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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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import { Debug } from "../../core/debug.js"; import { BUFFER_GPUDYNAMIC, PRIMITIVE_POINTS } from "./constants.js"; import { VertexBuffer } from "./vertex-buffer.js"; import { DebugGraphics } from "./debug-graphics.js"; import { Shader } from "./shader.js"; import { ShaderDefinitionUtils } from "./shader-definition-utils.js"; class TransformFeedback { /** * 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, outputBuffer, usage = BUFFER_GPUDYNAMIC) { if (outputBuffer !== void 0 && !(outputBuffer instanceof VertexBuffer)) { Debug.deprecated("Such a constructor that takes the second parameter usage is deprecated."); usage = outputBuffer; outputBuffer = void 0; } this.device = inputBuffer.device; const gl = this.device.gl; const outVB = outputBuffer ?? inputBuffer; Debug.assert( outVB.format.interleaved || outVB.format.elements.length <= 1, outputBuffer ? "Output vertex buffer used by TransformFeedback needs to be interleaved." : "Input vertex buffer used by TransformFeedback needs to be interleaved." ); if (usage === BUFFER_GPUDYNAMIC && outVB.usage !== usage) { gl.bindBuffer(gl.ARRAY_BUFFER, outVB.impl.bufferId); gl.bufferData(gl.ARRAY_BUFFER, outVB.storage, gl.DYNAMIC_COPY); } this._inputBuffer = inputBuffer; this._destroyOutputBuffer = !outputBuffer; this._outputBuffer = outputBuffer ?? new VertexBuffer(inputBuffer.device, inputBuffer.format, inputBuffer.numVertices, { usage, data: inputBuffer.storage }); } /** * 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, vertexCode, name, feedbackVaryings) { return new Shader(graphicsDevice, ShaderDefinitionUtils.createDefinition(graphicsDevice, { name, vertexCode, feedbackVaryings, useTransformFeedback: true, fragmentCode: "void main(void) {gl_FragColor = vec4(0.0);}" })); } /** * Destroys the transform feedback helper object. */ destroy() { if (this._destroyOutputBuffer) { this._outputBuffer.destroy(); } } /** * 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, swap = true) { const device = this.device; DebugGraphics.pushGpuMarker(device, "TransformFeedback"); const oldRt = device.getRenderTarget(); device.setRenderTarget(null); device.updateBegin(); device.setVertexBuffer(this._inputBuffer); device.setRaster(false); device.setTransformFeedbackBuffer(this._outputBuffer); device.setShader(shader); device.draw({ type: PRIMITIVE_POINTS, base: 0, baseVertex: 0, count: this._inputBuffer.numVertices, indexed: false }); device.setTransformFeedbackBuffer(null); device.setRaster(true); device.updateEnd(); device.setRenderTarget(oldRt); DebugGraphics.popGpuMarker(device); if (swap) { Debug.call(() => { if (this._inputBuffer.format !== this._outputBuffer.format) { Debug.warnOnce("Trying to swap buffers with different formats."); } }); let tmp = this._inputBuffer.impl.bufferId; this._inputBuffer.impl.bufferId = this._outputBuffer.impl.bufferId; this._outputBuffer.impl.bufferId = tmp; tmp = this._inputBuffer.impl.vao; this._inputBuffer.impl.vao = this._outputBuffer.impl.vao; this._outputBuffer.impl.vao = tmp; } } /** * The current input buffer. * * @type {VertexBuffer} */ get inputBuffer() { return this._inputBuffer; } /** * The current output buffer. * * @type {VertexBuffer} */ get outputBuffer() { return this._outputBuffer; } } export { TransformFeedback };