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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.useLegacyLights = false
  135. renderer.setAnimationLoop(this._animationLoop)
  136. renderer.onContextLost = (event: WebGLContextEvent) => {
  137. this.dispatchEvent({type: 'contextLost', event})
  138. }
  139. renderer.onContextRestore = () => {
  140. // console.log('restored')
  141. this.dispatchEvent({type: 'contextRestored'})
  142. }
  143. renderer.setSize(this._renderSize.width, this._renderSize.height, false)
  144. renderer.setPixelRatio(this._renderScale)
  145. renderer.toneMapping = NoToneMapping
  146. renderer.toneMappingExposure = 1
  147. renderer.outputColorSpace = NoColorSpace // or SRGBColorSpace
  148. renderer.shadowMap.enabled = true
  149. renderer.shadowMap.type = PCFShadowMap // use? THREE.PCFShadowMap. dont use VSM if need ground: https://github.com/mrdoob/three.js/issues/17473
  150. // renderer.shadowMap.type = BasicShadowMap // use? THREE.PCFShadowMap. dont use VSM if need ground: https://github.com/mrdoob/three.js/issues/17473
  151. renderer.shadowMap.autoUpdate = false
  152. return upgradeWebGLRenderer.call(renderer, this)
  153. }
  154. setSize(width?: number, height?: number, force = false) {
  155. if (!force &&
  156. (width ? Math.abs(width - this._renderSize.width) : 0) +
  157. (height ? Math.abs(height - this._renderSize.height) : 0) < 0.1
  158. ) return
  159. if (width) this._renderSize.width = width
  160. if (height) this._renderSize.height = height
  161. if (!this.webglRenderer.xr.enabled) {
  162. this._renderer.setSize(this._renderSize.width, this._renderSize.height, false)
  163. this._renderer.setPixelRatio(this._renderScale)
  164. }
  165. this._composer.setPixelRatio(this._renderScale, false)
  166. this._composer.setSize(this._renderSize.width, this._renderSize.height)
  167. this.resizeTrackedTargets()
  168. // console.log('setSize', {...this._renderSize}, this._trackedTargets.length)
  169. this.dispatchEvent({type: 'resize'})
  170. this._updated({change: 'size', data: this._renderSize.toArray()})
  171. this.reset()
  172. }
  173. // render(scene: RenderScene): void {
  174. // const camera = scene.activeCamera
  175. // const activeScene = scene.activeScene
  176. // if(!camera) return
  177. // this._renderer.render(scene.threeScene, camera)
  178. // // todo gizmos
  179. // }
  180. render(scene: IScene, renderToScreen = true): void {
  181. if (this._passesNeedsUpdate) {
  182. this._refreshPipeline()
  183. this.refreshPasses()
  184. }
  185. for (const pass of this._passes) {
  186. if (pass.enabled && pass.beforeRender) pass.beforeRender(scene, scene.renderCamera, this)
  187. }
  188. this._composer.renderToScreen = renderToScreen
  189. this._composer.render()
  190. this._composer.renderToScreen = true
  191. if (renderToScreen) {
  192. this._frameCount += 1
  193. this._totalFrameCount += 1
  194. }
  195. this._dirty = false
  196. }
  197. onPostFrame = () => {
  198. for (const pass of this._passes) {
  199. if (pass.enabled && pass.onPostFrame) pass.onPostFrame?.(this)
  200. }
  201. }
  202. get needsRender(): boolean {
  203. this._dirty = this._dirty || this._passes.findIndex(value => getOrCall(value.dirty)) >= 0 // todo: check for enabled passes only.
  204. return this._dirty
  205. }
  206. setDirty(reset = false): void {
  207. this._dirty = true
  208. if (reset) this.reset()
  209. // do NOT call _updated from here.
  210. }
  211. reset(): void {
  212. this._frameCount = 0
  213. this._dirty = true
  214. // do NOT call _updated from here.
  215. }
  216. resetShadows(): void {
  217. this._renderer.shadowMap.needsUpdate = true
  218. }
  219. refreshPasses(): void {
  220. if (!this._passesNeedsUpdate) return
  221. this._passesNeedsUpdate = false
  222. const p = []
  223. for (const passId of this._pipeline) {
  224. const a = this._passes.find(value => value.passId === passId)
  225. if (!a) {
  226. console.warn('Unable to find pass: ', passId)
  227. continue
  228. }
  229. p.push(a)
  230. }
  231. [...this._composer.passes].forEach(p1=>this._composer.removePass(p1))
  232. p.forEach(p1=>this._composer.addPass(p1))
  233. this._updated({change: 'passRefresh'})
  234. }
  235. dispose(): void {
  236. super.dispose()
  237. this._renderer.dispose()
  238. }
  239. updateShaderProperties(material: {defines: Record<string, string|number|undefined>, uniforms: {[name: string]: IUniform}}): this {
  240. // if (material.uniforms.currentFrameCount) material.uniforms.currentFrameCount.value = this.frameCount
  241. if (!this.stableNoise) {
  242. if (material.uniforms.frameCount) material.uniforms.frameCount.value = this._totalFrameCount
  243. else console.warn('RenderManager: no uniform: frameCount')
  244. } else {
  245. if (material.uniforms.frameCount) material.uniforms.frameCount.value = this.frameCount
  246. else console.warn('RenderManager: no uniform: frameCount')
  247. }
  248. return this
  249. }
  250. // region Passes
  251. registerPass(pass: IPipelinePass, replaceId = true): void {
  252. if (replaceId) {
  253. for (const pass1 of [...this._passes]) {
  254. if (pass.passId === pass1.passId) this.unregisterPass(pass1)
  255. }
  256. }
  257. this._passes.push(pass)
  258. pass.onRegister?.(this)
  259. this.rebuildPipeline(false)
  260. this._updated({change: 'registerPass', pass})
  261. }
  262. unregisterPass(pass: IPipelinePass): void {
  263. const i = this._passes.indexOf(pass)
  264. if (i >= 0) {
  265. pass.onUnregister?.(this)
  266. this._passes.splice(i, 1)
  267. this.rebuildPipeline(false)
  268. this._updated({change: 'unregisterPass', pass})
  269. }
  270. }
  271. // endregion
  272. // region Getters and Setters
  273. get frameCount(): number {
  274. return this._frameCount
  275. }
  276. get totalFrameCount(): number {
  277. return this._totalFrameCount
  278. }
  279. resetTotalFrameCount(): void {
  280. this._totalFrameCount = 0
  281. }
  282. set pipeline(value: IPassID[]) {
  283. this._pipeline = value
  284. if (this.autoBuildPipeline) {
  285. console.warn('RenderManager: pipeline changed, but autoBuildPipeline is true. This will not have any effect.')
  286. }
  287. this.rebuildPipeline()
  288. }
  289. get pipeline(): IPassID[] {
  290. return this._pipeline
  291. }
  292. get composer(): EffectComposer2 {
  293. return this._composer
  294. }
  295. get passes(): IPipelinePass[] {
  296. return this._passes
  297. }
  298. get isWebGL2(): boolean {
  299. return this._isWebGL2
  300. }
  301. get composerTarget(): IRenderTarget {
  302. return this._composer.renderTarget1
  303. }
  304. get composerTarget2(): IRenderTarget {
  305. return this._composer.renderTarget2
  306. }
  307. get renderSize(): Vector2 {
  308. return this._renderSize
  309. }
  310. get context(): WebGLRenderingContext {
  311. return this._context
  312. }
  313. /**
  314. * Same as {@link renderer}
  315. */
  316. get webglRenderer(): WebGLRenderer {
  317. return this._renderer
  318. }
  319. @serialize()
  320. get useLegacyLights(): boolean {
  321. return this._renderer.useLegacyLights
  322. }
  323. set useLegacyLights(v: boolean) {
  324. this._renderer.useLegacyLights = v
  325. this._updated({change: 'useLegacyLights', data: v})
  326. this.resetShadows()
  327. }
  328. get clock() {
  329. return this._composer.clock
  330. }
  331. // endregion
  332. // region Utils
  333. /**
  334. * blit - blits a texture to the screen or another render target.
  335. * @param destination - destination target, or screen if undefined or null
  336. * @param source - source Texture
  337. * @param viewport - viewport and scissor
  338. * @param material - override material
  339. * @param clear - clear before blit
  340. * @param respectColorSpace - does color space conversion when reading and writing to the target
  341. * @param blending - Note - Set to NormalBlending if transparent is set to false
  342. * @param transparent
  343. */
  344. blit(destination: IRenderTarget|undefined|null, {source, viewport, material, clear = true, respectColorSpace = false, blending = NoBlending, transparent = true}: RendererBlitOptions = {}): void {
  345. const copyPass = !respectColorSpace ? this._composer.copyPass : this._composer.copyPass2
  346. const {renderToScreen, material: oldMaterial, uniforms: oldUniforms, clear: oldClear} = copyPass
  347. if (material) {
  348. copyPass.material = material
  349. }
  350. const oldTransparent = copyPass.material.transparent
  351. const oldViewport = !destination ? this._renderer.getViewport(new Vector4()) : destination.viewport.clone()
  352. const oldScissor = !destination ? this._renderer.getScissor(new Vector4()) : destination.scissor.clone()
  353. const oldScissorTest = !destination ? this._renderer.getScissorTest() : destination.scissorTest
  354. const oldAutoClear = this._renderer.autoClear
  355. const oldTarget = this._renderer.getRenderTarget()
  356. const oldBlending = copyPass.material.blending
  357. if (viewport) {
  358. if (!destination) {
  359. this._renderer.setViewport(viewport)
  360. this._renderer.setScissor(viewport)
  361. this._renderer.setScissorTest(true)
  362. } else {
  363. destination.viewport.copy(viewport)
  364. destination.scissor.copy(viewport)
  365. destination.scissorTest = true
  366. }
  367. }
  368. this._renderer.autoClear = false
  369. copyPass.material.blending = !transparent ? NormalBlending : blending
  370. copyPass.uniforms = copyPass.material.uniforms
  371. copyPass.renderToScreen = false
  372. copyPass.clear = clear
  373. copyPass.material.transparent = transparent
  374. copyPass.material.needsUpdate = true
  375. this._renderer.renderWithModes({
  376. sceneRender: true,
  377. opaqueRender: true,
  378. shadowMapRender: false,
  379. backgroundRender: false,
  380. transparentRender: true,
  381. transmissionRender: false,
  382. }, ()=>{
  383. copyPass.render(this._renderer, <WebGLRenderTarget>destination || null, {texture: source} as any, 0, false)
  384. })
  385. copyPass.renderToScreen = renderToScreen
  386. copyPass.clear = oldClear
  387. copyPass.material = oldMaterial
  388. copyPass.uniforms = oldUniforms
  389. copyPass.material.blending = oldBlending
  390. copyPass.material.transparent = oldTransparent
  391. this._renderer.autoClear = oldAutoClear
  392. if (viewport) {
  393. if (!destination) {
  394. this._renderer.setViewport(oldViewport)
  395. this._renderer.setScissor(oldScissor)
  396. this._renderer.setScissorTest(oldScissorTest)
  397. } else {
  398. destination.viewport.copy(oldViewport)
  399. destination.scissor.copy(oldScissor)
  400. destination.scissorTest = oldScissorTest
  401. }
  402. }
  403. this._renderer.setRenderTarget(oldTarget) // todo: active cubeface etc
  404. }
  405. clearColor({r, g, b, a, target, depth = true, stencil = true, viewport}:
  406. {r?: number, g?: number, b?: number, a?: number, target?: IRenderTarget, depth?: boolean, stencil?: boolean, viewport?: Vector4}): void {
  407. const color = this._renderer.getClearColor(new Color())
  408. const alpha = this._renderer.getClearAlpha()
  409. this._renderer.setClearColor(new Color(r ?? color.r, g ?? color.g, b ?? color.b))
  410. this._renderer.setClearAlpha(a ?? alpha)
  411. const lastTarget = this._renderer.getRenderTarget()
  412. const activeCubeFace = this._renderer.getActiveCubeFace()
  413. const activeMipLevel = this._renderer.getActiveMipmapLevel()
  414. const oldViewport = !target ? this._renderer.getViewport(new Vector4()) : target.viewport.clone()
  415. const oldScissor = !target ? this._renderer.getScissor(new Vector4()) : target.scissor.clone()
  416. const oldScissorTest = !target ? this._renderer.getScissorTest() : target.scissorTest
  417. if (viewport) {
  418. if (!target) {
  419. this._renderer.setViewport(viewport)
  420. this._renderer.setScissor(viewport)
  421. this._renderer.setScissorTest(true)
  422. } else {
  423. target.viewport.copy(viewport)
  424. target.scissor.copy(viewport)
  425. target.scissorTest = true
  426. }
  427. }
  428. this._renderer.setRenderTarget((target as WebGLRenderTarget) ?? null)
  429. this._renderer.clear(true, depth, stencil)
  430. if (viewport) {
  431. if (!target) {
  432. this._renderer.setViewport(oldViewport)
  433. this._renderer.setScissor(oldScissor)
  434. this._renderer.setScissorTest(oldScissorTest)
  435. } else {
  436. target.viewport.copy(oldViewport)
  437. target.scissor.copy(oldScissor)
  438. target.scissorTest = oldScissorTest
  439. }
  440. }
  441. this._renderer.setRenderTarget(lastTarget, activeCubeFace, activeMipLevel)
  442. this._renderer.setClearColor(color)
  443. this._renderer.setClearAlpha(alpha)
  444. }
  445. /**
  446. * Converts a render target to a png/jpeg data url string.
  447. * Note: this will clamp the values to [0, 1] and converts to srgb for float and half-float render targets.
  448. * @param target
  449. * @param mimeType
  450. * @param quality
  451. * @param textureIndex - index of the texture to use in the render target (only in case of multiple render target)
  452. */
  453. renderTargetToDataUrl(target: WebGLMultipleRenderTargets|WebGLRenderTarget, mimeType = 'image/png', quality = 90, textureIndex = 0): string {
  454. const canvas = document.createElement('canvas')
  455. canvas.width = target.width
  456. canvas.height = target.height
  457. const ctx = canvas.getContext('2d')
  458. if (!ctx) throw new Error('Unable to get 2d context')
  459. const texture = Array.isArray(target.texture) ? target.texture[textureIndex] : target.texture
  460. const imageData = ctx.createImageData(target.width, target.height, {colorSpace: ['display-p3', 'srgb'].includes(texture.colorSpace) ? <PredefinedColorSpace>texture.colorSpace : undefined})
  461. if (texture.type === HalfFloatType || texture.type === FloatType) {
  462. const buffer = this.renderTargetToBuffer(target, textureIndex)
  463. textureDataToImageData({data: buffer, width: target.width, height: target.height}, texture.colorSpace, imageData) // this handles converting to srgb
  464. } else {
  465. // todo: handle rgbm to srgb conversion?
  466. this._renderer.readRenderTargetPixels(target, 0, 0, target.width, target.height, imageData.data, undefined, textureIndex)
  467. }
  468. ctx.putImageData(imageData, 0, 0)
  469. const string = (texture.flipY ? canvas : canvasFlipY(canvas)).toDataURL(mimeType, quality) // intentionally inverted ternary
  470. canvas.remove()
  471. return string
  472. }
  473. /**
  474. * Rend pixels from a render target into a new Uint8Array|Uint16Array|Float32Array buffer
  475. * @param target - render target to read from
  476. * @param textureIndex - index of the texture to use in the render target (only in case of multiple render target)
  477. */
  478. renderTargetToBuffer(target: WebGLMultipleRenderTargets|WebGLRenderTarget, textureIndex = 0): Uint8Array|Uint16Array|Float32Array {
  479. const texture = Array.isArray(target.texture) ? target.texture[textureIndex] : target.texture
  480. const buffer =
  481. texture.type === HalfFloatType ?
  482. new Uint16Array(target.width * target.height * 4) :
  483. texture.type === FloatType ?
  484. new Float32Array(target.width * target.height * 4) :
  485. new Uint8Array(target.width * target.height * 4)
  486. this._renderer.readRenderTargetPixels(target, 0, 0, target.width, target.height, buffer, undefined, textureIndex)
  487. return buffer
  488. }
  489. /**
  490. * Exports a render target to a blob. The type is automatically picked from exr to png based on the render target.
  491. * @param target - render target to export
  492. * @param mimeType - mime type to use.
  493. * If auto (default), then it will be picked based on the render target type.
  494. * @param textureIndex - index of the texture to use in the render target (only in case of multiple render target)
  495. */
  496. exportRenderTarget(target: WebGLMultipleRenderTargets|WebGLRenderTarget, mimeType = 'auto', textureIndex = 0): BlobExt {
  497. const hdrFormats = ['image/x-exr']
  498. const texture = Array.isArray(target.texture) ? target.texture[textureIndex] : target.texture
  499. let hdr = texture.type === HalfFloatType || texture.type === FloatType
  500. if (mimeType === 'auto') {
  501. mimeType = hdr ? 'image/x-exr' : 'image/png'
  502. }
  503. if (!hdrFormats.includes(mimeType)) hdr = false
  504. let buffer: ArrayBufferLike
  505. if (!hdr) {
  506. const url = this.renderTargetToDataUrl(target, mimeType === 'auto' ? undefined : mimeType, 90, textureIndex)
  507. buffer = base64ToArrayBuffer(url.split(',')[1])
  508. mimeType = url.split(';')[0].split(':')[1]
  509. } else {
  510. if (mimeType !== 'image/x-exr') {
  511. console.warn('RenderManager: mimeType ', mimeType, ' is not supported for HDR. Using EXR instead')
  512. mimeType = 'image/x-exr'
  513. }
  514. const exporter = new EXRExporter2()
  515. buffer = exporter.parse(this._renderer, target, {textureIndex})
  516. }
  517. const b = new Blob([buffer], {type: mimeType}) as BlobExt
  518. b.ext = mimeType === 'image/x-exr' ? 'exr' : mimeType.split('/')[1]
  519. return b
  520. }
  521. // endregion
  522. // region Events Dispatch
  523. private _updated(data?: Partial<IRenderManagerUpdateEvent>) {
  524. this.dispatchEvent({...data, type: 'update'})
  525. }
  526. // endregion
  527. protected _createTargetClass(clazz: Class<WebGLRenderTarget>, size: number[], options: WebGLRenderTargetOptions): IRenderTarget {
  528. const processNewTarget = this._processNewTarget
  529. return new class RenderTarget extends clazz implements IRenderTarget {
  530. isTemporary?: boolean
  531. sizeMultiplier?: number
  532. uuid: string
  533. readonly assetType = 'renderTarget'
  534. name = 'RenderTarget'
  535. // @ts-expect-error because WebGLRenderTarget does not have texture as array
  536. texture: ValOrArr<Texture&{_target: IRenderTarget}>
  537. constructor(public readonly renderManager: IRenderManager, ...ps: any[]) {
  538. super(...ps)
  539. this.uuid = generateUUID()
  540. const ops = ps[ps.length - 1] as WebGLRenderTargetOptions
  541. if (Array.isArray(this.texture)) {
  542. this.texture.forEach(t => {
  543. if (ops.colorSpace !== undefined) t.colorSpace = ops.colorSpace
  544. t._target = this
  545. t.toJSON = () => {
  546. console.warn('Multiple render target texture.toJSON not supported yet.')
  547. return {}
  548. }
  549. })
  550. } else {
  551. this.texture._target = this
  552. this.texture.toJSON = () => ({ // todo use readRenderTargetPixels as data url or data buffer.
  553. isRenderTargetTexture: true,
  554. }) // so that it doesn't get serialized
  555. }
  556. }
  557. setSize(w: number, h: number, depth?: number) {
  558. super.setSize(Math.floor(w), Math.floor(h), depth)
  559. // console.log('setSize', w, h, depth)
  560. return this
  561. }
  562. clone(trackTarget = true): any {
  563. if (this.isTemporary) throw 'Cloning temporary render targets not supported'
  564. if (Array.isArray(this.texture)) throw 'Cloning multiple render targets not supported'
  565. // 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
  566. const cloned = super.clone() as IRenderTarget
  567. const tex = cloned.texture
  568. if (Array.isArray(tex)) tex.forEach(t => t.isRenderTargetTexture = true)
  569. else tex.isRenderTargetTexture = true
  570. return processNewTarget(cloned, this.sizeMultiplier || 1, trackTarget)
  571. }
  572. }(this, ...size, options)
  573. }
  574. /**
  575. * @deprecated use renderScale instead
  576. */
  577. get displayCanvasScaling() {
  578. console.error('displayCanvasScaling is deprecated, use renderScale instead')
  579. return this.renderScale
  580. }
  581. /**
  582. * @deprecated use renderScale instead
  583. */
  584. set displayCanvasScaling(value) {
  585. console.error('displayCanvasScaling is deprecated, use renderScale instead')
  586. this.renderScale = value
  587. }
  588. }