@luma.gl/engine
Version:
3D Engine Components for luma.gl
988 lines (858 loc) • 32.9 kB
text/typescript
// luma.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
// A lot of imports, but then Model is where it all comes together...
import type {TypedArray} from '@math.gl/types';
import type {
RenderPipelineProps,
RenderPipelineParameters,
BufferLayout,
Shader,
VertexArray,
TransformFeedback,
AttributeInfo,
Binding,
UniformValue,
PrimitiveTopology
} from '@luma.gl/core';
import {
Device,
DeviceFeature,
Buffer,
Texture,
TextureView,
Sampler,
RenderPipeline,
RenderPass,
UniformStore,
log,
getTypedArrayFromDataType,
getAttributeInfosFromLayouts,
_BufferLayoutHelper,
sortedBufferLayoutByShaderSourceLocations
} from '@luma.gl/core';
import type {ShaderModule, PlatformInfo} from '@luma.gl/shadertools';
import {ShaderAssembler, getShaderLayoutFromWGSL} from '@luma.gl/shadertools';
import type {Geometry} from '../geometry/geometry';
import {GPUGeometry, makeGPUGeometry} from '../geometry/gpu-geometry';
import {PipelineFactory} from '../factories/pipeline-factory';
import {ShaderFactory} from '../factories/shader-factory';
import {getDebugTableForShaderLayout} from '../debug/debug-shader-layout';
import {debugFramebuffer} from '../debug/debug-framebuffer';
import {deepEqual} from '../utils/deep-equal';
import {uid} from '../utils/uid';
import {ShaderInputs} from '../shader-inputs';
// import type {AsyncTextureProps} from '../async-texture/async-texture';
import {AsyncTexture} from '../async-texture/async-texture';
import {splitUniformsAndBindings} from './split-uniforms-and-bindings';
const LOG_DRAW_PRIORITY = 2;
const LOG_DRAW_TIMEOUT = 10000;
export type ModelProps = Omit<RenderPipelineProps, 'vs' | 'fs' | 'bindings'> & {
source?: string;
vs: string | null;
fs: string | null;
/** shadertool shader modules (added to shader code) */
modules?: ShaderModule[];
/** Shadertool module defines (configures shader code)*/
defines?: Record<string, string | number | boolean>;
// TODO - injections, hooks etc?
/** Shader inputs, used to generated uniform buffers and bindings */
shaderInputs?: ShaderInputs;
/** Bindings */
bindings?: Record<string, Binding | AsyncTexture>;
/** Parameters that are built into the pipeline */
parameters?: RenderPipelineParameters;
/** Geometry */
geometry?: GPUGeometry | Geometry | null;
/** @deprecated Use instanced rendering? Will be auto-detected in 9.1 */
isInstanced?: boolean;
/** instance count */
instanceCount?: number;
/** Vertex count */
vertexCount?: number;
indexBuffer?: Buffer | null;
/** @note this is really a map of buffers, not a map of attributes */
attributes?: Record<string, Buffer>;
/** */
constantAttributes?: Record<string, TypedArray>;
/** Some applications intentionally supply unused attributes and bindings, and want to disable warnings */
disableWarnings?: boolean;
/** @internal For use with {@link TransformFeedback}, WebGL only. */
varyings?: string[];
transformFeedback?: TransformFeedback;
/** Mapped uniforms for shadertool modules */
moduleSettings?: Record<string, Record<string, any>>;
/** Show shader source in browser? */
debugShaders?: 'never' | 'errors' | 'warnings' | 'always';
/** Factory used to create a {@link RenderPipeline}. Defaults to {@link Device} default factory. */
pipelineFactory?: PipelineFactory;
/** Factory used to create a {@link Shader}. Defaults to {@link Device} default factory. */
shaderFactory?: ShaderFactory;
/** Shader assembler. Defaults to the ShaderAssembler.getShaderAssembler() */
shaderAssembler?: ShaderAssembler;
};
/**
* v9 Model API
* A model
* - automatically reuses pipelines (programs) when possible
* - automatically rebuilds pipelines if necessary to accommodate changed settings
* shadertools integration
* - accepts modules and performs shader transpilation
*/
export class Model {
static defaultProps: Required<ModelProps> = {
...RenderPipeline.defaultProps,
source: undefined!,
vs: null,
fs: null,
id: 'unnamed',
handle: undefined,
userData: {},
defines: {},
modules: [],
moduleSettings: undefined!,
geometry: null,
indexBuffer: null,
attributes: {},
constantAttributes: {},
varyings: [],
isInstanced: undefined!,
instanceCount: 0,
vertexCount: 0,
shaderInputs: undefined!,
pipelineFactory: undefined!,
shaderFactory: undefined!,
transformFeedback: undefined!,
shaderAssembler: ShaderAssembler.getDefaultShaderAssembler(),
debugShaders: undefined!,
disableWarnings: undefined!
};
readonly device: Device;
readonly id: string;
// @ts-expect-error assigned in function called from constructor
readonly source: string;
// @ts-expect-error assigned in function called from constructor
readonly vs: string;
// @ts-expect-error assigned in function called from constructor
readonly fs: string;
readonly pipelineFactory: PipelineFactory;
readonly shaderFactory: ShaderFactory;
userData: {[key: string]: any} = {};
// Fixed properties (change can trigger pipeline rebuild)
/** The render pipeline GPU parameters, depth testing etc */
parameters: RenderPipelineParameters;
/** The primitive topology */
topology: PrimitiveTopology;
/** Buffer layout */
bufferLayout: BufferLayout[];
// Dynamic properties
/** Use instanced rendering */
isInstanced: boolean | undefined = undefined;
/** instance count. `undefined` means not instanced */
instanceCount: number = 0;
/** Vertex count */
vertexCount: number;
/** Index buffer */
indexBuffer: Buffer | null = null;
/** Buffer-valued attributes */
bufferAttributes: Record<string, Buffer> = {};
/** Constant-valued attributes */
constantAttributes: Record<string, TypedArray> = {};
/** Bindings (textures, samplers, uniform buffers) */
bindings: Record<string, Binding | AsyncTexture> = {};
/** Sets uniforms @deprecated Use uniform buffers and setBindings() for portability*/
uniforms: Record<string, UniformValue> = {};
/**
* VertexArray
* @note not implemented: if bufferLayout is updated, vertex array has to be rebuilt!
* @todo - allow application to define multiple vertex arrays?
* */
vertexArray: VertexArray;
/** TransformFeedback, WebGL 2 only. */
transformFeedback: TransformFeedback | null = null;
/** The underlying GPU "program". @note May be recreated if parameters change */
pipeline: RenderPipeline;
/** ShaderInputs instance */
// @ts-expect-error Assigned in function called by constructor
shaderInputs: ShaderInputs;
// @ts-expect-error Assigned in function called by constructor
_uniformStore: UniformStore;
_attributeInfos: Record<string, AttributeInfo> = {};
_gpuGeometry: GPUGeometry | null = null;
private _getModuleUniforms: (props?: Record<string, Record<string, any>>) => Record<string, any>;
private props: Required<ModelProps>;
_pipelineNeedsUpdate: string | false = 'newly created';
private _needsRedraw: string | false = 'initializing';
private _destroyed = false;
/** "Time" of last draw. Monotonically increasing timestamp */
_lastDrawTimestamp: number = -1;
get [Symbol.toStringTag](): string {
return 'Model';
}
toString(): string {
return `Model(${this.id})`;
}
constructor(device: Device, props: ModelProps) {
this.props = {...Model.defaultProps, ...props};
props = this.props;
this.id = props.id || uid('model');
this.device = device;
Object.assign(this.userData, props.userData);
// Setup shader module inputs
const moduleMap = Object.fromEntries(
this.props.modules?.map(module => [module.name, module]) || []
);
const shaderInputs =
props.shaderInputs ||
new ShaderInputs(moduleMap, {disableWarnings: this.props.disableWarnings});
// @ts-ignore
this.setShaderInputs(shaderInputs);
// Setup shader assembler
const platformInfo = getPlatformInfo(device);
// Extract modules from shader inputs if not supplied
const modules =
// @ts-ignore shaderInputs is assigned in setShaderInputs above.
(this.props.modules?.length > 0 ? this.props.modules : this.shaderInputs?.getModules()) || [];
const isWebGPU = this.device.type === 'webgpu';
// WebGPU
// TODO - hack to support unified WGSL shader
// TODO - this is wrong, compile a single shader
if (isWebGPU && this.props.source) {
// WGSL
const {source, getUniforms} = this.props.shaderAssembler.assembleWGSLShader({
platformInfo,
...this.props,
modules
});
this.source = source;
// @ts-expect-error
this._getModuleUniforms = getUniforms;
// Extract shader layout after modules have been added to WGSL source, to include any bindings added by modules
this.props.shaderLayout ||= getShaderLayoutFromWGSL(this.source);
} else {
// GLSL
const {vs, fs, getUniforms} = this.props.shaderAssembler.assembleGLSLShaderPair({
platformInfo,
...this.props,
modules
});
this.vs = vs;
this.fs = fs;
// @ts-expect-error
this._getModuleUniforms = getUniforms;
}
this.vertexCount = this.props.vertexCount;
this.instanceCount = this.props.instanceCount;
this.topology = this.props.topology;
this.bufferLayout = this.props.bufferLayout;
this.parameters = this.props.parameters;
// Geometry, if provided, sets topology and vertex cound
if (props.geometry) {
this.setGeometry(props.geometry);
}
this.pipelineFactory =
props.pipelineFactory || PipelineFactory.getDefaultPipelineFactory(this.device);
this.shaderFactory = props.shaderFactory || ShaderFactory.getDefaultShaderFactory(this.device);
// Create the pipeline
// @note order is important
this.pipeline = this._updatePipeline();
this.vertexArray = device.createVertexArray({
renderPipeline: this.pipeline
});
// Now we can apply geometry attributes
if (this._gpuGeometry) {
this._setGeometryAttributes(this._gpuGeometry);
}
// Apply any dynamic settings that will not trigger pipeline change
if ('isInstanced' in props) {
this.isInstanced = props.isInstanced;
}
if (props.instanceCount) {
this.setInstanceCount(props.instanceCount);
}
if (props.vertexCount) {
this.setVertexCount(props.vertexCount);
}
if (props.indexBuffer) {
this.setIndexBuffer(props.indexBuffer);
}
if (props.attributes) {
this.setAttributes(props.attributes);
}
if (props.constantAttributes) {
this.setConstantAttributes(props.constantAttributes);
}
if (props.bindings) {
this.setBindings(props.bindings);
}
if (props.uniforms) {
this.setUniformsWebGL(props.uniforms);
}
if (props.moduleSettings) {
// log.warn('Model.props.moduleSettings is deprecated. Use Model.shaderInputs.setProps()')();
this.updateModuleSettingsWebGL(props.moduleSettings);
}
if (props.transformFeedback) {
this.transformFeedback = props.transformFeedback;
}
// Catch any access to non-standard props
Object.seal(this);
}
destroy(): void {
if (this._destroyed) return;
this.pipelineFactory.release(this.pipeline);
this.shaderFactory.release(this.pipeline.vs);
if (this.pipeline.fs) {
this.shaderFactory.release(this.pipeline.fs);
}
this._uniformStore.destroy();
// TODO - mark resource as managed and destroyIfManaged() ?
this._gpuGeometry?.destroy();
this._destroyed = true;
}
// Draw call
/** Query redraw status. Clears the status. */
needsRedraw(): false | string {
// Catch any writes to already bound resources
if (this._getBindingsUpdateTimestamp() > this._lastDrawTimestamp) {
this.setNeedsRedraw('contents of bound textures or buffers updated');
}
const needsRedraw = this._needsRedraw;
this._needsRedraw = false;
return needsRedraw;
}
/** Mark the model as needing a redraw */
setNeedsRedraw(reason: string): void {
this._needsRedraw ||= reason;
}
predraw(): void {
// Update uniform buffers if needed
this.updateShaderInputs();
// Check if the pipeline is invalidated
this.pipeline = this._updatePipeline();
}
draw(renderPass: RenderPass): boolean {
const loadingBinding = this._areBindingsLoading();
if (loadingBinding) {
log.info(LOG_DRAW_PRIORITY, `>>> DRAWING ABORTED ${this.id}: ${loadingBinding} not loaded`)();
return false;
}
try {
renderPass.pushDebugGroup(`${this}.predraw(${renderPass})`);
this.predraw();
} finally {
renderPass.popDebugGroup();
}
let drawSuccess: boolean;
try {
renderPass.pushDebugGroup(`${this}.draw(${renderPass})`);
this._logDrawCallStart();
// Update the pipeline if invalidated
// TODO - inside RenderPass is likely the worst place to do this from performance perspective.
// Application can call Model.predraw() to avoid this.
this.pipeline = this._updatePipeline();
// Set pipeline state, we may be sharing a pipeline so we need to set all state on every draw
// Any caching needs to be done inside the pipeline functions
// TODO this is a busy initialized check for all bindings every frame
const syncBindings = this._getBindings();
this.pipeline.setBindings(syncBindings, {
disableWarnings: this.props.disableWarnings
});
if (!isObjectEmpty(this.uniforms)) {
this.pipeline.setUniformsWebGL(this.uniforms);
}
const {indexBuffer} = this.vertexArray;
const indexCount = indexBuffer
? indexBuffer.byteLength / (indexBuffer.indexType === 'uint32' ? 4 : 2)
: undefined;
drawSuccess = this.pipeline.draw({
renderPass,
vertexArray: this.vertexArray,
isInstanced: this.isInstanced,
vertexCount: this.vertexCount,
instanceCount: this.instanceCount,
indexCount,
transformFeedback: this.transformFeedback || undefined,
// WebGL shares underlying cached pipelines even for models that have different parameters and topology,
// so we must provide our unique parameters to each draw
// (In WebGPU most parameters are encoded in the pipeline and cannot be changed per draw call)
parameters: this.parameters,
topology: this.topology
});
} finally {
renderPass.popDebugGroup();
this._logDrawCallEnd();
}
this._logFramebuffer(renderPass);
// Update needsRedraw flag
if (drawSuccess) {
this._lastDrawTimestamp = this.device.timestamp;
this._needsRedraw = false;
} else {
this._needsRedraw = 'waiting for resource initialization';
}
return drawSuccess;
}
// Update fixed fields (can trigger pipeline rebuild)
/**
* Updates the optional geometry
* Geometry, set topology and bufferLayout
* @note Can trigger a pipeline rebuild / pipeline cache fetch on WebGPU
*/
setGeometry(geometry: GPUGeometry | Geometry | null): void {
this._gpuGeometry?.destroy();
const gpuGeometry = geometry && makeGPUGeometry(this.device, geometry);
if (gpuGeometry) {
this.setTopology(gpuGeometry.topology || 'triangle-list');
const bufferLayoutHelper = new _BufferLayoutHelper(this.bufferLayout);
this.bufferLayout = bufferLayoutHelper.mergeBufferLayouts(
gpuGeometry.bufferLayout,
this.bufferLayout
);
if (this.vertexArray) {
this._setGeometryAttributes(gpuGeometry);
}
}
this._gpuGeometry = gpuGeometry;
}
/**
* Updates the primitive topology ('triangle-list', 'triangle-strip' etc).
* @note Triggers a pipeline rebuild / pipeline cache fetch on WebGPU
*/
setTopology(topology: PrimitiveTopology): void {
if (topology !== this.topology) {
this.topology = topology;
this._setPipelineNeedsUpdate('topology');
}
}
/**
* Updates the buffer layout.
* @note Triggers a pipeline rebuild / pipeline cache fetch
*/
setBufferLayout(bufferLayout: BufferLayout[]): void {
const bufferLayoutHelper = new _BufferLayoutHelper(this.bufferLayout);
this.bufferLayout = this._gpuGeometry
? bufferLayoutHelper.mergeBufferLayouts(bufferLayout, this._gpuGeometry.bufferLayout)
: bufferLayout;
this._setPipelineNeedsUpdate('bufferLayout');
// Recreate the pipeline
this.pipeline = this._updatePipeline();
// vertex array needs to be updated if we update buffer layout,
// but not if we update parameters
this.vertexArray = this.device.createVertexArray({
renderPipeline: this.pipeline
});
// Reapply geometry attributes to the new vertex array
if (this._gpuGeometry) {
this._setGeometryAttributes(this._gpuGeometry);
}
}
/**
* Set GPU parameters.
* @note Can trigger a pipeline rebuild / pipeline cache fetch.
* @param parameters
*/
setParameters(parameters: RenderPipelineParameters) {
if (!deepEqual(parameters, this.parameters, 2)) {
this.parameters = parameters;
this._setPipelineNeedsUpdate('parameters');
}
}
// Update dynamic fields
/**
* Updates the instance count (used in draw calls)
* @note Any attributes with stepMode=instance need to be at least this big
*/
setInstanceCount(instanceCount: number): void {
this.instanceCount = instanceCount;
// luma.gl examples don't set props.isInstanced and rely on auto-detection
// but deck.gl sets instanceCount even for models that are not instanced.
if (this.isInstanced === undefined && instanceCount > 0) {
this.isInstanced = true;
}
this.setNeedsRedraw('instanceCount');
}
/**
* Updates the vertex count (used in draw calls)
* @note Any attributes with stepMode=vertex need to be at least this big
*/
setVertexCount(vertexCount: number): void {
this.vertexCount = vertexCount;
this.setNeedsRedraw('vertexCount');
}
/** Set the shader inputs */
setShaderInputs(shaderInputs: ShaderInputs): void {
this.shaderInputs = shaderInputs;
this._uniformStore = new UniformStore(this.shaderInputs.modules);
// Create uniform buffer bindings for all modules that actually have uniforms
for (const [moduleName, module] of Object.entries(this.shaderInputs.modules)) {
if (shaderModuleHasUniforms(module)) {
const uniformBuffer = this._uniformStore.getManagedUniformBuffer(this.device, moduleName);
this.bindings[`${moduleName}Uniforms`] = uniformBuffer;
}
}
this.setNeedsRedraw('shaderInputs');
}
/** Update uniform buffers from the model's shader inputs */
updateShaderInputs(): void {
this._uniformStore.setUniforms(this.shaderInputs.getUniformValues());
this.setBindings(this.shaderInputs.getBindingValues());
// TODO - this is already tracked through buffer/texture update times?
this.setNeedsRedraw('shaderInputs');
}
/**
* Sets bindings (textures, samplers, uniform buffers)
*/
setBindings(bindings: Record<string, Binding | AsyncTexture>): void {
Object.assign(this.bindings, bindings);
this.setNeedsRedraw('bindings');
}
/**
* Updates optional transform feedback. WebGL only.
*/
setTransformFeedback(transformFeedback: TransformFeedback | null): void {
this.transformFeedback = transformFeedback;
this.setNeedsRedraw('transformFeedback');
}
/**
* Sets the index buffer
* @todo - how to unset it if we change geometry?
*/
setIndexBuffer(indexBuffer: Buffer | null): void {
this.vertexArray.setIndexBuffer(indexBuffer);
this.setNeedsRedraw('indexBuffer');
}
/**
* Sets attributes (buffers)
* @note Overrides any attributes previously set with the same name
*/
setAttributes(buffers: Record<string, Buffer>, options?: {disableWarnings?: boolean}): void {
const disableWarnings = options?.disableWarnings ?? this.props.disableWarnings;
if (buffers.indices) {
log.warn(
`Model:${this.id} setAttributes() - indexBuffer should be set using setIndexBuffer()`
)();
}
// ensure bufferLayout order matches source layout so we bind
// the correct buffers to the correct indices in webgpu.
this.bufferLayout = sortedBufferLayoutByShaderSourceLocations(
this.pipeline.shaderLayout,
this.bufferLayout
);
const bufferLayoutHelper = new _BufferLayoutHelper(this.bufferLayout);
// Check if all buffers have a layout
for (const [bufferName, buffer] of Object.entries(buffers)) {
const bufferLayout = bufferLayoutHelper.getBufferLayout(bufferName);
if (!bufferLayout) {
if (!disableWarnings) {
log.warn(`Model(${this.id}): Missing layout for buffer "${bufferName}".`)();
}
continue; // eslint-disable-line no-continue
}
// In WebGL, for an interleaved attribute we may need to set multiple attributes
// but in WebGPU, we set it according to the buffer's position in the vertexArray
const attributeNames = bufferLayoutHelper.getAttributeNamesForBuffer(bufferLayout);
let set = false;
for (const attributeName of attributeNames) {
const attributeInfo = this._attributeInfos[attributeName];
if (attributeInfo) {
const location =
this.device.type === 'webgpu'
? bufferLayoutHelper.getBufferIndex(attributeInfo.bufferName)
: attributeInfo.location;
this.vertexArray.setBuffer(location, buffer);
set = true;
}
}
if (!set && !disableWarnings) {
log.warn(
`Model(${this.id}): Ignoring buffer "${buffer.id}" for unknown attribute "${bufferName}"`
)();
}
}
this.setNeedsRedraw('attributes');
}
/**
* Sets constant attributes
* @note Overrides any attributes previously set with the same name
* Constant attributes are only supported in WebGL, not in WebGPU
* Any attribute that is disabled in the current vertex array object
* is read from the context's global constant value for that attribute location.
* @param constantAttributes
*/
setConstantAttributes(
attributes: Record<string, TypedArray>,
options?: {disableWarnings?: boolean}
): void {
for (const [attributeName, value] of Object.entries(attributes)) {
const attributeInfo = this._attributeInfos[attributeName];
if (attributeInfo) {
this.vertexArray.setConstantWebGL(attributeInfo.location, value);
} else if (!(options?.disableWarnings ?? this.props.disableWarnings)) {
log.warn(
`Model "${this.id}: Ignoring constant supplied for unknown attribute "${attributeName}"`
)();
}
}
this.setNeedsRedraw('constants');
}
// DEPRECATED METHODS
/**
* Sets individual uniforms
* @deprecated WebGL only, use uniform buffers for portability
* @param uniforms
*/
setUniforms(uniforms: Record<string, UniformValue>): void {
this.setUniformsWebGL(uniforms);
}
/**
* Sets individual uniforms
* @deprecated WebGL only, use uniform buffers for portability
* @param uniforms
*/
setUniformsWebGL(uniforms: Record<string, UniformValue>): void {
if (!isObjectEmpty(uniforms)) {
this.pipeline.setUniformsWebGL(uniforms);
Object.assign(this.uniforms, uniforms);
}
this.setNeedsRedraw('uniforms');
}
/**
* @deprecated Updates shader module settings (which results in uniforms being set)
*/
updateModuleSettingsWebGL(props: Record<string, any>): void {
// log.warn('Model.updateModuleSettings is deprecated. Use Model.shaderInputs.setProps()')();
const {bindings, uniforms} = splitUniformsAndBindings(this._getModuleUniforms(props));
Object.assign(this.bindings, bindings);
Object.assign(this.uniforms, uniforms);
this.setNeedsRedraw('moduleSettings');
}
// Internal methods
/** Check that bindings are loaded. Returns id of first binding that is still loading. */
_areBindingsLoading(): string | false {
for (const binding of Object.values(this.bindings)) {
if (binding instanceof AsyncTexture && !binding.isReady) {
return binding.id;
}
}
return false;
}
/** Extracts texture view from loaded async textures. Returns null if any textures have not yet been loaded. */
_getBindings(): Record<string, Binding> {
const validBindings: Record<string, Binding> = {};
for (const [name, binding] of Object.entries(this.bindings)) {
if (binding instanceof AsyncTexture) {
// Check that async textures are loaded
if (binding.isReady) {
validBindings[name] = binding.texture;
}
} else {
validBindings[name] = binding;
}
}
return validBindings;
}
/** Get the timestamp of the latest updated bound GPU memory resource (buffer/texture). */
_getBindingsUpdateTimestamp(): number {
let timestamp = 0;
for (const binding of Object.values(this.bindings)) {
if (binding instanceof TextureView) {
timestamp = Math.max(timestamp, binding.texture.updateTimestamp);
} else if (binding instanceof Buffer || binding instanceof Texture) {
timestamp = Math.max(timestamp, binding.updateTimestamp);
} else if (binding instanceof AsyncTexture) {
timestamp = binding.texture
? Math.max(timestamp, binding.texture.updateTimestamp)
: // The texture will become available in the future
Infinity;
} else if (!(binding instanceof Sampler)) {
timestamp = Math.max(timestamp, binding.buffer.updateTimestamp);
}
}
return timestamp;
}
/**
* Updates the optional geometry attributes
* Geometry, sets several attributes, indexBuffer, and also vertex count
* @note Can trigger a pipeline rebuild / pipeline cache fetch on WebGPU
*/
_setGeometryAttributes(gpuGeometry: GPUGeometry): void {
// Filter geometry attribute so that we don't issue warnings for unused attributes
const attributes = {...gpuGeometry.attributes};
for (const [attributeName] of Object.entries(attributes)) {
if (
!this.pipeline.shaderLayout.attributes.find(layout => layout.name === attributeName) &&
attributeName !== 'positions'
) {
delete attributes[attributeName];
}
}
// TODO - delete previous geometry?
this.vertexCount = gpuGeometry.vertexCount;
this.setIndexBuffer(gpuGeometry.indices || null);
this.setAttributes(gpuGeometry.attributes, {disableWarnings: true});
this.setAttributes(attributes, {disableWarnings: this.props.disableWarnings});
this.setNeedsRedraw('geometry attributes');
}
/** Mark pipeline as needing update */
_setPipelineNeedsUpdate(reason: string): void {
this._pipelineNeedsUpdate ||= reason;
this.setNeedsRedraw(reason);
}
/** Update pipeline if needed */
_updatePipeline(): RenderPipeline {
if (this._pipelineNeedsUpdate) {
let prevShaderVs: Shader | null = null;
let prevShaderFs: Shader | null = null;
if (this.pipeline) {
log.log(
1,
`Model ${this.id}: Recreating pipeline because "${this._pipelineNeedsUpdate}".`
)();
prevShaderVs = this.pipeline.vs;
prevShaderFs = this.pipeline.fs;
}
this._pipelineNeedsUpdate = false;
const vs = this.shaderFactory.createShader({
id: `${this.id}-vertex`,
stage: 'vertex',
source: this.source || this.vs,
debugShaders: this.props.debugShaders
});
let fs: Shader | null = null;
if (this.source) {
fs = vs;
} else if (this.fs) {
fs = this.shaderFactory.createShader({
id: `${this.id}-fragment`,
stage: 'fragment',
source: this.source || this.fs,
debugShaders: this.props.debugShaders
});
}
this.pipeline = this.pipelineFactory.createRenderPipeline({
...this.props,
bufferLayout: this.bufferLayout,
topology: this.topology,
parameters: this.parameters,
// TODO - why set bindings here when we reset them every frame?
// Should we expose a BindGroup abstraction?
bindings: this._getBindings(),
vs,
fs
});
this._attributeInfos = getAttributeInfosFromLayouts(
this.pipeline.shaderLayout,
this.bufferLayout
);
if (prevShaderVs) this.shaderFactory.release(prevShaderVs);
if (prevShaderFs) this.shaderFactory.release(prevShaderFs);
}
return this.pipeline;
}
/** Throttle draw call logging */
_lastLogTime = 0;
_logOpen = false;
_logDrawCallStart(): void {
// IF level is 4 or higher, log every frame.
const logDrawTimeout = log.level > 3 ? 0 : LOG_DRAW_TIMEOUT;
if (log.level < 2 || Date.now() - this._lastLogTime < logDrawTimeout) {
return;
}
this._lastLogTime = Date.now();
this._logOpen = true;
log.group(LOG_DRAW_PRIORITY, `>>> DRAWING MODEL ${this.id}`, {collapsed: log.level <= 2})();
}
_logDrawCallEnd(): void {
if (this._logOpen) {
const shaderLayoutTable = getDebugTableForShaderLayout(this.pipeline.shaderLayout, this.id);
// log.table(logLevel, attributeTable)();
// log.table(logLevel, uniformTable)();
log.table(LOG_DRAW_PRIORITY, shaderLayoutTable)();
const uniformTable = this.shaderInputs.getDebugTable();
// Add any global uniforms
for (const [name, value] of Object.entries(this.uniforms)) {
uniformTable[name] = {value};
}
log.table(LOG_DRAW_PRIORITY, uniformTable)();
const attributeTable = this._getAttributeDebugTable();
log.table(LOG_DRAW_PRIORITY, this._attributeInfos)();
log.table(LOG_DRAW_PRIORITY, attributeTable)();
log.groupEnd(LOG_DRAW_PRIORITY)();
this._logOpen = false;
}
}
protected _drawCount = 0;
_logFramebuffer(renderPass: RenderPass): void {
const debugFramebuffers = this.device.props.debugFramebuffers;
this._drawCount++;
// Update first 3 frames and then every 60 frames
if (!debugFramebuffers) {
// } || (this._drawCount++ > 3 && this._drawCount % 60)) {
return;
}
// TODO - display framebuffer output in debug window
const framebuffer = renderPass.props.framebuffer;
if (framebuffer) {
debugFramebuffer(framebuffer, {id: framebuffer.id, minimap: true});
// log.image({logLevel: LOG_DRAW_PRIORITY, message: `${framebuffer.id} %c sup?`, image})();
}
}
_getAttributeDebugTable(): Record<string, Record<string, unknown>> {
const table: Record<string, Record<string, unknown>> = {};
for (const [name, attributeInfo] of Object.entries(this._attributeInfos)) {
const values = this.vertexArray.attributes[attributeInfo.location];
table[attributeInfo.location] = {
name,
type: attributeInfo.shaderType,
values: values
? this._getBufferOrConstantValues(values, attributeInfo.bufferDataType)
: 'null'
};
}
if (this.vertexArray.indexBuffer) {
const {indexBuffer} = this.vertexArray;
const values =
indexBuffer.indexType === 'uint32'
? new Uint32Array(indexBuffer.debugData)
: new Uint16Array(indexBuffer.debugData);
table.indices = {
name: 'indices',
type: indexBuffer.indexType,
values: values.toString()
};
}
return table;
}
// TODO - fix typing of luma data types
_getBufferOrConstantValues(attribute: Buffer | TypedArray, dataType: any): string {
const TypedArrayConstructor = getTypedArrayFromDataType(dataType);
const typedArray =
attribute instanceof Buffer ? new TypedArrayConstructor(attribute.debugData) : attribute;
return typedArray.toString();
}
}
function shaderModuleHasUniforms(module: ShaderModule): boolean {
return Boolean(module.uniformTypes && !isObjectEmpty(module.uniformTypes));
}
// HELPERS
/** Create a shadertools platform info from the Device */
export function getPlatformInfo(device: Device): PlatformInfo {
return {
type: device.type,
shaderLanguage: device.info.shadingLanguage,
shaderLanguageVersion: device.info.shadingLanguageVersion as 100 | 300,
gpu: device.info.gpu,
// HACK - we pretend that the DeviceFeatures is a Set, it has a similar API
features: device.features as unknown as Set<DeviceFeature>
};
}
/** Returns true if given object is empty, false otherwise. */
function isObjectEmpty(obj: object): boolean {
// @ts-ignore key is unused
// eslint-disable-next-line @typescript-eslint/no-unused-vars
for (const key in obj) {
return false;
}
return true;
}