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Small refactor to ForwardRenderer.renderForwardLayer to allow additional options #6035

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Feb 2, 2024
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18 changes: 5 additions & 13 deletions src/framework/lightmapper/render-pass-lightmapper.js
Original file line number Diff line number Diff line change
Expand Up @@ -34,19 +34,11 @@ class RenderPassLightmapper extends RenderPass {

const { renderer, camera, receivers, renderTarget, worldClusters, lightArray } = this;

// prepare clustered lighting
if (worldClusters) {
worldClusters.activate();
}

renderer.setCameraUniforms(camera, renderTarget);
if (device.supportsUniformBuffers) {
renderer.setupViewUniformBuffers(this.viewBindGroups, renderer.viewUniformFormat, renderer.viewBindGroupFormat, 1);
}

renderer._forwardTime = 0;
renderer._shadowMapTime = 0;
renderer.renderForward(camera, receivers, lightArray, SHADER_FORWARDHDR);
renderer.renderForwardLayer(camera, renderTarget, null, undefined, SHADER_FORWARDHDR, this.viewBindGroups, {
meshInstances: receivers,
splitLights: lightArray,
lightClusters: worldClusters
});

DebugGraphics.popGpuMarker(device);
}
Expand Down
73 changes: 45 additions & 28 deletions src/scene/renderer/forward-renderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -676,7 +676,7 @@ class ForwardRenderer extends Renderer {
* Forward render mesh instances on a specified layer, using a camera and a render target.
* Shaders used are based on the shaderPass provided, with optional clustered lighting support.
*
* @param {import('../../framework/components/camera/component.js').CameraComponent} camera - The
* @param {import('../camera.js').Camera} camera - The
* camera.
* @param {import('../../platform/graphics/render-target.js').RenderTarget} renderTarget - The
* render target.
Expand All @@ -693,77 +693,94 @@ class ForwardRenderer extends Renderer {
* @param {boolean} [options.clearStencil] - True if the stencil buffer should be cleared.
* @param {import('../lighting/world-clusters.js').WorldClusters} [options.lightClusters] - The
* world clusters object to be used for clustered lighting.
* @param {import('../mesh-instance.js').MeshInstance[]} [options.meshInstances] - The mesh
* instances to be rendered. Use when layer is not provided.
* @param {object} [options.splitLights] - The split lights to be used for clustered lighting.
*/
renderForwardLayer(camera, renderTarget, layer, transparent, shaderPass, viewBindGroups, options = {}) {

const { scene, device } = this;
const clusteredLightingEnabled = scene.clusteredLightingEnabled;

this.setupViewport(camera.camera, renderTarget);
this.setupViewport(camera, renderTarget);

// clearing
const clearColor = options.clearColors ?? false;
const clearDepth = options.clearDepth ?? false;
const clearStencil = options.clearStencil ?? false;
if (clearColor || clearDepth || clearStencil) {
this.clear(camera.camera, clearColor, clearDepth, clearStencil);
this.clear(camera, clearColor, clearDepth, clearStencil);
}

// #if _PROFILER
const sortTime = now();
// #endif
let visible, splitLights;
if (layer) {
// #if _PROFILER
const sortTime = now();
// #endif

layer.sortVisible(camera.camera, transparent);
layer.sortVisible(camera, transparent);

// #if _PROFILER
this._sortTime += now() - sortTime;
// #endif
// #if _PROFILER
this._sortTime += now() - sortTime;
// #endif

const culledInstances = layer.getCulledInstances(camera.camera);
const visible = transparent ? culledInstances.transparent : culledInstances.opaque;
const culledInstances = layer.getCulledInstances(camera);
visible = transparent ? culledInstances.transparent : culledInstances.opaque;

// add debug mesh instances to visible list
scene.immediate.onPreRenderLayer(layer, visible, transparent);
// add debug mesh instances to visible list
scene.immediate.onPreRenderLayer(layer, visible, transparent);

// set up layer uniforms
if (layer.requiresLightCube) {
this.lightCube.update(scene.ambientLight, layer._lights);
this.constantLightCube.setValue(this.lightCube.colors);
// set up layer uniforms
if (layer.requiresLightCube) {
this.lightCube.update(scene.ambientLight, layer._lights);
this.constantLightCube.setValue(this.lightCube.colors);
}

splitLights = layer.splitLights;

} else {
visible = options.meshInstances;
splitLights = options.splitLights;
}

Debug.assert(visible, 'Either layer or options.meshInstances must be provided');

// upload clustered lights uniforms
const { lightClusters } = options;
if (clusteredLightingEnabled && lightClusters) {
lightClusters.activate();

// debug rendering of clusters
if (!this.clustersDebugRendered && scene.lighting.debugLayer === layer.id) {
this.clustersDebugRendered = true;
WorldClustersDebug.render(lightClusters, this.scene);
if (layer) {
if (!this.clustersDebugRendered && scene.lighting.debugLayer === layer.id) {
this.clustersDebugRendered = true;
WorldClustersDebug.render(lightClusters, this.scene);
}
}
}

// Set the not very clever global variable which is only useful when there's just one camera
scene._activeCamera = camera.camera;
scene._activeCamera = camera;

const viewCount = this.setCameraUniforms(camera.camera, renderTarget);
const viewCount = this.setCameraUniforms(camera, renderTarget);
if (device.supportsUniformBuffers) {
this.setupViewUniformBuffers(viewBindGroups, this.viewUniformFormat, this.viewBindGroupFormat, viewCount);
}

// enable flip faces if either the camera has _flipFaces enabled or the render target has flipY enabled
const flipFaces = !!(camera.camera._flipFaces ^ renderTarget?.flipY);
const flipFaces = !!(camera._flipFaces ^ renderTarget?.flipY);

const forwardDrawCalls = this._forwardDrawCalls;
this.renderForward(camera.camera,
this.renderForward(camera,
visible,
layer.splitLights,
splitLights,
shaderPass,
layer.onDrawCall,
layer?.onDrawCall,
layer,
flipFaces);

layer._forwardDrawCalls += this._forwardDrawCalls - forwardDrawCalls;
if (layer)
layer._forwardDrawCalls += this._forwardDrawCalls - forwardDrawCalls;
}

setSceneConstants() {
Expand Down
2 changes: 1 addition & 1 deletion src/scene/renderer/render-pass-forward.js
Original file line number Diff line number Diff line change
Expand Up @@ -268,7 +268,7 @@ class RenderPassForward extends RenderPass {
options.clearStencil = renderAction.clearStencil;
}

renderer.renderForwardLayer(camera, renderAction.renderTarget, layer, transparent,
renderer.renderForwardLayer(camera.camera, renderAction.renderTarget, layer, transparent,
shaderPass, renderAction.viewBindGroups, options);

// Revert temp frame stuff
Expand Down