UNPKG

@animech-public/playcanvas

Version:
98 lines (89 loc) 3.59 kB
import { DebugGraphics } from '../../platform/graphics/debug-graphics.js'; import { BlendState } from '../../platform/graphics/blend-state.js'; import { RenderPass } from '../../platform/graphics/render-pass.js'; import { SHADER_PICK } from '../../scene/constants.js'; const tempMeshInstances = []; const lights = [[], [], []]; /** * A render pass implementing rendering of mesh instances into a pick buffer. * * @ignore */ class RenderPassPicker extends RenderPass { constructor(device, renderer) { super(device); // uniform for the mesh index encoded into rgba this.pickColor = new Float32Array(4); this.renderer = renderer; } update(camera, scene, layers, mapping) { this.camera = camera; this.scene = scene; this.layers = layers; this.mapping = mapping; } execute() { const device = this.device; DebugGraphics.pushGpuMarker(device, 'PICKER'); const { renderer, camera, scene, layers, mapping, renderTarget } = this; const srcLayers = scene.layers.layerList; const subLayerEnabled = scene.layers.subLayerEnabled; const isTransparent = scene.layers.subLayerList; const pickColorId = device.scope.resolve('uColor'); const pickColor = this.pickColor; for (let i = 0; i < srcLayers.length; i++) { const srcLayer = srcLayers[i]; // skip the layer if it does not match the provided ones if (layers && layers.indexOf(srcLayer) < 0) { continue; } if (srcLayer.enabled && subLayerEnabled[i]) { // if the layer is rendered by the camera if (srcLayer.camerasSet.has(camera.camera)) { const transparent = isTransparent[i]; DebugGraphics.pushGpuMarker(device, `${srcLayer.name}(${transparent ? 'TRANSP' : 'OPAQUE'})`); // if the layer clears the depth if (srcLayer._clearDepthBuffer) { renderer.clear(camera.camera, false, true, false); } // Use mesh instances from the layer. Ideally we'd just pick culled instances for the camera, // but we have no way of knowing if culling has been performed since changes to the layer. // Disadvantage here is that we render all mesh instances, even those not visible by the camera. const meshInstances = srcLayer.meshInstances; // only need mesh instances with a pick flag for (let j = 0; j < meshInstances.length; j++) { const meshInstance = meshInstances[j]; if (meshInstance.pick && meshInstance.transparent === transparent) { tempMeshInstances.push(meshInstance); // keep the index -> meshInstance index mapping mapping.set(meshInstance.id, meshInstance); } } if (tempMeshInstances.length > 0) { renderer.setCameraUniforms(camera.camera, renderTarget); renderer.renderForward(camera.camera, tempMeshInstances, lights, SHADER_PICK, meshInstance => { const miId = meshInstance.id; pickColor[0] = (miId >> 16 & 0xff) / 255; pickColor[1] = (miId >> 8 & 0xff) / 255; pickColor[2] = (miId & 0xff) / 255; pickColor[3] = (miId >> 24 & 0xff) / 255; pickColorId.setValue(pickColor); device.setBlendState(BlendState.NOBLEND); }); tempMeshInstances.length = 0; } DebugGraphics.popGpuMarker(device); } } } DebugGraphics.popGpuMarker(device); } } export { RenderPassPicker };