playcanvas
Version:
PlayCanvas WebGL game engine
243 lines (240 loc) • 8.9 kB
JavaScript
import { UNIFORMTYPE_FLOAT, UNIFORMTYPE_VEC2, UNIFORMTYPE_VEC3, UNIFORMTYPE_VEC4, UNIFORMTYPE_INT, UNIFORMTYPE_IVEC2, UNIFORMTYPE_IVEC3, UNIFORMTYPE_IVEC4, UNIFORMTYPE_MAT2, UNIFORMTYPE_MAT3, UNIFORMTYPE_FLOATARRAY, UNIFORMTYPE_VEC2ARRAY, UNIFORMTYPE_VEC3ARRAY, UNIFORMTYPE_UINT, UNIFORMTYPE_UVEC2, UNIFORMTYPE_UVEC3, UNIFORMTYPE_UVEC4, UNIFORMTYPE_INTARRAY, UNIFORMTYPE_BOOLARRAY, UNIFORMTYPE_UINTARRAY, UNIFORMTYPE_IVEC2ARRAY, UNIFORMTYPE_BVEC2ARRAY, UNIFORMTYPE_UVEC2ARRAY, UNIFORMTYPE_IVEC3ARRAY, UNIFORMTYPE_BVEC3ARRAY, UNIFORMTYPE_UVEC3ARRAY } from './constants.js';
import { DynamicBufferAllocation } from './dynamic-buffers.js';
const _updateFunctions = [];
_updateFunctions[UNIFORMTYPE_FLOAT] = function(uniformBuffer, value, offset) {
const dst = uniformBuffer.storageFloat32;
dst[offset] = value;
};
_updateFunctions[UNIFORMTYPE_VEC2] = (uniformBuffer, value, offset)=>{
const dst = uniformBuffer.storageFloat32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
};
_updateFunctions[UNIFORMTYPE_VEC3] = (uniformBuffer, value, offset)=>{
const dst = uniformBuffer.storageFloat32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
dst[offset + 2] = value[2];
};
_updateFunctions[UNIFORMTYPE_VEC4] = (uniformBuffer, value, offset)=>{
const dst = uniformBuffer.storageFloat32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
dst[offset + 2] = value[2];
dst[offset + 3] = value[3];
};
_updateFunctions[UNIFORMTYPE_INT] = function(uniformBuffer, value, offset) {
const dst = uniformBuffer.storageInt32;
dst[offset] = value;
};
_updateFunctions[UNIFORMTYPE_IVEC2] = function(uniformBuffer, value, offset) {
const dst = uniformBuffer.storageInt32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
};
_updateFunctions[UNIFORMTYPE_IVEC3] = function(uniformBuffer, value, offset) {
const dst = uniformBuffer.storageInt32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
dst[offset + 2] = value[2];
};
_updateFunctions[UNIFORMTYPE_IVEC4] = function(uniformBuffer, value, offset) {
const dst = uniformBuffer.storageInt32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
dst[offset + 2] = value[2];
dst[offset + 3] = value[3];
};
_updateFunctions[UNIFORMTYPE_MAT2] = (uniformBuffer, value, offset)=>{
const dst = uniformBuffer.storageFloat32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
dst[offset + 4] = value[2];
dst[offset + 5] = value[3];
dst[offset + 8] = value[4];
dst[offset + 9] = value[5];
};
_updateFunctions[UNIFORMTYPE_MAT3] = (uniformBuffer, value, offset)=>{
const dst = uniformBuffer.storageFloat32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
dst[offset + 2] = value[2];
dst[offset + 4] = value[3];
dst[offset + 5] = value[4];
dst[offset + 6] = value[5];
dst[offset + 8] = value[6];
dst[offset + 9] = value[7];
dst[offset + 10] = value[8];
};
_updateFunctions[UNIFORMTYPE_FLOATARRAY] = function(uniformBuffer, value, offset, count) {
const dst = uniformBuffer.storageFloat32;
for(let i = 0; i < count; i++){
dst[offset + i * 4] = value[i];
}
};
_updateFunctions[UNIFORMTYPE_VEC2ARRAY] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageFloat32;
for(let i = 0; i < count; i++){
dst[offset + i * 4] = value[i * 2];
dst[offset + i * 4 + 1] = value[i * 2 + 1];
}
};
_updateFunctions[UNIFORMTYPE_VEC3ARRAY] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageFloat32;
for(let i = 0; i < count; i++){
dst[offset + i * 4] = value[i * 3];
dst[offset + i * 4 + 1] = value[i * 3 + 1];
dst[offset + i * 4 + 2] = value[i * 3 + 2];
}
};
_updateFunctions[UNIFORMTYPE_UINT] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageUint32;
dst[offset] = value;
};
_updateFunctions[UNIFORMTYPE_UVEC2] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageUint32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
};
_updateFunctions[UNIFORMTYPE_UVEC3] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageUint32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
dst[offset + 2] = value[2];
};
_updateFunctions[UNIFORMTYPE_UVEC4] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageUint32;
dst[offset] = value[0];
dst[offset + 1] = value[1];
dst[offset + 2] = value[2];
dst[offset + 3] = value[3];
};
_updateFunctions[UNIFORMTYPE_INTARRAY] = function(uniformBuffer, value, offset, count) {
const dst = uniformBuffer.storageInt32;
for(let i = 0; i < count; i++){
dst[offset + i * 4] = value[i];
}
};
_updateFunctions[UNIFORMTYPE_BOOLARRAY] = _updateFunctions[UNIFORMTYPE_INTARRAY];
_updateFunctions[UNIFORMTYPE_UINTARRAY] = function(uniformBuffer, value, offset, count) {
const dst = uniformBuffer.storageUint32;
for(let i = 0; i < count; i++){
dst[offset + i * 4] = value[i];
}
};
_updateFunctions[UNIFORMTYPE_IVEC2ARRAY] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageInt32;
for(let i = 0; i < count; i++){
dst[offset + i * 4] = value[i * 2];
dst[offset + i * 4 + 1] = value[i * 2 + 1];
}
};
_updateFunctions[UNIFORMTYPE_BVEC2ARRAY] = _updateFunctions[UNIFORMTYPE_IVEC2ARRAY];
_updateFunctions[UNIFORMTYPE_UVEC2ARRAY] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageUint32;
for(let i = 0; i < count; i++){
dst[offset + i * 4] = value[i * 2];
dst[offset + i * 4 + 1] = value[i * 2 + 1];
}
};
_updateFunctions[UNIFORMTYPE_IVEC3ARRAY] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageInt32;
for(let i = 0; i < count; i++){
dst[offset + i * 4] = value[i * 3];
dst[offset + i * 4 + 1] = value[i * 3 + 1];
dst[offset + i * 4 + 2] = value[i * 3 + 2];
}
};
_updateFunctions[UNIFORMTYPE_BVEC3ARRAY] = _updateFunctions[UNIFORMTYPE_IVEC3ARRAY];
_updateFunctions[UNIFORMTYPE_UVEC3ARRAY] = (uniformBuffer, value, offset, count)=>{
const dst = uniformBuffer.storageUint32;
for(let i = 0; i < count; i++){
dst[offset + i * 4] = value[i * 3];
dst[offset + i * 4 + 1] = value[i * 3 + 1];
dst[offset + i * 4 + 2] = value[i * 3 + 2];
}
};
class UniformBuffer {
constructor(graphicsDevice, format, persistent = true){
this.renderVersionDirty = 0;
this.device = graphicsDevice;
this.format = format;
this.persistent = persistent;
if (persistent) {
this.impl = graphicsDevice.createUniformBufferImpl(this);
const storage = new ArrayBuffer(format.byteSize);
this.assignStorage(new Int32Array(storage));
graphicsDevice._vram.ub += this.format.byteSize;
} else {
this.allocation = new DynamicBufferAllocation();
}
}
destroy() {
if (this.persistent) {
const device = this.device;
this.impl.destroy(device);
device._vram.ub -= this.format.byteSize;
}
}
get offset() {
return this.persistent ? 0 : this.allocation.offset;
}
assignStorage(storage) {
this.storageInt32 = storage;
this.storageUint32 = new Uint32Array(storage.buffer, storage.byteOffset, storage.byteLength / 4);
this.storageFloat32 = new Float32Array(storage.buffer, storage.byteOffset, storage.byteLength / 4);
}
loseContext() {
this.impl?.loseContext();
}
setUniform(uniformFormat, value) {
const offset = uniformFormat.offset;
if (value !== null && value !== undefined) {
const updateFunction = _updateFunctions[uniformFormat.updateType];
if (updateFunction) {
updateFunction(this, value, offset, uniformFormat.count);
} else {
this.storageFloat32.set(value, offset);
}
}
}
set(name, value) {
const uniformFormat = this.format.map.get(name);
if (uniformFormat) {
this.setUniform(uniformFormat, value);
}
}
startUpdate(dynamicBindGroup) {
if (!this.persistent) {
const allocation = this.allocation;
const oldGpuBuffer = allocation.gpuBuffer;
this.device.dynamicBuffers.alloc(allocation, this.format.byteSize);
this.assignStorage(allocation.storage);
if (dynamicBindGroup) {
dynamicBindGroup.bindGroup = allocation.gpuBuffer.getBindGroup(this);
dynamicBindGroup.offsets[0] = allocation.offset;
}
if (oldGpuBuffer !== allocation.gpuBuffer) {
this.renderVersionDirty = this.device.renderVersion;
}
}
}
endUpdate() {
if (this.persistent) {
this.impl.unlock(this);
} else {
this.storageFloat32 = null;
this.storageInt32 = null;
}
}
update(dynamicBindGroup) {
this.startUpdate(dynamicBindGroup);
const uniforms = this.format.uniforms;
for(let i = 0; i < uniforms.length; i++){
const value = uniforms[i].scopeId.value;
this.setUniform(uniforms[i], value);
}
this.endUpdate();
}
}
export { UniformBuffer };