302 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			302 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import UniformBuffer from './UniformBuffer.js'; | ||
|  | import { GPU_CHUNK_BYTES } from './Constants.js'; | ||
|  | 
 | ||
|  | class UniformsGroup extends UniformBuffer { | ||
|  | 
 | ||
|  | 	constructor( name ) { | ||
|  | 
 | ||
|  | 		super( name ); | ||
|  | 
 | ||
|  | 		this.isUniformsGroup = true; | ||
|  | 
 | ||
|  | 		// the order of uniforms in this array must match the order of uniforms in the shader
 | ||
|  | 
 | ||
|  | 		this.uniforms = []; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	addUniform( uniform ) { | ||
|  | 
 | ||
|  | 		this.uniforms.push( uniform ); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	removeUniform( uniform ) { | ||
|  | 
 | ||
|  | 		const index = this.uniforms.indexOf( uniform ); | ||
|  | 
 | ||
|  | 		if ( index !== - 1 ) { | ||
|  | 
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|  | 			this.uniforms.splice( index, 1 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	get buffer() { | ||
|  | 
 | ||
|  | 		let buffer = this._buffer; | ||
|  | 
 | ||
|  | 		if ( buffer === null ) { | ||
|  | 
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|  | 			const byteLength = this.byteLength; | ||
|  | 
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|  | 			buffer = new Float32Array( new ArrayBuffer( byteLength ) ); | ||
|  | 
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|  | 			this._buffer = buffer; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
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|  | 		return buffer; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
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|  | 	get byteLength() { | ||
|  | 
 | ||
|  | 		let offset = 0; // global buffer offset in bytes
 | ||
|  | 
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|  | 		for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) { | ||
|  | 
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|  | 			const uniform = this.uniforms[ i ]; | ||
|  | 
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|  | 			const { boundary, itemSize } = uniform; | ||
|  | 
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|  | 			// offset within a single chunk in bytes
 | ||
|  | 
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|  | 			const chunkOffset = offset % GPU_CHUNK_BYTES; | ||
|  | 			const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset; | ||
|  | 
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|  | 			// conformance tests
 | ||
|  | 
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|  | 			if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) { | ||
|  | 
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|  | 				// check for chunk overflow
 | ||
|  | 
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|  | 				offset += ( GPU_CHUNK_BYTES - chunkOffset ); | ||
|  | 
 | ||
|  | 			} else if ( chunkOffset % boundary !== 0 ) { | ||
|  | 
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|  | 				// check for correct alignment
 | ||
|  | 
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|  | 				offset += ( chunkOffset % boundary ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
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|  | 			uniform.offset = ( offset / this.bytesPerElement ); | ||
|  | 
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|  | 			offset += ( itemSize * this.bytesPerElement ); | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
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|  | 	update() { | ||
|  | 
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|  | 		let updated = false; | ||
|  | 
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|  | 		for ( const uniform of this.uniforms ) { | ||
|  | 
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|  | 			if ( this.updateByType( uniform ) === true ) { | ||
|  | 
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|  | 				updated = true; | ||
|  | 
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|  | 			} | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return updated; | ||
|  | 
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|  | 	} | ||
|  | 
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|  | 	updateByType( uniform ) { | ||
|  | 
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|  | 		if ( uniform.isFloatUniform ) return this.updateNumber( uniform ); | ||
|  | 		if ( uniform.isVector2Uniform ) return this.updateVector2( uniform ); | ||
|  | 		if ( uniform.isVector3Uniform ) return this.updateVector3( uniform ); | ||
|  | 		if ( uniform.isVector4Uniform ) return this.updateVector4( uniform ); | ||
|  | 		if ( uniform.isColorUniform ) return this.updateColor( uniform ); | ||
|  | 		if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform ); | ||
|  | 		if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform ); | ||
|  | 
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|  | 		console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
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|  | 	updateNumber( uniform ) { | ||
|  | 
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|  | 		let updated = false; | ||
|  | 
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|  | 		const a = this.buffer; | ||
|  | 		const v = uniform.getValue(); | ||
|  | 		const offset = uniform.offset; | ||
|  | 
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|  | 		if ( a[ offset ] !== v ) { | ||
|  | 
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|  | 			a[ offset ] = v; | ||
|  | 			updated = true; | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return updated; | ||
|  | 
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|  | 	} | ||
|  | 
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|  | 	updateVector2( uniform ) { | ||
|  | 
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|  | 		let updated = false; | ||
|  | 
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|  | 		const a = this.buffer; | ||
|  | 		const v = uniform.getValue(); | ||
|  | 		const offset = uniform.offset; | ||
|  | 
 | ||
|  | 		if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) { | ||
|  | 
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|  | 			a[ offset + 0 ] = v.x; | ||
|  | 			a[ offset + 1 ] = v.y; | ||
|  | 
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|  | 			updated = true; | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return updated; | ||
|  | 
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|  | 	} | ||
|  | 
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|  | 	updateVector3( uniform ) { | ||
|  | 
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|  | 		let updated = false; | ||
|  | 
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|  | 		const a = this.buffer; | ||
|  | 		const v = uniform.getValue(); | ||
|  | 		const offset = uniform.offset; | ||
|  | 
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|  | 		if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) { | ||
|  | 
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|  | 			a[ offset + 0 ] = v.x; | ||
|  | 			a[ offset + 1 ] = v.y; | ||
|  | 			a[ offset + 2 ] = v.z; | ||
|  | 
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|  | 			updated = true; | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return updated; | ||
|  | 
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|  | 	} | ||
|  | 
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|  | 	updateVector4( uniform ) { | ||
|  | 
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|  | 		let updated = false; | ||
|  | 
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|  | 		const a = this.buffer; | ||
|  | 		const v = uniform.getValue(); | ||
|  | 		const offset = uniform.offset; | ||
|  | 
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|  | 		if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) { | ||
|  | 
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|  | 			a[ offset + 0 ] = v.x; | ||
|  | 			a[ offset + 1 ] = v.y; | ||
|  | 			a[ offset + 2 ] = v.z; | ||
|  | 			a[ offset + 3 ] = v.w; | ||
|  | 
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|  | 			updated = true; | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return updated; | ||
|  | 
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|  | 	} | ||
|  | 
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|  | 	updateColor( uniform ) { | ||
|  | 
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|  | 		let updated = false; | ||
|  | 
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|  | 		const a = this.buffer; | ||
|  | 		const c = uniform.getValue(); | ||
|  | 		const offset = uniform.offset; | ||
|  | 
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|  | 		if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) { | ||
|  | 
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|  | 			a[ offset + 0 ] = c.r; | ||
|  | 			a[ offset + 1 ] = c.g; | ||
|  | 			a[ offset + 2 ] = c.b; | ||
|  | 
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|  | 			updated = true; | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return updated; | ||
|  | 
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|  | 	} | ||
|  | 
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|  | 	updateMatrix3( uniform ) { | ||
|  | 
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|  | 		let updated = false; | ||
|  | 
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|  | 		const a = this.buffer; | ||
|  | 		const e = uniform.getValue().elements; | ||
|  | 		const offset = uniform.offset; | ||
|  | 
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|  | 		if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] || | ||
|  | 			a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] || | ||
|  | 			a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) { | ||
|  | 
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|  | 			a[ offset + 0 ] = e[ 0 ]; | ||
|  | 			a[ offset + 1 ] = e[ 1 ]; | ||
|  | 			a[ offset + 2 ] = e[ 2 ]; | ||
|  | 			a[ offset + 4 ] = e[ 3 ]; | ||
|  | 			a[ offset + 5 ] = e[ 4 ]; | ||
|  | 			a[ offset + 6 ] = e[ 5 ]; | ||
|  | 			a[ offset + 8 ] = e[ 6 ]; | ||
|  | 			a[ offset + 9 ] = e[ 7 ]; | ||
|  | 			a[ offset + 10 ] = e[ 8 ]; | ||
|  | 
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|  | 			updated = true; | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return updated; | ||
|  | 
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|  | 	} | ||
|  | 
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|  | 	updateMatrix4( uniform ) { | ||
|  | 
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|  | 		let updated = false; | ||
|  | 
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|  | 		const a = this.buffer; | ||
|  | 		const e = uniform.getValue().elements; | ||
|  | 		const offset = uniform.offset; | ||
|  | 
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|  | 		if ( arraysEqual( a, e, offset ) === false ) { | ||
|  | 
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|  | 			a.set( e, offset ); | ||
|  | 			updated = true; | ||
|  | 
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|  | 		} | ||
|  | 
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|  | 		return updated; | ||
|  | 
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|  | 	} | ||
|  | 
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|  | } | ||
|  | 
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|  | function arraysEqual( a, b, offset ) { | ||
|  | 
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|  | 	for ( let i = 0, l = b.length; i < l; i ++ ) { | ||
|  | 
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|  | 		if ( a[ offset + i ] !== b[ i ] ) return false; | ||
|  | 
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|  | 	} | ||
|  | 
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|  | 	return true; | ||
|  | 
 | ||
|  | } | ||
|  | 
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|  | export default UniformsGroup; |