playcanvas
Version:
PlayCanvas WebGL game engine
78 lines (75 loc) • 2.31 kB
JavaScript
import { WorldClusters } from '../lighting/world-clusters.js';
const tempClusterArray = [];
class WorldClustersAllocator {
constructor(graphicsDevice){
this._empty = null;
this._allocated = [];
this._clusters = new Map();
this.device = graphicsDevice;
}
destroy() {
if (this._empty) {
this._empty.destroy();
this._empty = null;
}
this._allocated.forEach((cluster)=>{
cluster.destroy();
});
this._allocated.length = 0;
}
get count() {
return this._allocated.length;
}
get empty() {
if (!this._empty) {
const empty = new WorldClusters(this.device);
empty.name = 'ClusterEmpty';
empty.update([]);
this._empty = empty;
}
return this._empty;
}
assign(renderPasses) {
tempClusterArray.push(...this._allocated);
this._allocated.length = 0;
this._clusters.clear();
const passCount = renderPasses.length;
for(let p = 0; p < passCount; p++){
const renderPass = renderPasses[p];
const renderActions = renderPass.renderActions;
if (renderActions) {
const count = renderActions.length;
for(let i = 0; i < count; i++){
const ra = renderActions[i];
ra.lightClusters = null;
const layer = ra.layer;
if (layer.hasClusteredLights && layer.meshInstances.length) {
const hash = layer.getLightIdHash();
const existingRenderAction = this._clusters.get(hash);
let clusters = existingRenderAction?.lightClusters;
if (!clusters) {
clusters = tempClusterArray.pop() ?? new WorldClusters(this.device);
this._allocated.push(clusters);
this._clusters.set(hash, ra);
}
ra.lightClusters = clusters;
}
if (!ra.lightClusters) {
ra.lightClusters = this.empty;
}
}
}
}
tempClusterArray.forEach((item)=>item.destroy());
tempClusterArray.length = 0;
}
update(renderPasses, lighting) {
this.assign(renderPasses);
this._clusters.forEach((renderAction)=>{
const layer = renderAction.layer;
const cluster = renderAction.lightClusters;
cluster.update(layer.clusteredLightsSet, lighting);
});
}
}
export { WorldClustersAllocator };