playcanvas
Version:
PlayCanvas WebGL game engine
315 lines (312 loc) • 12.7 kB
JavaScript
import { Debug } from '../core/debug.js';
import { SHADERLANGUAGE_WGSL, SHADERLANGUAGE_GLSL, SEMANTIC_POSITION, BLENDEQUATION_ADD, BLENDMODE_ONE } from '../platform/graphics/constants.js';
import { drawQuadWithShader } from './graphics/quad-render-utils.js';
import { RenderTarget } from '../platform/graphics/render-target.js';
import { DebugGraphics } from '../platform/graphics/debug-graphics.js';
import { createShaderFromCode } from './shader-lib/utils.js';
import { BlendState } from '../platform/graphics/blend-state.js';
import { shaderChunks } from './shader-lib/chunks/chunks.js';
import { shaderChunksWGSL } from './shader-lib/chunks-wgsl/chunks-wgsl.js';
/**
* @import { Morph } from './morph.js'
* @import { Shader } from '../platform/graphics/shader.js'
*/ var blendStateAdditive = new BlendState(true, BLENDEQUATION_ADD, BLENDMODE_ONE, BLENDMODE_ONE);
/**
* An instance of {@link Morph}. Contains weights to assign to every {@link MorphTarget}, manages
* selection of active morph targets.
*
* @category Graphics
*/ class MorphInstance {
/**
* Frees video memory allocated by this object.
*/ destroy() {
// don't destroy shader as it's in the cache and can be used by other materials
this.shader = null;
var morph = this.morph;
if (morph) {
// decrease ref count
this.morph = null;
morph.decRefCount();
// destroy morph
if (morph.refCount < 1) {
morph.destroy();
}
}
if (this.rtPositions) {
this.rtPositions.destroy();
this.rtPositions = null;
}
if (this.texturePositions) {
this.texturePositions.destroy();
this.texturePositions = null;
}
if (this.rtNormals) {
this.rtNormals.destroy();
this.rtNormals = null;
}
if (this.textureNormals) {
this.textureNormals.destroy();
this.textureNormals = null;
}
}
/**
* Clones a MorphInstance. The returned clone uses the same {@link Morph} and weights are set
* to defaults.
*
* @returns {MorphInstance} A clone of the specified MorphInstance.
*/ clone() {
return new MorphInstance(this.morph);
}
_getWeightIndex(key) {
if (typeof key === 'string') {
var index = this._weightMap.get(key);
if (index === undefined) {
Debug.error("Cannot find morph target with name: " + key + ".");
}
return index;
}
return key;
}
/**
* Gets current weight of the specified morph target.
*
* @param {string|number} key - An identifier for the morph target. Either the weight index or
* the weight name.
* @returns {number} Weight.
*/ getWeight(key) {
var index = this._getWeightIndex(key);
return this._weights[index];
}
/**
* Sets weight of the specified morph target.
*
* @param {string|number} key - An identifier for the morph target. Either the weight index or
* the weight name.
* @param {number} weight - Weight.
*/ setWeight(key, weight) {
var index = this._getWeightIndex(key);
Debug.assert(index >= 0 && index < this.morph._targets.length);
this._weights[index] = weight;
this._dirty = true;
}
/**
* Create complete shader for texture based morphing.
*
* @param {number} count - Number of textures to blend.
* @returns {Shader} Shader.
* @private
*/ _getShader(count) {
var shader = this.shaderCache[count];
// if shader is not in cache, generate one
if (!shader) {
var wgsl = this.device.isWebGPU;
var chunks = wgsl ? shaderChunksWGSL : shaderChunks;
var defines = new Map();
defines.set('MORPH_TEXTURE_COUNT', count);
defines.set('{MORPH_TEXTURE_COUNT}', count);
if (this.morph.intRenderFormat) defines.set('MORPH_INT', '');
var includes = new Map();
includes.set('morphDeclarationPS', chunks.morphDeclarationPS);
includes.set('morphEvaluationPS', chunks.morphEvaluationPS);
var outputType = this.morph.intRenderFormat ? 'uvec4' : 'vec4';
shader = createShaderFromCode(this.device, chunks.morphVS, chunks.morphPS, "textureMorph" + count, {
vertex_position: SEMANTIC_POSITION
}, {
shaderLanguage: wgsl ? SHADERLANGUAGE_WGSL : SHADERLANGUAGE_GLSL,
fragmentIncludes: includes,
fragmentDefines: defines,
fragmentOutputTypes: [
outputType
]
});
this.shaderCache[count] = shader;
}
return shader;
}
_updateTextureRenderTarget(renderTarget, srcTextureName, isPos) {
var device = this.device;
// blend currently set up textures to render target
var submitBatch = (usedCount, blending)=>{
// factors
this.morphFactor.setValue(this._shaderMorphWeights);
// alpha blending - first pass gets none, following passes are additive
device.setBlendState(blending ? blendStateAdditive : BlendState.NOBLEND);
// render quad with shader for required number of textures
var shader = this._getShader(usedCount);
drawQuadWithShader(device, renderTarget, shader);
};
this.setAabbUniforms(isPos);
// set up parameters for active blend targets
var usedCount = 0;
var blending = false;
var count = this._activeTargets.length;
for(var i = 0; i < count; i++){
var activeTarget = this._activeTargets[i];
var tex = activeTarget.target[srcTextureName];
if (tex) {
// texture
this["morphBlendTex" + usedCount].setValue(tex);
// weight
this._shaderMorphWeights[usedCount] = activeTarget.weight;
// submit if batch is full
usedCount++;
if (usedCount >= this.maxSubmitCount) {
submitBatch(usedCount, blending);
usedCount = 0;
blending = true;
}
}
}
// leftover batch, or just to clear texture
if (usedCount > 0 || count === 0 && !this.zeroTextures) {
submitBatch(usedCount, blending);
}
}
_updateTextureMorph() {
var device = this.device;
DebugGraphics.pushGpuMarker(device, 'MorphUpdate');
// update textures if active targets, or no active targets and textures need to be cleared
if (this._activeTargets.length > 0 || !this.zeroTextures) {
// blend morph targets into render targets
if (this.rtPositions) {
this._updateTextureRenderTarget(this.rtPositions, 'texturePositions', true);
}
if (this.rtNormals) {
this._updateTextureRenderTarget(this.rtNormals, 'textureNormals', false);
}
// textures were cleared if no active targets
this.zeroTextures = this._activeTargets.length === 0;
}
DebugGraphics.popGpuMarker(device);
}
setAabbUniforms(isPos) {
if (isPos === void 0) isPos = true;
this.aabbSizeId.setValue(isPos ? this._aabbSize : this._aabbNrmSize);
this.aabbMinId.setValue(isPos ? this._aabbMin : this._aabbNrmMin);
}
prepareRendering(device) {
this.setAabbUniforms();
}
/**
* Selects active morph targets and prepares morph for rendering. Called automatically by
* renderer.
*/ update() {
this._dirty = false;
var targets = this.morph._targets;
// collect active targets, reuse objects in _activeTargets array to avoid allocations
var activeCount = 0;
var epsilon = 0.00001;
for(var i = 0; i < targets.length; i++){
var absWeight = Math.abs(this.getWeight(i));
if (absWeight > epsilon) {
// create new object if needed
if (this._activeTargets.length <= activeCount) {
this._activeTargets[activeCount] = {};
}
var activeTarget = this._activeTargets[activeCount++];
activeTarget.absWeight = absWeight;
activeTarget.weight = this.getWeight(i);
activeTarget.target = targets[i];
}
}
this._activeTargets.length = activeCount;
// with int texture, we do not have blending and so only support a single submit
if (this.morph.intRenderFormat) {
if (this._activeTargets.length > this.maxSubmitCount) {
// sort them by absWeight
this._activeTargets.sort((l, r)=>{
return l.absWeight < r.absWeight ? 1 : r.absWeight < l.absWeight ? -1 : 0;
});
// remove excess
this._activeTargets.length = this.maxSubmitCount;
}
}
// prepare for rendering
this._updateTextureMorph();
}
/**
* Create a new MorphInstance instance.
*
* @param {Morph} morph - The {@link Morph} to instance.
*/ constructor(morph){
/** @private */ this.shaderCache = [];
/**
* The morph with its targets, which is being instanced.
*
* @type {Morph}
*/ this.morph = morph;
morph.incRefCount();
this.device = morph.device;
// weights
this._weights = [];
this._weightMap = new Map();
for(var v = 0; v < morph._targets.length; v++){
var target = morph._targets[v];
if (target.name) {
this._weightMap.set(target.name, v);
}
this.setWeight(v, target.defaultWeight);
}
// temporary array of targets with non-zero weight
this._activeTargets = [];
// max number of morph targets rendered at a time (each uses single texture slot)
this.maxSubmitCount = this.device.maxTextures;
// array for max number of weights
this._shaderMorphWeights = new Float32Array(this.maxSubmitCount);
// create render targets to morph targets into
var createRT = (name, textureVar)=>{
// render to appropriate, RGBA formats, we cannot render to RGB float / half float format in WEbGL
this[textureVar] = morph._createTexture(name, morph._renderTextureFormat);
return new RenderTarget({
colorBuffer: this[textureVar],
depth: false
});
};
if (morph.morphPositions) {
this.rtPositions = createRT('MorphRTPos', 'texturePositions');
}
if (morph.morphNormals) {
this.rtNormals = createRT('MorphRTNrm', 'textureNormals');
}
// texture params
this._textureParams = new Float32Array([
morph.morphTextureWidth,
morph.morphTextureHeight
]);
// position aabb data - expand it 2x on each side to handle the expected worse range. Note
// that this is only needed for the fallback solution using integer textures to encode positions
var halfSize = morph.aabb.halfExtents;
this._aabbSize = new Float32Array([
halfSize.x * 4,
halfSize.y * 4,
halfSize.z * 4
]);
var min = morph.aabb.getMin();
this._aabbMin = new Float32Array([
min.x * 2,
min.y * 2,
min.z * 2
]);
// aabb size and min factors for normal rendering, where the range is -1..1
this._aabbNrmSize = new Float32Array([
2,
2,
2
]);
this._aabbNrmMin = new Float32Array([
-1,
-1,
-1
]);
this.aabbSizeId = this.device.scope.resolve('aabbSize');
this.aabbMinId = this.device.scope.resolve('aabbMin');
// resolve possible texture names
for(var i = 0; i < this.maxSubmitCount; i++){
this["morphBlendTex" + i] = this.device.scope.resolve("morphBlendTex" + i);
}
this.morphFactor = this.device.scope.resolve('morphFactor[0]');
// true indicates render target textures are full of zeros to avoid rendering to them when all weights are zero
this.zeroTextures = false;
}
}
export { MorphInstance };