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/.
*/
import { Camera, Scene } from "./data";
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;
_depthBuffer: 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, {
name: "White",
width: 1,
height: 1,
format: "linear",
});
this._textureWhite.writeFull(new Uint8Array([255, 255, 255, 255]));
this._textureBlack = new Texture2D(this, {
name: "Black",
width: 1,
height: 1,
format: "linear",
});
this._textureBlack.writeFull(new Uint8Array([0, 0, 0, 255]));
this._textureNormal = new Texture2D(this, {
name: "Normal",
width: 1,
height: 1,
format: "linear",
});
this._textureNormal.writeFull(new Uint8Array([128, 128, 128, 255]));
const framebufferTexture = this._context.getCurrentTexture();
this._depthBuffer = new Texture2D(this, {
name: "Depth Buffer",
width: framebufferTexture.width,
height: framebufferTexture.height,
format: "depth",
});
}
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();
this._depthBuffer.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);
}
render(scene: Scene, camera: Camera): Renderer {
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",
},
});
void scene;
void camera;
pass.end();
const commandBuffer = encoder.finish();
this._device.queue.submit([commandBuffer]);
return this;
}
}