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RenderManager.ts 26KB

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  1. import {
  2. BaseEvent,
  3. Color,
  4. FloatType,
  5. HalfFloatType,
  6. IUniform,
  7. NoBlending,
  8. NoColorSpace,
  9. NormalBlending,
  10. NoToneMapping,
  11. PCFShadowMap,
  12. Texture,
  13. Vector2,
  14. Vector4,
  15. WebGLMultipleRenderTargets,
  16. WebGLRenderer,
  17. WebGLRenderTarget,
  18. WebGLRenderTargetOptions,
  19. } from 'three'
  20. import {EffectComposer2, IPassID, IPipelinePass, sortPasses} from '../postprocessing'
  21. import {IRenderTarget} from './RenderTarget'
  22. import {RenderTargetManager} from './RenderTargetManager'
  23. import {IShaderPropertiesUpdater} from '../materials'
  24. import {
  25. IRenderManager,
  26. IRenderManagerEvent,
  27. IRenderManagerEventTypes,
  28. type IRenderManagerOptions,
  29. IRenderManagerUpdateEvent,
  30. IScene,
  31. IWebGLRenderer,
  32. upgradeWebGLRenderer,
  33. } from '../core'
  34. import {
  35. base64ToArrayBuffer,
  36. canvasFlipY,
  37. Class,
  38. getOrCall,
  39. onChange2,
  40. serializable,
  41. serialize,
  42. ValOrArr,
  43. } from 'ts-browser-helpers'
  44. import {uiButton, uiConfig, uiFolderContainer, uiMonitor, uiSlider, uiToggle} from 'uiconfig.js'
  45. import {generateUUID, textureDataToImageData} from '../three'
  46. import {BlobExt, EXRExporter2} from '../assetmanager'
  47. import {RendererBlitOptions} from '../core/IRenderer'
  48. @serializable('RenderManager')
  49. @uiFolderContainer('Render Manager')
  50. export class RenderManager<TEvent extends BaseEvent = IRenderManagerEvent, TEventTypes extends string = IRenderManagerEventTypes> extends RenderTargetManager<IRenderManagerEvent|TEvent, IRenderManagerEventTypes|TEventTypes> implements IShaderPropertiesUpdater, IRenderManager {
  51. private readonly _isWebGL2: boolean
  52. private readonly _composer: EffectComposer2
  53. private readonly _context: WebGLRenderingContext
  54. @uiMonitor('Render Size')
  55. private readonly _renderSize = new Vector2(512, 512) // this is updated automatically.
  56. protected readonly _renderer: IWebGLRenderer<this>
  57. private _renderScale = 1.
  58. @uiSlider('Render Scale', [0.1, 8], 0.05) // keep here in code so its at the top in the UI
  59. get renderScale(): number {
  60. return this._renderScale
  61. }
  62. set renderScale(value: number) {
  63. if (value !== this._renderScale) {
  64. this._renderScale = value
  65. this.setSize(undefined, undefined, true)
  66. }
  67. }
  68. @uiConfig(undefined, {label: 'Passes'})
  69. private _passes: IPipelinePass[] = []
  70. private _pipeline: IPassID[] = []
  71. private _passesNeedsUpdate = true
  72. private _frameCount = 0
  73. private _lastTime = 0
  74. private _totalFrameCount = 0
  75. public static readonly POWER_PREFERENCE: 'high-performance' | 'low-power' | 'default' = 'high-performance'
  76. get renderer() {return this._renderer}
  77. /**
  78. * Use total frame count, if this is set to true, then frameCount won't be reset when the viewer is set to dirty.
  79. * Which will generate different random numbers for each frame during postprocessing steps. With TAA set properly, this will give a smoother result.
  80. */
  81. @uiToggle() @serialize() stableNoise = false
  82. public frameWaitTime = 0 // time to wait before next frame // used by canvas recorder //todo/
  83. protected _dirty = true
  84. /**
  85. * Set autoBuildPipeline = false to be able to set the pipeline manually.
  86. */
  87. @onChange2(RenderManager.prototype.rebuildPipeline)
  88. public autoBuildPipeline = true
  89. @uiButton('Rebuild Pipeline')
  90. rebuildPipeline(setDirty = true): void {
  91. this._passesNeedsUpdate = true
  92. if (setDirty) this._updated({change: 'rebuild'})
  93. }
  94. /**
  95. * Regenerates the render pipeline by resolving dependencies and sorting the passes.
  96. * This is called automatically when the passes are changed.
  97. */
  98. private _refreshPipeline(): IPassID[] {
  99. if (!this.autoBuildPipeline) return this._pipeline
  100. const ps = this._passes
  101. return this._pipeline = sortPasses(ps)
  102. }
  103. private _animationLoop(time: number, frame?:XRFrame) {
  104. const deltaTime = time - this._lastTime
  105. this._lastTime = time
  106. this.frameWaitTime -= deltaTime
  107. if (this.frameWaitTime > 0) return
  108. this.frameWaitTime = 0
  109. this.dispatchEvent({type: 'animationLoop', deltaTime, time, renderer: this._renderer, xrFrame: frame})
  110. }
  111. constructor({canvas, alpha = true, renderScale = 1, targetOptions}:IRenderManagerOptions) {
  112. super()
  113. this._animationLoop = this._animationLoop.bind(this)
  114. // this._xrPreAnimationLoop = this._xrPreAnimationLoop.bind(this)
  115. this._renderSize = new Vector2(canvas.clientWidth, canvas.clientHeight)
  116. this._renderScale = renderScale
  117. this._renderer = this._initWebGLRenderer(canvas, alpha)
  118. this._context = this._renderer.getContext()
  119. this._isWebGL2 = this._renderer.capabilities.isWebGL2
  120. this.resetShadows()
  121. const composerTarget = this.createTarget<WebGLRenderTarget>(targetOptions, false)
  122. composerTarget.texture.name = 'EffectComposer.rt1'
  123. this._composer = new EffectComposer2(this._renderer, composerTarget)
  124. // if (animationLoop) this.addEventListener('animationLoop', animationLoop) // todo: from viewer
  125. }
  126. protected _initWebGLRenderer(canvas: HTMLCanvasElement, alpha: boolean): IWebGLRenderer<this> {
  127. const renderer = new WebGLRenderer({
  128. canvas,
  129. antialias: false,
  130. alpha,
  131. premultipliedAlpha: false, // todo: see this, maybe use this with rgbm mode.
  132. preserveDrawingBuffer: true,
  133. powerPreference: RenderManager.POWER_PREFERENCE,
  134. })
  135. // renderer.info.autoReset = false // Not supported by ExtendedRenderPass
  136. renderer.useLegacyLights = false
  137. renderer.setAnimationLoop(this._animationLoop)
  138. renderer.onContextLost = (event: WebGLContextEvent) => {
  139. this.dispatchEvent({type: 'contextLost', event})
  140. }
  141. renderer.onContextRestore = () => {
  142. // console.log('restored')
  143. this.dispatchEvent({type: 'contextRestored'})
  144. }
  145. renderer.setSize(this._renderSize.width, this._renderSize.height, false)
  146. renderer.setPixelRatio(this._renderScale)
  147. renderer.toneMapping = NoToneMapping
  148. renderer.toneMappingExposure = 1
  149. renderer.outputColorSpace = NoColorSpace // or SRGBColorSpace
  150. renderer.shadowMap.enabled = true
  151. renderer.shadowMap.type = PCFShadowMap // use? THREE.PCFShadowMap. dont use VSM if need ground: https://github.com/mrdoob/three.js/issues/17473
  152. // renderer.shadowMap.type = BasicShadowMap // use? THREE.PCFShadowMap. dont use VSM if need ground: https://github.com/mrdoob/three.js/issues/17473
  153. renderer.shadowMap.autoUpdate = false
  154. return upgradeWebGLRenderer.call(renderer, this)
  155. }
  156. setSize(width?: number, height?: number, force = false) {
  157. if (!force &&
  158. (width ? Math.abs(width - this._renderSize.width) : 0) +
  159. (height ? Math.abs(height - this._renderSize.height) : 0) < 0.1
  160. ) return
  161. if (width) this._renderSize.width = width
  162. if (height) this._renderSize.height = height
  163. if (!(this.webglRenderer.xr.enabled && this.webglRenderer.xr.isPresenting)) {
  164. this._renderer.setSize(this._renderSize.width, this._renderSize.height, false)
  165. this._renderer.setPixelRatio(this._renderScale)
  166. }
  167. this._composer.setPixelRatio(this._renderScale, false)
  168. this._composer.setSize(this._renderSize.width, this._renderSize.height)
  169. this.resizeTrackedTargets()
  170. // console.log('setSize', {...this._renderSize}, this._trackedTargets.length)
  171. this.dispatchEvent({type: 'resize'})
  172. this._updated({change: 'size', data: this._renderSize.toArray()})
  173. this.reset()
  174. }
  175. // render(scene: RenderScene): void {
  176. // const camera = scene.activeCamera
  177. // const activeScene = scene.activeScene
  178. // if(!camera) return
  179. // this._renderer.render(scene.threeScene, camera)
  180. // // todo gizmos
  181. // }
  182. /**
  183. * Default value for renderToScreen in {@link render}
  184. */
  185. defaultRenderToScreen = true
  186. render(scene: IScene, renderToScreen?: boolean): void {
  187. if (this._passesNeedsUpdate) {
  188. this._refreshPipeline()
  189. this.refreshPasses()
  190. }
  191. for (const pass of this._passes) {
  192. if (pass.enabled && pass.beforeRender) pass.beforeRender(scene, scene.renderCamera, this)
  193. }
  194. this._composer.renderToScreen = renderToScreen ?? this.defaultRenderToScreen
  195. this._composer.render()
  196. this._composer.renderToScreen = true
  197. if (renderToScreen) {
  198. this._frameCount += 1
  199. this._totalFrameCount += 1
  200. }
  201. this._dirty = false
  202. }
  203. onPostFrame = () => {
  204. for (const pass of this._passes) {
  205. if (pass.enabled && pass.onPostFrame) pass.onPostFrame?.(this)
  206. }
  207. }
  208. get needsRender(): boolean {
  209. this._dirty = this._dirty || this._passes.findIndex(value => getOrCall(value.dirty)) >= 0 // todo: check for enabled passes only.
  210. return this._dirty
  211. }
  212. setDirty(reset = false): void {
  213. this._dirty = true
  214. if (reset) this.reset()
  215. // do NOT call _updated from here.
  216. }
  217. reset(): void {
  218. this._frameCount = 0
  219. this._dirty = true
  220. // do NOT call _updated from here.
  221. }
  222. resetShadows(): void {
  223. this._renderer.shadowMap.needsUpdate = true
  224. }
  225. refreshPasses(): void {
  226. if (!this._passesNeedsUpdate) return
  227. this._passesNeedsUpdate = false
  228. const p = []
  229. for (const passId of this._pipeline) {
  230. const a = this._passes.find(value => value.passId === passId)
  231. if (!a) {
  232. console.warn('Unable to find pass: ', passId)
  233. continue
  234. }
  235. p.push(a)
  236. }
  237. [...this._composer.passes].forEach(p1=>this._composer.removePass(p1))
  238. p.forEach(p1=>this._composer.addPass(p1))
  239. this._updated({change: 'passRefresh'})
  240. }
  241. dispose(): void {
  242. super.dispose()
  243. this._renderer.dispose()
  244. }
  245. updateShaderProperties(material: {defines: Record<string, string|number|undefined>, uniforms: {[name: string]: IUniform}}): this {
  246. // if (material.uniforms.currentFrameCount) material.uniforms.currentFrameCount.value = this.frameCount
  247. if (!this.stableNoise) {
  248. if (material.uniforms.frameCount) material.uniforms.frameCount.value = this._totalFrameCount
  249. else console.warn('RenderManager: no uniform: frameCount')
  250. } else {
  251. if (material.uniforms.frameCount) material.uniforms.frameCount.value = this.frameCount
  252. else console.warn('RenderManager: no uniform: frameCount')
  253. }
  254. return this
  255. }
  256. // region Passes
  257. registerPass(pass: IPipelinePass, replaceId = true): void {
  258. if (replaceId) {
  259. for (const pass1 of [...this._passes]) {
  260. if (pass.passId === pass1.passId) this.unregisterPass(pass1)
  261. }
  262. }
  263. this._passes.push(pass)
  264. pass.onRegister?.(this)
  265. this.rebuildPipeline(false)
  266. this._updated({change: 'registerPass', pass})
  267. }
  268. unregisterPass(pass: IPipelinePass): void {
  269. const i = this._passes.indexOf(pass)
  270. if (i >= 0) {
  271. pass.onUnregister?.(this)
  272. this._passes.splice(i, 1)
  273. this.rebuildPipeline(false)
  274. this._updated({change: 'unregisterPass', pass})
  275. }
  276. }
  277. // endregion
  278. // region Getters and Setters
  279. get frameCount(): number {
  280. return this._frameCount
  281. }
  282. get totalFrameCount(): number {
  283. return this._totalFrameCount
  284. }
  285. resetTotalFrameCount(): void {
  286. this._totalFrameCount = 0
  287. }
  288. set pipeline(value: IPassID[]) {
  289. this._pipeline = value
  290. if (this.autoBuildPipeline) {
  291. console.warn('RenderManager: pipeline changed, but autoBuildPipeline is true. This will not have any effect.')
  292. }
  293. this.rebuildPipeline()
  294. }
  295. get pipeline(): IPassID[] {
  296. return this._pipeline
  297. }
  298. get composer(): EffectComposer2 {
  299. return this._composer
  300. }
  301. get passes(): IPipelinePass[] {
  302. return this._passes
  303. }
  304. get isWebGL2(): boolean {
  305. return this._isWebGL2
  306. }
  307. get composerTarget(): IRenderTarget {
  308. return this._composer.renderTarget1
  309. }
  310. get composerTarget2(): IRenderTarget {
  311. return this._composer.renderTarget2
  312. }
  313. get renderSize(): Vector2 {
  314. return this._renderSize
  315. }
  316. get context(): WebGLRenderingContext {
  317. return this._context
  318. }
  319. /**
  320. * Same as {@link renderer}
  321. */
  322. get webglRenderer(): WebGLRenderer {
  323. return this._renderer
  324. }
  325. @serialize()
  326. get useLegacyLights(): boolean {
  327. return this._renderer.useLegacyLights
  328. }
  329. set useLegacyLights(v: boolean) {
  330. this._renderer.useLegacyLights = v
  331. this._updated({change: 'useLegacyLights', data: v})
  332. this.resetShadows()
  333. }
  334. get clock() {
  335. return this._composer.clock
  336. }
  337. // endregion
  338. // region Utils
  339. /**
  340. * blit - blits a texture to the screen or another render target.
  341. * @param destination - destination target, or screen if undefined or null
  342. * @param source - source Texture
  343. * @param viewport - viewport and scissor
  344. * @param material - override material
  345. * @param clear - clear before blit
  346. * @param respectColorSpace - does color space conversion when reading and writing to the target
  347. * @param blending - Note - Set to NormalBlending if transparent is set to false
  348. * @param transparent
  349. */
  350. blit(destination: IRenderTarget|undefined|null, {source, viewport, material, clear = true, respectColorSpace = false, blending = NoBlending, transparent = true}: RendererBlitOptions = {}): void {
  351. const copyPass = !respectColorSpace ? this._composer.copyPass : this._composer.copyPass2
  352. const {renderToScreen, material: oldMaterial, uniforms: oldUniforms, clear: oldClear} = copyPass
  353. if (material) {
  354. copyPass.material = material
  355. }
  356. const oldTransparent = copyPass.material.transparent
  357. const oldViewport = !destination ? this._renderer.getViewport(new Vector4()) : destination.viewport.clone()
  358. const oldScissor = !destination ? this._renderer.getScissor(new Vector4()) : destination.scissor.clone()
  359. const oldScissorTest = !destination ? this._renderer.getScissorTest() : destination.scissorTest
  360. const oldAutoClear = this._renderer.autoClear
  361. const oldTarget = this._renderer.getRenderTarget()
  362. const oldBlending = copyPass.material.blending
  363. if (viewport) {
  364. if (!destination) {
  365. this._renderer.setViewport(viewport)
  366. this._renderer.setScissor(viewport)
  367. this._renderer.setScissorTest(true)
  368. } else {
  369. destination.viewport.copy(viewport)
  370. destination.scissor.copy(viewport)
  371. destination.scissorTest = true
  372. }
  373. }
  374. this._renderer.autoClear = false
  375. copyPass.material.blending = !transparent ? NormalBlending : blending
  376. copyPass.uniforms = copyPass.material.uniforms
  377. copyPass.renderToScreen = false
  378. copyPass.clear = clear
  379. copyPass.material.transparent = transparent
  380. copyPass.material.needsUpdate = true
  381. this._renderer.renderWithModes({
  382. sceneRender: true,
  383. opaqueRender: true,
  384. shadowMapRender: false,
  385. backgroundRender: false,
  386. transparentRender: true,
  387. transmissionRender: false,
  388. }, ()=>{
  389. copyPass.render(this._renderer, <WebGLRenderTarget>destination || null, {texture: source} as any, 0, false)
  390. })
  391. copyPass.renderToScreen = renderToScreen
  392. copyPass.clear = oldClear
  393. copyPass.material = oldMaterial
  394. copyPass.uniforms = oldUniforms
  395. copyPass.material.blending = oldBlending
  396. copyPass.material.transparent = oldTransparent
  397. this._renderer.autoClear = oldAutoClear
  398. if (viewport) {
  399. if (!destination) {
  400. this._renderer.setViewport(oldViewport)
  401. this._renderer.setScissor(oldScissor)
  402. this._renderer.setScissorTest(oldScissorTest)
  403. } else {
  404. destination.viewport.copy(oldViewport)
  405. destination.scissor.copy(oldScissor)
  406. destination.scissorTest = oldScissorTest
  407. }
  408. }
  409. this._renderer.setRenderTarget(oldTarget) // todo: active cubeface etc
  410. }
  411. clearColor({r, g, b, a, target, depth = true, stencil = true, viewport}:
  412. {r?: number, g?: number, b?: number, a?: number, target?: IRenderTarget, depth?: boolean, stencil?: boolean, viewport?: Vector4}): void {
  413. const color = this._renderer.getClearColor(new Color())
  414. const alpha = this._renderer.getClearAlpha()
  415. this._renderer.setClearColor(new Color(r ?? color.r, g ?? color.g, b ?? color.b))
  416. this._renderer.setClearAlpha(a ?? alpha)
  417. const lastTarget = this._renderer.getRenderTarget()
  418. const activeCubeFace = this._renderer.getActiveCubeFace()
  419. const activeMipLevel = this._renderer.getActiveMipmapLevel()
  420. const oldViewport = !target ? this._renderer.getViewport(new Vector4()) : target.viewport.clone()
  421. const oldScissor = !target ? this._renderer.getScissor(new Vector4()) : target.scissor.clone()
  422. const oldScissorTest = !target ? this._renderer.getScissorTest() : target.scissorTest
  423. if (viewport) {
  424. if (!target) {
  425. this._renderer.setViewport(viewport)
  426. this._renderer.setScissor(viewport)
  427. this._renderer.setScissorTest(true)
  428. } else {
  429. target.viewport.copy(viewport)
  430. target.scissor.copy(viewport)
  431. target.scissorTest = true
  432. }
  433. }
  434. this._renderer.setRenderTarget((target as WebGLRenderTarget) ?? null)
  435. this._renderer.clear(true, depth, stencil)
  436. if (viewport) {
  437. if (!target) {
  438. this._renderer.setViewport(oldViewport)
  439. this._renderer.setScissor(oldScissor)
  440. this._renderer.setScissorTest(oldScissorTest)
  441. } else {
  442. target.viewport.copy(oldViewport)
  443. target.scissor.copy(oldScissor)
  444. target.scissorTest = oldScissorTest
  445. }
  446. }
  447. this._renderer.setRenderTarget(lastTarget, activeCubeFace, activeMipLevel)
  448. this._renderer.setClearColor(color)
  449. this._renderer.setClearAlpha(alpha)
  450. }
  451. /**
  452. * Converts a render target to a png/jpeg data url string.
  453. * Note: this will clamp the values to [0, 1] and converts to srgb for float and half-float render targets.
  454. * @param target
  455. * @param mimeType
  456. * @param quality
  457. * @param textureIndex - index of the texture to use in the render target (only in case of multiple render target)
  458. */
  459. renderTargetToDataUrl(target: WebGLMultipleRenderTargets|WebGLRenderTarget, mimeType = 'image/png', quality = 90, textureIndex = 0): string {
  460. const canvas = document.createElement('canvas')
  461. canvas.width = target.width
  462. canvas.height = target.height
  463. const ctx = canvas.getContext('2d')
  464. if (!ctx) throw new Error('Unable to get 2d context')
  465. const texture = Array.isArray(target.texture) ? target.texture[textureIndex] : target.texture
  466. const imageData = ctx.createImageData(target.width, target.height, {colorSpace: ['display-p3', 'srgb'].includes(texture.colorSpace) ? <PredefinedColorSpace>texture.colorSpace : undefined})
  467. if (texture.type === HalfFloatType || texture.type === FloatType) {
  468. const buffer = this.renderTargetToBuffer(target, textureIndex)
  469. textureDataToImageData({data: buffer, width: target.width, height: target.height}, texture.colorSpace, imageData) // this handles converting to srgb
  470. } else {
  471. // todo: handle rgbm to srgb conversion?
  472. this._renderer.readRenderTargetPixels(target, 0, 0, target.width, target.height, imageData.data, undefined, textureIndex)
  473. }
  474. ctx.putImageData(imageData, 0, 0)
  475. const string = (texture.flipY ? canvas : canvasFlipY(canvas)).toDataURL(mimeType, quality) // intentionally inverted ternary
  476. canvas.remove()
  477. return string
  478. }
  479. /**
  480. * Rend pixels from a render target into a new Uint8Array|Uint16Array|Float32Array buffer
  481. * @param target - render target to read from
  482. * @param textureIndex - index of the texture to use in the render target (only in case of multiple render target)
  483. */
  484. renderTargetToBuffer(target: WebGLMultipleRenderTargets|WebGLRenderTarget, textureIndex = 0): Uint8Array|Uint16Array|Float32Array {
  485. const texture = Array.isArray(target.texture) ? target.texture[textureIndex] : target.texture
  486. const buffer =
  487. texture.type === HalfFloatType ?
  488. new Uint16Array(target.width * target.height * 4) :
  489. texture.type === FloatType ?
  490. new Float32Array(target.width * target.height * 4) :
  491. new Uint8Array(target.width * target.height * 4)
  492. this._renderer.readRenderTargetPixels(target, 0, 0, target.width, target.height, buffer, undefined, textureIndex)
  493. return buffer
  494. }
  495. /**
  496. * Exports a render target to a blob. The type is automatically picked from exr to png based on the render target.
  497. * @param target - render target to export
  498. * @param mimeType - mime type to use.
  499. * If auto (default), then it will be picked based on the render target type.
  500. * @param textureIndex - index of the texture to use in the render target (only in case of multiple render target)
  501. */
  502. exportRenderTarget(target: WebGLMultipleRenderTargets|WebGLRenderTarget, mimeType = 'auto', textureIndex = 0): BlobExt {
  503. const hdrFormats = ['image/x-exr']
  504. const texture = Array.isArray(target.texture) ? target.texture[textureIndex] : target.texture
  505. let hdr = texture.type === HalfFloatType || texture.type === FloatType
  506. if (mimeType === 'auto') {
  507. mimeType = hdr ? 'image/x-exr' : 'image/png'
  508. }
  509. if (!hdrFormats.includes(mimeType)) hdr = false
  510. let buffer: ArrayBufferLike
  511. if (!hdr) {
  512. const url = this.renderTargetToDataUrl(target, mimeType === 'auto' ? undefined : mimeType, 90, textureIndex)
  513. buffer = base64ToArrayBuffer(url.split(',')[1])
  514. mimeType = url.split(';')[0].split(':')[1]
  515. } else {
  516. if (mimeType !== 'image/x-exr') {
  517. console.warn('RenderManager: mimeType ', mimeType, ' is not supported for HDR. Using EXR instead')
  518. mimeType = 'image/x-exr'
  519. }
  520. const exporter = new EXRExporter2()
  521. buffer = exporter.parse(this._renderer, target, {textureIndex})
  522. }
  523. const b = new Blob([buffer], {type: mimeType}) as BlobExt
  524. b.ext = mimeType === 'image/x-exr' ? 'exr' : mimeType.split('/')[1]
  525. return b
  526. }
  527. // endregion
  528. // region Events Dispatch
  529. private _updated(data?: Partial<IRenderManagerUpdateEvent>) {
  530. this.dispatchEvent({...data, type: 'update'})
  531. }
  532. // endregion
  533. protected _createTargetClass(clazz: Class<WebGLRenderTarget>, size: number[], options: WebGLRenderTargetOptions): IRenderTarget {
  534. const processNewTarget = this._processNewTarget
  535. return new class RenderTarget extends clazz implements IRenderTarget {
  536. isTemporary?: boolean
  537. sizeMultiplier?: number
  538. uuid: string
  539. readonly assetType = 'renderTarget'
  540. name = 'RenderTarget'
  541. // @ts-expect-error because WebGLRenderTarget does not have texture as array
  542. texture: ValOrArr<Texture&{_target: IRenderTarget}>
  543. constructor(public readonly renderManager: IRenderManager, ...ps: any[]) {
  544. super(...ps)
  545. this.uuid = generateUUID()
  546. const ops = ps[ps.length - 1] as WebGLRenderTargetOptions
  547. if (Array.isArray(this.texture)) {
  548. this.texture.forEach(t => {
  549. if (ops.colorSpace !== undefined) t.colorSpace = ops.colorSpace
  550. t._target = this
  551. t.toJSON = () => {
  552. console.warn('Multiple render target texture.toJSON not supported yet.')
  553. return {}
  554. }
  555. })
  556. } else {
  557. this.texture._target = this
  558. this.texture.toJSON = () => ({ // todo use readRenderTargetPixels as data url or data buffer.
  559. isRenderTargetTexture: true,
  560. }) // so that it doesn't get serialized
  561. }
  562. }
  563. setSize(w: number, h: number, depth?: number) {
  564. super.setSize(Math.floor(w), Math.floor(h), depth)
  565. // console.log('setSize', w, h, depth)
  566. return this
  567. }
  568. clone(trackTarget = true): any {
  569. if (this.isTemporary) throw 'Cloning temporary render targets not supported'
  570. if (Array.isArray(this.texture)) throw 'Cloning multiple render targets not supported'
  571. // 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
  572. const cloned = super.clone() as IRenderTarget
  573. const tex = cloned.texture
  574. if (Array.isArray(tex)) tex.forEach(t => t.isRenderTargetTexture = true)
  575. else tex.isRenderTargetTexture = true
  576. return processNewTarget(cloned, this.sizeMultiplier || 1, trackTarget)
  577. }
  578. }(this, ...size, options)
  579. }
  580. /**
  581. * @deprecated use renderScale instead
  582. */
  583. get displayCanvasScaling() {
  584. console.error('displayCanvasScaling is deprecated, use renderScale instead')
  585. return this.renderScale
  586. }
  587. /**
  588. * @deprecated use renderScale instead
  589. */
  590. set displayCanvasScaling(value) {
  591. console.error('displayCanvasScaling is deprecated, use renderScale instead')
  592. this.renderScale = value
  593. }
  594. }