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RenderManager.ts 26KB

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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. WebGLMultipleRenderTargets,
  15. WebGLRenderer,
  16. WebGLRenderTarget,
  17. WebGLRenderTargetOptions,
  18. } from 'three'
  19. import {EffectComposer2, IPassID, IPipelinePass, sortPasses} from '../postprocessing'
  20. import {IRenderTarget} from './RenderTarget'
  21. import {RenderTargetManager} from './RenderTargetManager'
  22. import {IShaderPropertiesUpdater} from '../materials'
  23. import {
  24. IRenderManager,
  25. IRenderManagerEvent,
  26. IRenderManagerEventTypes,
  27. type IRenderManagerOptions,
  28. IRenderManagerUpdateEvent,
  29. IScene,
  30. IWebGLRenderer,
  31. upgradeWebGLRenderer,
  32. } from '../core'
  33. import {
  34. base64ToArrayBuffer,
  35. canvasFlipY,
  36. Class,
  37. getOrCall,
  38. onChange2,
  39. serializable,
  40. serialize,
  41. ValOrArr,
  42. } from 'ts-browser-helpers'
  43. import {uiButton, uiConfig, uiFolderContainer, uiMonitor, uiSlider, uiToggle} from 'uiconfig.js'
  44. import {generateUUID, textureDataToImageData} from '../three'
  45. import {BlobExt, EXRExporter2} from '../assetmanager'
  46. import {RendererBlitOptions} from '../core/IRenderer'
  47. @serializable('RenderManager')
  48. @uiFolderContainer('Render Manager')
  49. export class RenderManager extends RenderTargetManager<IRenderManagerEvent, IRenderManagerEventTypes> implements IShaderPropertiesUpdater, IRenderManager {
  50. private readonly _isWebGL2: boolean
  51. private readonly _composer: EffectComposer2
  52. private readonly _context: WebGLRenderingContext
  53. @uiMonitor('Render Size')
  54. private readonly _renderSize = new Vector2(512, 512) // this is updated automatically.
  55. protected readonly _renderer: IWebGLRenderer<this>
  56. private _renderScale = 1.
  57. @uiSlider('Render Scale', [0.1, 8], 0.05) // keep here in code so its at the top in the UI
  58. get renderScale(): number {
  59. return this._renderScale
  60. }
  61. set renderScale(value: number) {
  62. if (value !== this._renderScale) {
  63. this._renderScale = value
  64. this.setSize(undefined, undefined, true)
  65. }
  66. }
  67. @uiConfig(undefined, {label: 'Passes'})
  68. private _passes: IPipelinePass[] = []
  69. private _pipeline: IPassID[] = []
  70. private _passesNeedsUpdate = true
  71. private _frameCount = 0
  72. private _lastTime = 0
  73. private _totalFrameCount = 0
  74. public static readonly POWER_PREFERENCE: 'high-performance' | 'low-power' | 'default' = 'high-performance'
  75. get renderer() {return this._renderer}
  76. /**
  77. * Use total frame count, if this is set to true, then frameCount won't be reset when the viewer is set to dirty.
  78. * Which will generate different random numbers for each frame during postprocessing steps. With TAA set properly, this will give a smoother result.
  79. */
  80. @uiToggle() @serialize() stableNoise = false
  81. public frameWaitTime = 0 // time to wait before next frame // used by canvas recorder //todo/
  82. protected _dirty = true
  83. /**
  84. * Set autoBuildPipeline = false to be able to set the pipeline manually.
  85. */
  86. @onChange2(RenderManager.prototype.rebuildPipeline)
  87. public autoBuildPipeline = true
  88. @uiButton('Rebuild Pipeline')
  89. rebuildPipeline(setDirty = true): void {
  90. this._passesNeedsUpdate = true
  91. if (setDirty) this._updated({change: 'rebuild'})
  92. }
  93. /**
  94. * Regenerates the render pipeline by resolving dependencies and sorting the passes.
  95. * This is called automatically when the passes are changed.
  96. */
  97. private _refreshPipeline(): IPassID[] {
  98. if (!this.autoBuildPipeline) return this._pipeline
  99. const ps = this._passes
  100. return this._pipeline = sortPasses(ps)
  101. }
  102. private _animationLoop(time: number, frame?:XRFrame) {
  103. const deltaTime = time - this._lastTime
  104. this._lastTime = time
  105. this.frameWaitTime -= deltaTime
  106. if (this.frameWaitTime > 0) return
  107. this.frameWaitTime = 0
  108. this.dispatchEvent({type: 'animationLoop', deltaTime, time, renderer: this._renderer, xrFrame: frame})
  109. }
  110. constructor({canvas, alpha = true, renderScale = 1, targetOptions}:IRenderManagerOptions) {
  111. super()
  112. this._animationLoop = this._animationLoop.bind(this)
  113. // this._xrPreAnimationLoop = this._xrPreAnimationLoop.bind(this)
  114. this._renderSize = new Vector2(canvas.clientWidth, canvas.clientHeight)
  115. this._renderScale = renderScale
  116. this._renderer = this._initWebGLRenderer(canvas, alpha)
  117. this._context = this._renderer.getContext()
  118. this._isWebGL2 = this._renderer.capabilities.isWebGL2
  119. this.resetShadows()
  120. const composerTarget = this.createTarget<WebGLRenderTarget>(targetOptions, false)
  121. composerTarget.texture.name = 'EffectComposer.rt1'
  122. this._composer = new EffectComposer2(this._renderer, composerTarget)
  123. // if (animationLoop) this.addEventListener('animationLoop', animationLoop) // todo: from viewer
  124. }
  125. protected _initWebGLRenderer(canvas: HTMLCanvasElement, alpha: boolean): IWebGLRenderer<this> {
  126. const renderer = new WebGLRenderer({
  127. canvas,
  128. antialias: false,
  129. alpha,
  130. premultipliedAlpha: false, // todo: see this, maybe use this with rgbm mode.
  131. preserveDrawingBuffer: true,
  132. powerPreference: RenderManager.POWER_PREFERENCE,
  133. })
  134. // renderer.info.autoReset = false // Not supported by ExtendedRenderPass
  135. renderer.useLegacyLights = false
  136. renderer.setAnimationLoop(this._animationLoop)
  137. renderer.onContextLost = (event: WebGLContextEvent) => {
  138. this.dispatchEvent({type: 'contextLost', event})
  139. }
  140. renderer.onContextRestore = () => {
  141. // console.log('restored')
  142. this.dispatchEvent({type: 'contextRestored'})
  143. }
  144. renderer.setSize(this._renderSize.width, this._renderSize.height, false)
  145. renderer.setPixelRatio(this._renderScale)
  146. renderer.toneMapping = NoToneMapping
  147. renderer.toneMappingExposure = 1
  148. renderer.outputColorSpace = NoColorSpace // or SRGBColorSpace
  149. renderer.shadowMap.enabled = true
  150. renderer.shadowMap.type = PCFShadowMap // use? THREE.PCFShadowMap. dont use VSM if need ground: https://github.com/mrdoob/three.js/issues/17473
  151. // renderer.shadowMap.type = BasicShadowMap // use? THREE.PCFShadowMap. dont use VSM if need ground: https://github.com/mrdoob/three.js/issues/17473
  152. renderer.shadowMap.autoUpdate = false
  153. return upgradeWebGLRenderer.call(renderer, this)
  154. }
  155. setSize(width?: number, height?: number, force = false) {
  156. if (!force &&
  157. (width ? Math.abs(width - this._renderSize.width) : 0) +
  158. (height ? Math.abs(height - this._renderSize.height) : 0) < 0.1
  159. ) return
  160. if (width) this._renderSize.width = width
  161. if (height) this._renderSize.height = height
  162. if (!(this.webglRenderer.xr.enabled && this.webglRenderer.xr.isPresenting)) {
  163. this._renderer.setSize(this._renderSize.width, this._renderSize.height, false)
  164. this._renderer.setPixelRatio(this._renderScale)
  165. }
  166. this._composer.setPixelRatio(this._renderScale, false)
  167. this._composer.setSize(this._renderSize.width, this._renderSize.height)
  168. this.resizeTrackedTargets()
  169. // console.log('setSize', {...this._renderSize}, this._trackedTargets.length)
  170. this.dispatchEvent({type: 'resize'})
  171. this._updated({change: 'size', data: this._renderSize.toArray()})
  172. this.reset()
  173. }
  174. // render(scene: RenderScene): void {
  175. // const camera = scene.activeCamera
  176. // const activeScene = scene.activeScene
  177. // if(!camera) return
  178. // this._renderer.render(scene.threeScene, camera)
  179. // // todo gizmos
  180. // }
  181. /**
  182. * Default value for renderToScreen in {@link render}
  183. */
  184. defaultRenderToScreen = true
  185. render(scene: IScene, renderToScreen?: boolean): void {
  186. if (this._passesNeedsUpdate) {
  187. this._refreshPipeline()
  188. this.refreshPasses()
  189. }
  190. for (const pass of this._passes) {
  191. if (pass.enabled && pass.beforeRender) pass.beforeRender(scene, scene.renderCamera, this)
  192. }
  193. this._composer.renderToScreen = renderToScreen ?? this.defaultRenderToScreen
  194. this._composer.render()
  195. this._composer.renderToScreen = true
  196. if (renderToScreen) {
  197. this._frameCount += 1
  198. this._totalFrameCount += 1
  199. }
  200. this._dirty = false
  201. }
  202. onPostFrame = () => {
  203. for (const pass of this._passes) {
  204. if (pass.enabled && pass.onPostFrame) pass.onPostFrame?.(this)
  205. }
  206. }
  207. get needsRender(): boolean {
  208. this._dirty = this._dirty || this._passes.findIndex(value => getOrCall(value.dirty)) >= 0 // todo: check for enabled passes only.
  209. return this._dirty
  210. }
  211. setDirty(reset = false): void {
  212. this._dirty = true
  213. if (reset) this.reset()
  214. // do NOT call _updated from here.
  215. }
  216. reset(): void {
  217. this._frameCount = 0
  218. this._dirty = true
  219. // do NOT call _updated from here.
  220. }
  221. resetShadows(): void {
  222. this._renderer.shadowMap.needsUpdate = true
  223. }
  224. refreshPasses(): void {
  225. if (!this._passesNeedsUpdate) return
  226. this._passesNeedsUpdate = false
  227. const p = []
  228. for (const passId of this._pipeline) {
  229. const a = this._passes.find(value => value.passId === passId)
  230. if (!a) {
  231. console.warn('Unable to find pass: ', passId)
  232. continue
  233. }
  234. p.push(a)
  235. }
  236. [...this._composer.passes].forEach(p1=>this._composer.removePass(p1))
  237. p.forEach(p1=>this._composer.addPass(p1))
  238. this._updated({change: 'passRefresh'})
  239. }
  240. dispose(): void {
  241. super.dispose()
  242. this._renderer.dispose()
  243. }
  244. updateShaderProperties(material: {defines: Record<string, string|number|undefined>, uniforms: {[name: string]: IUniform}}): this {
  245. // if (material.uniforms.currentFrameCount) material.uniforms.currentFrameCount.value = this.frameCount
  246. if (!this.stableNoise) {
  247. if (material.uniforms.frameCount) material.uniforms.frameCount.value = this._totalFrameCount
  248. else console.warn('RenderManager: no uniform: frameCount')
  249. } else {
  250. if (material.uniforms.frameCount) material.uniforms.frameCount.value = this.frameCount
  251. else console.warn('RenderManager: no uniform: frameCount')
  252. }
  253. return this
  254. }
  255. // region Passes
  256. registerPass(pass: IPipelinePass, replaceId = true): void {
  257. if (replaceId) {
  258. for (const pass1 of [...this._passes]) {
  259. if (pass.passId === pass1.passId) this.unregisterPass(pass1)
  260. }
  261. }
  262. this._passes.push(pass)
  263. pass.onRegister?.(this)
  264. this.rebuildPipeline(false)
  265. this._updated({change: 'registerPass', pass})
  266. }
  267. unregisterPass(pass: IPipelinePass): void {
  268. const i = this._passes.indexOf(pass)
  269. if (i >= 0) {
  270. pass.onUnregister?.(this)
  271. this._passes.splice(i, 1)
  272. this.rebuildPipeline(false)
  273. this._updated({change: 'unregisterPass', pass})
  274. }
  275. }
  276. // endregion
  277. // region Getters and Setters
  278. get frameCount(): number {
  279. return this._frameCount
  280. }
  281. get totalFrameCount(): number {
  282. return this._totalFrameCount
  283. }
  284. resetTotalFrameCount(): void {
  285. this._totalFrameCount = 0
  286. }
  287. set pipeline(value: IPassID[]) {
  288. this._pipeline = value
  289. if (this.autoBuildPipeline) {
  290. console.warn('RenderManager: pipeline changed, but autoBuildPipeline is true. This will not have any effect.')
  291. }
  292. this.rebuildPipeline()
  293. }
  294. get pipeline(): IPassID[] {
  295. return this._pipeline
  296. }
  297. get composer(): EffectComposer2 {
  298. return this._composer
  299. }
  300. get passes(): IPipelinePass[] {
  301. return this._passes
  302. }
  303. get isWebGL2(): boolean {
  304. return this._isWebGL2
  305. }
  306. get composerTarget(): IRenderTarget {
  307. return this._composer.renderTarget1
  308. }
  309. get composerTarget2(): IRenderTarget {
  310. return this._composer.renderTarget2
  311. }
  312. get renderSize(): Vector2 {
  313. return this._renderSize
  314. }
  315. get context(): WebGLRenderingContext {
  316. return this._context
  317. }
  318. /**
  319. * Same as {@link renderer}
  320. */
  321. get webglRenderer(): WebGLRenderer {
  322. return this._renderer
  323. }
  324. @serialize()
  325. get useLegacyLights(): boolean {
  326. return this._renderer.useLegacyLights
  327. }
  328. set useLegacyLights(v: boolean) {
  329. this._renderer.useLegacyLights = v
  330. this._updated({change: 'useLegacyLights', data: v})
  331. this.resetShadows()
  332. }
  333. get clock() {
  334. return this._composer.clock
  335. }
  336. // endregion
  337. // region Utils
  338. /**
  339. * blit - blits a texture to the screen or another render target.
  340. * @param destination - destination target, or screen if undefined or null
  341. * @param source - source Texture
  342. * @param viewport - viewport and scissor
  343. * @param material - override material
  344. * @param clear - clear before blit
  345. * @param respectColorSpace - does color space conversion when reading and writing to the target
  346. * @param blending - Note - Set to NormalBlending if transparent is set to false
  347. * @param transparent
  348. */
  349. blit(destination: IRenderTarget|undefined|null, {source, viewport, material, clear = true, respectColorSpace = false, blending = NoBlending, transparent = true}: RendererBlitOptions = {}): void {
  350. const copyPass = !respectColorSpace ? this._composer.copyPass : this._composer.copyPass2
  351. const {renderToScreen, material: oldMaterial, uniforms: oldUniforms, clear: oldClear} = copyPass
  352. if (material) {
  353. copyPass.material = material
  354. }
  355. const oldTransparent = copyPass.material.transparent
  356. const oldViewport = !destination ? this._renderer.getViewport(new Vector4()) : destination.viewport.clone()
  357. const oldScissor = !destination ? this._renderer.getScissor(new Vector4()) : destination.scissor.clone()
  358. const oldScissorTest = !destination ? this._renderer.getScissorTest() : destination.scissorTest
  359. const oldAutoClear = this._renderer.autoClear
  360. const oldTarget = this._renderer.getRenderTarget()
  361. const oldBlending = copyPass.material.blending
  362. if (viewport) {
  363. if (!destination) {
  364. this._renderer.setViewport(viewport)
  365. this._renderer.setScissor(viewport)
  366. this._renderer.setScissorTest(true)
  367. } else {
  368. destination.viewport.copy(viewport)
  369. destination.scissor.copy(viewport)
  370. destination.scissorTest = true
  371. }
  372. }
  373. this._renderer.autoClear = false
  374. copyPass.material.blending = !transparent ? NormalBlending : blending
  375. copyPass.uniforms = copyPass.material.uniforms
  376. copyPass.renderToScreen = false
  377. copyPass.clear = clear
  378. copyPass.material.transparent = transparent
  379. copyPass.material.needsUpdate = true
  380. this._renderer.renderWithModes({
  381. sceneRender: true,
  382. opaqueRender: true,
  383. shadowMapRender: false,
  384. backgroundRender: false,
  385. transparentRender: true,
  386. transmissionRender: false,
  387. }, ()=>{
  388. copyPass.render(this._renderer, <WebGLRenderTarget>destination || null, {texture: source} as any, 0, false)
  389. })
  390. copyPass.renderToScreen = renderToScreen
  391. copyPass.clear = oldClear
  392. copyPass.material = oldMaterial
  393. copyPass.uniforms = oldUniforms
  394. copyPass.material.blending = oldBlending
  395. copyPass.material.transparent = oldTransparent
  396. this._renderer.autoClear = oldAutoClear
  397. if (viewport) {
  398. if (!destination) {
  399. this._renderer.setViewport(oldViewport)
  400. this._renderer.setScissor(oldScissor)
  401. this._renderer.setScissorTest(oldScissorTest)
  402. } else {
  403. destination.viewport.copy(oldViewport)
  404. destination.scissor.copy(oldScissor)
  405. destination.scissorTest = oldScissorTest
  406. }
  407. }
  408. this._renderer.setRenderTarget(oldTarget) // todo: active cubeface etc
  409. }
  410. clearColor({r, g, b, a, target, depth = true, stencil = true, viewport}:
  411. {r?: number, g?: number, b?: number, a?: number, target?: IRenderTarget, depth?: boolean, stencil?: boolean, viewport?: Vector4}): void {
  412. const color = this._renderer.getClearColor(new Color())
  413. const alpha = this._renderer.getClearAlpha()
  414. this._renderer.setClearColor(new Color(r ?? color.r, g ?? color.g, b ?? color.b))
  415. this._renderer.setClearAlpha(a ?? alpha)
  416. const lastTarget = this._renderer.getRenderTarget()
  417. const activeCubeFace = this._renderer.getActiveCubeFace()
  418. const activeMipLevel = this._renderer.getActiveMipmapLevel()
  419. const oldViewport = !target ? this._renderer.getViewport(new Vector4()) : target.viewport.clone()
  420. const oldScissor = !target ? this._renderer.getScissor(new Vector4()) : target.scissor.clone()
  421. const oldScissorTest = !target ? this._renderer.getScissorTest() : target.scissorTest
  422. if (viewport) {
  423. if (!target) {
  424. this._renderer.setViewport(viewport)
  425. this._renderer.setScissor(viewport)
  426. this._renderer.setScissorTest(true)
  427. } else {
  428. target.viewport.copy(viewport)
  429. target.scissor.copy(viewport)
  430. target.scissorTest = true
  431. }
  432. }
  433. this._renderer.setRenderTarget((target as WebGLRenderTarget) ?? null)
  434. this._renderer.clear(true, depth, stencil)
  435. if (viewport) {
  436. if (!target) {
  437. this._renderer.setViewport(oldViewport)
  438. this._renderer.setScissor(oldScissor)
  439. this._renderer.setScissorTest(oldScissorTest)
  440. } else {
  441. target.viewport.copy(oldViewport)
  442. target.scissor.copy(oldScissor)
  443. target.scissorTest = oldScissorTest
  444. }
  445. }
  446. this._renderer.setRenderTarget(lastTarget, activeCubeFace, activeMipLevel)
  447. this._renderer.setClearColor(color)
  448. this._renderer.setClearAlpha(alpha)
  449. }
  450. /**
  451. * Converts a render target to a png/jpeg data url string.
  452. * Note: this will clamp the values to [0, 1] and converts to srgb for float and half-float render targets.
  453. * @param target
  454. * @param mimeType
  455. * @param quality
  456. * @param textureIndex - index of the texture to use in the render target (only in case of multiple render target)
  457. */
  458. renderTargetToDataUrl(target: WebGLMultipleRenderTargets|WebGLRenderTarget, mimeType = 'image/png', quality = 90, textureIndex = 0): string {
  459. const canvas = document.createElement('canvas')
  460. canvas.width = target.width
  461. canvas.height = target.height
  462. const ctx = canvas.getContext('2d')
  463. if (!ctx) throw new Error('Unable to get 2d context')
  464. const texture = Array.isArray(target.texture) ? target.texture[textureIndex] : target.texture
  465. const imageData = ctx.createImageData(target.width, target.height, {colorSpace: ['display-p3', 'srgb'].includes(texture.colorSpace) ? <PredefinedColorSpace>texture.colorSpace : undefined})
  466. if (texture.type === HalfFloatType || texture.type === FloatType) {
  467. const buffer = this.renderTargetToBuffer(target, textureIndex)
  468. textureDataToImageData({data: buffer, width: target.width, height: target.height}, texture.colorSpace, imageData) // this handles converting to srgb
  469. } else {
  470. // todo: handle rgbm to srgb conversion?
  471. this._renderer.readRenderTargetPixels(target, 0, 0, target.width, target.height, imageData.data, undefined, textureIndex)
  472. }
  473. ctx.putImageData(imageData, 0, 0)
  474. const string = (texture.flipY ? canvas : canvasFlipY(canvas)).toDataURL(mimeType, quality) // intentionally inverted ternary
  475. canvas.remove()
  476. return string
  477. }
  478. /**
  479. * Rend pixels from a render target into a new Uint8Array|Uint16Array|Float32Array buffer
  480. * @param target - render target to read from
  481. * @param textureIndex - index of the texture to use in the render target (only in case of multiple render target)
  482. */
  483. renderTargetToBuffer(target: WebGLMultipleRenderTargets|WebGLRenderTarget, textureIndex = 0): Uint8Array|Uint16Array|Float32Array {
  484. const texture = Array.isArray(target.texture) ? target.texture[textureIndex] : target.texture
  485. const buffer =
  486. texture.type === HalfFloatType ?
  487. new Uint16Array(target.width * target.height * 4) :
  488. texture.type === FloatType ?
  489. new Float32Array(target.width * target.height * 4) :
  490. new Uint8Array(target.width * target.height * 4)
  491. this._renderer.readRenderTargetPixels(target, 0, 0, target.width, target.height, buffer, undefined, textureIndex)
  492. return buffer
  493. }
  494. /**
  495. * Exports a render target to a blob. The type is automatically picked from exr to png based on the render target.
  496. * @param target - render target to export
  497. * @param mimeType - mime type to use.
  498. * If auto (default), then it will be picked based on the render target type.
  499. * @param textureIndex - index of the texture to use in the render target (only in case of multiple render target)
  500. */
  501. exportRenderTarget(target: WebGLMultipleRenderTargets|WebGLRenderTarget, mimeType = 'auto', textureIndex = 0): BlobExt {
  502. const hdrFormats = ['image/x-exr']
  503. const texture = Array.isArray(target.texture) ? target.texture[textureIndex] : target.texture
  504. let hdr = texture.type === HalfFloatType || texture.type === FloatType
  505. if (mimeType === 'auto') {
  506. mimeType = hdr ? 'image/x-exr' : 'image/png'
  507. }
  508. if (!hdrFormats.includes(mimeType)) hdr = false
  509. let buffer: ArrayBufferLike
  510. if (!hdr) {
  511. const url = this.renderTargetToDataUrl(target, mimeType === 'auto' ? undefined : mimeType, 90, textureIndex)
  512. buffer = base64ToArrayBuffer(url.split(',')[1])
  513. mimeType = url.split(';')[0].split(':')[1]
  514. } else {
  515. if (mimeType !== 'image/x-exr') {
  516. console.warn('RenderManager: mimeType ', mimeType, ' is not supported for HDR. Using EXR instead')
  517. mimeType = 'image/x-exr'
  518. }
  519. const exporter = new EXRExporter2()
  520. buffer = exporter.parse(this._renderer, target, {textureIndex})
  521. }
  522. const b = new Blob([buffer], {type: mimeType}) as BlobExt
  523. b.ext = mimeType === 'image/x-exr' ? 'exr' : mimeType.split('/')[1]
  524. return b
  525. }
  526. // endregion
  527. // region Events Dispatch
  528. private _updated(data?: Partial<IRenderManagerUpdateEvent>) {
  529. this.dispatchEvent({...data, type: 'update'})
  530. }
  531. // endregion
  532. protected _createTargetClass(clazz: Class<WebGLRenderTarget>, size: number[], options: WebGLRenderTargetOptions): IRenderTarget {
  533. const processNewTarget = this._processNewTarget
  534. return new class RenderTarget extends clazz implements IRenderTarget {
  535. isTemporary?: boolean
  536. sizeMultiplier?: number
  537. uuid: string
  538. readonly assetType = 'renderTarget'
  539. name = 'RenderTarget'
  540. // @ts-expect-error because WebGLRenderTarget does not have texture as array
  541. texture: ValOrArr<Texture&{_target: IRenderTarget}>
  542. constructor(public readonly renderManager: IRenderManager, ...ps: any[]) {
  543. super(...ps)
  544. this.uuid = generateUUID()
  545. const ops = ps[ps.length - 1] as WebGLRenderTargetOptions
  546. if (Array.isArray(this.texture)) {
  547. this.texture.forEach(t => {
  548. if (ops.colorSpace !== undefined) t.colorSpace = ops.colorSpace
  549. t._target = this
  550. t.toJSON = () => {
  551. console.warn('Multiple render target texture.toJSON not supported yet.')
  552. return {}
  553. }
  554. })
  555. } else {
  556. this.texture._target = this
  557. this.texture.toJSON = () => ({ // todo use readRenderTargetPixels as data url or data buffer.
  558. isRenderTargetTexture: true,
  559. }) // so that it doesn't get serialized
  560. }
  561. }
  562. setSize(w: number, h: number, depth?: number) {
  563. super.setSize(Math.floor(w), Math.floor(h), depth)
  564. // console.log('setSize', w, h, depth)
  565. return this
  566. }
  567. clone(trackTarget = true): any {
  568. if (this.isTemporary) throw 'Cloning temporary render targets not supported'
  569. if (Array.isArray(this.texture)) throw 'Cloning multiple render targets not supported'
  570. // 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
  571. const cloned = super.clone() as IRenderTarget
  572. const tex = cloned.texture
  573. if (Array.isArray(tex)) tex.forEach(t => t.isRenderTargetTexture = true)
  574. else tex.isRenderTargetTexture = true
  575. return processNewTarget(cloned, this.sizeMultiplier || 1, trackTarget)
  576. }
  577. }(this, ...size, options)
  578. }
  579. /**
  580. * @deprecated use renderScale instead
  581. */
  582. get displayCanvasScaling() {
  583. console.error('displayCanvasScaling is deprecated, use renderScale instead')
  584. return this.renderScale
  585. }
  586. /**
  587. * @deprecated use renderScale instead
  588. */
  589. set displayCanvasScaling(value) {
  590. console.error('displayCanvasScaling is deprecated, use renderScale instead')
  591. this.renderScale = value
  592. }
  593. }