@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
262 lines (237 loc) • 9.46 kB
JavaScript
import { PRIMITIVE_TRISTRIP } from '../../platform/graphics/constants.js';
import { BLEND_NORMAL } from '../constants.js';
import { GraphNode } from '../graph-node.js';
import { Mesh } from '../mesh.js';
import { MeshInstance } from '../mesh-instance.js';
import { BasicMaterial } from '../materials/basic-material.js';
import { createShaderFromCode } from '../shader-lib/utils.js';
import { shaderChunks } from '../shader-lib/chunks/chunks.js';
import { ImmediateBatches } from './immediate-batches.js';
import { Vec3 } from '../../core/math/vec3.js';
const tempPoints = [];
const vec = new Vec3();
class Immediate {
constructor(device) {
this.device = device;
this.quadMesh = null;
this.textureShader = null;
this.depthTextureShader = null;
this.cubeLocalPos = null;
this.cubeWorldPos = null;
// map of Layer to ImmediateBatches, storing line batches for a layer
this.batchesMap = new Map();
// set of all batches that were used in the frame
this.allBatches = new Set();
// set of all layers updated during this frame
this.updatedLayers = new Set();
// line materials
this._materialDepth = null;
this._materialNoDepth = null;
// map of meshes instances added to a layer. The key is layer, the value is an array of mesh instances
this.layerMeshInstances = new Map();
}
// creates material for line rendering
createMaterial(depthTest) {
const material = new BasicMaterial();
material.vertexColors = true;
material.blendType = BLEND_NORMAL;
material.depthTest = depthTest;
material.update();
return material;
}
// material for line rendering with depth testing on
get materialDepth() {
if (!this._materialDepth) {
this._materialDepth = this.createMaterial(true);
}
return this._materialDepth;
}
// material for line rendering with depth testing off
get materialNoDepth() {
if (!this._materialNoDepth) {
this._materialNoDepth = this.createMaterial(false);
}
return this._materialNoDepth;
}
// returns a batch for rendering lines to a layer with required depth testing state
getBatch(layer, depthTest) {
// get batches for the layer
let batches = this.batchesMap.get(layer);
if (!batches) {
batches = new ImmediateBatches(this.device);
this.batchesMap.set(layer, batches);
}
// add it for rendering
this.allBatches.add(batches);
// get batch for the material
const material = depthTest ? this.materialDepth : this.materialNoDepth;
return batches.getBatch(material, layer);
}
getShader(id, fragment) {
if (!this[id]) {
// shared vertex shader for textured quad rendering
const vertex = /* glsl */`
attribute vec2 vertex_position;
uniform mat4 matrix_model;
varying vec2 uv0;
void main(void) {
gl_Position = matrix_model * vec4(vertex_position, 0, 1);
uv0 = vertex_position.xy + 0.5;
}
`;
this[id] = createShaderFromCode(this.device, vertex, fragment, `DebugShader:${id}`);
}
return this[id];
}
// shader used to display texture
getTextureShader() {
return this.getShader('textureShader', /* glsl */`
varying vec2 uv0;
uniform sampler2D colorMap;
void main (void) {
gl_FragColor = vec4(texture2D(colorMap, uv0).xyz, 1);
}
`);
}
// shader used to display infilterable texture sampled using texelFetch
getUnfilterableTextureShader() {
return this.getShader('textureShaderUnfilterable', /* glsl */`
varying vec2 uv0;
uniform highp sampler2D colorMap;
void main (void) {
ivec2 uv = ivec2(uv0 * textureSize(colorMap, 0));
gl_FragColor = vec4(texelFetch(colorMap, uv, 0).xyz, 1);
}
`);
}
// shader used to display depth texture
getDepthTextureShader() {
return this.getShader('depthTextureShader', /* glsl */`
${shaderChunks.screenDepthPS}
varying vec2 uv0;
void main() {
float depth = getLinearScreenDepth(getImageEffectUV(uv0)) * camera_params.x;
gl_FragColor = vec4(vec3(depth), 1.0);
}
`);
}
// creates mesh used to render a quad
getQuadMesh() {
if (!this.quadMesh) {
this.quadMesh = new Mesh(this.device);
this.quadMesh.setPositions([-0.5, -0.5, 0, 0.5, -0.5, 0, -0.5, 0.5, 0, 0.5, 0.5, 0]);
this.quadMesh.update(PRIMITIVE_TRISTRIP);
}
return this.quadMesh;
}
// Draw mesh at this frame
drawMesh(material, matrix, mesh, meshInstance, layer) {
// create a mesh instance for the mesh if needed
if (!meshInstance) {
const graphNode = this.getGraphNode(matrix);
meshInstance = new MeshInstance(mesh, material, graphNode);
}
// add the mesh instance to an array per layer, they get added to layers before rendering
let layerMeshInstances = this.layerMeshInstances.get(layer);
if (!layerMeshInstances) {
layerMeshInstances = [];
this.layerMeshInstances.set(layer, layerMeshInstances);
}
layerMeshInstances.push(meshInstance);
}
drawWireAlignedBox(min, max, color, depthTest, layer, mat) {
if (mat) {
const mulPoint = (x, y, z) => {
vec.set(x, y, z);
mat.transformPoint(vec, vec);
tempPoints.push(vec.x, vec.y, vec.z);
};
mulPoint(min.x, min.y, min.z);
mulPoint(min.x, max.y, min.z);
mulPoint(min.x, max.y, min.z);
mulPoint(max.x, max.y, min.z);
mulPoint(max.x, max.y, min.z);
mulPoint(max.x, min.y, min.z);
mulPoint(max.x, min.y, min.z);
mulPoint(min.x, min.y, min.z);
mulPoint(min.x, min.y, max.z);
mulPoint(min.x, max.y, max.z);
mulPoint(min.x, max.y, max.z);
mulPoint(max.x, max.y, max.z);
mulPoint(max.x, max.y, max.z);
mulPoint(max.x, min.y, max.z);
mulPoint(max.x, min.y, max.z);
mulPoint(min.x, min.y, max.z);
mulPoint(min.x, min.y, min.z);
mulPoint(min.x, min.y, max.z);
mulPoint(min.x, max.y, min.z);
mulPoint(min.x, max.y, max.z);
mulPoint(max.x, max.y, min.z);
mulPoint(max.x, max.y, max.z);
mulPoint(max.x, min.y, min.z);
mulPoint(max.x, min.y, max.z);
} else {
tempPoints.push(min.x, min.y, min.z, min.x, max.y, min.z, min.x, max.y, min.z, max.x, max.y, min.z, max.x, max.y, min.z, max.x, min.y, min.z, max.x, min.y, min.z, min.x, min.y, min.z, min.x, min.y, max.z, min.x, max.y, max.z, min.x, max.y, max.z, max.x, max.y, max.z, max.x, max.y, max.z, max.x, min.y, max.z, max.x, min.y, max.z, min.x, min.y, max.z, min.x, min.y, min.z, min.x, min.y, max.z, min.x, max.y, min.z, min.x, max.y, max.z, max.x, max.y, min.z, max.x, max.y, max.z, max.x, min.y, min.z, max.x, min.y, max.z);
}
const batch = this.getBatch(layer, depthTest);
batch.addLinesArrays(tempPoints, color);
tempPoints.length = 0;
}
drawWireSphere(center, radius, color, numSegments, depthTest, layer) {
const step = 2 * Math.PI / numSegments;
let angle = 0;
for (let i = 0; i < numSegments; i++) {
const sin0 = Math.sin(angle);
const cos0 = Math.cos(angle);
angle += step;
const sin1 = Math.sin(angle);
const cos1 = Math.cos(angle);
tempPoints.push(center.x + radius * sin0, center.y, center.z + radius * cos0);
tempPoints.push(center.x + radius * sin1, center.y, center.z + radius * cos1);
tempPoints.push(center.x + radius * sin0, center.y + radius * cos0, center.z);
tempPoints.push(center.x + radius * sin1, center.y + radius * cos1, center.z);
tempPoints.push(center.x, center.y + radius * sin0, center.z + radius * cos0);
tempPoints.push(center.x, center.y + radius * sin1, center.z + radius * cos1);
}
const batch = this.getBatch(layer, depthTest);
batch.addLinesArrays(tempPoints, color);
tempPoints.length = 0;
}
getGraphNode(matrix) {
const graphNode = new GraphNode('ImmediateDebug');
graphNode.worldTransform = matrix;
graphNode._dirtyWorld = graphNode._dirtyNormal = false;
return graphNode;
}
// This is called just before the layer is rendered to allow lines for the layer to be added from inside
// the frame getting rendered
onPreRenderLayer(layer, visibleList, transparent) {
// update line batches for the specified sub-layer
this.batchesMap.forEach((batches, batchLayer) => {
if (batchLayer === layer) {
batches.onPreRender(visibleList, transparent);
}
});
// only update meshes once for each layer (they're not per sub-layer at the moment)
if (!this.updatedLayers.has(layer)) {
this.updatedLayers.add(layer);
// add mesh instances for specified layer to visible list
const meshInstances = this.layerMeshInstances.get(layer);
if (meshInstances) {
for (let i = 0; i < meshInstances.length; i++) {
visibleList.push(meshInstances[i]);
}
meshInstances.length = 0;
}
}
}
// called after the frame was rendered, clears data
onPostRender() {
// clean up line batches
this.allBatches.forEach(batch => batch.clear());
this.allBatches.clear();
// all batches need updating next frame
this.updatedLayers.clear();
}
}
export { Immediate };