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playcanvas

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PlayCanvas WebGL game engine

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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 };