xgpu
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XGPU is an extendable library for WebGPU that provides a higher-level, easy-to-use interface for building rendering engines or processing numeric data. It handles automatic data binding, buffer alignment, variable declarations in shaders, and more. XGPU i
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JavaScript
// Copyright (c) 2023 Thomas Le Coz. All rights reserved.
// This code is governed by an MIT license that can be found in the LICENSE file.
import { XGPU } from "../../XGPU";
import { ImageTextureArray } from "./ImageTextureArray";
export class CubeMapTexture extends ImageTextureArray {
constructor(descriptor) {
descriptor = { ...descriptor };
if (!descriptor.dimension)
descriptor.dimension = "2d";
if (undefined === descriptor.usage)
descriptor.usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT;
super(descriptor);
if (descriptor.source)
this.sides = descriptor.source;
}
clone() {
if (!this.descriptor.source)
this.descriptor.source = this._bitmaps;
return new CubeMapTexture(this.descriptor);
}
set right(bmp) {
this._bitmaps[0] = bmp;
this.mustBeTransfered = true;
}
set left(bmp) {
if (!this.descriptor.source)
this.descriptor.source = {};
this._bitmaps[1] = bmp;
this.mustBeTransfered = true;
}
set bottom(bmp) {
if (!this.descriptor.source)
this.descriptor.source = {};
this._bitmaps[2] = bmp;
this.mustBeTransfered = true;
}
set top(bmp) {
if (!this.descriptor.source)
this.descriptor.source = {};
this._bitmaps[3] = bmp;
this.mustBeTransfered = true;
}
set back(bmp) {
if (!this.descriptor.source)
this.descriptor.source = {};
this._bitmaps[4] = bmp;
this.mustBeTransfered = true;
}
set front(bmp) {
if (!this.descriptor.source)
this.descriptor.source = {};
this._bitmaps[5] = bmp;
this.mustBeTransfered = true;
}
set sides(images) {
for (let i = 0; i < 6; i++)
this._bitmaps[i] = images[i];
this.mustBeTransfered = true;
this.update();
}
get sides() { return this._bitmaps; }
createGpuResource() {
if (this.gpuResource)
this.gpuResource.destroy();
this.gpuResource = XGPU.device.createTexture(this.descriptor);
this._view = this.gpuResource.createView({ dimension: 'cube' });
for (let i = 0; i < this.mustUpdate.length; i++)
this.mustUpdate[i] = true;
this.mustBeTransfered = true;
}
//-----
createDeclaration(varName, bindingId, groupId = 0) {
return "@binding(" + bindingId + ") @group(" + groupId + ") var " + varName + ":texture_cube<" + this.sampledType + ">;\n";
}
createBindGroupLayoutEntry(bindingId) {
let sampleType = "float";
if (this.sampledType === "i32")
sampleType = "sint";
else if (this.sampledType === "u32")
sampleType = "uint";
return {
binding: bindingId,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType,
viewDimension: "cube",
multisampled: false
},
};
}
createBindGroupEntry(bindingId) {
if (!this.gpuResource)
this.createGpuResource();
return {
binding: bindingId,
resource: this._view,
};
}
setPipelineType(pipelineType) {
if (pipelineType) { }
//use to handle particular cases in descriptor relative to the nature of pipeline
}
}