GameEngineJava/profiler/vis/Code/WebGL.js

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2023-11-13 21:31:36 +00:00
function assert(condition, message)
{
if (!condition)
{
throw new Error(message || "Assertion failed");
}
}
function glCompileShader(gl, type, name, source)
{
console.log("Compiling " + name);
// Compile the shader
let shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
// Report any errors
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
{
console.log("Error compiling " + name);
console.log(gl.getShaderInfoLog(shader));
console.trace();
}
return shader;
}
function glCreateProgram(gl, vshader, fshader)
{
// Attach shaders and link
let program = gl.createProgram();
gl.attachShader(program, vshader);
gl.attachShader(program, fshader);
gl.linkProgram(program);
// Report any errors
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
{
console.log("Failed to link program");
console.trace();
}
return program;
}
function glCreateProgramFromSource(gl, vshader_name, vshader_source, fshader_name, fshader_source)
{
const vshader = glCompileShader(gl, gl.VERTEX_SHADER, vshader_name, vshader_source);
const fshader = glCompileShader(gl, gl.FRAGMENT_SHADER, fshader_name, fshader_source);
return glCreateProgram(gl, vshader, fshader);
}
function glSetUniform(gl, program, name, value, index)
{
// Get location
const location = gl.getUniformLocation(program, name);
assert(location != null, "Can't find uniform " + name);
// Dispatch to uniform function by type
assert(value != null, "Value is null");
const type = Object.prototype.toString.call(value).slice(8, -1);
switch (type)
{
case "Number":
gl.uniform1f(location, value);
break;
case "WebGLTexture":
gl.activeTexture(gl.TEXTURE0 + index);
gl.bindTexture(gl.TEXTURE_2D, value);
gl.uniform1i(location, index);
break;
default:
assert(false, "Unhandled type " + type);
break;
}
}
function glCreateTexture(gl, width, height, data)
{
const texture = gl.createTexture();
// Set filtering/wrapping to nearest/clamp
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
return texture;
}
const glDynamicBufferType = Object.freeze({
Buffer: 1,
Texture: 2
});
class glDynamicBuffer
{
constructor(gl, buffer_type, element_type, nb_elements, nb_entries = 1)
{
this.gl = gl;
this.elementType = element_type;
this.nbElements = nb_elements;
this.bufferType = buffer_type;
this.dirty = false;
this.Resize(nb_entries);
}
BindAsInstanceAttribute(program, attrib_name)
{
assert(this.bufferType == glDynamicBufferType.Buffer, "Can only call BindAsInstanceAttribute with Buffer types");
let gl = this.gl;
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
// The attribute referenced in the program
const attrib_location = gl.getAttribLocation(program, attrib_name);
gl.enableVertexAttribArray(attrib_location);
gl.vertexAttribPointer(attrib_location, this.nbElements, this.elementType, false, 0, 0);
// One per instance
gl.vertexAttribDivisor(attrib_location, 1);
}
UploadData()
{
let gl = this.gl;
switch (this.bufferType)
{
case glDynamicBufferType.Buffer:
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.cpuArray);
break;
case glDynamicBufferType.Texture:
assert(this.elementType == gl.UNSIGNED_BYTE || this.elementType == gl.FLOAT);
gl.bindTexture(gl.TEXTURE_2D, this.texture);
// Very limited map from internal type to texture type
let internal_format, format, type;
if (this.elementType == gl.UNSIGNED_BYTE)
{
internal_format = this.nbElements == 1 ? gl.ALPHA : gl.RGBA8;
format = this.nbElements == 1 ? gl.ALPHA : gl.RGBA;
type = gl.UNSIGNED_BYTE;
}
else if (this.elementType == gl.FLOAT)
{
internal_format = this.nbElements == 1 ? gl.R32F : RGBA32F;
format = this.nbElements == 1 ? gl.RED : gl.RGBA;
type = gl.FLOAT;
}
gl.texImage2D(gl.TEXTURE_2D, 0, internal_format, this.nbEntries, 1, 0, format, type, this.cpuArray);
break;
}
}
UploadDirtyData()
{
if (this.dirty)
{
this.UploadData();
this.dirty = false;
}
}
ResizeToFitNextPow2(target_count)
{
let nb_entries = this.nbEntries;
while (target_count > nb_entries)
{
nb_entries <<= 1;
}
if (nb_entries > this.nbEntries)
{
this.Resize(nb_entries);
}
}
Resize(nb_entries)
{
this.nbEntries = nb_entries;
let gl = this.gl;
// Create the CPU array
const old_array = this.cpuArray;
switch (this.elementType)
{
case gl.FLOAT:
this.nbElementBytes = 4;
this.cpuArray = new Float32Array(this.nbElements * this.nbEntries);
break;
case gl.UNSIGNED_BYTE:
this.nbElementBytes = 1;
this.cpuArray = new Uint8Array(this.nbElements * this.nbEntries);
break;
default:
assert(false, "Unsupported dynamic buffer element type");
}
// Calculate byte size of the buffer
this.nbBytes = this.nbElementBytes * this.nbElements * this.nbEntries;
if (old_array != undefined)
{
// Copy the values of the previous array over
this.cpuArray.set(old_array);
}
// Create the GPU buffer
switch (this.bufferType)
{
case glDynamicBufferType.Buffer:
this.buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
gl.bufferData(gl.ARRAY_BUFFER, this.nbBytes, gl.DYNAMIC_DRAW);
break;
case glDynamicBufferType.Texture:
this.texture = gl.createTexture();
// Point sampling with clamp for indexing
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
break;
default:
assert(false, "Unsupported dynamic buffer type");
}
this.UploadData();
}
};