oktaeder/src/oktaeder.ts

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/*!
* 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/.
*/
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export * from "./_BinaryWriter";
export * from "./shader";
import { _BinaryWriter as BinaryWriter } from "./_BinaryWriter";
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import { _Mapping as Mapping } from "./_Mapping";
import { Camera, Material, Matrix4x4, Node, Scene, Vector3, isDirectionalLight, isPointLight, preOrder } from "./data";
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import { IndexBuffer, IndexBufferProps, Texture2D, Texture2DProps, VertexBuffer, VertexBufferProps } from "./resources";
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import { ShaderFlagKey, ShaderFlags, createPipeline, shaderFlagsKey } from "./shader";
const _matrixOStoWSNormal = new Matrix4x4(
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NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
);
const _matrixWStoVS = new Matrix4x4(
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
);
const _matrixVStoCS = new Matrix4x4(
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
NaN, NaN, NaN, NaN,
);
const _directionWS = new Vector3(NaN, NaN, NaN);
const _positionWS = new Vector3(NaN, NaN, NaN);
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;
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_depthBuffer: Texture2D;
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_globalBindGroupLayout: GPUBindGroupLayout;
_materialBindGroupLayout: GPUBindGroupLayout;
_objectBindGroupLayout: GPUBindGroupLayout;
_pipelineLayout: GPUPipelineLayout;
_pipelineCache: Map<ShaderFlagKey, GPURenderPipeline>;
_uniformWriter: BinaryWriter;
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_uniformBuffer: GPUBuffer;
_lightWriter: BinaryWriter;
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_pointLightBuffer: GPUBuffer;
_directionalLightBuffer: GPUBuffer;
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_sampler: GPUSampler;
_globalBindGroup: GPUBindGroup;
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_objectBindGroup: GPUBindGroup;
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/**
* This constructor is intended primarily for internal use. Consider using
* `Renderer.createIndexBuffer` instead.
*/
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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, {
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name: "White",
width: 1,
height: 1,
format: "linear",
});
this._textureWhite.writeFull(new Uint8Array([255, 255, 255, 255]));
this._textureBlack = new Texture2D(this, {
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name: "Black",
width: 1,
height: 1,
format: "linear",
});
this._textureBlack.writeFull(new Uint8Array([0, 0, 0, 255]));
this._textureNormal = new Texture2D(this, {
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name: "Normal",
width: 1,
height: 1,
format: "linear",
});
this._textureNormal.writeFull(new Uint8Array([128, 128, 128, 255]));
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const framebufferTexture = this._context.getCurrentTexture();
this._depthBuffer = new Texture2D(this, {
name: "Depth Buffer",
width: framebufferTexture.width,
height: framebufferTexture.height,
format: "depth",
});
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this._globalBindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: {
hasDynamicOffset: true,
type: "uniform",
},
},
{
binding: 1,
visibility: GPUShaderStage.FRAGMENT,
buffer: {
type: "read-only-storage",
},
},
{
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
buffer: {
type: "read-only-storage",
},
},
],
label: "Global",
});
this._materialBindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.FRAGMENT,
buffer: {
hasDynamicOffset: true,
type: "uniform",
},
},
{
binding: 1,
visibility: GPUShaderStage.FRAGMENT,
sampler: { type: "filtering" },
},
{
binding: 2,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: "float",
viewDimension: "2d",
},
},
{
binding: 3,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: "float",
viewDimension: "2d",
},
},
{
binding: 4,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: "float",
viewDimension: "2d",
},
},
{
binding: 5,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: "float",
viewDimension: "2d",
},
},
{
binding: 6,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: "float",
viewDimension: "2d",
},
},
{
binding: 7,
visibility: GPUShaderStage.FRAGMENT,
texture: {
sampleType: "float",
viewDimension: "2d",
},
},
],
label: "Material",
});
this._objectBindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX,
buffer: {
hasDynamicOffset: true,
type: "uniform",
},
},
],
label: "Object",
});
this._pipelineLayout = device.createPipelineLayout({
bindGroupLayouts: [
this._globalBindGroupLayout,
this._materialBindGroupLayout,
this._objectBindGroupLayout,
],
});
this._pipelineCache = new Map();
this._uniformWriter = new BinaryWriter();
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this._uniformBuffer = device.createBuffer({
size: 4 * 1024 * 1024,
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.UNIFORM,
label: "Uniform",
});
this._lightWriter = new BinaryWriter();
this._pointLightBuffer = device.createBuffer({
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size: 1024 * 32,
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.STORAGE,
});
this._directionalLightBuffer = device.createBuffer({
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size: 1024 * 32,
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.STORAGE,
});
this._sampler = device.createSampler({
addressModeU: "repeat",
addressModeV: "repeat",
addressModeW: "repeat",
magFilter: "linear",
minFilter: "linear",
mipmapFilter: "linear",
maxAnisotropy: 16,
});
this._globalBindGroup = device.createBindGroup({
layout: this._globalBindGroupLayout,
entries: [
{ binding: 0, resource: { buffer: this._uniformBuffer } },
{ binding: 1, resource: { buffer: this._pointLightBuffer } },
{ binding: 2, resource: { buffer: this._directionalLightBuffer } },
],
label: "Global",
});
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this._objectBindGroup = device.createBindGroup({
layout: this._objectBindGroupLayout,
entries: [
{ binding: 0, resource: { buffer: this._uniformBuffer } },
],
label: "Object",
});
}
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static async init(canvas: HTMLCanvasElement): Promise<Renderer> {
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 });
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return new Renderer(adapter, device, context, 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();
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this._depthBuffer.dispose();
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this._uniformBuffer.destroy();
this._directionalLightBuffer.destroy();
this._pointLightBuffer.destroy();
return this;
}
createIndexBuffer(props: IndexBufferProps): IndexBuffer {
return new IndexBuffer(this, props);
}
createTexture(props: Texture2DProps): Texture2D {
return new Texture2D(this, props);
}
createVertexBuffer(props: VertexBufferProps): VertexBuffer {
return new VertexBuffer(this, props);
}
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_getOrCreatePipeline(flags: ShaderFlags): GPURenderPipeline {
const key = shaderFlagsKey(flags);
let pipeline = this._pipelineCache.get(key);
if (pipeline !== undefined) {
return pipeline;
}
pipeline = createPipeline(this, flags);
this._pipelineCache.set(key, pipeline);
return pipeline;
}
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render(scene: Scene, camera: Camera): Renderer {
const cameraNode = camera._node;
if (cameraNode === null) {
throw new Error(`Cannot render with a detached camera. Camera [${camera._name}] is not attached to a node.`);
}
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const { width, height } = this._context.getCurrentTexture();
if (this._depthBuffer.width !== width || this._depthBuffer.height !== height) {
this._depthBuffer.resizeDiscard({
width,
height,
});
}
const encoder = this._device.createCommandEncoder();
const pass = encoder.beginRenderPass({
colorAttachments: [{
view: this._context.getCurrentTexture().createView(),
loadOp: "clear",
storeOp: "store",
}],
depthStencilAttachment: {
view: this._depthBuffer._textureView,
depthClearValue: 0,
depthLoadOp: "clear",
depthStoreOp: "store",
},
});
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this._uniformWriter.clear();
// gather materials
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const materialMapping = new Mapping<Material>();
for (const node of preOrder(scene._nodes)) {
for (const material of node._materials) {
materialMapping.add(material);
}
}
const materialBindGroups = materialMapping.table.map((material) => {
const offset = this._uniformWriter._length;
this._uniformWriter.writeColorF32(material._baseColor);
this._uniformWriter.writeF32(material._partialCoverage);
this._uniformWriter.writeColorF32(material._transmission);
this._uniformWriter.writeF32(material._collimation);
this._uniformWriter.writeF32(material._occlusionTextureStrength);
this._uniformWriter.writeF32(material._roughness);
this._uniformWriter.writeF32(material._metallic);
this._uniformWriter.writeF32(material._normalScale);
this._uniformWriter.writeColorF32(material._emissive);
this._uniformWriter.writeF32(material._ior);
const bindGroup = this._device.createBindGroup({
layout: this._materialBindGroupLayout,
entries: [
{ binding: 0, resource: { buffer: this._uniformBuffer } },
{ binding: 1, resource: this._sampler },
{ binding: 2, resource: material._baseColorPartialCoverageTexture?._textureView ?? this._textureWhite._textureView },
{ binding: 3, resource: material._occlusionTexture?._textureView ?? this._textureWhite._textureView },
{ binding: 4, resource: material._roughnessMetallicTexture?._textureView ?? this._textureWhite._textureView },
{ binding: 5, resource: material._normalTexture?._textureView ?? this._textureNormal._textureView },
{ binding: 6, resource: material._emissiveTexture?._textureView ?? this._textureWhite._textureView },
{ binding: 7, resource: material._transmissionCollimationTexture?._textureView ?? this._textureBlack._textureView },
],
label: material._name,
});
return { offset, bindGroup };
});
// gather objects
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const objectMapping = new Mapping<Node>();
for (const node of preOrder(scene._nodes)) {
if (node._mesh !== null) {
objectMapping.add(node);
}
}
const objectOffsets = objectMapping.table.map((object) => {
const offset = this._uniformWriter._length;
object._updateWorldMatrix();
this._uniformWriter.writeMatrix4x4(object._worldMatrix);
this._uniformWriter.writeMatrix4x4(_matrixOStoWSNormal.setObject(object._worldMatrix).inverseTransposeAffine());
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return offset;
});
// gather point lights
this._lightWriter.clear();
let pointLightCount = 0;
for (const node of preOrder(scene._nodes)) {
const light = node._light;
if (!isPointLight(light)) continue;
node._updateWorldMatrix();
_positionWS.set(node._worldMatrix.tx, node._worldMatrix.ty, node._worldMatrix.tz);
this._lightWriter.writeVector3(_positionWS);
this._lightWriter.writeU32(0);
this._lightWriter.writeColorF32(light._color);
this._lightWriter.writeU32(0);
pointLightCount += 1;
}
this._device.queue.writeBuffer(this._pointLightBuffer, 0, this._lightWriter.subarray);
// gather directional lights
this._lightWriter.clear();
let directionalLightCount = 0;
for (const node of preOrder(scene._nodes)) {
const light = node._light;
if (!isDirectionalLight(light)) continue;
node._updateWorldMatrix();
_directionWS.set(-node._worldMatrix.kx, -node._worldMatrix.ky, -node._worldMatrix.kz);
_directionWS.normalize();
this._lightWriter.writeVector3(_directionWS);
this._lightWriter.writeU32(0);
this._lightWriter.writeColorF32(light._color);
this._lightWriter.writeU32(0);
directionalLightCount += 1;
}
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this._device.queue.writeBuffer(this._directionalLightBuffer, 0, this._lightWriter.subarray);
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// global uniforms
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const globalUniformsOffset = this._uniformWriter._length;
cameraNode._updateWorldMatrix();
_matrixWStoVS.setObject(cameraNode._worldMatrix).inverseAffine();
camera.computeProjectionMatrix(width / height, _matrixVStoCS);
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this._uniformWriter.writeMatrix4x4(_matrixWStoVS);
this._uniformWriter.writeMatrix4x4(_matrixVStoCS);
this._uniformWriter.writeColorF32(scene._ambientLight);
this._uniformWriter.writeU32(pointLightCount);
this._uniformWriter.writeU32(directionalLightCount);
this._uniformWriter.writeU32(0);
this._uniformWriter.writeU32(0);
this._uniformWriter.writeU32(0);
// upload uniforms
this._device.queue.writeBuffer(this._uniformBuffer, 0, this._uniformWriter.subarray);
// render
pass.setBindGroup(0, this._globalBindGroup, [globalUniformsOffset]);
for (let oi = 0; oi < objectMapping.table.length; ++oi) {
const object = objectMapping.table[oi]!;
const objectOffset = objectOffsets[oi]!;
const mesh = object.mesh!;
const { _vertexBuffer: vertexBuffer, _indexBuffer: indexBuffer } = mesh;
const flags: ShaderFlags = {
texCoord: vertexBuffer._texCoordBuffer !== null,
lightTexCoord: vertexBuffer._lightTexCoordBuffer !== null,
normal: vertexBuffer._normalBuffer !== null,
tangent: vertexBuffer._tangentBuffer !== null,
};
const renderPipeline = this._getOrCreatePipeline(flags);
pass.setPipeline(renderPipeline);
pass.setVertexBuffer(0, vertexBuffer._positionBuffer);
pass.setVertexBuffer(1, vertexBuffer._texCoordBuffer);
pass.setVertexBuffer(2, vertexBuffer._lightTexCoordBuffer);
pass.setVertexBuffer(3, vertexBuffer._normalBuffer);
pass.setVertexBuffer(4, vertexBuffer._tangentBuffer);
pass.setIndexBuffer(indexBuffer._buffer, indexBuffer._indexFormat);
pass.setBindGroup(2, this._objectBindGroup, [objectOffset]);
for (let si = 0; si < mesh._submeshes.length; ++si) {
const submesh = mesh._submeshes[si]!;
const material = object._materials[si]!;
const { bindGroup: materialBindGroup, offset: materialOffset } = materialBindGroups[materialMapping.get(material)!]!;
pass.setBindGroup(1, materialBindGroup, [materialOffset]);
pass.drawIndexed(submesh.length, 1, submesh.start, 0, 0);
}
}
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pass.end();
const commandBuffer = encoder.finish();
this._device.queue.submit([commandBuffer]);
return this;
}
}