import { WebGLLights } from './WebGLLights.js'; function WebGLRenderState( extensions, capabilities ) { const lights = new WebGLLights( extensions, capabilities ); const lightsArray = []; const shadowsArray = []; function init() { lightsArray.length = 0; shadowsArray.length = 0; } function pushLight( light ) { lightsArray.push( light ); } function pushShadow( shadowLight ) { shadowsArray.push( shadowLight ); } function setupLights() { lights.setup( lightsArray ); } function setupLightsView( camera ) { lights.setupView( lightsArray, camera ); } const state = { lightsArray: lightsArray, shadowsArray: shadowsArray, lights: lights }; return { init: init, state: state, setupLights: setupLights, setupLightsView: setupLightsView, pushLight: pushLight, pushShadow: pushShadow }; } function WebGLRenderStates( extensions, capabilities ) { let renderStates = new WeakMap(); function get( scene, renderCallDepth = 0 ) { let renderState; if ( renderStates.has( scene ) === false ) { renderState = new WebGLRenderState( extensions, capabilities ); renderStates.set( scene, [ renderState ] ); } else { if ( renderCallDepth >= renderStates.get( scene ).length ) { renderState = new WebGLRenderState( extensions, capabilities ); renderStates.get( scene ).push( renderState ); } else { renderState = renderStates.get( scene )[ renderCallDepth ]; } } return renderState; } function dispose() { renderStates = new WeakMap(); } return { get: get, dispose: dispose }; } export { WebGLRenderStates };