babylon.engine.ts 73 KB

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  1. module BABYLON {
  2. export class _DepthCullingState {
  3. private _isDepthTestDirty = false;
  4. private _isDepthMaskDirty = false;
  5. private _isDepthFuncDirty = false;
  6. private _isCullFaceDirty = false;
  7. private _isCullDirty = false;
  8. private _depthTest: boolean;
  9. private _depthMask: boolean;
  10. private _depthFunc: number;
  11. private _cull: boolean;
  12. private _cullFace: number;
  13. public get isDirty(): boolean {
  14. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty;
  15. }
  16. public get cullFace(): number {
  17. return this._cullFace;
  18. }
  19. public set cullFace(value: number) {
  20. if (this._cullFace === value) {
  21. return;
  22. }
  23. this._cullFace = value;
  24. this._isCullFaceDirty = true;
  25. }
  26. public get cull() {
  27. return this._cull;
  28. }
  29. public set cull(value: boolean) {
  30. if (this._cull === value) {
  31. return;
  32. }
  33. this._cull = value;
  34. this._isCullDirty = true;
  35. }
  36. public get depthFunc(): number {
  37. return this._depthFunc;
  38. }
  39. public set depthFunc(value: number) {
  40. if (this._depthFunc === value) {
  41. return;
  42. }
  43. this._depthFunc = value;
  44. this._isDepthFuncDirty = true;
  45. }
  46. public get depthMask(): boolean {
  47. return this._depthMask;
  48. }
  49. public set depthMask(value: boolean) {
  50. if (this._depthMask === value) {
  51. return;
  52. }
  53. this._depthMask = value;
  54. this._isDepthMaskDirty = true;
  55. }
  56. public get depthTest(): boolean {
  57. return this._depthTest;
  58. }
  59. public set depthTest(value: boolean) {
  60. if (this._depthTest === value) {
  61. return;
  62. }
  63. this._depthTest = value;
  64. this._isDepthTestDirty = true;
  65. }
  66. public reset() {
  67. this._depthMask = true;
  68. this._depthTest = true;
  69. this._depthFunc = null;
  70. this._cull = null;
  71. this._cullFace = null;
  72. this._isDepthTestDirty = true;
  73. this._isDepthMaskDirty = true;
  74. this._isDepthFuncDirty = false;
  75. this._isCullFaceDirty = false;
  76. this._isCullDirty = false;
  77. }
  78. public apply(gl: WebGLRenderingContext) {
  79. if (!this.isDirty) {
  80. return;
  81. }
  82. // Cull
  83. if (this._isCullDirty) {
  84. if (this.cull === true) {
  85. gl.enable(gl.CULL_FACE);
  86. } else if (this.cull === false) {
  87. gl.disable(gl.CULL_FACE);
  88. }
  89. this._isCullDirty = false;
  90. }
  91. // Cull face
  92. if (this._isCullFaceDirty) {
  93. gl.cullFace(this.cullFace);
  94. this._isCullFaceDirty = false;
  95. }
  96. // Depth mask
  97. if (this._isDepthMaskDirty) {
  98. gl.depthMask(this.depthMask);
  99. this._isDepthMaskDirty = false;
  100. }
  101. // Depth test
  102. if (this._isDepthTestDirty) {
  103. if (this.depthTest === true) {
  104. gl.enable(gl.DEPTH_TEST);
  105. } else if (this.depthTest === false) {
  106. gl.disable(gl.DEPTH_TEST);
  107. }
  108. this._isDepthTestDirty = false;
  109. }
  110. // Depth func
  111. if (this._isDepthFuncDirty) {
  112. gl.depthFunc(this.depthFunc);
  113. this._isDepthFuncDirty = false;
  114. }
  115. }
  116. }
  117. export class _AlphaState {
  118. private _isAlphaBlendDirty = false;
  119. private _isBlendFunctionParametersDirty = false;
  120. private _alphaBlend = false;
  121. private _blendFunctionParameters = new Array<number>(4);
  122. public get isDirty(): boolean {
  123. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  124. }
  125. public get alphaBlend(): boolean {
  126. return this._alphaBlend;
  127. }
  128. public set alphaBlend(value: boolean) {
  129. if (this._alphaBlend === value) {
  130. return;
  131. }
  132. this._alphaBlend = value;
  133. this._isAlphaBlendDirty = true;
  134. }
  135. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void {
  136. if (
  137. this._blendFunctionParameters[0] === value0 &&
  138. this._blendFunctionParameters[1] === value1 &&
  139. this._blendFunctionParameters[2] === value2 &&
  140. this._blendFunctionParameters[3] === value3
  141. ) {
  142. return;
  143. }
  144. this._blendFunctionParameters[0] = value0;
  145. this._blendFunctionParameters[1] = value1;
  146. this._blendFunctionParameters[2] = value2;
  147. this._blendFunctionParameters[3] = value3;
  148. this._isBlendFunctionParametersDirty = true;
  149. }
  150. public reset() {
  151. this._alphaBlend = false;
  152. this._blendFunctionParameters[0] = null;
  153. this._blendFunctionParameters[1] = null;
  154. this._blendFunctionParameters[2] = null;
  155. this._blendFunctionParameters[3] = null;
  156. this._isAlphaBlendDirty = true;
  157. this._isBlendFunctionParametersDirty = false;
  158. }
  159. public apply(gl: WebGLRenderingContext) {
  160. if (!this.isDirty) {
  161. return;
  162. }
  163. // Alpha blend
  164. if (this._isAlphaBlendDirty) {
  165. if (this._alphaBlend === true) {
  166. gl.enable(gl.BLEND);
  167. } else if (this._alphaBlend === false) {
  168. gl.disable(gl.BLEND);
  169. }
  170. this._isAlphaBlendDirty = false;
  171. }
  172. // Alpha function
  173. if (this._isBlendFunctionParametersDirty) {
  174. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  175. this._isBlendFunctionParametersDirty = false;
  176. }
  177. }
  178. }
  179. var compileShader = (gl: WebGLRenderingContext, source: string, type: string, defines: string): WebGLShader => {
  180. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  181. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  182. gl.compileShader(shader);
  183. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  184. throw new Error(gl.getShaderInfoLog(shader));
  185. }
  186. return shader;
  187. };
  188. var getSamplingParameters = (samplingMode: number, generateMipMaps: boolean, gl: WebGLRenderingContext): { min: number; mag: number } => {
  189. var magFilter = gl.NEAREST;
  190. var minFilter = gl.NEAREST;
  191. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  192. magFilter = gl.LINEAR;
  193. if (generateMipMaps) {
  194. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  195. } else {
  196. minFilter = gl.LINEAR;
  197. }
  198. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  199. magFilter = gl.LINEAR;
  200. if (generateMipMaps) {
  201. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  202. } else {
  203. minFilter = gl.LINEAR;
  204. }
  205. } else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  206. magFilter = gl.NEAREST;
  207. if (generateMipMaps) {
  208. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  209. } else {
  210. minFilter = gl.NEAREST;
  211. }
  212. }
  213. return {
  214. min: minFilter,
  215. mag: magFilter
  216. }
  217. }
  218. var prepareWebGLTexture = (texture: WebGLTexture, gl: WebGLRenderingContext, scene: Scene, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean,
  219. processFunction: (width: number, height: number) => void, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) => {
  220. var engine = scene.getEngine();
  221. var potWidth = Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  222. var potHeight = Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  223. gl.bindTexture(gl.TEXTURE_2D, texture);
  224. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  225. processFunction(potWidth, potHeight);
  226. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  227. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  228. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  229. if (!noMipmap && !isCompressed) {
  230. gl.generateMipmap(gl.TEXTURE_2D);
  231. }
  232. gl.bindTexture(gl.TEXTURE_2D, null);
  233. engine._activeTexturesCache = [];
  234. texture._baseWidth = width;
  235. texture._baseHeight = height;
  236. texture._width = potWidth;
  237. texture._height = potHeight;
  238. texture.isReady = true;
  239. scene._removePendingData(texture);
  240. };
  241. var partialLoad = (url: string, index: number, loadedImages: any, scene,
  242. onfinish: (images: HTMLImageElement[]) => void) => {
  243. var img: HTMLImageElement;
  244. var onload = () => {
  245. loadedImages[index] = img;
  246. loadedImages._internalCount++;
  247. scene._removePendingData(img);
  248. if (loadedImages._internalCount == 6) {
  249. onfinish(loadedImages);
  250. }
  251. };
  252. var onerror = () => {
  253. scene._removePendingData(img);
  254. };
  255. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  256. scene._addPendingData(img);
  257. }
  258. var cascadeLoad = (rootUrl: string, scene,
  259. onfinish: (images: HTMLImageElement[]) => void, extensions: string[]) => {
  260. var loadedImages:any = [];
  261. loadedImages._internalCount = 0;
  262. for (var index = 0; index < 6; index++) {
  263. partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
  264. }
  265. };
  266. export class EngineCapabilities {
  267. public maxTexturesImageUnits: number;
  268. public maxTextureSize: number;
  269. public maxCubemapTextureSize: number;
  270. public maxRenderTextureSize: number;
  271. public standardDerivatives: boolean;
  272. public s3tc;
  273. public textureFloat: boolean;
  274. public textureAnisotropicFilterExtension;
  275. public maxAnisotropy: number;
  276. public instancedArrays;
  277. }
  278. export class Engine {
  279. // Const statics
  280. private static _ALPHA_DISABLE = 0;
  281. private static _ALPHA_ADD = 1;
  282. private static _ALPHA_COMBINE = 2;
  283. private static _DELAYLOADSTATE_NONE = 0;
  284. private static _DELAYLOADSTATE_LOADED = 1;
  285. private static _DELAYLOADSTATE_LOADING = 2;
  286. private static _DELAYLOADSTATE_NOTLOADED = 4;
  287. public static get ALPHA_DISABLE(): number {
  288. return Engine._ALPHA_DISABLE;
  289. }
  290. public static get ALPHA_ADD(): number {
  291. return Engine._ALPHA_ADD;
  292. }
  293. public static get ALPHA_COMBINE(): number {
  294. return Engine._ALPHA_COMBINE;
  295. }
  296. public static get DELAYLOADSTATE_NONE(): number {
  297. return Engine._DELAYLOADSTATE_NONE;
  298. }
  299. public static get DELAYLOADSTATE_LOADED(): number {
  300. return Engine._DELAYLOADSTATE_LOADED;
  301. }
  302. public static get DELAYLOADSTATE_LOADING(): number {
  303. return Engine._DELAYLOADSTATE_LOADING;
  304. }
  305. public static get DELAYLOADSTATE_NOTLOADED(): number {
  306. return Engine._DELAYLOADSTATE_NOTLOADED;
  307. }
  308. public static get Version(): string {
  309. return "1.14.0";
  310. }
  311. // Updatable statics so stick with vars here
  312. public static Epsilon = 0.001;
  313. public static CollisionsEpsilon = 0.001;
  314. public static ShadersRepository = "Babylon/Shaders/";
  315. // Public members
  316. public isFullscreen = false;
  317. public isPointerLock = false;
  318. public forceWireframe = false;
  319. public cullBackFaces = true;
  320. public renderEvenInBackground = true;
  321. public scenes = new Array<Scene>();
  322. // Private Members
  323. private _gl: WebGLRenderingContext;
  324. private _renderingCanvas: HTMLCanvasElement;
  325. private _windowIsBackground = false;
  326. private _onBlur: () => void;
  327. private _onFocus: () => void;
  328. private _onFullscreenChange: () => void;
  329. private _onPointerLockChange: () => void;
  330. private _hardwareScalingLevel: number;
  331. private _caps: EngineCapabilities;
  332. private _pointerLockRequested: boolean;
  333. private _alphaTest: boolean;
  334. private _runningLoop = false;
  335. private _renderFunction: () => void;
  336. private _resizeLoadingUI: () => void;
  337. private _loadingDiv: HTMLDivElement;
  338. private _loadingTextDiv: HTMLDivElement;
  339. private _loadingDivBackgroundColor = "black";
  340. // States
  341. private _depthCullingState = new _DepthCullingState();
  342. private _alphaState = new _AlphaState();
  343. // Cache
  344. private _loadedTexturesCache = new Array<WebGLTexture>();
  345. public _activeTexturesCache = new Array<BaseTexture>();
  346. private _currentEffect: Effect;
  347. private _compiledEffects = {};
  348. private _vertexAttribArrays: boolean[];
  349. private _cachedViewport: Viewport;
  350. private _cachedVertexBuffers: any;
  351. private _cachedIndexBuffer: WebGLBuffer;
  352. private _cachedEffectForVertexBuffers: Effect;
  353. private _currentRenderTarget: WebGLTexture;
  354. private _canvasClientRect: ClientRect;
  355. private _workingCanvas: HTMLCanvasElement;
  356. private _workingContext: CanvasRenderingContext2D;
  357. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?) {
  358. this._renderingCanvas = canvas;
  359. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  360. options = options || {};
  361. options.antialias = antialias;
  362. // GL
  363. try {
  364. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  365. } catch (e) {
  366. throw new Error("WebGL not supported");
  367. }
  368. if (!this._gl) {
  369. throw new Error("WebGL not supported");
  370. }
  371. this._onBlur = () => {
  372. this._windowIsBackground = true;
  373. };
  374. this._onFocus = () => {
  375. this._windowIsBackground = false;
  376. };
  377. window.addEventListener("blur", this._onBlur);
  378. window.addEventListener("focus", this._onFocus);
  379. // Textures
  380. this._workingCanvas = document.createElement("canvas");
  381. this._workingContext = this._workingCanvas.getContext("2d");
  382. // Viewport
  383. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  384. this.resize();
  385. // Caps
  386. this._caps = new EngineCapabilities();
  387. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  388. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  389. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  390. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  391. // Extensions
  392. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  393. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  394. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  395. this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic');
  396. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  397. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  398. // Depth buffer
  399. this.setDepthBuffer(true);
  400. this.setDepthFunctionToLessOrEqual();
  401. this.setDepthWrite(true);
  402. // Fullscreen
  403. this._onFullscreenChange = () => {
  404. if (document.fullscreen !== undefined) {
  405. this.isFullscreen = document.fullscreen;
  406. } else if (document.mozFullScreen !== undefined) {
  407. this.isFullscreen = document.mozFullScreen;
  408. } else if (document.webkitIsFullScreen !== undefined) {
  409. this.isFullscreen = document.webkitIsFullScreen;
  410. } else if (document.msIsFullScreen !== undefined) {
  411. this.isFullscreen = document.msIsFullScreen;
  412. }
  413. // Pointer lock
  414. if (this.isFullscreen && this._pointerLockRequested) {
  415. canvas.requestPointerLock = canvas.requestPointerLock ||
  416. canvas.msRequestPointerLock ||
  417. canvas.mozRequestPointerLock ||
  418. canvas.webkitRequestPointerLock;
  419. if (canvas.requestPointerLock) {
  420. canvas.requestPointerLock();
  421. }
  422. }
  423. };
  424. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  425. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  426. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  427. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  428. // Pointer lock
  429. this._onPointerLockChange = () => {
  430. this.isPointerLock = (document.mozPointerLockElement === canvas ||
  431. document.webkitPointerLockElement === canvas ||
  432. document.msPointerLockElement === canvas ||
  433. document.pointerLockElement === canvas
  434. );
  435. };
  436. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  437. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  438. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  439. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  440. }
  441. public getAspectRatio(camera: Camera): number {
  442. var viewport = camera.viewport;
  443. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  444. }
  445. public getRenderWidth(): number {
  446. if (this._currentRenderTarget) {
  447. return this._currentRenderTarget._width;
  448. }
  449. return this._renderingCanvas.width;
  450. }
  451. public getRenderHeight(): number {
  452. if (this._currentRenderTarget) {
  453. return this._currentRenderTarget._height;
  454. }
  455. return this._renderingCanvas.height;
  456. }
  457. public getRenderingCanvas(): HTMLCanvasElement {
  458. return this._renderingCanvas;
  459. }
  460. public getRenderingCanvasClientRect(): ClientRect {
  461. return this._renderingCanvas.getBoundingClientRect();
  462. }
  463. public setHardwareScalingLevel(level: number): void {
  464. this._hardwareScalingLevel = level;
  465. this.resize();
  466. }
  467. public getHardwareScalingLevel(): number {
  468. return this._hardwareScalingLevel;
  469. }
  470. public getLoadedTexturesCache(): WebGLTexture[] {
  471. return this._loadedTexturesCache;
  472. }
  473. public getCaps(): EngineCapabilities {
  474. return this._caps;
  475. }
  476. // Methods
  477. public setDepthFunctionToGreater(): void {
  478. this._depthCullingState.depthFunc = this._gl.GREATER;
  479. }
  480. public setDepthFunctionToGreaterOrEqual(): void {
  481. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  482. }
  483. public setDepthFunctionToLess(): void {
  484. this._depthCullingState.depthFunc = this._gl.LESS;
  485. }
  486. public setDepthFunctionToLessOrEqual(): void {
  487. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  488. }
  489. public stopRenderLoop(): void {
  490. this._renderFunction = null;
  491. this._runningLoop = false;
  492. }
  493. public _renderLoop(): void {
  494. var shouldRender = true;
  495. if (!this.renderEvenInBackground && this._windowIsBackground) {
  496. shouldRender = false;
  497. }
  498. if (shouldRender) {
  499. // Start new frame
  500. this.beginFrame();
  501. if (this._renderFunction) {
  502. this._renderFunction();
  503. }
  504. // Present
  505. this.endFrame();
  506. }
  507. if (this._runningLoop) {
  508. // Register new frame
  509. BABYLON.Tools.QueueNewFrame(() => {
  510. this._renderLoop();
  511. });
  512. }
  513. }
  514. public runRenderLoop(renderFunction: () => void): void {
  515. this._runningLoop = true;
  516. this._renderFunction = renderFunction;
  517. BABYLON.Tools.QueueNewFrame(() => {
  518. this._renderLoop();
  519. });
  520. }
  521. public switchFullscreen(requestPointerLock: boolean): void {
  522. if (this.isFullscreen) {
  523. BABYLON.Tools.ExitFullscreen();
  524. } else {
  525. this._pointerLockRequested = requestPointerLock;
  526. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  527. }
  528. }
  529. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void {
  530. this.applyStates();
  531. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  532. if (this._depthCullingState.depthMask) {
  533. this._gl.clearDepth(1.0);
  534. }
  535. var mode = 0;
  536. if (backBuffer)
  537. mode |= this._gl.COLOR_BUFFER_BIT;
  538. if (depthStencil && this._depthCullingState.depthMask)
  539. mode |= this._gl.DEPTH_BUFFER_BIT;
  540. this._gl.clear(mode);
  541. }
  542. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void {
  543. var width = requiredWidth || this._renderingCanvas.width;
  544. var height = requiredHeight || this._renderingCanvas.height;
  545. var x = viewport.x || 0;
  546. var y = viewport.y || 0;
  547. this._cachedViewport = viewport;
  548. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  549. }
  550. public setDirectViewport(x: number, y: number, width: number, height: number): void {
  551. this._cachedViewport = null;
  552. this._gl.viewport(x, y, width, height);
  553. }
  554. public beginFrame(): void {
  555. BABYLON.Tools._MeasureFps();
  556. }
  557. public endFrame(): void {
  558. this.flushFramebuffer();
  559. }
  560. public resize(): void {
  561. this._renderingCanvas.width = this._renderingCanvas.clientWidth / this._hardwareScalingLevel;
  562. this._renderingCanvas.height = this._renderingCanvas.clientHeight / this._hardwareScalingLevel;
  563. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  564. }
  565. public bindFramebuffer(texture: WebGLTexture): void {
  566. this._currentRenderTarget = texture;
  567. var gl = this._gl;
  568. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  569. this._gl.viewport(0, 0, texture._width, texture._height);
  570. this.wipeCaches();
  571. }
  572. public unBindFramebuffer(texture: WebGLTexture): void {
  573. this._currentRenderTarget = null;
  574. if (texture.generateMipMaps) {
  575. var gl = this._gl;
  576. gl.bindTexture(gl.TEXTURE_2D, texture);
  577. gl.generateMipmap(gl.TEXTURE_2D);
  578. gl.bindTexture(gl.TEXTURE_2D, null);
  579. }
  580. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  581. }
  582. public flushFramebuffer(): void {
  583. this._gl.flush();
  584. }
  585. public restoreDefaultFramebuffer(): void {
  586. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  587. this.setViewport(this._cachedViewport);
  588. this.wipeCaches();
  589. }
  590. // VBOs
  591. private _resetVertexBufferBinding(): void {
  592. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  593. this._cachedVertexBuffers = null;
  594. }
  595. public createVertexBuffer(vertices: number[]): WebGLBuffer {
  596. var vbo = this._gl.createBuffer();
  597. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  598. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  599. this._resetVertexBufferBinding();
  600. vbo.references = 1;
  601. return vbo;
  602. }
  603. public createDynamicVertexBuffer(capacity: number): WebGLBuffer {
  604. var vbo = this._gl.createBuffer();
  605. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  606. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  607. this._resetVertexBufferBinding();
  608. vbo.references = 1;
  609. return vbo;
  610. }
  611. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, length?: number): void {
  612. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  613. //if (length && length != vertices.length) {
  614. // this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(vertices, 0, length));
  615. //} else {
  616. if (vertices instanceof Float32Array) {
  617. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, vertices);
  618. } else {
  619. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(vertices));
  620. }
  621. // }
  622. this._resetVertexBufferBinding();
  623. }
  624. private _resetIndexBufferBinding(): void {
  625. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  626. this._cachedIndexBuffer = null;
  627. }
  628. public createIndexBuffer(indices: number[]): WebGLBuffer {
  629. var vbo = this._gl.createBuffer();
  630. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  631. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), this._gl.STATIC_DRAW);
  632. this._resetIndexBufferBinding();
  633. vbo.references = 1;
  634. return vbo;
  635. }
  636. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
  637. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  638. this._cachedVertexBuffers = vertexBuffer;
  639. this._cachedEffectForVertexBuffers = effect;
  640. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  641. var offset = 0;
  642. for (var index = 0; index < vertexDeclaration.length; index++) {
  643. var order = effect.getAttributeLocation(index);
  644. if (order >= 0) {
  645. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  646. }
  647. offset += vertexDeclaration[index] * 4;
  648. }
  649. }
  650. if (this._cachedIndexBuffer !== indexBuffer) {
  651. this._cachedIndexBuffer = indexBuffer;
  652. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  653. }
  654. }
  655. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void {
  656. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  657. this._cachedVertexBuffers = vertexBuffers;
  658. this._cachedEffectForVertexBuffers = effect;
  659. var attributes = effect.getAttributesNames();
  660. for (var index = 0; index < attributes.length; index++) {
  661. var order = effect.getAttributeLocation(index);
  662. if (order >= 0) {
  663. var vertexBuffer = vertexBuffers[attributes[index]];
  664. if (!vertexBuffer) {
  665. continue;
  666. }
  667. var stride = vertexBuffer.getStrideSize();
  668. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  669. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  670. }
  671. }
  672. }
  673. if (this._cachedIndexBuffer !== indexBuffer) {
  674. this._cachedIndexBuffer = indexBuffer;
  675. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  676. }
  677. }
  678. public _releaseBuffer(buffer: WebGLBuffer): boolean {
  679. buffer.references--;
  680. if (buffer.references === 0) {
  681. this._gl.deleteBuffer(buffer);
  682. return true;
  683. }
  684. return false;
  685. }
  686. public createInstancesBuffer(capacity: number): WebGLBuffer {
  687. var buffer = this._gl.createBuffer();
  688. buffer.capacity = capacity;
  689. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  690. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  691. return buffer;
  692. }
  693. public deleteInstancesBuffer(buffer: WebGLBuffer): void {
  694. this._gl.deleteBuffer(buffer);
  695. }
  696. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void {
  697. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  698. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  699. for (var index = 0; index < 4; index++) {
  700. var offsetLocation = offsetLocations[index];
  701. this._gl.enableVertexAttribArray(offsetLocation);
  702. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  703. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  704. }
  705. }
  706. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void {
  707. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  708. for (var index = 0; index < 4; index++) {
  709. var offsetLocation = offsetLocations[index];
  710. this._gl.disableVertexAttribArray(offsetLocation);
  711. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  712. }
  713. }
  714. public applyStates() {
  715. this._depthCullingState.apply(this._gl);
  716. this._alphaState.apply(this._gl);
  717. }
  718. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {
  719. // Apply states
  720. this.applyStates();
  721. // Render
  722. if (instancesCount) {
  723. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, this._gl.UNSIGNED_SHORT, indexStart * 2, instancesCount);
  724. return;
  725. }
  726. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, this._gl.UNSIGNED_SHORT, indexStart * 2);
  727. }
  728. // Shaders
  729. public _releaseEffect(effect: Effect): void {
  730. if (this._compiledEffects[effect._key]) {
  731. delete this._compiledEffects[effect._key];
  732. if (effect.getProgram()) {
  733. this._gl.deleteProgram(effect.getProgram());
  734. }
  735. }
  736. }
  737. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks,
  738. onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect {
  739. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  740. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  741. var name = vertex + "+" + fragment + "@" + defines;
  742. if (this._compiledEffects[name]) {
  743. return this._compiledEffects[name];
  744. }
  745. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  746. effect._key = name;
  747. this._compiledEffects[name] = effect;
  748. return effect;
  749. }
  750. public createEffectForParticles(fragmentName: string, uniformsNames: string[]= [], samplers: string[]= [], defines = "", fallbacks?: EffectFallbacks,
  751. onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect {
  752. return this.createEffect(
  753. {
  754. vertex: "particles",
  755. fragmentElement: fragmentName
  756. },
  757. ["position", "color", "options"],
  758. ["view", "projection"].concat(uniformsNames),
  759. ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  760. }
  761. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram {
  762. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  763. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  764. var shaderProgram = this._gl.createProgram();
  765. this._gl.attachShader(shaderProgram, vertexShader);
  766. this._gl.attachShader(shaderProgram, fragmentShader);
  767. this._gl.linkProgram(shaderProgram);
  768. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  769. if (!linked) {
  770. var error = this._gl.getProgramInfoLog(shaderProgram);
  771. if (error) {
  772. throw new Error(error);
  773. }
  774. }
  775. this._gl.deleteShader(vertexShader);
  776. this._gl.deleteShader(fragmentShader);
  777. return shaderProgram;
  778. }
  779. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[] {
  780. var results = [];
  781. for (var index = 0; index < uniformsNames.length; index++) {
  782. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  783. }
  784. return results;
  785. }
  786. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[] {
  787. var results = [];
  788. for (var index = 0; index < attributesNames.length; index++) {
  789. try {
  790. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  791. } catch (e) {
  792. results.push(-1);
  793. }
  794. }
  795. return results;
  796. }
  797. public enableEffect(effect: Effect): void {
  798. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  799. return;
  800. }
  801. this._vertexAttribArrays = this._vertexAttribArrays || [];
  802. // Use program
  803. this._gl.useProgram(effect.getProgram());
  804. for (var i in this._vertexAttribArrays) {
  805. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  806. continue;
  807. }
  808. this._vertexAttribArrays[i] = false;
  809. this._gl.disableVertexAttribArray(i);
  810. }
  811. var attributesCount = effect.getAttributesCount();
  812. for (var index = 0; index < attributesCount; index++) {
  813. // Attributes
  814. var order = effect.getAttributeLocation(index);
  815. if (order >= 0) {
  816. this._vertexAttribArrays[order] = true;
  817. this._gl.enableVertexAttribArray(order);
  818. }
  819. }
  820. this._currentEffect = effect;
  821. }
  822. public setArray(uniform: WebGLUniformLocation, array: number[]): void {
  823. if (!uniform)
  824. return;
  825. this._gl.uniform1fv(uniform, array);
  826. }
  827. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void {
  828. if (!uniform)
  829. return;
  830. this._gl.uniformMatrix4fv(uniform, false, matrices);
  831. }
  832. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void {
  833. if (!uniform)
  834. return;
  835. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  836. }
  837. public setFloat(uniform: WebGLUniformLocation, value: number): void {
  838. if (!uniform)
  839. return;
  840. this._gl.uniform1f(uniform, value);
  841. }
  842. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void {
  843. if (!uniform)
  844. return;
  845. this._gl.uniform2f(uniform, x, y);
  846. }
  847. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void {
  848. if (!uniform)
  849. return;
  850. this._gl.uniform3f(uniform, x, y, z);
  851. }
  852. public setBool(uniform: WebGLUniformLocation, bool: number): void {
  853. if (!uniform)
  854. return;
  855. this._gl.uniform1i(uniform, bool);
  856. }
  857. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void {
  858. if (!uniform)
  859. return;
  860. this._gl.uniform4f(uniform, x, y, z, w);
  861. }
  862. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void {
  863. if (!uniform)
  864. return;
  865. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  866. }
  867. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void {
  868. if (!uniform)
  869. return;
  870. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  871. }
  872. // States
  873. public setState(culling: boolean, force?: boolean): void {
  874. // Culling
  875. if (this._depthCullingState.cull !== culling || force) {
  876. if (culling) {
  877. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  878. this._depthCullingState.cull = true;
  879. } else {
  880. this._depthCullingState.cull = false;
  881. }
  882. }
  883. }
  884. public setDepthBuffer(enable: boolean): void {
  885. this._depthCullingState.depthTest = enable;
  886. }
  887. public getDepthWrite(): boolean {
  888. return this._depthCullingState.depthMask;
  889. }
  890. public setDepthWrite(enable: boolean): void {
  891. this._depthCullingState.depthMask = enable;
  892. }
  893. public setColorWrite(enable: boolean): void {
  894. this._gl.colorMask(enable, enable, enable, enable);
  895. }
  896. public setAlphaMode(mode: number): void {
  897. switch (mode) {
  898. case BABYLON.Engine.ALPHA_DISABLE:
  899. this.setDepthWrite(true);
  900. this._alphaState.alphaBlend = false;
  901. break;
  902. case BABYLON.Engine.ALPHA_COMBINE:
  903. this.setDepthWrite(false);
  904. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  905. this._alphaState.alphaBlend = true;
  906. break;
  907. case BABYLON.Engine.ALPHA_ADD:
  908. this.setDepthWrite(false);
  909. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  910. this._alphaState.alphaBlend = true;
  911. break;
  912. }
  913. }
  914. public setAlphaTesting(enable: boolean): void {
  915. this._alphaTest = enable;
  916. }
  917. public getAlphaTesting(): boolean {
  918. return this._alphaTest;
  919. }
  920. // Textures
  921. public wipeCaches(): void {
  922. this._activeTexturesCache = [];
  923. this._currentEffect = null;
  924. this._depthCullingState.reset();
  925. this._alphaState.reset();
  926. this._cachedVertexBuffers = null;
  927. this._cachedIndexBuffer = null;
  928. this._cachedEffectForVertexBuffers = null;
  929. }
  930. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void {
  931. var gl = this._gl;
  932. gl.bindTexture(gl.TEXTURE_2D, texture);
  933. var magFilter = gl.NEAREST;
  934. var minFilter = gl.NEAREST;
  935. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  936. magFilter = gl.LINEAR;
  937. minFilter = gl.LINEAR;
  938. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  939. magFilter = gl.LINEAR;
  940. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  941. }
  942. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  943. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  944. gl.bindTexture(gl.TEXTURE_2D, null);
  945. }
  946. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, onLoad: () => void = null, onError: () => void = null, buffer: any = null): WebGLTexture {
  947. var texture = this._gl.createTexture();
  948. var extension: string;
  949. var fromData: any = false;
  950. if (url.substr(0, 5) === "data:") {
  951. fromData = true;
  952. }
  953. if (!fromData)
  954. extension = url.substr(url.length - 4, 4).toLowerCase();
  955. else {
  956. var oldUrl = url;
  957. fromData = oldUrl.split(':');
  958. url = oldUrl;
  959. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  960. }
  961. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  962. var isTGA = (extension === ".tga");
  963. scene._addPendingData(texture);
  964. texture.url = url;
  965. texture.noMipmap = noMipmap;
  966. texture.references = 1;
  967. this._loadedTexturesCache.push(texture);
  968. var onerror = () => {
  969. scene._removePendingData(texture);
  970. if (onError) {
  971. onError();
  972. }
  973. };
  974. if (isTGA) {
  975. var callback = (arrayBuffer) => {
  976. var data = new Uint8Array(arrayBuffer);
  977. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  978. prepareWebGLTexture(texture, this._gl, scene, header.width, header.height, invertY, noMipmap, false, () => {
  979. Internals.TGATools.UploadContent(this._gl, data);
  980. if (onLoad) {
  981. onLoad();
  982. }
  983. }, samplingMode);
  984. };
  985. if (!(fromData instanceof Array))
  986. BABYLON.Tools.LoadFile(url, arrayBuffer => {
  987. callback(arrayBuffer);
  988. }, onerror, scene.database, true);
  989. else
  990. callback(buffer);
  991. } else if (isDDS) {
  992. callback = (data) => {
  993. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  994. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) == 1);
  995. prepareWebGLTexture(texture, this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, () => {
  996. Internals.DDSTools.UploadDDSLevels(this._gl, this.getCaps().s3tc, data, info, loadMipmap, 1);
  997. if (onLoad) {
  998. onLoad();
  999. }
  1000. }, samplingMode);
  1001. };
  1002. if (!(fromData instanceof Array))
  1003. BABYLON.Tools.LoadFile(url, data => {
  1004. callback(data);
  1005. }, onerror, scene.database, true);
  1006. else
  1007. callback(buffer);
  1008. } else {
  1009. var onload = (img) => {
  1010. prepareWebGLTexture(texture, this._gl, scene, img.width, img.height, invertY, noMipmap, false, (potWidth, potHeight) => {
  1011. var isPot = (img.width == potWidth && img.height == potHeight);
  1012. if (!isPot) {
  1013. this._workingCanvas.width = potWidth;
  1014. this._workingCanvas.height = potHeight;
  1015. this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  1016. }
  1017. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, isPot ? img : this._workingCanvas);
  1018. if (onLoad) {
  1019. onLoad();
  1020. }
  1021. }, samplingMode);
  1022. };
  1023. if (!(fromData instanceof Array))
  1024. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  1025. else
  1026. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  1027. }
  1028. return texture;
  1029. }
  1030. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture {
  1031. var texture = this._gl.createTexture();
  1032. width = Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  1033. height = Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  1034. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1035. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  1036. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  1037. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  1038. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1039. this._activeTexturesCache = [];
  1040. texture._baseWidth = width;
  1041. texture._baseHeight = height;
  1042. texture._width = width;
  1043. texture._height = height;
  1044. texture.isReady = false;
  1045. texture.generateMipMaps = generateMipMaps;
  1046. texture.references = 1;
  1047. this._loadedTexturesCache.push(texture);
  1048. return texture;
  1049. }
  1050. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void {
  1051. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1052. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  1053. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  1054. if (texture.generateMipMaps) {
  1055. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1056. }
  1057. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1058. this._activeTexturesCache = [];
  1059. texture.isReady = true;
  1060. }
  1061. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void {
  1062. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1063. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
  1064. // Scale the video if it is a NPOT using the current working canvas
  1065. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  1066. if (!texture._workingCanvas) {
  1067. texture._workingCanvas = document.createElement("canvas");
  1068. texture._workingContext = texture._workingCanvas.getContext("2d");
  1069. texture._workingCanvas.width = texture._width;
  1070. texture._workingCanvas.height = texture._height;
  1071. }
  1072. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  1073. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  1074. } else {
  1075. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  1076. }
  1077. if (texture.generateMipMaps) {
  1078. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1079. }
  1080. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1081. this._activeTexturesCache = [];
  1082. texture.isReady = true;
  1083. }
  1084. public createRenderTargetTexture(size: any, options): WebGLTexture {
  1085. // old version had a "generateMipMaps" arg instead of options.
  1086. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
  1087. // in the same way, generateDepthBuffer is defaulted to true
  1088. var generateMipMaps = false;
  1089. var generateDepthBuffer = true;
  1090. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  1091. if (options !== undefined) {
  1092. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  1093. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  1094. if (options.samplingMode !== undefined) {
  1095. samplingMode = options.samplingMode;
  1096. }
  1097. }
  1098. var gl = this._gl;
  1099. var texture = gl.createTexture();
  1100. gl.bindTexture(gl.TEXTURE_2D, texture);
  1101. var width = size.width || size;
  1102. var height = size.height || size;
  1103. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  1104. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  1105. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  1106. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1107. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1108. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  1109. var depthBuffer: WebGLRenderbuffer;
  1110. // Create the depth buffer
  1111. if (generateDepthBuffer) {
  1112. depthBuffer = gl.createRenderbuffer();
  1113. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  1114. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  1115. }
  1116. // Create the framebuffer
  1117. var framebuffer = gl.createFramebuffer();
  1118. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  1119. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  1120. if (generateDepthBuffer) {
  1121. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  1122. }
  1123. // Unbind
  1124. gl.bindTexture(gl.TEXTURE_2D, null);
  1125. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  1126. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  1127. texture._framebuffer = framebuffer;
  1128. if (generateDepthBuffer) {
  1129. texture._depthBuffer = depthBuffer;
  1130. }
  1131. texture._width = width;
  1132. texture._height = height;
  1133. texture.isReady = true;
  1134. texture.generateMipMaps = generateMipMaps;
  1135. texture.references = 1;
  1136. this._activeTexturesCache = [];
  1137. this._loadedTexturesCache.push(texture);
  1138. return texture;
  1139. }
  1140. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture {
  1141. var gl = this._gl;
  1142. var texture = gl.createTexture();
  1143. texture.isCube = true;
  1144. texture.url = rootUrl;
  1145. texture.references = 1;
  1146. this._loadedTexturesCache.push(texture);
  1147. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  1148. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  1149. if (isDDS) {
  1150. BABYLON.Tools.LoadFile(rootUrl, data => {
  1151. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  1152. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  1153. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  1154. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  1155. Internals.DDSTools.UploadDDSLevels(this._gl, this.getCaps().s3tc, data, info, loadMipmap, 6);
  1156. if (!noMipmap && !info.isFourCC && info.mipmapCount == 1) {
  1157. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  1158. }
  1159. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  1160. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  1161. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1162. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1163. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  1164. this._activeTexturesCache = [];
  1165. texture._width = info.width;
  1166. texture._height = info.height;
  1167. texture.isReady = true;
  1168. }, null, null, true);
  1169. } else {
  1170. cascadeLoad(rootUrl, scene, imgs => {
  1171. var width = Tools.GetExponantOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize);
  1172. var height = width;
  1173. this._workingCanvas.width = width;
  1174. this._workingCanvas.height = height;
  1175. var faces = [
  1176. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  1177. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  1178. ];
  1179. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  1180. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  1181. for (var index = 0; index < faces.length; index++) {
  1182. this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  1183. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._workingCanvas);
  1184. }
  1185. if (!noMipmap) {
  1186. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  1187. }
  1188. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  1189. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  1190. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1191. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1192. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  1193. this._activeTexturesCache = [];
  1194. texture._width = width;
  1195. texture._height = height;
  1196. texture.isReady = true;
  1197. }, extensions);
  1198. }
  1199. return texture;
  1200. }
  1201. public _releaseTexture(texture: WebGLTexture): void {
  1202. var gl = this._gl;
  1203. if (texture._framebuffer) {
  1204. gl.deleteFramebuffer(texture._framebuffer);
  1205. }
  1206. if (texture._depthBuffer) {
  1207. gl.deleteRenderbuffer(texture._depthBuffer);
  1208. }
  1209. gl.deleteTexture(texture);
  1210. // Unbind channels
  1211. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  1212. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1213. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1214. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  1215. this._activeTexturesCache[channel] = null;
  1216. }
  1217. var index = this._loadedTexturesCache.indexOf(texture);
  1218. if (index !== -1) {
  1219. this._loadedTexturesCache.splice(index, 1);
  1220. }
  1221. }
  1222. public bindSamplers(effect: Effect): void {
  1223. this._gl.useProgram(effect.getProgram());
  1224. var samplers = effect.getSamplers();
  1225. for (var index = 0; index < samplers.length; index++) {
  1226. var uniform = effect.getUniform(samplers[index]);
  1227. this._gl.uniform1i(uniform, index);
  1228. }
  1229. this._currentEffect = null;
  1230. }
  1231. public _bindTexture(channel: number, texture: WebGLTexture): void {
  1232. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1233. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1234. this._activeTexturesCache[channel] = null;
  1235. }
  1236. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void {
  1237. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  1238. }
  1239. public setTexture(channel: number, texture: BaseTexture): void {
  1240. if (channel < 0) {
  1241. return;
  1242. }
  1243. // Not ready?
  1244. if (!texture || !texture.isReady()) {
  1245. if (this._activeTexturesCache[channel] != null) {
  1246. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1247. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1248. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  1249. this._activeTexturesCache[channel] = null;
  1250. }
  1251. return;
  1252. }
  1253. // Video
  1254. if (texture instanceof BABYLON.VideoTexture) {
  1255. if ((<VideoTexture>texture).update()) {
  1256. this._activeTexturesCache[channel] = null;
  1257. }
  1258. } else if (texture.delayLoadState == BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  1259. texture.delayLoad();
  1260. return;
  1261. }
  1262. if (this._activeTexturesCache[channel] == texture) {
  1263. return;
  1264. }
  1265. this._activeTexturesCache[channel] = texture;
  1266. var internalTexture = texture.getInternalTexture();
  1267. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1268. if (internalTexture.isCube) {
  1269. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  1270. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  1271. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  1272. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  1273. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  1274. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  1275. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  1276. }
  1277. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  1278. } else {
  1279. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  1280. if (internalTexture._cachedWrapU !== texture.wrapU) {
  1281. internalTexture._cachedWrapU = texture.wrapU;
  1282. switch (texture.wrapU) {
  1283. case BABYLON.Texture.WRAP_ADDRESSMODE:
  1284. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  1285. break;
  1286. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  1287. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  1288. break;
  1289. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  1290. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  1291. break;
  1292. }
  1293. }
  1294. if (internalTexture._cachedWrapV !== texture.wrapV) {
  1295. internalTexture._cachedWrapV = texture.wrapV;
  1296. switch (texture.wrapV) {
  1297. case BABYLON.Texture.WRAP_ADDRESSMODE:
  1298. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  1299. break;
  1300. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  1301. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  1302. break;
  1303. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  1304. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  1305. break;
  1306. }
  1307. }
  1308. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  1309. }
  1310. }
  1311. public _setAnisotropicLevel(key: number, texture: BaseTexture) {
  1312. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  1313. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== texture.anisotropicFilteringLevel) {
  1314. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropicFilteringLevel, this._caps.maxAnisotropy));
  1315. texture._cachedAnisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  1316. }
  1317. }
  1318. public readPixels(x: number, y: number, width: number, height: number): Uint8Array {
  1319. var data = new Uint8Array(height * width * 4);
  1320. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  1321. return data;
  1322. }
  1323. // Dispose
  1324. public dispose(): void {
  1325. this.hideLoadingUI();
  1326. this.stopRenderLoop();
  1327. // Release scenes
  1328. while (this.scenes.length) {
  1329. this.scenes[0].dispose();
  1330. }
  1331. // Release effects
  1332. for (var name in this._compiledEffects) {
  1333. this._gl.deleteProgram(this._compiledEffects[name]._program);
  1334. }
  1335. // Unbind
  1336. for (var i in this._vertexAttribArrays) {
  1337. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  1338. continue;
  1339. }
  1340. this._gl.disableVertexAttribArray(i);
  1341. }
  1342. // Events
  1343. window.removeEventListener("blur", this._onBlur);
  1344. window.removeEventListener("focus", this._onFocus);
  1345. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  1346. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  1347. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  1348. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  1349. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  1350. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  1351. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  1352. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  1353. }
  1354. // Loading screen
  1355. public displayLoadingUI(): void {
  1356. this._loadingDiv = document.createElement("div");
  1357. this._loadingDiv.style.opacity = "0";
  1358. this._loadingDiv.style.transition = "opacity 1.5s ease";
  1359. // Loading text
  1360. this._loadingTextDiv = document.createElement("div");
  1361. this._loadingTextDiv.style.position = "absolute";
  1362. this._loadingTextDiv.style.left = "0";
  1363. this._loadingTextDiv.style.top = "50%";
  1364. this._loadingTextDiv.style.marginTop = "80px";
  1365. this._loadingTextDiv.style.width = "100%";
  1366. this._loadingTextDiv.style.height = "20px";
  1367. this._loadingTextDiv.style.fontFamily = "Arial";
  1368. this._loadingTextDiv.style.fontSize = "14px";
  1369. this._loadingTextDiv.style.color = "white";
  1370. this._loadingTextDiv.style.textAlign = "center";
  1371. this._loadingTextDiv.innerHTML = "Loading";
  1372. this._loadingDiv.appendChild(this._loadingTextDiv);
  1373. // Loading img
  1374. var imgBack = new Image();
  1375. imgBack.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGQAAABkCAYAAABw4pVUAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuM4zml1AAAARbSURBVHhe7Z09aFNRFMc716kuLrq4FdyLq4Wi4CAoRQcR0UJBUBdRiuLSIYMo6CA4FF2sgw6CFAdFUOpSQYcWO4hD26UQCfXrIQrx/JJzw1OSWq3NPeL/B4Fy+0jg/HO+7j3vpUcI8b/Q39+/49ihfWdPHT94Yf/e3Se3bd263f8lus218TPn6vV6Ya8Wi/MzNRNmj18iusX9W1evmP1/EKNEIVG6CMbG6E3bt+fT++pHha8NoHdT72bLE8NDg7tGU64gLLndV4Wc4m8j/pS+vr4tGB/DT16v3Fyr8dvBe/jbit8BL0AES9LX1iPAz+BR/hFiLVCynj95dPzNy6fv3IZ/k4L3948Sq7FzYGBg4vLFGxitabuOFCbWNKGrMnbiUuo18KaV6tIHv6YtvL9/nOgE31jCktmrY7k6+/zhE4yP4Vf7hiNqh/BWWEl8mzDol4p22Lf7cIdvdUMEvv0Y2S9fE5S1hLzpqTsPkiep//gFGPnR3Yl7GL5p/xYFBrTwM+iXio3GqpwDGL5p/xYNIX7XG8Q6IJRgdIzf1KBBgafII7oMidhyQtVFaMA2Bt7il4huQRhaXphbcR2g4RXqBzKAGHiCCwGFVUAj/m/RTRDj29cvn10I0PZ3LghH5f4CL1EFlQmqqXK3jDDKFxmhQ3Yt6oQseUZGKmMnTpsOqc8o1F9kBOMjQlOLeqEeIyOc6JV6jYLJD/+XyIFvnzdgl9aXRQ5I2qZDK1SpospMqaoqON/wZZGDciLnMMiXRS7IF4hhqMTNTdk7CFu+LHLhR7BQqBvPDJUUQqCGvCMATHUgBmhWNgApmdOda9YpM+VwRYfuyyIXDK8hBlilNerLIheMZCKGwlUAyru6GlwOgPUbRxADdJ9FAChxXY864viyyEXqPxhc0M2TAfAbatSdRyHtXymhByEdRnE3ky+JnHAIhSA0h74kckETmHoQbSgGwJrCIRMEPSRIBCRIMAhZaYhaggQhJXUJEoRU9mofKwh+F22dLRRfEjlJM7w6KQwCoQpBOKTyJZETjmwRxKqtGV8SOSkNOGjKPQppBEgDDkFgpxdBVGkFgaYQQXRIFQSObk0P5ZFIpAZRHXsQ0r0hCluBWKkuvVbYCkQaCdL5ehBScudJP4yY+rLISdps1NBDEJKXMMmoSfggWC4ZQRR17oFYXph7hSiquIKQ+hJGTX1J5MYSPD/GVdNzsgLBwZVCVyAQAkF0ohiI/c1fS6tNXq9UfEnkhudmIQolsS+J3Hh/UtNDzQLhj42VKJFInqLwFYiUU5ToA+HdfI0JevUpQUAIn+vSz2lHIuUV/dJOIHhOY/IWVWGBIHQtzs88s9zyWBuTgcBLzGOmeNnfF/QslSDgMeQW85i3DOQxuipxAkCyZ8SIm4Omp+7MMlCB59j6sKZcMoM4iIEoeI2J9AKxrFobZx0v4vYInuHFS4J1GQRCAGaLEYQXfyMML5XSQgghhBBCCCH+cXp6vgNhKpSKX/XdOAAAAABJRU5ErkJggg==";
  1376. imgBack.style.position = "absolute";
  1377. imgBack.style.left = "50%";
  1378. imgBack.style.top = "50%";
  1379. imgBack.style.marginLeft = "-50px";
  1380. imgBack.style.marginTop = "-50px";
  1381. imgBack.style.transition = "transform 1.0s ease";
  1382. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  1383. var deg = 360;
  1384. var onTransitionEnd = () => {
  1385. deg += 360;
  1386. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  1387. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  1388. }
  1389. imgBack.addEventListener("transitionend", onTransitionEnd);
  1390. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  1391. this._loadingDiv.appendChild(imgBack);
  1392. // front image
  1393. var imgFront = new Image();
  1394. imgFront.src = "data:image/png;base64,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";
  1395. imgFront.style.position = "absolute";
  1396. imgFront.style.left = "50%";
  1397. imgFront.style.top = "50%";
  1398. imgFront.style.marginLeft = "-50px";
  1399. imgFront.style.marginTop = "-50px";
  1400. this._loadingDiv.appendChild(imgFront);
  1401. // Resize
  1402. this._resizeLoadingUI = () => {
  1403. var canvasRect = this.getRenderingCanvasClientRect();
  1404. this._loadingDiv.style.position = "absolute";
  1405. this._loadingDiv.style.left = canvasRect.left + "px";
  1406. this._loadingDiv.style.top = canvasRect.top + "px";
  1407. this._loadingDiv.style.width = canvasRect.width + "px";
  1408. this._loadingDiv.style.height = canvasRect.height + "px";
  1409. }
  1410. this._resizeLoadingUI();
  1411. window.addEventListener("resize", this._resizeLoadingUI);
  1412. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  1413. document.body.appendChild(this._loadingDiv);
  1414. setTimeout(() => {
  1415. this._loadingDiv.style.opacity = "1";
  1416. imgBack.style.transform = "rotateZ(360deg)";
  1417. imgBack.style.webkitTransform = "rotateZ(360deg)";
  1418. }, 0);
  1419. }
  1420. public set loadingUIText(text: string) {
  1421. if (!this._loadingDiv) {
  1422. return;
  1423. }
  1424. this._loadingTextDiv.innerHTML = text;
  1425. }
  1426. public get loadingUIBackgroundColor(): string {
  1427. return this._loadingDivBackgroundColor;
  1428. }
  1429. public set loadingUIBackgroundColor(color: string) {
  1430. this._loadingDivBackgroundColor = color;
  1431. if (!this._loadingDiv) {
  1432. return;
  1433. }
  1434. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  1435. }
  1436. public hideLoadingUI(): void {
  1437. if (!this._loadingDiv) {
  1438. return;
  1439. }
  1440. var onTransitionEnd = () => {
  1441. if (!this._loadingDiv) {
  1442. return;
  1443. }
  1444. document.body.removeChild(this._loadingDiv);
  1445. window.removeEventListener("resize", this._resizeLoadingUI);
  1446. this._loadingDiv = null;
  1447. }
  1448. this._loadingDiv.style.opacity = "0";
  1449. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  1450. }
  1451. // Statics
  1452. public static isSupported(): boolean {
  1453. try {
  1454. var tempcanvas = document.createElement("canvas");
  1455. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  1456. return gl != null && !!window.WebGLRenderingContext;
  1457. } catch (e) {
  1458. return false;
  1459. }
  1460. }
  1461. }
  1462. }