Reorganize stuff, vertex attribute types

This commit is contained in:
2023-07-29 02:01:22 +02:00
parent d0c1ecbd5d
commit 1f873f7d87
22 changed files with 1052 additions and 328 deletions

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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/.
*/
import { Renderer } from "../oktaeder";
export interface IndexBufferProps {
readonly name?: string;
readonly indexFormat: "uint16" | "uint32";
readonly indexCount: number;
}
export interface IndexBufferResizeProps {
readonly indexFormat?: "uint16" | "uint32";
readonly indexCount?: number;
}
export class IndexBuffer {
readonly type!: "IndexBuffer";
_renderer: Renderer;
_name: string;
_buffer: GPUBuffer;
_indexFormat: "uint16" | "uint32";
constructor(renderer: Renderer, {
name = "",
indexFormat,
indexCount,
}: IndexBufferProps) {
this._renderer = renderer;
this._name = name;
this._buffer = renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.INDEX,
size: indexCount * indexSize(indexFormat),
label: name,
});
this._indexFormat = indexFormat;
}
/**
* Destroys owned GPU resources. The index buffer should not be used after
* calling this method.
* @returns `this` for chaining
*/
dispose(): IndexBuffer {
this._buffer.destroy();
return this;
}
get indexCount(): number {
return this._buffer.size / indexSize(this._indexFormat) | 0;
}
writeArray(offset: number, indices: readonly number[]): IndexBuffer {
const array = this._indexFormat === "uint16" ? new Uint16Array(indices) : new Uint32Array(indices);
return this.writeTypedArray(offset, array);
}
writeTypedArray(offset: number, indices: Uint16Array | Uint32Array): IndexBuffer {
if (
this._indexFormat === "uint16" && !(indices instanceof Uint16Array)
|| this._indexFormat === "uint32" && !(indices instanceof Uint32Array)
) {
throw new Error(`Cannot write typed array to a mismatched index type. Typed array is of type ${indices.constructor.name}. Index buffer [${this._name}] uses format ${this._indexFormat}`);
}
this._renderer._device.queue.writeBuffer(this._buffer, offset * indexSize(this._indexFormat) | 0, indices);
return this;
}
/**
* Resize the index buffer, discarding currently stored data.
* @param props Desired buffer properties. Any unspecified property will
* stay unchanged.
* @returns `this` for chaining
*/
resizeDiscard({
indexFormat = this._indexFormat,
indexCount = this.indexCount,
}: IndexBufferResizeProps): IndexBuffer {
this._buffer.destroy();
this._buffer = this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.INDEX,
size: indexCount * indexSize(indexFormat),
label: this._name,
});
this._indexFormat = indexFormat;
return this;
}
/**
* Resize the index buffer if it can't hold provided number of indices or
* its index format is smaller than provided, potentially discarding
* currently stored data.
* @param props Desired buffer properties. Any unspecified property will
* be ignored.
* @returns `this` for chaining
*/
ensureSizeDiscard({
indexFormat = this._indexFormat,
indexCount = this.indexCount,
}): IndexBuffer {
if (this.indexCount >= indexCount && indexSize(this._indexFormat) >= indexSize(indexFormat)) {
return this;
}
return this.resizeDiscard({
indexFormat,
indexCount,
});
}
}
Object.defineProperty(IndexBuffer.prototype, "type", { value: "IndexBuffer" });
export function isIndexBuffer(value: unknown): value is IndexBuffer {
return Boolean(value) && (value as IndexBuffer).type === "IndexBuffer";
}
function indexSize(indexFormat: "uint16" | "uint32"): number {
switch (indexFormat) {
case "uint16": return 2;
case "uint32": return 4;
}
}

123
src/resources/Material.ts Normal file
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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/.
*/
import { Texture2D } from ".";
import { Color, ColorObject } from "../data";
import { Renderer } from "../oktaeder";
export const UNIFORM_BUFFER_SIZE = 64;
export interface MaterialProps {
name?: string;
baseColor?: ColorObject;
partialCoverage?: number;
occlusionTextureStrength?: number;
metallic?: number;
roughness?: number;
normalScale?: number;
emissive?: ColorObject;
transmission?: ColorObject;
collimation?: number;
ior?: number;
baseColorPartialCoverageTexture?: Texture2D | null;
occlusionMetallicRoughnessTexture?: Texture2D | null;
normalTexture?: Texture2D | null;
emissiveTexture?: Texture2D | null;
transmissionCollimationTexture?: Texture2D | null;
transparent?: boolean;
doubleSided?: boolean;
}
export class Material {
readonly type!: "Material";
_renderer: Renderer;
_name: string;
_baseColor: Color;
_partialCoverage: number;
_occlusionTextureStrength: number;
_metallic: number;
_roughness: number;
_normalScale: number;
_emissive: Color;
_transmission: Color;
_collimation: number;
_ior: number;
_baseColorPartialCoverageTexture: Texture2D | null;
_occlusionMetallicRoughnessTexture: Texture2D | null;
_normalTexture: Texture2D | null;
_emissiveTexture: Texture2D | null;
_transmissionCollimationTexture: Texture2D | null;
_transparent: boolean;
_doubleSided: boolean;
constructor(renderer: Renderer, {
name = "",
baseColor,
partialCoverage = 1,
occlusionTextureStrength = 1,
metallic = 1,
roughness = 1,
normalScale = 1,
emissive,
transmission,
collimation = 1,
ior = 1.45,
baseColorPartialCoverageTexture = null,
occlusionMetallicRoughnessTexture = null,
normalTexture = null,
emissiveTexture = null,
transmissionCollimationTexture = null,
transparent = false,
doubleSided = false,
}: MaterialProps) {
this._renderer = renderer;
this._name = name;
this._baseColor = baseColor !== undefined ? Color.fromObject(baseColor) : Color.white();
this._partialCoverage = partialCoverage;
this._occlusionTextureStrength = occlusionTextureStrength;
this._metallic = metallic;
this._roughness = roughness;
this._normalScale = normalScale;
this._emissive = emissive !== undefined ? Color.fromObject(emissive) : Color.black();
this._transmission = transmission !== undefined ? Color.fromObject(transmission) : Color.black();
this._collimation = collimation;
this._ior = ior;
this._baseColorPartialCoverageTexture = baseColorPartialCoverageTexture;
this._occlusionMetallicRoughnessTexture = occlusionMetallicRoughnessTexture;
this._normalTexture = normalTexture;
this._emissiveTexture = emissiveTexture;
this._transmissionCollimationTexture = transmissionCollimationTexture;
this._transparent = transparent;
this._doubleSided = doubleSided;
}
/**
* Destroys owned GPU resources. The material should not be used after
* calling this method.
* @returns `this` for chaining
*/
dispose(): Material {
return this;
}
}
Object.defineProperty(Material.prototype, "type", { value: "Material" });
export function isMaterial(value: unknown): value is Material {
return Boolean(value) && (value as Material).type === "Material";
}

160
src/resources/Texture2D.ts Normal file
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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/.
*/
import { Vector2Object, Vector2Tuple } from "../data";
import { Renderer } from "../oktaeder";
export type Texture2DFormat =
| "linear"
| "srgb"
| "hdr"
| "depth"
;
export interface Texture2DProps {
readonly name?: string;
readonly width: number;
readonly height: number;
readonly format: Texture2DFormat;
}
export interface Texture2DAdvancedWriteProps {
readonly origin: Vector2Object | Vector2Tuple,
readonly data: BufferSource | SharedArrayBuffer,
readonly bytesPerRow: number,
readonly width: number,
readonly height: number,
}
export class Texture2D {
readonly type!: "Texture2D";
_renderer: Renderer;
_name: string;
_texture: GPUTexture;
_textureView: GPUTextureView;
_format: Texture2DFormat;
constructor(renderer: Renderer, {
name = "",
width,
height,
format,
}: Texture2DProps) {
this._renderer = renderer;
this._name = name;
const gpuFormat = gpuTextureFormat(format);
this._renderer = renderer;
this._texture = renderer._device.createTexture({
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
size: { width, height },
format: gpuFormat,
label: name
});
this._textureView = this._texture.createView({
format: gpuFormat,
dimension: "2d",
label: `${name}.textureView`,
});
this._format = format;
}
dispose(): Texture2D {
this._texture.destroy();
return this;
}
get width(): number {
return this._texture.width;
}
get height(): number {
return this._texture.height;
}
get bytesPerSample(): number {
return sampleSize(this._format);
}
get samplesPerPixel(): number {
return sampleCount(this._format);
}
writeFull(data: BufferSource | SharedArrayBuffer): Texture2D {
const bytesPerSample = this.bytesPerSample;
const samplesPerPixel = this.samplesPerPixel;
const bytesPerRow = this.width * samplesPerPixel * bytesPerSample;
const byteLength = this.height * bytesPerRow;
if (data.byteLength !== byteLength) {
throw new Error(`Cannot fully write to a texture with different byte length. Source data has byte length of ${data.byteLength}. Texture [${this._name}] is ${this.width}×${this.height} pixels in size, uses ${this._format} format at ${bytesPerSample} ${bytesPerSample === 1 ? "byte" : "bytes"} per sample and ${samplesPerPixel} ${samplesPerPixel === 1 ? "sample" : "samples"} per pixel, which makes its byte length equal to ${byteLength}.`);
}
this._renderer._device.queue.writeTexture(
{ texture: this._texture },
data,
{ bytesPerRow },
{ width: this.width, height: this.height },
);
return this;
}
writePartial({
origin,
data,
bytesPerRow,
width,
height,
}: Texture2DAdvancedWriteProps): Texture2D {
this._renderer._device.queue.writeTexture(
{ texture: this._texture, origin },
data,
{ bytesPerRow },
{ width, height },
);
return this;
}
}
Object.defineProperty(Texture2D.prototype, "type", { value: "Texture2D" });
export function isTexture2D(value: unknown): value is Texture2D {
return Boolean(value) && (value as Texture2D).type === "Texture2D";
}
function gpuTextureFormat(format: Texture2DFormat): GPUTextureFormat {
switch (format) {
case "linear": return "rgba8unorm";
case "srgb": return "rgba8unorm-srgb";
case "hdr": return "rgba16float";
case "depth": return "depth32float";
}
}
function sampleCount(format: Texture2DFormat): number {
switch (format) {
case "linear": return 4;
case "srgb": return 4;
case "hdr": return 4;
case "depth": return 1;
}
}
function sampleSize(format: Texture2DFormat): number {
switch (format) {
case "linear": return 1;
case "srgb": return 1;
case "hdr": return 2;
case "depth": return 4;
}
}

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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/.
*/
import { Vector2Object, Vector3Object, Vector4Object } from "../data";
import { Renderer } from "../oktaeder";
export const POSITION_SIZE = 12;
export const TEX_COORD_SIZE = 8;
export const LIGHT_TEX_COORD_SIZE = 8;
export const NORMAL_SIZE = 12;
export const TANGENT_SIZE = 16;
export interface VertexBufferProps {
readonly name?: string;
readonly vertexCount: number;
readonly texCoord?: boolean;
readonly lightTexCoord?: boolean;
readonly normal?: boolean;
readonly tangent?: boolean;
}
export interface VertexBufferResizeProps {
readonly vertexCount?: number;
readonly texCoord?: boolean;
readonly lightTexCoord?: boolean;
readonly normal?: boolean;
readonly tangent?: boolean;
}
export interface VertexBufferWriteArrayProps {
readonly position?: readonly Vector3Object[];
readonly texCoord?: readonly Vector2Object[];
readonly lightTexCoord?: readonly Vector2Object[];
readonly normal?: readonly Vector3Object[];
readonly tangent?: readonly Vector4Object[];
}
export interface VertexBufferWriteTypedArrayProps {
readonly position?: Float32Array;
readonly texCoord?: Float32Array;
readonly lightTexCoord?: Float32Array;
readonly normal?: Float32Array;
readonly tangent?: Float32Array;
}
export class VertexBuffer {
readonly type!: "VertexBuffer";
_renderer: Renderer;
_name: string;
_positionBuffer: GPUBuffer;
_texCoordBuffer: GPUBuffer | null;
_lightTexCoordBuffer: GPUBuffer | null;
_normalBuffer: GPUBuffer | null;
_tangentBuffer: GPUBuffer | null;
constructor(renderer: Renderer, {
name = "",
vertexCount,
texCoord = false,
lightTexCoord = false,
normal = false,
tangent = false,
}: VertexBufferProps) {
this._renderer = renderer;
this._name = name;
this._positionBuffer = renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * POSITION_SIZE,
label: `${this._name}.position`,
});
this._texCoordBuffer = texCoord ? renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * TEX_COORD_SIZE,
label: `${this._name}.texCoord`,
}) : null;
this._lightTexCoordBuffer = lightTexCoord ? renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * LIGHT_TEX_COORD_SIZE,
label: `${this._name}.lightTexCoord`,
}) : null;
this._normalBuffer = normal ? renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * NORMAL_SIZE,
label: `${this._name}.normal`,
}) : null;
this._tangentBuffer = tangent ? renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * TANGENT_SIZE,
label: `${this._name}.tangent`,
}) : null;
}
/**
* Destroys owned GPU resources. The vertex buffer should not be used after
* calling this method.
* @returns `this` for chaining
*/
dispose(): VertexBuffer {
this._positionBuffer.destroy();
this._texCoordBuffer?.destroy();
this._lightTexCoordBuffer?.destroy();
this._normalBuffer?.destroy();
this._tangentBuffer?.destroy();
return this;
}
get vertexCount(): number {
return this._positionBuffer.size / POSITION_SIZE | 0;
}
get hasTexCoord(): boolean {
return this._texCoordBuffer !== null;
}
get hasLightTexCoord(): boolean {
return this._lightTexCoordBuffer !== null;
}
get hasNormal(): boolean {
return this._normalBuffer !== null;
}
get hasTangent(): boolean {
return this._tangentBuffer !== null;
}
writeArray(offset: number, {
position,
texCoord,
lightTexCoord,
normal,
tangent,
}: VertexBufferWriteArrayProps): VertexBuffer {
if (position !== undefined) {
const array = new Float32Array(position.length * 3);
for (let vi = 0, ptr = 0; vi < position.length; ++vi) {
const vertex = position[vi]!;
array[ptr++] = vertex.x;
array[ptr++] = vertex.y;
array[ptr++] = vertex.z;
}
this._renderer._device.queue.writeBuffer(this._positionBuffer, offset * POSITION_SIZE | 0, array);
}
if (texCoord !== undefined) {
if (this._texCoordBuffer === null) {
throw new Error(`Cannot write array to a missing vertex attribute. Tried writing texture coordinates and vertex buffer [${this._name}] does not have texture coordinates.`);
}
const array = new Float32Array(texCoord.length * 2);
for (let vi = 0, ptr = 0; vi < texCoord.length; ++vi) {
const vertex = texCoord[vi]!;
array[ptr++] = vertex.x;
array[ptr++] = vertex.y;
}
this._renderer._device.queue.writeBuffer(this._texCoordBuffer, offset * TEX_COORD_SIZE | 0, array);
}
if (lightTexCoord !== undefined) {
if (this._lightTexCoordBuffer === null) {
throw new Error(`Cannot write array to a missing vertex attribute. Tried writing light texture coordinates and vertex buffer [${this._name}] does not have light texture coordinates.`);
}
const array = new Float32Array(lightTexCoord.length * 2);
for (let vi = 0, ptr = 0; vi < lightTexCoord.length; ++vi) {
const vertex = lightTexCoord[vi]!;
array[ptr++] = vertex.x;
array[ptr++] = vertex.y;
}
this._renderer._device.queue.writeBuffer(this._lightTexCoordBuffer, offset * LIGHT_TEX_COORD_SIZE | 0, array);
}
if (normal !== undefined) {
if (this._normalBuffer === null) {
throw new Error(`Cannot write array to a missing vertex attribute. Tried writing normals and vertex buffer [${this._name}] does not have normals.`);
}
const array = new Float32Array(normal.length * 3);
for (let vi = 0, ptr = 0; vi < normal.length; ++vi) {
const vertex = normal[vi]!;
array[ptr++] = vertex.x;
array[ptr++] = vertex.y;
array[ptr++] = vertex.z;
}
this._renderer._device.queue.writeBuffer(this._normalBuffer, offset * NORMAL_SIZE | 0, array);
}
if (tangent !== undefined) {
if (this._tangentBuffer === null) {
throw new Error(`Cannot write array to a missing vertex attribute. Tried writing tangents and vertex buffer [${this._name}] does not have tangents.`);
}
const array = new Float32Array(tangent.length * 4);
for (let vi = 0, ptr = 0; vi < tangent.length; ++vi) {
const vertex = tangent[vi]!;
array[ptr++] = vertex.x;
array[ptr++] = vertex.y;
array[ptr++] = vertex.z;
array[ptr++] = vertex.w;
}
this._renderer._device.queue.writeBuffer(this._tangentBuffer, offset * TANGENT_SIZE | 0, array);
}
return this;
}
writeTypedArray(offset: number, {
position,
texCoord,
lightTexCoord,
normal,
tangent,
}: VertexBufferWriteTypedArrayProps): VertexBuffer {
if (position !== undefined) {
this._renderer._device.queue.writeBuffer(this._positionBuffer, offset * POSITION_SIZE | 0, position);
}
if (texCoord !== undefined) {
if (this._texCoordBuffer === null) {
throw new Error(`Cannot write typed array to a missing vertex attribute. Tried writing texture coordinates and vertex buffer [${this._name}] does not have texture coordinates.`);
}
this._renderer._device.queue.writeBuffer(this._texCoordBuffer, offset * TEX_COORD_SIZE | 0, texCoord);
}
if (lightTexCoord !== undefined) {
if (this._lightTexCoordBuffer === null) {
throw new Error(`Cannot write typed array to a missing vertex attribute. Tried writing light texture coordinates and vertex buffer [${this._name}] does not have light texture coordinates.`);
}
this._renderer._device.queue.writeBuffer(this._lightTexCoordBuffer, offset * LIGHT_TEX_COORD_SIZE | 0, lightTexCoord);
}
if (normal !== undefined) {
if (this._normalBuffer === null) {
throw new Error(`Cannot write typed array to a missing vertex attribute. Tried writing normals and vertex buffer [${this._name}] does not have normals.`);
}
this._renderer._device.queue.writeBuffer(this._normalBuffer, offset * NORMAL_SIZE | 0, normal);
}
if (tangent !== undefined) {
if (this._tangentBuffer === null) {
throw new Error(`Cannot write typed array to a missing vertex attribute. Tried writing tangents and vertex buffer [${this._name}] does not have tangents.`);
}
this._renderer._device.queue.writeBuffer(this._tangentBuffer, offset * TANGENT_SIZE | 0, tangent);
}
return this;
}
/**
* Resize the vertex buffer and/or add or remove vertex attributes,
* discarding currently stored data.
* @param props Desired buffer properties. Any unspecified property will
* stay unchanged.
* @returns `this` for chaining
*/
resizeDiscard({
vertexCount = this.vertexCount,
texCoord = this.hasTexCoord,
lightTexCoord = this.hasLightTexCoord,
normal = this.hasNormal,
tangent = this.hasTangent,
}: VertexBufferResizeProps): VertexBuffer {
this._positionBuffer.destroy();
this._texCoordBuffer?.destroy();
this._lightTexCoordBuffer?.destroy();
this._normalBuffer?.destroy();
this._tangentBuffer?.destroy();
this._positionBuffer = this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * POSITION_SIZE,
label: `${this._name}.position`,
});
this._texCoordBuffer = texCoord ? this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * TEX_COORD_SIZE,
label: `${this._name}.texCoord`,
}) : null;
this._lightTexCoordBuffer = lightTexCoord ? this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * LIGHT_TEX_COORD_SIZE,
label: `${this._name}.lightTexCoord`,
}) : null;
this._normalBuffer = normal ? this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * NORMAL_SIZE,
label: `${this._name}.normal`,
}) : null;
this._tangentBuffer = tangent ? this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * TANGENT_SIZE,
label: `${this._name}.tangent`,
}) : null;
return this;
}
/**
* Resize the vertex buffer and/or add vertex attributes if it can't hold
* provided number of vertices or doesn't have provided attributes,
* potentially discarding currently stored data.
* @param props Desired buffer properties. Any unspecified property will be
* ignored.
* @returns `this` for chaining
*/
ensureSizeDiscard({
vertexCount = this.vertexCount,
texCoord = this.hasTexCoord,
lightTexCoord = this.hasLightTexCoord,
normal = this.hasNormal,
tangent = this.hasTangent,
}): VertexBuffer {
const currentVertexCount = this.vertexCount;
if (currentVertexCount < vertexCount) {
this._positionBuffer.destroy();
this._positionBuffer = this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * POSITION_SIZE,
label: `${this._name}.position`,
});
}
if (currentVertexCount < vertexCount || texCoord && !this.hasTexCoord) {
this._texCoordBuffer?.destroy();
this._texCoordBuffer = this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * TEX_COORD_SIZE,
label: `${this._name}.texCoord`,
});
}
if (currentVertexCount < vertexCount || lightTexCoord && !this.hasLightTexCoord) {
this._lightTexCoordBuffer?.destroy();
this._lightTexCoordBuffer = this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * LIGHT_TEX_COORD_SIZE,
label: `${this._name}.lightTexCoord`,
});
}
if (currentVertexCount < vertexCount || normal && !this.hasNormal) {
this._normalBuffer?.destroy();
this._normalBuffer = this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * NORMAL_SIZE,
label: `${this._name}.normal`,
});
}
if (currentVertexCount < vertexCount || tangent && !this.hasTangent) {
this._tangentBuffer?.destroy();
this._tangentBuffer = this._renderer._device.createBuffer({
usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
size: vertexCount * TANGENT_SIZE,
label: `${this._name}.tangent`,
});
}
return this;
}
}
Object.defineProperty(VertexBuffer.prototype, "type", { value: "VertexBuffer" });
export function isVertexBuffer(value: unknown): value is VertexBuffer {
return Boolean(value) && (value as VertexBuffer).type === "VertexBuffer";
}

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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/.
*/
export * from "./IndexBuffer";
export * from "./Material";
export * from "./Texture2D";
export * from "./VertexBuffer";