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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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import { PIXELFORMAT_R32F, PIXELFORMAT_RGBA8 } from '../../platform/graphics/constants.js'; import { Texture } from '../../platform/graphics/texture.js'; import { RenderPass } from '../../platform/graphics/render-pass.js'; import { RenderTarget } from '../../platform/graphics/render-target.js'; import { LAYERID_DEPTH, SHADER_PREPASS } from '../../scene/constants.js'; import { Color } from '../../core/math/color.js'; import { FloatPacking } from '../../core/math/float-packing.js'; /** * @import { BindGroup } from '../../platform/graphics/bind-group.js' */ const tempMeshInstances = []; // uniform name of the depth texture const DEPTH_UNIFORM_NAME = 'uSceneDepthMap'; /** * A render pass which typically executes before the rendering of the main scene, and renders data * that is required for the main rendering pass (and also in following passes) into separate render * targets. This can include depth, normals, velocity, etc, used by TAA, motion blur, SSAO, etc. * * @category Graphics * @ignore */ class RenderPassPrepass extends RenderPass { destroy() { super.destroy(); this.camera.shaderParams.sceneDepthMapLinear = false; this.renderTarget?.destroy(); this.renderTarget = null; this.linearDepthTexture?.destroy(); this.linearDepthTexture = null; this.viewBindGroups.forEach((bg)=>{ bg.defaultUniformBuffer.destroy(); bg.destroy(); }); this.viewBindGroups.length = 0; } setupRenderTarget(options) { const { device } = this; this.linearDepthFormat = device.textureFloatRenderable ? PIXELFORMAT_R32F : PIXELFORMAT_RGBA8; this.linearDepthTexture = Texture.createDataTexture2D(device, 'SceneLinearDepthTexture', 1, 1, this.linearDepthFormat); const renderTarget = new RenderTarget({ name: 'PrepassRT', colorBuffer: this.linearDepthTexture, // use depth buffer, but this can be discarded after the prepass as the depth is stored in the linearDepthTexture depth: true, // always single sampled samples: 1 }); // scene depth will be linear this.camera.shaderParams.sceneDepthMapLinear = true; this.init(renderTarget, options); } after() { // Assign the linear depth texture to the uniform this.device.scope.resolve(DEPTH_UNIFORM_NAME).setValue(this.linearDepthTexture); } execute() { const { renderer, scene, renderTarget } = this; const camera = this.camera.camera; const layers = scene.layers.layerList; const subLayerEnabled = scene.layers.subLayerEnabled; const isTransparent = scene.layers.subLayerList; for(let i = 0; i < layers.length; i++){ const layer = layers[i]; // only render the layers before the depth layer if (layer.id === LAYERID_DEPTH) { break; } if (layer.enabled && subLayerEnabled[i]) { // if the layer is rendered by the camera if (layer.camerasSet.has(camera)) { const culledInstances = layer.getCulledInstances(camera); const meshInstances = isTransparent[i] ? culledInstances.transparent : culledInstances.opaque; for(let j = 0; j < meshInstances.length; j++){ const meshInstance = meshInstances[j]; // only collect meshes that update the depth if (meshInstance.material?.depthWrite) { tempMeshInstances.push(meshInstance); } } renderer.renderForwardLayer(camera, renderTarget, null, undefined, SHADER_PREPASS, this.viewBindGroups, { meshInstances: tempMeshInstances }); tempMeshInstances.length = 0; } } } } frameUpdate() { super.frameUpdate(); // depth clear value set up each frame const { camera } = this; this.setClearDepth(camera.clearDepthBuffer ? 1 : undefined); // linear depth clear value set up each frame, or undefined to disable clearing let clearValue; if (camera.clearDepthBuffer) { const farClip = camera.farClip - Number.MIN_VALUE; clearValue = this.linearDepthClearValue; if (this.linearDepthFormat === PIXELFORMAT_R32F) { clearValue.r = farClip; // only R is used } else { FloatPacking.float2RGBA8(farClip, clearValue); } } this.setClearColor(clearValue); } constructor(device, scene, renderer, camera, options){ super(device), /** @type {BindGroup[]} */ this.viewBindGroups = [], /** @type {Color} */ this.linearDepthClearValue = new Color(0, 0, 0, 0); this.scene = scene; this.renderer = renderer; this.camera = camera; this.setupRenderTarget(options); } } export { RenderPassPrepass };