playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
121 lines (120 loc) • 4.27 kB
JavaScript
import { BlendState } from "../../platform/graphics/blend-state.js";
import { RenderPass } from "../../platform/graphics/render-pass.js";
import { SHADER_PICK, SHADER_DEPTH_PICK } from "../../scene/constants.js";
const tempMeshInstances = [];
const lights = [[], [], []];
const defaultShadowAtlasParams = new Float32Array(2);
class RenderPassPicker extends RenderPass {
viewBindGroups = [];
blendState = BlendState.NOBLEND;
camera;
scene;
layers;
mapping;
depth;
_qualifiedLayerIndices = [];
_pickMeshInstances = /* @__PURE__ */ new Map();
constructor(device, renderer) {
super(device);
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;
}
}
// Filter qualifying layers and prepare gsplat pick mesh instances for the compute-based
// renderer. The execute() loop iterates the pre-built list instead of re-filtering.
before() {
this._qualifiedLayerIndices.length = 0;
this._pickMeshInstances.clear();
const { camera, scene, layers } = this;
const srcLayers = scene.layers.layerList;
const subLayerEnabled = scene.layers.subLayerEnabled;
const gsplatDirector = this.renderer.gsplatDirector;
const pickerWidth = this.renderTarget?.width ?? 1;
const pickerHeight = this.renderTarget?.height ?? 1;
for (let i = 0; i < srcLayers.length; i++) {
const srcLayer = srcLayers[i];
if (layers && layers.indexOf(srcLayer) < 0) continue;
if (!srcLayer.enabled || !subLayerEnabled[i]) continue;
if (!srcLayer.camerasSet.has(camera.camera)) continue;
this._qualifiedLayerIndices.push(i);
if (gsplatDirector) {
const pickMI = gsplatDirector.prepareForPicking(camera.camera, pickerWidth, pickerHeight, srcLayer);
if (pickMI) {
this._pickMeshInstances.set(i, pickMI);
}
}
}
}
execute() {
const device = this.device;
const { renderer, camera, scene, mapping, renderTarget } = this;
const srcLayers = scene.layers.layerList;
const isTransparent = scene.layers.subLayerList;
for (const i of this._qualifiedLayerIndices) {
const srcLayer = srcLayers[i];
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);
}
}
const pickMI = this._pickMeshInstances.get(i);
if (pickMI) {
tempMeshInstances.push(pickMI);
}
if (scene.gsplat.enableIds) {
const placements = srcLayer.gsplatPlacements;
for (let j = 0; j < placements.length; j++) {
const placement = placements[j];
const component = placement.node?.gsplat;
if (component) {
mapping.set(placement.id, component);
}
}
}
if (tempMeshInstances.length > 0) {
const clusteredLightingEnabled = scene.clusteredLightingEnabled;
if (clusteredLightingEnabled) {
const lightClusters = this.emptyWorldClusters;
lightClusters.activate();
}
renderer.setCameraUniforms(camera.camera, renderTarget);
renderer.dispatchGlobalLights(scene);
device.scope.resolve("shadowAtlasParams").setValue(defaultShadowAtlasParams);
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(this.blendState);
});
tempMeshInstances.length = 0;
}
}
}
}
export {
RenderPassPicker
};