Buckets:
| import UniformBuffer from './UniformBuffer.js'; | |
| import { GPU_CHUNK_BYTES } from './Constants.js'; | |
| /** | |
| * This class represents a uniform buffer binding but with | |
| * an API that allows to maintain individual uniform objects. | |
| * | |
| * @private | |
| * @augments UniformBuffer | |
| */ | |
| class UniformsGroup extends UniformBuffer { | |
| /** | |
| * Constructs a new uniforms group. | |
| * | |
| * @param {string} name - The group's name. | |
| */ | |
| constructor( name ) { | |
| super( name ); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isUniformsGroup = true; | |
| /** | |
| * An array with the raw uniform values. | |
| * | |
| * @private | |
| * @type {?Array<number>} | |
| * @default null | |
| */ | |
| this._values = null; | |
| /** | |
| * An array of uniform objects. | |
| * | |
| * The order of uniforms in this array must match the order of uniforms in the shader. | |
| * | |
| * @type {Array<Uniform>} | |
| */ | |
| this.uniforms = []; | |
| } | |
| /** | |
| * Adds a uniform to this group. | |
| * | |
| * @param {Uniform} uniform - The uniform to add. | |
| * @return {UniformsGroup} A reference to this group. | |
| */ | |
| addUniform( uniform ) { | |
| this.uniforms.push( uniform ); | |
| return this; | |
| } | |
| /** | |
| * Removes a uniform from this group. | |
| * | |
| * @param {Uniform} uniform - The uniform to remove. | |
| * @return {UniformsGroup} A reference to this group. | |
| */ | |
| removeUniform( uniform ) { | |
| const index = this.uniforms.indexOf( uniform ); | |
| if ( index !== - 1 ) { | |
| this.uniforms.splice( index, 1 ); | |
| } | |
| return this; | |
| } | |
| /** | |
| * An array with the raw uniform values. | |
| * | |
| * @type {Array<number>} | |
| */ | |
| get values() { | |
| if ( this._values === null ) { | |
| this._values = Array.from( this.buffer ); | |
| } | |
| return this._values; | |
| } | |
| /** | |
| * A Float32 array buffer with the uniform values. | |
| * | |
| * @type {Float32Array} | |
| */ | |
| get buffer() { | |
| let buffer = this._buffer; | |
| if ( buffer === null ) { | |
| const byteLength = this.byteLength; | |
| buffer = new Float32Array( new ArrayBuffer( byteLength ) ); | |
| this._buffer = buffer; | |
| } | |
| return buffer; | |
| } | |
| /** | |
| * The byte length of the buffer with correct buffer alignment. | |
| * | |
| * @type {number} | |
| */ | |
| get byteLength() { | |
| let offset = 0; // global buffer offset in bytes | |
| for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) { | |
| const uniform = this.uniforms[ i ]; | |
| const { boundary, itemSize } = uniform; | |
| // offset within a single chunk in bytes | |
| const chunkOffset = offset % GPU_CHUNK_BYTES; | |
| const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset; | |
| // conformance tests | |
| if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) { | |
| // check for chunk overflow | |
| offset += ( GPU_CHUNK_BYTES - chunkOffset ); | |
| } else if ( chunkOffset % boundary !== 0 ) { | |
| // check for correct alignment | |
| offset += ( chunkOffset % boundary ); | |
| } | |
| uniform.offset = ( offset / this.bytesPerElement ); | |
| offset += ( itemSize * this.bytesPerElement ); | |
| } | |
| return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES; | |
| } | |
| /** | |
| * Updates this group by updating each uniform object of | |
| * the internal uniform list. The uniform objects check if their | |
| * values has actually changed so this method only returns | |
| * `true` if there is a real value change. | |
| * | |
| * @return {boolean} Whether the uniforms have been updated and | |
| * must be uploaded to the GPU. | |
| */ | |
| update() { | |
| let updated = false; | |
| for ( const uniform of this.uniforms ) { | |
| if ( this.updateByType( uniform ) === true ) { | |
| updated = true; | |
| } | |
| } | |
| return updated; | |
| } | |
| /** | |
| * Updates a given uniform by calling an update method matching | |
| * the uniforms type. | |
| * | |
| * @param {Uniform} uniform - The uniform to update. | |
| * @return {boolean} Whether the uniform has been updated or not. | |
| */ | |
| updateByType( uniform ) { | |
| if ( uniform.isNumberUniform ) return this.updateNumber( uniform ); | |
| if ( uniform.isVector2Uniform ) return this.updateVector2( uniform ); | |
| if ( uniform.isVector3Uniform ) return this.updateVector3( uniform ); | |
| if ( uniform.isVector4Uniform ) return this.updateVector4( uniform ); | |
| if ( uniform.isColorUniform ) return this.updateColor( uniform ); | |
| if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform ); | |
| if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform ); | |
| console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform ); | |
| } | |
| /** | |
| * Updates a given Number uniform. | |
| * | |
| * @param {NumberUniform} uniform - The Number uniform. | |
| * @return {boolean} Whether the uniform has been updated or not. | |
| */ | |
| updateNumber( uniform ) { | |
| let updated = false; | |
| const a = this.values; | |
| const v = uniform.getValue(); | |
| const offset = uniform.offset; | |
| const type = uniform.getType(); | |
| if ( a[ offset ] !== v ) { | |
| const b = this._getBufferForType( type ); | |
| b[ offset ] = a[ offset ] = v; | |
| updated = true; | |
| } | |
| return updated; | |
| } | |
| /** | |
| * Updates a given Vector2 uniform. | |
| * | |
| * @param {Vector2Uniform} uniform - The Vector2 uniform. | |
| * @return {boolean} Whether the uniform has been updated or not. | |
| */ | |
| updateVector2( uniform ) { | |
| let updated = false; | |
| const a = this.values; | |
| const v = uniform.getValue(); | |
| const offset = uniform.offset; | |
| const type = uniform.getType(); | |
| if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) { | |
| const b = this._getBufferForType( type ); | |
| b[ offset + 0 ] = a[ offset + 0 ] = v.x; | |
| b[ offset + 1 ] = a[ offset + 1 ] = v.y; | |
| updated = true; | |
| } | |
| return updated; | |
| } | |
| /** | |
| * Updates a given Vector3 uniform. | |
| * | |
| * @param {Vector3Uniform} uniform - The Vector3 uniform. | |
| * @return {boolean} Whether the uniform has been updated or not. | |
| */ | |
| updateVector3( uniform ) { | |
| let updated = false; | |
| const a = this.values; | |
| const v = uniform.getValue(); | |
| const offset = uniform.offset; | |
| const type = uniform.getType(); | |
| if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) { | |
| const b = this._getBufferForType( type ); | |
| b[ offset + 0 ] = a[ offset + 0 ] = v.x; | |
| b[ offset + 1 ] = a[ offset + 1 ] = v.y; | |
| b[ offset + 2 ] = a[ offset + 2 ] = v.z; | |
| updated = true; | |
| } | |
| return updated; | |
| } | |
| /** | |
| * Updates a given Vector4 uniform. | |
| * | |
| * @param {Vector4Uniform} uniform - The Vector4 uniform. | |
| * @return {boolean} Whether the uniform has been updated or not. | |
| */ | |
| updateVector4( uniform ) { | |
| let updated = false; | |
| const a = this.values; | |
| const v = uniform.getValue(); | |
| const offset = uniform.offset; | |
| const type = uniform.getType(); | |
| if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) { | |
| const b = this._getBufferForType( type ); | |
| b[ offset + 0 ] = a[ offset + 0 ] = v.x; | |
| b[ offset + 1 ] = a[ offset + 1 ] = v.y; | |
| b[ offset + 2 ] = a[ offset + 2 ] = v.z; | |
| b[ offset + 3 ] = a[ offset + 3 ] = v.w; | |
| updated = true; | |
| } | |
| return updated; | |
| } | |
| /** | |
| * Updates a given Color uniform. | |
| * | |
| * @param {ColorUniform} uniform - The Color uniform. | |
| * @return {boolean} Whether the uniform has been updated or not. | |
| */ | |
| updateColor( uniform ) { | |
| let updated = false; | |
| const a = this.values; | |
| const c = uniform.getValue(); | |
| const offset = uniform.offset; | |
| if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) { | |
| const b = this.buffer; | |
| b[ offset + 0 ] = a[ offset + 0 ] = c.r; | |
| b[ offset + 1 ] = a[ offset + 1 ] = c.g; | |
| b[ offset + 2 ] = a[ offset + 2 ] = c.b; | |
| updated = true; | |
| } | |
| return updated; | |
| } | |
| /** | |
| * Updates a given Matrix3 uniform. | |
| * | |
| * @param {Matrix3Uniform} uniform - The Matrix3 uniform. | |
| * @return {boolean} Whether the uniform has been updated or not. | |
| */ | |
| updateMatrix3( uniform ) { | |
| let updated = false; | |
| const a = this.values; | |
| const e = uniform.getValue().elements; | |
| const offset = uniform.offset; | |
| if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] || | |
| a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] || | |
| a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) { | |
| const b = this.buffer; | |
| b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ]; | |
| b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ]; | |
| b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ]; | |
| b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ]; | |
| b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ]; | |
| b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ]; | |
| b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ]; | |
| b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ]; | |
| b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ]; | |
| updated = true; | |
| } | |
| return updated; | |
| } | |
| /** | |
| * Updates a given Matrix4 uniform. | |
| * | |
| * @param {Matrix4Uniform} uniform - The Matrix4 uniform. | |
| * @return {boolean} Whether the uniform has been updated or not. | |
| */ | |
| updateMatrix4( uniform ) { | |
| let updated = false; | |
| const a = this.values; | |
| const e = uniform.getValue().elements; | |
| const offset = uniform.offset; | |
| if ( arraysEqual( a, e, offset ) === false ) { | |
| const b = this.buffer; | |
| b.set( e, offset ); | |
| setArray( a, e, offset ); | |
| updated = true; | |
| } | |
| return updated; | |
| } | |
| /** | |
| * Returns a typed array that matches the given data type. | |
| * | |
| * @param {string} type - The data type. | |
| * @return {TypedArray} The typed array. | |
| */ | |
| _getBufferForType( type ) { | |
| if ( type === 'int' || type === 'ivec2' || type === 'ivec3' || type === 'ivec4' ) return new Int32Array( this.buffer.buffer ); | |
| if ( type === 'uint' || type === 'uvec2' || type === 'uvec3' || type === 'uvec4' ) return new Uint32Array( this.buffer.buffer ); | |
| return this.buffer; | |
| } | |
| } | |
| /** | |
| * Sets the values of the second array to the first array. | |
| * | |
| * @private | |
| * @param {TypedArray} a - The first array. | |
| * @param {TypedArray} b - The second array. | |
| * @param {number} offset - An index offset for the first array. | |
| */ | |
| function setArray( a, b, offset ) { | |
| for ( let i = 0, l = b.length; i < l; i ++ ) { | |
| a[ offset + i ] = b[ i ]; | |
| } | |
| } | |
| /** | |
| * Returns `true` if the given arrays are equal. | |
| * | |
| * @private | |
| * @param {TypedArray} a - The first array. | |
| * @param {TypedArray} b - The second array. | |
| * @param {number} offset - An index offset for the first array. | |
| * @return {boolean} Whether the given arrays are equal or not. | |
| */ | |
| function arraysEqual( a, b, offset ) { | |
| for ( let i = 0, l = b.length; i < l; i ++ ) { | |
| if ( a[ offset + i ] !== b[ i ] ) return false; | |
| } | |
| return true; | |
| } | |
| export default UniformsGroup; | |
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