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playcanvas

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PlayCanvas WebGL game engine

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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 };