module BABYLON { var compileShader = (gl: WebGLRenderingContext, source: string, type: string, defines: string, shaderVersion: string): WebGLShader => { var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER); gl.shaderSource(shader, shaderVersion + (defines ? defines + "\n" : "") + source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw new Error(gl.getShaderInfoLog(shader)); } return shader; }; var getSamplingParameters = (samplingMode: number, generateMipMaps: boolean, gl: WebGLRenderingContext): { min: number; mag: number } => { var magFilter = gl.NEAREST; var minFilter = gl.NEAREST; if (samplingMode === Texture.BILINEAR_SAMPLINGMODE) { magFilter = gl.LINEAR; if (generateMipMaps) { minFilter = gl.LINEAR_MIPMAP_NEAREST; } else { minFilter = gl.LINEAR; } } else if (samplingMode === Texture.TRILINEAR_SAMPLINGMODE) { magFilter = gl.LINEAR; if (generateMipMaps) { minFilter = gl.LINEAR_MIPMAP_LINEAR; } else { minFilter = gl.LINEAR; } } else if (samplingMode === Texture.NEAREST_SAMPLINGMODE) { magFilter = gl.NEAREST; if (generateMipMaps) { minFilter = gl.NEAREST_MIPMAP_LINEAR; } else { minFilter = gl.NEAREST; } } return { min: minFilter, mag: magFilter } } var prepareWebGLTexture = (texture: WebGLTexture, gl: WebGLRenderingContext, scene: Scene, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean, processFunction: (width: number, height: number) => void, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) => { var engine = scene.getEngine(); if (!engine) { return; } var potWidth = Tools.GetExponentOfTwo(width, engine.getCaps().maxTextureSize); var potHeight = Tools.GetExponentOfTwo(height, engine.getCaps().maxTextureSize); engine._bindTextureDirectly(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0)); texture._baseWidth = width; texture._baseHeight = height; texture._width = potWidth; texture._height = potHeight; texture.isReady = true; processFunction(potWidth, potHeight); var filters = getSamplingParameters(samplingMode, !noMipmap, gl); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min); if (!noMipmap && !isCompressed) { gl.generateMipmap(gl.TEXTURE_2D); } engine._bindTextureDirectly(gl.TEXTURE_2D, null); engine.resetTextureCache(); scene._removePendingData(texture); texture.onLoadedCallbacks.forEach(callback => { callback(); }); texture.onLoadedCallbacks = []; }; var partialLoad = (url: string, index: number, loadedImages: any, scene, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: () => void = null) => { var img: HTMLImageElement; var onload = () => { loadedImages[index] = img; loadedImages._internalCount++; scene._removePendingData(img); if (loadedImages._internalCount === 6) { onfinish(loadedImages); } }; var onerror = () => { scene._removePendingData(img); if (onErrorCallBack) { onErrorCallBack(); } }; img = Tools.LoadImage(url, onload, onerror, scene.database); scene._addPendingData(img); } var cascadeLoad = (rootUrl: string, scene, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: () => void = null) => { var loadedImages: any = []; loadedImages._internalCount = 0; for (var index = 0; index < 6; index++) { partialLoad(files[index], index, loadedImages, scene, onfinish, onError); } }; export class InstancingAttributeInfo { /** * Index/offset of the attribute in the vertex shader */ index: number; /** * size of the attribute, 1, 2, 3 or 4 */ attributeSize: number; /** * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT. * default is FLOAT */ attribyteType: number; /** * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE */ normalized: boolean; /** * Offset of the data in the Vertex Buffer acting as the instancing buffer */ offset: number; /** * Name of the GLSL attribute, for debugging purpose only */ attributeName: string; } export class EngineCapabilities { public maxTexturesImageUnits: number; public maxTextureSize: number; public maxCubemapTextureSize: number; public maxRenderTextureSize: number; public maxVertexAttribs: number; public maxVaryingVectors: number; public maxVertexUniformVectors: number; public maxFragmentUniformVectors: number; public standardDerivatives: boolean; public s3tc: WEBGL_compressed_texture_s3tc; public pvrtc: any; //WEBGL_compressed_texture_pvrtc; public etc1: any; //WEBGL_compressed_texture_etc1; public etc2: any; //WEBGL_compressed_texture_etc; public astc: any; //WEBGL_compressed_texture_astc; public textureFloat: boolean; public vertexArrayObject: boolean; public textureAnisotropicFilterExtension: EXT_texture_filter_anisotropic; public maxAnisotropy: number; public instancedArrays: boolean; public uintIndices: boolean; public highPrecisionShaderSupported: boolean; public fragmentDepthSupported: boolean; public textureFloatLinearFiltering: boolean; public textureFloatRender: boolean; public textureHalfFloat: boolean; public textureHalfFloatLinearFiltering: boolean; public textureHalfFloatRender: boolean; public textureLOD: boolean; public drawBuffersExtension; public colorBufferFloat: boolean; } export interface EngineOptions extends WebGLContextAttributes { limitDeviceRatio?: number; autoEnableWebVR?: boolean; disableWebGL2Support?: boolean; audioEngine?: boolean; } /** * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio. */ export class Engine { public static Instances = new Array(); public static get LastCreatedEngine(): Engine { if (Engine.Instances.length === 0) { return null; } return Engine.Instances[Engine.Instances.length - 1]; } public static get LastCreatedScene(): Scene { var lastCreatedEngine = Engine.LastCreatedEngine; if (!lastCreatedEngine) { return null; } if (lastCreatedEngine.scenes.length === 0) { return null; } return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1]; } /** * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation */ public static MarkAllMaterialsAsDirty(flag:number, predicate?: (mat: Material) => boolean): void { for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) { var engine = Engine.Instances[engineIndex]; for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) { engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate); } } } // Const statics private static _ALPHA_DISABLE = 0; private static _ALPHA_ADD = 1; private static _ALPHA_COMBINE = 2; private static _ALPHA_SUBTRACT = 3; private static _ALPHA_MULTIPLY = 4; private static _ALPHA_MAXIMIZED = 5; private static _ALPHA_ONEONE = 6; private static _ALPHA_PREMULTIPLIED = 7; private static _DELAYLOADSTATE_NONE = 0; private static _DELAYLOADSTATE_LOADED = 1; private static _DELAYLOADSTATE_LOADING = 2; private static _DELAYLOADSTATE_NOTLOADED = 4; private static _TEXTUREFORMAT_ALPHA = 0; private static _TEXTUREFORMAT_LUMINANCE = 1; private static _TEXTUREFORMAT_LUMINANCE_ALPHA = 2; private static _TEXTUREFORMAT_RGB = 4; private static _TEXTUREFORMAT_RGBA = 5; private static _TEXTURETYPE_UNSIGNED_INT = 0; private static _TEXTURETYPE_FLOAT = 1; private static _TEXTURETYPE_HALF_FLOAT = 2; // Depht or Stencil test Constants. private static _NEVER = 0x0200; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn. private static _ALWAYS = 0x0207; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn. private static _LESS = 0x0201; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value. private static _EQUAL = 0x0202; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value. private static _LEQUAL = 0x0203; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value. private static _GREATER = 0x0204; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value. private static _GEQUAL = 0x0206; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value. private static _NOTEQUAL = 0x0205; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value. private static HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit). private static RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format. private static RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format. public static get NEVER(): number { return Engine._NEVER; } public static get ALWAYS(): number { return Engine._ALWAYS; } public static get LESS(): number { return Engine._LESS; } public static get EQUAL(): number { return Engine._EQUAL; } public static get LEQUAL(): number { return Engine._LEQUAL; } public static get GREATER(): number { return Engine._GREATER; } public static get GEQUAL(): number { return Engine._GEQUAL; } public static get NOTEQUAL(): number { return Engine._NOTEQUAL; } // Stencil Actions Constants. private static _KEEP = 0x1E00; private static _REPLACE = 0x1E01; private static _INCR = 0x1E02; private static _DECR = 0x1E03; private static _INVERT = 0x150A; private static _INCR_WRAP = 0x8507; private static _DECR_WRAP = 0x8508; public static get KEEP(): number { return Engine._KEEP; } public static get REPLACE(): number { return Engine._REPLACE; } public static get INCR(): number { return Engine._INCR; } public static get DECR(): number { return Engine._DECR; } public static get INVERT(): number { return Engine._INVERT; } public static get INCR_WRAP(): number { return Engine._INCR_WRAP; } public static get DECR_WRAP(): number { return Engine._DECR_WRAP; } public static get ALPHA_DISABLE(): number { return Engine._ALPHA_DISABLE; } public static get ALPHA_ONEONE(): number { return Engine._ALPHA_ONEONE; } public static get ALPHA_ADD(): number { return Engine._ALPHA_ADD; } public static get ALPHA_COMBINE(): number { return Engine._ALPHA_COMBINE; } public static get ALPHA_SUBTRACT(): number { return Engine._ALPHA_SUBTRACT; } public static get ALPHA_MULTIPLY(): number { return Engine._ALPHA_MULTIPLY; } public static get ALPHA_MAXIMIZED(): number { return Engine._ALPHA_MAXIMIZED; } public static get ALPHA_PREMULTIPLIED(): number { return Engine._ALPHA_PREMULTIPLIED; } public static get DELAYLOADSTATE_NONE(): number { return Engine._DELAYLOADSTATE_NONE; } public static get DELAYLOADSTATE_LOADED(): number { return Engine._DELAYLOADSTATE_LOADED; } public static get DELAYLOADSTATE_LOADING(): number { return Engine._DELAYLOADSTATE_LOADING; } public static get DELAYLOADSTATE_NOTLOADED(): number { return Engine._DELAYLOADSTATE_NOTLOADED; } public static get TEXTUREFORMAT_ALPHA(): number { return Engine._TEXTUREFORMAT_ALPHA; } public static get TEXTUREFORMAT_LUMINANCE(): number { return Engine._TEXTUREFORMAT_LUMINANCE; } public static get TEXTUREFORMAT_LUMINANCE_ALPHA(): number { return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA; } public static get TEXTUREFORMAT_RGB(): number { return Engine._TEXTUREFORMAT_RGB; } public static get TEXTUREFORMAT_RGBA(): number { return Engine._TEXTUREFORMAT_RGBA; } public static get TEXTURETYPE_UNSIGNED_INT(): number { return Engine._TEXTURETYPE_UNSIGNED_INT; } public static get TEXTURETYPE_FLOAT(): number { return Engine._TEXTURETYPE_FLOAT; } public static get TEXTURETYPE_HALF_FLOAT(): number { return Engine._TEXTURETYPE_HALF_FLOAT; } public static get Version(): string { return "3.0-alpha"; } // Updatable statics so stick with vars here public static CollisionsEpsilon = 0.001; public static CodeRepository = "src/"; public static ShadersRepository = "src/Shaders/"; // Public members public isFullscreen = false; public isPointerLock = false; public cullBackFaces = true; public renderEvenInBackground = true; public preventCacheWipeBetweenFrames = false; // To enable/disable IDB support and avoid XHR on .manifest public enableOfflineSupport = true; public scenes = new Array(); //WebVR //The new WebVR uses promises. //this promise resolves with the current devices available. public vrDisplaysPromise; private _vrDisplays; private _vrDisplayEnabled; private _oldSize: BABYLON.Size; private _oldHardwareScaleFactor: number; private _vrAnimationFrameHandler: number; // Private Members public _gl: WebGLRenderingContext; private _renderingCanvas: HTMLCanvasElement; private _windowIsBackground = false; private _webGLVersion = 1.0; private _badOS = false; public static audioEngine: AudioEngine; private _onBlur: () => void; private _onFocus: () => void; private _onFullscreenChange: () => void; private _onPointerLockChange: () => void; private _hardwareScalingLevel: number; private _caps: EngineCapabilities; private _pointerLockRequested: boolean; private _alphaTest: boolean; private _isStencilEnable: boolean; private _loadingScreen: ILoadingScreen; public _drawCalls = new PerfCounter(); private _glVersion: string; private _glRenderer: string; private _glVendor: string; private _videoTextureSupported: boolean; private _renderingQueueLaunched = false; private _activeRenderLoops = []; // FPS private fpsRange = 60; private previousFramesDuration = []; private fps = 60; private deltaTime = 0; // States private _depthCullingState = new Internals._DepthCullingState(); private _stencilState = new Internals._StencilState(); private _alphaState = new Internals._AlphaState(); private _alphaMode = Engine.ALPHA_DISABLE; // Cache private _loadedTexturesCache = new Array(); private _maxTextureChannels = 16; private _activeTexture: number; private _activeTexturesCache = new Array(this._maxTextureChannels); private _currentEffect: Effect; private _currentProgram: WebGLProgram; private _compiledEffects = {}; private _vertexAttribArraysEnabled: boolean[] = []; private _cachedViewport: Viewport; private _cachedVertexArrayObject: WebGLVertexArrayObject; private _cachedVertexBuffers: any; private _cachedIndexBuffer: WebGLBuffer; private _cachedEffectForVertexBuffers: Effect; private _currentRenderTarget: WebGLTexture; private _uintIndicesCurrentlySet = false; private _currentBoundBuffer = new Array(); private _currentFramebuffer: WebGLFramebuffer; private _currentBufferPointers: Array<{ indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number, buffer: WebGLBuffer }> = []; private _currentInstanceLocations = new Array(); private _currentInstanceBuffers = new Array(); private _textureUnits: Int32Array; private _workingCanvas: HTMLCanvasElement; private _workingContext: CanvasRenderingContext2D; private _externalData: StringDictionary; private _bindedRenderFunction: any; private _vaoRecordInProgress = false; private _mustWipeVertexAttributes = false; // Hardware supported Compressed Textures private _texturesSupported = new Array(); private _textureFormatInUse: string; public get texturesSupported(): Array { return this._texturesSupported; } public get textureFormatInUse(): string { return this._textureFormatInUse; } /** * @constructor * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering * @param {boolean} [antialias] - enable antialias * @param options - further options to be sent to the getContext function */ constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio = false) { this._renderingCanvas = canvas; Engine.Instances.push(this); this._externalData = new StringDictionary(); options = options || {}; if (antialias != null) { options.antialias = antialias; } if (options.preserveDrawingBuffer === undefined) { options.preserveDrawingBuffer = false; } if (options.audioEngine === undefined) { options.audioEngine = true; } if (options.stencil === undefined) { options.stencil = true; } // GL if (!options.disableWebGL2Support) { try { this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options)); if (this._gl) { this._webGLVersion = 2.0; } } catch (e) { // Do nothing } } if (!this._gl) { if (!canvas) { throw new Error("The provided canvas is null or undefined."); } try { this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options)); } catch (e) { throw new Error("WebGL not supported"); } } if (!this._gl) { throw new Error("WebGL not supported"); } this._onBlur = () => { this._windowIsBackground = true; }; this._onFocus = () => { this._windowIsBackground = false; }; window.addEventListener("blur", this._onBlur); window.addEventListener("focus", this._onFocus); // Viewport var limitDeviceRatio = options.limitDeviceRatio || window.devicePixelRatio || 1.0; this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, window.devicePixelRatio || 1.0) : 1.0; this.resize(); // Caps this._isStencilEnable = options.stencil; this._caps = new EngineCapabilities(); this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS); this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE); this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE); this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE); this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS); this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS); this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS); this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS); // Infos this._glVersion = this._gl.getParameter(this._gl.VERSION); var rendererInfo: any = this._gl.getExtension("WEBGL_debug_renderer_info"); if (rendererInfo != null) { this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL); this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL); } if (!this._glVendor) { this._glVendor = "Unknown vendor"; } if (!this._glRenderer) { this._glRenderer = "Unknown renderer"; } // Extensions this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null); this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc'); this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'); this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'); this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1' ) || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1' ); this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc' ) || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc' ) || this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3 this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic'); this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0; this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null; this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null; this._caps.highPrecisionShaderSupported = true; this._caps.drawBuffersExtension = this._webGLVersion > 1 || this._gl.getExtension('WEBGL_draw_buffers'); // Checks if some of the format renders first to allow the use of webgl inspector. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float') this._caps.textureFloat = this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float'); this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear'); this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer(); this._caps.textureHalfFloat = this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float'); this._caps.textureHalfFloatLinearFiltering = this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear')); this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer(); this._caps.textureLOD = this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod'); // Vertex array object if (this._webGLVersion > 1) { this._caps.vertexArrayObject = true; } else { var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object'); if (vertexArrayObjectExtension != null) { this._caps.vertexArrayObject = true; this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension); this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension); this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension); } else { this._caps.vertexArrayObject = false; } } // Instances count if (this._webGLVersion > 1) { this._caps.instancedArrays = true; } else { var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays'); if (instanceExtension != null) { this._caps.instancedArrays = true; this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension); this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension); this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension); } else { this._caps.instancedArrays = false; } } // Intelligently add supported compressed formats in order to check for. // Check for ASTC support first as it is most powerful and to be very cross platform. // Next PVRTC & DXT, which are probably superior to ETC1/2. // Likely no hardware which supports both PVR & DXT, so order matters little. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first. if (this._caps.astc ) this.texturesSupported.push('-astc.ktx'); if (this._caps.s3tc ) this.texturesSupported.push('-dxt.ktx'); if (this._caps.pvrtc) this.texturesSupported.push('-pvrtc.ktx'); if (this._caps.etc2 ) this.texturesSupported.push('-etc2.ktx'); if (this._caps.etc1 ) this.texturesSupported.push('-etc1.ktx'); if (this._gl.getShaderPrecisionFormat) { var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT); this._caps.highPrecisionShaderSupported = highp.precision !== 0; } // Depth buffer this.setDepthBuffer(true); this.setDepthFunctionToLessOrEqual(); this.setDepthWrite(true); // Fullscreen this._onFullscreenChange = () => { if (document.fullscreen !== undefined) { this.isFullscreen = document.fullscreen; } else if (document.mozFullScreen !== undefined) { this.isFullscreen = document.mozFullScreen; } else if (document.webkitIsFullScreen !== undefined) { this.isFullscreen = document.webkitIsFullScreen; } else if (document.msIsFullScreen !== undefined) { this.isFullscreen = document.msIsFullScreen; } // Pointer lock if (this.isFullscreen && this._pointerLockRequested) { canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock; if (canvas.requestPointerLock) { canvas.requestPointerLock(); } } }; document.addEventListener("fullscreenchange", this._onFullscreenChange, false); document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false); document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false); document.addEventListener("msfullscreenchange", this._onFullscreenChange, false); // Pointer lock this._onPointerLockChange = () => { this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas ); }; document.addEventListener("pointerlockchange", this._onPointerLockChange, false); document.addEventListener("mspointerlockchange", this._onPointerLockChange, false); document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false); document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false); if (options.audioEngine && AudioEngine && !Engine.audioEngine) { Engine.audioEngine = new AudioEngine(); } //default loading screen this._loadingScreen = new DefaultLoadingScreen(this._renderingCanvas); //Load WebVR Devices if (options.autoEnableWebVR) { this.initWebVR(); } //Detect if we are running on a faulty buggy OS. var regexp = /AppleWebKit.*10.[\d] Mobile/ //ua sniffing is the tool of the devil. this._badOS = regexp.test(navigator.userAgent); Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched"); } public get webGLVersion(): number { return this._webGLVersion; } /** * Returns true if the stencil buffer has been enabled through the creation option of the context. */ public get isStencilEnable(): boolean { return this._isStencilEnable; } private _prepareWorkingCanvas(): void { if (this._workingCanvas) { return; } this._workingCanvas = document.createElement("canvas"); this._workingContext = this._workingCanvas.getContext("2d"); } public resetTextureCache() { for (var index = 0; index < this._maxTextureChannels; index++) { this._activeTexturesCache[index] = null; } } public getGlInfo() { return { vendor: this._glVendor, renderer: this._glRenderer, version: this._glVersion } } public getAspectRatio(camera: Camera, useScreen = false): number { var viewport = camera.viewport; return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height); } public getRenderWidth(useScreen = false): number { if (!useScreen && this._currentRenderTarget) { return this._currentRenderTarget._width; } return this._renderingCanvas.width; } public getRenderHeight(useScreen = false): number { if (!useScreen && this._currentRenderTarget) { return this._currentRenderTarget._height; } return this._renderingCanvas.height; } public getRenderingCanvas(): HTMLCanvasElement { return this._renderingCanvas; } public getRenderingCanvasClientRect(): ClientRect { return this._renderingCanvas.getBoundingClientRect(); } public setHardwareScalingLevel(level: number): void { this._hardwareScalingLevel = level; this.resize(); } public getHardwareScalingLevel(): number { return this._hardwareScalingLevel; } public getLoadedTexturesCache(): WebGLTexture[] { return this._loadedTexturesCache; } public getCaps(): EngineCapabilities { return this._caps; } public get drawCalls(): number { return this._drawCalls.current; } public get drawCallsPerfCounter(): PerfCounter { return this._drawCalls; } public getDepthFunction(): number { return this._depthCullingState.depthFunc; } public setDepthFunction(depthFunc: number) { this._depthCullingState.depthFunc = depthFunc; } public setDepthFunctionToGreater(): void { this._depthCullingState.depthFunc = this._gl.GREATER; } public setDepthFunctionToGreaterOrEqual(): void { this._depthCullingState.depthFunc = this._gl.GEQUAL; } public setDepthFunctionToLess(): void { this._depthCullingState.depthFunc = this._gl.LESS; } public setDepthFunctionToLessOrEqual(): void { this._depthCullingState.depthFunc = this._gl.LEQUAL; } public getStencilBuffer(): boolean { return this._stencilState.stencilTest; } public setStencilBuffer(enable: boolean): void { this._stencilState.stencilTest = enable; } public getStencilMask(): number { return this._stencilState.stencilMask; } public setStencilMask(mask: number): void { this._stencilState.stencilMask = mask; } public getStencilFunction(): number { return this._stencilState.stencilFunc; } public getStencilFunctionReference(): number { return this._stencilState.stencilFuncRef; } public getStencilFunctionMask(): number { return this._stencilState.stencilFuncMask; } public setStencilFunction(stencilFunc: number) { this._stencilState.stencilFunc = stencilFunc; } public setStencilFunctionReference(reference: number) { this._stencilState.stencilFuncRef = reference; } public setStencilFunctionMask(mask: number) { this._stencilState.stencilFuncMask = mask; } public getStencilOperationFail(): number { return this._stencilState.stencilOpStencilFail; } public getStencilOperationDepthFail(): number { return this._stencilState.stencilOpDepthFail; } public getStencilOperationPass(): number { return this._stencilState.stencilOpStencilDepthPass; } public setStencilOperationFail(operation: number): void { this._stencilState.stencilOpStencilFail = operation; } public setStencilOperationDepthFail(operation: number): void { this._stencilState.stencilOpDepthFail = operation; } public setStencilOperationPass(operation: number): void { this._stencilState.stencilOpStencilDepthPass = operation; } /** * stop executing a render loop function and remove it from the execution array * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed. */ public stopRenderLoop(renderFunction?: () => void): void { if (!renderFunction) { this._activeRenderLoops = []; return; } var index = this._activeRenderLoops.indexOf(renderFunction); if (index >= 0) { this._activeRenderLoops.splice(index, 1); } } public _renderLoop(): void { var shouldRender = true; if (!this.renderEvenInBackground && this._windowIsBackground) { shouldRender = false; } if (shouldRender) { // Start new frame this.beginFrame(); for (var index = 0; index < this._activeRenderLoops.length; index++) { var renderFunction = this._activeRenderLoops[index]; renderFunction(); } // Present this.endFrame(); } if (this._activeRenderLoops.length > 0) { // Register new frame Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplayEnabled); } else { this._renderingQueueLaunched = false; } } /** * Register and execute a render loop. The engine can have more than one render function. * @param {Function} renderFunction - the function to continuously execute starting the next render loop. * @example * engine.runRenderLoop(function () { * scene.render() * }) */ public runRenderLoop(renderFunction: () => void): void { if (this._activeRenderLoops.indexOf(renderFunction) !== -1) { return; } this._activeRenderLoops.push(renderFunction); if (!this._renderingQueueLaunched) { this._renderingQueueLaunched = true; this._bindedRenderFunction = this._renderLoop.bind(this); Tools.QueueNewFrame(this._bindedRenderFunction); } } /** * Toggle full screen mode. * @param {boolean} requestPointerLock - should a pointer lock be requested from the user * @param {any} options - an options object to be sent to the requestFullscreen function */ public switchFullscreen(requestPointerLock: boolean): void { if (this.isFullscreen) { Tools.ExitFullscreen(); } else { this._pointerLockRequested = requestPointerLock; Tools.RequestFullscreen(this._renderingCanvas); } } public clear(color: Color4, backBuffer: boolean, depth: boolean, stencil: boolean = false): void { this.applyStates(); var mode = 0; if (backBuffer && color) { this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0); mode |= this._gl.COLOR_BUFFER_BIT; } if (depth) { this._gl.clearDepth(1.0); mode |= this._gl.DEPTH_BUFFER_BIT; } if (stencil) { this._gl.clearStencil(0); mode |= this._gl.STENCIL_BUFFER_BIT; } this._gl.clear(mode); } public scissorClear(x: number, y: number, width: number, height: number, clearColor: Color4): void { let gl = this._gl; // Save state var curScissor = gl.getParameter(gl.SCISSOR_TEST); var curScissorBox = gl.getParameter(gl.SCISSOR_BOX); // Change state gl.enable(gl.SCISSOR_TEST); gl.scissor(x, y, width, height); // Clear this.clear(clearColor, true, true, true); // Restore state gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]); if (curScissor === true) { gl.enable(gl.SCISSOR_TEST); } else { gl.disable(gl.SCISSOR_TEST); } } /** * Set the WebGL's viewport * @param {BABYLON.Viewport} viewport - the viewport element to be used. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used. */ public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void { var width = requiredWidth || (navigator.isCocoonJS ? window.innerWidth : this.getRenderWidth()); var height = requiredHeight || (navigator.isCocoonJS ? window.innerHeight : this.getRenderHeight()); var x = viewport.x || 0; var y = viewport.y || 0; this._cachedViewport = viewport; this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height); } /** * Directly set the WebGL Viewport * The x, y, width & height are directly passed to the WebGL call * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state. */ public setDirectViewport(x: number, y: number, width: number, height: number): Viewport { let currentViewport = this._cachedViewport; this._cachedViewport = null; this._gl.viewport(x, y, width, height); return currentViewport; } public beginFrame(): void { this._measureFps(); } public endFrame(): void { //force a flush in case we are using a bad OS. if (this._badOS) { this.flushFramebuffer(); } //submit frame to the vr device, if enabled if (this._vrDisplayEnabled && this._vrDisplayEnabled.isPresenting) { this._vrDisplayEnabled.submitFrame() } } /** * resize the view according to the canvas' size. * @example * window.addEventListener("resize", function () { * engine.resize(); * }); */ public resize(): void { // We're not resizing the size of the canvas while in VR mode & presenting if (!(this._vrDisplayEnabled && this._vrDisplayEnabled.isPresenting)) { var width = navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.clientWidth; var height = navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.clientHeight; this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel); } } /** * force a specific size of the canvas * @param {number} width - the new canvas' width * @param {number} height - the new canvas' height */ public setSize(width: number, height: number): void { this._renderingCanvas.width = width; this._renderingCanvas.height = height; for (var index = 0; index < this.scenes.length; index++) { var scene = this.scenes[index]; for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) { var cam = scene.cameras[camIndex]; cam._currentRenderId = 0; } } } //WebVR functions public initWebVR() { if (!this.vrDisplaysPromise) { this._getVRDisplays(); } } public enableVR(vrDevice) { this._vrDisplayEnabled = vrDevice; this._vrDisplayEnabled.requestPresent([{ source: this.getRenderingCanvas() }]).then(this._onVRFullScreenTriggered); } public disableVR() { if (this._vrDisplayEnabled) { this._vrDisplayEnabled.exitPresent().then(this._onVRFullScreenTriggered); } } private _onVRFullScreenTriggered = () => { if (this._vrDisplayEnabled && this._vrDisplayEnabled.isPresenting) { //get the old size before we change this._oldSize = new BABYLON.Size(this.getRenderWidth(), this.getRenderHeight()); this._oldHardwareScaleFactor = this.getHardwareScalingLevel(); //get the width and height, change the render size var leftEye = this._vrDisplayEnabled.getEyeParameters('left'); var width, height; this.setHardwareScalingLevel(1); this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight); } else { //When the specs are implemented, need to uncomment this. //this._vrDisplayEnabled.cancelAnimationFrame(this._vrAnimationFrameHandler); this.setHardwareScalingLevel(this._oldHardwareScaleFactor); this.setSize(this._oldSize.width, this._oldSize.height); this._vrDisplayEnabled = undefined; } } private _getVRDisplays() { var getWebVRDevices = (devices: Array) => { var size = devices.length; var i = 0; this._vrDisplays = devices.filter(function (device) { return devices[i] instanceof VRDisplay; }); return this._vrDisplays; } //using a key due to typescript if (navigator.getVRDisplays) { this.vrDisplaysPromise = navigator.getVRDisplays().then(getWebVRDevices); } } public bindFramebuffer(texture: WebGLTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number): void { this._currentRenderTarget = texture; this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer); var gl = this._gl; if (texture.isCube) { gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture, 0); } gl.viewport(0, 0, requiredWidth || texture._width, requiredHeight || texture._height); this.wipeCaches(); } private bindUnboundFramebuffer(framebuffer: WebGLFramebuffer) { if (this._currentFramebuffer !== framebuffer) { this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer); this._currentFramebuffer = framebuffer; } } public unBindFramebuffer(texture: WebGLTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void { this._currentRenderTarget = null; // If MSAA, we need to bitblt back to main texture var gl = this._gl; if (texture._MSAAFramebuffer) { gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer); gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer); gl.blitFramebuffer(0, 0, texture._width, texture._height, 0, 0, texture._width, texture._height, gl.COLOR_BUFFER_BIT, gl.NEAREST); } if (texture.generateMipMaps && !disableGenerateMipMaps) { this._bindTextureDirectly(gl.TEXTURE_2D, texture); gl.generateMipmap(gl.TEXTURE_2D); this._bindTextureDirectly(gl.TEXTURE_2D, null); } if (onBeforeUnbind) { if (texture._MSAAFramebuffer) { // Bind the correct framebuffer this.bindUnboundFramebuffer(texture._framebuffer); } onBeforeUnbind(); } this.bindUnboundFramebuffer(null); } public generateMipMapsForCubemap(texture: WebGLTexture) { if (texture.generateMipMaps) { var gl = this._gl; this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture); gl.generateMipmap(gl.TEXTURE_CUBE_MAP); this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null); } } public flushFramebuffer(): void { this._gl.flush(); } public restoreDefaultFramebuffer(): void { this._currentRenderTarget = null; this.bindUnboundFramebuffer(null); this.setViewport(this._cachedViewport); this.wipeCaches(); } // VBOs private _resetVertexBufferBinding(): void { this.bindArrayBuffer(null); this._cachedVertexBuffers = null; } public createVertexBuffer(vertices: number[] | Float32Array): WebGLBuffer { var vbo = this._gl.createBuffer(); this.bindArrayBuffer(vbo); if (vertices instanceof Float32Array) { this._gl.bufferData(this._gl.ARRAY_BUFFER, vertices, this._gl.STATIC_DRAW); } else { this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW); } this._resetVertexBufferBinding(); vbo.references = 1; return vbo; } public createDynamicVertexBuffer(vertices: number[] | Float32Array): WebGLBuffer { var vbo = this._gl.createBuffer(); this.bindArrayBuffer(vbo); if (vertices instanceof Float32Array) { this._gl.bufferData(this._gl.ARRAY_BUFFER, vertices, this._gl.DYNAMIC_DRAW); } else { this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.DYNAMIC_DRAW); } this._resetVertexBufferBinding(); vbo.references = 1; return vbo; } public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: number[] | Float32Array, offset?: number, count?: number): void { this.bindArrayBuffer(vertexBuffer); if (offset === undefined) { offset = 0; } if (count === undefined) { if (vertices instanceof Float32Array) { this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices); } else { this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices)); } } else { if (vertices instanceof Float32Array) { this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, vertices.subarray(offset, offset + count)); } else { this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(vertices).subarray(offset, offset + count)); } } this._resetVertexBufferBinding(); } private _resetIndexBufferBinding(): void { this.bindIndexBuffer(null); this._cachedIndexBuffer = null; } public createIndexBuffer(indices: IndicesArray): WebGLBuffer { var vbo = this._gl.createBuffer(); this.bindIndexBuffer(vbo); // Check for 32 bits indices var arrayBuffer; var need32Bits = false; if (indices instanceof Uint16Array) { arrayBuffer = indices; } else { //check 32 bit support if (this._caps.uintIndices) { if (indices instanceof Uint32Array) { arrayBuffer = indices; need32Bits = true; } else { //number[] or Int32Array, check if 32 bit is necessary for (var index = 0; index < indices.length; index++) { if (indices[index] > 65535) { need32Bits = true; break; } } arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices); } } else { //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost) arrayBuffer = new Uint16Array(indices); } } this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW); this._resetIndexBufferBinding(); vbo.references = 1; vbo.is32Bits = need32Bits; return vbo; } public bindArrayBuffer(buffer: WebGLBuffer): void { if (!this._vaoRecordInProgress) { this._unBindVertexArrayObject(); } this.bindBuffer(buffer, this._gl.ARRAY_BUFFER); } private bindIndexBuffer(buffer: WebGLBuffer): void { if (!this._vaoRecordInProgress) { this._unBindVertexArrayObject(); } this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER); } private bindBuffer(buffer: WebGLBuffer, target: number): void { if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) { this._gl.bindBuffer(target, buffer); this._currentBoundBuffer[target] = buffer; } } public updateArrayBuffer(data: Float32Array): void { this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data); } private vertexAttribPointer(buffer: WebGLBuffer, indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void { var pointer = this._currentBufferPointers[indx]; var changed = false; if (!pointer) { changed = true; this._currentBufferPointers[indx] = { indx, size, type, normalized, stride, offset, buffer: buffer }; } else { if (pointer.buffer !== buffer) { pointer.buffer = buffer; changed = true; } if (pointer.size !== size) { pointer.size = size; changed = true; } if (pointer.type !== type) { pointer.type = type; changed = true; } if (pointer.normalized !== normalized) { pointer.normalized = normalized; changed = true; } if (pointer.stride !== stride) { pointer.stride = stride; changed = true; } if (pointer.offset !== offset) { pointer.offset = offset; changed = true; } } if (changed || this._vaoRecordInProgress) { this.bindArrayBuffer(buffer); this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset); } } private _bindIndexBufferWithCache(indexBuffer: WebGLBuffer): void { if (indexBuffer == null) { return; } if (this._cachedIndexBuffer !== indexBuffer) { this._cachedIndexBuffer = indexBuffer; this.bindIndexBuffer(indexBuffer); this._uintIndicesCurrentlySet = indexBuffer.is32Bits; } } private _bindVertexBuffersAttributes(vertexBuffers: { [key: string]: VertexBuffer; }, effect: Effect) { var attributes = effect.getAttributesNames(); if (!this._vaoRecordInProgress) { this._unBindVertexArrayObject(); } this.unbindAllAttributes(); for (var index = 0; index < attributes.length; index++) { var order = effect.getAttributeLocation(index); if (order >= 0) { var vertexBuffer = vertexBuffers[attributes[index]]; if (!vertexBuffer) { continue; } this._gl.enableVertexAttribArray(order); if (!this._vaoRecordInProgress) { this._vertexAttribArraysEnabled[order] = true; } var buffer = vertexBuffer.getBuffer(); this.vertexAttribPointer(buffer, order, vertexBuffer.getSize(), this._gl.FLOAT, false, vertexBuffer.getStrideSize() * 4, vertexBuffer.getOffset() * 4); if (vertexBuffer.getIsInstanced()) { this._gl.vertexAttribDivisor(order, 1); if (!this._vaoRecordInProgress) { this._currentInstanceLocations.push(order); this._currentInstanceBuffers.push(buffer); } } } } } public recordVertexArrayObject(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: WebGLBuffer, effect: Effect): WebGLVertexArrayObject { var vao = this._gl.createVertexArray(); this._vaoRecordInProgress = true; this._gl.bindVertexArray(vao); this._mustWipeVertexAttributes = true; this._bindVertexBuffersAttributes(vertexBuffers, effect); this.bindIndexBuffer(indexBuffer); this._vaoRecordInProgress = false; this._gl.bindVertexArray(null); return vao; } public bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: WebGLBuffer): void { if (this._cachedVertexArrayObject !== vertexArrayObject) { this._cachedVertexArrayObject = vertexArrayObject; this._gl.bindVertexArray(vertexArrayObject); this._cachedVertexBuffers = null; this._cachedIndexBuffer = null; this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits; this._mustWipeVertexAttributes = true; } } public bindBuffersDirectly(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void { if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) { this._cachedVertexBuffers = vertexBuffer; this._cachedEffectForVertexBuffers = effect; let attributesCount = effect.getAttributesCount(); this._unBindVertexArrayObject(); this.unbindAllAttributes(); var offset = 0; for (var index = 0; index < attributesCount; index++) { if (index < vertexDeclaration.length) { var order = effect.getAttributeLocation(index); if (order >= 0) { this._gl.enableVertexAttribArray(order); this._vertexAttribArraysEnabled[order] = true; this.vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset); } offset += vertexDeclaration[index] * 4; } } } this._bindIndexBufferWithCache(indexBuffer); } private _unBindVertexArrayObject(): void { if (!this._cachedVertexArrayObject) { return; } this._cachedVertexArrayObject = null; this._gl.bindVertexArray(null); } public bindBuffers(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: WebGLBuffer, effect: Effect): void { if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) { this._cachedVertexBuffers = vertexBuffers; this._cachedEffectForVertexBuffers = effect; this._bindVertexBuffersAttributes(vertexBuffers, effect); } this._bindIndexBufferWithCache(indexBuffer); } public unbindInstanceAttributes() { var boundBuffer; for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) { var instancesBuffer = this._currentInstanceBuffers[i]; if (boundBuffer != instancesBuffer) { boundBuffer = instancesBuffer; this.bindArrayBuffer(instancesBuffer); } var offsetLocation = this._currentInstanceLocations[i]; this._gl.vertexAttribDivisor(offsetLocation, 0); } this._currentInstanceBuffers.length = 0; this._currentInstanceLocations.length = 0; } public releaseVertexArrayObject(vao: WebGLVertexArrayObject) { this._gl.deleteVertexArray(vao); } public _releaseBuffer(buffer: WebGLBuffer): boolean { buffer.references--; if (buffer.references === 0) { this._gl.deleteBuffer(buffer); return true; } return false; } public createInstancesBuffer(capacity: number): WebGLBuffer { var buffer = this._gl.createBuffer(); buffer.capacity = capacity; this.bindArrayBuffer(buffer); this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW); return buffer; } public deleteInstancesBuffer(buffer: WebGLBuffer): void { this._gl.deleteBuffer(buffer); } public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void { this.bindArrayBuffer(instancesBuffer); if (data) { this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data); } if ((offsetLocations[0]).index !== undefined) { let stride = 0; for (let i = 0; i < offsetLocations.length; i++) { let ai = offsetLocations[i]; stride += ai.attributeSize * 4; } for (let i = 0; i < offsetLocations.length; i++) { let ai = offsetLocations[i]; if (!this._vertexAttribArraysEnabled[ai.index]) { this._gl.enableVertexAttribArray(ai.index); this._vertexAttribArraysEnabled[ai.index] = true; } this.vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset); this._gl.vertexAttribDivisor(ai.index, 1); this._currentInstanceLocations.push(ai.index); this._currentInstanceBuffers.push(instancesBuffer); } } else { for (let index = 0; index < 4; index++) { let offsetLocation = offsetLocations[index]; if (!this._vertexAttribArraysEnabled[offsetLocation]) { this._gl.enableVertexAttribArray(offsetLocation); this._vertexAttribArraysEnabled[offsetLocation] = true; } this.vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16); this._gl.vertexAttribDivisor(offsetLocation, 1); this._currentInstanceLocations.push(offsetLocation); this._currentInstanceBuffers.push(instancesBuffer); } } } public applyStates() { this._depthCullingState.apply(this._gl); this._stencilState.apply(this._gl); this._alphaState.apply(this._gl); } public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void { // Apply states this.applyStates(); this._drawCalls.addCount(1, false); // Render var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT; var mult = this._uintIndicesCurrentlySet ? 4 : 2; if (instancesCount) { this._gl.drawElementsInstanced(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult, instancesCount); return; } this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult); } public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void { // Apply states this.applyStates(); this._drawCalls.addCount(1, false); if (instancesCount) { this._gl.drawArraysInstanced(this._gl.POINTS, verticesStart, verticesCount, instancesCount); return; } this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount); } public drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void { // Apply states this.applyStates(); this._drawCalls.addCount(1, false); if (instancesCount) { this._gl.drawArraysInstanced(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, verticesStart, verticesCount, instancesCount); return; } this._gl.drawArrays(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, verticesStart, verticesCount); } // Shaders public _releaseEffect(effect: Effect): void { if (this._compiledEffects[effect._key]) { delete this._compiledEffects[effect._key]; if (effect.getProgram()) { this._gl.deleteProgram(effect.getProgram()); } } } public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void, indexParameters?: any): Effect { var vertex = baseName.vertexElement || baseName.vertex || baseName; var fragment = baseName.fragmentElement || baseName.fragment || baseName; var name = vertex + "+" + fragment + "@" + defines; if (this._compiledEffects[name]) { return this._compiledEffects[name]; } var effect = new Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters); effect._key = name; this._compiledEffects[name] = effect; return effect; } public createEffectForParticles(fragmentName: string, uniformsNames: string[] = [], samplers: string[] = [], defines = "", fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect { return this.createEffect( { vertex: "particles", fragmentElement: fragmentName }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError); } public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram { context = context || this._gl; var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n" : ""; var vertexShader = compileShader(context, vertexCode, "vertex", defines, shaderVersion); var fragmentShader = compileShader(context, fragmentCode, "fragment", defines, shaderVersion); var shaderProgram = context.createProgram(); context.attachShader(shaderProgram, vertexShader); context.attachShader(shaderProgram, fragmentShader); context.linkProgram(shaderProgram); var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS); if (!linked) { var error = context.getProgramInfoLog(shaderProgram); if (error) { throw new Error(error); } } context.deleteShader(vertexShader); context.deleteShader(fragmentShader); return shaderProgram; } public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[] { var results = []; for (var index = 0; index < uniformsNames.length; index++) { results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index])); } return results; } public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[] { var results = []; for (var index = 0; index < attributesNames.length; index++) { try { results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index])); } catch (e) { results.push(-1); } } return results; } public enableEffect(effect: Effect): void { // Use program this.setProgram(effect.getProgram()); this._currentEffect = effect; if (effect.onBind) { effect.onBind(effect); } } public setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void { if (!uniform) return; this._gl.uniform1iv(uniform, array); } public setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void { if (!uniform || array.length % 2 !== 0) return; this._gl.uniform2iv(uniform, array); } public setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void { if (!uniform || array.length % 3 !== 0) return; this._gl.uniform3iv(uniform, array); } public setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void { if (!uniform || array.length % 4 !== 0) return; this._gl.uniform4iv(uniform, array); } public setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void { if (!uniform) return; this._gl.uniform1fv(uniform, array); } public setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void { if (!uniform || array.length % 2 !== 0) return; this._gl.uniform2fv(uniform, array); } public setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void { if (!uniform || array.length % 3 !== 0) return; this._gl.uniform3fv(uniform, array); } public setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void { if (!uniform || array.length % 4 !== 0) return; this._gl.uniform4fv(uniform, array); } public setArray(uniform: WebGLUniformLocation, array: number[]): void { if (!uniform) return; this._gl.uniform1fv(uniform, array); } public setArray2(uniform: WebGLUniformLocation, array: number[]): void { if (!uniform || array.length % 2 !== 0) return; this._gl.uniform2fv(uniform, array); } public setArray3(uniform: WebGLUniformLocation, array: number[]): void { if (!uniform || array.length % 3 !== 0) return; this._gl.uniform3fv(uniform, array); } public setArray4(uniform: WebGLUniformLocation, array: number[]): void { if (!uniform || array.length % 4 !== 0) return; this._gl.uniform4fv(uniform, array); } public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void { if (!uniform) return; this._gl.uniformMatrix4fv(uniform, false, matrices); } public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void { if (!uniform) return; this._gl.uniformMatrix4fv(uniform, false, matrix.toArray()); } public setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void { if (!uniform) return; this._gl.uniformMatrix3fv(uniform, false, matrix); } public setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void { if (!uniform) return; this._gl.uniformMatrix2fv(uniform, false, matrix); } public setFloat(uniform: WebGLUniformLocation, value: number): void { if (!uniform) return; this._gl.uniform1f(uniform, value); } public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void { if (!uniform) return; this._gl.uniform2f(uniform, x, y); } public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void { if (!uniform) return; this._gl.uniform3f(uniform, x, y, z); } public setBool(uniform: WebGLUniformLocation, bool: number): void { if (!uniform) return; this._gl.uniform1i(uniform, bool); } public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void { if (!uniform) return; this._gl.uniform4f(uniform, x, y, z, w); } public setColor3(uniform: WebGLUniformLocation, color3: Color3): void { if (!uniform) return; this._gl.uniform3f(uniform, color3.r, color3.g, color3.b); } public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void { if (!uniform) return; this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha); } // States public setState(culling: boolean, zOffset: number = 0, force?: boolean, reverseSide = false): void { // Culling var showSide = reverseSide ? this._gl.FRONT : this._gl.BACK; var hideSide = reverseSide ? this._gl.BACK : this._gl.FRONT; var cullFace = this.cullBackFaces ? showSide : hideSide; if (this._depthCullingState.cull !== culling || force || this._depthCullingState.cullFace !== cullFace) { if (culling) { this._depthCullingState.cullFace = cullFace; this._depthCullingState.cull = true; } else { this._depthCullingState.cull = false; } } // Z offset this._depthCullingState.zOffset = zOffset; } public setDepthBuffer(enable: boolean): void { this._depthCullingState.depthTest = enable; } public getDepthWrite(): boolean { return this._depthCullingState.depthMask; } public setDepthWrite(enable: boolean): void { this._depthCullingState.depthMask = enable; } public setColorWrite(enable: boolean): void { this._gl.colorMask(enable, enable, enable, enable); } public setAlphaMode(mode: number, noDepthWriteChange: boolean = false): void { if (this._alphaMode === mode) { return; } switch (mode) { case Engine.ALPHA_DISABLE: this._alphaState.alphaBlend = false; break; case Engine.ALPHA_PREMULTIPLIED: this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_COMBINE: this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_ONEONE: this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_ADD: this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_SUBTRACT: this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_MULTIPLY: this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE); this._alphaState.alphaBlend = true; break; case Engine.ALPHA_MAXIMIZED: this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE); this._alphaState.alphaBlend = true; break; } if (!noDepthWriteChange) { this.setDepthWrite(mode === Engine.ALPHA_DISABLE); } this._alphaMode = mode; } public getAlphaMode(): number { return this._alphaMode; } public setAlphaTesting(enable: boolean): void { this._alphaTest = enable; } public getAlphaTesting(): boolean { return this._alphaTest; } // Textures public wipeCaches(): void { if (this.preventCacheWipeBetweenFrames) { return; } this.resetTextureCache(); this._currentEffect = null; this._stencilState.reset(); this._depthCullingState.reset(); this.setDepthFunctionToLessOrEqual(); this._alphaState.reset(); this._cachedVertexBuffers = null; this._cachedIndexBuffer = null; this._cachedEffectForVertexBuffers = null; this._unBindVertexArrayObject(); this.bindIndexBuffer(null); this.bindArrayBuffer(null); } /** * Set the compressed texture format to use, based on the formats you have, and the formats * supported by the hardware / browser. * * Khronos Texture Container (.ktx) files are used to support this. This format has the * advantage of being specifically designed for OpenGL. Header elements directly correspond * to API arguments needed to compressed textures. This puts the burden on the container * generator to house the arcane code for determining these for current & future formats. * * for description see https://www.khronos.org/opengles/sdk/tools/KTX/ * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/ * * Note: The result of this call is not taken into account when a texture is base64. * * @param {Array} formatsAvailable- The list of those format families you have created * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.) * * Current families are astc, dxt, pvrtc, etc2, & etc1. * @returns The extension selected. */ public setTextureFormatToUse(formatsAvailable: Array): string { for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) { for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) { if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) { return this._textureFormatInUse = this._texturesSupported[i]; } } } // actively set format to nothing, to allow this to be called more than once // and possibly fail the 2nd time return this._textureFormatInUse = null; } /** * Usually called from BABYLON.Texture.ts. Passed information to create a WebGLTexture. * @param {string} urlArg- This contains one of the following: * 1. A conventional http URL, e.g. 'http://...' or 'file://...' * 2. A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...' * 3. An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg' * * @param {boolean} noMipmap- When true, no mipmaps shall be generated. Ignored for compressed textures. They must be in the file. * @param {boolean} invertY- When true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file. * @param {Scene} scene- Needed for loading to the correct scene. * @param {number} samplingMode- Mode with should be used sample / access the texture. Default: TRILINEAR * @param {callback} onLoad- Optional callback to be called upon successful completion. * @param {callback} onError- Optional callback to be called upon failure. * @param {ArrayBuffer | HTMLImageElement} buffer- A source of a file previously fetched as either an ArrayBuffer (compressed or image format) or HTMLImageElement (image format) * @param {WebGLTexture} fallback- An internal argument in case the function must be called again, due to etc1 not having alpha capabilities. * @param {number} format- Internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures. * * @returns {WebGLTexture} for assignment back into BABYLON.Texture */ public createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, onLoad: () => void = null, onError: () => void = null, buffer: ArrayBuffer | HTMLImageElement = null, fallBack?: WebGLTexture, format?: number): WebGLTexture { var texture = fallBack ? fallBack : this._gl.createTexture(); var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback var fromData = url.substr(0, 5) === "data:"; var isBase64 = fromData && url.indexOf("base64") !== -1; // establish the file extension, if possible var lastDot = url.lastIndexOf('.'); var extension = (lastDot > 0) ? url.substring(lastDot).toLowerCase() : ""; var isDDS = this.getCaps().s3tc && (extension === ".dds"); if (isDDS) { BABYLON.Tools.Warn("DDS files deprecated since 3.0, use KTX files"); } var isTGA = (extension === ".tga"); // determine if a ktx file should be substituted var isKTX = false; if (this._textureFormatInUse && !isBase64 && !fallBack) { url = url.substring(0, lastDot) + this._textureFormatInUse; isKTX = true; } scene._addPendingData(texture); texture.url = url; texture.noMipmap = noMipmap; texture.references = 1; texture.samplingMode = samplingMode; texture.onLoadedCallbacks = []; if (onLoad) { texture.onLoadedCallbacks.push(onLoad); } if (!fallBack) this._loadedTexturesCache.push(texture); var onerror = () => { scene._removePendingData(texture); // fallback for when compressed file not found to try again. For instance, etc1 does not have an alpha capable type if (isKTX) { this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture); } else if (onError) { onError(); } }; var callback: (arrayBuffer: any) => void; // processing for non-image formats if (isKTX || isTGA || isDDS) { if (isKTX) { callback = (data) => { var ktx = new Internals.KhronosTextureContainer(data, 1); prepareWebGLTexture(texture, this._gl, scene, ktx.pixelWidth, ktx.pixelHeight, invertY, false, true, () => { ktx.uploadLevels(this._gl, !noMipmap); }, samplingMode); }; } else if (isTGA) { callback = (arrayBuffer) => { var data = new Uint8Array(arrayBuffer); var header = Internals.TGATools.GetTGAHeader(data); prepareWebGLTexture(texture, this._gl, scene, header.width, header.height, invertY, noMipmap, false, () => { Internals.TGATools.UploadContent(this._gl, data); }, samplingMode); }; } else if (isDDS) { callback = (data) => { var info = Internals.DDSTools.GetDDSInfo(data); var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1); prepareWebGLTexture(texture, this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, () => { Internals.DDSTools.UploadDDSLevels(this._gl, this.getCaps().s3tc, data, info, loadMipmap, 1); }, samplingMode); }; } if (!buffer) { Tools.LoadFile(url, data => { callback(data); }, null, scene.database, true, onerror); } else { callback(buffer); } // image format processing } else { var onload = (img) => { prepareWebGLTexture(texture, this._gl, scene, img.width, img.height, invertY, noMipmap, false, (potWidth, potHeight) => { var isPot = (img.width === potWidth && img.height === potHeight); if (!isPot) { this._prepareWorkingCanvas(); this._workingCanvas.width = potWidth; this._workingCanvas.height = potHeight; if (samplingMode === Texture.NEAREST_SAMPLINGMODE) { this._workingContext.imageSmoothingEnabled = false; this._workingContext.mozImageSmoothingEnabled = false; this._workingContext.oImageSmoothingEnabled = false; this._workingContext.webkitImageSmoothingEnabled = false; this._workingContext.msImageSmoothingEnabled = false; } this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight); if (samplingMode === Texture.NEAREST_SAMPLINGMODE) { this._workingContext.imageSmoothingEnabled = true; this._workingContext.mozImageSmoothingEnabled = true; this._workingContext.oImageSmoothingEnabled = true; this._workingContext.webkitImageSmoothingEnabled = true; this._workingContext.msImageSmoothingEnabled = true; } } let internalFormat = format ? this._getInternalFormat(format) : ((extension === ".jpg") ? this._gl.RGB :this._gl.RGBA); this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, isPot ? img : this._workingCanvas); }, samplingMode); }; if (!fromData || isBase64) Tools.LoadImage(url, onload, onerror, scene.database); else if (buffer instanceof Array || typeof buffer === "string") Tools.LoadImage(buffer, onload, onerror, scene.database); else onload(buffer); } return texture; } private _getInternalFormat(format: number): number { var internalFormat = this._gl.RGBA; switch (format) { case Engine.TEXTUREFORMAT_ALPHA: internalFormat = this._gl.ALPHA; break; case Engine.TEXTUREFORMAT_LUMINANCE: internalFormat = this._gl.LUMINANCE; break; case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA: internalFormat = this._gl.LUMINANCE_ALPHA; break; case Engine.TEXTUREFORMAT_RGB: internalFormat = this._gl.RGB; break; case Engine.TEXTUREFORMAT_RGBA: internalFormat = this._gl.RGBA; break; } return internalFormat; } public updateRawTexture(texture: WebGLTexture, data: ArrayBufferView, format: number, invertY: boolean, compression: string = null): void { var internalFormat = this._getInternalFormat(format); this._bindTextureDirectly(this._gl.TEXTURE_2D, texture); this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0)); if (texture._width % 4 !== 0) { this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1); } if (compression) { this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture._width, texture._height, 0, data); } else { this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, texture._width, texture._height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data); } if (texture.generateMipMaps) { this._gl.generateMipmap(this._gl.TEXTURE_2D); } this._bindTextureDirectly(this._gl.TEXTURE_2D, null); this.resetTextureCache(); texture.isReady = true; } public createRawTexture(data: ArrayBufferView, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: string = null): WebGLTexture { var texture = this._gl.createTexture(); texture._baseWidth = width; texture._baseHeight = height; texture._width = width; texture._height = height; texture.references = 1; this.updateRawTexture(texture, data, format, invertY, compression); this._bindTextureDirectly(this._gl.TEXTURE_2D, texture); // Filters var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min); if (generateMipMaps) { this._gl.generateMipmap(this._gl.TEXTURE_2D); } this._bindTextureDirectly(this._gl.TEXTURE_2D, null); texture.samplingMode = samplingMode; this._loadedTexturesCache.push(texture); return texture; } public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture { var texture = this._gl.createTexture(); texture._baseWidth = width; texture._baseHeight = height; if (generateMipMaps) { width = Tools.GetExponentOfTwo(width, this._caps.maxTextureSize); height = Tools.GetExponentOfTwo(height, this._caps.maxTextureSize); } this.resetTextureCache(); texture._width = width; texture._height = height; texture.isReady = false; texture.generateMipMaps = generateMipMaps; texture.references = 1; texture.samplingMode = samplingMode; this.updateTextureSamplingMode(samplingMode, texture); this._loadedTexturesCache.push(texture); return texture; } public updateTextureSamplingMode(samplingMode: number, texture: WebGLTexture): void { var filters = getSamplingParameters(samplingMode, texture.generateMipMaps, this._gl); if (texture.isCube) { this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture); this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag); this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min); this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null); } else { this._bindTextureDirectly(this._gl.TEXTURE_2D, texture); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag); this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min); this._bindTextureDirectly(this._gl.TEXTURE_2D, null); } texture.samplingMode = samplingMode; } public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha: boolean = false, format?: number): void { this._bindTextureDirectly(this._gl.TEXTURE_2D, texture); this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0); if (premulAlpha) { this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1); } let internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA; this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas); if (texture.generateMipMaps) { this._gl.generateMipmap(this._gl.TEXTURE_2D); } this._bindTextureDirectly(this._gl.TEXTURE_2D, null); if (premulAlpha) { this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0); } this.resetTextureCache(); texture.isReady = true; } public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void { if (texture._isDisabled) { return; } this._bindTextureDirectly(this._gl.TEXTURE_2D, texture); this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default try { // Testing video texture support if (this._videoTextureSupported === undefined) { this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video); if (this._gl.getError() !== 0) { this._videoTextureSupported = false; } else { this._videoTextureSupported = true; } } // Copy video through the current working canvas if video texture is not supported if (!this._videoTextureSupported) { if (!texture._workingCanvas) { texture._workingCanvas = document.createElement("canvas"); texture._workingContext = texture._workingCanvas.getContext("2d"); texture._workingCanvas.width = texture._width; texture._workingCanvas.height = texture._height; } texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height); this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas); } else { this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video); } if (texture.generateMipMaps) { this._gl.generateMipmap(this._gl.TEXTURE_2D); } this._bindTextureDirectly(this._gl.TEXTURE_2D, null); this.resetTextureCache(); texture.isReady = true; } catch (ex) { // Something unexpected // Let's disable the texture texture._isDisabled = true; } } public createRenderTargetTexture(size: any, options): WebGLTexture { // old version had a "generateMipMaps" arg instead of options. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value // in the same way, generateDepthBuffer is defaulted to true var generateMipMaps = false; var generateDepthBuffer = true; var generateStencilBuffer = false; var type = Engine.TEXTURETYPE_UNSIGNED_INT; var samplingMode = Texture.TRILINEAR_SAMPLINGMODE; if (options !== undefined) { generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipMaps; generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer; generateStencilBuffer = generateDepthBuffer && options.generateStencilBuffer; type = options.type === undefined ? type : options.type; if (options.samplingMode !== undefined) { samplingMode = options.samplingMode; } if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) { // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE samplingMode = Texture.NEAREST_SAMPLINGMODE; } else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) { // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE samplingMode = Texture.NEAREST_SAMPLINGMODE; } } var gl = this._gl; var texture = gl.createTexture(); this._bindTextureDirectly(gl.TEXTURE_2D, texture); var width = size.width || size; var height = size.height || size; var filters = getSamplingParameters(samplingMode, generateMipMaps, gl); if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) { type = Engine.TEXTURETYPE_UNSIGNED_INT; Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type"); } gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null); // Create the framebuffer var framebuffer = gl.createFramebuffer(); this.bindUnboundFramebuffer(framebuffer); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height); if (generateMipMaps) { this._gl.generateMipmap(this._gl.TEXTURE_2D); } // Unbind this._bindTextureDirectly(gl.TEXTURE_2D, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); this.bindUnboundFramebuffer(null); texture._framebuffer = framebuffer; texture._baseWidth = width; texture._baseHeight = height; texture._width = width; texture._height = height; texture.isReady = true; texture.samples = 1; texture.generateMipMaps = generateMipMaps; texture.references = 1; texture.samplingMode = samplingMode; texture.type = type; texture._generateDepthBuffer = generateDepthBuffer; texture._generateStencilBuffer = generateStencilBuffer; this.resetTextureCache(); this._loadedTexturesCache.push(texture); return texture; } private _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples = 1): WebGLRenderbuffer { var depthStencilBuffer: WebGLRenderbuffer = null; var gl = this._gl; // Create the depth/stencil buffer if (generateStencilBuffer) { depthStencilBuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer); if (samples > 1) { gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_STENCIL, width, height); } else { gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); } gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer); } else if (generateDepthBuffer) { depthStencilBuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer); if (samples > 1) { gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height); } else { gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height); } gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer); } return depthStencilBuffer; } public updateRenderTargetTextureSampleCount(texture: WebGLTexture, samples: number): number { if (this.webGLVersion < 2) { return 1; } if (texture.samples === samples) { return samples; } var gl = this._gl; samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES)); // Dispose previous render buffers if (texture._depthStencilBuffer) { gl.deleteRenderbuffer(texture._depthStencilBuffer); } if (texture._MSAAFramebuffer) { gl.deleteFramebuffer(texture._MSAAFramebuffer); } if (texture._MSAARenderBuffer) { gl.deleteRenderbuffer(texture._MSAARenderBuffer); } if (samples > 1) { texture._MSAAFramebuffer = gl.createFramebuffer(); this.bindUnboundFramebuffer(texture._MSAAFramebuffer); var colorRenderbuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer); gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.RGBA8, texture._width, texture._height); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer); texture._MSAARenderBuffer = colorRenderbuffer; } else { this.bindUnboundFramebuffer(texture._framebuffer); } texture.samples = samples; texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture._width, texture._height, samples); gl.bindRenderbuffer(gl.RENDERBUFFER, null); this.bindUnboundFramebuffer(null); return samples; } public createRenderTargetCubeTexture(size: number, options?: any): WebGLTexture { var gl = this._gl; var texture = gl.createTexture(); var generateMipMaps = true; var generateDepthBuffer = true; var generateStencilBuffer = false; var samplingMode = Texture.TRILINEAR_SAMPLINGMODE; if (options !== undefined) { generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipMaps; generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer; generateStencilBuffer = generateDepthBuffer && options.generateStencilBuffer; if (options.samplingMode !== undefined) { samplingMode = options.samplingMode; } } texture.isCube = true; texture.references = 1; texture.generateMipMaps = generateMipMaps; texture.references = 1; texture.samples = 1; texture.samplingMode = samplingMode; var filters = getSamplingParameters(samplingMode, generateMipMaps, gl); this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture); for (var face = 0; face < 6; face++) { gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); } gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); // Create the framebuffer var framebuffer = gl.createFramebuffer(); this.bindUnboundFramebuffer(framebuffer); texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, size, size); // Mipmaps if (texture.generateMipMaps) { this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture); gl.generateMipmap(gl.TEXTURE_CUBE_MAP); } // Unbind this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); this.bindUnboundFramebuffer(null); texture._framebuffer = framebuffer; texture._width = size; texture._height = size; texture.isReady = true; this.resetTextureCache(); this._loadedTexturesCache.push(texture); return texture; } public createCubeTexture(rootUrl: string, scene: Scene, files: string[], noMipmap?: boolean, onLoad: () => void = null, onError: () => void = null, format?: number): WebGLTexture { var gl = this._gl; var texture = gl.createTexture(); texture.isCube = true; texture.url = rootUrl; texture.references = 1; texture.onLoadedCallbacks = []; var isKTX = false; var lastDot = rootUrl.lastIndexOf('.'); var extension = rootUrl.substring(lastDot).toLowerCase(); if (this._textureFormatInUse) { extension = this._textureFormatInUse; rootUrl = rootUrl.substring(0, lastDot) + this._textureFormatInUse; isKTX = true; } var isDDS = this.getCaps().s3tc && (extension === ".dds"); if (isDDS) { BABYLON.Tools.Warn("DDS files deprecated since 3.0, use KTX files"); } if (isKTX) { Tools.LoadFile(rootUrl, data => { var ktx = new Internals.KhronosTextureContainer(data, 6); var loadMipmap = ktx.numberOfMipmapLevels > 1 && !noMipmap; this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); ktx.uploadLevels(this._gl, !noMipmap); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null); this.resetTextureCache(); texture._width = ktx.pixelWidth; texture._height = ktx.pixelHeight; texture.isReady = true; }, null, null, true, onError); } else if (isDDS) { Tools.LoadFile(rootUrl, data => { var info = Internals.DDSTools.GetDDSInfo(data); var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap; this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); Internals.DDSTools.UploadDDSLevels(this._gl, this.getCaps().s3tc, data, info, loadMipmap, 6); if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) { gl.generateMipmap(gl.TEXTURE_CUBE_MAP); } gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null); this.resetTextureCache(); texture._width = info.width; texture._height = info.height; texture.isReady = true; }, null, null, true, onError); } else { cascadeLoad(rootUrl, scene, imgs => { var width = Tools.GetExponentOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize); var height = width; this._prepareWorkingCanvas(); this._workingCanvas.width = width; this._workingCanvas.height = height; var faces = [ gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ]; this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0); let internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA; for (var index = 0; index < faces.length; index++) { this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height); gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, this._workingCanvas); } if (!noMipmap) { gl.generateMipmap(gl.TEXTURE_CUBE_MAP); } gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null); this.resetTextureCache(); texture._width = width; texture._height = height; texture.isReady = true; texture.onLoadedCallbacks.forEach(callback => { callback(); }); if (onLoad) { onLoad(); } }, files, onError); } this._loadedTexturesCache.push(texture); return texture; } public updateTextureSize(texture: WebGLTexture, width: number, height: number) { texture._width = width; texture._height = height; texture._size = width * height; texture._baseWidth = width; texture._baseHeight = height; } public createRawCubeTexture(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => ArrayBufferView[], mipmmapGenerator: ((faces: ArrayBufferView[]) => ArrayBufferView[][]), onLoad: () => void = null, onError: () => void = null): WebGLTexture { var gl = this._gl; var texture = gl.createTexture(); scene._addPendingData(texture); texture.isCube = true; texture.references = 1; texture.url = url; var textureType = gl.UNSIGNED_BYTE; if (type === Engine.TEXTURETYPE_FLOAT) { textureType = gl.FLOAT; } var internalFormat = this._getInternalFormat(format); var needConversion = false; if (internalFormat === gl.RGB) { internalFormat = gl.RGBA; needConversion = true; } var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type); var width = size; var height = width; var isPot = (Tools.IsExponentOfTwo(width) && Tools.IsExponentOfTwo(height)); texture._width = width; texture._height = height; var onerror = () => { scene._removePendingData(texture); if (onError) { onError(); } }; var internalCallback = (data) => { var rgbeDataArrays = callback(data); var facesIndex = [ gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ]; width = texture._width; height = texture._height; isPot = (Tools.IsExponentOfTwo(width) && Tools.IsExponentOfTwo(height)); this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0); if (mipmmapGenerator) { var arrayTemp: ArrayBufferView[] = []; // Data are known to be in +X +Y +Z -X -Y -Z // mipmmapGenerator data is expected to be order in +X -X +Y -Y +Z -Z arrayTemp.push(rgbeDataArrays[0]); // +X arrayTemp.push(rgbeDataArrays[3]); // -X arrayTemp.push(rgbeDataArrays[1]); // +Y arrayTemp.push(rgbeDataArrays[4]); // -Y arrayTemp.push(rgbeDataArrays[2]); // +Z arrayTemp.push(rgbeDataArrays[5]); // -Z var mipData = mipmmapGenerator(arrayTemp); // mipData is order in +X -X +Y -Y +Z -Z var mipFaces = [0, 2, 4, 1, 3, 5]; for (var level = 0; level < mipData.length; level++) { var mipSize = width >> level; for (let mipIndex in mipFaces) { let mipFaceData = mipData[level][mipFaces[mipIndex]]; if (needConversion) { mipFaceData = this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type); } gl.texImage2D(facesIndex[mipIndex], level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData); } } } else { // Data are known to be in +X +Y +Z -X -Y -Z for (let index = 0; index < facesIndex.length; index++) { let faceData = rgbeDataArrays[index]; if (needConversion) { faceData = this._convertRGBtoRGBATextureData(faceData, width, height, type); } gl.texImage2D(facesIndex[index], 0, internalSizedFomat, width, height, 0, internalFormat, textureType, faceData); } if (!noMipmap && isPot) { gl.generateMipmap(gl.TEXTURE_CUBE_MAP); } else { noMipmap = true; } } if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) { gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST); } else if (textureType === Engine.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) { gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST); } else { gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR); } gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null); texture.isReady = true; this.resetTextureCache(); scene._removePendingData(texture); if (onLoad) { onLoad(); } }; Tools.LoadFile(url, data => { internalCallback(data); }, onerror, scene.database, true); return texture; }; private _convertRGBtoRGBATextureData(rgbData: ArrayBufferView, width: number, height: number, textureType: number): ArrayBufferView { // Create new RGBA data container. var rgbaData: ArrayBufferView; if (textureType === Engine.TEXTURETYPE_FLOAT) { rgbaData = new Float32Array(width * height * 4); } else { rgbaData = new Uint32Array(width * height * 4); } // Convert each pixel. for (let x = 0; x < width; x++) { for (let y = 0; y < height; y++) { let index = (y * width + x) * 3; let newIndex = (y * width + x) * 4; // Map Old Value to new value. rgbaData[newIndex + 0] = rgbData[index + 0]; rgbaData[newIndex + 1] = rgbData[index + 1]; rgbaData[newIndex + 2] = rgbData[index + 2]; // Add fully opaque alpha channel. rgbaData[newIndex + 3] = 1; } } return rgbaData; } public _releaseTexture(texture: WebGLTexture): void { var gl = this._gl; if (texture._framebuffer) { gl.deleteFramebuffer(texture._framebuffer); } if (texture._depthStencilBuffer) { gl.deleteRenderbuffer(texture._depthStencilBuffer); } if (texture._MSAAFramebuffer) { gl.deleteFramebuffer(texture._MSAAFramebuffer); } if (texture._MSAARenderBuffer) { gl.deleteRenderbuffer(texture._MSAARenderBuffer); } gl.deleteTexture(texture); // Unbind channels this.unbindAllTextures(); var index = this._loadedTexturesCache.indexOf(texture); if (index !== -1) { this._loadedTexturesCache.splice(index, 1); } } private setProgram(program: WebGLProgram): void { if (this._currentProgram !== program) { this._gl.useProgram(program); this._currentProgram = program; } } public bindSamplers(effect: Effect): void { this.setProgram(effect.getProgram()); var samplers = effect.getSamplers(); for (var index = 0; index < samplers.length; index++) { var uniform = effect.getUniform(samplers[index]); this._gl.uniform1i(uniform, index); } this._currentEffect = null; } private activateTexture(texture: number): void { if (this._activeTexture !== texture) { this._gl.activeTexture(texture); this._activeTexture = texture; } } public _bindTextureDirectly(target: number, texture: WebGLTexture): void { if (this._activeTexturesCache[this._activeTexture] !== texture) { this._gl.bindTexture(target, texture); this._activeTexturesCache[this._activeTexture] = texture; } } public _bindTexture(channel: number, texture: WebGLTexture): void { if (channel < 0) { return; } this.activateTexture(this._gl.TEXTURE0 + channel); this._bindTextureDirectly(this._gl.TEXTURE_2D, texture); } public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void { this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]); } public unbindAllTextures(): void { for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) { this.activateTexture(this._gl["TEXTURE" + channel]); this._bindTextureDirectly(this._gl.TEXTURE_2D, null); this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null); } } public setTexture(channel: number, uniform: WebGLUniformLocation, texture: BaseTexture): void { if (channel < 0) { return; } this._gl.uniform1i(uniform, channel); this._setTexture(channel, texture); } private _setTexture(channel: number, texture: BaseTexture): void { // Not ready? if (!texture || !texture.isReady()) { if (this._activeTexturesCache[channel] != null) { this.activateTexture(this._gl["TEXTURE" + channel]); this._bindTextureDirectly(this._gl.TEXTURE_2D, null); this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null); } return; } // Video var alreadyActivated = false; if (texture instanceof VideoTexture) { this.activateTexture(this._gl["TEXTURE" + channel]); alreadyActivated = true; texture.update(); } else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading texture.delayLoad(); return; } var internalTexture = texture.getInternalTexture(); if (this._activeTexturesCache[channel] === internalTexture) { return; } if (!alreadyActivated) { this.activateTexture(this._gl["TEXTURE" + channel]); } if (internalTexture.isCube) { this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture); if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) { internalTexture._cachedCoordinatesMode = texture.coordinatesMode; // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT. var textureWrapMode = (texture.coordinatesMode !== Texture.CUBIC_MODE && texture.coordinatesMode !== Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE; this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode); this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode); } this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture); } else { this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture); if (internalTexture._cachedWrapU !== texture.wrapU) { internalTexture._cachedWrapU = texture.wrapU; switch (texture.wrapU) { case Texture.WRAP_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT); break; case Texture.CLAMP_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE); break; case Texture.MIRROR_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT); break; } } if (internalTexture._cachedWrapV !== texture.wrapV) { internalTexture._cachedWrapV = texture.wrapV; switch (texture.wrapV) { case Texture.WRAP_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT); break; case Texture.CLAMP_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE); break; case Texture.MIRROR_ADDRESSMODE: this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT); break; } } this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture); } } public setTextureArray(channel: number, uniform: WebGLUniformLocation, textures: BaseTexture[]): void { if (channel < 0) { return; } if (!this._textureUnits || this._textureUnits.length !== textures.length) { this._textureUnits = new Int32Array(textures.length); } for (let i = 0; i < textures.length; i++) { this._textureUnits[i] = channel + i; } this._gl.uniform1iv(uniform, this._textureUnits); for (var index = 0; index < textures.length; index++) { this._setTexture(channel + index, textures[index]); } } public _setAnisotropicLevel(key: number, texture: BaseTexture) { var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension; var value = texture.anisotropicFilteringLevel; if (texture.getInternalTexture().samplingMode === Texture.NEAREST_SAMPLINGMODE) { value = 1; } if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== value) { this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy)); texture._cachedAnisotropicFilteringLevel = value; } } public readPixels(x: number, y: number, width: number, height: number): Uint8Array { var data = new Uint8Array(height * width * 4); this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data); return data; } /** * Add an externaly attached data from its key. * This method call will fail and return false, if such key already exists. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method. * @param key the unique key that identifies the data * @param data the data object to associate to the key for this Engine instance * @return true if no such key were already present and the data was added successfully, false otherwise */ public addExternalData(key: string, data: T): boolean { return this._externalData.add(key, data); } /** * Get an externaly attached data from its key * @param key the unique key that identifies the data * @return the associated data, if present (can be null), or undefined if not present */ public getExternalData(key: string): T { return this._externalData.get(key); } /** * Get an externaly attached data from its key, create it using a factory if it's not already present * @param key the unique key that identifies the data * @param factory the factory that will be called to create the instance if and only if it doesn't exists * @return the associated data, can be null if the factory returned null. */ public getOrAddExternalDataWithFactory(key: string, factory: (k: string) => T): T { return this._externalData.getOrAddWithFactory(key, factory); } /** * Remove an externaly attached data from the Engine instance * @param key the unique key that identifies the data * @return true if the data was successfully removed, false if it doesn't exist */ public removeExternalData(key): boolean { return this._externalData.remove(key); } public releaseInternalTexture(texture: WebGLTexture): void { if (!texture) { return; } texture.references--; // Final reference ? if (texture.references === 0) { var texturesCache = this.getLoadedTexturesCache(); var index = texturesCache.indexOf(texture); if (index > -1) { texturesCache.splice(index, 1); } this._releaseTexture(texture); } } public unbindAllAttributes() { if (this._mustWipeVertexAttributes) { this._mustWipeVertexAttributes = false; for (var i = 0; i < this._caps.maxVertexAttribs; i++) { this._gl.disableVertexAttribArray(i); this._vertexAttribArraysEnabled[i] = false; this._currentBufferPointers[i] = null; } return; } for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) { if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) { continue; } this._gl.disableVertexAttribArray(i); this._vertexAttribArraysEnabled[i] = false; this._currentBufferPointers[i] = null; } } // Dispose public dispose(): void { this.hideLoadingUI(); this.stopRenderLoop(); // Release scenes while (this.scenes.length) { this.scenes[0].dispose(); } // Release audio engine Engine.audioEngine.dispose(); // Release effects for (var name in this._compiledEffects) { this._gl.deleteProgram(this._compiledEffects[name]._program); } // Unbind this.unbindAllAttributes(); this._gl = null; //WebVR this.disableVR(); // Events window.removeEventListener("blur", this._onBlur); window.removeEventListener("focus", this._onFocus); document.removeEventListener("fullscreenchange", this._onFullscreenChange); document.removeEventListener("mozfullscreenchange", this._onFullscreenChange); document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange); document.removeEventListener("msfullscreenchange", this._onFullscreenChange); document.removeEventListener("pointerlockchange", this._onPointerLockChange); document.removeEventListener("mspointerlockchange", this._onPointerLockChange); document.removeEventListener("mozpointerlockchange", this._onPointerLockChange); document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange); // Remove from Instances var index = Engine.Instances.indexOf(this); if (index >= 0) { Engine.Instances.splice(index, 1); } } // Loading screen public displayLoadingUI(): void { this._loadingScreen.displayLoadingUI(); } public hideLoadingUI(): void { this._loadingScreen.hideLoadingUI(); } public get loadingScreen(): ILoadingScreen { return this._loadingScreen; } public set loadingScreen(loadingScreen: ILoadingScreen) { this._loadingScreen = loadingScreen; } public set loadingUIText(text: string) { this._loadingScreen.loadingUIText = text; } public set loadingUIBackgroundColor(color: string) { this._loadingScreen.loadingUIBackgroundColor = color; } public attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void { this._renderingCanvas.addEventListener("webglcontextlost", callback, false); } public attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void { this._renderingCanvas.addEventListener("webglcontextrestored", callback, false); } public getVertexShaderSource(program: WebGLProgram): string { var shaders = this._gl.getAttachedShaders(program); return this._gl.getShaderSource(shaders[0]); } public getFragmentShaderSource(program: WebGLProgram): string { var shaders = this._gl.getAttachedShaders(program); return this._gl.getShaderSource(shaders[1]); } // FPS public getFps(): number { return this.fps; } public getDeltaTime(): number { return this.deltaTime; } private _measureFps(): void { this.previousFramesDuration.push(Tools.Now); var length = this.previousFramesDuration.length; if (length >= 2) { this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2]; } if (length >= this.fpsRange) { if (length > this.fpsRange) { this.previousFramesDuration.splice(0, 1); length = this.previousFramesDuration.length; } var sum = 0; for (var id = 0; id < length - 1; id++) { sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id]; } this.fps = 1000.0 / (sum / (length - 1)); } } private _canRenderToFloatFramebuffer(): boolean { if (this._webGLVersion > 1) { return this._caps.colorBufferFloat; } return this._canRenderToFramebuffer(BABYLON.Engine.TEXTURETYPE_FLOAT); } private _canRenderToHalfFloatFramebuffer(): boolean { if (this._webGLVersion > 1) { return this._caps.colorBufferFloat; } return this._canRenderToFramebuffer(BABYLON.Engine.TEXTURETYPE_HALF_FLOAT); } // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture private _canRenderToFramebuffer(type: number): boolean { let gl = this._gl; //clear existing errors while (gl.getError() !== gl.NO_ERROR) { } let successful = true; let texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); let fb = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fb); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); successful = successful && (status === gl.FRAMEBUFFER_COMPLETE); successful = successful && (gl.getError() === gl.NO_ERROR); //try render by clearing frame buffer's color buffer if (successful) { gl.clear(gl.COLOR_BUFFER_BIT); successful = successful && (gl.getError() === gl.NO_ERROR); } //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported) if (successful) { //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture gl.bindFramebuffer(gl.FRAMEBUFFER, null); let readFormat = gl.RGBA; let readType = gl.UNSIGNED_BYTE; let buffer = new Uint8Array(4); gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer); successful = successful && (gl.getError() === gl.NO_ERROR); } //clean up gl.deleteTexture(texture); gl.deleteFramebuffer(fb); gl.bindFramebuffer(gl.FRAMEBUFFER, null); //clear accumulated errors while (!successful && (gl.getError() !== gl.NO_ERROR)) { } return successful; } private _getWebGLTextureType(type: number): number { if (type === Engine.TEXTURETYPE_FLOAT) { return this._gl.FLOAT; } else if (type === Engine.TEXTURETYPE_HALF_FLOAT) { // Add Half Float Constant. return Engine.HALF_FLOAT_OES; } return this._gl.UNSIGNED_BYTE; }; private _getRGBABufferInternalSizedFormat(type: number): number { if (this._webGLVersion === 1) { return this._gl.RGBA; } if (type === Engine.TEXTURETYPE_FLOAT) { return Engine.RGBA32F; } else if (type === Engine.TEXTURETYPE_HALF_FLOAT) { return Engine.RGBA16F; } return this._gl.RGBA; }; // Statics public static isSupported(): boolean { try { // Avoid creating an unsized context for CocoonJS, since size determined on first creation. Is not resizable if (navigator.isCocoonJS) { return true; } var tempcanvas = document.createElement("canvas"); var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl"); return gl != null && !!window.WebGLRenderingContext; } catch (e) { return false; } } } }