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import { Camera } from './../cameras/Camera';
import { WebGLExtensions } from './webgl/WebGLExtensions';
import { WebGLInfo } from './webgl/WebGLInfo';
import { WebGLShadowMap } from './webgl/WebGLShadowMap';
import { WebGLCapabilities } from './webgl/WebGLCapabilities';
import { WebGLProperties } from './webgl/WebGLProperties';
import { WebGLRenderLists } from './webgl/WebGLRenderLists';
import { WebGLState } from './webgl/WebGLState';
import { Vector2 } from './../math/Vector2';
import { Vector4 } from './../math/Vector4';
import { Color } from './../math/Color';
import { WebGLRenderTarget } from './WebGLRenderTarget';
import { WebGLMultipleRenderTargets } from './WebGLMultipleRenderTargets';
import { Object3D } from './../core/Object3D';
import { Material } from './../materials/Material';
import { ToneMapping, ShadowMapType, CullFace, TextureEncoding } from '../constants';
import { WebXRManager } from '../renderers/webxr/WebXRManager';
import { BufferGeometry } from './../core/BufferGeometry';
import { Texture } from '../textures/Texture';
import { Data3DTexture } from '../textures/Data3DTexture';
import { XRAnimationLoopCallback } from './webxr/WebXR';
import { Vector3 } from '../math/Vector3';
import { Box3 } from '../math/Box3';
import { DataArrayTexture } from '../textures/DataArrayTexture';
import { ColorRepresentation } from '../utils';
export interface Renderer {
domElement: HTMLCanvasElement;
render(scene: Object3D, camera: Camera): void;
setSize(width: number, height: number, updateStyle?: boolean): void;
}
/** This is only available in worker JS contexts, not the DOM. */
// tslint:disable-next-line:no-empty-interface
export interface OffscreenCanvas extends EventTarget {}
export interface WebGLRendererParameters {
/**
* A Canvas where the renderer draws its output.
*/
canvas?: HTMLCanvasElement | OffscreenCanvas | undefined;
/**
* A WebGL Rendering Context.
* (https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext)
* Default is null
*/
context?: WebGLRenderingContext | undefined;
/**
* shader precision. Can be "highp", "mediump" or "lowp".
*/
precision?: string | undefined;
/**
* default is false.
*/
alpha?: boolean | undefined;
/**
* default is true.
*/
premultipliedAlpha?: boolean | undefined;
/**
* default is false.
*/
antialias?: boolean | undefined;
/**
* default is true.
*/
stencil?: boolean | undefined;
/**
* default is false.
*/
preserveDrawingBuffer?: boolean | undefined;
/**
* Can be "high-performance", "low-power" or "default"
*/
powerPreference?: string | undefined;
/**
* default is true.
*/
depth?: boolean | undefined;
/**
* default is false.
*/
logarithmicDepthBuffer?: boolean | undefined;
/**
* default is false.
*/
failIfMajorPerformanceCaveat?: boolean | undefined;
}
export interface WebGLDebug {
/**
* Enables error checking and reporting when shader programs are being compiled.
*/
checkShaderErrors: boolean;
}
/**
* The WebGL renderer displays your beautifully crafted scenes using WebGL, if your device supports it.
* This renderer has way better performance than CanvasRenderer.
*
* see {@link https://github.com/mrdoob/three.js/blob/master/src/renderers/WebGLRenderer.js|src/renderers/WebGLRenderer.js}
*/
export class WebGLRenderer implements Renderer {
/**
* parameters is an optional object with properties defining the renderer's behaviour.
* The constructor also accepts no parameters at all.
* In all cases, it will assume sane defaults when parameters are missing.
*/
constructor(parameters?: WebGLRendererParameters);
/**
* A Canvas where the renderer draws its output.
* This is automatically created by the renderer in the constructor (if not provided already); you just need to add it to your page.
* @default document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' )
*/
domElement: HTMLCanvasElement;
/**
* The HTML5 Canvas's 'webgl' context obtained from the canvas where the renderer will draw.
*/
context: WebGLRenderingContext;
/**
* Defines whether the renderer should automatically clear its output before rendering.
* @default true
*/
autoClear: boolean;
/**
* If autoClear is true, defines whether the renderer should clear the color buffer. Default is true.
* @default true
*/
autoClearColor: boolean;
/**
* If autoClear is true, defines whether the renderer should clear the depth buffer. Default is true.
* @default true
*/
autoClearDepth: boolean;
/**
* If autoClear is true, defines whether the renderer should clear the stencil buffer. Default is true.
* @default true
*/
autoClearStencil: boolean;
/**
* Debug configurations.
* @default { checkShaderErrors: true }
*/
debug: WebGLDebug;
/**
* Defines whether the renderer should sort objects. Default is true.
* @default true
*/
sortObjects: boolean;
/**
* @default []
*/
clippingPlanes: any[];
/**
* @default false
*/
localClippingEnabled: boolean;
extensions: WebGLExtensions;
/**
* Default is LinearEncoding.
* @default THREE.LinearEncoding
*/
outputEncoding: TextureEncoding;
/**
* @default false
*/
physicallyCorrectLights: boolean;
/**
* @default THREE.NoToneMapping
*/
toneMapping: ToneMapping;
/**
* @default 1
*/
toneMappingExposure: number;
info: WebGLInfo;
shadowMap: WebGLShadowMap;
pixelRatio: number;
capabilities: WebGLCapabilities;
properties: WebGLProperties;
renderLists: WebGLRenderLists;
state: WebGLState;
xr: WebXRManager;
/**
* Return the WebGL context.
*/
getContext(): WebGLRenderingContext | WebGL2RenderingContext;
getContextAttributes(): any;
forceContextLoss(): void;
forceContextRestore(): void;
/**
* @deprecated Use {@link WebGLCapabilities#getMaxAnisotropy .capabilities.getMaxAnisotropy()} instead.
*/
getMaxAnisotropy(): number;
/**
* @deprecated Use {@link WebGLCapabilities#precision .capabilities.precision} instead.
*/
getPrecision(): string;
getPixelRatio(): number;
setPixelRatio(value: number): void;
getDrawingBufferSize(target: Vector2): Vector2;
setDrawingBufferSize(width: number, height: number, pixelRatio: number): void;
getSize(target: Vector2): Vector2;
/**
* Resizes the output canvas to (width, height), and also sets the viewport to fit that size, starting in (0, 0).
*/
setSize(width: number, height: number, updateStyle?: boolean): void;
getCurrentViewport(target: Vector4): Vector4;
/**
* Copies the viewport into target.
*/
getViewport(target: Vector4): Vector4;
/**
* Sets the viewport to render from (x, y) to (x + width, y + height).
* (x, y) is the lower-left corner of the region.
*/
setViewport(x: Vector4 | number, y?: number, width?: number, height?: number): void;
/**
* Copies the scissor area into target.
*/
getScissor(target: Vector4): Vector4;
/**
* Sets the scissor area from (x, y) to (x + width, y + height).
*/
setScissor(x: Vector4 | number, y?: number, width?: number, height?: number): void;
/**
* Returns true if scissor test is enabled; returns false otherwise.
*/
getScissorTest(): boolean;
/**
* Enable the scissor test. When this is enabled, only the pixels within the defined scissor area will be affected by further renderer actions.
*/
setScissorTest(enable: boolean): void;
/**
* Sets the custom opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function.
*/
setOpaqueSort(method: (a: any, b: any) => number): void;
/**
* Sets the custom transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function.
*/
setTransparentSort(method: (a: any, b: any) => number): void;
/**
* Returns a THREE.Color instance with the current clear color.
*/
getClearColor(target: Color): Color;
/**
* Sets the clear color, using color for the color and alpha for the opacity.
*/
setClearColor(color: ColorRepresentation, alpha?: number): void;
/**
* Returns a float with the current clear alpha. Ranges from 0 to 1.
*/
getClearAlpha(): number;
setClearAlpha(alpha: number): void;
/**
* Tells the renderer to clear its color, depth or stencil drawing buffer(s).
* Arguments default to true
*/
clear(color?: boolean, depth?: boolean, stencil?: boolean): void;
clearColor(): void;
clearDepth(): void;
clearStencil(): void;
clearTarget(renderTarget: WebGLRenderTarget, color: boolean, depth: boolean, stencil: boolean): void;
/**
* @deprecated Use {@link WebGLState#reset .state.reset()} instead.
*/
resetGLState(): void;
dispose(): void;
renderBufferDirect(camera: Camera, scene: Scene, geometry: BufferGeometry, material: Material, object: Object3D, geometryGroup: any): void;
/**
* A build in function that can be used instead of requestAnimationFrame. For WebXR projects this function must be used.
* @param callback The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.
*/
setAnimationLoop(callback: XRAnimationLoopCallback | null): void;
/**
* @deprecated Use {@link WebGLRenderer#setAnimationLoop .setAnimationLoop()} instead.
*/
animate(callback: () => void): void;
/**
* Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.
*/
compile(scene: Object3D, camera: Camera): void;
/**
* Render a scene or an object using a camera.
* The render is done to a previously specified {@link WebGLRenderTarget#renderTarget .renderTarget} set by calling
* {@link WebGLRenderer#setRenderTarget .setRenderTarget} or to the canvas as usual.
*
* By default render buffers are cleared before rendering but you can prevent this by setting the property
* {@link WebGLRenderer#autoClear autoClear} to false. If you want to prevent only certain buffers being cleared
* you can set either the {@link WebGLRenderer#autoClearColor autoClearColor},
* {@link WebGLRenderer#autoClearStencil autoClearStencil} or {@link WebGLRenderer#autoClearDepth autoClearDepth}
* properties to false. To forcibly clear one ore more buffers call {@link WebGLRenderer#clear .clear}.
*/
render(scene: Object3D, camera: Camera): void;
/**
* Returns the current active cube face.
*/
getActiveCubeFace(): number;
/**
* Returns the current active mipmap level.
*/
getActiveMipmapLevel(): number;
/**
* Returns the current render target. If no render target is set, null is returned.
*/
getRenderTarget(): WebGLRenderTarget | null;
/**
* @deprecated Use {@link WebGLRenderer#getRenderTarget .getRenderTarget()} instead.
*/
getCurrentRenderTarget(): WebGLRenderTarget | null;
/**
* Sets the active render target.
*
* @param renderTarget The {@link WebGLRenderTarget renderTarget} that needs to be activated. When `null` is given, the canvas is set as the active render target instead.
* @param activeCubeFace Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of {@link WebGLCubeRenderTarget}.
* @param activeMipmapLevel Specifies the active mipmap level.
*/
setRenderTarget(renderTarget: WebGLRenderTarget | WebGLMultipleRenderTargets | null, activeCubeFace?: number, activeMipmapLevel?: number): void;
readRenderTargetPixels(
renderTarget: WebGLRenderTarget | WebGLMultipleRenderTargets,
x: number,
y: number,
width: number,
height: number,
buffer: any,
activeCubeFaceIndex?: number
): void;
/**
* Copies a region of the currently bound framebuffer into the selected mipmap level of the selected texture.
* This region is defined by the size of the destination texture's mip level, offset by the input position.
*
* @param position Specifies the pixel offset from which to copy out of the framebuffer.
* @param texture Specifies the destination texture.
* @param level Specifies the destination mipmap level of the texture.
*/
copyFramebufferToTexture(position: Vector2, texture: Texture, level?: number): void;
/**
* Copies srcTexture to the specified level of dstTexture, offset by the input position.
*
* @param position Specifies the pixel offset into the dstTexture where the copy will occur.
* @param srcTexture Specifies the source texture.
* @param dstTexture Specifies the destination texture.
* @param level Specifies the destination mipmap level of the texture.
*/
copyTextureToTexture(position: Vector2, srcTexture: Texture, dstTexture: Texture, level?: number): void;
/**
* Copies the pixels of a texture in the bounds sourceBox in the desination texture starting from the given position.
* @param sourceBox Specifies the bounds
* @param position Specifies the pixel offset into the dstTexture where the copy will occur.
* @param srcTexture Specifies the source texture.
* @param dstTexture Specifies the destination texture.
* @param level Specifies the destination mipmap level of the texture.
*/
copyTextureToTexture3D(sourceBox: Box3, position: Vector3, srcTexture: Texture, dstTexture: Data3DTexture | DataArrayTexture, level?: number): void;
/**
* Initializes the given texture. Can be used to preload a texture rather than waiting until first render (which can cause noticeable lags due to decode and GPU upload overhead).
*
* @param texture The texture to Initialize.
*/
initTexture(texture: Texture): void;
/**
* Can be used to reset the internal WebGL state.
*/
resetState(): void;
/**
* @deprecated Use {@link WebGLRenderer#xr .xr} instead.
*/
vr: boolean;
/**
* @deprecated Use {@link WebGLShadowMap#enabled .shadowMap.enabled} instead.
*/
shadowMapEnabled: boolean;
/**
* @deprecated Use {@link WebGLShadowMap#type .shadowMap.type} instead.
*/
shadowMapType: ShadowMapType;
/**
* @deprecated Use {@link WebGLShadowMap#cullFace .shadowMap.cullFace} instead.
*/
shadowMapCullFace: CullFace;
/**
* @deprecated Use {@link WebGLExtensions#get .extensions.get( 'OES_texture_float' )} instead.
*/
supportsFloatTextures(): any;
/**
* @deprecated Use {@link WebGLExtensions#get .extensions.get( 'OES_texture_half_float' )} instead.
*/
supportsHalfFloatTextures(): any;
/**
* @deprecated Use {@link WebGLExtensions#get .extensions.get( 'OES_standard_derivatives' )} instead.
*/
supportsStandardDerivatives(): any;
/**
* @deprecated Use {@link WebGLExtensions#get .extensions.get( 'WEBGL_compressed_texture_s3tc' )} instead.
*/
supportsCompressedTextureS3TC(): any;
/**
* @deprecated Use {@link WebGLExtensions#get .extensions.get( 'WEBGL_compressed_texture_pvrtc' )} instead.
*/
supportsCompressedTexturePVRTC(): any;
/**
* @deprecated Use {@link WebGLExtensions#get .extensions.get( 'EXT_blend_minmax' )} instead.
*/
supportsBlendMinMax(): any;
/**
* @deprecated Use {@link WebGLCapabilities#vertexTextures .capabilities.vertexTextures} instead.
*/
supportsVertexTextures(): any;
/**
* @deprecated Use {@link WebGLExtensions#get .extensions.get( 'ANGLE_instanced_arrays' )} instead.
*/
supportsInstancedArrays(): any;
/**
* @deprecated Use {@link WebGLRenderer#setScissorTest .setScissorTest()} instead.
*/
enableScissorTest(boolean: any): any;
}
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