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playcanvas

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PlayCanvas WebGL game engine

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import { Color } from '../../core/math/color.js'; import { Mat4 } from '../../core/math/mat4.js'; import { Vec3 } from '../../core/math/vec3.js'; import { PRIMITIVE_TRIANGLES } from '../../platform/graphics/constants.js'; import { BLEND_ADDITIVEALPHA } from '../constants.js'; import { GraphNode } from '../graph-node.js'; import { Mesh } from '../mesh.js'; import { MeshInstance } from '../mesh-instance.js'; import { StandardMaterial } from '../materials/standard-material.js'; class WorldClustersDebug { static{ this.gridPositions = []; } static{ this.gridColors = []; } static{ this.mesh = null; } static{ this.meshInstance = null; } static{ this.colorLow = new Vec3(1, 1, 1); } static{ this.colorHigh = new Vec3(40, 0, 0); } static render(worldClusters, scene) { const device = scene.device; const cells = worldClusters.cells; const lightsBuffer = worldClusters.lightsBuffer; const boundsMin = lightsBuffer.boundsMin; const boundsDelta = lightsBuffer.boundsDelta; const boundsMax = boundsMin.clone().add(boundsDelta); const cellDelta = lightsBuffer.boundsDelta.clone().div(cells); const gridPositions = WorldClustersDebug.gridPositions; const gridColors = WorldClustersDebug.gridColors; const c1 = new Color(0.3, 0.3, 0.3); const renderCellLines = (countA, countB, minA, deltaA, minB, deltaB, minC, maxC, order)=>{ for(let a = 0; a <= countA; a++){ for(let b = 0; b <= countB; b++){ const aa = minA + a * deltaA; const bb = minB + b * deltaB; if (order === 0) { gridPositions.push(aa, minC, bb, aa, maxC, bb); } else if (order === 1) { gridPositions.push(aa, bb, minC, aa, bb, maxC); } else if (order === 2) { gridPositions.push(minC, aa, bb, maxC, aa, bb); } } } }; // generate grid lines renderCellLines(cells.x, cells.z, boundsMin.x, cellDelta.x, boundsMin.z, cellDelta.z, boundsMin.y, boundsMax.y, 0); renderCellLines(cells.x, cells.y, boundsMin.x, cellDelta.x, boundsMin.y, cellDelta.y, boundsMin.z, boundsMax.z, 1); renderCellLines(cells.y, cells.z, boundsMin.y, cellDelta.y, boundsMin.z, cellDelta.z, boundsMin.x, boundsMax.x, 2); // render grid lines if (gridPositions.length) { // update colors only when needed const numVerts = gridPositions.length / 3; if (numVerts !== gridColors.length / 4) { gridColors.length = 0; for(let i = 0; i < numVerts; i++){ gridColors.push(c1.r, c1.g, c1.b, c1.a); } } scene.drawLineArrays(gridPositions, gridColors); gridPositions.length = 0; } // render cell occupancy let mesh = WorldClustersDebug.mesh; if (!mesh) { mesh = new Mesh(device); mesh.clear(true, true); WorldClustersDebug.mesh = mesh; } const positions = []; const colors = []; const indices = []; const divX = worldClusters._cells.x; const divZ = worldClusters._cells.z; const counts = worldClusters.counts; const limit = worldClusters._maxCellLightCount; const min = new Vec3(); const max = new Vec3(); const col = new Vec3(); const step = boundsDelta.clone().div(cells); // add cubes with a color representing cell occupancy to the dynamic mesh let cubes = 0; for(let x = 0; x < cells.x; x++){ for(let z = 0; z < cells.z; z++){ for(let y = 0; y < cells.y; y++){ const clusterIndex = x + divX * (z + y * divZ); const count = counts[clusterIndex]; if (count > 0) { // cube corners min.x = boundsMin.x + step.x * x; min.y = boundsMin.y + step.y * y; min.z = boundsMin.z + step.z * z; max.add2(min, step); positions.push(min.x, min.y, max.z); positions.push(max.x, min.y, max.z); positions.push(max.x, max.y, max.z); positions.push(min.x, max.y, max.z); positions.push(max.x, min.y, min.z); positions.push(min.x, min.y, min.z); positions.push(min.x, max.y, min.z); positions.push(max.x, max.y, min.z); col.lerp(WorldClustersDebug.colorLow, WorldClustersDebug.colorHigh, count / limit).round(); for(let c = 0; c < 8; c++){ colors.push(col.x, col.y, col.z, 1); } // back indices.push(cubes * 8 + 0, cubes * 8 + 1, cubes * 8 + 3); indices.push(cubes * 8 + 3, cubes * 8 + 1, cubes * 8 + 2); // front indices.push(cubes * 8 + 4, cubes * 8 + 5, cubes * 8 + 7); indices.push(cubes * 8 + 7, cubes * 8 + 5, cubes * 8 + 6); // top indices.push(cubes * 8 + 3, cubes * 8 + 2, cubes * 8 + 6); indices.push(cubes * 8 + 2, cubes * 8 + 7, cubes * 8 + 6); // bottom indices.push(cubes * 8 + 1, cubes * 8 + 0, cubes * 8 + 4); indices.push(cubes * 8 + 0, cubes * 8 + 5, cubes * 8 + 4); // right indices.push(cubes * 8 + 1, cubes * 8 + 4, cubes * 8 + 2); indices.push(cubes * 8 + 4, cubes * 8 + 7, cubes * 8 + 2); // left indices.push(cubes * 8 + 5, cubes * 8 + 0, cubes * 8 + 6); indices.push(cubes * 8 + 0, cubes * 8 + 3, cubes * 8 + 6); cubes++; } } } } if (cubes) { mesh.setPositions(positions); mesh.setNormals(new Float32Array(positions.length)); mesh.setColors32(colors); mesh.setIndices(indices); mesh.update(PRIMITIVE_TRIANGLES, false); if (!WorldClustersDebug.meshInstance) { const material = new StandardMaterial(); material.useLighting = false; material.emissive = new Color(1, 1, 1); material.emissiveVertexColor = true; material.blendType = BLEND_ADDITIVEALPHA; material.depthWrite = false; material.update(); const node = new GraphNode('WorldClustersDebug'); node.worldTransform = Mat4.IDENTITY; node._dirtyWorld = node._dirtyNormal = false; WorldClustersDebug.meshInstance = new MeshInstance(mesh, material, node); WorldClustersDebug.meshInstance.cull = false; } // render const meshInstance = WorldClustersDebug.meshInstance; scene.immediate.drawMesh(meshInstance.material, meshInstance.node.worldTransform, null, meshInstance, scene.defaultDrawLayer); } } } export { WorldClustersDebug };