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- import { Nullable } from "types";
- import { RenderingGroupInfo, Scene } from "scene";
- import { AbstractMesh, SubMesh } from "Mesh";
- import { RenderingGroup } from "Rendering";
- import { SmartArray } from "Tools";
- import { ISpriteManager } from "Sprites";
- import { IParticleSystem } from "Particles";
- import { Material } from "Materials";
- /**
- * Interface describing the different options available in the rendering manager
- * regarding Auto Clear between groups.
- */
- export interface IRenderingManagerAutoClearSetup {
- /**
- * Defines whether or not autoclear is enable.
- */
- autoClear: boolean;
- /**
- * Defines whether or not to autoclear the depth buffer.
- */
- depth: boolean;
- /**
- * Defines whether or not to autoclear the stencil buffer.
- */
- stencil: boolean;
- }
- /**
- * 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 {
- /**
- * The max id used for rendering groups (not included)
- */
- public static MAX_RENDERINGGROUPS = 4;
- /**
- * The min id used for rendering groups (included)
- */
- public static MIN_RENDERINGGROUPS = 0;
- /**
- * Used to globally prevent autoclearing scenes.
- */
- public static AUTOCLEAR = true;
- /**
- * @hidden
- */
- public _useSceneAutoClearSetup = false;
- private _scene: Scene;
- private _renderingGroups = new Array<RenderingGroup>();
- private _depthStencilBufferAlreadyCleaned: boolean;
- private _autoClearDepthStencil: { [id: number]: IRenderingManagerAutoClearSetup } = {};
- private _customOpaqueSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};
- private _customAlphaTestSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};
- private _customTransparentSortCompareFn: { [id: number]: Nullable<(a: SubMesh, b: SubMesh) => number> } = {};
- private _renderingGroupInfo: Nullable<RenderingGroupInfo> = new RenderingGroupInfo();
- /**
- * Instantiates a new rendering group for a particular scene
- * @param scene Defines the scene the groups belongs to
- */
- constructor(scene: Scene) {
- this._scene = scene;
- for (let i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
- this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
- }
- }
- private _clearDepthStencilBuffer(depth = true, stencil = true): void {
- 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 rennder targets.
- * @hidden
- */
- public render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>,
- activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void {
- // 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++) {
- var 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;
- var renderingGroup = this._renderingGroups[index];
- if (!renderingGroup) {
- continue;
- }
- let renderingGroupMask = Math.pow(2, 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 (let step of this._scene._beforeRenderingGroupDrawStage) {
- step.action(index);
- }
- renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
- for (let 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
- * @hidden
- */
- public reset(): void {
- for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
- var renderingGroup = this._renderingGroups[index];
- if (renderingGroup) {
- renderingGroup.prepare();
- }
- }
- }
- /**
- * Dispose and release the group and its associated resources.
- * @hidden
- */
- public dispose(): void {
- this.freeRenderingGroups();
- this._renderingGroups.length = 0;
- this._renderingGroupInfo = null;
- }
- /**
- * Clear the info related to rendering groups preventing retention points during dispose.
- */
- public freeRenderingGroups(): void {
- for (let index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
- var renderingGroup = this._renderingGroups[index];
- if (renderingGroup) {
- renderingGroup.dispose();
- }
- }
- }
- private _prepareRenderingGroup(renderingGroupId: number): void {
- 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
- */
- public dispatchSprites(spriteManager: ISpriteManager) {
- var renderingGroupId = spriteManager.renderingGroupId || 0;
- this._prepareRenderingGroup(renderingGroupId);
- this._renderingGroups[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
- */
- public dispatchParticles(particleSystem: IParticleSystem) {
- var renderingGroupId = particleSystem.renderingGroupId || 0;
- this._prepareRenderingGroup(renderingGroupId);
- this._renderingGroups[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.
- */
- public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {
- if (mesh === undefined) {
- mesh = subMesh.getMesh();
- }
- var renderingGroupId = mesh.renderingGroupId || 0;
- this._prepareRenderingGroup(renderingGroupId);
- this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
- }
- /**
- * Overrides the default sort function applied in the renderging group to prepare the meshes.
- * This allowed control for front to back rendering or reversly 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.
- */
- public setRenderingOrder(renderingGroupId: number,
- 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._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
- this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
- this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
- if (this._renderingGroups[renderingGroupId]) {
- var 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.
- */
- public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean,
- depth = true,
- stencil = true): void {
- 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
- */
- public getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup {
- return this._autoClearDepthStencil[index];
- }
- }
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