123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420 |
- import { SmartArray } from "Tools/smartArray";
- import { SubMesh } from "Mesh/subMesh";
- import { AbstractMesh } from "Mesh/abstractMesh";
- import { Nullable } from "types";
- import { Vector3 } from "Math/math";
- import { IParticleSystem } from "Particles/IParticleSystem";
- import { IEdgesRenderer } from "./edgesRenderer";
- import { ISpriteManager } from "Sprites/spriteManager";
- import { Engine } from "Engine/engine";
- import { Material } from "Materials/material";
- import { Scene } from "scene";
- import { Camera } from "Cameras/camera";
- /**
- * This represents the object necessary to create a rendering group.
- * This is exclusively used and created by the rendering manager.
- * To modify the behavior, you use the available helpers in your scene or meshes.
- * @hidden
- */
- export class RenderingGroup {
- private _scene: Scene;
- private _opaqueSubMeshes = new SmartArray<SubMesh>(256);
- private _transparentSubMeshes = new SmartArray<SubMesh>(256);
- private _alphaTestSubMeshes = new SmartArray<SubMesh>(256);
- private _depthOnlySubMeshes = new SmartArray<SubMesh>(256);
- private _particleSystems = new SmartArray<IParticleSystem>(256);
- private _spriteManagers = new SmartArray<ISpriteManager>(256);
- private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
- private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
- private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;
- private _renderOpaque: (subMeshes: SmartArray<SubMesh>) => void;
- private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void;
- private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void;
- private _edgesRenderers = new SmartArray<IEdgesRenderer>(16);
- public onBeforeTransparentRendering: () => void;
- /**
- * Set the opaque sort comparison function.
- * If null the sub meshes will be render in the order they were created
- */
- public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {
- this._opaqueSortCompareFn = value;
- if (value) {
- this._renderOpaque = this.renderOpaqueSorted;
- }
- else {
- this._renderOpaque = RenderingGroup.renderUnsorted;
- }
- }
- /**
- * Set the alpha test sort comparison function.
- * If null the sub meshes will be render in the order they were created
- */
- public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {
- this._alphaTestSortCompareFn = value;
- if (value) {
- this._renderAlphaTest = this.renderAlphaTestSorted;
- }
- else {
- this._renderAlphaTest = RenderingGroup.renderUnsorted;
- }
- }
- /**
- * Set the transparent sort comparison function.
- * If null the sub meshes will be render in the order they were created
- */
- public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {
- if (value) {
- this._transparentSortCompareFn = value;
- }
- else {
- this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
- }
- this._renderTransparent = this.renderTransparentSorted;
- }
- /**
- * Creates a new rendering group.
- * @param index The rendering group index
- * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
- * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
- * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
- */
- constructor(public index: number, scene: Scene,
- opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
- alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
- transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null) {
- this._scene = scene;
- this.opaqueSortCompareFn = opaqueSortCompareFn;
- this.alphaTestSortCompareFn = alphaTestSortCompareFn;
- this.transparentSortCompareFn = transparentSortCompareFn;
- }
- /**
- * Render all the sub meshes contained in the group.
- * @param customRenderFunction Used to override the default render behaviour of the group.
- * @returns true if rendered some submeshes.
- */
- public render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void {
- if (customRenderFunction) {
- customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
- return;
- }
- var engine = this._scene.getEngine();
- // Depth only
- if (this._depthOnlySubMeshes.length !== 0) {
- engine.setColorWrite(false);
- this._renderAlphaTest(this._depthOnlySubMeshes);
- engine.setColorWrite(true);
- }
- // Opaque
- if (this._opaqueSubMeshes.length !== 0) {
- this._renderOpaque(this._opaqueSubMeshes);
- }
- // Alpha test
- if (this._alphaTestSubMeshes.length !== 0) {
- this._renderAlphaTest(this._alphaTestSubMeshes);
- }
- var stencilState = engine.getStencilBuffer();
- engine.setStencilBuffer(false);
- // Sprites
- if (renderSprites) {
- this._renderSprites();
- }
- // Particles
- if (renderParticles) {
- this._renderParticles(activeMeshes);
- }
- if (this.onBeforeTransparentRendering) {
- this.onBeforeTransparentRendering();
- }
- // Transparent
- if (this._transparentSubMeshes.length !== 0) {
- this._renderTransparent(this._transparentSubMeshes);
- engine.setAlphaMode(Engine.ALPHA_DISABLE);
- }
- // Set back stencil to false in case it changes before the edge renderer.
- engine.setStencilBuffer(false);
- // Edges
- if (this._edgesRenderers.length) {
- for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
- this._edgesRenderers.data[edgesRendererIndex].render();
- }
- engine.setAlphaMode(Engine.ALPHA_DISABLE);
- }
- // Restore Stencil state.
- engine.setStencilBuffer(stencilState);
- }
- /**
- * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
- * @param subMeshes The submeshes to render
- */
- private renderOpaqueSorted(subMeshes: SmartArray<SubMesh>): void {
- return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
- }
- /**
- * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
- * @param subMeshes The submeshes to render
- */
- private renderAlphaTestSorted(subMeshes: SmartArray<SubMesh>): void {
- return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
- }
- /**
- * Renders the opaque submeshes in the order from the transparentSortCompareFn.
- * @param subMeshes The submeshes to render
- */
- private renderTransparentSorted(subMeshes: SmartArray<SubMesh>): void {
- return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
- }
- /**
- * Renders the submeshes in a specified order.
- * @param subMeshes The submeshes to sort before render
- * @param sortCompareFn The comparison function use to sort
- * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
- * @param transparent Specifies to activate blending if true
- */
- private static renderSorted(subMeshes: SmartArray<SubMesh>, sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>, camera: Nullable<Camera>, transparent: boolean): void {
- let subIndex = 0;
- let subMesh: SubMesh;
- let cameraPosition = camera ? camera.globalPosition : Vector3.Zero();
- for (; subIndex < subMeshes.length; subIndex++) {
- subMesh = subMeshes.data[subIndex];
- subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
- subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
- }
- let sortedArray = subMeshes.data.slice(0, subMeshes.length);
- if (sortCompareFn) {
- sortedArray.sort(sortCompareFn);
- }
- for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
- subMesh = sortedArray[subIndex];
- if (transparent) {
- let material = subMesh.getMaterial();
- if (material && material.needDepthPrePass) {
- let engine = material.getScene().getEngine();
- engine.setColorWrite(false);
- engine.setAlphaMode(Engine.ALPHA_DISABLE);
- subMesh.render(false);
- engine.setColorWrite(true);
- }
- }
- subMesh.render(transparent);
- }
- }
- /**
- * Renders the submeshes in the order they were dispatched (no sort applied).
- * @param subMeshes The submeshes to render
- */
- private static renderUnsorted(subMeshes: SmartArray<SubMesh>): void {
- for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
- let submesh = subMeshes.data[subIndex];
- submesh.render(false);
- }
- }
- /**
- * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
- * are rendered back to front if in the same alpha index.
- *
- * @param a The first submesh
- * @param b The second submesh
- * @returns The result of the comparison
- */
- public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {
- // Alpha index first
- if (a._alphaIndex > b._alphaIndex) {
- return 1;
- }
- if (a._alphaIndex < b._alphaIndex) {
- return -1;
- }
- // Then distance to camera
- return RenderingGroup.backToFrontSortCompare(a, b);
- }
- /**
- * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
- * are rendered back to front.
- *
- * @param a The first submesh
- * @param b The second submesh
- * @returns The result of the comparison
- */
- public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {
- // Then distance to camera
- if (a._distanceToCamera < b._distanceToCamera) {
- return 1;
- }
- if (a._distanceToCamera > b._distanceToCamera) {
- return -1;
- }
- return 0;
- }
- /**
- * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
- * are rendered front to back (prevent overdraw).
- *
- * @param a The first submesh
- * @param b The second submesh
- * @returns The result of the comparison
- */
- public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {
- // Then distance to camera
- if (a._distanceToCamera < b._distanceToCamera) {
- return -1;
- }
- if (a._distanceToCamera > b._distanceToCamera) {
- return 1;
- }
- return 0;
- }
- /**
- * Resets the different lists of submeshes to prepare a new frame.
- */
- public prepare(): void {
- this._opaqueSubMeshes.reset();
- this._transparentSubMeshes.reset();
- this._alphaTestSubMeshes.reset();
- this._depthOnlySubMeshes.reset();
- this._particleSystems.reset();
- this._spriteManagers.reset();
- this._edgesRenderers.reset();
- }
- public dispose(): void {
- this._opaqueSubMeshes.dispose();
- this._transparentSubMeshes.dispose();
- this._alphaTestSubMeshes.dispose();
- this._depthOnlySubMeshes.dispose();
- this._particleSystems.dispose();
- this._spriteManagers.dispose();
- this._edgesRenderers.dispose();
- }
- /**
- * Inserts the submesh in its correct queue depending on its material.
- * @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.
- */
- public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {
- // Get mesh and materials if not provided
- if (mesh === undefined) {
- mesh = subMesh.getMesh();
- }
- if (material === undefined) {
- material = subMesh.getMaterial();
- }
- if (material === null || material === undefined) {
- return;
- }
- if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
- this._transparentSubMeshes.push(subMesh);
- } else if (material.needAlphaTesting()) { // Alpha test
- if (material.needDepthPrePass) {
- this._depthOnlySubMeshes.push(subMesh);
- }
- this._alphaTestSubMeshes.push(subMesh);
- } else {
- if (material.needDepthPrePass) {
- this._depthOnlySubMeshes.push(subMesh);
- }
- this._opaqueSubMeshes.push(subMesh); // Opaque
- }
- if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
- this._edgesRenderers.push(mesh._edgesRenderer);
- }
- }
- public dispatchSprites(spriteManager: ISpriteManager) {
- this._spriteManagers.push(spriteManager);
- }
- public dispatchParticles(particleSystem: IParticleSystem) {
- this._particleSystems.push(particleSystem);
- }
- private _renderParticles(activeMeshes: Nullable<AbstractMesh[]>): void {
- if (this._particleSystems.length === 0) {
- return;
- }
- // Particles
- var activeCamera = this._scene.activeCamera;
- this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
- for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
- var particleSystem = this._particleSystems.data[particleIndex];
- if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
- continue;
- }
- let emitter: any = particleSystem.emitter;
- if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
- this._scene._activeParticles.addCount(particleSystem.render(), false);
- }
- }
- this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
- }
- private _renderSprites(): void {
- if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
- return;
- }
- // Sprites
- var activeCamera = this._scene.activeCamera;
- this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
- for (var id = 0; id < this._spriteManagers.length; id++) {
- var spriteManager = this._spriteManagers.data[id];
- if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
- spriteManager.render();
- }
- }
- this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
- }
- }
|