12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283 |
- import Check from '../Core/Check.js';
- import clone from '../Core/clone.js';
- import Color from '../Core/Color.js';
- import ComponentDatatype from '../Core/ComponentDatatype.js';
- import createGuid from '../Core/createGuid.js';
- import defaultValue from '../Core/defaultValue.js';
- import defined from '../Core/defined.js';
- import defineProperties from '../Core/defineProperties.js';
- import destroyObject from '../Core/destroyObject.js';
- import DeveloperError from '../Core/DeveloperError.js';
- import Geometry from '../Core/Geometry.js';
- import GeometryAttribute from '../Core/GeometryAttribute.js';
- import Matrix4 from '../Core/Matrix4.js';
- import PixelFormat from '../Core/PixelFormat.js';
- import PrimitiveType from '../Core/PrimitiveType.js';
- import RuntimeError from '../Core/RuntimeError.js';
- import WebGLConstants from '../Core/WebGLConstants.js';
- import ViewportQuadVS from '../Shaders/ViewportQuadVS.js';
- import BufferUsage from './BufferUsage.js';
- import checkFloatTexturePrecision from './checkFloatTexturePrecision.js';
- import ClearCommand from './ClearCommand.js';
- import ContextLimits from './ContextLimits.js';
- import CubeMap from './CubeMap.js';
- import DrawCommand from './DrawCommand.js';
- import PassState from './PassState.js';
- import PixelDatatype from './PixelDatatype.js';
- import RenderState from './RenderState.js';
- import ShaderCache from './ShaderCache.js';
- import ShaderProgram from './ShaderProgram.js';
- import Texture from './Texture.js';
- import TextureCache from './TextureCache.js';
- import UniformState from './UniformState.js';
- import VertexArray from './VertexArray.js';
- function errorToString(gl, error) {
- var message = 'WebGL Error: ';
- switch (error) {
- case gl.INVALID_ENUM:
- message += 'INVALID_ENUM';
- break;
- case gl.INVALID_VALUE:
- message += 'INVALID_VALUE';
- break;
- case gl.INVALID_OPERATION:
- message += 'INVALID_OPERATION';
- break;
- case gl.OUT_OF_MEMORY:
- message += 'OUT_OF_MEMORY';
- break;
- case gl.CONTEXT_LOST_WEBGL:
- message += 'CONTEXT_LOST_WEBGL lost';
- break;
- default:
- message += 'Unknown (' + error + ')';
- }
- return message;
- }
- function createErrorMessage(gl, glFunc, glFuncArguments, error) {
- var message = errorToString(gl, error) + ': ' + glFunc.name + '(';
- for (var i = 0; i < glFuncArguments.length; ++i) {
- if (i !== 0) {
- message += ', ';
- }
- message += glFuncArguments[i];
- }
- message += ');';
- return message;
- }
- function throwOnError(gl, glFunc, glFuncArguments) {
- var error = gl.getError();
- if (error !== gl.NO_ERROR) {
- throw new RuntimeError(createErrorMessage(gl, glFunc, glFuncArguments, error));
- }
- }
- function makeGetterSetter(gl, propertyName, logFunction) {
- return {
- get : function() {
- var value = gl[propertyName];
- logFunction(gl, 'get: ' + propertyName, value);
- return gl[propertyName];
- },
- set : function(value) {
- gl[propertyName] = value;
- logFunction(gl, 'set: ' + propertyName, value);
- }
- };
- }
- function wrapGL(gl, logFunction) {
- if (!defined(logFunction)) {
- return gl;
- }
- function wrapFunction(property) {
- return function() {
- var result = property.apply(gl, arguments);
- logFunction(gl, property, arguments);
- return result;
- };
- }
- var glWrapper = {};
- // JavaScript linters normally demand that a for..in loop must directly contain an if,
- // but in our loop below, we actually intend to iterate all properties, including
- // those in the prototype.
- /*eslint-disable guard-for-in*/
- for (var propertyName in gl) {
- var property = gl[propertyName];
- // wrap any functions we encounter, otherwise just copy the property to the wrapper.
- if (property instanceof Function) {
- glWrapper[propertyName] = wrapFunction(property);
- } else {
- Object.defineProperty(glWrapper, propertyName, makeGetterSetter(gl, propertyName, logFunction));
- }
- }
- /*eslint-enable guard-for-in*/
- return glWrapper;
- }
- function getExtension(gl, names) {
- var length = names.length;
- for (var i = 0; i < length; ++i) {
- var extension = gl.getExtension(names[i]);
- if (extension) {
- return extension;
- }
- }
- return undefined;
- }
- /**
- * @private
- */
- function Context(canvas, options) {
- // this check must use typeof, not defined, because defined doesn't work with undeclared variables.
- if (typeof WebGLRenderingContext === 'undefined') {
- throw new RuntimeError('The browser does not support WebGL. Visit http://get.webgl.org.');
- }
- //>>includeStart('debug', pragmas.debug);
- Check.defined('canvas', canvas);
- //>>includeEnd('debug');
- this._canvas = canvas;
- options = clone(options, true);
- // Don't use defaultValue.EMPTY_OBJECT here because the options object gets modified in the next line.
- options = defaultValue(options, {});
- options.allowTextureFilterAnisotropic = defaultValue(options.allowTextureFilterAnisotropic, true);
- var webglOptions = defaultValue(options.webgl, {});
- // Override select WebGL defaults
- webglOptions.alpha = defaultValue(webglOptions.alpha, false); // WebGL default is true
- webglOptions.stencil = defaultValue(webglOptions.stencil, true); // WebGL default is false
- var requestWebgl2 = defaultValue(options.requestWebgl2, false) && (typeof WebGL2RenderingContext !== 'undefined');
- var webgl2 = false;
- var glContext;
- var getWebGLStub = options.getWebGLStub;
- if (!defined(getWebGLStub)) {
- if (requestWebgl2) {
- glContext = canvas.getContext('webgl2', webglOptions) || canvas.getContext('experimental-webgl2', webglOptions) || undefined;
- if (defined(glContext)) {
- webgl2 = true;
- }
- }
- if (!defined(glContext)) {
- glContext = canvas.getContext('webgl', webglOptions) || canvas.getContext('experimental-webgl', webglOptions) || undefined;
- }
- if (!defined(glContext)) {
- throw new RuntimeError('The browser supports WebGL, but initialization failed.');
- }
- } else {
- // Use WebGL stub when requested for unit tests
- glContext = getWebGLStub(canvas, webglOptions);
- }
- this._originalGLContext = glContext;
- this._gl = glContext;
- this._webgl2 = webgl2;
- this._id = createGuid();
- // Validation and logging disabled by default for speed.
- this.validateFramebuffer = false;
- this.validateShaderProgram = false;
- this.logShaderCompilation = false;
- this._throwOnWebGLError = false;
- this._shaderCache = new ShaderCache(this);
- this._textureCache = new TextureCache();
- var gl = glContext;
- this._stencilBits = gl.getParameter(gl.STENCIL_BITS);
- ContextLimits._maximumCombinedTextureImageUnits = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS); // min: 8
- ContextLimits._maximumCubeMapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE); // min: 16
- ContextLimits._maximumFragmentUniformVectors = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS); // min: 16
- ContextLimits._maximumTextureImageUnits = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); // min: 8
- ContextLimits._maximumRenderbufferSize = gl.getParameter(gl.MAX_RENDERBUFFER_SIZE); // min: 1
- ContextLimits._maximumTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); // min: 64
- ContextLimits._maximumVaryingVectors = gl.getParameter(gl.MAX_VARYING_VECTORS); // min: 8
- ContextLimits._maximumVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); // min: 8
- ContextLimits._maximumVertexTextureImageUnits = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS); // min: 0
- ContextLimits._maximumVertexUniformVectors = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS); // min: 128
- var aliasedLineWidthRange = gl.getParameter(gl.ALIASED_LINE_WIDTH_RANGE); // must include 1
- ContextLimits._minimumAliasedLineWidth = aliasedLineWidthRange[0];
- ContextLimits._maximumAliasedLineWidth = aliasedLineWidthRange[1];
- var aliasedPointSizeRange = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE); // must include 1
- ContextLimits._minimumAliasedPointSize = aliasedPointSizeRange[0];
- ContextLimits._maximumAliasedPointSize = aliasedPointSizeRange[1];
- var maximumViewportDimensions = gl.getParameter(gl.MAX_VIEWPORT_DIMS);
- ContextLimits._maximumViewportWidth = maximumViewportDimensions[0];
- ContextLimits._maximumViewportHeight = maximumViewportDimensions[1];
- var highpFloat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);
- ContextLimits._highpFloatSupported = highpFloat.precision !== 0;
- var highpInt = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT);
- ContextLimits._highpIntSupported = highpInt.rangeMax !== 0;
- this._antialias = gl.getContextAttributes().antialias;
- // Query and initialize extensions
- this._standardDerivatives = !!getExtension(gl, ['OES_standard_derivatives']);
- this._blendMinmax = !!getExtension(gl, ['EXT_blend_minmax']);
- this._elementIndexUint = !!getExtension(gl, ['OES_element_index_uint']);
- this._depthTexture = !!getExtension(gl, ['WEBGL_depth_texture', 'WEBKIT_WEBGL_depth_texture']);
- this._fragDepth = !!getExtension(gl, ['EXT_frag_depth']);
- this._debugShaders = getExtension(gl, ['WEBGL_debug_shaders']);
- this._textureFloat = !!getExtension(gl, ['OES_texture_float']);
- this._textureHalfFloat = !!getExtension(gl, ['OES_texture_half_float']);
- this._textureFloatLinear = !!getExtension(gl, ['OES_texture_float_linear']);
- this._textureHalfFloatLinear = !!getExtension(gl, ['OES_texture_half_float_linear']);
- this._colorBufferFloat = !!getExtension(gl, ['EXT_color_buffer_float', 'WEBGL_color_buffer_float']);
- this._colorBufferHalfFloat = !!getExtension(gl, ['EXT_color_buffer_half_float']);
- this._s3tc = !!getExtension(gl, ['WEBGL_compressed_texture_s3tc', 'MOZ_WEBGL_compressed_texture_s3tc', 'WEBKIT_WEBGL_compressed_texture_s3tc']);
- this._pvrtc = !!getExtension(gl, ['WEBGL_compressed_texture_pvrtc', 'WEBKIT_WEBGL_compressed_texture_pvrtc']);
- this._etc1 = !!getExtension(gl, ['WEBGL_compressed_texture_etc1']);
- var textureFilterAnisotropic = options.allowTextureFilterAnisotropic ? getExtension(gl, ['EXT_texture_filter_anisotropic', 'WEBKIT_EXT_texture_filter_anisotropic']) : undefined;
- this._textureFilterAnisotropic = textureFilterAnisotropic;
- ContextLimits._maximumTextureFilterAnisotropy = defined(textureFilterAnisotropic) ? gl.getParameter(textureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 1.0;
- var glCreateVertexArray;
- var glBindVertexArray;
- var glDeleteVertexArray;
- var glDrawElementsInstanced;
- var glDrawArraysInstanced;
- var glVertexAttribDivisor;
- var glDrawBuffers;
- var vertexArrayObject;
- var instancedArrays;
- var drawBuffers;
- if (webgl2) {
- var that = this;
- glCreateVertexArray = function() {
- return that._gl.createVertexArray();
- };
- glBindVertexArray = function(vao) {
- that._gl.bindVertexArray(vao);
- };
- glDeleteVertexArray = function(vao) {
- that._gl.deleteVertexArray(vao);
- };
- glDrawElementsInstanced = function(mode, count, type, offset, instanceCount) {
- gl.drawElementsInstanced(mode, count, type, offset, instanceCount);
- };
- glDrawArraysInstanced = function(mode, first, count, instanceCount) {
- gl.drawArraysInstanced(mode, first, count, instanceCount);
- };
- glVertexAttribDivisor = function(index, divisor) {
- gl.vertexAttribDivisor(index, divisor);
- };
- glDrawBuffers = function(buffers) {
- gl.drawBuffers(buffers);
- };
- } else {
- vertexArrayObject = getExtension(gl, ['OES_vertex_array_object']);
- if (defined(vertexArrayObject)) {
- glCreateVertexArray = function() {
- return vertexArrayObject.createVertexArrayOES();
- };
- glBindVertexArray = function(vertexArray) {
- vertexArrayObject.bindVertexArrayOES(vertexArray);
- };
- glDeleteVertexArray = function(vertexArray) {
- vertexArrayObject.deleteVertexArrayOES(vertexArray);
- };
- }
- instancedArrays = getExtension(gl, ['ANGLE_instanced_arrays']);
- if (defined(instancedArrays)) {
- glDrawElementsInstanced = function(mode, count, type, offset, instanceCount) {
- instancedArrays.drawElementsInstancedANGLE(mode, count, type, offset, instanceCount);
- };
- glDrawArraysInstanced = function(mode, first, count, instanceCount) {
- instancedArrays.drawArraysInstancedANGLE(mode, first, count, instanceCount);
- };
- glVertexAttribDivisor = function(index, divisor) {
- instancedArrays.vertexAttribDivisorANGLE(index, divisor);
- };
- }
- drawBuffers = getExtension(gl, ['WEBGL_draw_buffers']);
- if (defined(drawBuffers)) {
- glDrawBuffers = function(buffers) {
- drawBuffers.drawBuffersWEBGL(buffers);
- };
- }
- }
- this.glCreateVertexArray = glCreateVertexArray;
- this.glBindVertexArray = glBindVertexArray;
- this.glDeleteVertexArray = glDeleteVertexArray;
- this.glDrawElementsInstanced = glDrawElementsInstanced;
- this.glDrawArraysInstanced = glDrawArraysInstanced;
- this.glVertexAttribDivisor = glVertexAttribDivisor;
- this.glDrawBuffers = glDrawBuffers;
- this._vertexArrayObject = !!vertexArrayObject;
- this._instancedArrays = !!instancedArrays;
- this._drawBuffers = !!drawBuffers;
- ContextLimits._maximumDrawBuffers = this.drawBuffers ? gl.getParameter(WebGLConstants.MAX_DRAW_BUFFERS) : 1;
- ContextLimits._maximumColorAttachments = this.drawBuffers ? gl.getParameter(WebGLConstants.MAX_COLOR_ATTACHMENTS) : 1;
- this._clearColor = new Color(0.0, 0.0, 0.0, 0.0);
- this._clearDepth = 1.0;
- this._clearStencil = 0;
- var us = new UniformState();
- var ps = new PassState(this);
- var rs = RenderState.fromCache();
- this._defaultPassState = ps;
- this._defaultRenderState = rs;
- this._defaultTexture = undefined;
- this._defaultCubeMap = undefined;
- this._us = us;
- this._currentRenderState = rs;
- this._currentPassState = ps;
- this._currentFramebuffer = undefined;
- this._maxFrameTextureUnitIndex = 0;
- // Vertex attribute divisor state cache. Workaround for ANGLE (also look at VertexArray.setVertexAttribDivisor)
- this._vertexAttribDivisors = [];
- this._previousDrawInstanced = false;
- for (var i = 0; i < ContextLimits._maximumVertexAttributes; i++) {
- this._vertexAttribDivisors.push(0);
- }
- this._pickObjects = {};
- this._nextPickColor = new Uint32Array(1);
- /**
- * @example
- * {
- * webgl : {
- * alpha : false,
- * depth : true,
- * stencil : false,
- * antialias : true,
- * premultipliedAlpha : true,
- * preserveDrawingBuffer : false,
- * failIfMajorPerformanceCaveat : true
- * },
- * allowTextureFilterAnisotropic : true
- * }
- */
- this.options = options;
- /**
- * A cache of objects tied to this context. Just before the Context is destroyed,
- * <code>destroy</code> will be invoked on each object in this object literal that has
- * such a method. This is useful for caching any objects that might otherwise
- * be stored globally, except they're tied to a particular context, and to manage
- * their lifetime.
- *
- * @type {Object}
- */
- this.cache = {};
- RenderState.apply(gl, rs, ps);
- this._floatTexSixPlaces = checkFloatTexturePrecision(this);
- }
- var defaultFramebufferMarker = {};
- defineProperties(Context.prototype, {
- id : {
- get : function() {
- return this._id;
- }
- },
- webgl2 : {
- get : function() {
- return this._webgl2;
- }
- },
- canvas : {
- get : function() {
- return this._canvas;
- }
- },
- shaderCache : {
- get : function() {
- return this._shaderCache;
- }
- },
- textureCache : {
- get : function() {
- return this._textureCache;
- }
- },
- uniformState : {
- get : function() {
- return this._us;
- }
- },
- /**
- * The number of stencil bits per pixel in the default bound framebuffer. The minimum is eight bits.
- * @memberof Context.prototype
- * @type {Number}
- * @see {@link https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml|glGet} with <code>STENCIL_BITS</code>.
- */
- stencilBits : {
- get : function() {
- return this._stencilBits;
- }
- },
- /**
- * <code>true</code> if the WebGL context supports stencil buffers.
- * Stencil buffers are not supported by all systems.
- * @memberof Context.prototype
- * @type {Boolean}
- */
- stencilBuffer : {
- get : function() {
- return this._stencilBits >= 8;
- }
- },
- /**
- * <code>true</code> if the WebGL context supports antialiasing. By default
- * antialiasing is requested, but it is not supported by all systems.
- * @memberof Context.prototype
- * @type {Boolean}
- */
- antialias : {
- get : function() {
- return this._antialias;
- }
- },
- /**
- * <code>true</code> if the OES_standard_derivatives extension is supported. This
- * extension provides access to <code>dFdx</code>, <code>dFdy</code>, and <code>fwidth</code>
- * functions from GLSL. A shader using these functions still needs to explicitly enable the
- * extension with <code>#extension GL_OES_standard_derivatives : enable</code>.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link http://www.khronos.org/registry/gles/extensions/OES/OES_standard_derivatives.txt|OES_standard_derivatives}
- */
- standardDerivatives : {
- get : function() {
- return this._standardDerivatives || this._webgl2;
- }
- },
- /**
- * <code>true</code> if the EXT_blend_minmax extension is supported. This
- * extension extends blending capabilities by adding two new blend equations:
- * the minimum or maximum color components of the source and destination colors.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_blend_minmax/}
- */
- blendMinmax : {
- get : function() {
- return this._blendMinmax || this._webgl2;
- }
- },
- /**
- * <code>true</code> if the OES_element_index_uint extension is supported. This
- * extension allows the use of unsigned int indices, which can improve performance by
- * eliminating batch breaking caused by unsigned short indices.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link http://www.khronos.org/registry/webgl/extensions/OES_element_index_uint/|OES_element_index_uint}
- */
- elementIndexUint : {
- get : function() {
- return this._elementIndexUint || this._webgl2;
- }
- },
- /**
- * <code>true</code> if WEBGL_depth_texture is supported. This extension provides
- * access to depth textures that, for example, can be attached to framebuffers for shadow mapping.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/|WEBGL_depth_texture}
- */
- depthTexture : {
- get : function() {
- return this._depthTexture || this._webgl2;
- }
- },
- /**
- * <code>true</code> if OES_texture_float is supported. This extension provides
- * access to floating point textures that, for example, can be attached to framebuffers for high dynamic range.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_float/}
- */
- floatingPointTexture : {
- get : function() {
- return this._webgl2 || this._textureFloat;
- }
- },
- /**
- * Returns <code>true</code> if the context's floating point textures support 6 decimal places of precision.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_float/}
- */
- floatTextureSixPlaces : {
- get : function() {
- return this._floatTexSixPlaces;
- }
- },
- /**
- * <code>true</code> if OES_texture_half_float is supported. This extension provides
- * access to floating point textures that, for example, can be attached to framebuffers for high dynamic range.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_float/}
- */
- halfFloatingPointTexture : {
- get : function() {
- return this._webgl2 || this._textureHalfFloat;
- }
- },
- /**
- * <code>true</code> if OES_texture_float_linear is supported. This extension provides
- * access to linear sampling methods for minification and magnification filters of floating-point textures.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_float_linear/}
- */
- textureFloatLinear : {
- get : function() {
- return this._textureFloatLinear;
- }
- },
- /**
- * <code>true</code> if OES_texture_half_float_linear is supported. This extension provides
- * access to linear sampling methods for minification and magnification filters of half floating-point textures.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_half_float_linear/}
- */
- textureHalfFloatLinear : {
- get : function() {
- return (this._webgl2 && this._textureFloatLinear) || (!this._webgl2 && this._textureHalfFloatLinear);
- }
- },
- /**
- * <code>true</code> if EXT_texture_filter_anisotropic is supported. This extension provides
- * access to anisotropic filtering for textured surfaces at an oblique angle from the viewer.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_texture_filter_anisotropic/}
- */
- textureFilterAnisotropic : {
- get : function() {
- return !!this._textureFilterAnisotropic;
- }
- },
- /**
- * <code>true</code> if WEBGL_texture_compression_s3tc is supported. This extension provides
- * access to DXT compressed textures.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/}
- */
- s3tc : {
- get : function() {
- return this._s3tc;
- }
- },
- /**
- * <code>true</code> if WEBGL_texture_compression_pvrtc is supported. This extension provides
- * access to PVR compressed textures.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/}
- */
- pvrtc : {
- get : function() {
- return this._pvrtc;
- }
- },
- /**
- * <code>true</code> if WEBGL_texture_compression_etc1 is supported. This extension provides
- * access to ETC1 compressed textures.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/}
- */
- etc1 : {
- get : function() {
- return this._etc1;
- }
- },
- /**
- * <code>true</code> if the OES_vertex_array_object extension is supported. This
- * extension can improve performance by reducing the overhead of switching vertex arrays.
- * When enabled, this extension is automatically used by {@link VertexArray}.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link http://www.khronos.org/registry/webgl/extensions/OES_vertex_array_object/|OES_vertex_array_object}
- */
- vertexArrayObject : {
- get : function() {
- return this._vertexArrayObject || this._webgl2;
- }
- },
- /**
- * <code>true</code> if the EXT_frag_depth extension is supported. This
- * extension provides access to the <code>gl_FragDepthEXT</code> built-in output variable
- * from GLSL fragment shaders. A shader using these functions still needs to explicitly enable the
- * extension with <code>#extension GL_EXT_frag_depth : enable</code>.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link http://www.khronos.org/registry/webgl/extensions/EXT_frag_depth/|EXT_frag_depth}
- */
- fragmentDepth : {
- get : function() {
- return this._fragDepth || this._webgl2;
- }
- },
- /**
- * <code>true</code> if the ANGLE_instanced_arrays extension is supported. This
- * extension provides access to instanced rendering.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/ANGLE_instanced_arrays}
- */
- instancedArrays : {
- get : function() {
- return this._instancedArrays || this._webgl2;
- }
- },
- /**
- * <code>true</code> if the EXT_color_buffer_float extension is supported. This
- * extension makes the gl.RGBA32F format color renderable.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_color_buffer_float/}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_color_buffer_float/}
- */
- colorBufferFloat : {
- get : function() {
- return this._colorBufferFloat;
- }
- },
- /**
- * <code>true</code> if the EXT_color_buffer_half_float extension is supported. This
- * extension makes the format gl.RGBA16F format color renderable.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_color_buffer_half_float/}
- * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_color_buffer_float/}
- */
- colorBufferHalfFloat : {
- get : function() {
- return (this._webgl2 && this._colorBufferFloat) || (!this._webgl2 && this._colorBufferHalfFloat);
- }
- },
- /**
- * <code>true</code> if the WEBGL_draw_buffers extension is supported. This
- * extensions provides support for multiple render targets. The framebuffer object can have mutiple
- * color attachments and the GLSL fragment shader can write to the built-in output array <code>gl_FragData</code>.
- * A shader using this feature needs to explicitly enable the extension with
- * <code>#extension GL_EXT_draw_buffers : enable</code>.
- * @memberof Context.prototype
- * @type {Boolean}
- * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_draw_buffers/|WEBGL_draw_buffers}
- */
- drawBuffers : {
- get : function() {
- return this._drawBuffers || this._webgl2;
- }
- },
- debugShaders : {
- get : function() {
- return this._debugShaders;
- }
- },
- throwOnWebGLError : {
- get : function() {
- return this._throwOnWebGLError;
- },
- set : function(value) {
- this._throwOnWebGLError = value;
- this._gl = wrapGL(this._originalGLContext, value ? throwOnError : undefined);
- }
- },
- /**
- * A 1x1 RGBA texture initialized to [255, 255, 255, 255]. This can
- * be used as a placeholder texture while other textures are downloaded.
- * @memberof Context.prototype
- * @type {Texture}
- */
- defaultTexture : {
- get : function() {
- if (this._defaultTexture === undefined) {
- this._defaultTexture = new Texture({
- context : this,
- source : {
- width : 1,
- height : 1,
- arrayBufferView : new Uint8Array([255, 255, 255, 255])
- },
- flipY : false
- });
- }
- return this._defaultTexture;
- }
- },
- /**
- * A cube map, where each face is a 1x1 RGBA texture initialized to
- * [255, 255, 255, 255]. This can be used as a placeholder cube map while
- * other cube maps are downloaded.
- * @memberof Context.prototype
- * @type {CubeMap}
- */
- defaultCubeMap : {
- get : function() {
- if (this._defaultCubeMap === undefined) {
- var face = {
- width : 1,
- height : 1,
- arrayBufferView : new Uint8Array([255, 255, 255, 255])
- };
- this._defaultCubeMap = new CubeMap({
- context : this,
- source : {
- positiveX : face,
- negativeX : face,
- positiveY : face,
- negativeY : face,
- positiveZ : face,
- negativeZ : face
- },
- flipY : false
- });
- }
- return this._defaultCubeMap;
- }
- },
- /**
- * The drawingBufferHeight of the underlying GL context.
- * @memberof Context.prototype
- * @type {Number}
- * @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight|drawingBufferHeight}
- */
- drawingBufferHeight : {
- get : function() {
- return this._gl.drawingBufferHeight;
- }
- },
- /**
- * The drawingBufferWidth of the underlying GL context.
- * @memberof Context.prototype
- * @type {Number}
- * @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferWidth|drawingBufferWidth}
- */
- drawingBufferWidth : {
- get : function() {
- return this._gl.drawingBufferWidth;
- }
- },
- /**
- * Gets an object representing the currently bound framebuffer. While this instance is not an actual
- * {@link Framebuffer}, it is used to represent the default framebuffer in calls to
- * {@link Texture.fromFramebuffer}.
- * @memberof Context.prototype
- * @type {Object}
- */
- defaultFramebuffer : {
- get : function() {
- return defaultFramebufferMarker;
- }
- }
- });
- /**
- * Validates a framebuffer.
- * Available in debug builds only.
- * @private
- */
- function validateFramebuffer(context) {
- //>>includeStart('debug', pragmas.debug);
- if (context.validateFramebuffer) {
- var gl = context._gl;
- var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
- if (status !== gl.FRAMEBUFFER_COMPLETE) {
- var message;
- switch (status) {
- case gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
- message = 'Framebuffer is not complete. Incomplete attachment: at least one attachment point with a renderbuffer or texture attached has its attached object no longer in existence or has an attached image with a width or height of zero, or the color attachment point has a non-color-renderable image attached, or the depth attachment point has a non-depth-renderable image attached, or the stencil attachment point has a non-stencil-renderable image attached. Color-renderable formats include GL_RGBA4, GL_RGB5_A1, and GL_RGB565. GL_DEPTH_COMPONENT16 is the only depth-renderable format. GL_STENCIL_INDEX8 is the only stencil-renderable format.';
- break;
- case gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
- message = 'Framebuffer is not complete. Incomplete dimensions: not all attached images have the same width and height.';
- break;
- case gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
- message = 'Framebuffer is not complete. Missing attachment: no images are attached to the framebuffer.';
- break;
- case gl.FRAMEBUFFER_UNSUPPORTED:
- message = 'Framebuffer is not complete. Unsupported: the combination of internal formats of the attached images violates an implementation-dependent set of restrictions.';
- break;
- }
- throw new DeveloperError(message);
- }
- }
- //>>includeEnd('debug');
- }
- function applyRenderState(context, renderState, passState, clear) {
- var previousRenderState = context._currentRenderState;
- var previousPassState = context._currentPassState;
- context._currentRenderState = renderState;
- context._currentPassState = passState;
- RenderState.partialApply(context._gl, previousRenderState, renderState, previousPassState, passState, clear);
- }
- var scratchBackBufferArray;
- // this check must use typeof, not defined, because defined doesn't work with undeclared variables.
- if (typeof WebGLRenderingContext !== 'undefined') {
- scratchBackBufferArray = [WebGLConstants.BACK];
- }
- function bindFramebuffer(context, framebuffer) {
- if (framebuffer !== context._currentFramebuffer) {
- context._currentFramebuffer = framebuffer;
- var buffers = scratchBackBufferArray;
- if (defined(framebuffer)) {
- framebuffer._bind();
- validateFramebuffer(context);
- // TODO: Need a way for a command to give what draw buffers are active.
- buffers = framebuffer._getActiveColorAttachments();
- } else {
- var gl = context._gl;
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
- }
- if (context.drawBuffers) {
- context.glDrawBuffers(buffers);
- }
- }
- }
- var defaultClearCommand = new ClearCommand();
- Context.prototype.clear = function(clearCommand, passState) {
- clearCommand = defaultValue(clearCommand, defaultClearCommand);
- passState = defaultValue(passState, this._defaultPassState);
- var gl = this._gl;
- var bitmask = 0;
- var c = clearCommand.color;
- var d = clearCommand.depth;
- var s = clearCommand.stencil;
- if (defined(c)) {
- if (!Color.equals(this._clearColor, c)) {
- Color.clone(c, this._clearColor);
- gl.clearColor(c.red, c.green, c.blue, c.alpha);
- }
- bitmask |= gl.COLOR_BUFFER_BIT;
- }
- if (defined(d)) {
- if (d !== this._clearDepth) {
- this._clearDepth = d;
- gl.clearDepth(d);
- }
- bitmask |= gl.DEPTH_BUFFER_BIT;
- }
- if (defined(s)) {
- if (s !== this._clearStencil) {
- this._clearStencil = s;
- gl.clearStencil(s);
- }
- bitmask |= gl.STENCIL_BUFFER_BIT;
- }
- var rs = defaultValue(clearCommand.renderState, this._defaultRenderState);
- applyRenderState(this, rs, passState, true);
- // The command's framebuffer takes presidence over the pass' framebuffer, e.g., for off-screen rendering.
- var framebuffer = defaultValue(clearCommand.framebuffer, passState.framebuffer);
- bindFramebuffer(this, framebuffer);
- gl.clear(bitmask);
- };
- function beginDraw(context, framebuffer, passState, shaderProgram, renderState) {
- //>>includeStart('debug', pragmas.debug);
- if (defined(framebuffer) && renderState.depthTest) {
- if (renderState.depthTest.enabled && !framebuffer.hasDepthAttachment) {
- throw new DeveloperError('The depth test can not be enabled (drawCommand.renderState.depthTest.enabled) because the framebuffer (drawCommand.framebuffer) does not have a depth or depth-stencil renderbuffer.');
- }
- }
- //>>includeEnd('debug');
- bindFramebuffer(context, framebuffer);
- applyRenderState(context, renderState, passState, false);
- shaderProgram._bind();
- context._maxFrameTextureUnitIndex = Math.max(context._maxFrameTextureUnitIndex, shaderProgram.maximumTextureUnitIndex);
- }
- function continueDraw(context, drawCommand, shaderProgram, uniformMap) {
- var primitiveType = drawCommand._primitiveType;
- var va = drawCommand._vertexArray;
- var offset = drawCommand._offset;
- var count = drawCommand._count;
- var instanceCount = drawCommand.instanceCount;
- //>>includeStart('debug', pragmas.debug);
- if (!PrimitiveType.validate(primitiveType)) {
- throw new DeveloperError('drawCommand.primitiveType is required and must be valid.');
- }
- Check.defined('drawCommand.vertexArray', va);
- Check.typeOf.number.greaterThanOrEquals('drawCommand.offset', offset, 0);
- if (defined(count)) {
- Check.typeOf.number.greaterThanOrEquals('drawCommand.count', count, 0);
- }
- Check.typeOf.number.greaterThanOrEquals('drawCommand.instanceCount', instanceCount, 0);
- if (instanceCount > 0 && !context.instancedArrays) {
- throw new DeveloperError('Instanced arrays extension is not supported');
- }
- //>>includeEnd('debug');
- context._us.model = defaultValue(drawCommand._modelMatrix, Matrix4.IDENTITY);
- shaderProgram._setUniforms(uniformMap, context._us, context.validateShaderProgram);
- va._bind();
- var indexBuffer = va.indexBuffer;
- if (defined(indexBuffer)) {
- offset = offset * indexBuffer.bytesPerIndex; // offset in vertices to offset in bytes
- count = defaultValue(count, indexBuffer.numberOfIndices);
- if (instanceCount === 0) {
- context._gl.drawElements(primitiveType, count, indexBuffer.indexDatatype, offset);
- } else {
- context.glDrawElementsInstanced(primitiveType, count, indexBuffer.indexDatatype, offset, instanceCount);
- }
- } else {
- count = defaultValue(count, va.numberOfVertices);
- if (instanceCount === 0) {
- context._gl.drawArrays(primitiveType, offset, count);
- } else {
- context.glDrawArraysInstanced(primitiveType, offset, count, instanceCount);
- }
- }
- va._unBind();
- }
- Context.prototype.draw = function(drawCommand, passState, shaderProgram, uniformMap) {
- //>>includeStart('debug', pragmas.debug);
- Check.defined('drawCommand', drawCommand);
- Check.defined('drawCommand.shaderProgram', drawCommand._shaderProgram);
- //>>includeEnd('debug');
- passState = defaultValue(passState, this._defaultPassState);
- // The command's framebuffer takes presidence over the pass' framebuffer, e.g., for off-screen rendering.
- var framebuffer = defaultValue(drawCommand._framebuffer, passState.framebuffer);
- var renderState = defaultValue(drawCommand._renderState, this._defaultRenderState);
- shaderProgram = defaultValue(shaderProgram, drawCommand._shaderProgram);
- uniformMap = defaultValue(uniformMap, drawCommand._uniformMap);
- beginDraw(this, framebuffer, passState, shaderProgram, renderState);
- continueDraw(this, drawCommand, shaderProgram, uniformMap);
- };
- Context.prototype.endFrame = function() {
- var gl = this._gl;
- gl.useProgram(null);
- this._currentFramebuffer = undefined;
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
- var buffers = scratchBackBufferArray;
- if (this.drawBuffers) {
- this.glDrawBuffers(buffers);
- }
- var length = this._maxFrameTextureUnitIndex;
- this._maxFrameTextureUnitIndex = 0;
- for (var i = 0; i < length; ++i) {
- gl.activeTexture(gl.TEXTURE0 + i);
- gl.bindTexture(gl.TEXTURE_2D, null);
- gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
- }
- };
- Context.prototype.readPixels = function(readState) {
- var gl = this._gl;
- readState = defaultValue(readState, defaultValue.EMPTY_OBJECT);
- var x = Math.max(defaultValue(readState.x, 0), 0);
- var y = Math.max(defaultValue(readState.y, 0), 0);
- var width = defaultValue(readState.width, gl.drawingBufferWidth);
- var height = defaultValue(readState.height, gl.drawingBufferHeight);
- var framebuffer = readState.framebuffer;
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.number.greaterThan('readState.width', width, 0);
- Check.typeOf.number.greaterThan('readState.height', height, 0);
- //>>includeEnd('debug');
- var pixelDatatype = PixelDatatype.UNSIGNED_BYTE;
- if (defined(framebuffer) && framebuffer.numberOfColorAttachments > 0) {
- pixelDatatype = framebuffer.getColorTexture(0).pixelDatatype;
- }
- var pixels = PixelFormat.createTypedArray(PixelFormat.RGBA, pixelDatatype, width, height);
- bindFramebuffer(this, framebuffer);
- gl.readPixels(x, y, width, height, PixelFormat.RGBA, pixelDatatype, pixels);
- return pixels;
- };
- var viewportQuadAttributeLocations = {
- position : 0,
- textureCoordinates : 1
- };
- Context.prototype.getViewportQuadVertexArray = function() {
- // Per-context cache for viewport quads
- var vertexArray = this.cache.viewportQuad_vertexArray;
- if (!defined(vertexArray)) {
- var geometry = new Geometry({
- attributes : {
- position : new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 2,
- values : [
- -1.0, -1.0,
- 1.0, -1.0,
- 1.0, 1.0,
- -1.0, 1.0
- ]
- }),
- textureCoordinates : new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 2,
- values : [
- 0.0, 0.0,
- 1.0, 0.0,
- 1.0, 1.0,
- 0.0, 1.0
- ]
- })
- },
- // Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN
- indices : new Uint16Array([0, 1, 2, 0, 2, 3]),
- primitiveType : PrimitiveType.TRIANGLES
- });
- vertexArray = VertexArray.fromGeometry({
- context : this,
- geometry : geometry,
- attributeLocations : viewportQuadAttributeLocations,
- bufferUsage : BufferUsage.STATIC_DRAW,
- interleave : true
- });
- this.cache.viewportQuad_vertexArray = vertexArray;
- }
- return vertexArray;
- };
- Context.prototype.createViewportQuadCommand = function(fragmentShaderSource, overrides) {
- overrides = defaultValue(overrides, defaultValue.EMPTY_OBJECT);
- return new DrawCommand({
- vertexArray : this.getViewportQuadVertexArray(),
- primitiveType : PrimitiveType.TRIANGLES,
- renderState : overrides.renderState,
- shaderProgram : ShaderProgram.fromCache({
- context : this,
- vertexShaderSource : ViewportQuadVS,
- fragmentShaderSource : fragmentShaderSource,
- attributeLocations : viewportQuadAttributeLocations
- }),
- uniformMap : overrides.uniformMap,
- owner : overrides.owner,
- framebuffer : overrides.framebuffer,
- pass : overrides.pass
- });
- };
- /**
- * Gets the object associated with a pick color.
- *
- * @param {Color} pickColor The pick color.
- * @returns {Object} The object associated with the pick color, or undefined if no object is associated with that color.
- *
- * @example
- * var object = context.getObjectByPickColor(pickColor);
- *
- * @see Context#createPickId
- */
- Context.prototype.getObjectByPickColor = function(pickColor) {
- //>>includeStart('debug', pragmas.debug);
- Check.defined('pickColor', pickColor);
- //>>includeEnd('debug');
- return this._pickObjects[pickColor.toRgba()];
- };
- function PickId(pickObjects, key, color) {
- this._pickObjects = pickObjects;
- this.key = key;
- this.color = color;
- }
- defineProperties(PickId.prototype, {
- object : {
- get : function() {
- return this._pickObjects[this.key];
- },
- set : function(value) {
- this._pickObjects[this.key] = value;
- }
- }
- });
- PickId.prototype.destroy = function() {
- delete this._pickObjects[this.key];
- return undefined;
- };
- /**
- * Creates a unique ID associated with the input object for use with color-buffer picking.
- * The ID has an RGBA color value unique to this context. You must call destroy()
- * on the pick ID when destroying the input object.
- *
- * @param {Object} object The object to associate with the pick ID.
- * @returns {Object} A PickId object with a <code>color</code> property.
- *
- * @exception {RuntimeError} Out of unique Pick IDs.
- *
- *
- * @example
- * this._pickId = context.createPickId({
- * primitive : this,
- * id : this.id
- * });
- *
- * @see Context#getObjectByPickColor
- */
- Context.prototype.createPickId = function(object) {
- //>>includeStart('debug', pragmas.debug);
- Check.defined('object', object);
- //>>includeEnd('debug');
- // the increment and assignment have to be separate statements to
- // actually detect overflow in the Uint32 value
- ++this._nextPickColor[0];
- var key = this._nextPickColor[0];
- if (key === 0) {
- // In case of overflow
- throw new RuntimeError('Out of unique Pick IDs.');
- }
- this._pickObjects[key] = object;
- return new PickId(this._pickObjects, key, Color.fromRgba(key));
- };
- Context.prototype.isDestroyed = function() {
- return false;
- };
- Context.prototype.destroy = function() {
- // Destroy all objects in the cache that have a destroy method.
- var cache = this.cache;
- for (var property in cache) {
- if (cache.hasOwnProperty(property)) {
- var propertyValue = cache[property];
- if (defined(propertyValue.destroy)) {
- propertyValue.destroy();
- }
- }
- }
- this._shaderCache = this._shaderCache.destroy();
- this._textureCache = this._textureCache.destroy();
- this._defaultTexture = this._defaultTexture && this._defaultTexture.destroy();
- this._defaultCubeMap = this._defaultCubeMap && this._defaultCubeMap.destroy();
- return destroyObject(this);
- };
- export default Context;
|