module BABYLON { export const enum ShaderDataType { Vector2, Vector3, Vector4, Matrix, float, Color3, Color4, Size } export class GroupInstanceInfo { constructor(owner: Group2D, cache: ModelRenderCache) { this._owner = owner; this._modelCache = cache; this._modelCache.addRef(); this._instancesPartsData = new Array(); this._instancesPartsBuffer = new Array(); this._instancesPartsBufferSize = new Array(); this._partIndexFromId = new StringDictionary(); this._instancesPartsUsedShaderCategories = new Array(); } public dispose(): boolean { if (this._isDisposed) { return false; } if (this._modelCache) { this._modelCache.dispose(); } let engine = this._owner.owner.engine; if (this._instancesPartsBuffer) { this._instancesPartsBuffer.forEach(b => { engine._releaseBuffer(b); }); } this._partIndexFromId = null; this._instancesPartsData = null; this._instancesPartsBufferSize = null; this._instancesPartsUsedShaderCategories = null; return true; } _isDisposed: boolean; _owner: Group2D; _modelCache: ModelRenderCache; _partIndexFromId: StringDictionary; _instancesPartsData: DynamicFloatArray[]; _dirtyInstancesData: boolean; _instancesPartsBuffer: WebGLBuffer[]; _instancesPartsBufferSize: number[]; _instancesPartsUsedShaderCategories: string[]; } export class ModelRenderCache { constructor(engine: Engine, modelKey: string, isTransparent: boolean) { this._engine = engine; this._modelKey = modelKey; this._isTransparent = isTransparent; this._nextKey = 1; this._refCounter = 1; this._instancesData = new StringDictionary(); } public dispose(): boolean { if (--this._refCounter !== 0) { return false; } // Remove the Model Render Cache from the global dictionary let edata = this._engine.getExternalData("__BJSCANVAS2D__"); if (edata) { edata.DisposeModelRenderCache(this); } return true; } public get isDisposed(): boolean { return this._refCounter <= 0; } public addRef(): number { return ++this._refCounter; } public get modelKey(): string { return this._modelKey; } /** * Render the model instances * @param instanceInfo * @param context * @return must return true is the rendering succeed, false if the rendering couldn't be done (asset's not yet ready, like Effect) */ render(instanceInfo: GroupInstanceInfo, context: Render2DContext): boolean { return true; } addInstanceDataParts(data: InstanceDataBase[]): string { let key = this._nextKey.toString(); if (!this._instancesData.add(key, data)) { throw Error(`Key: ${key} is already allocated`); } ++this._nextKey; return key; } removeInstanceData(key: string) { this._instancesData.remove(key); } protected getPartIndexFromId(partId: number) { for (var i = 0; i < this._partIdList.length; i++) { if (this._partIdList[i] === partId) { return i; } } return null; } protected loadInstancingAttributes(partId: number, effect: Effect): InstancingAttributeInfo[] { let i = this.getPartIndexFromId(partId); if (i === null) { return null; } var ci = this._partsClassInfo[i]; var categories = this._partsUsedCategories[i]; let res = ci.classContent.getInstancingAttributeInfos(effect, categories); return res; } //setupUniformsLocation(effect: Effect, uniforms: string[], partId: number) { // let i = this.getPartIndexFromId(partId); // if (i === null) { // return null; // } // let pci = this._partsClassInfo[i]; // pci.fullContent.forEach((k, v) => { // if (uniforms.indexOf(v.attributeName) !== -1) { // v.uniformLocation = effect.getUniform(v.attributeName); // } // }); //} private static v2 = Vector2.Zero(); private static v3 = Vector3.Zero(); private static v4 = Vector4.Zero(); protected setupUniforms(effect: Effect, partIndex: number, data: DynamicFloatArray, elementCount: number) { let offset = (this._partsDataStride[partIndex]/4) * elementCount; let pci = this._partsClassInfo[partIndex]; let self = this; pci.fullContent.forEach((k, v) => { if (!v.category || self._partsUsedCategories[partIndex].indexOf(v.category)!==1) { switch (v.dataType) { case ShaderDataType.float: { let attribOffset = v.instanceOffset.get(self._partsJoinedUsedCategories[partIndex]); effect.setFloat(v.attributeName, data.buffer[offset + attribOffset]); break; } case ShaderDataType.Vector2: { let attribOffset = v.instanceOffset.get(self._partsJoinedUsedCategories[partIndex]); ModelRenderCache.v2.x = data.buffer[offset + attribOffset + 0]; ModelRenderCache.v2.y = data.buffer[offset + attribOffset + 1]; effect.setVector2(v.attributeName, ModelRenderCache.v2); break; } case ShaderDataType.Color3: case ShaderDataType.Vector3: { let attribOffset = v.instanceOffset.get(self._partsJoinedUsedCategories[partIndex]); ModelRenderCache.v3.x = data.buffer[offset + attribOffset + 0]; ModelRenderCache.v3.y = data.buffer[offset + attribOffset + 1]; ModelRenderCache.v3.z = data.buffer[offset + attribOffset + 2]; effect.setVector3(v.attributeName, ModelRenderCache.v3); break; } case ShaderDataType.Color4: case ShaderDataType.Vector4: { let attribOffset = v.instanceOffset.get(self._partsJoinedUsedCategories[partIndex]); ModelRenderCache.v4.x = data.buffer[offset + attribOffset + 0]; ModelRenderCache.v4.y = data.buffer[offset + attribOffset + 1]; ModelRenderCache.v4.z = data.buffer[offset + attribOffset + 2]; ModelRenderCache.v4.w = data.buffer[offset + attribOffset + 3]; effect.setVector4(v.attributeName, ModelRenderCache.v4); break; } default: } } }); } protected _engine: Engine; private _modelKey: string; private _isTransparent: boolean; public get isTransparent() { return this._isTransparent; } _instancesData: StringDictionary; private _nextKey: number; private _refCounter: number; _partIdList: number[]; _partsDataStride: number[]; _partsUsedCategories: Array; _partsJoinedUsedCategories: string[]; _partsClassInfo: ClassTreeInfo[]; } }