node-ejs-renderer/node_modules/three/examples/jsm/renderers/common/UniformsGroup.js

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2024-06-09 13:55:01 -04:00
import UniformBuffer from './UniformBuffer.js';
import { GPU_CHUNK_BYTES } from './Constants.js';
class UniformsGroup extends UniformBuffer {
constructor( name ) {
super( name );
this.isUniformsGroup = true;
// the order of uniforms in this array must match the order of uniforms in the shader
this.uniforms = [];
}
addUniform( uniform ) {
this.uniforms.push( uniform );
return this;
}
removeUniform( uniform ) {
const index = this.uniforms.indexOf( uniform );
if ( index !== - 1 ) {
this.uniforms.splice( index, 1 );
}
return this;
}
get buffer() {
let buffer = this._buffer;
if ( buffer === null ) {
const byteLength = this.byteLength;
buffer = new Float32Array( new ArrayBuffer( byteLength ) );
this._buffer = buffer;
}
return buffer;
}
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;
}
update() {
let updated = false;
for ( const uniform of this.uniforms ) {
if ( this.updateByType( uniform ) === true ) {
updated = true;
}
}
return updated;
}
updateByType( uniform ) {
if ( uniform.isFloatUniform ) 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 );
}
updateNumber( uniform ) {
let updated = false;
const a = this.buffer;
const v = uniform.getValue();
const offset = uniform.offset;
if ( a[ offset ] !== v ) {
a[ offset ] = v;
updated = true;
}
return updated;
}
updateVector2( uniform ) {
let updated = false;
const a = this.buffer;
const v = uniform.getValue();
const offset = uniform.offset;
if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {
a[ offset + 0 ] = v.x;
a[ offset + 1 ] = v.y;
updated = true;
}
return updated;
}
updateVector3( uniform ) {
let updated = false;
const a = this.buffer;
const v = uniform.getValue();
const offset = uniform.offset;
if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {
a[ offset + 0 ] = v.x;
a[ offset + 1 ] = v.y;
a[ offset + 2 ] = v.z;
updated = true;
}
return updated;
}
updateVector4( uniform ) {
let updated = false;
const a = this.buffer;
const v = uniform.getValue();
const offset = uniform.offset;
if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {
a[ offset + 0 ] = v.x;
a[ offset + 1 ] = v.y;
a[ offset + 2 ] = v.z;
a[ offset + 3 ] = v.w;
updated = true;
}
return updated;
}
updateColor( uniform ) {
let updated = false;
const a = this.buffer;
const c = uniform.getValue();
const offset = uniform.offset;
if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {
a[ offset + 0 ] = c.r;
a[ offset + 1 ] = c.g;
a[ offset + 2 ] = c.b;
updated = true;
}
return updated;
}
updateMatrix3( uniform ) {
let updated = false;
const a = this.buffer;
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 ] ) {
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 ];
updated = true;
}
return updated;
}
updateMatrix4( uniform ) {
let updated = false;
const a = this.buffer;
const e = uniform.getValue().elements;
const offset = uniform.offset;
if ( arraysEqual( a, e, offset ) === false ) {
a.set( e, offset );
updated = true;
}
return updated;
}
}
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;