playcanvas
Version:
PlayCanvas WebGL game engine
165 lines (162 loc) • 5.24 kB
JavaScript
import { Vec2 } from '../../core/math/vec2.js';
import { BoundingBox } from '../../core/shape/bounding-box.js';
import { TYPE_UINT32, SEMANTIC_ATTR13, BUFFER_STATIC, ADDRESS_CLAMP_TO_EDGE, FILTER_NEAREST, SEMANTIC_POSITION } from '../../platform/graphics/constants.js';
import { Texture } from '../../platform/graphics/texture.js';
import { VertexFormat } from '../../platform/graphics/vertex-format.js';
import { VertexBuffer } from '../../platform/graphics/vertex-buffer.js';
import { Mesh } from '../mesh.js';
import { ShaderMaterial } from '../materials/shader-material.js';
import { QuadRender } from '../graphics/quad-render.js';
import { ShaderUtils } from '../shader-lib/shader-utils.js';
import glslGsplatCopyToWorkBufferPS from '../shader-lib/glsl/chunks/gsplat/frag/gsplatCopyToWorkbuffer.js';
import wgslGsplatCopyToWorkBufferPS from '../shader-lib/wgsl/chunks/gsplat/frag/gsplatCopyToWorkbuffer.js';
let id = 0;
const tempMap = new Map();
class WorkBufferRenderInfo {
constructor(device, key, material){
this.device = device;
this.material = material;
const clonedDefines = new Map(material.defines);
const shader = ShaderUtils.createShader(this.device, {
uniqueName: `SplatCopyToWorkBuffer:${key}`,
attributes: {
vertex_position: SEMANTIC_POSITION
},
vertexDefines: clonedDefines,
fragmentDefines: clonedDefines,
vertexChunk: 'fullscreenQuadVS',
fragmentGLSL: glslGsplatCopyToWorkBufferPS,
fragmentWGSL: wgslGsplatCopyToWorkBufferPS
});
this.quadRender = new QuadRender(shader);
}
destroy() {
this.material?.destroy();
this.quadRender?.destroy();
}
}
class GSplatResourceBase {
constructor(device, gsplatData){
this.id = id++;
this.workBufferRenderInfos = new Map();
this.device = device;
this.gsplatData = gsplatData;
this.centers = gsplatData.getCenters();
this.aabb = new BoundingBox();
gsplatData.calcAabb(this.aabb);
this.mesh = GSplatResourceBase.createMesh(device);
this.instanceIndices = GSplatResourceBase.createInstanceIndices(device, gsplatData.numSplats);
this.mesh.incRefCount();
this.mesh.aabb.copy(this.aabb);
}
destroy() {
this.mesh?.destroy();
this.instanceIndices?.destroy();
this.workBufferRenderInfos.forEach((info)=>info.destroy());
this.workBufferRenderInfos.clear();
}
getWorkBufferRenderInfo(useIntervals) {
this.configureMaterialDefines(tempMap);
if (useIntervals) tempMap.set('GSPLAT_LOD', '');
const key = Array.from(tempMap.entries()).map(([k, v])=>`${k}=${v}`).join(';');
let info = this.workBufferRenderInfos.get(key);
if (!info) {
const material = new ShaderMaterial();
this.configureMaterial(material);
tempMap.forEach((v, k)=>material.setDefine(k, v));
info = new WorkBufferRenderInfo(this.device, key, material);
this.workBufferRenderInfos.set(key, info);
}
tempMap.clear();
return info;
}
static createMesh(device) {
const splatInstanceSize = GSplatResourceBase.instanceSize;
const meshPositions = new Float32Array(12 * splatInstanceSize);
const meshIndices = new Uint32Array(6 * splatInstanceSize);
for(let i = 0; i < splatInstanceSize; ++i){
meshPositions.set([
-1,
-1,
i,
1,
-1,
i,
1,
1,
i,
-1,
1,
i
], i * 12);
const b = i * 4;
meshIndices.set([
0 + b,
1 + b,
2 + b,
0 + b,
2 + b,
3 + b
], i * 6);
}
const mesh = new Mesh(device);
mesh.setPositions(meshPositions, 3);
mesh.setIndices(meshIndices);
mesh.update();
return mesh;
}
static createInstanceIndices(device, splatCount) {
const splatInstanceSize = GSplatResourceBase.instanceSize;
const numSplats = Math.ceil(splatCount / splatInstanceSize) * splatInstanceSize;
const numSplatInstances = numSplats / splatInstanceSize;
const indexData = new Uint32Array(numSplatInstances);
for(let i = 0; i < numSplatInstances; ++i){
indexData[i] = i * splatInstanceSize;
}
const vertexFormat = new VertexFormat(device, [
{
semantic: SEMANTIC_ATTR13,
components: 1,
type: TYPE_UINT32,
asInt: true
}
]);
const instanceIndices = new VertexBuffer(device, vertexFormat, numSplatInstances, {
usage: BUFFER_STATIC,
data: indexData.buffer
});
return instanceIndices;
}
static get instanceSize() {
return 128;
}
get numSplats() {
return this.gsplatData.numSplats;
}
configureMaterial(material) {}
configureMaterialDefines(defines) {}
evalTextureSize(count) {
return Vec2.ZERO;
}
createTexture(name, format, size, data) {
return new Texture(this.device, {
name: name,
width: size.x,
height: size.y,
format: format,
cubemap: false,
mipmaps: false,
minFilter: FILTER_NEAREST,
magFilter: FILTER_NEAREST,
addressU: ADDRESS_CLAMP_TO_EDGE,
addressV: ADDRESS_CLAMP_TO_EDGE,
...data ? {
levels: [
data
]
} : {}
});
}
instantiate() {}
}
export { GSplatResourceBase };