UNPKG

playcanvas

Version:

PlayCanvas WebGL game engine

725 lines (722 loc) 27.3 kB
import { now } from '../../core/time.js'; import { Color } from '../../core/math/color.js'; import { math } from '../../core/math/math.js'; import { Vec3 } from '../../core/math/vec3.js'; import { BoundingBox } from '../../core/shape/bounding-box.js'; import { PIXELFORMAT_RGBA8, TEXTURETYPE_RGBM, CULLFACE_NONE, ADDRESS_CLAMP_TO_EDGE, FILTER_NEAREST, TEXTURETYPE_DEFAULT, FILTER_LINEAR } from '../../platform/graphics/constants.js'; import { RenderTarget } from '../../platform/graphics/render-target.js'; import { drawQuadWithShader } from '../../scene/graphics/quad-render-utils.js'; import { Texture } from '../../platform/graphics/texture.js'; import { PROJECTION_ORTHOGRAPHIC, GAMMA_NONE, TONEMAP_LINEAR, MASK_AFFECT_LIGHTMAPPED, BAKE_COLORDIR, SHADERDEF_LM, MASK_BAKE, MASK_AFFECT_DYNAMIC, SHADOWUPDATE_REALTIME, SHADOWUPDATE_THISFRAME, LIGHTTYPE_DIRECTIONAL, LIGHTTYPE_SPOT, PROJECTION_PERSPECTIVE, LIGHTTYPE_OMNI, SHADER_FORWARD, SHADERDEF_DIRLM, SHADERDEF_LMAMBIENT } from '../../scene/constants.js'; import { MeshInstance } from '../../scene/mesh-instance.js'; import { LightingParams } from '../../scene/lighting/lighting-params.js'; import { WorldClusters } from '../../scene/lighting/world-clusters.js'; import { Camera } from '../../scene/camera.js'; import { GraphNode } from '../../scene/graph-node.js'; import { StandardMaterial } from '../../scene/materials/standard-material.js'; import { BakeLightSimple } from './bake-light-simple.js'; import { BakeLightAmbient } from './bake-light-ambient.js'; import { BakeMeshNode } from './bake-mesh-node.js'; import { LightmapCache } from '../../scene/graphics/lightmap-cache.js'; import { LightmapFilters } from './lightmap-filters.js'; import { BlendState } from '../../platform/graphics/blend-state.js'; import { DepthState } from '../../platform/graphics/depth-state.js'; import { RenderPassLightmapper } from './render-pass-lightmapper.js'; const MAX_LIGHTMAP_SIZE = 2048; const PASS_COLOR = 0; const PASS_DIR = 1; const tempVec = new Vec3(); class Lightmapper { constructor(device, root, scene, renderer, assets){ this.device = device; this.root = root; this.scene = scene; this.renderer = renderer; this.assets = assets; this.shadowMapCache = renderer.shadowMapCache; this._tempSet = new Set(); this._initCalled = false; this.passMaterials = []; this.ambientAOMaterial = null; this.fog = ''; this.ambientLight = new Color(); this.renderTargets = new Map(); this.stats = { renderPasses: 0, lightmapCount: 0, totalRenderTime: 0, forwardTime: 0, fboTime: 0, shadowMapTime: 0, compileTime: 0, shadersLinked: 0 }; } destroy() { LightmapCache.decRef(this.blackTex); this.blackTex = null; LightmapCache.destroy(); this.device = null; this.root = null; this.scene = null; this.renderer = null; this.assets = null; this.camera?.destroy(); this.camera = null; } initBake(device) { this.bakeHDR = this.scene.lightmapPixelFormat !== PIXELFORMAT_RGBA8; if (!this._initCalled) { this._initCalled = true; this.lightmapFilters = new LightmapFilters(device); this.constantBakeDir = device.scope.resolve('bakeDir'); this.materials = []; this.blackTex = new Texture(this.device, { width: 4, height: 4, format: PIXELFORMAT_RGBA8, type: TEXTURETYPE_RGBM, name: 'lightmapBlack' }); LightmapCache.incRef(this.blackTex); const camera = new Camera(); camera.clearColor.set(0, 0, 0, 0); camera.clearColorBuffer = true; camera.clearDepthBuffer = false; camera.clearStencilBuffer = false; camera.frustumCulling = false; camera.projection = PROJECTION_ORTHOGRAPHIC; camera.aspectRatio = 1; camera.node = new GraphNode(); this.camera = camera; this.camera.shaderParams.gammaCorrection = GAMMA_NONE; this.camera.shaderParams.toneMapping = TONEMAP_LINEAR; } if (this.scene.clusteredLightingEnabled) { const lightingParams = new LightingParams(device.supportsAreaLights, device.maxTextureSize, ()=>{}); this.lightingParams = lightingParams; const srcParams = this.scene.lighting; lightingParams.shadowsEnabled = srcParams.shadowsEnabled; lightingParams.shadowAtlasResolution = srcParams.shadowAtlasResolution; lightingParams.cookiesEnabled = srcParams.cookiesEnabled; lightingParams.cookieAtlasResolution = srcParams.cookieAtlasResolution; lightingParams.areaLightsEnabled = srcParams.areaLightsEnabled; lightingParams.cells = new Vec3(3, 3, 3); lightingParams.maxLightsPerCell = 4; this.worldClusters = new WorldClusters(device); this.worldClusters.name = 'ClusterLightmapper'; } } finishBake(bakeNodes) { this.materials = []; function destroyRT(rt) { LightmapCache.decRef(rt.colorBuffer); rt.destroy(); } this.renderTargets.forEach((rt)=>{ destroyRT(rt); }); this.renderTargets.clear(); bakeNodes.forEach((node)=>{ node.renderTargets.forEach((rt)=>{ destroyRT(rt); }); node.renderTargets.length = 0; }); this.ambientAOMaterial = null; if (this.worldClusters) { this.worldClusters.destroy(); this.worldClusters = null; } } createMaterialForPass(scene, pass, addAmbient) { const material = new StandardMaterial(); material.name = `lmMaterial-pass:${pass}-ambient:${addAmbient}`; material.setDefine('UV1LAYOUT', ''); material.setDefine('LIT_LIGHTMAP_BAKING', ''); if (pass === PASS_COLOR) { material.setDefine('LIT_LIGHTMAP_BAKING_COLOR', ''); if (addAmbient) { material.setDefine('LIT_LIGHTMAP_BAKING_ADD_AMBIENT', ''); } else { material.ambient = new Color(0, 0, 0); } if (!this.bakeHDR) material.setDefine('LIGHTMAP_RGBM', ''); material.lightMap = this.blackTex; } else { material.setDefine('LIT_LIGHTMAP_BAKING_DIR', ''); material.setDefine('STD_LIGHTMAP_DIR', ''); } material.cull = CULLFACE_NONE; material.forceUv1 = true; material.update(); return material; } createMaterials(device, scene, passCount) { for(let pass = 0; pass < passCount; pass++){ if (!this.passMaterials[pass]) { this.passMaterials[pass] = this.createMaterialForPass(scene, pass, false); } } if (!this.ambientAOMaterial) { this.ambientAOMaterial = this.createMaterialForPass(scene, 0, true); this.ambientAOMaterial.onUpdateShader = function(options) { options.litOptions.lightMapWithoutAmbient = true; options.litOptions.separateAmbient = true; return options; }; } } createTexture(size, name) { return new Texture(this.device, { width: size, height: size, format: this.scene.lightmapPixelFormat, mipmaps: false, type: this.bakeHDR ? TEXTURETYPE_DEFAULT : TEXTURETYPE_RGBM, minFilter: FILTER_NEAREST, magFilter: FILTER_NEAREST, addressU: ADDRESS_CLAMP_TO_EDGE, addressV: ADDRESS_CLAMP_TO_EDGE, name: name }); } collectModels(node, bakeNodes, allNodes) { if (!node.enabled) return; let meshInstances; if (node.model?.model && node.model?.enabled) { if (allNodes) allNodes.push(new BakeMeshNode(node)); if (node.model.lightmapped) { if (bakeNodes) { meshInstances = node.model.model.meshInstances; } } } if (node.render?.enabled) { if (allNodes) allNodes.push(new BakeMeshNode(node)); if (node.render.lightmapped) { if (bakeNodes) { meshInstances = node.render.meshInstances; } } } if (meshInstances) { let hasUv1 = true; for(let i = 0; i < meshInstances.length; i++){ if (!meshInstances[i].mesh.vertexBuffer.format.hasUv1) { hasUv1 = false; break; } } if (hasUv1) { const notInstancedMeshInstances = []; for(let i = 0; i < meshInstances.length; i++){ const mesh = meshInstances[i].mesh; if (this._tempSet.has(mesh)) { bakeNodes.push(new BakeMeshNode(node, [ meshInstances[i] ])); } else { notInstancedMeshInstances.push(meshInstances[i]); } this._tempSet.add(mesh); } this._tempSet.clear(); if (notInstancedMeshInstances.length > 0) { bakeNodes.push(new BakeMeshNode(node, notInstancedMeshInstances)); } } } for(let i = 0; i < node._children.length; i++){ this.collectModels(node._children[i], bakeNodes, allNodes); } } prepareShadowCasters(nodes) { const casters = []; for(let n = 0; n < nodes.length; n++){ const component = nodes[n].component; component.castShadows = component.castShadowsLightmap; if (component.castShadowsLightmap) { const meshes = nodes[n].meshInstances; for(let i = 0; i < meshes.length; i++){ meshes[i].visibleThisFrame = true; casters.push(meshes[i]); } } } return casters; } updateTransforms(nodes) { for(let i = 0; i < nodes.length; i++){ const meshInstances = nodes[i].meshInstances; for(let j = 0; j < meshInstances.length; j++){ meshInstances[j].node.getWorldTransform(); } } } calculateLightmapSize(node) { let data; const sizeMult = this.scene.lightmapSizeMultiplier || 16; const scale = tempVec; let srcArea, lightmapSizeMultiplier; if (node.model) { lightmapSizeMultiplier = node.model.lightmapSizeMultiplier; if (node.model.asset) { data = this.assets.get(node.model.asset).data; if (data.area) { srcArea = data.area; } } else if (node.model._area) { data = node.model; if (data._area) { srcArea = data._area; } } } else if (node.render) { lightmapSizeMultiplier = node.render.lightmapSizeMultiplier; if (node.render.type !== 'asset') { if (node.render._area) { data = node.render; if (data._area) { srcArea = data._area; } } } } const area = { x: 1, y: 1, z: 1, uv: 1 }; if (srcArea) { area.x = srcArea.x; area.y = srcArea.y; area.z = srcArea.z; area.uv = srcArea.uv; } const areaMult = lightmapSizeMultiplier || 1; area.x *= areaMult; area.y *= areaMult; area.z *= areaMult; const component = node.render || node.model; const bounds = this.computeNodeBounds(component.meshInstances); scale.copy(bounds.halfExtents); let totalArea = area.x * scale.y * scale.z + area.y * scale.x * scale.z + area.z * scale.x * scale.y; totalArea /= area.uv; totalArea = Math.sqrt(totalArea); const lightmapSize = Math.min(math.nextPowerOfTwo(totalArea * sizeMult), this.scene.lightmapMaxResolution || MAX_LIGHTMAP_SIZE); return lightmapSize; } setLightmapping(nodes, value, passCount, shaderDefs) { for(let i = 0; i < nodes.length; i++){ const node = nodes[i]; const meshInstances = node.meshInstances; for(let j = 0; j < meshInstances.length; j++){ const meshInstance = meshInstances[j]; meshInstance.setLightmapped(value); if (value) { if (shaderDefs) { meshInstance._shaderDefs |= shaderDefs; } meshInstance.mask = MASK_AFFECT_LIGHTMAPPED; for(let pass = 0; pass < passCount; pass++){ const tex = node.renderTargets[pass].colorBuffer; tex.minFilter = FILTER_LINEAR; tex.magFilter = FILTER_LINEAR; meshInstance.setRealtimeLightmap(MeshInstance.lightmapParamNames[pass], tex); } } } } } bake(nodes, mode = BAKE_COLORDIR) { const device = this.device; const startTime = now(); this.scene._updateSkyMesh(); this.stats.renderPasses = 0; this.stats.shadowMapTime = 0; this.stats.forwardTime = 0; const startShaders = device._shaderStats.linked; const startFboTime = device._renderTargetCreationTime; const startCompileTime = device._shaderStats.compileTime; const bakeNodes = []; const allNodes = []; if (nodes) { for(let i = 0; i < nodes.length; i++){ this.collectModels(nodes[i], bakeNodes, null); } this.collectModels(this.root, null, allNodes); } else { this.collectModels(this.root, bakeNodes, allNodes); } if (bakeNodes.length > 0) { this.renderer.shadowRenderer.frameUpdate(); const passCount = mode === BAKE_COLORDIR ? 2 : 1; this.setLightmapping(bakeNodes, false, passCount); this.initBake(device); this.bakeInternal(passCount, bakeNodes, allNodes); let shaderDefs = SHADERDEF_LM; if (mode === BAKE_COLORDIR) { shaderDefs |= SHADERDEF_DIRLM; } if (this.scene.ambientBake) { shaderDefs |= SHADERDEF_LMAMBIENT; } this.setLightmapping(bakeNodes, true, passCount, shaderDefs); this.finishBake(bakeNodes); } const nowTime = now(); this.stats.totalRenderTime = nowTime - startTime; this.stats.shadersLinked = device._shaderStats.linked - startShaders; this.stats.compileTime = device._shaderStats.compileTime - startCompileTime; this.stats.fboTime = device._renderTargetCreationTime - startFboTime; this.stats.lightmapCount = bakeNodes.length; } allocateTextures(bakeNodes, passCount) { for(let i = 0; i < bakeNodes.length; i++){ const bakeNode = bakeNodes[i]; const size = this.calculateLightmapSize(bakeNode.node); for(let pass = 0; pass < passCount; pass++){ const tex = this.createTexture(size, `lightmapper_lightmap_${i}`); LightmapCache.incRef(tex); bakeNode.renderTargets[pass] = new RenderTarget({ colorBuffer: tex, depth: false }); } if (!this.renderTargets.has(size)) { const tex = this.createTexture(size, `lightmapper_temp_lightmap_${size}`); LightmapCache.incRef(tex); this.renderTargets.set(size, new RenderTarget({ colorBuffer: tex, depth: false })); } } } prepareLightsToBake(allLights, bakeLights) { if (this.scene.ambientBake) { const ambientLight = new BakeLightAmbient(this); bakeLights.push(ambientLight); } const sceneLights = this.renderer.lights; for(let i = 0; i < sceneLights.length; i++){ const light = sceneLights[i]; const bakeLight = new BakeLightSimple(this, light); allLights.push(bakeLight); if (light.enabled && (light.mask & MASK_BAKE) !== 0) { light.mask = MASK_BAKE | MASK_AFFECT_LIGHTMAPPED | MASK_AFFECT_DYNAMIC; light.shadowUpdateMode = light.type === LIGHTTYPE_DIRECTIONAL ? SHADOWUPDATE_REALTIME : SHADOWUPDATE_THISFRAME; bakeLights.push(bakeLight); } } bakeLights.sort(); } restoreLights(allLights) { for(let i = 0; i < allLights.length; i++){ allLights[i].restore(); } } setupScene() { this.ambientLight.copy(this.scene.ambientLight); if (!this.scene.ambientBake) { this.scene.ambientLight.set(0, 0, 0); } this.renderer.setSceneConstants(); this.device.scope.resolve('ambientBakeOcclusionContrast').setValue(this.scene.ambientBakeOcclusionContrast); this.device.scope.resolve('ambientBakeOcclusionBrightness').setValue(this.scene.ambientBakeOcclusionBrightness); } restoreScene() { this.scene.ambientLight.copy(this.ambientLight); } computeNodeBounds(meshInstances) { const bounds = new BoundingBox(); if (meshInstances.length > 0) { bounds.copy(meshInstances[0].aabb); for(let m = 1; m < meshInstances.length; m++){ bounds.add(meshInstances[m].aabb); } } return bounds; } computeNodesBounds(nodes) { for(let i = 0; i < nodes.length; i++){ const meshInstances = nodes[i].meshInstances; nodes[i].bounds = this.computeNodeBounds(meshInstances); } } computeBounds(meshInstances) { const bounds = new BoundingBox(); for(let i = 0; i < meshInstances.length; i++){ bounds.copy(meshInstances[0].aabb); for(let m = 1; m < meshInstances.length; m++){ bounds.add(meshInstances[m].aabb); } } return bounds; } backupMaterials(meshInstances) { for(let i = 0; i < meshInstances.length; i++){ this.materials[i] = meshInstances[i].material; } } restoreMaterials(meshInstances) { for(let i = 0; i < meshInstances.length; i++){ meshInstances[i].material = this.materials[i]; } } lightCameraPrepare(device, bakeLight) { const light = bakeLight.light; let shadowCam; if (light.type === LIGHTTYPE_SPOT) { const lightRenderData = light.getRenderData(null, 0); shadowCam = lightRenderData.shadowCamera; shadowCam._node.setPosition(light._node.getPosition()); shadowCam._node.setRotation(light._node.getRotation()); shadowCam._node.rotateLocal(-90, 0, 0); shadowCam.projection = PROJECTION_PERSPECTIVE; shadowCam.nearClip = light.attenuationEnd / 1000; shadowCam.farClip = light.attenuationEnd; shadowCam.aspectRatio = 1; shadowCam.fov = light._outerConeAngle * 2; this.renderer.updateCameraFrustum(shadowCam); } return shadowCam; } lightCameraPrepareAndCull(bakeLight, bakeNode, shadowCam, casterBounds) { const light = bakeLight.light; let lightAffectsNode = true; if (light.type === LIGHTTYPE_DIRECTIONAL) { tempVec.copy(casterBounds.center); tempVec.y += casterBounds.halfExtents.y; this.camera.node.setPosition(tempVec); this.camera.node.setEulerAngles(-90, 0, 0); this.camera.nearClip = 0; this.camera.farClip = casterBounds.halfExtents.y * 2; const frustumSize = Math.max(casterBounds.halfExtents.x, casterBounds.halfExtents.z); this.camera.orthoHeight = frustumSize; } else { if (!bakeLight.lightBounds.intersects(bakeNode.bounds)) { lightAffectsNode = false; } } if (light.type === LIGHTTYPE_SPOT) { let nodeVisible = false; const meshInstances = bakeNode.meshInstances; for(let i = 0; i < meshInstances.length; i++){ if (meshInstances[i]._isVisible(shadowCam)) { nodeVisible = true; break; } } if (!nodeVisible) { lightAffectsNode = false; } } return lightAffectsNode; } setupLightArray(lightArray, light) { lightArray[LIGHTTYPE_DIRECTIONAL].length = 0; lightArray[LIGHTTYPE_OMNI].length = 0; lightArray[LIGHTTYPE_SPOT].length = 0; lightArray[light.type][0] = light; light.visibleThisFrame = true; } renderShadowMap(comp, shadowMapRendered, casters, bakeLight) { const light = bakeLight.light; const isClustered = this.scene.clusteredLightingEnabled; const castShadow = light.castShadows && (!isClustered || this.scene.lighting.shadowsEnabled); if (!shadowMapRendered && castShadow) { if (!light.shadowMap && !isClustered) { light.shadowMap = this.shadowMapCache.get(this.device, light); } if (light.type === LIGHTTYPE_DIRECTIONAL) { this.renderer._shadowRendererDirectional.cull(light, comp, this.camera, casters); const shadowPass = this.renderer._shadowRendererDirectional.getLightRenderPass(light, this.camera); shadowPass?.render(); } else { if (this.device.isWebGPU) { return true; } this.renderer._shadowRendererLocal.cull(light, comp, casters); const insideRenderPass = false; this.renderer.shadowRenderer.render(light, this.camera, insideRenderPass); } } return true; } postprocessTextures(device, bakeNodes, passCount) { const numDilates2x = 1; const dilateShader = this.lightmapFilters.getDilate(device, this.bakeHDR); let denoiseShader; const filterLightmap = this.scene.lightmapFilterEnabled; if (filterLightmap) { this.lightmapFilters.prepareDenoise(this.scene.lightmapFilterRange, this.scene.lightmapFilterSmoothness, this.bakeHDR); denoiseShader = this.lightmapFilters.getDenoise(this.bakeHDR); } device.setBlendState(BlendState.NOBLEND); device.setDepthState(DepthState.NODEPTH); device.setStencilState(null, null); for(let node = 0; node < bakeNodes.length; node++){ const bakeNode = bakeNodes[node]; for(let pass = 0; pass < passCount; pass++){ const nodeRT = bakeNode.renderTargets[pass]; const lightmap = nodeRT.colorBuffer; const tempRT = this.renderTargets.get(lightmap.width); const tempTex = tempRT.colorBuffer; this.lightmapFilters.prepare(lightmap.width, lightmap.height); for(let i = 0; i < numDilates2x; i++){ this.lightmapFilters.setSourceTexture(lightmap); const bilateralFilterEnabled = filterLightmap && pass === 0 && i === 0; drawQuadWithShader(device, tempRT, bilateralFilterEnabled ? denoiseShader : dilateShader); this.lightmapFilters.setSourceTexture(tempTex); drawQuadWithShader(device, nodeRT, dilateShader); } } } } bakeInternal(passCount, bakeNodes, allNodes) { const scene = this.scene; const comp = scene.layers; const device = this.device; const clusteredLightingEnabled = scene.clusteredLightingEnabled; this.createMaterials(device, scene, passCount); this.setupScene(); comp._update(); this.computeNodesBounds(bakeNodes); this.allocateTextures(bakeNodes, passCount); this.renderer.collectLights(comp); const allLights = [], bakeLights = []; this.prepareLightsToBake(allLights, bakeLights); this.updateTransforms(allNodes); const casters = this.prepareShadowCasters(allNodes); this.renderer.updateCpuSkinMatrices(casters); this.renderer.gpuUpdate(casters); const casterBounds = this.computeBounds(casters); let i, j, rcv, m; for(i = 0; i < bakeNodes.length; i++){ const bakeNode = bakeNodes[i]; rcv = bakeNode.meshInstances; for(j = 0; j < rcv.length; j++){ m = rcv[j]; m.setLightmapped(false); m.mask = MASK_BAKE; m.setRealtimeLightmap(MeshInstance.lightmapParamNames[0], this.blackTex); m.setRealtimeLightmap(MeshInstance.lightmapParamNames[1], this.blackTex); } } for(j = 0; j < bakeLights.length; j++){ bakeLights[j].light.enabled = false; } const lightArray = [ [], [], [] ]; let pass, node; let shadersUpdatedOn1stPass = false; for(i = 0; i < bakeLights.length; i++){ const bakeLight = bakeLights[i]; const isAmbientLight = bakeLight instanceof BakeLightAmbient; const isDirectional = bakeLight.light.type === LIGHTTYPE_DIRECTIONAL; let numVirtualLights = bakeLight.numVirtualLights; if (passCount > 1 && numVirtualLights > 1 && bakeLight.light.bakeDir) { numVirtualLights = 1; } for(let virtualLightIndex = 0; virtualLightIndex < numVirtualLights; virtualLightIndex++){ if (numVirtualLights > 1) { bakeLight.prepareVirtualLight(virtualLightIndex, numVirtualLights); } bakeLight.startBake(); let shadowMapRendered = false; const shadowCam = this.lightCameraPrepare(device, bakeLight); for(node = 0; node < bakeNodes.length; node++){ const bakeNode = bakeNodes[node]; rcv = bakeNode.meshInstances; const lightAffectsNode = this.lightCameraPrepareAndCull(bakeLight, bakeNode, shadowCam, casterBounds); if (!lightAffectsNode) { continue; } this.setupLightArray(lightArray, bakeLight.light); const clusterLights = isDirectional ? [] : [ bakeLight.light ]; if (clusteredLightingEnabled) { this.renderer.lightTextureAtlas.update(clusterLights, this.lightingParams); } shadowMapRendered = this.renderShadowMap(comp, shadowMapRendered, casters, bakeLight); if (clusteredLightingEnabled) { this.worldClusters.update(clusterLights, this.lightingParams); } this.backupMaterials(rcv); for(pass = 0; pass < passCount; pass++){ if (pass > 0 && virtualLightIndex > 0) { break; } if (isAmbientLight && pass > 0) { break; } const nodeRT = bakeNode.renderTargets[pass]; const lightmapSize = bakeNode.renderTargets[pass].colorBuffer.width; const tempRT = this.renderTargets.get(lightmapSize); const tempTex = tempRT.colorBuffer; if (pass === 0) { shadersUpdatedOn1stPass = scene.updateShaders; } else if (shadersUpdatedOn1stPass) { scene.updateShaders = true; } let passMaterial = this.passMaterials[pass]; if (isAmbientLight) { const lastVirtualLightForPass = virtualLightIndex + 1 === numVirtualLights; if (lastVirtualLightForPass && pass === 0) { passMaterial = this.ambientAOMaterial; } } for(j = 0; j < rcv.length; j++){ rcv[j].material = passMaterial; } this.renderer.updateShaders(rcv); if (pass === PASS_DIR) { this.constantBakeDir.setValue(bakeLight.light.bakeDir ? 1 : 0); } if (device.isWebGPU) { const renderPass = new RenderPassLightmapper(device, this.renderer, this.camera, clusteredLightingEnabled ? this.worldClusters : null, rcv, lightArray); renderPass.init(tempRT); renderPass.render(); renderPass.destroy(); } else { this.renderer.setCamera(this.camera, tempRT, true); if (clusteredLightingEnabled) { this.worldClusters.activate(); } this.renderer._forwardTime = 0; this.renderer._shadowMapTime = 0; this.renderer.renderForward(this.camera, tempRT, rcv, lightArray, SHADER_FORWARD); device.updateEnd(); } bakeNode.renderTargets[pass] = tempRT; this.renderTargets.set(lightmapSize, nodeRT); for(j = 0; j < rcv.length; j++){ m = rcv[j]; m.setRealtimeLightmap(MeshInstance.lightmapParamNames[pass], tempTex); m._shaderDefs |= SHADERDEF_LM; } } this.restoreMaterials(rcv); } bakeLight.endBake(this.shadowMapCache); } } this.postprocessTextures(device, bakeNodes, passCount); for(node = 0; node < allNodes.length; node++){ allNodes[node].restore(); } this.restoreLights(allLights); this.restoreScene(); if (!clusteredLightingEnabled) { this.shadowMapCache.clear(); } } } export { Lightmapper };