playcanvas
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Open-source WebGL/WebGPU 3D engine for the web
259 lines (258 loc) • 11 kB
TypeScript
/**
* The base renderer functionality to allow implementation of specialized renderers.
*
* @ignore
*/
export class Renderer {
/**
* Create a new instance.
*
* @param {GraphicsDevice} graphicsDevice - The graphics device used by the renderer.
* @param {Scene} scene - The scene.
*/
constructor(graphicsDevice: GraphicsDevice, scene: Scene);
/** @type {boolean} */
clustersDebugRendered: boolean;
/** @type {Scene} */
scene: Scene;
/**
* The scene visibility culler: per-camera light visibility, mesh-instance culling (request /
* execute) and shadow-caster culling.
*
* @type {Culler}
* @ignore
*/
culler: Culler;
/**
* @type {WorldClustersAllocator}
* @ignore
*/
worldClustersAllocator: WorldClustersAllocator;
/**
* A list of all unique lights in the layer composition.
*
* @type {Light[]}
*/
lights: Light[];
/**
* A list of all unique local lights (spot & omni) in the layer composition.
*
* @type {Light[]}
*/
localLights: Light[];
/**
* Shared non-persistent view uniform buffers, keyed by their uniform format. Reused every frame,
* with the bind group and dynamic offset sourced from the dynamic buffer system.
*
* @type {WeakMap<UniformBufferFormat, UniformBuffer>}
*/
_viewUniformBuffers: WeakMap<UniformBufferFormat, UniformBuffer>;
/**
* Reusable receiver for a view uniform buffer's dynamic bind group + offset.
*
* @type {DynamicBindGroup}
*/
_dynamicViewBindGroup: DynamicBindGroup;
/**
* Per-view dynamic bind groups, captured during multiview view-uniform setup (allocations may
* span dynamic buffers, so the bind group is captured per view alongside its offset).
*
* @type {BindGroup[]}
*/
_viewBindGroups: BindGroup[];
/** @type {number[]} */
_viewBindGroupOffsets: number[];
/**
* Reused single-element array passed as the dynamic offsets to per-view setBindGroup, to avoid
* per-draw allocation.
*
* @type {number[]}
*/
_viewOffsetScratch: number[];
blueNoise: BlueNoise;
/**
* A gsplat director for unified splat rendering.
*
* @type {GSplatDirector|null}
*/
gsplatDirector: GSplatDirector | null;
device: GraphicsDevice;
lightTextureAtlas: LightTextureAtlas;
shadowMapCache: ShadowMapCache;
shadowRenderer: ShadowRenderer;
_shadowRendererLocal: ShadowRendererLocal;
_shadowRendererDirectional: ShadowRendererDirectional;
_renderPassUpdateClustered: FramePassUpdateClustered;
viewUniformFormat: UniformBufferFormat;
_skinTime: number;
_morphTime: number;
_cullTime: number;
_shadowMapTime: number;
_lightClustersTime: number;
_layerCompositionUpdateTime: number;
_shadowDrawCalls: number;
_skinDrawCalls: number;
_instancedDrawCalls: number;
_shadowMapUpdates: number;
_numDrawCallsCulled: number;
_camerasRendered: number;
_lightClusters: number;
_gsplatCount: number;
boneTextureId: import("../../index.js").ScopeId;
modelMatrixId: import("../../index.js").ScopeId;
normalMatrixId: import("../../index.js").ScopeId;
viewInvId: import("../../index.js").ScopeId;
viewPos: Float32Array<ArrayBuffer>;
viewPosId: import("../../index.js").ScopeId;
projId: import("../../index.js").ScopeId;
projSkyboxId: import("../../index.js").ScopeId;
viewId: import("../../index.js").ScopeId;
viewId3: import("../../index.js").ScopeId;
viewProjId: import("../../index.js").ScopeId;
flipYId: import("../../index.js").ScopeId;
tbnBasis: import("../../index.js").ScopeId;
cameraParams: Float32Array<ArrayBuffer>;
cameraParamsId: import("../../index.js").ScopeId;
viewportSize: Float32Array<ArrayBuffer>;
viewportSizeId: import("../../index.js").ScopeId;
viewIndexId: import("../../index.js").ScopeId;
blueNoiseJitterVersion: number;
blueNoiseJitterVec: Vec4;
blueNoiseJitterData: Float32Array<ArrayBuffer>;
blueNoiseJitterId: import("../../index.js").ScopeId;
blueNoiseTextureId: import("../../index.js").ScopeId;
alphaTestId: import("../../index.js").ScopeId;
opacityMapId: import("../../index.js").ScopeId;
exposureId: import("../../index.js").ScopeId;
morphPositionTex: import("../../index.js").ScopeId;
morphNormalTex: import("../../index.js").ScopeId;
morphTexParams: import("../../index.js").ScopeId;
lightCube: LightCube;
constantLightCube: import("../../index.js").ScopeId;
destroy(): void;
/**
* Set up the viewport and the scissor for camera rendering.
*
* @param {Camera} camera - The camera containing the viewport information.
* @param {RenderTarget} [renderTarget] - The render target. NULL for the default one.
*/
setupViewport(camera: Camera, renderTarget?: RenderTarget): void;
setCameraUniforms(camera: any, target: any): any;
/**
* Clears the active render target. If the viewport is already set up, only its area is cleared.
*
* @param {Camera} camera - The camera supplying the value to clear to.
* @param {boolean} [clearColor] - True if the color buffer should be cleared. Uses the value
* from the camera if not supplied.
* @param {boolean} [clearDepth] - True if the depth buffer should be cleared. Uses the value
* from the camera if not supplied.
* @param {boolean} [clearStencil] - True if the stencil buffer should be cleared. Uses the
* value from the camera if not supplied.
*/
clear(camera: Camera, clearColor?: boolean, clearDepth?: boolean, clearStencil?: boolean): void;
setupCullModeAndFrontFace(cullFaces: any, flipFactor: any, drawCall: any): void;
setupCullMode(cullFaces: any, flipFactor: any, drawCall: any): void;
setBaseConstants(device: any, material: any): void;
updateCpuSkinMatrices(drawCalls: any): void;
/**
* Update skin matrices ahead of rendering.
*
* @param {MeshInstance[]|Set<MeshInstance>} drawCalls - MeshInstances containing skinInstance.
* @ignore
*/
updateGpuSkinMatrices(drawCalls: MeshInstance[] | Set<MeshInstance>): void;
/**
* Update morphing ahead of rendering.
*
* @param {MeshInstance[]|Set<MeshInstance>} drawCalls - MeshInstances containing morphInstance.
* @ignore
*/
updateMorphing(drawCalls: MeshInstance[] | Set<MeshInstance>): void;
/**
* Update gsplats ahead of rendering.
*
* @param {MeshInstance[]|Set<MeshInstance>} drawCalls - MeshInstances containing gsplatInstances.
* @ignore
*/
updateGSplats(drawCalls: MeshInstance[] | Set<MeshInstance>): void;
/**
* Update draw calls ahead of rendering.
*
* @param {MeshInstance[]|Set<MeshInstance>} drawCalls - MeshInstances requiring updates.
* @ignore
*/
gpuUpdate(drawCalls: MeshInstance[] | Set<MeshInstance>): void;
setVertexBuffers(device: any, mesh: any): void;
setMorphing(device: any, morphInstance: any): void;
setSkinning(device: any, meshInstance: any): void;
dispatchViewPos(position: any): void;
initViewUniformFormat(isClustered: any): void;
/**
* Set up uniforms for an XR view.
*/
setupViewUniforms(view: any, index: any): void;
/**
* Returns the shared non-persistent view uniform buffer for the given format, creating it on
* first use. It is bound via the dynamic buffer system, so it needs no explicit bind group.
*
* @param {UniformBufferFormat} viewUniformFormat - The view uniform buffer format.
* @returns {UniformBuffer} The shared view uniform buffer.
*/
getViewUniformBuffer(viewUniformFormat: UniformBufferFormat): UniformBuffer;
/**
* Sets up the shared (per-format) view uniform buffer for the current camera. For a single view
* it updates the buffer and binds it immediately; for multiview (XR) it updates the buffer per
* view and captures the per-view bind group and dynamic offset, which the forward render loop
* then binds per draw. The bind group and dynamic offset come from the dynamic buffer system.
*
* @param {UniformBufferFormat} viewUniformFormat - The view uniform buffer format.
* @param {RenderView[]|null} viewList - The list of XR views for multiview, or null for a
* single view.
*/
setupViewUniformBuffers(viewUniformFormat: UniformBufferFormat, viewList: RenderView[] | null): void;
setupMeshUniformBuffers(shaderInstance: any): void;
setMeshInstanceMatrices(meshInstance: any, setNormalMatrix?: boolean): void;
collectLights(comp: any): void;
/**
* @param {MeshInstance[]} drawCalls - Mesh instances.
* @param {boolean} onlyLitShaders - Limits the update to shaders affected by lighting.
*/
updateShaders(drawCalls: MeshInstance[], onlyLitShaders: boolean): void;
updateFrameUniforms(): void;
/**
* @param {LayerComposition} comp - The layer composition to update.
*/
beginFrame(comp: LayerComposition): void;
updateLightTextureAtlas(): void;
/**
* Updates the layer composition for rendering.
*
* @param {LayerComposition} comp - The layer composition to update.
*/
updateLayerComposition(comp: LayerComposition): void;
frameUpdate(): void;
}
import type { Scene } from '../scene.js';
import { Culler } from './culler.js';
import { WorldClustersAllocator } from './world-clusters-allocator.js';
import type { Light } from '../light.js';
import { UniformBufferFormat } from '../../platform/graphics/uniform-buffer-format.js';
import { UniformBuffer } from '../../platform/graphics/uniform-buffer.js';
import { DynamicBindGroup } from '../../platform/graphics/bind-group.js';
import type { BindGroup } from '../../platform/graphics/bind-group.js';
import { BlueNoise } from '../../core/math/blue-noise.js';
import type { GSplatDirector } from '../gsplat-unified/gsplat-director.js';
import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js';
import { LightTextureAtlas } from '../lighting/light-texture-atlas.js';
import { ShadowMapCache } from './shadow-map-cache.js';
import { ShadowRenderer } from './shadow-renderer.js';
import { ShadowRendererLocal } from './shadow-renderer-local.js';
import { ShadowRendererDirectional } from './shadow-renderer-directional.js';
import { FramePassUpdateClustered } from './frame-pass-update-clustered.js';
import { Vec4 } from '../../core/math/vec4.js';
import { LightCube } from '../graphics/light-cube.js';
import { Camera } from '../camera.js';
import type { RenderTarget } from '../../platform/graphics/render-target.js';
import type { MeshInstance } from '../mesh-instance.js';
import type { RenderView } from '../render-view.js';
import type { LayerComposition } from '../composition/layer-composition.js';