This commit is contained in:
Akko
2025-08-04 18:57:35 +02:00
parent 8cf6e78a79
commit 9495868c2e
5030 changed files with 518594 additions and 17609 deletions

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import { ExtensionType } from '../../../extensions/Extensions';
import { Shader } from '../../../rendering/renderers/shared/shader/Shader';
import type { Graphics } from '../shared/Graphics';
import type { GraphicsAdaptor, GraphicsPipe } from '../shared/GraphicsPipe';
/**
* A GraphicsAdaptor that uses the GPU to render graphics.
* @memberof rendering
* @ignore
*/
export declare class GpuGraphicsAdaptor implements GraphicsAdaptor {
/** @ignore */
static extension: {
readonly type: readonly [ExtensionType.WebGPUPipesAdaptor];
readonly name: "graphics";
};
shader: Shader;
init(): void;
execute(graphicsPipe: GraphicsPipe, renderable: Graphics): void;
destroy(): void;
}

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'use strict';
var Extensions = require('../../../extensions/Extensions.js');
var Matrix = require('../../../maths/matrix/Matrix.js');
var maxRecommendedTextures = require('../../../rendering/batcher/gl/utils/maxRecommendedTextures.js');
var getTextureBatchBindGroup = require('../../../rendering/batcher/gpu/getTextureBatchBindGroup.js');
var compileHighShaderToProgram = require('../../../rendering/high-shader/compileHighShaderToProgram.js');
var colorBit = require('../../../rendering/high-shader/shader-bits/colorBit.js');
var generateTextureBatchBit = require('../../../rendering/high-shader/shader-bits/generateTextureBatchBit.js');
var localUniformBit = require('../../../rendering/high-shader/shader-bits/localUniformBit.js');
var roundPixelsBit = require('../../../rendering/high-shader/shader-bits/roundPixelsBit.js');
var Shader = require('../../../rendering/renderers/shared/shader/Shader.js');
var UniformGroup = require('../../../rendering/renderers/shared/shader/UniformGroup.js');
"use strict";
class GpuGraphicsAdaptor {
init() {
const localUniforms = new UniformGroup.UniformGroup({
uTransformMatrix: { value: new Matrix.Matrix(), type: "mat3x3<f32>" },
uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
uRound: { value: 0, type: "f32" }
});
const gpuProgram = compileHighShaderToProgram.compileHighShaderGpuProgram({
name: "graphics",
bits: [
colorBit.colorBit,
generateTextureBatchBit.generateTextureBatchBit(maxRecommendedTextures.getMaxTexturesPerBatch()),
localUniformBit.localUniformBitGroup2,
roundPixelsBit.roundPixelsBit
]
});
this.shader = new Shader.Shader({
gpuProgram,
resources: {
// added on the fly!
localUniforms
}
});
}
execute(graphicsPipe, renderable) {
const context = renderable.context;
const shader = context.customShader || this.shader;
const renderer = graphicsPipe.renderer;
const contextSystem = renderer.graphicsContext;
const {
batcher,
instructions
} = contextSystem.getContextRenderData(context);
const encoder = renderer.encoder;
encoder.setPipelineFromGeometryProgramAndState(
batcher.geometry,
shader.gpuProgram,
graphicsPipe.state
);
encoder.setGeometry(batcher.geometry, shader.gpuProgram);
const globalUniformsBindGroup = renderer.globalUniforms.bindGroup;
encoder.setBindGroup(0, globalUniformsBindGroup, shader.gpuProgram);
const localBindGroup = renderer.renderPipes.uniformBatch.getUniformBindGroup(shader.resources.localUniforms, true);
encoder.setBindGroup(2, localBindGroup, shader.gpuProgram);
const batches = instructions.instructions;
for (let i = 0; i < instructions.instructionSize; i++) {
const batch = batches[i];
shader.groups[1] = batch.bindGroup;
if (!batch.gpuBindGroup) {
const textureBatch = batch.textures;
batch.bindGroup = getTextureBatchBindGroup.getTextureBatchBindGroup(textureBatch.textures, textureBatch.count);
batch.gpuBindGroup = renderer.bindGroup.getBindGroup(
batch.bindGroup,
shader.gpuProgram,
1
);
}
encoder.setBindGroup(1, batch.bindGroup, shader.gpuProgram);
encoder.renderPassEncoder.drawIndexed(batch.size, 1, batch.start);
}
}
destroy() {
this.shader.destroy(true);
this.shader = null;
}
}
/** @ignore */
GpuGraphicsAdaptor.extension = {
type: [
Extensions.ExtensionType.WebGPUPipesAdaptor
],
name: "graphics"
};
exports.GpuGraphicsAdaptor = GpuGraphicsAdaptor;
//# sourceMappingURL=GpuGraphicsAdaptor.js.map

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import { ExtensionType } from '../../../extensions/Extensions.mjs';
import { Matrix } from '../../../maths/matrix/Matrix.mjs';
import { getMaxTexturesPerBatch } from '../../../rendering/batcher/gl/utils/maxRecommendedTextures.mjs';
import { getTextureBatchBindGroup } from '../../../rendering/batcher/gpu/getTextureBatchBindGroup.mjs';
import { compileHighShaderGpuProgram } from '../../../rendering/high-shader/compileHighShaderToProgram.mjs';
import { colorBit } from '../../../rendering/high-shader/shader-bits/colorBit.mjs';
import { generateTextureBatchBit } from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit.mjs';
import { localUniformBitGroup2 } from '../../../rendering/high-shader/shader-bits/localUniformBit.mjs';
import { roundPixelsBit } from '../../../rendering/high-shader/shader-bits/roundPixelsBit.mjs';
import { Shader } from '../../../rendering/renderers/shared/shader/Shader.mjs';
import { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup.mjs';
"use strict";
class GpuGraphicsAdaptor {
init() {
const localUniforms = new UniformGroup({
uTransformMatrix: { value: new Matrix(), type: "mat3x3<f32>" },
uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
uRound: { value: 0, type: "f32" }
});
const gpuProgram = compileHighShaderGpuProgram({
name: "graphics",
bits: [
colorBit,
generateTextureBatchBit(getMaxTexturesPerBatch()),
localUniformBitGroup2,
roundPixelsBit
]
});
this.shader = new Shader({
gpuProgram,
resources: {
// added on the fly!
localUniforms
}
});
}
execute(graphicsPipe, renderable) {
const context = renderable.context;
const shader = context.customShader || this.shader;
const renderer = graphicsPipe.renderer;
const contextSystem = renderer.graphicsContext;
const {
batcher,
instructions
} = contextSystem.getContextRenderData(context);
const encoder = renderer.encoder;
encoder.setPipelineFromGeometryProgramAndState(
batcher.geometry,
shader.gpuProgram,
graphicsPipe.state
);
encoder.setGeometry(batcher.geometry, shader.gpuProgram);
const globalUniformsBindGroup = renderer.globalUniforms.bindGroup;
encoder.setBindGroup(0, globalUniformsBindGroup, shader.gpuProgram);
const localBindGroup = renderer.renderPipes.uniformBatch.getUniformBindGroup(shader.resources.localUniforms, true);
encoder.setBindGroup(2, localBindGroup, shader.gpuProgram);
const batches = instructions.instructions;
for (let i = 0; i < instructions.instructionSize; i++) {
const batch = batches[i];
shader.groups[1] = batch.bindGroup;
if (!batch.gpuBindGroup) {
const textureBatch = batch.textures;
batch.bindGroup = getTextureBatchBindGroup(textureBatch.textures, textureBatch.count);
batch.gpuBindGroup = renderer.bindGroup.getBindGroup(
batch.bindGroup,
shader.gpuProgram,
1
);
}
encoder.setBindGroup(1, batch.bindGroup, shader.gpuProgram);
encoder.renderPassEncoder.drawIndexed(batch.size, 1, batch.start);
}
}
destroy() {
this.shader.destroy(true);
this.shader = null;
}
}
/** @ignore */
GpuGraphicsAdaptor.extension = {
type: [
ExtensionType.WebGPUPipesAdaptor
],
name: "graphics"
};
export { GpuGraphicsAdaptor };
//# sourceMappingURL=GpuGraphicsAdaptor.mjs.map

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export declare function colorToUniform(rgb: number, alpha: number, out: Float32Array, offset: number): void;
export declare function color32BitToUniform(abgr: number, out: Float32Array, offset: number): void;

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'use strict';
"use strict";
function colorToUniform(rgb, alpha, out, offset) {
out[offset++] = (rgb >> 16 & 255) / 255;
out[offset++] = (rgb >> 8 & 255) / 255;
out[offset++] = (rgb & 255) / 255;
out[offset++] = alpha;
}
function color32BitToUniform(abgr, out, offset) {
const alpha = (abgr >> 24 & 255) / 255;
out[offset++] = (abgr & 255) / 255 * alpha;
out[offset++] = (abgr >> 8 & 255) / 255 * alpha;
out[offset++] = (abgr >> 16 & 255) / 255 * alpha;
out[offset++] = alpha;
}
exports.color32BitToUniform = color32BitToUniform;
exports.colorToUniform = colorToUniform;
//# sourceMappingURL=colorToUniform.js.map

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"use strict";
function colorToUniform(rgb, alpha, out, offset) {
out[offset++] = (rgb >> 16 & 255) / 255;
out[offset++] = (rgb >> 8 & 255) / 255;
out[offset++] = (rgb & 255) / 255;
out[offset++] = alpha;
}
function color32BitToUniform(abgr, out, offset) {
const alpha = (abgr >> 24 & 255) / 255;
out[offset++] = (abgr & 255) / 255 * alpha;
out[offset++] = (abgr >> 8 & 255) / 255 * alpha;
out[offset++] = (abgr >> 16 & 255) / 255 * alpha;
out[offset++] = alpha;
}
export { color32BitToUniform, colorToUniform };
//# sourceMappingURL=colorToUniform.mjs.map

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{"version":3,"file":"colorToUniform.mjs","sources":["../../../../src/scene/graphics/gpu/colorToUniform.ts"],"sourcesContent":["export function colorToUniform(rgb: number, alpha: number, out: Float32Array, offset: number)\n{\n // TODO replace with Color..\n out[offset++] = ((rgb >> 16) & 0xFF) / 255;\n out[offset++] = ((rgb >> 8) & 0xFF) / 255;\n out[offset++] = (rgb & 0xFF) / 255;\n out[offset++] = alpha;\n}\n\nexport function color32BitToUniform(abgr: number, out: Float32Array, offset: number)\n{\n const alpha = ((abgr >> 24) & 0xFF) / 255;\n\n out[offset++] = ((abgr & 0xFF) / 255) * alpha;\n out[offset++] = (((abgr >> 8) & 0xFF) / 255) * alpha;\n out[offset++] = (((abgr >> 16) & 0xFF) / 255) * alpha;\n out[offset++] = alpha;\n}\n"],"names":[],"mappings":";AAAO,SAAS,cAAe,CAAA,GAAA,EAAa,KAAe,EAAA,GAAA,EAAmB,MAC9E,EAAA;AAEI,EAAA,GAAA,CAAI,MAAQ,EAAA,CAAA,GAAA,CAAM,GAAO,IAAA,EAAA,GAAM,GAAQ,IAAA,GAAA,CAAA;AACvC,EAAA,GAAA,CAAI,MAAQ,EAAA,CAAA,GAAA,CAAM,GAAO,IAAA,CAAA,GAAK,GAAQ,IAAA,GAAA,CAAA;AACtC,EAAI,GAAA,CAAA,MAAA,EAAQ,CAAK,GAAA,CAAA,GAAA,GAAM,GAAQ,IAAA,GAAA,CAAA;AAC/B,EAAA,GAAA,CAAI,QAAQ,CAAI,GAAA,KAAA,CAAA;AACpB,CAAA;AAEgB,SAAA,mBAAA,CAAoB,IAAc,EAAA,GAAA,EAAmB,MACrE,EAAA;AACI,EAAM,MAAA,KAAA,GAAA,CAAU,IAAQ,IAAA,EAAA,GAAM,GAAQ,IAAA,GAAA,CAAA;AAEtC,EAAA,GAAA,CAAI,MAAQ,EAAA,CAAA,GAAA,CAAM,IAAO,GAAA,GAAA,IAAQ,GAAO,GAAA,KAAA,CAAA;AACxC,EAAA,GAAA,CAAI,MAAQ,EAAA,CAAA,GAAA,CAAO,IAAQ,IAAA,CAAA,GAAK,OAAQ,GAAO,GAAA,KAAA,CAAA;AAC/C,EAAA,GAAA,CAAI,MAAQ,EAAA,CAAA,GAAA,CAAO,IAAQ,IAAA,EAAA,GAAM,OAAQ,GAAO,GAAA,KAAA,CAAA;AAChD,EAAA,GAAA,CAAI,QAAQ,CAAI,GAAA,KAAA,CAAA;AACpB;;;;"}