import Renderer from '../common/Renderer.js';
import WebGLBackend from '../webgl-fallback/WebGLBackend.js';
import WebGPUBackend from './WebGPUBackend.js';
import BasicNodeLibrary from './nodes/BasicNodeLibrary.js';
/**
* This alternative version of {@link WebGPURenderer} only supports node materials.
* So classes like `MeshBasicMaterial` are not compatible.
*
* @private
* @augments module:Renderer~Renderer
*/
class WebGPURenderer extends Renderer {
/**
* Constructs a new WebGPU renderer.
*
* @param {Object} parameters - The configuration parameter.
* @param {Boolean} [parameters.logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
* @param {Boolean} [parameters.alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
* @param {Boolean} [parameters.depth=true] - Whether the default framebuffer should have a depth buffer or not.
* @param {Boolean} [parameters.stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
* @param {Boolean} [parameters.antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
* @param {Number} [parameters.samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
* @param {Boolean} [parameters.forceWebGL=false] - If set to `true`, the renderer uses it WebGL 2 backend no matter if WebGPU is supported or not.
* @param {Number} [parameters.outputType=undefined] - Texture type for output to canvas. By default, device's preferred format is used; other formats may incur overhead.
* @param {Number} [parameters.colorBufferType=HalfFloatType] - Defines the type of color buffers. The default `HalfFloatType` is recommend for best
* quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though.
*/
constructor( parameters = {} ) {
let BackendClass;
if ( parameters.forceWebGL ) {
BackendClass = WebGLBackend;
} else {
BackendClass = WebGPUBackend;
parameters.getFallback = () => {
console.warn( 'THREE.WebGPURenderer: WebGPU is not available, running under WebGL2 backend.' );
return new WebGLBackend( parameters );
};
}
const backend = new BackendClass( parameters );
super( backend, parameters );
/**
* The generic default value is overwritten with the
* standard node library for type mapping. Material
* mapping is not supported with this version.
*
* @type {BasicNodeLibrary}
*/
this.library = new BasicNodeLibrary();
/**
* This flag can be used for type testing.
*
* @type {Boolean}
* @readonly
* @default true
*/
this.isWebGPURenderer = true;
}
}
export default WebGPURenderer;