playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
126 lines (117 loc) • 5.01 kB
JavaScript
import { Debug } from '../../../core/debug.js';
import { UniformBufferFormat, UniformFormat } from '../uniform-buffer-format.js';
import { BlendState } from '../blend-state.js';
import { BINDGROUP_MESH_UB, BINDGROUP_MESH, CLEARFLAG_COLOR, CLEARFLAG_DEPTH, CLEARFLAG_STENCIL, PRIMITIVE_TRISTRIP, SHADERLANGUAGE_WGSL, UNIFORMTYPE_VEC4, UNIFORMTYPE_FLOAT } from '../constants.js';
import { Shader } from '../shader.js';
import { DynamicBindGroup } from '../bind-group.js';
import { UniformBuffer } from '../uniform-buffer.js';
import { DebugGraphics } from '../debug-graphics.js';
import { DepthState } from '../depth-state.js';
const primitive = {
type: PRIMITIVE_TRISTRIP,
base: 0,
baseVertex: 0,
count: 4,
indexed: false
};
/**
* A WebGPU helper class implementing a viewport clear operation. When rendering to a texture,
* the whole surface can be cleared using loadOp, but if only a viewport needs to be cleared, or if
* it needs to be cleared later during the rendering, this need to be achieved by rendering a quad.
* This class renders a full-screen quad, and expects the viewport / scissor to be set up to clip
* it to only required area.
*
* @ignore
*/ class WebgpuClearRenderer {
destroy() {
this.shader.destroy();
this.shader = null;
this.uniformBuffer.destroy();
this.uniformBuffer = null;
}
clear(device, renderTarget, options, defaultOptions) {
options = options || defaultOptions;
const flags = options.flags ?? defaultOptions.flags;
if (flags !== 0) {
DebugGraphics.pushGpuMarker(device, 'CLEAR-RENDERER');
// dynamic bind group for the UB
const { uniformBuffer, dynamicBindGroup } = this;
uniformBuffer.startUpdate(dynamicBindGroup);
device.setBindGroup(BINDGROUP_MESH_UB, dynamicBindGroup.bindGroup, dynamicBindGroup.offsets);
// not using mesh bind group
device.setBindGroup(BINDGROUP_MESH, device.emptyBindGroup);
// setup clear color
let blendState;
if (flags & CLEARFLAG_COLOR && (renderTarget.colorBuffer || renderTarget.impl.assignedColorTexture)) {
const color = options.color ?? defaultOptions.color;
this.colorData.set(color);
blendState = BlendState.NOBLEND;
} else {
blendState = BlendState.NOWRITE;
}
uniformBuffer.set('color', this.colorData);
// setup depth clear
let depthState;
if (flags & CLEARFLAG_DEPTH && renderTarget.depth) {
const depth = options.depth ?? defaultOptions.depth;
uniformBuffer.set('depth', depth);
depthState = DepthState.WRITEDEPTH;
} else {
uniformBuffer.set('depth', 1);
depthState = DepthState.NODEPTH;
}
// setup stencil clear
if (flags & CLEARFLAG_STENCIL && renderTarget.stencil) {
Debug.warnOnce('ClearRenderer does not support stencil clear at the moment');
}
uniformBuffer.endUpdate();
device.setDrawStates(blendState, depthState);
// render 4 vertices without vertex buffer
device.setShader(this.shader);
device.draw(primitive);
DebugGraphics.popGpuMarker(device);
}
}
constructor(device){
// shader that can write out color and depth values
const code = `
struct ub_mesh {
color : vec4f,
depth: f32
}
var<uniform> ubMesh : ub_mesh;
var<private> pos : array<vec2f, 4> = array<vec2f, 4>(
vec2(-1.0, 1.0), vec2(1.0, 1.0),
vec2(-1.0, -1.0), vec2(1.0, -1.0)
);
struct VertexOutput {
position : vec4f
}
fn vertexMain( vertexIndex : u32) -> VertexOutput {
var output : VertexOutput;
output.position = vec4(pos[vertexIndex], ubMesh.depth, 1.0);
return output;
}
fn fragmentMain() -> vec4f {
return ubMesh.color;
}
`;
this.shader = new Shader(device, {
name: 'WebGPUClearRendererShader',
shaderLanguage: SHADERLANGUAGE_WGSL,
vshader: code,
fshader: code
});
// uniforms
this.uniformBuffer = new UniformBuffer(device, new UniformBufferFormat(device, [
new UniformFormat('color', UNIFORMTYPE_VEC4),
new UniformFormat('depth', UNIFORMTYPE_FLOAT)
]), false);
this.dynamicBindGroup = new DynamicBindGroup();
// uniform data
this.colorData = new Float32Array(4);
}
}
export { WebgpuClearRenderer };