oktaeder/src/oktaeder.ts

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2023-07-26 21:13:16 +00:00
/*!
* This Source Code Form is subject to the terms of the Mozilla Public License,
* v. 2.0. If a copy of the MPL was not distributed with this file, You can
* obtain one at http://mozilla.org/MPL/2.0/.
*/
import { IndexBuffer, IndexBufferProps, Material, MaterialProps, Texture2D, Texture2DProps, VertexBuffer, VertexBufferProps } from "./resources";
export class Renderer {
_adapter: GPUAdapter;
_device: GPUDevice;
_context: GPUCanvasContext;
_format: GPUTextureFormat;
/** 1×1 rgba8unorm texture of [255, 255, 255, 255] */
_textureWhite: Texture2D;
/** 1×1 rgba8unorm texture of [0, 0, 0, 255] */
_textureBlack: Texture2D;
/** 1×1 rgba8unorm texture of [128, 128, 128, 255] */
_textureNormal: Texture2D;
/**
* This constructor is intended primarily for internal use. Consider using
* `Renderer.createIndexBuffer` instead.
*/
private constructor (
adapter: GPUAdapter,
device: GPUDevice,
context: GPUCanvasContext,
format: GPUTextureFormat,
) {
this._adapter = adapter;
this._device = device;
this._context = context;
this._format = format;
this._textureWhite = new Texture2D(this, {
width: 1,
height: 1,
format: "linear",
});
this._textureWhite.writeFull(new Uint8Array([255, 255, 255, 255]));
this._textureBlack = new Texture2D(this, {
width: 1,
height: 1,
format: "linear",
});
this._textureBlack.writeFull(new Uint8Array([0, 0, 0, 255]));
this._textureNormal = new Texture2D(this, {
width: 1,
height: 1,
format: "linear",
});
this._textureNormal.writeFull(new Uint8Array([128, 128, 128, 255]));
}
static async init(canvas: HTMLCanvasElement) {
if (!navigator.gpu) {
throw new Error("WebGPU is not supported");
}
const adapter = await navigator.gpu.requestAdapter({
powerPreference: "high-performance",
});
if (adapter === null) {
throw new Error("GPUAdapter is not available");
}
const device = await adapter.requestDevice();
const context = canvas.getContext("webgpu");
if (context === null) {
throw new Error("GPUCanvasContext is not available");
}
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({ device, format });
}
/**
* Disposes resources internal to the renderer. Doesn't dispose any objects
* created with this renderer. The renderer should not be used after calling
* this method.
* @returns `this` for chaining
*/
dispose(): Renderer {
this._textureWhite.dispose();
this._textureBlack.dispose();
this._textureNormal.dispose();
return this;
}
createIndexBuffer(props: IndexBufferProps): IndexBuffer {
return new IndexBuffer(this, props);
}
createMaterial(props: MaterialProps): Material {
return new Material(this, props);
}
createTexture(props: Texture2DProps): Texture2D {
return new Texture2D(this, props);
}
createVertexBuffer(props: VertexBufferProps): VertexBuffer {
return new VertexBuffer(this, props);
}
}