playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
36 lines (35 loc) • 1.13 kB
JavaScript
import { RenderPass } from "../../platform/graphics/render-pass.js";
import { SHADER_FORWARD } from "../../scene/constants.js";
class RenderPassLightmapper extends RenderPass {
viewBindGroups = [];
constructor(device, renderer, camera, worldClusters, receivers, lightArray) {
super(device);
this.renderer = renderer;
this.camera = camera;
this.worldClusters = worldClusters;
this.receivers = receivers;
this.lightArray = lightArray;
}
destroy() {
this.viewBindGroups.forEach((bg) => {
bg.defaultUniformBuffer.destroy();
bg.destroy();
});
this.viewBindGroups.length = 0;
}
execute() {
const device = this.device;
const { renderer, camera, receivers, renderTarget, worldClusters, lightArray } = this;
if (device.supportsUniformBuffers && !renderer.viewUniformFormat) {
renderer.initViewBindGroupFormat(renderer.scene.clusteredLightingEnabled);
}
renderer.renderForwardLayer(camera, renderTarget, null, void 0, SHADER_FORWARD, this.viewBindGroups, {
meshInstances: receivers,
splitLights: lightArray,
lightClusters: worldClusters
});
}
}
export {
RenderPassLightmapper
};