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playcanvas

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PlayCanvas WebGL game engine

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import { TRACEID_SHADER_ALLOC } from '../../core/constants.js'; import { Debug } from '../../core/debug.js'; import { platform } from '../../core/platform.js'; import { Preprocessor } from '../../core/preprocessor.js'; import { SHADERLANGUAGE_WGSL, SHADERLANGUAGE_GLSL } from './constants.js'; import { DebugGraphics } from './debug-graphics.js'; import { ShaderUtils } from './shader-utils.js'; /** * @import { BindGroupFormat } from './bind-group-format.js' * @import { GraphicsDevice } from './graphics-device.js' * @import { UniformBufferFormat } from './uniform-buffer-format.js' */ var id = 0; /** * A shader is a program that is responsible for rendering graphical primitives on a device's * graphics processor. The shader is generated from a shader definition. This shader definition * specifies the code for processing vertices and fragments processed by the GPU. The language of * the code is GLSL (or more specifically ESSL, the OpenGL ES Shading Language). The shader * definition also describes how the PlayCanvas engine should map vertex buffer elements onto the * attributes specified in the vertex shader code. * * @category Graphics */ class Shader { /** * Initialize a shader back to its default state. * * @private */ init() { this.ready = false; this.failed = false; } /** @ignore */ get label() { return "Shader Id " + this.id + " (" + (this.definition.shaderLanguage === SHADERLANGUAGE_WGSL ? 'WGSL' : 'GLSL') + ") " + this.name; } /** * Frees resources associated with this shader. */ destroy() { Debug.trace(TRACEID_SHADER_ALLOC, "DeAlloc: Id " + this.id + " " + this.name); this.device.onDestroyShader(this); this.impl.destroy(this); } /** * Called when the WebGL context was lost. It releases all context related resources. * * @ignore */ loseContext() { this.init(); this.impl.loseContext(); } /** @ignore */ restoreContext() { this.impl.restoreContext(this.device, this); } /** * Creates a new Shader instance. * * Consider {@link createShaderFromCode} as a simpler and more powerful way to create * a shader. * * @param {GraphicsDevice} graphicsDevice - The graphics device used to manage this shader. * @param {object} definition - The shader definition from which to build the shader. * @param {string} [definition.name] - The name of the shader. * @param {Object<string, string>} [definition.attributes] - Object detailing the mapping of * vertex shader attribute names to semantics SEMANTIC_*. This enables the engine to match * vertex buffer data as inputs to the shader. When not specified, rendering without vertex * buffer is assumed. * @param {string} [definition.vshader] - Vertex shader source (GLSL code). Optional when * compute shader is specified. * @param {string} [definition.fshader] - Fragment shader source (GLSL code). Optional when * useTransformFeedback or compute shader is specified. * @param {string} [definition.cshader] - Compute shader source (WGSL code). Only supported on * WebGPU platform. * @param {Map<string, string>} [definition.vincludes] - A map containing key-value pairs of * include names and their content. These are used for resolving #include directives in the * vertex shader source. * @param {Map<string, string>} [definition.fincludes] - A map containing key-value pairs * of include names and their content. These are used for resolving #include directives in the * fragment shader source. * @param {boolean} [definition.useTransformFeedback] - Specifies that this shader outputs * post-VS data to a buffer. * @param {string | string[]} [definition.fragmentOutputTypes] - Fragment shader output types, * which default to vec4. Passing a string will set the output type for all color attachments. * Passing an array will set the output type for each color attachment. * @param {string} [definition.shaderLanguage] - Specifies the shader language of vertex and * fragment shaders. Defaults to {@link SHADERLANGUAGE_GLSL}. * @example * // Create a shader that renders primitives with a solid red color * * // Vertex shader * const vshader = ` * attribute vec3 aPosition; * * void main(void) { * gl_Position = vec4(aPosition, 1.0); * } * `; * * // Fragment shader * const fshader = ` * precision ${graphicsDevice.precision} float; * * void main(void) { * gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); * } * `; * * const shaderDefinition = { * attributes: { * aPosition: pc.SEMANTIC_POSITION * }, * vshader, * fshader * }; * * const shader = new pc.Shader(graphicsDevice, shaderDefinition); */ constructor(graphicsDevice, definition){ /** * The attributes that this shader code uses. The location is the key, the value is the name. * These attributes are queried / extracted from the final shader. * * @type {Map<number, string>} * @ignore */ this.attributes = new Map(); this.id = id++; this.device = graphicsDevice; this.definition = definition; this.name = definition.name || 'Untitled'; this.init(); if (definition.cshader) { Debug.assert(graphicsDevice.supportsCompute, 'Compute shaders are not supported on this device.'); Debug.assert(!definition.vshader && !definition.fshader, 'Vertex and fragment shaders are not supported when creating a compute shader.'); } else { Debug.assert(definition.vshader, 'No vertex shader has been specified when creating a shader.'); Debug.assert(definition.fshader, 'No fragment shader has been specified when creating a shader.'); // keep reference to unmodified shaders in debug mode Debug.call(()=>{ this.vUnmodified = definition.vshader; this.fUnmodified = definition.fshader; }); var wgsl = definition.shaderLanguage === SHADERLANGUAGE_WGSL; // pre-process vertex shader source definition.vshader = Preprocessor.run(definition.vshader, definition.vincludes, { sourceName: "vertex shader for " + this.label, stripDefines: wgsl }); // if no attributes are specified, try to extract the default names after the shader has been pre-processed if (definition.shaderLanguage === SHADERLANGUAGE_GLSL) { var _definition; var _attributes; (_attributes = (_definition = definition).attributes) != null ? _attributes : _definition.attributes = ShaderUtils.collectAttributes(definition.vshader); } // Strip unused color attachments from fragment shader. // Note: this is only needed for iOS 15 on WebGL2 where there seems to be a bug where color attachments that are not // written to generate metal linking errors. This is fixed on iOS 16, and iOS 14 does not support WebGL2. var stripUnusedColorAttachments = graphicsDevice.isWebGL2 && (platform.name === 'osx' || platform.name === 'ios'); // pre-process fragment shader source definition.fshader = Preprocessor.run(definition.fshader, definition.fincludes, { stripUnusedColorAttachments, stripDefines: wgsl, sourceName: "fragment shader for " + this.label }); } this.impl = graphicsDevice.createShaderImpl(this); Debug.trace(TRACEID_SHADER_ALLOC, "Alloc: " + this.label + ", stack: " + DebugGraphics.toString(), { instance: this }); } } export { Shader };