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playcanvas

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

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import { Vec4 } from "../../core/math/vec4.js"; import { BindGroup, DynamicBindGroup } from "../../platform/graphics/bind-group.js"; import { BINDGROUP_MESH, BINDGROUP_MESH_UB, BINDGROUP_VIEW, PRIMITIVE_TRIANGLES } 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_TRIANGLES, base: 0, count: 6, indexed: true }; const _tempViewport = new Vec4(); const _tempScissor = new Vec4(); const _dynamicBindGroup = new DynamicBindGroup(); class QuadRender { uniformBuffer; bindGroup; 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, numInstances) { 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, device.quadIndexBuffer, numInstances); if (viewport) { device.setViewport(_tempViewport.x, _tempViewport.y, _tempViewport.z, _tempViewport.w); device.setScissor(_tempScissor.x, _tempScissor.y, _tempScissor.z, _tempScissor.w); } } } export { QuadRender };