UNPKG

@animech-public/playcanvas

Version:
80 lines (77 loc) 2.31 kB
import { WorldClusters } from '../lighting/world-clusters.js'; const tempClusterArray = []; class WorldClustersAllocator { constructor(graphicsDevice) { this._empty = null; this._allocated = []; this._clusters = new Map(); this.device = graphicsDevice; } destroy() { if (this._empty) { this._empty.destroy(); this._empty = null; } this._allocated.forEach(cluster => { cluster.destroy(); }); this._allocated.length = 0; } get count() { return this._allocated.length; } get empty() { if (!this._empty) { const empty = new WorldClusters(this.device); empty.name = 'ClusterEmpty'; empty.update([], false, null); this._empty = empty; } return this._empty; } assign(renderPasses) { const empty = this.empty; tempClusterArray.push(...this._allocated); this._allocated.length = 0; this._clusters.clear(); const passCount = renderPasses.length; for (let p = 0; p < passCount; p++) { const renderPass = renderPasses[p]; const renderActions = renderPass.renderActions; if (renderActions) { const count = renderActions.length; for (let i = 0; i < count; i++) { const ra = renderActions[i]; ra.lightClusters = null; const layer = ra.layer; if (layer.hasClusteredLights && layer.meshInstances.length) { const hash = layer.getLightIdHash(); const existingRenderAction = this._clusters.get(hash); let clusters = existingRenderAction == null ? void 0 : existingRenderAction.lightClusters; if (!clusters) { var _tempClusterArray$pop; clusters = (_tempClusterArray$pop = tempClusterArray.pop()) != null ? _tempClusterArray$pop : new WorldClusters(this.device); this._allocated.push(clusters); this._clusters.set(hash, ra); } ra.lightClusters = clusters; } if (!ra.lightClusters) { ra.lightClusters = empty; } } } } tempClusterArray.forEach(item => item.destroy()); tempClusterArray.length = 0; } update(renderPasses, gammaCorrection, lighting) { this.assign(renderPasses); this._clusters.forEach(renderAction => { const layer = renderAction.layer; const cluster = renderAction.lightClusters; cluster.update(layer.clusteredLightsSet, gammaCorrection, lighting); }); } } export { WorldClustersAllocator };