@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
40 lines (37 loc) • 992 B
JavaScript
import { RenderPass } from '../../platform/graphics/render-pass.js';
import { SHADER_FORWARDHDR } from '../../scene/constants.js';
class RenderPassLightmapper extends RenderPass {
constructor(device, renderer, camera, worldClusters, receivers, lightArray) {
super(device);
this.viewBindGroups = [];
this.renderer = renderer;
this.camera = camera;
this.worldClusters = worldClusters;
this.receivers = receivers;
this.lightArray = lightArray;
}
destroy() {
this.viewBindGroups.forEach(bg => {
bg.defaultUniformBuffer.destroy();
bg.destroy();
});
this.viewBindGroups.length = 0;
}
execute() {
this.device;
const {
renderer,
camera,
receivers,
renderTarget,
worldClusters,
lightArray
} = this;
renderer.renderForwardLayer(camera, renderTarget, null, undefined, SHADER_FORWARDHDR, this.viewBindGroups, {
meshInstances: receivers,
splitLights: lightArray,
lightClusters: worldClusters
});
}
}
export { RenderPassLightmapper };