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- import { Observer, Observable } from "../Misc/observable";
- import { PerformanceMonitor } from "../Misc/performanceMonitor";
- import { StringDictionary } from "../Misc/stringDictionary";
- import { PromisePolyfill } from "../Misc/promise";
- import { Tools, ICustomAnimationFrameRequester, PerfCounter, IFileRequest } from "../Misc/tools";
- import { Nullable, FloatArray, DataArray, IndicesArray } from "../types";
- import { Camera } from "../Cameras/camera";
- import { Scene } from "../scene";
- import { Matrix, Color3, Color4, Viewport, Vector4 } from "../Maths/math";
- import { Scalar } from "../Maths/math.scalar";
- import { IDisplayChangedEventArgs } from "../Engines/engine";
- import { VertexBuffer } from "../Meshes/buffer";
- import { UniformBuffer } from "../Materials/uniformBuffer";
- import { Effect, EffectCreationOptions, EffectFallbacks } from "../Materials/effect";
- import { Material } from "../Materials/material";
- import { IInternalTextureLoader } from "../Materials/Textures/internalTextureLoader";
- import { InternalTexture } from "../Materials/Textures/internalTexture";
- import { BaseTexture } from "../Materials/Textures/baseTexture";
- import { _TimeToken } from "../Instrumentation/timeToken";
- import { IAudioEngine } from "../Audio/audioEngine";
- import { IOfflineProvider } from "../Offline/IOfflineProvider";
- import { ILoadingScreen } from "../Loading/loadingScreen";
- import { _DepthCullingState, _StencilState, _AlphaState } from "../States/index";
- import { Constants } from "./constants";
- import { DomManagement } from "../Misc/domManagement";
- import { Logger } from "../Misc/logger";
- import { EngineStore } from "./engineStore";
- import { RenderTargetCreationOptions } from "../Materials/Textures/renderTargetCreationOptions";
- import { _DevTools } from '../Misc/devTools';
- import { WebRequest } from '../Misc/webRequest';
- import { WebGLPipelineContext } from './WebGL/webGLPipelineContext';
- import { IPipelineContext } from './IPipelineContext';
- import { DataBuffer } from '../Meshes/dataBuffer';
- import { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';
- declare type PostProcess = import("../PostProcesses/postProcess").PostProcess;
- declare type Texture = import("../Materials/Textures/texture").Texture;
- declare type VideoTexture = import("../Materials/Textures/videoTexture").VideoTexture;
- declare type RenderTargetTexture = import("../Materials/Textures/renderTargetTexture").RenderTargetTexture;
- /**
- * Keeps track of all the buffer info used in engine.
- */
- class BufferPointer {
- public active: boolean;
- public index: number;
- public size: number;
- public type: number;
- public normalized: boolean;
- public stride: number;
- public offset: number;
- public buffer: WebGLBuffer;
- }
- /**
- * Interface for attribute information associated with buffer instanciation
- */
- export class InstancingAttributeInfo {
- /**
- * Index/offset of the attribute in the vertex shader
- */
- index: number;
- /**
- * size of the attribute, 1, 2, 3 or 4
- */
- attributeSize: number;
- /**
- * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
- * default is FLOAT
- */
- attribyteType: number;
- /**
- * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
- */
- normalized: boolean;
- /**
- * Offset of the data in the Vertex Buffer acting as the instancing buffer
- */
- offset: number;
- /**
- * Name of the GLSL attribute, for debugging purpose only
- */
- attributeName: string;
- }
- /**
- * Define options used to create a depth texture
- */
- export class DepthTextureCreationOptions {
- /** Specifies whether or not a stencil should be allocated in the texture */
- generateStencil?: boolean;
- /** Specifies whether or not bilinear filtering is enable on the texture */
- bilinearFiltering?: boolean;
- /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
- comparisonFunction?: number;
- /** Specifies if the created texture is a cube texture */
- isCube?: boolean;
- }
- /**
- * Class used to describe the capabilities of the engine relatively to the current browser
- */
- export class EngineCapabilities {
- /** Maximum textures units per fragment shader */
- public maxTexturesImageUnits: number;
- /** Maximum texture units per vertex shader */
- public maxVertexTextureImageUnits: number;
- /** Maximum textures units in the entire pipeline */
- public maxCombinedTexturesImageUnits: number;
- /** Maximum texture size */
- public maxTextureSize: number;
- /** Maximum cube texture size */
- public maxCubemapTextureSize: number;
- /** Maximum render texture size */
- public maxRenderTextureSize: number;
- /** Maximum number of vertex attributes */
- public maxVertexAttribs: number;
- /** Maximum number of varyings */
- public maxVaryingVectors: number;
- /** Maximum number of uniforms per vertex shader */
- public maxVertexUniformVectors: number;
- /** Maximum number of uniforms per fragment shader */
- public maxFragmentUniformVectors: number;
- /** Defines if standard derivates (dx/dy) are supported */
- public standardDerivatives: boolean;
- /** Defines if s3tc texture compression is supported */
- public s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
- /** Defines if pvrtc texture compression is supported */
- public pvrtc: any; //WEBGL_compressed_texture_pvrtc;
- /** Defines if etc1 texture compression is supported */
- public etc1: any; //WEBGL_compressed_texture_etc1;
- /** Defines if etc2 texture compression is supported */
- public etc2: any; //WEBGL_compressed_texture_etc;
- /** Defines if astc texture compression is supported */
- public astc: any; //WEBGL_compressed_texture_astc;
- /** Defines if float textures are supported */
- public textureFloat: boolean;
- /** Defines if vertex array objects are supported */
- public vertexArrayObject: boolean;
- /** Gets the webgl extension for anisotropic filtering (null if not supported) */
- public textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
- /** Gets the maximum level of anisotropy supported */
- public maxAnisotropy: number;
- /** Defines if instancing is supported */
- public instancedArrays: boolean;
- /** Defines if 32 bits indices are supported */
- public uintIndices: boolean;
- /** Defines if high precision shaders are supported */
- public highPrecisionShaderSupported: boolean;
- /** Defines if depth reading in the fragment shader is supported */
- public fragmentDepthSupported: boolean;
- /** Defines if float texture linear filtering is supported*/
- public textureFloatLinearFiltering: boolean;
- /** Defines if rendering to float textures is supported */
- public textureFloatRender: boolean;
- /** Defines if half float textures are supported*/
- public textureHalfFloat: boolean;
- /** Defines if half float texture linear filtering is supported*/
- public textureHalfFloatLinearFiltering: boolean;
- /** Defines if rendering to half float textures is supported */
- public textureHalfFloatRender: boolean;
- /** Defines if textureLOD shader command is supported */
- public textureLOD: boolean;
- /** Defines if draw buffers extension is supported */
- public drawBuffersExtension: boolean;
- /** Defines if depth textures are supported */
- public depthTextureExtension: boolean;
- /** Defines if float color buffer are supported */
- public colorBufferFloat: boolean;
- /** Gets disjoint timer query extension (null if not supported) */
- public timerQuery: EXT_disjoint_timer_query;
- /** Defines if timestamp can be used with timer query */
- public canUseTimestampForTimerQuery: boolean;
- /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
- public multiview: any;
- /** Function used to let the system compiles shaders in background */
- public parallelShaderCompile: {
- COMPLETION_STATUS_KHR: number;
- };
- }
- /** Interface defining initialization parameters for Engine class */
- export interface EngineOptions extends WebGLContextAttributes {
- /**
- * Defines if the engine should no exceed a specified device ratio
- * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
- */
- limitDeviceRatio?: number;
- /**
- * Defines if webvr should be enabled automatically
- * @see http://doc.babylonjs.com/how_to/webvr_camera
- */
- autoEnableWebVR?: boolean;
- /**
- * Defines if webgl2 should be turned off even if supported
- * @see http://doc.babylonjs.com/features/webgl2
- */
- disableWebGL2Support?: boolean;
- /**
- * Defines if webaudio should be initialized as well
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- audioEngine?: boolean;
- /**
- * Defines if animations should run using a deterministic lock step
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- */
- deterministicLockstep?: boolean;
- /** Defines the maximum steps to use with deterministic lock step mode */
- lockstepMaxSteps?: number;
- /**
- * Defines that engine should ignore context lost events
- * If this event happens when this parameter is true, you will have to reload the page to restore rendering
- */
- doNotHandleContextLost?: boolean;
- /**
- * Defines that engine should ignore modifying touch action attribute and style
- * If not handle, you might need to set it up on your side for expected touch devices behavior.
- */
- doNotHandleTouchAction?: boolean;
- /**
- * Defines that engine should compile shaders with high precision floats (if supported). True by default
- */
- useHighPrecisionFloats?: boolean;
- }
- /**
- * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
- */
- export class Engine {
- /** Use this array to turn off some WebGL2 features on known buggy browsers version */
- public static ExceptionList = [
- { key: "Chrome\/63\.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
- { key: "Firefox\/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
- { key: "Firefox\/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
- { key: "Chrome\/72.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
- { key: "Chrome\/73.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
- { key: "Chrome\/74.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
- { key: "Mac OS.+Chrome\/71", capture: null, captureConstraint: null, targets: ["vao"] },
- { key: "Mac OS.+Chrome\/72", capture: null, captureConstraint: null, targets: ["vao"] }
- ];
- /** Gets the list of created engines */
- public static get Instances(): Engine[] {
- return EngineStore.Instances;
- }
- /**
- * Gets the latest created engine
- */
- public static get LastCreatedEngine(): Nullable<Engine> {
- return EngineStore.LastCreatedEngine;
- }
- /**
- * Gets the latest created scene
- */
- public static get LastCreatedScene(): Nullable<Scene> {
- return EngineStore.LastCreatedScene;
- }
- /**
- * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
- * @param flag defines which part of the materials must be marked as dirty
- * @param predicate defines a predicate used to filter which materials should be affected
- */
- public static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void {
- for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
- var engine = Engine.Instances[engineIndex];
- for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
- engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
- }
- }
- }
- /**
- * Hidden
- */
- public static _TextureLoaders: IInternalTextureLoader[] = [];
- // Const statics
- /** Defines that alpha blending is disabled */
- public static readonly ALPHA_DISABLE = Constants.ALPHA_DISABLE;
- /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
- public static readonly ALPHA_ADD = Constants.ALPHA_ADD;
- /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
- public static readonly ALPHA_COMBINE = Constants.ALPHA_COMBINE;
- /** Defines that alpha blending to DEST - SRC * DEST */
- public static readonly ALPHA_SUBTRACT = Constants.ALPHA_SUBTRACT;
- /** Defines that alpha blending to SRC * DEST */
- public static readonly ALPHA_MULTIPLY = Constants.ALPHA_MULTIPLY;
- /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
- public static readonly ALPHA_MAXIMIZED = Constants.ALPHA_MAXIMIZED;
- /** Defines that alpha blending to SRC + DEST */
- public static readonly ALPHA_ONEONE = Constants.ALPHA_ONEONE;
- /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
- public static readonly ALPHA_PREMULTIPLIED = Constants.ALPHA_PREMULTIPLIED;
- /**
- * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
- * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
- */
- public static readonly ALPHA_PREMULTIPLIED_PORTERDUFF = Constants.ALPHA_PREMULTIPLIED_PORTERDUFF;
- /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
- public static readonly ALPHA_INTERPOLATE = Constants.ALPHA_INTERPOLATE;
- /**
- * Defines that alpha blending to SRC + (1 - SRC) * DEST
- * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
- */
- public static readonly ALPHA_SCREENMODE = Constants.ALPHA_SCREENMODE;
- /** Defines that the ressource is not delayed*/
- public static readonly DELAYLOADSTATE_NONE = Constants.DELAYLOADSTATE_NONE;
- /** Defines that the ressource was successfully delay loaded */
- public static readonly DELAYLOADSTATE_LOADED = Constants.DELAYLOADSTATE_LOADED;
- /** Defines that the ressource is currently delay loading */
- public static readonly DELAYLOADSTATE_LOADING = Constants.DELAYLOADSTATE_LOADING;
- /** Defines that the ressource is delayed and has not started loading */
- public static readonly DELAYLOADSTATE_NOTLOADED = Constants.DELAYLOADSTATE_NOTLOADED;
- // Depht or Stencil test Constants.
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
- public static readonly NEVER = Constants.NEVER;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
- public static readonly ALWAYS = Constants.ALWAYS;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
- public static readonly LESS = Constants.LESS;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
- public static readonly EQUAL = Constants.EQUAL;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
- public static readonly LEQUAL = Constants.LEQUAL;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
- public static readonly GREATER = Constants.GREATER;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
- public static readonly GEQUAL = Constants.GEQUAL;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
- public static readonly NOTEQUAL = Constants.NOTEQUAL;
- // Stencil Actions Constants.
- /** Passed to stencilOperation to specify that stencil value must be kept */
- public static readonly KEEP = Constants.KEEP;
- /** Passed to stencilOperation to specify that stencil value must be replaced */
- public static readonly REPLACE = Constants.REPLACE;
- /** Passed to stencilOperation to specify that stencil value must be incremented */
- public static readonly INCR = Constants.INCR;
- /** Passed to stencilOperation to specify that stencil value must be decremented */
- public static readonly DECR = Constants.DECR;
- /** Passed to stencilOperation to specify that stencil value must be inverted */
- public static readonly INVERT = Constants.INVERT;
- /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
- public static readonly INCR_WRAP = Constants.INCR_WRAP;
- /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
- public static readonly DECR_WRAP = Constants.DECR_WRAP;
- /** Texture is not repeating outside of 0..1 UVs */
- public static readonly TEXTURE_CLAMP_ADDRESSMODE = Constants.TEXTURE_CLAMP_ADDRESSMODE;
- /** Texture is repeating outside of 0..1 UVs */
- public static readonly TEXTURE_WRAP_ADDRESSMODE = Constants.TEXTURE_WRAP_ADDRESSMODE;
- /** Texture is repeating and mirrored */
- public static readonly TEXTURE_MIRROR_ADDRESSMODE = Constants.TEXTURE_MIRROR_ADDRESSMODE;
- /** ALPHA */
- public static readonly TEXTUREFORMAT_ALPHA = Constants.TEXTUREFORMAT_ALPHA;
- /** LUMINANCE */
- public static readonly TEXTUREFORMAT_LUMINANCE = Constants.TEXTUREFORMAT_LUMINANCE;
- /** LUMINANCE_ALPHA */
- public static readonly TEXTUREFORMAT_LUMINANCE_ALPHA = Constants.TEXTUREFORMAT_LUMINANCE_ALPHA;
- /** RGB */
- public static readonly TEXTUREFORMAT_RGB = Constants.TEXTUREFORMAT_RGB;
- /** RGBA */
- public static readonly TEXTUREFORMAT_RGBA = Constants.TEXTUREFORMAT_RGBA;
- /** RED */
- public static readonly TEXTUREFORMAT_RED = Constants.TEXTUREFORMAT_RED;
- /** RED (2nd reference) */
- public static readonly TEXTUREFORMAT_R = Constants.TEXTUREFORMAT_R;
- /** RG */
- public static readonly TEXTUREFORMAT_RG = Constants.TEXTUREFORMAT_RG;
- /** RED_INTEGER */
- public static readonly TEXTUREFORMAT_RED_INTEGER = Constants.TEXTUREFORMAT_RED_INTEGER;
- /** RED_INTEGER (2nd reference) */
- public static readonly TEXTUREFORMAT_R_INTEGER = Constants.TEXTUREFORMAT_R_INTEGER;
- /** RG_INTEGER */
- public static readonly TEXTUREFORMAT_RG_INTEGER = Constants.TEXTUREFORMAT_RG_INTEGER;
- /** RGB_INTEGER */
- public static readonly TEXTUREFORMAT_RGB_INTEGER = Constants.TEXTUREFORMAT_RGB_INTEGER;
- /** RGBA_INTEGER */
- public static readonly TEXTUREFORMAT_RGBA_INTEGER = Constants.TEXTUREFORMAT_RGBA_INTEGER;
- /** UNSIGNED_BYTE */
- public static readonly TEXTURETYPE_UNSIGNED_BYTE = Constants.TEXTURETYPE_UNSIGNED_BYTE;
- /** UNSIGNED_BYTE (2nd reference) */
- public static readonly TEXTURETYPE_UNSIGNED_INT = Constants.TEXTURETYPE_UNSIGNED_INT;
- /** FLOAT */
- public static readonly TEXTURETYPE_FLOAT = Constants.TEXTURETYPE_FLOAT;
- /** HALF_FLOAT */
- public static readonly TEXTURETYPE_HALF_FLOAT = Constants.TEXTURETYPE_HALF_FLOAT;
- /** BYTE */
- public static readonly TEXTURETYPE_BYTE = Constants.TEXTURETYPE_BYTE;
- /** SHORT */
- public static readonly TEXTURETYPE_SHORT = Constants.TEXTURETYPE_SHORT;
- /** UNSIGNED_SHORT */
- public static readonly TEXTURETYPE_UNSIGNED_SHORT = Constants.TEXTURETYPE_UNSIGNED_SHORT;
- /** INT */
- public static readonly TEXTURETYPE_INT = Constants.TEXTURETYPE_INT;
- /** UNSIGNED_INT */
- public static readonly TEXTURETYPE_UNSIGNED_INTEGER = Constants.TEXTURETYPE_UNSIGNED_INTEGER;
- /** UNSIGNED_SHORT_4_4_4_4 */
- public static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4;
- /** UNSIGNED_SHORT_5_5_5_1 */
- public static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1;
- /** UNSIGNED_SHORT_5_6_5 */
- public static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5;
- /** UNSIGNED_INT_2_10_10_10_REV */
- public static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV;
- /** UNSIGNED_INT_24_8 */
- public static readonly TEXTURETYPE_UNSIGNED_INT_24_8 = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;
- /** UNSIGNED_INT_10F_11F_11F_REV */
- public static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV;
- /** UNSIGNED_INT_5_9_9_9_REV */
- public static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV;
- /** FLOAT_32_UNSIGNED_INT_24_8_REV */
- public static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV;
- /** nearest is mag = nearest and min = nearest and mip = linear */
- public static readonly TEXTURE_NEAREST_SAMPLINGMODE = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
- /** Bilinear is mag = linear and min = linear and mip = nearest */
- public static readonly TEXTURE_BILINEAR_SAMPLINGMODE = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;
- /** Trilinear is mag = linear and min = linear and mip = linear */
- public static readonly TEXTURE_TRILINEAR_SAMPLINGMODE = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;
- /** nearest is mag = nearest and min = nearest and mip = linear */
- public static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR = Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR;
- /** Bilinear is mag = linear and min = linear and mip = nearest */
- public static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST = Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST;
- /** Trilinear is mag = linear and min = linear and mip = linear */
- public static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR = Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR;
- /** mag = nearest and min = nearest and mip = nearest */
- public static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST = Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
- /** mag = nearest and min = linear and mip = nearest */
- public static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST = Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
- /** mag = nearest and min = linear and mip = linear */
- public static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR = Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
- /** mag = nearest and min = linear and mip = none */
- public static readonly TEXTURE_NEAREST_LINEAR = Constants.TEXTURE_NEAREST_LINEAR;
- /** mag = nearest and min = nearest and mip = none */
- public static readonly TEXTURE_NEAREST_NEAREST = Constants.TEXTURE_NEAREST_NEAREST;
- /** mag = linear and min = nearest and mip = nearest */
- public static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST = Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
- /** mag = linear and min = nearest and mip = linear */
- public static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR = Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
- /** mag = linear and min = linear and mip = none */
- public static readonly TEXTURE_LINEAR_LINEAR = Constants.TEXTURE_LINEAR_LINEAR;
- /** mag = linear and min = nearest and mip = none */
- public static readonly TEXTURE_LINEAR_NEAREST = Constants.TEXTURE_LINEAR_NEAREST;
- /** Explicit coordinates mode */
- public static readonly TEXTURE_EXPLICIT_MODE = Constants.TEXTURE_EXPLICIT_MODE;
- /** Spherical coordinates mode */
- public static readonly TEXTURE_SPHERICAL_MODE = Constants.TEXTURE_SPHERICAL_MODE;
- /** Planar coordinates mode */
- public static readonly TEXTURE_PLANAR_MODE = Constants.TEXTURE_PLANAR_MODE;
- /** Cubic coordinates mode */
- public static readonly TEXTURE_CUBIC_MODE = Constants.TEXTURE_CUBIC_MODE;
- /** Projection coordinates mode */
- public static readonly TEXTURE_PROJECTION_MODE = Constants.TEXTURE_PROJECTION_MODE;
- /** Skybox coordinates mode */
- public static readonly TEXTURE_SKYBOX_MODE = Constants.TEXTURE_SKYBOX_MODE;
- /** Inverse Cubic coordinates mode */
- public static readonly TEXTURE_INVCUBIC_MODE = Constants.TEXTURE_INVCUBIC_MODE;
- /** Equirectangular coordinates mode */
- public static readonly TEXTURE_EQUIRECTANGULAR_MODE = Constants.TEXTURE_EQUIRECTANGULAR_MODE;
- /** Equirectangular Fixed coordinates mode */
- public static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
- /** Equirectangular Fixed Mirrored coordinates mode */
- public static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
- // Texture rescaling mode
- /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
- public static readonly SCALEMODE_FLOOR = Constants.SCALEMODE_FLOOR;
- /** Defines that texture rescaling will look for the nearest power of 2 size */
- public static readonly SCALEMODE_NEAREST = Constants.SCALEMODE_NEAREST;
- /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
- public static readonly SCALEMODE_CEILING = Constants.SCALEMODE_CEILING;
- /**
- * Returns the current npm package of the sdk
- */
- // Not mixed with Version for tooling purpose.
- public static get NpmPackage(): string {
- return "babylonjs@4.0.0-beta.7";
- }
- /**
- * Returns the current version of the framework
- */
- public static get Version(): string {
- return "4.0.0-beta.7";
- }
- /**
- * Returns a string describing the current engine
- */
- public get description(): string {
- let description = "WebGL" + this.webGLVersion;
- if (this._caps.parallelShaderCompile) {
- description += " - Parallel shader compilation";
- }
- return description;
- }
- // Updatable statics so stick with vars here
- /**
- * Gets or sets the epsilon value used by collision engine
- */
- public static CollisionsEpsilon = 0.001;
- /**
- * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
- */
- public static get ShadersRepository(): string {
- return Effect.ShadersRepository;
- }
- public static set ShadersRepository(value: string) {
- Effect.ShadersRepository = value;
- }
- /**
- * Method called to create the default loading screen.
- * This can be overriden in your own app.
- * @param canvas The rendering canvas element
- * @returns The loading screen
- */
- public static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen {
- throw _DevTools.WarnImport("LoadingScreen");
- }
- /**
- * Method called to create the default rescale post process on each engine.
- */
- public static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess> = null;
- // Public members
- /**
- * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
- */
- public forcePOTTextures = false;
- /**
- * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
- */
- public isFullscreen = false;
- /**
- * Gets a boolean indicating if the pointer is currently locked
- */
- public isPointerLock = false;
- /**
- * Gets or sets a boolean indicating if back faces must be culled (true by default)
- */
- public cullBackFaces = true;
- /**
- * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
- */
- public renderEvenInBackground = true;
- /**
- * Gets or sets a boolean indicating that cache can be kept between frames
- */
- public preventCacheWipeBetweenFrames = false;
- /**
- * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
- **/
- public enableOfflineSupport = false;
- /**
- * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
- **/
- public disableManifestCheck = false;
- /**
- * Gets the list of created scenes
- */
- public scenes = new Array<Scene>();
- /**
- * Event raised when a new scene is created
- */
- public onNewSceneAddedObservable = new Observable<Scene>();
- /**
- * Gets the list of created postprocesses
- */
- public postProcesses = new Array<PostProcess>();
- /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
- public validateShaderPrograms = false;
- // Observables
- /**
- * Observable event triggered each time the rendering canvas is resized
- */
- public onResizeObservable = new Observable<Engine>();
- /**
- * Observable event triggered each time the canvas loses focus
- */
- public onCanvasBlurObservable = new Observable<Engine>();
- /**
- * Observable event triggered each time the canvas gains focus
- */
- public onCanvasFocusObservable = new Observable<Engine>();
- /**
- * Observable event triggered each time the canvas receives pointerout event
- */
- public onCanvasPointerOutObservable = new Observable<PointerEvent>();
- /**
- * Observable event triggered before each texture is initialized
- */
- public onBeforeTextureInitObservable = new Observable<Texture>();
- // Uniform buffers list
- /**
- * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
- */
- public disableUniformBuffers = false;
- /** @hidden */
- public _uniformBuffers = new Array<UniformBuffer>();
- /**
- * Gets a boolean indicating that the engine supports uniform buffers
- * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
- */
- public get supportsUniformBuffers(): boolean {
- return this.webGLVersion > 1 && !this.disableUniformBuffers;
- }
- // Observables
- /**
- * Observable raised when the engine begins a new frame
- */
- public onBeginFrameObservable = new Observable<Engine>();
- /**
- * If set, will be used to request the next animation frame for the render loop
- */
- public customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester> = null;
- /**
- * Observable raised when the engine ends the current frame
- */
- public onEndFrameObservable = new Observable<Engine>();
- /**
- * Observable raised when the engine is about to compile a shader
- */
- public onBeforeShaderCompilationObservable = new Observable<Engine>();
- /**
- * Observable raised when the engine has jsut compiled a shader
- */
- public onAfterShaderCompilationObservable = new Observable<Engine>();
- // Private Members
- /** @hidden */
- public _gl: WebGLRenderingContext;
- private _renderingCanvas: Nullable<HTMLCanvasElement>;
- private _windowIsBackground = false;
- private _webGLVersion = 1.0;
- protected _highPrecisionShadersAllowed = true;
- /** @hidden */
- public get _shouldUseHighPrecisionShader(): boolean {
- return this._caps.highPrecisionShaderSupported && this._highPrecisionShadersAllowed;
- }
- /**
- * Gets a boolean indicating that only power of 2 textures are supported
- * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
- */
- public get needPOTTextures(): boolean {
- return this._webGLVersion < 2 || this.forcePOTTextures;
- }
- /** @hidden */
- public _badOS = false;
- /** @hidden */
- public _badDesktopOS = false;
- /**
- * Gets the audio engine
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- * @ignorenaming
- */
- public static audioEngine: IAudioEngine;
- /**
- * Default AudioEngine factory responsible of creating the Audio Engine.
- * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
- */
- public static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
- /**
- * Default offline support factory responsible of creating a tool used to store data locally.
- * By default, this will create a Database object if the workload has been embedded.
- */
- public static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
- // Focus
- private _onFocus: () => void;
- private _onBlur: () => void;
- private _onCanvasPointerOut: (event: PointerEvent) => void;
- private _onCanvasBlur: () => void;
- private _onCanvasFocus: () => void;
- private _onFullscreenChange: () => void;
- private _onPointerLockChange: () => void;
- private _hardwareScalingLevel: number;
- /** @hidden */
- public _caps: EngineCapabilities;
- private _pointerLockRequested: boolean;
- private _isStencilEnable: boolean;
- private _colorWrite = true;
- private _loadingScreen: ILoadingScreen;
- /** @hidden */
- public _drawCalls = new PerfCounter();
- private _glVersion: string;
- private _glRenderer: string;
- private _glVendor: string;
- private _videoTextureSupported: boolean;
- private _renderingQueueLaunched = false;
- private _activeRenderLoops = new Array<() => void>();
- // Deterministic lockstepMaxSteps
- private _deterministicLockstep: boolean = false;
- private _lockstepMaxSteps: number = 4;
- // Lost context
- /**
- * Observable signaled when a context lost event is raised
- */
- public onContextLostObservable = new Observable<Engine>();
- /**
- * Observable signaled when a context restored event is raised
- */
- public onContextRestoredObservable = new Observable<Engine>();
- private _onContextLost: (evt: Event) => void;
- private _onContextRestored: (evt: Event) => void;
- private _contextWasLost = false;
- /** @hidden */
- public _doNotHandleContextLost = false;
- /**
- * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
- */
- public get doNotHandleContextLost(): boolean {
- return this._doNotHandleContextLost;
- }
- public set doNotHandleContextLost(value: boolean) {
- this._doNotHandleContextLost = value;
- }
- // FPS
- private _performanceMonitor = new PerformanceMonitor();
- private _fps = 60;
- private _deltaTime = 0;
- /**
- * Turn this value on if you want to pause FPS computation when in background
- */
- public disablePerformanceMonitorInBackground = false;
- /**
- * Gets the performance monitor attached to this engine
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
- */
- public get performanceMonitor(): PerformanceMonitor {
- return this._performanceMonitor;
- }
- /**
- * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
- */
- public disableVertexArrayObjects = false;
- // States
- /** @hidden */
- protected _depthCullingState = new _DepthCullingState();
- /** @hidden */
- protected _stencilState = new _StencilState();
- /** @hidden */
- protected _alphaState = new _AlphaState();
- /** @hidden */
- protected _alphaMode = Engine.ALPHA_DISABLE;
- // Cache
- /** @hidden */
- public _internalTexturesCache = new Array<InternalTexture>();
- /** @hidden */
- protected _activeChannel = 0;
- private _currentTextureChannel = -1;
- /** @hidden */
- protected _boundTexturesCache: { [key: string]: Nullable<InternalTexture> } = {};
- /** @hidden */
- protected _currentEffect: Nullable<Effect>;
- /** @hidden */
- protected _currentProgram: Nullable<WebGLProgram>;
- private _compiledEffects: { [key: string]: Effect } = {};
- private _vertexAttribArraysEnabled: boolean[] = [];
- /** @hidden */
- protected _cachedViewport: Nullable<Viewport>;
- private _cachedVertexArrayObject: Nullable<WebGLVertexArrayObject>;
- /** @hidden */
- protected _cachedVertexBuffers: any;
- /** @hidden */
- protected _cachedIndexBuffer: Nullable<DataBuffer>;
- /** @hidden */
- protected _cachedEffectForVertexBuffers: Nullable<Effect>;
- /** @hidden */
- public _currentRenderTarget: Nullable<InternalTexture>;
- private _uintIndicesCurrentlySet = false;
- private _currentBoundBuffer = new Array<Nullable<WebGLBuffer>>();
- /** @hidden */
- protected _currentFramebuffer: Nullable<WebGLFramebuffer> = null;
- private _currentBufferPointers = new Array<BufferPointer>();
- private _currentInstanceLocations = new Array<number>();
- private _currentInstanceBuffers = new Array<DataBuffer>();
- private _textureUnits: Int32Array;
- /** @hidden */
- public _workingCanvas: Nullable<HTMLCanvasElement>;
- /** @hidden */
- public _workingContext: Nullable<CanvasRenderingContext2D>;
- private _rescalePostProcess: PostProcess;
- private _dummyFramebuffer: WebGLFramebuffer;
- private _externalData: StringDictionary<Object>;
- /** @hidden */
- public _bindedRenderFunction: any;
- private _vaoRecordInProgress = false;
- private _mustWipeVertexAttributes = false;
- private _emptyTexture: Nullable<InternalTexture>;
- private _emptyCubeTexture: Nullable<InternalTexture>;
- private _emptyTexture3D: Nullable<InternalTexture>;
- /** @hidden */
- public _frameHandler: number;
- private _nextFreeTextureSlots = new Array<number>();
- private _maxSimultaneousTextures = 0;
- private _activeRequests = new Array<IFileRequest>();
- // Hardware supported Compressed Textures
- private _texturesSupported = new Array<string>();
- /** @hidden */
- public _textureFormatInUse: Nullable<string>;
- /**
- * Gets the list of texture formats supported
- */
- public get texturesSupported(): Array<string> {
- return this._texturesSupported;
- }
- /**
- * Gets the list of texture formats in use
- */
- public get textureFormatInUse(): Nullable<string> {
- return this._textureFormatInUse;
- }
- /**
- * Gets the current viewport
- */
- public get currentViewport(): Nullable<Viewport> {
- return this._cachedViewport;
- }
- /**
- * Gets the default empty texture
- */
- public get emptyTexture(): InternalTexture {
- if (!this._emptyTexture) {
- this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
- }
- return this._emptyTexture;
- }
- /**
- * Gets the default empty 3D texture
- */
- public get emptyTexture3D(): InternalTexture {
- if (!this._emptyTexture3D) {
- this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
- }
- return this._emptyTexture3D;
- }
- /**
- * Gets the default empty cube texture
- */
- public get emptyCubeTexture(): InternalTexture {
- if (!this._emptyCubeTexture) {
- var faceData = new Uint8Array(4);
- var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
- this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
- }
- return this._emptyCubeTexture;
- }
- /**
- * Defines whether the engine has been created with the premultipliedAlpha option on or not.
- */
- public readonly premultipliedAlpha: boolean = true;
- protected _isWebGPU: boolean = false;
- /**
- * Gets a boolean indicating if the engine runs in WebGPU or not.
- */
- public get isWebGPU(): boolean {
- return this._isWebGPU;
- }
- /**
- * Creates a new engine
- * @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
- * @param antialias defines enable antialiasing (default: false)
- * @param options defines further options to be sent to the getContext() function
- * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
- */
- constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio: boolean = false) {
- // Register promises
- PromisePolyfill.Apply();
- let canvas: Nullable<HTMLCanvasElement> = null;
- Engine.Instances.push(this);
- if (!canvasOrContext) {
- return;
- }
- options = options || {};
- if ((<HTMLCanvasElement>canvasOrContext).getContext) {
- canvas = <HTMLCanvasElement>canvasOrContext;
- this._renderingCanvas = canvas;
- if (antialias != null) {
- options.antialias = antialias;
- }
- if (options.deterministicLockstep === undefined) {
- options.deterministicLockstep = false;
- }
- if (options.lockstepMaxSteps === undefined) {
- options.lockstepMaxSteps = 4;
- }
- if (options.preserveDrawingBuffer === undefined) {
- options.preserveDrawingBuffer = false;
- }
- if (options.audioEngine === undefined) {
- options.audioEngine = true;
- }
- if (options.stencil === undefined) {
- options.stencil = true;
- }
- if (options.premultipliedAlpha === false) {
- this.premultipliedAlpha = false;
- }
- this._deterministicLockstep = options.deterministicLockstep;
- this._lockstepMaxSteps = options.lockstepMaxSteps;
- this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
- // Exceptions
- if (navigator && navigator.userAgent) {
- let ua = navigator.userAgent;
- for (var exception of Engine.ExceptionList) {
- let key = exception.key;
- let targets = exception.targets;
- let check = new RegExp(key);
- if (check.test(ua)) {
- if (exception.capture && exception.captureConstraint) {
- let capture = exception.capture;
- let constraint = exception.captureConstraint;
- let regex = new RegExp(capture);
- let matches = regex.exec(ua);
- if (matches && matches.length > 0) {
- let capturedValue = parseInt(matches[matches.length - 1]);
- if (capturedValue >= constraint) {
- continue;
- }
- }
- }
- for (var target of targets) {
- switch (target) {
- case "uniformBuffer":
- this.disableUniformBuffers = true;
- break;
- case "vao":
- this.disableVertexArrayObjects = true;
- break;
- }
- }
- }
- }
- }
- // GL
- if (!options.disableWebGL2Support) {
- try {
- this._gl = <any>(canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
- if (this._gl) {
- this._webGLVersion = 2.0;
- // Prevent weird browsers to lie :-)
- if (!this._gl.deleteQuery) {
- this._webGLVersion = 1.0;
- }
- }
- } catch (e) {
- // Do nothing
- }
- }
- if (!this._gl) {
- if (!canvas) {
- throw new Error("The provided canvas is null or undefined.");
- }
- try {
- this._gl = <WebGLRenderingContext>(canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
- } catch (e) {
- throw new Error("WebGL not supported");
- }
- }
- if (!this._gl) {
- throw new Error("WebGL not supported");
- }
- // Ensures a consistent color space unpacking of textures cross browser.
- this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);
- this._onCanvasFocus = () => {
- this.onCanvasFocusObservable.notifyObservers(this);
- };
- this._onCanvasBlur = () => {
- this.onCanvasBlurObservable.notifyObservers(this);
- };
- canvas.addEventListener("focus", this._onCanvasFocus);
- canvas.addEventListener("blur", this._onCanvasBlur);
- this._onBlur = () => {
- if (this.disablePerformanceMonitorInBackground) {
- this._performanceMonitor.disable();
- }
- this._windowIsBackground = true;
- };
- this._onFocus = () => {
- if (this.disablePerformanceMonitorInBackground) {
- this._performanceMonitor.enable();
- }
- this._windowIsBackground = false;
- };
- this._onCanvasPointerOut = (ev) => {
- this.onCanvasPointerOutObservable.notifyObservers(ev);
- };
- if (DomManagement.IsWindowObjectExist()) {
- window.addEventListener("blur", this._onBlur);
- window.addEventListener("focus", this._onFocus);
- }
- canvas.addEventListener("pointerout", this._onCanvasPointerOut);
- // Context lost
- if (!this._doNotHandleContextLost) {
- this._onContextLost = (evt: Event) => {
- evt.preventDefault();
- this._contextWasLost = true;
- Logger.Warn("WebGL context lost.");
- this.onContextLostObservable.notifyObservers(this);
- };
- this._onContextRestored = () => {
- // Adding a timeout to avoid race condition at browser level
- setTimeout(() => {
- // Rebuild gl context
- this._initGLContext();
- // Rebuild effects
- this._rebuildEffects();
- // Rebuild textures
- this._rebuildInternalTextures();
- // Rebuild buffers
- this._rebuildBuffers();
- // Cache
- this.wipeCaches(true);
- Logger.Warn("WebGL context successfully restored.");
- this.onContextRestoredObservable.notifyObservers(this);
- this._contextWasLost = false;
- }, 0);
- };
- canvas.addEventListener("webglcontextlost", this._onContextLost, false);
- canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
- }
- if (!options.doNotHandleTouchAction) {
- this._disableTouchAction();
- }
- } else {
- this._gl = <WebGLRenderingContext>canvasOrContext;
- this._renderingCanvas = this._gl.canvas;
- if (this._gl.renderbufferStorageMultisample) {
- this._webGLVersion = 2.0;
- }
- const attributes = this._gl.getContextAttributes();
- if (attributes) {
- options.stencil = attributes.stencil;
- }
- }
- if (options.useHighPrecisionFloats !== undefined) {
- this._highPrecisionShadersAllowed = options.useHighPrecisionFloats;
- }
- // Viewport
- const devicePixelRatio = DomManagement.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
- var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
- this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
- this.resize();
- this._isStencilEnable = options.stencil ? true : false;
- this._initGLContext();
- if (canvas) {
- let anyDoc = document as any;
- // Fullscreen
- this._onFullscreenChange = () => {
- if (anyDoc.fullscreen !== undefined) {
- this.isFullscreen = anyDoc.fullscreen;
- } else if (anyDoc.mozFullScreen !== undefined) {
- this.isFullscreen = anyDoc.mozFullScreen;
- } else if (anyDoc.webkitIsFullScreen !== undefined) {
- this.isFullscreen = anyDoc.webkitIsFullScreen;
- } else if (anyDoc.msIsFullScreen !== undefined) {
- this.isFullscreen = anyDoc.msIsFullScreen;
- }
- // Pointer lock
- if (this.isFullscreen && this._pointerLockRequested && canvas) {
- canvas.requestPointerLock = canvas.requestPointerLock ||
- canvas.msRequestPointerLock ||
- canvas.mozRequestPointerLock ||
- canvas.webkitRequestPointerLock;
- if (canvas.requestPointerLock) {
- canvas.requestPointerLock();
- }
- }
- };
- document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
- document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
- document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
- document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
- // Pointer lock
- this._onPointerLockChange = () => {
- this.isPointerLock = (anyDoc.mozPointerLockElement === canvas ||
- anyDoc.webkitPointerLockElement === canvas ||
- anyDoc.msPointerLockElement === canvas ||
- anyDoc.pointerLockElement === canvas
- );
- };
- document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
- document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
- document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
- document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
- this._connectVREvents(canvas, anyDoc);
- }
- // Create Audio Engine if needed.
- if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
- Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
- }
- // Prepare buffer pointers
- for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
- this._currentBufferPointers[i] = new BufferPointer();
- }
- // Load WebVR Devices
- this._prepareVRComponent();
- if (options.autoEnableWebVR) {
- this.initWebVR();
- }
- // Detect if we are running on a faulty buggy OS.
- this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
- // Detect if we are running on a faulty buggy desktop OS.
- this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
- console.log(`Babylon.js v${Engine.Version} - ${this.description}`);
- this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
- }
- // WebVR
- /**
- * Initializes a webVR display and starts listening to display change events
- * The onVRDisplayChangedObservable will be notified upon these changes
- * @returns The onVRDisplayChangedObservable
- */
- public initWebVR(): Observable<IDisplayChangedEventArgs> {
- throw _DevTools.WarnImport("WebVRCamera");
- }
- /** @hidden */
- public _prepareVRComponent() {
- // Do nothing as the engine side effect will overload it
- }
- /** @hidden */
- public _connectVREvents(canvas: HTMLCanvasElement, document: any) {
- // Do nothing as the engine side effect will overload it
- }
- /** @hidden */
- public _submitVRFrame() {
- // Do nothing as the engine side effect will overload it
- }
- /**
- * Call this function to leave webVR mode
- * Will do nothing if webVR is not supported or if there is no webVR device
- * @see http://doc.babylonjs.com/how_to/webvr_camera
- */
- public disableVR() {
- // Do nothing as the engine side effect will overload it
- }
- /**
- * Gets a boolean indicating that the system is in VR mode and is presenting
- * @returns true if VR mode is engaged
- */
- public isVRPresenting() {
- return false;
- }
- /** @hidden */
- public _requestVRFrame() {
- // Do nothing as the engine side effect will overload it
- }
- private _disableTouchAction(): void {
- if (!this._renderingCanvas) {
- return;
- }
- this._renderingCanvas.setAttribute("touch-action", "none");
- this._renderingCanvas.style.touchAction = "none";
- this._renderingCanvas.style.msTouchAction = "none";
- }
- private _rebuildInternalTextures(): void {
- let currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
- for (var internalTexture of currentState) {
- internalTexture._rebuild();
- }
- }
- private _rebuildEffects(): void {
- for (var key in this._compiledEffects) {
- let effect = <Effect>this._compiledEffects[key];
- effect._prepareEffect();
- }
- Effect.ResetCache();
- }
- /**
- * Gets a boolean indicating if all created effects are ready
- * @returns true if all effects are ready
- */
- public areAllEffectsReady(): boolean {
- for (var key in this._compiledEffects) {
- let effect = <Effect>this._compiledEffects[key];
- if (!effect.isReady()) {
- return false;
- }
- }
- return true;
- }
- private _rebuildBuffers(): void {
- // Index / Vertex
- for (var scene of this.scenes) {
- scene.resetCachedMaterial();
- scene._rebuildGeometries();
- scene._rebuildTextures();
- }
- // Uniforms
- for (var uniformBuffer of this._uniformBuffers) {
- uniformBuffer._rebuild();
- }
- }
- private _initGLContext(): void {
- // Caps
- this._caps = new EngineCapabilities();
- this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
- this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
- this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
- this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
- this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
- this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
- this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
- this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
- this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
- // Infos
- this._glVersion = this._gl.getParameter(this._gl.VERSION);
- var rendererInfo: any = this._gl.getExtension("WEBGL_debug_renderer_info");
- if (rendererInfo != null) {
- this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
- this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
- }
- if (!this._glVendor) {
- this._glVendor = "Unknown vendor";
- }
- if (!this._glRenderer) {
- this._glRenderer = "Unknown renderer";
- }
- // Constants
- this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
- if (this._gl.RGBA16F !== 0x881A) {
- this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
- }
- if (this._gl.RGBA32F !== 0x8814) {
- this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
- }
- if (this._gl.DEPTH24_STENCIL8 !== 35056) {
- this._gl.DEPTH24_STENCIL8 = 35056;
- }
- // Extensions
- this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
- this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
- this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
- this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
- this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
- this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
- this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
- this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic');
- this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
- this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
- this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
- this._caps.highPrecisionShaderSupported = false;
- this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
- if (this._caps.timerQuery) {
- if (this._webGLVersion === 1) {
- this._gl.getQuery = (<any>this._caps.timerQuery).getQueryEXT.bind(this._caps.timerQuery);
- }
- this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
- }
- // Checks if some of the format renders first to allow the use of webgl inspector.
- this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
- this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
- this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
- this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
- this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
- this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
- if (this._webGLVersion > 1) {
- this._gl.HALF_FLOAT_OES = 0x140B;
- }
- this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
- this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
- this._caps.multiview = this._gl.getExtension('OVR_multiview2');
- // Draw buffers
- if (this._webGLVersion > 1) {
- this._caps.drawBuffersExtension = true;
- } else {
- var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
- if (drawBuffersExtension !== null) {
- this._caps.drawBuffersExtension = true;
- this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
- this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
- for (var i = 0; i < 16; i++) {
- (<any>this._gl)["COLOR_ATTACHMENT" + i + "_WEBGL"] = (<any>drawBuffersExtension)["COLOR_ATTACHMENT" + i + "_WEBGL"];
- }
- } else {
- this._caps.drawBuffersExtension = false;
- }
- }
- // Shader compiler threads
- this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
- // Depth Texture
- if (this._webGLVersion > 1) {
- this._caps.depthTextureExtension = true;
- } else {
- var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
- if (depthTextureExtension != null) {
- this._caps.depthTextureExtension = true;
- this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
- }
- }
- // Vertex array object
- if (this.disableVertexArrayObjects) {
- this._caps.vertexArrayObject = false;
- } else if (this._webGLVersion > 1) {
- this._caps.vertexArrayObject = true;
- } else {
- var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
- if (vertexArrayObjectExtension != null) {
- this._caps.vertexArrayObject = true;
- this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
- this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
- this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
- } else {
- this._caps.vertexArrayObject = false;
- }
- }
- // Instances count
- if (this._webGLVersion > 1) {
- this._caps.instancedArrays = true;
- } else {
- var instanceExtension = <ANGLE_instanced_arrays>this._gl.getExtension('ANGLE_instanced_arrays');
- if (instanceExtension != null) {
- this._caps.instancedArrays = true;
- this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
- this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
- this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
- } else {
- this._caps.instancedArrays = false;
- }
- }
- // Intelligently add supported compressed formats in order to check for.
- // Check for ASTC support first as it is most powerful and to be very cross platform.
- // Next PVRTC & DXT, which are probably superior to ETC1/2.
- // Likely no hardware which supports both PVR & DXT, so order matters little.
- // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
- if (this._caps.astc) { this.texturesSupported.push('-astc.ktx'); }
- if (this._caps.s3tc) { this.texturesSupported.push('-dxt.ktx'); }
- if (this._caps.pvrtc) { this.texturesSupported.push('-pvrtc.ktx'); }
- if (this._caps.etc2) { this.texturesSupported.push('-etc2.ktx'); }
- if (this._caps.etc1) { this.texturesSupported.push('-etc1.ktx'); }
- if (this._gl.getShaderPrecisionFormat) {
- var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
- var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
- if (vertex_highp && fragment_highp) {
- this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
- }
- }
- // Depth buffer
- this.setDepthBuffer(true);
- this.setDepthFunctionToLessOrEqual();
- this.setDepthWrite(true);
- // Texture maps
- this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
- for (let slot = 0; slot < this._maxSimultaneousTextures; slot++) {
- this._nextFreeTextureSlots.push(slot);
- }
- }
- /**
- * Gets version of the current webGL context
- */
- public get webGLVersion(): number {
- return this._webGLVersion;
- }
- /**
- * Returns true if the stencil buffer has been enabled through the creation option of the context.
- */
- public get isStencilEnable(): boolean {
- return this._isStencilEnable;
- }
- /** @hidden */
- public _prepareWorkingCanvas(): void {
- if (this._workingCanvas) {
- return;
- }
- this._workingCanvas = document.createElement("canvas");
- let context = this._workingCanvas.getContext("2d");
- if (context) {
- this._workingContext = context;
- }
- }
- /**
- * Reset the texture cache to empty state
- */
- public resetTextureCache() {
- for (var key in this._boundTexturesCache) {
- if (!this._boundTexturesCache.hasOwnProperty(key)) {
- continue;
- }
- this._boundTexturesCache[key] = null;
- }
- this._currentTextureChannel = -1;
- }
- /**
- * Gets a boolean indicating that the engine is running in deterministic lock step mode
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- * @returns true if engine is in deterministic lock step mode
- */
- public isDeterministicLockStep(): boolean {
- return this._deterministicLockstep;
- }
- /**
- * Gets the max steps when engine is running in deterministic lock step
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- * @returns the max steps
- */
- public getLockstepMaxSteps(): number {
- return this._lockstepMaxSteps;
- }
- /**
- * Gets an object containing information about the current webGL context
- * @returns an object containing the vender, the renderer and the version of the current webGL context
- */
- public getGlInfo() {
- return {
- vendor: this._glVendor,
- renderer: this._glRenderer,
- version: this._glVersion
- };
- }
- /**
- * Gets current aspect ratio
- * @param camera defines the camera to use to get the aspect ratio
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the aspect ratio
- */
- public getAspectRatio(camera: Camera, useScreen = false): number {
- var viewport = camera.viewport;
- return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
- }
- /**
- * Gets current screen aspect ratio
- * @returns a number defining the aspect ratio
- */
- public getScreenAspectRatio(): number {
- return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
- }
- /**
- * Gets the current render width
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the current render width
- */
- public getRenderWidth(useScreen = false): number {
- if (!useScreen && this._currentRenderTarget) {
- return this._currentRenderTarget.width;
- }
- return this._gl.drawingBufferWidth;
- }
- /**
- * Gets the current render height
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the current render height
- */
- public getRenderHeight(useScreen = false): number {
- if (!useScreen && this._currentRenderTarget) {
- return this._currentRenderTarget.height;
- }
- return this._gl.drawingBufferHeight;
- }
- /**
- * Gets the HTML canvas attached with the current webGL context
- * @returns a HTML canvas
- */
- public getRenderingCanvas(): Nullable<HTMLCanvasElement> {
- return this._renderingCanvas;
- }
- /**
- * Gets the client rect of the HTML canvas attached with the current webGL context
- * @returns a client rectanglee
- */
- public getRenderingCanvasClientRect(): Nullable<ClientRect> {
- if (!this._renderingCanvas) {
- return null;
- }
- return this._renderingCanvas.getBoundingClientRect();
- }
- /**
- * Defines the hardware scaling level.
- * By default the hardware scaling level is computed from the window device ratio.
- * 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.
- * @param level defines the level to use
- */
- public setHardwareScalingLevel(level: number): void {
- this._hardwareScalingLevel = level;
- this.resize();
- }
- /**
- * Gets the current hardware scaling level.
- * By default the hardware scaling level is computed from the window device ratio.
- * 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.
- * @returns a number indicating the current hardware scaling level
- */
- public getHardwareScalingLevel(): number {
- return this._hardwareScalingLevel;
- }
- /**
- * Gets the list of loaded textures
- * @returns an array containing all loaded textures
- */
- public getLoadedTexturesCache(): InternalTexture[] {
- return this._internalTexturesCache;
- }
- /**
- * Gets the object containing all engine capabilities
- * @returns the EngineCapabilities object
- */
- public getCaps(): EngineCapabilities {
- return this._caps;
- }
- /**
- * Gets the current depth function
- * @returns a number defining the depth function
- */
- public getDepthFunction(): Nullable<number> {
- return this._depthCullingState.depthFunc;
- }
- /**
- * Sets the current depth function
- * @param depthFunc defines the function to use
- */
- public setDepthFunction(depthFunc: number) {
- this._depthCullingState.depthFunc = depthFunc;
- }
- /**
- * Sets the current depth function to GREATER
- */
- public setDepthFunctionToGreater(): void {
- this._depthCullingState.depthFunc = this._gl.GREATER;
- }
- /**
- * Sets the current depth function to GEQUAL
- */
- public setDepthFunctionToGreaterOrEqual(): void {
- this._depthCullingState.depthFunc = this._gl.GEQUAL;
- }
- /**
- * Sets the current depth function to LESS
- */
- public setDepthFunctionToLess(): void {
- this._depthCullingState.depthFunc = this._gl.LESS;
- }
- private _cachedStencilBuffer: boolean;
- private _cachedStencilFunction: number;
- private _cachedStencilMask: number;
- private _cachedStencilOperationPass: number;
- private _cachedStencilOperationFail: number;
- private _cachedStencilOperationDepthFail: number;
- private _cachedStencilReference: number;
- /**
- * Caches the the state of the stencil buffer
- */
- public cacheStencilState() {
- this._cachedStencilBuffer = this.getStencilBuffer();
- this._cachedStencilFunction = this.getStencilFunction();
- this._cachedStencilMask = this.getStencilMask();
- this._cachedStencilOperationPass = this.getStencilOperationPass();
- this._cachedStencilOperationFail = this.getStencilOperationFail();
- this._cachedStencilOperationDepthFail = this.getStencilOperationDepthFail();
- this._cachedStencilReference = this.getStencilFunctionReference();
- }
- /**
- * Restores the state of the stencil buffer
- */
- public restoreStencilState() {
- this.setStencilFunction(this._cachedStencilFunction);
- this.setStencilMask(this._cachedStencilMask);
- this.setStencilBuffer(this._cachedStencilBuffer);
- this.setStencilOperationPass(this._cachedStencilOperationPass);
- this.setStencilOperationFail(this._cachedStencilOperationFail);
- this.setStencilOperationDepthFail(this._cachedStencilOperationDepthFail);
- this.setStencilFunctionReference(this._cachedStencilReference);
- }
- /**
- * Sets the current depth function to LEQUAL
- */
- public setDepthFunctionToLessOrEqual(): void {
- this._depthCullingState.depthFunc = this._gl.LEQUAL;
- }
- /**
- * Gets a boolean indicating if stencil buffer is enabled
- * @returns the current stencil buffer state
- */
- public getStencilBuffer(): boolean {
- return this._stencilState.stencilTest;
- }
- /**
- * Enable or disable the stencil buffer
- * @param enable defines if the stencil buffer must be enabled or disabled
- */
- public setStencilBuffer(enable: boolean): void {
- this._stencilState.stencilTest = enable;
- }
- /**
- * Gets the current stencil mask
- * @returns a number defining the new stencil mask to use
- */
- public getStencilMask(): number {
- return this._stencilState.stencilMask;
- }
- /**
- * Sets the current stencil mask
- * @param mask defines the new stencil mask to use
- */
- public setStencilMask(mask: number): void {
- this._stencilState.stencilMask = mask;
- }
- /**
- * Gets the current stencil function
- * @returns a number defining the stencil function to use
- */
- public getStencilFunction(): number {
- return this._stencilState.stencilFunc;
- }
- /**
- * Gets the current stencil reference value
- * @returns a number defining the stencil reference value to use
- */
- public getStencilFunctionReference(): number {
- return this._stencilState.stencilFuncRef;
- }
- /**
- * Gets the current stencil mask
- * @returns a number defining the stencil mask to use
- */
- public getStencilFunctionMask(): number {
- return this._stencilState.stencilFuncMask;
- }
- /**
- * Sets the current stencil function
- * @param stencilFunc defines the new stencil function to use
- */
- public setStencilFunction(stencilFunc: number) {
- this._stencilState.stencilFunc = stencilFunc;
- }
- /**
- * Sets the current stencil reference
- * @param reference defines the new stencil reference to use
- */
- public setStencilFunctionReference(reference: number) {
- this._stencilState.stencilFuncRef = reference;
- }
- /**
- * Sets the current stencil mask
- * @param mask defines the new stencil mask to use
- */
- public setStencilFunctionMask(mask: number) {
- this._stencilState.stencilFuncMask = mask;
- }
- /**
- * Gets the current stencil operation when stencil fails
- * @returns a number defining stencil operation to use when stencil fails
- */
- public getStencilOperationFail(): number {
- return this._stencilState.stencilOpStencilFail;
- }
- /**
- * Gets the current stencil operation when depth fails
- * @returns a number defining stencil operation to use when depth fails
- */
- public getStencilOperationDepthFail(): number {
- return this._stencilState.stencilOpDepthFail;
- }
- /**
- * Gets the current stencil operation when stencil passes
- * @returns a number defining stencil operation to use when stencil passes
- */
- public getStencilOperationPass(): number {
- return this._stencilState.stencilOpStencilDepthPass;
- }
- /**
- * Sets the stencil operation to use when stencil fails
- * @param operation defines the stencil operation to use when stencil fails
- */
- public setStencilOperationFail(operation: number): void {
- this._stencilState.stencilOpStencilFail = operation;
- }
- /**
- * Sets the stencil operation to use when depth fails
- * @param operation defines the stencil operation to use when depth fails
- */
- public setStencilOperationDepthFail(operation: number): void {
- this._stencilState.stencilOpDepthFail = operation;
- }
- /**
- * Sets the stencil operation to use when stencil passes
- * @param operation defines the stencil operation to use when stencil passes
- */
- public setStencilOperationPass(operation: number): void {
- this._stencilState.stencilOpStencilDepthPass = operation;
- }
- /**
- * Sets a boolean indicating if the dithering state is enabled or disabled
- * @param value defines the dithering state
- */
- public setDitheringState(value: boolean): void {
- if (value) {
- this._gl.enable(this._gl.DITHER);
- } else {
- this._gl.disable(this._gl.DITHER);
- }
- }
- /**
- * Sets a boolean indicating if the rasterizer state is enabled or disabled
- * @param value defines the rasterizer state
- */
- public setRasterizerState(value: boolean): void {
- if (value) {
- this._gl.disable(this._gl.RASTERIZER_DISCARD);
- } else {
- this._gl.enable(this._gl.RASTERIZER_DISCARD);
- }
- }
- /**
- * stop executing a render loop function and remove it from the execution array
- * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
- */
- public stopRenderLoop(renderFunction?: () => void): void {
- if (!renderFunction) {
- this._activeRenderLoops = [];
- return;
- }
- var index = this._activeRenderLoops.indexOf(renderFunction);
- if (index >= 0) {
- this._activeRenderLoops.splice(index, 1);
- }
- }
- /** @hidden */
- public _renderLoop(): void {
- if (!this._contextWasLost) {
- var shouldRender = true;
- if (!this.renderEvenInBackground && this._windowIsBackground) {
- shouldRender = false;
- }
- if (shouldRender) {
- // Start new frame
- this.beginFrame();
- for (var index = 0; index < this._activeRenderLoops.length; index++) {
- var renderFunction = this._activeRenderLoops[index];
- renderFunction();
- }
- // Present
- this.endFrame();
- }
- }
- if (this._activeRenderLoops.length > 0) {
- // Register new frame
- if (this.customAnimationFrameRequester) {
- this.customAnimationFrameRequester.requestID = Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
- this._frameHandler = this.customAnimationFrameRequester.requestID;
- } else if (this.isVRPresenting()) {
- this._requestVRFrame();
- } else {
- this._frameHandler = Tools.QueueNewFrame(this._bindedRenderFunction);
- }
- } else {
- this._renderingQueueLaunched = false;
- }
- }
- /**
- * Register and execute a render loop. The engine can have more than one render function
- * @param renderFunction defines the function to continuously execute
- */
- public runRenderLoop(renderFunction: () => void): void {
- if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
- return;
- }
- this._activeRenderLoops.push(renderFunction);
- if (!this._renderingQueueLaunched) {
- this._renderingQueueLaunched = true;
- this._bindedRenderFunction = this._renderLoop.bind(this);
- this._frameHandler = Tools.QueueNewFrame(this._bindedRenderFunction);
- }
- }
- /**
- * Toggle full screen mode
- * @param requestPointerLock defines if a pointer lock should be requested from the user
- */
- public switchFullscreen(requestPointerLock: boolean): void {
- if (this.isFullscreen) {
- this.exitFullscreen();
- } else {
- this.enterFullscreen(requestPointerLock);
- }
- }
- /**
- * Enters full screen mode
- * @param requestPointerLock defines if a pointer lock should be requested from the user
- */
- public enterFullscreen(requestPointerLock: boolean): void {
- if (!this.isFullscreen) {
- this._pointerLockRequested = requestPointerLock;
- if (this._renderingCanvas) {
- Tools.RequestFullscreen(this._renderingCanvas);
- }
- }
- }
- /**
- * Exits full screen mode
- */
- public exitFullscreen(): void {
- if (this.isFullscreen) {
- Tools.ExitFullscreen();
- }
- }
- /**
- * Clear the current render buffer or the current render target (if any is set up)
- * @param color defines the color to use
- * @param backBuffer defines if the back buffer must be cleared
- * @param depth defines if the depth buffer must be cleared
- * @param stencil defines if the stencil buffer must be cleared
- */
- public clear(color: Nullable<Color4>, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {
- this.applyStates();
- var mode = 0;
- if (backBuffer && color) {
- this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
- mode |= this._gl.COLOR_BUFFER_BIT;
- }
- if (depth) {
- this._gl.clearDepth(1.0);
- mode |= this._gl.DEPTH_BUFFER_BIT;
- }
- if (stencil) {
- this._gl.clearStencil(0);
- mode |= this._gl.STENCIL_BUFFER_BIT;
- }
- this._gl.clear(mode);
- }
- /**
- * Executes a scissor clear (ie. a clear on a specific portion of the screen)
- * @param x defines the x-coordinate of the top left corner of the clear rectangle
- * @param y defines the y-coordinate of the corner of the clear rectangle
- * @param width defines the width of the clear rectangle
- * @param height defines the height of the clear rectangle
- * @param clearColor defines the clear color
- */
- public scissorClear(x: number, y: number, width: number, height: number, clearColor: Color4): void {
- this.enableScissor(x, y, width, height);
- this.clear(clearColor, true, true, true);
- this.disableScissor();
- }
- /**
- * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
- * @param x defines the x-coordinate of the top left corner of the clear rectangle
- * @param y defines the y-coordinate of the corner of the clear rectangle
- * @param width defines the width of the clear rectangle
- * @param height defines the height of the clear rectangle
- */
- public enableScissor(x: number, y: number, width: number, height: number): void {
- let gl = this._gl;
- // Change state
- gl.enable(gl.SCISSOR_TEST);
- gl.scissor(x, y, width, height);
- }
- /**
- * Disable previously set scissor test rectangle
- */
- public disableScissor() {
- let gl = this._gl;
- gl.disable(gl.SCISSOR_TEST);
- }
- private _viewportCached = new Vector4(0, 0, 0, 0);
- /** @hidden */
- public _viewport(x: number, y: number, width: number, height: number): void {
- if (x !== this._viewportCached.x ||
- y !== this._viewportCached.y ||
- width !== this._viewportCached.z ||
- height !== this._viewportCached.w) {
- this._viewportCached.x = x;
- this._viewportCached.y = y;
- this._viewportCached.z = width;
- this._viewportCached.w = height;
- this._gl.viewport(x, y, width, height);
- }
- }
- /**
- * Set the WebGL's viewport
- * @param viewport defines the viewport element to be used
- * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
- * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
- */
- public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void {
- var width = requiredWidth || this.getRenderWidth();
- var height = requiredHeight || this.getRenderHeight();
- var x = viewport.x || 0;
- var y = viewport.y || 0;
- this._cachedViewport = viewport;
- this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
- }
- /**
- * Directly set the WebGL Viewport
- * @param x defines the x coordinate of the viewport (in screen space)
- * @param y defines the y coordinate of the viewport (in screen space)
- * @param width defines the width of the viewport (in screen space)
- * @param height defines the height of the viewport (in screen space)
- * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
- */
- public setDirectViewport(x: number, y: number, width: number, height: number): Nullable<Viewport> {
- let currentViewport = this._cachedViewport;
- this._cachedViewport = null;
- this._viewport(x, y, width, height);
- return currentViewport;
- }
- /**
- * Begin a new frame
- */
- public beginFrame(): void {
- this.onBeginFrameObservable.notifyObservers(this);
- this._measureFps();
- }
- /**
- * Enf the current frame
- */
- public endFrame(): void {
- // Force a flush in case we are using a bad OS.
- if (this._badOS) {
- this.flushFramebuffer();
- }
- this._submitVRFrame();
- this.onEndFrameObservable.notifyObservers(this);
- }
- /**
- * Resize the view according to the canvas' size
- */
- public resize(): void {
- // We're not resizing the size of the canvas while in VR mode & presenting
- if (!this.isVRPresenting()) {
- var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
- var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
- this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
- }
- }
- /**
- * Force a specific size of the canvas
- * @param width defines the new canvas' width
- * @param height defines the new canvas' height
- */
- public setSize(width: number, height: number): void {
- if (!this._renderingCanvas) {
- return;
- }
- if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
- return;
- }
- this._renderingCanvas.width = width;
- this._renderingCanvas.height = height;
- for (var index = 0; index < this.scenes.length; index++) {
- var scene = this.scenes[index];
- for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
- var cam = scene.cameras[camIndex];
- cam._currentRenderId = 0;
- }
- }
- if (this.onResizeObservable.hasObservers) {
- this.onResizeObservable.notifyObservers(this);
- }
- }
- /**
- * Binds the frame buffer to the specified texture.
- * @param texture The texture to render to or null for the default canvas
- * @param faceIndex The face of the texture to render to in case of cube texture
- * @param requiredWidth The width of the target to render to
- * @param requiredHeight The height of the target to render to
- * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
- * @param depthStencilTexture The depth stencil texture to use to render
- * @param lodLevel defines le lod level to bind to the frame buffer
- */
- public bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel = 0): void {
- if (this._currentRenderTarget) {
- this.unBindFramebuffer(this._currentRenderTarget);
- }
- this._currentRenderTarget = texture;
- this._bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
- var gl = this._gl;
- if (texture.isCube) {
- if (faceIndex === undefined) {
- faceIndex = 0;
- }
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
- if (depthStencilTexture) {
- if (depthStencilTexture._generateStencilBuffer) {
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
- }
- else {
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
- }
- }
- }
- if (this._cachedViewport && !forceFullscreenViewport) {
- this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
- } else {
- if (!requiredWidth) {
- requiredWidth = texture.width;
- if (lodLevel) {
- requiredWidth = requiredWidth / Math.pow(2, lodLevel);
- }
- }
- if (!requiredHeight) {
- requiredHeight = texture.height;
- if (lodLevel) {
- requiredHeight = requiredHeight / Math.pow(2, lodLevel);
- }
- }
- this._viewport(0, 0, requiredWidth, requiredHeight);
- }
- this.wipeCaches();
- }
- /** @hidden */
- public _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>) {
- if (this._currentFramebuffer !== framebuffer) {
- this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
- this._currentFramebuffer = framebuffer;
- }
- }
- /**
- * Unbind the current render target texture from the webGL context
- * @param texture defines the render target texture to unbind
- * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
- * @param onBeforeUnbind defines a function which will be called before the effective unbind
- */
- public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {
- this._currentRenderTarget = null;
- // If MSAA, we need to bitblt back to main texture
- var gl = this._gl;
- if (texture._MSAAFramebuffer) {
- gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
- gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
- gl.blitFramebuffer(0, 0, texture.width, texture.height,
- 0, 0, texture.width, texture.height,
- gl.COLOR_BUFFER_BIT, gl.NEAREST);
- }
- if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
- this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
- gl.generateMipmap(gl.TEXTURE_2D);
- this._bindTextureDirectly(gl.TEXTURE_2D, null);
- }
- if (onBeforeUnbind) {
- if (texture._MSAAFramebuffer) {
- // Bind the correct framebuffer
- this._bindUnboundFramebuffer(texture._framebuffer);
- }
- onBeforeUnbind();
- }
- this._bindUnboundFramebuffer(null);
- }
- /**
- * Force the mipmap generation for the given render target texture
- * @param texture defines the render target texture to use
- */
- public generateMipMapsForCubemap(texture: InternalTexture) {
- if (texture.generateMipMaps) {
- var gl = this._gl;
- this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
- gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
- this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
- }
- }
- /**
- * Force a webGL flush (ie. a flush of all waiting webGL commands)
- */
- public flushFramebuffer(): void {
- this._gl.flush();
- }
- /**
- * Unbind the current render target and bind the default framebuffer
- */
- public restoreDefaultFramebuffer(): void {
- if (this._currentRenderTarget) {
- this.unBindFramebuffer(this._currentRenderTarget);
- } else {
- this._bindUnboundFramebuffer(null);
- }
- if (this._cachedViewport) {
- this.setViewport(this._cachedViewport);
- }
- this.wipeCaches();
- }
- // UBOs
- /**
- * Create an uniform buffer
- * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
- * @param elements defines the content of the uniform buffer
- * @returns the webGL uniform buffer
- */
- public createUniformBuffer(elements: FloatArray): DataBuffer {
- var ubo = this._gl.createBuffer();
- if (!ubo) {
- throw new Error("Unable to create uniform buffer");
- }
- let result = new WebGLDataBuffer(ubo);
- this.bindUniformBuffer(result);
- if (elements instanceof Float32Array) {
- this._gl.bufferData(this._gl.UNIFORM_BUFFER, <Float32Array>elements, this._gl.STATIC_DRAW);
- } else {
- this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(<number[]>elements), this._gl.STATIC_DRAW);
- }
- this.bindUniformBuffer(null);
- result.references = 1;
- return result;
- }
- /**
- * Create a dynamic uniform buffer
- * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
- * @param elements defines the content of the uniform buffer
- * @returns the webGL uniform buffer
- */
- public createDynamicUniformBuffer(elements: FloatArray): DataBuffer {
- var ubo = this._gl.createBuffer();
- if (!ubo) {
- throw new Error("Unable to create dynamic uniform buffer");
- }
- let result = new WebGLDataBuffer(ubo);
- this.bindUniformBuffer(result);
- if (elements instanceof Float32Array) {
- this._gl.bufferData(this._gl.UNIFORM_BUFFER, <Float32Array>elements, this._gl.DYNAMIC_DRAW);
- } else {
- this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(<number[]>elements), this._gl.DYNAMIC_DRAW);
- }
- this.bindUniformBuffer(null);
- result.references = 1;
- return result;
- }
- /**
- * Update an existing uniform buffer
- * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
- * @param uniformBuffer defines the target uniform buffer
- * @param elements defines the content to update
- * @param offset defines the offset in the uniform buffer where update should start
- * @param count defines the size of the data to update
- */
- public updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void {
- this.bindUniformBuffer(uniformBuffer);
- if (offset === undefined) {
- offset = 0;
- }
- if (count === undefined) {
- if (elements instanceof Float32Array) {
- this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, <Float32Array>elements);
- } else {
- this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(<number[]>elements));
- }
- } else {
- if (elements instanceof Float32Array) {
- this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, <Float32Array>elements.subarray(offset, offset + count));
- } else {
- this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(<number[]>elements).subarray(offset, offset + count));
- }
- }
- this.bindUniformBuffer(null);
- }
- // VBOs
- private _resetVertexBufferBinding(): void {
- this.bindArrayBuffer(null);
- this._cachedVertexBuffers = null;
- }
- /**
- * Creates a vertex buffer
- * @param data the data for the vertex buffer
- * @returns the new WebGL static buffer
- */
- public createVertexBuffer(data: DataArray): DataBuffer {
- var vbo = this._gl.createBuffer();
- if (!vbo) {
- throw new Error("Unable to create vertex buffer");
- }
- let dataBuffer = new WebGLDataBuffer(vbo);
- this.bindArrayBuffer(dataBuffer);
- if (data instanceof Array) {
- this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
- } else {
- this._gl.bufferData(this._gl.ARRAY_BUFFER, <ArrayBuffer>data, this._gl.STATIC_DRAW);
- }
- this._resetVertexBufferBinding();
- dataBuffer.references = 1;
- return dataBuffer;
- }
- /**
- * Creates a dynamic vertex buffer
- * @param data the data for the dynamic vertex buffer
- * @returns the new WebGL dynamic buffer
- */
- public createDynamicVertexBuffer(data: DataArray): DataBuffer {
- var vbo = this._gl.createBuffer();
- if (!vbo) {
- throw new Error("Unable to create dynamic vertex buffer");
- }
- let result = new WebGLDataBuffer(vbo);
- this.bindArrayBuffer(result);
- if (data instanceof Array) {
- this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
- } else {
- this._gl.bufferData(this._gl.ARRAY_BUFFER, <ArrayBuffer>data, this._gl.DYNAMIC_DRAW);
- }
- this._resetVertexBufferBinding();
- result.references = 1;
- return result;
- }
- /**
- * Update a dynamic index buffer
- * @param indexBuffer defines the target index buffer
- * @param indices defines the data to update
- * @param offset defines the offset in the target index buffer where update should start
- */
- public updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset: number = 0): void {
- // Force cache update
- this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
- this.bindIndexBuffer(indexBuffer);
- var arrayBuffer;
- if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
- arrayBuffer = indices;
- } else {
- arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
- }
- this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
- this._resetIndexBufferBinding();
- }
- /**
- * Updates a dynamic vertex buffer.
- * @param vertexBuffer the vertex buffer to update
- * @param data the data used to update the vertex buffer
- * @param byteOffset the byte offset of the data
- * @param byteLength the byte length of the data
- */
- public updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {
- this.bindArrayBuffer(vertexBuffer);
- if (byteOffset === undefined) {
- byteOffset = 0;
- }
- if (byteLength === undefined) {
- if (data instanceof Array) {
- this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
- } else {
- this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, <ArrayBuffer>data);
- }
- } else {
- if (data instanceof Array) {
- this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
- } else {
- if (data instanceof ArrayBuffer) {
- data = new Uint8Array(data, byteOffset, byteLength);
- } else {
- let offset = data.byteOffset + byteOffset;
- if (offset || byteLength !== data.byteLength) {
- data = new Uint8Array(data.buffer, offset, byteLength);
- }
- }
- this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, <ArrayBuffer>data);
- }
- }
- this._resetVertexBufferBinding();
- }
- private _resetIndexBufferBinding(): void {
- this.bindIndexBuffer(null);
- this._cachedIndexBuffer = null;
- }
- /**
- * Creates a new index buffer
- * @param indices defines the content of the index buffer
- * @param updatable defines if the index buffer must be updatable
- * @returns a new webGL buffer
- */
- public createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer {
- var vbo = this._gl.createBuffer();
- let dataBuffer = new WebGLDataBuffer(vbo!);
- if (!vbo) {
- throw new Error("Unable to create index buffer");
- }
- this.bindIndexBuffer(dataBuffer);
- // Check for 32 bits indices
- var arrayBuffer;
- var need32Bits = false;
- if (indices instanceof Uint16Array) {
- arrayBuffer = indices;
- } else {
- //check 32 bit support
- if (this._caps.uintIndices) {
- if (indices instanceof Uint32Array) {
- arrayBuffer = indices;
- need32Bits = true;
- } else {
- //number[] or Int32Array, check if 32 bit is necessary
- for (var index = 0; index < indices.length; index++) {
- if (indices[index] > 65535) {
- need32Bits = true;
- break;
- }
- }
- arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
- }
- } else {
- //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
- arrayBuffer = new Uint16Array(indices);
- }
- }
- this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
- this._resetIndexBufferBinding();
- dataBuffer.references = 1;
- dataBuffer.is32Bits = need32Bits;
- return dataBuffer;
- }
- /**
- * Bind a webGL buffer to the webGL context
- * @param buffer defines the buffer to bind
- */
- public bindArrayBuffer(buffer: Nullable<DataBuffer>): void {
- if (!this._vaoRecordInProgress) {
- this._unbindVertexArrayObject();
- }
- this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
- }
- /**
- * Bind an uniform buffer to the current webGL context
- * @param buffer defines the buffer to bind
- */
- public bindUniformBuffer(buffer: Nullable<DataBuffer>): void {
- this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer ? buffer.underlyingResource : null);
- }
- /**
- * Bind a buffer to the current webGL context at a given location
- * @param buffer defines the buffer to bind
- * @param location defines the index where to bind the buffer
- * @param name Name of the uniform variable to bind
- */
- public bindUniformBufferBase(buffer: DataBuffer, location: number, name: string): void {
- this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer ? buffer.underlyingResource : null);
- }
- /**
- * Bind a specific block at a given index in a specific shader program
- * @param pipelineContext defines the pipeline context to use
- * @param blockName defines the block name
- * @param index defines the index where to bind the block
- */
- public bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {
- let program = (pipelineContext as WebGLPipelineContext).program!;
- var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);
- this._gl.uniformBlockBinding(program, uniformLocation, index);
- }
- private bindIndexBuffer(buffer: Nullable<DataBuffer>): void {
- if (!this._vaoRecordInProgress) {
- this._unbindVertexArrayObject();
- }
- this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
- }
- private bindBuffer(buffer: Nullable<DataBuffer>, target: number): void {
- if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
- this._gl.bindBuffer(target, buffer ? buffer.underlyingResource : null);
- this._currentBoundBuffer[target] = buffer;
- }
- }
- /**
- * update the bound buffer with the given data
- * @param data defines the data to update
- */
- public updateArrayBuffer(data: Float32Array): void {
- this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
- }
- private _vertexAttribPointer(buffer: DataBuffer, indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void {
- var pointer = this._currentBufferPointers[indx];
- var changed = false;
- if (!pointer.active) {
- changed = true;
- pointer.active = true;
- pointer.index = indx;
- pointer.size = size;
- pointer.type = type;
- pointer.normalized = normalized;
- pointer.stride = stride;
- pointer.offset = offset;
- pointer.buffer = buffer;
- } else {
- if (pointer.buffer !== buffer) { pointer.buffer = buffer; changed = true; }
- if (pointer.size !== size) { pointer.size = size; changed = true; }
- if (pointer.type !== type) { pointer.type = type; changed = true; }
- if (pointer.normalized !== normalized) { pointer.normalized = normalized; changed = true; }
- if (pointer.stride !== stride) { pointer.stride = stride; changed = true; }
- if (pointer.offset !== offset) { pointer.offset = offset; changed = true; }
- }
- if (changed || this._vaoRecordInProgress) {
- this.bindArrayBuffer(buffer);
- this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
- }
- }
- private _bindIndexBufferWithCache(indexBuffer: Nullable<DataBuffer>): void {
- if (indexBuffer == null) {
- return;
- }
- if (this._cachedIndexBuffer !== indexBuffer) {
- this._cachedIndexBuffer = indexBuffer;
- this.bindIndexBuffer(indexBuffer);
- this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
- }
- }
- private _bindVertexBuffersAttributes(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, effect: Effect): void {
- var attributes = effect.getAttributesNames();
- if (!this._vaoRecordInProgress) {
- this._unbindVertexArrayObject();
- }
- this.unbindAllAttributes();
- for (var index = 0; index < attributes.length; index++) {
- var order = effect.getAttributeLocation(index);
- if (order >= 0) {
- var vertexBuffer = vertexBuffers[attributes[index]];
- if (!vertexBuffer) {
- continue;
- }
- this._gl.enableVertexAttribArray(order);
- if (!this._vaoRecordInProgress) {
- this._vertexAttribArraysEnabled[order] = true;
- }
- var buffer = vertexBuffer.getBuffer();
- if (buffer) {
- this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
- if (vertexBuffer.getIsInstanced()) {
- this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
- if (!this._vaoRecordInProgress) {
- this._currentInstanceLocations.push(order);
- this._currentInstanceBuffers.push(buffer);
- }
- }
- }
- }
- }
- }
- /**
- * Records a vertex array object
- * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
- * @param vertexBuffers defines the list of vertex buffers to store
- * @param indexBuffer defines the index buffer to store
- * @param effect defines the effect to store
- * @returns the new vertex array object
- */
- public recordVertexArrayObject(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject {
- var vao = this._gl.createVertexArray();
- this._vaoRecordInProgress = true;
- this._gl.bindVertexArray(vao);
- this._mustWipeVertexAttributes = true;
- this._bindVertexBuffersAttributes(vertexBuffers, effect);
- this.bindIndexBuffer(indexBuffer);
- this._vaoRecordInProgress = false;
- this._gl.bindVertexArray(null);
- return vao;
- }
- /**
- * Bind a specific vertex array object
- * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
- * @param vertexArrayObject defines the vertex array object to bind
- * @param indexBuffer defines the index buffer to bind
- */
- public bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void {
- if (this._cachedVertexArrayObject !== vertexArrayObject) {
- this._cachedVertexArrayObject = vertexArrayObject;
- this._gl.bindVertexArray(vertexArrayObject);
- this._cachedVertexBuffers = null;
- this._cachedIndexBuffer = null;
- this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
- this._mustWipeVertexAttributes = true;
- }
- }
- /**
- * Bind webGl buffers directly to the webGL context
- * @param vertexBuffer defines the vertex buffer to bind
- * @param indexBuffer defines the index buffer to bind
- * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
- * @param vertexStrideSize defines the vertex stride of the vertex buffer
- * @param effect defines the effect associated with the vertex buffer
- */
- public bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
- if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
- this._cachedVertexBuffers = vertexBuffer;
- this._cachedEffectForVertexBuffers = effect;
- let attributesCount = effect.getAttributesCount();
- this._unbindVertexArrayObject();
- this.unbindAllAttributes();
- var offset = 0;
- for (var index = 0; index < attributesCount; index++) {
- if (index < vertexDeclaration.length) {
- var order = effect.getAttributeLocation(index);
- if (order >= 0) {
- this._gl.enableVertexAttribArray(order);
- this._vertexAttribArraysEnabled[order] = true;
- this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
- }
- offset += vertexDeclaration[index] * 4;
- }
- }
- }
- this._bindIndexBufferWithCache(indexBuffer);
- }
- private _unbindVertexArrayObject(): void {
- if (!this._cachedVertexArrayObject) {
- return;
- }
- this._cachedVertexArrayObject = null;
- this._gl.bindVertexArray(null);
- }
- /**
- * Bind a list of vertex buffers to the webGL context
- * @param vertexBuffers defines the list of vertex buffers to bind
- * @param indexBuffer defines the index buffer to bind
- * @param effect defines the effect associated with the vertex buffers
- */
- public bindBuffers(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void {
- if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
- this._cachedVertexBuffers = vertexBuffers;
- this._cachedEffectForVertexBuffers = effect;
- this._bindVertexBuffersAttributes(vertexBuffers, effect);
- }
- this._bindIndexBufferWithCache(indexBuffer);
- }
- /**
- * Unbind all instance attributes
- */
- public unbindInstanceAttributes() {
- var boundBuffer;
- for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
- var instancesBuffer = this._currentInstanceBuffers[i];
- if (boundBuffer != instancesBuffer && instancesBuffer.references) {
- boundBuffer = instancesBuffer;
- this.bindArrayBuffer(instancesBuffer);
- }
- var offsetLocation = this._currentInstanceLocations[i];
- this._gl.vertexAttribDivisor(offsetLocation, 0);
- }
- this._currentInstanceBuffers.length = 0;
- this._currentInstanceLocations.length = 0;
- }
- /**
- * Release and free the memory of a vertex array object
- * @param vao defines the vertex array object to delete
- */
- public releaseVertexArrayObject(vao: WebGLVertexArrayObject) {
- this._gl.deleteVertexArray(vao);
- }
- /** @hidden */
- public _releaseBuffer(buffer: DataBuffer): boolean {
- buffer.references--;
- if (buffer.references === 0) {
- this._gl.deleteBuffer(buffer.underlyingResource);
- return true;
- }
- return false;
- }
- /**
- * Creates a webGL buffer to use with instanciation
- * @param capacity defines the size of the buffer
- * @returns the webGL buffer
- */
- public createInstancesBuffer(capacity: number): DataBuffer {
- var buffer = this._gl.createBuffer();
- if (!buffer) {
- throw new Error("Unable to create instance buffer");
- }
- var result = new WebGLDataBuffer(buffer);
- result.capacity = capacity;
- this.bindArrayBuffer(result);
- this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
- return result;
- }
- /**
- * Delete a webGL buffer used with instanciation
- * @param buffer defines the webGL buffer to delete
- */
- public deleteInstancesBuffer(buffer: WebGLBuffer): void {
- this._gl.deleteBuffer(buffer);
- }
- /**
- * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
- * @param instancesBuffer defines the webGL buffer to update and bind
- * @param data defines the data to store in the buffer
- * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
- */
- public updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void {
- this.bindArrayBuffer(instancesBuffer);
- if (data) {
- this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
- }
- if ((<any>offsetLocations[0]).index !== undefined) {
- let stride = 0;
- for (let i = 0; i < offsetLocations.length; i++) {
- let ai = <InstancingAttributeInfo>offsetLocations[i];
- stride += ai.attributeSize * 4;
- }
- for (let i = 0; i < offsetLocations.length; i++) {
- let ai = <InstancingAttributeInfo>offsetLocations[i];
- if (!this._vertexAttribArraysEnabled[ai.index]) {
- this._gl.enableVertexAttribArray(ai.index);
- this._vertexAttribArraysEnabled[ai.index] = true;
- }
- this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
- this._gl.vertexAttribDivisor(ai.index, 1);
- this._currentInstanceLocations.push(ai.index);
- this._currentInstanceBuffers.push(instancesBuffer);
- }
- } else {
- for (let index = 0; index < 4; index++) {
- let offsetLocation = <number>offsetLocations[index];
- if (!this._vertexAttribArraysEnabled[offsetLocation]) {
- this._gl.enableVertexAttribArray(offsetLocation);
- this._vertexAttribArraysEnabled[offsetLocation] = true;
- }
- this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
- this._gl.vertexAttribDivisor(offsetLocation, 1);
- this._currentInstanceLocations.push(offsetLocation);
- this._currentInstanceBuffers.push(instancesBuffer);
- }
- }
- }
- /**
- * Apply all cached states (depth, culling, stencil and alpha)
- */
- public applyStates() {
- this._depthCullingState.apply(this._gl);
- this._stencilState.apply(this._gl);
- this._alphaState.apply(this._gl);
- }
- /**
- * Send a draw order
- * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
- * @param indexStart defines the starting index
- * @param indexCount defines the number of index to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {
- this.drawElementsType(useTriangles ? Material.TriangleFillMode : Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
- }
- /**
- * Draw a list of points
- * @param verticesStart defines the index of first vertex to draw
- * @param verticesCount defines the count of vertices to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void {
- this.drawArraysType(Material.PointFillMode, verticesStart, verticesCount, instancesCount);
- }
- /**
- * Draw a list of unindexed primitives
- * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
- * @param verticesStart defines the index of first vertex to draw
- * @param verticesCount defines the count of vertices to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- public drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void {
- this.drawArraysType(useTriangles ? Material.TriangleFillMode : Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
- }
- /**
- * Draw a list of indexed primitives
- * @param fillMode defines the primitive to use
- * @param indexStart defines the starting index
- * @param indexCount defines the number of index to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {
- // Apply states
- this.applyStates();
- this._drawCalls.addCount(1, false);
- // Render
- const drawMode = this._drawMode(fillMode);
- var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
- var mult = this._uintIndicesCurrentlySet ? 4 : 2;
- if (instancesCount) {
- this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
- } else {
- this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
- }
- }
- /**
- * Draw a list of unindexed primitives
- * @param fillMode defines the primitive to use
- * @param verticesStart defines the index of first vertex to draw
- * @param verticesCount defines the count of vertices to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {
- // Apply states
- this.applyStates();
- this._drawCalls.addCount(1, false);
- const drawMode = this._drawMode(fillMode);
- if (instancesCount) {
- this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
- } else {
- this._gl.drawArrays(drawMode, verticesStart, verticesCount);
- }
- }
- private _drawMode(fillMode: number): number {
- switch (fillMode) {
- // Triangle views
- case Material.TriangleFillMode:
- return this._gl.TRIANGLES;
- case Material.PointFillMode:
- return this._gl.POINTS;
- case Material.WireFrameFillMode:
- return this._gl.LINES;
- // Draw modes
- case Material.PointListDrawMode:
- return this._gl.POINTS;
- case Material.LineListDrawMode:
- return this._gl.LINES;
- case Material.LineLoopDrawMode:
- return this._gl.LINE_LOOP;
- case Material.LineStripDrawMode:
- return this._gl.LINE_STRIP;
- case Material.TriangleStripDrawMode:
- return this._gl.TRIANGLE_STRIP;
- case Material.TriangleFanDrawMode:
- return this._gl.TRIANGLE_FAN;
- default:
- return this._gl.TRIANGLES;
- }
- }
- // Shaders
- /** @hidden */
- public _releaseEffect(effect: Effect): void {
- if (this._compiledEffects[effect._key]) {
- delete this._compiledEffects[effect._key];
- this._deletePipelineContext(effect.getPipelineContext() as WebGLPipelineContext);
- }
- }
- /** @hidden */
- public _deletePipelineContext(pipelineContext: IPipelineContext): void {
- let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
- if (webGLPipelineContext && webGLPipelineContext.program) {
- webGLPipelineContext.program.__SPECTOR_rebuildProgram = null;
- if (webGLPipelineContext.transformFeedback) {
- this.deleteTransformFeedback(webGLPipelineContext.transformFeedback);
- webGLPipelineContext.transformFeedback = null;
- }
- this._gl.deleteProgram(webGLPipelineContext.program);
- }
- }
- /**
- * Create a new effect (used to store vertex/fragment shaders)
- * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
- * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
- * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
- * @param samplers defines an array of string used to represent textures
- * @param defines defines the string containing the defines to use to compile the shaders
- * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
- * @param onCompiled defines a function to call when the effect creation is successful
- * @param onError defines a function to call when the effect creation has failed
- * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
- * @returns the new Effect
- */
- public createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks,
- onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect {
- var vertex = baseName.vertexElement || baseName.vertex || baseName;
- var fragment = baseName.fragmentElement || baseName.fragment || baseName;
- var name = vertex + "+" + fragment + "@" + (defines ? defines : (<EffectCreationOptions>attributesNamesOrOptions).defines);
- if (this._compiledEffects[name]) {
- var compiledEffect = <Effect>this._compiledEffects[name];
- if (onCompiled && compiledEffect.isReady()) {
- onCompiled(compiledEffect);
- }
- return compiledEffect;
- }
- var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
- effect._key = name;
- this._compiledEffects[name] = effect;
- return effect;
- }
- private _compileShader(source: string, type: string, defines: Nullable<string>, shaderVersion: string): WebGLShader {
- return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
- }
- private _compileRawShader(source: string, type: string): WebGLShader {
- var gl = this._gl;
- var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
- if (!shader) {
- throw new Error("Something went wrong while compile the shader.");
- }
- gl.shaderSource(shader, source);
- gl.compileShader(shader);
- return shader;
- }
- /**
- * Directly creates a webGL program
- * @param pipelineContext defines the pipeline context to attach to
- * @param vertexCode defines the vertex shader code to use
- * @param fragmentCode defines the fragment shader code to use
- * @param context defines the webGL context to use (if not set, the current one will be used)
- * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
- * @returns the new webGL program
- */
- public createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
- context = context || this._gl;
- var vertexShader = this._compileRawShader(vertexCode, "vertex");
- var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
- return this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);
- }
- /**
- * Creates a webGL program
- * @param pipelineContext defines the pipeline context to attach to
- * @param vertexCode defines the vertex shader code to use
- * @param fragmentCode defines the fragment shader code to use
- * @param defines defines the string containing the defines to use to compile the shaders
- * @param context defines the webGL context to use (if not set, the current one will be used)
- * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
- * @returns the new webGL program
- */
- public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
- context = context || this._gl;
- this.onBeforeShaderCompilationObservable.notifyObservers(this);
- var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
- var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
- var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
- let program = this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);
- this.onAfterShaderCompilationObservable.notifyObservers(this);
- return program;
- }
- /**
- * Creates a new pipeline context
- * @returns the new pipeline
- */
- public createPipelineContext(): IPipelineContext {
- var pipelineContext = new WebGLPipelineContext();
- pipelineContext.engine = this;
- if (this._caps.parallelShaderCompile) {
- pipelineContext.isParallelCompiled = true;
- }
- return pipelineContext;
- }
- private _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
- var shaderProgram = context.createProgram();
- pipelineContext.program = shaderProgram;
- if (!shaderProgram) {
- throw new Error("Unable to create program");
- }
- context.attachShader(shaderProgram, vertexShader);
- context.attachShader(shaderProgram, fragmentShader);
- if (this.webGLVersion > 1 && transformFeedbackVaryings) {
- let transformFeedback = this.createTransformFeedback();
- this.bindTransformFeedback(transformFeedback);
- this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
- pipelineContext.transformFeedback = transformFeedback;
- }
- context.linkProgram(shaderProgram);
- if (this.webGLVersion > 1 && transformFeedbackVaryings) {
- this.bindTransformFeedback(null);
- }
- pipelineContext.context = context;
- pipelineContext.vertexShader = vertexShader;
- pipelineContext.fragmentShader = fragmentShader;
- if (!pipelineContext.isParallelCompiled) {
- this._finalizePipelineContext(pipelineContext);
- }
- return shaderProgram;
- }
- private _finalizePipelineContext(pipelineContext: WebGLPipelineContext) {
- const context = pipelineContext.context!;
- const vertexShader = pipelineContext.vertexShader!;
- const fragmentShader = pipelineContext.fragmentShader!;
- const program = pipelineContext.program!;
- var linked = context.getProgramParameter(program, context.LINK_STATUS);
- if (!linked) { // Get more info
- // Vertex
- if (!this._gl.getShaderParameter(vertexShader, this._gl.COMPILE_STATUS)) {
- let log = this._gl.getShaderInfoLog(vertexShader);
- if (log) {
- throw new Error(log);
- }
- }
- // Fragment
- if (!this._gl.getShaderParameter(fragmentShader, this._gl.COMPILE_STATUS)) {
- let log = this._gl.getShaderInfoLog(fragmentShader);
- if (log) {
- throw new Error(log);
- }
- }
- var error = context.getProgramInfoLog(program);
- if (error) {
- throw new Error(error);
- }
- }
- if (this.validateShaderPrograms) {
- context.validateProgram(program);
- var validated = context.getProgramParameter(program, context.VALIDATE_STATUS);
- if (!validated) {
- var error = context.getProgramInfoLog(program);
- if (error) {
- throw new Error(error);
- }
- }
- }
- context.deleteShader(vertexShader);
- context.deleteShader(fragmentShader);
- pipelineContext.vertexShader = undefined;
- pipelineContext.fragmentShader = undefined;
- if (pipelineContext.onCompiled) {
- pipelineContext.onCompiled();
- pipelineContext.onCompiled = undefined;
- }
- }
- /** @hidden */
- public _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean,
- rebuildRebind: any,
- defines: Nullable<string>,
- transformFeedbackVaryings: Nullable<string[]>) {
- let webGLRenderingState = pipelineContext as WebGLPipelineContext;
- if (createAsRaw) {
- webGLRenderingState.program = this.createRawShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, undefined, transformFeedbackVaryings);
- }
- else {
- webGLRenderingState.program = this.createShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, defines, undefined, transformFeedbackVaryings);
- }
- webGLRenderingState.program.__SPECTOR_rebuildProgram = rebuildRebind;
- }
- /** @hidden */
- public _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean {
- let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
- if (this._gl.getProgramParameter(webGLPipelineContext.program!, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
- this._finalizePipelineContext(webGLPipelineContext);
- return true;
- }
- return false;
- }
- /** @hidden */
- public _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {
- let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
- if (!webGLPipelineContext.isParallelCompiled) {
- action();
- return;
- }
- webGLPipelineContext.onCompiled = action;
- }
- /**
- * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
- * @param pipelineContext defines the pipeline context to use
- * @param uniformsNames defines the list of uniform names
- * @returns an array of webGL uniform locations
- */
- public getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[] {
- var results = new Array<Nullable<WebGLUniformLocation>>();
- let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
- for (var index = 0; index < uniformsNames.length; index++) {
- results.push(this._gl.getUniformLocation(webGLPipelineContext.program!, uniformsNames[index]));
- }
- return results;
- }
- /**
- * Gets the lsit of active attributes for a given webGL program
- * @param pipelineContext defines the pipeline context to use
- * @param attributesNames defines the list of attribute names to get
- * @returns an array of indices indicating the offset of each attribute
- */
- public getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {
- var results = [];
- let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
- for (var index = 0; index < attributesNames.length; index++) {
- try {
- results.push(this._gl.getAttribLocation(webGLPipelineContext.program!, attributesNames[index]));
- } catch (e) {
- results.push(-1);
- }
- }
- return results;
- }
- /**
- * Activates an effect, mkaing it the current one (ie. the one used for rendering)
- * @param effect defines the effect to activate
- */
- public enableEffect(effect: Nullable<Effect>): void {
- if (!effect || effect === this._currentEffect) {
- return;
- }
- // Use program
- this.bindSamplers(effect);
- this._currentEffect = effect;
- if (effect.onBind) {
- effect.onBind(effect);
- }
- if (effect._onBindObservable) {
- effect._onBindObservable.notifyObservers(effect);
- }
- }
- /**
- * Set the value of an uniform to an array of int32
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- */
- public setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform1iv(uniform, array);
- }
- /**
- * Set the value of an uniform to an array of int32 (stored as vec2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- */
- public setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
- if (!uniform || array.length % 2 !== 0) {
- return;
- }
- this._gl.uniform2iv(uniform, array);
- }
- /**
- * Set the value of an uniform to an array of int32 (stored as vec3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- */
- public setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
- if (!uniform || array.length % 3 !== 0) {
- return;
- }
- this._gl.uniform3iv(uniform, array);
- }
- /**
- * Set the value of an uniform to an array of int32 (stored as vec4)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- */
- public setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
- if (!uniform || array.length % 4 !== 0) {
- return;
- }
- this._gl.uniform4iv(uniform, array);
- }
- /**
- * Set the value of an uniform to an array of float32
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- */
- public setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform1fv(uniform, array);
- }
- /**
- * Set the value of an uniform to an array of float32 (stored as vec2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- */
- public setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void {
- if (!uniform || array.length % 2 !== 0) {
- return;
- }
- this._gl.uniform2fv(uniform, array);
- }
- /**
- * Set the value of an uniform to an array of float32 (stored as vec3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- */
- public setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void {
- if (!uniform || array.length % 3 !== 0) {
- return;
- }
- this._gl.uniform3fv(uniform, array);
- }
- /**
- * Set the value of an uniform to an array of float32 (stored as vec4)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- */
- public setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void {
- if (!uniform || array.length % 4 !== 0) {
- return;
- }
- this._gl.uniform4fv(uniform, array);
- }
- /**
- * Set the value of an uniform to an array of number
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- */
- public setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform1fv(uniform, <any>array);
- }
- /**
- * Set the value of an uniform to an array of number (stored as vec2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- */
- public setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void {
- if (!uniform || array.length % 2 !== 0) {
- return;
- }
- this._gl.uniform2fv(uniform, <any>array);
- }
- /**
- * Set the value of an uniform to an array of number (stored as vec3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- */
- public setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void {
- if (!uniform || array.length % 3 !== 0) {
- return;
- }
- this._gl.uniform3fv(uniform, <any>array);
- }
- /**
- * Set the value of an uniform to an array of number (stored as vec4)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- */
- public setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void {
- if (!uniform || array.length % 4 !== 0) {
- return;
- }
- this._gl.uniform4fv(uniform, <any>array);
- }
- /**
- * Set the value of an uniform to an array of float32 (stored as matrices)
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrices defines the array of float32 to store
- */
- public setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void {
- if (!uniform) {
- return;
- }
- this._gl.uniformMatrix4fv(uniform, false, matrices);
- }
- /**
- * Set the value of an uniform to a matrix
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrix defines the matrix to store
- */
- public setMatrix(uniform: Nullable<WebGLUniformLocation>, matrix: Matrix): void {
- if (!uniform) {
- return;
- }
- this._gl.uniformMatrix4fv(uniform, false, matrix.toArray() as Float32Array);
- }
- /**
- * Set the value of an uniform to a matrix (3x3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrix defines the Float32Array representing the 3x3 matrix to store
- */
- public setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
- if (!uniform) {
- return;
- }
- this._gl.uniformMatrix3fv(uniform, false, matrix);
- }
- /**
- * Set the value of an uniform to a matrix (2x2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrix defines the Float32Array representing the 2x2 matrix to store
- */
- public setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
- if (!uniform) {
- return;
- }
- this._gl.uniformMatrix2fv(uniform, false, matrix);
- }
- /**
- * Set the value of an uniform to a number (int)
- * @param uniform defines the webGL uniform location where to store the value
- * @param value defines the int number to store
- */
- public setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform1i(uniform, value);
- }
- /**
- * Set the value of an uniform to a number (float)
- * @param uniform defines the webGL uniform location where to store the value
- * @param value defines the float number to store
- */
- public setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform1f(uniform, value);
- }
- /**
- * Set the value of an uniform to a vec2
- * @param uniform defines the webGL uniform location where to store the value
- * @param x defines the 1st component of the value
- * @param y defines the 2nd component of the value
- */
- public setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform2f(uniform, x, y);
- }
- /**
- * Set the value of an uniform to a vec3
- * @param uniform defines the webGL uniform location where to store the value
- * @param x defines the 1st component of the value
- * @param y defines the 2nd component of the value
- * @param z defines the 3rd component of the value
- */
- public setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform3f(uniform, x, y, z);
- }
- /**
- * Set the value of an uniform to a boolean
- * @param uniform defines the webGL uniform location where to store the value
- * @param bool defines the boolean to store
- */
- public setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform1i(uniform, bool);
- }
- /**
- * Set the value of an uniform to a vec4
- * @param uniform defines the webGL uniform location where to store the value
- * @param x defines the 1st component of the value
- * @param y defines the 2nd component of the value
- * @param z defines the 3rd component of the value
- * @param w defines the 4th component of the value
- */
- public setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform4f(uniform, x, y, z, w);
- }
- /**
- * Set the value of an uniform to a Color3
- * @param uniform defines the webGL uniform location where to store the value
- * @param color3 defines the color to store
- */
- public setColor3(uniform: Nullable<WebGLUniformLocation>, color3: Color3): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
- }
- /**
- * Set the value of an uniform to a Color3 and an alpha value
- * @param uniform defines the webGL uniform location where to store the value
- * @param color3 defines the color to store
- * @param alpha defines the alpha component to store
- */
- public setColor4(uniform: Nullable<WebGLUniformLocation>, color3: Color3, alpha: number): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
- }
- /**
- * Sets a Color4 on a uniform variable
- * @param uniform defines the uniform location
- * @param color4 defines the value to be set
- */
- public setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: Color4): void {
- if (!uniform) {
- return;
- }
- this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
- }
- // States
- /**
- * Set various states to the webGL context
- * @param culling defines backface culling state
- * @param zOffset defines the value to apply to zOffset (0 by default)
- * @param force defines if states must be applied even if cache is up to date
- * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
- */
- public setState(culling: boolean, zOffset: number = 0, force?: boolean, reverseSide = false): void {
- // Culling
- if (this._depthCullingState.cull !== culling || force) {
- this._depthCullingState.cull = culling;
- }
- // Cull face
- var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
- if (this._depthCullingState.cullFace !== cullFace || force) {
- this._depthCullingState.cullFace = cullFace;
- }
- // Z offset
- this.setZOffset(zOffset);
- // Front face
- var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
- if (this._depthCullingState.frontFace !== frontFace || force) {
- this._depthCullingState.frontFace = frontFace;
- }
- }
- /**
- * Set the z offset to apply to current rendering
- * @param value defines the offset to apply
- */
- public setZOffset(value: number): void {
- this._depthCullingState.zOffset = value;
- }
- /**
- * Gets the current value of the zOffset
- * @returns the current zOffset state
- */
- public getZOffset(): number {
- return this._depthCullingState.zOffset;
- }
- /**
- * Enable or disable depth buffering
- * @param enable defines the state to set
- */
- public setDepthBuffer(enable: boolean): void {
- this._depthCullingState.depthTest = enable;
- }
- /**
- * Gets a boolean indicating if depth writing is enabled
- * @returns the current depth writing state
- */
- public getDepthWrite(): boolean {
- return this._depthCullingState.depthMask;
- }
- /**
- * Enable or disable depth writing
- * @param enable defines the state to set
- */
- public setDepthWrite(enable: boolean): void {
- this._depthCullingState.depthMask = enable;
- }
- /**
- * Enable or disable color writing
- * @param enable defines the state to set
- */
- public setColorWrite(enable: boolean): void {
- this._gl.colorMask(enable, enable, enable, enable);
- this._colorWrite = enable;
- }
- /**
- * Gets a boolean indicating if color writing is enabled
- * @returns the current color writing state
- */
- public getColorWrite(): boolean {
- return this._colorWrite;
- }
- /**
- * Sets alpha constants used by some alpha blending modes
- * @param r defines the red component
- * @param g defines the green component
- * @param b defines the blue component
- * @param a defines the alpha component
- */
- public setAlphaConstants(r: number, g: number, b: number, a: number) {
- this._alphaState.setAlphaBlendConstants(r, g, b, a);
- }
- /**
- * Sets the current alpha mode
- * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
- * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
- */
- public setAlphaMode(mode: number, noDepthWriteChange: boolean = false): void {
- if (this._alphaMode === mode) {
- return;
- }
- switch (mode) {
- case Engine.ALPHA_DISABLE:
- this._alphaState.alphaBlend = false;
- break;
- case Engine.ALPHA_PREMULTIPLIED:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_COMBINE:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_ONEONE:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_ADD:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_SUBTRACT:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_MULTIPLY:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_MAXIMIZED:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_INTERPOLATE:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
- this._alphaState.alphaBlend = true;
- break;
- case Engine.ALPHA_SCREENMODE:
- this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
- this._alphaState.alphaBlend = true;
- break;
- }
- if (!noDepthWriteChange) {
- this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
- }
- this._alphaMode = mode;
- }
- /**
- * Gets the current alpha mode
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
- * @returns the current alpha mode
- */
- public getAlphaMode(): number {
- return this._alphaMode;
- }
- // Textures
- /**
- * Clears the list of texture accessible through engine.
- * This can help preventing texture load conflict due to name collision.
- */
- public clearInternalTexturesCache() {
- this._internalTexturesCache = [];
- }
- /**
- * Force the entire cache to be cleared
- * You should not have to use this function unless your engine needs to share the webGL context with another engine
- * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
- */
- public wipeCaches(bruteForce?: boolean): void {
- if (this.preventCacheWipeBetweenFrames && !bruteForce) {
- return;
- }
- this._currentEffect = null;
- this._viewportCached.x = 0;
- this._viewportCached.y = 0;
- this._viewportCached.z = 0;
- this._viewportCached.w = 0;
- if (bruteForce) {
- this.resetTextureCache();
- this._currentProgram = null;
- this._stencilState.reset();
- this._depthCullingState.reset();
- this.setDepthFunctionToLessOrEqual();
- this._alphaState.reset();
- this._unpackFlipYCached = null;
- }
- this._resetVertexBufferBinding();
- this._cachedIndexBuffer = null;
- this._cachedEffectForVertexBuffers = null;
- this._unbindVertexArrayObject();
- this.bindIndexBuffer(null);
- }
- /**
- * Set the compressed texture format to use, based on the formats you have, and the formats
- * supported by the hardware / browser.
- *
- * Khronos Texture Container (.ktx) files are used to support this. This format has the
- * advantage of being specifically designed for OpenGL. Header elements directly correspond
- * to API arguments needed to compressed textures. This puts the burden on the container
- * generator to house the arcane code for determining these for current & future formats.
- *
- * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
- * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
- *
- * Note: The result of this call is not taken into account when a texture is base64.
- *
- * @param formatsAvailable defines the list of those format families you have created
- * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
- *
- * Current families are astc, dxt, pvrtc, etc2, & etc1.
- * @returns The extension selected.
- */
- public setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string> {
- for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
- for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
- if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
- return this._textureFormatInUse = this._texturesSupported[i];
- }
- }
- }
- // actively set format to nothing, to allow this to be called more than once
- // and possibly fail the 2nd time
- this._textureFormatInUse = null;
- return null;
- }
- /** @hidden */
- public _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): { min: number; mag: number } {
- var gl = this._gl;
- var magFilter = gl.NEAREST;
- var minFilter = gl.NEAREST;
- switch (samplingMode) {
- case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
- magFilter = gl.LINEAR;
- if (generateMipMaps) {
- minFilter = gl.LINEAR_MIPMAP_NEAREST;
- } else {
- minFilter = gl.LINEAR;
- }
- break;
- case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
- magFilter = gl.LINEAR;
- if (generateMipMaps) {
- minFilter = gl.LINEAR_MIPMAP_LINEAR;
- } else {
- minFilter = gl.LINEAR;
- }
- break;
- case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
- magFilter = gl.NEAREST;
- if (generateMipMaps) {
- minFilter = gl.NEAREST_MIPMAP_LINEAR;
- } else {
- minFilter = gl.NEAREST;
- }
- break;
- case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
- magFilter = gl.NEAREST;
- if (generateMipMaps) {
- minFilter = gl.NEAREST_MIPMAP_NEAREST;
- } else {
- minFilter = gl.NEAREST;
- }
- break;
- case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
- magFilter = gl.NEAREST;
- if (generateMipMaps) {
- minFilter = gl.LINEAR_MIPMAP_NEAREST;
- } else {
- minFilter = gl.LINEAR;
- }
- break;
- case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
- magFilter = gl.NEAREST;
- if (generateMipMaps) {
- minFilter = gl.LINEAR_MIPMAP_LINEAR;
- } else {
- minFilter = gl.LINEAR;
- }
- break;
- case Engine.TEXTURE_NEAREST_LINEAR:
- magFilter = gl.NEAREST;
- minFilter = gl.LINEAR;
- break;
- case Engine.TEXTURE_NEAREST_NEAREST:
- magFilter = gl.NEAREST;
- minFilter = gl.NEAREST;
- break;
- case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
- magFilter = gl.LINEAR;
- if (generateMipMaps) {
- minFilter = gl.NEAREST_MIPMAP_NEAREST;
- } else {
- minFilter = gl.NEAREST;
- }
- break;
- case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
- magFilter = gl.LINEAR;
- if (generateMipMaps) {
- minFilter = gl.NEAREST_MIPMAP_LINEAR;
- } else {
- minFilter = gl.NEAREST;
- }
- break;
- case Engine.TEXTURE_LINEAR_LINEAR:
- magFilter = gl.LINEAR;
- minFilter = gl.LINEAR;
- break;
- case Engine.TEXTURE_LINEAR_NEAREST:
- magFilter = gl.LINEAR;
- minFilter = gl.NEAREST;
- break;
- }
- return {
- min: minFilter,
- mag: magFilter
- };
- }
- /** @hidden */
- public _createTexture(): WebGLTexture {
- let texture = this._gl.createTexture();
- if (!texture) {
- throw new Error("Unable to create texture");
- }
- return texture;
- }
- /**
- * Usually called from Texture.ts.
- * Passed information to create a WebGLTexture
- * @param urlArg defines a value which contains one of the following:
- * * A conventional http URL, e.g. 'http://...' or 'file://...'
- * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
- * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
- * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
- * @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)
- * @param scene needed for loading to the correct scene
- * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
- * @param onLoad optional callback to be called upon successful completion
- * @param onError optional callback to be called upon failure
- * @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
- * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
- * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
- * @param forcedExtension defines the extension to use to pick the right loader
- * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
- * @returns a InternalTexture for assignment back into BABYLON.Texture
- */
- public createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode: number = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE,
- onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,
- buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob> = null, fallback: Nullable<InternalTexture> = null, format: Nullable<number> = null,
- forcedExtension: Nullable<string> = null, excludeLoaders: Array<IInternalTextureLoader> = []): InternalTexture {
- var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
- var fromData = url.substr(0, 5) === "data:";
- var fromBlob = url.substr(0, 5) === "blob:";
- var isBase64 = fromData && url.indexOf(";base64,") !== -1;
- let texture = fallback ? fallback : new InternalTexture(this, InternalTexture.DATASOURCE_URL);
- // establish the file extension, if possible
- var lastDot = url.lastIndexOf('.');
- var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
- let loader: Nullable<IInternalTextureLoader> = null;
- for (let availableLoader of Engine._TextureLoaders) {
- if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
- loader = availableLoader;
- break;
- }
- }
- if (loader) {
- url = loader.transformUrl(url, this._textureFormatInUse);
- }
- if (scene) {
- scene._addPendingData(texture);
- }
- texture.url = url;
- texture.generateMipMaps = !noMipmap;
- texture.samplingMode = samplingMode;
- texture.invertY = invertY;
- if (!this._doNotHandleContextLost) {
- // Keep a link to the buffer only if we plan to handle context lost
- texture._buffer = buffer;
- }
- let onLoadObserver: Nullable<Observer<InternalTexture>> = null;
- if (onLoad && !fallback) {
- onLoadObserver = texture.onLoadedObservable.add(onLoad);
- }
- if (!fallback) { this._internalTexturesCache.push(texture); }
- let onInternalError = (message?: string, exception?: any) => {
- if (scene) {
- scene._removePendingData(texture);
- }
- let customFallback = false;
- if (loader) {
- const fallbackUrl = loader.getFallbackTextureUrl(url, this._textureFormatInUse);
- if (fallbackUrl) {
- // Add Back
- customFallback = true;
- excludeLoaders.push(loader);
- Tools.Warn((loader.constructor as any).name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
- this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, null, buffer, texture, undefined, undefined, excludeLoaders);
- }
- }
- if (!customFallback) {
- if (onLoadObserver) {
- texture.onLoadedObservable.remove(onLoadObserver);
- }
- if (Tools.UseFallbackTexture) {
- this.createTexture(Tools.fallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, null, buffer, texture);
- }
- }
- if (onError) {
- onError(message || "Unknown error", exception);
- }
- };
- // processing for non-image formats
- if (loader) {
- var callback = (data: string | ArrayBuffer) => {
- loader!.loadData(data as ArrayBuffer, texture, (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed) => {
- if (loadFailed) {
- onInternalError("TextureLoader failed to load data");
- } else {
- this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, () => {
- done();
- return false;
- }, samplingMode);
- }
- });
- };
- if (!buffer) {
- this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, (request?: WebRequest, exception?: any) => {
- onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
- });
- } else {
- callback(buffer as ArrayBuffer);
- }
- } else {
- var onload = (img: HTMLImageElement) => {
- if (fromBlob && !this._doNotHandleContextLost) {
- // We need to store the image if we need to rebuild the texture
- // in case of a webgl context lost
- texture._buffer = img;
- }
- this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, (potWidth, potHeight, continuationCallback) => {
- let gl = this._gl;
- var isPot = (img.width === potWidth && img.height === potHeight);
- let internalFormat = format ? this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
- if (isPot) {
- gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
- return false;
- }
- let maxTextureSize = this._caps.maxTextureSize;
- if (img.width > maxTextureSize || img.height > maxTextureSize || Engine._RescalePostProcessFactory === null) {
- this._prepareWorkingCanvas();
- if (!this._workingCanvas || !this._workingContext) {
- return false;
- }
- this._workingCanvas.width = potWidth;
- this._workingCanvas.height = potHeight;
- this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
- gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, this._workingCanvas);
- texture.width = potWidth;
- texture.height = potHeight;
- return false;
- } else {
- // Using shaders when possible to rescale because canvas.drawImage is lossy
- let source = new InternalTexture(this, InternalTexture.DATASOURCE_TEMP);
- this._bindTextureDirectly(gl.TEXTURE_2D, source, true);
- gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- this._rescaleTexture(source, texture, scene, internalFormat, () => {
- this._releaseTexture(source);
- this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
- continuationCallback();
- });
- }
- return true;
- }, samplingMode);
- };
- if (!fromData || isBase64) {
- if (buffer instanceof HTMLImageElement) {
- onload(buffer);
- } else {
- Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
- }
- }
- else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
- Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
- }
- else {
- onload(<HTMLImageElement>buffer);
- }
- }
- return texture;
- }
- private _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void {
- let rtt = this.createRenderTargetTexture({
- width: destination.width,
- height: destination.height,
- }, {
- generateMipMaps: false,
- type: Engine.TEXTURETYPE_UNSIGNED_INT,
- samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
- generateDepthBuffer: false,
- generateStencilBuffer: false
- }
- );
- if (!this._rescalePostProcess && Engine._RescalePostProcessFactory) {
- this._rescalePostProcess = Engine._RescalePostProcessFactory(this);
- }
- this._rescalePostProcess.getEffect().executeWhenCompiled(() => {
- this._rescalePostProcess.onApply = function(effect) {
- effect._bindTexture("textureSampler", source);
- };
- let hostingScene = scene;
- if (!hostingScene) {
- hostingScene = this.scenes[this.scenes.length - 1];
- }
- hostingScene.postProcessManager.directRender([this._rescalePostProcess], rtt, true);
- this._bindTextureDirectly(this._gl.TEXTURE_2D, destination, true);
- this._gl.copyTexImage2D(this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
- this.unBindFramebuffer(rtt);
- this._releaseTexture(rtt);
- if (onComplete) {
- onComplete();
- }
- });
- }
- /**
- * Creates a raw texture
- * @param data defines the data to store in the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param format defines the format of the data
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
- * @param compression defines the compression used (null by default)
- * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
- * @returns the raw texture inside an InternalTexture
- */
- public createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, type: number = Engine.TEXTURETYPE_UNSIGNED_INT): InternalTexture {
- throw _DevTools.WarnImport("Engine.RawTexture");
- }
- private _unpackFlipYCached: Nullable<boolean> = null;
- /**
- * In case you are sharing the context with other applications, it might
- * be interested to not cache the unpack flip y state to ensure a consistent
- * value would be set.
- */
- public enableUnpackFlipYCached = true;
- /** @hidden */
- public _unpackFlipY(value: boolean): void {
- if (this._unpackFlipYCached !== value) {
- this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
- if (this.enableUnpackFlipYCached) {
- this._unpackFlipYCached = value;
- }
- }
- }
- /** @hidden */
- public _getUnpackAlignement(): number {
- return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
- }
- /**
- * Creates a dynamic texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
- * @returns the dynamic texture inside an InternalTexture
- */
- public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture {
- var texture = new InternalTexture(this, InternalTexture.DATASOURCE_DYNAMIC);
- texture.baseWidth = width;
- texture.baseHeight = height;
- if (generateMipMaps) {
- width = this.needPOTTextures ? Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
- height = this.needPOTTextures ? Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
- }
- // this.resetTextureCache();
- texture.width = width;
- texture.height = height;
- texture.isReady = false;
- texture.generateMipMaps = generateMipMaps;
- texture.samplingMode = samplingMode;
- this.updateTextureSamplingMode(samplingMode, texture);
- this._internalTexturesCache.push(texture);
- return texture;
- }
- /**
- * Update the sampling mode of a given texture
- * @param samplingMode defines the required sampling mode
- * @param texture defines the texture to update
- */
- public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void {
- var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
- if (texture.isCube) {
- this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
- this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
- this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
- } else if (texture.is3D) {
- this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
- this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
- this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
- } else {
- this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
- this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
- this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
- }
- texture.samplingMode = samplingMode;
- }
- /**
- * Update the content of a dynamic texture
- * @param texture defines the texture to update
- * @param canvas defines the canvas containing the source
- * @param invertY defines if data must be stored with Y axis inverted
- * @param premulAlpha defines if alpha is stored as premultiplied
- * @param format defines the format of the data
- * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
- */
- public updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha: boolean = false, format?: number, forceBindTexture: boolean = false): void {
- if (!texture) {
- return;
- }
- this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
- this._unpackFlipY(invertY);
- if (premulAlpha) {
- this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
- }
- let internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
- this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
- if (texture.generateMipMaps) {
- this._gl.generateMipmap(this._gl.TEXTURE_2D);
- }
- this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
- if (premulAlpha) {
- this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
- }
- texture.isReady = true;
- }
- /**
- * Update a video texture
- * @param texture defines the texture to update
- * @param video defines the video element to use
- * @param invertY defines if data must be stored with Y axis inverted
- */
- public updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void {
- if (!texture || texture._isDisabled) {
- return;
- }
- var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
- this._unpackFlipY(!invertY); // Video are upside down by default
- try {
- // Testing video texture support
- if (this._videoTextureSupported === undefined) {
- this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
- if (this._gl.getError() !== 0) {
- this._videoTextureSupported = false;
- } else {
- this._videoTextureSupported = true;
- }
- }
- // Copy video through the current working canvas if video texture is not supported
- if (!this._videoTextureSupported) {
- if (!texture._workingCanvas) {
- texture._workingCanvas = document.createElement("canvas");
- let context = texture._workingCanvas.getContext("2d");
- if (!context) {
- throw new Error("Unable to get 2d context");
- }
- texture._workingContext = context;
- texture._workingCanvas.width = texture.width;
- texture._workingCanvas.height = texture.height;
- }
- texture._workingContext!.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
- this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
- } else {
- this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
- }
- if (texture.generateMipMaps) {
- this._gl.generateMipmap(this._gl.TEXTURE_2D);
- }
- if (!wasPreviouslyBound) {
- this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
- }
- // this.resetTextureCache();
- texture.isReady = true;
- } catch (ex) {
- // Something unexpected
- // Let's disable the texture
- texture._isDisabled = true;
- }
- }
- /**
- * Updates a depth texture Comparison Mode and Function.
- * If the comparison Function is equal to 0, the mode will be set to none.
- * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
- * @param texture The texture to set the comparison function for
- * @param comparisonFunction The comparison function to set, 0 if no comparison required
- */
- public updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void {
- if (this.webGLVersion === 1) {
- Logger.Error("WebGL 1 does not support texture comparison.");
- return;
- }
- var gl = this._gl;
- if (texture.isCube) {
- this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
- if (comparisonFunction === 0) {
- gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
- gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
- }
- else {
- gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
- gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
- }
- this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
- } else {
- this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
- if (comparisonFunction === 0) {
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
- }
- else {
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
- }
- this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
- }
- texture._comparisonFunction = comparisonFunction;
- }
- /** @hidden */
- public _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | { width: number, height: number }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void {
- var width = (<{ width: number, height: number }>size).width || <number>size;
- var height = (<{ width: number, height: number }>size).height || <number>size;
- internalTexture.baseWidth = width;
- internalTexture.baseHeight = height;
- internalTexture.width = width;
- internalTexture.height = height;
- internalTexture.isReady = true;
- internalTexture.samples = 1;
- internalTexture.generateMipMaps = false;
- internalTexture._generateDepthBuffer = true;
- internalTexture._generateStencilBuffer = generateStencil;
- internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
- internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
- internalTexture._comparisonFunction = comparisonFunction;
- var gl = this._gl;
- var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
- var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
- gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
- gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
- gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- if (comparisonFunction === 0) {
- gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
- gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
- }
- else {
- gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
- gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
- }
- }
- /**
- * Creates a depth stencil texture.
- * This is only available in WebGL 2 or with the depth texture extension available.
- * @param size The size of face edge in the texture.
- * @param options The options defining the texture.
- * @returns The texture
- */
- public createDepthStencilTexture(size: number | { width: number, height: number }, options: DepthTextureCreationOptions): InternalTexture {
- if (options.isCube) {
- let width = (<{ width: number, height: number }>size).width || <number>size;
- return this._createDepthStencilCubeTexture(width, options);
- }
- else {
- return this._createDepthStencilTexture(size, options);
- }
- }
- /**
- * Creates a depth stencil texture.
- * This is only available in WebGL 2 or with the depth texture extension available.
- * @param size The size of face edge in the texture.
- * @param options The options defining the texture.
- * @returns The texture
- */
- private _createDepthStencilTexture(size: number | { width: number, height: number }, options: DepthTextureCreationOptions): InternalTexture {
- var internalTexture = new InternalTexture(this, InternalTexture.DATASOURCE_DEPTHTEXTURE);
- if (!this._caps.depthTextureExtension) {
- Logger.Error("Depth texture is not supported by your browser or hardware.");
- return internalTexture;
- }
- var internalOptions = {
- bilinearFiltering: false,
- comparisonFunction: 0,
- generateStencil: false,
- ...options
- };
- var gl = this._gl;
- this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
- this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
- if (this.webGLVersion > 1) {
- if (internalOptions.generateStencil) {
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
- }
- else {
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
- }
- }
- else {
- if (internalOptions.generateStencil) {
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
- }
- else {
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
- }
- }
- this._bindTextureDirectly(gl.TEXTURE_2D, null);
- return internalTexture;
- }
- /**
- * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
- * @param renderTarget The render target to set the frame buffer for
- */
- public setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void {
- // Create the framebuffer
- var internalTexture = renderTarget.getInternalTexture();
- if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
- return;
- }
- var gl = this._gl;
- var depthStencilTexture = renderTarget.depthStencilTexture;
- this._bindUnboundFramebuffer(internalTexture._framebuffer);
- if (depthStencilTexture.isCube) {
- if (depthStencilTexture._generateStencilBuffer) {
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
- }
- else {
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
- }
- }
- else {
- if (depthStencilTexture._generateStencilBuffer) {
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
- }
- else {
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
- }
- }
- this._bindUnboundFramebuffer(null);
- }
- /**
- * Creates a new render target texture
- * @param size defines the size of the texture
- * @param options defines the options used to create the texture
- * @returns a new render target texture stored in an InternalTexture
- */
- public createRenderTargetTexture(size: number | { width: number, height: number }, options: boolean | RenderTargetCreationOptions): InternalTexture {
- let fullOptions = new RenderTargetCreationOptions();
- if (options !== undefined && typeof options === "object") {
- fullOptions.generateMipMaps = options.generateMipMaps;
- fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
- fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
- fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
- fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
- fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
- } else {
- fullOptions.generateMipMaps = <boolean>options;
- fullOptions.generateDepthBuffer = true;
- fullOptions.generateStencilBuffer = false;
- fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
- fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
- fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
- }
- if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
- // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
- fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
- }
- else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
- // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
- fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
- }
- var gl = this._gl;
- var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RENDERTARGET);
- this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
- var width = (<{ width: number, height: number }>size).width || <number>size;
- var height = (<{ width: number, height: number }>size).height || <number>size;
- var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
- if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
- fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
- Logger.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
- }
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
- // Create the framebuffer
- var currentFrameBuffer = this._currentFramebuffer;
- var framebuffer = gl.createFramebuffer();
- this._bindUnboundFramebuffer(framebuffer);
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
- texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
- if (fullOptions.generateMipMaps) {
- this._gl.generateMipmap(this._gl.TEXTURE_2D);
- }
- // Unbind
- this._bindTextureDirectly(gl.TEXTURE_2D, null);
- gl.bindRenderbuffer(gl.RENDERBUFFER, null);
- this._bindUnboundFramebuffer(currentFrameBuffer);
- texture._framebuffer = framebuffer;
- texture.baseWidth = width;
- texture.baseHeight = height;
- texture.width = width;
- texture.height = height;
- texture.isReady = true;
- texture.samples = 1;
- texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
- texture.samplingMode = fullOptions.samplingMode;
- texture.type = fullOptions.type;
- texture.format = fullOptions.format;
- texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
- texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
- // this.resetTextureCache();
- this._internalTexturesCache.push(texture);
- return texture;
- }
- /** @hidden */
- public _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples = 1): Nullable<WebGLRenderbuffer> {
- var depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;
- var gl = this._gl;
- // Create the depth/stencil buffer
- if (generateStencilBuffer) {
- depthStencilBuffer = gl.createRenderbuffer();
- gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
- if (samples > 1) {
- gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
- } else {
- gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
- }
- gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
- }
- else if (generateDepthBuffer) {
- depthStencilBuffer = gl.createRenderbuffer();
- gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
- if (samples > 1) {
- gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
- } else {
- gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
- }
- gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
- }
- return depthStencilBuffer;
- }
- /**
- * Updates the sample count of a render target texture
- * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
- * @param texture defines the texture to update
- * @param samples defines the sample count to set
- * @returns the effective sample count (could be 0 if multisample render targets are not supported)
- */
- public updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number {
- if (this.webGLVersion < 2 || !texture) {
- return 1;
- }
- if (texture.samples === samples) {
- return samples;
- }
- var gl = this._gl;
- samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
- // Dispose previous render buffers
- if (texture._depthStencilBuffer) {
- gl.deleteRenderbuffer(texture._depthStencilBuffer);
- texture._depthStencilBuffer = null;
- }
- if (texture._MSAAFramebuffer) {
- gl.deleteFramebuffer(texture._MSAAFramebuffer);
- texture._MSAAFramebuffer = null;
- }
- if (texture._MSAARenderBuffer) {
- gl.deleteRenderbuffer(texture._MSAARenderBuffer);
- texture._MSAARenderBuffer = null;
- }
- if (samples > 1) {
- let framebuffer = gl.createFramebuffer();
- if (!framebuffer) {
- throw new Error("Unable to create multi sampled framebuffer");
- }
- texture._MSAAFramebuffer = framebuffer;
- this._bindUnboundFramebuffer(texture._MSAAFramebuffer);
- var colorRenderbuffer = gl.createRenderbuffer();
- if (!colorRenderbuffer) {
- throw new Error("Unable to create multi sampled framebuffer");
- }
- gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
- gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
- gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
- texture._MSAARenderBuffer = colorRenderbuffer;
- } else {
- this._bindUnboundFramebuffer(texture._framebuffer);
- }
- texture.samples = samples;
- texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
- gl.bindRenderbuffer(gl.RENDERBUFFER, null);
- this._bindUnboundFramebuffer(null);
- return samples;
- }
- /** @hidden */
- public _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex: number = 0, lod: number = 0) {
- var gl = this._gl;
- var target = gl.TEXTURE_2D;
- if (texture.isCube) {
- target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
- }
- this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, <DataView>data);
- }
- /** @hidden */
- public _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {
- var gl = this._gl;
- var textureType = this._getWebGLTextureType(texture.type);
- var format = this._getInternalFormat(texture.format);
- var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
- this._unpackFlipY(texture.invertY);
- var target = gl.TEXTURE_2D;
- if (texture.isCube) {
- target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
- }
- const lodMaxWidth = Math.round(Scalar.Log2(texture.width));
- const lodMaxHeight = Math.round(Scalar.Log2(texture.height));
- const width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
- const height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
- gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
- }
- /** @hidden */
- public _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {
- var gl = this._gl;
- var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
- this._bindTextureDirectly(bindTarget, texture, true);
- this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
- this._bindTextureDirectly(bindTarget, null, true);
- }
- /** @hidden */
- public _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex: number = 0, lod: number = 0) {
- var gl = this._gl;
- var textureType = this._getWebGLTextureType(texture.type);
- var format = this._getInternalFormat(texture.format);
- var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
- var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
- this._bindTextureDirectly(bindTarget, texture, true);
- this._unpackFlipY(texture.invertY);
- var target = gl.TEXTURE_2D;
- if (texture.isCube) {
- target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
- }
- gl.texImage2D(target, lod, internalFormat, format, textureType, image);
- this._bindTextureDirectly(bindTarget, null, true);
- }
- /**
- * @hidden
- */
- public _setCubeMapTextureParams(loadMipmap: boolean): void {
- var gl = this._gl;
- gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
- }
- /**
- * Creates a new raw cube texture
- * @param data defines the array of data to use to create each face
- * @param size defines the size of the textures
- * @param format defines the format of the data
- * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
- * @param compression defines the compression used (null by default)
- * @returns the cube texture as an InternalTexture
- */
- public createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number,
- generateMipMaps: boolean, invertY: boolean, samplingMode: number,
- compression: Nullable<string> = null): InternalTexture {
- throw _DevTools.WarnImport("Engine.RawTexture");
- }
- /**
- * Creates a new raw 3D texture
- * @param data defines the data used to create the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param depth defines the depth of the texture
- * @param format defines the format of the texture
- * @param generateMipMaps defines if the engine must generate mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
- * @param compression defines the compressed used (can be null)
- * @param textureType defines the compressed used (can be null)
- * @returns a new raw 3D texture (stored in an InternalTexture)
- */
- public createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, textureType = Engine.TEXTURETYPE_UNSIGNED_INT): InternalTexture {
- throw _DevTools.WarnImport("Engine.RawTexture");
- }
- private _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void {
- var gl = this._gl;
- if (!gl) {
- return;
- }
- var filters = this._getSamplingParameters(samplingMode, !noMipmap);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
- if (!noMipmap && !isCompressed) {
- gl.generateMipmap(gl.TEXTURE_2D);
- }
- this._bindTextureDirectly(gl.TEXTURE_2D, null);
- // this.resetTextureCache();
- if (scene) {
- scene._removePendingData(texture);
- }
- texture.onLoadedObservable.notifyObservers(texture);
- texture.onLoadedObservable.clear();
- }
- private _prepareWebGLTexture(texture: InternalTexture, scene: Nullable<Scene>, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean,
- processFunction: (width: number, height: number, continuationCallback: () => void) => boolean, samplingMode: number = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE): void {
- var maxTextureSize = this.getCaps().maxTextureSize;
- var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? Tools.GetExponentOfTwo(width, maxTextureSize) : width);
- var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? Tools.GetExponentOfTwo(height, maxTextureSize) : height);
- var gl = this._gl;
- if (!gl) {
- return;
- }
- if (!texture._webGLTexture) {
- // this.resetTextureCache();
- if (scene) {
- scene._removePendingData(texture);
- }
- return;
- }
- this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
- this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
- texture.baseWidth = width;
- texture.baseHeight = height;
- texture.width = potWidth;
- texture.height = potHeight;
- texture.isReady = true;
- if (processFunction(potWidth, potHeight, () => {
- this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
- })) {
- // Returning as texture needs extra async steps
- return;
- }
- this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
- }
- /** @hidden */
- public _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {
- // Create new RGBA data container.
- var rgbaData: any;
- if (textureType === Engine.TEXTURETYPE_FLOAT) {
- rgbaData = new Float32Array(width * height * 4);
- }
- else {
- rgbaData = new Uint32Array(width * height * 4);
- }
- // Convert each pixel.
- for (let x = 0; x < width; x++) {
- for (let y = 0; y < height; y++) {
- let index = (y * width + x) * 3;
- let newIndex = (y * width + x) * 4;
- // Map Old Value to new value.
- rgbaData[newIndex + 0] = rgbData[index + 0];
- rgbaData[newIndex + 1] = rgbData[index + 1];
- rgbaData[newIndex + 2] = rgbData[index + 2];
- // Add fully opaque alpha channel.
- rgbaData[newIndex + 3] = 1;
- }
- }
- return rgbaData;
- }
- /** @hidden */
- public _releaseFramebufferObjects(texture: InternalTexture): void {
- var gl = this._gl;
- if (texture._framebuffer) {
- gl.deleteFramebuffer(texture._framebuffer);
- texture._framebuffer = null;
- }
- if (texture._depthStencilBuffer) {
- gl.deleteRenderbuffer(texture._depthStencilBuffer);
- texture._depthStencilBuffer = null;
- }
- if (texture._MSAAFramebuffer) {
- gl.deleteFramebuffer(texture._MSAAFramebuffer);
- texture._MSAAFramebuffer = null;
- }
- if (texture._MSAARenderBuffer) {
- gl.deleteRenderbuffer(texture._MSAARenderBuffer);
- texture._MSAARenderBuffer = null;
- }
- }
- /** @hidden */
- public _releaseTexture(texture: InternalTexture): void {
- var gl = this._gl;
- this._releaseFramebufferObjects(texture);
- gl.deleteTexture(texture._webGLTexture);
- // Unbind channels
- this.unbindAllTextures();
- var index = this._internalTexturesCache.indexOf(texture);
- if (index !== -1) {
- this._internalTexturesCache.splice(index, 1);
- }
- // Integrated fixed lod samplers.
- if (texture._lodTextureHigh) {
- texture._lodTextureHigh.dispose();
- }
- if (texture._lodTextureMid) {
- texture._lodTextureMid.dispose();
- }
- if (texture._lodTextureLow) {
- texture._lodTextureLow.dispose();
- }
- // Set output texture of post process to null if the texture has been released/disposed
- this.scenes.forEach((scene) => {
- scene.postProcesses.forEach((postProcess) => {
- if (postProcess._outputTexture == texture) {
- postProcess._outputTexture = null;
- }
- });
- scene.cameras.forEach((camera) => {
- camera._postProcesses.forEach((postProcess) => {
- if (postProcess) {
- if (postProcess._outputTexture == texture) {
- postProcess._outputTexture = null;
- }
- }
- });
- });
- });
- }
- private setProgram(program: WebGLProgram): void {
- if (this._currentProgram !== program) {
- this._gl.useProgram(program);
- this._currentProgram = program;
- }
- }
- private _boundUniforms: { [key: number]: WebGLUniformLocation } = {};
- /**
- * Binds an effect to the webGL context
- * @param effect defines the effect to bind
- */
- public bindSamplers(effect: Effect): void {
- let webGLPipelineContext = effect.getPipelineContext() as WebGLPipelineContext;
- this.setProgram(webGLPipelineContext.program!);
- var samplers = effect.getSamplers();
- for (var index = 0; index < samplers.length; index++) {
- var uniform = effect.getUniform(samplers[index]);
- if (uniform) {
- this._boundUniforms[index] = uniform;
- }
- }
- this._currentEffect = null;
- }
- private _activateCurrentTexture() {
- if (this._currentTextureChannel !== this._activeChannel) {
- this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
- this._currentTextureChannel = this._activeChannel;
- }
- }
- /** @hidden */
- public _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate = false, force = false): boolean {
- var wasPreviouslyBound = false;
- let isTextureForRendering = texture && texture._associatedChannel > -1;
- if (forTextureDataUpdate && isTextureForRendering) {
- this._activeChannel = texture!._associatedChannel;
- }
- let currentTextureBound = this._boundTexturesCache[this._activeChannel];
- if (currentTextureBound !== texture || force) {
- this._activateCurrentTexture();
- if (texture && texture.isMultiview) {
- this._gl.bindTexture(target, texture ? texture._colorTextureArray : null);
- } else {
- this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
- }
- this._boundTexturesCache[this._activeChannel] = texture;
- if (texture) {
- texture._associatedChannel = this._activeChannel;
- }
- } else if (forTextureDataUpdate) {
- wasPreviouslyBound = true;
- this._activateCurrentTexture();
- }
- if (isTextureForRendering && !forTextureDataUpdate) {
- this._bindSamplerUniformToChannel(texture!._associatedChannel, this._activeChannel);
- }
- return wasPreviouslyBound;
- }
- /** @hidden */
- public _bindTexture(channel: number, texture: Nullable<InternalTexture>): void {
- if (channel === undefined) {
- return;
- }
- if (texture) {
- texture._associatedChannel = channel;
- }
- this._activeChannel = channel;
- this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
- }
- /**
- * Sets a texture to the webGL context from a postprocess
- * @param channel defines the channel to use
- * @param postProcess defines the source postprocess
- */
- public setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void {
- this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
- }
- /**
- * Binds the output of the passed in post process to the texture channel specified
- * @param channel The channel the texture should be bound to
- * @param postProcess The post process which's output should be bound
- */
- public setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void {
- this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
- }
- /**
- * Unbind all textures from the webGL context
- */
- public unbindAllTextures(): void {
- for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
- this._activeChannel = channel;
- this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
- this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
- if (this.webGLVersion > 1) {
- this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
- }
- }
- }
- /**
- * Sets a texture to the according uniform.
- * @param channel The texture channel
- * @param uniform The uniform to set
- * @param texture The texture to apply
- * @param name The name of the uniform in the effect
- */
- public setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>, name: string): void {
- if (channel === undefined) {
- return;
- }
- if (uniform) {
- this._boundUniforms[channel] = uniform;
- }
- this._setTexture(channel, texture);
- }
- /**
- * Sets a depth stencil texture from a render target to the according uniform.
- * @param channel The texture channel
- * @param uniform The uniform to set
- * @param texture The render target texture containing the depth stencil texture to apply
- */
- public setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void {
- if (channel === undefined) {
- return;
- }
- if (uniform) {
- this._boundUniforms[channel] = uniform;
- }
- if (!texture || !texture.depthStencilTexture) {
- this._setTexture(channel, null);
- }
- else {
- this._setTexture(channel, texture, false, true);
- }
- }
- private _bindSamplerUniformToChannel(sourceSlot: number, destination: number) {
- let uniform = this._boundUniforms[sourceSlot];
- if (uniform._currentState === destination) {
- return;
- }
- this._gl.uniform1i(uniform, destination);
- uniform._currentState = destination;
- }
- private _getTextureWrapMode(mode: number): number {
- switch (mode) {
- case Engine.TEXTURE_WRAP_ADDRESSMODE:
- return this._gl.REPEAT;
- case Engine.TEXTURE_CLAMP_ADDRESSMODE:
- return this._gl.CLAMP_TO_EDGE;
- case Engine.TEXTURE_MIRROR_ADDRESSMODE:
- return this._gl.MIRRORED_REPEAT;
- }
- return this._gl.REPEAT;
- }
- private _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false): boolean {
- // Not ready?
- if (!texture) {
- if (this._boundTexturesCache[channel] != null) {
- this._activeChannel = channel;
- this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
- this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
- if (this.webGLVersion > 1) {
- this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
- }
- }
- return false;
- }
- // Video
- if ((<VideoTexture>texture).video) {
- this._activeChannel = channel;
- (<VideoTexture>texture).update();
- } else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
- texture.delayLoad();
- return false;
- }
- let internalTexture: InternalTexture;
- if (depthStencilTexture) {
- internalTexture = (<RenderTargetTexture>texture).depthStencilTexture!;
- }
- else if (texture.isReady()) {
- internalTexture = <InternalTexture>texture.getInternalTexture();
- }
- else if (texture.isCube) {
- internalTexture = this.emptyCubeTexture;
- }
- else if (texture.is3D) {
- internalTexture = this.emptyTexture3D;
- }
- else {
- internalTexture = this.emptyTexture;
- }
- if (!isPartOfTextureArray && internalTexture) {
- internalTexture._associatedChannel = channel;
- }
- let needToBind = true;
- if (this._boundTexturesCache[channel] === internalTexture) {
- if (!isPartOfTextureArray) {
- this._bindSamplerUniformToChannel(internalTexture._associatedChannel, channel);
- }
- needToBind = false;
- }
- this._activeChannel = channel;
- if (internalTexture && internalTexture.isMultiview) {
- if (needToBind) {
- this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, internalTexture, isPartOfTextureArray);
- }
- } else if (internalTexture && internalTexture.is3D) {
- if (needToBind) {
- this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
- }
- if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
- internalTexture._cachedWrapU = texture.wrapU;
- this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
- }
- if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
- internalTexture._cachedWrapV = texture.wrapV;
- this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
- }
- if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
- internalTexture._cachedWrapR = texture.wrapR;
- this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
- }
- this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
- }
- else if (internalTexture && internalTexture.isCube) {
- if (needToBind) {
- this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
- }
- if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
- internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
- // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
- var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
- this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
- this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
- }
- this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
- } else {
- if (needToBind) {
- this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
- }
- if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
- internalTexture._cachedWrapU = texture.wrapU;
- this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
- }
- if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
- internalTexture._cachedWrapV = texture.wrapV;
- this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
- }
- this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
- }
- return true;
- }
- /**
- * Sets an array of texture to the webGL context
- * @param channel defines the channel where the texture array must be set
- * @param uniform defines the associated uniform location
- * @param textures defines the array of textures to bind
- */
- public setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void {
- if (channel === undefined || !uniform) {
- return;
- }
- if (!this._textureUnits || this._textureUnits.length !== textures.length) {
- this._textureUnits = new Int32Array(textures.length);
- }
- for (let i = 0; i < textures.length; i++) {
- let texture = textures[i].getInternalTexture();
- if (texture) {
- this._textureUnits[channel + i] = channel + i;
- texture._associatedChannel = channel + i;
- } else {
- this._textureUnits[channel + i] = -1;
- }
- }
- this._gl.uniform1iv(uniform, this._textureUnits);
- for (var index = 0; index < textures.length; index++) {
- this._setTexture(this._textureUnits[index], textures[index], true);
- }
- }
- /** @hidden */
- public _setAnisotropicLevel(target: number, texture: BaseTexture) {
- var internalTexture = texture.getInternalTexture();
- if (!internalTexture) {
- return;
- }
- var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
- var value = texture.anisotropicFilteringLevel;
- if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
- && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
- && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
- value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
- }
- if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
- this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
- internalTexture._cachedAnisotropicFilteringLevel = value;
- }
- }
- private _setTextureParameterFloat(target: number, parameter: number, value: number, texture: InternalTexture): void {
- this._bindTextureDirectly(target, texture, true, true);
- this._gl.texParameterf(target, parameter, value);
- }
- private _setTextureParameterInteger(target: number, parameter: number, value: number, texture?: InternalTexture) {
- if (texture) {
- this._bindTextureDirectly(target, texture, true, true);
- }
- this._gl.texParameteri(target, parameter, value);
- }
- /**
- * Reads pixels from the current frame buffer. Please note that this function can be slow
- * @param x defines the x coordinate of the rectangle where pixels must be read
- * @param y defines the y coordinate of the rectangle where pixels must be read
- * @param width defines the width of the rectangle where pixels must be read
- * @param height defines the height of the rectangle where pixels must be read
- * @returns a Uint8Array containing RGBA colors
- */
- public readPixels(x: number, y: number, width: number, height: number): Uint8Array {
- var data = new Uint8Array(height * width * 4);
- this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
- return data;
- }
- /**
- * Add an externaly attached data from its key.
- * This method call will fail and return false, if such key already exists.
- * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
- * @param key the unique key that identifies the data
- * @param data the data object to associate to the key for this Engine instance
- * @return true if no such key were already present and the data was added successfully, false otherwise
- */
- public addExternalData<T>(key: string, data: T): boolean {
- if (!this._externalData) {
- this._externalData = new StringDictionary<Object>();
- }
- return this._externalData.add(key, data);
- }
- /**
- * Get an externaly attached data from its key
- * @param key the unique key that identifies the data
- * @return the associated data, if present (can be null), or undefined if not present
- */
- public getExternalData<T>(key: string): T {
- if (!this._externalData) {
- this._externalData = new StringDictionary<Object>();
- }
- return <T>this._externalData.get(key);
- }
- /**
- * Get an externaly attached data from its key, create it using a factory if it's not already present
- * @param key the unique key that identifies the data
- * @param factory the factory that will be called to create the instance if and only if it doesn't exists
- * @return the associated data, can be null if the factory returned null.
- */
- public getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T {
- if (!this._externalData) {
- this._externalData = new StringDictionary<Object>();
- }
- return <T>this._externalData.getOrAddWithFactory(key, factory);
- }
- /**
- * Remove an externaly attached data from the Engine instance
- * @param key the unique key that identifies the data
- * @return true if the data was successfully removed, false if it doesn't exist
- */
- public removeExternalData(key: string): boolean {
- if (!this._externalData) {
- this._externalData = new StringDictionary<Object>();
- }
- return this._externalData.remove(key);
- }
- /**
- * Unbind all vertex attributes from the webGL context
- */
- public unbindAllAttributes() {
- if (this._mustWipeVertexAttributes) {
- this._mustWipeVertexAttributes = false;
- for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
- this._gl.disableVertexAttribArray(i);
- this._vertexAttribArraysEnabled[i] = false;
- this._currentBufferPointers[i].active = false;
- }
- return;
- }
- for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
- if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
- continue;
- }
- this._gl.disableVertexAttribArray(i);
- this._vertexAttribArraysEnabled[i] = false;
- this._currentBufferPointers[i].active = false;
- }
- }
- /**
- * 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
- */
- public releaseEffects() {
- for (var name in this._compiledEffects) {
- let webGLPipelineContext = this._compiledEffects[name].getPipelineContext() as WebGLPipelineContext;
- this._deletePipelineContext(webGLPipelineContext);
- }
- this._compiledEffects = {};
- }
- /**
- * Dispose and release all associated resources
- */
- public dispose(): void {
- this.hideLoadingUI();
- this.stopRenderLoop();
- this.onNewSceneAddedObservable.clear();
- // Release postProcesses
- while (this.postProcesses.length) {
- this.postProcesses[0].dispose();
- }
- // Empty texture
- if (this._emptyTexture) {
- this._releaseTexture(this._emptyTexture);
- this._emptyTexture = null;
- }
- if (this._emptyCubeTexture) {
- this._releaseTexture(this._emptyCubeTexture);
- this._emptyCubeTexture = null;
- }
- // Rescale PP
- if (this._rescalePostProcess) {
- this._rescalePostProcess.dispose();
- }
- // Release scenes
- while (this.scenes.length) {
- this.scenes[0].dispose();
- }
- // Release audio engine
- if (Engine.Instances.length === 1 && Engine.audioEngine) {
- Engine.audioEngine.dispose();
- }
- // Release effects
- this.releaseEffects();
- // Unbind
- this.unbindAllAttributes();
- this._boundUniforms = [];
- if (this._dummyFramebuffer) {
- this._gl.deleteFramebuffer(this._dummyFramebuffer);
- }
- //WebVR
- this.disableVR();
- // Events
- if (DomManagement.IsWindowObjectExist()) {
- window.removeEventListener("blur", this._onBlur);
- window.removeEventListener("focus", this._onFocus);
- if (this._renderingCanvas) {
- this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
- this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
- this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
- if (!this._doNotHandleContextLost) {
- this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
- this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
- }
- }
- document.removeEventListener("fullscreenchange", this._onFullscreenChange);
- document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
- document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
- document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
- document.removeEventListener("pointerlockchange", this._onPointerLockChange);
- document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
- document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
- document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
- }
- // Remove from Instances
- var index = Engine.Instances.indexOf(this);
- if (index >= 0) {
- Engine.Instances.splice(index, 1);
- }
- this._workingCanvas = null;
- this._workingContext = null;
- this._currentBufferPointers = [];
- this._renderingCanvas = null;
- this._currentProgram = null;
- this._bindedRenderFunction = null;
- this.onResizeObservable.clear();
- this.onCanvasBlurObservable.clear();
- this.onCanvasFocusObservable.clear();
- this.onCanvasPointerOutObservable.clear();
- this.onBeginFrameObservable.clear();
- this.onEndFrameObservable.clear();
- Effect.ResetCache();
- // Abort active requests
- for (let request of this._activeRequests) {
- request.abort();
- }
- }
- // Loading screen
- /**
- * Display the loading screen
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- public displayLoadingUI(): void {
- if (!DomManagement.IsWindowObjectExist()) {
- return;
- }
- const loadingScreen = this.loadingScreen;
- if (loadingScreen) {
- loadingScreen.displayLoadingUI();
- }
- }
- /**
- * Hide the loading screen
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- public hideLoadingUI(): void {
- if (!DomManagement.IsWindowObjectExist()) {
- return;
- }
- const loadingScreen = this._loadingScreen;
- if (loadingScreen) {
- loadingScreen.hideLoadingUI();
- }
- }
- /**
- * Gets the current loading screen object
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- public get loadingScreen(): ILoadingScreen {
- if (!this._loadingScreen && this._renderingCanvas) {
- this._loadingScreen = Engine.DefaultLoadingScreenFactory(this._renderingCanvas);
- }
- return this._loadingScreen;
- }
- /**
- * Sets the current loading screen object
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- public set loadingScreen(loadingScreen: ILoadingScreen) {
- this._loadingScreen = loadingScreen;
- }
- /**
- * Sets the current loading screen text
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- public set loadingUIText(text: string) {
- this.loadingScreen.loadingUIText = text;
- }
- /**
- * Sets the current loading screen background color
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- public set loadingUIBackgroundColor(color: string) {
- this.loadingScreen.loadingUIBackgroundColor = color;
- }
- /**
- * Attach a new callback raised when context lost event is fired
- * @param callback defines the callback to call
- */
- public attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void {
- if (this._renderingCanvas) {
- this._renderingCanvas.addEventListener("webglcontextlost", <any>callback, false);
- }
- }
- /**
- * Attach a new callback raised when context restored event is fired
- * @param callback defines the callback to call
- */
- public attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void {
- if (this._renderingCanvas) {
- this._renderingCanvas.addEventListener("webglcontextrestored", <any>callback, false);
- }
- }
- /**
- * Gets the source code of the vertex shader associated with a specific webGL program
- * @param program defines the program to use
- * @returns a string containing the source code of the vertex shader associated with the program
- */
- public getVertexShaderSource(program: WebGLProgram): Nullable<string> {
- var shaders = this._gl.getAttachedShaders(program);
- if (!shaders) {
- return null;
- }
- return this._gl.getShaderSource(shaders[0]);
- }
- /**
- * Gets the source code of the fragment shader associated with a specific webGL program
- * @param program defines the program to use
- * @returns a string containing the source code of the fragment shader associated with the program
- */
- public getFragmentShaderSource(program: WebGLProgram): Nullable<string> {
- var shaders = this._gl.getAttachedShaders(program);
- if (!shaders) {
- return null;
- }
- return this._gl.getShaderSource(shaders[1]);
- }
- /**
- * Get the current error code of the webGL context
- * @returns the error code
- * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
- */
- public getError(): number {
- return this._gl.getError();
- }
- // FPS
- /**
- * Gets the current framerate
- * @returns a number representing the framerate
- */
- public getFps(): number {
- return this._fps;
- }
- /**
- * Gets the time spent between current and previous frame
- * @returns a number representing the delta time in ms
- */
- public getDeltaTime(): number {
- return this._deltaTime;
- }
- private _measureFps(): void {
- this._performanceMonitor.sampleFrame();
- this._fps = this._performanceMonitor.averageFPS;
- this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
- }
- /** @hidden */
- public _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex = -1, level = 0, buffer: Nullable<ArrayBufferView> = null): ArrayBufferView {
- let gl = this._gl;
- if (!this._dummyFramebuffer) {
- let dummy = gl.createFramebuffer();
- if (!dummy) {
- throw new Error("Unable to create dummy framebuffer");
- }
- this._dummyFramebuffer = dummy;
- }
- gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
- if (faceIndex > -1) {
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
- } else {
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
- }
- let readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
- switch (readType) {
- case gl.UNSIGNED_BYTE:
- if (!buffer) {
- buffer = new Uint8Array(4 * width * height);
- }
- readType = gl.UNSIGNED_BYTE;
- break;
- default:
- if (!buffer) {
- buffer = new Float32Array(4 * width * height);
- }
- readType = gl.FLOAT;
- break;
- }
- gl.readPixels(0, 0, width, height, gl.RGBA, readType, <DataView>buffer);
- gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
- return buffer;
- }
- private _canRenderToFloatFramebuffer(): boolean {
- if (this._webGLVersion > 1) {
- return this._caps.colorBufferFloat;
- }
- return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
- }
- private _canRenderToHalfFloatFramebuffer(): boolean {
- if (this._webGLVersion > 1) {
- return this._caps.colorBufferFloat;
- }
- return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
- }
- // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
- private _canRenderToFramebuffer(type: number): boolean {
- let gl = this._gl;
- //clear existing errors
- while (gl.getError() !== gl.NO_ERROR) { }
- let successful = true;
- let texture = gl.createTexture();
- gl.bindTexture(gl.TEXTURE_2D, texture);
- gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
- let fb = gl.createFramebuffer();
- gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
- let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
- successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
- successful = successful && (gl.getError() === gl.NO_ERROR);
- //try render by clearing frame buffer's color buffer
- if (successful) {
- gl.clear(gl.COLOR_BUFFER_BIT);
- successful = successful && (gl.getError() === gl.NO_ERROR);
- }
- //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
- if (successful) {
- //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
- let readFormat = gl.RGBA;
- let readType = gl.UNSIGNED_BYTE;
- let buffer = new Uint8Array(4);
- gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
- successful = successful && (gl.getError() === gl.NO_ERROR);
- }
- //clean up
- gl.deleteTexture(texture);
- gl.deleteFramebuffer(fb);
- gl.bindFramebuffer(gl.FRAMEBUFFER, null);
- //clear accumulated errors
- while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
- return successful;
- }
- /** @hidden */
- public _getWebGLTextureType(type: number): number {
- if (this._webGLVersion === 1) {
- switch (type) {
- case Engine.TEXTURETYPE_FLOAT:
- return this._gl.FLOAT;
- case Engine.TEXTURETYPE_HALF_FLOAT:
- return this._gl.HALF_FLOAT_OES;
- case Engine.TEXTURETYPE_UNSIGNED_BYTE:
- return this._gl.UNSIGNED_BYTE;
- }
- return this._gl.UNSIGNED_BYTE;
- }
- switch (type) {
- case Engine.TEXTURETYPE_BYTE:
- return this._gl.BYTE;
- case Engine.TEXTURETYPE_UNSIGNED_BYTE:
- return this._gl.UNSIGNED_BYTE;
- case Engine.TEXTURETYPE_SHORT:
- return this._gl.SHORT;
- case Engine.TEXTURETYPE_UNSIGNED_SHORT:
- return this._gl.UNSIGNED_SHORT;
- case Engine.TEXTURETYPE_INT:
- return this._gl.INT;
- case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
- return this._gl.UNSIGNED_INT;
- case Engine.TEXTURETYPE_FLOAT:
- return this._gl.FLOAT;
- case Engine.TEXTURETYPE_HALF_FLOAT:
- return this._gl.HALF_FLOAT;
- case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
- return this._gl.UNSIGNED_SHORT_4_4_4_4;
- case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
- return this._gl.UNSIGNED_SHORT_5_5_5_1;
- case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
- return this._gl.UNSIGNED_SHORT_5_6_5;
- case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
- return this._gl.UNSIGNED_INT_2_10_10_10_REV;
- case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
- return this._gl.UNSIGNED_INT_24_8;
- case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
- return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
- case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
- return this._gl.UNSIGNED_INT_5_9_9_9_REV;
- case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
- return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
- }
- return this._gl.UNSIGNED_BYTE;
- }
- /** @hidden */
- public _getInternalFormat(format: number): number {
- var internalFormat = this._gl.RGBA;
- switch (format) {
- case Engine.TEXTUREFORMAT_ALPHA:
- internalFormat = this._gl.ALPHA;
- break;
- case Engine.TEXTUREFORMAT_LUMINANCE:
- internalFormat = this._gl.LUMINANCE;
- break;
- case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
- internalFormat = this._gl.LUMINANCE_ALPHA;
- break;
- case Engine.TEXTUREFORMAT_RED:
- internalFormat = this._gl.RED;
- break;
- case Engine.TEXTUREFORMAT_RG:
- internalFormat = this._gl.RG;
- break;
- case Engine.TEXTUREFORMAT_RGB:
- internalFormat = this._gl.RGB;
- break;
- case Engine.TEXTUREFORMAT_RGBA:
- internalFormat = this._gl.RGBA;
- break;
- }
- if (this._webGLVersion > 1) {
- switch (format) {
- case Engine.TEXTUREFORMAT_RED_INTEGER:
- internalFormat = this._gl.RED_INTEGER;
- break;
- case Engine.TEXTUREFORMAT_RG_INTEGER:
- internalFormat = this._gl.RG_INTEGER;
- break;
- case Engine.TEXTUREFORMAT_RGB_INTEGER:
- internalFormat = this._gl.RGB_INTEGER;
- break;
- case Engine.TEXTUREFORMAT_RGBA_INTEGER:
- internalFormat = this._gl.RGBA_INTEGER;
- break;
- }
- }
- return internalFormat;
- }
- /** @hidden */
- public _getRGBABufferInternalSizedFormat(type: number, format?: number): number {
- if (this._webGLVersion === 1) {
- if (format !== undefined) {
- switch (format) {
- case Engine.TEXTUREFORMAT_ALPHA:
- return this._gl.ALPHA;
- case Engine.TEXTUREFORMAT_LUMINANCE:
- return this._gl.LUMINANCE;
- case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
- return this._gl.LUMINANCE_ALPHA;
- }
- }
- return this._gl.RGBA;
- }
- switch (type) {
- case Engine.TEXTURETYPE_BYTE:
- switch (format) {
- case Engine.TEXTUREFORMAT_RED:
- return this._gl.R8_SNORM;
- case Engine.TEXTUREFORMAT_RG:
- return this._gl.RG8_SNORM;
- case Engine.TEXTUREFORMAT_RGB:
- return this._gl.RGB8_SNORM;
- case Engine.TEXTUREFORMAT_RED_INTEGER:
- return this._gl.R8I;
- case Engine.TEXTUREFORMAT_RG_INTEGER:
- return this._gl.RG8I;
- case Engine.TEXTUREFORMAT_RGB_INTEGER:
- return this._gl.RGB8I;
- case Engine.TEXTUREFORMAT_RGBA_INTEGER:
- return this._gl.RGBA8I;
- default:
- return this._gl.RGBA8_SNORM;
- }
- case Engine.TEXTURETYPE_UNSIGNED_BYTE:
- switch (format) {
- case Engine.TEXTUREFORMAT_RED:
- return this._gl.R8;
- case Engine.TEXTUREFORMAT_RG:
- return this._gl.RG8;
- case Engine.TEXTUREFORMAT_RGB:
- return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
- case Engine.TEXTUREFORMAT_RGBA:
- return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
- case Engine.TEXTUREFORMAT_RED_INTEGER:
- return this._gl.R8UI;
- case Engine.TEXTUREFORMAT_RG_INTEGER:
- return this._gl.RG8UI;
- case Engine.TEXTUREFORMAT_RGB_INTEGER:
- return this._gl.RGB8UI;
- case Engine.TEXTUREFORMAT_RGBA_INTEGER:
- return this._gl.RGBA8UI;
- case Engine.TEXTUREFORMAT_ALPHA:
- return this._gl.ALPHA;
- case Engine.TEXTUREFORMAT_LUMINANCE:
- return this._gl.LUMINANCE;
- case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
- return this._gl.LUMINANCE_ALPHA;
- default:
- return this._gl.RGBA8;
- }
- case Engine.TEXTURETYPE_SHORT:
- switch (format) {
- case Engine.TEXTUREFORMAT_RED_INTEGER:
- return this._gl.R16I;
- case Engine.TEXTUREFORMAT_RG_INTEGER:
- return this._gl.RG16I;
- case Engine.TEXTUREFORMAT_RGB_INTEGER:
- return this._gl.RGB16I;
- case Engine.TEXTUREFORMAT_RGBA_INTEGER:
- return this._gl.RGBA16I;
- default:
- return this._gl.RGBA16I;
- }
- case Engine.TEXTURETYPE_UNSIGNED_SHORT:
- switch (format) {
- case Engine.TEXTUREFORMAT_RED_INTEGER:
- return this._gl.R16UI;
- case Engine.TEXTUREFORMAT_RG_INTEGER:
- return this._gl.RG16UI;
- case Engine.TEXTUREFORMAT_RGB_INTEGER:
- return this._gl.RGB16UI;
- case Engine.TEXTUREFORMAT_RGBA_INTEGER:
- return this._gl.RGBA16UI;
- default:
- return this._gl.RGBA16UI;
- }
- case Engine.TEXTURETYPE_INT:
- switch (format) {
- case Engine.TEXTUREFORMAT_RED_INTEGER:
- return this._gl.R32I;
- case Engine.TEXTUREFORMAT_RG_INTEGER:
- return this._gl.RG32I;
- case Engine.TEXTUREFORMAT_RGB_INTEGER:
- return this._gl.RGB32I;
- case Engine.TEXTUREFORMAT_RGBA_INTEGER:
- return this._gl.RGBA32I;
- default:
- return this._gl.RGBA32I;
- }
- case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
- switch (format) {
- case Engine.TEXTUREFORMAT_RED_INTEGER:
- return this._gl.R32UI;
- case Engine.TEXTUREFORMAT_RG_INTEGER:
- return this._gl.RG32UI;
- case Engine.TEXTUREFORMAT_RGB_INTEGER:
- return this._gl.RGB32UI;
- case Engine.TEXTUREFORMAT_RGBA_INTEGER:
- return this._gl.RGBA32UI;
- default:
- return this._gl.RGBA32UI;
- }
- case Engine.TEXTURETYPE_FLOAT:
- switch (format) {
- case Engine.TEXTUREFORMAT_RED:
- return this._gl.R32F; // By default. Other possibility is R16F.
- case Engine.TEXTUREFORMAT_RG:
- return this._gl.RG32F; // By default. Other possibility is RG16F.
- case Engine.TEXTUREFORMAT_RGB:
- return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
- case Engine.TEXTUREFORMAT_RGBA:
- return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
- default:
- return this._gl.RGBA32F;
- }
- case Engine.TEXTURETYPE_HALF_FLOAT:
- switch (format) {
- case Engine.TEXTUREFORMAT_RED:
- return this._gl.R16F;
- case Engine.TEXTUREFORMAT_RG:
- return this._gl.RG16F;
- case Engine.TEXTUREFORMAT_RGB:
- return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
- case Engine.TEXTUREFORMAT_RGBA:
- return this._gl.RGBA16F;
- default:
- return this._gl.RGBA16F;
- }
- case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
- return this._gl.RGB565;
- case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
- return this._gl.R11F_G11F_B10F;
- case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
- return this._gl.RGB9_E5;
- case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
- return this._gl.RGBA4;
- case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
- return this._gl.RGB5_A1;
- case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
- switch (format) {
- case Engine.TEXTUREFORMAT_RGBA:
- return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
- case Engine.TEXTUREFORMAT_RGBA_INTEGER:
- return this._gl.RGB10_A2UI;
- default:
- return this._gl.RGB10_A2;
- }
- }
- return this._gl.RGBA8;
- }
- /** @hidden */
- public _getRGBAMultiSampleBufferFormat(type: number): number {
- if (type === Engine.TEXTURETYPE_FLOAT) {
- return this._gl.RGBA32F;
- }
- else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
- return this._gl.RGBA16F;
- }
- return this._gl.RGBA8;
- }
- /** @hidden */
- public _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest {
- let request = Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
- this._activeRequests.push(request);
- request.onCompleteObservable.add((request) => {
- this._activeRequests.splice(this._activeRequests.indexOf(request), 1);
- });
- return request;
- }
- /** @hidden */
- public _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer> {
- return new Promise((resolve, reject) => {
- this._loadFile(url, (data) => {
- resolve(data);
- }, undefined, offlineProvider, useArrayBuffer, (request, exception) => {
- reject(exception);
- });
- });
- }
- // Statics
- /**
- * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
- * @returns true if the engine can be created
- * @ignorenaming
- */
- public static isSupported(): boolean {
- try {
- var tempcanvas = document.createElement("canvas");
- var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
- return gl != null && !!window.WebGLRenderingContext;
- } catch (e) {
- return false;
- }
- }
- }
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