File: //var/www/aspa/three/addons/renderers/common/Renderer.js
import Animation from './Animation.js';
import RenderObjects from './RenderObjects.js';
import Attributes from './Attributes.js';
import Geometries from './Geometries.js';
import Info from './Info.js';
import Pipelines from './Pipelines.js';
import Bindings from './Bindings.js';
import RenderLists from './RenderLists.js';
import RenderContexts from './RenderContexts.js';
import Textures from './Textures.js';
import Background from './Background.js';
import Nodes from './nodes/Nodes.js';
import Color4 from './Color4.js';
import ClippingContext from './ClippingContext.js';
import { Scene, Frustum, Matrix4, Vector2, Vector3, Vector4, DoubleSide, BackSide, FrontSide, SRGBColorSpace, NoToneMapping } from 'three';
const _scene = new Scene();
const _drawingBufferSize = new Vector2();
const _screen = new Vector4();
const _frustum = new Frustum();
const _projScreenMatrix = new Matrix4();
const _vector3 = new Vector3();
class Renderer {
	constructor( backend, parameters = {} ) {
		this.isRenderer = true;
		//
		const {
			logarithmicDepthBuffer = false,
			alpha = true
		} = parameters;
		// public
		this.domElement = backend.getDomElement();
		this.backend = backend;
		this.autoClear = true;
		this.autoClearColor = true;
		this.autoClearDepth = true;
		this.autoClearStencil = true;
		this.alpha = alpha;
		this.logarithmicDepthBuffer = logarithmicDepthBuffer;
		this.outputColorSpace = SRGBColorSpace;
		this.toneMapping = NoToneMapping;
		this.toneMappingExposure = 1.0;
		this.sortObjects = true;
		this.depth = true;
		this.stencil = true;
		this.clippingPlanes = [];
		this.info = new Info();
		// internals
		this._pixelRatio = 1;
		this._width = this.domElement.width;
		this._height = this.domElement.height;
		this._viewport = new Vector4( 0, 0, this._width, this._height );
		this._scissor = new Vector4( 0, 0, this._width, this._height );
		this._scissorTest = false;
		this._attributes = null;
		this._geometries = null;
		this._nodes = null;
		this._animation = null;
		this._bindings = null;
		this._objects = null;
		this._pipelines = null;
		this._renderLists = null;
		this._renderContexts = null;
		this._textures = null;
		this._background = null;
		this._currentRenderContext = null;
		this._opaqueSort = null;
		this._transparentSort = null;
		const alphaClear = this.alpha === true ? 0 : 1;
		this._clearColor = new Color4( 0, 0, 0, alphaClear );
		this._clearDepth = 1;
		this._clearStencil = 0;
		this._renderTarget = null;
		this._activeCubeFace = 0;
		this._activeMipmapLevel = 0;
		this._renderObjectFunction = null;
		this._currentRenderObjectFunction = null;
		this._handleObjectFunction = this._renderObjectDirect;
		this._initialized = false;
		this._initPromise = null;
		this._compilationPromises = null;
		// backwards compatibility
		this.shadowMap = {
			enabled: false,
			type: null
		};
		this.xr = {
			enabled: false
		};
	}
	async init() {
		if ( this._initialized ) {
			throw new Error( 'Renderer: Backend has already been initialized.' );
		}
		if ( this._initPromise !== null ) {
			return this._initPromise;
		}
		this._initPromise = new Promise( async ( resolve, reject ) => {
			const backend = this.backend;
			try {
				await backend.init( this );
			} catch ( error ) {
				reject( error );
				return;
			}
			this._nodes = new Nodes( this, backend );
			this._animation = new Animation( this._nodes, this.info );
			this._attributes = new Attributes( backend );
			this._background = new Background( this, this._nodes );
			this._geometries = new Geometries( this._attributes, this.info );
			this._textures = new Textures( this, backend, this.info );
			this._pipelines = new Pipelines( backend, this._nodes );
			this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
			this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
			this._renderLists = new RenderLists();
			this._renderContexts = new RenderContexts();
			//
			this._initialized = true;
			resolve();
		} );
		return this._initPromise;
	}
	get coordinateSystem() {
		return this.backend.coordinateSystem;
	}
	async compileAsync( scene, camera, targetScene = null ) {
		if ( this._initialized === false ) await this.init();
		// preserve render tree
		const nodeFrame = this._nodes.nodeFrame;
		const previousRenderId = nodeFrame.renderId;
		const previousRenderContext = this._currentRenderContext;
		const previousRenderObjectFunction = this._currentRenderObjectFunction;
		const previousCompilationPromises = this._compilationPromises;
		//
		const sceneRef = ( scene.isScene === true ) ? scene : _scene;
		if ( targetScene === null ) targetScene = scene;
		const renderTarget = this._renderTarget;
		const renderContext = this._renderContexts.get( targetScene, camera, renderTarget );
		const activeMipmapLevel = this._activeMipmapLevel;
		const compilationPromises = [];
		this._currentRenderContext = renderContext;
		this._currentRenderObjectFunction = this.renderObject;
		this._handleObjectFunction = this._createObjectPipeline;
		this._compilationPromises = compilationPromises;
		nodeFrame.renderId ++;
		//
		nodeFrame.update();
		//
		renderContext.depth = this.depth;
		renderContext.stencil = this.stencil;
		if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
		renderContext.clippingContext.updateGlobal( this, camera );
		//
		sceneRef.onBeforeRender( this, scene, camera, renderTarget );
		//
		const renderList = this._renderLists.get( scene, camera );
		renderList.begin();
		this._projectObject( scene, camera, 0, renderList );
		// include lights from target scene
		if ( targetScene !== scene ) {
			targetScene.traverseVisible( function ( object ) {
				if ( object.isLight && object.layers.test( camera.layers ) ) {
					renderList.pushLight( object );
				}
			} );
		}
		renderList.finish();
		//
		if ( renderTarget !== null ) {
			this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
			const renderTargetData = this._textures.get( renderTarget );
			renderContext.textures = renderTargetData.textures;
			renderContext.depthTexture = renderTargetData.depthTexture;
		} else {
			renderContext.textures = null;
			renderContext.depthTexture = null;
		}
		//
		this._nodes.updateScene( sceneRef );
		//
		this._background.update( sceneRef, renderList, renderContext );
		// process render lists
		const opaqueObjects = renderList.opaque;
		const transparentObjects = renderList.transparent;
		const lightsNode = renderList.lightsNode;
		if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
		if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
		// restore render tree
		nodeFrame.renderId = previousRenderId;
		this._currentRenderContext = previousRenderContext;
		this._currentRenderObjectFunction = previousRenderObjectFunction;
		this._compilationPromises = previousCompilationPromises;
		this._handleObjectFunction = this._renderObjectDirect;
		// wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete
		await Promise.all( compilationPromises );
	}
	async renderAsync( scene, camera ) {
		if ( this._initialized === false ) await this.init();
		const renderContext = this._renderContext( scene, camera );
		await this.backend.resolveTimestampAsync( renderContext, 'render' );
	}
	render( scene, camera ) {
		if ( this._initialized === false ) {
			console.error( 'THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead.' );
			return;
		}
		this._renderContext( scene, camera );
	}
	_renderContext( scene, camera ) {
		// preserve render tree
		const nodeFrame = this._nodes.nodeFrame;
		const previousRenderId = nodeFrame.renderId;
		const previousRenderContext = this._currentRenderContext;
		const previousRenderObjectFunction = this._currentRenderObjectFunction;
		//
		const sceneRef = ( scene.isScene === true ) ? scene : _scene;
		const renderTarget = this._renderTarget;
		const renderContext = this._renderContexts.get( scene, camera, renderTarget );
		const activeCubeFace = this._activeCubeFace;
		const activeMipmapLevel = this._activeMipmapLevel;
		this._currentRenderContext = renderContext;
		this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
		//
		this.info.calls ++;
		this.info.render.calls ++;
		nodeFrame.renderId = this.info.calls;
		//
		const coordinateSystem = this.coordinateSystem;
		if ( camera.coordinateSystem !== coordinateSystem ) {
			camera.coordinateSystem = coordinateSystem;
			camera.updateProjectionMatrix();
		}
		//
		if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
		if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
		if ( this.info.autoReset === true ) this.info.reset();
		//
		let viewport = this._viewport;
		let scissor = this._scissor;
		let pixelRatio = this._pixelRatio;
		if ( renderTarget !== null ) {
			viewport = renderTarget.viewport;
			scissor = renderTarget.scissor;
			pixelRatio = 1;
		}
		this.getDrawingBufferSize( _drawingBufferSize );
		_screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );
		const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
		const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;
		renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
		renderContext.viewportValue.width >>= activeMipmapLevel;
		renderContext.viewportValue.height >>= activeMipmapLevel;
		renderContext.viewportValue.minDepth = minDepth;
		renderContext.viewportValue.maxDepth = maxDepth;
		renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;
		renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
		renderContext.scissor = this._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
		renderContext.scissorValue.width >>= activeMipmapLevel;
		renderContext.scissorValue.height >>= activeMipmapLevel;
		if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
		renderContext.clippingContext.updateGlobal( this, camera );
		//
		sceneRef.onBeforeRender( this, scene, camera, renderTarget );
		//
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromProjectionMatrix( _projScreenMatrix, coordinateSystem );
		const renderList = this._renderLists.get( scene, camera );
		renderList.begin();
		this._projectObject( scene, camera, 0, renderList );
		renderList.finish();
		if ( this.sortObjects === true ) {
			renderList.sort( this._opaqueSort, this._transparentSort );
		}
		//
		if ( renderTarget !== null ) {
			this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );
			const renderTargetData = this._textures.get( renderTarget );
			renderContext.textures = renderTargetData.textures;
			renderContext.depthTexture = renderTargetData.depthTexture;
			renderContext.width = renderTargetData.width;
			renderContext.height = renderTargetData.height;
			renderContext.renderTarget = renderTarget;
			renderContext.depth = renderTarget.depthBuffer;
			renderContext.stencil = renderTarget.stencilBuffer;
		} else {
			renderContext.textures = null;
			renderContext.depthTexture = null;
			renderContext.width = this.domElement.width;
			renderContext.height = this.domElement.height;
			renderContext.depth = this.depth;
			renderContext.stencil = this.stencil;
		}
		renderContext.width >>= activeMipmapLevel;
		renderContext.height >>= activeMipmapLevel;
		renderContext.activeCubeFace = activeCubeFace;
		renderContext.activeMipmapLevel = activeMipmapLevel;
		renderContext.occlusionQueryCount = renderList.occlusionQueryCount;
		//
		this._nodes.updateScene( sceneRef );
		//
		this._background.update( sceneRef, renderList, renderContext );
		//
		this.backend.beginRender( renderContext );
		// process render lists
		const opaqueObjects = renderList.opaque;
		const transparentObjects = renderList.transparent;
		const lightsNode = renderList.lightsNode;
		if ( opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
		if ( transparentObjects.length > 0 ) this._renderObjects( transparentObjects, camera, sceneRef, lightsNode );
		// finish render pass
		this.backend.finishRender( renderContext );
		// restore render tree
		nodeFrame.renderId = previousRenderId;
		this._currentRenderContext = previousRenderContext;
		this._currentRenderObjectFunction = previousRenderObjectFunction;
		//
		sceneRef.onAfterRender( this, scene, camera, renderTarget );
		//
		return renderContext;
	}
	getMaxAnisotropy() {
		return this.backend.getMaxAnisotropy();
	}
	getActiveCubeFace() {
		return this._activeCubeFace;
	}
	getActiveMipmapLevel() {
		return this._activeMipmapLevel;
	}
	async setAnimationLoop( callback ) {
		if ( this._initialized === false ) await this.init();
		this._animation.setAnimationLoop( callback );
	}
	getArrayBuffer( attribute ) { // @deprecated, r155
		console.warn( 'THREE.Renderer: getArrayBuffer() is deprecated. Use getArrayBufferAsync() instead.' );
		return this.getArrayBufferAsync( attribute );
	}
	async getArrayBufferAsync( attribute ) {
		return await this.backend.getArrayBufferAsync( attribute );
	}
	getContext() {
		return this.backend.getContext();
	}
	getPixelRatio() {
		return this._pixelRatio;
	}
	getDrawingBufferSize( target ) {
		return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();
	}
	getSize( target ) {
		return target.set( this._width, this._height );
	}
	setPixelRatio( value = 1 ) {
		this._pixelRatio = value;
		this.setSize( this._width, this._height, false );
	}
	setDrawingBufferSize( width, height, pixelRatio ) {
		this._width = width;
		this._height = height;
		this._pixelRatio = pixelRatio;
		this.domElement.width = Math.floor( width * pixelRatio );
		this.domElement.height = Math.floor( height * pixelRatio );
		this.setViewport( 0, 0, width, height );
		if ( this._initialized ) this.backend.updateSize();
	}
	setSize( width, height, updateStyle = true ) {
		this._width = width;
		this._height = height;
		this.domElement.width = Math.floor( width * this._pixelRatio );
		this.domElement.height = Math.floor( height * this._pixelRatio );
		if ( updateStyle === true ) {
			this.domElement.style.width = width + 'px';
			this.domElement.style.height = height + 'px';
		}
		this.setViewport( 0, 0, width, height );
		if ( this._initialized ) this.backend.updateSize();
	}
	setOpaqueSort( method ) {
		this._opaqueSort = method;
	}
	setTransparentSort( method ) {
		this._transparentSort = method;
	}
	getScissor( target ) {
		const scissor = this._scissor;
		target.x = scissor.x;
		target.y = scissor.y;
		target.width = scissor.width;
		target.height = scissor.height;
		return target;
	}
	setScissor( x, y, width, height ) {
		const scissor = this._scissor;
		if ( x.isVector4 ) {
			scissor.copy( x );
		} else {
			scissor.set( x, y, width, height );
		}
	}
	getScissorTest() {
		return this._scissorTest;
	}
	setScissorTest( boolean ) {
		this._scissorTest = boolean;
		this.backend.setScissorTest( boolean );
	}
	getViewport( target ) {
		return target.copy( this._viewport );
	}
	setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {
		const viewport = this._viewport;
		if ( x.isVector4 ) {
			viewport.copy( x );
		} else {
			viewport.set( x, y, width, height );
		}
		viewport.minDepth = minDepth;
		viewport.maxDepth = maxDepth;
	}
	getClearColor( target ) {
		return target.copy( this._clearColor );
	}
	setClearColor( color, alpha = 1 ) {
		this._clearColor.set( color );
		this._clearColor.a = alpha;
	}
	getClearAlpha() {
		return this._clearColor.a;
	}
	setClearAlpha( alpha ) {
		this._clearColor.a = alpha;
	}
	getClearDepth() {
		return this._clearDepth;
	}
	setClearDepth( depth ) {
		this._clearDepth = depth;
	}
	getClearStencil() {
		return this._clearStencil;
	}
	setClearStencil( stencil ) {
		this._clearStencil = stencil;
	}
	isOccluded( object ) {
		const renderContext = this._currentRenderContext;
		return renderContext && this.backend.isOccluded( renderContext, object );
	}
	clear( color = true, depth = true, stencil = true ) {
		let renderTargetData = null;
		const renderTarget = this._renderTarget;
		if ( renderTarget !== null ) {
			this._textures.updateRenderTarget( renderTarget );
			renderTargetData = this._textures.get( renderTarget );
		}
		this.backend.clear( color, depth, stencil, renderTargetData );
	}
	clearColor() {
		return this.clear( true, false, false );
	}
	clearDepth() {
		return this.clear( false, true, false );
	}
	clearStencil() {
		return this.clear( false, false, true );
	}
	async clearAsync( color = true, depth = true, stencil = true ) {
		if ( this._initialized === false ) await this.init();
		this.clear( color, depth, stencil );
	}
	clearColorAsync() {
		return this.clearAsync( true, false, false );
	}
	clearDepthAsync() {
		return this.clearAsync( false, true, false );
	}
	clearStencilAsync() {
		return this.clearAsync( false, false, true );
	}
	get currentColorSpace() {
		const renderTarget = this._renderTarget;
		if ( renderTarget !== null ) {
			const texture = renderTarget.texture;
			return ( Array.isArray( texture ) ? texture[ 0 ] : texture ).colorSpace;
		}
		return this.outputColorSpace;
	}
	dispose() {
		this.info.dispose();
		this._animation.dispose();
		this._objects.dispose();
		this._pipelines.dispose();
		this._nodes.dispose();
		this._bindings.dispose();
		this._renderLists.dispose();
		this._renderContexts.dispose();
		this._textures.dispose();
		this.setRenderTarget( null );
		this.setAnimationLoop( null );
	}
	setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
		this._renderTarget = renderTarget;
		this._activeCubeFace = activeCubeFace;
		this._activeMipmapLevel = activeMipmapLevel;
	}
	getRenderTarget() {
		return this._renderTarget;
	}
	setRenderObjectFunction( renderObjectFunction ) {
		this._renderObjectFunction = renderObjectFunction;
	}
	getRenderObjectFunction() {
		return this._renderObjectFunction;
	}
	async computeAsync( computeNodes ) {
		if ( this._initialized === false ) await this.init();
		const nodeFrame = this._nodes.nodeFrame;
		const previousRenderId = nodeFrame.renderId;
		//
		this.info.calls ++;
		this.info.compute.calls ++;
		this.info.compute.computeCalls ++;
		nodeFrame.renderId = this.info.calls;
		//
		if ( this.info.autoReset === true ) this.info.resetCompute();
		const backend = this.backend;
		const pipelines = this._pipelines;
		const bindings = this._bindings;
		const nodes = this._nodes;
		const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];
		if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {
			throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );
		}
		backend.beginCompute( computeNodes );
		for ( const computeNode of computeList ) {
			// onInit
			if ( pipelines.has( computeNode ) === false ) {
				const dispose = () => {
					computeNode.removeEventListener( 'dispose', dispose );
					pipelines.delete( computeNode );
					bindings.delete( computeNode );
					nodes.delete( computeNode );
				};
				computeNode.addEventListener( 'dispose', dispose );
				//
				computeNode.onInit( { renderer: this } );
			}
			nodes.updateForCompute( computeNode );
			bindings.updateForCompute( computeNode );
			const computeBindings = bindings.getForCompute( computeNode );
			const computePipeline = pipelines.getForCompute( computeNode, computeBindings );
			backend.compute( computeNodes, computeNode, computeBindings, computePipeline );
		}
		backend.finishCompute( computeNodes );
		await this.backend.resolveTimestampAsync( computeNodes, 'compute' );
		//
		nodeFrame.renderId = previousRenderId;
	}
	hasFeatureAsync( name ) {
		return this.backend.hasFeatureAsync( name );
	}
	hasFeature( name ) {
		return this.backend.hasFeature( name );
	}
	copyFramebufferToTexture( framebufferTexture ) {
		const renderContext = this._currentRenderContext;
		this._textures.updateTexture( framebufferTexture );
		this.backend.copyFramebufferToTexture( framebufferTexture, renderContext );
	}
	readRenderTargetPixelsAsync( renderTarget, x, y, width, height ) {
		return this.backend.copyTextureToBuffer( renderTarget.texture, x, y, width, height );
	}
	_projectObject( object, camera, groupOrder, renderList ) {
		if ( object.visible === false ) return;
		const visible = object.layers.test( camera.layers );
		if ( visible ) {
			if ( object.isGroup ) {
				groupOrder = object.renderOrder;
			} else if ( object.isLOD ) {
				if ( object.autoUpdate === true ) object.update( camera );
			} else if ( object.isLight ) {
				renderList.pushLight( object );
			} else if ( object.isSprite ) {
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
					if ( this.sortObjects === true ) {
						_vector3.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );
					}
					const geometry = object.geometry;
					const material = object.material;
					if ( material.visible ) {
						renderList.push( object, geometry, material, groupOrder, _vector3.z, null );
					}
				}
			} else if ( object.isLineLoop ) {
				console.error( 'THREE.Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
					const geometry = object.geometry;
					const material = object.material;
					if ( this.sortObjects === true ) {
						if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
						_vector3
							.copy( geometry.boundingSphere.center )
							.applyMatrix4( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );
					}
					if ( Array.isArray( material ) ) {
						const groups = geometry.groups;
						for ( let i = 0, l = groups.length; i < l; i ++ ) {
							const group = groups[ i ];
							const groupMaterial = material[ group.materialIndex ];
							if ( groupMaterial && groupMaterial.visible ) {
								renderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
							}
						}
					} else if ( material.visible ) {
						renderList.push( object, geometry, material, groupOrder, _vector3.z, null );
					}
				}
			}
		}
		const children = object.children;
		for ( let i = 0, l = children.length; i < l; i ++ ) {
			this._projectObject( children[ i ], camera, groupOrder, renderList );
		}
	}
	_renderObjects( renderList, camera, scene, lightsNode ) {
		// process renderable objects
		for ( let i = 0, il = renderList.length; i < il; i ++ ) {
			const renderItem = renderList[ i ];
			// @TODO: Add support for multiple materials per object. This will require to extract
			// the material from the renderItem object and pass it with its group data to renderObject().
			const { object, geometry, material, group } = renderItem;
			if ( camera.isArrayCamera ) {
				const cameras = camera.cameras;
				for ( let j = 0, jl = cameras.length; j < jl; j ++ ) {
					const camera2 = cameras[ j ];
					if ( object.layers.test( camera2.layers ) ) {
						const vp = camera2.viewport;
						const minDepth = ( vp.minDepth === undefined ) ? 0 : vp.minDepth;
						const maxDepth = ( vp.maxDepth === undefined ) ? 1 : vp.maxDepth;
						const viewportValue = this._currentRenderContext.viewportValue;
						viewportValue.copy( vp ).multiplyScalar( this._pixelRatio ).floor();
						viewportValue.minDepth = minDepth;
						viewportValue.maxDepth = maxDepth;
						this.backend.updateViewport( this._currentRenderContext );
						this._currentRenderObjectFunction( object, scene, camera2, geometry, material, group, lightsNode );
					}
				}
			} else {
				this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode );
			}
		}
	}
	renderObject( object, scene, camera, geometry, material, group, lightsNode ) {
		let overridePositionNode;
		let overrideFragmentNode;
		//
		object.onBeforeRender( this, scene, camera, geometry, material, group );
		material.onBeforeRender( this, scene, camera, geometry, material, group );
		//
		if ( scene.overrideMaterial !== null ) {
			const overrideMaterial = scene.overrideMaterial;
			if ( material.positionNode && material.positionNode.isNode ) {
				overridePositionNode = overrideMaterial.positionNode;
				overrideMaterial.positionNode = material.positionNode;
			}
			if ( overrideMaterial.isShadowNodeMaterial ) {
				overrideMaterial.side = material.shadowSide === null ? material.side : material.shadowSide;
				if ( material.shadowNode && material.shadowNode.isNode ) {
					overrideFragmentNode = overrideMaterial.fragmentNode;
					overrideMaterial.fragmentNode = material.shadowNode;
				}
				if ( this.localClippingEnabled ) {
					if ( material.clipShadows ) {
						if ( overrideMaterial.clippingPlanes !== material.clippingPlanes ) {
							overrideMaterial.clippingPlanes = material.clippingPlanes;
							overrideMaterial.needsUpdate = true;
						}
						if ( overrideMaterial.clipIntersection !== material.clipIntersection ) {
							overrideMaterial.clipIntersection = material.clipIntersection;
						}
					} else if ( Array.isArray( overrideMaterial.clippingPlanes ) ) {
						overrideMaterial.clippingPlanes = null;
						overrideMaterial.needsUpdate = true;
					}
				}
			}
			material = overrideMaterial;
		}
		//
		if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
			material.side = BackSide;
			this._handleObjectFunction( object, material, scene, camera, lightsNode, 'backSide' ); // create backSide pass id
			material.side = FrontSide;
			this._handleObjectFunction( object, material, scene, camera, lightsNode ); // use default pass id
			material.side = DoubleSide;
		} else {
			this._handleObjectFunction( object, material, scene, camera, lightsNode );
		}
		//
		if ( overridePositionNode !== undefined ) {
			scene.overrideMaterial.positionNode = overridePositionNode;
		}
		if ( overrideFragmentNode !== undefined ) {
			scene.overrideMaterial.fragmentNode = overrideFragmentNode;
		}
		//
		object.onAfterRender( this, scene, camera, geometry, material, group );
	}
	_renderObjectDirect( object, material, scene, camera, lightsNode, passId ) {
		const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
		//
		this._nodes.updateBefore( renderObject );
		//
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
		//
		this._nodes.updateForRender( renderObject );
		this._geometries.updateForRender( renderObject );
		this._bindings.updateForRender( renderObject );
		this._pipelines.updateForRender( renderObject );
		//
		this.backend.draw( renderObject, this.info );
	}
	_createObjectPipeline( object, material, scene, camera, lightsNode, passId ) {
		const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, passId );
		//
		this._nodes.updateBefore( renderObject );
		//
		this._nodes.updateForRender( renderObject );
		this._geometries.updateForRender( renderObject );
		this._bindings.updateForRender( renderObject );
		this._pipelines.getForRender( renderObject, this._compilationPromises );
	}
	get compute() {
		return this.computeAsync;
	}
	get compile() {
		return this.compileAsync;
	}
}
export default Renderer;