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- import { RenderingGroup } from "./renderingGroup.js";
- /**
- * This class is used by the onRenderingGroupObservable
- */
- export class RenderingGroupInfo {
- }
- /**
- * This is the manager responsible of all the rendering for meshes sprites and particles.
- * It is enable to manage the different groups as well as the different necessary sort functions.
- * This should not be used directly aside of the few static configurations
- */
- export class RenderingManager {
- /**
- * Gets or sets a boolean indicating that the manager will not reset between frames.
- * This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again.
- * By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists).
- * By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.
- */
- get maintainStateBetweenFrames() {
- return this._maintainStateBetweenFrames;
- }
- set maintainStateBetweenFrames(value) {
- if (value === this._maintainStateBetweenFrames) {
- return;
- }
- this._maintainStateBetweenFrames = value;
- if (!this._maintainStateBetweenFrames) {
- this.restoreDispachedFlags();
- }
- }
- /**
- * Restore wasDispatched flags on the lists of elements to render.
- */
- restoreDispachedFlags() {
- for (const mesh of this._scene.meshes) {
- if (mesh.subMeshes) {
- for (const subMesh of mesh.subMeshes) {
- subMesh._wasDispatched = false;
- }
- }
- }
- if (this._scene.spriteManagers) {
- for (const spriteManager of this._scene.spriteManagers) {
- spriteManager._wasDispatched = false;
- }
- }
- for (const particleSystem of this._scene.particleSystems) {
- particleSystem._wasDispatched = false;
- }
- }
- /**
- * Instantiates a new rendering group for a particular scene
- * @param scene Defines the scene the groups belongs to
- */
- constructor(scene) {
- /**
- * @internal
- */
- this._useSceneAutoClearSetup = false;
- this._renderingGroups = new Array();
- this._autoClearDepthStencil = {};
- this._customOpaqueSortCompareFn = {};
- this._customAlphaTestSortCompareFn = {};
- this._customTransparentSortCompareFn = {};
- this._renderingGroupInfo = new RenderingGroupInfo();
- this._maintainStateBetweenFrames = false;
- this._scene = scene;
- for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
- this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
- }
- }
- /**
- * @returns the rendering group with the specified id.
- * @param id the id of the rendering group (0 by default)
- */
- getRenderingGroup(id) {
- const renderingGroupId = id || 0;
- this._prepareRenderingGroup(renderingGroupId);
- return this._renderingGroups[renderingGroupId];
- }
- _clearDepthStencilBuffer(depth = true, stencil = true) {
- if (this._depthStencilBufferAlreadyCleaned) {
- return;
- }
- this._scene.getEngine().clear(null, false, depth, stencil);
- this._depthStencilBufferAlreadyCleaned = true;
- }
- /**
- * Renders the entire managed groups. This is used by the scene or the different render targets.
- * @internal
- */
- render(customRenderFunction, activeMeshes, renderParticles, renderSprites) {
- // Update the observable context (not null as it only goes away on dispose)
- const info = this._renderingGroupInfo;
- info.scene = this._scene;
- info.camera = this._scene.activeCamera;
- // Dispatch sprites
- if (this._scene.spriteManagers && renderSprites) {
- for (let index = 0; index < this._scene.spriteManagers.length; index++) {
- const manager = this._scene.spriteManagers[index];
- this.dispatchSprites(manager);
- }
- }
- // Render
- for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
- this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
- const renderingGroup = this._renderingGroups[index];
- if (!renderingGroup || renderingGroup._empty) {
- continue;
- }
- const renderingGroupMask = 1 << index;
- info.renderingGroupId = index;
- // Before Observable
- this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
- // Clear depth/stencil if needed
- if (RenderingManager.AUTOCLEAR) {
- const autoClear = this._useSceneAutoClearSetup ? this._scene.getAutoClearDepthStencilSetup(index) : this._autoClearDepthStencil[index];
- if (autoClear && autoClear.autoClear) {
- this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
- }
- }
- // Render
- for (const step of this._scene._beforeRenderingGroupDrawStage) {
- step.action(index);
- }
- renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
- for (const step of this._scene._afterRenderingGroupDrawStage) {
- step.action(index);
- }
- // After Observable
- this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
- }
- }
- /**
- * Resets the different information of the group to prepare a new frame
- * @internal
- */
- reset() {
- if (this.maintainStateBetweenFrames) {
- return;
- }
- for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
- const renderingGroup = this._renderingGroups[index];
- if (renderingGroup) {
- renderingGroup.prepare();
- }
- }
- }
- /**
- * Resets the sprites information of the group to prepare a new frame
- * @internal
- */
- resetSprites() {
- if (this.maintainStateBetweenFrames) {
- return;
- }
- for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
- const renderingGroup = this._renderingGroups[index];
- if (renderingGroup) {
- renderingGroup.prepareSprites();
- }
- }
- }
- /**
- * Dispose and release the group and its associated resources.
- * @internal
- */
- dispose() {
- this.freeRenderingGroups();
- this._renderingGroups.length = 0;
- this._renderingGroupInfo = null;
- }
- /**
- * Clear the info related to rendering groups preventing retention points during dispose.
- */
- freeRenderingGroups() {
- for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
- const renderingGroup = this._renderingGroups[index];
- if (renderingGroup) {
- renderingGroup.dispose();
- }
- }
- }
- _prepareRenderingGroup(renderingGroupId) {
- if (this._renderingGroups[renderingGroupId] === undefined) {
- this._renderingGroups[renderingGroupId] = new RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
- }
- }
- /**
- * Add a sprite manager to the rendering manager in order to render it this frame.
- * @param spriteManager Define the sprite manager to render
- */
- dispatchSprites(spriteManager) {
- if (this.maintainStateBetweenFrames && spriteManager._wasDispatched) {
- return;
- }
- spriteManager._wasDispatched = true;
- this.getRenderingGroup(spriteManager.renderingGroupId).dispatchSprites(spriteManager);
- }
- /**
- * Add a particle system to the rendering manager in order to render it this frame.
- * @param particleSystem Define the particle system to render
- */
- dispatchParticles(particleSystem) {
- if (this.maintainStateBetweenFrames && particleSystem._wasDispatched) {
- return;
- }
- particleSystem._wasDispatched = true;
- this.getRenderingGroup(particleSystem.renderingGroupId).dispatchParticles(particleSystem);
- }
- /**
- * Add a submesh to the manager in order to render it this frame
- * @param subMesh The submesh to dispatch
- * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
- * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
- */
- dispatch(subMesh, mesh, material) {
- if (mesh === undefined) {
- mesh = subMesh.getMesh();
- }
- if (this.maintainStateBetweenFrames && subMesh._wasDispatched) {
- return;
- }
- subMesh._wasDispatched = true;
- this.getRenderingGroup(mesh.renderingGroupId).dispatch(subMesh, mesh, material);
- }
- /**
- * Overrides the default sort function applied in the rendering group to prepare the meshes.
- * This allowed control for front to back rendering or reversely depending of the special needs.
- *
- * @param renderingGroupId The rendering group id corresponding to its index
- * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
- * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
- * @param transparentSortCompareFn The transparent queue comparison function use to sort.
- */
- setRenderingOrder(renderingGroupId, opaqueSortCompareFn = null, alphaTestSortCompareFn = null, transparentSortCompareFn = null) {
- this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
- this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
- this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
- if (this._renderingGroups[renderingGroupId]) {
- const group = this._renderingGroups[renderingGroupId];
- group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
- group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
- group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
- }
- }
- /**
- * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
- *
- * @param renderingGroupId The rendering group id corresponding to its index
- * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
- * @param depth Automatically clears depth between groups if true and autoClear is true.
- * @param stencil Automatically clears stencil between groups if true and autoClear is true.
- */
- setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth = true, stencil = true) {
- this._autoClearDepthStencil[renderingGroupId] = {
- autoClear: autoClearDepthStencil,
- depth: depth,
- stencil: stencil,
- };
- }
- /**
- * Gets the current auto clear configuration for one rendering group of the rendering
- * manager.
- * @param index the rendering group index to get the information for
- * @returns The auto clear setup for the requested rendering group
- */
- getAutoClearDepthStencilSetup(index) {
- return this._autoClearDepthStencil[index];
- }
- }
- /**
- * The max id used for rendering groups (not included)
- */
- RenderingManager.MAX_RENDERINGGROUPS = 4;
- /**
- * The min id used for rendering groups (included)
- */
- RenderingManager.MIN_RENDERINGGROUPS = 0;
- /**
- * Used to globally prevent autoclearing scenes.
- */
- RenderingManager.AUTOCLEAR = true;
- //# sourceMappingURL=renderingManager.js.map
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