Reorganize stuff, vertex attribute types
This commit is contained in:
386
src/resources/VertexBuffer.ts
Normal file
386
src/resources/VertexBuffer.ts
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/*!
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* This Source Code Form is subject to the terms of the Mozilla Public License,
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* v. 2.0. If a copy of the MPL was not distributed with this file, You can
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* obtain one at http://mozilla.org/MPL/2.0/.
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*/
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import { Vector2Object, Vector3Object, Vector4Object } from "../data";
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import { Renderer } from "../oktaeder";
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export const POSITION_SIZE = 12;
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export const TEX_COORD_SIZE = 8;
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export const LIGHT_TEX_COORD_SIZE = 8;
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export const NORMAL_SIZE = 12;
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export const TANGENT_SIZE = 16;
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export interface VertexBufferProps {
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readonly name?: string;
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readonly vertexCount: number;
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readonly texCoord?: boolean;
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readonly lightTexCoord?: boolean;
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readonly normal?: boolean;
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readonly tangent?: boolean;
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}
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export interface VertexBufferResizeProps {
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readonly vertexCount?: number;
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readonly texCoord?: boolean;
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readonly lightTexCoord?: boolean;
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readonly normal?: boolean;
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readonly tangent?: boolean;
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}
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export interface VertexBufferWriteArrayProps {
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readonly position?: readonly Vector3Object[];
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readonly texCoord?: readonly Vector2Object[];
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readonly lightTexCoord?: readonly Vector2Object[];
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readonly normal?: readonly Vector3Object[];
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readonly tangent?: readonly Vector4Object[];
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}
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export interface VertexBufferWriteTypedArrayProps {
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readonly position?: Float32Array;
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readonly texCoord?: Float32Array;
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readonly lightTexCoord?: Float32Array;
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readonly normal?: Float32Array;
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readonly tangent?: Float32Array;
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}
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export class VertexBuffer {
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readonly type!: "VertexBuffer";
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_renderer: Renderer;
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_name: string;
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_positionBuffer: GPUBuffer;
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_texCoordBuffer: GPUBuffer | null;
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_lightTexCoordBuffer: GPUBuffer | null;
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_normalBuffer: GPUBuffer | null;
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_tangentBuffer: GPUBuffer | null;
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constructor(renderer: Renderer, {
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name = "",
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vertexCount,
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texCoord = false,
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lightTexCoord = false,
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normal = false,
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tangent = false,
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}: VertexBufferProps) {
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this._renderer = renderer;
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this._name = name;
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this._positionBuffer = renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * POSITION_SIZE,
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label: `${this._name}.position`,
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});
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this._texCoordBuffer = texCoord ? renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * TEX_COORD_SIZE,
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label: `${this._name}.texCoord`,
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}) : null;
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this._lightTexCoordBuffer = lightTexCoord ? renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * LIGHT_TEX_COORD_SIZE,
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label: `${this._name}.lightTexCoord`,
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}) : null;
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this._normalBuffer = normal ? renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * NORMAL_SIZE,
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label: `${this._name}.normal`,
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}) : null;
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this._tangentBuffer = tangent ? renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * TANGENT_SIZE,
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label: `${this._name}.tangent`,
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}) : null;
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}
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/**
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* Destroys owned GPU resources. The vertex buffer should not be used after
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* calling this method.
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* @returns `this` for chaining
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*/
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dispose(): VertexBuffer {
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this._positionBuffer.destroy();
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this._texCoordBuffer?.destroy();
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this._lightTexCoordBuffer?.destroy();
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this._normalBuffer?.destroy();
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this._tangentBuffer?.destroy();
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return this;
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}
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get vertexCount(): number {
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return this._positionBuffer.size / POSITION_SIZE | 0;
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}
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get hasTexCoord(): boolean {
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return this._texCoordBuffer !== null;
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}
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get hasLightTexCoord(): boolean {
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return this._lightTexCoordBuffer !== null;
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}
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get hasNormal(): boolean {
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return this._normalBuffer !== null;
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}
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get hasTangent(): boolean {
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return this._tangentBuffer !== null;
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}
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writeArray(offset: number, {
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position,
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texCoord,
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lightTexCoord,
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normal,
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tangent,
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}: VertexBufferWriteArrayProps): VertexBuffer {
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if (position !== undefined) {
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const array = new Float32Array(position.length * 3);
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for (let vi = 0, ptr = 0; vi < position.length; ++vi) {
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const vertex = position[vi]!;
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array[ptr++] = vertex.x;
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array[ptr++] = vertex.y;
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array[ptr++] = vertex.z;
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}
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this._renderer._device.queue.writeBuffer(this._positionBuffer, offset * POSITION_SIZE | 0, array);
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}
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if (texCoord !== undefined) {
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if (this._texCoordBuffer === null) {
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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.`);
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}
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const array = new Float32Array(texCoord.length * 2);
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for (let vi = 0, ptr = 0; vi < texCoord.length; ++vi) {
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const vertex = texCoord[vi]!;
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array[ptr++] = vertex.x;
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array[ptr++] = vertex.y;
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}
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this._renderer._device.queue.writeBuffer(this._texCoordBuffer, offset * TEX_COORD_SIZE | 0, array);
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}
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if (lightTexCoord !== undefined) {
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if (this._lightTexCoordBuffer === null) {
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throw new Error(`Cannot write array to a missing vertex attribute. Tried writing light texture coordinates and vertex buffer [${this._name}] does not have light texture coordinates.`);
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}
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const array = new Float32Array(lightTexCoord.length * 2);
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for (let vi = 0, ptr = 0; vi < lightTexCoord.length; ++vi) {
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const vertex = lightTexCoord[vi]!;
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array[ptr++] = vertex.x;
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array[ptr++] = vertex.y;
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}
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this._renderer._device.queue.writeBuffer(this._lightTexCoordBuffer, offset * LIGHT_TEX_COORD_SIZE | 0, array);
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}
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if (normal !== undefined) {
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if (this._normalBuffer === null) {
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throw new Error(`Cannot write array to a missing vertex attribute. Tried writing normals and vertex buffer [${this._name}] does not have normals.`);
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}
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const array = new Float32Array(normal.length * 3);
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for (let vi = 0, ptr = 0; vi < normal.length; ++vi) {
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const vertex = normal[vi]!;
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array[ptr++] = vertex.x;
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array[ptr++] = vertex.y;
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array[ptr++] = vertex.z;
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}
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this._renderer._device.queue.writeBuffer(this._normalBuffer, offset * NORMAL_SIZE | 0, array);
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}
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if (tangent !== undefined) {
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if (this._tangentBuffer === null) {
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throw new Error(`Cannot write array to a missing vertex attribute. Tried writing tangents and vertex buffer [${this._name}] does not have tangents.`);
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}
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const array = new Float32Array(tangent.length * 4);
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for (let vi = 0, ptr = 0; vi < tangent.length; ++vi) {
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const vertex = tangent[vi]!;
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array[ptr++] = vertex.x;
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array[ptr++] = vertex.y;
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array[ptr++] = vertex.z;
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array[ptr++] = vertex.w;
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}
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this._renderer._device.queue.writeBuffer(this._tangentBuffer, offset * TANGENT_SIZE | 0, array);
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}
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return this;
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}
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writeTypedArray(offset: number, {
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position,
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texCoord,
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lightTexCoord,
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normal,
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tangent,
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}: VertexBufferWriteTypedArrayProps): VertexBuffer {
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if (position !== undefined) {
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this._renderer._device.queue.writeBuffer(this._positionBuffer, offset * POSITION_SIZE | 0, position);
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}
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if (texCoord !== undefined) {
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if (this._texCoordBuffer === null) {
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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.`);
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}
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this._renderer._device.queue.writeBuffer(this._texCoordBuffer, offset * TEX_COORD_SIZE | 0, texCoord);
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}
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if (lightTexCoord !== undefined) {
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if (this._lightTexCoordBuffer === null) {
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throw new Error(`Cannot write typed array to a missing vertex attribute. Tried writing light texture coordinates and vertex buffer [${this._name}] does not have light texture coordinates.`);
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}
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this._renderer._device.queue.writeBuffer(this._lightTexCoordBuffer, offset * LIGHT_TEX_COORD_SIZE | 0, lightTexCoord);
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}
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if (normal !== undefined) {
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if (this._normalBuffer === null) {
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throw new Error(`Cannot write typed array to a missing vertex attribute. Tried writing normals and vertex buffer [${this._name}] does not have normals.`);
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}
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this._renderer._device.queue.writeBuffer(this._normalBuffer, offset * NORMAL_SIZE | 0, normal);
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}
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if (tangent !== undefined) {
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if (this._tangentBuffer === null) {
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throw new Error(`Cannot write typed array to a missing vertex attribute. Tried writing tangents and vertex buffer [${this._name}] does not have tangents.`);
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}
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this._renderer._device.queue.writeBuffer(this._tangentBuffer, offset * TANGENT_SIZE | 0, tangent);
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}
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return this;
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}
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/**
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* Resize the vertex buffer and/or add or remove vertex attributes,
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* discarding currently stored data.
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* @param props Desired buffer properties. Any unspecified property will
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* stay unchanged.
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* @returns `this` for chaining
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*/
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resizeDiscard({
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vertexCount = this.vertexCount,
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texCoord = this.hasTexCoord,
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lightTexCoord = this.hasLightTexCoord,
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normal = this.hasNormal,
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tangent = this.hasTangent,
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}: VertexBufferResizeProps): VertexBuffer {
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this._positionBuffer.destroy();
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this._texCoordBuffer?.destroy();
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this._lightTexCoordBuffer?.destroy();
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this._normalBuffer?.destroy();
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this._tangentBuffer?.destroy();
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this._positionBuffer = this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * POSITION_SIZE,
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label: `${this._name}.position`,
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});
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this._texCoordBuffer = texCoord ? this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * TEX_COORD_SIZE,
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label: `${this._name}.texCoord`,
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}) : null;
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this._lightTexCoordBuffer = lightTexCoord ? this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * LIGHT_TEX_COORD_SIZE,
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label: `${this._name}.lightTexCoord`,
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}) : null;
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this._normalBuffer = normal ? this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * NORMAL_SIZE,
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label: `${this._name}.normal`,
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}) : null;
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this._tangentBuffer = tangent ? this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * TANGENT_SIZE,
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label: `${this._name}.tangent`,
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}) : null;
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return this;
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}
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/**
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* Resize the vertex buffer and/or add vertex attributes if it can't hold
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* provided number of vertices or doesn't have provided attributes,
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* potentially discarding currently stored data.
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* @param props Desired buffer properties. Any unspecified property will be
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* ignored.
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* @returns `this` for chaining
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*/
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ensureSizeDiscard({
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vertexCount = this.vertexCount,
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texCoord = this.hasTexCoord,
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lightTexCoord = this.hasLightTexCoord,
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normal = this.hasNormal,
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tangent = this.hasTangent,
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}): VertexBuffer {
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const currentVertexCount = this.vertexCount;
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if (currentVertexCount < vertexCount) {
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this._positionBuffer.destroy();
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this._positionBuffer = this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * POSITION_SIZE,
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label: `${this._name}.position`,
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});
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}
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if (currentVertexCount < vertexCount || texCoord && !this.hasTexCoord) {
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this._texCoordBuffer?.destroy();
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this._texCoordBuffer = this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * TEX_COORD_SIZE,
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label: `${this._name}.texCoord`,
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});
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}
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if (currentVertexCount < vertexCount || lightTexCoord && !this.hasLightTexCoord) {
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this._lightTexCoordBuffer?.destroy();
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this._lightTexCoordBuffer = this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * LIGHT_TEX_COORD_SIZE,
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label: `${this._name}.lightTexCoord`,
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});
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}
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if (currentVertexCount < vertexCount || normal && !this.hasNormal) {
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this._normalBuffer?.destroy();
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this._normalBuffer = this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * NORMAL_SIZE,
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label: `${this._name}.normal`,
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});
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}
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if (currentVertexCount < vertexCount || tangent && !this.hasTangent) {
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this._tangentBuffer?.destroy();
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this._tangentBuffer = this._renderer._device.createBuffer({
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usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.VERTEX,
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size: vertexCount * TANGENT_SIZE,
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label: `${this._name}.tangent`,
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});
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}
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return this;
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}
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}
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Object.defineProperty(VertexBuffer.prototype, "type", { value: "VertexBuffer" });
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export function isVertexBuffer(value: unknown): value is VertexBuffer {
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return Boolean(value) && (value as VertexBuffer).type === "VertexBuffer";
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}
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