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playcanvas

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PlayCanvas WebGL game engine

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import { BlendState } from '../../platform/graphics/blend-state.js'; import { RenderPass } from '../../platform/graphics/render-pass.js'; import { SHADER_DEPTH_PICK, SHADER_PICK } from '../../scene/constants.js'; const tempMeshInstances = []; const lights = [ [], [], [] ]; class RenderPassPicker extends RenderPass { constructor(device, renderer){ super(device), this.viewBindGroups = []; this.renderer = renderer; } destroy() { this.viewBindGroups.forEach((bg)=>{ bg.defaultUniformBuffer.destroy(); bg.destroy(); }); this.viewBindGroups.length = 0; } update(camera, scene, layers, mapping, depth) { this.camera = camera; this.scene = scene; this.layers = layers; this.mapping = mapping; this.depth = depth; if (scene.clusteredLightingEnabled) { this.emptyWorldClusters = this.renderer.worldClustersAllocator.empty; } } execute() { const device = this.device; const { renderer, camera, scene, layers, mapping, renderTarget } = this; const srcLayers = scene.layers.layerList; const subLayerEnabled = scene.layers.subLayerEnabled; const isTransparent = scene.layers.subLayerList; for(let i = 0; i < srcLayers.length; i++){ const srcLayer = srcLayers[i]; if (layers && layers.indexOf(srcLayer) < 0) { continue; } if (srcLayer.enabled && subLayerEnabled[i]) { if (srcLayer.camerasSet.has(camera.camera)) { const transparent = isTransparent[i]; if (srcLayer._clearDepthBuffer) { renderer.clear(camera.camera, false, true, false); } const meshInstances = srcLayer.meshInstances; for(let j = 0; j < meshInstances.length; j++){ const meshInstance = meshInstances[j]; if (meshInstance.pick && meshInstance.transparent === transparent) { tempMeshInstances.push(meshInstance); mapping.set(meshInstance.id, meshInstance); } } if (tempMeshInstances.length > 0) { const clusteredLightingEnabled = scene.clusteredLightingEnabled; if (clusteredLightingEnabled) { const lightClusters = this.emptyWorldClusters; lightClusters.activate(); } renderer.setCameraUniforms(camera.camera, renderTarget); if (device.supportsUniformBuffers) { renderer.initViewBindGroupFormat(clusteredLightingEnabled); renderer.setupViewUniformBuffers(this.viewBindGroups, renderer.viewUniformFormat, renderer.viewBindGroupFormat, null); } const shaderPass = this.depth ? SHADER_DEPTH_PICK : SHADER_PICK; renderer.renderForward(camera.camera, renderTarget, tempMeshInstances, lights, shaderPass, (meshInstance)=>{ device.setBlendState(BlendState.NOBLEND); }); tempMeshInstances.length = 0; } } } } } } export { RenderPassPicker };