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playcanvas

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PlayCanvas WebGL game engine

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/** * @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';