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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 { ADDRESS_CLAMP_TO_EDGE, FILTER_NEAREST, PIXELFORMAT_RGBA8 } from '../../platform/graphics/constants.js'; import { RenderTarget } from '../../platform/graphics/render-target.js'; import { Texture } from '../../platform/graphics/texture.js'; import { Layer } from '../../scene/layer.js'; import { RenderPassPicker } from './render-pass-picker.js'; import { math } from '../../core/math/math.js'; import { Vec3 } from '../../core/math/vec3.js'; import { Vec4 } from '../../core/math/vec4.js'; import { Mat4 } from '../../core/math/mat4.js'; const tempSet = new Set(); const _rect = new Vec4(); const _floatView = new Float32Array(1); const _int32View = new Int32Array(_floatView.buffer); class Picker { constructor(app, width, height, depth = false){ this.renderTarget = null; this.colorBuffer = null; this.depthBuffer = null; this.renderTargetDepth = null; this.mapping = new Map(); this.deviceValid = true; this.device = app.graphicsDevice; this.renderPass = new RenderPassPicker(this.device, app.renderer); this.depth = depth; this.width = 0; this.height = 0; this.resize(width, height); this.allocateRenderTarget(); this.device.on('destroy', ()=>{ this.deviceValid = false; }); } destroy() { this.releaseRenderTarget(); this.renderPass?.destroy(); } getSelection(x, y, width = 1, height = 1) { const device = this.device; if (device.isWebGPU) { return []; } y = this.renderTarget.height - (y + height); const rect = this.sanitizeRect(x, y, width, height); device.setRenderTarget(this.renderTarget); device.updateBegin(); const pixels = new Uint8Array(4 * rect.z * rect.w); device.readPixels(rect.x, rect.y, rect.z, rect.w, pixels); device.updateEnd(); return this.decodePixels(pixels, this.mapping); } getSelectionAsync(x, y, width = 1, height = 1) { if (!this.renderTarget || !this.renderTarget.colorBuffer) { return Promise.resolve([]); } return this._readTexture(this.renderTarget.colorBuffer, x, y, width, height, this.renderTarget).then((pixels)=>{ return this.decodePixels(pixels, this.mapping); }); } _readTexture(texture, x, y, width, height, renderTarget) { if (this.device?.isWebGL2) { y = renderTarget.height - (y + height); } const rect = this.sanitizeRect(x, y, width, height); return texture.read(rect.x, rect.y, rect.z, rect.w, { immediate: true, renderTarget: renderTarget }); } async getWorldPointAsync(x, y) { const camera = this.renderPass.camera; if (!camera) { return null; } const viewProjMat = new Mat4().mul2(camera.camera.projectionMatrix, camera.camera.viewMatrix); const invViewProj = viewProjMat.invert(); const depth = await this.getPointDepthAsync(x, y); if (depth === null) { return null; } const deviceCoord = new Vec4(x / this.width * 2 - 1, (1 - y / this.height) * 2 - 1, depth * 2 - 1, 1.0); invViewProj.transformVec4(deviceCoord, deviceCoord); deviceCoord.mulScalar(1.0 / deviceCoord.w); return new Vec3(deviceCoord.x, deviceCoord.y, deviceCoord.z); } async getPointDepthAsync(x, y) { if (!this.depthBuffer) { return null; } const pixels = await this._readTexture(this.depthBuffer, x, y, 1, 1, this.renderTargetDepth); const intBits = pixels[0] << 24 | pixels[1] << 16 | pixels[2] << 8 | pixels[3]; if (intBits === 0xFFFFFFFF) { return null; } _int32View[0] = intBits; return _floatView[0]; } sanitizeRect(x, y, width, height) { const maxWidth = this.renderTarget.width; const maxHeight = this.renderTarget.height; x = math.clamp(Math.floor(x), 0, maxWidth - 1); y = math.clamp(Math.floor(y), 0, maxHeight - 1); width = Math.floor(Math.max(width, 1)); width = Math.min(width, maxWidth - x); height = Math.floor(Math.max(height, 1)); height = Math.min(height, maxHeight - y); return _rect.set(x, y, width, height); } decodePixels(pixels, mapping) { const selection = []; if (this.deviceValid) { const count = pixels.length; for(let i = 0; i < count; i += 4){ const r = pixels[i + 0]; const g = pixels[i + 1]; const b = pixels[i + 2]; const a = pixels[i + 3]; const index = (a << 24 | r << 16 | g << 8 | b) >>> 0; if (index !== 0xFFFFFFFF) { tempSet.add(mapping.get(index)); } } tempSet.forEach((meshInstance)=>{ if (meshInstance) { selection.push(meshInstance); } }); tempSet.clear(); } return selection; } createTexture(name) { return new Texture(this.device, { format: PIXELFORMAT_RGBA8, width: this.width, height: this.height, mipmaps: false, minFilter: FILTER_NEAREST, magFilter: FILTER_NEAREST, addressU: ADDRESS_CLAMP_TO_EDGE, addressV: ADDRESS_CLAMP_TO_EDGE, name: name }); } allocateRenderTarget() { this.colorBuffer = this.createTexture('pick'); const colorBuffers = [ this.colorBuffer ]; if (this.depth) { this.depthBuffer = this.createTexture('pick-depth'); colorBuffers.push(this.depthBuffer); this.renderTargetDepth = new RenderTarget({ colorBuffer: this.depthBuffer, depth: false }); } this.renderTarget = new RenderTarget({ colorBuffers: colorBuffers, depth: true }); } releaseRenderTarget() { this.renderTarget?.destroyTextureBuffers(); this.renderTarget?.destroy(); this.renderTarget = null; this.renderTargetDepth?.destroy(); this.renderTargetDepth = null; this.colorBuffer = null; this.depthBuffer = null; } prepare(camera, scene, layers) { if (layers instanceof Layer) { layers = [ layers ]; } this.renderTarget?.resize(this.width, this.height); this.renderTargetDepth?.resize(this.width, this.height); this.mapping.clear(); const renderPass = this.renderPass; renderPass.init(this.renderTarget); renderPass.setClearColor(Color.WHITE); renderPass.depthStencilOps.clearDepth = true; renderPass.update(camera, scene, layers, this.mapping, this.depth); renderPass.render(); } resize(width, height) { this.width = Math.floor(width); this.height = Math.floor(height); } } export { Picker };