playcanvas
Version:
PlayCanvas WebGL game engine
300 lines (297 loc) • 9.46 kB
JavaScript
import { version } from '../../core/core.js';
import { EventHandler } from '../../core/event-handler.js';
import { platform } from '../../core/platform.js';
import { Vec2 } from '../../core/math/vec2.js';
import { Color } from '../../core/math/color.js';
import { CLEARFLAG_COLOR, CLEARFLAG_DEPTH, DISPLAYFORMAT_LDR, PRIMITIVE_TRIFAN, TYPE_FLOAT32, SEMANTIC_POSITION, CULLFACE_BACK, PIXELFORMAT_111110F, PIXELFORMAT_RGBA16F, PIXELFORMAT_RGBA32F, PRIMITIVE_POINTS } from './constants.js';
import { BlendState } from './blend-state.js';
import { DepthState } from './depth-state.js';
import { ScopeSpace } from './scope-space.js';
import { VertexBuffer } from './vertex-buffer.js';
import { VertexFormat } from './vertex-format.js';
import { StencilParameters } from './stencil-parameters.js';
class GraphicsDevice extends EventHandler {
static{
this.EVENT_RESIZE = 'resizecanvas';
}
constructor(canvas, options){
super(), this.backBuffer = null, this.backBufferSize = new Vec2(), this.backBufferAntialias = false, this.isWebGPU = false, this.isWebGL2 = false, this.isHdr = false, this.maxIndirectDrawCount = 1024, this.maxColorAttachments = 1, this.maxSamples = 1, this.supportsCompute = false, this.supportsStorageTextureRead = false, this.renderTarget = null, this.shaders = [], this.textures = [], this.targets = new Set(), this.renderVersion = 0, this.insideRenderPass = false, this.supportsUniformBuffers = false, this.supportsClipDistances = false, this.textureRG11B10Renderable = false, this.textureFloatFilterable = false, this.blendState = new BlendState(), this.depthState = new DepthState(), this.stencilEnabled = false, this.stencilFront = new StencilParameters(), this.stencilBack = new StencilParameters(), this.defaultClearOptions = {
color: [
0,
0,
0,
1
],
depth: 1,
stencil: 0,
flags: CLEARFLAG_COLOR | CLEARFLAG_DEPTH
}, this.clientRect = {
width: 0,
height: 0
}, this._shadersDirty = false, this.capsDefines = new Map(), this.mapsToClear = new Set();
this.canvas = canvas;
if ('setAttribute' in canvas) {
canvas.setAttribute('data-engine', `PlayCanvas ${version}`);
}
this.initOptions = {
...options
};
this.initOptions.alpha ??= true;
this.initOptions.depth ??= true;
this.initOptions.stencil ??= true;
this.initOptions.antialias ??= true;
this.initOptions.powerPreference ??= 'high-performance';
this.initOptions.displayFormat ??= DISPLAYFORMAT_LDR;
this._maxPixelRatio = platform.browser ? Math.min(1, window.devicePixelRatio) : 1;
this.buffers = [];
this._vram = {
tex: 0,
vb: 0,
ib: 0,
ub: 0,
sb: 0
};
this._shaderStats = {
vsCompiled: 0,
fsCompiled: 0,
linked: 0,
materialShaders: 0,
compileTime: 0
};
this.initializeContextCaches();
this._drawCallsPerFrame = 0;
this._shaderSwitchesPerFrame = 0;
this._primsPerFrame = [];
for(let i = PRIMITIVE_POINTS; i <= PRIMITIVE_TRIFAN; i++){
this._primsPerFrame[i] = 0;
}
this._renderTargetCreationTime = 0;
this.scope = new ScopeSpace('Device');
this.textureBias = this.scope.resolve('textureBias');
this.textureBias.setValue(0.0);
}
postInit() {
const vertexFormat = new VertexFormat(this, [
{
semantic: SEMANTIC_POSITION,
components: 2,
type: TYPE_FLOAT32
}
]);
const positions = new Float32Array([
-1,
-1,
1,
-1,
-1,
1,
1,
1
]);
this.quadVertexBuffer = new VertexBuffer(this, vertexFormat, 4, {
data: positions
});
}
initCapsDefines() {
const { capsDefines } = this;
capsDefines.clear();
if (this.textureFloatFilterable) capsDefines.set('CAPS_TEXTURE_FLOAT_FILTERABLE', '');
if (this.textureFloatRenderable) capsDefines.set('CAPS_TEXTURE_FLOAT_RENDERABLE', '');
}
destroy() {
this.fire('destroy');
this.quadVertexBuffer?.destroy();
this.quadVertexBuffer = null;
this.dynamicBuffers?.destroy();
this.dynamicBuffers = null;
this.gpuProfiler?.destroy();
this.gpuProfiler = null;
}
onDestroyShader(shader) {
this.fire('destroy:shader', shader);
const idx = this.shaders.indexOf(shader);
if (idx !== -1) {
this.shaders.splice(idx, 1);
}
}
postDestroy() {
this.scope = null;
this.canvas = null;
}
loseContext() {
this.contextLost = true;
this.backBufferSize.set(-1, -1);
for (const texture of this.textures){
texture.loseContext();
}
for (const buffer of this.buffers){
buffer.loseContext();
}
for (const target of this.targets){
target.loseContext();
}
this.gpuProfiler?.loseContext();
}
restoreContext() {
this.contextLost = false;
this.initializeRenderState();
this.initializeContextCaches();
for (const buffer of this.buffers){
buffer.unlock();
}
this.gpuProfiler?.restoreContext?.();
}
toJSON(key) {
return undefined;
}
initializeContextCaches() {
this.vertexBuffers = [];
this.shader = null;
this.shaderValid = undefined;
this.shaderAsyncCompile = false;
this.renderTarget = null;
}
initializeRenderState() {
this.blendState = new BlendState();
this.depthState = new DepthState();
this.cullMode = CULLFACE_BACK;
this.vx = this.vy = this.vw = this.vh = 0;
this.sx = this.sy = this.sw = this.sh = 0;
this.blendColor = new Color(0, 0, 0, 0);
}
setStencilState(stencilFront, stencilBack) {}
setBlendState(blendState) {}
setBlendColor(r, g, b, a) {}
setDepthState(depthState) {}
setCullMode(cullMode) {}
setRenderTarget(renderTarget) {
this.renderTarget = renderTarget;
}
setVertexBuffer(vertexBuffer) {
if (vertexBuffer) {
this.vertexBuffers.push(vertexBuffer);
}
}
clearVertexBuffer() {
this.vertexBuffers.length = 0;
}
getIndirectDrawSlot() {
return 0;
}
get indirectDrawBuffer() {
return null;
}
getRenderTarget() {
return this.renderTarget;
}
initRenderTarget(target) {
if (target.initialized) return;
target.init();
this.targets.add(target);
}
draw(primitive, indexBuffer, numInstances, indirectSlot, first = true, last = true) {}
_isBrowserInterface(texture) {
return this._isImageBrowserInterface(texture) || this._isImageCanvasInterface(texture) || this._isImageVideoInterface(texture);
}
_isImageBrowserInterface(texture) {
return typeof ImageBitmap !== 'undefined' && texture instanceof ImageBitmap || typeof HTMLImageElement !== 'undefined' && texture instanceof HTMLImageElement;
}
_isImageCanvasInterface(texture) {
return typeof HTMLCanvasElement !== 'undefined' && texture instanceof HTMLCanvasElement;
}
_isImageVideoInterface(texture) {
return typeof HTMLVideoElement !== 'undefined' && texture instanceof HTMLVideoElement;
}
resizeCanvas(width, height) {
const pixelRatio = Math.min(this._maxPixelRatio, platform.browser ? window.devicePixelRatio : 1);
const w = Math.floor(width * pixelRatio);
const h = Math.floor(height * pixelRatio);
if (w !== this.canvas.width || h !== this.canvas.height) {
this.setResolution(w, h);
}
}
setResolution(width, height) {
this.canvas.width = width;
this.canvas.height = height;
this.fire(GraphicsDevice.EVENT_RESIZE, width, height);
}
update() {
this.updateClientRect();
}
updateClientRect() {
if (platform.worker) {
this.clientRect.width = this.canvas.width;
this.clientRect.height = this.canvas.height;
} else {
const rect = this.canvas.getBoundingClientRect();
this.clientRect.width = rect.width;
this.clientRect.height = rect.height;
}
}
get width() {
return this.canvas.width;
}
get height() {
return this.canvas.height;
}
set fullscreen(fullscreen) {}
get fullscreen() {
return false;
}
set maxPixelRatio(ratio) {
this._maxPixelRatio = ratio;
}
get maxPixelRatio() {
return this._maxPixelRatio;
}
get deviceType() {
return this._deviceType;
}
startRenderPass(renderPass) {}
endRenderPass(renderPass) {}
startComputePass(name) {}
endComputePass() {}
frameStart() {
this.renderPassIndex = 0;
this.renderVersion++;
}
frameEnd() {
this.mapsToClear.forEach((map)=>map.clear());
this.mapsToClear.clear();
}
computeDispatch(computes, name = 'Unnamed') {}
getRenderableHdrFormat(formats = [
PIXELFORMAT_111110F,
PIXELFORMAT_RGBA16F,
PIXELFORMAT_RGBA32F
], filterable = true, samples = 1) {
for(let i = 0; i < formats.length; i++){
const format = formats[i];
switch(format){
case PIXELFORMAT_111110F:
{
if (this.textureRG11B10Renderable) {
return format;
}
break;
}
case PIXELFORMAT_RGBA16F:
if (this.textureHalfFloatRenderable) {
return format;
}
break;
case PIXELFORMAT_RGBA32F:
if (this.isWebGPU && samples > 1) {
continue;
}
if (this.textureFloatRenderable && (!filterable || this.textureFloatFilterable)) {
return format;
}
break;
}
}
return undefined;
}
validateAttributes(shader, vb0Format, vb1Format) {}
}
export { GraphicsDevice };