WebGLRenderLists.js 4.0 KB

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  1. function painterSortStable( a, b ) {
  2. if ( a.groupOrder !== b.groupOrder ) {
  3. return a.groupOrder - b.groupOrder;
  4. } else if ( a.renderOrder !== b.renderOrder ) {
  5. return a.renderOrder - b.renderOrder;
  6. } else if ( a.material.id !== b.material.id ) {
  7. return a.material.id - b.material.id;
  8. } else if ( a.z !== b.z ) {
  9. return a.z - b.z;
  10. } else {
  11. return a.id - b.id;
  12. }
  13. }
  14. function reversePainterSortStable( a, b ) {
  15. if ( a.groupOrder !== b.groupOrder ) {
  16. return a.groupOrder - b.groupOrder;
  17. } else if ( a.renderOrder !== b.renderOrder ) {
  18. return a.renderOrder - b.renderOrder;
  19. } else if ( a.z !== b.z ) {
  20. return b.z - a.z;
  21. } else {
  22. return a.id - b.id;
  23. }
  24. }
  25. function WebGLRenderList() {
  26. const renderItems = [];
  27. let renderItemsIndex = 0;
  28. const opaque = [];
  29. const transmissive = [];
  30. const transparent = [];
  31. function init() {
  32. renderItemsIndex = 0;
  33. opaque.length = 0;
  34. transmissive.length = 0;
  35. transparent.length = 0;
  36. }
  37. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  38. let renderItem = renderItems[ renderItemsIndex ];
  39. if ( renderItem === undefined ) {
  40. renderItem = {
  41. id: object.id,
  42. object: object,
  43. geometry: geometry,
  44. material: material,
  45. groupOrder: groupOrder,
  46. renderOrder: object.renderOrder,
  47. z: z,
  48. group: group
  49. };
  50. renderItems[ renderItemsIndex ] = renderItem;
  51. } else {
  52. renderItem.id = object.id;
  53. renderItem.object = object;
  54. renderItem.geometry = geometry;
  55. renderItem.material = material;
  56. renderItem.groupOrder = groupOrder;
  57. renderItem.renderOrder = object.renderOrder;
  58. renderItem.z = z;
  59. renderItem.group = group;
  60. }
  61. renderItemsIndex ++;
  62. return renderItem;
  63. }
  64. function push( object, geometry, material, groupOrder, z, group ) {
  65. const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  66. if ( material.transmission > 0.0 ) {
  67. transmissive.push( renderItem );
  68. } else if ( material.transparent === true ) {
  69. transparent.push( renderItem );
  70. } else {
  71. opaque.push( renderItem );
  72. }
  73. }
  74. function unshift( object, geometry, material, groupOrder, z, group ) {
  75. const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  76. if ( material.transmission > 0.0 ) {
  77. transmissive.unshift( renderItem );
  78. } else if ( material.transparent === true ) {
  79. transparent.unshift( renderItem );
  80. } else {
  81. opaque.unshift( renderItem );
  82. }
  83. }
  84. function sort( customOpaqueSort, customTransparentSort ) {
  85. if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
  86. if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );
  87. if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );
  88. }
  89. function finish() {
  90. // Clear references from inactive renderItems in the list
  91. for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  92. const renderItem = renderItems[ i ];
  93. if ( renderItem.id === null ) break;
  94. renderItem.id = null;
  95. renderItem.object = null;
  96. renderItem.geometry = null;
  97. renderItem.material = null;
  98. renderItem.group = null;
  99. }
  100. }
  101. return {
  102. opaque: opaque,
  103. transmissive: transmissive,
  104. transparent: transparent,
  105. init: init,
  106. push: push,
  107. unshift: unshift,
  108. finish: finish,
  109. sort: sort
  110. };
  111. }
  112. function WebGLRenderLists() {
  113. let lists = new WeakMap();
  114. function get( scene, renderCallDepth ) {
  115. const listArray = lists.get( scene );
  116. let list;
  117. if ( listArray === undefined ) {
  118. list = new WebGLRenderList();
  119. lists.set( scene, [ list ] );
  120. } else {
  121. if ( renderCallDepth >= listArray.length ) {
  122. list = new WebGLRenderList();
  123. listArray.push( list );
  124. } else {
  125. list = listArray[ renderCallDepth ];
  126. }
  127. }
  128. return list;
  129. }
  130. function dispose() {
  131. lists = new WeakMap();
  132. }
  133. return {
  134. get: get,
  135. dispose: dispose
  136. };
  137. }
  138. export { WebGLRenderLists, WebGLRenderList };