📄 RenderObjects.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 4 |
🧱 Classes | 1 |
📦 Imports | 2 |
📊 Variables & Constants | 2 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/renderers/common/RenderObjects.js
📦 Imports¶
Name | Source |
---|---|
ChainMap |
./ChainMap.js |
RenderObject |
./RenderObject.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_chainKeys |
any[] |
let/var | [] |
✗ |
renderObject |
RenderObject |
let/var | new RenderObject( nodes, geometries, renderer, object, material, scene, camer... |
✗ |
Functions¶
RenderObjects.get(object: Object3D, material: Material, scene: Scene, camera: Camera, lightsNode: LightsNode, renderContext: RenderContext, clippingContext: ClippingContext, passId: string): RenderObject
¶
JSDoc:
/**
* Returns a render object for the given object and state data.
*
* @param {Object3D} object - The 3D object.
* @param {Material} material - The 3D object's material.
* @param {Scene} scene - The scene the 3D object belongs to.
* @param {Camera} camera - The camera the 3D object should be rendered with.
* @param {LightsNode} lightsNode - The lights node.
* @param {RenderContext} renderContext - The render context.
* @param {ClippingContext} clippingContext - The clipping context.
* @param {string} [passId] - An optional ID for identifying the pass.
* @return {RenderObject} The render object.
*/
Parameters:
object
Object3D
material
Material
scene
Scene
camera
Camera
lightsNode
LightsNode
renderContext
RenderContext
clippingContext
ClippingContext
passId
string
Returns: RenderObject
Calls:
this.getChainMap
chainMap.get
this.createRenderObject
chainMap.set
renderObject.updateClipping
renderObject.setGeometry
renderObject.getCacheKey
renderObject.dispose
this.get
Internal Comments:
Code
get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
const chainMap = this.getChainMap( passId );
// reuse chainArray
_chainKeys[ 0 ] = object;
_chainKeys[ 1 ] = material;
_chainKeys[ 2 ] = renderContext;
_chainKeys[ 3 ] = lightsNode;
let renderObject = chainMap.get( _chainKeys );
if ( renderObject === undefined ) {
renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
chainMap.set( _chainKeys, renderObject );
} else {
renderObject.updateClipping( clippingContext );
if ( renderObject.needsGeometryUpdate ) {
renderObject.setGeometry( object.geometry );
}
if ( renderObject.version !== material.version || renderObject.needsUpdate ) {
if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {
renderObject.dispose();
renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
} else {
renderObject.version = material.version;
}
}
}
_chainKeys.length = 0;
return renderObject;
}
RenderObjects.getChainMap(passId: string): ChainMap
¶
JSDoc:
/**
* Returns a chain map for the given pass ID.
*
* @param {string} [passId='default'] - The pass ID.
* @return {ChainMap} The chain map.
*/
Parameters:
passId
string
Returns: ChainMap
Code
RenderObjects.dispose(): void
¶
JSDoc:
Returns: void
RenderObjects.createRenderObject(nodes: Nodes, geometries: Geometries, renderer: Renderer, object: Object3D, material: Material, scene: Scene, camera: Camera, lightsNode: LightsNode, renderContext: RenderContext, clippingContext: ClippingContext, passId: string): RenderObject
¶
JSDoc:
/**
* Factory method for creating render objects with the given list of parameters.
*
* @param {Nodes} nodes - Renderer component for managing nodes related logic.
* @param {Geometries} geometries - Renderer component for managing geometries.
* @param {Renderer} renderer - The renderer.
* @param {Object3D} object - The 3D object.
* @param {Material} material - The object's material.
* @param {Scene} scene - The scene the 3D object belongs to.
* @param {Camera} camera - The camera the object should be rendered with.
* @param {LightsNode} lightsNode - The lights node.
* @param {RenderContext} renderContext - The render context.
* @param {ClippingContext} clippingContext - The clipping context.
* @param {string} [passId] - An optional ID for identifying the pass.
* @return {RenderObject} The render object.
*/
Parameters:
nodes
Nodes
geometries
Geometries
renderer
Renderer
object
Object3D
material
Material
scene
Scene
camera
Camera
lightsNode
LightsNode
renderContext
RenderContext
clippingContext
ClippingContext
passId
string
Returns: RenderObject
Calls:
this.getChainMap
this.pipelines.delete
this.bindings.delete
this.nodes.delete
chainMap.delete
renderObject.getChainArray
Code
createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
const chainMap = this.getChainMap( passId );
const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext );
renderObject.onDispose = () => {
this.pipelines.delete( renderObject );
this.bindings.delete( renderObject );
this.nodes.delete( renderObject );
chainMap.delete( renderObject.getChainArray() );
};
return renderObject;
}
Classes¶
RenderObjects
¶
Class Code
class RenderObjects {
/**
* Constructs a new render object management component.
*
* @param {Renderer} renderer - The renderer.
* @param {Nodes} nodes - Renderer component for managing nodes related logic.
* @param {Geometries} geometries - Renderer component for managing geometries.
* @param {Pipelines} pipelines - Renderer component for managing pipelines.
* @param {Bindings} bindings - Renderer component for managing bindings.
* @param {Info} info - Renderer component for managing metrics and monitoring data.
*/
constructor( renderer, nodes, geometries, pipelines, bindings, info ) {
/**
* The renderer.
*
* @type {Renderer}
*/
this.renderer = renderer;
/**
* Renderer component for managing nodes related logic.
*
* @type {Nodes}
*/
this.nodes = nodes;
/**
* Renderer component for managing geometries.
*
* @type {Geometries}
*/
this.geometries = geometries;
/**
* Renderer component for managing pipelines.
*
* @type {Pipelines}
*/
this.pipelines = pipelines;
/**
* Renderer component for managing bindings.
*
* @type {Bindings}
*/
this.bindings = bindings;
/**
* Renderer component for managing metrics and monitoring data.
*
* @type {Info}
*/
this.info = info;
/**
* A dictionary that manages render contexts in chain maps
* for each pass ID.
*
* @type {Object<string,ChainMap>}
*/
this.chainMaps = {};
}
/**
* Returns a render object for the given object and state data.
*
* @param {Object3D} object - The 3D object.
* @param {Material} material - The 3D object's material.
* @param {Scene} scene - The scene the 3D object belongs to.
* @param {Camera} camera - The camera the 3D object should be rendered with.
* @param {LightsNode} lightsNode - The lights node.
* @param {RenderContext} renderContext - The render context.
* @param {ClippingContext} clippingContext - The clipping context.
* @param {string} [passId] - An optional ID for identifying the pass.
* @return {RenderObject} The render object.
*/
get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
const chainMap = this.getChainMap( passId );
// reuse chainArray
_chainKeys[ 0 ] = object;
_chainKeys[ 1 ] = material;
_chainKeys[ 2 ] = renderContext;
_chainKeys[ 3 ] = lightsNode;
let renderObject = chainMap.get( _chainKeys );
if ( renderObject === undefined ) {
renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
chainMap.set( _chainKeys, renderObject );
} else {
renderObject.updateClipping( clippingContext );
if ( renderObject.needsGeometryUpdate ) {
renderObject.setGeometry( object.geometry );
}
if ( renderObject.version !== material.version || renderObject.needsUpdate ) {
if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {
renderObject.dispose();
renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
} else {
renderObject.version = material.version;
}
}
}
_chainKeys.length = 0;
return renderObject;
}
/**
* Returns a chain map for the given pass ID.
*
* @param {string} [passId='default'] - The pass ID.
* @return {ChainMap} The chain map.
*/
getChainMap( passId = 'default' ) {
return this.chainMaps[ passId ] || ( this.chainMaps[ passId ] = new ChainMap() );
}
/**
* Frees internal resources.
*/
dispose() {
this.chainMaps = {};
}
/**
* Factory method for creating render objects with the given list of parameters.
*
* @param {Nodes} nodes - Renderer component for managing nodes related logic.
* @param {Geometries} geometries - Renderer component for managing geometries.
* @param {Renderer} renderer - The renderer.
* @param {Object3D} object - The 3D object.
* @param {Material} material - The object's material.
* @param {Scene} scene - The scene the 3D object belongs to.
* @param {Camera} camera - The camera the object should be rendered with.
* @param {LightsNode} lightsNode - The lights node.
* @param {RenderContext} renderContext - The render context.
* @param {ClippingContext} clippingContext - The clipping context.
* @param {string} [passId] - An optional ID for identifying the pass.
* @return {RenderObject} The render object.
*/
createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
const chainMap = this.getChainMap( passId );
const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext );
renderObject.onDispose = () => {
this.pipelines.delete( renderObject );
this.bindings.delete( renderObject );
this.nodes.delete( renderObject );
chainMap.delete( renderObject.getChainArray() );
};
return renderObject;
}
}
Methods¶
get(object: Object3D, material: Material, scene: Scene, camera: Camera, lightsNode: LightsNode, renderContext: RenderContext, clippingContext: ClippingContext, passId: string): RenderObject
¶
Code
get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
const chainMap = this.getChainMap( passId );
// reuse chainArray
_chainKeys[ 0 ] = object;
_chainKeys[ 1 ] = material;
_chainKeys[ 2 ] = renderContext;
_chainKeys[ 3 ] = lightsNode;
let renderObject = chainMap.get( _chainKeys );
if ( renderObject === undefined ) {
renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
chainMap.set( _chainKeys, renderObject );
} else {
renderObject.updateClipping( clippingContext );
if ( renderObject.needsGeometryUpdate ) {
renderObject.setGeometry( object.geometry );
}
if ( renderObject.version !== material.version || renderObject.needsUpdate ) {
if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {
renderObject.dispose();
renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );
} else {
renderObject.version = material.version;
}
}
}
_chainKeys.length = 0;
return renderObject;
}
getChainMap(passId: string): ChainMap
¶
Code
dispose(): void
¶
createRenderObject(nodes: Nodes, geometries: Geometries, renderer: Renderer, object: Object3D, material: Material, scene: Scene, camera: Camera, lightsNode: LightsNode, renderContext: RenderContext, clippingContext: ClippingContext, passId: string): RenderObject
¶
Code
createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {
const chainMap = this.getChainMap( passId );
const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext );
renderObject.onDispose = () => {
this.pipelines.delete( renderObject );
this.bindings.delete( renderObject );
this.nodes.delete( renderObject );
chainMap.delete( renderObject.getChainArray() );
};
return renderObject;
}