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playcanvas

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PlayCanvas WebGL game engine

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import { version, revision } from '../core/core.js'; import { platform } from '../core/platform.js'; import { now } from '../core/time.js'; import { path } from '../core/path.js'; import { TRACEID_RENDER_FRAME, TRACEID_RENDER_FRAME_TIME } from '../core/constants.js'; import { Debug } from '../core/debug.js'; import { EventHandler } from '../core/event-handler.js'; import { Color } from '../core/math/color.js'; import { Mat4 } from '../core/math/mat4.js'; import { math } from '../core/math/math.js'; import { Quat } from '../core/math/quat.js'; import { Vec3 } from '../core/math/vec3.js'; import { SHADERLANGUAGE_GLSL, SHADERLANGUAGE_WGSL, PRIMITIVE_TRIANGLES, PRIMITIVE_TRISTRIP, PRIMITIVE_TRIFAN, CULLFACE_NONE } from '../platform/graphics/constants.js'; import { DebugGraphics } from '../platform/graphics/debug-graphics.js'; import { http } from '../platform/net/http.js'; import { LAYERID_WORLD, SORTMODE_NONE, LAYERID_DEPTH, LAYERID_SKYBOX, SORTMODE_MANUAL, LAYERID_UI, LAYERID_IMMEDIATE } from '../scene/constants.js'; import { setProgramLibrary } from '../scene/shader-lib/get-program-library.js'; import { ProgramLibrary } from '../scene/shader-lib/program-library.js'; import { ForwardRenderer } from '../scene/renderer/forward-renderer.js'; import { FrameGraph } from '../scene/frame-graph.js'; import { AreaLightLuts } from '../scene/area-light-luts.js'; import { Layer } from '../scene/layer.js'; import { LayerComposition } from '../scene/composition/layer-composition.js'; import { Scene } from '../scene/scene.js'; import { ShaderMaterial } from '../scene/materials/shader-material.js'; import { StandardMaterial } from '../scene/materials/standard-material.js'; import { setDefaultMaterial } from '../scene/materials/default-material.js'; import { FILLMODE_KEEP_ASPECT, RESOLUTION_FIXED, RESOLUTION_AUTO, FILLMODE_FILL_WINDOW } from './constants.js'; import { Asset } from './asset/asset.js'; import { AssetRegistry } from './asset/asset-registry.js'; import { BundleRegistry } from './bundle/bundle-registry.js'; import { ComponentSystemRegistry } from './components/registry.js'; import { BundleHandler } from './handlers/bundle.js'; import { ResourceLoader } from './handlers/loader.js'; import { I18n } from './i18n/i18n.js'; import { ScriptRegistry } from './script/script-registry.js'; import { Entity } from './entity.js'; import { SceneRegistry } from './scene-registry.js'; import { script } from './script.js'; import { ApplicationStats } from './stats.js'; import { getApplication, setApplication } from './globals.js'; import { shaderChunksGLSL } from '../scene/shader-lib/glsl/collections/shader-chunks-glsl.js'; import { shaderChunksWGSL } from '../scene/shader-lib/wgsl/collections/shader-chunks-wgsl.js'; import { ShaderChunks } from '../scene/shader-lib/shader-chunks.js'; /** * @import { AppOptions } from './app-options.js' * @import { BatchManager } from '../scene/batching/batch-manager.js' * @import { ElementInput } from './input/element-input.js' * @import { GamePads } from '../platform/input/game-pads.js' * @import { GraphicsDevice } from '../platform/graphics/graphics-device.js' * @import { Keyboard } from '../platform/input/keyboard.js' * @import { Lightmapper } from './lightmapper/lightmapper.js' * @import { Material } from '../scene/materials/material.js' * @import { MeshInstance } from '../scene/mesh-instance.js' * @import { Mesh } from '../scene/mesh.js' * @import { Mouse } from '../platform/input/mouse.js' * @import { SoundManager } from '../platform/sound/manager.js' * @import { Texture } from '../platform/graphics/texture.js' * @import { TouchDevice } from '../platform/input/touch-device.js' * @import { XrManager } from './xr/xr-manager.js' */ /** * @callback ConfigureAppCallback * Callback used by {@link AppBase#configure} when configuration file is loaded and parsed (or an * error occurs). * @param {string|null} err - The error message in the case where the loading or parsing fails. * @returns {void} */ /** * @callback PreloadAppCallback * Callback used by {@link AppBase#preload} when all assets (marked as 'preload') are loaded. * @returns {void} */ /** * @callback MakeTickCallback * Callback used by {@link AppBase#start} and itself to request the rendering of a new animation * frame. * @param {number} [timestamp] - The timestamp supplied by requestAnimationFrame. * @param {XRFrame} [frame] - XRFrame from requestAnimationFrame callback. * @returns {void} */ /** * Gets the current application, if any. * * @type {AppBase|null} * @ignore */ let app = null; /** * AppBase represents the base functionality for all PlayCanvas applications. It is responsible for * initializing and managing the application lifecycle. It coordinates core engine systems such * as: * * - The graphics device - see {@link GraphicsDevice}. * - The asset registry - see {@link AssetRegistry}. * - The component system registry - see {@link ComponentSystemRegistry}. * - The scene - see {@link Scene}. * - Input devices - see {@link Keyboard}, {@link Mouse}, {@link TouchDevice}, and {@link GamePads}. * - The main update/render loop. * * Using AppBase directly requires you to register {@link ComponentSystem}s and * {@link ResourceHandler}s yourself. This facilitates * [tree-shaking](https://developer.mozilla.org/en-US/docs/Glossary/Tree_shaking) when bundling * your application. */ class AppBase extends EventHandler { /** * Create a new AppBase instance. * * @param {HTMLCanvasElement | OffscreenCanvas} canvas - The canvas element. * @example * const app = new pc.AppBase(canvas); * * const options = new AppOptions(); * app.init(options); * * // Start the application's main loop * app.start(); */ constructor(canvas){ super(), /** * The application's batch manager. * * @type {BatchManager|null} * @private */ this._batcher = null, /** @private */ this._destroyRequested = false, /** @private */ this._inFrameUpdate = false, /** @private */ this._librariesLoaded = false, /** @private */ this._fillMode = FILLMODE_KEEP_ASPECT, /** @private */ this._resolutionMode = RESOLUTION_FIXED, /** @private */ this._allowResize = true, /** * @type {Asset|null} * @private */ this._skyboxAsset = null, /** * Stores all entities that have been created for this app by guid. * * @type {Object<string, Entity>} * @ignore */ this._entityIndex = {}, /** * @type {boolean} * @ignore */ this._inTools = false, /** * @type {string} * @ignore */ this._scriptPrefix = '', /** @ignore */ this._time = 0, /** * Set this to false if you want to run without using bundles. We set it to true only if * TextDecoder is available because we currently rely on it for untarring. * * @type {boolean} * @ignore */ this.enableBundles = typeof TextDecoder !== 'undefined', /** * Scales the global time delta. Defaults to 1. * * @type {number} * @example * // Set the app to run at half speed * this.app.timeScale = 0.5; */ this.timeScale = 1, /** * Clamps per-frame delta time to an upper bound. Useful since returning from a tab * deactivation can generate huge values for dt, which can adversely affect game state. * Defaults to 0.1 (seconds). * * @type {number} * @example * // Don't clamp inter-frame times of 200ms or less * this.app.maxDeltaTime = 0.2; */ this.maxDeltaTime = 0.1 // Maximum delta is 0.1s or 10 fps. , /** * The total number of frames the application has updated since start() was called. * * @type {number} * @ignore */ this.frame = 0, /** * The frame graph. * * @type {FrameGraph} * @ignore */ this.frameGraph = new FrameGraph(), /** * Scripts in order of loading first. * * @type {string[]} */ this.scriptsOrder = [], /** * When true, the application's render function is called every frame. Setting autoRender to * false is useful to applications where the rendered image may often be unchanged over time. * This can heavily reduce the application's load on the CPU and GPU. Defaults to true. * * @type {boolean} * @example * // Disable rendering every frame and only render on a keydown event * this.app.autoRender = false; * this.app.keyboard.on('keydown', (event) => { * this.app.renderNextFrame = true; * }); */ this.autoRender = true, /** * Set to true to render the scene on the next iteration of the main loop. This only has an * effect if {@link autoRender} is set to false. The value of renderNextFrame is set back to * false again as soon as the scene has been rendered. * * @type {boolean} * @example * // Render the scene only while space key is pressed * if (this.app.keyboard.isPressed(pc.KEY_SPACE)) { * this.app.renderNextFrame = true; * } */ this.renderNextFrame = false, /** * The run-time lightmapper. * * @type {Lightmapper|null} */ this.lightmapper = null, /** * The resource loader. * * @type {ResourceLoader} */ this.loader = new ResourceLoader(this), /** * The scene registry managed by the application. * * @type {SceneRegistry} * @example * // Search the scene registry for a item with the name 'racetrack1' * const sceneItem = this.app.scenes.find('racetrack1'); * * // Load the scene using the item's url * this.app.scenes.loadScene(sceneItem.url); */ this.scenes = new SceneRegistry(this), /** * The application's script registry. * * @type {ScriptRegistry} */ this.scripts = new ScriptRegistry(this), /** * The application's component system registry. * * @type {ComponentSystemRegistry} * @example * // Set global gravity to zero * this.app.systems.rigidbody.gravity.set(0, 0, 0); * @example * // Set the global sound volume to 50% * this.app.systems.sound.volume = 0.5; */ this.systems = new ComponentSystemRegistry(), /** * Handles localization. * * @type {I18n} */ this.i18n = new I18n(this), /** * The keyboard device. * * @type {Keyboard|null} */ this.keyboard = null, /** * The mouse device. * * @type {Mouse|null} */ this.mouse = null, /** * Used to get touch events input. * * @type {TouchDevice|null} */ this.touch = null, /** * Used to access GamePad input. * * @type {GamePads|null} */ this.gamepads = null, /** * Used to handle input for {@link ElementComponent}s. * * @type {ElementInput|null} */ this.elementInput = null, /** * The XR Manager that provides ability to start VR/AR sessions. * * @type {XrManager|null} * @example * // check if VR is available * if (app.xr.isAvailable(pc.XRTYPE_VR)) { * // VR is available * } */ this.xr = null; if (version?.indexOf('$') < 0) { Debug.log(`Powered by PlayCanvas ${version} ${revision}`); } // Store application instance AppBase._applications[canvas.id] = this; setApplication(this); app = this; this.root = new Entity(); this.root._enabledInHierarchy = true; } /** * Initialize the app. * * @param {AppOptions} appOptions - Options specifying the init parameters for the app. */ init(appOptions) { const { assetPrefix, batchManager, componentSystems, elementInput, gamepads, graphicsDevice, keyboard, lightmapper, mouse, resourceHandlers, scriptsOrder, scriptPrefix, soundManager, touch, xr } = appOptions; Debug.assert(graphicsDevice, 'The application cannot be created without a valid GraphicsDevice'); this.graphicsDevice = graphicsDevice; // register shader chunks ShaderChunks.get(graphicsDevice, SHADERLANGUAGE_GLSL).add(shaderChunksGLSL); ShaderChunks.get(graphicsDevice, SHADERLANGUAGE_WGSL).add(shaderChunksWGSL); this._initDefaultMaterial(); this._initProgramLibrary(); this.stats = new ApplicationStats(graphicsDevice); this._soundManager = soundManager; this.scene = new Scene(graphicsDevice); this._registerSceneImmediate(this.scene); this.assets = new AssetRegistry(this.loader); if (assetPrefix) this.assets.prefix = assetPrefix; this.bundles = new BundleRegistry(this.assets); this.scriptsOrder = scriptsOrder || []; this.defaultLayerWorld = new Layer({ name: 'World', id: LAYERID_WORLD }); this.defaultLayerDepth = new Layer({ name: 'Depth', id: LAYERID_DEPTH, enabled: false, opaqueSortMode: SORTMODE_NONE }); this.defaultLayerSkybox = new Layer({ name: 'Skybox', id: LAYERID_SKYBOX, opaqueSortMode: SORTMODE_NONE }); this.defaultLayerUi = new Layer({ name: 'UI', id: LAYERID_UI, transparentSortMode: SORTMODE_MANUAL }); this.defaultLayerImmediate = new Layer({ name: 'Immediate', id: LAYERID_IMMEDIATE, opaqueSortMode: SORTMODE_NONE }); const defaultLayerComposition = new LayerComposition('default'); defaultLayerComposition.pushOpaque(this.defaultLayerWorld); defaultLayerComposition.pushOpaque(this.defaultLayerDepth); defaultLayerComposition.pushOpaque(this.defaultLayerSkybox); defaultLayerComposition.pushTransparent(this.defaultLayerWorld); defaultLayerComposition.pushOpaque(this.defaultLayerImmediate); defaultLayerComposition.pushTransparent(this.defaultLayerImmediate); defaultLayerComposition.pushTransparent(this.defaultLayerUi); this.scene.layers = defaultLayerComposition; // Placeholder texture for area light LUTs AreaLightLuts.createPlaceholder(graphicsDevice); this.renderer = new ForwardRenderer(graphicsDevice, this.scene); if (lightmapper) { this.lightmapper = new lightmapper(graphicsDevice, this.root, this.scene, this.renderer, this.assets); this.once('prerender', this._firstBake, this); } if (batchManager) { this._batcher = new batchManager(graphicsDevice, this.root, this.scene); this.once('prerender', this._firstBatch, this); } this.keyboard = keyboard || null; this.mouse = mouse || null; this.touch = touch || null; this.gamepads = gamepads || null; if (elementInput) { this.elementInput = elementInput; this.elementInput.app = this; } this.xr = xr ? new xr(this) : null; if (this.elementInput) this.elementInput.attachSelectEvents(); this._scriptPrefix = scriptPrefix || ''; if (this.enableBundles) { this.loader.addHandler('bundle', new BundleHandler(this)); } // Create and register all required resource handlers resourceHandlers.forEach((resourceHandler)=>{ const handler = new resourceHandler(this); this.loader.addHandler(handler.handlerType, handler); }); // Create and register all required component systems componentSystems.forEach((componentSystem)=>{ this.systems.add(new componentSystem(this)); }); this._visibilityChangeHandler = this.onVisibilityChange.bind(this); // Depending on browser add the correct visibilitychange event and store the name of the // hidden attribute in this._hiddenAttr. if (typeof document !== 'undefined') { if (document.hidden !== undefined) { this._hiddenAttr = 'hidden'; document.addEventListener('visibilitychange', this._visibilityChangeHandler, false); } else if (document.mozHidden !== undefined) { this._hiddenAttr = 'mozHidden'; document.addEventListener('mozvisibilitychange', this._visibilityChangeHandler, false); } else if (document.msHidden !== undefined) { this._hiddenAttr = 'msHidden'; document.addEventListener('msvisibilitychange', this._visibilityChangeHandler, false); } else if (document.webkitHidden !== undefined) { this._hiddenAttr = 'webkitHidden'; document.addEventListener('webkitvisibilitychange', this._visibilityChangeHandler, false); } } // bind tick function to current scope /* eslint-disable-next-line no-use-before-define */ this.tick = makeTick(this); // Circular linting issue as makeTick and Application reference each other } static{ this._applications = {}; } /** * Get the current application. In the case where there are multiple running applications, the * function can get an application based on a supplied canvas id. This function is particularly * useful when the current Application is not readily available. For example, in the JavaScript * console of the browser's developer tools. * * @param {string} [id] - If defined, the returned application should use the canvas which has * this id. Otherwise current application will be returned. * @returns {AppBase|undefined} The running application, if any. * @example * const app = pc.AppBase.getApplication(); */ static getApplication(id) { return id ? AppBase._applications[id] : getApplication(); } /** @private */ _initDefaultMaterial() { const material = new StandardMaterial(); material.name = 'Default Material'; setDefaultMaterial(this.graphicsDevice, material); } /** @private */ _initProgramLibrary() { const library = new ProgramLibrary(this.graphicsDevice, new StandardMaterial()); setProgramLibrary(this.graphicsDevice, library); } /** * @type {SoundManager} * @ignore */ get soundManager() { return this._soundManager; } /** * The application's batch manager. The batch manager is used to merge mesh instances in * the scene, which reduces the overall number of draw calls, thereby boosting performance. * * @type {BatchManager} */ get batcher() { Debug.assert(this._batcher, 'BatchManager has not been created and is required for correct functionality.'); return this._batcher; } /** * The current fill mode of the canvas. Can be: * * - {@link FILLMODE_NONE}: the canvas will always match the size provided. * - {@link FILLMODE_FILL_WINDOW}: the canvas will simply fill the window, changing aspect ratio. * - {@link FILLMODE_KEEP_ASPECT}: the canvas will grow to fill the window as best it can while * maintaining the aspect ratio. * * @type {string} */ get fillMode() { return this._fillMode; } /** * The current resolution mode of the canvas, Can be: * * - {@link RESOLUTION_AUTO}: if width and height are not provided, canvas will be resized to * match canvas client size. * - {@link RESOLUTION_FIXED}: resolution of canvas will be fixed. * * @type {string} */ get resolutionMode() { return this._resolutionMode; } /** * Load the application configuration file and apply application properties and fill the asset * registry. * * @param {string} url - The URL of the configuration file to load. * @param {ConfigureAppCallback} callback - The Function called when the configuration file is * loaded and parsed (or an error occurs). */ configure(url, callback) { http.get(url, (err, response)=>{ if (err) { callback(err); return; } const props = response.application_properties; const scenes = response.scenes; const assets = response.assets; this._parseApplicationProperties(props, (err)=>{ this._parseScenes(scenes); this._parseAssets(assets); if (!err) { callback(null); } else { callback(err); } }); }); } /** * Load all assets in the asset registry that are marked as 'preload'. * * @param {PreloadAppCallback} callback - Function called when all assets are loaded. */ preload(callback) { this.fire('preload:start'); // get list of assets to preload const assets = this.assets.list({ preload: true }); if (assets.length === 0) { this.fire('preload:end'); callback(); return; } let loadedCount = 0; const onAssetLoadOrError = ()=>{ loadedCount++; this.fire('preload:progress', loadedCount / assets.length); if (loadedCount === assets.length) { this.fire('preload:end'); callback(); } }; // for each asset assets.forEach((asset)=>{ if (!asset.loaded) { asset.once('load', onAssetLoadOrError); asset.once('error', onAssetLoadOrError); this.assets.load(asset); } else { onAssetLoadOrError(); } }); } _preloadScripts(sceneData, callback) { callback(); } // set application properties from data file _parseApplicationProperties(props, callback) { // configure retrying assets if (typeof props.maxAssetRetries === 'number' && props.maxAssetRetries > 0) { this.loader.enableRetry(props.maxAssetRetries); } // TODO: remove this temporary block after migrating properties if (!props.useDevicePixelRatio) { props.useDevicePixelRatio = props.use_device_pixel_ratio; } if (!props.resolutionMode) { props.resolutionMode = props.resolution_mode; } if (!props.fillMode) { props.fillMode = props.fill_mode; } this._width = props.width; this._height = props.height; if (props.useDevicePixelRatio) { this.graphicsDevice.maxPixelRatio = window.devicePixelRatio; } this.setCanvasResolution(props.resolutionMode, this._width, this._height); this.setCanvasFillMode(props.fillMode, this._width, this._height); // set up layers if (props.layers && props.layerOrder) { const composition = new LayerComposition('application'); const layers = {}; for(const key in props.layers){ const data = props.layers[key]; data.id = parseInt(key, 10); // depth layer should only be enabled when needed // by incrementing its ref counter data.enabled = data.id !== LAYERID_DEPTH; layers[key] = new Layer(data); } for(let i = 0, len = props.layerOrder.length; i < len; i++){ const sublayer = props.layerOrder[i]; const layer = layers[sublayer.layer]; if (!layer) continue; if (sublayer.transparent) { composition.pushTransparent(layer); } else { composition.pushOpaque(layer); } composition.subLayerEnabled[i] = sublayer.enabled; } this.scene.layers = composition; } // add batch groups if (props.batchGroups) { const batcher = this.batcher; if (batcher) { for(let i = 0, len = props.batchGroups.length; i < len; i++){ const grp = props.batchGroups[i]; batcher.addGroup(grp.name, grp.dynamic, grp.maxAabbSize, grp.id, grp.layers); } } } // set localization assets if (props.i18nAssets) { this.i18n.assets = props.i18nAssets; } this._loadLibraries(props.libraries, callback); } /** * @param {string[]} urls - List of URLs to load. * @param {Function} callback - Callback function. * @private */ _loadLibraries(urls, callback) { const len = urls.length; let count = len; const regex = /^https?:\/\//; if (len) { const onLoad = (err, script)=>{ count--; if (err) { callback(err); } else if (count === 0) { this.onLibrariesLoaded(); callback(null); } }; for(let i = 0; i < len; ++i){ let url = urls[i]; if (!regex.test(url.toLowerCase()) && this._scriptPrefix) { url = path.join(this._scriptPrefix, url); } this.loader.load(url, "script", onLoad); } } else { this.onLibrariesLoaded(); callback(null); } } /** * Insert scene name/urls into the registry. * * @param {*} scenes - Scenes to add to the scene registry. * @private */ _parseScenes(scenes) { if (!scenes) return; for(let i = 0; i < scenes.length; i++){ this.scenes.add(scenes[i].name, scenes[i].url); } } /** * Insert assets into registry. * * @param {*} assets - Assets to insert. * @private */ _parseAssets(assets) { const list = []; const scriptsIndex = {}; const bundlesIndex = {}; // add scripts in order of loading first for(let i = 0; i < this.scriptsOrder.length; i++){ const id = this.scriptsOrder[i]; if (!assets[id]) { continue; } scriptsIndex[id] = true; list.push(assets[id]); } // then add bundles if (this.enableBundles) { for(const id in assets){ if (assets[id].type === 'bundle') { bundlesIndex[id] = true; list.push(assets[id]); } } } // then add rest of assets for(const id in assets){ if (scriptsIndex[id] || bundlesIndex[id]) { continue; } list.push(assets[id]); } for(let i = 0; i < list.length; i++){ const data = list[i]; const asset = new Asset(data.name, data.type, data.file, data.data); asset.id = parseInt(data.id, 10); asset.preload = data.preload ? data.preload : false; // if this is a script asset and has already been embedded in the page then // mark it as loaded asset.loaded = data.type === "script" && data.data && data.data.loadingType > 0; // tags asset.tags.add(data.tags); // i18n if (data.i18n) { for(const locale in data.i18n){ asset.addLocalizedAssetId(locale, data.i18n[locale]); } } // registry this.assets.add(asset); } } /** * Start the application. This function does the following: * * 1. Fires an event on the application named 'start' * 2. Calls initialize for all components on entities in the hierarchy * 3. Fires an event on the application named 'initialize' * 4. Calls postInitialize for all components on entities in the hierarchy * 5. Fires an event on the application named 'postinitialize' * 6. Starts executing the main loop of the application * * This function is called internally by PlayCanvas applications made in the Editor but you * will need to call start yourself if you are using the engine stand-alone. * * @example * app.start(); */ start() { Debug.call(()=>{ Debug.assert(!this._alreadyStarted, 'The application can be started only one time.'); this._alreadyStarted = true; }); this.frame = 0; this.fire('start', { timestamp: now(), target: this }); if (!this._librariesLoaded) { this.onLibrariesLoaded(); } this.systems.fire('initialize', this.root); this.fire('initialize'); this.systems.fire('postInitialize', this.root); this.systems.fire('postPostInitialize', this.root); this.fire('postinitialize'); this.requestAnimationFrame(); } /** * Request the next animation frame tick. * * @ignore */ requestAnimationFrame() { if (this.xr?.session) { this.frameRequestId = this.xr.session.requestAnimationFrame(this.tick); } else { this.frameRequestId = platform.browser || platform.worker ? requestAnimationFrame(this.tick) : null; } } /** * Update all input devices managed by the application. * * @param {number} dt - The time in seconds since the last update. * @private */ inputUpdate(dt) { if (this.controller) { this.controller.update(dt); } if (this.mouse) { this.mouse.update(); } if (this.keyboard) { this.keyboard.update(); } if (this.gamepads) { this.gamepads.update(); } } /** * Update the application. This function will call the update functions and then the postUpdate * functions of all enabled components. It will then update the current state of all connected * input devices. This function is called internally in the application's main loop and does * not need to be called explicitly. * * @param {number} dt - The time delta in seconds since the last frame. */ update(dt) { this.frame++; Debug.call(()=>{ this.assets.log(); }); this.graphicsDevice.update(); this.stats.frame.updateStart = now(); this.systems.fire(this._inTools ? 'toolsUpdate' : 'update', dt); this.systems.fire('animationUpdate', dt); this.systems.fire('postUpdate', dt); // fire update event this.fire('update', dt); // update input devices this.inputUpdate(dt); this.stats.frame.updateTime = now() - this.stats.frame.updateStart; } /** * Render the application's scene. More specifically, the scene's {@link LayerComposition} is * rendered. This function is called internally in the application's main loop and does not * need to be called explicitly. * * @ignore */ render() { this.updateCanvasSize(); this.graphicsDevice.frameStart(); this.stats.frame.renderStart = now(); this.fire('prerender'); this.root.syncHierarchy(); if (this._batcher) { this._batcher.updateAll(); } ForwardRenderer._skipRenderCounter = 0; // render the scene composition this.renderComposition(this.scene.layers); this.fire('postrender'); this.stats.frame.renderTime = now() - this.stats.frame.renderStart; this.graphicsDevice.frameEnd(); } // render a layer composition renderComposition(layerComposition) { DebugGraphics.clearGpuMarkers(); // update composition, cull everything, assign atlas slots for clustered lighting this.renderer.update(layerComposition); this.renderer.buildFrameGraph(this.frameGraph, layerComposition); this.frameGraph.render(this.graphicsDevice); } /** * @param {number} now - The timestamp passed to the requestAnimationFrame callback. * @param {number} dt - The time delta in seconds since the last frame. This is subject to the * application's time scale and max delta values. * @param {number} ms - The time in milliseconds since the last frame. * @private */ _fillFrameStatsBasic(now, dt, ms) { // Timing stats const stats = this.stats.frame; stats.dt = dt; stats.ms = ms; if (now > stats._timeToCountFrames) { stats.fps = stats._fpsAccum; stats._fpsAccum = 0; stats._timeToCountFrames = now + 1000; } else { stats._fpsAccum++; } // total draw call this.stats.drawCalls.total = this.graphicsDevice._drawCallsPerFrame; this.graphicsDevice._drawCallsPerFrame = 0; stats.gsplats = this.renderer._gsplatCount; } /** @private */ _fillFrameStats() { let stats = this.stats.frame; // Render stats stats.cameras = this.renderer._camerasRendered; stats.materials = this.renderer._materialSwitches; stats.shaders = this.graphicsDevice._shaderSwitchesPerFrame; stats.shadowMapUpdates = this.renderer._shadowMapUpdates; stats.shadowMapTime = this.renderer._shadowMapTime; stats.depthMapTime = this.renderer._depthMapTime; stats.forwardTime = this.renderer._forwardTime; const prims = this.graphicsDevice._primsPerFrame; stats.triangles = prims[PRIMITIVE_TRIANGLES] / 3 + Math.max(prims[PRIMITIVE_TRISTRIP] - 2, 0) + Math.max(prims[PRIMITIVE_TRIFAN] - 2, 0); stats.cullTime = this.renderer._cullTime; stats.sortTime = this.renderer._sortTime; stats.skinTime = this.renderer._skinTime; stats.morphTime = this.renderer._morphTime; stats.lightClusters = this.renderer._lightClusters; stats.lightClustersTime = this.renderer._lightClustersTime; stats.otherPrimitives = 0; for(let i = 0; i < prims.length; i++){ if (i < PRIMITIVE_TRIANGLES) { stats.otherPrimitives += prims[i]; } prims[i] = 0; } this.renderer._camerasRendered = 0; this.renderer._materialSwitches = 0; this.renderer._shadowMapUpdates = 0; this.graphicsDevice._shaderSwitchesPerFrame = 0; this.renderer._cullTime = 0; this.renderer._layerCompositionUpdateTime = 0; this.renderer._lightClustersTime = 0; this.renderer._sortTime = 0; this.renderer._skinTime = 0; this.renderer._morphTime = 0; this.renderer._shadowMapTime = 0; this.renderer._depthMapTime = 0; this.renderer._forwardTime = 0; // Draw call stats stats = this.stats.drawCalls; stats.forward = this.renderer._forwardDrawCalls; stats.culled = this.renderer._numDrawCallsCulled; stats.depth = 0; stats.shadow = this.renderer._shadowDrawCalls; stats.skinned = this.renderer._skinDrawCalls; stats.immediate = 0; stats.instanced = 0; stats.removedByInstancing = 0; stats.misc = stats.total - (stats.forward + stats.shadow); this.renderer._depthDrawCalls = 0; this.renderer._shadowDrawCalls = 0; this.renderer._forwardDrawCalls = 0; this.renderer._numDrawCallsCulled = 0; this.renderer._skinDrawCalls = 0; this.renderer._immediateRendered = 0; this.renderer._instancedDrawCalls = 0; this.stats.misc.renderTargetCreationTime = this.graphicsDevice.renderTargetCreationTime; stats = this.stats.particles; stats.updatesPerFrame = stats._updatesPerFrame; stats.frameTime = stats._frameTime; stats._updatesPerFrame = 0; stats._frameTime = 0; } /** * Controls how the canvas fills the window and resizes when the window changes. * * @param {string} mode - The mode to use when setting the size of the canvas. Can be: * * - {@link FILLMODE_NONE}: the canvas will always match the size provided. * - {@link FILLMODE_FILL_WINDOW}: the canvas will simply fill the window, changing aspect ratio. * - {@link FILLMODE_KEEP_ASPECT}: the canvas will grow to fill the window as best it can while * maintaining the aspect ratio. * * @param {number} [width] - The width of the canvas (only used when mode is {@link FILLMODE_NONE}). * @param {number} [height] - The height of the canvas (only used when mode is {@link FILLMODE_NONE}). */ setCanvasFillMode(mode, width, height) { this._fillMode = mode; this.resizeCanvas(width, height); } /** * Change the resolution of the canvas, and set the way it behaves when the window is resized. * * @param {string} mode - The mode to use when setting the resolution. Can be: * * - {@link RESOLUTION_AUTO}: if width and height are not provided, canvas will be resized to * match canvas client size. * - {@link RESOLUTION_FIXED}: resolution of canvas will be fixed. * * @param {number} [width] - The horizontal resolution, optional in AUTO mode, if not provided * canvas clientWidth is used. * @param {number} [height] - The vertical resolution, optional in AUTO mode, if not provided * canvas clientHeight is used. */ setCanvasResolution(mode, width, height) { this._resolutionMode = mode; // In AUTO mode the resolution is the same as the canvas size, unless specified if (mode === RESOLUTION_AUTO && width === undefined) { width = this.graphicsDevice.canvas.clientWidth; height = this.graphicsDevice.canvas.clientHeight; } this.graphicsDevice.resizeCanvas(width, height); } /** * Queries the visibility of the window or tab in which the application is running. * * @returns {boolean} True if the application is not visible and false otherwise. */ isHidden() { return document[this._hiddenAttr]; } /** * Called when the visibility state of the current tab/window changes. * * @private */ onVisibilityChange() { if (this.isHidden()) { if (this._soundManager) { this._soundManager.suspend(); } } else { if (this._soundManager) { this._soundManager.resume(); } } } /** * Resize the application's canvas element in line with the current fill mode. * * - In {@link FILLMODE_KEEP_ASPECT} mode, the canvas will grow to fill the window as best it * can while maintaining the aspect ratio. * - In {@link FILLMODE_FILL_WINDOW} mode, the canvas will simply fill the window, changing * aspect ratio. * - In {@link FILLMODE_NONE} mode, the canvas will always match the size provided. * * @param {number} [width] - The width of the canvas. Only used if current fill mode is {@link FILLMODE_NONE}. * @param {number} [height] - The height of the canvas. Only used if current fill mode is {@link FILLMODE_NONE}. * @returns {object} A object containing the values calculated to use as width and height. */ resizeCanvas(width, height) { if (!this._allowResize) return undefined; // prevent resizing (e.g. if presenting in VR HMD) // prevent resizing when in XR session if (this.xr && this.xr.session) { return undefined; } const windowWidth = window.innerWidth; const windowHeight = window.innerHeight; if (this._fillMode === FILLMODE_KEEP_ASPECT) { const r = this.graphicsDevice.canvas.width / this.graphicsDevice.canvas.height; const winR = windowWidth / windowHeight; if (r > winR) { width = windowWidth; height = width / r; } else { height = windowHeight; width = height * r; } } else if (this._fillMode === FILLMODE_FILL_WINDOW) { width = windowWidth; height = windowHeight; } // OTHERWISE: FILLMODE_NONE use width and height that are provided this.graphicsDevice.canvas.style.width = `${width}px`; this.graphicsDevice.canvas.style.height = `${height}px`; this.updateCanvasSize(); // return the final values calculated for width and height return { width: width, height: height }; } /** * Updates the {@link GraphicsDevice} canvas size to match the canvas size on the document * page. It is recommended to call this function when the canvas size changes (e.g on window * resize and orientation change events) so that the canvas resolution is immediately updated. */ updateCanvasSize() { // Don't update if we are in VR or XR if (!this._allowResize || this.xr?.active) { return; } // In AUTO mode the resolution is changed to match the canvas size if (this._resolutionMode === RESOLUTION_AUTO) { // Check if the canvas DOM has changed size const canvas = this.graphicsDevice.canvas; this.graphicsDevice.resizeCanvas(canvas.clientWidth, canvas.clientHeight); } } /** * Event handler called when all code libraries have been loaded. Code libraries are passed * into the constructor of the Application and the application won't start running or load * packs until all libraries have been loaded. * * @private */ onLibrariesLoaded() { this._librariesLoaded = true; if (this.systems.rigidbody) { this.systems.rigidbody.onLibraryLoaded(); } } /** * Apply scene settings to the current scene. Useful when your scene settings are parsed or * generated from a non-URL source. * * @param {object} settings - The scene settings to be applied. * @param {object} settings.physics - The physics settings to be applied. * @param {number[]} settings.physics.gravity - The world space vector representing global * gravity in the physics simulation. Must be a fixed size array with three number elements, * corresponding to each axis [ X, Y, Z ]. * @param {object} settings.render - The rendering settings to be applied. * @param {number[]} settings.render.global_ambient - The color of the scene's ambient light. * Must be a fixed size array with three number elements, corresponding to each color channel * [ R, G, B ]. * @param {string} settings.render.fog - The type of fog used by the scene. Can be: * * - {@link FOG_NONE} * - {@link FOG_LINEAR} * - {@link FOG_EXP} * - {@link FOG_EXP2} * * @param {number[]} settings.render.fog_color - The color of the fog (if enabled). Must be a * fixed size array with three number elements, corresponding to each color channel [ R, G, B ]. * @param {number} settings.render.fog_density - The density of the fog (if enabled). This * property is only valid if the fog property is set to {@link FOG_EXP} or {@link FOG_EXP2}. * @param {number} settings.render.fog_start - The distance from the viewpoint where linear fog * begins. This property is only valid if the fog property is set to {@link FOG_LINEAR}. * @param {number} settings.render.fog_end - The distance from the viewpoint where linear fog * reaches its maximum. This property is only valid if the fog property is set to {@link FOG_LINEAR}. * @param {number} settings.render.gamma_correction - The gamma correction to apply when * rendering the scene. Can be: * * - {@link GAMMA_NONE} * - {@link GAMMA_SRGB} * * @param {number} settings.render.tonemapping - The tonemapping transform to apply when * writing fragments to the frame buffer. Can be: * * - {@link TONEMAP_LINEAR} * - {@link TONEMAP_FILMIC} * - {@link TONEMAP_HEJL} * - {@link TONEMAP_ACES} * - {@link TONEMAP_ACES2} * - {@link TONEMAP_NEUTRAL} * * @param {number} settings.render.exposure - The exposure value tweaks the overall brightness * of the scene. * @param {number|null} [settings.render.skybox] - The asset ID of the cube map texture to be * used as the scene's skybox. Defaults to null. * @param {number} [settings.render.skyboxIntensity] - Multiplier for skybox intensity. Defaults to 1. * @param {number} [settings.render.skyboxLuminance] - Lux (lm/m^2) value for skybox intensity when physical light units are enabled. Defaults to 20000. * @param {number} [settings.render.skyboxMip] - The mip level of the skybox to be displayed. Defaults to 0. * Only valid for prefiltered cubemap skyboxes. * @param {number[]} [settings.render.skyboxRotation] - Rotation of skybox. Defaults to [0, 0, 0]. * * @param {string} [settings.render.skyType] - The type of the sky. One of the SKYTYPE_* constants. Defaults to {@link SKYTYPE_INFINITE}. * @param {number[]} [settings.render.skyMeshPosition] - The position of sky mesh. Ignored for {@link SKYTYPE_INFINITE}. Defaults to [0, 0, 0]. * @param {number[]} [settings.render.skyMeshRotation] - The rotation of sky mesh. Ignored for {@link SKYTYPE_INFINITE}. Defaults to [0, 0, 0]. * @param {number[]} [settings.render.skyMeshScale] - The scale of sky mesh. Ignored for {@link SKYTYPE_INFINITE}. Defaults to [1, 1, 1]. * @param {number[]} [settings.render.skyCenter] - The center of the sky. Ignored for {@link SKYTYPE_INFINITE}. Defaults to [0, 1, 0]. * * @param {number} settings.render.lightmapSizeMultiplier - The lightmap resolution multiplier. * @param {number} settings.render.lightmapMaxResolution - The maximum lightmap resolution. * @param {number} settings.render.lightmapMode - The lightmap baking mode. Can be: * * - {@link BAKE_COLOR}: single color lightmap * - {@link BAKE_COLORDIR}: single color lightmap + dominant light direction (used for bump/specular) * * @param {boolean} [settings.render.lightmapFilterEnabled] - Enables bilateral filter on runtime baked color lightmaps. Defaults to false. * @param {number} [settings.render.lightmapFilterRange] - Sets the range parameter of the bilateral filter. Defaults to 10. * @param {number} [settings.render.lightmapFilterSmoothness] - Sets the spatial parameter of the bilateral filter. Defaults to 0.2. * * @param {boolean} [settings.render.ambientBake] - Enable baking ambient light into lightmaps. Defaults to false. * @param {number} [settings.render.ambientBakeNumSamples] - Number of samples to use when baking ambient light. Defaults to 1. * @param {number} [settings.render.ambientBakeSpherePart] - How much of the sphere to include when baking ambient light. Defaults to 0.4. * @param {number} [settings.render.ambientBakeOcclusionBrightness] - Brightness of the baked ambient occlusion. Defaults to 0. * @param {number} [settings.render.ambientBakeOcclusionContrast] - Contrast of the baked ambient occlusion. Defaults to 0. * @param {number} settings.render.ambientLuminance - Lux (lm/m^2) value for ambient light intensity. * * @param {boolean} [settings.render.clusteredLightingEnabled] - Enable clustered lighting. Defaults to false. * @param {boolean} [settings.render.lightingShadowsEnabled] - If set to true, the clustered lighting will support shadows. Defaults to true. * @param {boolean} [settings.render.lightingCookiesEnabled] - If set to true, the clustered lighting will support cookie textures. Defaults to false. * @param {boolean} [settings.render.lightingAreaLightsEnabled] - If set to true, the clustered lighting will support area lights. Defaults to false. * @param {number} [settings.render.lightingShadowAtlasResolution] - Resolution of the atlas texture storing all non-directional shadow textures. Defaults to 2048. * @param {number} [settings.render.lightingCookieAtlasResolution] - Resolution of the atlas texture storing all non-directional cookie textures. Defaults to 2048. * @param {number} [settings.render.lightingMaxLightsPerCell] - Maximum number of lights a cell can store. Defaults to 255. * @param {number} [settings.render.lightingShadowType] - The type of shadow filtering used by all shadows. Can be: * * - {@link SHADOW_PCF1_32F} * - {@link SHADOW_PCF3_32F} * - {@link SHADOW_PCF5_32F} * - {@link SHADOW_PCF1_16F} * - {@link SHADOW_PCF3_16F} * - {@link SHADOW_PCF5_16F} * * Defaults to {@link SHADOW_PCF3_32F}. * @param {number[]} [settings.render.lightingCells] - Number of cells along each world space axis the space containing lights * is subdivided into. Defaults to [10, 3, 10]. * * Only lights with bakeDir=true will be used for generating the dominant light direction. * @example * * const settings = { * physics: { * gravity: [0, -9.8, 0] * }, * render: { * fog_end: 1000, * tonemapping: 0, * skybox: null, * fog_density: 0.01, * gamma_correction: 1, * exposure: 1, * fog_start: 1, * global_ambient: [0, 0, 0], * skyboxIntensity: 1, * skyboxRotation: [0, 0, 0], * fog_color: [0, 0, 0], * lightmapMode: 1, * fog: 'none', * lightmapMaxResolution: 2048, * skyboxMip: 2, * lightmapSizeMultiplier: 16 * } * }; * app.applyScene