MCP 3D Printer Server

by DMontgomery40
Verified
import UniformBuffer from './UniformBuffer.js'; import { GPU_CHUNK_BYTES } from './Constants.js'; /** * This class represents a uniform buffer binding but with * an API that allows to maintain individual uniform objects. * * @private * @augments UniformBuffer */ class UniformsGroup extends UniformBuffer { /** * Constructs a new uniforms group. * * @param {String} name - The group's name. */ constructor( name ) { super( name ); /** * This flag can be used for type testing. * * @type {Boolean} * @readonly * @default true */ this.isUniformsGroup = true; /** * An array with the raw uniform values. * * @private * @type {Array<Number>?} * @default null */ this._values = null; /** * An array of uniform objects. * * The order of uniforms in this array must match the order of uniforms in the shader. * * @type {Array<Uniform>} */ this.uniforms = []; } /** * Adds a uniform to this group. * * @param {Uniform} uniform - The uniform to add. * @return {UniformsGroup} A reference to this group. */ addUniform( uniform ) { this.uniforms.push( uniform ); return this; } /** * Removes a uniform from this group. * * @param {Uniform} uniform - The uniform to remove. * @return {UniformsGroup} A reference to this group. */ removeUniform( uniform ) { const index = this.uniforms.indexOf( uniform ); if ( index !== - 1 ) { this.uniforms.splice( index, 1 ); } return this; } /** * An array with the raw uniform values. * * @type {Array<Number>} */ get values() { if ( this._values === null ) { this._values = Array.from( this.buffer ); } return this._values; } /** * A Float32 array buffer with the uniform values. * * @type {Float32Array} */ get buffer() { let buffer = this._buffer; if ( buffer === null ) { const byteLength = this.byteLength; buffer = new Float32Array( new ArrayBuffer( byteLength ) ); this._buffer = buffer; } return buffer; } /** * The byte length of the buffer with correct buffer alignment. * * @type {Number} */ get byteLength() { let offset = 0; // global buffer offset in bytes for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) { const uniform = this.uniforms[ i ]; const { boundary, itemSize } = uniform; // offset within a single chunk in bytes const chunkOffset = offset % GPU_CHUNK_BYTES; const remainingSizeInChunk = GPU_CHUNK_BYTES - chunkOffset; // conformance tests if ( chunkOffset !== 0 && ( remainingSizeInChunk - boundary ) < 0 ) { // check for chunk overflow offset += ( GPU_CHUNK_BYTES - chunkOffset ); } else if ( chunkOffset % boundary !== 0 ) { // check for correct alignment offset += ( chunkOffset % boundary ); } uniform.offset = ( offset / this.bytesPerElement ); offset += ( itemSize * this.bytesPerElement ); } return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES; } /** * Updates this group by updating each uniform object of * the internal uniform list. The uniform objects check if their * values has actually changed so this method only returns * `true` if there is a real value change. * * @return {Boolean} Whether the uniforms have been updated and * must be uploaded to the GPU. */ update() { let updated = false; for ( const uniform of this.uniforms ) { if ( this.updateByType( uniform ) === true ) { updated = true; } } return updated; } /** * Updates a given uniform by calling an update method matching * the uniforms type. * * @param {Uniform} uniform - The uniform to update. * @return {Boolean} Whether the uniform has been updated or not. */ updateByType( uniform ) { if ( uniform.isNumberUniform ) return this.updateNumber( uniform ); if ( uniform.isVector2Uniform ) return this.updateVector2( uniform ); if ( uniform.isVector3Uniform ) return this.updateVector3( uniform ); if ( uniform.isVector4Uniform ) return this.updateVector4( uniform ); if ( uniform.isColorUniform ) return this.updateColor( uniform ); if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform ); if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform ); console.error( 'THREE.WebGPUUniformsGroup: Unsupported uniform type.', uniform ); } /** * Updates a given Number uniform. * * @param {NumberUniform} uniform - The Number uniform. * @return {Boolean} Whether the uniform has been updated or not. */ updateNumber( uniform ) { let updated = false; const a = this.values; const v = uniform.getValue(); const offset = uniform.offset; const type = uniform.getType(); if ( a[ offset ] !== v ) { const b = this._getBufferForType( type ); b[ offset ] = a[ offset ] = v; updated = true; } return updated; } /** * Updates a given Vector2 uniform. * * @param {Vector2Uniform} uniform - The Vector2 uniform. * @return {Boolean} Whether the uniform has been updated or not. */ updateVector2( uniform ) { let updated = false; const a = this.values; const v = uniform.getValue(); const offset = uniform.offset; const type = uniform.getType(); if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) { const b = this._getBufferForType( type ); b[ offset + 0 ] = a[ offset + 0 ] = v.x; b[ offset + 1 ] = a[ offset + 1 ] = v.y; updated = true; } return updated; } /** * Updates a given Vector3 uniform. * * @param {Vector3Uniform} uniform - The Vector3 uniform. * @return {Boolean} Whether the uniform has been updated or not. */ updateVector3( uniform ) { let updated = false; const a = this.values; const v = uniform.getValue(); const offset = uniform.offset; const type = uniform.getType(); if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) { const b = this._getBufferForType( type ); b[ offset + 0 ] = a[ offset + 0 ] = v.x; b[ offset + 1 ] = a[ offset + 1 ] = v.y; b[ offset + 2 ] = a[ offset + 2 ] = v.z; updated = true; } return updated; } /** * Updates a given Vector4 uniform. * * @param {Vector4Uniform} uniform - The Vector4 uniform. * @return {Boolean} Whether the uniform has been updated or not. */ updateVector4( uniform ) { let updated = false; const a = this.values; const v = uniform.getValue(); const offset = uniform.offset; const type = uniform.getType(); if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) { const b = this._getBufferForType( type ); b[ offset + 0 ] = a[ offset + 0 ] = v.x; b[ offset + 1 ] = a[ offset + 1 ] = v.y; b[ offset + 2 ] = a[ offset + 2 ] = v.z; b[ offset + 3 ] = a[ offset + 3 ] = v.w; updated = true; } return updated; } /** * Updates a given Color uniform. * * @param {ColorUniform} uniform - The Color uniform. * @return {Boolean} Whether the uniform has been updated or not. */ updateColor( uniform ) { let updated = false; const a = this.values; const c = uniform.getValue(); const offset = uniform.offset; if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) { const b = this.buffer; b[ offset + 0 ] = a[ offset + 0 ] = c.r; b[ offset + 1 ] = a[ offset + 1 ] = c.g; b[ offset + 2 ] = a[ offset + 2 ] = c.b; updated = true; } return updated; } /** * Updates a given Matrix3 uniform. * * @param {Matrix3Uniform} uniform - The Matrix3 uniform. * @return {Boolean} Whether the uniform has been updated or not. */ updateMatrix3( uniform ) { let updated = false; const a = this.values; const e = uniform.getValue().elements; const offset = uniform.offset; if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] || a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] || a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) { const b = this.buffer; b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ]; b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ]; b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ]; b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ]; b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ]; b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ]; b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ]; b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ]; b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ]; updated = true; } return updated; } /** * Updates a given Matrix4 uniform. * * @param {Matrix4Uniform} uniform - The Matrix4 uniform. * @return {Boolean} Whether the uniform has been updated or not. */ updateMatrix4( uniform ) { let updated = false; const a = this.values; const e = uniform.getValue().elements; const offset = uniform.offset; if ( arraysEqual( a, e, offset ) === false ) { const b = this.buffer; b.set( e, offset ); setArray( a, e, offset ); updated = true; } return updated; } /** * Returns a typed array that matches the given data type. * * @param {String} type - The data type. * @return {TypedArray} The typed array. */ _getBufferForType( type ) { if ( type === 'int' || type === 'ivec2' || type === 'ivec3' || type === 'ivec4' ) return new Int32Array( this.buffer.buffer ); if ( type === 'uint' || type === 'uvec2' || type === 'uvec3' || type === 'uvec4' ) return new Uint32Array( this.buffer.buffer ); return this.buffer; } } /** * Sets the values of the second array to the first array. * * @private * @param {TypedArray} a - The first array. * @param {TypedArray} b - The second array. * @param {Number} offset - An index offset for the first array. */ function setArray( a, b, offset ) { for ( let i = 0, l = b.length; i < l; i ++ ) { a[ offset + i ] = b[ i ]; } } /** * Returns `true` if the given arrays are equal. * * @private * @param {TypedArray} a - The first array. * @param {TypedArray} b - The second array. * @param {Number} offset - An index offset for the first array. * @return {Boolean} Whether the given arrays are equal or not. */ function arraysEqual( a, b, offset ) { for ( let i = 0, l = b.length; i < l; i ++ ) { if ( a[ offset + i ] !== b[ i ] ) return false; } return true; } export default UniformsGroup;