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@orillusion/core


Class: ClusterLightingPass

Defined in: src/gfx/renderJob/graph/passes/ClusterLightingPass.ts:35

Cluster lighting compute pass. Runs once per frame, before any pass that reads _ClusterLightingBuffer: refreshes the cluster bounds (when the active camera changes), updates per-cluster light assignment via two compute dispatches, and exposes the resulting ClusterLightingBuffer to downstream passes.

The published _ClusterLightingBuffer resource is registered as external — the buffer object owns its own resize / rebuild lifecycle, so the resource pool only publishes a getter rather than allocating.

Extends

Constructors

Constructor

new ClusterLightingPass(): ClusterLightingPass

Returns

ClusterLightingPass

Inherited from

RenderGraphPass.constructor

Properties

materialPasses

readonly materialPasses: readonly PassType[] = []

Defined in: src/gfx/renderJob/graph/RenderGraphPass.ts:324

Material-side pass types consumed. Optional; defaults to none for pure compute / copy passes.

Inherited from

RenderGraphPass.materialPasses


enabled

enabled: boolean = true

Defined in: src/gfx/renderJob/graph/RenderGraphPass.ts:332

Runtime kill switch. graph.disablePass(name) flips this. A disabled pass is treated as if it weren't in the graph: it's filtered out before validation + topo sort, and skipped during execute. Disabling a producer whose output is read by another enabled pass makes the next compile() throw UnresolvedResourceError.

Inherited from

RenderGraphPass.enabled


layerMask

layerMask: number = VisibleLayer.All

Defined in: src/gfx/renderJob/graph/RenderGraphPass.ts:347

Which scene layers this pass consumes, as a bitmask. Default VisibleLayer.All reproduces the legacy "draw every collected node" behaviour. Custom passes (or custom RendererJobs wiring built-in passes) override this to restrict the pass to specific composition layers — combined with the active camera's cullingMask at execute time via bitwise AND, then matched against each node's visibleLayer:

 (node.visibleLayer & pass.layerMask & camera.cullingMask) !== 0

Use collectLayered from inside execute() to fetch the filtered opaque/transparent lists; it threads layerMask and the camera mask through EntityCollect.getLayerLists.

Inherited from

RenderGraphPass.layerMask


reads

readonly reads: readonly string[]

Defined in: src/gfx/renderJob/graph/RenderGraphPass.ts:353

Names this pass reads. Populated on the first RenderGraph.compile() that processes this pass, from the b.read(...) calls inside its setup(). Empty frozen array before compile.

Inherited from

RenderGraphPass.reads


writes

readonly writes: readonly string[]

Defined in: src/gfx/renderJob/graph/RenderGraphPass.ts:358

Names this pass writes (creator + mutator combined). Populated on the first RenderGraph.compile() from the b.write(...) calls inside setup(). Empty frozen array before compile.

Inherited from

RenderGraphPass.writes


creates

readonly creates: readonly string[]

Defined in: src/gfx/renderJob/graph/RenderGraphPass.ts:363

Subset of writes for which this pass was the creator (called b.write(name, factory), not b.write(name)). The validator's single-creator rule operates on this set.

Inherited from

RenderGraphPass.creates


dependencies?

optional dependencies?: ReadonlySet<string>

Defined in: src/gfx/renderJob/graph/RenderGraphPass.ts:377

Explicit ordering dependencies on other pass names, set either from setup() via b.dependsOn(name) or by direct assignment before the next compile. Each entry adds a topo-sort edge <name> → this, independent of any resource edge. Use for side-effect dependencies the graph can't see (indirect buffers, off-screen RTs consumed via materials, etc.).

Beyond the edge, an entry here also positions this pass in the compiled schedule: the effective scheduling key collapses to "just after the latest dep", so a late-added pass with explicit dependencies runs next to its dep instead of trailing at the end of the queue. See topoSort for the full rule.

Inherited from

RenderGraphPass.dependencies


name

readonly name: "ClusterLightingPass" = 'ClusterLightingPass'

Defined in: src/gfx/renderJob/graph/passes/ClusterLightingPass.ts:36

Unique pass identifier. Used as the graph-node key and in error messages — prefer PascalCase ending in Pass (e.g. ShadowPass, ColorPass).

Overrides

RenderGraphPass.name


clusterLightingBuffer

clusterLightingBuffer: ClusterLightingBuffer

Defined in: src/gfx/renderJob/graph/passes/ClusterLightingPass.ts:38


maxNumLightsPerCluster

readonly maxNumLightsPerCluster: 64 = 64

Defined in: src/gfx/renderJob/graph/passes/ClusterLightingPass.ts:39


clusterPix

readonly clusterPix: 1 = 1

Defined in: src/gfx/renderJob/graph/passes/ClusterLightingPass.ts:40

Methods

dispatchEvent()

dispatchEvent(event): void

Defined in: src/event/CEventDispatcher.ts:24

Dispatch an event to all registered objects with a specific type of listener.

Parameters

event

CEvent

Returns

void

Inherited from

RenderGraphPass.dispatchEvent


addEventListener()

addEventListener(type, callback, thisObject, param?, priority?): number

Defined in: src/event/CEventDispatcher.ts:78

register an event listener to event distancher.

Parameters

type

string | number

{string} event type.

callback

Function

{Function} The callback function that handles events. This function must accept an Event3D object as its unique parameter and cannot return any result. for example: function(evt:Event3D):void.

thisObject

any

{any} Current registration object, it'll call callback function.

param?

any = null

{any} the data binded to registered event, the default value is null.

priority?

number = 0

{number} The priority of callback function execution, with a larger set value having priority to call

Returns

number

Returns register event id

Inherited from

RenderGraphPass.addEventListener


removeEventListener()

removeEventListener(type, callback, thisObject): void

Defined in: src/event/CEventDispatcher.ts:112

Remove Event Listening

Parameters

type

string | number

{string} event type

callback

Function

{Function} callback function of event register

thisObject

any

{any} The current registered object.

Returns

void

Inherited from

RenderGraphPass.removeEventListener


removeEventListenerAt()

removeEventListenerAt(id): boolean

Defined in: src/event/CEventDispatcher.ts:132

Remove an event Listening with id

Parameters

id

number

Returns

boolean

Inherited from

RenderGraphPass.removeEventListenerAt


removeAllEventListener()

removeAllEventListener(eventType?): void

Defined in: src/event/CEventDispatcher.ts:152

Specify a event type to remove all related event listeners eventType event type, set null to remove all event listeners

Parameters

eventType?

string | number

Returns

void

Inherited from

RenderGraphPass.removeAllEventListener


containEventListener()

containEventListener(type): boolean

Defined in: src/event/CEventDispatcher.ts:184

whether the target presence of a listener with event type.

Parameters

type

string

{string} event type.

Returns

boolean

Returns a boolean.

Inherited from

RenderGraphPass.containEventListener


hasEventListener()

hasEventListener(type, callback?, thisObject?): boolean

Defined in: src/event/CEventDispatcher.ts:197

whether the target presence of a listener with event type. it associate more registration parameters.

Parameters

type

string | number

{string} event name.

callback?

Function = null

{Function} callback function of event register.

thisObject?

any = null

{any} The registered object.

Returns

boolean

Returns a boolean.

Inherited from

RenderGraphPass.hasEventListener


destroy()

destroy(): void

Defined in: src/gfx/renderJob/graph/RenderGraphPass.ts:397

Optional teardown hook called from graph.destroy() — release orphan Object3Ds / view quads / device resources that the pass owns directly.

Returns

void

Inherited from

RenderGraphPass.destroy


setup()

setup(b): void

Defined in: src/gfx/renderJob/graph/passes/ClusterLightingPass.ts:47

Allocate GPU resources, declare graph-level dependencies via b.read / b.write. Called from RenderGraph.compile() — setup is deferred from add() so add() call order doesn't constrain resource-dependency order. Forward references (reads to a resource a later-added pass creates) are resolved through a multi-round retry loop in compile().

Parameters

b

RenderGraphBuilder

Returns

void

Overrides

RenderGraphPass.setup


execute()

execute(ctx): void

Defined in: src/gfx/renderJob/graph/passes/ClusterLightingPass.ts:77

Execute the pass for one frame. Implementations build command encoders via ctx.view.engine3D.context3D.gpuContext, read inputs via ctx.get('<name>'), and submit GPU work.

Parameters

ctx

RenderGraphPassContext

Returns

void

Overrides

RenderGraphPass.execute