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@animech-public/playcanvas

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import { Debug } from '../core/debug.js'; import { BLENDEQUATION_ADD, BLENDMODE_ONE } from '../platform/graphics/constants.js'; import { drawQuadWithShader } from './graphics/quad-render-utils.js'; import { RenderTarget } from '../platform/graphics/render-target.js'; import { DebugGraphics } from '../platform/graphics/debug-graphics.js'; import { createShaderFromCode } from './shader-lib/utils.js'; import { BlendState } from '../platform/graphics/blend-state.js'; // vertex shader used to add morph targets from textures into render target const textureMorphVertexShader = /* glsl */` attribute vec2 vertex_position; varying vec2 uv0; void main(void) { gl_Position = vec4(vertex_position, 0.5, 1.0); uv0 = vertex_position.xy * 0.5 + 0.5; } `; const blendStateAdditive = new BlendState(true, BLENDEQUATION_ADD, BLENDMODE_ONE, BLENDMODE_ONE); /** * An instance of {@link Morph}. Contains weights to assign to every {@link MorphTarget}, manages * selection of active morph targets. * * @category Graphics */ class MorphInstance { /** * Create a new MorphInstance instance. * * @param {import('./morph.js').Morph} morph - The {@link Morph} to instance. */ constructor(morph) { /** * The morph with its targets, which is being instanced. * * @type {import('./morph.js').Morph} */ this.morph = morph; morph.incRefCount(); this.device = morph.device; // weights this._weights = []; this._weightMap = new Map(); for (let v = 0; v < morph._targets.length; v++) { const target = morph._targets[v]; if (target.name) { this._weightMap.set(target.name, v); } this.setWeight(v, target.defaultWeight); } // temporary array of targets with non-zero weight this._activeTargets = []; if (morph.useTextureMorph) { // shader cache this.shaderCache = {}; // max number of morph targets rendered at a time (each uses single texture slot) this.maxSubmitCount = this.device.maxTextures; // array for max number of weights this._shaderMorphWeights = new Float32Array(this.maxSubmitCount); // create render targets to morph targets into const createRT = (name, textureVar) => { // render to appropriate, RGBA formats, we cannot render to RGB float / half float format in WEbGL this[textureVar] = morph._createTexture(name, morph._renderTextureFormat); return new RenderTarget({ colorBuffer: this[textureVar], depth: false }); }; if (morph.morphPositions) { this.rtPositions = createRT('MorphRTPos', 'texturePositions'); } if (morph.morphNormals) { this.rtNormals = createRT('MorphRTNrm', 'textureNormals'); } // texture params this._textureParams = new Float32Array([morph.morphTextureWidth, morph.morphTextureHeight, 1 / morph.morphTextureWidth, 1 / morph.morphTextureHeight]); // resolve possible texture names for (let i = 0; i < this.maxSubmitCount; i++) { this[`morphBlendTex${i}`] = this.device.scope.resolve(`morphBlendTex${i}`); } this.morphFactor = this.device.scope.resolve('morphFactor[0]'); // true indicates render target textures are full of zeros to avoid rendering to them when all weights are zero this.zeroTextures = false; } else { // vertex attribute based morphing // max number of morph targets rendered at a time this.maxSubmitCount = 8; // weights of active vertex buffers in format used by rendering this._shaderMorphWeights = new Float32Array(this.maxSubmitCount); // whole array this._shaderMorphWeightsA = new Float32Array(this._shaderMorphWeights.buffer, 0, 4); // first 4 elements this._shaderMorphWeightsB = new Float32Array(this._shaderMorphWeights.buffer, 4 * 4, 4); // second 4 elements // pre-allocate array of active vertex buffers used by rendering this._activeVertexBuffers = new Array(this.maxSubmitCount); } } /** * Frees video memory allocated by this object. */ destroy() { // don't destroy shader as it's in the cache and can be used by other materials this.shader = null; const morph = this.morph; if (morph) { // decrease ref count this.morph = null; morph.decRefCount(); // destroy morph if (morph.refCount < 1) { morph.destroy(); } } if (this.rtPositions) { this.rtPositions.destroy(); this.rtPositions = null; } if (this.texturePositions) { this.texturePositions.destroy(); this.texturePositions = null; } if (this.rtNormals) { this.rtNormals.destroy(); this.rtNormals = null; } if (this.textureNormals) { this.textureNormals.destroy(); this.textureNormals = null; } } /** * Clones a MorphInstance. The returned clone uses the same {@link Morph} and weights are set * to defaults. * * @returns {MorphInstance} A clone of the specified MorphInstance. */ clone() { return new MorphInstance(this.morph); } _getWeightIndex(key) { if (typeof key === 'string') { const index = this._weightMap.get(key); if (index === undefined) { Debug.error(`Cannot find morph target with name: ${key}.`); } return index; } return key; } /** * Gets current weight of the specified morph target. * * @param {string|number} key - An identifier for the morph target. Either the weight index or * the weight name. * @returns {number} Weight. */ getWeight(key) { const index = this._getWeightIndex(key); return this._weights[index]; } /** * Sets weight of the specified morph target. * * @param {string|number} key - An identifier for the morph target. Either the weight index or * the weight name. * @param {number} weight - Weight. */ setWeight(key, weight) { const index = this._getWeightIndex(key); Debug.assert(index >= 0 && index < this.morph._targets.length); this._weights[index] = weight; this._dirty = true; } /** * Generate fragment shader to blend a number of textures using specified weights. * * @param {number} numTextures - Number of textures to blend. * @returns {string} Fragment shader. * @private */ _getFragmentShader(numTextures) { let fragmentShader = ''; if (numTextures > 0) { fragmentShader += 'varying vec2 uv0;\n' + `uniform highp float morphFactor[${numTextures}];\n`; } for (let i = 0; i < numTextures; i++) { fragmentShader += `uniform highp sampler2D morphBlendTex${i};\n`; } fragmentShader += 'void main (void) {\n' + ' highp vec4 color = vec4(0, 0, 0, 1);\n'; for (let i = 0; i < numTextures; i++) { fragmentShader += ` color.xyz += morphFactor[${i}] * texture2D(morphBlendTex${i}, uv0).xyz;\n`; } fragmentShader += ' gl_FragColor = color;\n' + '}\n'; return fragmentShader; } /** * Create complete shader for texture based morphing. * * @param {number} count - Number of textures to blend. * @returns {import('../platform/graphics/shader.js').Shader} Shader. * @private */ _getShader(count) { let shader = this.shaderCache[count]; // if shader is not in cache, generate one if (!shader) { const fs = this._getFragmentShader(count); shader = createShaderFromCode(this.device, textureMorphVertexShader, fs, `textureMorph${count}`); this.shaderCache[count] = shader; } return shader; } _updateTextureRenderTarget(renderTarget, srcTextureName) { const device = this.device; // blend currently set up textures to render target const submitBatch = (usedCount, blending) => { // factors this.morphFactor.setValue(this._shaderMorphWeights); // alpha blending - first pass gets none, following passes are additive device.setBlendState(blending ? blendStateAdditive : BlendState.NOBLEND); // render quad with shader for required number of textures const shader = this._getShader(usedCount); drawQuadWithShader(device, renderTarget, shader); }; // set up parameters for active blend targets let usedCount = 0; let blending = false; const count = this._activeTargets.length; for (let i = 0; i < count; i++) { const activeTarget = this._activeTargets[i]; const tex = activeTarget.target[srcTextureName]; if (tex) { // texture this[`morphBlendTex${usedCount}`].setValue(tex); // weight this._shaderMorphWeights[usedCount] = activeTarget.weight; // submit if batch is full usedCount++; if (usedCount >= this.maxSubmitCount) { submitBatch(usedCount, blending); usedCount = 0; blending = true; } } } // leftover batch, or just to clear texture if (usedCount > 0 || count === 0 && !this.zeroTextures) { submitBatch(usedCount, blending); } } _updateTextureMorph() { const device = this.device; DebugGraphics.pushGpuMarker(device, 'MorphUpdate'); // update textures if active targets, or no active targets and textures need to be cleared if (this._activeTargets.length > 0 || !this.zeroTextures) { // blend morph targets into render targets if (this.rtPositions) { this._updateTextureRenderTarget(this.rtPositions, 'texturePositions'); } if (this.rtNormals) { this._updateTextureRenderTarget(this.rtNormals, 'textureNormals'); } // textures were cleared if no active targets this.zeroTextures = this._activeTargets.length === 0; } DebugGraphics.popGpuMarker(device); } _updateVertexMorph() { // prepare 8 slots for rendering. these are supported combinations: PPPPPPPP, NNNNNNNN, PPPPNNNN const count = this.maxSubmitCount; for (let i = 0; i < count; i++) { this._shaderMorphWeights[i] = 0; this._activeVertexBuffers[i] = null; } let posIndex = 0; let nrmIndex = this.morph.morphPositions ? 4 : 0; for (let i = 0; i < this._activeTargets.length; i++) { const target = this._activeTargets[i].target; if (target._vertexBufferPositions) { this._activeVertexBuffers[posIndex] = target._vertexBufferPositions; this._shaderMorphWeights[posIndex] = this._activeTargets[i].weight; posIndex++; } if (target._vertexBufferNormals) { this._activeVertexBuffers[nrmIndex] = target._vertexBufferNormals; this._shaderMorphWeights[nrmIndex] = this._activeTargets[i].weight; nrmIndex++; } } } /** * Selects active morph targets and prepares morph for rendering. Called automatically by * renderer. */ update() { this._dirty = false; const targets = this.morph._targets; // collect active targets, reuse objects in _activeTargets array to avoid allocations let activeCount = 0; const epsilon = 0.00001; for (let i = 0; i < targets.length; i++) { const absWeight = Math.abs(this.getWeight(i)); if (absWeight > epsilon) { // create new object if needed if (this._activeTargets.length <= activeCount) { this._activeTargets[activeCount] = {}; } const activeTarget = this._activeTargets[activeCount++]; activeTarget.absWeight = absWeight; activeTarget.weight = this.getWeight(i); activeTarget.target = targets[i]; } } this._activeTargets.length = activeCount; // if there's more active targets then rendering supports const maxActiveTargets = this.morph.maxActiveTargets; if (this._activeTargets.length > maxActiveTargets) { // sort them by absWeight this._activeTargets.sort((l, r) => { return l.absWeight < r.absWeight ? 1 : r.absWeight < l.absWeight ? -1 : 0; }); // remove excess this._activeTargets.length = maxActiveTargets; } // prepare for rendering if (this.morph.useTextureMorph) { this._updateTextureMorph(); } else { this._updateVertexMorph(); } } } export { MorphInstance };