mirror of
https://github.com/cocos/cocos-engine.git
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170 lines
6.3 KiB
TypeScript
170 lines
6.3 KiB
TypeScript
/*
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Copyright (c) 2021 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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import { InputAssembler, Device, Attribute } from '../../core/gfx';
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import { MeshBuffer } from './mesh-buffer';
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import { BufferAccessor } from './buffer-accessor';
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import { assertID } from '../../core/platform/debug';
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import { assertIsNonNullable } from '../../core/data/utils/asserts';
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import { macro } from '../../core/platform/macro';
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export class LinearBufferAccessor extends BufferAccessor {
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public static IB_SCALE = 4; // ib size scale based on vertex count
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// Buffer cursors for the current mesh buffer
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public byteStart = 0;
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public indexStart = 0;
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public vertexStart = 0;
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public get byteOffset () { return this._buffers[this._currentId].byteOffset; }
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public get vertexOffset () { return this._buffers[this._currentId].vertexOffset; }
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public get indexOffset () { return this._buffers[this._currentId].indexOffset; }
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public get currentBuffer (): Readonly<MeshBuffer> { return this._buffers[this._currentId]; }
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private _currentId = -1;
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public constructor (device: Device, attributes: Attribute[]) {
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super(device, attributes);
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// Initialize first mesh buffer
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this._allocateBuffer();
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}
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public destroy () {
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// Destroy mesh buffers
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for (let i = 0; i < this._buffers.length; ++i) {
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this._buffers[i].destroy();
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}
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this._buffers.length = 0;
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super.destroy();
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}
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public reset () {
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this.byteStart = 0;
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this.indexStart = 0;
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this.vertexStart = 0;
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for (let i = 0; i <= this._currentId; ++i) {
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const buf = this._buffers[i];
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buf.byteOffset = 0;
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buf.indexOffset = 0;
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buf.vertexOffset = 0;
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this._buffers[i].reset();
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}
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this._currentId = 0;
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}
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public request (vertexCount = 4, indexCount = 6) {
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const buf = this._buffers[this._currentId];
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this._allocateChunk(vertexCount, indexCount);
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// Mesh buffer might be switched, can't use initial offsets
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buf.vertexOffset += vertexCount;
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buf.indexOffset += indexCount;
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buf.byteOffset += vertexCount * this.vertexFormatBytes;
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buf.setDirty();
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}
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public appendBuffers (vertices: Float32Array, indices: Uint16Array) {
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const vertexCount = vertices.length / this._floatsPerVertex;
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this._allocateChunk(vertexCount, indices.length);
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const buf = this._buffers[this._currentId];
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// Float offset calculation only valid for Float32 vertex buffer
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buf.vData.set(vertices, buf.byteOffset >> 2);
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const iData = buf.iData;
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const vertexId = buf.vertexOffset;
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let indexOffset = buf.indexOffset;
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for (let i = 0; i < indices.length; ++i, ++indexOffset) {
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iData[indexOffset] = vertexId + indices[i];
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}
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buf.vertexOffset += vertexCount;
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buf.indexOffset += indices.length;
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buf.byteOffset += vertices.byteLength;
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buf.setDirty();
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}
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public recordBatch (): InputAssembler | null {
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const buf = this._buffers[this._currentId];
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const vCount = buf.indexOffset - this.indexStart;
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if (!vCount) {
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return null;
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}
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const ia = buf.requireFreeIA(this._device);
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ia.firstIndex = this.indexStart;
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ia.indexCount = vCount;
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// Reset mesh buffer data cursor
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this.vertexStart = buf.vertexOffset;
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this.indexStart = buf.indexOffset;
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this.byteStart = buf.byteOffset;
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return ia;
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}
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public uploadBuffers () {
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assertIsNonNullable(this._buffers[this._currentId]);
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for (let i = 0; i <= this._currentId; ++i) {
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this._buffers[i].uploadBuffers();
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}
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}
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private _allocateChunk (vertexCount: number, indexCount: number) {
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let switchedBuffer = false;
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const buf = this._buffers[this._currentId];
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const byteOffset = buf.byteOffset + vertexCount * this.vertexFormatBytes;
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const indexOffset = buf.indexOffset + indexCount;
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const byteLength = buf.vData.byteLength;
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const indicesLength = buf.iData.length;
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if (byteOffset > byteLength || indexOffset > indicesLength) {
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const success = buf.checkCapacity(vertexCount, indexCount);
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// No enough space in the current mesh buffer
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if (!success) {
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this._allocateBuffer();
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switchedBuffer = true;
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}
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}
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return switchedBuffer;
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}
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private _allocateBuffer () {
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const id = this._currentId + 1;
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const l = this._buffers.length;
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// Validate length of buffer array
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assertID(id <= l, 9003);
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// Out of bound, new mesh buffer required
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if (id === l) {
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const buffer = new MeshBuffer();
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const vCount = Math.floor(macro.BATCHER2D_MEM_INCREMENT * 1024 / this._vertexFormatBytes);
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const iCount = vCount * LinearBufferAccessor.IB_SCALE;
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buffer.initialize(this._device, this._attributes, vCount * this._floatsPerVertex, iCount);
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this._buffers.push(buffer);
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}
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this.byteStart = 0;
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this.indexStart = 0;
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this.vertexStart = 0;
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this._currentId = id;
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}
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}
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