render-item.ts 14 KB

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  1. /**
  2. * Copyright (c) 2018-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
  3. *
  4. * @author Alexander Rose <alexander.rose@weirdbyte.de>
  5. */
  6. import { createAttributeBuffers, ElementsBuffer, AttributeKind } from './buffer';
  7. import { createTextures, Texture } from './texture';
  8. import { WebGLContext, checkError } from './context';
  9. import { ShaderCode, DefineValues } from '../shader-code';
  10. import { Program } from './program';
  11. import { RenderableSchema, RenderableValues, AttributeSpec, getValueVersions, splitValues, DefineSpec } from '../renderable/schema';
  12. import { idFactory } from '../../mol-util/id-factory';
  13. import { ValueCell } from '../../mol-util';
  14. import { TextureImage, TextureVolume } from '../../mol-gl/renderable/util';
  15. import { checkFramebufferStatus } from './framebuffer';
  16. import { isDebugMode } from '../../mol-util/debug';
  17. import { VertexArray } from './vertex-array';
  18. const getNextRenderItemId = idFactory();
  19. export type DrawMode = 'points' | 'lines' | 'line-strip' | 'line-loop' | 'triangles' | 'triangle-strip' | 'triangle-fan'
  20. export function getDrawMode(ctx: WebGLContext, drawMode: DrawMode) {
  21. const { gl } = ctx;
  22. switch (drawMode) {
  23. case 'points': return gl.POINTS;
  24. case 'lines': return gl.LINES;
  25. case 'line-strip': return gl.LINE_STRIP;
  26. case 'line-loop': return gl.LINE_LOOP;
  27. case 'triangles': return gl.TRIANGLES;
  28. case 'triangle-strip': return gl.TRIANGLE_STRIP;
  29. case 'triangle-fan': return gl.TRIANGLE_FAN;
  30. }
  31. }
  32. export interface RenderItem<T extends string> {
  33. readonly id: number
  34. readonly materialId: number
  35. getProgram: (variant: T) => Program
  36. render: (variant: T) => void
  37. update: () => Readonly<ValueChanges>
  38. destroy: () => void
  39. }
  40. //
  41. const GraphicsRenderVariant = { 'color': '', 'pickObject': '', 'pickInstance': '', 'pickGroup': '', 'depth': '' };
  42. export type GraphicsRenderVariant = keyof typeof GraphicsRenderVariant
  43. const GraphicsRenderVariants = Object.keys(GraphicsRenderVariant) as GraphicsRenderVariant[];
  44. const ComputeRenderVariant = { 'compute': '' };
  45. export type ComputeRenderVariant = keyof typeof ComputeRenderVariant
  46. const ComputeRenderVariants = Object.keys(ComputeRenderVariant) as ComputeRenderVariant[];
  47. function createProgramVariant(ctx: WebGLContext, variant: string, defineValues: DefineValues, shaderCode: ShaderCode, schema: RenderableSchema) {
  48. defineValues = { ...defineValues, dRenderVariant: ValueCell.create(variant) };
  49. schema = { ...schema, dRenderVariant: DefineSpec('string') };
  50. return ctx.resources.program(defineValues, shaderCode, schema);
  51. }
  52. //
  53. type ProgramVariants = { [k: string]: Program }
  54. type VertexArrayVariants = { [k: string]: VertexArray | null }
  55. interface ValueChanges {
  56. attributes: boolean
  57. defines: boolean
  58. elements: boolean
  59. textures: boolean
  60. }
  61. function createValueChanges() {
  62. return {
  63. attributes: false,
  64. defines: false,
  65. elements: false,
  66. textures: false,
  67. };
  68. }
  69. function resetValueChanges(valueChanges: ValueChanges) {
  70. valueChanges.attributes = false;
  71. valueChanges.defines = false;
  72. valueChanges.elements = false;
  73. valueChanges.textures = false;
  74. }
  75. //
  76. export type GraphicsRenderItem = RenderItem<GraphicsRenderVariant>
  77. export function createGraphicsRenderItem(ctx: WebGLContext, drawMode: DrawMode, shaderCode: ShaderCode, schema: RenderableSchema, values: RenderableValues, materialId: number) {
  78. return createRenderItem(ctx, drawMode, shaderCode, schema, values, materialId, GraphicsRenderVariants);
  79. }
  80. export type ComputeRenderItem = RenderItem<ComputeRenderVariant>
  81. export function createComputeRenderItem(ctx: WebGLContext, drawMode: DrawMode, shaderCode: ShaderCode, schema: RenderableSchema, values: RenderableValues, materialId = -1) {
  82. return createRenderItem(ctx, drawMode, shaderCode, schema, values, materialId, ComputeRenderVariants);
  83. }
  84. /**
  85. * Creates a render item
  86. *
  87. * - assumes that `values.drawCount` and `values.instanceCount` exist
  88. */
  89. export function createRenderItem<T extends string>(ctx: WebGLContext, drawMode: DrawMode, shaderCode: ShaderCode, schema: RenderableSchema, values: RenderableValues, materialId: number, renderVariants: T[]): RenderItem<T> {
  90. const id = getNextRenderItemId();
  91. const { stats, state, resources } = ctx;
  92. const { instancedArrays, vertexArrayObject } = ctx.extensions;
  93. const { attributeValues, defineValues, textureValues, uniformValues, materialUniformValues } = splitValues(schema, values);
  94. const uniformValueEntries = Object.entries(uniformValues);
  95. const materialUniformValueEntries = Object.entries(materialUniformValues);
  96. const defineValueEntries = Object.entries(defineValues);
  97. const versions = getValueVersions(values);
  98. const glDrawMode = getDrawMode(ctx, drawMode);
  99. const programs: ProgramVariants = {};
  100. for (const k of renderVariants) {
  101. programs[k] = createProgramVariant(ctx, k, defineValues, shaderCode, schema);
  102. }
  103. const textures = createTextures(ctx, schema, textureValues);
  104. const attributeBuffers = createAttributeBuffers(ctx, schema, attributeValues);
  105. let elementsBuffer: ElementsBuffer | undefined;
  106. const elements = values.elements;
  107. if (elements && elements.ref.value) {
  108. elementsBuffer = resources.elements(elements.ref.value);
  109. }
  110. const vertexArrays: VertexArrayVariants = {};
  111. for (const k of renderVariants) {
  112. vertexArrays[k] = vertexArrayObject ? resources.vertexArray(programs[k], attributeBuffers, elementsBuffer) : null;
  113. }
  114. let drawCount = values.drawCount.ref.value;
  115. let instanceCount = values.instanceCount.ref.value;
  116. stats.drawCount += drawCount;
  117. stats.instanceCount += instanceCount;
  118. stats.instancedDrawCount += instanceCount * drawCount;
  119. const valueChanges = createValueChanges();
  120. let destroyed = false;
  121. let currentProgramId = -1;
  122. return {
  123. id,
  124. materialId,
  125. getProgram: (variant: T) => programs[variant],
  126. render: (variant: T) => {
  127. if (drawCount === 0 || instanceCount === 0 || ctx.isContextLost) return;
  128. const program = programs[variant];
  129. if (program.id === currentProgramId && state.currentRenderItemId === id) {
  130. program.setUniforms(uniformValueEntries);
  131. program.bindTextures(textures);
  132. } else {
  133. const vertexArray = vertexArrays[variant];
  134. if (program.id !== state.currentProgramId || program.id !== currentProgramId ||
  135. materialId === -1 || materialId !== state.currentMaterialId
  136. ) {
  137. // console.log('program.id changed or materialId changed/-1', materialId)
  138. if (program.id !== state.currentProgramId) program.use();
  139. program.setUniforms(materialUniformValueEntries);
  140. state.currentMaterialId = materialId;
  141. currentProgramId = program.id;
  142. }
  143. program.setUniforms(uniformValueEntries);
  144. program.bindTextures(textures);
  145. if (vertexArray) {
  146. vertexArray.bind();
  147. // need to bind elements buffer explicitly since it is not always recorded in the VAO
  148. if (elementsBuffer) elementsBuffer.bind();
  149. } else {
  150. if (elementsBuffer) elementsBuffer.bind();
  151. program.bindAttributes(attributeBuffers);
  152. }
  153. state.currentRenderItemId = id;
  154. }
  155. if (isDebugMode) {
  156. checkFramebufferStatus(ctx.gl);
  157. }
  158. if (elementsBuffer) {
  159. instancedArrays.drawElementsInstanced(glDrawMode, drawCount, elementsBuffer._dataType, 0, instanceCount);
  160. } else {
  161. instancedArrays.drawArraysInstanced(glDrawMode, 0, drawCount, instanceCount);
  162. }
  163. if (isDebugMode) {
  164. try {
  165. checkError(ctx.gl);
  166. } catch (e) {
  167. throw new Error(`Error rendering item id ${id}: '${e}'`);
  168. }
  169. }
  170. },
  171. update: () => {
  172. resetValueChanges(valueChanges);
  173. for (let i = 0, il = defineValueEntries.length; i < il; ++i) {
  174. const [k, value] = defineValueEntries[i];
  175. if (value.ref.version !== versions[k]) {
  176. // console.log('define version changed', k);
  177. valueChanges.defines = true;
  178. versions[k] = value.ref.version;
  179. }
  180. }
  181. if (valueChanges.defines) {
  182. // console.log('some defines changed, need to rebuild programs');
  183. for (const k of renderVariants) {
  184. programs[k].destroy();
  185. programs[k] = createProgramVariant(ctx, k, defineValues, shaderCode, schema);
  186. }
  187. }
  188. if (values.drawCount.ref.version !== versions.drawCount) {
  189. // console.log('drawCount version changed');
  190. stats.drawCount += values.drawCount.ref.value - drawCount;
  191. stats.instancedDrawCount += instanceCount * values.drawCount.ref.value - instanceCount * drawCount;
  192. drawCount = values.drawCount.ref.value;
  193. versions.drawCount = values.drawCount.ref.version;
  194. }
  195. if (values.instanceCount.ref.version !== versions.instanceCount) {
  196. // console.log('instanceCount version changed');
  197. stats.instanceCount += values.instanceCount.ref.value - instanceCount;
  198. stats.instancedDrawCount += values.instanceCount.ref.value * drawCount - instanceCount * drawCount;
  199. instanceCount = values.instanceCount.ref.value;
  200. versions.instanceCount = values.instanceCount.ref.version;
  201. }
  202. for (let i = 0, il = attributeBuffers.length; i < il; ++i) {
  203. const [k, buffer] = attributeBuffers[i];
  204. const value = attributeValues[k];
  205. if (value.ref.version !== versions[k]) {
  206. if (buffer.length >= value.ref.value.length) {
  207. // console.log('attribute array large enough to update', buffer.id, k, value.ref.id, value.ref.version);
  208. buffer.updateSubData(value.ref.value, 0, buffer.length);
  209. } else {
  210. // console.log('attribute array too small, need to create new attribute', buffer.id, k, value.ref.id, value.ref.version);
  211. buffer.destroy();
  212. const { itemSize, divisor } = schema[k] as AttributeSpec<AttributeKind>;
  213. attributeBuffers[i][1] = resources.attribute(value.ref.value, itemSize, divisor);
  214. valueChanges.attributes = true;
  215. }
  216. versions[k] = value.ref.version;
  217. }
  218. }
  219. if (elementsBuffer && values.elements.ref.version !== versions.elements) {
  220. if (elementsBuffer.length >= values.elements.ref.value.length) {
  221. // console.log('elements array large enough to update', values.elements.ref.id, values.elements.ref.version);
  222. elementsBuffer.updateSubData(values.elements.ref.value, 0, elementsBuffer.length);
  223. } else {
  224. // console.log('elements array to small, need to create new elements', values.elements.ref.id, values.elements.ref.version);
  225. elementsBuffer.destroy();
  226. elementsBuffer = resources.elements(values.elements.ref.value);
  227. valueChanges.elements = true;
  228. }
  229. versions.elements = values.elements.ref.version;
  230. }
  231. if (valueChanges.attributes || valueChanges.defines || valueChanges.elements) {
  232. // console.log('program/defines or buffers changed, update vaos');
  233. for (const k of renderVariants) {
  234. const vertexArray = vertexArrays[k];
  235. if (vertexArray) vertexArray.destroy();
  236. vertexArrays[k] = vertexArrayObject ? resources.vertexArray(programs[k], attributeBuffers, elementsBuffer) : null;
  237. }
  238. }
  239. for (let i = 0, il = textures.length; i < il; ++i) {
  240. const [k, texture] = textures[i];
  241. const value = textureValues[k];
  242. if (value.ref.version !== versions[k]) {
  243. // update of textures with kind 'texture' is done externally
  244. if (schema[k].kind !== 'texture') {
  245. // console.log('texture version changed, uploading image', k);
  246. texture.load(value.ref.value as TextureImage<any> | TextureVolume<any>);
  247. versions[k] = value.ref.version;
  248. valueChanges.textures = true;
  249. } else {
  250. textures[i][1] = value.ref.value as Texture;
  251. }
  252. }
  253. }
  254. return valueChanges;
  255. },
  256. destroy: () => {
  257. if (!destroyed) {
  258. for (const k of renderVariants) {
  259. programs[k].destroy();
  260. const vertexArray = vertexArrays[k];
  261. if (vertexArray) vertexArray.destroy();
  262. }
  263. textures.forEach(([k, texture]) => {
  264. // lifetime of textures with kind 'texture' is defined externally
  265. if (schema[k].kind !== 'texture') {
  266. texture.destroy();
  267. }
  268. });
  269. attributeBuffers.forEach(([_, buffer]) => buffer.destroy());
  270. if (elementsBuffer) elementsBuffer.destroy();
  271. destroyed = true;
  272. }
  273. }
  274. };
  275. }