playcanvas
Version:
PlayCanvas WebGL game engine
133 lines (132 loc) • 5.56 kB
TypeScript
/**
* @import { GraphicsDevice } from './graphics-device.js'
*/
/**
* This object allows you to configure and use the transform feedback feature (WebGL2 only). How to
* use:
*
* 1. First, check that you're on WebGL2, by looking at the `app.graphicsDevice.isWebGL2`` value.
* 2. Define the outputs in your vertex shader. The syntax is `out vec3 out_vertex_position`,
* note that there must be out_ in the name. You can then simply assign values to these outputs in
* VS. The order and size of shader outputs must match the output buffer layout.
* 3. Create the shader using `TransformFeedback.createShader(device, vsCode, yourShaderName)`.
* 4. Create/acquire the input vertex buffer. Can be any VertexBuffer, either manually created, or
* from a Mesh.
* 5. Create the TransformFeedback object: `const tf = new TransformFeedback(inputBuffer)`. This
* object will internally create an output buffer.
* 6. Run the shader: `tf.process(shader)`. Shader will take the input buffer, process it and write
* to the output buffer, then the input/output buffers will be automatically swapped, so you'll
* immediately see the result.
*
* ```javascript
* // *** shader asset ***
* attribute vec3 vertex_position;
* attribute vec3 vertex_normal;
* attribute vec2 vertex_texCoord0;
* out vec3 out_vertex_position;
* out vec3 out_vertex_normal;
* out vec2 out_vertex_texCoord0;
* void main(void) {
* // read position and normal, write new position (push away)
* out_vertex_position = vertex_position + vertex_normal * 0.01;
* // pass other attributes unchanged
* out_vertex_normal = vertex_normal;
* out_vertex_texCoord0 = vertex_texCoord0;
* }
* ```
*
* ```javascript
* // *** script asset ***
* var TransformExample = pc.createScript('transformExample');
*
* // attribute that references shader asset and material
* TransformExample.attributes.add('shaderCode', { type: 'asset', assetType: 'shader' });
* TransformExample.attributes.add('material', { type: 'asset', assetType: 'material' });
*
* TransformExample.prototype.initialize = function() {
* const device = this.app.graphicsDevice;
* const mesh = pc.Mesh.fromGeometry(app.graphicsDevice, new pc.TorusGeometry({ tubeRadius: 0.01, ringRadius: 3 }));
* const meshInstance = new pc.MeshInstance(mesh, this.material.resource);
* const entity = new pc.Entity();
* entity.addComponent('render', {
* type: 'asset',
* meshInstances: [meshInstance]
* });
* app.root.addChild(entity);
*
* // if webgl2 is not supported, transform-feedback is not available
* if (!device.isWebGL2) return;
* const inputBuffer = mesh.vertexBuffer;
* this.tf = new pc.TransformFeedback(inputBuffer);
* this.shader = pc.TransformFeedback.createShader(device, this.shaderCode.resource, "tfMoveUp");
* };
*
* TransformExample.prototype.update = function(dt) {
* if (!this.app.graphicsDevice.isWebGL2) return;
* this.tf.process(this.shader);
* };
* ```
*
* @category Graphics
*/
export class TransformFeedback {
/**
* Creates a transform feedback ready vertex shader from code.
*
* @param {GraphicsDevice} graphicsDevice - The graphics device used by the renderer.
* @param {string} vertexCode - Vertex shader code. Should contain output variables starting with "out_" or feedbackVaryings.
* @param {string} name - Unique name for caching the shader.
* @param {string[]} [feedbackVaryings] - A list of shader output variable names that will be captured.
* @returns {Shader} A shader to use in the process() function.
*/
static createShader(graphicsDevice: GraphicsDevice, vertexCode: string, name: string, feedbackVaryings?: string[]): Shader;
/**
* Create a new TransformFeedback instance.
*
* @param {VertexBuffer} inputBuffer - The input vertex buffer.
* @param {VertexBuffer} [outputBuffer] - The optional output buffer.
* If not specified, a buffer with parameters matching the input buffer will be created.
* @param {number} [usage] - The optional usage type of the output vertex buffer. Can be:
*
* - {@link BUFFER_STATIC}
* - {@link BUFFER_DYNAMIC}
* - {@link BUFFER_STREAM}
* - {@link BUFFER_GPUDYNAMIC}
*
* Defaults to {@link BUFFER_GPUDYNAMIC} (which is recommended for continuous update).
*/
constructor(inputBuffer: VertexBuffer, outputBuffer?: VertexBuffer, usage?: number);
device: GraphicsDevice;
_inputBuffer: VertexBuffer;
_destroyOutputBuffer: boolean;
_outputBuffer: VertexBuffer;
/**
* Destroys the transform feedback helper object.
*/
destroy(): void;
/**
* Runs the specified shader on the input buffer, writes results into the new buffer, then
* optionally swaps input/output.
*
* @param {Shader} shader - A vertex shader to run. Should be created with
* {@link TransformFeedback.createShader}.
* @param {boolean} [swap] - Swap input/output buffer data. Useful for continuous buffer
* processing. Default is true.
*/
process(shader: Shader, swap?: boolean): void;
/**
* The current input buffer.
*
* @type {VertexBuffer}
*/
get inputBuffer(): VertexBuffer;
/**
* The current output buffer.
*
* @type {VertexBuffer}
*/
get outputBuffer(): VertexBuffer;
}
import type { GraphicsDevice } from './graphics-device.js';
import { VertexBuffer } from './vertex-buffer.js';
import { Shader } from './shader.js';