playcanvas
Version:
PlayCanvas WebGL game engine
194 lines (191 loc) • 8.45 kB
JavaScript
import { Debug } from '../../core/debug.js';
import { math } from '../../core/math/math.js';
import { uniformTypeToName, UNIFORMTYPE_MAT4, UNIFORMTYPE_MAT4ARRAY, UNIFORMTYPE_BVEC4, UNIFORMTYPE_BVEC4ARRAY, UNIFORMTYPE_UVEC4, UNIFORMTYPE_UVEC4ARRAY, UNIFORMTYPE_IVEC4, UNIFORMTYPE_IVEC4ARRAY, UNIFORMTYPE_VEC4, UNIFORMTYPE_VEC4ARRAY, UNIFORMTYPE_BVEC3, UNIFORMTYPE_BVEC3ARRAY, UNIFORMTYPE_UVEC3, UNIFORMTYPE_UVEC3ARRAY, UNIFORMTYPE_IVEC3, UNIFORMTYPE_IVEC3ARRAY, UNIFORMTYPE_VEC3, UNIFORMTYPE_VEC3ARRAY, UNIFORMTYPE_BVEC2, UNIFORMTYPE_BVEC2ARRAY, UNIFORMTYPE_UVEC2, UNIFORMTYPE_UVEC2ARRAY, UNIFORMTYPE_IVEC2, UNIFORMTYPE_IVEC2ARRAY, UNIFORMTYPE_VEC2, UNIFORMTYPE_VEC2ARRAY, UNIFORMTYPE_BOOL, UNIFORMTYPE_BOOLARRAY, UNIFORMTYPE_UINT, UNIFORMTYPE_UINTARRAY, UNIFORMTYPE_INT, UNIFORMTYPE_INTARRAY, UNIFORMTYPE_FLOAT, UNIFORMTYPE_FLOATARRAY, UNIFORMTYPE_MAT2, UNIFORMTYPE_MAT3 } from './constants.js';
/**
* @import { GraphicsDevice } from './graphics-device.js'
* @import { ScopeId } from './scope-id.js'
*/ // map of UNIFORMTYPE_*** to number of 32bit components
const uniformTypeToNumComponents = [];
uniformTypeToNumComponents[UNIFORMTYPE_FLOAT] = 1;
uniformTypeToNumComponents[UNIFORMTYPE_VEC2] = 2;
uniformTypeToNumComponents[UNIFORMTYPE_VEC3] = 3;
uniformTypeToNumComponents[UNIFORMTYPE_VEC4] = 4;
uniformTypeToNumComponents[UNIFORMTYPE_INT] = 1;
uniformTypeToNumComponents[UNIFORMTYPE_IVEC2] = 2;
uniformTypeToNumComponents[UNIFORMTYPE_IVEC3] = 3;
uniformTypeToNumComponents[UNIFORMTYPE_IVEC4] = 4;
uniformTypeToNumComponents[UNIFORMTYPE_BOOL] = 1;
uniformTypeToNumComponents[UNIFORMTYPE_BVEC2] = 2;
uniformTypeToNumComponents[UNIFORMTYPE_BVEC3] = 3;
uniformTypeToNumComponents[UNIFORMTYPE_BVEC4] = 4;
uniformTypeToNumComponents[UNIFORMTYPE_MAT2] = 8; // 2 x vec4
uniformTypeToNumComponents[UNIFORMTYPE_MAT3] = 12; // 3 x vec4
uniformTypeToNumComponents[UNIFORMTYPE_MAT4] = 16; // 4 x vec4
uniformTypeToNumComponents[UNIFORMTYPE_UINT] = 1;
uniformTypeToNumComponents[UNIFORMTYPE_UVEC2] = 2;
uniformTypeToNumComponents[UNIFORMTYPE_UVEC3] = 3;
uniformTypeToNumComponents[UNIFORMTYPE_UVEC4] = 4;
/**
* A class storing description of an individual uniform, stored inside a uniform buffer.
*
* @category Graphics
*/ class UniformFormat {
/**
* True if this is an array of elements (i.e. count > 0)
*
* @type {boolean}
*/ get isArrayType() {
return this.count > 0;
}
/**
* Create a new UniformFormat instance.
*
* @param {string} name - The name of the uniform.
* @param {number} type - The type of the uniform. One of the UNIFORMTYPE_*** constants.
* @param {number} count - The number of elements in the array. Defaults to 0, which represents
* a single element (not an array).
*/ constructor(name, type, count = 0){
// just a name
this.shortName = name;
// name with [0] if this is an array
this.name = count ? `${name}[0]` : name;
this.type = type;
this.numComponents = uniformTypeToNumComponents[type];
Debug.assert(this.numComponents, `Unhandled uniform format ${type} used for ${name}`);
this.updateType = type;
if (count > 0) {
switch(type){
case UNIFORMTYPE_FLOAT:
this.updateType = UNIFORMTYPE_FLOATARRAY;
break;
case UNIFORMTYPE_INT:
this.updateType = UNIFORMTYPE_INTARRAY;
break;
case UNIFORMTYPE_UINT:
this.updateType = UNIFORMTYPE_UINTARRAY;
break;
case UNIFORMTYPE_BOOL:
this.updateType = UNIFORMTYPE_BOOLARRAY;
break;
case UNIFORMTYPE_VEC2:
this.updateType = UNIFORMTYPE_VEC2ARRAY;
break;
case UNIFORMTYPE_IVEC2:
this.updateType = UNIFORMTYPE_IVEC2ARRAY;
break;
case UNIFORMTYPE_UVEC2:
this.updateType = UNIFORMTYPE_UVEC2ARRAY;
break;
case UNIFORMTYPE_BVEC2:
this.updateType = UNIFORMTYPE_BVEC2ARRAY;
break;
case UNIFORMTYPE_VEC3:
this.updateType = UNIFORMTYPE_VEC3ARRAY;
break;
case UNIFORMTYPE_IVEC3:
this.updateType = UNIFORMTYPE_IVEC3ARRAY;
break;
case UNIFORMTYPE_UVEC3:
this.updateType = UNIFORMTYPE_UVEC3ARRAY;
break;
case UNIFORMTYPE_BVEC3:
this.updateType = UNIFORMTYPE_BVEC3ARRAY;
break;
case UNIFORMTYPE_VEC4:
this.updateType = UNIFORMTYPE_VEC4ARRAY;
break;
case UNIFORMTYPE_IVEC4:
this.updateType = UNIFORMTYPE_IVEC4ARRAY;
break;
case UNIFORMTYPE_UVEC4:
this.updateType = UNIFORMTYPE_UVEC4ARRAY;
break;
case UNIFORMTYPE_BVEC4:
this.updateType = UNIFORMTYPE_BVEC4ARRAY;
break;
case UNIFORMTYPE_MAT4:
this.updateType = UNIFORMTYPE_MAT4ARRAY;
break;
default:
Debug.error(`Uniform array of type ${uniformTypeToName[type]} is not supported when processing uniform '${name}'.`);
Debug.call(()=>{
this.invalid = true;
});
break;
}
}
this.count = count;
Debug.assert(!isNaN(count), `Unsupported uniform: ${name}[${count}]`);
Debug.call(()=>{
if (isNaN(count)) {
this.invalid = true;
}
});
let componentSize = this.numComponents;
// component size for arrays is aligned up to vec4
if (count) {
componentSize = math.roundUp(componentSize, 4);
}
this.byteSize = componentSize * 4;
if (count) {
this.byteSize *= count;
}
Debug.assert(this.byteSize, `Unknown byte size for uniform format ${type} used for ${name}`);
}
// std140 rules: https://registry.khronos.org/OpenGL/specs/gl/glspec45.core.pdf#page=159
// TODO: this supports limited subset of functionality, arrays and arrays of structs are not supported.
calculateOffset(offset) {
// Note: vec3 has the same alignment as vec4
let alignment = this.byteSize <= 8 ? this.byteSize : 16;
// arrays have vec4 alignments
if (this.count) {
alignment = 16;
}
// align the start offset
offset = math.roundUp(offset, alignment);
this.offset = offset / 4;
}
}
/**
* A descriptor that defines the layout of of data inside the uniform buffer.
*
* @category Graphics
*/ class UniformBufferFormat {
/**
* Create a new UniformBufferFormat instance.
*
* @param {GraphicsDevice} graphicsDevice - The graphics device.
* @param {UniformFormat[]} uniforms - An array of uniforms to be stored in the buffer
*/ constructor(graphicsDevice, uniforms){
/**
* @type {number}
* @ignore
*/ this.byteSize = 0;
/**
* @type {Map<string,UniformFormat>}
* @ignore
*/ this.map = new Map();
this.scope = graphicsDevice.scope;
/** @type {UniformFormat[]} */ this.uniforms = uniforms;
// TODO: optimize uniforms ordering
let offset = 0;
for(let i = 0; i < uniforms.length; i++){
const uniform = uniforms[i];
uniform.calculateOffset(offset);
offset = uniform.offset * 4 + uniform.byteSize;
uniform.scopeId = this.scope.resolve(uniform.name);
this.map.set(uniform.name, uniform);
}
// round up buffer size
this.byteSize = math.roundUp(offset, 16);
}
/**
* Returns format of a uniform with specified name. Returns undefined if the uniform is not found.
*
* @param {string} name - The name of the uniform.
* @returns {UniformFormat|undefined} - The format of the uniform.
*/ get(name) {
return this.map.get(name);
}
}
export { UniformBufferFormat, UniformFormat };