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