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cables_dev/cables/src/core/cgp/cgp_mesh.js

import { Logger } from "cables-shared-client";
import Pipeline from "./cgp_pipeline.js";

export default class Mesh
{
    constructor(_cgp, __geom)
    {
        this._log = new Logger("cgl_mesh");
        this._cgp = _cgp;
        this._geom = null;
        this.numIndex = 0;
        this.instances = 1;

        this._pipe = new Pipeline(this._cgp, "new mesh");
        this._numNonIndexed = 0;
        this._positionBuffer = null;
        this._bufVerticesIndizes = null;
        this._attributes = [];
        this._needsPipelineUpdate = false;

        if (__geom) this.setGeom(__geom);
    }

    _createBuffer(device, data, usage)
    {
        let bo = {
            "size": data.byteLength,
            "usage": usage,
            "mappedAtCreation": true,
        };
        // ifbo.stepMode = "instance";
        const buffer = device.createBuffer(bo);
        const dst = new data.constructor(buffer.getMappedRange());
        dst.set(data);
        buffer.unmap();
        return buffer;
    }

    /**
     * @function setGeom
     * @memberof Mesh
     * @instance
     * @description set geometry for mesh
     * @param {Geometry} geom geometry
     * @param {boolean} removeRef
     */
    setGeom(geom, removeRef)
    {
        this._needsPipelineUpdate = true;
        this._geom = geom;
        this._disposeAttributes();

        this._positionBuffer = this._createBuffer(this._cgp.device, new Float32Array(geom.vertices), GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST);

        let vi = geom.verticesIndices;
        if (!geom.isIndexed()) vi = Array.from(Array(geom.vertices.length / 3).keys());
        this._numIndices = vi.length;
        this._indicesBuffer = this._createBuffer(this._cgp.device, new Uint32Array(vi), GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST);

        if (geom.texCoords && geom.texCoords.length) this.setAttribute("texCoords", geom.texCoords, 2);
        if (geom.vertexNormals && geom.vertexNormals.length) this.setAttribute("normals", geom.vertexNormals, 3);

        this.setAttribute("normals", geom.vertexNormals, 3);
    }


    _disposeAttributes()
    {
        this._needsPipelineUpdate = true;
        for (let i = 0; i < this._attributes.length; i++)
        {
            this._attributes[i].buffer.destroy();
        }
        this._attributes.length = 0;
    }

    dispose()
    {
        this._disposeAttributes();
    }

    /**
     * @function setAttribute
     * @description update attribute
     * @memberof Mesh
     * @instance
     * @param {String} name attribute name
     * @param {Array} array data
     * @param {Number} itemSize
     * @param {Object} options
     */
    setAttribute(name, array, itemSize, options = {})
    {
        if (!array)
        {
            this._log.error("mesh addAttribute - no array given! " + name);
            throw new Error();
        }

        let instanced = false;
        if (options.instanced) instanced = options.instanced;

        const buffer = this._createBuffer(this._cgp.device, new Float32Array(array), GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST);

        const attr = {
            "buffer": buffer,
            "name": name,
            "instanced": instanced,
        };
        this._attributes.push(attr);

        return attr;
    }


    render()
    {
        if (!this._positionBuffer) return;
        if (this.instances <= 0) return;

        const shader = this._cgp.getShader();
        if (shader)shader.bind();

        if (!this._cgp.getShader() || !this._cgp.getShader().isValid)
        {
            // this.status = "shader invalid";
            return;
        }

        if (this._cgp.frameStore.branchProfiler) this._cgp.frameStore.branchStack.push("mesh", ["geom " + this._geom.name, "shader " + this._cgp.getShader().getName()]);

        this._pipe.setName("mesh " + this._geom.name + " " + this._cgp.getShader().getName());
        this._pipe.setPipeline(this._cgp.getShader(), this);


        if (this._pipe.isValid)
        {
            this._cgp.passEncoder.setVertexBuffer(0, this._positionBuffer);
            for (let i = 0; i < this._attributes.length; i++)
            {
                this._cgp.passEncoder.setVertexBuffer(i + 1, this._attributes[i].buffer);
            }

            this._cgp.passEncoder.setIndexBuffer(this._indicesBuffer, "uint32");

            if (this._numNonIndexed)
                this._cgp.passEncoder.draw(this._numIndices, this.instances);
            else
                this._cgp.passEncoder.drawIndexed(this._numIndices, this.instances);
        }

        if (this._cgp.frameStore.branchProfiler) this._cgp.frameStore.branchStack.pop();

        // if (shader)shader.unbind();
    }
}