babylon.modelRenderCache.ts 8.5 KB

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  1. module BABYLON {
  2. export const enum ShaderDataType {
  3. Vector2, Vector3, Vector4, Matrix, float, Color3, Color4, Size
  4. }
  5. export class GroupInstanceInfo {
  6. constructor(owner: Group2D, cache: ModelRenderCache) {
  7. this._owner = owner;
  8. this._modelCache = cache;
  9. this._modelCache.addRef();
  10. this._instancesPartsData = new Array<DynamicFloatArray>();
  11. this._instancesPartsBuffer = new Array<WebGLBuffer>();
  12. this._instancesPartsBufferSize = new Array<number>();
  13. this._partIndexFromId = new StringDictionary<number>();
  14. this._instancesPartsUsedShaderCategories = new Array<string>();
  15. }
  16. public dispose(): boolean {
  17. if (this._isDisposed) {
  18. return false;
  19. }
  20. if (this._modelCache) {
  21. this._modelCache.dispose();
  22. }
  23. let engine = this._owner.owner.engine;
  24. if (this._instancesPartsBuffer) {
  25. this._instancesPartsBuffer.forEach(b => {
  26. engine._releaseBuffer(b);
  27. });
  28. }
  29. this._partIndexFromId = null;
  30. this._instancesPartsData = null;
  31. this._instancesPartsBufferSize = null;
  32. this._instancesPartsUsedShaderCategories = null;
  33. return true;
  34. }
  35. _isDisposed: boolean;
  36. _owner: Group2D;
  37. _modelCache: ModelRenderCache;
  38. _partIndexFromId: StringDictionary<number>;
  39. _instancesPartsData: DynamicFloatArray[];
  40. _dirtyInstancesData: boolean;
  41. _instancesPartsBuffer: WebGLBuffer[];
  42. _instancesPartsBufferSize: number[];
  43. _instancesPartsUsedShaderCategories: string[];
  44. }
  45. export class ModelRenderCache {
  46. constructor(engine: Engine, modelKey: string, isTransparent: boolean) {
  47. this._engine = engine;
  48. this._modelKey = modelKey;
  49. this._isTransparent = isTransparent;
  50. this._nextKey = 1;
  51. this._refCounter = 1;
  52. this._instancesData = new StringDictionary<InstanceDataBase[]>();
  53. }
  54. public dispose(): boolean {
  55. if (--this._refCounter !== 0) {
  56. return false;
  57. }
  58. // Remove the Model Render Cache from the global dictionary
  59. let edata = this._engine.getExternalData<Canvas2DEngineBoundData>("__BJSCANVAS2D__");
  60. if (edata) {
  61. edata.DisposeModelRenderCache(this);
  62. }
  63. return true;
  64. }
  65. public get isDisposed(): boolean {
  66. return this._refCounter <= 0;
  67. }
  68. public addRef(): number {
  69. return ++this._refCounter;
  70. }
  71. public get modelKey(): string {
  72. return this._modelKey;
  73. }
  74. /**
  75. * Render the model instances
  76. * @param instanceInfo
  77. * @param context
  78. * @return must return true is the rendering succeed, false if the rendering couldn't be done (asset's not yet ready, like Effect)
  79. */
  80. render(instanceInfo: GroupInstanceInfo, context: Render2DContext): boolean {
  81. return true;
  82. }
  83. addInstanceDataParts(data: InstanceDataBase[]): string {
  84. let key = this._nextKey.toString();
  85. if (!this._instancesData.add(key, data)) {
  86. throw Error(`Key: ${key} is already allocated`);
  87. }
  88. ++this._nextKey;
  89. return key;
  90. }
  91. removeInstanceData(key: string) {
  92. this._instancesData.remove(key);
  93. }
  94. protected getPartIndexFromId(partId: number) {
  95. for (var i = 0; i < this._partIdList.length; i++) {
  96. if (this._partIdList[i] === partId) {
  97. return i;
  98. }
  99. }
  100. return null;
  101. }
  102. protected loadInstancingAttributes(partId: number, effect: Effect): InstancingAttributeInfo[] {
  103. let i = this.getPartIndexFromId(partId);
  104. if (i === null) {
  105. return null;
  106. }
  107. var ci = this._partsClassInfo[i];
  108. var categories = this._partsUsedCategories[i];
  109. let res = ci.classContent.getInstancingAttributeInfos(effect, categories);
  110. return res;
  111. }
  112. //setupUniformsLocation(effect: Effect, uniforms: string[], partId: number) {
  113. // let i = this.getPartIndexFromId(partId);
  114. // if (i === null) {
  115. // return null;
  116. // }
  117. // let pci = this._partsClassInfo[i];
  118. // pci.fullContent.forEach((k, v) => {
  119. // if (uniforms.indexOf(v.attributeName) !== -1) {
  120. // v.uniformLocation = effect.getUniform(v.attributeName);
  121. // }
  122. // });
  123. //}
  124. private static v2 = Vector2.Zero();
  125. private static v3 = Vector3.Zero();
  126. private static v4 = Vector4.Zero();
  127. protected setupUniforms(effect: Effect, partIndex: number, data: DynamicFloatArray, elementCount: number) {
  128. let offset = (this._partsDataStride[partIndex]/4) * elementCount;
  129. let pci = this._partsClassInfo[partIndex];
  130. let self = this;
  131. pci.fullContent.forEach((k, v) => {
  132. if (!v.category || self._partsUsedCategories[partIndex].indexOf(v.category)!==1) {
  133. switch (v.dataType) {
  134. case ShaderDataType.float:
  135. {
  136. let attribOffset = v.instanceOffset.get(self._partsJoinedUsedCategories[partIndex]);
  137. effect.setFloat(v.attributeName, data.buffer[offset + attribOffset]);
  138. break;
  139. }
  140. case ShaderDataType.Vector2:
  141. {
  142. let attribOffset = v.instanceOffset.get(self._partsJoinedUsedCategories[partIndex]);
  143. ModelRenderCache.v2.x = data.buffer[offset + attribOffset + 0];
  144. ModelRenderCache.v2.y = data.buffer[offset + attribOffset + 1];
  145. effect.setVector2(v.attributeName, ModelRenderCache.v2);
  146. break;
  147. }
  148. case ShaderDataType.Color3:
  149. case ShaderDataType.Vector3:
  150. {
  151. let attribOffset = v.instanceOffset.get(self._partsJoinedUsedCategories[partIndex]);
  152. ModelRenderCache.v3.x = data.buffer[offset + attribOffset + 0];
  153. ModelRenderCache.v3.y = data.buffer[offset + attribOffset + 1];
  154. ModelRenderCache.v3.z = data.buffer[offset + attribOffset + 2];
  155. effect.setVector3(v.attributeName, ModelRenderCache.v3);
  156. break;
  157. }
  158. case ShaderDataType.Color4:
  159. case ShaderDataType.Vector4:
  160. {
  161. let attribOffset = v.instanceOffset.get(self._partsJoinedUsedCategories[partIndex]);
  162. ModelRenderCache.v4.x = data.buffer[offset + attribOffset + 0];
  163. ModelRenderCache.v4.y = data.buffer[offset + attribOffset + 1];
  164. ModelRenderCache.v4.z = data.buffer[offset + attribOffset + 2];
  165. ModelRenderCache.v4.w = data.buffer[offset + attribOffset + 3];
  166. effect.setVector4(v.attributeName, ModelRenderCache.v4);
  167. break;
  168. }
  169. default:
  170. }
  171. }
  172. });
  173. }
  174. protected _engine: Engine;
  175. private _modelKey: string;
  176. private _isTransparent: boolean;
  177. public get isTransparent() {
  178. return this._isTransparent;
  179. }
  180. _instancesData: StringDictionary<InstanceDataBase[]>;
  181. private _nextKey: number;
  182. private _refCounter: number;
  183. _partIdList: number[];
  184. _partsDataStride: number[];
  185. _partsUsedCategories: Array<string[]>;
  186. _partsJoinedUsedCategories: string[];
  187. _partsClassInfo: ClassTreeInfo<InstanceClassInfo, InstancePropInfo>[];
  188. }
  189. }