@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
80 lines (77 loc) • 2.31 kB
JavaScript
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 };