@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
122 lines (116 loc) • 4.33 kB
JavaScript
import { Debug } from '../core/debug.js';
/**
* A frame graph represents a single rendering frame as a sequence of render passes.
*
* @ignore
*/
class FrameGraph {
constructor() {
/** @type {import('../platform/graphics/render-pass.js').RenderPass[]} */
this.renderPasses = [];
/**
* Map used during frame graph compilation. It maps a render target to its previous occurrence.
*
* @type {Map<import('../platform/graphics/render-target.js').RenderTarget, import('../platform/graphics/render-pass.js').RenderPass>}
*/
this.renderTargetMap = new Map();
}
/**
* Add a render pass to the frame.
*
* @param {import('../platform/graphics/render-pass.js').RenderPass} renderPass - The render
* pass to add.
*/
addRenderPass(renderPass) {
Debug.assert(renderPass);
renderPass.frameUpdate();
const beforePasses = renderPass.beforePasses;
for (let i = 0; i < beforePasses.length; i++) {
const pass = beforePasses[i];
if (pass.enabled) {
this.addRenderPass(pass);
}
}
if (renderPass.enabled) {
this.renderPasses.push(renderPass);
}
const afterPasses = renderPass.afterPasses;
for (let i = 0; i < afterPasses.length; i++) {
const pass = afterPasses[i];
if (pass.enabled) {
this.addRenderPass(pass);
}
}
}
reset() {
this.renderPasses.length = 0;
}
compile() {
const renderTargetMap = this.renderTargetMap;
const renderPasses = this.renderPasses;
for (let i = 0; i < renderPasses.length; i++) {
const renderPass = renderPasses[i];
const renderTarget = renderPass.renderTarget;
// if using a target, or null which represents the default back-buffer
if (renderTarget !== undefined) {
// previous pass using the same render target
const prevPass = renderTargetMap.get(renderTarget);
if (prevPass) {
// if we use the RT without clearing, make sure the previous pass stores data
const count = renderPass.colorArrayOps.length;
for (let j = 0; j < count; j++) {
const colorOps = renderPass.colorArrayOps[j];
if (!colorOps.clear) {
prevPass.colorArrayOps[j].store = true;
}
}
if (!renderPass.depthStencilOps.clearDepth) {
prevPass.depthStencilOps.storeDepth = true;
}
if (!renderPass.depthStencilOps.clearStencil) {
prevPass.depthStencilOps.storeStencil = true;
}
}
// add the pass to the map
renderTargetMap.set(renderTarget, renderPass);
}
}
// Walk over render passes to find passes rendering to the same cubemap texture.
// If those passes are separated only by passes not requiring cubemap (shadows ..),
// we skip the mipmap generation till the last rendering to the cubemap, to avoid
// mipmaps being generated after each face.
/** @type {import('../platform/graphics/texture.js').Texture} */
let lastCubeTexture = null;
/** @type {import('../platform/graphics/render-pass.js').RenderPass} */
let lastCubeRenderPass = null;
for (let i = 0; i < renderPasses.length; i++) {
const renderPass = renderPasses[i];
const renderTarget = renderPass.renderTarget;
const thisTexture = renderTarget == null ? void 0 : renderTarget.colorBuffer;
if (thisTexture != null && thisTexture.cubemap) {
// if previous pass used the same cubemap texture, it does not need mipmaps generated
if (lastCubeTexture === thisTexture) {
const count = lastCubeRenderPass.colorArrayOps.length;
for (let j = 0; j < count; j++) {
lastCubeRenderPass.colorArrayOps[j].mipmaps = false;
}
}
lastCubeTexture = renderTarget.colorBuffer;
lastCubeRenderPass = renderPass;
} else if (renderPass.requiresCubemaps) {
// if the cubemap is required, break the cubemap rendering chain
lastCubeTexture = null;
lastCubeRenderPass = null;
}
}
renderTargetMap.clear();
}
render(device) {
this.compile();
const renderPasses = this.renderPasses;
for (let i = 0; i < renderPasses.length; i++) {
renderPasses[i].render();
}
}
}
export { FrameGraph };