playcanvas
Version:
PlayCanvas WebGL game engine
73 lines (70 loc) • 2.79 kB
JavaScript
import { Vec4 } from '../../core/math/vec4.js';
import { BindGroup, DynamicBindGroup } from '../../platform/graphics/bind-group.js';
import { BINDGROUP_VIEW, BINDGROUP_MESH, BINDGROUP_MESH_UB, PRIMITIVE_TRISTRIP } from '../../platform/graphics/constants.js';
import { ShaderProcessorOptions } from '../../platform/graphics/shader-processor-options.js';
import { UniformBuffer } from '../../platform/graphics/uniform-buffer.js';
import { ShaderUtils } from '../shader-lib/shader-utils.js';
const _quadPrimitive = {
type: PRIMITIVE_TRISTRIP,
base: 0,
baseVertex: 0,
count: 4,
indexed: false
};
const _tempViewport = new Vec4();
const _tempScissor = new Vec4();
const _dynamicBindGroup = new DynamicBindGroup();
class QuadRender {
constructor(shader){
const device = shader.device;
this.shader = shader;
if (device.supportsUniformBuffers) {
const processingOptions = new ShaderProcessorOptions();
this.shader = ShaderUtils.processShader(shader, processingOptions);
const ubFormat = this.shader.meshUniformBufferFormat;
if (ubFormat) {
this.uniformBuffer = new UniformBuffer(device, ubFormat, false);
}
const bindGroupFormat = this.shader.meshBindGroupFormat;
this.bindGroup = new BindGroup(device, bindGroupFormat);
}
}
destroy() {
this.uniformBuffer?.destroy();
this.uniformBuffer = null;
this.bindGroup?.destroy();
this.bindGroup = null;
}
render(viewport, scissor) {
const device = this.shader.device;
if (viewport) {
_tempViewport.set(device.vx, device.vy, device.vw, device.vh);
_tempScissor.set(device.sx, device.sy, device.sw, device.sh);
scissor = scissor ?? viewport;
device.setViewport(viewport.x, viewport.y, viewport.z, viewport.w);
device.setScissor(scissor.x, scissor.y, scissor.z, scissor.w);
}
device.setVertexBuffer(device.quadVertexBuffer);
const shader = this.shader;
device.setShader(shader);
if (device.supportsUniformBuffers) {
device.setBindGroup(BINDGROUP_VIEW, device.emptyBindGroup);
const bindGroup = this.bindGroup;
bindGroup.update();
device.setBindGroup(BINDGROUP_MESH, bindGroup);
const uniformBuffer = this.uniformBuffer;
if (uniformBuffer) {
uniformBuffer.update(_dynamicBindGroup);
device.setBindGroup(BINDGROUP_MESH_UB, _dynamicBindGroup.bindGroup, _dynamicBindGroup.offsets);
} else {
device.setBindGroup(BINDGROUP_MESH_UB, device.emptyBindGroup);
}
}
device.draw(_quadPrimitive);
if (viewport) {
device.setViewport(_tempViewport.x, _tempViewport.y, _tempViewport.z, _tempViewport.w);
device.setScissor(_tempScissor.x, _tempScissor.y, _tempScissor.z, _tempScissor.w);
}
}
}
export { QuadRender };