manual mark for depth buffer refresh API added

This commit is contained in:
Aigars Zeiza 2025-10-10 19:38:29 +03:00
parent 92079b86be
commit 14a92fda91

View File

@ -20,7 +20,7 @@ import {TextureAtlas} from "../utils/TextureAtlas";
import {Vec2} from "../math/Vec2";
import {Vec3} from "../math/Vec3";
import type {NumberArray3} from "../math/Vec3";
import {NumberArray4, Vec4} from "../math/Vec4";
import {Vec4} from "../math/Vec4";
interface IRendererParams {
controls?: Control[];
@ -204,6 +204,8 @@ class Renderer {
protected _format: string;
protected _type: string;
protected _depthRefreshRequired: boolean;
public sceneFramebuffer: Framebuffer | Multisample | null;
protected blitFramebuffer: Framebuffer | null;
@ -310,6 +312,8 @@ class Renderer {
this.depthFramebuffer = null;
this._depthRefreshRequired = false;
let urlParams = new URLSearchParams(location.search);
let msaaParam = urlParams.get('og_msaa');
if (msaaParam) {
@ -847,6 +851,14 @@ class Renderer {
this._entityCollections[depthOrder].push(...ecArr);
}
/**
* Forces the depth buffer to be refreshed in the next frame.
* Has effect for terrain altitude estimate precision.
*/
public markForDepthRefresh(): void {
this._depthRefreshRequired = true;
}
/**
* @protected
*/
@ -1000,6 +1012,10 @@ class Renderer {
let pointerEvent = e.pointerEvent();
let pointerFree = !e.mouseState.leftButtonDown && !e.mouseState.rightButtonDown;
let touchTrigger = e.touchState.touchStart || e.touchState.touchEnd;
const refreshDepth = (pointerEvent && pointerFree)
|| touchTrigger
|| this._depthRefreshRequired;
this._depthRefreshRequired = false;
e.handleEvents();
let sceneFramebuffer = this.sceneFramebuffer!;
@ -1047,7 +1063,7 @@ class Renderer {
e.dispatch(e.drawtransparent, this);
if ((pointerEvent && pointerFree) || touchTrigger) {
if (refreshDepth) {
this._drawPickingBuffer(0);
}
@ -1067,7 +1083,7 @@ class Renderer {
this._drawEntityCollections(i);
if ((pointerEvent && pointerFree) || touchTrigger) {
if (refreshDepth) {
this._drawPickingBuffer(i);
}
@ -1081,7 +1097,7 @@ class Renderer {
this.blitFramebuffer && (sceneFramebuffer as Multisample).blitTo(this.blitFramebuffer, 0);
if ((pointerEvent && pointerFree) || touchTrigger) {
if (refreshDepth) {
this._readPickingBuffer();
this._readDepthBuffer();
}