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- import { Nullable } from "../types";
- import { Scene } from "../scene";
- import { ISceneComponent, SceneComponentConstants } from "../sceneComponent";
- import { PrePassRenderer } from "./prePassRenderer";
- import { Logger } from "../Misc/logger";
- import { AbstractMesh } from "../Meshes/abstractMesh";
- import { SubMesh } from "../Meshes/subMesh";
- import { _InstancesBatch } from "../Meshes/mesh";
- import { Effect } from "../Materials/effect";
- import { Camera } from '../Cameras/camera';
- import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture";
- import { PrePassRenderTarget } from "../Materials/Textures/prePassRenderTarget";
- declare module "../abstractScene" {
- export interface AbstractScene {
- /** @hidden (Backing field) */
- _prePassRenderer: Nullable<PrePassRenderer>;
- /**
- * Gets or Sets the current prepass renderer associated to the scene.
- */
- prePassRenderer: Nullable<PrePassRenderer>;
- /**
- * Enables the prepass and associates it with the scene
- * @returns the PrePassRenderer
- */
- enablePrePassRenderer(): Nullable<PrePassRenderer>;
- /**
- * Disables the prepass associated with the scene
- */
- disablePrePassRenderer(): void;
- }
- }
- declare module "../Materials/Textures/renderTargetTexture" {
- export interface RenderTargetTexture {
- /** @hidden */
- _prePassRenderTarget: PrePassRenderTarget;
- }
- }
- Object.defineProperty(Scene.prototype, "prePassRenderer", {
- get: function(this: Scene) {
- return this._prePassRenderer;
- },
- set: function(this: Scene, value: Nullable<PrePassRenderer>) {
- if (value && value.isSupported) {
- this._prePassRenderer = value;
- }
- },
- enumerable: true,
- configurable: true
- });
- Scene.prototype.enablePrePassRenderer = function(): Nullable<PrePassRenderer> {
- if (this._prePassRenderer) {
- return this._prePassRenderer;
- }
- this._prePassRenderer = new PrePassRenderer(this);
- if (!this._prePassRenderer.isSupported) {
- this._prePassRenderer = null;
- Logger.Error("PrePassRenderer needs WebGL 2 support.\n" +
- "Maybe you tried to use the following features that need the PrePassRenderer :\n" +
- " + Subsurface Scattering");
- }
- return this._prePassRenderer;
- };
- Scene.prototype.disablePrePassRenderer = function(): void {
- if (!this._prePassRenderer) {
- return;
- }
- this._prePassRenderer.dispose();
- this._prePassRenderer = null;
- };
- /**
- * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
- * in several rendering techniques.
- */
- export class PrePassRendererSceneComponent implements ISceneComponent {
- /**
- * The component name helpful to identify the component in the list of scene components.
- */
- public readonly name = SceneComponentConstants.NAME_PREPASSRENDERER;
- /**
- * The scene the component belongs to.
- */
- public scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene) {
- this.scene = scene;
- }
- /**
- * Registers the component in a given scene
- */
- public register(): void {
- this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_PREPASS, this, this._beforeCameraDraw);
- this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_PREPASS, this, this._afterCameraDraw);
- this.scene._beforeRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_PREPASS, this, this._beforeRenderTargetDraw);
- this.scene._afterRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_PREPASS, this, this._afterRenderTargetDraw);
- this.scene._beforeClearStage.registerStep(SceneComponentConstants.STEP_BEFORECLEARSTAGE_PREPASS, this, this._beforeClearStage);
- this.scene._beforeRenderTargetClearStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETCLEARSTAGE_PREPASS, this, this._beforeRenderTargetClearStage);
- this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_PREPASS, this, this._beforeRenderingMeshStage);
- this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_PREPASS, this, this._afterRenderingMeshStage);
- }
- private _beforeRenderTargetDraw(renderTarget: RenderTargetTexture, faceIndex?: number, layer?: number) {
- if (this.scene.prePassRenderer) {
- if (!renderTarget._prePassRenderTarget) {
- renderTarget._prePassRenderTarget = this.scene.prePassRenderer._createRenderTarget(renderTarget.name + "_prePassRTT", renderTarget);
- }
- this.scene.prePassRenderer._setRenderTarget(renderTarget._prePassRenderTarget);
- this.scene.prePassRenderer._beforeDraw(undefined, faceIndex, layer);
- }
- }
- private _afterRenderTargetDraw(renderTarget: RenderTargetTexture, faceIndex?: number, layer?: number) {
- if (this.scene.prePassRenderer) {
- this.scene.prePassRenderer._afterDraw(faceIndex, layer);
- }
- }
- private _beforeRenderTargetClearStage(renderTarget: RenderTargetTexture, faceIndex?: number, layer?: number) {
- if (this.scene.prePassRenderer) {
- this.scene.prePassRenderer._setRenderTarget(renderTarget._prePassRenderTarget);
- this.scene.prePassRenderer._clear();
- }
- }
- private _beforeCameraDraw(camera: Camera) {
- if (this.scene.prePassRenderer) {
- this.scene.prePassRenderer._setRenderTarget(null);
- this.scene.prePassRenderer._beforeDraw(camera);
- }
- }
- private _afterCameraDraw(camera: Camera) {
- if (this.scene.prePassRenderer) {
- this.scene.prePassRenderer._afterDraw();
- }
- }
- private _beforeClearStage() {
- if (this.scene.prePassRenderer) {
- this.scene.prePassRenderer._setRenderTarget(null);
- this.scene.prePassRenderer._clear();
- }
- }
- private _beforeRenderingMeshStage(mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch, effect: Nullable<Effect>) {
- if (!effect) {
- return;
- }
- // Render to MRT
- const scene = mesh.getScene();
- if (scene.prePassRenderer) {
- scene.prePassRenderer.bindAttachmentsForEffect(effect, subMesh);
- }
- }
- private _afterRenderingMeshStage(mesh: AbstractMesh) {
- const scene = mesh.getScene();
- if (scene.prePassRenderer) {
- scene.prePassRenderer.restoreAttachments();
- }
- }
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- public rebuild(): void {
- // Release textures first
- this.scene.disablePrePassRenderer();
- // Re-enable
- this.scene.enablePrePassRenderer();
- }
- /**
- * Disposes the component and the associated ressources
- */
- public dispose(): void {
- this.scene.disablePrePassRenderer();
- }
- }
- PrePassRenderer._SceneComponentInitialization = (scene: Scene) => {
- // Register the G Buffer component to the scene.
- let component = scene._getComponent(SceneComponentConstants.NAME_PREPASSRENDERER) as PrePassRendererSceneComponent;
- if (!component) {
- component = new PrePassRendererSceneComponent(scene);
- scene._addComponent(component);
- }
- };
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