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- module BABYLON {
- 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<SpriteManager>(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<EdgesRenderer>(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.setAlphaTesting(true);
- engine.setColorWrite(false);
- this._renderAlphaTest(this._depthOnlySubMeshes);
- engine.setAlphaTesting(false);
- engine.setColorWrite(true);
- }
-
- // Opaque
- if (this._opaqueSubMeshes.length !== 0) {
- this._renderOpaque(this._opaqueSubMeshes);
- }
- // Alpha test
- if (this._alphaTestSubMeshes.length !== 0) {
- engine.setAlphaTesting(true);
- this._renderAlphaTest(this._alphaTestSubMeshes);
- engine.setAlphaTesting(false);
- }
- 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
- for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
- this._edgesRenderers.data[edgesRendererIndex].render();
- }
- // 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 = (<BoundingInfo>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.setAlphaTesting(true);
- engine.setAlphaMode(Engine.ALPHA_DISABLE);
- subMesh.render(false);
- engine.setAlphaTesting(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
- */
- public dispatch(subMesh: SubMesh): void {
- var material = subMesh.getMaterial();
- var mesh = subMesh.getMesh();
- if (!material) {
- return;
- }
- if (material.needAlphaBlending() || 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) {
- this._edgesRenderers.push(mesh._edgesRenderer);
- }
- }
- public dispatchSprites(spriteManager: SpriteManager) {
- 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._scene._activeParticleSystems.length; particleIndex++) {
- var particleSystem = this._scene._activeParticleSystems.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);
- }
- }
- }
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