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@animech-public/playcanvas

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import { Debug, DebugHelper } from '../../core/debug.js'; import { Vec4 } from '../../core/math/vec4.js'; import { BindGroup } from '../../platform/graphics/bind-group.js'; import { BINDGROUP_MESH, PRIMITIVE_TRISTRIP } from '../../platform/graphics/constants.js'; import { DebugGraphics } from '../../platform/graphics/debug-graphics.js'; import { ShaderProcessorOptions } from '../../platform/graphics/shader-processor-options.js'; import { UniformBuffer } from '../../platform/graphics/uniform-buffer.js'; import { processShader } from '../shader-lib/utils.js'; const _quadPrimitive = { type: PRIMITIVE_TRISTRIP, base: 0, count: 4, indexed: false }; const _tempViewport = new Vec4(); const _tempScissor = new Vec4(); /** * An object that renders a quad using a {@link Shader}. * * Example: * * ```javascript * const shader = pc.createShaderFromCode(app.graphicsDevice, vertexShader, fragmentShader, `MyShader`); * const quad = new QuadRender(shader); * quad.render(); * quad.destroy(); * ``` * * @category Graphics */ class QuadRender { /** * Create a new QuadRender instance. * * @param {import('../../platform/graphics/shader.js').Shader} shader - The shader to be used to render the quad. */ constructor(shader) { /** * @type {UniformBuffer} * @ignore */ this.uniformBuffer = void 0; /** * @type {BindGroup} * @ignore */ this.bindGroup = void 0; const device = shader.device; this.shader = shader; Debug.assert(shader); if (device.supportsUniformBuffers) { // add uniform buffer support to shader const processingOptions = new ShaderProcessorOptions(); this.shader = processShader(shader, processingOptions); // uniform buffer const ubFormat = this.shader.meshUniformBufferFormat; if (ubFormat) { this.uniformBuffer = new UniformBuffer(device, ubFormat, false); } // bind group const bindGroupFormat = this.shader.meshBindGroupFormat; Debug.assert(bindGroupFormat); this.bindGroup = new BindGroup(device, bindGroupFormat, this.uniformBuffer); DebugHelper.setName(this.bindGroup, `QuadRender-MeshBindGroup_${this.bindGroup.id}`); } } /** * Destroys the resources associated with this instance. */ destroy() { var _this$uniformBuffer, _this$bindGroup; (_this$uniformBuffer = this.uniformBuffer) == null || _this$uniformBuffer.destroy(); this.uniformBuffer = null; (_this$bindGroup = this.bindGroup) == null || _this$bindGroup.destroy(); this.bindGroup = null; } /** * Renders the quad. If the viewport is provided, the original viewport and scissor is restored * after the rendering. * * @param {import('../../core/math/vec4.js').Vec4} [viewport] - The viewport rectangle of the * quad, in pixels. The viewport is not changed if not provided. * @param {import('../../core/math/vec4.js').Vec4} [scissor] - The scissor rectangle of the * quad, in pixels. Used only if the viewport is provided. */ render(viewport, scissor) { const device = this.shader.device; DebugGraphics.pushGpuMarker(device, 'QuadRender'); // only modify viewport or scissor if viewport supplied if (viewport) { var _scissor; // backup current settings _tempViewport.set(device.vx, device.vy, device.vw, device.vh); _tempScissor.set(device.sx, device.sy, device.sw, device.sh); // set new values scissor = (_scissor = scissor) != null ? _scissor : viewport; device.setViewport(viewport.x, viewport.y, viewport.z, viewport.w); device.setScissor(scissor.x, scissor.y, scissor.z, scissor.w); } device.setVertexBuffer(device.quadVertexBuffer, 0); const shader = this.shader; device.setShader(shader); if (device.supportsUniformBuffers) { var _bindGroup$defaultUni; const bindGroup = this.bindGroup; (_bindGroup$defaultUni = bindGroup.defaultUniformBuffer) == null || _bindGroup$defaultUni.update(); bindGroup.update(); device.setBindGroup(BINDGROUP_MESH, bindGroup); } device.draw(_quadPrimitive); // restore if changed if (viewport) { device.setViewport(_tempViewport.x, _tempViewport.y, _tempViewport.z, _tempViewport.w); device.setScissor(_tempScissor.x, _tempScissor.y, _tempScissor.z, _tempScissor.w); } DebugGraphics.popGpuMarker(device); } } export { QuadRender };