459. gl.uniform1i( location, index );
  40460. }
  40461. }
  40462. }
  40463. }
  40464. /**
  40465. * Binds the given uniforms.
  40466. *
  40467. * @private
  40468. * @param {Array<BindGroup>} bindings - The bindings.
  40469. */
  40470. _bindUniforms( bindings ) {
  40471. const { gl, state } = this;
  40472. for ( const bindGroup of bindings ) {
  40473. for ( const binding of bindGroup.bindings ) {
  40474. const bindingData = this.get( binding );
  40475. const index = bindingData.index;
  40476. if ( binding.isUniformsGroup || binding.isUniformBuffer ) {
  40477. // TODO USE bindBufferRange to group multiple uniform buffers
  40478. state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );
  40479. } else if ( binding.isSampledTexture ) {
  40480. state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );
  40481. }
  40482. }
  40483. }
  40484. }
  40485. /**
  40486. * Frees internal resources.
  40487. */
  40488. dispose() {
  40489. this.renderer.domElement.removeEventListener( 'webglcontextlost', this._onContextLost );
  40490. }
  40491. }
  40492. const GPUPrimitiveTopology = {
  40493. PointList: 'point-list',
  40494. LineList: 'line-list',
  40495. LineStrip: 'line-strip',
  40496. TriangleList: 'triangle-list',
  40497. TriangleStrip: 'triangle-strip',
  40498. };
  40499. const GPUCompareFunction = {
  40500. Never: 'never',
  40501. Less: 'less',
  40502. Equal: 'equal',
  40503. LessEqual: 'less-equal',
  40504. Greater: 'greater',
  40505. NotEqual: 'not-equal',
  40506. GreaterEqual: 'greater-equal',
  40507. Always: 'always'
  40508. };
  40509. const GPUStoreOp = {
  40510. Store: 'store',
  40511. Discard: 'discard'
  40512. };
  40513. const GPULoadOp = {
  40514. Load: 'load',
  40515. Clear: 'clear'
  40516. };
  40517. const GPUFrontFace = {
  40518. CCW: 'ccw',
  40519. CW: 'cw'
  40520. };
  40521. const GPUCullMode = {
  40522. None: 'none',
  40523. Front: 'front',
  40524. Back: 'back'
  40525. };
  40526. const GPUIndexFormat = {
  40527. Uint16: 'uint16',
  40528. Uint32: 'uint32'
  40529. };
  40530. const GPUTextureFormat = {
  40531. // 8-bit formats
  40532. R8Unorm: 'r8unorm',
  40533. R8Snorm: 'r8snorm',
  40534. R8Uint: 'r8uint',
  40535. R8Sint: 'r8sint',
  40536. // 16-bit formats
  40537. R16Uint: 'r16uint',
  40538. R16Sint: 'r16sint',
  40539. R16Float: 'r16float',
  40540. RG8Unorm: 'rg8unorm',
  40541. RG8Snorm: 'rg8snorm',
  40542. RG8Uint: 'rg8uint',
  40543. RG8Sint: 'rg8sint',
  40544. // 32-bit formats
  40545. R32Uint: 'r32uint',
  40546. R32Sint: 'r32sint',
  40547. R32Float: 'r32float',
  40548. RG16Uint: 'rg16uint',
  40549. RG16Sint: 'rg16sint',
  40550. RG16Float: 'rg16float',
  40551. RGBA8Unorm: 'rgba8unorm',
  40552. RGBA8UnormSRGB: 'rgba8unorm-srgb',
  40553. RGBA8Snorm: 'rgba8snorm',
  40554. RGBA8Uint: 'rgba8uint',
  40555. RGBA8Sint: 'rgba8sint',
  40556. BGRA8Unorm: 'bgra8unorm',
  40557. BGRA8UnormSRGB: 'bgra8unorm-srgb',
  40558. // Packed 32-bit formats
  40559. RGB9E5UFloat: 'rgb9e5ufloat',
  40560. RGB10A2Unorm: 'rgb10a2unorm',
  40561. RG11B10uFloat: 'rgb10a2unorm',
  40562. // 64-bit formats
  40563. RG32Uint: 'rg32uint',
  40564. RG32Sint: 'rg32sint',
  40565. RG32Float: 'rg32float',
  40566. RGBA16Uint: 'rgba16uint',
  40567. RGBA16Sint: 'rgba16sint',
  40568. RGBA16Float: 'rgba16float',
  40569. // 128-bit formats
  40570. RGBA32Uint: 'rgba32uint',
  40571. RGBA32Sint: 'rgba32sint',
  40572. RGBA32Float: 'rgba32float',
  40573. // Depth and stencil formats
  40574. Stencil8: 'stencil8',
  40575. Depth16Unorm: 'depth16unorm',
  40576. Depth24Plus: 'depth24plus',
  40577. Depth24PlusStencil8: 'depth24plus-stencil8',
  40578. Depth32Float: 'depth32float',
  40579. // 'depth32float-stencil8' extension
  40580. Depth32FloatStencil8: 'depth32float-stencil8',
  40581. // BC compressed formats usable if 'texture-compression-bc' is both
  40582. // supported by the device/user agent and enabled in requestDevice.
  40583. BC1RGBAUnorm: 'bc1-rgba-unorm',
  40584. BC1RGBAUnormSRGB: 'bc1-rgba-unorm-srgb',
  40585. BC2RGBAUnorm: 'bc2-rgba-unorm',
  40586. BC2RGBAUnormSRGB: 'bc2-rgba-unorm-srgb',
  40587. BC3RGBAUnorm: 'bc3-rgba-unorm',
  40588. BC3RGBAUnormSRGB: 'bc3-rgba-unorm-srgb',
  40589. BC4RUnorm: 'bc4-r-unorm',
  40590. BC4RSnorm: 'bc4-r-snorm',
  40591. BC5RGUnorm: 'bc5-rg-unorm',
  40592. BC5RGSnorm: 'bc5-rg-snorm',
  40593. BC6HRGBUFloat: 'bc6h-rgb-ufloat',
  40594. BC6HRGBFloat: 'bc6h-rgb-float',
  40595. BC7RGBAUnorm: 'bc7-rgba-unorm',
  40596. BC7RGBAUnormSRGB: 'bc7-rgba-srgb',
  40597. // ETC2 compressed formats usable if 'texture-compression-etc2' is both
  40598. // supported by the device/user agent and enabled in requestDevice.
  40599. ETC2RGB8Unorm: 'etc2-rgb8unorm',
  40600. ETC2RGB8UnormSRGB: 'etc2-rgb8unorm-srgb',
  40601. ETC2RGB8A1Unorm: 'etc2-rgb8a1unorm',
  40602. ETC2RGB8A1UnormSRGB: 'etc2-rgb8a1unorm-srgb',
  40603. ETC2RGBA8Unorm: 'etc2-rgba8unorm',
  40604. ETC2RGBA8UnormSRGB: 'etc2-rgba8unorm-srgb',
  40605. EACR11Unorm: 'eac-r11unorm',
  40606. EACR11Snorm: 'eac-r11snorm',
  40607. EACRG11Unorm: 'eac-rg11unorm',
  40608. EACRG11Snorm: 'eac-rg11snorm',
  40609. // ASTC compressed formats usable if 'texture-compression-astc' is both
  40610. // supported by the device/user agent and enabled in requestDevice.
  40611. ASTC4x4Unorm: 'astc-4x4-unorm',
  40612. ASTC4x4UnormSRGB: 'astc-4x4-unorm-srgb',
  40613. ASTC5x4Unorm: 'astc-5x4-unorm',
  40614. ASTC5x4UnormSRGB: 'astc-5x4-unorm-srgb',
  40615. ASTC5x5Unorm: 'astc-5x5-unorm',
  40616. ASTC5x5UnormSRGB: 'astc-5x5-unorm-srgb',
  40617. ASTC6x5Unorm: 'astc-6x5-unorm',
  40618. ASTC6x5UnormSRGB: 'astc-6x5-unorm-srgb',
  40619. ASTC6x6Unorm: 'astc-6x6-unorm',
  40620. ASTC6x6UnormSRGB: 'astc-6x6-unorm-srgb',
  40621. ASTC8x5Unorm: 'astc-8x5-unorm',
  40622. ASTC8x5UnormSRGB: 'astc-8x5-unorm-srgb',
  40623. ASTC8x6Unorm: 'astc-8x6-unorm',
  40624. ASTC8x6UnormSRGB: 'astc-8x6-unorm-srgb',
  40625. ASTC8x8Unorm: 'astc-8x8-unorm',
  40626. ASTC8x8UnormSRGB: 'astc-8x8-unorm-srgb',
  40627. ASTC10x5Unorm: 'astc-10x5-unorm',
  40628. ASTC10x5UnormSRGB: 'astc-10x5-unorm-srgb',
  40629. ASTC10x6Unorm: 'astc-10x6-unorm',
  40630. ASTC10x6UnormSRGB: 'astc-10x6-unorm-srgb',
  40631. ASTC10x8Unorm: 'astc-10x8-unorm',
  40632. ASTC10x8UnormSRGB: 'astc-10x8-unorm-srgb',
  40633. ASTC10x10Unorm: 'astc-10x10-unorm',
  40634. ASTC10x10UnormSRGB: 'astc-10x10-unorm-srgb',
  40635. ASTC12x10Unorm: 'astc-12x10-unorm',
  40636. ASTC12x10UnormSRGB: 'astc-12x10-unorm-srgb',
  40637. ASTC12x12Unorm: 'astc-12x12-unorm',
  40638. ASTC12x12UnormSRGB: 'astc-12x12-unorm-srgb',
  40639. };
  40640. const GPUAddressMode = {
  40641. ClampToEdge: 'clamp-to-edge',
  40642. Repeat: 'repeat',
  40643. MirrorRepeat: 'mirror-repeat'
  40644. };
  40645. const GPUFilterMode = {
  40646. Linear: 'linear',
  40647. Nearest: 'nearest'
  40648. };
  40649. const GPUBlendFactor = {
  40650. Zero: 'zero',
  40651. One: 'one',
  40652. Src: 'src',
  40653. OneMinusSrc: 'one-minus-src',
  40654. SrcAlpha: 'src-alpha',
  40655. OneMinusSrcAlpha: 'one-minus-src-alpha',
  40656. Dst: 'dst',
  40657. OneMinusDstColor: 'one-minus-dst',
  40658. DstAlpha: 'dst-alpha',
  40659. OneMinusDstAlpha: 'one-minus-dst-alpha',
  40660. SrcAlphaSaturated: 'src-alpha-saturated',
  40661. Constant: 'constant',
  40662. OneMinusConstant: 'one-minus-constant'
  40663. };
  40664. const GPUBlendOperation = {
  40665. Add: 'add',
  40666. Subtract: 'subtract',
  40667. ReverseSubtract: 'reverse-subtract',
  40668. Min: 'min',
  40669. Max: 'max'
  40670. };
  40671. const GPUColorWriteFlags = {
  40672. None: 0,
  40673. Red: 0x1,
  40674. Green: 0x2,
  40675. Blue: 0x4,
  40676. Alpha: 0x8,
  40677. All: 0xF
  40678. };
  40679. const GPUStencilOperation = {
  40680. Keep: 'keep',
  40681. Zero: 'zero',
  40682. Replace: 'replace',
  40683. Invert: 'invert',
  40684. IncrementClamp: 'increment-clamp',
  40685. DecrementClamp: 'decrement-clamp',
  40686. IncrementWrap: 'increment-wrap',
  40687. DecrementWrap: 'decrement-wrap'
  40688. };
  40689. const GPUBufferBindingType = {
  40690. Uniform: 'uniform',
  40691. Storage: 'storage',
  40692. ReadOnlyStorage: 'read-only-storage'
  40693. };
  40694. const GPUStorageTextureAccess = {
  40695. WriteOnly: 'write-only',
  40696. ReadOnly: 'read-only',
  40697. ReadWrite: 'read-write',
  40698. };
  40699. const GPUTextureSampleType = {
  40700. Float: 'float',
  40701. UnfilterableFloat: 'unfilterable-float',
  40702. Depth: 'depth',
  40703. SInt: 'sint',
  40704. UInt: 'uint'
  40705. };
  40706. const GPUTextureDimension = {
  40707. OneD: '1d',
  40708. TwoD: '2d',
  40709. ThreeD: '3d'
  40710. };
  40711. const GPUTextureViewDimension = {
  40712. OneD: '1d',
  40713. TwoD: '2d',
  40714. TwoDArray: '2d-array',
  40715. Cube: 'cube',
  40716. CubeArray: 'cube-array',
  40717. ThreeD: '3d'
  40718. };
  40719. const GPUTextureAspect = {
  40720. All: 'all',
  40721. StencilOnly: 'stencil-only',
  40722. DepthOnly: 'depth-only'
  40723. };
  40724. const GPUInputStepMode = {
  40725. Vertex: 'vertex',
  40726. Instance: 'instance'
  40727. };
  40728. const GPUFeatureName = {
  40729. DepthClipControl: 'depth-clip-control',
  40730. Depth32FloatStencil8: 'depth32float-stencil8',
  40731. TextureCompressionBC: 'texture-compression-bc',
  40732. TextureCompressionETC2: 'texture-compression-etc2',
  40733. TextureCompressionASTC: 'texture-compression-astc',
  40734. TimestampQuery: 'timestamp-query',
  40735. IndirectFirstInstance: 'indirect-first-instance',
  40736. ShaderF16: 'shader-f16',
  40737. RG11B10UFloat: 'rg11b10ufloat-renderable',
  40738. BGRA8UNormStorage: 'bgra8unorm-storage',
  40739. Float32Filterable: 'float32-filterable',
  40740. ClipDistances: 'clip-distances',
  40741. DualSourceBlending: 'dual-source-blending',
  40742. Subgroups: 'subgroups'
  40743. };
  40744. /**
  40745. * Represents a sampler binding type.
  40746. *
  40747. * @private
  40748. * @augments Binding
  40749. */
  40750. class Sampler extends Binding {
  40751. /**
  40752. * Constructs a new sampler.
  40753. *
  40754. * @param {String} name - The samplers's name.
  40755. * @param {Texture?} texture - The texture this binding is referring to.
  40756. */
  40757. constructor( name, texture ) {
  40758. super( name );
  40759. /**
  40760. * The texture the sampler is referring to.
  40761. *
  40762. * @type {Texture?}
  40763. */
  40764. this.texture = texture;
  40765. /**
  40766. * The binding's version.
  40767. *
  40768. * @type {Number}
  40769. */
  40770. this.version = texture ? texture.version : 0;
  40771. /**
  40772. * This flag can be used for type testing.
  40773. *
  40774. * @type {Boolean}
  40775. * @readonly
  40776. * @default true
  40777. */
  40778. this.isSampler = true;
  40779. }
  40780. }
  40781. /**
  40782. * A special form of sampler binding type.
  40783. * It's texture value is managed by a node object.
  40784. *
  40785. * @private
  40786. * @augments Sampler
  40787. */
  40788. class NodeSampler extends Sampler {
  40789. /**
  40790. * Constructs a new node-based sampler.
  40791. *
  40792. * @param {String} name - The samplers's name.
  40793. * @param {TextureNode} textureNode - The texture node.
  40794. * @param {UniformGroupNode} groupNode - The uniform group node.
  40795. */
  40796. constructor( name, textureNode, groupNode ) {
  40797. super( name, textureNode ? textureNode.value : null );
  40798. /**
  40799. * The texture node.
  40800. *
  40801. * @type {TextureNode}
  40802. */
  40803. this.textureNode = textureNode;
  40804. /**
  40805. * The uniform group node.
  40806. *
  40807. * @type {UniformGroupNode}
  40808. */
  40809. this.groupNode = groupNode;
  40810. }
  40811. /**
  40812. * Updates the texture value of this sampler.
  40813. */
  40814. update() {
  40815. this.texture = this.textureNode.value;
  40816. }
  40817. }
  40818. /**
  40819. * Represents a storage buffer binding type.
  40820. *
  40821. * @private
  40822. * @augments Buffer
  40823. */
  40824. class StorageBuffer extends Buffer {
  40825. /**
  40826. * Constructs a new uniform buffer.
  40827. *
  40828. * @param {String} name - The buffer's name.
  40829. * @param {BufferAttribute} attribute - The buffer attribute.
  40830. */
  40831. constructor( name, attribute ) {
  40832. super( name, attribute ? attribute.array : null );
  40833. /**
  40834. * This flag can be used for type testing.
  40835. *
  40836. * @type {BufferAttribute}
  40837. */
  40838. this.attribute = attribute;
  40839. /**
  40840. * This flag can be used for type testing.
  40841. *
  40842. * @type {Boolean}
  40843. * @readonly
  40844. * @default true
  40845. */
  40846. this.isStorageBuffer = true;
  40847. }
  40848. }
  40849. let _id = 0;
  40850. /**
  40851. * A special form of storage buffer binding type.
  40852. * It's buffer value is managed by a node object.
  40853. *
  40854. * @private
  40855. * @augments StorageBuffer
  40856. */
  40857. class NodeStorageBuffer extends StorageBuffer {
  40858. /**
  40859. * Constructs a new node-based storage buffer.
  40860. *
  40861. * @param {StorageBufferNode} nodeUniform - The storage buffer node.
  40862. * @param {UniformGroupNode} groupNode - The uniform group node.
  40863. */
  40864. constructor( nodeUniform, groupNode ) {
  40865. super( 'StorageBuffer_' + _id ++, nodeUniform ? nodeUniform.value : null );
  40866. /**
  40867. * The node uniform.
  40868. *
  40869. * @type {StorageBufferNode}
  40870. */
  40871. this.nodeUniform = nodeUniform;
  40872. /**
  40873. * The access type.
  40874. *
  40875. * @type {String}
  40876. */
  40877. this.access = nodeUniform ? nodeUniform.access : NodeAccess.READ_WRITE;
  40878. /**
  40879. * The uniform group node.
  40880. *
  40881. * @type {UniformGroupNode}
  40882. */
  40883. this.groupNode = groupNode;
  40884. }
  40885. /**
  40886. * The storage buffer.
  40887. *
  40888. * @type {BufferAttribute}
  40889. */
  40890. get buffer() {
  40891. return this.nodeUniform.value;
  40892. }
  40893. }
  40894. /**
  40895. * A WebGPU backend utility module used by {@link WebGPUTextureUtils}.
  40896. *
  40897. * @private
  40898. */
  40899. class WebGPUTexturePassUtils extends DataMap {
  40900. /**
  40901. * Constructs a new utility object.
  40902. *
  40903. * @param {GPUDevice} device - The WebGPU device.
  40904. */
  40905. constructor( device ) {
  40906. super();
  40907. /**
  40908. * The WebGPU device.
  40909. *
  40910. * @type {GPUDevice}
  40911. */
  40912. this.device = device;
  40913. const mipmapVertexSource = `
  40914. struct VarysStruct {
  40915. @builtin( position ) Position: vec4<f32>,
  40916. @location( 0 ) vTex : vec2<f32>
  40917. };
  40918. @vertex
  40919. fn main( @builtin( vertex_index ) vertexIndex : u32 ) -> VarysStruct {
  40920. var Varys : VarysStruct;
  40921. var pos = array< vec2<f32>, 4 >(
  40922. vec2<f32>( -1.0, 1.0 ),
  40923. vec2<f32>( 1.0, 1.0 ),
  40924. vec2<f32>( -1.0, -1.0 ),
  40925. vec2<f32>( 1.0, -1.0 )
  40926. );
  40927. var tex = array< vec2<f32>, 4 >(
  40928. vec2<f32>( 0.0, 0.0 ),
  40929. vec2<f32>( 1.0, 0.0 ),
  40930. vec2<f32>( 0.0, 1.0 ),
  40931. vec2<f32>( 1.0, 1.0 )
  40932. );
  40933. Varys.vTex = tex[ vertexIndex ];
  40934. Varys.Position = vec4<f32>( pos[ vertexIndex ], 0.0, 1.0 );
  40935. return Varys;
  40936. }
  40937. `;
  40938. const mipmapFragmentSource = `
  40939. @group( 0 ) @binding( 0 )
  40940. var imgSampler : sampler;
  40941. @group( 0 ) @binding( 1 )
  40942. var img : texture_2d<f32>;
  40943. @fragment
  40944. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  40945. return textureSample( img, imgSampler, vTex );
  40946. }
  40947. `;
  40948. const flipYFragmentSource = `
  40949. @group( 0 ) @binding( 0 )
  40950. var imgSampler : sampler;
  40951. @group( 0 ) @binding( 1 )
  40952. var img : texture_2d<f32>;
  40953. @fragment
  40954. fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
  40955. return textureSample( img, imgSampler, vec2( vTex.x, 1.0 - vTex.y ) );
  40956. }
  40957. `;
  40958. /**
  40959. * The mipmap GPU sampler.
  40960. *
  40961. * @type {GPUSampler}
  40962. */
  40963. this.mipmapSampler = device.createSampler( { minFilter: GPUFilterMode.Linear } );
  40964. /**
  40965. * The flipY GPU sampler.
  40966. *
  40967. * @type {GPUSampler}
  40968. */
  40969. this.flipYSampler = device.createSampler( { minFilter: GPUFilterMode.Nearest } ); //@TODO?: Consider using textureLoad()
  40970. /**
  40971. * A cache for GPU render pipelines used for copy/transfer passes.
  40972. * Every texture format requires a unique pipeline.
  40973. *
  40974. * @type {Object<String,GPURenderPipeline>}
  40975. */
  40976. this.transferPipelines = {};
  40977. /**
  40978. * A cache for GPU render pipelines used for flipY passes.
  40979. * Every texture format requires a unique pipeline.
  40980. *
  40981. * @type {Object<String,GPURenderPipeline>}
  40982. */
  40983. this.flipYPipelines = {};
  40984. /**
  40985. * The mipmap vertex shader module.
  40986. *
  40987. * @type {GPUShaderModule}
  40988. */
  40989. this.mipmapVertexShaderModule = device.createShaderModule( {
  40990. label: 'mipmapVertex',
  40991. code: mipmapVertexSource
  40992. } );
  40993. /**
  40994. * The mipmap fragment shader module.
  40995. *
  40996. * @type {GPUShaderModule}
  40997. */
  40998. this.mipmapFragmentShaderModule = device.createShaderModule( {
  40999. label: 'mipmapFragment',
  41000. code: mipmapFragmentSource
  41001. } );
  41002. /**
  41003. * The flipY fragment shader module.
  41004. *
  41005. * @type {GPUShaderModule}
  41006. */
  41007. this.flipYFragmentShaderModule = device.createShaderModule( {
  41008. label: 'flipYFragment',
  41009. code: flipYFragmentSource
  41010. } );
  41011. }
  41012. /**
  41013. * Returns a render pipeline for the internal copy render pass. The pass
  41014. * requires a unique render pipeline for each texture format.
  41015. *
  41016. * @param {String} format - The GPU texture format
  41017. * @return {GPURenderPipeline} The GPU render pipeline.
  41018. */
  41019. getTransferPipeline( format ) {
  41020. let pipeline = this.transferPipelines[ format ];
  41021. if ( pipeline === undefined ) {
  41022. pipeline = this.device.createRenderPipeline( {
  41023. label: `mipmap-${ format }`,
  41024. vertex: {
  41025. module: this.mipmapVertexShaderModule,
  41026. entryPoint: 'main'
  41027. },
  41028. fragment: {
  41029. module: this.mipmapFragmentShaderModule,
  41030. entryPoint: 'main',
  41031. targets: [ { format } ]
  41032. },
  41033. primitive: {
  41034. topology: GPUPrimitiveTopology.TriangleStrip,
  41035. stripIndexFormat: GPUIndexFormat.Uint32
  41036. },
  41037. layout: 'auto'
  41038. } );
  41039. this.transferPipelines[ format ] = pipeline;
  41040. }
  41041. return pipeline;
  41042. }
  41043. /**
  41044. * Returns a render pipeline for the flipY render pass. The pass
  41045. * requires a unique render pipeline for each texture format.
  41046. *
  41047. * @param {String} format - The GPU texture format
  41048. * @return {GPURenderPipeline} The GPU render pipeline.
  41049. */
  41050. getFlipYPipeline( format ) {
  41051. let pipeline = this.flipYPipelines[ format ];
  41052. if ( pipeline === undefined ) {
  41053. pipeline = this.device.createRenderPipeline( {
  41054. label: `flipY-${ format }`,
  41055. vertex: {
  41056. module: this.mipmapVertexShaderModule,
  41057. entryPoint: 'main'
  41058. },
  41059. fragment: {
  41060. module: this.flipYFragmentShaderModule,
  41061. entryPoint: 'main',
  41062. targets: [ { format } ]
  41063. },
  41064. primitive: {
  41065. topology: GPUPrimitiveTopology.TriangleStrip,
  41066. stripIndexFormat: GPUIndexFormat.Uint32
  41067. },
  41068. layout: 'auto'
  41069. } );
  41070. this.flipYPipelines[ format ] = pipeline;
  41071. }
  41072. return pipeline;
  41073. }
  41074. /**
  41075. * Flip the contents of the given GPU texture along its vertical axis.
  41076. *
  41077. * @param {GPUTexture} textureGPU - The GPU texture object.
  41078. * @param {Object} textureGPUDescriptor - The texture descriptor.
  41079. * @param {Number} [baseArrayLayer=0] - The index of the first array layer accessible to the texture view.
  41080. */
  41081. flipY( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  41082. const format = textureGPUDescriptor.format;
  41083. const { width, height } = textureGPUDescriptor.size;
  41084. const transferPipeline = this.getTransferPipeline( format );
  41085. const flipYPipeline = this.getFlipYPipeline( format );
  41086. const tempTexture = this.device.createTexture( {
  41087. size: { width, height, depthOrArrayLayers: 1 },
  41088. format,
  41089. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
  41090. } );
  41091. const srcView = textureGPU.createView( {
  41092. baseMipLevel: 0,
  41093. mipLevelCount: 1,
  41094. dimension: GPUTextureViewDimension.TwoD,
  41095. baseArrayLayer
  41096. } );
  41097. const dstView = tempTexture.createView( {
  41098. baseMipLevel: 0,
  41099. mipLevelCount: 1,
  41100. dimension: GPUTextureViewDimension.TwoD,
  41101. baseArrayLayer: 0
  41102. } );
  41103. const commandEncoder = this.device.createCommandEncoder( {} );
  41104. const pass = ( pipeline, sourceView, destinationView ) => {
  41105. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  41106. const bindGroup = this.device.createBindGroup( {
  41107. layout: bindGroupLayout,
  41108. entries: [ {
  41109. binding: 0,
  41110. resource: this.flipYSampler
  41111. }, {
  41112. binding: 1,
  41113. resource: sourceView
  41114. } ]
  41115. } );
  41116. const passEncoder = commandEncoder.beginRenderPass( {
  41117. colorAttachments: [ {
  41118. view: destinationView,
  41119. loadOp: GPULoadOp.Clear,
  41120. storeOp: GPUStoreOp.Store,
  41121. clearValue: [ 0, 0, 0, 0 ]
  41122. } ]
  41123. } );
  41124. passEncoder.setPipeline( pipeline );
  41125. passEncoder.setBindGroup( 0, bindGroup );
  41126. passEncoder.draw( 4, 1, 0, 0 );
  41127. passEncoder.end();
  41128. };
  41129. pass( transferPipeline, srcView, dstView );
  41130. pass( flipYPipeline, dstView, srcView );
  41131. this.device.queue.submit( [ commandEncoder.finish() ] );
  41132. tempTexture.destroy();
  41133. }
  41134. /**
  41135. * Generates mipmaps for the given GPU texture.
  41136. *
  41137. * @param {GPUTexture} textureGPU - The GPU texture object.
  41138. * @param {Object} textureGPUDescriptor - The texture descriptor.
  41139. * @param {Number} [baseArrayLayer=0] - The index of the first array layer accessible to the texture view.
  41140. */
  41141. generateMipmaps( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {
  41142. const textureData = this.get( textureGPU );
  41143. if ( textureData.useCount === undefined ) {
  41144. textureData.useCount = 0;
  41145. textureData.layers = [];
  41146. }
  41147. const passes = textureData.layers[ baseArrayLayer ] || this._mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer );
  41148. const commandEncoder = this.device.createCommandEncoder( {} );
  41149. this._mipmapRunBundles( commandEncoder, passes );
  41150. this.device.queue.submit( [ commandEncoder.finish() ] );
  41151. if ( textureData.useCount !== 0 ) textureData.layers[ baseArrayLayer ] = passes;
  41152. textureData.useCount ++;
  41153. }
  41154. /**
  41155. * Since multiple copy render passes are required to generate mipmaps, the passes
  41156. * are managed as render bundles to improve performance.
  41157. *
  41158. * @param {GPUTexture} textureGPU - The GPU texture object.
  41159. * @param {Object} textureGPUDescriptor - The texture descriptor.
  41160. * @param {Number} baseArrayLayer - The index of the first array layer accessible to the texture view.
  41161. * @return {Array} An array of render bundles.
  41162. */
  41163. _mipmapCreateBundles( textureGPU, textureGPUDescriptor, baseArrayLayer ) {
  41164. const pipeline = this.getTransferPipeline( textureGPUDescriptor.format );
  41165. const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.
  41166. let srcView = textureGPU.createView( {
  41167. baseMipLevel: 0,
  41168. mipLevelCount: 1,
  41169. dimension: GPUTextureViewDimension.TwoD,
  41170. baseArrayLayer
  41171. } );
  41172. const passes = [];
  41173. for ( let i = 1; i < textureGPUDescriptor.mipLevelCount; i ++ ) {
  41174. const bindGroup = this.device.createBindGroup( {
  41175. layout: bindGroupLayout,
  41176. entries: [ {
  41177. binding: 0,
  41178. resource: this.mipmapSampler
  41179. }, {
  41180. binding: 1,
  41181. resource: srcView
  41182. } ]
  41183. } );
  41184. const dstView = textureGPU.createView( {
  41185. baseMipLevel: i,
  41186. mipLevelCount: 1,
  41187. dimension: GPUTextureViewDimension.TwoD,
  41188. baseArrayLayer
  41189. } );
  41190. const passDescriptor = {
  41191. colorAttachments: [ {
  41192. view: dstView,
  41193. loadOp: GPULoadOp.Clear,
  41194. storeOp: GPUStoreOp.Store,
  41195. clearValue: [ 0, 0, 0, 0 ]
  41196. } ]
  41197. };
  41198. const passEncoder = this.device.createRenderBundleEncoder( {
  41199. colorFormats: [ textureGPUDescriptor.format ]
  41200. } );
  41201. passEncoder.setPipeline( pipeline );
  41202. passEncoder.setBindGroup( 0, bindGroup );
  41203. passEncoder.draw( 4, 1, 0, 0 );
  41204. passes.push( {
  41205. renderBundles: [ passEncoder.finish() ],
  41206. passDescriptor
  41207. } );
  41208. srcView = dstView;
  41209. }
  41210. return passes;
  41211. }
  41212. /**
  41213. * Executes the render bundles.
  41214. *
  41215. * @param {GPUCommandEncoder} commandEncoder - The GPU command encoder.
  41216. * @param {Array} passes - An array of render bundles.
  41217. */
  41218. _mipmapRunBundles( commandEncoder, passes ) {
  41219. const levels = passes.length;
  41220. for ( let i = 0; i < levels; i ++ ) {
  41221. const pass = passes[ i ];
  41222. const passEncoder = commandEncoder.beginRenderPass( pass.passDescriptor );
  41223. passEncoder.executeBundles( pass.renderBundles );
  41224. passEncoder.end();
  41225. }
  41226. }
  41227. }
  41228. const _compareToWebGPU = {
  41229. [ NeverCompare ]: 'never',
  41230. [ LessCompare ]: 'less',
  41231. [ EqualCompare ]: 'equal',
  41232. [ LessEqualCompare ]: 'less-equal',
  41233. [ GreaterCompare ]: 'greater',
  41234. [ GreaterEqualCompare ]: 'greater-equal',
  41235. [ AlwaysCompare ]: 'always',
  41236. [ NotEqualCompare ]: 'not-equal'
  41237. };
  41238. const _flipMap = [ 0, 1, 3, 2, 4, 5 ];
  41239. /**
  41240. * A WebGPU backend utility module for managing textures.
  41241. *
  41242. * @private
  41243. */
  41244. class WebGPUTextureUtils {
  41245. /**
  41246. * Constructs a new utility object.
  41247. *
  41248. * @param {WebGPUBackend} backend - The WebGPU backend.
  41249. */
  41250. constructor( backend ) {
  41251. /**
  41252. * A reference to the WebGPU backend.
  41253. *
  41254. * @type {WebGPUBackend}
  41255. */
  41256. this.backend = backend;
  41257. /**
  41258. * A reference to the pass utils.
  41259. *
  41260. * @type {WebGPUTexturePassUtils?}
  41261. * @default null
  41262. */
  41263. this._passUtils = null;
  41264. /**
  41265. * A dictionary for managing default textures. The key
  41266. * is the texture format, the value the texture object.
  41267. *
  41268. * @type {Object<String,Texture>}
  41269. */
  41270. this.defaultTexture = {};
  41271. /**
  41272. * A dictionary for managing default cube textures. The key
  41273. * is the texture format, the value the texture object.
  41274. *
  41275. * @type {Object<String,CubeTexture>}
  41276. */
  41277. this.defaultCubeTexture = {};
  41278. /**
  41279. * A default video frame.
  41280. *
  41281. * @type {VideoFrame?}
  41282. * @default null
  41283. */
  41284. this.defaultVideoFrame = null;
  41285. /**
  41286. * Represents the color attachment of the default framebuffer.
  41287. *
  41288. * @type {GPUTexture?}
  41289. * @default null
  41290. */
  41291. this.colorBuffer = null;
  41292. /**
  41293. * Represents the depth attachment of the default framebuffer.
  41294. *
  41295. * @type {DepthTexture}
  41296. */
  41297. this.depthTexture = new DepthTexture();
  41298. this.depthTexture.name = 'depthBuffer';
  41299. }
  41300. /**
  41301. * Creates a GPU sampler for the given texture.
  41302. *
  41303. * @param {Texture} texture - The texture to create the sampler for.
  41304. */
  41305. createSampler( texture ) {
  41306. const backend = this.backend;
  41307. const device = backend.device;
  41308. const textureGPU = backend.get( texture );
  41309. const samplerDescriptorGPU = {
  41310. addressModeU: this._convertAddressMode( texture.wrapS ),
  41311. addressModeV: this._convertAddressMode( texture.wrapT ),
  41312. addressModeW: this._convertAddressMode( texture.wrapR ),
  41313. magFilter: this._convertFilterMode( texture.magFilter ),
  41314. minFilter: this._convertFilterMode( texture.minFilter ),
  41315. mipmapFilter: this._convertFilterMode( texture.minFilter ),
  41316. maxAnisotropy: 1
  41317. };
  41318. // anisotropy can only be used when all filter modes are set to linear.
  41319. if ( samplerDescriptorGPU.magFilter === GPUFilterMode.Linear && samplerDescriptorGPU.minFilter === GPUFilterMode.Linear && samplerDescriptorGPU.mipmapFilter === GPUFilterMode.Linear ) {
  41320. samplerDescriptorGPU.maxAnisotropy = texture.anisotropy;
  41321. }
  41322. if ( texture.isDepthTexture && texture.compareFunction !== null ) {
  41323. samplerDescriptorGPU.compare = _compareToWebGPU[ texture.compareFunction ];
  41324. }
  41325. textureGPU.sampler = device.createSampler( samplerDescriptorGPU );
  41326. }
  41327. /**
  41328. * Creates a default texture for the given texture that can be used
  41329. * as a placeholder until the actual texture is ready for usage.
  41330. *
  41331. * @param {Texture} texture - The texture to create a default texture for.
  41332. */
  41333. createDefaultTexture( texture ) {
  41334. let textureGPU;
  41335. const format = getFormat( texture );
  41336. if ( texture.isCubeTexture ) {
  41337. textureGPU = this._getDefaultCubeTextureGPU( format );
  41338. } else if ( texture.isVideoTexture ) {
  41339. this.backend.get( texture ).externalTexture = this._getDefaultVideoFrame();
  41340. } else {
  41341. textureGPU = this._getDefaultTextureGPU( format );
  41342. }
  41343. this.backend.get( texture ).texture = textureGPU;
  41344. }
  41345. /**
  41346. * Defines a texture on the GPU for the given texture object.
  41347. *
  41348. * @param {Texture} texture - The texture.
  41349. * @param {Object} [options={}] - Optional configuration parameter.
  41350. * @return {undefined}
  41351. */
  41352. createTexture( texture, options = {} ) {
  41353. const backend = this.backend;
  41354. const textureData = backend.get( texture );
  41355. if ( textureData.initialized ) {
  41356. throw new Error( 'WebGPUTextureUtils: Texture already initialized.' );
  41357. }
  41358. if ( options.needsMipmaps === undefined ) options.needsMipmaps = false;
  41359. if ( options.levels === undefined ) options.levels = 1;
  41360. if ( options.depth === undefined ) options.depth = 1;
  41361. const { width, height, depth, levels } = options;
  41362. if ( texture.isFramebufferTexture ) {
  41363. if ( options.renderTarget ) {
  41364. options.format = this.backend.utils.getCurrentColorFormat( options.renderTarget );
  41365. } else {
  41366. options.format = this.backend.utils.getPreferredCanvasFormat();
  41367. }
  41368. }
  41369. const dimension = this._getDimension( texture );
  41370. const format = texture.internalFormat || options.format || getFormat( texture, backend.device );
  41371. textureData.format = format;
  41372. const { samples, primarySamples, isMSAA } = backend.utils.getTextureSampleData( texture );
  41373. let usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC;
  41374. if ( texture.isStorageTexture === true ) {
  41375. usage |= GPUTextureUsage.STORAGE_BINDING;
  41376. }
  41377. if ( texture.isCompressedTexture !== true && texture.isCompressedArrayTexture !== true ) {
  41378. usage |= GPUTextureUsage.RENDER_ATTACHMENT;
  41379. }
  41380. const textureDescriptorGPU = {
  41381. label: texture.name,
  41382. size: {
  41383. width: width,
  41384. height: height,
  41385. depthOrArrayLayers: depth,
  41386. },
  41387. mipLevelCount: levels,
  41388. sampleCount: primarySamples,
  41389. dimension: dimension,
  41390. format: format,
  41391. usage: usage
  41392. };
  41393. // texture creation
  41394. if ( texture.isVideoTexture ) {
  41395. const video = texture.source.data;
  41396. const videoFrame = new VideoFrame( video );
  41397. textureDescriptorGPU.size.width = videoFrame.displayWidth;
  41398. textureDescriptorGPU.size.height = videoFrame.displayHeight;
  41399. videoFrame.close();
  41400. textureData.externalTexture = video;
  41401. } else {
  41402. if ( format === undefined ) {
  41403. console.warn( 'WebGPURenderer: Texture format not supported.' );
  41404. return this.createDefaultTexture( texture );
  41405. }
  41406. textureData.texture = backend.device.createTexture( textureDescriptorGPU );
  41407. }
  41408. if ( isMSAA ) {
  41409. const msaaTextureDescriptorGPU = Object.assign( {}, textureDescriptorGPU );
  41410. msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa';
  41411. msaaTextureDescriptorGPU.sampleCount = samples;
  41412. textureData.msaaTexture = backend.device.createTexture( msaaTextureDescriptorGPU );
  41413. }
  41414. textureData.initialized = true;
  41415. textureData.textureDescriptorGPU = textureDescriptorGPU;
  41416. }
  41417. /**
  41418. * Destroys the GPU data for the given texture object.
  41419. *
  41420. * @param {Texture} texture - The texture.
  41421. */
  41422. destroyTexture( texture ) {
  41423. const backend = this.backend;
  41424. const textureData = backend.get( texture );
  41425. if ( textureData.texture !== undefined ) textureData.texture.destroy();
  41426. if ( textureData.msaaTexture !== undefined ) textureData.msaaTexture.destroy();
  41427. backend.delete( texture );
  41428. }
  41429. /**
  41430. * Destroys the GPU sampler for the given texture.
  41431. *
  41432. * @param {Texture} texture - The texture to destroy the sampler for.
  41433. */
  41434. destroySampler( texture ) {
  41435. const backend = this.backend;
  41436. const textureData = backend.get( texture );
  41437. delete textureData.sampler;
  41438. }
  41439. /**
  41440. * Generates mipmaps for the given texture.
  41441. *
  41442. * @param {Texture} texture - The texture.
  41443. */
  41444. generateMipmaps( texture ) {
  41445. const textureData = this.backend.get( texture );
  41446. if ( texture.isCubeTexture ) {
  41447. for ( let i = 0; i < 6; i ++ ) {
  41448. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  41449. }
  41450. } else {
  41451. const depth = texture.image.depth || 1;
  41452. for ( let i = 0; i < depth; i ++ ) {
  41453. this._generateMipmaps( textureData.texture, textureData.textureDescriptorGPU, i );
  41454. }
  41455. }
  41456. }
  41457. /**
  41458. * Returns the color buffer representing the color
  41459. * attachment of the default framebuffer.
  41460. *
  41461. * @return {GPUTexture} The color buffer.
  41462. */
  41463. getColorBuffer() {
  41464. if ( this.colorBuffer ) this.colorBuffer.destroy();
  41465. const backend = this.backend;
  41466. const { width, height } = backend.getDrawingBufferSize();
  41467. this.colorBuffer = backend.device.createTexture( {
  41468. label: 'colorBuffer',
  41469. size: {
  41470. width: width,
  41471. height: height,
  41472. depthOrArrayLayers: 1
  41473. },
  41474. sampleCount: backend.utils.getSampleCount( backend.renderer.samples ),
  41475. format: backend.utils.getPreferredCanvasFormat(),
  41476. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
  41477. } );
  41478. return this.colorBuffer;
  41479. }
  41480. /**
  41481. * Returns the depth buffer representing the depth
  41482. * attachment of the default framebuffer.
  41483. *
  41484. * @param {Boolean} [depth=true] - Whether depth is enabled or not.
  41485. * @param {Boolean} [stencil=false] - Whether stencil is enabled or not.
  41486. * @return {GPUTexture} The depth buffer.
  41487. */
  41488. getDepthBuffer( depth = true, stencil = false ) {
  41489. const backend = this.backend;
  41490. const { width, height } = backend.getDrawingBufferSize();
  41491. const depthTexture = this.depthTexture;
  41492. const depthTextureGPU = backend.get( depthTexture ).texture;
  41493. let format, type;
  41494. if ( stencil ) {
  41495. format = DepthStencilFormat;
  41496. type = UnsignedInt248Type;
  41497. } else if ( depth ) {
  41498. format = DepthFormat;
  41499. type = UnsignedIntType;
  41500. }
  41501. if ( depthTextureGPU !== undefined ) {
  41502. if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type ) {
  41503. return depthTextureGPU;
  41504. }
  41505. this.destroyTexture( depthTexture );
  41506. }
  41507. depthTexture.name = 'depthBuffer';
  41508. depthTexture.format = format;
  41509. depthTexture.type = type;
  41510. depthTexture.image.width = width;
  41511. depthTexture.image.height = height;
  41512. this.createTexture( depthTexture, { width, height } );
  41513. return backend.get( depthTexture ).texture;
  41514. }
  41515. /**
  41516. * Uploads the updated texture data to the GPU.
  41517. *
  41518. * @param {Texture} texture - The texture.
  41519. * @param {Object} [options={}] - Optional configuration parameter.
  41520. */
  41521. updateTexture( texture, options ) {
  41522. const textureData = this.backend.get( texture );
  41523. const { textureDescriptorGPU } = textureData;
  41524. if ( texture.isRenderTargetTexture || ( textureDescriptorGPU === undefined /* unsupported texture format */ ) )
  41525. return;
  41526. // transfer texture data
  41527. if ( texture.isDataTexture ) {
  41528. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  41529. } else if ( texture.isDataArrayTexture || texture.isData3DTexture ) {
  41530. for ( let i = 0; i < options.image.depth; i ++ ) {
  41531. this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, i, texture.flipY, i );
  41532. }
  41533. } else if ( texture.isCompressedTexture || texture.isCompressedArrayTexture ) {
  41534. this._copyCompressedBufferToTexture( texture.mipmaps, textureData.texture, textureDescriptorGPU );
  41535. } else if ( texture.isCubeTexture ) {
  41536. this._copyCubeMapToTexture( options.images, textureData.texture, textureDescriptorGPU, texture.flipY );
  41537. } else if ( texture.isVideoTexture ) {
  41538. const video = texture.source.data;
  41539. textureData.externalTexture = video;
  41540. } else {
  41541. this._copyImageToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );
  41542. }
  41543. //
  41544. textureData.version = texture.version;
  41545. if ( texture.onUpdate ) texture.onUpdate( texture );
  41546. }
  41547. /**
  41548. * Returns texture data as a typed array.
  41549. *
  41550. * @async
  41551. * @param {Texture} texture - The texture to copy.
  41552. * @param {Number} x - The x coordinate of the copy origin.
  41553. * @param {Number} y - The y coordinate of the copy origin.
  41554. * @param {Number} width - The width of the copy.
  41555. * @param {Number} height - The height of the copy.
  41556. * @param {Number} faceIndex - The face index.
  41557. * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  41558. */
  41559. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  41560. const device = this.backend.device;
  41561. const textureData = this.backend.get( texture );
  41562. const textureGPU = textureData.texture;
  41563. const format = textureData.textureDescriptorGPU.format;
  41564. const bytesPerTexel = this._getBytesPerTexel( format );
  41565. let bytesPerRow = width * bytesPerTexel;
  41566. bytesPerRow = Math.ceil( bytesPerRow / 256 ) * 256; // Align to 256 bytes
  41567. const readBuffer = device.createBuffer(
  41568. {
  41569. size: width * height * bytesPerTexel,
  41570. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  41571. }
  41572. );
  41573. const encoder = device.createCommandEncoder();
  41574. encoder.copyTextureToBuffer(
  41575. {
  41576. texture: textureGPU,
  41577. origin: { x, y, z: faceIndex },
  41578. },
  41579. {
  41580. buffer: readBuffer,
  41581. bytesPerRow: bytesPerRow
  41582. },
  41583. {
  41584. width: width,
  41585. height: height
  41586. }
  41587. );
  41588. const typedArrayType = this._getTypedArrayType( format );
  41589. device.queue.submit( [ encoder.finish() ] );
  41590. await readBuffer.mapAsync( GPUMapMode.READ );
  41591. const buffer = readBuffer.getMappedRange();
  41592. return new typedArrayType( buffer );
  41593. }
  41594. /**
  41595. * Returns `true` if the given texture is an environment map.
  41596. *
  41597. * @private
  41598. * @param {Texture} texture - The texture.
  41599. * @return {Boolean} Whether the given texture is an environment map or not.
  41600. */
  41601. _isEnvironmentTexture( texture ) {
  41602. const mapping = texture.mapping;
  41603. return ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) || ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
  41604. }
  41605. /**
  41606. * Returns the default GPU texture for the given format.
  41607. *
  41608. * @private
  41609. * @param {String} format - The GPU format.
  41610. * @return {GPUTexture} The GPU texture.
  41611. */
  41612. _getDefaultTextureGPU( format ) {
  41613. let defaultTexture = this.defaultTexture[ format ];
  41614. if ( defaultTexture === undefined ) {
  41615. const texture = new Texture();
  41616. texture.minFilter = NearestFilter;
  41617. texture.magFilter = NearestFilter;
  41618. this.createTexture( texture, { width: 1, height: 1, format } );
  41619. this.defaultTexture[ format ] = defaultTexture = texture;
  41620. }
  41621. return this.backend.get( defaultTexture ).texture;
  41622. }
  41623. /**
  41624. * Returns the default GPU cube texture for the given format.
  41625. *
  41626. * @private
  41627. * @param {String} format - The GPU format.
  41628. * @return {GPUTexture} The GPU texture.
  41629. */
  41630. _getDefaultCubeTextureGPU( format ) {
  41631. let defaultCubeTexture = this.defaultTexture[ format ];
  41632. if ( defaultCubeTexture === undefined ) {
  41633. const texture = new CubeTexture();
  41634. texture.minFilter = NearestFilter;
  41635. texture.magFilter = NearestFilter;
  41636. this.createTexture( texture, { width: 1, height: 1, depth: 6 } );
  41637. this.defaultCubeTexture[ format ] = defaultCubeTexture = texture;
  41638. }
  41639. return this.backend.get( defaultCubeTexture ).texture;
  41640. }
  41641. /**
  41642. * Returns the default video frame used as default data in context of video textures.
  41643. *
  41644. * @private
  41645. * @return {VideoFrame} The video frame.
  41646. */
  41647. _getDefaultVideoFrame() {
  41648. let defaultVideoFrame = this.defaultVideoFrame;
  41649. if ( defaultVideoFrame === null ) {
  41650. const init = {
  41651. timestamp: 0,
  41652. codedWidth: 1,
  41653. codedHeight: 1,
  41654. format: 'RGBA',
  41655. };
  41656. this.defaultVideoFrame = defaultVideoFrame = new VideoFrame( new Uint8Array( [ 0, 0, 0, 0xff ] ), init );
  41657. }
  41658. return defaultVideoFrame;
  41659. }
  41660. /**
  41661. * Uploads cube texture image data to the GPU memory.
  41662. *
  41663. * @private
  41664. * @param {Array} images - The cube image data.
  41665. * @param {GPUTexture} textureGPU - The GPU texture.
  41666. * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
  41667. * @param {Boolean} flipY - Whether to flip texture data along their vertical axis or not.
  41668. */
  41669. _copyCubeMapToTexture( images, textureGPU, textureDescriptorGPU, flipY ) {
  41670. for ( let i = 0; i < 6; i ++ ) {
  41671. const image = images[ i ];
  41672. const flipIndex = flipY === true ? _flipMap[ i ] : i;
  41673. if ( image.isDataTexture ) {
  41674. this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  41675. } else {
  41676. this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, flipY );
  41677. }
  41678. }
  41679. }
  41680. /**
  41681. * Uploads texture image data to the GPU memory.
  41682. *
  41683. * @private
  41684. * @param {HTMLImageElement|ImageBitmap|HTMLCanvasElement} image - The image data.
  41685. * @param {GPUTexture} textureGPU - The GPU texture.
  41686. * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
  41687. * @param {Number} originDepth - The origin depth.
  41688. * @param {Boolean} flipY - Whether to flip texture data along their vertical axis or not.
  41689. */
  41690. _copyImageToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY ) {
  41691. const device = this.backend.device;
  41692. device.queue.copyExternalImageToTexture(
  41693. {
  41694. source: image,
  41695. flipY: flipY
  41696. }, {
  41697. texture: textureGPU,
  41698. mipLevel: 0,
  41699. origin: { x: 0, y: 0, z: originDepth }
  41700. }, {
  41701. width: image.width,
  41702. height: image.height,
  41703. depthOrArrayLayers: 1
  41704. }
  41705. );
  41706. }
  41707. /**
  41708. * Returns the pass utils singleton.
  41709. *
  41710. * @private
  41711. * @return {WebGPUTexturePassUtils} The utils instance.
  41712. */
  41713. _getPassUtils() {
  41714. let passUtils = this._passUtils;
  41715. if ( passUtils === null ) {
  41716. this._passUtils = passUtils = new WebGPUTexturePassUtils( this.backend.device );
  41717. }
  41718. return passUtils;
  41719. }
  41720. /**
  41721. * Generates mipmaps for the given GPU texture.
  41722. *
  41723. * @private
  41724. * @param {GPUTexture} textureGPU - The GPU texture object.
  41725. * @param {Object} textureDescriptorGPU - The texture descriptor.
  41726. * @param {Number} [baseArrayLayer=0] - The index of the first array layer accessible to the texture view.
  41727. */
  41728. _generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer = 0 ) {
  41729. this._getPassUtils().generateMipmaps( textureGPU, textureDescriptorGPU, baseArrayLayer );
  41730. }
  41731. /**
  41732. * Flip the contents of the given GPU texture along its vertical axis.
  41733. *
  41734. * @private
  41735. * @param {GPUTexture} textureGPU - The GPU texture object.
  41736. * @param {Object} textureDescriptorGPU - The texture descriptor.
  41737. * @param {Number} [originDepth=0] - The origin depth.
  41738. */
  41739. _flipY( textureGPU, textureDescriptorGPU, originDepth = 0 ) {
  41740. this._getPassUtils().flipY( textureGPU, textureDescriptorGPU, originDepth );
  41741. }
  41742. /**
  41743. * Uploads texture buffer data to the GPU memory.
  41744. *
  41745. * @private
  41746. * @param {Object} image - An object defining the image buffer data.
  41747. * @param {GPUTexture} textureGPU - The GPU texture.
  41748. * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
  41749. * @param {Number} originDepth - The origin depth.
  41750. * @param {Boolean} flipY - Whether to flip texture data along their vertical axis or not.
  41751. * @param {Number} [depth=0] - TODO.
  41752. */
  41753. _copyBufferToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, depth = 0 ) {
  41754. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  41755. // @TODO: Consider to support valid buffer layouts with other formats like RGB
  41756. const device = this.backend.device;
  41757. const data = image.data;
  41758. const bytesPerTexel = this._getBytesPerTexel( textureDescriptorGPU.format );
  41759. const bytesPerRow = image.width * bytesPerTexel;
  41760. device.queue.writeTexture(
  41761. {
  41762. texture: textureGPU,
  41763. mipLevel: 0,
  41764. origin: { x: 0, y: 0, z: originDepth }
  41765. },
  41766. data,
  41767. {
  41768. offset: image.width * image.height * bytesPerTexel * depth,
  41769. bytesPerRow
  41770. },
  41771. {
  41772. width: image.width,
  41773. height: image.height,
  41774. depthOrArrayLayers: 1
  41775. } );
  41776. if ( flipY === true ) {
  41777. this._flipY( textureGPU, textureDescriptorGPU, originDepth );
  41778. }
  41779. }
  41780. /**
  41781. * Uploads compressed texture data to the GPU memory.
  41782. *
  41783. * @private
  41784. * @param {Array<Object>} mipmaps - An array with mipmap data.
  41785. * @param {GPUTexture} textureGPU - The GPU texture.
  41786. * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
  41787. */
  41788. _copyCompressedBufferToTexture( mipmaps, textureGPU, textureDescriptorGPU ) {
  41789. // @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  41790. const device = this.backend.device;
  41791. const blockData = this._getBlockData( textureDescriptorGPU.format );
  41792. const isTextureArray = textureDescriptorGPU.size.depthOrArrayLayers > 1;
  41793. for ( let i = 0; i < mipmaps.length; i ++ ) {
  41794. const mipmap = mipmaps[ i ];
  41795. const width = mipmap.width;
  41796. const height = mipmap.height;
  41797. const depth = isTextureArray ? textureDescriptorGPU.size.depthOrArrayLayers : 1;
  41798. const bytesPerRow = Math.ceil( width / blockData.width ) * blockData.byteLength;
  41799. const bytesPerImage = bytesPerRow * Math.ceil( height / blockData.height );
  41800. for ( let j = 0; j < depth; j ++ ) {
  41801. device.queue.writeTexture(
  41802. {
  41803. texture: textureGPU,
  41804. mipLevel: i,
  41805. origin: { x: 0, y: 0, z: j }
  41806. },
  41807. mipmap.data,
  41808. {
  41809. offset: j * bytesPerImage,
  41810. bytesPerRow,
  41811. rowsPerImage: Math.ceil( height / blockData.height )
  41812. },
  41813. {
  41814. width: Math.ceil( width / blockData.width ) * blockData.width,
  41815. height: Math.ceil( height / blockData.height ) * blockData.height,
  41816. depthOrArrayLayers: 1
  41817. }
  41818. );
  41819. }
  41820. }
  41821. }
  41822. /**
  41823. * This method is only relevant for compressed texture formats. It returns a block
  41824. * data descriptor for the given GPU compressed texture format.
  41825. *
  41826. * @private
  41827. * @param {String} format - The GPU compressed texture format.
  41828. * @return {Object} The block data descriptor.
  41829. */
  41830. _getBlockData( format ) {
  41831. if ( format === GPUTextureFormat.BC1RGBAUnorm || format === GPUTextureFormat.BC1RGBAUnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; // DXT1
  41832. if ( format === GPUTextureFormat.BC2RGBAUnorm || format === GPUTextureFormat.BC2RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT3
  41833. if ( format === GPUTextureFormat.BC3RGBAUnorm || format === GPUTextureFormat.BC3RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT5
  41834. if ( format === GPUTextureFormat.BC4RUnorm || format === GPUTextureFormat.BC4RSNorm ) return { byteLength: 8, width: 4, height: 4 }; // RGTC1
  41835. if ( format === GPUTextureFormat.BC5RGUnorm || format === GPUTextureFormat.BC5RGSnorm ) return { byteLength: 16, width: 4, height: 4 }; // RGTC2
  41836. if ( format === GPUTextureFormat.BC6HRGBUFloat || format === GPUTextureFormat.BC6HRGBFloat ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (float)
  41837. if ( format === GPUTextureFormat.BC7RGBAUnorm || format === GPUTextureFormat.BC7RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (unorm)
  41838. if ( format === GPUTextureFormat.ETC2RGB8Unorm || format === GPUTextureFormat.ETC2RGB8UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  41839. if ( format === GPUTextureFormat.ETC2RGB8A1Unorm || format === GPUTextureFormat.ETC2RGB8A1UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  41840. if ( format === GPUTextureFormat.ETC2RGBA8Unorm || format === GPUTextureFormat.ETC2RGBA8UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  41841. if ( format === GPUTextureFormat.EACR11Unorm ) return { byteLength: 8, width: 4, height: 4 };
  41842. if ( format === GPUTextureFormat.EACR11Snorm ) return { byteLength: 8, width: 4, height: 4 };
  41843. if ( format === GPUTextureFormat.EACRG11Unorm ) return { byteLength: 16, width: 4, height: 4 };
  41844. if ( format === GPUTextureFormat.EACRG11Snorm ) return { byteLength: 16, width: 4, height: 4 };
  41845. if ( format === GPUTextureFormat.ASTC4x4Unorm || format === GPUTextureFormat.ASTC4x4UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  41846. if ( format === GPUTextureFormat.ASTC5x4Unorm || format === GPUTextureFormat.ASTC5x4UnormSRGB ) return { byteLength: 16, width: 5, height: 4 };
  41847. if ( format === GPUTextureFormat.ASTC5x5Unorm || format === GPUTextureFormat.ASTC5x5UnormSRGB ) return { byteLength: 16, width: 5, height: 5 };
  41848. if ( format === GPUTextureFormat.ASTC6x5Unorm || format === GPUTextureFormat.ASTC6x5UnormSRGB ) return { byteLength: 16, width: 6, height: 5 };
  41849. if ( format === GPUTextureFormat.ASTC6x6Unorm || format === GPUTextureFormat.ASTC6x6UnormSRGB ) return { byteLength: 16, width: 6, height: 6 };
  41850. if ( format === GPUTextureFormat.ASTC8x5Unorm || format === GPUTextureFormat.ASTC8x5UnormSRGB ) return { byteLength: 16, width: 8, height: 5 };
  41851. if ( format === GPUTextureFormat.ASTC8x6Unorm || format === GPUTextureFormat.ASTC8x6UnormSRGB ) return { byteLength: 16, width: 8, height: 6 };
  41852. if ( format === GPUTextureFormat.ASTC8x8Unorm || format === GPUTextureFormat.ASTC8x8UnormSRGB ) return { byteLength: 16, width: 8, height: 8 };
  41853. if ( format === GPUTextureFormat.ASTC10x5Unorm || format === GPUTextureFormat.ASTC10x5UnormSRGB ) return { byteLength: 16, width: 10, height: 5 };
  41854. if ( format === GPUTextureFormat.ASTC10x6Unorm || format === GPUTextureFormat.ASTC10x6UnormSRGB ) return { byteLength: 16, width: 10, height: 6 };
  41855. if ( format === GPUTextureFormat.ASTC10x8Unorm || format === GPUTextureFormat.ASTC10x8UnormSRGB ) return { byteLength: 16, width: 10, height: 8 };
  41856. if ( format === GPUTextureFormat.ASTC10x10Unorm || format === GPUTextureFormat.ASTC10x10UnormSRGB ) return { byteLength: 16, width: 10, height: 10 };
  41857. if ( format === GPUTextureFormat.ASTC12x10Unorm || format === GPUTextureFormat.ASTC12x10UnormSRGB ) return { byteLength: 16, width: 12, height: 10 };
  41858. if ( format === GPUTextureFormat.ASTC12x12Unorm || format === GPUTextureFormat.ASTC12x12UnormSRGB ) return { byteLength: 16, width: 12, height: 12 };
  41859. }
  41860. /**
  41861. * Converts the three.js uv wrapping constants to GPU address mode constants.
  41862. *
  41863. * @private
  41864. * @param {Number} value - The three.js constant defining a uv wrapping mode.
  41865. * @return {String} The GPU address mode.
  41866. */
  41867. _convertAddressMode( value ) {
  41868. let addressMode = GPUAddressMode.ClampToEdge;
  41869. if ( value === RepeatWrapping ) {
  41870. addressMode = GPUAddressMode.Repeat;
  41871. } else if ( value === MirroredRepeatWrapping ) {
  41872. addressMode = GPUAddressMode.MirrorRepeat;
  41873. }
  41874. return addressMode;
  41875. }
  41876. /**
  41877. * Converts the three.js filter constants to GPU filter constants.
  41878. *
  41879. * @private
  41880. * @param {Number} value - The three.js constant defining a filter mode.
  41881. * @return {String} The GPU filter mode.
  41882. */
  41883. _convertFilterMode( value ) {
  41884. let filterMode = GPUFilterMode.Linear;
  41885. if ( value === NearestFilter || value === NearestMipmapNearestFilter || value === NearestMipmapLinearFilter ) {
  41886. filterMode = GPUFilterMode.Nearest;
  41887. }
  41888. return filterMode;
  41889. }
  41890. /**
  41891. * Returns the bytes-per-texel value for the given GPU texture format.
  41892. *
  41893. * @private
  41894. * @param {String} format - The GPU texture format.
  41895. * @return {Number} The bytes-per-texel.
  41896. */
  41897. _getBytesPerTexel( format ) {
  41898. // 8-bit formats
  41899. if ( format === GPUTextureFormat.R8Unorm ||
  41900. format === GPUTextureFormat.R8Snorm ||
  41901. format === GPUTextureFormat.R8Uint ||
  41902. format === GPUTextureFormat.R8Sint ) return 1;
  41903. // 16-bit formats
  41904. if ( format === GPUTextureFormat.R16Uint ||
  41905. format === GPUTextureFormat.R16Sint ||
  41906. format === GPUTextureFormat.R16Float ||
  41907. format === GPUTextureFormat.RG8Unorm ||
  41908. format === GPUTextureFormat.RG8Snorm ||
  41909. format === GPUTextureFormat.RG8Uint ||
  41910. format === GPUTextureFormat.RG8Sint ) return 2;
  41911. // 32-bit formats
  41912. if ( format === GPUTextureFormat.R32Uint ||
  41913. format === GPUTextureFormat.R32Sint ||
  41914. format === GPUTextureFormat.R32Float ||
  41915. format === GPUTextureFormat.RG16Uint ||
  41916. format === GPUTextureFormat.RG16Sint ||
  41917. format === GPUTextureFormat.RG16Float ||
  41918. format === GPUTextureFormat.RGBA8Unorm ||
  41919. format === GPUTextureFormat.RGBA8UnormSRGB ||
  41920. format === GPUTextureFormat.RGBA8Snorm ||
  41921. format === GPUTextureFormat.RGBA8Uint ||
  41922. format === GPUTextureFormat.RGBA8Sint ||
  41923. format === GPUTextureFormat.BGRA8Unorm ||
  41924. format === GPUTextureFormat.BGRA8UnormSRGB ||
  41925. // Packed 32-bit formats
  41926. format === GPUTextureFormat.RGB9E5UFloat ||
  41927. format === GPUTextureFormat.RGB10A2Unorm ||
  41928. format === GPUTextureFormat.RG11B10UFloat ||
  41929. format === GPUTextureFormat.Depth32Float ||
  41930. format === GPUTextureFormat.Depth24Plus ||
  41931. format === GPUTextureFormat.Depth24PlusStencil8 ||
  41932. format === GPUTextureFormat.Depth32FloatStencil8 ) return 4;
  41933. // 64-bit formats
  41934. if ( format === GPUTextureFormat.RG32Uint ||
  41935. format === GPUTextureFormat.RG32Sint ||
  41936. format === GPUTextureFormat.RG32Float ||
  41937. format === GPUTextureFormat.RGBA16Uint ||
  41938. format === GPUTextureFormat.RGBA16Sint ||
  41939. format === GPUTextureFormat.RGBA16Float ) return 8;
  41940. // 128-bit formats
  41941. if ( format === GPUTextureFormat.RGBA32Uint ||
  41942. format === GPUTextureFormat.RGBA32Sint ||
  41943. format === GPUTextureFormat.RGBA32Float ) return 16;
  41944. }
  41945. /**
  41946. * Returns the corresponding typed array type for the given GPU texture format.
  41947. *
  41948. * @private
  41949. * @param {String} format - The GPU texture format.
  41950. * @return {TypedArray.constructor} The typed array type.
  41951. */
  41952. _getTypedArrayType( format ) {
  41953. if ( format === GPUTextureFormat.R8Uint ) return Uint8Array;
  41954. if ( format === GPUTextureFormat.R8Sint ) return Int8Array;
  41955. if ( format === GPUTextureFormat.R8Unorm ) return Uint8Array;
  41956. if ( format === GPUTextureFormat.R8Snorm ) return Int8Array;
  41957. if ( format === GPUTextureFormat.RG8Uint ) return Uint8Array;
  41958. if ( format === GPUTextureFormat.RG8Sint ) return Int8Array;
  41959. if ( format === GPUTextureFormat.RG8Unorm ) return Uint8Array;
  41960. if ( format === GPUTextureFormat.RG8Snorm ) return Int8Array;
  41961. if ( format === GPUTextureFormat.RGBA8Uint ) return Uint8Array;
  41962. if ( format === GPUTextureFormat.RGBA8Sint ) return Int8Array;
  41963. if ( format === GPUTextureFormat.RGBA8Unorm ) return Uint8Array;
  41964. if ( format === GPUTextureFormat.RGBA8Snorm ) return Int8Array;
  41965. if ( format === GPUTextureFormat.R16Uint ) return Uint16Array;
  41966. if ( format === GPUTextureFormat.R16Sint ) return Int16Array;
  41967. if ( format === GPUTextureFormat.RG16Uint ) return Uint16Array;
  41968. if ( format === GPUTextureFormat.RG16Sint ) return Int16Array;
  41969. if ( format === GPUTextureFormat.RGBA16Uint ) return Uint16Array;
  41970. if ( format === GPUTextureFormat.RGBA16Sint ) return Int16Array;
  41971. if ( format === GPUTextureFormat.R16Float ) return Uint16Array;
  41972. if ( format === GPUTextureFormat.RG16Float ) return Uint16Array;
  41973. if ( format === GPUTextureFormat.RGBA16Float ) return Uint16Array;
  41974. if ( format === GPUTextureFormat.R32Uint ) return Uint32Array;
  41975. if ( format === GPUTextureFormat.R32Sint ) return Int32Array;
  41976. if ( format === GPUTextureFormat.R32Float ) return Float32Array;
  41977. if ( format === GPUTextureFormat.RG32Uint ) return Uint32Array;
  41978. if ( format === GPUTextureFormat.RG32Sint ) return Int32Array;
  41979. if ( format === GPUTextureFormat.RG32Float ) return Float32Array;
  41980. if ( format === GPUTextureFormat.RGBA32Uint ) return Uint32Array;
  41981. if ( format === GPUTextureFormat.RGBA32Sint ) return Int32Array;
  41982. if ( format === GPUTextureFormat.RGBA32Float ) return Float32Array;
  41983. if ( format === GPUTextureFormat.BGRA8Unorm ) return Uint8Array;
  41984. if ( format === GPUTextureFormat.BGRA8UnormSRGB ) return Uint8Array;
  41985. if ( format === GPUTextureFormat.RGB10A2Unorm ) return Uint32Array;
  41986. if ( format === GPUTextureFormat.RGB9E5UFloat ) return Uint32Array;
  41987. if ( format === GPUTextureFormat.RG11B10UFloat ) return Uint32Array;
  41988. if ( format === GPUTextureFormat.Depth32Float ) return Float32Array;
  41989. if ( format === GPUTextureFormat.Depth24Plus ) return Uint32Array;
  41990. if ( format === GPUTextureFormat.Depth24PlusStencil8 ) return Uint32Array;
  41991. if ( format === GPUTextureFormat.Depth32FloatStencil8 ) return Float32Array;
  41992. }
  41993. /**
  41994. * Returns the GPU dimensions for the given texture.
  41995. *
  41996. * @private
  41997. * @param {Texture} texture - The texture.
  41998. * @return {String} The GPU dimension.
  41999. */
  42000. _getDimension( texture ) {
  42001. let dimension;
  42002. if ( texture.isData3DTexture ) {
  42003. dimension = GPUTextureDimension.ThreeD;
  42004. } else {
  42005. dimension = GPUTextureDimension.TwoD;
  42006. }
  42007. return dimension;
  42008. }
  42009. }
  42010. /**
  42011. * Returns the GPU format for the given texture.
  42012. *
  42013. * @param {Texture} texture - The texture.
  42014. * @param {GPUDevice?} [device=null] - The GPU device which is used for feature detection.
  42015. * It is not necessary to apply the device for most formats.
  42016. * @return {String} The GPU format.
  42017. */
  42018. function getFormat( texture, device = null ) {
  42019. const format = texture.format;
  42020. const type = texture.type;
  42021. const colorSpace = texture.colorSpace;
  42022. let formatGPU;
  42023. if ( texture.isCompressedTexture === true || texture.isCompressedArrayTexture === true ) {
  42024. switch ( format ) {
  42025. case RGBA_S3TC_DXT1_Format:
  42026. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC1RGBAUnormSRGB : GPUTextureFormat.BC1RGBAUnorm;
  42027. break;
  42028. case RGBA_S3TC_DXT3_Format:
  42029. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC2RGBAUnormSRGB : GPUTextureFormat.BC2RGBAUnorm;
  42030. break;
  42031. case RGBA_S3TC_DXT5_Format:
  42032. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.BC3RGBAUnormSRGB : GPUTextureFormat.BC3RGBAUnorm;
  42033. break;
  42034. case RGB_ETC2_Format:
  42035. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGB8UnormSRGB : GPUTextureFormat.ETC2RGB8Unorm;
  42036. break;
  42037. case RGBA_ETC2_EAC_Format:
  42038. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ETC2RGBA8UnormSRGB : GPUTextureFormat.ETC2RGBA8Unorm;
  42039. break;
  42040. case RGBA_ASTC_4x4_Format:
  42041. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC4x4UnormSRGB : GPUTextureFormat.ASTC4x4Unorm;
  42042. break;
  42043. case RGBA_ASTC_5x4_Format:
  42044. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x4UnormSRGB : GPUTextureFormat.ASTC5x4Unorm;
  42045. break;
  42046. case RGBA_ASTC_5x5_Format:
  42047. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC5x5UnormSRGB : GPUTextureFormat.ASTC5x5Unorm;
  42048. break;
  42049. case RGBA_ASTC_6x5_Format:
  42050. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x5UnormSRGB : GPUTextureFormat.ASTC6x5Unorm;
  42051. break;
  42052. case RGBA_ASTC_6x6_Format:
  42053. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC6x6UnormSRGB : GPUTextureFormat.ASTC6x6Unorm;
  42054. break;
  42055. case RGBA_ASTC_8x5_Format:
  42056. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x5UnormSRGB : GPUTextureFormat.ASTC8x5Unorm;
  42057. break;
  42058. case RGBA_ASTC_8x6_Format:
  42059. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x6UnormSRGB : GPUTextureFormat.ASTC8x6Unorm;
  42060. break;
  42061. case RGBA_ASTC_8x8_Format:
  42062. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC8x8UnormSRGB : GPUTextureFormat.ASTC8x8Unorm;
  42063. break;
  42064. case RGBA_ASTC_10x5_Format:
  42065. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x5UnormSRGB : GPUTextureFormat.ASTC10x5Unorm;
  42066. break;
  42067. case RGBA_ASTC_10x6_Format:
  42068. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x6UnormSRGB : GPUTextureFormat.ASTC10x6Unorm;
  42069. break;
  42070. case RGBA_ASTC_10x8_Format:
  42071. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x8UnormSRGB : GPUTextureFormat.ASTC10x8Unorm;
  42072. break;
  42073. case RGBA_ASTC_10x10_Format:
  42074. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC10x10UnormSRGB : GPUTextureFormat.ASTC10x10Unorm;
  42075. break;
  42076. case RGBA_ASTC_12x10_Format:
  42077. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x10UnormSRGB : GPUTextureFormat.ASTC12x10Unorm;
  42078. break;
  42079. case RGBA_ASTC_12x12_Format:
  42080. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.ASTC12x12UnormSRGB : GPUTextureFormat.ASTC12x12Unorm;
  42081. break;
  42082. case RGBAFormat:
  42083. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
  42084. break;
  42085. default:
  42086. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  42087. }
  42088. } else {
  42089. switch ( format ) {
  42090. case RGBAFormat:
  42091. switch ( type ) {
  42092. case ByteType:
  42093. formatGPU = GPUTextureFormat.RGBA8Snorm;
  42094. break;
  42095. case ShortType:
  42096. formatGPU = GPUTextureFormat.RGBA16Sint;
  42097. break;
  42098. case UnsignedShortType:
  42099. formatGPU = GPUTextureFormat.RGBA16Uint;
  42100. break;
  42101. case UnsignedIntType:
  42102. formatGPU = GPUTextureFormat.RGBA32Uint;
  42103. break;
  42104. case IntType:
  42105. formatGPU = GPUTextureFormat.RGBA32Sint;
  42106. break;
  42107. case UnsignedByteType:
  42108. formatGPU = ( colorSpace === SRGBColorSpace ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
  42109. break;
  42110. case HalfFloatType:
  42111. formatGPU = GPUTextureFormat.RGBA16Float;
  42112. break;
  42113. case FloatType:
  42114. formatGPU = GPUTextureFormat.RGBA32Float;
  42115. break;
  42116. default:
  42117. console.error( 'WebGPURenderer: Unsupported texture type with RGBAFormat.', type );
  42118. }
  42119. break;
  42120. case RGBFormat:
  42121. switch ( type ) {
  42122. case UnsignedInt5999Type:
  42123. formatGPU = GPUTextureFormat.RGB9E5UFloat;
  42124. break;
  42125. default:
  42126. console.error( 'WebGPURenderer: Unsupported texture type with RGBFormat.', type );
  42127. }
  42128. break;
  42129. case RedFormat:
  42130. switch ( type ) {
  42131. case ByteType:
  42132. formatGPU = GPUTextureFormat.R8Snorm;
  42133. break;
  42134. case ShortType:
  42135. formatGPU = GPUTextureFormat.R16Sint;
  42136. break;
  42137. case UnsignedShortType:
  42138. formatGPU = GPUTextureFormat.R16Uint;
  42139. break;
  42140. case UnsignedIntType:
  42141. formatGPU = GPUTextureFormat.R32Uint;
  42142. break;
  42143. case IntType:
  42144. formatGPU = GPUTextureFormat.R32Sint;
  42145. break;
  42146. case UnsignedByteType:
  42147. formatGPU = GPUTextureFormat.R8Unorm;
  42148. break;
  42149. case HalfFloatType:
  42150. formatGPU = GPUTextureFormat.R16Float;
  42151. break;
  42152. case FloatType:
  42153. formatGPU = GPUTextureFormat.R32Float;
  42154. break;
  42155. default:
  42156. console.error( 'WebGPURenderer: Unsupported texture type with RedFormat.', type );
  42157. }
  42158. break;
  42159. case RGFormat:
  42160. switch ( type ) {
  42161. case ByteType:
  42162. formatGPU = GPUTextureFormat.RG8Snorm;
  42163. break;
  42164. case ShortType:
  42165. formatGPU = GPUTextureFormat.RG16Sint;
  42166. break;
  42167. case UnsignedShortType:
  42168. formatGPU = GPUTextureFormat.RG16Uint;
  42169. break;
  42170. case UnsignedIntType:
  42171. formatGPU = GPUTextureFormat.RG32Uint;
  42172. break;
  42173. case IntType:
  42174. formatGPU = GPUTextureFormat.RG32Sint;
  42175. break;
  42176. case UnsignedByteType:
  42177. formatGPU = GPUTextureFormat.RG8Unorm;
  42178. break;
  42179. case HalfFloatType:
  42180. formatGPU = GPUTextureFormat.RG16Float;
  42181. break;
  42182. case FloatType:
  42183. formatGPU = GPUTextureFormat.RG32Float;
  42184. break;
  42185. default:
  42186. console.error( 'WebGPURenderer: Unsupported texture type with RGFormat.', type );
  42187. }
  42188. break;
  42189. case DepthFormat:
  42190. switch ( type ) {
  42191. case UnsignedShortType:
  42192. formatGPU = GPUTextureFormat.Depth16Unorm;
  42193. break;
  42194. case UnsignedIntType:
  42195. formatGPU = GPUTextureFormat.Depth24Plus;
  42196. break;
  42197. case FloatType:
  42198. formatGPU = GPUTextureFormat.Depth32Float;
  42199. break;
  42200. default:
  42201. console.error( 'WebGPURenderer: Unsupported texture type with DepthFormat.', type );
  42202. }
  42203. break;
  42204. case DepthStencilFormat:
  42205. switch ( type ) {
  42206. case UnsignedInt248Type:
  42207. formatGPU = GPUTextureFormat.Depth24PlusStencil8;
  42208. break;
  42209. case FloatType:
  42210. if ( device && device.features.has( GPUFeatureName.Depth32FloatStencil8 ) === false ) {
  42211. console.error( 'WebGPURenderer: Depth textures with DepthStencilFormat + FloatType can only be used with the "depth32float-stencil8" GPU feature.' );
  42212. }
  42213. formatGPU = GPUTextureFormat.Depth32FloatStencil8;
  42214. break;
  42215. default:
  42216. console.error( 'WebGPURenderer: Unsupported texture type with DepthStencilFormat.', type );
  42217. }
  42218. break;
  42219. case RedIntegerFormat:
  42220. switch ( type ) {
  42221. case IntType:
  42222. formatGPU = GPUTextureFormat.R32Sint;
  42223. break;
  42224. case UnsignedIntType:
  42225. formatGPU = GPUTextureFormat.R32Uint;
  42226. break;
  42227. default:
  42228. console.error( 'WebGPURenderer: Unsupported texture type with RedIntegerFormat.', type );
  42229. }
  42230. break;
  42231. case RGIntegerFormat:
  42232. switch ( type ) {
  42233. case IntType:
  42234. formatGPU = GPUTextureFormat.RG32Sint;
  42235. break;
  42236. case UnsignedIntType:
  42237. formatGPU = GPUTextureFormat.RG32Uint;
  42238. break;
  42239. default:
  42240. console.error( 'WebGPURenderer: Unsupported texture type with RGIntegerFormat.', type );
  42241. }
  42242. break;
  42243. case RGBAIntegerFormat:
  42244. switch ( type ) {
  42245. case IntType:
  42246. formatGPU = GPUTextureFormat.RGBA32Sint;
  42247. break;
  42248. case UnsignedIntType:
  42249. formatGPU = GPUTextureFormat.RGBA32Uint;
  42250. break;
  42251. default:
  42252. console.error( 'WebGPURenderer: Unsupported texture type with RGBAIntegerFormat.', type );
  42253. }
  42254. break;
  42255. default:
  42256. console.error( 'WebGPURenderer: Unsupported texture format.', format );
  42257. }
  42258. }
  42259. return formatGPU;
  42260. }
  42261. const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i;
  42262. const propertiesRegexp = /([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/ig;
  42263. const wgslTypeLib$1 = {
  42264. 'f32': 'float',
  42265. 'i32': 'int',
  42266. 'u32': 'uint',
  42267. 'bool': 'bool',
  42268. 'vec2<f32>': 'vec2',
  42269. 'vec2<i32>': 'ivec2',
  42270. 'vec2<u32>': 'uvec2',
  42271. 'vec2<bool>': 'bvec2',
  42272. 'vec2f': 'vec2',
  42273. 'vec2i': 'ivec2',
  42274. 'vec2u': 'uvec2',
  42275. 'vec2b': 'bvec2',
  42276. 'vec3<f32>': 'vec3',
  42277. 'vec3<i32>': 'ivec3',
  42278. 'vec3<u32>': 'uvec3',
  42279. 'vec3<bool>': 'bvec3',
  42280. 'vec3f': 'vec3',
  42281. 'vec3i': 'ivec3',
  42282. 'vec3u': 'uvec3',
  42283. 'vec3b': 'bvec3',
  42284. 'vec4<f32>': 'vec4',
  42285. 'vec4<i32>': 'ivec4',
  42286. 'vec4<u32>': 'uvec4',
  42287. 'vec4<bool>': 'bvec4',
  42288. 'vec4f': 'vec4',
  42289. 'vec4i': 'ivec4',
  42290. 'vec4u': 'uvec4',
  42291. 'vec4b': 'bvec4',
  42292. 'mat2x2<f32>': 'mat2',
  42293. 'mat2x2f': 'mat2',
  42294. 'mat3x3<f32>': 'mat3',
  42295. 'mat3x3f': 'mat3',
  42296. 'mat4x4<f32>': 'mat4',
  42297. 'mat4x4f': 'mat4',
  42298. 'sampler': 'sampler',
  42299. 'texture_1d': 'texture',
  42300. 'texture_2d': 'texture',
  42301. 'texture_2d_array': 'texture',
  42302. 'texture_multisampled_2d': 'cubeTexture',
  42303. 'texture_depth_2d': 'depthTexture',
  42304. 'texture_depth_multisampled_2d': 'depthTexture',
  42305. 'texture_3d': 'texture3D',
  42306. 'texture_cube': 'cubeTexture',
  42307. 'texture_cube_array': 'cubeTexture',
  42308. 'texture_storage_1d': 'storageTexture',
  42309. 'texture_storage_2d': 'storageTexture',
  42310. 'texture_storage_2d_array': 'storageTexture',
  42311. 'texture_storage_3d': 'storageTexture'
  42312. };
  42313. const parse = ( source ) => {
  42314. source = source.trim();
  42315. const declaration = source.match( declarationRegexp );
  42316. if ( declaration !== null && declaration.length === 4 ) {
  42317. const inputsCode = declaration[ 2 ];
  42318. const propsMatches = [];
  42319. let match = null;
  42320. while ( ( match = propertiesRegexp.exec( inputsCode ) ) !== null ) {
  42321. propsMatches.push( { name: match[ 1 ], type: match[ 2 ] } );
  42322. }
  42323. // Process matches to correctly pair names and types
  42324. const inputs = [];
  42325. for ( let i = 0; i < propsMatches.length; i ++ ) {
  42326. const { name, type } = propsMatches[ i ];
  42327. let resolvedType = type;
  42328. if ( resolvedType.startsWith( 'ptr' ) ) {
  42329. resolvedType = 'pointer';
  42330. } else {
  42331. if ( resolvedType.startsWith( 'texture' ) ) {
  42332. resolvedType = type.split( '<' )[ 0 ];
  42333. }
  42334. resolvedType = wgslTypeLib$1[ resolvedType ];
  42335. }
  42336. inputs.push( new NodeFunctionInput( resolvedType, name ) );
  42337. }
  42338. const blockCode = source.substring( declaration[ 0 ].length );
  42339. const outputType = declaration[ 3 ] || 'void';
  42340. const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  42341. const type = wgslTypeLib$1[ outputType ] || outputType;
  42342. return {
  42343. type,
  42344. inputs,
  42345. name,
  42346. inputsCode,
  42347. blockCode,
  42348. outputType
  42349. };
  42350. } else {
  42351. throw new Error( 'FunctionNode: Function is not a WGSL code.' );
  42352. }
  42353. };
  42354. /**
  42355. * This class represents a WSL node function.
  42356. *
  42357. * @augments NodeFunction
  42358. */
  42359. class WGSLNodeFunction extends NodeFunction {
  42360. /**
  42361. * Constructs a new WGSL node function.
  42362. *
  42363. * @param {String} source - The WGSL source.
  42364. */
  42365. constructor( source ) {
  42366. const { type, inputs, name, inputsCode, blockCode, outputType } = parse( source );
  42367. super( type, inputs, name );
  42368. this.inputsCode = inputsCode;
  42369. this.blockCode = blockCode;
  42370. this.outputType = outputType;
  42371. }
  42372. /**
  42373. * This method returns the WGSL code of the node function.
  42374. *
  42375. * @param {String} [name=this.name] - The function's name.
  42376. * @return {String} The shader code.
  42377. */
  42378. getCode( name = this.name ) {
  42379. const outputType = this.outputType !== 'void' ? '-> ' + this.outputType : '';
  42380. return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ outputType }` + this.blockCode;
  42381. }
  42382. }
  42383. /**
  42384. * A WGSL node parser.
  42385. *
  42386. * @augments NodeParser
  42387. */
  42388. class WGSLNodeParser extends NodeParser {
  42389. /**
  42390. * The method parses the given WGSL code an returns a node function.
  42391. *
  42392. * @param {String} source - The WGSL code.
  42393. * @return {WGSLNodeFunction} A node function.
  42394. */
  42395. parseFunction( source ) {
  42396. return new WGSLNodeFunction( source );
  42397. }
  42398. }
  42399. // GPUShaderStage is not defined in browsers not supporting WebGPU
  42400. const GPUShaderStage = ( typeof self !== 'undefined' ) ? self.GPUShaderStage : { VERTEX: 1, FRAGMENT: 2, COMPUTE: 4 };
  42401. const accessNames = {
  42402. [ NodeAccess.READ_ONLY ]: 'read',
  42403. [ NodeAccess.WRITE_ONLY ]: 'write',
  42404. [ NodeAccess.READ_WRITE ]: 'read_write'
  42405. };
  42406. const wrapNames = {
  42407. [ RepeatWrapping ]: 'repeat',
  42408. [ ClampToEdgeWrapping ]: 'clamp',
  42409. [ MirroredRepeatWrapping ]: 'mirror'
  42410. };
  42411. const gpuShaderStageLib = {
  42412. 'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1,
  42413. 'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2,
  42414. 'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4
  42415. };
  42416. const supports = {
  42417. instance: true,
  42418. swizzleAssign: false,
  42419. storageBuffer: true
  42420. };
  42421. const wgslFnOpLib = {
  42422. '^^': 'tsl_xor'
  42423. };
  42424. const wgslTypeLib = {
  42425. float: 'f32',
  42426. int: 'i32',
  42427. uint: 'u32',
  42428. bool: 'bool',
  42429. color: 'vec3<f32>',
  42430. vec2: 'vec2<f32>',
  42431. ivec2: 'vec2<i32>',
  42432. uvec2: 'vec2<u32>',
  42433. bvec2: 'vec2<bool>',
  42434. vec3: 'vec3<f32>',
  42435. ivec3: 'vec3<i32>',
  42436. uvec3: 'vec3<u32>',
  42437. bvec3: 'vec3<bool>',
  42438. vec4: 'vec4<f32>',
  42439. ivec4: 'vec4<i32>',
  42440. uvec4: 'vec4<u32>',
  42441. bvec4: 'vec4<bool>',
  42442. mat2: 'mat2x2<f32>',
  42443. mat3: 'mat3x3<f32>',
  42444. mat4: 'mat4x4<f32>'
  42445. };
  42446. const wgslCodeCache = {};
  42447. const wgslPolyfill = {
  42448. tsl_xor: new CodeNode( 'fn tsl_xor( a : bool, b : bool ) -> bool { return ( a || b ) && !( a && b ); }' ),
  42449. mod_float: new CodeNode( 'fn tsl_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ),
  42450. mod_vec2: new CodeNode( 'fn tsl_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ),
  42451. mod_vec3: new CodeNode( 'fn tsl_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ),
  42452. mod_vec4: new CodeNode( 'fn tsl_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ),
  42453. equals_bool: new CodeNode( 'fn tsl_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ),
  42454. 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 ); }' ),
  42455. 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 ); }' ),
  42456. 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 ); }' ),
  42457. repeatWrapping_float: new CodeNode( 'fn tsl_repeatWrapping_float( coord: f32 ) -> f32 { return fract( coord ); }' ),
  42458. 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 ); }' ),
  42459. clampWrapping_float: new CodeNode( 'fn tsl_clampWrapping_float( coord: f32 ) -> f32 { return clamp( coord, 0.0, 1.0 ); }' ),
  42460. biquadraticTexture: new CodeNode( /* wgsl */`
  42461. fn tsl_biquadraticTexture( map : texture_2d<f32>, coord : vec2f, iRes : vec2u, level : u32 ) -> vec4f {
  42462. let res = vec2f( iRes );
  42463. let uvScaled = coord * res;
  42464. let uvWrapping = ( ( uvScaled % res ) + res ) % res;
  42465. // https://www.shadertoy.com/view/WtyXRy
  42466. let uv = uvWrapping - 0.5;
  42467. let iuv = floor( uv );
  42468. let f = fract( uv );
  42469. let rg1 = textureLoad( map, vec2u( iuv + vec2( 0.5, 0.5 ) ) % iRes, level );
  42470. let rg2 = textureLoad( map, vec2u( iuv + vec2( 1.5, 0.5 ) ) % iRes, level );
  42471. let rg3 = textureLoad( map, vec2u( iuv + vec2( 0.5, 1.5 ) ) % iRes, level );
  42472. let rg4 = textureLoad( map, vec2u( iuv + vec2( 1.5, 1.5 ) ) % iRes, level );
  42473. return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );
  42474. }
  42475. ` )
  42476. };
  42477. const wgslMethods = {
  42478. dFdx: 'dpdx',
  42479. dFdy: '- dpdy',
  42480. mod_float: 'tsl_mod_float',
  42481. mod_vec2: 'tsl_mod_vec2',
  42482. mod_vec3: 'tsl_mod_vec3',
  42483. mod_vec4: 'tsl_mod_vec4',
  42484. equals_bool: 'tsl_equals_bool',
  42485. equals_bvec2: 'tsl_equals_bvec2',
  42486. equals_bvec3: 'tsl_equals_bvec3',
  42487. equals_bvec4: 'tsl_equals_bvec4',
  42488. inversesqrt: 'inverseSqrt',
  42489. bitcast: 'bitcast<f32>'
  42490. };
  42491. // WebGPU issue: does not support pow() with negative base on Windows
  42492. if ( typeof navigator !== 'undefined' && /Windows/g.test( navigator.userAgent ) ) {
  42493. 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 ); }' );
  42494. 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 ] );
  42495. 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 ] );
  42496. 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 ] );
  42497. wgslMethods.pow_float = 'tsl_pow_float';
  42498. wgslMethods.pow_vec2 = 'tsl_pow_vec2';
  42499. wgslMethods.pow_vec3 = 'tsl_pow_vec3';
  42500. wgslMethods.pow_vec4 = 'tsl_pow_vec4';
  42501. }
  42502. //
  42503. let diagnostics = '';
  42504. if ( ( typeof navigator !== 'undefined' && /Firefox|Deno/g.test( navigator.userAgent ) ) !== true ) {
  42505. diagnostics += 'diagnostic( off, derivative_uniformity );\n';
  42506. }
  42507. /**
  42508. * A node builder targeting WGSL.
  42509. *
  42510. * This module generates WGSL shader code from node materials and also
  42511. * generates the respective bindings and vertex buffer definitions. These
  42512. * data are later used by the renderer to create render and compute pipelines
  42513. * for render objects.
  42514. *
  42515. * @augments NodeBuilder
  42516. */
  42517. class WGSLNodeBuilder extends NodeBuilder {
  42518. /**
  42519. * Constructs a new WGSL node builder renderer.
  42520. *
  42521. * @param {Object3D} object - The 3D object.
  42522. * @param {Renderer} renderer - The renderer.
  42523. */
  42524. constructor( object, renderer ) {
  42525. super( object, renderer, new WGSLNodeParser() );
  42526. /**
  42527. * A dictionary that holds for each shader stage ('vertex', 'fragment', 'compute')
  42528. * another dictionary which manages UBOs per group ('render','frame','object').
  42529. *
  42530. * @type {Object<String,Object<String,NodeUniformsGroup>>}
  42531. */
  42532. this.uniformGroups = {};
  42533. /**
  42534. * A dictionary that holds for each shader stage a Map of builtins.
  42535. *
  42536. * @type {Object<String,Map<String,Object>>}
  42537. */
  42538. this.builtins = {};
  42539. /**
  42540. * A dictionary that holds for each shader stage a Set of directives.
  42541. *
  42542. * @type {Object<String,Set<String>>}
  42543. */
  42544. this.directives = {};
  42545. /**
  42546. * A map for managing scope arrays. Only relevant for when using
  42547. * {@link module:WorkgroupInfoNode} in context of compute shaders.
  42548. *
  42549. * @type {Map<String,Object>}
  42550. */
  42551. this.scopedArrays = new Map();
  42552. }
  42553. /**
  42554. * Checks if the given texture requires a manual conversion to the working color space.
  42555. *
  42556. * @param {Texture} texture - The texture to check.
  42557. * @return {Boolean} Whether the given texture requires a conversion to working color space or not.
  42558. */
  42559. needsToWorkingColorSpace( texture ) {
  42560. return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
  42561. }
  42562. /**
  42563. * Generates the WGSL snippet for sampled textures.
  42564. *
  42565. * @private
  42566. * @param {Texture} texture - The texture.
  42567. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42568. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42569. * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  42570. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  42571. * @return {String} The WGSL snippet.
  42572. */
  42573. _generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42574. if ( shaderStage === 'fragment' ) {
  42575. if ( depthSnippet ) {
  42576. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`;
  42577. } else {
  42578. return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`;
  42579. }
  42580. } else if ( this.isFilteredTexture( texture ) ) {
  42581. return this.generateFilteredTexture( texture, textureProperty, uvSnippet );
  42582. } else {
  42583. return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, '0' );
  42584. }
  42585. }
  42586. /**
  42587. * Generates the WGSL snippet when sampling video textures.
  42588. *
  42589. * @private
  42590. * @param {String} textureProperty - The name of the video texture uniform in the shader.
  42591. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42592. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  42593. * @return {String} The WGSL snippet.
  42594. */
  42595. _generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
  42596. if ( shaderStage === 'fragment' ) {
  42597. return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`;
  42598. } else {
  42599. console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
  42600. }
  42601. }
  42602. /**
  42603. * Generates the WGSL snippet when sampling textures with explicit mip level.
  42604. *
  42605. * @private
  42606. * @param {Texture} texture - The texture.
  42607. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42608. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42609. * @param {String} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  42610. * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  42611. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  42612. * @return {String} The WGSL snippet.
  42613. */
  42614. _generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42615. if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( texture ) === false ) {
  42616. return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;
  42617. } else if ( this.isFilteredTexture( texture ) ) {
  42618. return this.generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet );
  42619. } else {
  42620. return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, levelSnippet );
  42621. }
  42622. }
  42623. /**
  42624. * Generates a wrap function used in context of textures.
  42625. *
  42626. * @param {Texture} texture - The texture to generate the function for.
  42627. * @return {String} The name of the generated function.
  42628. */
  42629. generateWrapFunction( texture ) {
  42630. const functionName = `tsl_coord_${ wrapNames[ texture.wrapS ] }S_${ wrapNames[ texture.wrapT ] }_${texture.isData3DTexture ? '3d' : '2d'}T`;
  42631. let nodeCode = wgslCodeCache[ functionName ];
  42632. if ( nodeCode === undefined ) {
  42633. const includes = [];
  42634. // For 3D textures, use vec3f; for texture arrays, keep vec2f since array index is separate
  42635. const coordType = texture.isData3DTexture ? 'vec3f' : 'vec2f';
  42636. let code = `fn ${functionName}( coord : ${coordType} ) -> ${coordType} {\n\n\treturn ${coordType}(\n`;
  42637. const addWrapSnippet = ( wrap, axis ) => {
  42638. if ( wrap === RepeatWrapping ) {
  42639. includes.push( wgslPolyfill.repeatWrapping_float );
  42640. code += `\t\ttsl_repeatWrapping_float( coord.${ axis } )`;
  42641. } else if ( wrap === ClampToEdgeWrapping ) {
  42642. includes.push( wgslPolyfill.clampWrapping_float );
  42643. code += `\t\ttsl_clampWrapping_float( coord.${ axis } )`;
  42644. } else if ( wrap === MirroredRepeatWrapping ) {
  42645. includes.push( wgslPolyfill.mirrorWrapping_float );
  42646. code += `\t\ttsl_mirrorWrapping_float( coord.${ axis } )`;
  42647. } else {
  42648. code += `\t\tcoord.${ axis }`;
  42649. console.warn( `WebGPURenderer: Unsupported texture wrap type "${ wrap }" for vertex shader.` );
  42650. }
  42651. };
  42652. addWrapSnippet( texture.wrapS, 'x' );
  42653. code += ',\n';
  42654. addWrapSnippet( texture.wrapT, 'y' );
  42655. if ( texture.isData3DTexture ) {
  42656. code += ',\n';
  42657. addWrapSnippet( texture.wrapR, 'z' );
  42658. }
  42659. code += '\n\t);\n\n}\n';
  42660. wgslCodeCache[ functionName ] = nodeCode = new CodeNode( code, includes );
  42661. }
  42662. nodeCode.build( this );
  42663. return functionName;
  42664. }
  42665. /**
  42666. * Generates a WGSL variable that holds the texture dimension of the given texture.
  42667. * It also returns information about the the number of layers (elements) of an arrayed
  42668. * texture as well as the cube face count of cube textures.
  42669. *
  42670. * @param {Texture} texture - The texture to generate the function for.
  42671. * @param {String} textureProperty - The name of the video texture uniform in the shader.
  42672. * @param {String} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  42673. * @return {String} The name of the dimension variable.
  42674. */
  42675. generateTextureDimension( texture, textureProperty, levelSnippet ) {
  42676. const textureData = this.getDataFromNode( texture, this.shaderStage, this.globalCache );
  42677. if ( textureData.dimensionsSnippet === undefined ) textureData.dimensionsSnippet = {};
  42678. let textureDimensionNode = textureData.dimensionsSnippet[ levelSnippet ];
  42679. if ( textureData.dimensionsSnippet[ levelSnippet ] === undefined ) {
  42680. let textureDimensionsParams;
  42681. let dimensionType;
  42682. const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture );
  42683. const isMultisampled = primarySamples > 1;
  42684. if ( texture.isData3DTexture ) {
  42685. dimensionType = 'vec3<u32>';
  42686. } else {
  42687. // Regular 2D textures, depth textures, etc.
  42688. dimensionType = 'vec2<u32>';
  42689. }
  42690. // Build parameters string based on texture type and multisampling
  42691. if ( isMultisampled || texture.isVideoTexture || texture.isStorageTexture ) {
  42692. textureDimensionsParams = textureProperty;
  42693. } else {
  42694. textureDimensionsParams = `${textureProperty}${levelSnippet ? `, u32( ${ levelSnippet } )` : ''}`;
  42695. }
  42696. textureDimensionNode = new VarNode( new ExpressionNode( `textureDimensions( ${ textureDimensionsParams } )`, dimensionType ) );
  42697. textureData.dimensionsSnippet[ levelSnippet ] = textureDimensionNode;
  42698. if ( texture.isDataArrayTexture || texture.isData3DTexture ) {
  42699. textureData.arrayLayerCount = new VarNode(
  42700. new ExpressionNode(
  42701. `textureNumLayers(${textureProperty})`,
  42702. 'u32'
  42703. )
  42704. );
  42705. }
  42706. // For cube textures, we know it's always 6 faces
  42707. if ( texture.isTextureCube ) {
  42708. textureData.cubeFaceCount = new VarNode(
  42709. new ExpressionNode( '6u', 'u32' )
  42710. );
  42711. }
  42712. }
  42713. return textureDimensionNode.build( this );
  42714. }
  42715. /**
  42716. * Generates the WGSL snippet for a manual filtered texture.
  42717. *
  42718. * @param {Texture} texture - The texture.
  42719. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42720. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42721. * @param {String} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  42722. * @return {String} The WGSL snippet.
  42723. */
  42724. generateFilteredTexture( texture, textureProperty, uvSnippet, levelSnippet = '0u' ) {
  42725. this._include( 'biquadraticTexture' );
  42726. const wrapFunction = this.generateWrapFunction( texture );
  42727. const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet );
  42728. return `tsl_biquadraticTexture( ${ textureProperty }, ${ wrapFunction }( ${ uvSnippet } ), ${ textureDimension }, u32( ${ levelSnippet } ) )`;
  42729. }
  42730. /**
  42731. * Generates the WGSL snippet for a texture lookup with explicit level-of-detail.
  42732. * Since it's a lookup, no sampling or filtering is applied.
  42733. *
  42734. * @param {Texture} texture - The texture.
  42735. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42736. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42737. * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  42738. * @param {String} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  42739. * @return {String} The WGSL snippet.
  42740. */
  42741. generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, levelSnippet = '0u' ) {
  42742. const wrapFunction = this.generateWrapFunction( texture );
  42743. const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet );
  42744. const vecType = texture.isData3DTexture ? 'vec3' : 'vec2';
  42745. const coordSnippet = `${vecType}<u32>(${wrapFunction}(${uvSnippet}) * ${vecType}<f32>(${textureDimension}))`;
  42746. return this.generateTextureLoad( texture, textureProperty, coordSnippet, depthSnippet, levelSnippet );
  42747. }
  42748. /**
  42749. * Generates the WGSL snippet that reads a single texel from a texture without sampling or filtering.
  42750. *
  42751. * @param {Texture} texture - The texture.
  42752. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42753. * @param {String} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42754. * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  42755. * @param {String} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  42756. * @return {String} The WGSL snippet.
  42757. */
  42758. generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) {
  42759. if ( texture.isVideoTexture === true || texture.isStorageTexture === true ) {
  42760. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet } )`;
  42761. } else if ( depthSnippet ) {
  42762. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, u32( ${ levelSnippet } ) )`;
  42763. } else {
  42764. return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, u32( ${ levelSnippet } ) )`;
  42765. }
  42766. }
  42767. /**
  42768. * Generates the WGSL snippet that writes a single texel to a texture.
  42769. *
  42770. * @param {Texture} texture - The texture.
  42771. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42772. * @param {String} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42773. * @param {String} valueSnippet - A WGSL snippet that represent the new texel value.
  42774. * @return {String} The WGSL snippet.
  42775. */
  42776. generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) {
  42777. return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`;
  42778. }
  42779. /**
  42780. * Returns `true` if the sampled values of the given texture should be compared against a reference value.
  42781. *
  42782. * @param {Texture} texture - The texture.
  42783. * @return {Boolean} Whether the sampled values of the given texture should be compared against a reference value or not.
  42784. */
  42785. isSampleCompare( texture ) {
  42786. return texture.isDepthTexture === true && texture.compareFunction !== null;
  42787. }
  42788. /**
  42789. * Returns `true` if the given texture is unfilterable.
  42790. *
  42791. * @param {Texture} texture - The texture.
  42792. * @return {Boolean} Whether the given texture is unfilterable or not.
  42793. */
  42794. isUnfilterable( texture ) {
  42795. return this.getComponentTypeFromTexture( texture ) !== 'float' ||
  42796. ( ! this.isAvailable( 'float32Filterable' ) && texture.isDataTexture === true && texture.type === FloatType ) ||
  42797. ( this.isSampleCompare( texture ) === false && texture.minFilter === NearestFilter && texture.magFilter === NearestFilter ) ||
  42798. this.renderer.backend.utils.getTextureSampleData( texture ).primarySamples > 1;
  42799. }
  42800. /**
  42801. * Generates the WGSL snippet for sampling/loading the given texture.
  42802. *
  42803. * @param {Texture} texture - The texture.
  42804. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42805. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42806. * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  42807. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  42808. * @return {String} The WGSL snippet.
  42809. */
  42810. generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42811. let snippet = null;
  42812. if ( texture.isVideoTexture === true ) {
  42813. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  42814. } else if ( this.isUnfilterable( texture ) ) {
  42815. snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, '0', shaderStage );
  42816. } else {
  42817. snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage );
  42818. }
  42819. return snippet;
  42820. }
  42821. /**
  42822. * Generates the WGSL snippet for sampling/loading the given texture using explicit gradients.
  42823. *
  42824. * @param {Texture} texture - The texture.
  42825. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42826. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42827. * @param {Array<String>} gradSnippet - An array holding both gradient WGSL snippets.
  42828. * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  42829. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  42830. * @return {String} The WGSL snippet.
  42831. */
  42832. generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42833. if ( shaderStage === 'fragment' ) {
  42834. // TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy
  42835. return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
  42836. } else {
  42837. console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` );
  42838. }
  42839. }
  42840. /**
  42841. * Generates the WGSL snippet for sampling a depth texture and comparing the sampled depth values
  42842. * against a reference value.
  42843. *
  42844. * @param {Texture} texture - The texture.
  42845. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42846. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42847. * @param {String} compareSnippet - A WGSL snippet that represents the reference value.
  42848. * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  42849. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  42850. * @return {String} The WGSL snippet.
  42851. */
  42852. generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42853. if ( shaderStage === 'fragment' ) {
  42854. return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`;
  42855. } else {
  42856. console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
  42857. }
  42858. }
  42859. /**
  42860. * Generates the WGSL snippet when sampling textures with explicit mip level.
  42861. *
  42862. * @param {Texture} texture - The texture.
  42863. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42864. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42865. * @param {String} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  42866. * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  42867. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  42868. * @return {String} The WGSL snippet.
  42869. */
  42870. generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42871. let snippet = null;
  42872. if ( texture.isVideoTexture === true ) {
  42873. snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
  42874. } else {
  42875. snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage );
  42876. }
  42877. return snippet;
  42878. }
  42879. /**
  42880. * Generates the WGSL snippet when sampling textures with a bias to the mip level.
  42881. *
  42882. * @param {Texture} texture - The texture.
  42883. * @param {String} textureProperty - The name of the texture uniform in the shader.
  42884. * @param {String} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  42885. * @param {String} biasSnippet - A WGSL snippet that represents the bias to apply to the mip level before sampling.
  42886. * @param {String?} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  42887. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  42888. * @return {String} The WGSL snippet.
  42889. */
  42890. generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, shaderStage = this.shaderStage ) {
  42891. if ( shaderStage === 'fragment' ) {
  42892. return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`;
  42893. } else {
  42894. console.error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` );
  42895. }
  42896. }
  42897. /**
  42898. * Returns a WGSL snippet that represents the property name of the given node.
  42899. *
  42900. * @param {Node} node - The node.
  42901. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  42902. * @return {String} The property name.
  42903. */
  42904. getPropertyName( node, shaderStage = this.shaderStage ) {
  42905. if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
  42906. if ( shaderStage === 'vertex' ) {
  42907. return `varyings.${ node.name }`;
  42908. }
  42909. } else if ( node.isNodeUniform === true ) {
  42910. const name = node.name;
  42911. const type = node.type;
  42912. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  42913. return name;
  42914. } else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) {
  42915. return `NodeBuffer_${ node.id }.${name}`;
  42916. } else {
  42917. return node.groupNode.name + '.' + name;
  42918. }
  42919. }
  42920. return super.getPropertyName( node );
  42921. }
  42922. /**
  42923. * Returns the output struct name.
  42924. *
  42925. * @return {String} The name of the output struct.
  42926. */
  42927. getOutputStructName() {
  42928. return 'output';
  42929. }
  42930. /**
  42931. * Returns uniforms group count for the given shader stage.
  42932. *
  42933. * @private
  42934. * @param {String} shaderStage - The shader stage.
  42935. * @return {Number} The uniforms group count for the given shader stage.
  42936. */
  42937. _getUniformGroupCount( shaderStage ) {
  42938. return Object.keys( this.uniforms[ shaderStage ] ).length;
  42939. }
  42940. /**
  42941. * Returns the native shader operator name for a given generic name.
  42942. *
  42943. * @param {String} op - The operator name to resolve.
  42944. * @return {String} The resolved operator name.
  42945. */
  42946. getFunctionOperator( op ) {
  42947. const fnOp = wgslFnOpLib[ op ];
  42948. if ( fnOp !== undefined ) {
  42949. this._include( fnOp );
  42950. return fnOp;
  42951. }
  42952. return null;
  42953. }
  42954. /**
  42955. * Returns the node access for the given node and shader stage.
  42956. *
  42957. * @param {StorageTextureNode|StorageBufferNode} node - The storage node.
  42958. * @param {String} shaderStage - The shader stage.
  42959. * @return {String} The node access.
  42960. */
  42961. getNodeAccess( node, shaderStage ) {
  42962. if ( shaderStage !== 'compute' )
  42963. return NodeAccess.READ_ONLY;
  42964. return node.access;
  42965. }
  42966. /**
  42967. * Returns A WGSL snippet representing the storage access.
  42968. *
  42969. * @param {StorageTextureNode|StorageBufferNode} node - The storage node.
  42970. * @param {String} shaderStage - The shader stage.
  42971. * @return {String} The WGSL snippet representing the storage access.
  42972. */
  42973. getStorageAccess( node, shaderStage ) {
  42974. return accessNames[ this.getNodeAccess( node, shaderStage ) ];
  42975. }
  42976. /**
  42977. * This method is one of the more important ones since it's responsible
  42978. * for generating a matching binding instance for the given uniform node.
  42979. *
  42980. * These bindings are later used in the renderer to create bind groups
  42981. * and layouts.
  42982. *
  42983. * @param {UniformNode} node - The uniform node.
  42984. * @param {String} type - The node data type.
  42985. * @param {String} shaderStage - The shader stage.
  42986. * @param {String?} [name=null] - An optional uniform name.
  42987. * @return {NodeUniform} The node uniform object.
  42988. */
  42989. getUniformFromNode( node, type, shaderStage, name = null ) {
  42990. const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  42991. const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
  42992. if ( nodeData.uniformGPU === undefined ) {
  42993. let uniformGPU;
  42994. const group = node.groupNode;
  42995. const groupName = group.name;
  42996. const bindings = this.getBindGroupArray( groupName, shaderStage );
  42997. if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) {
  42998. let texture = null;
  42999. const access = this.getNodeAccess( node, shaderStage );
  43000. if ( type === 'texture' || type === 'storageTexture' ) {
  43001. texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, access );
  43002. } else if ( type === 'cubeTexture' ) {
  43003. texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, access );
  43004. } else if ( type === 'texture3D' ) {
  43005. texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, access );
  43006. }
  43007. texture.store = node.isStorageTextureNode === true;
  43008. texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43009. if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( node.value ) === false && texture.store === false ) {
  43010. const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node, group );
  43011. sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43012. bindings.push( sampler, texture );
  43013. uniformGPU = [ sampler, texture ];
  43014. } else {
  43015. bindings.push( texture );
  43016. uniformGPU = [ texture ];
  43017. }
  43018. } else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) {
  43019. const bufferClass = type === 'buffer' ? NodeUniformBuffer : NodeStorageBuffer;
  43020. const buffer = new bufferClass( node, group );
  43021. buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43022. bindings.push( buffer );
  43023. uniformGPU = buffer;
  43024. } else {
  43025. const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
  43026. let uniformsGroup = uniformsStage[ groupName ];
  43027. if ( uniformsGroup === undefined ) {
  43028. uniformsGroup = new NodeUniformsGroup( groupName, group );
  43029. uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
  43030. uniformsStage[ groupName ] = uniformsGroup;
  43031. bindings.push( uniformsGroup );
  43032. }
  43033. uniformGPU = this.getNodeUniform( uniformNode, type );
  43034. uniformsGroup.addUniform( uniformGPU );
  43035. }
  43036. nodeData.uniformGPU = uniformGPU;
  43037. }
  43038. return uniformNode;
  43039. }
  43040. /**
  43041. * This method should be used whenever builtins are required in nodes.
  43042. * The internal builtins data structure will make sure builtins are
  43043. * defined in the WGSL source.
  43044. *
  43045. * @param {String} name - The builtin name.
  43046. * @param {String} property - The property name.
  43047. * @param {String} type - The node data type.
  43048. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  43049. * @return {String} The property name.
  43050. */
  43051. getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
  43052. const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() );
  43053. if ( map.has( name ) === false ) {
  43054. map.set( name, {
  43055. name,
  43056. property,
  43057. type
  43058. } );
  43059. }
  43060. return property;
  43061. }
  43062. /**
  43063. * Returns `true` if the given builtin is defined in the given shader stage.
  43064. *
  43065. * @param {String} name - The builtin name.
  43066. * @param {String} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  43067. * @return {String} Whether the given builtin is defined in the given shader stage or not.
  43068. */
  43069. hasBuiltin( name, shaderStage = this.shaderStage ) {
  43070. return ( this.builtins[ shaderStage ] !== undefined && this.builtins[ shaderStage ].has( name ) );
  43071. }
  43072. /**
  43073. * Returns the vertex index builtin.
  43074. *
  43075. * @return {String} The vertex index.
  43076. */
  43077. getVertexIndex() {
  43078. if ( this.shaderStage === 'vertex' ) {
  43079. return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
  43080. }
  43081. return 'vertexIndex';
  43082. }
  43083. /**
  43084. * Builds the given shader node.
  43085. *
  43086. * @param {ShaderNodeInternal} shaderNode - The shader node.
  43087. * @return {String} The WGSL function code.
  43088. */
  43089. buildFunctionCode( shaderNode ) {
  43090. const layout = shaderNode.layout;
  43091. const flowData = this.flowShaderNode( shaderNode );
  43092. const parameters = [];
  43093. for ( const input of layout.inputs ) {
  43094. parameters.push( input.name + ' : ' + this.getType( input.type ) );
  43095. }
  43096. //
  43097. let code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
  43098. ${ flowData.vars }
  43099. ${ flowData.code }
  43100. `;
  43101. if ( flowData.result ) {
  43102. code += `\treturn ${ flowData.result };\n`;
  43103. }
  43104. code += '\n}\n';
  43105. //
  43106. return code;
  43107. }
  43108. /**
  43109. * Returns the instance index builtin.
  43110. *
  43111. * @return {String} The instance index.
  43112. */
  43113. getInstanceIndex() {
  43114. if ( this.shaderStage === 'vertex' ) {
  43115. return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
  43116. }
  43117. return 'instanceIndex';
  43118. }
  43119. /**
  43120. * Returns the invocation local index builtin.
  43121. *
  43122. * @return {String} The invocation local index.
  43123. */
  43124. getInvocationLocalIndex() {
  43125. return this.getBuiltin( 'local_invocation_index', 'invocationLocalIndex', 'u32', 'attribute' );
  43126. }
  43127. /**
  43128. * Returns the subgroup size builtin.
  43129. *
  43130. * @return {String} The subgroup size.
  43131. */
  43132. getSubgroupSize() {
  43133. this.enableSubGroups();
  43134. return this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );
  43135. }
  43136. /**
  43137. * Returns the invocation subgroup index builtin.
  43138. *
  43139. * @return {String} The invocation subgroup index.
  43140. */
  43141. getInvocationSubgroupIndex() {
  43142. this.enableSubGroups();
  43143. return this.getBuiltin( 'subgroup_invocation_id', 'invocationSubgroupIndex', 'u32', 'attribute' );
  43144. }
  43145. /**
  43146. * Returns the subgroup index builtin.
  43147. *
  43148. * @return {String} The subgroup index.
  43149. */
  43150. getSubgroupIndex() {
  43151. this.enableSubGroups();
  43152. return this.getBuiltin( 'subgroup_id', 'subgroupIndex', 'u32', 'attribute' );
  43153. }
  43154. /**
  43155. * Overwritten as a NOP since this method is intended for the WebGL 2 backend.
  43156. *
  43157. * @return {null} Null.
  43158. */
  43159. getDrawIndex() {
  43160. return null;
  43161. }
  43162. /**
  43163. * Returns the front facing builtin.
  43164. *
  43165. * @return {String} The front facing builtin.
  43166. */
  43167. getFrontFacing() {
  43168. return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
  43169. }
  43170. /**
  43171. * Returns the frag coord builtin.
  43172. *
  43173. * @return {String} The frag coord builtin.
  43174. */
  43175. getFragCoord() {
  43176. return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xy';
  43177. }
  43178. /**
  43179. * Returns the frag depth builtin.
  43180. *
  43181. * @return {String} The frag depth builtin.
  43182. */
  43183. getFragDepth() {
  43184. return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' );
  43185. }
  43186. /**
  43187. * Returns the clip distances builtin.
  43188. *
  43189. * @return {String} The clip distances builtin.
  43190. */
  43191. getClipDistance() {
  43192. return 'varyings.hw_clip_distances';
  43193. }
  43194. /**
  43195. * Whether to flip texture data along its vertical axis or not.
  43196. *
  43197. * @return {Boolean} Returns always `false` in context of WGSL.
  43198. */
  43199. isFlipY() {
  43200. return false;
  43201. }
  43202. /**
  43203. * Enables the given directive for the given shader stage.
  43204. *
  43205. * @param {String} name - The directive name.
  43206. * @param {String} [shaderStage=this.shaderStage] - The shader stage to enable the directive for.
  43207. */
  43208. enableDirective( name, shaderStage = this.shaderStage ) {
  43209. const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = new Set() );
  43210. stage.add( name );
  43211. }
  43212. /**
  43213. * Returns the directives of the given shader stage as a WGSL string.
  43214. *
  43215. * @param {String} shaderStage - The shader stage.
  43216. * @return {String} A WGSL snippet that enables the directives of the given stage.
  43217. */
  43218. getDirectives( shaderStage ) {
  43219. const snippets = [];
  43220. const directives = this.directives[ shaderStage ];
  43221. if ( directives !== undefined ) {
  43222. for ( const directive of directives ) {
  43223. snippets.push( `enable ${directive};` );
  43224. }
  43225. }
  43226. return snippets.join( '\n' );
  43227. }
  43228. /**
  43229. * Enables the 'subgroups' directive.
  43230. */
  43231. enableSubGroups() {
  43232. this.enableDirective( 'subgroups' );
  43233. }
  43234. /**
  43235. * Enables the 'subgroups-f16' directive.
  43236. */
  43237. enableSubgroupsF16() {
  43238. this.enableDirective( 'subgroups-f16' );
  43239. }
  43240. /**
  43241. * Enables the 'clip_distances' directive.
  43242. */
  43243. enableClipDistances() {
  43244. this.enableDirective( 'clip_distances' );
  43245. }
  43246. /**
  43247. * Enables the 'f16' directive.
  43248. */
  43249. enableShaderF16() {
  43250. this.enableDirective( 'f16' );
  43251. }
  43252. /**
  43253. * Enables the 'dual_source_blending' directive.
  43254. */
  43255. enableDualSourceBlending() {
  43256. this.enableDirective( 'dual_source_blending' );
  43257. }
  43258. /**
  43259. * Enables hardware clipping.
  43260. *
  43261. * @param {String} planeCount - The clipping plane count.
  43262. */
  43263. enableHardwareClipping( planeCount ) {
  43264. this.enableClipDistances();
  43265. this.getBuiltin( 'clip_distances', 'hw_clip_distances', `array<f32, ${ planeCount } >`, 'vertex' );
  43266. }
  43267. /**
  43268. * Returns the builtins of the given shader stage as a WGSL string.
  43269. *
  43270. * @param {String} shaderStage - The shader stage.
  43271. * @return {String} A WGSL snippet that represents the builtins of the given stage.
  43272. */
  43273. getBuiltins( shaderStage ) {
  43274. const snippets = [];
  43275. const builtins = this.builtins[ shaderStage ];
  43276. if ( builtins !== undefined ) {
  43277. for ( const { name, property, type } of builtins.values() ) {
  43278. snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
  43279. }
  43280. }
  43281. return snippets.join( ',\n\t' );
  43282. }
  43283. /**
  43284. * This method should be used when a new scoped buffer is used in context of
  43285. * compute shaders. It adds the array to the internal data structure which is
  43286. * later used to generate the respective WGSL.
  43287. *
  43288. * @param {String} name - The array name.
  43289. * @param {String} scope - The scope.
  43290. * @param {String} bufferType - The buffer type.
  43291. * @param {String} bufferCount - The buffer count.
  43292. * @return {String} The array name.
  43293. */
  43294. getScopedArray( name, scope, bufferType, bufferCount ) {
  43295. if ( this.scopedArrays.has( name ) === false ) {
  43296. this.scopedArrays.set( name, {
  43297. name,
  43298. scope,
  43299. bufferType,
  43300. bufferCount
  43301. } );
  43302. }
  43303. return name;
  43304. }
  43305. /**
  43306. * Returns the scoped arrays of the given shader stage as a WGSL string.
  43307. *
  43308. * @param {String} shaderStage - The shader stage.
  43309. * @return {String|undefined} The WGSL snippet that defines the scoped arrays.
  43310. * Returns `undefined` when used in the vertex or fragment stage.
  43311. */
  43312. getScopedArrays( shaderStage ) {
  43313. if ( shaderStage !== 'compute' ) {
  43314. return;
  43315. }
  43316. const snippets = [];
  43317. for ( const { name, scope, bufferType, bufferCount } of this.scopedArrays.values() ) {
  43318. const type = this.getType( bufferType );
  43319. snippets.push( `var<${scope}> ${name}: array< ${type}, ${bufferCount} >;` );
  43320. }
  43321. return snippets.join( '\n' );
  43322. }
  43323. /**
  43324. * Returns the shader attributes of the given shader stage as a WGSL string.
  43325. *
  43326. * @param {String} shaderStage - The shader stage.
  43327. * @return {String} The WGSL snippet that defines the shader attributes.
  43328. */
  43329. getAttributes( shaderStage ) {
  43330. const snippets = [];
  43331. if ( shaderStage === 'compute' ) {
  43332. this.getBuiltin( 'global_invocation_id', 'globalId', 'vec3<u32>', 'attribute' );
  43333. this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3<u32>', 'attribute' );
  43334. this.getBuiltin( 'local_invocation_id', 'localId', 'vec3<u32>', 'attribute' );
  43335. this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3<u32>', 'attribute' );
  43336. if ( this.renderer.hasFeature( 'subgroups' ) ) {
  43337. this.enableDirective( 'subgroups', shaderStage );
  43338. this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );
  43339. }
  43340. }
  43341. if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
  43342. const builtins = this.getBuiltins( 'attribute' );
  43343. if ( builtins ) snippets.push( builtins );
  43344. const attributes = this.getAttributesArray();
  43345. for ( let index = 0, length = attributes.length; index < length; index ++ ) {
  43346. const attribute = attributes[ index ];
  43347. const name = attribute.name;
  43348. const type = this.getType( attribute.type );
  43349. snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
  43350. }
  43351. }
  43352. return snippets.join( ',\n\t' );
  43353. }
  43354. /**
  43355. * Returns the members of the given struct type node as a WGSL string.
  43356. *
  43357. * @param {StructTypeNode} struct - The struct type node.
  43358. * @return {String} The WGSL snippet that defines the struct members.
  43359. */
  43360. getStructMembers( struct ) {
  43361. const snippets = [];
  43362. const members = struct.getMemberTypes();
  43363. for ( let i = 0; i < members.length; i ++ ) {
  43364. const member = members[ i ];
  43365. snippets.push( `\t@location( ${i} ) m${i} : ${ member }<f32>` );
  43366. }
  43367. const builtins = this.getBuiltins( 'output' );
  43368. if ( builtins ) snippets.push( '\t' + builtins );
  43369. return snippets.join( ',\n' );
  43370. }
  43371. /**
  43372. * Returns the structs of the given shader stage as a WGSL string.
  43373. *
  43374. * @param {String} shaderStage - The shader stage.
  43375. * @return {String} The WGSL snippet that defines the structs.
  43376. */
  43377. getStructs( shaderStage ) {
  43378. const snippets = [];
  43379. const structs = this.structs[ shaderStage ];
  43380. for ( let index = 0, length = structs.length; index < length; index ++ ) {
  43381. const struct = structs[ index ];
  43382. const name = struct.name;
  43383. let snippet = `\struct ${ name } {\n`;
  43384. snippet += this.getStructMembers( struct );
  43385. snippet += '\n}';
  43386. snippets.push( snippet );
  43387. snippets.push( `\nvar<private> output : ${ name };\n\n` );
  43388. }
  43389. return snippets.join( '\n\n' );
  43390. }
  43391. /**
  43392. * Returns a WGSL string representing a variable.
  43393. *
  43394. * @param {String} type - The variable's type.
  43395. * @param {String} name - The variable's name.
  43396. * @return {String} The WGSL snippet that defines a variable.
  43397. */
  43398. getVar( type, name ) {
  43399. return `var ${ name } : ${ this.getType( type ) }`;
  43400. }
  43401. /**
  43402. * Returns the variables of the given shader stage as a WGSL string.
  43403. *
  43404. * @param {String} shaderStage - The shader stage.
  43405. * @return {String} The WGSL snippet that defines the variables.
  43406. */
  43407. getVars( shaderStage ) {
  43408. const snippets = [];
  43409. const vars = this.vars[ shaderStage ];
  43410. if ( vars !== undefined ) {
  43411. for ( const variable of vars ) {
  43412. snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` );
  43413. }
  43414. }
  43415. return `\n${ snippets.join( '\n' ) }\n`;
  43416. }
  43417. /**
  43418. * Returns the varyings of the given shader stage as a WGSL string.
  43419. *
  43420. * @param {String} shaderStage - The shader stage.
  43421. * @return {String} The WGSL snippet that defines the varyings.
  43422. */
  43423. getVaryings( shaderStage ) {
  43424. const snippets = [];
  43425. if ( shaderStage === 'vertex' ) {
  43426. this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
  43427. }
  43428. if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
  43429. const varyings = this.varyings;
  43430. const vars = this.vars[ shaderStage ];
  43431. for ( let index = 0; index < varyings.length; index ++ ) {
  43432. const varying = varyings[ index ];
  43433. if ( varying.needsInterpolation ) {
  43434. let attributesSnippet = `@location( ${index} )`;
  43435. if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {
  43436. attributesSnippet += ' @interpolate( flat )';
  43437. }
  43438. snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
  43439. } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
  43440. vars.push( varying );
  43441. }
  43442. }
  43443. }
  43444. const builtins = this.getBuiltins( shaderStage );
  43445. if ( builtins ) snippets.push( builtins );
  43446. const code = snippets.join( ',\n\t' );
  43447. return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code;
  43448. }
  43449. /**
  43450. * Returns the uniforms of the given shader stage as a WGSL string.
  43451. *
  43452. * @param {String} shaderStage - The shader stage.
  43453. * @return {String} The WGSL snippet that defines the uniforms.
  43454. */
  43455. getUniforms( shaderStage ) {
  43456. const uniforms = this.uniforms[ shaderStage ];
  43457. const bindingSnippets = [];
  43458. const bufferSnippets = [];
  43459. const structSnippets = [];
  43460. const uniformGroups = {};
  43461. for ( const uniform of uniforms ) {
  43462. const groupName = uniform.groupNode.name;
  43463. const uniformIndexes = this.bindingsIndexes[ groupName ];
  43464. if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) {
  43465. const texture = uniform.node.value;
  43466. if ( ( shaderStage === 'fragment' || shaderStage === 'compute' ) && this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true ) {
  43467. if ( this.isSampleCompare( texture ) ) {
  43468. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` );
  43469. } else {
  43470. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` );
  43471. }
  43472. }
  43473. let textureType;
  43474. let multisampled = '';
  43475. const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture );
  43476. if ( primarySamples > 1 ) {
  43477. multisampled = '_multisampled';
  43478. }
  43479. if ( texture.isCubeTexture === true ) {
  43480. textureType = 'texture_cube<f32>';
  43481. } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
  43482. textureType = 'texture_2d_array<f32>';
  43483. } else if ( texture.isDepthTexture === true ) {
  43484. textureType = `texture_depth${multisampled}_2d`;
  43485. } else if ( texture.isVideoTexture === true ) {
  43486. textureType = 'texture_external';
  43487. } else if ( texture.isData3DTexture === true ) {
  43488. textureType = 'texture_3d<f32>';
  43489. } else if ( uniform.node.isStorageTextureNode === true ) {
  43490. const format = getFormat( texture );
  43491. const access = this.getStorageAccess( uniform.node, shaderStage );
  43492. textureType = `texture_storage_2d<${ format }, ${ access }>`;
  43493. } else {
  43494. const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 );
  43495. textureType = `texture${multisampled}_2d<${ componentPrefix }32>`;
  43496. }
  43497. bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` );
  43498. } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' || uniform.type === 'indirectStorageBuffer' ) {
  43499. const bufferNode = uniform.node;
  43500. const bufferType = this.getType( bufferNode.bufferType );
  43501. const bufferCount = bufferNode.bufferCount;
  43502. const bufferCountSnippet = bufferCount > 0 && uniform.type === 'buffer' ? ', ' + bufferCount : '';
  43503. const bufferTypeSnippet = bufferNode.isAtomic ? `atomic<${bufferType}>` : `${bufferType}`;
  43504. const bufferSnippet = `\t${ uniform.name } : array< ${ bufferTypeSnippet }${ bufferCountSnippet } >\n`;
  43505. const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode, shaderStage ) }` : 'uniform';
  43506. bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) );
  43507. } else {
  43508. const vectorType = this.getType( this.getVectorType( uniform.type ) );
  43509. const groupName = uniform.groupNode.name;
  43510. const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = {
  43511. index: uniformIndexes.binding ++,
  43512. id: uniformIndexes.group,
  43513. snippets: []
  43514. } );
  43515. group.snippets.push( `\t${ uniform.name } : ${ vectorType }` );
  43516. }
  43517. }
  43518. for ( const name in uniformGroups ) {
  43519. const group = uniformGroups[ name ];
  43520. structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) );
  43521. }
  43522. let code = bindingSnippets.join( '\n' );
  43523. code += bufferSnippets.join( '\n' );
  43524. code += structSnippets.join( '\n' );
  43525. return code;
  43526. }
  43527. /**
  43528. * Controls the code build of the shader stages.
  43529. */
  43530. buildCode() {
  43531. const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
  43532. this.sortBindingGroups();
  43533. for ( const shaderStage in shadersData ) {
  43534. const stageData = shadersData[ shaderStage ];
  43535. stageData.uniforms = this.getUniforms( shaderStage );
  43536. stageData.attributes = this.getAttributes( shaderStage );
  43537. stageData.varyings = this.getVaryings( shaderStage );
  43538. stageData.structs = this.getStructs( shaderStage );
  43539. stageData.vars = this.getVars( shaderStage );
  43540. stageData.codes = this.getCodes( shaderStage );
  43541. stageData.directives = this.getDirectives( shaderStage );
  43542. stageData.scopedArrays = this.getScopedArrays( shaderStage );
  43543. //
  43544. let flow = '// code\n\n';
  43545. flow += this.flowCode[ shaderStage ];
  43546. const flowNodes = this.flowNodes[ shaderStage ];
  43547. const mainNode = flowNodes[ flowNodes.length - 1 ];
  43548. const outputNode = mainNode.outputNode;
  43549. const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true );
  43550. for ( const node of flowNodes ) {
  43551. const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  43552. const slotName = node.name;
  43553. if ( slotName ) {
  43554. if ( flow.length > 0 ) flow += '\n';
  43555. flow += `\t// flow -> ${ slotName }\n`;
  43556. }
  43557. flow += `${ flowSlotData.code }\n\t`;
  43558. if ( node === mainNode && shaderStage !== 'compute' ) {
  43559. flow += '// result\n\n\t';
  43560. if ( shaderStage === 'vertex' ) {
  43561. flow += `varyings.Vertex = ${ flowSlotData.result };`;
  43562. } else if ( shaderStage === 'fragment' ) {
  43563. if ( isOutputStruct ) {
  43564. stageData.returnType = outputNode.nodeType;
  43565. flow += `return ${ flowSlotData.result };`;
  43566. } else {
  43567. let structSnippet = '\t@location(0) color: vec4<f32>';
  43568. const builtins = this.getBuiltins( 'output' );
  43569. if ( builtins ) structSnippet += ',\n\t' + builtins;
  43570. stageData.returnType = 'OutputStruct';
  43571. stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet );
  43572. stageData.structs += '\nvar<private> output : OutputStruct;\n\n';
  43573. flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`;
  43574. }
  43575. }
  43576. }
  43577. }
  43578. stageData.flow = flow;
  43579. }
  43580. if ( this.material !== null ) {
  43581. this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
  43582. this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
  43583. } else {
  43584. this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
  43585. }
  43586. }
  43587. /**
  43588. * Returns the native shader method name for a given generic name.
  43589. *
  43590. * @param {String} method - The method name to resolve.
  43591. * @param {String} [output=null] - An optional output.
  43592. * @return {String} The resolved WGSL method name.
  43593. */
  43594. getMethod( method, output = null ) {
  43595. let wgslMethod;
  43596. if ( output !== null ) {
  43597. wgslMethod = this._getWGSLMethod( method + '_' + output );
  43598. }
  43599. if ( wgslMethod === undefined ) {
  43600. wgslMethod = this._getWGSLMethod( method );
  43601. }
  43602. return wgslMethod || method;
  43603. }
  43604. /**
  43605. * Returns the WGSL type of the given node data type.
  43606. *
  43607. * @param {String} type - The node data type.
  43608. * @return {String} The WGSL type.
  43609. */
  43610. getType( type ) {
  43611. return wgslTypeLib[ type ] || type;
  43612. }
  43613. /**
  43614. * Whether the requested feature is available or not.
  43615. *
  43616. * @param {String} name - The requested feature.
  43617. * @return {Boolean} Whether the requested feature is supported or not.
  43618. */
  43619. isAvailable( name ) {
  43620. let result = supports[ name ];
  43621. if ( result === undefined ) {
  43622. if ( name === 'float32Filterable' ) {
  43623. result = this.renderer.hasFeature( 'float32-filterable' );
  43624. } else if ( name === 'clipDistance' ) {
  43625. result = this.renderer.hasFeature( 'clip-distances' );
  43626. }
  43627. supports[ name ] = result;
  43628. }
  43629. return result;
  43630. }
  43631. /**
  43632. * Returns the native shader method name for a given generic name.
  43633. *
  43634. * @private
  43635. * @param {String} method - The method name to resolve.
  43636. * @return {String} The resolved WGSL method name.
  43637. */
  43638. _getWGSLMethod( method ) {
  43639. if ( wgslPolyfill[ method ] !== undefined ) {
  43640. this._include( method );
  43641. }
  43642. return wgslMethods[ method ];
  43643. }
  43644. /**
  43645. * Includes the given method name into the current
  43646. * function node.
  43647. *
  43648. * @private
  43649. * @param {String} name - The method name to include.
  43650. * @return {CodeNode} The respective code node.
  43651. */
  43652. _include( name ) {
  43653. const codeNode = wgslPolyfill[ name ];
  43654. codeNode.build( this );
  43655. if ( this.currentFunctionNode !== null ) {
  43656. this.currentFunctionNode.includes.push( codeNode );
  43657. }
  43658. return codeNode;
  43659. }
  43660. /**
  43661. * Returns a WGSL vertex shader based on the given shader data.
  43662. *
  43663. * @private
  43664. * @param {Object} shaderData - The shader data.
  43665. * @return {String} The vertex shader.
  43666. */
  43667. _getWGSLVertexCode( shaderData ) {
  43668. return `${ this.getSignature() }
  43669. // directives
  43670. ${shaderData.directives}
  43671. // uniforms
  43672. ${shaderData.uniforms}
  43673. // varyings
  43674. ${shaderData.varyings}
  43675. var<private> varyings : VaryingsStruct;
  43676. // codes
  43677. ${shaderData.codes}
  43678. @vertex
  43679. fn main( ${shaderData.attributes} ) -> VaryingsStruct {
  43680. // vars
  43681. ${shaderData.vars}
  43682. // flow
  43683. ${shaderData.flow}
  43684. return varyings;
  43685. }
  43686. `;
  43687. }
  43688. /**
  43689. * Returns a WGSL fragment shader based on the given shader data.
  43690. *
  43691. * @private
  43692. * @param {Object} shaderData - The shader data.
  43693. * @return {String} The vertex shader.
  43694. */
  43695. _getWGSLFragmentCode( shaderData ) {
  43696. return `${ this.getSignature() }
  43697. // global
  43698. ${ diagnostics }
  43699. // uniforms
  43700. ${shaderData.uniforms}
  43701. // structs
  43702. ${shaderData.structs}
  43703. // codes
  43704. ${shaderData.codes}
  43705. @fragment
  43706. fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {
  43707. // vars
  43708. ${shaderData.vars}
  43709. // flow
  43710. ${shaderData.flow}
  43711. }
  43712. `;
  43713. }
  43714. /**
  43715. * Returns a WGSL compute shader based on the given shader data.
  43716. *
  43717. * @private
  43718. * @param {Object} shaderData - The shader data.
  43719. * @param {String} workgroupSize - The workgroup size.
  43720. * @return {String} The vertex shader.
  43721. */
  43722. _getWGSLComputeCode( shaderData, workgroupSize ) {
  43723. return `${ this.getSignature() }
  43724. // directives
  43725. ${shaderData.directives}
  43726. // system
  43727. var<private> instanceIndex : u32;
  43728. // locals
  43729. ${shaderData.scopedArrays}
  43730. // uniforms
  43731. ${shaderData.uniforms}
  43732. // codes
  43733. ${shaderData.codes}
  43734. @compute @workgroup_size( ${workgroupSize} )
  43735. fn main( ${shaderData.attributes} ) {
  43736. // system
  43737. instanceIndex = globalId.x + globalId.y * numWorkgroups.x * u32(${workgroupSize}) + globalId.z * numWorkgroups.x * numWorkgroups.y * u32(${workgroupSize});
  43738. // vars
  43739. ${shaderData.vars}
  43740. // flow
  43741. ${shaderData.flow}
  43742. }
  43743. `;
  43744. }
  43745. /**
  43746. * Returns a WGSL struct based on the given name and variables.
  43747. *
  43748. * @private
  43749. * @param {String} name - The struct name.
  43750. * @param {String} vars - The struct variables.
  43751. * @return {String} The WGSL snippet representing a struct.
  43752. */
  43753. _getWGSLStruct( name, vars ) {
  43754. return `
  43755. struct ${name} {
  43756. ${vars}
  43757. };`;
  43758. }
  43759. /**
  43760. * Returns a WGSL struct binding.
  43761. *
  43762. * @private
  43763. * @param {String} name - The struct name.
  43764. * @param {String} vars - The struct variables.
  43765. * @param {String} access - The access.
  43766. * @param {Number} [binding=0] - The binding index.
  43767. * @param {Number} [group=0] - The group index.
  43768. * @return {String} The WGSL snippet representing a struct binding.
  43769. */
  43770. _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
  43771. const structName = name + 'Struct';
  43772. const structSnippet = this._getWGSLStruct( structName, vars );
  43773. return `${structSnippet}
  43774. @binding( ${binding} ) @group( ${group} )
  43775. var<${access}> ${name} : ${structName};`;
  43776. }
  43777. }
  43778. /**
  43779. * A WebGPU backend utility module with common helpers.
  43780. *
  43781. * @private
  43782. */
  43783. class WebGPUUtils {
  43784. /**
  43785. * Constructs a new utility object.
  43786. *
  43787. * @param {WebGPUBackend} backend - The WebGPU backend.
  43788. */
  43789. constructor( backend ) {
  43790. /**
  43791. * A reference to the WebGPU backend.
  43792. *
  43793. * @type {WebGPUBackend}
  43794. */
  43795. this.backend = backend;
  43796. }
  43797. /**
  43798. * Returns the depth/stencil GPU format for the given render context.
  43799. *
  43800. * @param {RenderContext} renderContext - The render context.
  43801. * @return {String} The depth/stencil GPU texture format.
  43802. */
  43803. getCurrentDepthStencilFormat( renderContext ) {
  43804. let format;
  43805. if ( renderContext.depthTexture !== null ) {
  43806. format = this.getTextureFormatGPU( renderContext.depthTexture );
  43807. } else if ( renderContext.depth && renderContext.stencil ) {
  43808. format = GPUTextureFormat.Depth24PlusStencil8;
  43809. } else if ( renderContext.depth ) {
  43810. format = GPUTextureFormat.Depth24Plus;
  43811. }
  43812. return format;
  43813. }
  43814. /**
  43815. * Returns the GPU format for the given texture.
  43816. *
  43817. * @param {Texture} texture - The texture.
  43818. * @return {String} The GPU texture format.
  43819. */
  43820. getTextureFormatGPU( texture ) {
  43821. return this.backend.get( texture ).format;
  43822. }
  43823. /**
  43824. * Returns an object that defines the multi-sampling state of the given texture.
  43825. *
  43826. * @param {Texture} texture - The texture.
  43827. * @return {Object} The multi-sampling state.
  43828. */
  43829. getTextureSampleData( texture ) {
  43830. let samples;
  43831. if ( texture.isFramebufferTexture ) {
  43832. samples = 1;
  43833. } else if ( texture.isDepthTexture && ! texture.renderTarget ) {
  43834. const renderer = this.backend.renderer;
  43835. const renderTarget = renderer.getRenderTarget();
  43836. samples = renderTarget ? renderTarget.samples : renderer.samples;
  43837. } else if ( texture.renderTarget ) {
  43838. samples = texture.renderTarget.samples;
  43839. }
  43840. samples = samples || 1;
  43841. const isMSAA = samples > 1 && texture.renderTarget !== null && ( texture.isDepthTexture !== true && texture.isFramebufferTexture !== true );
  43842. const primarySamples = isMSAA ? 1 : samples;
  43843. return { samples, primarySamples, isMSAA };
  43844. }
  43845. /**
  43846. * Returns the default color attachment's GPU format of the current render context.
  43847. *
  43848. * @param {RenderContext} renderContext - The render context.
  43849. * @return {String} The GPU texture format of the default color attachment.
  43850. */
  43851. getCurrentColorFormat( renderContext ) {
  43852. let format;
  43853. if ( renderContext.textures !== null ) {
  43854. format = this.getTextureFormatGPU( renderContext.textures[ 0 ] );
  43855. } else {
  43856. format = this.getPreferredCanvasFormat(); // default context format
  43857. }
  43858. return format;
  43859. }
  43860. /**
  43861. * Returns the output color space of the current render context.
  43862. *
  43863. * @param {RenderContext} renderContext - The render context.
  43864. * @return {String} The output color space.
  43865. */
  43866. getCurrentColorSpace( renderContext ) {
  43867. if ( renderContext.textures !== null ) {
  43868. return renderContext.textures[ 0 ].colorSpace;
  43869. }
  43870. return this.backend.renderer.outputColorSpace;
  43871. }
  43872. /**
  43873. * Returns GPU primitive topology for the given object and material.
  43874. *
  43875. * @param {Object3D} object - The 3D object.
  43876. * @param {Material} material - The material.
  43877. * @return {String} The GPU primitive topology.
  43878. */
  43879. getPrimitiveTopology( object, material ) {
  43880. if ( object.isPoints ) return GPUPrimitiveTopology.PointList;
  43881. else if ( object.isLineSegments || ( object.isMesh && material.wireframe === true ) ) return GPUPrimitiveTopology.LineList;
  43882. else if ( object.isLine ) return GPUPrimitiveTopology.LineStrip;
  43883. else if ( object.isMesh ) return GPUPrimitiveTopology.TriangleList;
  43884. }
  43885. /**
  43886. * Returns a modified sample count from the given sample count value.
  43887. *
  43888. * That is required since WebGPU does not support arbitrary sample counts.
  43889. *
  43890. * @param {Number} sampleCount - The input sample count.
  43891. * @return {Number} The (potentially updated) output sample count.
  43892. */
  43893. getSampleCount( sampleCount ) {
  43894. let count = 1;
  43895. if ( sampleCount > 1 ) {
  43896. // WebGPU only supports power-of-two sample counts and 2 is not a valid value
  43897. count = Math.pow( 2, Math.floor( Math.log2( sampleCount ) ) );
  43898. if ( count === 2 ) {
  43899. count = 4;
  43900. }
  43901. }
  43902. return count;
  43903. }
  43904. /**
  43905. * Returns the sample count of the given render context.
  43906. *
  43907. * @param {RenderContext} renderContext - The render context.
  43908. * @return {Number} The sample count.
  43909. */
  43910. getSampleCountRenderContext( renderContext ) {
  43911. if ( renderContext.textures !== null ) {
  43912. return this.getSampleCount( renderContext.sampleCount );
  43913. }
  43914. return this.getSampleCount( this.backend.renderer.samples );
  43915. }
  43916. /**
  43917. * Returns the preferred canvas format.
  43918. *
  43919. * There is a separate method for this so it's possible to
  43920. * honor edge cases for specific devices.
  43921. *
  43922. * @return {String} The GPU texture format of the canvas.
  43923. */
  43924. getPreferredCanvasFormat() {
  43925. // TODO: Remove this check when Quest 34.5 is out
  43926. // https://github.com/mrdoob/three.js/pull/29221/files#r1731833949
  43927. if ( navigator.userAgent.includes( 'Quest' ) ) {
  43928. return GPUTextureFormat.BGRA8Unorm;
  43929. } else {
  43930. return navigator.gpu.getPreferredCanvasFormat();
  43931. }
  43932. }
  43933. }
  43934. const typedArraysToVertexFormatPrefix = new Map( [
  43935. [ Int8Array, [ 'sint8', 'snorm8' ]],
  43936. [ Uint8Array, [ 'uint8', 'unorm8' ]],
  43937. [ Int16Array, [ 'sint16', 'snorm16' ]],
  43938. [ Uint16Array, [ 'uint16', 'unorm16' ]],
  43939. [ Int32Array, [ 'sint32', 'snorm32' ]],
  43940. [ Uint32Array, [ 'uint32', 'unorm32' ]],
  43941. [ Float32Array, [ 'float32', ]],
  43942. ] );
  43943. const typedAttributeToVertexFormatPrefix = new Map( [
  43944. [ Float16BufferAttribute, [ 'float16', ]],
  43945. ] );
  43946. const typeArraysToVertexFormatPrefixForItemSize1 = new Map( [
  43947. [ Int32Array, 'sint32' ],
  43948. [ Int16Array, 'sint32' ], // patch for INT16
  43949. [ Uint32Array, 'uint32' ],
  43950. [ Uint16Array, 'uint32' ], // patch for UINT16
  43951. [ Float32Array, 'float32' ]
  43952. ] );
  43953. /**
  43954. * A WebGPU backend utility module for managing shader attributes.
  43955. *
  43956. * @private
  43957. */
  43958. class WebGPUAttributeUtils {
  43959. /**
  43960. * Constructs a new utility object.
  43961. *
  43962. * @param {WebGPUBackend} backend - The WebGPU backend.
  43963. */
  43964. constructor( backend ) {
  43965. /**
  43966. * A reference to the WebGPU backend.
  43967. *
  43968. * @type {WebGPUBackend}
  43969. */
  43970. this.backend = backend;
  43971. }
  43972. /**
  43973. * Creates the GPU buffer for the given buffer attribute.
  43974. *
  43975. * @param {BufferAttribute} attribute - The buffer attribute.
  43976. * @param {GPUBufferUsage} usage - A flag that indicates how the buffer may be used after its creation.
  43977. */
  43978. createAttribute( attribute, usage ) {
  43979. const bufferAttribute = this._getBufferAttribute( attribute );
  43980. const backend = this.backend;
  43981. const bufferData = backend.get( bufferAttribute );
  43982. let buffer = bufferData.buffer;
  43983. if ( buffer === undefined ) {
  43984. const device = backend.device;
  43985. let array = bufferAttribute.array;
  43986. // patch for INT16 and UINT16
  43987. if ( attribute.normalized === false ) {
  43988. if ( array.constructor === Int16Array ) {
  43989. array = new Int32Array( array );
  43990. } else if ( array.constructor === Uint16Array ) {
  43991. array = new Uint32Array( array );
  43992. if ( usage & GPUBufferUsage.INDEX ) {
  43993. for ( let i = 0; i < array.length; i ++ ) {
  43994. if ( array[ i ] === 0xffff ) array[ i ] = 0xffffffff; // use correct primitive restart index
  43995. }
  43996. }
  43997. }
  43998. }
  43999. bufferAttribute.array = array;
  44000. if ( ( bufferAttribute.isStorageBufferAttribute || bufferAttribute.isStorageInstancedBufferAttribute ) && bufferAttribute.itemSize === 3 ) {
  44001. array = new array.constructor( bufferAttribute.count * 4 );
  44002. for ( let i = 0; i < bufferAttribute.count; i ++ ) {
  44003. array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 );
  44004. }
  44005. // Update BufferAttribute
  44006. bufferAttribute.itemSize = 4;
  44007. bufferAttribute.array = array;
  44008. }
  44009. const size = array.byteLength + ( ( 4 - ( array.byteLength % 4 ) ) % 4 ); // ensure 4 byte alignment, see #20441
  44010. buffer = device.createBuffer( {
  44011. label: bufferAttribute.name,
  44012. size: size,
  44013. usage: usage,
  44014. mappedAtCreation: true
  44015. } );
  44016. new array.constructor( buffer.getMappedRange() ).set( array );
  44017. buffer.unmap();
  44018. bufferData.buffer = buffer;
  44019. }
  44020. }
  44021. /**
  44022. * Updates the GPU buffer of the given buffer attribute.
  44023. *
  44024. * @param {BufferAttribute} attribute - The buffer attribute.
  44025. */
  44026. updateAttribute( attribute ) {
  44027. const bufferAttribute = this._getBufferAttribute( attribute );
  44028. const backend = this.backend;
  44029. const device = backend.device;
  44030. const buffer = backend.get( bufferAttribute ).buffer;
  44031. const array = bufferAttribute.array;
  44032. const isTypedArray = this._isTypedArray( array );
  44033. const updateRanges = bufferAttribute.updateRanges;
  44034. if ( updateRanges.length === 0 ) {
  44035. // Not using update ranges
  44036. device.queue.writeBuffer(
  44037. buffer,
  44038. 0,
  44039. array,
  44040. 0
  44041. );
  44042. } else {
  44043. const byteOffsetFactor = isTypedArray ? 1 : array.BYTES_PER_ELEMENT;
  44044. for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
  44045. const range = updateRanges[ i ];
  44046. const dataOffset = range.start * byteOffsetFactor;
  44047. const size = range.count * byteOffsetFactor;
  44048. device.queue.writeBuffer(
  44049. buffer,
  44050. 0,
  44051. array,
  44052. dataOffset,
  44053. size
  44054. );
  44055. }
  44056. bufferAttribute.clearUpdateRanges();
  44057. }
  44058. }
  44059. /**
  44060. * This method creates the vertex buffer layout data which are
  44061. * require when creating a render pipeline for the given render object.
  44062. *
  44063. * @param {RenderObject} renderObject - The render object.
  44064. * @return {Array<Object>} An array holding objects which describe the vertex buffer layout.
  44065. */
  44066. createShaderVertexBuffers( renderObject ) {
  44067. const attributes = renderObject.getAttributes();
  44068. const vertexBuffers = new Map();
  44069. for ( let slot = 0; slot < attributes.length; slot ++ ) {
  44070. const geometryAttribute = attributes[ slot ];
  44071. const bytesPerElement = geometryAttribute.array.BYTES_PER_ELEMENT;
  44072. const bufferAttribute = this._getBufferAttribute( geometryAttribute );
  44073. let vertexBufferLayout = vertexBuffers.get( bufferAttribute );
  44074. if ( vertexBufferLayout === undefined ) {
  44075. let arrayStride, stepMode;
  44076. if ( geometryAttribute.isInterleavedBufferAttribute === true ) {
  44077. arrayStride = geometryAttribute.data.stride * bytesPerElement;
  44078. stepMode = geometryAttribute.data.isInstancedInterleavedBuffer ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  44079. } else {
  44080. arrayStride = geometryAttribute.itemSize * bytesPerElement;
  44081. stepMode = geometryAttribute.isInstancedBufferAttribute ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;
  44082. }
  44083. // patch for INT16 and UINT16
  44084. if ( geometryAttribute.normalized === false && ( geometryAttribute.array.constructor === Int16Array || geometryAttribute.array.constructor === Uint16Array ) ) {
  44085. arrayStride = 4;
  44086. }
  44087. vertexBufferLayout = {
  44088. arrayStride,
  44089. attributes: [],
  44090. stepMode
  44091. };
  44092. vertexBuffers.set( bufferAttribute, vertexBufferLayout );
  44093. }
  44094. const format = this._getVertexFormat( geometryAttribute );
  44095. const offset = ( geometryAttribute.isInterleavedBufferAttribute === true ) ? geometryAttribute.offset * bytesPerElement : 0;
  44096. vertexBufferLayout.attributes.push( {
  44097. shaderLocation: slot,
  44098. offset,
  44099. format
  44100. } );
  44101. }
  44102. return Array.from( vertexBuffers.values() );
  44103. }
  44104. /**
  44105. * Destroys the GPU buffer of the given buffer attribute.
  44106. *
  44107. * @param {BufferAttribute} attribute - The buffer attribute.
  44108. */
  44109. destroyAttribute( attribute ) {
  44110. const backend = this.backend;
  44111. const data = backend.get( this._getBufferAttribute( attribute ) );
  44112. data.buffer.destroy();
  44113. backend.delete( attribute );
  44114. }
  44115. /**
  44116. * This method performs a readback operation by moving buffer data from
  44117. * a storage buffer attribute from the GPU to the CPU.
  44118. *
  44119. * @async
  44120. * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  44121. * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  44122. */
  44123. async getArrayBufferAsync( attribute ) {
  44124. const backend = this.backend;
  44125. const device = backend.device;
  44126. const data = backend.get( this._getBufferAttribute( attribute ) );
  44127. const bufferGPU = data.buffer;
  44128. const size = bufferGPU.size;
  44129. const readBufferGPU = device.createBuffer( {
  44130. label: `${ attribute.name }_readback`,
  44131. size,
  44132. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  44133. } );
  44134. const cmdEncoder = device.createCommandEncoder( {
  44135. label: `readback_encoder_${ attribute.name }`
  44136. } );
  44137. cmdEncoder.copyBufferToBuffer(
  44138. bufferGPU,
  44139. 0,
  44140. readBufferGPU,
  44141. 0,
  44142. size
  44143. );
  44144. const gpuCommands = cmdEncoder.finish();
  44145. device.queue.submit( [ gpuCommands ] );
  44146. await readBufferGPU.mapAsync( GPUMapMode.READ );
  44147. const arrayBuffer = readBufferGPU.getMappedRange();
  44148. const dstBuffer = new attribute.array.constructor( arrayBuffer.slice( 0 ) );
  44149. readBufferGPU.unmap();
  44150. return dstBuffer.buffer;
  44151. }
  44152. /**
  44153. * Returns the vertex format of the given buffer attribute.
  44154. *
  44155. * @private
  44156. * @param {BufferAttribute} geometryAttribute - The buffer attribute.
  44157. * @return {String} The vertex format (e.g. 'float32x3').
  44158. */
  44159. _getVertexFormat( geometryAttribute ) {
  44160. const { itemSize, normalized } = geometryAttribute;
  44161. const ArrayType = geometryAttribute.array.constructor;
  44162. const AttributeType = geometryAttribute.constructor;
  44163. let format;
  44164. if ( itemSize === 1 ) {
  44165. format = typeArraysToVertexFormatPrefixForItemSize1.get( ArrayType );
  44166. } else {
  44167. const prefixOptions = typedAttributeToVertexFormatPrefix.get( AttributeType ) || typedArraysToVertexFormatPrefix.get( ArrayType );
  44168. const prefix = prefixOptions[ normalized ? 1 : 0 ];
  44169. if ( prefix ) {
  44170. const bytesPerUnit = ArrayType.BYTES_PER_ELEMENT * itemSize;
  44171. const paddedBytesPerUnit = Math.floor( ( bytesPerUnit + 3 ) / 4 ) * 4;
  44172. const paddedItemSize = paddedBytesPerUnit / ArrayType.BYTES_PER_ELEMENT;
  44173. if ( paddedItemSize % 1 ) {
  44174. throw new Error( 'THREE.WebGPUAttributeUtils: Bad vertex format item size.' );
  44175. }
  44176. format = `${prefix}x${paddedItemSize}`;
  44177. }
  44178. }
  44179. if ( ! format ) {
  44180. console.error( 'THREE.WebGPUAttributeUtils: Vertex format not supported yet.' );
  44181. }
  44182. return format;
  44183. }
  44184. /**
  44185. * Returns `true` if the given array is a typed array.
  44186. *
  44187. * @private
  44188. * @param {Any} array - The array.
  44189. * @return {Boolean} Whether the given array is a typed array or not.
  44190. */
  44191. _isTypedArray( array ) {
  44192. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  44193. }
  44194. /**
  44195. * Utility method for handling interleaved buffer attributes correctly.
  44196. * To process them, their `InterleavedBuffer` is returned.
  44197. *
  44198. * @private
  44199. * @param {BufferAttribute} attribute - The attribute.
  44200. * @return {BufferAttribute|InterleavedBuffer}
  44201. */
  44202. _getBufferAttribute( attribute ) {
  44203. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  44204. return attribute;
  44205. }
  44206. }
  44207. /**
  44208. * A WebGPU backend utility module for managing bindings.
  44209. *
  44210. * When reading the documentation it's helpful to keep in mind that
  44211. * all class definitions starting with 'GPU*' are modules from the
  44212. * WebGPU API. So for example `BindGroup` is a class from the engine
  44213. * whereas `GPUBindGroup` is a class from WebGPU.
  44214. *
  44215. * @private
  44216. */
  44217. class WebGPUBindingUtils {
  44218. /**
  44219. * Constructs a new utility object.
  44220. *
  44221. * @param {WebGPUBackend} backend - The WebGPU backend.
  44222. */
  44223. constructor( backend ) {
  44224. /**
  44225. * A reference to the WebGPU backend.
  44226. *
  44227. * @type {WebGPUBackend}
  44228. */
  44229. this.backend = backend;
  44230. /**
  44231. * A cache for managing bind group layouts.
  44232. *
  44233. * @type {WeakMap<Array<Binding>,GPUBindGroupLayout>}
  44234. */
  44235. this.bindGroupLayoutCache = new WeakMap();
  44236. }
  44237. /**
  44238. * Creates a GPU bind group layout for the given bind group.
  44239. *
  44240. * @param {BindGroup} bindGroup - The bind group.
  44241. * @return {GPUBindGroupLayout} The GPU bind group layout.
  44242. */
  44243. createBindingsLayout( bindGroup ) {
  44244. const backend = this.backend;
  44245. const device = backend.device;
  44246. const entries = [];
  44247. let index = 0;
  44248. for ( const binding of bindGroup.bindings ) {
  44249. const bindingGPU = {
  44250. binding: index ++,
  44251. visibility: binding.visibility
  44252. };
  44253. if ( binding.isUniformBuffer || binding.isStorageBuffer ) {
  44254. const buffer = {}; // GPUBufferBindingLayout
  44255. if ( binding.isStorageBuffer ) {
  44256. if ( binding.visibility & 4 ) {
  44257. // compute
  44258. if ( binding.access === NodeAccess.READ_WRITE || binding.access === NodeAccess.WRITE_ONLY ) {
  44259. buffer.type = GPUBufferBindingType.Storage;
  44260. } else {
  44261. buffer.type = GPUBufferBindingType.ReadOnlyStorage;
  44262. }
  44263. } else {
  44264. buffer.type = GPUBufferBindingType.ReadOnlyStorage;
  44265. }
  44266. }
  44267. bindingGPU.buffer = buffer;
  44268. } else if ( binding.isSampler ) {
  44269. const sampler = {}; // GPUSamplerBindingLayout
  44270. if ( binding.texture.isDepthTexture ) {
  44271. if ( binding.texture.compareFunction !== null ) {
  44272. sampler.type = 'comparison';
  44273. }
  44274. }
  44275. bindingGPU.sampler = sampler;
  44276. } else if ( binding.isSampledTexture && binding.texture.isVideoTexture ) {
  44277. bindingGPU.externalTexture = {}; // GPUExternalTextureBindingLayout
  44278. } else if ( binding.isSampledTexture && binding.store ) {
  44279. const storageTexture = {}; // GPUStorageTextureBindingLayout
  44280. storageTexture.format = this.backend.get( binding.texture ).texture.format;
  44281. const access = binding.access;
  44282. if ( access === NodeAccess.READ_WRITE ) {
  44283. storageTexture.access = GPUStorageTextureAccess.ReadWrite;
  44284. } else if ( access === NodeAccess.WRITE_ONLY ) {
  44285. storageTexture.access = GPUStorageTextureAccess.WriteOnly;
  44286. } else {
  44287. storageTexture.access = GPUStorageTextureAccess.ReadOnly;
  44288. }
  44289. bindingGPU.storageTexture = storageTexture;
  44290. } else if ( binding.isSampledTexture ) {
  44291. const texture = {}; // GPUTextureBindingLayout
  44292. const { primarySamples } = backend.utils.getTextureSampleData( binding.texture );
  44293. if ( primarySamples > 1 ) {
  44294. texture.multisampled = true;
  44295. if ( ! binding.texture.isDepthTexture ) {
  44296. texture.sampleType = GPUTextureSampleType.UnfilterableFloat;
  44297. }
  44298. }
  44299. if ( binding.texture.isDepthTexture ) {
  44300. texture.sampleType = GPUTextureSampleType.Depth;
  44301. } else if ( binding.texture.isDataTexture || binding.texture.isDataArrayTexture || binding.texture.isData3DTexture ) {
  44302. const type = binding.texture.type;
  44303. if ( type === IntType ) {
  44304. texture.sampleType = GPUTextureSampleType.SInt;
  44305. } else if ( type === UnsignedIntType ) {
  44306. texture.sampleType = GPUTextureSampleType.UInt;
  44307. } else if ( type === FloatType ) {
  44308. if ( this.backend.hasFeature( 'float32-filterable' ) ) {
  44309. texture.sampleType = GPUTextureSampleType.Float;
  44310. } else {
  44311. texture.sampleType = GPUTextureSampleType.UnfilterableFloat;
  44312. }
  44313. }
  44314. }
  44315. if ( binding.isSampledCubeTexture ) {
  44316. texture.viewDimension = GPUTextureViewDimension.Cube;
  44317. } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {
  44318. texture.viewDimension = GPUTextureViewDimension.TwoDArray;
  44319. } else if ( binding.isSampledTexture3D ) {
  44320. texture.viewDimension = GPUTextureViewDimension.ThreeD;
  44321. }
  44322. bindingGPU.texture = texture;
  44323. } else {
  44324. console.error( `WebGPUBindingUtils: Unsupported binding "${ binding }".` );
  44325. }
  44326. entries.push( bindingGPU );
  44327. }
  44328. return device.createBindGroupLayout( { entries } );
  44329. }
  44330. /**
  44331. * Creates bindings from the given bind group definition.
  44332. *
  44333. * @param {BindGroup} bindGroup - The bind group.
  44334. * @param {Array<BindGroup>} bindings - Array of bind groups.
  44335. * @param {Number} cacheIndex - The cache index.
  44336. * @param {Number} version - The version.
  44337. */
  44338. createBindings( bindGroup, bindings, cacheIndex, version = 0 ) {
  44339. const { backend, bindGroupLayoutCache } = this;
  44340. const bindingsData = backend.get( bindGroup );
  44341. // setup (static) binding layout and (dynamic) binding group
  44342. let bindLayoutGPU = bindGroupLayoutCache.get( bindGroup.bindingsReference );
  44343. if ( bindLayoutGPU === undefined ) {
  44344. bindLayoutGPU = this.createBindingsLayout( bindGroup );
  44345. bindGroupLayoutCache.set( bindGroup.bindingsReference, bindLayoutGPU );
  44346. }
  44347. let bindGroupGPU;
  44348. if ( cacheIndex > 0 ) {
  44349. if ( bindingsData.groups === undefined ) {
  44350. bindingsData.groups = [];
  44351. bindingsData.versions = [];
  44352. }
  44353. if ( bindingsData.versions[ cacheIndex ] === version ) {
  44354. bindGroupGPU = bindingsData.groups[ cacheIndex ];
  44355. }
  44356. }
  44357. if ( bindGroupGPU === undefined ) {
  44358. bindGroupGPU = this.createBindGroup( bindGroup, bindLayoutGPU );
  44359. if ( cacheIndex > 0 ) {
  44360. bindingsData.groups[ cacheIndex ] = bindGroupGPU;
  44361. bindingsData.versions[ cacheIndex ] = version;
  44362. }
  44363. }
  44364. bindingsData.group = bindGroupGPU;
  44365. bindingsData.layout = bindLayoutGPU;
  44366. }
  44367. /**
  44368. * Updates a buffer binding.
  44369. *
  44370. * @param {Buffer} binding - The buffer binding to update.
  44371. */
  44372. updateBinding( binding ) {
  44373. const backend = this.backend;
  44374. const device = backend.device;
  44375. const buffer = binding.buffer;
  44376. const bufferGPU = backend.get( binding ).buffer;
  44377. device.queue.writeBuffer( bufferGPU, 0, buffer, 0 );
  44378. }
  44379. /**
  44380. * Creates a GPU bind group for the given bind group and GPU layout.
  44381. *
  44382. * @param {BindGroup} bindGroup - The bind group.
  44383. * @param {GPUBindGroupLayout} layoutGPU - The GPU bind group layout.
  44384. * @return {GPUBindGroup} The GPU bind group.
  44385. */
  44386. createBindGroup( bindGroup, layoutGPU ) {
  44387. const backend = this.backend;
  44388. const device = backend.device;
  44389. let bindingPoint = 0;
  44390. const entriesGPU = [];
  44391. for ( const binding of bindGroup.bindings ) {
  44392. if ( binding.isUniformBuffer ) {
  44393. const bindingData = backend.get( binding );
  44394. if ( bindingData.buffer === undefined ) {
  44395. const byteLength = binding.byteLength;
  44396. const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;
  44397. const bufferGPU = device.createBuffer( {
  44398. label: 'bindingBuffer_' + binding.name,
  44399. size: byteLength,
  44400. usage: usage
  44401. } );
  44402. bindingData.buffer = bufferGPU;
  44403. }
  44404. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  44405. } else if ( binding.isStorageBuffer ) {
  44406. const bindingData = backend.get( binding );
  44407. if ( bindingData.buffer === undefined ) {
  44408. const attribute = binding.attribute;
  44409. //const usage = GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | /*GPUBufferUsage.COPY_SRC |*/ GPUBufferUsage.COPY_DST;
  44410. //backend.attributeUtils.createAttribute( attribute, usage ); // @TODO: Move it to universal renderer
  44411. bindingData.buffer = backend.get( attribute ).buffer;
  44412. }
  44413. entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );
  44414. } else if ( binding.isSampler ) {
  44415. const textureGPU = backend.get( binding.texture );
  44416. entriesGPU.push( { binding: bindingPoint, resource: textureGPU.sampler } );
  44417. } else if ( binding.isSampledTexture ) {
  44418. const textureData = backend.get( binding.texture );
  44419. let resourceGPU;
  44420. if ( textureData.externalTexture !== undefined ) {
  44421. resourceGPU = device.importExternalTexture( { source: textureData.externalTexture } );
  44422. } else {
  44423. const mipLevelCount = binding.store ? 1 : textureData.texture.mipLevelCount;
  44424. const propertyName = `view-${ textureData.texture.width }-${ textureData.texture.height }-${ mipLevelCount }`;
  44425. resourceGPU = textureData[ propertyName ];
  44426. if ( resourceGPU === undefined ) {
  44427. const aspectGPU = GPUTextureAspect.All;
  44428. let dimensionViewGPU;
  44429. if ( binding.isSampledCubeTexture ) {
  44430. dimensionViewGPU = GPUTextureViewDimension.Cube;
  44431. } else if ( binding.isSampledTexture3D ) {
  44432. dimensionViewGPU = GPUTextureViewDimension.ThreeD;
  44433. } else if ( binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {
  44434. dimensionViewGPU = GPUTextureViewDimension.TwoDArray;
  44435. } else {
  44436. dimensionViewGPU = GPUTextureViewDimension.TwoD;
  44437. }
  44438. resourceGPU = textureData[ propertyName ] = textureData.texture.createView( { aspect: aspectGPU, dimension: dimensionViewGPU, mipLevelCount } );
  44439. }
  44440. }
  44441. entriesGPU.push( { binding: bindingPoint, resource: resourceGPU } );
  44442. }
  44443. bindingPoint ++;
  44444. }
  44445. return device.createBindGroup( {
  44446. label: 'bindGroup_' + bindGroup.name,
  44447. layout: layoutGPU,
  44448. entries: entriesGPU
  44449. } );
  44450. }
  44451. }
  44452. /**
  44453. * A WebGPU backend utility module for managing pipelines.
  44454. *
  44455. * @private
  44456. */
  44457. class WebGPUPipelineUtils {
  44458. /**
  44459. * Constructs a new utility object.
  44460. *
  44461. * @param {WebGPUBackend} backend - The WebGPU backend.
  44462. */
  44463. constructor( backend ) {
  44464. /**
  44465. * A reference to the WebGPU backend.
  44466. *
  44467. * @type {WebGPUBackend}
  44468. */
  44469. this.backend = backend;
  44470. }
  44471. /**
  44472. * Returns the sample count derived from the given render context.
  44473. *
  44474. * @private
  44475. * @param {RenderContext} renderContext - The render context.
  44476. * @return {Number} The sample count.
  44477. */
  44478. _getSampleCount( renderContext ) {
  44479. return this.backend.utils.getSampleCountRenderContext( renderContext );
  44480. }
  44481. /**
  44482. * Creates a render pipeline for the given render object.
  44483. *
  44484. * @param {RenderObject} renderObject - The render object.
  44485. * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
  44486. */
  44487. createRenderPipeline( renderObject, promises ) {
  44488. const { object, material, geometry, pipeline } = renderObject;
  44489. const { vertexProgram, fragmentProgram } = pipeline;
  44490. const backend = this.backend;
  44491. const device = backend.device;
  44492. const utils = backend.utils;
  44493. const pipelineData = backend.get( pipeline );
  44494. // bind group layouts
  44495. const bindGroupLayouts = [];
  44496. for ( const bindGroup of renderObject.getBindings() ) {
  44497. const bindingsData = backend.get( bindGroup );
  44498. bindGroupLayouts.push( bindingsData.layout );
  44499. }
  44500. // vertex buffers
  44501. const vertexBuffers = backend.attributeUtils.createShaderVertexBuffers( renderObject );
  44502. // blending
  44503. let blending;
  44504. if ( material.transparent === true && material.blending !== NoBlending ) {
  44505. blending = this._getBlending( material );
  44506. }
  44507. // stencil
  44508. let stencilFront = {};
  44509. if ( material.stencilWrite === true ) {
  44510. stencilFront = {
  44511. compare: this._getStencilCompare( material ),
  44512. failOp: this._getStencilOperation( material.stencilFail ),
  44513. depthFailOp: this._getStencilOperation( material.stencilZFail ),
  44514. passOp: this._getStencilOperation( material.stencilZPass )
  44515. };
  44516. }
  44517. const colorWriteMask = this._getColorWriteMask( material );
  44518. const targets = [];
  44519. if ( renderObject.context.textures !== null ) {
  44520. const textures = renderObject.context.textures;
  44521. for ( let i = 0; i < textures.length; i ++ ) {
  44522. const colorFormat = utils.getTextureFormatGPU( textures[ i ] );
  44523. targets.push( {
  44524. format: colorFormat,
  44525. blend: blending,
  44526. writeMask: colorWriteMask
  44527. } );
  44528. }
  44529. } else {
  44530. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  44531. targets.push( {
  44532. format: colorFormat,
  44533. blend: blending,
  44534. writeMask: colorWriteMask
  44535. } );
  44536. }
  44537. const vertexModule = backend.get( vertexProgram ).module;
  44538. const fragmentModule = backend.get( fragmentProgram ).module;
  44539. const primitiveState = this._getPrimitiveState( object, geometry, material );
  44540. const depthCompare = this._getDepthCompare( material );
  44541. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  44542. const sampleCount = this._getSampleCount( renderObject.context );
  44543. const pipelineDescriptor = {
  44544. label: `renderPipeline_${ material.name || material.type }_${ material.id }`,
  44545. vertex: Object.assign( {}, vertexModule, { buffers: vertexBuffers } ),
  44546. fragment: Object.assign( {}, fragmentModule, { targets } ),
  44547. primitive: primitiveState,
  44548. multisample: {
  44549. count: sampleCount,
  44550. alphaToCoverageEnabled: material.alphaToCoverage && sampleCount > 1
  44551. },
  44552. layout: device.createPipelineLayout( {
  44553. bindGroupLayouts
  44554. } )
  44555. };
  44556. const depthStencil = {};
  44557. const renderDepth = renderObject.context.depth;
  44558. const renderStencil = renderObject.context.stencil;
  44559. if ( renderDepth === true || renderStencil === true ) {
  44560. if ( renderDepth === true ) {
  44561. depthStencil.format = depthStencilFormat;
  44562. depthStencil.depthWriteEnabled = material.depthWrite;
  44563. depthStencil.depthCompare = depthCompare;
  44564. }
  44565. if ( renderStencil === true ) {
  44566. depthStencil.stencilFront = stencilFront;
  44567. depthStencil.stencilBack = {}; // three.js does not provide an API to configure the back function (gl.stencilFuncSeparate() was never used)
  44568. depthStencil.stencilReadMask = material.stencilFuncMask;
  44569. depthStencil.stencilWriteMask = material.stencilWriteMask;
  44570. }
  44571. pipelineDescriptor.depthStencil = depthStencil;
  44572. }
  44573. if ( promises === null ) {
  44574. pipelineData.pipeline = device.createRenderPipeline( pipelineDescriptor );
  44575. } else {
  44576. const p = new Promise( ( resolve /*, reject*/ ) => {
  44577. device.createRenderPipelineAsync( pipelineDescriptor ).then( pipeline => {
  44578. pipelineData.pipeline = pipeline;
  44579. resolve();
  44580. } );
  44581. } );
  44582. promises.push( p );
  44583. }
  44584. }
  44585. /**
  44586. * Creates GPU render bundle encoder for the given render context.
  44587. *
  44588. * @param {RenderContext} renderContext - The render context.
  44589. * @return {GPURenderBundleEncoder} The GPU render bundle encoder.
  44590. */
  44591. createBundleEncoder( renderContext ) {
  44592. const backend = this.backend;
  44593. const { utils, device } = backend;
  44594. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderContext );
  44595. const colorFormat = utils.getCurrentColorFormat( renderContext );
  44596. const sampleCount = this._getSampleCount( renderContext );
  44597. const descriptor = {
  44598. label: 'renderBundleEncoder',
  44599. colorFormats: [ colorFormat ],
  44600. depthStencilFormat,
  44601. sampleCount
  44602. };
  44603. return device.createRenderBundleEncoder( descriptor );
  44604. }
  44605. /**
  44606. * Creates a compute pipeline for the given compute node.
  44607. *
  44608. * @param {ComputePipeline} pipeline - The compute pipeline.
  44609. * @param {Array<BindGroup>} bindings - The bindings.
  44610. */
  44611. createComputePipeline( pipeline, bindings ) {
  44612. const backend = this.backend;
  44613. const device = backend.device;
  44614. const computeProgram = backend.get( pipeline.computeProgram ).module;
  44615. const pipelineGPU = backend.get( pipeline );
  44616. // bind group layouts
  44617. const bindGroupLayouts = [];
  44618. for ( const bindingsGroup of bindings ) {
  44619. const bindingsData = backend.get( bindingsGroup );
  44620. bindGroupLayouts.push( bindingsData.layout );
  44621. }
  44622. pipelineGPU.pipeline = device.createComputePipeline( {
  44623. compute: computeProgram,
  44624. layout: device.createPipelineLayout( {
  44625. bindGroupLayouts
  44626. } )
  44627. } );
  44628. }
  44629. /**
  44630. * Returns the blending state as a descriptor object required
  44631. * for the pipeline creation.
  44632. *
  44633. * @private
  44634. * @param {Material} material - The material.
  44635. * @return {Object} The blending state.
  44636. */
  44637. _getBlending( material ) {
  44638. let color, alpha;
  44639. const blending = material.blending;
  44640. const blendSrc = material.blendSrc;
  44641. const blendDst = material.blendDst;
  44642. const blendEquation = material.blendEquation;
  44643. if ( blending === CustomBlending ) {
  44644. const blendSrcAlpha = material.blendSrcAlpha !== null ? material.blendSrcAlpha : blendSrc;
  44645. const blendDstAlpha = material.blendDstAlpha !== null ? material.blendDstAlpha : blendDst;
  44646. const blendEquationAlpha = material.blendEquationAlpha !== null ? material.blendEquationAlpha : blendEquation;
  44647. color = {
  44648. srcFactor: this._getBlendFactor( blendSrc ),
  44649. dstFactor: this._getBlendFactor( blendDst ),
  44650. operation: this._getBlendOperation( blendEquation )
  44651. };
  44652. alpha = {
  44653. srcFactor: this._getBlendFactor( blendSrcAlpha ),
  44654. dstFactor: this._getBlendFactor( blendDstAlpha ),
  44655. operation: this._getBlendOperation( blendEquationAlpha )
  44656. };
  44657. } else {
  44658. const premultipliedAlpha = material.premultipliedAlpha;
  44659. const setBlend = ( srcRGB, dstRGB, srcAlpha, dstAlpha ) => {
  44660. color = {
  44661. srcFactor: srcRGB,
  44662. dstFactor: dstRGB,
  44663. operation: GPUBlendOperation.Add
  44664. };
  44665. alpha = {
  44666. srcFactor: srcAlpha,
  44667. dstFactor: dstAlpha,
  44668. operation: GPUBlendOperation.Add
  44669. };
  44670. };
  44671. if ( premultipliedAlpha ) {
  44672. switch ( blending ) {
  44673. case NormalBlending:
  44674. setBlend( GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  44675. break;
  44676. case AdditiveBlending:
  44677. setBlend( GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One );
  44678. break;
  44679. case SubtractiveBlending:
  44680. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  44681. break;
  44682. case MultiplyBlending:
  44683. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.SrcAlpha );
  44684. break;
  44685. }
  44686. } else {
  44687. switch ( blending ) {
  44688. case NormalBlending:
  44689. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  44690. break;
  44691. case AdditiveBlending:
  44692. setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.One, GPUBlendFactor.SrcAlpha, GPUBlendFactor.One );
  44693. break;
  44694. case SubtractiveBlending:
  44695. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  44696. break;
  44697. case MultiplyBlending:
  44698. setBlend( GPUBlendFactor.Zero, GPUBlendFactor.Src, GPUBlendFactor.Zero, GPUBlendFactor.Src );
  44699. break;
  44700. }
  44701. }
  44702. }
  44703. if ( color !== undefined && alpha !== undefined ) {
  44704. return { color, alpha };
  44705. } else {
  44706. console.error( 'THREE.WebGPURenderer: Invalid blending: ', blending );
  44707. }
  44708. }
  44709. /**
  44710. * Returns the GPU blend factor which is required for the pipeline creation.
  44711. *
  44712. * @private
  44713. * @param {Number} blend - The blend factor as a three.js constant.
  44714. * @return {String} The GPU blend factor.
  44715. */
  44716. _getBlendFactor( blend ) {
  44717. let blendFactor;
  44718. switch ( blend ) {
  44719. case ZeroFactor:
  44720. blendFactor = GPUBlendFactor.Zero;
  44721. break;
  44722. case OneFactor:
  44723. blendFactor = GPUBlendFactor.One;
  44724. break;
  44725. case SrcColorFactor:
  44726. blendFactor = GPUBlendFactor.Src;
  44727. break;
  44728. case OneMinusSrcColorFactor:
  44729. blendFactor = GPUBlendFactor.OneMinusSrc;
  44730. break;
  44731. case SrcAlphaFactor:
  44732. blendFactor = GPUBlendFactor.SrcAlpha;
  44733. break;
  44734. case OneMinusSrcAlphaFactor:
  44735. blendFactor = GPUBlendFactor.OneMinusSrcAlpha;
  44736. break;
  44737. case DstColorFactor:
  44738. blendFactor = GPUBlendFactor.Dst;
  44739. break;
  44740. case OneMinusDstColorFactor:
  44741. blendFactor = GPUBlendFactor.OneMinusDstColor;
  44742. break;
  44743. case DstAlphaFactor:
  44744. blendFactor = GPUBlendFactor.DstAlpha;
  44745. break;
  44746. case OneMinusDstAlphaFactor:
  44747. blendFactor = GPUBlendFactor.OneMinusDstAlpha;
  44748. break;
  44749. case SrcAlphaSaturateFactor:
  44750. blendFactor = GPUBlendFactor.SrcAlphaSaturated;
  44751. break;
  44752. case BlendColorFactor:
  44753. blendFactor = GPUBlendFactor.Constant;
  44754. break;
  44755. case OneMinusBlendColorFactor:
  44756. blendFactor = GPUBlendFactor.OneMinusConstant;
  44757. break;
  44758. default:
  44759. console.error( 'THREE.WebGPURenderer: Blend factor not supported.', blend );
  44760. }
  44761. return blendFactor;
  44762. }
  44763. /**
  44764. * Returns the GPU stencil compare function which is required for the pipeline creation.
  44765. *
  44766. * @private
  44767. * @param {Material} material - The material.
  44768. * @return {String} The GPU stencil compare function.
  44769. */
  44770. _getStencilCompare( material ) {
  44771. let stencilCompare;
  44772. const stencilFunc = material.stencilFunc;
  44773. switch ( stencilFunc ) {
  44774. case NeverStencilFunc:
  44775. stencilCompare = GPUCompareFunction.Never;
  44776. break;
  44777. case AlwaysStencilFunc:
  44778. stencilCompare = GPUCompareFunction.Always;
  44779. break;
  44780. case LessStencilFunc:
  44781. stencilCompare = GPUCompareFunction.Less;
  44782. break;
  44783. case LessEqualStencilFunc:
  44784. stencilCompare = GPUCompareFunction.LessEqual;
  44785. break;
  44786. case EqualStencilFunc:
  44787. stencilCompare = GPUCompareFunction.Equal;
  44788. break;
  44789. case GreaterEqualStencilFunc:
  44790. stencilCompare = GPUCompareFunction.GreaterEqual;
  44791. break;
  44792. case GreaterStencilFunc:
  44793. stencilCompare = GPUCompareFunction.Greater;
  44794. break;
  44795. case NotEqualStencilFunc:
  44796. stencilCompare = GPUCompareFunction.NotEqual;
  44797. break;
  44798. default:
  44799. console.error( 'THREE.WebGPURenderer: Invalid stencil function.', stencilFunc );
  44800. }
  44801. return stencilCompare;
  44802. }
  44803. /**
  44804. * Returns the GPU stencil operation which is required for the pipeline creation.
  44805. *
  44806. * @private
  44807. * @param {Number} op - A three.js constant defining the stencil operation.
  44808. * @return {String} The GPU stencil operation.
  44809. */
  44810. _getStencilOperation( op ) {
  44811. let stencilOperation;
  44812. switch ( op ) {
  44813. case KeepStencilOp:
  44814. stencilOperation = GPUStencilOperation.Keep;
  44815. break;
  44816. case ZeroStencilOp:
  44817. stencilOperation = GPUStencilOperation.Zero;
  44818. break;
  44819. case ReplaceStencilOp:
  44820. stencilOperation = GPUStencilOperation.Replace;
  44821. break;
  44822. case InvertStencilOp:
  44823. stencilOperation = GPUStencilOperation.Invert;
  44824. break;
  44825. case IncrementStencilOp:
  44826. stencilOperation = GPUStencilOperation.IncrementClamp;
  44827. break;
  44828. case DecrementStencilOp:
  44829. stencilOperation = GPUStencilOperation.DecrementClamp;
  44830. break;
  44831. case IncrementWrapStencilOp:
  44832. stencilOperation = GPUStencilOperation.IncrementWrap;
  44833. break;
  44834. case DecrementWrapStencilOp:
  44835. stencilOperation = GPUStencilOperation.DecrementWrap;
  44836. break;
  44837. default:
  44838. console.error( 'THREE.WebGPURenderer: Invalid stencil operation.', stencilOperation );
  44839. }
  44840. return stencilOperation;
  44841. }
  44842. /**
  44843. * Returns the GPU blend operation which is required for the pipeline creation.
  44844. *
  44845. * @private
  44846. * @param {Number} blendEquation - A three.js constant defining the blend equation.
  44847. * @return {String} The GPU blend operation.
  44848. */
  44849. _getBlendOperation( blendEquation ) {
  44850. let blendOperation;
  44851. switch ( blendEquation ) {
  44852. case AddEquation:
  44853. blendOperation = GPUBlendOperation.Add;
  44854. break;
  44855. case SubtractEquation:
  44856. blendOperation = GPUBlendOperation.Subtract;
  44857. break;
  44858. case ReverseSubtractEquation:
  44859. blendOperation = GPUBlendOperation.ReverseSubtract;
  44860. break;
  44861. case MinEquation:
  44862. blendOperation = GPUBlendOperation.Min;
  44863. break;
  44864. case MaxEquation:
  44865. blendOperation = GPUBlendOperation.Max;
  44866. break;
  44867. default:
  44868. console.error( 'THREE.WebGPUPipelineUtils: Blend equation not supported.', blendEquation );
  44869. }
  44870. return blendOperation;
  44871. }
  44872. /**
  44873. * Returns the primitive state as a descriptor object required
  44874. * for the pipeline creation.
  44875. *
  44876. * @private
  44877. * @param {Object3D} object - The 3D object.
  44878. * @param {BufferGeometry} geometry - The geometry.
  44879. * @param {Material} material - The material.
  44880. * @return {Object} The primitive state.
  44881. */
  44882. _getPrimitiveState( object, geometry, material ) {
  44883. const descriptor = {};
  44884. const utils = this.backend.utils;
  44885. descriptor.topology = utils.getPrimitiveTopology( object, material );
  44886. if ( geometry.index !== null && object.isLine === true && object.isLineSegments !== true ) {
  44887. descriptor.stripIndexFormat = ( geometry.index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  44888. }
  44889. switch ( material.side ) {
  44890. case FrontSide:
  44891. descriptor.frontFace = GPUFrontFace.CCW;
  44892. descriptor.cullMode = GPUCullMode.Back;
  44893. break;
  44894. case BackSide:
  44895. descriptor.frontFace = GPUFrontFace.CCW;
  44896. descriptor.cullMode = GPUCullMode.Front;
  44897. break;
  44898. case DoubleSide:
  44899. descriptor.frontFace = GPUFrontFace.CCW;
  44900. descriptor.cullMode = GPUCullMode.None;
  44901. break;
  44902. default:
  44903. console.error( 'THREE.WebGPUPipelineUtils: Unknown material.side value.', material.side );
  44904. break;
  44905. }
  44906. return descriptor;
  44907. }
  44908. /**
  44909. * Returns the GPU color write mask which is required for the pipeline creation.
  44910. *
  44911. * @private
  44912. * @param {Material} material - The material.
  44913. * @return {String} The GPU color write mask.
  44914. */
  44915. _getColorWriteMask( material ) {
  44916. return ( material.colorWrite === true ) ? GPUColorWriteFlags.All : GPUColorWriteFlags.None;
  44917. }
  44918. /**
  44919. * Returns the GPU depth compare function which is required for the pipeline creation.
  44920. *
  44921. * @private
  44922. * @param {Material} material - The material.
  44923. * @return {String} The GPU depth compare function.
  44924. */
  44925. _getDepthCompare( material ) {
  44926. let depthCompare;
  44927. if ( material.depthTest === false ) {
  44928. depthCompare = GPUCompareFunction.Always;
  44929. } else {
  44930. const depthFunc = material.depthFunc;
  44931. switch ( depthFunc ) {
  44932. case NeverDepth:
  44933. depthCompare = GPUCompareFunction.Never;
  44934. break;
  44935. case AlwaysDepth:
  44936. depthCompare = GPUCompareFunction.Always;
  44937. break;
  44938. case LessDepth:
  44939. depthCompare = GPUCompareFunction.Less;
  44940. break;
  44941. case LessEqualDepth:
  44942. depthCompare = GPUCompareFunction.LessEqual;
  44943. break;
  44944. case EqualDepth:
  44945. depthCompare = GPUCompareFunction.Equal;
  44946. break;
  44947. case GreaterEqualDepth:
  44948. depthCompare = GPUCompareFunction.GreaterEqual;
  44949. break;
  44950. case GreaterDepth:
  44951. depthCompare = GPUCompareFunction.Greater;
  44952. break;
  44953. case NotEqualDepth:
  44954. depthCompare = GPUCompareFunction.NotEqual;
  44955. break;
  44956. default:
  44957. console.error( 'THREE.WebGPUPipelineUtils: Invalid depth function.', depthFunc );
  44958. }
  44959. }
  44960. return depthCompare;
  44961. }
  44962. }
  44963. /*// debugger tools
  44964. import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
  44965. //*/
  44966. /**
  44967. * A backend implementation targeting WebGPU.
  44968. *
  44969. * @private
  44970. * @augments Backend
  44971. */
  44972. class WebGPUBackend extends Backend {
  44973. /**
  44974. * Constructs a new WebGPU backend.
  44975. *
  44976. * @param {Object} parameters - The configuration parameter.
  44977. * @param {Boolean} [parameters.logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
  44978. * @param {Boolean} [parameters.alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
  44979. * @param {Boolean} [parameters.depth=true] - Whether the default framebuffer should have a depth buffer or not.
  44980. * @param {Boolean} [parameters.stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
  44981. * @param {Boolean} [parameters.antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
  44982. * @param {Number} [parameters.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.
  44983. * @param {Boolean} [parameters.forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
  44984. * @param {Boolean} [parameters.trackTimestamp=false] - Whether to track timestamps with a Timestamp Query API or not.
  44985. * @param {String} [parameters.powerPreference=undefined] - The power preference.
  44986. * @param {Object} [parameters.requiredLimits=undefined] - Specifies the limits that are required by the device request. The request will fail if the adapter cannot provide these limits.
  44987. * @param {GPUDevice} [parameters.device=undefined] - If there is an existing GPU device on app level, it can be passed to the renderer as a parameter.
  44988. */
  44989. constructor( parameters = {} ) {
  44990. super( parameters );
  44991. /**
  44992. * This flag can be used for type testing.
  44993. *
  44994. * @type {Boolean}
  44995. * @readonly
  44996. * @default true
  44997. */
  44998. this.isWebGPUBackend = true;
  44999. // some parameters require default values other than "undefined"
  45000. this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;
  45001. this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;
  45002. /**
  45003. * Whether to track timestamps with a Timestamp Query API or not.
  45004. *
  45005. * @type {Boolean}
  45006. * @default false
  45007. */
  45008. this.trackTimestamp = ( parameters.trackTimestamp === true );
  45009. /**
  45010. * A reference to the device.
  45011. *
  45012. * @type {GPUDevice?}
  45013. * @default null
  45014. */
  45015. this.device = null;
  45016. /**
  45017. * A reference to the context.
  45018. *
  45019. * @type {GPUCanvasContext?}
  45020. * @default null
  45021. */
  45022. this.context = null;
  45023. /**
  45024. * A reference to the color attachment of the default framebuffer.
  45025. *
  45026. * @type {GPUTexture?}
  45027. * @default null
  45028. */
  45029. this.colorBuffer = null;
  45030. /**
  45031. * A reference to the default render pass descriptor.
  45032. *
  45033. * @type {Object?}
  45034. * @default null
  45035. */
  45036. this.defaultRenderPassdescriptor = null;
  45037. /**
  45038. * A reference to a backend module holding common utility functions.
  45039. *
  45040. * @type {WebGPUUtils}
  45041. */
  45042. this.utils = new WebGPUUtils( this );
  45043. /**
  45044. * A reference to a backend module holding shader attribute-related
  45045. * utility functions.
  45046. *
  45047. * @type {WebGPUAttributeUtils}
  45048. */
  45049. this.attributeUtils = new WebGPUAttributeUtils( this );
  45050. /**
  45051. * A reference to a backend module holding shader binding-related
  45052. * utility functions.
  45053. *
  45054. * @type {WebGPUBindingUtils}
  45055. */
  45056. this.bindingUtils = new WebGPUBindingUtils( this );
  45057. /**
  45058. * A reference to a backend module holding shader pipeline-related
  45059. * utility functions.
  45060. *
  45061. * @type {WebGPUPipelineUtils}
  45062. */
  45063. this.pipelineUtils = new WebGPUPipelineUtils( this );
  45064. /**
  45065. * A reference to a backend module holding shader texture-related
  45066. * utility functions.
  45067. *
  45068. * @type {WebGPUTextureUtils}
  45069. */
  45070. this.textureUtils = new WebGPUTextureUtils( this );
  45071. /**
  45072. * A map that manages the resolve buffers for occlusion queries.
  45073. *
  45074. * @type {Map<Number,GPUBuffer>}
  45075. */
  45076. this.occludedResolveCache = new Map();
  45077. }
  45078. /**
  45079. * Initializes the backend so it is ready for usage.
  45080. *
  45081. * @async
  45082. * @param {Renderer} renderer - The renderer.
  45083. * @return {Promise} A Promise that resolves when the backend has been initialized.
  45084. */
  45085. async init( renderer ) {
  45086. await super.init( renderer );
  45087. //
  45088. const parameters = this.parameters;
  45089. // create the device if it is not passed with parameters
  45090. let device;
  45091. if ( parameters.device === undefined ) {
  45092. const adapterOptions = {
  45093. powerPreference: parameters.powerPreference
  45094. };
  45095. const adapter = ( typeof navigator !== 'undefined' ) ? await navigator.gpu.requestAdapter( adapterOptions ) : null;
  45096. if ( adapter === null ) {
  45097. throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' );
  45098. }
  45099. // feature support
  45100. const features = Object.values( GPUFeatureName );
  45101. const supportedFeatures = [];
  45102. for ( const name of features ) {
  45103. if ( adapter.features.has( name ) ) {
  45104. supportedFeatures.push( name );
  45105. }
  45106. }
  45107. const deviceDescriptor = {
  45108. requiredFeatures: supportedFeatures,
  45109. requiredLimits: parameters.requiredLimits
  45110. };
  45111. device = await adapter.requestDevice( deviceDescriptor );
  45112. } else {
  45113. device = parameters.device;
  45114. }
  45115. device.lost.then( ( info ) => {
  45116. const deviceLossInfo = {
  45117. api: 'WebGPU',
  45118. message: info.message || 'Unknown reason',
  45119. reason: info.reason || null,
  45120. originalEvent: info
  45121. };
  45122. renderer.onDeviceLost( deviceLossInfo );
  45123. } );
  45124. const context = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgpu' );
  45125. this.device = device;
  45126. this.context = context;
  45127. const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';
  45128. this.trackTimestamp = this.trackTimestamp && this.hasFeature( GPUFeatureName.TimestampQuery );
  45129. this.context.configure( {
  45130. device: this.device,
  45131. format: this.utils.getPreferredCanvasFormat(),
  45132. usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
  45133. alphaMode: alphaMode
  45134. } );
  45135. this.updateSize();
  45136. }
  45137. /**
  45138. * The coordinate system of the backend.
  45139. *
  45140. * @type {Number}
  45141. * @readonly
  45142. */
  45143. get coordinateSystem() {
  45144. return WebGPUCoordinateSystem;
  45145. }
  45146. /**
  45147. * This method performs a readback operation by moving buffer data from
  45148. * a storage buffer attribute from the GPU to the CPU.
  45149. *
  45150. * @async
  45151. * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  45152. * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  45153. */
  45154. async getArrayBufferAsync( attribute ) {
  45155. return await this.attributeUtils.getArrayBufferAsync( attribute );
  45156. }
  45157. /**
  45158. * Returns the backend's rendering context.
  45159. *
  45160. * @return {GPUCanvasContext} The rendering context.
  45161. */
  45162. getContext() {
  45163. return this.context;
  45164. }
  45165. /**
  45166. * Returns the default render pass descriptor.
  45167. *
  45168. * In WebGPU, the default framebuffer must be configured
  45169. * like custom framebuffers so the backend needs a render
  45170. * pass descriptor even when rendering directly to screen.
  45171. *
  45172. * @private
  45173. * @return {Object} The render pass descriptor.
  45174. */
  45175. _getDefaultRenderPassDescriptor() {
  45176. let descriptor = this.defaultRenderPassdescriptor;
  45177. if ( descriptor === null ) {
  45178. const renderer = this.renderer;
  45179. descriptor = {
  45180. colorAttachments: [ {
  45181. view: null
  45182. } ],
  45183. };
  45184. if ( this.renderer.depth === true || this.renderer.stencil === true ) {
  45185. descriptor.depthStencilAttachment = {
  45186. view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
  45187. };
  45188. }
  45189. const colorAttachment = descriptor.colorAttachments[ 0 ];
  45190. if ( this.renderer.samples > 0 ) {
  45191. colorAttachment.view = this.colorBuffer.createView();
  45192. } else {
  45193. colorAttachment.resolveTarget = undefined;
  45194. }
  45195. this.defaultRenderPassdescriptor = descriptor;
  45196. }
  45197. const colorAttachment = descriptor.colorAttachments[ 0 ];
  45198. if ( this.renderer.samples > 0 ) {
  45199. colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();
  45200. } else {
  45201. colorAttachment.view = this.context.getCurrentTexture().createView();
  45202. }
  45203. return descriptor;
  45204. }
  45205. /**
  45206. * Returns the render pass descriptor for the given render context.
  45207. *
  45208. * @private
  45209. * @param {RenderContext} renderContext - The render context.
  45210. * @param {Object} colorAttachmentsConfig - Configuration object for the color attachments.
  45211. * @return {Object} The render pass descriptor.
  45212. */
  45213. _getRenderPassDescriptor( renderContext, colorAttachmentsConfig = {} ) {
  45214. const renderTarget = renderContext.renderTarget;
  45215. const renderTargetData = this.get( renderTarget );
  45216. let descriptors = renderTargetData.descriptors;
  45217. if ( descriptors === undefined ||
  45218. renderTargetData.width !== renderTarget.width ||
  45219. renderTargetData.height !== renderTarget.height ||
  45220. renderTargetData.dimensions !== renderTarget.dimensions ||
  45221. renderTargetData.activeMipmapLevel !== renderTarget.activeMipmapLevel ||
  45222. renderTargetData.activeCubeFace !== renderContext.activeCubeFace ||
  45223. renderTargetData.samples !== renderTarget.samples ||
  45224. renderTargetData.loadOp !== colorAttachmentsConfig.loadOp
  45225. ) {
  45226. descriptors = {};
  45227. renderTargetData.descriptors = descriptors;
  45228. // dispose
  45229. const onDispose = () => {
  45230. renderTarget.removeEventListener( 'dispose', onDispose );
  45231. this.delete( renderTarget );
  45232. };
  45233. renderTarget.addEventListener( 'dispose', onDispose );
  45234. }
  45235. const cacheKey = renderContext.getCacheKey();
  45236. let descriptor = descriptors[ cacheKey ];
  45237. if ( descriptor === undefined ) {
  45238. const textures = renderContext.textures;
  45239. const colorAttachments = [];
  45240. let sliceIndex;
  45241. for ( let i = 0; i < textures.length; i ++ ) {
  45242. const textureData = this.get( textures[ i ] );
  45243. const viewDescriptor = {
  45244. label: `colorAttachment_${ i }`,
  45245. baseMipLevel: renderContext.activeMipmapLevel,
  45246. mipLevelCount: 1,
  45247. baseArrayLayer: renderContext.activeCubeFace,
  45248. arrayLayerCount: 1,
  45249. dimension: GPUTextureViewDimension.TwoD
  45250. };
  45251. if ( renderTarget.isRenderTarget3D ) {
  45252. sliceIndex = renderContext.activeCubeFace;
  45253. viewDescriptor.baseArrayLayer = 0;
  45254. viewDescriptor.dimension = GPUTextureViewDimension.ThreeD;
  45255. viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;
  45256. } else if ( renderTarget.isRenderTargetArray ) {
  45257. viewDescriptor.dimension = GPUTextureViewDimension.TwoDArray;
  45258. viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;
  45259. }
  45260. const textureView = textureData.texture.createView( viewDescriptor );
  45261. let view, resolveTarget;
  45262. if ( textureData.msaaTexture !== undefined ) {
  45263. view = textureData.msaaTexture.createView();
  45264. resolveTarget = textureView;
  45265. } else {
  45266. view = textureView;
  45267. resolveTarget = undefined;
  45268. }
  45269. colorAttachments.push( {
  45270. view,
  45271. depthSlice: sliceIndex,
  45272. resolveTarget,
  45273. loadOp: GPULoadOp.Load,
  45274. storeOp: GPUStoreOp.Store,
  45275. ...colorAttachmentsConfig
  45276. } );
  45277. }
  45278. descriptor = {
  45279. colorAttachments,
  45280. };
  45281. if ( renderContext.depth ) {
  45282. const depthTextureData = this.get( renderContext.depthTexture );
  45283. const depthStencilAttachment = {
  45284. view: depthTextureData.texture.createView()
  45285. };
  45286. descriptor.depthStencilAttachment = depthStencilAttachment;
  45287. }
  45288. descriptors[ cacheKey ] = descriptor;
  45289. renderTargetData.width = renderTarget.width;
  45290. renderTargetData.height = renderTarget.height;
  45291. renderTargetData.samples = renderTarget.samples;
  45292. renderTargetData.activeMipmapLevel = renderContext.activeMipmapLevel;
  45293. renderTargetData.activeCubeFace = renderContext.activeCubeFace;
  45294. renderTargetData.dimensions = renderTarget.dimensions;
  45295. renderTargetData.depthSlice = sliceIndex;
  45296. renderTargetData.loadOp = colorAttachments[ 0 ].loadOp;
  45297. }
  45298. return descriptor;
  45299. }
  45300. /**
  45301. * This method is executed at the beginning of a render call and prepares
  45302. * the WebGPU state for upcoming render calls
  45303. *
  45304. * @param {RenderContext} renderContext - The render context.
  45305. */
  45306. beginRender( renderContext ) {
  45307. const renderContextData = this.get( renderContext );
  45308. const device = this.device;
  45309. const occlusionQueryCount = renderContext.occlusionQueryCount;
  45310. let occlusionQuerySet;
  45311. if ( occlusionQueryCount > 0 ) {
  45312. if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
  45313. if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();
  45314. // Get a reference to the array of objects with queries. The renderContextData property
  45315. // can be changed by another render pass before the buffer.mapAsyc() completes.
  45316. renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
  45317. renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
  45318. renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;
  45319. //
  45320. occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount, label: `occlusionQuerySet_${ renderContext.id }` } );
  45321. renderContextData.occlusionQuerySet = occlusionQuerySet;
  45322. renderContextData.occlusionQueryIndex = 0;
  45323. renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  45324. renderContextData.lastOcclusionObject = null;
  45325. }
  45326. let descriptor;
  45327. if ( renderContext.textures === null ) {
  45328. descriptor = this._getDefaultRenderPassDescriptor();
  45329. } else {
  45330. descriptor = this._getRenderPassDescriptor( renderContext, { loadOp: GPULoadOp.Load } );
  45331. }
  45332. this.initTimestampQuery( renderContext, descriptor );
  45333. descriptor.occlusionQuerySet = occlusionQuerySet;
  45334. const depthStencilAttachment = descriptor.depthStencilAttachment;
  45335. if ( renderContext.textures !== null ) {
  45336. const colorAttachments = descriptor.colorAttachments;
  45337. for ( let i = 0; i < colorAttachments.length; i ++ ) {
  45338. const colorAttachment = colorAttachments[ i ];
  45339. if ( renderContext.clearColor ) {
  45340. colorAttachment.clearValue = i === 0 ? renderContext.clearColorValue : { r: 0, g: 0, b: 0, a: 1 };
  45341. colorAttachment.loadOp = GPULoadOp.Clear;
  45342. colorAttachment.storeOp = GPUStoreOp.Store;
  45343. } else {
  45344. colorAttachment.loadOp = GPULoadOp.Load;
  45345. colorAttachment.storeOp = GPUStoreOp.Store;
  45346. }
  45347. }
  45348. } else {
  45349. const colorAttachment = descriptor.colorAttachments[ 0 ];
  45350. if ( renderContext.clearColor ) {
  45351. colorAttachment.clearValue = renderContext.clearColorValue;
  45352. colorAttachment.loadOp = GPULoadOp.Clear;
  45353. colorAttachment.storeOp = GPUStoreOp.Store;
  45354. } else {
  45355. colorAttachment.loadOp = GPULoadOp.Load;
  45356. colorAttachment.storeOp = GPUStoreOp.Store;
  45357. }
  45358. }
  45359. //
  45360. if ( renderContext.depth ) {
  45361. if ( renderContext.clearDepth ) {
  45362. depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
  45363. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  45364. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45365. } else {
  45366. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  45367. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45368. }
  45369. }
  45370. if ( renderContext.stencil ) {
  45371. if ( renderContext.clearStencil ) {
  45372. depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
  45373. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  45374. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45375. } else {
  45376. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  45377. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45378. }
  45379. }
  45380. //
  45381. const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } );
  45382. const currentPass = encoder.beginRenderPass( descriptor );
  45383. //
  45384. renderContextData.descriptor = descriptor;
  45385. renderContextData.encoder = encoder;
  45386. renderContextData.currentPass = currentPass;
  45387. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  45388. renderContextData.renderBundles = [];
  45389. //
  45390. if ( renderContext.viewport ) {
  45391. this.updateViewport( renderContext );
  45392. }
  45393. if ( renderContext.scissor ) {
  45394. const { x, y, width, height } = renderContext.scissorValue;
  45395. currentPass.setScissorRect( x, y, width, height );
  45396. }
  45397. }
  45398. /**
  45399. * This method is executed at the end of a render call and finalizes work
  45400. * after draw calls.
  45401. *
  45402. * @param {RenderContext} renderContext - The render context.
  45403. */
  45404. finishRender( renderContext ) {
  45405. const renderContextData = this.get( renderContext );
  45406. const occlusionQueryCount = renderContext.occlusionQueryCount;
  45407. if ( renderContextData.renderBundles.length > 0 ) {
  45408. renderContextData.currentPass.executeBundles( renderContextData.renderBundles );
  45409. }
  45410. if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {
  45411. renderContextData.currentPass.endOcclusionQuery();
  45412. }
  45413. renderContextData.currentPass.end();
  45414. if ( occlusionQueryCount > 0 ) {
  45415. const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results
  45416. //
  45417. let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );
  45418. if ( queryResolveBuffer === undefined ) {
  45419. queryResolveBuffer = this.device.createBuffer(
  45420. {
  45421. size: bufferSize,
  45422. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
  45423. }
  45424. );
  45425. this.occludedResolveCache.set( bufferSize, queryResolveBuffer );
  45426. }
  45427. //
  45428. const readBuffer = this.device.createBuffer(
  45429. {
  45430. size: bufferSize,
  45431. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  45432. }
  45433. );
  45434. // two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
  45435. renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
  45436. renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );
  45437. renderContextData.occlusionQueryBuffer = readBuffer;
  45438. //
  45439. this.resolveOccludedAsync( renderContext );
  45440. }
  45441. this.prepareTimestampBuffer( renderContext, renderContextData.encoder );
  45442. this.device.queue.submit( [ renderContextData.encoder.finish() ] );
  45443. //
  45444. if ( renderContext.textures !== null ) {
  45445. const textures = renderContext.textures;
  45446. for ( let i = 0; i < textures.length; i ++ ) {
  45447. const texture = textures[ i ];
  45448. if ( texture.generateMipmaps === true ) {
  45449. this.textureUtils.generateMipmaps( texture );
  45450. }
  45451. }
  45452. }
  45453. }
  45454. /**
  45455. * Returns `true` if the given 3D object is fully occluded by other
  45456. * 3D objects in the scene.
  45457. *
  45458. * @param {RenderContext} renderContext - The render context.
  45459. * @param {Object3D} object - The 3D object to test.
  45460. * @return {Boolean} Whether the 3D object is fully occluded or not.
  45461. */
  45462. isOccluded( renderContext, object ) {
  45463. const renderContextData = this.get( renderContext );
  45464. return renderContextData.occluded && renderContextData.occluded.has( object );
  45465. }
  45466. /**
  45467. * This method processes the result of occlusion queries and writes it
  45468. * into render context data.
  45469. *
  45470. * @async
  45471. * @param {RenderContext} renderContext - The render context.
  45472. */
  45473. async resolveOccludedAsync( renderContext ) {
  45474. const renderContextData = this.get( renderContext );
  45475. // handle occlusion query results
  45476. const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;
  45477. if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {
  45478. const occluded = new WeakSet();
  45479. renderContextData.currentOcclusionQueryObjects = null;
  45480. renderContextData.currentOcclusionQueryBuffer = null;
  45481. await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );
  45482. const buffer = currentOcclusionQueryBuffer.getMappedRange();
  45483. const results = new BigUint64Array( buffer );
  45484. for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {
  45485. if ( results[ i ] === BigInt( 0 ) ) {
  45486. occluded.add( currentOcclusionQueryObjects[ i ] );
  45487. }
  45488. }
  45489. currentOcclusionQueryBuffer.destroy();
  45490. renderContextData.occluded = occluded;
  45491. }
  45492. }
  45493. /**
  45494. * Updates the viewport with the values from the given render context.
  45495. *
  45496. * @param {RenderContext} renderContext - The render context.
  45497. */
  45498. updateViewport( renderContext ) {
  45499. const { currentPass } = this.get( renderContext );
  45500. const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
  45501. currentPass.setViewport( x, y, width, height, minDepth, maxDepth );
  45502. }
  45503. /**
  45504. * Performs a clear operation.
  45505. *
  45506. * @param {Boolean} color - Whether the color buffer should be cleared or not.
  45507. * @param {Boolean} depth - Whether the depth buffer should be cleared or not.
  45508. * @param {Boolean} stencil - Whether the stencil buffer should be cleared or not.
  45509. * @param {RenderContext?} [renderTargetContext=null] - The render context of the current set render target.
  45510. */
  45511. clear( color, depth, stencil, renderTargetContext = null ) {
  45512. const device = this.device;
  45513. const renderer = this.renderer;
  45514. let colorAttachments = [];
  45515. let depthStencilAttachment;
  45516. let clearValue;
  45517. let supportsDepth;
  45518. let supportsStencil;
  45519. if ( color ) {
  45520. const clearColor = this.getClearColor();
  45521. if ( this.renderer.alpha === true ) {
  45522. // premultiply alpha
  45523. const a = clearColor.a;
  45524. clearValue = { r: clearColor.r * a, g: clearColor.g * a, b: clearColor.b * a, a: a };
  45525. } else {
  45526. clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a };
  45527. }
  45528. }
  45529. if ( renderTargetContext === null ) {
  45530. supportsDepth = renderer.depth;
  45531. supportsStencil = renderer.stencil;
  45532. const descriptor = this._getDefaultRenderPassDescriptor();
  45533. if ( color ) {
  45534. colorAttachments = descriptor.colorAttachments;
  45535. const colorAttachment = colorAttachments[ 0 ];
  45536. colorAttachment.clearValue = clearValue;
  45537. colorAttachment.loadOp = GPULoadOp.Clear;
  45538. colorAttachment.storeOp = GPUStoreOp.Store;
  45539. }
  45540. if ( supportsDepth || supportsStencil ) {
  45541. depthStencilAttachment = descriptor.depthStencilAttachment;
  45542. }
  45543. } else {
  45544. supportsDepth = renderTargetContext.depth;
  45545. supportsStencil = renderTargetContext.stencil;
  45546. if ( color ) {
  45547. const descriptor = this._getRenderPassDescriptor( renderTargetContext, { loadOp: GPULoadOp.Clear } );
  45548. colorAttachments = descriptor.colorAttachments;
  45549. }
  45550. if ( supportsDepth || supportsStencil ) {
  45551. const depthTextureData = this.get( renderTargetContext.depthTexture );
  45552. depthStencilAttachment = {
  45553. view: depthTextureData.texture.createView()
  45554. };
  45555. }
  45556. }
  45557. //
  45558. if ( supportsDepth ) {
  45559. if ( depth ) {
  45560. depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  45561. depthStencilAttachment.depthClearValue = renderer.getClearDepth();
  45562. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45563. } else {
  45564. depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  45565. depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
  45566. }
  45567. }
  45568. //
  45569. if ( supportsStencil ) {
  45570. if ( stencil ) {
  45571. depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  45572. depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
  45573. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45574. } else {
  45575. depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  45576. depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
  45577. }
  45578. }
  45579. //
  45580. const encoder = device.createCommandEncoder( { label: 'clear' } );
  45581. const currentPass = encoder.beginRenderPass( {
  45582. colorAttachments,
  45583. depthStencilAttachment
  45584. } );
  45585. currentPass.end();
  45586. device.queue.submit( [ encoder.finish() ] );
  45587. }
  45588. // compute
  45589. /**
  45590. * This method is executed at the beginning of a compute call and
  45591. * prepares the state for upcoming compute tasks.
  45592. *
  45593. * @param {Node|Array<Node>} computeGroup - The compute node(s).
  45594. */
  45595. beginCompute( computeGroup ) {
  45596. const groupGPU = this.get( computeGroup );
  45597. const descriptor = {
  45598. label: 'computeGroup_' + computeGroup.id
  45599. };
  45600. this.initTimestampQuery( computeGroup, descriptor );
  45601. groupGPU.cmdEncoderGPU = this.device.createCommandEncoder( { label: 'computeGroup_' + computeGroup.id } );
  45602. groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor );
  45603. }
  45604. /**
  45605. * Executes a compute command for the given compute node.
  45606. *
  45607. * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
  45608. * @param {Node} computeNode - The compute node.
  45609. * @param {Array<BindGroup>} bindings - The bindings.
  45610. * @param {ComputePipeline} pipeline - The compute pipeline.
  45611. */
  45612. compute( computeGroup, computeNode, bindings, pipeline ) {
  45613. const { passEncoderGPU } = this.get( computeGroup );
  45614. // pipeline
  45615. const pipelineGPU = this.get( pipeline ).pipeline;
  45616. passEncoderGPU.setPipeline( pipelineGPU );
  45617. // bind groups
  45618. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  45619. const bindGroup = bindings[ i ];
  45620. const bindingsData = this.get( bindGroup );
  45621. passEncoderGPU.setBindGroup( i, bindingsData.group );
  45622. }
  45623. const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;
  45624. const computeNodeData = this.get( computeNode );
  45625. if ( computeNodeData.dispatchSize === undefined ) computeNodeData.dispatchSize = { x: 0, y: 1, z: 1 };
  45626. const { dispatchSize } = computeNodeData;
  45627. if ( computeNode.dispatchCount > maxComputeWorkgroupsPerDimension ) {
  45628. dispatchSize.x = Math.min( computeNode.dispatchCount, maxComputeWorkgroupsPerDimension );
  45629. dispatchSize.y = Math.ceil( computeNode.dispatchCount / maxComputeWorkgroupsPerDimension );
  45630. } else {
  45631. dispatchSize.x = computeNode.dispatchCount;
  45632. }
  45633. passEncoderGPU.dispatchWorkgroups(
  45634. dispatchSize.x,
  45635. dispatchSize.y,
  45636. dispatchSize.z
  45637. );
  45638. }
  45639. /**
  45640. * This method is executed at the end of a compute call and
  45641. * finalizes work after compute tasks.
  45642. *
  45643. * @param {Node|Array<Node>} computeGroup - The compute node(s).
  45644. */
  45645. finishCompute( computeGroup ) {
  45646. const groupData = this.get( computeGroup );
  45647. groupData.passEncoderGPU.end();
  45648. this.prepareTimestampBuffer( computeGroup, groupData.cmdEncoderGPU );
  45649. this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] );
  45650. }
  45651. /**
  45652. * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
  45653. * the CPU waits for the GPU to complete its operation (e.g. a compute task).
  45654. *
  45655. * @async
  45656. * @return {Promise} A Promise that resolves when synchronization has been finished.
  45657. */
  45658. async waitForGPU() {
  45659. await this.device.queue.onSubmittedWorkDone();
  45660. }
  45661. // render object
  45662. /**
  45663. * Executes a draw command for the given render object.
  45664. *
  45665. * @param {RenderObject} renderObject - The render object to draw.
  45666. * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
  45667. */
  45668. draw( renderObject, info ) {
  45669. const { object, context, pipeline } = renderObject;
  45670. const bindings = renderObject.getBindings();
  45671. const renderContextData = this.get( context );
  45672. const pipelineGPU = this.get( pipeline ).pipeline;
  45673. const currentSets = renderContextData.currentSets;
  45674. const passEncoderGPU = renderContextData.currentPass;
  45675. const drawParams = renderObject.getDrawParameters();
  45676. if ( drawParams === null ) return;
  45677. // pipeline
  45678. if ( currentSets.pipeline !== pipelineGPU ) {
  45679. passEncoderGPU.setPipeline( pipelineGPU );
  45680. currentSets.pipeline = pipelineGPU;
  45681. }
  45682. // bind groups
  45683. const currentBindingGroups = currentSets.bindingGroups;
  45684. for ( let i = 0, l = bindings.length; i < l; i ++ ) {
  45685. const bindGroup = bindings[ i ];
  45686. const bindingsData = this.get( bindGroup );
  45687. if ( currentBindingGroups[ bindGroup.index ] !== bindGroup.id ) {
  45688. passEncoderGPU.setBindGroup( bindGroup.index, bindingsData.group );
  45689. currentBindingGroups[ bindGroup.index ] = bindGroup.id;
  45690. }
  45691. }
  45692. // attributes
  45693. const index = renderObject.getIndex();
  45694. const hasIndex = ( index !== null );
  45695. // index
  45696. if ( hasIndex === true ) {
  45697. if ( currentSets.index !== index ) {
  45698. const buffer = this.get( index ).buffer;
  45699. const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;
  45700. passEncoderGPU.setIndexBuffer( buffer, indexFormat );
  45701. currentSets.index = index;
  45702. }
  45703. }
  45704. // vertex buffers
  45705. const vertexBuffers = renderObject.getVertexBuffers();
  45706. for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {
  45707. const vertexBuffer = vertexBuffers[ i ];
  45708. if ( currentSets.attributes[ i ] !== vertexBuffer ) {
  45709. const buffer = this.get( vertexBuffer ).buffer;
  45710. passEncoderGPU.setVertexBuffer( i, buffer );
  45711. currentSets.attributes[ i ] = vertexBuffer;
  45712. }
  45713. }
  45714. // occlusion queries - handle multiple consecutive draw calls for an object
  45715. if ( renderContextData.occlusionQuerySet !== undefined ) {
  45716. const lastObject = renderContextData.lastOcclusionObject;
  45717. if ( lastObject !== object ) {
  45718. if ( lastObject !== null && lastObject.occlusionTest === true ) {
  45719. passEncoderGPU.endOcclusionQuery();
  45720. renderContextData.occlusionQueryIndex ++;
  45721. }
  45722. if ( object.occlusionTest === true ) {
  45723. passEncoderGPU.beginOcclusionQuery( renderContextData.occlusionQueryIndex );
  45724. renderContextData.occlusionQueryObjects[ renderContextData.occlusionQueryIndex ] = object;
  45725. }
  45726. renderContextData.lastOcclusionObject = object;
  45727. }
  45728. }
  45729. // draw
  45730. if ( object.isBatchedMesh === true ) {
  45731. const starts = object._multiDrawStarts;
  45732. const counts = object._multiDrawCounts;
  45733. const drawCount = object._multiDrawCount;
  45734. const drawInstances = object._multiDrawInstances;
  45735. for ( let i = 0; i < drawCount; i ++ ) {
  45736. const count = drawInstances ? drawInstances[ i ] : 1;
  45737. const firstInstance = count > 1 ? 0 : i;
  45738. if ( hasIndex === true ) {
  45739. passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / index.array.BYTES_PER_ELEMENT, 0, firstInstance );
  45740. } else {
  45741. passEncoderGPU.draw( counts[ i ], count, starts[ i ], firstInstance );
  45742. }
  45743. }
  45744. } else if ( hasIndex === true ) {
  45745. const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParams;
  45746. const indirect = renderObject.getIndirect();
  45747. if ( indirect !== null ) {
  45748. const buffer = this.get( indirect ).buffer;
  45749. passEncoderGPU.drawIndexedIndirect( buffer, 0 );
  45750. } else {
  45751. passEncoderGPU.drawIndexed( indexCount, instanceCount, firstIndex, 0, 0 );
  45752. }
  45753. info.update( object, indexCount, instanceCount );
  45754. } else {
  45755. const { vertexCount, instanceCount, firstVertex } = drawParams;
  45756. const indirect = renderObject.getIndirect();
  45757. if ( indirect !== null ) {
  45758. const buffer = this.get( indirect ).buffer;
  45759. passEncoderGPU.drawIndirect( buffer, 0 );
  45760. } else {
  45761. passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );
  45762. }
  45763. info.update( object, vertexCount, instanceCount );
  45764. }
  45765. }
  45766. // cache key
  45767. /**
  45768. * Returns `true` if the render pipeline requires an update.
  45769. *
  45770. * @param {RenderObject} renderObject - The render object.
  45771. * @return {Boolean} Whether the render pipeline requires an update or not.
  45772. */
  45773. needsRenderUpdate( renderObject ) {
  45774. const data = this.get( renderObject );
  45775. const { object, material } = renderObject;
  45776. const utils = this.utils;
  45777. const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
  45778. const colorSpace = utils.getCurrentColorSpace( renderObject.context );
  45779. const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  45780. const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  45781. const primitiveTopology = utils.getPrimitiveTopology( object, material );
  45782. let needsUpdate = false;
  45783. if ( data.material !== material || data.materialVersion !== material.version ||
  45784. data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
  45785. data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
  45786. data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
  45787. data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
  45788. data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
  45789. data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
  45790. data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
  45791. data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
  45792. data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
  45793. data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
  45794. data.primitiveTopology !== primitiveTopology ||
  45795. data.clippingContextCacheKey !== renderObject.clippingContextCacheKey
  45796. ) {
  45797. data.material = material; data.materialVersion = material.version;
  45798. data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
  45799. data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
  45800. data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
  45801. data.colorWrite = material.colorWrite;
  45802. data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
  45803. data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
  45804. data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
  45805. data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
  45806. data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
  45807. data.sampleCount = sampleCount;
  45808. data.colorSpace = colorSpace;
  45809. data.colorFormat = colorFormat;
  45810. data.depthStencilFormat = depthStencilFormat;
  45811. data.primitiveTopology = primitiveTopology;
  45812. data.clippingContextCacheKey = renderObject.clippingContextCacheKey;
  45813. needsUpdate = true;
  45814. }
  45815. return needsUpdate;
  45816. }
  45817. /**
  45818. * Returns a cache key that is used to identify render pipelines.
  45819. *
  45820. * @param {RenderObject} renderObject - The render object.
  45821. * @return {String} The cache key.
  45822. */
  45823. getRenderCacheKey( renderObject ) {
  45824. const { object, material } = renderObject;
  45825. const utils = this.utils;
  45826. const renderContext = renderObject.context;
  45827. return [
  45828. material.transparent, material.blending, material.premultipliedAlpha,
  45829. material.blendSrc, material.blendDst, material.blendEquation,
  45830. material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
  45831. material.colorWrite,
  45832. material.depthWrite, material.depthTest, material.depthFunc,
  45833. material.stencilWrite, material.stencilFunc,
  45834. material.stencilFail, material.stencilZFail, material.stencilZPass,
  45835. material.stencilFuncMask, material.stencilWriteMask,
  45836. material.side,
  45837. utils.getSampleCountRenderContext( renderContext ),
  45838. utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
  45839. utils.getPrimitiveTopology( object, material ),
  45840. renderObject.getGeometryCacheKey(),
  45841. renderObject.clippingContextCacheKey
  45842. ].join();
  45843. }
  45844. // textures
  45845. /**
  45846. * Creates a GPU sampler for the given texture.
  45847. *
  45848. * @param {Texture} texture - The texture to create the sampler for.
  45849. */
  45850. createSampler( texture ) {
  45851. this.textureUtils.createSampler( texture );
  45852. }
  45853. /**
  45854. * Destroys the GPU sampler for the given texture.
  45855. *
  45856. * @param {Texture} texture - The texture to destroy the sampler for.
  45857. */
  45858. destroySampler( texture ) {
  45859. this.textureUtils.destroySampler( texture );
  45860. }
  45861. /**
  45862. * Creates a default texture for the given texture that can be used
  45863. * as a placeholder until the actual texture is ready for usage.
  45864. *
  45865. * @param {Texture} texture - The texture to create a default texture for.
  45866. */
  45867. createDefaultTexture( texture ) {
  45868. this.textureUtils.createDefaultTexture( texture );
  45869. }
  45870. /**
  45871. * Defines a texture on the GPU for the given texture object.
  45872. *
  45873. * @param {Texture} texture - The texture.
  45874. * @param {Object} [options={}] - Optional configuration parameter.
  45875. */
  45876. createTexture( texture, options ) {
  45877. this.textureUtils.createTexture( texture, options );
  45878. }
  45879. /**
  45880. * Uploads the updated texture data to the GPU.
  45881. *
  45882. * @param {Texture} texture - The texture.
  45883. * @param {Object} [options={}] - Optional configuration parameter.
  45884. */
  45885. updateTexture( texture, options ) {
  45886. this.textureUtils.updateTexture( texture, options );
  45887. }
  45888. /**
  45889. * Generates mipmaps for the given texture.
  45890. *
  45891. * @param {Texture} texture - The texture.
  45892. */
  45893. generateMipmaps( texture ) {
  45894. this.textureUtils.generateMipmaps( texture );
  45895. }
  45896. /**
  45897. * Destroys the GPU data for the given texture object.
  45898. *
  45899. * @param {Texture} texture - The texture.
  45900. */
  45901. destroyTexture( texture ) {
  45902. this.textureUtils.destroyTexture( texture );
  45903. }
  45904. /**
  45905. * Returns texture data as a typed array.
  45906. *
  45907. * @async
  45908. * @param {Texture} texture - The texture to copy.
  45909. * @param {Number} x - The x coordinate of the copy origin.
  45910. * @param {Number} y - The y coordinate of the copy origin.
  45911. * @param {Number} width - The width of the copy.
  45912. * @param {Number} height - The height of the copy.
  45913. * @param {Number} faceIndex - The face index.
  45914. * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  45915. */
  45916. async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
  45917. return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );
  45918. }
  45919. /**
  45920. * Inits a time stamp query for the given render context.
  45921. *
  45922. * @param {RenderContext} renderContext - The render context.
  45923. * @param {Object} descriptor - The query descriptor.
  45924. */
  45925. initTimestampQuery( renderContext, descriptor ) {
  45926. if ( ! this.trackTimestamp ) return;
  45927. const renderContextData = this.get( renderContext );
  45928. // init query set if not exists
  45929. if ( ! renderContextData.timestampQuerySet ) {
  45930. const type = renderContext.isComputeNode ? 'compute' : 'render';
  45931. renderContextData.timestampQuerySet = this.device.createQuerySet( { type: 'timestamp', count: 2, label: `timestamp_${type}_${renderContext.id}` } );
  45932. }
  45933. // augment descriptor
  45934. descriptor.timestampWrites = {
  45935. querySet: renderContextData.timestampQuerySet,
  45936. beginningOfPassWriteIndex: 0, // Write timestamp in index 0 when pass begins.
  45937. endOfPassWriteIndex: 1, // Write timestamp in index 1 when pass ends.
  45938. };
  45939. }
  45940. /**
  45941. * Prepares the timestamp buffer.
  45942. *
  45943. * @param {RenderContext} renderContext - The render context.
  45944. * @param {GPUCommandEncoder} encoder - The command encoder.
  45945. */
  45946. prepareTimestampBuffer( renderContext, encoder ) {
  45947. if ( ! this.trackTimestamp ) return;
  45948. const renderContextData = this.get( renderContext );
  45949. const size = 2 * BigUint64Array.BYTES_PER_ELEMENT;
  45950. if ( renderContextData.currentTimestampQueryBuffers === undefined ) {
  45951. renderContextData.currentTimestampQueryBuffers = {
  45952. resolveBuffer: this.device.createBuffer( {
  45953. label: 'timestamp resolve buffer',
  45954. size: size,
  45955. usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC,
  45956. } ),
  45957. resultBuffer: this.device.createBuffer( {
  45958. label: 'timestamp result buffer',
  45959. size: size,
  45960. usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,
  45961. } )
  45962. };
  45963. }
  45964. const { resolveBuffer, resultBuffer } = renderContextData.currentTimestampQueryBuffers;
  45965. encoder.resolveQuerySet( renderContextData.timestampQuerySet, 0, 2, resolveBuffer, 0 );
  45966. if ( resultBuffer.mapState === 'unmapped' ) {
  45967. encoder.copyBufferToBuffer( resolveBuffer, 0, resultBuffer, 0, size );
  45968. }
  45969. }
  45970. /**
  45971. * Resolves the time stamp for the given render context and type.
  45972. *
  45973. * @async
  45974. * @param {RenderContext} renderContext - The render context.
  45975. * @param {String} type - The render context.
  45976. * @return {Promise} A Promise that resolves when the time stamp has been computed.
  45977. */
  45978. async resolveTimestampAsync( renderContext, type = 'render' ) {
  45979. if ( ! this.trackTimestamp ) return;
  45980. const renderContextData = this.get( renderContext );
  45981. if ( renderContextData.currentTimestampQueryBuffers === undefined ) return;
  45982. const { resultBuffer } = renderContextData.currentTimestampQueryBuffers;
  45983. if ( resultBuffer.mapState === 'unmapped' ) {
  45984. await resultBuffer.mapAsync( GPUMapMode.READ );
  45985. const times = new BigUint64Array( resultBuffer.getMappedRange() );
  45986. const duration = Number( times[ 1 ] - times[ 0 ] ) / 1000000;
  45987. this.renderer.info.updateTimestamp( type, duration );
  45988. resultBuffer.unmap();
  45989. }
  45990. }
  45991. // node builder
  45992. /**
  45993. * Returns a node builder for the given render object.
  45994. *
  45995. * @param {RenderObject} object - The render object.
  45996. * @param {Renderer} renderer - The renderer.
  45997. * @return {WGSLNodeBuilder} The node builder.
  45998. */
  45999. createNodeBuilder( object, renderer ) {
  46000. return new WGSLNodeBuilder( object, renderer );
  46001. }
  46002. // program
  46003. /**
  46004. * Creates a shader program from the given programmable stage.
  46005. *
  46006. * @param {ProgrammableStage} program - The programmable stage.
  46007. */
  46008. createProgram( program ) {
  46009. const programGPU = this.get( program );
  46010. programGPU.module = {
  46011. module: this.device.createShaderModule( { code: program.code, label: program.stage + ( program.name !== '' ? `_${ program.name }` : '' ) } ),
  46012. entryPoint: 'main'
  46013. };
  46014. }
  46015. /**
  46016. * Destroys the shader program of the given programmable stage.
  46017. *
  46018. * @param {ProgrammableStage} program - The programmable stage.
  46019. */
  46020. destroyProgram( program ) {
  46021. this.delete( program );
  46022. }
  46023. // pipelines
  46024. /**
  46025. * Creates a render pipeline for the given render object.
  46026. *
  46027. * @param {RenderObject} renderObject - The render object.
  46028. * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
  46029. */
  46030. createRenderPipeline( renderObject, promises ) {
  46031. this.pipelineUtils.createRenderPipeline( renderObject, promises );
  46032. }
  46033. /**
  46034. * Creates a compute pipeline for the given compute node.
  46035. *
  46036. * @param {ComputePipeline} computePipeline - The compute pipeline.
  46037. * @param {Array<BindGroup>} bindings - The bindings.
  46038. */
  46039. createComputePipeline( computePipeline, bindings ) {
  46040. this.pipelineUtils.createComputePipeline( computePipeline, bindings );
  46041. }
  46042. /**
  46043. * Prepares the state for encoding render bundles.
  46044. *
  46045. * @param {RenderContext} renderContext - The render context.
  46046. */
  46047. beginBundle( renderContext ) {
  46048. const renderContextData = this.get( renderContext );
  46049. renderContextData._currentPass = renderContextData.currentPass;
  46050. renderContextData._currentSets = renderContextData.currentSets;
  46051. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  46052. renderContextData.currentPass = this.pipelineUtils.createBundleEncoder( renderContext );
  46053. }
  46054. /**
  46055. * After processing render bundles this method finalizes related work.
  46056. *
  46057. * @param {RenderContext} renderContext - The render context.
  46058. * @param {RenderBundle} bundle - The render bundle.
  46059. */
  46060. finishBundle( renderContext, bundle ) {
  46061. const renderContextData = this.get( renderContext );
  46062. const bundleEncoder = renderContextData.currentPass;
  46063. const bundleGPU = bundleEncoder.finish();
  46064. this.get( bundle ).bundleGPU = bundleGPU;
  46065. // restore render pass state
  46066. renderContextData.currentSets = renderContextData._currentSets;
  46067. renderContextData.currentPass = renderContextData._currentPass;
  46068. }
  46069. /**
  46070. * Adds a render bundle to the render context data.
  46071. *
  46072. * @param {RenderContext} renderContext - The render context.
  46073. * @param {RenderBundle} bundle - The render bundle to add.
  46074. */
  46075. addBundle( renderContext, bundle ) {
  46076. const renderContextData = this.get( renderContext );
  46077. renderContextData.renderBundles.push( this.get( bundle ).bundleGPU );
  46078. }
  46079. // bindings
  46080. /**
  46081. * Creates bindings from the given bind group definition.
  46082. *
  46083. * @param {BindGroup} bindGroup - The bind group.
  46084. * @param {Array<BindGroup>} bindings - Array of bind groups.
  46085. * @param {Number} cacheIndex - The cache index.
  46086. * @param {Number} version - The version.
  46087. */
  46088. createBindings( bindGroup, bindings, cacheIndex, version ) {
  46089. this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );
  46090. }
  46091. /**
  46092. * Updates the given bind group definition.
  46093. *
  46094. * @param {BindGroup} bindGroup - The bind group.
  46095. * @param {Array<BindGroup>} bindings - Array of bind groups.
  46096. * @param {Number} cacheIndex - The cache index.
  46097. * @param {Number} version - The version.
  46098. */
  46099. updateBindings( bindGroup, bindings, cacheIndex, version ) {
  46100. this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );
  46101. }
  46102. /**
  46103. * Updates a buffer binding.
  46104. *
  46105. * @param {Buffer} binding - The buffer binding to update.
  46106. */
  46107. updateBinding( binding ) {
  46108. this.bindingUtils.updateBinding( binding );
  46109. }
  46110. // attributes
  46111. /**
  46112. * Creates the buffer of an indexed shader attribute.
  46113. *
  46114. * @param {BufferAttribute} attribute - The indexed buffer attribute.
  46115. */
  46116. createIndexAttribute( attribute ) {
  46117. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  46118. }
  46119. /**
  46120. * Creates the GPU buffer of a shader attribute.
  46121. *
  46122. * @param {BufferAttribute} attribute - The buffer attribute.
  46123. */
  46124. createAttribute( attribute ) {
  46125. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  46126. }
  46127. /**
  46128. * Creates the GPU buffer of a storage attribute.
  46129. *
  46130. * @param {BufferAttribute} attribute - The buffer attribute.
  46131. */
  46132. createStorageAttribute( attribute ) {
  46133. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  46134. }
  46135. /**
  46136. * Creates the GPU buffer of an indirect storage attribute.
  46137. *
  46138. * @param {BufferAttribute} attribute - The buffer attribute.
  46139. */
  46140. createIndirectStorageAttribute( attribute ) {
  46141. this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );
  46142. }
  46143. /**
  46144. * Updates the GPU buffer of a shader attribute.
  46145. *
  46146. * @param {BufferAttribute} attribute - The buffer attribute to update.
  46147. */
  46148. updateAttribute( attribute ) {
  46149. this.attributeUtils.updateAttribute( attribute );
  46150. }
  46151. /**
  46152. * Destroys the GPU buffer of a shader attribute.
  46153. *
  46154. * @param {BufferAttribute} attribute - The buffer attribute to destroy.
  46155. */
  46156. destroyAttribute( attribute ) {
  46157. this.attributeUtils.destroyAttribute( attribute );
  46158. }
  46159. // canvas
  46160. /**
  46161. * Triggers an update of the default render pass descriptor.
  46162. */
  46163. updateSize() {
  46164. this.colorBuffer = this.textureUtils.getColorBuffer();
  46165. this.defaultRenderPassdescriptor = null;
  46166. }
  46167. // utils public
  46168. /**
  46169. * Returns the maximum anisotropy texture filtering value.
  46170. *
  46171. * @return {Number} The maximum anisotropy texture filtering value.
  46172. */
  46173. getMaxAnisotropy() {
  46174. return 16;
  46175. }
  46176. /**
  46177. * Checks if the given feature is supported by the backend.
  46178. *
  46179. * @param {String} name - The feature's name.
  46180. * @return {Boolean} Whether the feature is supported or not.
  46181. */
  46182. hasFeature( name ) {
  46183. return this.device.features.has( name );
  46184. }
  46185. /**
  46186. * Copies data of the given source texture to the given destination texture.
  46187. *
  46188. * @param {Texture} srcTexture - The source texture.
  46189. * @param {Texture} dstTexture - The destination texture.
  46190. * @param {Vector4?} [srcRegion=null] - The region of the source texture to copy.
  46191. * @param {(Vector2|Vector3)?} [dstPosition=null] - The destination position of the copy.
  46192. * @param {Number} [level=0] - The mip level to copy.
  46193. */
  46194. copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
  46195. let dstX = 0;
  46196. let dstY = 0;
  46197. let dstLayer = 0;
  46198. let srcX = 0;
  46199. let srcY = 0;
  46200. let srcLayer = 0;
  46201. let srcWidth = srcTexture.image.width;
  46202. let srcHeight = srcTexture.image.height;
  46203. if ( srcRegion !== null ) {
  46204. srcX = srcRegion.x;
  46205. srcY = srcRegion.y;
  46206. srcLayer = srcRegion.z || 0;
  46207. srcWidth = srcRegion.width;
  46208. srcHeight = srcRegion.height;
  46209. }
  46210. if ( dstPosition !== null ) {
  46211. dstX = dstPosition.x;
  46212. dstY = dstPosition.y;
  46213. dstLayer = dstPosition.z || 0;
  46214. }
  46215. const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } );
  46216. const sourceGPU = this.get( srcTexture ).texture;
  46217. const destinationGPU = this.get( dstTexture ).texture;
  46218. encoder.copyTextureToTexture(
  46219. {
  46220. texture: sourceGPU,
  46221. mipLevel: level,
  46222. origin: { x: srcX, y: srcY, z: srcLayer }
  46223. },
  46224. {
  46225. texture: destinationGPU,
  46226. mipLevel: level,
  46227. origin: { x: dstX, y: dstY, z: dstLayer }
  46228. },
  46229. [
  46230. srcWidth,
  46231. srcHeight,
  46232. 1
  46233. ]
  46234. );
  46235. this.device.queue.submit( [ encoder.finish() ] );
  46236. }
  46237. /**
  46238. * Copies the current bound framebuffer to the given texture.
  46239. *
  46240. * @param {Texture} texture - The destination texture.
  46241. * @param {RenderContext} renderContext - The render context.
  46242. * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
  46243. */
  46244. copyFramebufferToTexture( texture, renderContext, rectangle ) {
  46245. const renderContextData = this.get( renderContext );
  46246. let sourceGPU = null;
  46247. if ( renderContext.renderTarget ) {
  46248. if ( texture.isDepthTexture ) {
  46249. sourceGPU = this.get( renderContext.depthTexture ).texture;
  46250. } else {
  46251. sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;
  46252. }
  46253. } else {
  46254. if ( texture.isDepthTexture ) {
  46255. sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );
  46256. } else {
  46257. sourceGPU = this.context.getCurrentTexture();
  46258. }
  46259. }
  46260. const destinationGPU = this.get( texture ).texture;
  46261. if ( sourceGPU.format !== destinationGPU.format ) {
  46262. console.error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );
  46263. return;
  46264. }
  46265. let encoder;
  46266. if ( renderContextData.currentPass ) {
  46267. renderContextData.currentPass.end();
  46268. encoder = renderContextData.encoder;
  46269. } else {
  46270. encoder = this.device.createCommandEncoder( { label: 'copyFramebufferToTexture_' + texture.id } );
  46271. }
  46272. encoder.copyTextureToTexture(
  46273. {
  46274. texture: sourceGPU,
  46275. origin: [ rectangle.x, rectangle.y, 0 ],
  46276. },
  46277. {
  46278. texture: destinationGPU
  46279. },
  46280. [
  46281. rectangle.z,
  46282. rectangle.w
  46283. ]
  46284. );
  46285. if ( texture.generateMipmaps ) this.textureUtils.generateMipmaps( texture );
  46286. if ( renderContextData.currentPass ) {
  46287. const { descriptor } = renderContextData;
  46288. for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {
  46289. descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;
  46290. }
  46291. if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  46292. if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  46293. renderContextData.currentPass = encoder.beginRenderPass( descriptor );
  46294. renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  46295. if ( renderContext.viewport ) {
  46296. this.updateViewport( renderContext );
  46297. }
  46298. if ( renderContext.scissor ) {
  46299. const { x, y, width, height } = renderContext.scissorValue;
  46300. renderContextData.currentPass.setScissorRect( x, y, width, height );
  46301. }
  46302. } else {
  46303. this.device.queue.submit( [ encoder.finish() ] );
  46304. }
  46305. }
  46306. }
  46307. class IESSpotLight extends SpotLight {
  46308. constructor( color, intensity, distance, angle, penumbra, decay ) {
  46309. super( color, intensity, distance, angle, penumbra, decay );
  46310. this.iesMap = null;
  46311. }
  46312. copy( source, recursive ) {
  46313. super.copy( source, recursive );
  46314. this.iesMap = source.iesMap;
  46315. return this;
  46316. }
  46317. }
  46318. /**
  46319. * This version of a node library represents a basic version
  46320. * just focusing on lights and tone mapping techniques.
  46321. *
  46322. * @private
  46323. * @augments NodeLibrary
  46324. */
  46325. class BasicNodeLibrary extends NodeLibrary {
  46326. /**
  46327. * Constructs a new basic node library.
  46328. */
  46329. constructor() {
  46330. super();
  46331. this.addLight( PointLightNode, PointLight );
  46332. this.addLight( DirectionalLightNode, DirectionalLight );
  46333. this.addLight( RectAreaLightNode, RectAreaLight );
  46334. this.addLight( SpotLightNode, SpotLight );
  46335. this.addLight( AmbientLightNode, AmbientLight );
  46336. this.addLight( HemisphereLightNode, HemisphereLight );
  46337. this.addLight( LightProbeNode, LightProbe );
  46338. this.addLight( IESSpotLightNode, IESSpotLight );
  46339. this.addToneMapping( linearToneMapping, LinearToneMapping );
  46340. this.addToneMapping( reinhardToneMapping, ReinhardToneMapping );
  46341. this.addToneMapping( cineonToneMapping, CineonToneMapping );
  46342. this.addToneMapping( acesFilmicToneMapping, ACESFilmicToneMapping );
  46343. this.addToneMapping( agxToneMapping, AgXToneMapping );
  46344. this.addToneMapping( neutralToneMapping, NeutralToneMapping );
  46345. }
  46346. }
  46347. /**
  46348. * This alternative version of {@link WebGPURenderer} only supports node materials.
  46349. * So classes like `MeshBasicMaterial` are not compatible.
  46350. *
  46351. * @augments module:Renderer~Renderer
  46352. */
  46353. class WebGPURenderer extends Renderer {
  46354. /**
  46355. * Constructs a new WebGPU renderer.
  46356. *
  46357. * @param {Object} parameters - The configuration parameter.
  46358. * @param {Boolean} [parameters.logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
  46359. * @param {Boolean} [parameters.alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
  46360. * @param {Boolean} [parameters.depth=true] - Whether the default framebuffer should have a depth buffer or not.
  46361. * @param {Boolean} [parameters.stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
  46362. * @param {Boolean} [parameters.antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
  46363. * @param {Number} [parameters.samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0
  46364. * to overwrite the default.
  46365. * @param {Boolean} [parameters.forceWebGL=false] - If set to `true`, the renderer uses it
  46366. * WebGL 2 backend no matter if WebGPU is supported or not.
  46367. */
  46368. constructor( parameters = {} ) {
  46369. let BackendClass;
  46370. if ( parameters.forceWebGL ) {
  46371. BackendClass = WebGLBackend;
  46372. } else {
  46373. BackendClass = WebGPUBackend;
  46374. parameters.getFallback = () => {
  46375. console.warn( 'THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend.' );
  46376. return new WebGLBackend( parameters );
  46377. };
  46378. }
  46379. const backend = new BackendClass( parameters );
  46380. super( backend, parameters );
  46381. /**
  46382. * The generic default value is overwritten with the
  46383. * standard node library for type mapping. Material
  46384. * mapping is not supported with this version.
  46385. *
  46386. * @type {BasicNodeLibrary}
  46387. */
  46388. this.library = new BasicNodeLibrary();
  46389. /**
  46390. * This flag can be used for type testing.
  46391. *
  46392. * @type {Boolean}
  46393. * @readonly
  46394. * @default true
  46395. */
  46396. this.isWebGPURenderer = true;
  46397. }
  46398. }
  46399. /**
  46400. * A specialized group which enables applications access to the
  46401. * Render Bundle API of WebGPU. The group with all its descendant nodes
  46402. * are considered as one render bundle and processed as such by
  46403. * the renderer.
  46404. *
  46405. * This module is only fully supported by `WebGPURenderer` with a WebGPU backend.
  46406. * With a WebGL backend, the group can technically be rendered but without
  46407. * any performance improvements.
  46408. *
  46409. * @augments Group
  46410. */
  46411. class BundleGroup extends Group {
  46412. /**
  46413. * Constructs a new bundle group.
  46414. */
  46415. constructor() {
  46416. super();
  46417. /**
  46418. * This flag can be used for type testing.
  46419. *
  46420. * @type {Boolean}
  46421. * @readonly
  46422. * @default true
  46423. */
  46424. this.isBundleGroup = true;
  46425. /**
  46426. * This property is only relevant for detecting types
  46427. * during serialization/deserialization. It should always
  46428. * match the class name.
  46429. *
  46430. * @type {String}
  46431. * @readonly
  46432. * @default 'BundleGroup'
  46433. */
  46434. this.type = 'BundleGroup';
  46435. /**
  46436. * Whether the bundle is static or not. When set to `true`, the structure
  46437. * is assumed to be static and does not change. E.g. no new objects are
  46438. * added to the group
  46439. *
  46440. * If a change is required, an update can still be forced by setting the
  46441. * `needsUpdate` flag to `true`.
  46442. *
  46443. * @type {Boolean}
  46444. * @default true
  46445. */
  46446. this.static = true;
  46447. /**
  46448. * The bundle group's version.
  46449. *
  46450. * @type {Number}
  46451. * @readonly
  46452. * @default 0
  46453. */
  46454. this.version = 0;
  46455. }
  46456. /**
  46457. * Set this property to `true` when the bundle group has changed.
  46458. *
  46459. * @type {Boolean}
  46460. * @default false
  46461. * @param {Boolean} value
  46462. */
  46463. set needsUpdate( value ) {
  46464. if ( value === true ) this.version ++;
  46465. }
  46466. }
  46467. /**
  46468. * This module is responsible to manage the post processing setups in apps.
  46469. * You usually create a single instance of this class and use it to define
  46470. * the output of your post processing effect chain.
  46471. * ```js
  46472. * const postProcessing = new PostProcessing( renderer );
  46473. *
  46474. * const scenePass = pass( scene, camera );
  46475. *
  46476. * postProcessing.outputNode = scenePass;
  46477. * ```
  46478. */
  46479. class PostProcessing {
  46480. /**
  46481. * Constructs a new post processing management module.
  46482. *
  46483. * @param {Renderer} renderer - A reference to the renderer.
  46484. * @param {Node<vec4>} outputNode - An optional output node.
  46485. */
  46486. constructor( renderer, outputNode = vec4( 0, 0, 1, 1 ) ) {
  46487. /**
  46488. * A reference to the renderer.
  46489. *
  46490. * @type {Renderer}
  46491. */
  46492. this.renderer = renderer;
  46493. /**
  46494. * A node which defines the final output of the post
  46495. * processing. This is usually the last node in a chain
  46496. * of effect nodes.
  46497. *
  46498. * @type {Node<vec4>}
  46499. */
  46500. this.outputNode = outputNode;
  46501. /**
  46502. * Whether the default output tone mapping and color
  46503. * space transformation should be enabled or not.
  46504. *
  46505. * It is enabled by default by it must be disabled when
  46506. * effects must be executed after tone mapping and color
  46507. * space conversion. A typical example is FXAA which
  46508. * requires sRGB input.
  46509. *
  46510. * When set to `false`, the app must control the output
  46511. * transformation with `RenderOutputNode`.
  46512. *
  46513. * ```js
  46514. * const outputPass = renderOutput( scenePass );
  46515. * ```
  46516. *
  46517. * @type {Boolean}
  46518. */
  46519. this.outputColorTransform = true;
  46520. /**
  46521. * Must be set to `true` when the output node changes.
  46522. *
  46523. * @type {Node<vec4>}
  46524. */
  46525. this.needsUpdate = true;
  46526. const material = new NodeMaterial();
  46527. material.name = 'PostProcessing';
  46528. /**
  46529. * The full screen quad that is used to render
  46530. * the effects.
  46531. *
  46532. * @private
  46533. * @type {QuadMesh}
  46534. */
  46535. this._quadMesh = new QuadMesh( material );
  46536. }
  46537. /**
  46538. * When `PostProcessing` is used to apply post processing effects,
  46539. * the application must use this version of `render()` inside
  46540. * its animation loop (not the one from the renderer).
  46541. */
  46542. render() {
  46543. this._update();
  46544. const renderer = this.renderer;
  46545. const toneMapping = renderer.toneMapping;
  46546. const outputColorSpace = renderer.outputColorSpace;
  46547. renderer.toneMapping = NoToneMapping;
  46548. renderer.outputColorSpace = LinearSRGBColorSpace;
  46549. //
  46550. this._quadMesh.render( renderer );
  46551. //
  46552. renderer.toneMapping = toneMapping;
  46553. renderer.outputColorSpace = outputColorSpace;
  46554. }
  46555. /**
  46556. * Frees internal resources.
  46557. */
  46558. dispose() {
  46559. this._quadMesh.material.dispose();
  46560. }
  46561. /**
  46562. * Updates the state of the module.
  46563. *
  46564. * @private
  46565. */
  46566. _update() {
  46567. if ( this.needsUpdate === true ) {
  46568. const renderer = this.renderer;
  46569. const toneMapping = renderer.toneMapping;
  46570. const outputColorSpace = renderer.outputColorSpace;
  46571. this._quadMesh.material.fragmentNode = this.outputColorTransform === true ? renderOutput( this.outputNode, toneMapping, outputColorSpace ) : this.outputNode.context( { toneMapping, outputColorSpace } );
  46572. this._quadMesh.material.needsUpdate = true;
  46573. this.needsUpdate = false;
  46574. }
  46575. }
  46576. /**
  46577. * When `PostProcessing` is used to apply post processing effects,
  46578. * the application must use this version of `renderAsync()` inside
  46579. * its animation loop (not the one from the renderer).
  46580. *
  46581. * @async
  46582. * @return {Promise} A Promise that resolves when the render has been finished.
  46583. */
  46584. async renderAsync() {
  46585. this._update();
  46586. const renderer = this.renderer;
  46587. const toneMapping = renderer.toneMapping;
  46588. const outputColorSpace = renderer.outputColorSpace;
  46589. renderer.toneMapping = NoToneMapping;
  46590. renderer.outputColorSpace = LinearSRGBColorSpace;
  46591. //
  46592. await this._quadMesh.renderAsync( renderer );
  46593. //
  46594. renderer.toneMapping = toneMapping;
  46595. renderer.outputColorSpace = outputColorSpace;
  46596. }
  46597. }
  46598. /**
  46599. * This special type of texture is intended for compute shaders.
  46600. * It can be used to compute the data of a texture with a compute shader.
  46601. *
  46602. * Note: This type of texture can only be used with `WebGPURenderer`
  46603. * and a WebGPU backend.
  46604. *
  46605. * @augments Texture
  46606. */
  46607. class StorageTexture extends Texture {
  46608. /**
  46609. * Constructs a new storage texture.
  46610. *
  46611. * @param {Number} [width=1] - The storage texture's width.
  46612. * @param {Number} [height=1] - The storage texture's height.
  46613. */
  46614. constructor( width = 1, height = 1 ) {
  46615. super();
  46616. /**
  46617. * The image object which just represents the texture's dimension.
  46618. *
  46619. * @type {{width: Number, height:Number}}
  46620. */
  46621. this.image = { width, height };
  46622. /**
  46623. * The default `magFilter` for storage textures is `THREE.LinearFilter`.
  46624. *
  46625. * @type {Number}
  46626. */
  46627. this.magFilter = LinearFilter;
  46628. /**
  46629. * The default `minFilter` for storage textures is `THREE.LinearFilter`.
  46630. *
  46631. * @type {Number}
  46632. */
  46633. this.minFilter = LinearFilter;
  46634. /**
  46635. * This flag can be used for type testing.
  46636. *
  46637. * @type {Boolean}
  46638. * @readonly
  46639. * @default true
  46640. */
  46641. this.isStorageTexture = true;
  46642. }
  46643. }
  46644. /**
  46645. * This special type of buffer attribute is intended for compute shaders.
  46646. * It can be used to encode draw parameters for indirect draw calls.
  46647. *
  46648. * Note: This type of buffer attribute can only be used with `WebGPURenderer`
  46649. * and a WebGPU backend.
  46650. *
  46651. * @augments StorageBufferAttribute
  46652. */
  46653. class IndirectStorageBufferAttribute extends StorageBufferAttribute {
  46654. /**
  46655. * Constructs a new storage buffer attribute.
  46656. *
  46657. * @param {Number|Uint32Array} count - The item count. It is also valid to pass a `Uint32Array` as an argument.
  46658. * The subsequent parameter is then obsolete.
  46659. * @param {Number} itemSize - The item size.
  46660. */
  46661. constructor( count, itemSize ) {
  46662. super( count, itemSize, Uint32Array );
  46663. /**
  46664. * This flag can be used for type testing.
  46665. *
  46666. * @type {Boolean}
  46667. * @readonly
  46668. * @default true
  46669. */
  46670. this.isIndirectStorageBufferAttribute = true;
  46671. }
  46672. }
  46673. /**
  46674. * A loader for loading node objects in the three.js JSON Object/Scene format.
  46675. *
  46676. * @augments Loader
  46677. */
  46678. class NodeLoader extends Loader {
  46679. /**
  46680. * Constructs a new node loader.
  46681. *
  46682. * @param {LoadingManager?} manager - A reference to a loading manager.
  46683. */
  46684. constructor( manager ) {
  46685. super( manager );
  46686. /**
  46687. * Represents a dictionary of textures.
  46688. *
  46689. * @type {Object<String,Texture>}
  46690. */
  46691. this.textures = {};
  46692. /**
  46693. * Represents a dictionary of node types.
  46694. *
  46695. * @type {Object<String,Node.constructor>}
  46696. */
  46697. this.nodes = {};
  46698. }
  46699. /**
  46700. * Loads the node definitions from the given URL.
  46701. *
  46702. * @param {String} url - The path/URL of the file to be loaded.
  46703. * @param {Function} onLoad - Will be called when load completes.
  46704. * @param {Function} onProgress - Will be called while load progresses.
  46705. * @param {Function} onError - Will be called when errors are thrown during the loading process.
  46706. */
  46707. load( url, onLoad, onProgress, onError ) {
  46708. const loader = new FileLoader( this.manager );
  46709. loader.setPath( this.path );
  46710. loader.setRequestHeader( this.requestHeader );
  46711. loader.setWithCredentials( this.withCredentials );
  46712. loader.load( url, ( text ) => {
  46713. try {
  46714. onLoad( this.parse( JSON.parse( text ) ) );
  46715. } catch ( e ) {
  46716. if ( onError ) {
  46717. onError( e );
  46718. } else {
  46719. console.error( e );
  46720. }
  46721. this.manager.itemError( url );
  46722. }
  46723. }, onProgress, onError );
  46724. }
  46725. /**
  46726. * Parse the node dependencies for the loaded node.
  46727. *
  46728. * @param {Object} json - The JSON definition
  46729. * @return {Object<String,Node>} A dictionary with node dependencies.
  46730. */
  46731. parseNodes( json ) {
  46732. const nodes = {};
  46733. if ( json !== undefined ) {
  46734. for ( const nodeJSON of json ) {
  46735. const { uuid, type } = nodeJSON;
  46736. nodes[ uuid ] = this.createNodeFromType( type );
  46737. nodes[ uuid ].uuid = uuid;
  46738. }
  46739. const meta = { nodes, textures: this.textures };
  46740. for ( const nodeJSON of json ) {
  46741. nodeJSON.meta = meta;
  46742. const node = nodes[ nodeJSON.uuid ];
  46743. node.deserialize( nodeJSON );
  46744. delete nodeJSON.meta;
  46745. }
  46746. }
  46747. return nodes;
  46748. }
  46749. /**
  46750. * Parses the node from the given JSON.
  46751. *
  46752. * @param {Object} json - The JSON definition
  46753. * @return {Node} The parsed node.
  46754. */
  46755. parse( json ) {
  46756. const node = this.createNodeFromType( json.type );
  46757. node.uuid = json.uuid;
  46758. const nodes = this.parseNodes( json.nodes );
  46759. const meta = { nodes, textures: this.textures };
  46760. json.meta = meta;
  46761. node.deserialize( json );
  46762. delete json.meta;
  46763. return node;
  46764. }
  46765. /**
  46766. * Defines the dictionary of textures.
  46767. *
  46768. * @param {Object<String,Texture>} value - The texture library defines as `<uuid,texture>`.
  46769. * @return {NodeLoader} A reference to this loader.
  46770. */
  46771. setTextures( value ) {
  46772. this.textures = value;
  46773. return this;
  46774. }
  46775. /**
  46776. * Defines the dictionary of node types.
  46777. *
  46778. * @param {Object<String,Node.constructor>} value - The node library defined as `<classname,class>`.
  46779. * @return {NodeLoader} A reference to this loader.
  46780. */
  46781. setNodes( value ) {
  46782. this.nodes = value;
  46783. return this;
  46784. }
  46785. /**
  46786. * Creates a node object from the given type.
  46787. *
  46788. * @param {String} type - The node type.
  46789. * @return {Node} The created node instance.
  46790. */
  46791. createNodeFromType( type ) {
  46792. if ( this.nodes[ type ] === undefined ) {
  46793. console.error( 'THREE.NodeLoader: Node type not found:', type );
  46794. return float();
  46795. }
  46796. return nodeObject( new this.nodes[ type ]() );
  46797. }
  46798. }
  46799. /**
  46800. * A special type of material loader for loading node materials.
  46801. *
  46802. * @augments MaterialLoader
  46803. */
  46804. class NodeMaterialLoader extends MaterialLoader {
  46805. /**
  46806. * Constructs a new node material loader.
  46807. *
  46808. * @param {LoadingManager?} manager - A reference to a loading manager.
  46809. */
  46810. constructor( manager ) {
  46811. super( manager );
  46812. /**
  46813. * Represents a dictionary of node types.
  46814. *
  46815. * @type {Object<String,Node.constructor>}
  46816. */
  46817. this.nodes = {};
  46818. /**
  46819. * Represents a dictionary of node material types.
  46820. *
  46821. * @type {Object<String,NodeMaterial.constructor>}
  46822. */
  46823. this.nodeMaterials = {};
  46824. }
  46825. /**
  46826. * Parses the node material from the given JSON.
  46827. *
  46828. * @param {Object} json - The JSON definition
  46829. * @return {NodeMaterial}. The parsed material.
  46830. */
  46831. parse( json ) {
  46832. const material = super.parse( json );
  46833. const nodes = this.nodes;
  46834. const inputNodes = json.inputNodes;
  46835. for ( const property in inputNodes ) {
  46836. const uuid = inputNodes[ property ];
  46837. material[ property ] = nodes[ uuid ];
  46838. }
  46839. return material;
  46840. }
  46841. /**
  46842. * Defines the dictionary of node types.
  46843. *
  46844. * @param {Object<String,Node.constructor>} value - The node library defined as `<classname,class>`.
  46845. * @return {NodeLoader} A reference to this loader.
  46846. */
  46847. setNodes( value ) {
  46848. this.nodes = value;
  46849. return this;
  46850. }
  46851. /**
  46852. * Defines the dictionary of node material types.
  46853. *
  46854. * @param {Object<String,NodeMaterial.constructor>} value - The node material library defined as `<classname,class>`.
  46855. * @return {NodeLoader} A reference to this loader.
  46856. */
  46857. setNodeMaterials( value ) {
  46858. this.nodeMaterials = value;
  46859. return this;
  46860. }
  46861. /**
  46862. * Creates a node material from the given type.
  46863. *
  46864. * @param {String} type - The node material type.
  46865. * @return {Node} The created node material instance.
  46866. */
  46867. createMaterialFromType( type ) {
  46868. const materialClass = this.nodeMaterials[ type ];
  46869. if ( materialClass !== undefined ) {
  46870. return new materialClass();
  46871. }
  46872. return super.createMaterialFromType( type );
  46873. }
  46874. }
  46875. /**
  46876. * A special type of object loader for loading 3D objects using
  46877. * node materials.
  46878. *
  46879. * @augments ObjectLoader
  46880. */
  46881. class NodeObjectLoader extends ObjectLoader {
  46882. /**
  46883. * Constructs a new node object loader.
  46884. *
  46885. * @param {LoadingManager?} manager - A reference to a loading manager.
  46886. */
  46887. constructor( manager ) {
  46888. super( manager );
  46889. /**
  46890. * Represents a dictionary of node types.
  46891. *
  46892. * @type {Object<String,Node.constructor>}
  46893. */
  46894. this.nodes = {};
  46895. /**
  46896. * Represents a dictionary of node material types.
  46897. *
  46898. * @type {Object<String,NodeMaterial.constructor>}
  46899. */
  46900. this.nodeMaterials = {};
  46901. /**
  46902. * A reference to hold the `nodes` JSON property.
  46903. *
  46904. * @private
  46905. * @type {Object?}
  46906. */
  46907. this._nodesJSON = null;
  46908. }
  46909. /**
  46910. * Defines the dictionary of node types.
  46911. *
  46912. * @param {Object<String,Node.constructor>} value - The node library defined as `<classname,class>`.
  46913. * @return {NodeLoader} A reference to this loader.
  46914. */
  46915. setNodes( value ) {
  46916. this.nodes = value;
  46917. return this;
  46918. }
  46919. /**
  46920. * Defines the dictionary of node material types.
  46921. *
  46922. * @param {Object<String,NodeMaterial.constructor>} value - The node material library defined as `<classname,class>`.
  46923. * @return {NodeLoader} A reference to this loader.
  46924. */
  46925. setNodeMaterials( value ) {
  46926. this.nodeMaterials = value;
  46927. return this;
  46928. }
  46929. /**
  46930. * Parses the node objects from the given JSON.
  46931. *
  46932. * @param {Object} json - The JSON definition
  46933. * @param {Function} onLoad - The onLoad callback function.
  46934. * @return {Object3D}. The parsed 3D object.
  46935. */
  46936. parse( json, onLoad ) {
  46937. this._nodesJSON = json.nodes;
  46938. const data = super.parse( json, onLoad );
  46939. this._nodesJSON = null; // dispose
  46940. return data;
  46941. }
  46942. /**
  46943. * Parses the node objects from the given JSON and textures.
  46944. *
  46945. * @param {Object} json - The JSON definition
  46946. * @param {Object<String,Texture>} textures - The texture library.
  46947. * @return {Object<String,Node>}. The parsed nodes.
  46948. */
  46949. parseNodes( json, textures ) {
  46950. if ( json !== undefined ) {
  46951. const loader = new NodeLoader();
  46952. loader.setNodes( this.nodes );
  46953. loader.setTextures( textures );
  46954. return loader.parseNodes( json );
  46955. }
  46956. return {};
  46957. }
  46958. /**
  46959. * Parses the node objects from the given JSON and textures.
  46960. *
  46961. * @param {Object} json - The JSON definition
  46962. * @param {Object<String,Texture>} textures - The texture library.
  46963. * @return {Object<String,NodeMaterial>}. The parsed materials.
  46964. */
  46965. parseMaterials( json, textures ) {
  46966. const materials = {};
  46967. if ( json !== undefined ) {
  46968. const nodes = this.parseNodes( this._nodesJSON, textures );
  46969. const loader = new NodeMaterialLoader();
  46970. loader.setTextures( textures );
  46971. loader.setNodes( nodes );
  46972. loader.setNodeMaterials( this.nodeMaterials );
  46973. for ( let i = 0, l = json.length; i < l; i ++ ) {
  46974. const data = json[ i ];
  46975. materials[ data.uuid ] = loader.parse( data );
  46976. }
  46977. }
  46978. return materials;
  46979. }
  46980. }
  46981. /**
  46982. * In earlier three.js versions, clipping was defined globally
  46983. * on the renderer or on material level. This special version of
  46984. * `THREE.Group` allows to encode the clipping state into the scene
  46985. * graph. Meaning if you create an instance of this group, all
  46986. * descendant 3D objects will be affected by the respective clipping
  46987. * planes.
  46988. *
  46989. * Note: `ClippingGroup` can only be used with `WebGPURenderer`.
  46990. *
  46991. * @augments Group
  46992. */
  46993. class ClippingGroup extends Group {
  46994. /**
  46995. * Constructs a new clipping group.
  46996. */
  46997. constructor() {
  46998. super();
  46999. /**
  47000. * This flag can be used for type testing.
  47001. *
  47002. * @type {Boolean}
  47003. * @readonly
  47004. * @default true
  47005. */
  47006. this.isClippingGroup = true;
  47007. /**
  47008. * An array with clipping planes.
  47009. *
  47010. * @type {Array<Plane>}
  47011. */
  47012. this.clippingPlanes = [];
  47013. /**
  47014. * Whether clipping should be enabled or not.
  47015. *
  47016. * @type {Boolean}
  47017. * @default true
  47018. */
  47019. this.enabled = true;
  47020. /**
  47021. * Whether the intersection of the clipping planes is used to clip objects, rather than their union.
  47022. *
  47023. * @type {Boolean}
  47024. * @default false
  47025. */
  47026. this.clipIntersection = false;
  47027. /**
  47028. * Whether shadows should be clipped or not.
  47029. *
  47030. * @type {Boolean}
  47031. * @default false
  47032. */
  47033. this.clipShadows = false;
  47034. }
  47035. }
  47036. export { ACESFilmicToneMapping, AONode, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightNode, AnalyticLightNode, ArrayElementNode, 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, DataArrayTexture, DataTexture, DecrementStencilOp, DecrementWrapStencilOp, 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, FunctionCallNode, FunctionNode, FunctionOverloadingNode, GLSLNodeParser, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, Group, HalfFloatType, HemisphereLight, HemisphereLightNode, IESSpotLight, IESSpotLightNode, IncrementStencilOp, IncrementWrapStencilOp, IndexNode, IndirectStorageBufferAttribute, InstanceNode, InstancedBufferAttribute, InstancedInterleavedBuffer, InstancedMeshNode, InstancedPointsNodeMaterial, 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, LuminanceAlphaFormat, LuminanceFormat, MRTNode, MatcapUVNode, Material, MaterialLoader, MaterialNode, MaterialReferenceNode, MathUtils, Matrix3, Matrix4, MaxEquation, MaxMipLevelNode, 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, PointLight, PointLightNode, PointUVNode, PointsMaterial, PointsNodeMaterial, PostProcessing, PosterizeNode, PropertyNode, QuadMesh, 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, 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, SphereGeometry, SplitNode, SpotLight, SpotLightNode, SpriteMaterial, SpriteNodeMaterial, SpriteSheetUVNode, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StackNode, StaticDrawUsage, StorageArrayElementNode, StorageBufferAttribute, StorageBufferNode, StorageInstancedBufferAttribute, StorageTexture, StorageTextureNode, 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, ZeroFactor, ZeroStencilOp, createCanvasElement, defaultBuildStages, defaultShaderStages, shaderStages, vectorComponents };
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