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RenderPass.js
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320 lines (214 loc) · 5.9 KB
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import { OverrideMaterialManager } from "../core/OverrideMaterialManager";
import { ClearPass } from "./ClearPass";
import { Pass } from "./Pass";
/**
* A pass that renders a given scene into the input buffer or to screen.
*
* This pass uses a {@link ClearPass} to clear the target buffer.
*/
export class RenderPass extends Pass {
/**
* Constructs a new render pass.
*
* @param {Scene} scene - The scene to render.
* @param {Camera} camera - The camera to use to render the scene.
* @param {Material} [overrideMaterial=null] - An override material.
*/
constructor(scene, camera, overrideMaterial = null) {
super("RenderPass", scene, camera);
this.needsSwap = false;
/**
* A clear pass.
*
* @type {ClearPass}
*/
this.clearPass = new ClearPass();
/**
* An override material manager.
*
* @type {OverrideMaterialManager}
* @private
*/
this.overrideMaterialManager = (overrideMaterial === null) ? null : new OverrideMaterialManager(overrideMaterial);
/**
* Indicates whether the scene background should be ignored.
*
* @type {Boolean}
*/
this.ignoreBackground = false;
/**
* Indicates whether the shadow map auto update should be skipped.
*
* @type {Boolean}
*/
this.skipShadowMapUpdate = false;
/**
* A selection of objects to render.
*
* @type {Selection}
*/
this.selection = null;
}
get renderToScreen() {
return super.renderToScreen;
}
set renderToScreen(value) {
super.renderToScreen = value;
this.clearPass.renderToScreen = value;
}
/**
* The current override material.
*
* @type {Material}
*/
get overrideMaterial() {
const manager = this.overrideMaterialManager;
return (manager !== null) ? manager.material : null;
}
set overrideMaterial(value) {
const manager = this.overrideMaterialManager;
if(value !== null) {
if(manager !== null) {
manager.setMaterial(value);
} else {
this.overrideMaterialManager = new OverrideMaterialManager(value);
}
} else if(manager !== null) {
manager.dispose();
this.overrideMaterialManager = null;
}
}
/**
* Returns the current override material.
*
* @deprecated Use overrideMaterial instead.
* @return {Material} The material.
*/
getOverrideMaterial() {
return this.overrideMaterial;
}
/**
* Sets the override material.
*
* @deprecated Use overrideMaterial instead.
* @return {Material} value - The material.
*/
setOverrideMaterial(value) {
this.overrideMaterial = value;
}
/**
* Indicates whether the target buffer should be cleared before rendering.
*
* @type {Boolean}
* @deprecated Use clearPass.enabled instead.
*/
get clear() {
return this.clearPass.enabled;
}
set clear(value) {
this.clearPass.enabled = value;
}
/**
* Returns the selection. Default is `null` (no restriction).
*
* @deprecated Use selection instead.
* @return {Selection} The selection.
*/
getSelection() {
return this.selection;
}
/**
* Sets the selection. Set to `null` to disable.
*
* @deprecated Use selection instead.
* @param {Selection} value - The selection.
*/
setSelection(value) {
this.selection = value;
}
/**
* Indicates whether the scene background is disabled.
*
* @deprecated Use ignoreBackground instead.
* @return {Boolean} Whether the scene background is disabled.
*/
isBackgroundDisabled() {
return this.ignoreBackground;
}
/**
* Enables or disables the scene background.
*
* @deprecated Use ignoreBackground instead.
* @param {Boolean} value - Whether the scene background should be disabled.
*/
setBackgroundDisabled(value) {
this.ignoreBackground = value;
}
/**
* Indicates whether the shadow map auto update is disabled.
*
* @deprecated Use skipShadowMapUpdate instead.
* @return {Boolean} Whether the shadow map update is disabled.
*/
isShadowMapDisabled() {
return this.skipShadowMapUpdate;
}
/**
* Enables or disables the shadow map auto update.
*
* @deprecated Use skipShadowMapUpdate instead.
* @param {Boolean} value - Whether the shadow map auto update should be disabled.
*/
setShadowMapDisabled(value) {
this.skipShadowMapUpdate = value;
}
/**
* Returns the clear pass.
*
* @deprecated Use clearPass.enabled instead.
* @return {ClearPass} The clear pass.
*/
getClearPass() {
return this.clearPass;
}
/**
* Renders the scene.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {
const scene = this.scene;
const camera = this.camera;
const selection = this.selection;
const mask = camera.layers.mask;
const background = scene.background;
const shadowMapAutoUpdate = renderer.shadowMap.autoUpdate;
const renderTarget = this.renderToScreen ? null : inputBuffer;
if(selection !== null) {
camera.layers.set(selection.getLayer());
}
if(this.skipShadowMapUpdate) {
renderer.shadowMap.autoUpdate = false;
}
if(this.ignoreBackground || this.clearPass.overrideClearColor !== null) {
scene.background = null;
}
if(this.clearPass.enabled) {
this.clearPass.render(renderer, inputBuffer);
}
renderer.setRenderTarget(renderTarget);
if(this.overrideMaterialManager !== null) {
this.overrideMaterialManager.render(renderer, scene, camera);
} else {
renderer.render(scene, camera);
}
// Restore original values.
camera.layers.mask = mask;
scene.background = background;
renderer.shadowMap.autoUpdate = shadowMapAutoUpdate;
}
}