playcanvas
Version:
PlayCanvas WebGL game engine
131 lines (128 loc) • 4.52 kB
JavaScript
import { hashCode } from '../../core/hash.js';
import { math } from '../../core/math/math.js';
import { StringIds } from '../../core/string-ids.js';
import { typedArrayTypesByteSize, SEMANTIC_TEXCOORD0, SEMANTIC_TEXCOORD1, SEMANTIC_COLOR, SEMANTIC_TANGENT, TYPE_FLOAT32, SEMANTIC_ATTR11, SEMANTIC_ATTR12, SEMANTIC_ATTR14, SEMANTIC_ATTR15 } from './constants.js';
import { DeviceCache } from './device-cache.js';
const stringIds = new StringIds();
const webgpuValidElementSizes = [
2,
4,
8,
12,
16
];
const deviceCache = new DeviceCache();
class VertexFormat {
constructor(graphicsDevice, description, vertexCount){
this.device = graphicsDevice;
this._elements = [];
this.hasUv0 = false;
this.hasUv1 = false;
this.hasColor = false;
this.hasTangents = false;
this.verticesByteSize = 0;
this.vertexCount = vertexCount;
this.interleaved = vertexCount === undefined;
this.instancing = false;
this.size = description.reduce((total, desc)=>{
return total + Math.ceil(desc.components * typedArrayTypesByteSize[desc.type] / 4) * 4;
}, 0);
let offset = 0, elementSize;
for(let i = 0, len = description.length; i < len; i++){
const elementDesc = description[i];
elementSize = elementDesc.components * typedArrayTypesByteSize[elementDesc.type];
if (vertexCount) {
offset = math.roundUp(offset, elementSize);
}
const asInt = elementDesc.asInt ?? false;
const normalize = asInt ? false : elementDesc.normalize ?? false;
const element = {
name: elementDesc.semantic,
offset: vertexCount ? offset : elementDesc.hasOwnProperty('offset') ? elementDesc.offset : offset,
stride: vertexCount ? elementSize : elementDesc.hasOwnProperty('stride') ? elementDesc.stride : this.size,
dataType: elementDesc.type,
numComponents: elementDesc.components,
normalize: normalize,
size: elementSize,
asInt: asInt
};
this._elements.push(element);
if (vertexCount) {
offset += elementSize * vertexCount;
} else {
offset += Math.ceil(elementSize / 4) * 4;
}
if (elementDesc.semantic === SEMANTIC_TEXCOORD0) {
this.hasUv0 = true;
} else if (elementDesc.semantic === SEMANTIC_TEXCOORD1) {
this.hasUv1 = true;
} else if (elementDesc.semantic === SEMANTIC_COLOR) {
this.hasColor = true;
} else if (elementDesc.semantic === SEMANTIC_TANGENT) {
this.hasTangents = true;
}
}
if (vertexCount) {
this.verticesByteSize = offset;
}
this._evaluateHash();
}
get elements() {
return this._elements;
}
static getDefaultInstancingFormat(graphicsDevice) {
return deviceCache.get(graphicsDevice, ()=>{
return new VertexFormat(graphicsDevice, [
{
semantic: SEMANTIC_ATTR11,
components: 4,
type: TYPE_FLOAT32
},
{
semantic: SEMANTIC_ATTR12,
components: 4,
type: TYPE_FLOAT32
},
{
semantic: SEMANTIC_ATTR14,
components: 4,
type: TYPE_FLOAT32
},
{
semantic: SEMANTIC_ATTR15,
components: 4,
type: TYPE_FLOAT32
}
]);
});
}
static isElementValid(graphicsDevice, elementDesc) {
const elementSize = elementDesc.components * typedArrayTypesByteSize[elementDesc.type];
if (graphicsDevice.isWebGPU && !webgpuValidElementSizes.includes(elementSize)) {
return false;
}
return true;
}
update() {
this._evaluateHash();
}
_evaluateHash() {
const stringElementsBatch = [];
const stringElementsRender = [];
const len = this._elements.length;
for(let i = 0; i < len; i++){
const { name, dataType, numComponents, normalize, offset, stride, size, asInt } = this._elements[i];
const stringElementBatch = name + dataType + numComponents + normalize + asInt;
stringElementsBatch.push(stringElementBatch);
const stringElementRender = stringElementBatch + offset + stride + size;
stringElementsRender.push(stringElementRender);
}
stringElementsBatch.sort();
const batchingString = stringElementsBatch.join();
this.batchingHash = hashCode(batchingString);
this.shaderProcessingHashString = batchingString;
this.renderingHashString = stringElementsRender.join('_');
this.renderingHash = stringIds.get(this.renderingHashString);
}
}
export { VertexFormat };