import { DoubleSide } from '../../constants.js';
/**
* Default sorting function for opaque render items.
*
* @private
* @function
* @param {Object} a - The first render item.
* @param {Object} b - The second render item.
* @return {Number} A numeric value which defines the sort order.
*/
function painterSortStable( a, b ) {
if ( a.groupOrder !== b.groupOrder ) {
return a.groupOrder - b.groupOrder;
} else if ( a.renderOrder !== b.renderOrder ) {
return a.renderOrder - b.renderOrder;
} else if ( a.material.id !== b.material.id ) {
return a.material.id - b.material.id;
} else if ( a.z !== b.z ) {
return a.z - b.z;
} else {
return a.id - b.id;
}
}
/**
* Default sorting function for transparent render items.
*
* @private
* @function
* @param {Object} a - The first render item.
* @param {Object} b - The second render item.
* @return {Number} A numeric value which defines the sort order.
*/
function reversePainterSortStable( a, b ) {
if ( a.groupOrder !== b.groupOrder ) {
return a.groupOrder - b.groupOrder;
} else if ( a.renderOrder !== b.renderOrder ) {
return a.renderOrder - b.renderOrder;
} else if ( a.z !== b.z ) {
return b.z - a.z;
} else {
return a.id - b.id;
}
}
/**
* Returns `true` if the given transparent material requires a double pass.
*
* @private
* @function
* @param {Material} material - The transparent material.
* @return {Boolean} Whether the given material requires a double pass or not.
*/
function needsDoublePass( material ) {
const hasTransmission = material.transmission > 0 || material.transmissionNode;
return hasTransmission && material.side === DoubleSide && material.forceSinglePass === false;
}
/**
* When the renderer analyzes the scene at the beginning of a render call,
* it stores 3D object for further processing in render lists. Depending on the
* properties of a 3D objects (like their transformation or material state), the
* objects are maintained in ordered lists for the actual rendering.
*
* Render lists are unique per scene and camera combination.
*
* @private
* @augments Pipeline
*/
class RenderList {
/**
* Constructs a render list.
*
* @param {Lighting} lighting - The lighting management component.
* @param {Scene} scene - The scene.
* @param {Camera} camera - The camera the scene is rendered with.
*/
constructor( lighting, scene, camera ) {
/**
* 3D objects are transformed into render items and stored in this array.
*
* @type {Array<Object>}
*/
this.renderItems = [];
/**
* The current render items index.
*
* @type {Number}
* @default 0
*/
this.renderItemsIndex = 0;
/**
* A list with opaque render items.
*
* @type {Array<Object>}
*/
this.opaque = [];
/**
* A list with transparent render items which require
* double pass rendering (e.g. transmissive objects).
*
* @type {Array<Object>}
*/
this.transparentDoublePass = [];
/**
* A list with transparent render items.
*
* @type {Array<Object>}
*/
this.transparent = [];
/**
* A list with transparent render bundle data.
*
* @type {Array<Object>}
*/
this.bundles = [];
/**
* The render list's lights node. This node is later
* relevant for the actual analytical light nodes which
* compute the scene's lighting in the shader.
*
* @type {LightsNode}
*/
this.lightsNode = lighting.getNode( scene, camera );
/**
* The scene's lights stored in an array. This array
* is used to setup the lights node.
*
* @type {Array<Light>}
*/
this.lightsArray = [];
/**
* The scene.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The camera the scene is rendered with.
*
* @type {Camera}
*/
this.camera = camera;
/**
* How many objects perform occlusion query tests.
*
* @type {Number}
* @default 0
*/
this.occlusionQueryCount = 0;
}
/**
* This method is called right at the beginning of a render call
* before the scene is analyzed. It prepares the internal data
* structures for the upcoming render lists generation.
*
* @return {RenderList} A reference to this render list.
*/
begin() {
this.renderItemsIndex = 0;
this.opaque.length = 0;
this.transparentDoublePass.length = 0;
this.transparent.length = 0;
this.bundles.length = 0;
this.lightsArray.length = 0;
this.occlusionQueryCount = 0;
return this;
}
/**
* Returns a render item for the giving render item state. The state is defined
* by a series of object-related parameters.
*
* The method avoids object creation by holding render items and reusing them in
* subsequent render calls (just with different property values).
*
* @param {Object3D} object - The 3D object.
* @param {BufferGeometry} geometry - The 3D object's geometry.
* @param {Material} material - The 3D object's material.
* @param {Number} groupOrder - The current group order.
* @param {Number} z - Th 3D object's depth value (z value in clip space).
* @param {Number?} group - {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
* @param {ClippingContext} clippingContext - The current clipping context.
* @return {Object} The render item.
*/
getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext ) {
let renderItem = this.renderItems[ this.renderItemsIndex ];
if ( renderItem === undefined ) {
renderItem = {
id: object.id,
object: object,
geometry: geometry,
material: material,
groupOrder: groupOrder,
renderOrder: object.renderOrder,
z: z,
group: group,
clippingContext: clippingContext
};
this.renderItems[ this.renderItemsIndex ] = renderItem;
} else {
renderItem.id = object.id;
renderItem.object = object;
renderItem.geometry = geometry;
renderItem.material = material;
renderItem.groupOrder = groupOrder;
renderItem.renderOrder = object.renderOrder;
renderItem.z = z;
renderItem.group = group;
renderItem.clippingContext = clippingContext;
}
this.renderItemsIndex ++;
return renderItem;
}
/**
* Pushes the given object as a render item to the internal render lists.
* The selected lists depend on the object properties.
*
* @param {Object3D} object - The 3D object.
* @param {BufferGeometry} geometry - The 3D object's geometry.
* @param {Material} material - The 3D object's material.
* @param {Number} groupOrder - The current group order.
* @param {Number} z - Th 3D object's depth value (z value in clip space).
* @param {Number?} group - {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
* @param {ClippingContext} clippingContext - The current clipping context.
*/
push( object, geometry, material, groupOrder, z, group, clippingContext ) {
const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext );
if ( object.occlusionTest === true ) this.occlusionQueryCount ++;
if ( material.transparent === true || material.transmission > 0 ) {
if ( needsDoublePass( material ) ) this.transparentDoublePass.push( renderItem );
this.transparent.push( renderItem );
} else {
this.opaque.push( renderItem );
}
}
/**
* Inserts the given object as a render item at the start of the internal render lists.
* The selected lists depend on the object properties.
*
* @param {Object3D} object - The 3D object.
* @param {BufferGeometry} geometry - The 3D object's geometry.
* @param {Material} material - The 3D object's material.
* @param {Number} groupOrder - The current group order.
* @param {Number} z - Th 3D object's depth value (z value in clip space).
* @param {Number?} group - {Object?} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
* @param {ClippingContext} clippingContext - The current clipping context.
*/
unshift( object, geometry, material, groupOrder, z, group, clippingContext ) {
const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext );
if ( material.transparent === true || material.transmission > 0 ) {
if ( needsDoublePass( material ) ) this.transparentDoublePass.unshift( renderItem );
this.transparent.unshift( renderItem );
} else {
this.opaque.unshift( renderItem );
}
}
/**
* Pushes render bundle group data into the render list.
*
* @param {Object} group - Bundle group data.
*/
pushBundle( group ) {
this.bundles.push( group );
}
/**
* Pushes a light into the render list.
*
* @param {Light} light - The light.
*/
pushLight( light ) {
this.lightsArray.push( light );
}
/**
* Sorts the internal render lists.
*
* @param {function(Any, Any): Number} customOpaqueSort - A custom sort function for opaque objects.
* @param {function(Any, Any): Number} customTransparentSort - A custom sort function for transparent objects.
*/
sort( customOpaqueSort, customTransparentSort ) {
if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable );
if ( this.transparentDoublePass.length > 1 ) this.transparentDoublePass.sort( customTransparentSort || reversePainterSortStable );
if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable );
}
/**
* This method performs finalizing tasks right after the render lists
* have been generated.
*/
finish() {
// update lights
this.lightsNode.setLights( this.lightsArray );
// Clear references from inactive renderItems in the list
for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) {
const renderItem = this.renderItems[ i ];
if ( renderItem.id === null ) break;
renderItem.id = null;
renderItem.object = null;
renderItem.geometry = null;
renderItem.material = null;
renderItem.groupOrder = null;
renderItem.renderOrder = null;
renderItem.z = null;
renderItem.group = null;
renderItem.clippingContext = null;
}
}
}
export default RenderList;