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playcanvas

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PlayCanvas WebGL game engine

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import { Debug } from '../core/debug.js'; import { RefCountedObject } from '../core/ref-counted-object.js'; import { Vec3 } from '../core/math/vec3.js'; import { FloatPacking } from '../core/math/float-packing.js'; import { BoundingBox } from '../core/shape/bounding-box.js'; import { PIXELFORMAT_RGBA16F, PIXELFORMAT_RGBA32F, PIXELFORMAT_RGBA16U, isIntegerPixelFormat, TYPE_UINT32, SEMANTIC_ATTR15, ADDRESS_CLAMP_TO_EDGE, FILTER_NEAREST } from '../platform/graphics/constants.js'; import { Texture } from '../platform/graphics/texture.js'; import { VertexBuffer } from '../platform/graphics/vertex-buffer.js'; import { VertexFormat } from '../platform/graphics/vertex-format.js'; /** * @import { GraphicsDevice } from '../platform/graphics/graphics-device.js' * @import { MorphTarget } from './morph-target.js' */ /** * Contains a list of {@link MorphTarget}s, a combined delta AABB and some associated data. * * @category Graphics */ class Morph extends RefCountedObject { /** * Create a new Morph instance. * * @param {MorphTarget[]} targets - A list of morph targets. * @param {GraphicsDevice} graphicsDevice - The graphics device used to manage this morph target. * @param {object} [options] - Object for passing optional arguments. * @param {boolean} [options.preferHighPrecision] - True if high precision storage should be * preferred. This is faster to create and allows higher precision, but takes more memory and * might be slower to render. Defaults to false. */ constructor(targets, graphicsDevice, { preferHighPrecision = false } = {}){ super(); Debug.assert(graphicsDevice, 'Morph constructor takes a GraphicsDevice as a parameter, and it was not provided.'); this.device = graphicsDevice; const device = graphicsDevice; this.preferHighPrecision = preferHighPrecision; // validation Debug.assert(targets.every((target)=>!target.used), 'A specified target has already been used to create a Morph, use its clone instead.'); this._targets = targets.slice(); // renderable format const renderableHalf = device.textureHalfFloatRenderable ? PIXELFORMAT_RGBA16F : undefined; const renderableFloat = device.textureFloatRenderable ? PIXELFORMAT_RGBA32F : undefined; this._renderTextureFormat = this.preferHighPrecision ? renderableFloat ?? renderableHalf : renderableHalf ?? renderableFloat; // fallback to more limited int format this._renderTextureFormat = this._renderTextureFormat ?? PIXELFORMAT_RGBA16U; this.intRenderFormat = isIntegerPixelFormat(this._renderTextureFormat); // source texture format - both are always supported this._textureFormat = this.preferHighPrecision ? PIXELFORMAT_RGBA32F : PIXELFORMAT_RGBA16F; this._init(); this._updateMorphFlags(); } /** * Frees video memory allocated by this object. */ destroy() { this.vertexBufferIds?.destroy(); this.vertexBufferIds = null; this.targetsTexturePositions?.destroy(); this.targetsTexturePositions = null; this.targetsTextureNormals?.destroy(); this.targetsTextureNormals = null; } get aabb() { // lazy evaluation, which allows us to skip this completely if customAABB is used if (!this._aabb) { // calculate min and max expansion size // Note: This represents average case, where most morph targets expand the mesh within the same area. It does not // represent the stacked worst case scenario where all morphs could be enabled at the same time, as this can result // in a very large aabb. In cases like this, the users should specify customAabb for Model/Render component. const min = new Vec3(); const max = new Vec3(); for(let i = 0; i < this._targets.length; i++){ const targetAabb = this._targets[i].aabb; min.min(targetAabb.getMin()); max.max(targetAabb.getMax()); } this._aabb = new BoundingBox(); this._aabb.setMinMax(min, max); } return this._aabb; } get morphPositions() { return this._morphPositions; } get morphNormals() { return this._morphNormals; } _init() { // texture based morphing this._initTextureBased(); // finalize init for(let i = 0; i < this._targets.length; i++){ this._targets[i]._postInit(); } } _findSparseSet(deltaArrays, ids, usedDataIndices) { let freeIndex = 1; // reserve slot 0 for zero delta const dataCount = deltaArrays[0].length; for(let v = 0; v < dataCount; v += 3){ // find if vertex is morphed by any target let vertexUsed = false; for(let i = 0; i < deltaArrays.length; i++){ const data = deltaArrays[i]; // if non-zero delta if (data[v] !== 0 || data[v + 1] !== 0 || data[v + 2] !== 0) { vertexUsed = true; break; } } if (vertexUsed) { ids.push(freeIndex); usedDataIndices.push(v / 3); freeIndex++; } else { // non morphed vertices would be all mapped to pixel 0 of texture ids.push(0); } } return freeIndex; } _initTextureBased() { // collect all source delta arrays to find sparse set of vertices const deltaArrays = [], deltaInfos = []; const targets = this._targets; for(let i = 0; i < targets.length; i++){ const target = targets[i]; if (target.options.deltaPositions) { deltaArrays.push(target.options.deltaPositions); deltaInfos.push(true); // position } if (target.options.deltaNormals) { deltaArrays.push(target.options.deltaNormals); deltaInfos.push(false); // normal } } // find sparse set for all target deltas into usedDataIndices and build vertex id buffer const ids = [], usedDataIndices = []; const freeIndex = this._findSparseSet(deltaArrays, ids, usedDataIndices); // texture size for freeIndex pixels - roughly square const maxTextureSize = this.device.maxTextureSize; let morphTextureWidth = Math.ceil(Math.sqrt(freeIndex)); morphTextureWidth = Math.min(morphTextureWidth, maxTextureSize); const morphTextureHeight = Math.ceil(freeIndex / morphTextureWidth); // if data cannot fit into max size texture, fail this set up if (morphTextureHeight > maxTextureSize) { Debug.warnOnce(`Morph target data is too large to fit into a texture array. Required texture size: ${morphTextureWidth}x${morphTextureHeight}, max texture size: ${maxTextureSize}x${maxTextureSize}.`); return; } this.morphTextureWidth = morphTextureWidth; this.morphTextureHeight = morphTextureHeight; // texture format based vars let halfFloat = false; const float2Half = FloatPacking.float2Half; if (this._textureFormat === PIXELFORMAT_RGBA16F) { halfFloat = true; } // build texture data for each delta array, to be used as a texture array const texturesDataPositions = []; const texturesDataNormals = []; const textureDataSize = morphTextureWidth * morphTextureHeight * 4; for(let i = 0; i < deltaArrays.length; i++){ const data = deltaArrays[i]; const textureData = this._textureFormat === PIXELFORMAT_RGBA16F ? new Uint16Array(textureDataSize) : new Float32Array(textureDataSize); (deltaInfos[i] ? texturesDataPositions : texturesDataNormals).push(textureData); // copy full arrays into sparse arrays and convert format (skip 0th pixel - used by non-morphed vertices) if (halfFloat) { for(let v = 0; v < usedDataIndices.length; v++){ const index = usedDataIndices[v] * 3; const dstIndex = v * 4 + 4; textureData[dstIndex] = float2Half(data[index]); textureData[dstIndex + 1] = float2Half(data[index + 1]); textureData[dstIndex + 2] = float2Half(data[index + 2]); } } else { for(let v = 0; v < usedDataIndices.length; v++){ const index = usedDataIndices[v] * 3; const dstIndex = v * 4 + 4; textureData[dstIndex] = data[index]; textureData[dstIndex + 1] = data[index + 1]; textureData[dstIndex + 2] = data[index + 2]; } } } // allocate texture arrays to store data from all morph targets if (texturesDataPositions.length > 0) { this.targetsTexturePositions = this._createTexture('MorphPositionsTexture', this._textureFormat, targets.length, [ texturesDataPositions ]); } if (texturesDataNormals.length > 0) { this.targetsTextureNormals = this._createTexture('MorphNormalsTexture', this._textureFormat, targets.length, [ texturesDataNormals ]); } // create vertex stream with vertex_id used to map vertex to texture const formatDesc = [ { semantic: SEMANTIC_ATTR15, components: 1, type: TYPE_UINT32, asInt: true } ]; this.vertexBufferIds = new VertexBuffer(this.device, new VertexFormat(this.device, formatDesc, ids.length), ids.length, { data: new Uint32Array(ids) }); return true; } /** * Gets the array of morph targets. * * @type {MorphTarget[]} */ get targets() { return this._targets; } _updateMorphFlags() { // find out if this morph needs to morph positions and normals this._morphPositions = false; this._morphNormals = false; for(let i = 0; i < this._targets.length; i++){ const target = this._targets[i]; if (target.morphPositions) { this._morphPositions = true; } if (target.morphNormals) { this._morphNormals = true; } } } /** * Creates a texture / texture array. Used to create both source morph target data, as well as * render target used to morph these into, positions and normals. * * @param {string} name - The name of the texture. * @param {number} format - The format of the texture. * @param {Array} [levels] - The levels of the texture. * @param {number} [arrayLength] - The length of the texture array. * @returns {Texture} The created texture. * @private */ _createTexture(name, format, arrayLength, levels) { return new Texture(this.device, { levels: levels, arrayLength: arrayLength, width: this.morphTextureWidth, height: this.morphTextureHeight, format: format, cubemap: false, mipmaps: false, minFilter: FILTER_NEAREST, magFilter: FILTER_NEAREST, addressU: ADDRESS_CLAMP_TO_EDGE, addressV: ADDRESS_CLAMP_TO_EDGE, name: name }); } } export { Morph };