playcanvas
Version:
PlayCanvas WebGL game engine
131 lines (128 loc) • 4.76 kB
JavaScript
import { Debug } from '../../core/debug.js';
import { BoundingBox } from '../../core/shape/bounding-box.js';
import { TYPE_UINT32, SEMANTIC_ATTR13, BUFFER_STATIC, ADDRESS_CLAMP_TO_EDGE, FILTER_NEAREST } from '../../platform/graphics/constants.js';
import { Texture } from '../../platform/graphics/texture.js';
import { VertexFormat } from '../../platform/graphics/vertex-format.js';
import { VertexBuffer } from '../../platform/graphics/vertex-buffer.js';
import { Mesh } from '../mesh.js';
/**
* @import { Vec2 } from '../../core/math/vec2.js';
* @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js'
* @import { GSplatData } from './gsplat-data.js';
* @import { GSplatCompressedData } from './gsplat-compressed-data.js';
* @import { GSplatSogsData } from './gsplat-sogs-data.js';
*/ /**
* Base class for a GSplat resource and defines common properties.
*
* @ignore
*/ class GSplatResourceBase {
constructor(device, gsplatData){
this.device = device;
this.gsplatData = gsplatData;
this.centers = new Float32Array(gsplatData.numSplats * 3);
gsplatData.getCenters(this.centers);
this.aabb = new BoundingBox();
gsplatData.calcAabb(this.aabb);
// construct the mesh
// number of quads to combine into a single instance. this is to increase occupancy
// in the vertex shader.
const splatInstanceSize = 128;
const numSplats = Math.ceil(gsplatData.numSplats / splatInstanceSize) * splatInstanceSize;
const numSplatInstances = numSplats / splatInstanceSize;
// specify the base splat index per instance
const indexData = new Uint32Array(numSplatInstances);
for(let i = 0; i < numSplatInstances; ++i){
indexData[i] = i * splatInstanceSize;
}
const vertexFormat = new VertexFormat(device, [
{
semantic: SEMANTIC_ATTR13,
components: 1,
type: TYPE_UINT32,
asInt: true
}
]);
// build the instance mesh
const meshPositions = new Float32Array(12 * splatInstanceSize);
const meshIndices = new Uint32Array(6 * splatInstanceSize);
for(let i = 0; i < splatInstanceSize; ++i){
meshPositions.set([
-1,
-1,
i,
1,
-1,
i,
1,
1,
i,
-1,
1,
i
], i * 12);
const b = i * 4;
meshIndices.set([
0 + b,
1 + b,
2 + b,
0 + b,
2 + b,
3 + b
], i * 6);
}
this.mesh = new Mesh(device);
this.mesh.setPositions(meshPositions, 3);
this.mesh.setIndices(meshIndices);
this.mesh.update();
// keep extra reference since mesh is shared between instances
this.mesh.incRefCount();
this.mesh.aabb.copy(this.aabb);
this.instanceIndices = new VertexBuffer(device, vertexFormat, numSplatInstances, {
usage: BUFFER_STATIC,
data: indexData.buffer
});
}
destroy() {
this.mesh?.destroy();
this.instanceIndices?.destroy();
}
get instanceSize() {
return 128; // number of splats per instance
}
get numSplats() {
return this.gsplatData.numSplats;
}
configureMaterial(material) {}
evalTextureSize(count) {}
/**
* Creates a new texture with the specified parameters.
*
* @param {string} name - The name of the texture to be created.
* @param {number} format - The pixel format of the texture.
* @param {Vec2} size - The size of the texture in a Vec2 object, containing width (x) and height (y).
* @param {Uint8Array|Uint16Array|Uint32Array} [data] - The initial data to fill the texture with.
* @returns {Texture} The created texture instance.
*/ createTexture(name, format, size, data) {
return new Texture(this.device, {
name: name,
width: size.x,
height: size.y,
format: format,
cubemap: false,
mipmaps: false,
minFilter: FILTER_NEAREST,
magFilter: FILTER_NEAREST,
addressU: ADDRESS_CLAMP_TO_EDGE,
addressV: ADDRESS_CLAMP_TO_EDGE,
...data ? {
levels: [
data
]
} : {}
});
}
instantiate() {
Debug.removed('GSplatResource.instantiate is removed. Use gsplat component instead');
}
}
export { GSplatResourceBase };