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  1. import {
  2. Color,
  3. FloatType,
  4. HalfFloatType,
  5. IUniform,
  6. NoBlending,
  7. NoColorSpace,
  8. NormalBlending,
  9. NoToneMapping,
  10. PCFShadowMap,
  11. Texture,
  12. Vector2,
  13. Vector4,
  14. WebGLRenderer,
  15. WebGLRenderTarget,
  16. WebGLRenderTargetOptions,
  17. } from 'three'
  18. import {EffectComposer2, IPassID, IPipelinePass, sortPasses} from '../postprocessing'
  19. import {IRenderTarget} from './RenderTarget'
  20. import {RenderTargetManager} from './RenderTargetManager'
  21. import {IShaderPropertiesUpdater} from '../materials'
  22. import {
  23. IRenderManager,
  24. IRenderManagerEvent,
  25. IRenderManagerEventTypes,
  26. type IRenderManagerOptions,
  27. IRenderManagerUpdateEvent,
  28. IScene,
  29. IWebGLRenderer,
  30. upgradeWebGLRenderer,
  31. } from '../core'
  32. import {
  33. base64ToArrayBuffer,
  34. canvasFlipY,
  35. Class,
  36. getOrCall,
  37. onChange2,
  38. serializable,
  39. serialize,
  40. ValOrArr,
  41. } from 'ts-browser-helpers'
  42. import {uiButton, uiConfig, uiFolderContainer, uiMonitor, uiSlider, uiToggle} from 'uiconfig.js'
  43. import {generateUUID, textureDataToImageData} from '../three'
  44. import {BlobExt, EXRExporter2} from '../assetmanager'
  45. import {RendererBlitOptions} from '../core/IRenderer'
  46. @serializable('RenderManager')
  47. @uiFolderContainer('Render Manager')
  48. export class RenderManager extends RenderTargetManager<IRenderManagerEvent, IRenderManagerEventTypes> implements IShaderPropertiesUpdater, IRenderManager {
  49. private readonly _isWebGL2: boolean
  50. private readonly _composer: EffectComposer2
  51. private readonly _context: WebGLRenderingContext
  52. @uiMonitor('Render Size')
  53. private readonly _renderSize = new Vector2(512, 512) // this is updated automatically.
  54. protected readonly _renderer: IWebGLRenderer<this>
  55. private _renderScale = 1.
  56. @uiConfig(undefined, {label: 'Passes'})
  57. private _passes: IPipelinePass[] = []
  58. private _pipeline: IPassID[] = []
  59. private _passesNeedsUpdate = true
  60. private _frameCount = 0
  61. private _lastTime = 0
  62. private _totalFrameCount = 0
  63. public static readonly POWER_PREFERENCE: 'high-performance' | 'low-power' | 'default' = 'high-performance'
  64. get renderer() {return this._renderer}
  65. /**
  66. * Use total frame count, if this is set to true, then frameCount won't be reset when the viewer is set to dirty.
  67. * Which will generate different random numbers for each frame during postprocessing steps. With TAA set properly, this will give a smoother result.
  68. */
  69. @uiToggle() @serialize() stableNoise = false
  70. public frameWaitTime = 0 // time to wait before next frame // used by canvas recorder //todo/
  71. protected _dirty = true
  72. /**
  73. * Set autoBuildPipeline = false to be able to set the pipeline manually.
  74. */
  75. @onChange2(RenderManager.prototype.rebuildPipeline)
  76. public autoBuildPipeline = true
  77. @uiButton('Rebuild Pipeline')
  78. rebuildPipeline(setDirty = true): void {
  79. this._passesNeedsUpdate = true
  80. if (setDirty) this._updated({change: 'rebuild'})
  81. }
  82. /**
  83. * Regenerates the render pipeline by resolving dependencies and sorting the passes.
  84. * This is called automatically when the passes are changed.
  85. */
  86. private _refreshPipeline(): IPassID[] {
  87. if (!this.autoBuildPipeline) return this._pipeline
  88. const ps = this._passes
  89. return this._pipeline = sortPasses(ps)
  90. }
  91. private _animationLoop(time: number, frame?:XRFrame) {
  92. const deltaTime = time - this._lastTime
  93. this._lastTime = time
  94. this.frameWaitTime -= deltaTime
  95. if (this.frameWaitTime > 0) return
  96. this.frameWaitTime = 0
  97. this.dispatchEvent({type: 'animationLoop', deltaTime, time, renderer: this._renderer, xrFrame: frame})
  98. }
  99. constructor({canvas, alpha = true, renderScale = 1, targetOptions}:IRenderManagerOptions) {
  100. super()
  101. this._animationLoop = this._animationLoop.bind(this)
  102. // this._xrPreAnimationLoop = this._xrPreAnimationLoop.bind(this)
  103. this._renderSize = new Vector2(canvas.clientWidth, canvas.clientHeight)
  104. this._renderScale = renderScale
  105. this._renderer = this._initWebGLRenderer(canvas, alpha)
  106. this._context = this._renderer.getContext()
  107. this._isWebGL2 = this._renderer.capabilities.isWebGL2
  108. this.resetShadows()
  109. const composerTarget = this.createTarget<WebGLRenderTarget>(targetOptions, false)
  110. composerTarget.texture.name = 'EffectComposer.rt1'
  111. this._composer = new EffectComposer2(this._renderer, composerTarget)
  112. // if (animationLoop) this.addEventListener('animationLoop', animationLoop) // todo: from viewer
  113. }
  114. protected _initWebGLRenderer(canvas: HTMLCanvasElement, alpha: boolean): IWebGLRenderer<this> {
  115. const renderer = new WebGLRenderer({
  116. canvas,
  117. antialias: false,
  118. alpha,
  119. premultipliedAlpha: false, // todo: see this, maybe use this with rgbm mode.
  120. preserveDrawingBuffer: true,
  121. powerPreference: RenderManager.POWER_PREFERENCE,
  122. })
  123. renderer.useLegacyLights = false
  124. renderer.setAnimationLoop(this._animationLoop)
  125. renderer.onContextLost = (event: WebGLContextEvent) => {
  126. this.dispatchEvent({type: 'contextLost', event})
  127. }
  128. renderer.onContextRestore = () => {
  129. // console.log('restored')
  130. this.dispatchEvent({type: 'contextRestored'})
  131. }
  132. renderer.setSize(this._renderSize.width, this._renderSize.height, false)
  133. renderer.setPixelRatio(this._renderScale)
  134. renderer.toneMapping = NoToneMapping
  135. renderer.toneMappingExposure = 1
  136. renderer.outputColorSpace = NoColorSpace // or SRGBColorSpace
  137. renderer.shadowMap.enabled = true
  138. renderer.shadowMap.type = PCFShadowMap // use? THREE.PCFShadowMap. dont use VSM if need ground: https://github.com/mrdoob/three.js/issues/17473
  139. // renderer.shadowMap.type = BasicShadowMap // use? THREE.PCFShadowMap. dont use VSM if need ground: https://github.com/mrdoob/three.js/issues/17473
  140. renderer.shadowMap.autoUpdate = false
  141. return upgradeWebGLRenderer.call(renderer, this)
  142. }
  143. setSize(width?: number, height?: number, force = false) {
  144. if (!force &&
  145. (width ? Math.abs(width - this._renderSize.width) : 0) +
  146. (height ? Math.abs(height - this._renderSize.height) : 0) < 0.1
  147. ) return
  148. if (width) this._renderSize.width = width
  149. if (height) this._renderSize.height = height
  150. if (!this.webglRenderer.xr.enabled) {
  151. this._renderer.setSize(this._renderSize.width, this._renderSize.height, false)
  152. this._renderer.setPixelRatio(this._renderScale)
  153. }
  154. this._composer.setPixelRatio(this._renderScale, false)
  155. this._composer.setSize(this._renderSize.width, this._renderSize.height)
  156. this.resizeTrackedTargets()
  157. // console.log('setSize', {...this._renderSize}, this._trackedTargets.length)
  158. this.dispatchEvent({type: 'resize'})
  159. this._updated({change: 'size', data: this._renderSize.toArray()})
  160. this.reset()
  161. }
  162. // render(scene: RenderScene): void {
  163. // const camera = scene.activeCamera
  164. // const activeScene = scene.activeScene
  165. // if(!camera) return
  166. // this._renderer.render(scene.threeScene, camera)
  167. // // todo gizmos
  168. // }
  169. render(scene: IScene, renderToScreen = true): void {
  170. if (this._passesNeedsUpdate) {
  171. this._refreshPipeline()
  172. this.refreshPasses()
  173. }
  174. for (const pass of this._passes) {
  175. if (pass.enabled && pass.beforeRender) pass.beforeRender(scene, scene.renderCamera, this)
  176. }
  177. this._composer.renderToScreen = renderToScreen
  178. this._composer.render()
  179. this._composer.renderToScreen = true
  180. if (renderToScreen) {
  181. this._frameCount += 1
  182. this._totalFrameCount += 1
  183. }
  184. this._dirty = false
  185. }
  186. onPostFrame = () => {
  187. for (const pass of this._passes) {
  188. if (pass.enabled && pass.onPostFrame) pass.onPostFrame?.(this)
  189. }
  190. }
  191. get needsRender(): boolean {
  192. this._dirty = this._dirty || this._passes.findIndex(value => getOrCall(value.dirty)) >= 0 // todo: check for enabled passes only.
  193. return this._dirty
  194. }
  195. setDirty(reset = false): void {
  196. this._dirty = true
  197. if (reset) this.reset()
  198. // do NOT call _updated from here.
  199. }
  200. reset(): void {
  201. this._frameCount = 0
  202. this._dirty = true
  203. // do NOT call _updated from here.
  204. }
  205. resetShadows(): void {
  206. this._renderer.shadowMap.needsUpdate = true
  207. }
  208. refreshPasses(): void {
  209. if (!this._passesNeedsUpdate) return
  210. this._passesNeedsUpdate = false
  211. const p = []
  212. for (const passId of this._pipeline) {
  213. const a = this._passes.find(value => value.passId === passId)
  214. if (!a) {
  215. console.warn('Unable to find pass: ', passId)
  216. continue
  217. }
  218. p.push(a)
  219. }
  220. [...this._composer.passes].forEach(p1=>this._composer.removePass(p1))
  221. p.forEach(p1=>this._composer.addPass(p1))
  222. this._updated({change: 'passRefresh'})
  223. }
  224. dispose(): void {
  225. super.dispose()
  226. this._renderer.dispose()
  227. }
  228. updateShaderProperties(material: {defines: Record<string, string|number|undefined>, uniforms: {[name: string]: IUniform}}): this {
  229. // if (material.uniforms.currentFrameCount) material.uniforms.currentFrameCount.value = this.frameCount
  230. if (!this.stableNoise) {
  231. if (material.uniforms.frameCount) material.uniforms.frameCount.value = this._totalFrameCount
  232. else console.warn('RenderManager: no uniform: frameCount')
  233. } else {
  234. if (material.uniforms.frameCount) material.uniforms.frameCount.value = this.frameCount
  235. else console.warn('RenderManager: no uniform: frameCount')
  236. }
  237. return this
  238. }
  239. // region Passes
  240. registerPass(pass: IPipelinePass, replaceId = true): void {
  241. if (replaceId) {
  242. for (const pass1 of [...this._passes]) {
  243. if (pass.passId === pass1.passId) this.unregisterPass(pass1)
  244. }
  245. }
  246. this._passes.push(pass)
  247. pass.onRegister?.(this)
  248. this.rebuildPipeline(false)
  249. this._updated({change: 'registerPass', pass})
  250. }
  251. unregisterPass(pass: IPipelinePass): void {
  252. const i = this._passes.indexOf(pass)
  253. if (i >= 0) {
  254. pass.onUnregister?.(this)
  255. this._passes.splice(i, 1)
  256. this.rebuildPipeline(false)
  257. this._updated({change: 'unregisterPass', pass})
  258. }
  259. }
  260. // endregion
  261. // region Getters and Setters
  262. get frameCount(): number {
  263. return this._frameCount
  264. }
  265. get totalFrameCount(): number {
  266. return this._totalFrameCount
  267. }
  268. resetTotalFrameCount(): void {
  269. this._totalFrameCount = 0
  270. }
  271. set pipeline(value: IPassID[]) {
  272. this._pipeline = value
  273. if (this.autoBuildPipeline) {
  274. console.warn('RenderManager: pipeline changed, but autoBuildPipeline is true. This will not have any effect.')
  275. }
  276. this.rebuildPipeline()
  277. }
  278. get pipeline(): IPassID[] {
  279. return this._pipeline
  280. }
  281. get composer(): EffectComposer2 {
  282. return this._composer
  283. }
  284. get passes(): IPipelinePass[] {
  285. return this._passes
  286. }
  287. get isWebGL2(): boolean {
  288. return this._isWebGL2
  289. }
  290. get composerTarget(): IRenderTarget {
  291. return this._composer.renderTarget1
  292. }
  293. get composerTarget2(): IRenderTarget {
  294. return this._composer.renderTarget2
  295. }
  296. get renderSize(): Vector2 {
  297. return this._renderSize
  298. }
  299. @uiSlider('Render Scale', [0.1, 8], 0.05)
  300. get renderScale(): number {
  301. return this._renderScale
  302. }
  303. set renderScale(value: number) {
  304. if (value !== this._renderScale) {
  305. this._renderScale = value
  306. this.setSize(undefined, undefined, true)
  307. }
  308. }
  309. get context(): WebGLRenderingContext {
  310. return this._context
  311. }
  312. /**
  313. * Same as {@link renderer}
  314. */
  315. get webglRenderer(): WebGLRenderer {
  316. return this._renderer
  317. }
  318. @serialize()
  319. get useLegacyLights(): boolean {
  320. return this._renderer.useLegacyLights
  321. }
  322. set useLegacyLights(v: boolean) {
  323. this._renderer.useLegacyLights = v
  324. this._updated({change: 'useLegacyLights', data: v})
  325. this.resetShadows()
  326. }
  327. get clock() {
  328. return this._composer.clock
  329. }
  330. // endregion
  331. // region Utils
  332. /**
  333. * blit - blits a texture to the screen or another render target.
  334. * @param destination - destination target, or screen if undefined or null
  335. * @param source - source Texture
  336. * @param viewport - viewport and scissor
  337. * @param material - override material
  338. * @param clear - clear before blit
  339. * @param respectColorSpace - does color space conversion when reading and writing to the target
  340. * @param blending - Note - Set to NormalBlending if transparent is set to false
  341. * @param transparent
  342. */
  343. blit(destination: IRenderTarget|undefined|null, {source, viewport, material, clear = true, respectColorSpace = false, blending = NoBlending, transparent = true}: RendererBlitOptions = {}): void {
  344. const copyPass = !respectColorSpace ? this._composer.copyPass : this._composer.copyPass2
  345. const {renderToScreen, material: oldMaterial, uniforms: oldUniforms, clear: oldClear} = copyPass
  346. if (material) {
  347. copyPass.material = material
  348. }
  349. const oldTransparent = copyPass.material.transparent
  350. const oldViewport = !destination ? this._renderer.getViewport(new Vector4()) : destination.viewport.clone()
  351. const oldScissor = !destination ? this._renderer.getScissor(new Vector4()) : destination.scissor.clone()
  352. const oldScissorTest = !destination ? this._renderer.getScissorTest() : destination.scissorTest
  353. const oldAutoClear = this._renderer.autoClear
  354. const oldTarget = this._renderer.getRenderTarget()
  355. const oldBlending = copyPass.material.blending
  356. if (viewport) {
  357. if (!destination) {
  358. this._renderer.setViewport(viewport)
  359. this._renderer.setScissor(viewport)
  360. this._renderer.setScissorTest(true)
  361. } else {
  362. destination.viewport.copy(viewport)
  363. destination.scissor.copy(viewport)
  364. destination.scissorTest = true
  365. }
  366. }
  367. this._renderer.autoClear = false
  368. copyPass.material.blending = !transparent ? NormalBlending : blending
  369. copyPass.uniforms = copyPass.material.uniforms
  370. copyPass.renderToScreen = false
  371. copyPass.clear = clear
  372. copyPass.material.transparent = transparent
  373. copyPass.material.needsUpdate = true
  374. this._renderer.renderWithModes({
  375. sceneRender: true,
  376. opaqueRender: true,
  377. shadowMapRender: false,
  378. backgroundRender: false,
  379. transparentRender: true,
  380. transmissionRender: false,
  381. }, ()=>{
  382. copyPass.render(this._renderer, <WebGLRenderTarget>destination || null, {texture: source} as any, 0, false)
  383. })
  384. copyPass.renderToScreen = renderToScreen
  385. copyPass.clear = oldClear
  386. copyPass.material = oldMaterial
  387. copyPass.uniforms = oldUniforms
  388. copyPass.material.blending = oldBlending
  389. copyPass.material.transparent = oldTransparent
  390. this._renderer.autoClear = oldAutoClear
  391. if (viewport) {
  392. if (!destination) {
  393. this._renderer.setViewport(oldViewport)
  394. this._renderer.setScissor(oldScissor)
  395. this._renderer.setScissorTest(oldScissorTest)
  396. } else {
  397. destination.viewport.copy(oldViewport)
  398. destination.scissor.copy(oldScissor)
  399. destination.scissorTest = oldScissorTest
  400. }
  401. }
  402. this._renderer.setRenderTarget(oldTarget) // todo: active cubeface etc
  403. }
  404. clearColor({r, g, b, a, target, depth = true, stencil = true, viewport}:
  405. {r?: number, g?: number, b?: number, a?: number, target?: IRenderTarget, depth?: boolean, stencil?: boolean, viewport?: Vector4}): void {
  406. const color = this._renderer.getClearColor(new Color())
  407. const alpha = this._renderer.getClearAlpha()
  408. this._renderer.setClearColor(new Color(r ?? color.r, g ?? color.g, b ?? color.b))
  409. this._renderer.setClearAlpha(a ?? alpha)
  410. const lastTarget = this._renderer.getRenderTarget()
  411. const activeCubeFace = this._renderer.getActiveCubeFace()
  412. const activeMipLevel = this._renderer.getActiveMipmapLevel()
  413. const oldViewport = !target ? this._renderer.getViewport(new Vector4()) : target.viewport.clone()
  414. const oldScissor = !target ? this._renderer.getScissor(new Vector4()) : target.scissor.clone()
  415. const oldScissorTest = !target ? this._renderer.getScissorTest() : target.scissorTest
  416. if (viewport) {
  417. if (!target) {
  418. this._renderer.setViewport(viewport)
  419. this._renderer.setScissor(viewport)
  420. this._renderer.setScissorTest(true)
  421. } else {
  422. target.viewport.copy(viewport)
  423. target.scissor.copy(viewport)
  424. target.scissorTest = true
  425. }
  426. }
  427. this._renderer.setRenderTarget((target as WebGLRenderTarget) ?? null)
  428. this._renderer.clear(true, depth, stencil)
  429. if (viewport) {
  430. if (!target) {
  431. this._renderer.setViewport(oldViewport)
  432. this._renderer.setScissor(oldScissor)
  433. this._renderer.setScissorTest(oldScissorTest)
  434. } else {
  435. target.viewport.copy(oldViewport)
  436. target.scissor.copy(oldScissor)
  437. target.scissorTest = oldScissorTest
  438. }
  439. }
  440. this._renderer.setRenderTarget(lastTarget, activeCubeFace, activeMipLevel)
  441. this._renderer.setClearColor(color)
  442. this._renderer.setClearAlpha(alpha)
  443. }
  444. /**
  445. * Converts a render target to a png/jpeg data url string.
  446. * Note: this will clamp the values to [0, 1] and converts to srgb for float and half-float render targets.
  447. * @param target
  448. * @param mimeType
  449. * @param quality
  450. */
  451. renderTargetToDataUrl(target: WebGLRenderTarget, mimeType = 'image/png', quality = 90): string {
  452. const canvas = document.createElement('canvas')
  453. canvas.width = target.width
  454. canvas.height = target.height
  455. const ctx = canvas.getContext('2d')
  456. if (!ctx) throw new Error('Unable to get 2d context')
  457. const imageData = ctx.createImageData(target.width, target.height, {colorSpace: ['display-p3', 'srgb'].includes(target.texture.colorSpace) ? <PredefinedColorSpace>target.texture.colorSpace : undefined})
  458. if (target.texture.type === HalfFloatType || target.texture.type === FloatType) {
  459. const buffer = this.renderTargetToBuffer(target)
  460. textureDataToImageData({data: buffer, width: target.width, height: target.height}, target.texture.colorSpace, imageData) // this handles converting to srgb
  461. } else {
  462. // todo: handle rgbm to srgb conversion?
  463. this._renderer.readRenderTargetPixels(target, 0, 0, target.width, target.height, imageData.data)
  464. }
  465. ctx.putImageData(imageData, 0, 0)
  466. const string = (target.texture.flipY ? canvas : canvasFlipY(canvas)).toDataURL(mimeType, quality) // intentionally inverted ternary
  467. canvas.remove()
  468. return string
  469. }
  470. /**
  471. * Rend pixels from a render target into a new Uint8Array|Uint16Array|Float32Array buffer
  472. * @param target
  473. */
  474. renderTargetToBuffer(target: WebGLRenderTarget): Uint8Array|Uint16Array|Float32Array {
  475. const buffer =
  476. target.texture.type === HalfFloatType ?
  477. new Uint16Array(target.width * target.height * 4) :
  478. target.texture.type === FloatType ?
  479. new Float32Array(target.width * target.height * 4) :
  480. new Uint8Array(target.width * target.height * 4)
  481. this._renderer.readRenderTargetPixels(target, 0, 0, target.width, target.height, buffer)
  482. return buffer
  483. }
  484. /**
  485. * Exports a render target to a blob. The type is automatically picked from exr to png based on the render target.
  486. * @param target - render target to export
  487. * @param mimeType - mime type to use.
  488. * If auto (default), then it will be picked based on the render target type.
  489. */
  490. exportRenderTarget(target: WebGLRenderTarget, mimeType = 'auto'): BlobExt {
  491. const hdrFormats = ['image/x-exr']
  492. let hdr = target.texture.type === HalfFloatType || target.texture.type === FloatType
  493. if (mimeType === 'auto') {
  494. mimeType = hdr ? 'image/x-exr' : 'image/png'
  495. }
  496. if (!hdrFormats.includes(mimeType)) hdr = false
  497. let buffer: ArrayBufferLike
  498. if (!hdr) {
  499. const url = this.renderTargetToDataUrl(target, mimeType === 'auto' ? undefined : mimeType)
  500. buffer = base64ToArrayBuffer(url.split(',')[1])
  501. mimeType = url.split(';')[0].split(':')[1]
  502. } else {
  503. if (mimeType !== 'image/x-exr') {
  504. console.warn('RenderManager: mimeType ', mimeType, ' is not supported for HDR. Using EXR instead')
  505. mimeType = 'image/x-exr'
  506. }
  507. const exporter = new EXRExporter2()
  508. buffer = exporter.parse(this._renderer, target)
  509. }
  510. const b = new Blob([buffer], {type: mimeType}) as BlobExt
  511. b.ext = mimeType === 'image/x-exr' ? 'exr' : mimeType.split('/')[1]
  512. return b
  513. }
  514. // endregion
  515. // region Events Dispatch
  516. private _updated(data?: Partial<IRenderManagerUpdateEvent>) {
  517. this.dispatchEvent({...data, type: 'update'})
  518. }
  519. // endregion
  520. protected _createTargetClass(clazz: Class<WebGLRenderTarget>, size: number[], options: WebGLRenderTargetOptions): IRenderTarget {
  521. const processNewTarget = this._processNewTarget
  522. return new class RenderTarget extends clazz implements IRenderTarget {
  523. isTemporary?: boolean
  524. sizeMultiplier?: number
  525. uuid: string
  526. readonly assetType = 'renderTarget'
  527. name = 'RenderTarget'
  528. // @ts-expect-error because WebGLRenderTarget does not have texture as array
  529. texture: ValOrArr<Texture&{_target: IRenderTarget}>
  530. constructor(public readonly renderManager: IRenderManager, ...ps: any[]) {
  531. super(...ps)
  532. this.uuid = generateUUID()
  533. const ops = ps[ps.length - 1] as WebGLRenderTargetOptions
  534. if (Array.isArray(this.texture)) {
  535. this.texture.forEach(t => {
  536. if (ops.colorSpace !== undefined) t.colorSpace = ops.colorSpace
  537. t._target = this
  538. t.toJSON = () => {
  539. console.warn('Multiple render target texture.toJSON not supported yet.')
  540. return {}
  541. }
  542. })
  543. } else {
  544. this.texture._target = this
  545. this.texture.toJSON = () => ({ // todo use readRenderTargetPixels as data url or data buffer.
  546. isRenderTargetTexture: true,
  547. }) // so that it doesn't get serialized
  548. }
  549. }
  550. setSize(w: number, h: number, depth?: number) {
  551. super.setSize(Math.floor(w), Math.floor(h), depth)
  552. // console.log('setSize', w, h, depth)
  553. return this
  554. }
  555. clone(trackTarget = true): any {
  556. if (this.isTemporary) throw 'Cloning temporary render targets not supported'
  557. if (Array.isArray(this.texture)) throw 'Cloning multiple render targets not supported'
  558. // Note: todo: webgl render target.clone messes up the texture, by not copying isRenderTargetTexture prop and maybe some other stuff. So its better to just create a new one
  559. const cloned = super.clone() as IRenderTarget
  560. const tex = cloned.texture
  561. if (Array.isArray(tex)) tex.forEach(t => t.isRenderTargetTexture = true)
  562. else tex.isRenderTargetTexture = true
  563. return processNewTarget(cloned, this.sizeMultiplier || 1, trackTarget)
  564. }
  565. }(this, ...size, options)
  566. }
  567. /**
  568. * @deprecated use renderScale instead
  569. */
  570. get displayCanvasScaling() {
  571. console.error('displayCanvasScaling is deprecated, use renderScale instead')
  572. return this.renderScale
  573. }
  574. /**
  575. * @deprecated use renderScale instead
  576. */
  577. set displayCanvasScaling(value) {
  578. console.error('displayCanvasScaling is deprecated, use renderScale instead')
  579. this.renderScale = value
  580. }
  581. }