thinEngine.ts 176 KB

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  1. import { EngineStore } from './engineStore';
  2. import { IInternalTextureLoader } from '../Materials/Textures/internalTextureLoader';
  3. import { Effect, IEffectCreationOptions } from '../Materials/effect';
  4. import { _DevTools } from '../Misc/devTools';
  5. import { IShaderProcessor } from './Processors/iShaderProcessor';
  6. import { UniformBuffer } from '../Materials/uniformBuffer';
  7. import { Nullable, DataArray, IndicesArray } from '../types';
  8. import { EngineCapabilities } from './engineCapabilities';
  9. import { Observable } from '../Misc/observable';
  10. import { DepthCullingState } from '../States/depthCullingState';
  11. import { StencilState } from '../States/stencilState';
  12. import { AlphaState } from '../States/alphaCullingState';
  13. import { Constants } from './constants';
  14. import { InternalTexture, InternalTextureSource } from '../Materials/Textures/internalTexture';
  15. import { IViewportLike, IColor4Like } from '../Maths/math.like';
  16. import { DataBuffer } from '../Meshes/dataBuffer';
  17. import { IFileRequest } from '../Misc/fileRequest';
  18. import { Logger } from '../Misc/logger';
  19. import { DomManagement } from '../Misc/domManagement';
  20. import { WebGL2ShaderProcessor } from './WebGL/webGL2ShaderProcessors';
  21. import { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';
  22. import { IPipelineContext } from './IPipelineContext';
  23. import { WebGLPipelineContext } from './WebGL/webGLPipelineContext';
  24. import { VertexBuffer } from '../Meshes/buffer';
  25. import { InstancingAttributeInfo } from './instancingAttributeInfo';
  26. import { BaseTexture } from '../Materials/Textures/baseTexture';
  27. import { IOfflineProvider } from '../Offline/IOfflineProvider';
  28. import { IEffectFallbacks } from '../Materials/iEffectFallbacks';
  29. import { IWebRequest } from '../Misc/interfaces/iWebRequest';
  30. import { CanvasGenerator } from '../Misc/canvasGenerator';
  31. declare type WebRequest = import("../Misc/webRequest").WebRequest;
  32. declare type LoadFileError = import("../Misc/fileTools").LoadFileError;
  33. declare type Observer<T> = import("../Misc/observable").Observer<T>;
  34. declare type VideoTexture = import("../Materials/Textures/videoTexture").VideoTexture;
  35. declare type RenderTargetTexture = import("../Materials/Textures/renderTargetTexture").RenderTargetTexture;
  36. declare type Texture = import("../Materials/Textures/texture").Texture;
  37. /**
  38. * Defines the interface used by objects working like Scene
  39. * @hidden
  40. */
  41. interface ISceneLike {
  42. _addPendingData(data: any): void;
  43. _removePendingData(data: any): void;
  44. offlineProvider: IOfflineProvider;
  45. }
  46. /**
  47. * Keeps track of all the buffer info used in engine.
  48. */
  49. class BufferPointer {
  50. public active: boolean;
  51. public index: number;
  52. public size: number;
  53. public type: number;
  54. public normalized: boolean;
  55. public stride: number;
  56. public offset: number;
  57. public buffer: WebGLBuffer;
  58. }
  59. /** Interface defining initialization parameters for Engine class */
  60. export interface EngineOptions extends WebGLContextAttributes {
  61. /**
  62. * Defines if the engine should no exceed a specified device ratio
  63. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  64. */
  65. limitDeviceRatio?: number;
  66. /**
  67. * Defines if webvr should be enabled automatically
  68. * @see http://doc.babylonjs.com/how_to/webvr_camera
  69. */
  70. autoEnableWebVR?: boolean;
  71. /**
  72. * Defines if webgl2 should be turned off even if supported
  73. * @see http://doc.babylonjs.com/features/webgl2
  74. */
  75. disableWebGL2Support?: boolean;
  76. /**
  77. * Defines if webaudio should be initialized as well
  78. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  79. */
  80. audioEngine?: boolean;
  81. /**
  82. * Defines if animations should run using a deterministic lock step
  83. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  84. */
  85. deterministicLockstep?: boolean;
  86. /** Defines the maximum steps to use with deterministic lock step mode */
  87. lockstepMaxSteps?: number;
  88. /** Defines the seconds between each deterministic lock step */
  89. timeStep?: number;
  90. /**
  91. * Defines that engine should ignore context lost events
  92. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  93. */
  94. doNotHandleContextLost?: boolean;
  95. /**
  96. * Defines that engine should ignore modifying touch action attribute and style
  97. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  98. */
  99. doNotHandleTouchAction?: boolean;
  100. /**
  101. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  102. */
  103. useHighPrecisionFloats?: boolean;
  104. }
  105. /**
  106. * The base engine class (root of all engines)
  107. */
  108. export class ThinEngine {
  109. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  110. public static ExceptionList = [
  111. { key: "Chrome\/63\.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  112. { key: "Firefox\/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  113. { key: "Firefox\/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  114. { key: "Chrome\/72.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
  115. { key: "Chrome\/73.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
  116. { key: "Chrome\/74.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
  117. { key: "Mac OS.+Chrome\/71", capture: null, captureConstraint: null, targets: ["vao"] },
  118. { key: "Mac OS.+Chrome\/72", capture: null, captureConstraint: null, targets: ["vao"] }
  119. ];
  120. /** @hidden */
  121. public static _TextureLoaders: IInternalTextureLoader[] = [];
  122. /**
  123. * Returns the current npm package of the sdk
  124. */
  125. // Not mixed with Version for tooling purpose.
  126. public static get NpmPackage(): string {
  127. return "babylonjs@4.1.0-beta.14";
  128. }
  129. /**
  130. * Returns the current version of the framework
  131. */
  132. public static get Version(): string {
  133. return "4.1.0-beta.14";
  134. }
  135. /**
  136. * Returns a string describing the current engine
  137. */
  138. public get description(): string {
  139. let description = "WebGL" + this.webGLVersion;
  140. if (this._caps.parallelShaderCompile) {
  141. description += " - Parallel shader compilation";
  142. }
  143. return description;
  144. }
  145. // Updatable statics so stick with vars here
  146. /**
  147. * Gets or sets the epsilon value used by collision engine
  148. */
  149. public static CollisionsEpsilon = 0.001;
  150. /**
  151. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  152. */
  153. public static get ShadersRepository(): string {
  154. return Effect.ShadersRepository;
  155. }
  156. public static set ShadersRepository(value: string) {
  157. Effect.ShadersRepository = value;
  158. }
  159. /**
  160. * Gets or sets the textures that the engine should not attempt to load as compressed
  161. */
  162. protected _excludedCompressedTextures: string[] = [];
  163. /**
  164. * Filters the compressed texture formats to only include
  165. * files that are not included in the skippable list
  166. *
  167. * @param url the current extension
  168. * @param textureFormatInUse the current compressed texture format
  169. * @returns "format" string
  170. */
  171. public excludedCompressedTextureFormats(url: Nullable<string>, textureFormatInUse: Nullable<string>): Nullable<string> {
  172. const skipCompression = (): boolean => {
  173. return this._excludedCompressedTextures.some((entry) => {
  174. const strRegExPattern: string = '\\b' + entry + '\\b';
  175. return (url && (url === entry || url.match(new RegExp(strRegExPattern, 'g'))));
  176. });
  177. };
  178. return skipCompression() ? null : textureFormatInUse;
  179. }
  180. // Public members
  181. /** @hidden */
  182. public _shaderProcessor: IShaderProcessor;
  183. /**
  184. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  185. */
  186. public forcePOTTextures = false;
  187. /**
  188. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  189. */
  190. public isFullscreen = false;
  191. /**
  192. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  193. */
  194. public cullBackFaces = true;
  195. /**
  196. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  197. */
  198. public renderEvenInBackground = true;
  199. /**
  200. * Gets or sets a boolean indicating that cache can be kept between frames
  201. */
  202. public preventCacheWipeBetweenFrames = false;
  203. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  204. public validateShaderPrograms = false;
  205. /**
  206. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  207. * This can provide greater z depth for distant objects.
  208. */
  209. public useReverseDepthBuffer = false;
  210. // Uniform buffers list
  211. /**
  212. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  213. */
  214. public disableUniformBuffers = false;
  215. /** @hidden */
  216. public _uniformBuffers = new Array<UniformBuffer>();
  217. /**
  218. * Gets a boolean indicating that the engine supports uniform buffers
  219. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  220. */
  221. public get supportsUniformBuffers(): boolean {
  222. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  223. }
  224. // Private Members
  225. /** @hidden */
  226. public _gl: WebGLRenderingContext;
  227. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  228. protected _windowIsBackground = false;
  229. protected _webGLVersion = 1.0;
  230. protected _creationOptions: EngineOptions;
  231. protected _highPrecisionShadersAllowed = true;
  232. /** @hidden */
  233. public get _shouldUseHighPrecisionShader(): boolean {
  234. return !!(this._caps.highPrecisionShaderSupported && this._highPrecisionShadersAllowed);
  235. }
  236. /**
  237. * Gets a boolean indicating that only power of 2 textures are supported
  238. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  239. */
  240. public get needPOTTextures(): boolean {
  241. return this._webGLVersion < 2 || this.forcePOTTextures;
  242. }
  243. /** @hidden */
  244. public _badOS = false;
  245. /** @hidden */
  246. public _badDesktopOS = false;
  247. private _hardwareScalingLevel: number;
  248. /** @hidden */
  249. public _caps: EngineCapabilities;
  250. private _isStencilEnable: boolean;
  251. private _glVersion: string;
  252. private _glRenderer: string;
  253. private _glVendor: string;
  254. /** @hidden */
  255. public _videoTextureSupported: boolean;
  256. protected _renderingQueueLaunched = false;
  257. protected _activeRenderLoops = new Array<() => void>();
  258. // Lost context
  259. /**
  260. * Observable signaled when a context lost event is raised
  261. */
  262. public onContextLostObservable = new Observable<ThinEngine>();
  263. /**
  264. * Observable signaled when a context restored event is raised
  265. */
  266. public onContextRestoredObservable = new Observable<ThinEngine>();
  267. private _onContextLost: (evt: Event) => void;
  268. private _onContextRestored: (evt: Event) => void;
  269. protected _contextWasLost = false;
  270. /** @hidden */
  271. public _doNotHandleContextLost = false;
  272. /**
  273. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  274. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  275. */
  276. public get doNotHandleContextLost(): boolean {
  277. return this._doNotHandleContextLost;
  278. }
  279. public set doNotHandleContextLost(value: boolean) {
  280. this._doNotHandleContextLost = value;
  281. }
  282. /**
  283. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  284. */
  285. public disableVertexArrayObjects = false;
  286. // States
  287. /** @hidden */
  288. protected _colorWrite = true;
  289. /** @hidden */
  290. protected _colorWriteChanged = true;
  291. /** @hidden */
  292. protected _depthCullingState = new DepthCullingState();
  293. /** @hidden */
  294. protected _stencilState = new StencilState();
  295. /** @hidden */
  296. public _alphaState = new AlphaState();
  297. /** @hidden */
  298. public _alphaMode = Constants.ALPHA_ADD;
  299. /** @hidden */
  300. public _alphaEquation = Constants.ALPHA_DISABLE;
  301. // Cache
  302. /** @hidden */
  303. public _internalTexturesCache = new Array<InternalTexture>();
  304. /** @hidden */
  305. protected _activeChannel = 0;
  306. private _currentTextureChannel = -1;
  307. /** @hidden */
  308. protected _boundTexturesCache: { [key: string]: Nullable<InternalTexture> } = {};
  309. /** @hidden */
  310. protected _currentEffect: Nullable<Effect>;
  311. /** @hidden */
  312. protected _currentProgram: Nullable<WebGLProgram>;
  313. private _compiledEffects: { [key: string]: Effect } = {};
  314. private _vertexAttribArraysEnabled: boolean[] = [];
  315. /** @hidden */
  316. protected _cachedViewport: Nullable<IViewportLike>;
  317. private _cachedVertexArrayObject: Nullable<WebGLVertexArrayObject>;
  318. /** @hidden */
  319. protected _cachedVertexBuffers: any;
  320. /** @hidden */
  321. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  322. /** @hidden */
  323. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  324. /** @hidden */
  325. public _currentRenderTarget: Nullable<InternalTexture>;
  326. private _uintIndicesCurrentlySet = false;
  327. protected _currentBoundBuffer = new Array<Nullable<WebGLBuffer>>();
  328. /** @hidden */
  329. protected _currentFramebuffer: Nullable<WebGLFramebuffer> = null;
  330. private _currentBufferPointers = new Array<BufferPointer>();
  331. private _currentInstanceLocations = new Array<number>();
  332. private _currentInstanceBuffers = new Array<DataBuffer>();
  333. private _textureUnits: Int32Array;
  334. /** @hidden */
  335. public _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  336. /** @hidden */
  337. public _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  338. /** @hidden */
  339. public _boundRenderFunction: any;
  340. private _vaoRecordInProgress = false;
  341. private _mustWipeVertexAttributes = false;
  342. private _emptyTexture: Nullable<InternalTexture>;
  343. private _emptyCubeTexture: Nullable<InternalTexture>;
  344. private _emptyTexture3D: Nullable<InternalTexture>;
  345. private _emptyTexture2DArray: Nullable<InternalTexture>;
  346. /** @hidden */
  347. public _frameHandler: number;
  348. private _nextFreeTextureSlots = new Array<number>();
  349. private _maxSimultaneousTextures = 0;
  350. private _activeRequests = new Array<IFileRequest>();
  351. // Hardware supported Compressed Textures
  352. protected _texturesSupported = new Array<string>();
  353. /** @hidden */
  354. public _textureFormatInUse: Nullable<string>;
  355. protected get _supportsHardwareTextureRescaling() {
  356. return false;
  357. }
  358. /**
  359. * Gets the list of texture formats supported
  360. */
  361. public get texturesSupported(): Array<string> {
  362. return this._texturesSupported;
  363. }
  364. /**
  365. * Gets the list of texture formats in use
  366. */
  367. public get textureFormatInUse(): Nullable<string> {
  368. return this._textureFormatInUse;
  369. }
  370. /**
  371. * Gets the current viewport
  372. */
  373. public get currentViewport(): Nullable<IViewportLike> {
  374. return this._cachedViewport;
  375. }
  376. /**
  377. * Gets the default empty texture
  378. */
  379. public get emptyTexture(): InternalTexture {
  380. if (!this._emptyTexture) {
  381. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  382. }
  383. return this._emptyTexture;
  384. }
  385. /**
  386. * Gets the default empty 3D texture
  387. */
  388. public get emptyTexture3D(): InternalTexture {
  389. if (!this._emptyTexture3D) {
  390. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  391. }
  392. return this._emptyTexture3D;
  393. }
  394. /**
  395. * Gets the default empty 2D array texture
  396. */
  397. public get emptyTexture2DArray(): InternalTexture {
  398. if (!this._emptyTexture2DArray) {
  399. this._emptyTexture2DArray = this.createRawTexture2DArray(new Uint8Array(4), 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  400. }
  401. return this._emptyTexture2DArray;
  402. }
  403. /**
  404. * Gets the default empty cube texture
  405. */
  406. public get emptyCubeTexture(): InternalTexture {
  407. if (!this._emptyCubeTexture) {
  408. var faceData = new Uint8Array(4);
  409. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  410. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Constants.TEXTUREFORMAT_RGBA, Constants.TEXTURETYPE_UNSIGNED_INT, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  411. }
  412. return this._emptyCubeTexture;
  413. }
  414. /**
  415. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  416. */
  417. public readonly premultipliedAlpha: boolean = true;
  418. /**
  419. * Observable event triggered before each texture is initialized
  420. */
  421. public onBeforeTextureInitObservable = new Observable<Texture>();
  422. /**
  423. * Creates a new engine
  424. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  425. * @param antialias defines enable antialiasing (default: false)
  426. * @param options defines further options to be sent to the getContext() function
  427. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  428. */
  429. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext | WebGL2RenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio: boolean = false) {
  430. let canvas: Nullable<HTMLCanvasElement> = null;
  431. if (!canvasOrContext) {
  432. return;
  433. }
  434. options = options || {};
  435. if ((<HTMLCanvasElement>canvasOrContext).getContext) {
  436. canvas = <HTMLCanvasElement>canvasOrContext;
  437. this._renderingCanvas = canvas;
  438. if (antialias != null) {
  439. options.antialias = antialias;
  440. }
  441. if (options.deterministicLockstep === undefined) {
  442. options.deterministicLockstep = false;
  443. }
  444. if (options.lockstepMaxSteps === undefined) {
  445. options.lockstepMaxSteps = 4;
  446. }
  447. if (options.timeStep === undefined) {
  448. options.timeStep = 1 / 60;
  449. }
  450. if (options.preserveDrawingBuffer === undefined) {
  451. options.preserveDrawingBuffer = false;
  452. }
  453. if (options.audioEngine === undefined) {
  454. options.audioEngine = true;
  455. }
  456. if (options.stencil === undefined) {
  457. options.stencil = true;
  458. }
  459. if (options.premultipliedAlpha === false) {
  460. this.premultipliedAlpha = false;
  461. }
  462. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  463. // Exceptions
  464. if (navigator && navigator.userAgent) {
  465. let ua = navigator.userAgent;
  466. for (var exception of ThinEngine.ExceptionList) {
  467. let key = exception.key;
  468. let targets = exception.targets;
  469. let check = new RegExp(key);
  470. if (check.test(ua)) {
  471. if (exception.capture && exception.captureConstraint) {
  472. let capture = exception.capture;
  473. let constraint = exception.captureConstraint;
  474. let regex = new RegExp(capture);
  475. let matches = regex.exec(ua);
  476. if (matches && matches.length > 0) {
  477. let capturedValue = parseInt(matches[matches.length - 1]);
  478. if (capturedValue >= constraint) {
  479. continue;
  480. }
  481. }
  482. }
  483. for (var target of targets) {
  484. switch (target) {
  485. case "uniformBuffer":
  486. this.disableUniformBuffers = true;
  487. break;
  488. case "vao":
  489. this.disableVertexArrayObjects = true;
  490. break;
  491. }
  492. }
  493. }
  494. }
  495. }
  496. // Context lost
  497. if (!this._doNotHandleContextLost) {
  498. this._onContextLost = (evt: Event) => {
  499. evt.preventDefault();
  500. this._contextWasLost = true;
  501. Logger.Warn("WebGL context lost.");
  502. this.onContextLostObservable.notifyObservers(this);
  503. };
  504. this._onContextRestored = () => {
  505. // Adding a timeout to avoid race condition at browser level
  506. setTimeout(() => {
  507. // Rebuild gl context
  508. this._initGLContext();
  509. // Rebuild effects
  510. this._rebuildEffects();
  511. // Rebuild textures
  512. this._rebuildInternalTextures();
  513. // Rebuild buffers
  514. this._rebuildBuffers();
  515. // Cache
  516. this.wipeCaches(true);
  517. Logger.Warn("WebGL context successfully restored.");
  518. this.onContextRestoredObservable.notifyObservers(this);
  519. this._contextWasLost = false;
  520. }, 0);
  521. };
  522. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  523. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  524. options.powerPreference = "high-performance";
  525. }
  526. // GL
  527. if (!options.disableWebGL2Support) {
  528. try {
  529. this._gl = <any>(canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  530. if (this._gl) {
  531. this._webGLVersion = 2.0;
  532. // Prevent weird browsers to lie
  533. if (!this._gl.deleteQuery) {
  534. this._webGLVersion = 1.0;
  535. }
  536. }
  537. } catch (e) {
  538. // Do nothing
  539. }
  540. }
  541. if (!this._gl) {
  542. if (!canvas) {
  543. throw new Error("The provided canvas is null or undefined.");
  544. }
  545. try {
  546. this._gl = <WebGLRenderingContext>(canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  547. } catch (e) {
  548. throw new Error("WebGL not supported");
  549. }
  550. }
  551. if (!this._gl) {
  552. throw new Error("WebGL not supported");
  553. }
  554. } else {
  555. this._gl = <WebGLRenderingContext>canvasOrContext;
  556. this._renderingCanvas = this._gl.canvas as HTMLCanvasElement;
  557. if (this._gl.renderbufferStorageMultisample) {
  558. this._webGLVersion = 2.0;
  559. }
  560. const attributes = this._gl.getContextAttributes();
  561. if (attributes) {
  562. options.stencil = attributes.stencil;
  563. }
  564. }
  565. // Ensures a consistent color space unpacking of textures cross browser.
  566. this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);
  567. if (options.useHighPrecisionFloats !== undefined) {
  568. this._highPrecisionShadersAllowed = options.useHighPrecisionFloats;
  569. }
  570. // Viewport
  571. const devicePixelRatio = DomManagement.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  572. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  573. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  574. this.resize();
  575. this._isStencilEnable = options.stencil ? true : false;
  576. this._initGLContext();
  577. // Prepare buffer pointers
  578. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  579. this._currentBufferPointers[i] = new BufferPointer();
  580. }
  581. // Shader processor
  582. if (this.webGLVersion > 1) {
  583. this._shaderProcessor = new WebGL2ShaderProcessor();
  584. }
  585. // Detect if we are running on a faulty buggy OS.
  586. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  587. // Detect if we are running on a faulty buggy desktop OS.
  588. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  589. this._creationOptions = options;
  590. console.log(`Babylon.js v${ThinEngine.Version} - ${this.description}`);
  591. }
  592. private _rebuildInternalTextures(): void {
  593. let currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  594. for (var internalTexture of currentState) {
  595. internalTexture._rebuild();
  596. }
  597. }
  598. private _rebuildEffects(): void {
  599. for (var key in this._compiledEffects) {
  600. let effect = <Effect>this._compiledEffects[key];
  601. effect._prepareEffect();
  602. }
  603. Effect.ResetCache();
  604. }
  605. /**
  606. * Gets a boolean indicating if all created effects are ready
  607. * @returns true if all effects are ready
  608. */
  609. public areAllEffectsReady(): boolean {
  610. for (var key in this._compiledEffects) {
  611. let effect = <Effect>this._compiledEffects[key];
  612. if (!effect.isReady()) {
  613. return false;
  614. }
  615. }
  616. return true;
  617. }
  618. protected _rebuildBuffers(): void {
  619. // Uniforms
  620. for (var uniformBuffer of this._uniformBuffers) {
  621. uniformBuffer._rebuild();
  622. }
  623. }
  624. private _initGLContext(): void {
  625. // Caps
  626. this._caps = {
  627. maxTexturesImageUnits: this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS),
  628. maxCombinedTexturesImageUnits: this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),
  629. maxVertexTextureImageUnits: this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS),
  630. maxTextureSize: this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE),
  631. maxSamples: this._webGLVersion > 1 ? this._gl.getParameter(this._gl.MAX_SAMPLES) : 1,
  632. maxCubemapTextureSize: this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),
  633. maxRenderTextureSize: this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),
  634. maxVertexAttribs: this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS),
  635. maxVaryingVectors: this._gl.getParameter(this._gl.MAX_VARYING_VECTORS),
  636. maxFragmentUniformVectors: this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS),
  637. maxVertexUniformVectors: this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS),
  638. parallelShaderCompile: this._gl.getExtension('KHR_parallel_shader_compile'),
  639. standardDerivatives: this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null),
  640. maxAnisotropy: 1,
  641. astc: this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc'),
  642. s3tc: this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'),
  643. pvrtc: this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),
  644. etc1: this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1'),
  645. etc2: this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  646. this._gl.getExtension('WEBGL_compressed_texture_es3_0'), // also a requirement of OpenGL ES 3
  647. textureAnisotropicFilterExtension: this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic'),
  648. uintIndices: this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null,
  649. fragmentDepthSupported: this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null,
  650. highPrecisionShaderSupported: false,
  651. timerQuery: this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query"),
  652. canUseTimestampForTimerQuery: false,
  653. drawBuffersExtension: false,
  654. maxMSAASamples: 1,
  655. colorBufferFloat: this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float'),
  656. textureFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false,
  657. textureHalfFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false,
  658. textureHalfFloatRender: false,
  659. textureFloatLinearFiltering: false,
  660. textureFloatRender: false,
  661. textureHalfFloatLinearFiltering: false,
  662. vertexArrayObject: false,
  663. instancedArrays: false,
  664. textureLOD: (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false,
  665. blendMinMax: false,
  666. multiview: this._gl.getExtension('OVR_multiview2'),
  667. oculusMultiview: this._gl.getExtension('OCULUS_multiview'),
  668. depthTextureExtension: false
  669. };
  670. // Infos
  671. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  672. var rendererInfo: any = this._gl.getExtension("WEBGL_debug_renderer_info");
  673. if (rendererInfo != null) {
  674. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  675. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  676. }
  677. if (!this._glVendor) {
  678. this._glVendor = "Unknown vendor";
  679. }
  680. if (!this._glRenderer) {
  681. this._glRenderer = "Unknown renderer";
  682. }
  683. // Constants
  684. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  685. if (this._gl.RGBA16F !== 0x881A) {
  686. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  687. }
  688. if (this._gl.RGBA32F !== 0x8814) {
  689. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  690. }
  691. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  692. this._gl.DEPTH24_STENCIL8 = 35056;
  693. }
  694. // Extensions
  695. if (this._caps.timerQuery) {
  696. if (this._webGLVersion === 1) {
  697. this._gl.getQuery = (<any>this._caps.timerQuery).getQueryEXT.bind(this._caps.timerQuery);
  698. }
  699. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  700. }
  701. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  702. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  703. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  704. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  705. // Checks if some of the format renders first to allow the use of webgl inspector.
  706. if (this._webGLVersion > 1) {
  707. this._gl.HALF_FLOAT_OES = 0x140B;
  708. }
  709. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  710. // Draw buffers
  711. if (this._webGLVersion > 1) {
  712. this._caps.drawBuffersExtension = true;
  713. this._caps.maxMSAASamples = this._gl.getParameter(this._gl.MAX_SAMPLES);
  714. } else {
  715. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  716. if (drawBuffersExtension !== null) {
  717. this._caps.drawBuffersExtension = true;
  718. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  719. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  720. for (var i = 0; i < 16; i++) {
  721. (<any>this._gl)["COLOR_ATTACHMENT" + i + "_WEBGL"] = (<any>drawBuffersExtension)["COLOR_ATTACHMENT" + i + "_WEBGL"];
  722. }
  723. }
  724. }
  725. // Depth Texture
  726. if (this._webGLVersion > 1) {
  727. this._caps.depthTextureExtension = true;
  728. } else {
  729. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  730. if (depthTextureExtension != null) {
  731. this._caps.depthTextureExtension = true;
  732. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  733. }
  734. }
  735. // Vertex array object
  736. if (this.disableVertexArrayObjects) {
  737. this._caps.vertexArrayObject = false;
  738. } else if (this._webGLVersion > 1) {
  739. this._caps.vertexArrayObject = true;
  740. } else {
  741. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  742. if (vertexArrayObjectExtension != null) {
  743. this._caps.vertexArrayObject = true;
  744. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  745. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  746. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  747. }
  748. }
  749. // Instances count
  750. if (this._webGLVersion > 1) {
  751. this._caps.instancedArrays = true;
  752. } else {
  753. var instanceExtension = <ANGLE_instanced_arrays>this._gl.getExtension('ANGLE_instanced_arrays');
  754. if (instanceExtension != null) {
  755. this._caps.instancedArrays = true;
  756. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  757. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  758. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  759. } else {
  760. this._caps.instancedArrays = false;
  761. }
  762. }
  763. // Intelligently add supported compressed formats in order to check for.
  764. // Check for ASTC support first as it is most powerful and to be very cross platform.
  765. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  766. // Likely no hardware which supports both PVR & DXT, so order matters little.
  767. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  768. if (this._caps.astc) { this.texturesSupported.push('-astc.ktx'); }
  769. if (this._caps.s3tc) { this.texturesSupported.push('-dxt.ktx'); }
  770. if (this._caps.pvrtc) { this.texturesSupported.push('-pvrtc.ktx'); }
  771. if (this._caps.etc2) { this.texturesSupported.push('-etc2.ktx'); }
  772. if (this._caps.etc1) { this.texturesSupported.push('-etc1.ktx'); }
  773. if (this._gl.getShaderPrecisionFormat) {
  774. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  775. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  776. if (vertex_highp && fragment_highp) {
  777. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  778. }
  779. }
  780. if (this._webGLVersion > 1) {
  781. this._caps.blendMinMax = true;
  782. }
  783. else {
  784. const blendMinMaxExtension = this._gl.getExtension('EXT_blend_minmax');
  785. if (blendMinMaxExtension != null) {
  786. this._caps.blendMinMax = true;
  787. this._gl.MAX = blendMinMaxExtension.MAX_EXT;
  788. this._gl.MIN = blendMinMaxExtension.MIN_EXT;
  789. }
  790. }
  791. // Depth buffer
  792. this._depthCullingState.depthTest = true;
  793. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  794. this._depthCullingState.depthMask = true;
  795. // Texture maps
  796. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  797. for (let slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  798. this._nextFreeTextureSlots.push(slot);
  799. }
  800. }
  801. /**
  802. * Gets version of the current webGL context
  803. */
  804. public get webGLVersion(): number {
  805. return this._webGLVersion;
  806. }
  807. /**
  808. * Gets a string idenfifying the name of the class
  809. * @returns "Engine" string
  810. */
  811. public getClassName(): string {
  812. return "ThinEngine";
  813. }
  814. /**
  815. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  816. */
  817. public get isStencilEnable(): boolean {
  818. return this._isStencilEnable;
  819. }
  820. /** @hidden */
  821. public _prepareWorkingCanvas(): void {
  822. if (this._workingCanvas) {
  823. return;
  824. }
  825. this._workingCanvas = CanvasGenerator.CreateCanvas(1, 1);
  826. let context = this._workingCanvas.getContext("2d");
  827. if (context) {
  828. this._workingContext = context;
  829. }
  830. }
  831. /**
  832. * Reset the texture cache to empty state
  833. */
  834. public resetTextureCache() {
  835. for (var key in this._boundTexturesCache) {
  836. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  837. continue;
  838. }
  839. this._boundTexturesCache[key] = null;
  840. }
  841. this._currentTextureChannel = -1;
  842. }
  843. /**
  844. * Gets an object containing information about the current webGL context
  845. * @returns an object containing the vender, the renderer and the version of the current webGL context
  846. */
  847. public getGlInfo() {
  848. return {
  849. vendor: this._glVendor,
  850. renderer: this._glRenderer,
  851. version: this._glVersion
  852. };
  853. }
  854. /**
  855. * Defines the hardware scaling level.
  856. * By default the hardware scaling level is computed from the window device ratio.
  857. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  858. * @param level defines the level to use
  859. */
  860. public setHardwareScalingLevel(level: number): void {
  861. this._hardwareScalingLevel = level;
  862. this.resize();
  863. }
  864. /**
  865. * Gets the current hardware scaling level.
  866. * By default the hardware scaling level is computed from the window device ratio.
  867. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  868. * @returns a number indicating the current hardware scaling level
  869. */
  870. public getHardwareScalingLevel(): number {
  871. return this._hardwareScalingLevel;
  872. }
  873. /**
  874. * Gets the list of loaded textures
  875. * @returns an array containing all loaded textures
  876. */
  877. public getLoadedTexturesCache(): InternalTexture[] {
  878. return this._internalTexturesCache;
  879. }
  880. /**
  881. * Gets the object containing all engine capabilities
  882. * @returns the EngineCapabilities object
  883. */
  884. public getCaps(): EngineCapabilities {
  885. return this._caps;
  886. }
  887. /**
  888. * stop executing a render loop function and remove it from the execution array
  889. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  890. */
  891. public stopRenderLoop(renderFunction?: () => void): void {
  892. if (!renderFunction) {
  893. this._activeRenderLoops = [];
  894. return;
  895. }
  896. var index = this._activeRenderLoops.indexOf(renderFunction);
  897. if (index >= 0) {
  898. this._activeRenderLoops.splice(index, 1);
  899. }
  900. }
  901. /** @hidden */
  902. public _renderLoop(): void {
  903. if (!this._contextWasLost) {
  904. var shouldRender = true;
  905. if (!this.renderEvenInBackground && this._windowIsBackground) {
  906. shouldRender = false;
  907. }
  908. if (shouldRender) {
  909. // Start new frame
  910. this.beginFrame();
  911. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  912. var renderFunction = this._activeRenderLoops[index];
  913. renderFunction();
  914. }
  915. // Present
  916. this.endFrame();
  917. }
  918. }
  919. if (this._activeRenderLoops.length > 0) {
  920. this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());
  921. } else {
  922. this._renderingQueueLaunched = false;
  923. }
  924. }
  925. /**
  926. * Gets the HTML canvas attached with the current webGL context
  927. * @returns a HTML canvas
  928. */
  929. public getRenderingCanvas(): Nullable<HTMLCanvasElement> {
  930. return this._renderingCanvas;
  931. }
  932. /**
  933. * Gets host window
  934. * @returns the host window object
  935. */
  936. public getHostWindow(): Nullable<Window> {
  937. if (!DomManagement.IsWindowObjectExist()) {
  938. return null;
  939. }
  940. if (this._renderingCanvas && this._renderingCanvas.ownerDocument && this._renderingCanvas.ownerDocument.defaultView) {
  941. return this._renderingCanvas.ownerDocument.defaultView;
  942. }
  943. return window;
  944. }
  945. /**
  946. * Gets the current render width
  947. * @param useScreen defines if screen size must be used (or the current render target if any)
  948. * @returns a number defining the current render width
  949. */
  950. public getRenderWidth(useScreen = false): number {
  951. if (!useScreen && this._currentRenderTarget) {
  952. return this._currentRenderTarget.width;
  953. }
  954. return this._gl.drawingBufferWidth;
  955. }
  956. /**
  957. * Gets the current render height
  958. * @param useScreen defines if screen size must be used (or the current render target if any)
  959. * @returns a number defining the current render height
  960. */
  961. public getRenderHeight(useScreen = false): number {
  962. if (!useScreen && this._currentRenderTarget) {
  963. return this._currentRenderTarget.height;
  964. }
  965. return this._gl.drawingBufferHeight;
  966. }
  967. /**
  968. * Can be used to override the current requestAnimationFrame requester.
  969. * @hidden
  970. */
  971. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number {
  972. return ThinEngine.QueueNewFrame(bindedRenderFunction, requester);
  973. }
  974. /**
  975. * Register and execute a render loop. The engine can have more than one render function
  976. * @param renderFunction defines the function to continuously execute
  977. */
  978. public runRenderLoop(renderFunction: () => void): void {
  979. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  980. return;
  981. }
  982. this._activeRenderLoops.push(renderFunction);
  983. if (!this._renderingQueueLaunched) {
  984. this._renderingQueueLaunched = true;
  985. this._boundRenderFunction = this._renderLoop.bind(this);
  986. this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());
  987. }
  988. }
  989. /**
  990. * Clear the current render buffer or the current render target (if any is set up)
  991. * @param color defines the color to use
  992. * @param backBuffer defines if the back buffer must be cleared
  993. * @param depth defines if the depth buffer must be cleared
  994. * @param stencil defines if the stencil buffer must be cleared
  995. */
  996. public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {
  997. this.applyStates();
  998. var mode = 0;
  999. if (backBuffer && color) {
  1000. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  1001. mode |= this._gl.COLOR_BUFFER_BIT;
  1002. }
  1003. if (depth) {
  1004. if (this.useReverseDepthBuffer) {
  1005. this._depthCullingState.depthFunc = this._gl.GREATER;
  1006. this._gl.clearDepth(0.0);
  1007. } else {
  1008. this._gl.clearDepth(1.0);
  1009. }
  1010. mode |= this._gl.DEPTH_BUFFER_BIT;
  1011. }
  1012. if (stencil) {
  1013. this._gl.clearStencil(0);
  1014. mode |= this._gl.STENCIL_BUFFER_BIT;
  1015. }
  1016. this._gl.clear(mode);
  1017. }
  1018. private _viewportCached = { x: 0, y: 0, z: 0, w: 0 };
  1019. /** @hidden */
  1020. public _viewport(x: number, y: number, width: number, height: number): void {
  1021. if (x !== this._viewportCached.x ||
  1022. y !== this._viewportCached.y ||
  1023. width !== this._viewportCached.z ||
  1024. height !== this._viewportCached.w) {
  1025. this._viewportCached.x = x;
  1026. this._viewportCached.y = y;
  1027. this._viewportCached.z = width;
  1028. this._viewportCached.w = height;
  1029. this._gl.viewport(x, y, width, height);
  1030. }
  1031. }
  1032. /**
  1033. * Set the WebGL's viewport
  1034. * @param viewport defines the viewport element to be used
  1035. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  1036. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  1037. */
  1038. public setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void {
  1039. var width = requiredWidth || this.getRenderWidth();
  1040. var height = requiredHeight || this.getRenderHeight();
  1041. var x = viewport.x || 0;
  1042. var y = viewport.y || 0;
  1043. this._cachedViewport = viewport;
  1044. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  1045. }
  1046. /**
  1047. * Begin a new frame
  1048. */
  1049. public beginFrame(): void {
  1050. }
  1051. /**
  1052. * Enf the current frame
  1053. */
  1054. public endFrame(): void {
  1055. // Force a flush in case we are using a bad OS.
  1056. if (this._badOS) {
  1057. this.flushFramebuffer();
  1058. }
  1059. }
  1060. /**
  1061. * Resize the view according to the canvas' size
  1062. */
  1063. public resize(): void {
  1064. let width: number;
  1065. let height: number;
  1066. if (DomManagement.IsWindowObjectExist()) {
  1067. width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  1068. height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  1069. } else {
  1070. width = this._renderingCanvas ? this._renderingCanvas.width : 100;
  1071. height = this._renderingCanvas ? this._renderingCanvas.height : 100;
  1072. }
  1073. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  1074. }
  1075. /**
  1076. * Force a specific size of the canvas
  1077. * @param width defines the new canvas' width
  1078. * @param height defines the new canvas' height
  1079. */
  1080. public setSize(width: number, height: number): void {
  1081. if (!this._renderingCanvas) {
  1082. return;
  1083. }
  1084. width = width | 0;
  1085. height = height | 0;
  1086. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  1087. return;
  1088. }
  1089. this._renderingCanvas.width = width;
  1090. this._renderingCanvas.height = height;
  1091. }
  1092. /**
  1093. * Binds the frame buffer to the specified texture.
  1094. * @param texture The texture to render to or null for the default canvas
  1095. * @param faceIndex The face of the texture to render to in case of cube texture
  1096. * @param requiredWidth The width of the target to render to
  1097. * @param requiredHeight The height of the target to render to
  1098. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  1099. * @param depthStencilTexture The depth stencil texture to use to render
  1100. * @param lodLevel defines le lod level to bind to the frame buffer
  1101. */
  1102. public bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel = 0): void {
  1103. if (this._currentRenderTarget) {
  1104. this.unBindFramebuffer(this._currentRenderTarget);
  1105. }
  1106. this._currentRenderTarget = texture;
  1107. this._bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  1108. var gl = this._gl;
  1109. if (texture.isCube) {
  1110. if (faceIndex === undefined) {
  1111. faceIndex = 0;
  1112. }
  1113. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  1114. if (depthStencilTexture) {
  1115. if (depthStencilTexture._generateStencilBuffer) {
  1116. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  1117. }
  1118. else {
  1119. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  1120. }
  1121. }
  1122. }
  1123. if (this._cachedViewport && !forceFullscreenViewport) {
  1124. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  1125. } else {
  1126. if (!requiredWidth) {
  1127. requiredWidth = texture.width;
  1128. if (lodLevel) {
  1129. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  1130. }
  1131. }
  1132. if (!requiredHeight) {
  1133. requiredHeight = texture.height;
  1134. if (lodLevel) {
  1135. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  1136. }
  1137. }
  1138. this._viewport(0, 0, requiredWidth, requiredHeight);
  1139. }
  1140. this.wipeCaches();
  1141. }
  1142. /** @hidden */
  1143. public _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>) {
  1144. if (this._currentFramebuffer !== framebuffer) {
  1145. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  1146. this._currentFramebuffer = framebuffer;
  1147. }
  1148. }
  1149. /**
  1150. * Unbind the current render target texture from the webGL context
  1151. * @param texture defines the render target texture to unbind
  1152. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  1153. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  1154. */
  1155. public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {
  1156. this._currentRenderTarget = null;
  1157. // If MSAA, we need to bitblt back to main texture
  1158. var gl = this._gl;
  1159. if (texture._MSAAFramebuffer) {
  1160. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  1161. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  1162. gl.blitFramebuffer(0, 0, texture.width, texture.height,
  1163. 0, 0, texture.width, texture.height,
  1164. gl.COLOR_BUFFER_BIT, gl.NEAREST);
  1165. }
  1166. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  1167. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  1168. gl.generateMipmap(gl.TEXTURE_2D);
  1169. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  1170. }
  1171. if (onBeforeUnbind) {
  1172. if (texture._MSAAFramebuffer) {
  1173. // Bind the correct framebuffer
  1174. this._bindUnboundFramebuffer(texture._framebuffer);
  1175. }
  1176. onBeforeUnbind();
  1177. }
  1178. this._bindUnboundFramebuffer(null);
  1179. }
  1180. /**
  1181. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  1182. */
  1183. public flushFramebuffer(): void {
  1184. this._gl.flush();
  1185. }
  1186. /**
  1187. * Unbind the current render target and bind the default framebuffer
  1188. */
  1189. public restoreDefaultFramebuffer(): void {
  1190. if (this._currentRenderTarget) {
  1191. this.unBindFramebuffer(this._currentRenderTarget);
  1192. } else {
  1193. this._bindUnboundFramebuffer(null);
  1194. }
  1195. if (this._cachedViewport) {
  1196. this.setViewport(this._cachedViewport);
  1197. }
  1198. this.wipeCaches();
  1199. }
  1200. // VBOs
  1201. /** @hidden */
  1202. protected _resetVertexBufferBinding(): void {
  1203. this.bindArrayBuffer(null);
  1204. this._cachedVertexBuffers = null;
  1205. }
  1206. /**
  1207. * Creates a vertex buffer
  1208. * @param data the data for the vertex buffer
  1209. * @returns the new WebGL static buffer
  1210. */
  1211. public createVertexBuffer(data: DataArray): DataBuffer {
  1212. return this._createVertexBuffer(data, this._gl.STATIC_DRAW);
  1213. }
  1214. private _createVertexBuffer(data: DataArray, usage: number): DataBuffer {
  1215. var vbo = this._gl.createBuffer();
  1216. if (!vbo) {
  1217. throw new Error("Unable to create vertex buffer");
  1218. }
  1219. let dataBuffer = new WebGLDataBuffer(vbo);
  1220. this.bindArrayBuffer(dataBuffer);
  1221. if (data instanceof Array) {
  1222. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  1223. } else {
  1224. this._gl.bufferData(this._gl.ARRAY_BUFFER, <ArrayBuffer>data, this._gl.STATIC_DRAW);
  1225. }
  1226. this._resetVertexBufferBinding();
  1227. dataBuffer.references = 1;
  1228. return dataBuffer;
  1229. }
  1230. /**
  1231. * Creates a dynamic vertex buffer
  1232. * @param data the data for the dynamic vertex buffer
  1233. * @returns the new WebGL dynamic buffer
  1234. */
  1235. public createDynamicVertexBuffer(data: DataArray): DataBuffer {
  1236. return this._createVertexBuffer(data, this._gl.DYNAMIC_DRAW);
  1237. }
  1238. protected _resetIndexBufferBinding(): void {
  1239. this.bindIndexBuffer(null);
  1240. this._cachedIndexBuffer = null;
  1241. }
  1242. /**
  1243. * Creates a new index buffer
  1244. * @param indices defines the content of the index buffer
  1245. * @param updatable defines if the index buffer must be updatable
  1246. * @returns a new webGL buffer
  1247. */
  1248. public createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer {
  1249. var vbo = this._gl.createBuffer();
  1250. let dataBuffer = new WebGLDataBuffer(vbo!);
  1251. if (!vbo) {
  1252. throw new Error("Unable to create index buffer");
  1253. }
  1254. this.bindIndexBuffer(dataBuffer);
  1255. const data = this._normalizeIndexData(indices);
  1256. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, data, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  1257. this._resetIndexBufferBinding();
  1258. dataBuffer.references = 1;
  1259. dataBuffer.is32Bits = (data.BYTES_PER_ELEMENT === 4);
  1260. return dataBuffer;
  1261. }
  1262. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array {
  1263. if (indices instanceof Uint16Array) {
  1264. return indices;
  1265. }
  1266. // Check 32 bit support
  1267. if (this._caps.uintIndices) {
  1268. if (indices instanceof Uint32Array) {
  1269. return indices;
  1270. } else {
  1271. // number[] or Int32Array, check if 32 bit is necessary
  1272. for (var index = 0; index < indices.length; index++) {
  1273. if (indices[index] >= 65535) {
  1274. return new Uint32Array(indices);
  1275. }
  1276. }
  1277. return new Uint16Array(indices);
  1278. }
  1279. }
  1280. // No 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  1281. return new Uint16Array(indices);
  1282. }
  1283. /**
  1284. * Bind a webGL buffer to the webGL context
  1285. * @param buffer defines the buffer to bind
  1286. */
  1287. public bindArrayBuffer(buffer: Nullable<DataBuffer>): void {
  1288. if (!this._vaoRecordInProgress) {
  1289. this._unbindVertexArrayObject();
  1290. }
  1291. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  1292. }
  1293. /**
  1294. * Bind a specific block at a given index in a specific shader program
  1295. * @param pipelineContext defines the pipeline context to use
  1296. * @param blockName defines the block name
  1297. * @param index defines the index where to bind the block
  1298. */
  1299. public bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {
  1300. let program = (pipelineContext as WebGLPipelineContext).program!;
  1301. var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);
  1302. this._gl.uniformBlockBinding(program, uniformLocation, index);
  1303. }
  1304. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void {
  1305. if (!this._vaoRecordInProgress) {
  1306. this._unbindVertexArrayObject();
  1307. }
  1308. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  1309. }
  1310. private bindBuffer(buffer: Nullable<DataBuffer>, target: number): void {
  1311. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  1312. this._gl.bindBuffer(target, buffer ? buffer.underlyingResource : null);
  1313. this._currentBoundBuffer[target] = buffer;
  1314. }
  1315. }
  1316. /**
  1317. * update the bound buffer with the given data
  1318. * @param data defines the data to update
  1319. */
  1320. public updateArrayBuffer(data: Float32Array): void {
  1321. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  1322. }
  1323. private _vertexAttribPointer(buffer: DataBuffer, indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void {
  1324. var pointer = this._currentBufferPointers[indx];
  1325. var changed = false;
  1326. if (!pointer.active) {
  1327. changed = true;
  1328. pointer.active = true;
  1329. pointer.index = indx;
  1330. pointer.size = size;
  1331. pointer.type = type;
  1332. pointer.normalized = normalized;
  1333. pointer.stride = stride;
  1334. pointer.offset = offset;
  1335. pointer.buffer = buffer;
  1336. } else {
  1337. if (pointer.buffer !== buffer) { pointer.buffer = buffer; changed = true; }
  1338. if (pointer.size !== size) { pointer.size = size; changed = true; }
  1339. if (pointer.type !== type) { pointer.type = type; changed = true; }
  1340. if (pointer.normalized !== normalized) { pointer.normalized = normalized; changed = true; }
  1341. if (pointer.stride !== stride) { pointer.stride = stride; changed = true; }
  1342. if (pointer.offset !== offset) { pointer.offset = offset; changed = true; }
  1343. }
  1344. if (changed || this._vaoRecordInProgress) {
  1345. this.bindArrayBuffer(buffer);
  1346. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  1347. }
  1348. }
  1349. private _bindIndexBufferWithCache(indexBuffer: Nullable<DataBuffer>): void {
  1350. if (indexBuffer == null) {
  1351. return;
  1352. }
  1353. if (this._cachedIndexBuffer !== indexBuffer) {
  1354. this._cachedIndexBuffer = indexBuffer;
  1355. this.bindIndexBuffer(indexBuffer);
  1356. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  1357. }
  1358. }
  1359. private _bindVertexBuffersAttributes(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, effect: Effect): void {
  1360. var attributes = effect.getAttributesNames();
  1361. if (!this._vaoRecordInProgress) {
  1362. this._unbindVertexArrayObject();
  1363. }
  1364. this.unbindAllAttributes();
  1365. for (var index = 0; index < attributes.length; index++) {
  1366. var order = effect.getAttributeLocation(index);
  1367. if (order >= 0) {
  1368. var vertexBuffer = vertexBuffers[attributes[index]];
  1369. if (!vertexBuffer) {
  1370. continue;
  1371. }
  1372. this._gl.enableVertexAttribArray(order);
  1373. if (!this._vaoRecordInProgress) {
  1374. this._vertexAttribArraysEnabled[order] = true;
  1375. }
  1376. var buffer = vertexBuffer.getBuffer();
  1377. if (buffer) {
  1378. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  1379. if (vertexBuffer.getIsInstanced()) {
  1380. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  1381. if (!this._vaoRecordInProgress) {
  1382. this._currentInstanceLocations.push(order);
  1383. this._currentInstanceBuffers.push(buffer);
  1384. }
  1385. }
  1386. }
  1387. }
  1388. }
  1389. }
  1390. /**
  1391. * Records a vertex array object
  1392. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  1393. * @param vertexBuffers defines the list of vertex buffers to store
  1394. * @param indexBuffer defines the index buffer to store
  1395. * @param effect defines the effect to store
  1396. * @returns the new vertex array object
  1397. */
  1398. public recordVertexArrayObject(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject {
  1399. var vao = this._gl.createVertexArray();
  1400. this._vaoRecordInProgress = true;
  1401. this._gl.bindVertexArray(vao);
  1402. this._mustWipeVertexAttributes = true;
  1403. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  1404. this.bindIndexBuffer(indexBuffer);
  1405. this._vaoRecordInProgress = false;
  1406. this._gl.bindVertexArray(null);
  1407. return vao;
  1408. }
  1409. /**
  1410. * Bind a specific vertex array object
  1411. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  1412. * @param vertexArrayObject defines the vertex array object to bind
  1413. * @param indexBuffer defines the index buffer to bind
  1414. */
  1415. public bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void {
  1416. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  1417. this._cachedVertexArrayObject = vertexArrayObject;
  1418. this._gl.bindVertexArray(vertexArrayObject);
  1419. this._cachedVertexBuffers = null;
  1420. this._cachedIndexBuffer = null;
  1421. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  1422. this._mustWipeVertexAttributes = true;
  1423. }
  1424. }
  1425. /**
  1426. * Bind webGl buffers directly to the webGL context
  1427. * @param vertexBuffer defines the vertex buffer to bind
  1428. * @param indexBuffer defines the index buffer to bind
  1429. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  1430. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  1431. * @param effect defines the effect associated with the vertex buffer
  1432. */
  1433. public bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
  1434. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  1435. this._cachedVertexBuffers = vertexBuffer;
  1436. this._cachedEffectForVertexBuffers = effect;
  1437. let attributesCount = effect.getAttributesCount();
  1438. this._unbindVertexArrayObject();
  1439. this.unbindAllAttributes();
  1440. var offset = 0;
  1441. for (var index = 0; index < attributesCount; index++) {
  1442. if (index < vertexDeclaration.length) {
  1443. var order = effect.getAttributeLocation(index);
  1444. if (order >= 0) {
  1445. this._gl.enableVertexAttribArray(order);
  1446. this._vertexAttribArraysEnabled[order] = true;
  1447. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  1448. }
  1449. offset += vertexDeclaration[index] * 4;
  1450. }
  1451. }
  1452. }
  1453. this._bindIndexBufferWithCache(indexBuffer);
  1454. }
  1455. private _unbindVertexArrayObject(): void {
  1456. if (!this._cachedVertexArrayObject) {
  1457. return;
  1458. }
  1459. this._cachedVertexArrayObject = null;
  1460. this._gl.bindVertexArray(null);
  1461. }
  1462. /**
  1463. * Bind a list of vertex buffers to the webGL context
  1464. * @param vertexBuffers defines the list of vertex buffers to bind
  1465. * @param indexBuffer defines the index buffer to bind
  1466. * @param effect defines the effect associated with the vertex buffers
  1467. */
  1468. public bindBuffers(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void {
  1469. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  1470. this._cachedVertexBuffers = vertexBuffers;
  1471. this._cachedEffectForVertexBuffers = effect;
  1472. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  1473. }
  1474. this._bindIndexBufferWithCache(indexBuffer);
  1475. }
  1476. /**
  1477. * Unbind all instance attributes
  1478. */
  1479. public unbindInstanceAttributes() {
  1480. var boundBuffer;
  1481. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  1482. var instancesBuffer = this._currentInstanceBuffers[i];
  1483. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  1484. boundBuffer = instancesBuffer;
  1485. this.bindArrayBuffer(instancesBuffer);
  1486. }
  1487. var offsetLocation = this._currentInstanceLocations[i];
  1488. this._gl.vertexAttribDivisor(offsetLocation, 0);
  1489. }
  1490. this._currentInstanceBuffers.length = 0;
  1491. this._currentInstanceLocations.length = 0;
  1492. }
  1493. /**
  1494. * Release and free the memory of a vertex array object
  1495. * @param vao defines the vertex array object to delete
  1496. */
  1497. public releaseVertexArrayObject(vao: WebGLVertexArrayObject) {
  1498. this._gl.deleteVertexArray(vao);
  1499. }
  1500. /** @hidden */
  1501. public _releaseBuffer(buffer: DataBuffer): boolean {
  1502. buffer.references--;
  1503. if (buffer.references === 0) {
  1504. this._deleteBuffer(buffer);
  1505. return true;
  1506. }
  1507. return false;
  1508. }
  1509. protected _deleteBuffer(buffer: DataBuffer): void {
  1510. this._gl.deleteBuffer(buffer.underlyingResource);
  1511. }
  1512. /**
  1513. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  1514. * @param instancesBuffer defines the webGL buffer to update and bind
  1515. * @param data defines the data to store in the buffer
  1516. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  1517. */
  1518. public updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void {
  1519. this.bindArrayBuffer(instancesBuffer);
  1520. if (data) {
  1521. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  1522. }
  1523. if ((<any>offsetLocations[0]).index !== undefined) {
  1524. this.bindInstancesBuffer(instancesBuffer, offsetLocations as any, true);
  1525. } else {
  1526. for (let index = 0; index < 4; index++) {
  1527. let offsetLocation = <number>offsetLocations[index];
  1528. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  1529. this._gl.enableVertexAttribArray(offsetLocation);
  1530. this._vertexAttribArraysEnabled[offsetLocation] = true;
  1531. }
  1532. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  1533. this._gl.vertexAttribDivisor(offsetLocation, 1);
  1534. this._currentInstanceLocations.push(offsetLocation);
  1535. this._currentInstanceBuffers.push(instancesBuffer);
  1536. }
  1537. }
  1538. }
  1539. /**
  1540. * Bind the content of a webGL buffer used with instanciation
  1541. * @param instancesBuffer defines the webGL buffer to bind
  1542. * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer
  1543. * @param computeStride defines Wether to compute the strides from the info or use the default 0
  1544. */
  1545. public bindInstancesBuffer(instancesBuffer: DataBuffer, attributesInfo: InstancingAttributeInfo[], computeStride = true): void {
  1546. this.bindArrayBuffer(instancesBuffer);
  1547. let stride = 0;
  1548. if (computeStride) {
  1549. for (let i = 0; i < attributesInfo.length; i++) {
  1550. let ai = attributesInfo[i];
  1551. stride += ai.attributeSize * 4;
  1552. }
  1553. }
  1554. for (let i = 0; i < attributesInfo.length; i++) {
  1555. let ai = attributesInfo[i];
  1556. if (ai.index === undefined) {
  1557. ai.index = this._currentEffect!.getAttributeLocationByName(ai.attributeName);
  1558. }
  1559. if (!this._vertexAttribArraysEnabled[ai.index]) {
  1560. this._gl.enableVertexAttribArray(ai.index);
  1561. this._vertexAttribArraysEnabled[ai.index] = true;
  1562. }
  1563. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attributeType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  1564. this._gl.vertexAttribDivisor(ai.index, ai.divisor === undefined ? 1 : ai.divisor);
  1565. this._currentInstanceLocations.push(ai.index);
  1566. this._currentInstanceBuffers.push(instancesBuffer);
  1567. }
  1568. }
  1569. /**
  1570. * Disable the instance attribute corresponding to the name in parameter
  1571. * @param name defines the name of the attribute to disable
  1572. */
  1573. public disableInstanceAttributeByName(name: string) {
  1574. if (!this._currentEffect) {
  1575. return;
  1576. }
  1577. const attributeLocation = this._currentEffect.getAttributeLocationByName(name);
  1578. this.disableInstanceAttribute(attributeLocation);
  1579. }
  1580. /**
  1581. * Disable the instance attribute corresponding to the location in parameter
  1582. * @param attributeLocation defines the attribute location of the attribute to disable
  1583. */
  1584. public disableInstanceAttribute(attributeLocation: number) {
  1585. let shouldClean = false;
  1586. let index: number;
  1587. while ((index = this._currentInstanceLocations.indexOf(attributeLocation)) !== -1) {
  1588. this._currentInstanceLocations.splice(index, 1);
  1589. this._currentInstanceBuffers.splice(index, 1);
  1590. shouldClean = true;
  1591. index = this._currentInstanceLocations.indexOf(attributeLocation);
  1592. }
  1593. if (shouldClean) {
  1594. this._gl.vertexAttribDivisor(attributeLocation, 0);
  1595. this.disableAttributeByIndex(attributeLocation);
  1596. }
  1597. }
  1598. /**
  1599. * Disable the attribute corresponding to the location in parameter
  1600. * @param attributeLocation defines the attribute location of the attribute to disable
  1601. */
  1602. public disableAttributeByIndex(attributeLocation: number) {
  1603. this._gl.disableVertexAttribArray(attributeLocation);
  1604. this._vertexAttribArraysEnabled[attributeLocation] = false;
  1605. this._currentBufferPointers[attributeLocation].active = false;
  1606. }
  1607. /**
  1608. * Send a draw order
  1609. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  1610. * @param indexStart defines the starting index
  1611. * @param indexCount defines the number of index to draw
  1612. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1613. */
  1614. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {
  1615. this.drawElementsType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, indexStart, indexCount, instancesCount);
  1616. }
  1617. /**
  1618. * Draw a list of points
  1619. * @param verticesStart defines the index of first vertex to draw
  1620. * @param verticesCount defines the count of vertices to draw
  1621. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1622. */
  1623. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void {
  1624. this.drawArraysType(Constants.MATERIAL_PointFillMode, verticesStart, verticesCount, instancesCount);
  1625. }
  1626. /**
  1627. * Draw a list of unindexed primitives
  1628. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  1629. * @param verticesStart defines the index of first vertex to draw
  1630. * @param verticesCount defines the count of vertices to draw
  1631. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1632. */
  1633. public drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void {
  1634. this.drawArraysType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  1635. }
  1636. /**
  1637. * Draw a list of indexed primitives
  1638. * @param fillMode defines the primitive to use
  1639. * @param indexStart defines the starting index
  1640. * @param indexCount defines the number of index to draw
  1641. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1642. */
  1643. public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {
  1644. // Apply states
  1645. this.applyStates();
  1646. this._reportDrawCall();
  1647. // Render
  1648. const drawMode = this._drawMode(fillMode);
  1649. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  1650. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  1651. if (instancesCount) {
  1652. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  1653. } else {
  1654. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  1655. }
  1656. }
  1657. /**
  1658. * Draw a list of unindexed primitives
  1659. * @param fillMode defines the primitive to use
  1660. * @param verticesStart defines the index of first vertex to draw
  1661. * @param verticesCount defines the count of vertices to draw
  1662. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1663. */
  1664. public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {
  1665. // Apply states
  1666. this.applyStates();
  1667. this._reportDrawCall();
  1668. const drawMode = this._drawMode(fillMode);
  1669. if (instancesCount) {
  1670. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  1671. } else {
  1672. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  1673. }
  1674. }
  1675. private _drawMode(fillMode: number): number {
  1676. switch (fillMode) {
  1677. // Triangle views
  1678. case Constants.MATERIAL_TriangleFillMode:
  1679. return this._gl.TRIANGLES;
  1680. case Constants.MATERIAL_PointFillMode:
  1681. return this._gl.POINTS;
  1682. case Constants.MATERIAL_WireFrameFillMode:
  1683. return this._gl.LINES;
  1684. // Draw modes
  1685. case Constants.MATERIAL_PointListDrawMode:
  1686. return this._gl.POINTS;
  1687. case Constants.MATERIAL_LineListDrawMode:
  1688. return this._gl.LINES;
  1689. case Constants.MATERIAL_LineLoopDrawMode:
  1690. return this._gl.LINE_LOOP;
  1691. case Constants.MATERIAL_LineStripDrawMode:
  1692. return this._gl.LINE_STRIP;
  1693. case Constants.MATERIAL_TriangleStripDrawMode:
  1694. return this._gl.TRIANGLE_STRIP;
  1695. case Constants.MATERIAL_TriangleFanDrawMode:
  1696. return this._gl.TRIANGLE_FAN;
  1697. default:
  1698. return this._gl.TRIANGLES;
  1699. }
  1700. }
  1701. /** @hidden */
  1702. protected _reportDrawCall() {
  1703. // Will be implemented by children
  1704. }
  1705. // Shaders
  1706. /** @hidden */
  1707. public _releaseEffect(effect: Effect): void {
  1708. if (this._compiledEffects[effect._key]) {
  1709. delete this._compiledEffects[effect._key];
  1710. this._deletePipelineContext(effect.getPipelineContext() as WebGLPipelineContext);
  1711. }
  1712. }
  1713. /** @hidden */
  1714. public _deletePipelineContext(pipelineContext: IPipelineContext): void {
  1715. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1716. if (webGLPipelineContext && webGLPipelineContext.program) {
  1717. webGLPipelineContext.program.__SPECTOR_rebuildProgram = null;
  1718. this._gl.deleteProgram(webGLPipelineContext.program);
  1719. }
  1720. }
  1721. /**
  1722. * Create a new effect (used to store vertex/fragment shaders)
  1723. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  1724. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  1725. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  1726. * @param samplers defines an array of string used to represent textures
  1727. * @param defines defines the string containing the defines to use to compile the shaders
  1728. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  1729. * @param onCompiled defines a function to call when the effect creation is successful
  1730. * @param onError defines a function to call when the effect creation has failed
  1731. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  1732. * @returns the new Effect
  1733. */
  1734. public createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string,
  1735. fallbacks?: IEffectFallbacks,
  1736. onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect {
  1737. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  1738. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  1739. var name = vertex + "+" + fragment + "@" + (defines ? defines : (<IEffectCreationOptions>attributesNamesOrOptions).defines);
  1740. if (this._compiledEffects[name]) {
  1741. var compiledEffect = <Effect>this._compiledEffects[name];
  1742. if (onCompiled && compiledEffect.isReady()) {
  1743. onCompiled(compiledEffect);
  1744. }
  1745. return compiledEffect;
  1746. }
  1747. var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  1748. effect._key = name;
  1749. this._compiledEffects[name] = effect;
  1750. return effect;
  1751. }
  1752. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion: string = ""): string {
  1753. return shaderVersion + (defines ? defines + "\n" : "") + source;
  1754. }
  1755. private _compileShader(source: string, type: string, defines: Nullable<string>, shaderVersion: string): WebGLShader {
  1756. return this._compileRawShader(ThinEngine._ConcatenateShader(source, defines, shaderVersion), type);
  1757. }
  1758. private _compileRawShader(source: string, type: string): WebGLShader {
  1759. var gl = this._gl;
  1760. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  1761. if (!shader) {
  1762. throw new Error("Something went wrong while compile the shader.");
  1763. }
  1764. gl.shaderSource(shader, source);
  1765. gl.compileShader(shader);
  1766. return shader;
  1767. }
  1768. /**
  1769. * Directly creates a webGL program
  1770. * @param pipelineContext defines the pipeline context to attach to
  1771. * @param vertexCode defines the vertex shader code to use
  1772. * @param fragmentCode defines the fragment shader code to use
  1773. * @param context defines the webGL context to use (if not set, the current one will be used)
  1774. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  1775. * @returns the new webGL program
  1776. */
  1777. public createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  1778. context = context || this._gl;
  1779. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  1780. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  1781. return this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);
  1782. }
  1783. /**
  1784. * Creates a webGL program
  1785. * @param pipelineContext defines the pipeline context to attach to
  1786. * @param vertexCode defines the vertex shader code to use
  1787. * @param fragmentCode defines the fragment shader code to use
  1788. * @param defines defines the string containing the defines to use to compile the shaders
  1789. * @param context defines the webGL context to use (if not set, the current one will be used)
  1790. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  1791. * @returns the new webGL program
  1792. */
  1793. public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  1794. context = context || this._gl;
  1795. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  1796. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  1797. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  1798. return this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);
  1799. }
  1800. /**
  1801. * Creates a new pipeline context
  1802. * @returns the new pipeline
  1803. */
  1804. public createPipelineContext(): IPipelineContext {
  1805. var pipelineContext = new WebGLPipelineContext();
  1806. pipelineContext.engine = this;
  1807. if (this._caps.parallelShaderCompile) {
  1808. pipelineContext.isParallelCompiled = true;
  1809. }
  1810. return pipelineContext;
  1811. }
  1812. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  1813. var shaderProgram = context.createProgram();
  1814. pipelineContext.program = shaderProgram;
  1815. if (!shaderProgram) {
  1816. throw new Error("Unable to create program");
  1817. }
  1818. context.attachShader(shaderProgram, vertexShader);
  1819. context.attachShader(shaderProgram, fragmentShader);
  1820. context.linkProgram(shaderProgram);
  1821. pipelineContext.context = context;
  1822. pipelineContext.vertexShader = vertexShader;
  1823. pipelineContext.fragmentShader = fragmentShader;
  1824. if (!pipelineContext.isParallelCompiled) {
  1825. this._finalizePipelineContext(pipelineContext);
  1826. }
  1827. return shaderProgram;
  1828. }
  1829. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext) {
  1830. const context = pipelineContext.context!;
  1831. const vertexShader = pipelineContext.vertexShader!;
  1832. const fragmentShader = pipelineContext.fragmentShader!;
  1833. const program = pipelineContext.program!;
  1834. var linked = context.getProgramParameter(program, context.LINK_STATUS);
  1835. if (!linked) { // Get more info
  1836. // Vertex
  1837. if (!this._gl.getShaderParameter(vertexShader, this._gl.COMPILE_STATUS)) {
  1838. const log = this._gl.getShaderInfoLog(vertexShader);
  1839. if (log) {
  1840. pipelineContext.vertexCompilationError = log;
  1841. throw new Error("VERTEX SHADER " + log);
  1842. }
  1843. }
  1844. // Fragment
  1845. if (!this._gl.getShaderParameter(fragmentShader, this._gl.COMPILE_STATUS)) {
  1846. const log = this._gl.getShaderInfoLog(fragmentShader);
  1847. if (log) {
  1848. pipelineContext.fragmentCompilationError = log;
  1849. throw new Error("FRAGMENT SHADER " + log);
  1850. }
  1851. }
  1852. var error = context.getProgramInfoLog(program);
  1853. if (error) {
  1854. pipelineContext.programLinkError = error;
  1855. throw new Error(error);
  1856. }
  1857. }
  1858. if (this.validateShaderPrograms) {
  1859. context.validateProgram(program);
  1860. var validated = context.getProgramParameter(program, context.VALIDATE_STATUS);
  1861. if (!validated) {
  1862. var error = context.getProgramInfoLog(program);
  1863. if (error) {
  1864. pipelineContext.programValidationError = error;
  1865. throw new Error(error);
  1866. }
  1867. }
  1868. }
  1869. context.deleteShader(vertexShader);
  1870. context.deleteShader(fragmentShader);
  1871. pipelineContext.vertexShader = undefined;
  1872. pipelineContext.fragmentShader = undefined;
  1873. if (pipelineContext.onCompiled) {
  1874. pipelineContext.onCompiled();
  1875. pipelineContext.onCompiled = undefined;
  1876. }
  1877. }
  1878. /** @hidden */
  1879. public _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean,
  1880. rebuildRebind: any,
  1881. defines: Nullable<string>,
  1882. transformFeedbackVaryings: Nullable<string[]>) {
  1883. let webGLRenderingState = pipelineContext as WebGLPipelineContext;
  1884. if (createAsRaw) {
  1885. webGLRenderingState.program = this.createRawShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, undefined, transformFeedbackVaryings);
  1886. }
  1887. else {
  1888. webGLRenderingState.program = this.createShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, defines, undefined, transformFeedbackVaryings);
  1889. }
  1890. webGLRenderingState.program.__SPECTOR_rebuildProgram = rebuildRebind;
  1891. }
  1892. /** @hidden */
  1893. public _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean {
  1894. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1895. if (this._gl.getProgramParameter(webGLPipelineContext.program!, this._caps.parallelShaderCompile!.COMPLETION_STATUS_KHR)) {
  1896. this._finalizePipelineContext(webGLPipelineContext);
  1897. return true;
  1898. }
  1899. return false;
  1900. }
  1901. /** @hidden */
  1902. public _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {
  1903. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1904. if (!webGLPipelineContext.isParallelCompiled) {
  1905. action();
  1906. return;
  1907. }
  1908. let oldHandler = webGLPipelineContext.onCompiled;
  1909. if (oldHandler) {
  1910. webGLPipelineContext.onCompiled = () => {
  1911. oldHandler!();
  1912. action();
  1913. };
  1914. } else {
  1915. webGLPipelineContext.onCompiled = action;
  1916. }
  1917. }
  1918. /**
  1919. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  1920. * @param pipelineContext defines the pipeline context to use
  1921. * @param uniformsNames defines the list of uniform names
  1922. * @returns an array of webGL uniform locations
  1923. */
  1924. public getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[] {
  1925. var results = new Array<Nullable<WebGLUniformLocation>>();
  1926. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1927. for (var index = 0; index < uniformsNames.length; index++) {
  1928. results.push(this._gl.getUniformLocation(webGLPipelineContext.program!, uniformsNames[index]));
  1929. }
  1930. return results;
  1931. }
  1932. /**
  1933. * Gets the lsit of active attributes for a given webGL program
  1934. * @param pipelineContext defines the pipeline context to use
  1935. * @param attributesNames defines the list of attribute names to get
  1936. * @returns an array of indices indicating the offset of each attribute
  1937. */
  1938. public getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {
  1939. var results = [];
  1940. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1941. for (var index = 0; index < attributesNames.length; index++) {
  1942. try {
  1943. results.push(this._gl.getAttribLocation(webGLPipelineContext.program!, attributesNames[index]));
  1944. } catch (e) {
  1945. results.push(-1);
  1946. }
  1947. }
  1948. return results;
  1949. }
  1950. /**
  1951. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  1952. * @param effect defines the effect to activate
  1953. */
  1954. public enableEffect(effect: Nullable<Effect>): void {
  1955. if (!effect || effect === this._currentEffect) {
  1956. return;
  1957. }
  1958. // Use program
  1959. this.bindSamplers(effect);
  1960. this._currentEffect = effect;
  1961. if (effect.onBind) {
  1962. effect.onBind(effect);
  1963. }
  1964. if (effect._onBindObservable) {
  1965. effect._onBindObservable.notifyObservers(effect);
  1966. }
  1967. }
  1968. /**
  1969. * Set the value of an uniform to a number (int)
  1970. * @param uniform defines the webGL uniform location where to store the value
  1971. * @param value defines the int number to store
  1972. */
  1973. public setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void {
  1974. if (!uniform) {
  1975. return;
  1976. }
  1977. this._gl.uniform1i(uniform, value);
  1978. }
  1979. /**
  1980. * Set the value of an uniform to an array of int32
  1981. * @param uniform defines the webGL uniform location where to store the value
  1982. * @param array defines the array of int32 to store
  1983. */
  1984. public setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  1985. if (!uniform) {
  1986. return;
  1987. }
  1988. this._gl.uniform1iv(uniform, array);
  1989. }
  1990. /**
  1991. * Set the value of an uniform to an array of int32 (stored as vec2)
  1992. * @param uniform defines the webGL uniform location where to store the value
  1993. * @param array defines the array of int32 to store
  1994. */
  1995. public setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  1996. if (!uniform || array.length % 2 !== 0) {
  1997. return;
  1998. }
  1999. this._gl.uniform2iv(uniform, array);
  2000. }
  2001. /**
  2002. * Set the value of an uniform to an array of int32 (stored as vec3)
  2003. * @param uniform defines the webGL uniform location where to store the value
  2004. * @param array defines the array of int32 to store
  2005. */
  2006. public setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  2007. if (!uniform || array.length % 3 !== 0) {
  2008. return;
  2009. }
  2010. this._gl.uniform3iv(uniform, array);
  2011. }
  2012. /**
  2013. * Set the value of an uniform to an array of int32 (stored as vec4)
  2014. * @param uniform defines the webGL uniform location where to store the value
  2015. * @param array defines the array of int32 to store
  2016. */
  2017. public setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  2018. if (!uniform || array.length % 4 !== 0) {
  2019. return;
  2020. }
  2021. this._gl.uniform4iv(uniform, array);
  2022. }
  2023. /**
  2024. * Set the value of an uniform to an array of number
  2025. * @param uniform defines the webGL uniform location where to store the value
  2026. * @param array defines the array of number to store
  2027. */
  2028. public setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2029. if (!uniform) {
  2030. return;
  2031. }
  2032. this._gl.uniform1fv(uniform, array);
  2033. }
  2034. /**
  2035. * Set the value of an uniform to an array of number (stored as vec2)
  2036. * @param uniform defines the webGL uniform location where to store the value
  2037. * @param array defines the array of number to store
  2038. */
  2039. public setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2040. if (!uniform || array.length % 2 !== 0) {
  2041. return;
  2042. }
  2043. this._gl.uniform2fv(uniform, <any>array);
  2044. }
  2045. /**
  2046. * Set the value of an uniform to an array of number (stored as vec3)
  2047. * @param uniform defines the webGL uniform location where to store the value
  2048. * @param array defines the array of number to store
  2049. */
  2050. public setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2051. if (!uniform || array.length % 3 !== 0) {
  2052. return;
  2053. }
  2054. this._gl.uniform3fv(uniform, <any>array);
  2055. }
  2056. /**
  2057. * Set the value of an uniform to an array of number (stored as vec4)
  2058. * @param uniform defines the webGL uniform location where to store the value
  2059. * @param array defines the array of number to store
  2060. */
  2061. public setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2062. if (!uniform || array.length % 4 !== 0) {
  2063. return;
  2064. }
  2065. this._gl.uniform4fv(uniform, <any>array);
  2066. }
  2067. /**
  2068. * Set the value of an uniform to an array of float32 (stored as matrices)
  2069. * @param uniform defines the webGL uniform location where to store the value
  2070. * @param matrices defines the array of float32 to store
  2071. */
  2072. public setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void {
  2073. if (!uniform) {
  2074. return;
  2075. }
  2076. this._gl.uniformMatrix4fv(uniform, false, matrices);
  2077. }
  2078. /**
  2079. * Set the value of an uniform to a matrix (3x3)
  2080. * @param uniform defines the webGL uniform location where to store the value
  2081. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  2082. */
  2083. public setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
  2084. if (!uniform) {
  2085. return;
  2086. }
  2087. this._gl.uniformMatrix3fv(uniform, false, matrix);
  2088. }
  2089. /**
  2090. * Set the value of an uniform to a matrix (2x2)
  2091. * @param uniform defines the webGL uniform location where to store the value
  2092. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  2093. */
  2094. public setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
  2095. if (!uniform) {
  2096. return;
  2097. }
  2098. this._gl.uniformMatrix2fv(uniform, false, matrix);
  2099. }
  2100. /**
  2101. * Set the value of an uniform to a number (float)
  2102. * @param uniform defines the webGL uniform location where to store the value
  2103. * @param value defines the float number to store
  2104. */
  2105. public setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void {
  2106. if (!uniform) {
  2107. return;
  2108. }
  2109. this._gl.uniform1f(uniform, value);
  2110. }
  2111. /**
  2112. * Set the value of an uniform to a vec2
  2113. * @param uniform defines the webGL uniform location where to store the value
  2114. * @param x defines the 1st component of the value
  2115. * @param y defines the 2nd component of the value
  2116. */
  2117. public setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void {
  2118. if (!uniform) {
  2119. return;
  2120. }
  2121. this._gl.uniform2f(uniform, x, y);
  2122. }
  2123. /**
  2124. * Set the value of an uniform to a vec3
  2125. * @param uniform defines the webGL uniform location where to store the value
  2126. * @param x defines the 1st component of the value
  2127. * @param y defines the 2nd component of the value
  2128. * @param z defines the 3rd component of the value
  2129. */
  2130. public setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void {
  2131. if (!uniform) {
  2132. return;
  2133. }
  2134. this._gl.uniform3f(uniform, x, y, z);
  2135. }
  2136. /**
  2137. * Set the value of an uniform to a vec4
  2138. * @param uniform defines the webGL uniform location where to store the value
  2139. * @param x defines the 1st component of the value
  2140. * @param y defines the 2nd component of the value
  2141. * @param z defines the 3rd component of the value
  2142. * @param w defines the 4th component of the value
  2143. */
  2144. public setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void {
  2145. if (!uniform) {
  2146. return;
  2147. }
  2148. this._gl.uniform4f(uniform, x, y, z, w);
  2149. }
  2150. // States
  2151. /**
  2152. * Apply all cached states (depth, culling, stencil and alpha)
  2153. */
  2154. public applyStates() {
  2155. this._depthCullingState.apply(this._gl);
  2156. this._stencilState.apply(this._gl);
  2157. this._alphaState.apply(this._gl);
  2158. if (this._colorWriteChanged) {
  2159. this._colorWriteChanged = false;
  2160. const enable = this._colorWrite;
  2161. this._gl.colorMask(enable, enable, enable, enable);
  2162. }
  2163. }
  2164. /**
  2165. * Enable or disable color writing
  2166. * @param enable defines the state to set
  2167. */
  2168. public setColorWrite(enable: boolean): void {
  2169. if (enable !== this._colorWrite) {
  2170. this._colorWriteChanged = true;
  2171. this._colorWrite = enable;
  2172. }
  2173. }
  2174. /**
  2175. * Gets a boolean indicating if color writing is enabled
  2176. * @returns the current color writing state
  2177. */
  2178. public getColorWrite(): boolean {
  2179. return this._colorWrite;
  2180. }
  2181. /**
  2182. * Gets the depth culling state manager
  2183. */
  2184. public get depthCullingState(): DepthCullingState {
  2185. return this._depthCullingState;
  2186. }
  2187. /**
  2188. * Gets the alpha state manager
  2189. */
  2190. public get alphaState(): AlphaState {
  2191. return this._alphaState;
  2192. }
  2193. /**
  2194. * Gets the stencil state manager
  2195. */
  2196. public get stencilState(): StencilState {
  2197. return this._stencilState;
  2198. }
  2199. // Textures
  2200. /**
  2201. * Clears the list of texture accessible through engine.
  2202. * This can help preventing texture load conflict due to name collision.
  2203. */
  2204. public clearInternalTexturesCache() {
  2205. this._internalTexturesCache = [];
  2206. }
  2207. /**
  2208. * Force the entire cache to be cleared
  2209. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  2210. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  2211. */
  2212. public wipeCaches(bruteForce?: boolean): void {
  2213. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  2214. return;
  2215. }
  2216. this._currentEffect = null;
  2217. this._viewportCached.x = 0;
  2218. this._viewportCached.y = 0;
  2219. this._viewportCached.z = 0;
  2220. this._viewportCached.w = 0;
  2221. // Done before in case we clean the attributes
  2222. this._unbindVertexArrayObject();
  2223. if (bruteForce) {
  2224. this._currentProgram = null;
  2225. this.resetTextureCache();
  2226. this._stencilState.reset();
  2227. this._depthCullingState.reset();
  2228. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  2229. this._alphaState.reset();
  2230. this._alphaMode = Constants.ALPHA_ADD;
  2231. this._alphaEquation = Constants.ALPHA_DISABLE;
  2232. this._colorWrite = true;
  2233. this._colorWriteChanged = true;
  2234. this._unpackFlipYCached = null;
  2235. this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);
  2236. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  2237. this._mustWipeVertexAttributes = true;
  2238. this.unbindAllAttributes();
  2239. }
  2240. this._resetVertexBufferBinding();
  2241. this._cachedIndexBuffer = null;
  2242. this._cachedEffectForVertexBuffers = null;
  2243. this.bindIndexBuffer(null);
  2244. }
  2245. /** @hidden */
  2246. public _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): { min: number; mag: number } {
  2247. var gl = this._gl;
  2248. var magFilter = gl.NEAREST;
  2249. var minFilter = gl.NEAREST;
  2250. switch (samplingMode) {
  2251. case Constants.TEXTURE_BILINEAR_SAMPLINGMODE:
  2252. magFilter = gl.LINEAR;
  2253. if (generateMipMaps) {
  2254. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2255. } else {
  2256. minFilter = gl.LINEAR;
  2257. }
  2258. break;
  2259. case Constants.TEXTURE_TRILINEAR_SAMPLINGMODE:
  2260. magFilter = gl.LINEAR;
  2261. if (generateMipMaps) {
  2262. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2263. } else {
  2264. minFilter = gl.LINEAR;
  2265. }
  2266. break;
  2267. case Constants.TEXTURE_NEAREST_SAMPLINGMODE:
  2268. magFilter = gl.NEAREST;
  2269. if (generateMipMaps) {
  2270. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2271. } else {
  2272. minFilter = gl.NEAREST;
  2273. }
  2274. break;
  2275. case Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  2276. magFilter = gl.NEAREST;
  2277. if (generateMipMaps) {
  2278. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  2279. } else {
  2280. minFilter = gl.NEAREST;
  2281. }
  2282. break;
  2283. case Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  2284. magFilter = gl.NEAREST;
  2285. if (generateMipMaps) {
  2286. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2287. } else {
  2288. minFilter = gl.LINEAR;
  2289. }
  2290. break;
  2291. case Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  2292. magFilter = gl.NEAREST;
  2293. if (generateMipMaps) {
  2294. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2295. } else {
  2296. minFilter = gl.LINEAR;
  2297. }
  2298. break;
  2299. case Constants.TEXTURE_NEAREST_LINEAR:
  2300. magFilter = gl.NEAREST;
  2301. minFilter = gl.LINEAR;
  2302. break;
  2303. case Constants.TEXTURE_NEAREST_NEAREST:
  2304. magFilter = gl.NEAREST;
  2305. minFilter = gl.NEAREST;
  2306. break;
  2307. case Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  2308. magFilter = gl.LINEAR;
  2309. if (generateMipMaps) {
  2310. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  2311. } else {
  2312. minFilter = gl.NEAREST;
  2313. }
  2314. break;
  2315. case Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  2316. magFilter = gl.LINEAR;
  2317. if (generateMipMaps) {
  2318. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2319. } else {
  2320. minFilter = gl.NEAREST;
  2321. }
  2322. break;
  2323. case Constants.TEXTURE_LINEAR_LINEAR:
  2324. magFilter = gl.LINEAR;
  2325. minFilter = gl.LINEAR;
  2326. break;
  2327. case Constants.TEXTURE_LINEAR_NEAREST:
  2328. magFilter = gl.LINEAR;
  2329. minFilter = gl.NEAREST;
  2330. break;
  2331. }
  2332. return {
  2333. min: minFilter,
  2334. mag: magFilter
  2335. };
  2336. }
  2337. /** @hidden */
  2338. public _createTexture(): WebGLTexture {
  2339. let texture = this._gl.createTexture();
  2340. if (!texture) {
  2341. throw new Error("Unable to create texture");
  2342. }
  2343. return texture;
  2344. }
  2345. /**
  2346. * Usually called from Texture.ts.
  2347. * Passed information to create a WebGLTexture
  2348. * @param urlArg defines a value which contains one of the following:
  2349. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  2350. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  2351. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  2352. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  2353. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  2354. * @param scene needed for loading to the correct scene
  2355. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  2356. * @param onLoad optional callback to be called upon successful completion
  2357. * @param onError optional callback to be called upon failure
  2358. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  2359. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  2360. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  2361. * @param forcedExtension defines the extension to use to pick the right loader
  2362. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  2363. * @param mimeType defines an optional mime type
  2364. * @returns a InternalTexture for assignment back into BABYLON.Texture
  2365. */
  2366. public createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,
  2367. onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,
  2368. buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null, fallback: Nullable<InternalTexture> = null, format: Nullable<number> = null,
  2369. forcedExtension: Nullable<string> = null, excludeLoaders: Array<IInternalTextureLoader> = [], mimeType?: string): InternalTexture {
  2370. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  2371. var fromData = url.substr(0, 5) === "data:";
  2372. var fromBlob = url.substr(0, 5) === "blob:";
  2373. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  2374. let texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);
  2375. // establish the file extension, if possible
  2376. var lastDot = url.lastIndexOf('.');
  2377. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  2378. const filteredFormat: Nullable<string> = this.excludedCompressedTextureFormats(url, this._textureFormatInUse);
  2379. let loader: Nullable<IInternalTextureLoader> = null;
  2380. for (let availableLoader of ThinEngine._TextureLoaders) {
  2381. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, filteredFormat, fallback, isBase64, buffer ? true : false)) {
  2382. loader = availableLoader;
  2383. break;
  2384. }
  2385. }
  2386. if (loader) {
  2387. url = loader.transformUrl(url, filteredFormat);
  2388. }
  2389. if (scene) {
  2390. scene._addPendingData(texture);
  2391. }
  2392. texture.url = url;
  2393. texture.generateMipMaps = !noMipmap;
  2394. texture.samplingMode = samplingMode;
  2395. texture.invertY = invertY;
  2396. if (!this._doNotHandleContextLost) {
  2397. // Keep a link to the buffer only if we plan to handle context lost
  2398. texture._buffer = buffer;
  2399. }
  2400. let onLoadObserver: Nullable<Observer<InternalTexture>> = null;
  2401. if (onLoad && !fallback) {
  2402. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  2403. }
  2404. if (!fallback) { this._internalTexturesCache.push(texture); }
  2405. let onInternalError = (message?: string, exception?: any) => {
  2406. if (scene) {
  2407. scene._removePendingData(texture);
  2408. }
  2409. let customFallback = false;
  2410. if (loader) {
  2411. const fallbackUrl = loader.getFallbackTextureUrl(url, this._textureFormatInUse);
  2412. if (fallbackUrl) {
  2413. // Add Back
  2414. customFallback = true;
  2415. excludeLoaders.push(loader);
  2416. this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  2417. return;
  2418. }
  2419. }
  2420. if (!customFallback) {
  2421. if (onLoadObserver) {
  2422. texture.onLoadedObservable.remove(onLoadObserver);
  2423. }
  2424. if (EngineStore.UseFallbackTexture) {
  2425. this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);
  2426. return;
  2427. }
  2428. }
  2429. if (onError) {
  2430. onError(message || "Unknown error", exception);
  2431. }
  2432. };
  2433. // processing for non-image formats
  2434. if (loader) {
  2435. var callback = (data: string | ArrayBuffer) => {
  2436. loader!.loadData(data as ArrayBuffer, texture, (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed) => {
  2437. if (loadFailed) {
  2438. onInternalError("TextureLoader failed to load data");
  2439. } else {
  2440. this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, () => {
  2441. done();
  2442. return false;
  2443. }, samplingMode);
  2444. }
  2445. });
  2446. };
  2447. if (!buffer) {
  2448. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, (request?: IWebRequest, exception?: any) => {
  2449. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  2450. });
  2451. } else {
  2452. //callback(buffer as ArrayBuffer);
  2453. if (buffer instanceof ArrayBuffer) {
  2454. callback(buffer);
  2455. }
  2456. else {
  2457. if (onError) {
  2458. onError("Unable to load: only ArrayBuffer supported here", null);
  2459. }
  2460. }
  2461. }
  2462. } else {
  2463. var onload = (img: HTMLImageElement | ImageBitmap) => {
  2464. if (fromBlob && !this._doNotHandleContextLost) {
  2465. // We need to store the image if we need to rebuild the texture
  2466. // in case of a webgl context lost
  2467. texture._buffer = img;
  2468. }
  2469. this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, (potWidth, potHeight, continuationCallback) => {
  2470. let gl = this._gl;
  2471. var isPot = (img.width === potWidth && img.height === potHeight);
  2472. let internalFormat = format ? this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  2473. if (isPot) {
  2474. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  2475. return false;
  2476. }
  2477. let maxTextureSize = this._caps.maxTextureSize;
  2478. if (img.width > maxTextureSize || img.height > maxTextureSize || !this._supportsHardwareTextureRescaling) {
  2479. this._prepareWorkingCanvas();
  2480. if (!this._workingCanvas || !this._workingContext) {
  2481. return false;
  2482. }
  2483. this._workingCanvas.width = potWidth;
  2484. this._workingCanvas.height = potHeight;
  2485. this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  2486. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, this._workingCanvas);
  2487. texture.width = potWidth;
  2488. texture.height = potHeight;
  2489. return false;
  2490. } else {
  2491. // Using shaders when possible to rescale because canvas.drawImage is lossy
  2492. let source = new InternalTexture(this, InternalTextureSource.Temp);
  2493. this._bindTextureDirectly(gl.TEXTURE_2D, source, true);
  2494. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  2495. this._rescaleTexture(source, texture, scene, internalFormat, () => {
  2496. this._releaseTexture(source);
  2497. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  2498. continuationCallback();
  2499. });
  2500. }
  2501. return true;
  2502. }, samplingMode);
  2503. };
  2504. if (!fromData || isBase64) {
  2505. if (buffer && ((<HTMLImageElement>buffer).decoding || (<ImageBitmap>buffer).close)) {
  2506. onload(<HTMLImageElement>buffer);
  2507. } else {
  2508. ThinEngine._FileToolsLoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);
  2509. }
  2510. }
  2511. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || ArrayBuffer.isView(buffer) || buffer instanceof Blob) {
  2512. ThinEngine._FileToolsLoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);
  2513. }
  2514. else if (buffer) {
  2515. onload(<HTMLImageElement>buffer);
  2516. }
  2517. }
  2518. return texture;
  2519. }
  2520. /**
  2521. * Loads an image as an HTMLImageElement.
  2522. * @param input url string, ArrayBuffer, or Blob to load
  2523. * @param onLoad callback called when the image successfully loads
  2524. * @param onError callback called when the image fails to load
  2525. * @param offlineProvider offline provider for caching
  2526. * @param mimeType optional mime type
  2527. * @returns the HTMLImageElement of the loaded image
  2528. * @hidden
  2529. */
  2530. public static _FileToolsLoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement> {
  2531. throw _DevTools.WarnImport("FileTools");
  2532. }
  2533. /**
  2534. * @hidden
  2535. */
  2536. public _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void {
  2537. }
  2538. /**
  2539. * Creates a raw texture
  2540. * @param data defines the data to store in the texture
  2541. * @param width defines the width of the texture
  2542. * @param height defines the height of the texture
  2543. * @param format defines the format of the data
  2544. * @param generateMipMaps defines if the engine should generate the mip levels
  2545. * @param invertY defines if data must be stored with Y axis inverted
  2546. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  2547. * @param compression defines the compression used (null by default)
  2548. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  2549. * @returns the raw texture inside an InternalTexture
  2550. */
  2551. public createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {
  2552. throw _DevTools.WarnImport("Engine.RawTexture");
  2553. }
  2554. /**
  2555. * Creates a new raw cube texture
  2556. * @param data defines the array of data to use to create each face
  2557. * @param size defines the size of the textures
  2558. * @param format defines the format of the data
  2559. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  2560. * @param generateMipMaps defines if the engine should generate the mip levels
  2561. * @param invertY defines if data must be stored with Y axis inverted
  2562. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  2563. * @param compression defines the compression used (null by default)
  2564. * @returns the cube texture as an InternalTexture
  2565. */
  2566. public createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number,
  2567. generateMipMaps: boolean, invertY: boolean, samplingMode: number,
  2568. compression: Nullable<string> = null): InternalTexture {
  2569. throw _DevTools.WarnImport("Engine.RawTexture");
  2570. }
  2571. /**
  2572. * Creates a new raw 3D texture
  2573. * @param data defines the data used to create the texture
  2574. * @param width defines the width of the texture
  2575. * @param height defines the height of the texture
  2576. * @param depth defines the depth of the texture
  2577. * @param format defines the format of the texture
  2578. * @param generateMipMaps defines if the engine must generate mip levels
  2579. * @param invertY defines if data must be stored with Y axis inverted
  2580. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  2581. * @param compression defines the compressed used (can be null)
  2582. * @param textureType defines the compressed used (can be null)
  2583. * @returns a new raw 3D texture (stored in an InternalTexture)
  2584. */
  2585. public createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, textureType = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {
  2586. throw _DevTools.WarnImport("Engine.RawTexture");
  2587. }
  2588. /**
  2589. * Creates a new raw 2D array texture
  2590. * @param data defines the data used to create the texture
  2591. * @param width defines the width of the texture
  2592. * @param height defines the height of the texture
  2593. * @param depth defines the number of layers of the texture
  2594. * @param format defines the format of the texture
  2595. * @param generateMipMaps defines if the engine must generate mip levels
  2596. * @param invertY defines if data must be stored with Y axis inverted
  2597. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  2598. * @param compression defines the compressed used (can be null)
  2599. * @param textureType defines the compressed used (can be null)
  2600. * @returns a new raw 2D array texture (stored in an InternalTexture)
  2601. */
  2602. public createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, textureType = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {
  2603. throw _DevTools.WarnImport("Engine.RawTexture");
  2604. }
  2605. private _unpackFlipYCached: Nullable<boolean> = null;
  2606. /**
  2607. * In case you are sharing the context with other applications, it might
  2608. * be interested to not cache the unpack flip y state to ensure a consistent
  2609. * value would be set.
  2610. */
  2611. public enableUnpackFlipYCached = true;
  2612. /** @hidden */
  2613. public _unpackFlipY(value: boolean): void {
  2614. if (this._unpackFlipYCached !== value) {
  2615. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  2616. if (this.enableUnpackFlipYCached) {
  2617. this._unpackFlipYCached = value;
  2618. }
  2619. }
  2620. }
  2621. /** @hidden */
  2622. public _getUnpackAlignement(): number {
  2623. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  2624. }
  2625. private _getTextureTarget(texture: InternalTexture): number {
  2626. if (texture.isCube) {
  2627. return this._gl.TEXTURE_CUBE_MAP;
  2628. } else if (texture.is3D) {
  2629. return this._gl.TEXTURE_3D;
  2630. } else if (texture.is2DArray) {
  2631. return this._gl.TEXTURE_2D_ARRAY;
  2632. }
  2633. return this._gl.TEXTURE_2D;
  2634. }
  2635. /**
  2636. * Update the sampling mode of a given texture
  2637. * @param samplingMode defines the required sampling mode
  2638. * @param texture defines the texture to update
  2639. * @param generateMipMaps defines whether to generate mipmaps for the texture
  2640. */
  2641. public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture, generateMipMaps: boolean = false): void {
  2642. const target = this._getTextureTarget(texture);
  2643. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps || generateMipMaps);
  2644. this._setTextureParameterInteger(target, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  2645. this._setTextureParameterInteger(target, this._gl.TEXTURE_MIN_FILTER, filters.min);
  2646. if (generateMipMaps) {
  2647. texture.generateMipMaps = true;
  2648. this._gl.generateMipmap(target);
  2649. }
  2650. this._bindTextureDirectly(target, null);
  2651. texture.samplingMode = samplingMode;
  2652. }
  2653. /**
  2654. * Update the sampling mode of a given texture
  2655. * @param texture defines the texture to update
  2656. * @param wrapU defines the texture wrap mode of the u coordinates
  2657. * @param wrapV defines the texture wrap mode of the v coordinates
  2658. * @param wrapR defines the texture wrap mode of the r coordinates
  2659. */
  2660. public updateTextureWrappingMode(texture: InternalTexture, wrapU: Nullable<number>, wrapV: Nullable<number> = null, wrapR: Nullable<number> = null): void {
  2661. const target = this._getTextureTarget(texture);
  2662. if (wrapU) {
  2663. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(wrapU), texture);
  2664. texture._cachedWrapU = wrapU;
  2665. }
  2666. if (wrapV) {
  2667. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(wrapV), texture);
  2668. texture._cachedWrapV = wrapV;
  2669. }
  2670. if (wrapR) {
  2671. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(wrapR), texture);
  2672. texture._cachedWrapR = wrapR;
  2673. }
  2674. this._bindTextureDirectly(target, null);
  2675. }
  2676. /** @hidden */
  2677. public _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | { width: number, height: number }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void {
  2678. var width = (<{ width: number, height: number }>size).width || <number>size;
  2679. var height = (<{ width: number, height: number }>size).height || <number>size;
  2680. internalTexture.baseWidth = width;
  2681. internalTexture.baseHeight = height;
  2682. internalTexture.width = width;
  2683. internalTexture.height = height;
  2684. internalTexture.isReady = true;
  2685. internalTexture.samples = 1;
  2686. internalTexture.generateMipMaps = false;
  2687. internalTexture._generateDepthBuffer = true;
  2688. internalTexture._generateStencilBuffer = generateStencil;
  2689. internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;
  2690. internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_INT;
  2691. internalTexture._comparisonFunction = comparisonFunction;
  2692. var gl = this._gl;
  2693. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  2694. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  2695. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  2696. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  2697. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  2698. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  2699. if (comparisonFunction === 0) {
  2700. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);
  2701. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  2702. }
  2703. else {
  2704. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  2705. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  2706. }
  2707. }
  2708. /** @hidden */
  2709. public _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex: number = 0, lod: number = 0) {
  2710. var gl = this._gl;
  2711. var target = gl.TEXTURE_2D;
  2712. if (texture.isCube) {
  2713. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  2714. }
  2715. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, <DataView>data);
  2716. }
  2717. /** @hidden */
  2718. public _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0, babylonInternalFormat?: number, useTextureWidthAndHeight = false): void {
  2719. var gl = this._gl;
  2720. var textureType = this._getWebGLTextureType(texture.type);
  2721. var format = this._getInternalFormat(texture.format);
  2722. var internalFormat = babylonInternalFormat === undefined ? this._getRGBABufferInternalSizedFormat(texture.type, texture.format) : this._getInternalFormat(babylonInternalFormat);
  2723. this._unpackFlipY(texture.invertY);
  2724. var target = gl.TEXTURE_2D;
  2725. if (texture.isCube) {
  2726. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  2727. }
  2728. const lodMaxWidth = Math.round(Math.log(texture.width) * Math.LOG2E);
  2729. const lodMaxHeight = Math.round(Math.log(texture.height) * Math.LOG2E);
  2730. const width = useTextureWidthAndHeight ? texture.width : Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  2731. const height = useTextureWidthAndHeight ? texture.height : Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  2732. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  2733. }
  2734. /** @hidden */
  2735. public _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {
  2736. var gl = this._gl;
  2737. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  2738. this._bindTextureDirectly(bindTarget, texture, true);
  2739. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  2740. this._bindTextureDirectly(bindTarget, null, true);
  2741. }
  2742. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void {
  2743. var gl = this._gl;
  2744. if (!gl) {
  2745. return;
  2746. }
  2747. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  2748. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  2749. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  2750. if (!noMipmap && !isCompressed) {
  2751. gl.generateMipmap(gl.TEXTURE_2D);
  2752. }
  2753. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  2754. // this.resetTextureCache();
  2755. if (scene) {
  2756. scene._removePendingData(texture);
  2757. }
  2758. texture.onLoadedObservable.notifyObservers(texture);
  2759. texture.onLoadedObservable.clear();
  2760. }
  2761. private _prepareWebGLTexture(texture: InternalTexture, scene: Nullable<ISceneLike>, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean,
  2762. processFunction: (width: number, height: number, continuationCallback: () => void) => boolean, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): void {
  2763. var maxTextureSize = this.getCaps().maxTextureSize;
  2764. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, maxTextureSize) : width);
  2765. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, maxTextureSize) : height);
  2766. var gl = this._gl;
  2767. if (!gl) {
  2768. return;
  2769. }
  2770. if (!texture._webGLTexture) {
  2771. // this.resetTextureCache();
  2772. if (scene) {
  2773. scene._removePendingData(texture);
  2774. }
  2775. return;
  2776. }
  2777. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  2778. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  2779. texture.baseWidth = width;
  2780. texture.baseHeight = height;
  2781. texture.width = potWidth;
  2782. texture.height = potHeight;
  2783. texture.isReady = true;
  2784. if (processFunction(potWidth, potHeight, () => {
  2785. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  2786. })) {
  2787. // Returning as texture needs extra async steps
  2788. return;
  2789. }
  2790. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  2791. }
  2792. /** @hidden */
  2793. public _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples = 1): Nullable<WebGLRenderbuffer> {
  2794. var gl = this._gl;
  2795. // Create the depth/stencil buffer
  2796. if (generateStencilBuffer && generateDepthBuffer) {
  2797. return this._getDepthStencilBuffer(width, height, samples, gl.DEPTH_STENCIL, gl.DEPTH24_STENCIL8, gl.DEPTH_STENCIL_ATTACHMENT);
  2798. }
  2799. if (generateDepthBuffer) {
  2800. let anyGl = <any>gl;
  2801. let depthFormat = gl.DEPTH_COMPONENT16;
  2802. if (this._webGLVersion > 1) {
  2803. depthFormat = anyGl.DEPTH_COMPONENT32F;
  2804. }
  2805. return this._getDepthStencilBuffer(width, height, samples, depthFormat, depthFormat, gl.DEPTH_ATTACHMENT);
  2806. }
  2807. if (generateStencilBuffer) {
  2808. return this._getDepthStencilBuffer(width, height, samples, gl.STENCIL_INDEX8, gl.STENCIL_INDEX8, gl.STENCIL_ATTACHMENT);
  2809. }
  2810. return null;
  2811. }
  2812. private _getDepthStencilBuffer = (width: number, height: number, samples: number, internalFormat: number, msInternalFormat: number, attachment: number) => {
  2813. var gl = this._gl;
  2814. const depthStencilBuffer = gl.createRenderbuffer();
  2815. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  2816. if (samples > 1 && gl.renderbufferStorageMultisample) {
  2817. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, msInternalFormat, width, height);
  2818. } else {
  2819. gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);
  2820. }
  2821. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthStencilBuffer);
  2822. return depthStencilBuffer;
  2823. }
  2824. /** @hidden */
  2825. public _releaseFramebufferObjects(texture: InternalTexture): void {
  2826. var gl = this._gl;
  2827. if (texture._framebuffer) {
  2828. gl.deleteFramebuffer(texture._framebuffer);
  2829. texture._framebuffer = null;
  2830. }
  2831. if (texture._depthStencilBuffer) {
  2832. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  2833. texture._depthStencilBuffer = null;
  2834. }
  2835. if (texture._MSAAFramebuffer) {
  2836. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  2837. texture._MSAAFramebuffer = null;
  2838. }
  2839. if (texture._MSAARenderBuffer) {
  2840. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  2841. texture._MSAARenderBuffer = null;
  2842. }
  2843. }
  2844. /** @hidden */
  2845. public _releaseTexture(texture: InternalTexture): void {
  2846. this._releaseFramebufferObjects(texture);
  2847. this._deleteTexture(texture._webGLTexture);
  2848. // Unbind channels
  2849. this.unbindAllTextures();
  2850. var index = this._internalTexturesCache.indexOf(texture);
  2851. if (index !== -1) {
  2852. this._internalTexturesCache.splice(index, 1);
  2853. }
  2854. // Integrated fixed lod samplers.
  2855. if (texture._lodTextureHigh) {
  2856. texture._lodTextureHigh.dispose();
  2857. }
  2858. if (texture._lodTextureMid) {
  2859. texture._lodTextureMid.dispose();
  2860. }
  2861. if (texture._lodTextureLow) {
  2862. texture._lodTextureLow.dispose();
  2863. }
  2864. // Integrated irradiance map.
  2865. if (texture._irradianceTexture) {
  2866. texture._irradianceTexture.dispose();
  2867. }
  2868. }
  2869. protected _deleteTexture(texture: Nullable<WebGLTexture>): void {
  2870. this._gl.deleteTexture(texture);
  2871. }
  2872. protected _setProgram(program: WebGLProgram): void {
  2873. if (this._currentProgram !== program) {
  2874. this._gl.useProgram(program);
  2875. this._currentProgram = program;
  2876. }
  2877. }
  2878. protected _boundUniforms: { [key: number]: WebGLUniformLocation } = {};
  2879. /**
  2880. * Binds an effect to the webGL context
  2881. * @param effect defines the effect to bind
  2882. */
  2883. public bindSamplers(effect: Effect): void {
  2884. let webGLPipelineContext = effect.getPipelineContext() as WebGLPipelineContext;
  2885. this._setProgram(webGLPipelineContext.program!);
  2886. var samplers = effect.getSamplers();
  2887. for (var index = 0; index < samplers.length; index++) {
  2888. var uniform = effect.getUniform(samplers[index]);
  2889. if (uniform) {
  2890. this._boundUniforms[index] = uniform;
  2891. }
  2892. }
  2893. this._currentEffect = null;
  2894. }
  2895. private _activateCurrentTexture() {
  2896. if (this._currentTextureChannel !== this._activeChannel) {
  2897. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  2898. this._currentTextureChannel = this._activeChannel;
  2899. }
  2900. }
  2901. /** @hidden */
  2902. public _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate = false, force = false): boolean {
  2903. var wasPreviouslyBound = false;
  2904. let isTextureForRendering = texture && texture._associatedChannel > -1;
  2905. if (forTextureDataUpdate && isTextureForRendering) {
  2906. this._activeChannel = texture!._associatedChannel;
  2907. }
  2908. let currentTextureBound = this._boundTexturesCache[this._activeChannel];
  2909. if (currentTextureBound !== texture || force) {
  2910. this._activateCurrentTexture();
  2911. if (texture && texture.isMultiview) {
  2912. this._gl.bindTexture(target, texture ? texture._colorTextureArray : null);
  2913. } else {
  2914. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  2915. }
  2916. this._boundTexturesCache[this._activeChannel] = texture;
  2917. if (texture) {
  2918. texture._associatedChannel = this._activeChannel;
  2919. }
  2920. } else if (forTextureDataUpdate) {
  2921. wasPreviouslyBound = true;
  2922. this._activateCurrentTexture();
  2923. }
  2924. if (isTextureForRendering && !forTextureDataUpdate) {
  2925. this._bindSamplerUniformToChannel(texture!._associatedChannel, this._activeChannel);
  2926. }
  2927. return wasPreviouslyBound;
  2928. }
  2929. /** @hidden */
  2930. public _bindTexture(channel: number, texture: Nullable<InternalTexture>): void {
  2931. if (channel === undefined) {
  2932. return;
  2933. }
  2934. if (texture) {
  2935. texture._associatedChannel = channel;
  2936. }
  2937. this._activeChannel = channel;
  2938. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  2939. }
  2940. /**
  2941. * Unbind all textures from the webGL context
  2942. */
  2943. public unbindAllTextures(): void {
  2944. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  2945. this._activeChannel = channel;
  2946. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  2947. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  2948. if (this.webGLVersion > 1) {
  2949. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  2950. this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);
  2951. }
  2952. }
  2953. }
  2954. /**
  2955. * Sets a texture to the according uniform.
  2956. * @param channel The texture channel
  2957. * @param uniform The uniform to set
  2958. * @param texture The texture to apply
  2959. */
  2960. public setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void {
  2961. if (channel === undefined) {
  2962. return;
  2963. }
  2964. if (uniform) {
  2965. this._boundUniforms[channel] = uniform;
  2966. }
  2967. this._setTexture(channel, texture);
  2968. }
  2969. private _bindSamplerUniformToChannel(sourceSlot: number, destination: number) {
  2970. let uniform = this._boundUniforms[sourceSlot];
  2971. if (!uniform || uniform._currentState === destination) {
  2972. return;
  2973. }
  2974. this._gl.uniform1i(uniform, destination);
  2975. uniform._currentState = destination;
  2976. }
  2977. private _getTextureWrapMode(mode: number): number {
  2978. switch (mode) {
  2979. case Constants.TEXTURE_WRAP_ADDRESSMODE:
  2980. return this._gl.REPEAT;
  2981. case Constants.TEXTURE_CLAMP_ADDRESSMODE:
  2982. return this._gl.CLAMP_TO_EDGE;
  2983. case Constants.TEXTURE_MIRROR_ADDRESSMODE:
  2984. return this._gl.MIRRORED_REPEAT;
  2985. }
  2986. return this._gl.REPEAT;
  2987. }
  2988. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false): boolean {
  2989. // Not ready?
  2990. if (!texture) {
  2991. if (this._boundTexturesCache[channel] != null) {
  2992. this._activeChannel = channel;
  2993. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  2994. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  2995. if (this.webGLVersion > 1) {
  2996. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  2997. this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);
  2998. }
  2999. }
  3000. return false;
  3001. }
  3002. // Video
  3003. if ((<VideoTexture>texture).video) {
  3004. this._activeChannel = channel;
  3005. (<VideoTexture>texture).update();
  3006. } else if (texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  3007. texture.delayLoad();
  3008. return false;
  3009. }
  3010. let internalTexture: InternalTexture;
  3011. if (depthStencilTexture) {
  3012. internalTexture = (<RenderTargetTexture>texture).depthStencilTexture!;
  3013. }
  3014. else if (texture.isReady()) {
  3015. internalTexture = <InternalTexture>texture.getInternalTexture();
  3016. }
  3017. else if (texture.isCube) {
  3018. internalTexture = this.emptyCubeTexture;
  3019. }
  3020. else if (texture.is3D) {
  3021. internalTexture = this.emptyTexture3D;
  3022. }
  3023. else if (texture.is2DArray) {
  3024. internalTexture = this.emptyTexture2DArray;
  3025. }
  3026. else {
  3027. internalTexture = this.emptyTexture;
  3028. }
  3029. if (!isPartOfTextureArray && internalTexture) {
  3030. internalTexture._associatedChannel = channel;
  3031. }
  3032. let needToBind = true;
  3033. if (this._boundTexturesCache[channel] === internalTexture) {
  3034. if (!isPartOfTextureArray) {
  3035. this._bindSamplerUniformToChannel(internalTexture._associatedChannel, channel);
  3036. }
  3037. needToBind = false;
  3038. }
  3039. this._activeChannel = channel;
  3040. if (internalTexture && internalTexture.isMultiview) {
  3041. if (needToBind) {
  3042. this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, internalTexture, isPartOfTextureArray);
  3043. }
  3044. } else if (internalTexture && (internalTexture.is3D || internalTexture.is2DArray)) {
  3045. let is3D = internalTexture.is3D;
  3046. let target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;
  3047. if (needToBind) {
  3048. this._bindTextureDirectly(target, internalTexture, isPartOfTextureArray);
  3049. }
  3050. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  3051. internalTexture._cachedWrapU = texture.wrapU;
  3052. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  3053. }
  3054. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  3055. internalTexture._cachedWrapV = texture.wrapV;
  3056. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  3057. }
  3058. if (is3D && internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  3059. internalTexture._cachedWrapR = texture.wrapR;
  3060. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  3061. }
  3062. this._setAnisotropicLevel(target, texture);
  3063. } else if (internalTexture && internalTexture.isCube) {
  3064. if (needToBind) {
  3065. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  3066. }
  3067. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  3068. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  3069. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  3070. var textureWrapMode = (texture.coordinatesMode !== Constants.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Constants.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  3071. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  3072. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  3073. }
  3074. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  3075. } else {
  3076. if (needToBind) {
  3077. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  3078. }
  3079. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  3080. internalTexture._cachedWrapU = texture.wrapU;
  3081. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  3082. }
  3083. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  3084. internalTexture._cachedWrapV = texture.wrapV;
  3085. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  3086. }
  3087. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  3088. }
  3089. return true;
  3090. }
  3091. /**
  3092. * Sets an array of texture to the webGL context
  3093. * @param channel defines the channel where the texture array must be set
  3094. * @param uniform defines the associated uniform location
  3095. * @param textures defines the array of textures to bind
  3096. */
  3097. public setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void {
  3098. if (channel === undefined || !uniform) {
  3099. return;
  3100. }
  3101. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  3102. this._textureUnits = new Int32Array(textures.length);
  3103. }
  3104. for (let i = 0; i < textures.length; i++) {
  3105. let texture = textures[i].getInternalTexture();
  3106. if (texture) {
  3107. this._textureUnits[i] = channel + i;
  3108. texture._associatedChannel = channel + i;
  3109. } else {
  3110. this._textureUnits[i] = -1;
  3111. }
  3112. }
  3113. this._gl.uniform1iv(uniform, this._textureUnits);
  3114. for (var index = 0; index < textures.length; index++) {
  3115. this._setTexture(this._textureUnits[index], textures[index], true);
  3116. }
  3117. }
  3118. /** @hidden */
  3119. public _setAnisotropicLevel(target: number, texture: BaseTexture) {
  3120. var internalTexture = texture.getInternalTexture();
  3121. if (!internalTexture) {
  3122. return;
  3123. }
  3124. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  3125. var value = texture.anisotropicFilteringLevel;
  3126. if (internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  3127. && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  3128. && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR) {
  3129. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  3130. }
  3131. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  3132. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  3133. internalTexture._cachedAnisotropicFilteringLevel = value;
  3134. }
  3135. }
  3136. private _setTextureParameterFloat(target: number, parameter: number, value: number, texture: InternalTexture): void {
  3137. this._bindTextureDirectly(target, texture, true, true);
  3138. this._gl.texParameterf(target, parameter, value);
  3139. }
  3140. private _setTextureParameterInteger(target: number, parameter: number, value: number, texture?: InternalTexture) {
  3141. if (texture) {
  3142. this._bindTextureDirectly(target, texture, true, true);
  3143. }
  3144. this._gl.texParameteri(target, parameter, value);
  3145. }
  3146. /**
  3147. * Unbind all vertex attributes from the webGL context
  3148. */
  3149. public unbindAllAttributes() {
  3150. if (this._mustWipeVertexAttributes) {
  3151. this._mustWipeVertexAttributes = false;
  3152. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  3153. this.disableAttributeByIndex(i);
  3154. }
  3155. return;
  3156. }
  3157. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  3158. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  3159. continue;
  3160. }
  3161. this.disableAttributeByIndex(i);
  3162. }
  3163. }
  3164. /**
  3165. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  3166. */
  3167. public releaseEffects() {
  3168. for (var name in this._compiledEffects) {
  3169. let webGLPipelineContext = this._compiledEffects[name].getPipelineContext() as WebGLPipelineContext;
  3170. this._deletePipelineContext(webGLPipelineContext);
  3171. }
  3172. this._compiledEffects = {};
  3173. }
  3174. /**
  3175. * Dispose and release all associated resources
  3176. */
  3177. public dispose(): void {
  3178. this.stopRenderLoop();
  3179. // Clear observables
  3180. if (this.onBeforeTextureInitObservable) {
  3181. this.onBeforeTextureInitObservable.clear();
  3182. }
  3183. // Empty texture
  3184. if (this._emptyTexture) {
  3185. this._releaseTexture(this._emptyTexture);
  3186. this._emptyTexture = null;
  3187. }
  3188. if (this._emptyCubeTexture) {
  3189. this._releaseTexture(this._emptyCubeTexture);
  3190. this._emptyCubeTexture = null;
  3191. }
  3192. // Release effects
  3193. this.releaseEffects();
  3194. // Unbind
  3195. this.unbindAllAttributes();
  3196. this._boundUniforms = [];
  3197. // Events
  3198. if (DomManagement.IsWindowObjectExist()) {
  3199. if (this._renderingCanvas) {
  3200. if (!this._doNotHandleContextLost) {
  3201. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  3202. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  3203. }
  3204. }
  3205. }
  3206. this._workingCanvas = null;
  3207. this._workingContext = null;
  3208. this._currentBufferPointers = [];
  3209. this._renderingCanvas = null;
  3210. this._currentProgram = null;
  3211. this._boundRenderFunction = null;
  3212. Effect.ResetCache();
  3213. // Abort active requests
  3214. for (let request of this._activeRequests) {
  3215. request.abort();
  3216. }
  3217. }
  3218. /**
  3219. * Attach a new callback raised when context lost event is fired
  3220. * @param callback defines the callback to call
  3221. */
  3222. public attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void {
  3223. if (this._renderingCanvas) {
  3224. this._renderingCanvas.addEventListener("webglcontextlost", <any>callback, false);
  3225. }
  3226. }
  3227. /**
  3228. * Attach a new callback raised when context restored event is fired
  3229. * @param callback defines the callback to call
  3230. */
  3231. public attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void {
  3232. if (this._renderingCanvas) {
  3233. this._renderingCanvas.addEventListener("webglcontextrestored", <any>callback, false);
  3234. }
  3235. }
  3236. /**
  3237. * Get the current error code of the webGL context
  3238. * @returns the error code
  3239. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  3240. */
  3241. public getError(): number {
  3242. return this._gl.getError();
  3243. }
  3244. private _canRenderToFloatFramebuffer(): boolean {
  3245. if (this._webGLVersion > 1) {
  3246. return this._caps.colorBufferFloat;
  3247. }
  3248. return this._canRenderToFramebuffer(Constants.TEXTURETYPE_FLOAT);
  3249. }
  3250. private _canRenderToHalfFloatFramebuffer(): boolean {
  3251. if (this._webGLVersion > 1) {
  3252. return this._caps.colorBufferFloat;
  3253. }
  3254. return this._canRenderToFramebuffer(Constants.TEXTURETYPE_HALF_FLOAT);
  3255. }
  3256. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  3257. private _canRenderToFramebuffer(type: number): boolean {
  3258. let gl = this._gl;
  3259. //clear existing errors
  3260. while (gl.getError() !== gl.NO_ERROR) { }
  3261. let successful = true;
  3262. let texture = gl.createTexture();
  3263. gl.bindTexture(gl.TEXTURE_2D, texture);
  3264. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  3265. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  3266. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  3267. let fb = gl.createFramebuffer();
  3268. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  3269. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  3270. let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  3271. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  3272. successful = successful && (gl.getError() === gl.NO_ERROR);
  3273. //try render by clearing frame buffer's color buffer
  3274. if (successful) {
  3275. gl.clear(gl.COLOR_BUFFER_BIT);
  3276. successful = successful && (gl.getError() === gl.NO_ERROR);
  3277. }
  3278. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  3279. if (successful) {
  3280. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  3281. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3282. let readFormat = gl.RGBA;
  3283. let readType = gl.UNSIGNED_BYTE;
  3284. let buffer = new Uint8Array(4);
  3285. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  3286. successful = successful && (gl.getError() === gl.NO_ERROR);
  3287. }
  3288. //clean up
  3289. gl.deleteTexture(texture);
  3290. gl.deleteFramebuffer(fb);
  3291. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3292. //clear accumulated errors
  3293. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  3294. return successful;
  3295. }
  3296. /** @hidden */
  3297. public _getWebGLTextureType(type: number): number {
  3298. if (this._webGLVersion === 1) {
  3299. switch (type) {
  3300. case Constants.TEXTURETYPE_FLOAT:
  3301. return this._gl.FLOAT;
  3302. case Constants.TEXTURETYPE_HALF_FLOAT:
  3303. return this._gl.HALF_FLOAT_OES;
  3304. case Constants.TEXTURETYPE_UNSIGNED_BYTE:
  3305. return this._gl.UNSIGNED_BYTE;
  3306. case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  3307. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  3308. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  3309. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  3310. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  3311. return this._gl.UNSIGNED_SHORT_5_6_5;
  3312. }
  3313. return this._gl.UNSIGNED_BYTE;
  3314. }
  3315. switch (type) {
  3316. case Constants.TEXTURETYPE_BYTE:
  3317. return this._gl.BYTE;
  3318. case Constants.TEXTURETYPE_UNSIGNED_BYTE:
  3319. return this._gl.UNSIGNED_BYTE;
  3320. case Constants.TEXTURETYPE_SHORT:
  3321. return this._gl.SHORT;
  3322. case Constants.TEXTURETYPE_UNSIGNED_SHORT:
  3323. return this._gl.UNSIGNED_SHORT;
  3324. case Constants.TEXTURETYPE_INT:
  3325. return this._gl.INT;
  3326. case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  3327. return this._gl.UNSIGNED_INT;
  3328. case Constants.TEXTURETYPE_FLOAT:
  3329. return this._gl.FLOAT;
  3330. case Constants.TEXTURETYPE_HALF_FLOAT:
  3331. return this._gl.HALF_FLOAT;
  3332. case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  3333. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  3334. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  3335. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  3336. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  3337. return this._gl.UNSIGNED_SHORT_5_6_5;
  3338. case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  3339. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  3340. case Constants.TEXTURETYPE_UNSIGNED_INT_24_8:
  3341. return this._gl.UNSIGNED_INT_24_8;
  3342. case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  3343. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  3344. case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  3345. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  3346. case Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  3347. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  3348. }
  3349. return this._gl.UNSIGNED_BYTE;
  3350. }
  3351. /** @hidden */
  3352. public _getInternalFormat(format: number): number {
  3353. var internalFormat = this._gl.RGBA;
  3354. switch (format) {
  3355. case Constants.TEXTUREFORMAT_ALPHA:
  3356. internalFormat = this._gl.ALPHA;
  3357. break;
  3358. case Constants.TEXTUREFORMAT_LUMINANCE:
  3359. internalFormat = this._gl.LUMINANCE;
  3360. break;
  3361. case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
  3362. internalFormat = this._gl.LUMINANCE_ALPHA;
  3363. break;
  3364. case Constants.TEXTUREFORMAT_RED:
  3365. internalFormat = this._gl.RED;
  3366. break;
  3367. case Constants.TEXTUREFORMAT_RG:
  3368. internalFormat = this._gl.RG;
  3369. break;
  3370. case Constants.TEXTUREFORMAT_RGB:
  3371. internalFormat = this._gl.RGB;
  3372. break;
  3373. case Constants.TEXTUREFORMAT_RGBA:
  3374. internalFormat = this._gl.RGBA;
  3375. break;
  3376. }
  3377. if (this._webGLVersion > 1) {
  3378. switch (format) {
  3379. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3380. internalFormat = this._gl.RED_INTEGER;
  3381. break;
  3382. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3383. internalFormat = this._gl.RG_INTEGER;
  3384. break;
  3385. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3386. internalFormat = this._gl.RGB_INTEGER;
  3387. break;
  3388. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3389. internalFormat = this._gl.RGBA_INTEGER;
  3390. break;
  3391. }
  3392. }
  3393. return internalFormat;
  3394. }
  3395. /** @hidden */
  3396. public _getRGBABufferInternalSizedFormat(type: number, format?: number): number {
  3397. if (this._webGLVersion === 1) {
  3398. if (format !== undefined) {
  3399. switch (format) {
  3400. case Constants.TEXTUREFORMAT_ALPHA:
  3401. return this._gl.ALPHA;
  3402. case Constants.TEXTUREFORMAT_LUMINANCE:
  3403. return this._gl.LUMINANCE;
  3404. case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
  3405. return this._gl.LUMINANCE_ALPHA;
  3406. case Constants.TEXTUREFORMAT_RGB:
  3407. return this._gl.RGB;
  3408. }
  3409. }
  3410. return this._gl.RGBA;
  3411. }
  3412. switch (type) {
  3413. case Constants.TEXTURETYPE_BYTE:
  3414. switch (format) {
  3415. case Constants.TEXTUREFORMAT_RED:
  3416. return this._gl.R8_SNORM;
  3417. case Constants.TEXTUREFORMAT_RG:
  3418. return this._gl.RG8_SNORM;
  3419. case Constants.TEXTUREFORMAT_RGB:
  3420. return this._gl.RGB8_SNORM;
  3421. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3422. return this._gl.R8I;
  3423. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3424. return this._gl.RG8I;
  3425. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3426. return this._gl.RGB8I;
  3427. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3428. return this._gl.RGBA8I;
  3429. default:
  3430. return this._gl.RGBA8_SNORM;
  3431. }
  3432. case Constants.TEXTURETYPE_UNSIGNED_BYTE:
  3433. switch (format) {
  3434. case Constants.TEXTUREFORMAT_RED:
  3435. return this._gl.R8;
  3436. case Constants.TEXTUREFORMAT_RG:
  3437. return this._gl.RG8;
  3438. case Constants.TEXTUREFORMAT_RGB:
  3439. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  3440. case Constants.TEXTUREFORMAT_RGBA:
  3441. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  3442. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3443. return this._gl.R8UI;
  3444. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3445. return this._gl.RG8UI;
  3446. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3447. return this._gl.RGB8UI;
  3448. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3449. return this._gl.RGBA8UI;
  3450. case Constants.TEXTUREFORMAT_ALPHA:
  3451. return this._gl.ALPHA;
  3452. case Constants.TEXTUREFORMAT_LUMINANCE:
  3453. return this._gl.LUMINANCE;
  3454. case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
  3455. return this._gl.LUMINANCE_ALPHA;
  3456. default:
  3457. return this._gl.RGBA8;
  3458. }
  3459. case Constants.TEXTURETYPE_SHORT:
  3460. switch (format) {
  3461. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3462. return this._gl.R16I;
  3463. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3464. return this._gl.RG16I;
  3465. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3466. return this._gl.RGB16I;
  3467. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3468. return this._gl.RGBA16I;
  3469. default:
  3470. return this._gl.RGBA16I;
  3471. }
  3472. case Constants.TEXTURETYPE_UNSIGNED_SHORT:
  3473. switch (format) {
  3474. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3475. return this._gl.R16UI;
  3476. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3477. return this._gl.RG16UI;
  3478. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3479. return this._gl.RGB16UI;
  3480. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3481. return this._gl.RGBA16UI;
  3482. default:
  3483. return this._gl.RGBA16UI;
  3484. }
  3485. case Constants.TEXTURETYPE_INT:
  3486. switch (format) {
  3487. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3488. return this._gl.R32I;
  3489. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3490. return this._gl.RG32I;
  3491. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3492. return this._gl.RGB32I;
  3493. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3494. return this._gl.RGBA32I;
  3495. default:
  3496. return this._gl.RGBA32I;
  3497. }
  3498. case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  3499. switch (format) {
  3500. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3501. return this._gl.R32UI;
  3502. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3503. return this._gl.RG32UI;
  3504. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3505. return this._gl.RGB32UI;
  3506. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3507. return this._gl.RGBA32UI;
  3508. default:
  3509. return this._gl.RGBA32UI;
  3510. }
  3511. case Constants.TEXTURETYPE_FLOAT:
  3512. switch (format) {
  3513. case Constants.TEXTUREFORMAT_RED:
  3514. return this._gl.R32F; // By default. Other possibility is R16F.
  3515. case Constants.TEXTUREFORMAT_RG:
  3516. return this._gl.RG32F; // By default. Other possibility is RG16F.
  3517. case Constants.TEXTUREFORMAT_RGB:
  3518. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  3519. case Constants.TEXTUREFORMAT_RGBA:
  3520. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  3521. default:
  3522. return this._gl.RGBA32F;
  3523. }
  3524. case Constants.TEXTURETYPE_HALF_FLOAT:
  3525. switch (format) {
  3526. case Constants.TEXTUREFORMAT_RED:
  3527. return this._gl.R16F;
  3528. case Constants.TEXTUREFORMAT_RG:
  3529. return this._gl.RG16F;
  3530. case Constants.TEXTUREFORMAT_RGB:
  3531. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  3532. case Constants.TEXTUREFORMAT_RGBA:
  3533. return this._gl.RGBA16F;
  3534. default:
  3535. return this._gl.RGBA16F;
  3536. }
  3537. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  3538. return this._gl.RGB565;
  3539. case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  3540. return this._gl.R11F_G11F_B10F;
  3541. case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  3542. return this._gl.RGB9_E5;
  3543. case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  3544. return this._gl.RGBA4;
  3545. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  3546. return this._gl.RGB5_A1;
  3547. case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  3548. switch (format) {
  3549. case Constants.TEXTUREFORMAT_RGBA:
  3550. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  3551. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3552. return this._gl.RGB10_A2UI;
  3553. default:
  3554. return this._gl.RGB10_A2;
  3555. }
  3556. }
  3557. return this._gl.RGBA8;
  3558. }
  3559. /** @hidden */
  3560. public _getRGBAMultiSampleBufferFormat(type: number): number {
  3561. if (type === Constants.TEXTURETYPE_FLOAT) {
  3562. return this._gl.RGBA32F;
  3563. }
  3564. else if (type === Constants.TEXTURETYPE_HALF_FLOAT) {
  3565. return this._gl.RGBA16F;
  3566. }
  3567. return this._gl.RGBA8;
  3568. }
  3569. /** @hidden */
  3570. public _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void,
  3571. offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest {
  3572. let request = ThinEngine._FileToolsLoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  3573. this._activeRequests.push(request);
  3574. request.onCompleteObservable.add((request) => {
  3575. this._activeRequests.splice(this._activeRequests.indexOf(request), 1);
  3576. });
  3577. return request;
  3578. }
  3579. /**
  3580. * Loads a file from a url
  3581. * @param url url to load
  3582. * @param onSuccess callback called when the file successfully loads
  3583. * @param onProgress callback called while file is loading (if the server supports this mode)
  3584. * @param offlineProvider defines the offline provider for caching
  3585. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  3586. * @param onError callback called when the file fails to load
  3587. * @returns a file request object
  3588. * @hidden
  3589. */
  3590. public static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest {
  3591. throw _DevTools.WarnImport("FileTools");
  3592. }
  3593. /**
  3594. * Reads pixels from the current frame buffer. Please note that this function can be slow
  3595. * @param x defines the x coordinate of the rectangle where pixels must be read
  3596. * @param y defines the y coordinate of the rectangle where pixels must be read
  3597. * @param width defines the width of the rectangle where pixels must be read
  3598. * @param height defines the height of the rectangle where pixels must be read
  3599. * @param hasAlpha defines wether the output should have alpha or not (defaults to true)
  3600. * @returns a Uint8Array containing RGBA colors
  3601. */
  3602. public readPixels(x: number, y: number, width: number, height: number, hasAlpha = true): Uint8Array {
  3603. const numChannels = hasAlpha ? 4 : 3;
  3604. const format = hasAlpha ? this._gl.RGBA : this._gl.RGB;
  3605. const data = new Uint8Array(height * width * numChannels);
  3606. this._gl.readPixels(x, y, width, height, format, this._gl.UNSIGNED_BYTE, data);
  3607. return data;
  3608. }
  3609. // Statics
  3610. private static _isSupported: Nullable<boolean> = null;
  3611. /**
  3612. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  3613. * @returns true if the engine can be created
  3614. * @ignorenaming
  3615. */
  3616. public static isSupported(): boolean {
  3617. if (this._isSupported === null) {
  3618. try {
  3619. var tempcanvas = CanvasGenerator.CreateCanvas(1, 1);
  3620. var gl = tempcanvas.getContext("webgl") || (tempcanvas as any).getContext("experimental-webgl");
  3621. this._isSupported = gl != null && !!window.WebGLRenderingContext;
  3622. } catch (e) {
  3623. this._isSupported = false;
  3624. }
  3625. }
  3626. return this._isSupported;
  3627. }
  3628. /**
  3629. * Find the next highest power of two.
  3630. * @param x Number to start search from.
  3631. * @return Next highest power of two.
  3632. */
  3633. public static CeilingPOT(x: number): number {
  3634. x--;
  3635. x |= x >> 1;
  3636. x |= x >> 2;
  3637. x |= x >> 4;
  3638. x |= x >> 8;
  3639. x |= x >> 16;
  3640. x++;
  3641. return x;
  3642. }
  3643. /**
  3644. * Find the next lowest power of two.
  3645. * @param x Number to start search from.
  3646. * @return Next lowest power of two.
  3647. */
  3648. public static FloorPOT(x: number): number {
  3649. x = x | (x >> 1);
  3650. x = x | (x >> 2);
  3651. x = x | (x >> 4);
  3652. x = x | (x >> 8);
  3653. x = x | (x >> 16);
  3654. return x - (x >> 1);
  3655. }
  3656. /**
  3657. * Find the nearest power of two.
  3658. * @param x Number to start search from.
  3659. * @return Next nearest power of two.
  3660. */
  3661. public static NearestPOT(x: number): number {
  3662. var c = ThinEngine.CeilingPOT(x);
  3663. var f = ThinEngine.FloorPOT(x);
  3664. return (c - x) > (x - f) ? f : c;
  3665. }
  3666. /**
  3667. * Get the closest exponent of two
  3668. * @param value defines the value to approximate
  3669. * @param max defines the maximum value to return
  3670. * @param mode defines how to define the closest value
  3671. * @returns closest exponent of two of the given value
  3672. */
  3673. public static GetExponentOfTwo(value: number, max: number, mode = Constants.SCALEMODE_NEAREST): number {
  3674. let pot;
  3675. switch (mode) {
  3676. case Constants.SCALEMODE_FLOOR:
  3677. pot = ThinEngine.FloorPOT(value);
  3678. break;
  3679. case Constants.SCALEMODE_NEAREST:
  3680. pot = ThinEngine.NearestPOT(value);
  3681. break;
  3682. case Constants.SCALEMODE_CEILING:
  3683. default:
  3684. pot = ThinEngine.CeilingPOT(value);
  3685. break;
  3686. }
  3687. return Math.min(pot, max);
  3688. }
  3689. /**
  3690. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  3691. * @param func - the function to be called
  3692. * @param requester - the object that will request the next frame. Falls back to window.
  3693. * @returns frame number
  3694. */
  3695. public static QueueNewFrame(func: () => void, requester?: any): number {
  3696. if (!DomManagement.IsWindowObjectExist()) {
  3697. if (typeof requestAnimationFrame !== "undefined") {
  3698. return requestAnimationFrame(func);
  3699. }
  3700. return setTimeout(func, 16);
  3701. }
  3702. if (!requester) {
  3703. requester = window;
  3704. }
  3705. if (requester.requestAnimationFrame) {
  3706. return requester.requestAnimationFrame(func);
  3707. }
  3708. else if (requester.msRequestAnimationFrame) {
  3709. return requester.msRequestAnimationFrame(func);
  3710. }
  3711. else if (requester.webkitRequestAnimationFrame) {
  3712. return requester.webkitRequestAnimationFrame(func);
  3713. }
  3714. else if (requester.mozRequestAnimationFrame) {
  3715. return requester.mozRequestAnimationFrame(func);
  3716. }
  3717. else if (requester.oRequestAnimationFrame) {
  3718. return requester.oRequestAnimationFrame(func);
  3719. }
  3720. else {
  3721. return window.setTimeout(func, 16);
  3722. }
  3723. }
  3724. /**
  3725. * Gets host document
  3726. * @returns the host document object
  3727. */
  3728. public getHostDocument(): Nullable<Document> {
  3729. if (this._renderingCanvas && this._renderingCanvas.ownerDocument) {
  3730. return this._renderingCanvas.ownerDocument;
  3731. }
  3732. return document;
  3733. }
  3734. }