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playcanvas

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PlayCanvas WebGL game engine

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import { SEMANTIC_POSITION } from '../platform/graphics/constants.js'; import { drawQuadWithShader } from './graphics/quad-render-utils.js'; import { RenderTarget } from '../platform/graphics/render-target.js'; import { ShaderUtils } from './shader-lib/shader-utils.js'; import { BlendState } from '../platform/graphics/blend-state.js'; class MorphInstance { constructor(morph){ this.morph = morph; morph.incRefCount(); this.device = morph.device; const maxNumTargets = morph._targets.length; this.shader = this._createShader(maxNumTargets); 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); } this._shaderMorphWeights = new Float32Array(maxNumTargets); this._shaderMorphIndex = new Uint32Array(maxNumTargets); const createRT = (name, textureVar)=>{ 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'); } this._textureParams = new Float32Array([ morph.morphTextureWidth, morph.morphTextureHeight ]); const halfSize = morph.aabb.halfExtents; this._aabbSize = new Float32Array([ halfSize.x * 4, halfSize.y * 4, halfSize.z * 4 ]); const min = morph.aabb.getMin(); this._aabbMin = new Float32Array([ min.x * 2, min.y * 2, min.z * 2 ]); this._aabbNrmSize = new Float32Array([ 2, 2, 2 ]); this._aabbNrmMin = new Float32Array([ -1, -1, -1 ]); this.aabbSizeId = this.device.scope.resolve('aabbSize'); this.aabbMinId = this.device.scope.resolve('aabbMin'); this.morphTextureId = this.device.scope.resolve('morphTexture'); this.morphFactor = this.device.scope.resolve('morphFactor[0]'); this.morphIndex = this.device.scope.resolve('morphIndex[0]'); this.countId = this.device.scope.resolve('count'); this.zeroTextures = false; } destroy() { this.shader = null; const morph = this.morph; if (morph) { this.morph = null; morph.decRefCount(); if (morph.refCount < 1) { morph.destroy(); } } this.rtPositions?.destroy(); this.rtPositions = null; this.texturePositions?.destroy(); this.texturePositions = null; this.rtNormals?.destroy(); this.rtNormals = null; this.textureNormals?.destroy(); this.textureNormals = null; } clone() { return new MorphInstance(this.morph); } _getWeightIndex(key) { if (typeof key === 'string') { const index = this._weightMap.get(key); return index; } return key; } getWeight(key) { const index = this._getWeightIndex(key); return this._weights[index]; } setWeight(key, weight) { const index = this._getWeightIndex(key); this._weights[index] = weight; this._dirty = true; } _createShader(maxCount) { const defines = new Map(); defines.set('{MORPH_TEXTURE_MAX_COUNT}', maxCount); if (this.morph.intRenderFormat) defines.set('MORPH_INT', ''); const outputType = this.morph.intRenderFormat ? 'uvec4' : 'vec4'; return ShaderUtils.createShader(this.device, { uniqueName: `TextureMorphShader_${maxCount}-${this.morph.intRenderFormat ? 'int' : 'float'}`, attributes: { vertex_position: SEMANTIC_POSITION }, vertexChunk: 'morphVS', fragmentChunk: 'morphPS', fragmentDefines: defines, fragmentOutputTypes: [ outputType ] }); } _updateTextureRenderTarget(renderTarget, activeCount, isPos) { const { morph, device } = this; this.setAabbUniforms(isPos); this.morphTextureId.setValue(isPos ? morph.targetsTexturePositions : morph.targetsTextureNormals); device.setBlendState(BlendState.NOBLEND); this.countId.setValue(activeCount); this.morphFactor.setValue(this._shaderMorphWeights); this.morphIndex.setValue(this._shaderMorphIndex); drawQuadWithShader(device, renderTarget, this.shader); } _updateTextureMorph(activeCount) { this.device; if (activeCount > 0 || !this.zeroTextures) { if (this.rtPositions) { this._updateTextureRenderTarget(this.rtPositions, activeCount, true); } if (this.rtNormals) { this._updateTextureRenderTarget(this.rtNormals, activeCount, false); } this.zeroTextures = activeCount === 0; } } setAabbUniforms(isPos = true) { this.aabbSizeId.setValue(isPos ? this._aabbSize : this._aabbNrmSize); this.aabbMinId.setValue(isPos ? this._aabbMin : this._aabbNrmMin); } prepareRendering(device) { this.setAabbUniforms(); } update() { this._dirty = false; const targets = this.morph._targets; const epsilon = 0.00001; const weights = this._shaderMorphWeights; const indices = this._shaderMorphIndex; let activeCount = 0; for(let i = 0; i < targets.length; i++){ if (Math.abs(this.getWeight(i)) > epsilon) { weights[activeCount] = this.getWeight(i); indices[activeCount] = i; activeCount++; } } this._updateTextureMorph(activeCount); } } export { MorphInstance };