import { Color } from '../../math/Color.js';
/** @module RendererUtils **/
/**
* Saves the state of the given renderer and stores it into the given state object.
*
* If not state object is provided, the function creates one.
*
* @function
* @param {Renderer} renderer - The renderer.
* @param {Object} [state={}] - The state.
* @return {Object} The state.
*/
export function saveRendererState( renderer, state = {} ) {
state.toneMapping = renderer.toneMapping;
state.toneMappingExposure = renderer.toneMappingExposure;
state.outputColorSpace = renderer.outputColorSpace;
state.renderTarget = renderer.getRenderTarget();
state.activeCubeFace = renderer.getActiveCubeFace();
state.activeMipmapLevel = renderer.getActiveMipmapLevel();
state.renderObjectFunction = renderer.getRenderObjectFunction();
state.pixelRatio = renderer.getPixelRatio();
state.mrt = renderer.getMRT();
state.clearColor = renderer.getClearColor( state.clearColor || new Color() );
state.clearAlpha = renderer.getClearAlpha();
state.autoClear = renderer.autoClear;
state.scissorTest = renderer.getScissorTest();
return state;
}
/**
* Saves the state of the given renderer and stores it into the given state object.
* Besides, the function also resets the state of the renderer to its default values.
*
* If not state object is provided, the function creates one.
*
* @function
* @param {Renderer} renderer - The renderer.
* @param {Object} [state={}] - The state.
* @return {Object} The state.
*/
export function resetRendererState( renderer, state ) {
state = saveRendererState( renderer, state );
renderer.setMRT( null );
renderer.setRenderObjectFunction( null );
renderer.setClearColor( 0x000000, 1 );
renderer.autoClear = true;
return state;
}
/**
* Restores the state of the given renderer from the given state object.
*
* @function
* @param {Renderer} renderer - The renderer.
* @param {Object} state - The state to restore.
*/
export function restoreRendererState( renderer, state ) {
renderer.toneMapping = state.toneMapping;
renderer.toneMappingExposure = state.toneMappingExposure;
renderer.outputColorSpace = state.outputColorSpace;
renderer.setRenderTarget( state.renderTarget, state.activeCubeFace, state.activeMipmapLevel );
renderer.setRenderObjectFunction( state.renderObjectFunction );
renderer.setPixelRatio( state.pixelRatio );
renderer.setMRT( state.mrt );
renderer.setClearColor( state.clearColor, state.clearAlpha );
renderer.autoClear = state.autoClear;
renderer.setScissorTest( state.scissorTest );
}
/**
* Saves the state of the given scene and stores it into the given state object.
*
* If not state object is provided, the function creates one.
*
* @function
* @param {Scene} scene - The scene.
* @param {Object} [state={}] - The state.
* @return {Object} The state.
*/
export function saveSceneState( scene, state = {} ) {
state.background = scene.background;
state.backgroundNode = scene.backgroundNode;
state.overrideMaterial = scene.overrideMaterial;
return state;
}
/**
* Saves the state of the given scene and stores it into the given state object.
* Besides, the function also resets the state of the scene to its default values.
*
* If not state object is provided, the function creates one.
*
* @function
* @param {Scene} scene - The scene.
* @param {Object} [state={}] - The state.
* @return {Object} The state.
*/
export function resetSceneState( scene, state ) {
state = saveSceneState( scene, state );
scene.background = null;
scene.backgroundNode = null;
scene.overrideMaterial = null;
return state;
}
/**
* Restores the state of the given scene from the given state object.
*
* @function
* @param {Scene} scene - The scene.
* @param {Object} state - The state to restore.
*/
export function restoreSceneState( scene, state ) {
scene.background = state.background;
scene.backgroundNode = state.backgroundNode;
scene.overrideMaterial = state.overrideMaterial;
}
/**
* Saves the state of the given renderer and scene and stores it into the given state object.
*
* If not state object is provided, the function creates one.
*
* @function
* @param {Renderer} renderer - The renderer.
* @param {Scene} scene - The scene.
* @param {Object} [state={}] - The state.
* @return {Object} The state.
*/
export function saveRendererAndSceneState( renderer, scene, state = {} ) {
state = saveRendererState( renderer, state );
state = saveSceneState( scene, state );
return state;
}
/**
* Saves the state of the given renderer and scene and stores it into the given state object.
* Besides, the function also resets the state of the renderer and scene to its default values.
*
* If not state object is provided, the function creates one.
*
* @function
* @param {Renderer} renderer - The renderer.
* @param {Scene} scene - The scene.
* @param {Object} [state={}] - The state.
* @return {Object} The state.
*/
export function resetRendererAndSceneState( renderer, scene, state ) {
state = resetRendererState( renderer, state );
state = resetSceneState( scene, state );
return state;
}
/**
* Restores the state of the given renderer and scene from the given state object.
*
* @function
* @param {Renderer} renderer - The renderer.
* @param {Scene} scene - The scene.
* @param {Object} state - The state to restore.
*/
export function restoreRendererAndSceneState( renderer, scene, state ) {
restoreRendererState( renderer, state );
restoreSceneState( scene, state );
}