-
-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathGPUCurtains.ts
512 lines (445 loc) · 14.9 KB
/
GPUCurtains.ts
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
import { GPUCurtainsRenderer } from './renderers/GPUCurtainsRenderer'
import { ScrollManager } from '../utils/ScrollManager'
import { resizeManager } from '../utils/ResizeManager'
import { Vec3 } from '../math/Vec3'
import { PingPongPlane } from './meshes/PingPongPlane'
import { ShaderPass } from '../core/renderPasses/ShaderPass'
import { GPURenderer, GPURendererParams, ProjectedMesh } from '../core/renderers/GPURenderer'
import { DOMMesh } from './meshes/DOMMesh'
import { Plane } from './meshes/Plane'
import { ComputePass } from '../core/computePasses/ComputePass'
import { Camera, CameraBasePerspectiveOptions } from '../core/camera/Camera'
import { DOMElementBoundingRect, DOMElementParams, DOMPosition } from '../core/DOM/DOMElement'
import { GPUCameraRenderer, GPUCameraRendererParams } from '../core/renderers/GPUCameraRenderer'
import { GPUDeviceManager } from '../core/renderers/GPUDeviceManager'
import { Renderer } from '../core/renderers/utils'
/**
* Options used to create a {@link GPUCurtains}
*/
export interface GPUCurtainsOptions extends Omit<GPUCameraRendererParams, 'deviceManager'> {
/** Whether {@link GPUCurtains} should create its own requestAnimationFrame loop to render or not */
autoRender?: boolean
/** Whether {@link GPUCurtains} should handle all resizing by itself or not */
autoResize?: boolean
/** Whether {@link GPUCurtains} should listen to scroll event or not */
watchScroll?: boolean
/** Flag indicating whether we're running the production mode or not. If not, useful warnings could be logged to the console */
production: GPUDeviceManager['production']
}
/**
* Parameters used to create a {@link GPUCurtains}
*/
export interface GPUCurtainsParams extends Partial<Omit<GPUCurtainsOptions, 'container'>> {
/** {@link HTMLElement} or string representing an {@link HTMLElement} selector that will hold the WebGPU {@link HTMLCanvasElement}. Could be set later if not specified. */
container?: string | HTMLElement | null
}
/**
* Used as a global class to create a {@link GPUCurtainsRenderer}, create all objects that need a reference to a renderer, listen to various events such as scroll and resize and render.
*
* @example
* ```javascript
* // set our main GPUCurtains instance
* const gpuCurtains = new GPUCurtains({
* container: '#canvas' // selector of our WebGPU canvas container
* })
*
* // set the GPU device
* // note this is asynchronous
* await gpuCurtains.setDevice()
* ```
*/
export class GPUCurtains {
/** The type of this {@link GPUCurtains} */
type: string
/** Options used to create this {@link GPUCurtains} */
options: GPUCurtainsOptions
/** {@link HTMLElement} that will hold the WebGPU {@link HTMLCanvasElement} */
container: HTMLElement
/** {@link GPUDeviceManager} used to handle the {@link GPUAdapter} and {@link GPUDevice} */
deviceManager: GPUDeviceManager
/** Tiny scroll event listener wrapper */
scrollManager: ScrollManager
/** Request animation frame callback returned id if used */
animationFrameID: null | number
// callbacks / events
/** function assigned to the {@link onRender} callback */
_onRenderCallback: () => void = () => {
/* allow empty callback */
}
/** function assigned to the {@link onScroll} callback */
_onScrollCallback: () => void = () => {
/* allow empty callback */
}
/** function assigned to the {@link onError} callback */
_onErrorCallback: () => void = () => {
/* allow empty callback */
}
/** function assigned to the {@link onContextLost} callback */
_onContextLostCallback: (info?: GPUDeviceLostInfo) => void = () => {
/* allow empty callback */
}
/**
* GPUCurtains constructor
* @param parameters - {@link GPUCurtainsParams | parameters} used to create this {@link GPUCurtains}
*/
constructor({
container,
pixelRatio = window.devicePixelRatio ?? 1,
preferredFormat,
alphaMode = 'premultiplied',
production = false,
renderPass,
camera,
autoRender = true,
autoResize = true,
watchScroll = true,
}: GPUCurtainsParams = {}) {
this.type = 'CurtainsGPU'
this.options = {
container,
pixelRatio,
camera,
production,
preferredFormat,
alphaMode,
renderPass,
autoRender,
autoResize,
watchScroll,
}
this.setDeviceManager()
if (container) {
this.setContainer(container)
}
}
/**
* Set the {@link container}
* @param container - {@link HTMLElement} or string representing an {@link HTMLElement} selector to use
*/
setContainer(container: DOMElementParams['element']) {
if (!container) {
const container = document.createElement('div')
container.setAttribute('id', 'curtains-gpu-canvas')
document.body.appendChild(container)
this.options.container = container
} else {
if (typeof container === 'string') {
container = document.querySelector(container)
if (!container) {
const container = document.createElement('div')
container.setAttribute('id', 'curtains-gpu-canvas')
document.body.appendChild(container)
this.options.container = container
} else {
this.options.container = container as HTMLElement
}
} else if (container instanceof Element) {
this.options.container = container as HTMLElement
}
}
this.container = this.options.container as HTMLElement
this.setCurtains()
}
/**
* Set the default {@link GPUCurtainsRenderer | renderer}
*/
setMainRenderer() {
this.createCurtainsRenderer({
deviceManager: this.deviceManager,
// TODO ...this.options?
container: this.options.container,
pixelRatio: this.options.pixelRatio,
preferredFormat: this.options.preferredFormat,
alphaMode: this.options.alphaMode,
renderPass: this.options.renderPass,
camera: this.options.camera,
})
}
/**
* Patch the options with default values before creating a {@link Renderer}
* @param parameters - parameters to patch
*/
patchRendererOptions<T extends GPURendererParams | GPUCameraRendererParams>(parameters: T): T {
if (parameters.pixelRatio === undefined) parameters.pixelRatio = this.options.pixelRatio
return parameters
}
/**
* Create a new {@link GPURenderer} instance
* @param parameters - {@link GPURendererParams | parameters} to use
*/
createRenderer(parameters: GPURendererParams): GPURenderer {
parameters = this.patchRendererOptions(parameters)
return new GPURenderer({ ...parameters, deviceManager: this.deviceManager })
}
/**
* Create a new {@link GPUCameraRenderer} instance
* @param parameters - {@link GPUCameraRendererParams | parameters} to use
*/
createCameraRenderer(parameters: GPUCameraRendererParams): GPUCameraRenderer {
parameters = this.patchRendererOptions(parameters)
return new GPUCameraRenderer({ ...parameters, deviceManager: this.deviceManager })
}
/**
* Create a new {@link GPUCurtainsRenderer} instance
* @param parameters - {@link GPUCameraRendererParams | parameters} to use
*/
createCurtainsRenderer(parameters: GPUCameraRendererParams): GPUCurtainsRenderer {
parameters = this.patchRendererOptions(parameters)
return new GPUCurtainsRenderer({ ...parameters, deviceManager: this.deviceManager })
}
/**
* Set our {@link GPUDeviceManager}
*/
setDeviceManager() {
this.deviceManager = new GPUDeviceManager({
label: 'GPUCurtains default device',
production: this.options.production,
onError: () =>
setTimeout(() => {
this._onErrorCallback && this._onErrorCallback()
}, 0),
onDeviceLost: (info) => this._onContextLostCallback && this._onContextLostCallback(info),
})
}
/**
* Get all created {@link Renderer}
* @readonly
*/
get renderers(): Renderer[] {
return this.deviceManager.renderers
}
/**
* Get the default {@link GPUCurtainsRenderer} created
* @readonly
*/
get renderer(): GPUCurtainsRenderer {
return this.renderers[0] as GPUCurtainsRenderer
}
/**
* Set the {@link GPUDeviceManager} {@link GPUDeviceManager#adapter | adapter} and {@link GPUDeviceManager#device | device} if possible, then set all created {@link Renderer} contexts
*/
async setDevice() {
await this.deviceManager.init()
}
/**
* Restore the {@link GPUDeviceManager#adapter | adapter} and {@link GPUDeviceManager#device | device}
* @async
*/
async restoreContext() {
await this.deviceManager.restoreDevice()
}
/**
* Set the various event listeners, set the {@link GPUCurtainsRenderer} and start rendering if needed
*/
setCurtains() {
this.initEvents()
this.setMainRenderer()
// only if auto render
if (this.options.autoRender) {
this.animate()
}
}
/* RENDERER TRACKED OBJECTS */
/**
* Get all the created {@link PingPongPlane}
* @readonly
*/
get pingPongPlanes(): PingPongPlane[] {
return this.renderers?.map((renderer) => renderer.pingPongPlanes).flat()
}
/**
* Get all the created {@link ShaderPass}
* @readonly
*/
get shaderPasses(): ShaderPass[] {
return this.renderers?.map((renderer) => renderer.shaderPasses).flat()
}
/**
* Get all the created {@link ProjectedMesh | projected meshes}
* @readonly
*/
get meshes(): ProjectedMesh[] {
return this.renderers?.map((renderer) => renderer.meshes).flat()
}
/**
* Get all the created {@link DOMMesh | DOM Meshes} (including {@link Plane | planes})
* @readonly
*/
get domMeshes(): DOMMesh[] {
return this.renderers
?.filter((renderer) => renderer instanceof GPUCurtainsRenderer)
.map((renderer: GPUCurtainsRenderer) => renderer.domMeshes)
.flat()
}
/**
* Get all the created {@link Plane | planes}
* @readonly
*/
get planes(): Plane[] {
return this.domMeshes.filter((domMesh) => domMesh instanceof Plane) as Plane[]
}
/**
* Get all the created {@link ComputePass | compute passes}
* @readonly
*/
get computePasses(): ComputePass[] {
return this.renderers?.map((renderer) => renderer.computePasses).flat()
}
/**
* Get the {@link GPUCurtainsRenderer#camera | default GPUCurtainsRenderer camera}
* @readonly
*/
get camera(): Camera {
return this.renderer?.camera
}
/**
* Set the {@link GPUCurtainsRenderer#setPerspective | default GPUCurtainsRenderer camera} perspective
* @param parameters - {@link CameraBasePerspectiveOptions | parameters} to use for the perspective
*/
setPerspective({ fov = 50, near = 0.01, far = 50 }: CameraBasePerspectiveOptions = {}) {
this.renderer?.setPerspective({ fov, near, far })
}
/**
* Set the default {@link GPUCurtainsRenderer#setPerspective | default GPUCurtainsRenderer camera} {@link Camera#position | position}
* @param position - new {@link Camera#position | position}
*/
setCameraPosition(position: Vec3 = new Vec3(0, 0, 1)) {
this.renderer?.setCameraPosition(position)
}
/**
* Get our {@link GPUCurtainsRenderer#setPerspective | default GPUCurtainsRenderer bounding rectangle}
*/
get boundingRect(): DOMElementBoundingRect {
return this.renderer?.boundingRect
}
/* SCROLL */
/**
* Set the {@link scrollManager}
*/
initScroll() {
this.scrollManager = new ScrollManager({
// init values
scroll: {
x: window.pageXOffset,
y: window.pageYOffset,
},
delta: {
x: 0,
y: 0,
},
shouldWatch: this.options.watchScroll,
onScroll: (delta) => this.updateScroll(delta),
})
}
/**
* Update all {@link DOMMesh#updateScrollPosition | DOMMesh scroll positions}
* @param delta - last {@link ScrollManager#delta | scroll delta values}
*/
updateScroll(delta: DOMPosition = { x: 0, y: 0 }) {
this.domMeshes.forEach((mesh) => {
if (mesh.domElement) {
mesh.updateScrollPosition(delta)
}
})
this._onScrollCallback && this._onScrollCallback()
}
/**
* Update our {@link ScrollManager#scroll | scrollManager scroll values}. Called each time the scroll has changed if {@link GPUCurtains#options.watchScroll | watchScroll option} is set to true. Could be called externally as well.
* @param scroll - new {@link DOMPosition | scroll values}
*/
updateScrollValues(scroll: DOMPosition = { x: 0, y: 0 }) {
this.scrollManager.updateScrollValues(scroll)
}
/**
* Get our {@link ScrollManager#delta | scrollManager delta values}
* @readonly
*/
get scrollDelta(): DOMPosition {
return this.scrollManager.delta
}
/**
* Get our {@link ScrollManager#scroll | scrollManager scroll values}
* @readonly
*/
get scrollValues(): DOMPosition {
return this.scrollManager.scroll
}
/* EVENT LISTENERS */
/**
* Set the resize and scroll event listeners
*/
initEvents() {
resizeManager.useObserver(this.options.autoResize)
this.initScroll()
}
/* EVENTS */
/**
* Called at each render frame
* @param callback - callback to run at each render
* @returns - our {@link GPUCurtains}
*/
onRender(callback: () => void): GPUCurtains {
if (callback) {
this._onRenderCallback = callback
}
return this
}
/**
* Called each time the {@link ScrollManager#scroll | scrollManager scroll values} changed
* @param callback - callback to run each time the {@link ScrollManager#scroll | scrollManager scroll values} changed
* @returns - our {@link GPUCurtains}
*/
onScroll(callback: () => void): GPUCurtains {
if (callback) {
this._onScrollCallback = callback
}
return this
}
/**
* Called if there's been an error while trying to create the {@link GPUDeviceManager#device | device}
* @param callback - callback to run if there's been an error while trying to create the {@link GPUDeviceManager#device | device}
* @returns - our {@link GPUCurtains}
*/
onError(callback: () => void): GPUCurtains {
if (callback) {
this._onErrorCallback = callback
}
return this
}
/**
* Called whenever the {@link GPUDeviceManager#device | device} is lost
* @param callback - callback to run whenever the {@link GPUDeviceManager#device | device} is lost
* @returns - our {@link GPUCurtains}
*/
onContextLost(callback: (info?: GPUDeviceLostInfo) => void): GPUCurtains {
if (callback) {
this._onContextLostCallback = callback
}
return this
}
/**
* Create a requestAnimationFrame loop and run it
*/
animate() {
this.render()
this.animationFrameID = window.requestAnimationFrame(this.animate.bind(this))
}
/**
* Render our {@link GPUDeviceManager}
*/
render() {
this._onRenderCallback && this._onRenderCallback()
this.deviceManager.render()
}
/**
* Destroy our {@link GPUCurtains} and {@link GPUDeviceManager}
*/
destroy() {
if (this.animationFrameID) {
window.cancelAnimationFrame(this.animationFrameID)
}
this.deviceManager.destroy()
this.scrollManager?.destroy()
resizeManager.destroy()
}
}