starry / backend /libs /three /renderers /webgl /WebGLRenderStates.js
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feat: add Python ML services (CPU mode) with model download
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import { WebGLLights } from './WebGLLights.js';
function WebGLRenderState(extensions, capabilities) {
const lights = new WebGLLights(extensions, capabilities);
const lightsArray = [];
const shadowsArray = [];
function init() {
lightsArray.length = 0;
shadowsArray.length = 0;
}
function pushLight(light) {
lightsArray.push(light);
}
function pushShadow(shadowLight) {
shadowsArray.push(shadowLight);
}
function setupLights(physicallyCorrectLights) {
lights.setup(lightsArray, physicallyCorrectLights);
}
function setupLightsView(camera) {
lights.setupView(lightsArray, camera);
}
const state = {
lightsArray: lightsArray,
shadowsArray: shadowsArray,
lights: lights,
};
return {
init: init,
state: state,
setupLights: setupLights,
setupLightsView: setupLightsView,
pushLight: pushLight,
pushShadow: pushShadow,
};
}
function WebGLRenderStates(extensions, capabilities) {
let renderStates = new WeakMap();
function get(scene, renderCallDepth = 0) {
let renderState;
if (renderStates.has(scene) === false) {
renderState = new WebGLRenderState(extensions, capabilities);
renderStates.set(scene, [renderState]);
} else {
if (renderCallDepth >= renderStates.get(scene).length) {
renderState = new WebGLRenderState(extensions, capabilities);
renderStates.get(scene).push(renderState);
} else {
renderState = renderStates.get(scene)[renderCallDepth];
}
}
return renderState;
}
function dispose() {
renderStates = new WeakMap();
}
return {
get: get,
dispose: dispose,
};
}
export { WebGLRenderStates };