engine.ts 308 KB

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  1. import { Observer, Observable } from "../Misc/observable";
  2. import { PerformanceMonitor } from "../Misc/performanceMonitor";
  3. import { StringDictionary } from "../Misc/stringDictionary";
  4. import { PromisePolyfill } from "../Misc/promise";
  5. import { Tools, ICustomAnimationFrameRequester, PerfCounter, IFileRequest } from "../Misc/tools";
  6. import { Nullable, FloatArray, DataArray, IndicesArray } from "../types";
  7. import { Camera } from "../Cameras/camera";
  8. import { Scene } from "../scene";
  9. import { Matrix, Color3, Color4, Viewport, Size, Vector4 } from "../Maths/math";
  10. import { Scalar } from "../Maths/math.scalar";
  11. import { IDisplayChangedEventArgs } from "../Engines/engine";
  12. import { VertexBuffer } from "../Meshes/buffer";
  13. import { UniformBuffer } from "../Materials/uniformBuffer";
  14. import { Effect, EffectCreationOptions, EffectFallbacks } from "../Materials/effect";
  15. import { Material } from "../Materials/material";
  16. import { IInternalTextureTracker, DummyInternalTextureTracker } from "../Materials/Textures/internalTextureTracker";
  17. import { IInternalTextureLoader } from "../Materials/Textures/internalTextureLoader";
  18. import { InternalTexture } from "../Materials/Textures/internalTexture";
  19. import { BaseTexture } from "../Materials/Textures/baseTexture";
  20. import { IMultiRenderTargetOptions } from "../Materials/Textures/multiRenderTarget";
  21. import { _TimeToken } from "../Instrumentation/timeToken";
  22. import { IAudioEngine } from "../Audio/audioEngine";
  23. import { IOfflineProvider } from "../Offline/IOfflineProvider";
  24. import { ILoadingScreen } from "../Loading/loadingScreen";
  25. import { _DepthCullingState, _StencilState, _AlphaState } from "../States/index";
  26. import { Constants } from "./constants";
  27. import { DomManagement } from "../Misc/domManagement";
  28. import { Logger } from "../Misc/logger";
  29. import { EngineStore } from "./engineStore";
  30. import { RenderTargetCreationOptions } from "../Materials/Textures/renderTargetCreationOptions";
  31. import { _DevTools } from '../Misc/devTools';
  32. import { WebRequest } from '../Misc/webRequest';
  33. declare type PostProcess = import("../PostProcesses/postProcess").PostProcess;
  34. declare type Texture = import("../Materials/Textures/texture").Texture;
  35. declare type VideoTexture = import("../Materials/Textures/videoTexture").VideoTexture;
  36. declare type RenderTargetTexture = import("../Materials/Textures/renderTargetTexture").RenderTargetTexture;
  37. /**
  38. * Keeps track of all the buffer info used in engine.
  39. */
  40. class BufferPointer {
  41. public active: boolean;
  42. public index: number;
  43. public size: number;
  44. public type: number;
  45. public normalized: boolean;
  46. public stride: number;
  47. public offset: number;
  48. public buffer: WebGLBuffer;
  49. }
  50. /**
  51. * Interface for attribute information associated with buffer instanciation
  52. */
  53. export class InstancingAttributeInfo {
  54. /**
  55. * Index/offset of the attribute in the vertex shader
  56. */
  57. index: number;
  58. /**
  59. * size of the attribute, 1, 2, 3 or 4
  60. */
  61. attributeSize: number;
  62. /**
  63. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  64. * default is FLOAT
  65. */
  66. attribyteType: number;
  67. /**
  68. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  69. */
  70. normalized: boolean;
  71. /**
  72. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  73. */
  74. offset: number;
  75. /**
  76. * Name of the GLSL attribute, for debugging purpose only
  77. */
  78. attributeName: string;
  79. }
  80. /**
  81. * Define options used to create a depth texture
  82. */
  83. export class DepthTextureCreationOptions {
  84. /** Specifies whether or not a stencil should be allocated in the texture */
  85. generateStencil?: boolean;
  86. /** Specifies whether or not bilinear filtering is enable on the texture */
  87. bilinearFiltering?: boolean;
  88. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  89. comparisonFunction?: number;
  90. /** Specifies if the created texture is a cube texture */
  91. isCube?: boolean;
  92. }
  93. /**
  94. * Class used to describe the capabilities of the engine relatively to the current browser
  95. */
  96. export class EngineCapabilities {
  97. /** Maximum textures units per fragment shader */
  98. public maxTexturesImageUnits: number;
  99. /** Maximum texture units per vertex shader */
  100. public maxVertexTextureImageUnits: number;
  101. /** Maximum textures units in the entire pipeline */
  102. public maxCombinedTexturesImageUnits: number;
  103. /** Maximum texture size */
  104. public maxTextureSize: number;
  105. /** Maximum cube texture size */
  106. public maxCubemapTextureSize: number;
  107. /** Maximum render texture size */
  108. public maxRenderTextureSize: number;
  109. /** Maximum number of vertex attributes */
  110. public maxVertexAttribs: number;
  111. /** Maximum number of varyings */
  112. public maxVaryingVectors: number;
  113. /** Maximum number of uniforms per vertex shader */
  114. public maxVertexUniformVectors: number;
  115. /** Maximum number of uniforms per fragment shader */
  116. public maxFragmentUniformVectors: number;
  117. /** Defines if standard derivates (dx/dy) are supported */
  118. public standardDerivatives: boolean;
  119. /** Defines if s3tc texture compression is supported */
  120. public s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  121. /** Defines if pvrtc texture compression is supported */
  122. public pvrtc: any; //WEBGL_compressed_texture_pvrtc;
  123. /** Defines if etc1 texture compression is supported */
  124. public etc1: any; //WEBGL_compressed_texture_etc1;
  125. /** Defines if etc2 texture compression is supported */
  126. public etc2: any; //WEBGL_compressed_texture_etc;
  127. /** Defines if astc texture compression is supported */
  128. public astc: any; //WEBGL_compressed_texture_astc;
  129. /** Defines if float textures are supported */
  130. public textureFloat: boolean;
  131. /** Defines if vertex array objects are supported */
  132. public vertexArrayObject: boolean;
  133. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  134. public textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  135. /** Gets the maximum level of anisotropy supported */
  136. public maxAnisotropy: number;
  137. /** Defines if instancing is supported */
  138. public instancedArrays: boolean;
  139. /** Defines if 32 bits indices are supported */
  140. public uintIndices: boolean;
  141. /** Defines if high precision shaders are supported */
  142. public highPrecisionShaderSupported: boolean;
  143. /** Defines if depth reading in the fragment shader is supported */
  144. public fragmentDepthSupported: boolean;
  145. /** Defines if float texture linear filtering is supported*/
  146. public textureFloatLinearFiltering: boolean;
  147. /** Defines if rendering to float textures is supported */
  148. public textureFloatRender: boolean;
  149. /** Defines if half float textures are supported*/
  150. public textureHalfFloat: boolean;
  151. /** Defines if half float texture linear filtering is supported*/
  152. public textureHalfFloatLinearFiltering: boolean;
  153. /** Defines if rendering to half float textures is supported */
  154. public textureHalfFloatRender: boolean;
  155. /** Defines if textureLOD shader command is supported */
  156. public textureLOD: boolean;
  157. /** Defines if draw buffers extension is supported */
  158. public drawBuffersExtension: boolean;
  159. /** Defines if depth textures are supported */
  160. public depthTextureExtension: boolean;
  161. /** Defines if float color buffer are supported */
  162. public colorBufferFloat: boolean;
  163. /** Gets disjoint timer query extension (null if not supported) */
  164. public timerQuery: EXT_disjoint_timer_query;
  165. /** Defines if timestamp can be used with timer query */
  166. public canUseTimestampForTimerQuery: boolean;
  167. /** Function used to let the system compiles shaders in background */
  168. public parallelShaderCompile: {
  169. COMPLETION_STATUS_KHR: number;
  170. };
  171. }
  172. /** Interface defining initialization parameters for Engine class */
  173. export interface EngineOptions extends WebGLContextAttributes {
  174. /**
  175. * Defines if the engine should no exceed a specified device ratio
  176. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  177. */
  178. limitDeviceRatio?: number;
  179. /**
  180. * Defines if webvr should be enabled automatically
  181. * @see http://doc.babylonjs.com/how_to/webvr_camera
  182. */
  183. autoEnableWebVR?: boolean;
  184. /**
  185. * Defines if webgl2 should be turned off even if supported
  186. * @see http://doc.babylonjs.com/features/webgl2
  187. */
  188. disableWebGL2Support?: boolean;
  189. /**
  190. * Defines if webaudio should be initialized as well
  191. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  192. */
  193. audioEngine?: boolean;
  194. /**
  195. * Defines if animations should run using a deterministic lock step
  196. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  197. */
  198. deterministicLockstep?: boolean;
  199. /** Defines the maximum steps to use with deterministic lock step mode */
  200. lockstepMaxSteps?: number;
  201. /**
  202. * Defines that engine should ignore context lost events
  203. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  204. */
  205. doNotHandleContextLost?: boolean;
  206. /**
  207. * Defines that engine should ignore modifying touch action attribute and style
  208. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  209. */
  210. doNotHandleTouchAction?: boolean;
  211. /**
  212. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  213. */
  214. useHighPrecisionFloats?: boolean;
  215. }
  216. /**
  217. * Defines the interface used by display changed events
  218. */
  219. export interface IDisplayChangedEventArgs {
  220. /** Gets the vrDisplay object (if any) */
  221. vrDisplay: Nullable<any>;
  222. /** Gets a boolean indicating if webVR is supported */
  223. vrSupported: boolean;
  224. }
  225. /**
  226. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  227. */
  228. export class Engine {
  229. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  230. public static ExceptionList = [
  231. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  232. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  233. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  234. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  235. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  236. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  237. ];
  238. /** Gets the list of created engines */
  239. public static get Instances(): Engine[] {
  240. return EngineStore.Instances;
  241. }
  242. /**
  243. * Gets the latest created engine
  244. */
  245. public static get LastCreatedEngine(): Nullable<Engine> {
  246. return EngineStore.LastCreatedEngine;
  247. }
  248. /**
  249. * Gets the latest created scene
  250. */
  251. public static get LastCreatedScene(): Nullable<Scene> {
  252. return EngineStore.LastCreatedScene;
  253. }
  254. /**
  255. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  256. * @param flag defines which part of the materials must be marked as dirty
  257. * @param predicate defines a predicate used to filter which materials should be affected
  258. */
  259. public static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void {
  260. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  261. var engine = Engine.Instances[engineIndex];
  262. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  263. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  264. }
  265. }
  266. }
  267. /**
  268. * Hidden
  269. */
  270. public static _TextureLoaders: IInternalTextureLoader[] = [];
  271. // Const statics
  272. /** Defines that alpha blending is disabled */
  273. public static readonly ALPHA_DISABLE = Constants.ALPHA_DISABLE;
  274. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  275. public static readonly ALPHA_ADD = Constants.ALPHA_ADD;
  276. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  277. public static readonly ALPHA_COMBINE = Constants.ALPHA_COMBINE;
  278. /** Defines that alpha blending to DEST - SRC * DEST */
  279. public static readonly ALPHA_SUBTRACT = Constants.ALPHA_SUBTRACT;
  280. /** Defines that alpha blending to SRC * DEST */
  281. public static readonly ALPHA_MULTIPLY = Constants.ALPHA_MULTIPLY;
  282. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  283. public static readonly ALPHA_MAXIMIZED = Constants.ALPHA_MAXIMIZED;
  284. /** Defines that alpha blending to SRC + DEST */
  285. public static readonly ALPHA_ONEONE = Constants.ALPHA_ONEONE;
  286. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  287. public static readonly ALPHA_PREMULTIPLIED = Constants.ALPHA_PREMULTIPLIED;
  288. /**
  289. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  290. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  291. */
  292. public static readonly ALPHA_PREMULTIPLIED_PORTERDUFF = Constants.ALPHA_PREMULTIPLIED_PORTERDUFF;
  293. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  294. public static readonly ALPHA_INTERPOLATE = Constants.ALPHA_INTERPOLATE;
  295. /**
  296. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  297. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  298. */
  299. public static readonly ALPHA_SCREENMODE = Constants.ALPHA_SCREENMODE;
  300. /** Defines that the ressource is not delayed*/
  301. public static readonly DELAYLOADSTATE_NONE = Constants.DELAYLOADSTATE_NONE;
  302. /** Defines that the ressource was successfully delay loaded */
  303. public static readonly DELAYLOADSTATE_LOADED = Constants.DELAYLOADSTATE_LOADED;
  304. /** Defines that the ressource is currently delay loading */
  305. public static readonly DELAYLOADSTATE_LOADING = Constants.DELAYLOADSTATE_LOADING;
  306. /** Defines that the ressource is delayed and has not started loading */
  307. public static readonly DELAYLOADSTATE_NOTLOADED = Constants.DELAYLOADSTATE_NOTLOADED;
  308. // Depht or Stencil test Constants.
  309. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  310. public static readonly NEVER = Constants.NEVER;
  311. /** 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 */
  312. public static readonly ALWAYS = Constants.ALWAYS;
  313. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  314. public static readonly LESS = Constants.LESS;
  315. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  316. public static readonly EQUAL = Constants.EQUAL;
  317. /** 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 */
  318. public static readonly LEQUAL = Constants.LEQUAL;
  319. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  320. public static readonly GREATER = Constants.GREATER;
  321. /** 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 */
  322. public static readonly GEQUAL = Constants.GEQUAL;
  323. /** 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 */
  324. public static readonly NOTEQUAL = Constants.NOTEQUAL;
  325. // Stencil Actions Constants.
  326. /** Passed to stencilOperation to specify that stencil value must be kept */
  327. public static readonly KEEP = Constants.KEEP;
  328. /** Passed to stencilOperation to specify that stencil value must be replaced */
  329. public static readonly REPLACE = Constants.REPLACE;
  330. /** Passed to stencilOperation to specify that stencil value must be incremented */
  331. public static readonly INCR = Constants.INCR;
  332. /** Passed to stencilOperation to specify that stencil value must be decremented */
  333. public static readonly DECR = Constants.DECR;
  334. /** Passed to stencilOperation to specify that stencil value must be inverted */
  335. public static readonly INVERT = Constants.INVERT;
  336. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  337. public static readonly INCR_WRAP = Constants.INCR_WRAP;
  338. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  339. public static readonly DECR_WRAP = Constants.DECR_WRAP;
  340. /** Texture is not repeating outside of 0..1 UVs */
  341. public static readonly TEXTURE_CLAMP_ADDRESSMODE = Constants.TEXTURE_CLAMP_ADDRESSMODE;
  342. /** Texture is repeating outside of 0..1 UVs */
  343. public static readonly TEXTURE_WRAP_ADDRESSMODE = Constants.TEXTURE_WRAP_ADDRESSMODE;
  344. /** Texture is repeating and mirrored */
  345. public static readonly TEXTURE_MIRROR_ADDRESSMODE = Constants.TEXTURE_MIRROR_ADDRESSMODE;
  346. /** ALPHA */
  347. public static readonly TEXTUREFORMAT_ALPHA = Constants.TEXTUREFORMAT_ALPHA;
  348. /** LUMINANCE */
  349. public static readonly TEXTUREFORMAT_LUMINANCE = Constants.TEXTUREFORMAT_LUMINANCE;
  350. /** LUMINANCE_ALPHA */
  351. public static readonly TEXTUREFORMAT_LUMINANCE_ALPHA = Constants.TEXTUREFORMAT_LUMINANCE_ALPHA;
  352. /** RGB */
  353. public static readonly TEXTUREFORMAT_RGB = Constants.TEXTUREFORMAT_RGB;
  354. /** RGBA */
  355. public static readonly TEXTUREFORMAT_RGBA = Constants.TEXTUREFORMAT_RGBA;
  356. /** RED */
  357. public static readonly TEXTUREFORMAT_RED = Constants.TEXTUREFORMAT_RED;
  358. /** RED (2nd reference) */
  359. public static readonly TEXTUREFORMAT_R = Constants.TEXTUREFORMAT_R;
  360. /** RG */
  361. public static readonly TEXTUREFORMAT_RG = Constants.TEXTUREFORMAT_RG;
  362. /** RED_INTEGER */
  363. public static readonly TEXTUREFORMAT_RED_INTEGER = Constants.TEXTUREFORMAT_RED_INTEGER;
  364. /** RED_INTEGER (2nd reference) */
  365. public static readonly TEXTUREFORMAT_R_INTEGER = Constants.TEXTUREFORMAT_R_INTEGER;
  366. /** RG_INTEGER */
  367. public static readonly TEXTUREFORMAT_RG_INTEGER = Constants.TEXTUREFORMAT_RG_INTEGER;
  368. /** RGB_INTEGER */
  369. public static readonly TEXTUREFORMAT_RGB_INTEGER = Constants.TEXTUREFORMAT_RGB_INTEGER;
  370. /** RGBA_INTEGER */
  371. public static readonly TEXTUREFORMAT_RGBA_INTEGER = Constants.TEXTUREFORMAT_RGBA_INTEGER;
  372. /** UNSIGNED_BYTE */
  373. public static readonly TEXTURETYPE_UNSIGNED_BYTE = Constants.TEXTURETYPE_UNSIGNED_BYTE;
  374. /** UNSIGNED_BYTE (2nd reference) */
  375. public static readonly TEXTURETYPE_UNSIGNED_INT = Constants.TEXTURETYPE_UNSIGNED_INT;
  376. /** FLOAT */
  377. public static readonly TEXTURETYPE_FLOAT = Constants.TEXTURETYPE_FLOAT;
  378. /** HALF_FLOAT */
  379. public static readonly TEXTURETYPE_HALF_FLOAT = Constants.TEXTURETYPE_HALF_FLOAT;
  380. /** BYTE */
  381. public static readonly TEXTURETYPE_BYTE = Constants.TEXTURETYPE_BYTE;
  382. /** SHORT */
  383. public static readonly TEXTURETYPE_SHORT = Constants.TEXTURETYPE_SHORT;
  384. /** UNSIGNED_SHORT */
  385. public static readonly TEXTURETYPE_UNSIGNED_SHORT = Constants.TEXTURETYPE_UNSIGNED_SHORT;
  386. /** INT */
  387. public static readonly TEXTURETYPE_INT = Constants.TEXTURETYPE_INT;
  388. /** UNSIGNED_INT */
  389. public static readonly TEXTURETYPE_UNSIGNED_INTEGER = Constants.TEXTURETYPE_UNSIGNED_INTEGER;
  390. /** UNSIGNED_SHORT_4_4_4_4 */
  391. public static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4;
  392. /** UNSIGNED_SHORT_5_5_5_1 */
  393. public static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1;
  394. /** UNSIGNED_SHORT_5_6_5 */
  395. public static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5;
  396. /** UNSIGNED_INT_2_10_10_10_REV */
  397. public static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV;
  398. /** UNSIGNED_INT_24_8 */
  399. public static readonly TEXTURETYPE_UNSIGNED_INT_24_8 = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;
  400. /** UNSIGNED_INT_10F_11F_11F_REV */
  401. public static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV;
  402. /** UNSIGNED_INT_5_9_9_9_REV */
  403. public static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV;
  404. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  405. public static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV;
  406. /** nearest is mag = nearest and min = nearest and mip = linear */
  407. public static readonly TEXTURE_NEAREST_SAMPLINGMODE = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
  408. /** Bilinear is mag = linear and min = linear and mip = nearest */
  409. public static readonly TEXTURE_BILINEAR_SAMPLINGMODE = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;
  410. /** Trilinear is mag = linear and min = linear and mip = linear */
  411. public static readonly TEXTURE_TRILINEAR_SAMPLINGMODE = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;
  412. /** nearest is mag = nearest and min = nearest and mip = linear */
  413. public static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR = Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR;
  414. /** Bilinear is mag = linear and min = linear and mip = nearest */
  415. public static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST = Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST;
  416. /** Trilinear is mag = linear and min = linear and mip = linear */
  417. public static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR = Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR;
  418. /** mag = nearest and min = nearest and mip = nearest */
  419. public static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST = Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  420. /** mag = nearest and min = linear and mip = nearest */
  421. public static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST = Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  422. /** mag = nearest and min = linear and mip = linear */
  423. public static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR = Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  424. /** mag = nearest and min = linear and mip = none */
  425. public static readonly TEXTURE_NEAREST_LINEAR = Constants.TEXTURE_NEAREST_LINEAR;
  426. /** mag = nearest and min = nearest and mip = none */
  427. public static readonly TEXTURE_NEAREST_NEAREST = Constants.TEXTURE_NEAREST_NEAREST;
  428. /** mag = linear and min = nearest and mip = nearest */
  429. public static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST = Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  430. /** mag = linear and min = nearest and mip = linear */
  431. public static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR = Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  432. /** mag = linear and min = linear and mip = none */
  433. public static readonly TEXTURE_LINEAR_LINEAR = Constants.TEXTURE_LINEAR_LINEAR;
  434. /** mag = linear and min = nearest and mip = none */
  435. public static readonly TEXTURE_LINEAR_NEAREST = Constants.TEXTURE_LINEAR_NEAREST;
  436. /** Explicit coordinates mode */
  437. public static readonly TEXTURE_EXPLICIT_MODE = Constants.TEXTURE_EXPLICIT_MODE;
  438. /** Spherical coordinates mode */
  439. public static readonly TEXTURE_SPHERICAL_MODE = Constants.TEXTURE_SPHERICAL_MODE;
  440. /** Planar coordinates mode */
  441. public static readonly TEXTURE_PLANAR_MODE = Constants.TEXTURE_PLANAR_MODE;
  442. /** Cubic coordinates mode */
  443. public static readonly TEXTURE_CUBIC_MODE = Constants.TEXTURE_CUBIC_MODE;
  444. /** Projection coordinates mode */
  445. public static readonly TEXTURE_PROJECTION_MODE = Constants.TEXTURE_PROJECTION_MODE;
  446. /** Skybox coordinates mode */
  447. public static readonly TEXTURE_SKYBOX_MODE = Constants.TEXTURE_SKYBOX_MODE;
  448. /** Inverse Cubic coordinates mode */
  449. public static readonly TEXTURE_INVCUBIC_MODE = Constants.TEXTURE_INVCUBIC_MODE;
  450. /** Equirectangular coordinates mode */
  451. public static readonly TEXTURE_EQUIRECTANGULAR_MODE = Constants.TEXTURE_EQUIRECTANGULAR_MODE;
  452. /** Equirectangular Fixed coordinates mode */
  453. public static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  454. /** Equirectangular Fixed Mirrored coordinates mode */
  455. public static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  456. // Texture rescaling mode
  457. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  458. public static readonly SCALEMODE_FLOOR = Constants.SCALEMODE_FLOOR;
  459. /** Defines that texture rescaling will look for the nearest power of 2 size */
  460. public static readonly SCALEMODE_NEAREST = Constants.SCALEMODE_NEAREST;
  461. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  462. public static readonly SCALEMODE_CEILING = Constants.SCALEMODE_CEILING;
  463. /**
  464. * Returns the current npm package of the sdk
  465. */
  466. // Not mixed with Version for tooling purpose.
  467. public static get NpmPackage(): string {
  468. return "babylonjs@4.0.0-alpha.29";
  469. }
  470. /**
  471. * Returns the current version of the framework
  472. */
  473. public static get Version(): string {
  474. return "4.0.0-alpha.29";
  475. }
  476. /**
  477. * Returns a string describing the current engine
  478. */
  479. public get description(): string {
  480. let description = "WebGL" + this.webGLVersion;
  481. if (this._caps.parallelShaderCompile) {
  482. description += " - Parallel shader compilation";
  483. }
  484. return description;
  485. }
  486. // Updatable statics so stick with vars here
  487. /**
  488. * Gets or sets the epsilon value used by collision engine
  489. */
  490. public static CollisionsEpsilon = 0.001;
  491. /**
  492. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  493. */
  494. public static get ShadersRepository(): string {
  495. return Effect.ShadersRepository;
  496. }
  497. public static set ShadersRepository(value: string) {
  498. Effect.ShadersRepository = value;
  499. }
  500. /**
  501. * Method called to create the default loading screen.
  502. * This can be overriden in your own app.
  503. * @param canvas The rendering canvas element
  504. * @returns The loading screen
  505. */
  506. public static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen {
  507. throw _DevTools.WarnImport("LoadingScreen");
  508. }
  509. /**
  510. * Method called to create the default rescale post process on each engine.
  511. */
  512. public static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess> = null;
  513. // Public members
  514. /**
  515. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  516. */
  517. public forcePOTTextures = false;
  518. /**
  519. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  520. */
  521. public isFullscreen = false;
  522. /**
  523. * Gets a boolean indicating if the pointer is currently locked
  524. */
  525. public isPointerLock = false;
  526. /**
  527. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  528. */
  529. public cullBackFaces = true;
  530. /**
  531. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  532. */
  533. public renderEvenInBackground = true;
  534. /**
  535. * Gets or sets a boolean indicating that cache can be kept between frames
  536. */
  537. public preventCacheWipeBetweenFrames = false;
  538. /**
  539. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  540. **/
  541. public enableOfflineSupport = false;
  542. /**
  543. * 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)
  544. **/
  545. public disableManifestCheck = false;
  546. /**
  547. * Gets the list of created scenes
  548. */
  549. public scenes = new Array<Scene>();
  550. /**
  551. * Event raised when a new scene is created
  552. */
  553. public onNewSceneAddedObservable = new Observable<Scene>();
  554. /**
  555. * Gets the list of created postprocesses
  556. */
  557. public postProcesses = new Array<PostProcess>();
  558. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  559. public validateShaderPrograms = false;
  560. // Observables
  561. /**
  562. * Observable event triggered each time the rendering canvas is resized
  563. */
  564. public onResizeObservable = new Observable<Engine>();
  565. /**
  566. * Observable event triggered each time the canvas loses focus
  567. */
  568. public onCanvasBlurObservable = new Observable<Engine>();
  569. /**
  570. * Observable event triggered each time the canvas gains focus
  571. */
  572. public onCanvasFocusObservable = new Observable<Engine>();
  573. /**
  574. * Observable event triggered each time the canvas receives pointerout event
  575. */
  576. public onCanvasPointerOutObservable = new Observable<PointerEvent>();
  577. /**
  578. * Observable event triggered before each texture is initialized
  579. */
  580. public onBeforeTextureInitObservable = new Observable<Texture>();
  581. //WebVR
  582. private _vrDisplay: any = undefined;
  583. private _vrSupported: boolean = false;
  584. private _oldSize: Size;
  585. private _oldHardwareScaleFactor: number;
  586. private _vrExclusivePointerMode = false;
  587. private _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  588. /**
  589. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  590. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  591. */
  592. public get isInVRExclusivePointerMode(): boolean {
  593. return this._vrExclusivePointerMode;
  594. }
  595. // Uniform buffers list
  596. /**
  597. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  598. */
  599. public disableUniformBuffers = false;
  600. /** @hidden */
  601. public _uniformBuffers = new Array<UniformBuffer>();
  602. /**
  603. * Gets a boolean indicating that the engine supports uniform buffers
  604. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  605. */
  606. public get supportsUniformBuffers(): boolean {
  607. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  608. }
  609. // Observables
  610. /**
  611. * Observable raised when the engine begins a new frame
  612. */
  613. public onBeginFrameObservable = new Observable<Engine>();
  614. /**
  615. * If set, will be used to request the next animation frame for the render loop
  616. */
  617. public customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester> = null;
  618. /**
  619. * Observable raised when the engine ends the current frame
  620. */
  621. public onEndFrameObservable = new Observable<Engine>();
  622. /**
  623. * Observable raised when the engine is about to compile a shader
  624. */
  625. public onBeforeShaderCompilationObservable = new Observable<Engine>();
  626. /**
  627. * Observable raised when the engine has jsut compiled a shader
  628. */
  629. public onAfterShaderCompilationObservable = new Observable<Engine>();
  630. // Private Members
  631. /** @hidden */
  632. public _gl: WebGLRenderingContext;
  633. private _renderingCanvas: Nullable<HTMLCanvasElement>;
  634. private _windowIsBackground = false;
  635. private _webGLVersion = 1.0;
  636. protected _highPrecisionShadersAllowed = true;
  637. /** @hidden */
  638. public get _shouldUseHighPrecisionShader(): boolean {
  639. return this._caps.highPrecisionShaderSupported && this._highPrecisionShadersAllowed;
  640. }
  641. /**
  642. * Gets a boolean indicating that only power of 2 textures are supported
  643. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  644. */
  645. public get needPOTTextures(): boolean {
  646. return this._webGLVersion < 2 || this.forcePOTTextures;
  647. }
  648. /** @hidden */
  649. public _badOS = false;
  650. /** @hidden */
  651. public _badDesktopOS = false;
  652. /**
  653. * Gets or sets a value indicating if we want to disable texture binding optimization.
  654. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  655. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  656. */
  657. public disableTextureBindingOptimization = false;
  658. /**
  659. * Gets the audio engine
  660. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  661. * @ignorenaming
  662. */
  663. public static audioEngine: IAudioEngine;
  664. /**
  665. * Default AudioEngine factory responsible of creating the Audio Engine.
  666. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  667. */
  668. public static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  669. /**
  670. * Default offline support factory responsible of creating a tool used to store data locally.
  671. * By default, this will create a Database object if the workload has been embedded.
  672. */
  673. public static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  674. // Focus
  675. private _onFocus: () => void;
  676. private _onBlur: () => void;
  677. private _onCanvasPointerOut: (event: PointerEvent) => void;
  678. private _onCanvasBlur: () => void;
  679. private _onCanvasFocus: () => void;
  680. private _onFullscreenChange: () => void;
  681. private _onPointerLockChange: () => void;
  682. private _onVRDisplayPointerRestricted: () => void;
  683. private _onVRDisplayPointerUnrestricted: () => void;
  684. // VRDisplay connection
  685. private _onVrDisplayConnect: Nullable<(display: any) => void>;
  686. private _onVrDisplayDisconnect: Nullable<() => void>;
  687. private _onVrDisplayPresentChange: Nullable<() => void>;
  688. /**
  689. * Observable signaled when VR display mode changes
  690. */
  691. public onVRDisplayChangedObservable = new Observable<IDisplayChangedEventArgs>();
  692. /**
  693. * Observable signaled when VR request present is complete
  694. */
  695. public onVRRequestPresentComplete = new Observable<boolean>();
  696. /**
  697. * Observable signaled when VR request present starts
  698. */
  699. public onVRRequestPresentStart = new Observable<Engine>();
  700. private _hardwareScalingLevel: number;
  701. /** @hidden */
  702. protected _caps: EngineCapabilities;
  703. private _pointerLockRequested: boolean;
  704. private _isStencilEnable: boolean;
  705. private _colorWrite = true;
  706. private _loadingScreen: ILoadingScreen;
  707. /** @hidden */
  708. public _drawCalls = new PerfCounter();
  709. /** @hidden */
  710. public _textureCollisions = new PerfCounter();
  711. private _glVersion: string;
  712. private _glRenderer: string;
  713. private _glVendor: string;
  714. private _videoTextureSupported: boolean;
  715. private _renderingQueueLaunched = false;
  716. private _activeRenderLoops = new Array<() => void>();
  717. // Deterministic lockstepMaxSteps
  718. private _deterministicLockstep: boolean = false;
  719. private _lockstepMaxSteps: number = 4;
  720. // Lost context
  721. /**
  722. * Observable signaled when a context lost event is raised
  723. */
  724. public onContextLostObservable = new Observable<Engine>();
  725. /**
  726. * Observable signaled when a context restored event is raised
  727. */
  728. public onContextRestoredObservable = new Observable<Engine>();
  729. private _onContextLost: (evt: Event) => void;
  730. private _onContextRestored: (evt: Event) => void;
  731. private _contextWasLost = false;
  732. private _doNotHandleContextLost = false;
  733. /**
  734. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  735. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  736. */
  737. public get doNotHandleContextLost(): boolean {
  738. return this._doNotHandleContextLost;
  739. }
  740. public set doNotHandleContextLost(value: boolean) {
  741. this._doNotHandleContextLost = value;
  742. }
  743. // FPS
  744. private _performanceMonitor = new PerformanceMonitor();
  745. private _fps = 60;
  746. private _deltaTime = 0;
  747. /**
  748. * Turn this value on if you want to pause FPS computation when in background
  749. */
  750. public disablePerformanceMonitorInBackground = false;
  751. /**
  752. * Gets the performance monitor attached to this engine
  753. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  754. */
  755. public get performanceMonitor(): PerformanceMonitor {
  756. return this._performanceMonitor;
  757. }
  758. // States
  759. /** @hidden */
  760. protected _depthCullingState = new _DepthCullingState();
  761. /** @hidden */
  762. protected _stencilState = new _StencilState();
  763. /** @hidden */
  764. protected _alphaState = new _AlphaState();
  765. /** @hidden */
  766. protected _alphaMode = Engine.ALPHA_DISABLE;
  767. // Cache
  768. protected _internalTexturesCache = new Array<InternalTexture>();
  769. /** @hidden */
  770. protected _activeChannel = 0;
  771. private _currentTextureChannel = -1;
  772. /** @hidden */
  773. protected _boundTexturesCache: { [key: string]: Nullable<InternalTexture> } = {};
  774. /** @hidden */
  775. protected _currentEffect: Nullable<Effect>;
  776. /** @hidden */
  777. protected _currentProgram: Nullable<WebGLProgram>;
  778. private _compiledEffects: { [key: string]: Effect } = {};
  779. private _vertexAttribArraysEnabled: boolean[] = [];
  780. /** @hidden */
  781. protected _cachedViewport: Nullable<Viewport>;
  782. private _cachedVertexArrayObject: Nullable<WebGLVertexArrayObject>;
  783. /** @hidden */
  784. protected _cachedVertexBuffers: any;
  785. /** @hidden */
  786. protected _cachedIndexBuffer: Nullable<WebGLBuffer>;
  787. /** @hidden */
  788. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  789. /** @hidden */
  790. protected _currentRenderTarget: Nullable<InternalTexture>;
  791. private _uintIndicesCurrentlySet = false;
  792. private _currentBoundBuffer = new Array<Nullable<WebGLBuffer>>();
  793. /** @hidden */
  794. protected _currentFramebuffer: Nullable<WebGLFramebuffer> = null;
  795. private _currentBufferPointers = new Array<BufferPointer>();
  796. private _currentInstanceLocations = new Array<number>();
  797. private _currentInstanceBuffers = new Array<WebGLBuffer>();
  798. private _textureUnits: Int32Array;
  799. private _firstBoundInternalTextureTracker = new DummyInternalTextureTracker();
  800. private _lastBoundInternalTextureTracker = new DummyInternalTextureTracker();
  801. private _workingCanvas: Nullable<HTMLCanvasElement>;
  802. private _workingContext: Nullable<CanvasRenderingContext2D>;
  803. private _rescalePostProcess: PostProcess;
  804. private _dummyFramebuffer: WebGLFramebuffer;
  805. private _externalData: StringDictionary<Object>;
  806. private _bindedRenderFunction: any;
  807. private _vaoRecordInProgress = false;
  808. private _mustWipeVertexAttributes = false;
  809. private _emptyTexture: Nullable<InternalTexture>;
  810. private _emptyCubeTexture: Nullable<InternalTexture>;
  811. private _emptyTexture3D: Nullable<InternalTexture>;
  812. /** @hidden */
  813. public _frameHandler: number;
  814. private _nextFreeTextureSlots = new Array<number>();
  815. private _maxSimultaneousTextures = 0;
  816. private _activeRequests = new Array<IFileRequest>();
  817. // Hardware supported Compressed Textures
  818. private _texturesSupported = new Array<string>();
  819. private _textureFormatInUse: Nullable<string>;
  820. /**
  821. * Gets the list of texture formats supported
  822. */
  823. public get texturesSupported(): Array<string> {
  824. return this._texturesSupported;
  825. }
  826. /**
  827. * Gets the list of texture formats in use
  828. */
  829. public get textureFormatInUse(): Nullable<string> {
  830. return this._textureFormatInUse;
  831. }
  832. /**
  833. * Gets the current viewport
  834. */
  835. public get currentViewport(): Nullable<Viewport> {
  836. return this._cachedViewport;
  837. }
  838. /**
  839. * Gets the default empty texture
  840. */
  841. public get emptyTexture(): InternalTexture {
  842. if (!this._emptyTexture) {
  843. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  844. }
  845. return this._emptyTexture;
  846. }
  847. /**
  848. * Gets the default empty 3D texture
  849. */
  850. public get emptyTexture3D(): InternalTexture {
  851. if (!this._emptyTexture3D) {
  852. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  853. }
  854. return this._emptyTexture3D;
  855. }
  856. /**
  857. * Gets the default empty cube texture
  858. */
  859. public get emptyCubeTexture(): InternalTexture {
  860. if (!this._emptyCubeTexture) {
  861. var faceData = new Uint8Array(4);
  862. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  863. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  864. }
  865. return this._emptyCubeTexture;
  866. }
  867. /**
  868. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  869. */
  870. public readonly premultipliedAlpha: boolean = true;
  871. /**
  872. * Creates a new engine
  873. * @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
  874. * @param antialias defines enable antialiasing (default: false)
  875. * @param options defines further options to be sent to the getContext() function
  876. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  877. */
  878. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio: boolean = false) {
  879. // Register promises
  880. PromisePolyfill.Apply();
  881. let canvas: Nullable<HTMLCanvasElement> = null;
  882. Engine.Instances.push(this);
  883. if (!canvasOrContext) {
  884. return;
  885. }
  886. options = options || {};
  887. if ((<HTMLCanvasElement>canvasOrContext).getContext) {
  888. canvas = <HTMLCanvasElement>canvasOrContext;
  889. this._renderingCanvas = canvas;
  890. if (antialias != null) {
  891. options.antialias = antialias;
  892. }
  893. if (options.deterministicLockstep === undefined) {
  894. options.deterministicLockstep = false;
  895. }
  896. if (options.lockstepMaxSteps === undefined) {
  897. options.lockstepMaxSteps = 4;
  898. }
  899. if (options.preserveDrawingBuffer === undefined) {
  900. options.preserveDrawingBuffer = false;
  901. }
  902. if (options.audioEngine === undefined) {
  903. options.audioEngine = true;
  904. }
  905. if (options.stencil === undefined) {
  906. options.stencil = true;
  907. }
  908. if (options.premultipliedAlpha === false) {
  909. this.premultipliedAlpha = false;
  910. }
  911. this._deterministicLockstep = options.deterministicLockstep;
  912. this._lockstepMaxSteps = options.lockstepMaxSteps;
  913. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  914. // Exceptions
  915. if (navigator && navigator.userAgent) {
  916. let ua = navigator.userAgent;
  917. for (var exception of Engine.ExceptionList) {
  918. let key = exception.key;
  919. let targets = exception.targets;
  920. if (ua.indexOf(key) > -1) {
  921. if (exception.capture && exception.captureConstraint) {
  922. let capture = exception.capture;
  923. let constraint = exception.captureConstraint;
  924. let regex = new RegExp(capture);
  925. let matches = regex.exec(ua);
  926. if (matches && matches.length > 0) {
  927. let capturedValue = parseInt(matches[matches.length - 1]);
  928. if (capturedValue >= constraint) {
  929. continue;
  930. }
  931. }
  932. }
  933. for (var target of targets) {
  934. switch (target) {
  935. case "uniformBuffer":
  936. this.disableUniformBuffers = true;
  937. break;
  938. case "textureBindingOptimization":
  939. this.disableTextureBindingOptimization = true;
  940. break;
  941. }
  942. }
  943. }
  944. }
  945. }
  946. // GL
  947. if (!options.disableWebGL2Support) {
  948. try {
  949. this._gl = <any>(canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  950. if (this._gl) {
  951. this._webGLVersion = 2.0;
  952. // Prevent weird browsers to lie :-)
  953. if (!this._gl.deleteQuery) {
  954. this._webGLVersion = 1.0;
  955. }
  956. }
  957. } catch (e) {
  958. // Do nothing
  959. }
  960. }
  961. if (!this._gl) {
  962. if (!canvas) {
  963. throw new Error("The provided canvas is null or undefined.");
  964. }
  965. try {
  966. this._gl = <WebGLRenderingContext>(canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  967. } catch (e) {
  968. throw new Error("WebGL not supported");
  969. }
  970. }
  971. if (!this._gl) {
  972. throw new Error("WebGL not supported");
  973. }
  974. // Ensures a consistent color space unpacking of textures cross browser.
  975. this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);
  976. this._onCanvasFocus = () => {
  977. this.onCanvasFocusObservable.notifyObservers(this);
  978. };
  979. this._onCanvasBlur = () => {
  980. this.onCanvasBlurObservable.notifyObservers(this);
  981. };
  982. canvas.addEventListener("focus", this._onCanvasFocus);
  983. canvas.addEventListener("blur", this._onCanvasBlur);
  984. this._onBlur = () => {
  985. if (this.disablePerformanceMonitorInBackground) {
  986. this._performanceMonitor.disable();
  987. }
  988. this._windowIsBackground = true;
  989. };
  990. this._onFocus = () => {
  991. if (this.disablePerformanceMonitorInBackground) {
  992. this._performanceMonitor.enable();
  993. }
  994. this._windowIsBackground = false;
  995. };
  996. this._onCanvasPointerOut = (ev) => {
  997. this.onCanvasPointerOutObservable.notifyObservers(ev);
  998. };
  999. if (DomManagement.IsWindowObjectExist()) {
  1000. window.addEventListener("blur", this._onBlur);
  1001. window.addEventListener("focus", this._onFocus);
  1002. }
  1003. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  1004. // Context lost
  1005. if (!this._doNotHandleContextLost) {
  1006. this._onContextLost = (evt: Event) => {
  1007. evt.preventDefault();
  1008. this._contextWasLost = true;
  1009. Logger.Warn("WebGL context lost.");
  1010. this.onContextLostObservable.notifyObservers(this);
  1011. };
  1012. this._onContextRestored = () => {
  1013. // Adding a timeout to avoid race condition at browser level
  1014. setTimeout(() => {
  1015. // Rebuild gl context
  1016. this._initGLContext();
  1017. // Rebuild effects
  1018. this._rebuildEffects();
  1019. // Rebuild textures
  1020. this._rebuildInternalTextures();
  1021. // Rebuild buffers
  1022. this._rebuildBuffers();
  1023. // Cache
  1024. this.wipeCaches(true);
  1025. Logger.Warn("WebGL context successfully restored.");
  1026. this.onContextRestoredObservable.notifyObservers(this);
  1027. this._contextWasLost = false;
  1028. }, 0);
  1029. };
  1030. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  1031. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  1032. }
  1033. if (!options.doNotHandleTouchAction) {
  1034. this._disableTouchAction();
  1035. }
  1036. } else {
  1037. this._gl = <WebGLRenderingContext>canvasOrContext;
  1038. this._renderingCanvas = this._gl.canvas;
  1039. if (this._gl.renderbufferStorageMultisample) {
  1040. this._webGLVersion = 2.0;
  1041. }
  1042. const attributes = this._gl.getContextAttributes();
  1043. if (attributes) {
  1044. options.stencil = attributes.stencil;
  1045. }
  1046. }
  1047. if (options.useHighPrecisionFloats !== undefined) {
  1048. this._highPrecisionShadersAllowed = options.useHighPrecisionFloats;
  1049. }
  1050. // Viewport
  1051. const devicePixelRatio = DomManagement.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  1052. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  1053. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  1054. this.resize();
  1055. this._isStencilEnable = options.stencil ? true : false;
  1056. this._initGLContext();
  1057. if (canvas) {
  1058. let anyDoc = document as any;
  1059. // Fullscreen
  1060. this._onFullscreenChange = () => {
  1061. if (anyDoc.fullscreen !== undefined) {
  1062. this.isFullscreen = anyDoc.fullscreen;
  1063. } else if (anyDoc.mozFullScreen !== undefined) {
  1064. this.isFullscreen = anyDoc.mozFullScreen;
  1065. } else if (anyDoc.webkitIsFullScreen !== undefined) {
  1066. this.isFullscreen = anyDoc.webkitIsFullScreen;
  1067. } else if (anyDoc.msIsFullScreen !== undefined) {
  1068. this.isFullscreen = anyDoc.msIsFullScreen;
  1069. }
  1070. // Pointer lock
  1071. if (this.isFullscreen && this._pointerLockRequested && canvas) {
  1072. canvas.requestPointerLock = canvas.requestPointerLock ||
  1073. canvas.msRequestPointerLock ||
  1074. canvas.mozRequestPointerLock ||
  1075. canvas.webkitRequestPointerLock;
  1076. if (canvas.requestPointerLock) {
  1077. canvas.requestPointerLock();
  1078. }
  1079. }
  1080. };
  1081. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  1082. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  1083. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  1084. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  1085. // Pointer lock
  1086. this._onPointerLockChange = () => {
  1087. this.isPointerLock = (anyDoc.mozPointerLockElement === canvas ||
  1088. anyDoc.webkitPointerLockElement === canvas ||
  1089. anyDoc.msPointerLockElement === canvas ||
  1090. anyDoc.pointerLockElement === canvas
  1091. );
  1092. };
  1093. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  1094. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  1095. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  1096. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  1097. this._onVRDisplayPointerRestricted = () => {
  1098. if (canvas) {
  1099. canvas.requestPointerLock();
  1100. }
  1101. };
  1102. this._onVRDisplayPointerUnrestricted = () => {
  1103. if (!anyDoc.exitPointerLock) {
  1104. return;
  1105. }
  1106. anyDoc.exitPointerLock();
  1107. };
  1108. if (DomManagement.IsWindowObjectExist()) {
  1109. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  1110. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  1111. }
  1112. }
  1113. // Create Audio Engine if needed.
  1114. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  1115. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  1116. }
  1117. // Prepare buffer pointers
  1118. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  1119. this._currentBufferPointers[i] = new BufferPointer();
  1120. }
  1121. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  1122. // Load WebVR Devices
  1123. if (options.autoEnableWebVR) {
  1124. this.initWebVR();
  1125. }
  1126. // Detect if we are running on a faulty buggy OS.
  1127. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  1128. // Detect if we are running on a faulty buggy desktop OS.
  1129. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  1130. console.log(`Babylon.js v${Engine.Version} - ${this.description}`);
  1131. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  1132. }
  1133. private _disableTouchAction(): void {
  1134. if (!this._renderingCanvas) {
  1135. return;
  1136. }
  1137. this._renderingCanvas.setAttribute("touch-action", "none");
  1138. this._renderingCanvas.style.touchAction = "none";
  1139. this._renderingCanvas.style.msTouchAction = "none";
  1140. }
  1141. private _rebuildInternalTextures(): void {
  1142. let currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  1143. for (var internalTexture of currentState) {
  1144. internalTexture._rebuild();
  1145. }
  1146. }
  1147. private _rebuildEffects(): void {
  1148. for (var key in this._compiledEffects) {
  1149. let effect = <Effect>this._compiledEffects[key];
  1150. effect._prepareEffect();
  1151. }
  1152. Effect.ResetCache();
  1153. }
  1154. /**
  1155. * Gets a boolean indicating if all created effects are ready
  1156. * @returns true if all effects are ready
  1157. */
  1158. public areAllEffectsReady(): boolean {
  1159. for (var key in this._compiledEffects) {
  1160. let effect = <Effect>this._compiledEffects[key];
  1161. if (!effect.isReady()) {
  1162. return false;
  1163. }
  1164. }
  1165. return true;
  1166. }
  1167. private _rebuildBuffers(): void {
  1168. // Index / Vertex
  1169. for (var scene of this.scenes) {
  1170. scene.resetCachedMaterial();
  1171. scene._rebuildGeometries();
  1172. scene._rebuildTextures();
  1173. }
  1174. // Uniforms
  1175. for (var uniformBuffer of this._uniformBuffers) {
  1176. uniformBuffer._rebuild();
  1177. }
  1178. }
  1179. private _initGLContext(): void {
  1180. // Caps
  1181. this._caps = new EngineCapabilities();
  1182. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  1183. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  1184. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  1185. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  1186. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  1187. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  1188. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  1189. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  1190. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  1191. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  1192. // Infos
  1193. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  1194. var rendererInfo: any = this._gl.getExtension("WEBGL_debug_renderer_info");
  1195. if (rendererInfo != null) {
  1196. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  1197. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  1198. }
  1199. if (!this._glVendor) {
  1200. this._glVendor = "Unknown vendor";
  1201. }
  1202. if (!this._glRenderer) {
  1203. this._glRenderer = "Unknown renderer";
  1204. }
  1205. // Constants
  1206. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  1207. if (this._gl.RGBA16F !== 0x881A) {
  1208. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  1209. }
  1210. if (this._gl.RGBA32F !== 0x8814) {
  1211. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  1212. }
  1213. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  1214. this._gl.DEPTH24_STENCIL8 = 35056;
  1215. }
  1216. // Extensions
  1217. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  1218. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  1219. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  1220. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  1221. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  1222. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  1223. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  1224. 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');
  1225. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  1226. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  1227. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  1228. this._caps.highPrecisionShaderSupported = false;
  1229. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  1230. if (this._caps.timerQuery) {
  1231. if (this._webGLVersion === 1) {
  1232. this._gl.getQuery = (<any>this._caps.timerQuery).getQueryEXT.bind(this._caps.timerQuery);
  1233. }
  1234. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  1235. }
  1236. // Checks if some of the format renders first to allow the use of webgl inspector.
  1237. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  1238. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  1239. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  1240. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  1241. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  1242. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  1243. if (this._webGLVersion > 1) {
  1244. this._gl.HALF_FLOAT_OES = 0x140B;
  1245. }
  1246. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  1247. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  1248. // Draw buffers
  1249. if (this._webGLVersion > 1) {
  1250. this._caps.drawBuffersExtension = true;
  1251. } else {
  1252. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  1253. if (drawBuffersExtension !== null) {
  1254. this._caps.drawBuffersExtension = true;
  1255. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  1256. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  1257. for (var i = 0; i < 16; i++) {
  1258. (<any>this._gl)["COLOR_ATTACHMENT" + i + "_WEBGL"] = (<any>drawBuffersExtension)["COLOR_ATTACHMENT" + i + "_WEBGL"];
  1259. }
  1260. } else {
  1261. this._caps.drawBuffersExtension = false;
  1262. }
  1263. }
  1264. // Shader compiler threads
  1265. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  1266. // Depth Texture
  1267. if (this._webGLVersion > 1) {
  1268. this._caps.depthTextureExtension = true;
  1269. } else {
  1270. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  1271. if (depthTextureExtension != null) {
  1272. this._caps.depthTextureExtension = true;
  1273. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  1274. }
  1275. }
  1276. // Vertex array object
  1277. if (this._webGLVersion > 1) {
  1278. this._caps.vertexArrayObject = true;
  1279. } else {
  1280. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  1281. if (vertexArrayObjectExtension != null) {
  1282. this._caps.vertexArrayObject = true;
  1283. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  1284. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  1285. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  1286. } else {
  1287. this._caps.vertexArrayObject = false;
  1288. }
  1289. }
  1290. // Instances count
  1291. if (this._webGLVersion > 1) {
  1292. this._caps.instancedArrays = true;
  1293. } else {
  1294. var instanceExtension = <ANGLE_instanced_arrays>this._gl.getExtension('ANGLE_instanced_arrays');
  1295. if (instanceExtension != null) {
  1296. this._caps.instancedArrays = true;
  1297. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  1298. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  1299. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  1300. } else {
  1301. this._caps.instancedArrays = false;
  1302. }
  1303. }
  1304. // Intelligently add supported compressed formats in order to check for.
  1305. // Check for ASTC support first as it is most powerful and to be very cross platform.
  1306. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  1307. // Likely no hardware which supports both PVR & DXT, so order matters little.
  1308. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  1309. if (this._caps.astc) { this.texturesSupported.push('-astc.ktx'); }
  1310. if (this._caps.s3tc) { this.texturesSupported.push('-dxt.ktx'); }
  1311. if (this._caps.pvrtc) { this.texturesSupported.push('-pvrtc.ktx'); }
  1312. if (this._caps.etc2) { this.texturesSupported.push('-etc2.ktx'); }
  1313. if (this._caps.etc1) { this.texturesSupported.push('-etc1.ktx'); }
  1314. if (this._gl.getShaderPrecisionFormat) {
  1315. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  1316. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  1317. if (vertex_highp && fragment_highp) {
  1318. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  1319. }
  1320. }
  1321. // Depth buffer
  1322. this.setDepthBuffer(true);
  1323. this.setDepthFunctionToLessOrEqual();
  1324. this.setDepthWrite(true);
  1325. // Texture maps
  1326. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  1327. for (let slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  1328. this._nextFreeTextureSlots.push(slot);
  1329. }
  1330. }
  1331. /**
  1332. * Gets version of the current webGL context
  1333. */
  1334. public get webGLVersion(): number {
  1335. return this._webGLVersion;
  1336. }
  1337. /**
  1338. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  1339. */
  1340. public get isStencilEnable(): boolean {
  1341. return this._isStencilEnable;
  1342. }
  1343. private _prepareWorkingCanvas(): void {
  1344. if (this._workingCanvas) {
  1345. return;
  1346. }
  1347. this._workingCanvas = document.createElement("canvas");
  1348. let context = this._workingCanvas.getContext("2d");
  1349. if (context) {
  1350. this._workingContext = context;
  1351. }
  1352. }
  1353. /**
  1354. * Reset the texture cache to empty state
  1355. */
  1356. public resetTextureCache() {
  1357. for (var key in this._boundTexturesCache) {
  1358. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  1359. continue;
  1360. }
  1361. let boundTexture = this._boundTexturesCache[key];
  1362. if (boundTexture) {
  1363. this._removeDesignatedSlot(boundTexture);
  1364. }
  1365. this._boundTexturesCache[key] = null;
  1366. }
  1367. if (!this.disableTextureBindingOptimization) {
  1368. this._nextFreeTextureSlots = [];
  1369. for (let slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  1370. this._nextFreeTextureSlots.push(slot);
  1371. }
  1372. }
  1373. this._currentTextureChannel = -1;
  1374. }
  1375. /**
  1376. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  1377. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  1378. * @returns true if engine is in deterministic lock step mode
  1379. */
  1380. public isDeterministicLockStep(): boolean {
  1381. return this._deterministicLockstep;
  1382. }
  1383. /**
  1384. * Gets the max steps when engine is running in deterministic lock step
  1385. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  1386. * @returns the max steps
  1387. */
  1388. public getLockstepMaxSteps(): number {
  1389. return this._lockstepMaxSteps;
  1390. }
  1391. /**
  1392. * Gets an object containing information about the current webGL context
  1393. * @returns an object containing the vender, the renderer and the version of the current webGL context
  1394. */
  1395. public getGlInfo() {
  1396. return {
  1397. vendor: this._glVendor,
  1398. renderer: this._glRenderer,
  1399. version: this._glVersion
  1400. };
  1401. }
  1402. /**
  1403. * Gets current aspect ratio
  1404. * @param camera defines the camera to use to get the aspect ratio
  1405. * @param useScreen defines if screen size must be used (or the current render target if any)
  1406. * @returns a number defining the aspect ratio
  1407. */
  1408. public getAspectRatio(camera: Camera, useScreen = false): number {
  1409. var viewport = camera.viewport;
  1410. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  1411. }
  1412. /**
  1413. * Gets current screen aspect ratio
  1414. * @returns a number defining the aspect ratio
  1415. */
  1416. public getScreenAspectRatio(): number {
  1417. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  1418. }
  1419. /**
  1420. * Gets the current render width
  1421. * @param useScreen defines if screen size must be used (or the current render target if any)
  1422. * @returns a number defining the current render width
  1423. */
  1424. public getRenderWidth(useScreen = false): number {
  1425. if (!useScreen && this._currentRenderTarget) {
  1426. return this._currentRenderTarget.width;
  1427. }
  1428. return this._gl.drawingBufferWidth;
  1429. }
  1430. /**
  1431. * Gets the current render height
  1432. * @param useScreen defines if screen size must be used (or the current render target if any)
  1433. * @returns a number defining the current render height
  1434. */
  1435. public getRenderHeight(useScreen = false): number {
  1436. if (!useScreen && this._currentRenderTarget) {
  1437. return this._currentRenderTarget.height;
  1438. }
  1439. return this._gl.drawingBufferHeight;
  1440. }
  1441. /**
  1442. * Gets the HTML canvas attached with the current webGL context
  1443. * @returns a HTML canvas
  1444. */
  1445. public getRenderingCanvas(): Nullable<HTMLCanvasElement> {
  1446. return this._renderingCanvas;
  1447. }
  1448. /**
  1449. * Gets the client rect of the HTML canvas attached with the current webGL context
  1450. * @returns a client rectanglee
  1451. */
  1452. public getRenderingCanvasClientRect(): Nullable<ClientRect> {
  1453. if (!this._renderingCanvas) {
  1454. return null;
  1455. }
  1456. return this._renderingCanvas.getBoundingClientRect();
  1457. }
  1458. /**
  1459. * Defines the hardware scaling level.
  1460. * By default the hardware scaling level is computed from the window device ratio.
  1461. * 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.
  1462. * @param level defines the level to use
  1463. */
  1464. public setHardwareScalingLevel(level: number): void {
  1465. this._hardwareScalingLevel = level;
  1466. this.resize();
  1467. }
  1468. /**
  1469. * Gets the current hardware scaling level.
  1470. * By default the hardware scaling level is computed from the window device ratio.
  1471. * 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.
  1472. * @returns a number indicating the current hardware scaling level
  1473. */
  1474. public getHardwareScalingLevel(): number {
  1475. return this._hardwareScalingLevel;
  1476. }
  1477. /**
  1478. * Gets the list of loaded textures
  1479. * @returns an array containing all loaded textures
  1480. */
  1481. public getLoadedTexturesCache(): InternalTexture[] {
  1482. return this._internalTexturesCache;
  1483. }
  1484. /**
  1485. * Gets the object containing all engine capabilities
  1486. * @returns the EngineCapabilities object
  1487. */
  1488. public getCaps(): EngineCapabilities {
  1489. return this._caps;
  1490. }
  1491. /**
  1492. * Gets the current depth function
  1493. * @returns a number defining the depth function
  1494. */
  1495. public getDepthFunction(): Nullable<number> {
  1496. return this._depthCullingState.depthFunc;
  1497. }
  1498. /**
  1499. * Sets the current depth function
  1500. * @param depthFunc defines the function to use
  1501. */
  1502. public setDepthFunction(depthFunc: number) {
  1503. this._depthCullingState.depthFunc = depthFunc;
  1504. }
  1505. /**
  1506. * Sets the current depth function to GREATER
  1507. */
  1508. public setDepthFunctionToGreater(): void {
  1509. this._depthCullingState.depthFunc = this._gl.GREATER;
  1510. }
  1511. /**
  1512. * Sets the current depth function to GEQUAL
  1513. */
  1514. public setDepthFunctionToGreaterOrEqual(): void {
  1515. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  1516. }
  1517. /**
  1518. * Sets the current depth function to LESS
  1519. */
  1520. public setDepthFunctionToLess(): void {
  1521. this._depthCullingState.depthFunc = this._gl.LESS;
  1522. }
  1523. /**
  1524. * Sets the current depth function to LEQUAL
  1525. */
  1526. public setDepthFunctionToLessOrEqual(): void {
  1527. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  1528. }
  1529. /**
  1530. * Gets a boolean indicating if stencil buffer is enabled
  1531. * @returns the current stencil buffer state
  1532. */
  1533. public getStencilBuffer(): boolean {
  1534. return this._stencilState.stencilTest;
  1535. }
  1536. /**
  1537. * Enable or disable the stencil buffer
  1538. * @param enable defines if the stencil buffer must be enabled or disabled
  1539. */
  1540. public setStencilBuffer(enable: boolean): void {
  1541. this._stencilState.stencilTest = enable;
  1542. }
  1543. /**
  1544. * Gets the current stencil mask
  1545. * @returns a number defining the new stencil mask to use
  1546. */
  1547. public getStencilMask(): number {
  1548. return this._stencilState.stencilMask;
  1549. }
  1550. /**
  1551. * Sets the current stencil mask
  1552. * @param mask defines the new stencil mask to use
  1553. */
  1554. public setStencilMask(mask: number): void {
  1555. this._stencilState.stencilMask = mask;
  1556. }
  1557. /**
  1558. * Gets the current stencil function
  1559. * @returns a number defining the stencil function to use
  1560. */
  1561. public getStencilFunction(): number {
  1562. return this._stencilState.stencilFunc;
  1563. }
  1564. /**
  1565. * Gets the current stencil reference value
  1566. * @returns a number defining the stencil reference value to use
  1567. */
  1568. public getStencilFunctionReference(): number {
  1569. return this._stencilState.stencilFuncRef;
  1570. }
  1571. /**
  1572. * Gets the current stencil mask
  1573. * @returns a number defining the stencil mask to use
  1574. */
  1575. public getStencilFunctionMask(): number {
  1576. return this._stencilState.stencilFuncMask;
  1577. }
  1578. /**
  1579. * Sets the current stencil function
  1580. * @param stencilFunc defines the new stencil function to use
  1581. */
  1582. public setStencilFunction(stencilFunc: number) {
  1583. this._stencilState.stencilFunc = stencilFunc;
  1584. }
  1585. /**
  1586. * Sets the current stencil reference
  1587. * @param reference defines the new stencil reference to use
  1588. */
  1589. public setStencilFunctionReference(reference: number) {
  1590. this._stencilState.stencilFuncRef = reference;
  1591. }
  1592. /**
  1593. * Sets the current stencil mask
  1594. * @param mask defines the new stencil mask to use
  1595. */
  1596. public setStencilFunctionMask(mask: number) {
  1597. this._stencilState.stencilFuncMask = mask;
  1598. }
  1599. /**
  1600. * Gets the current stencil operation when stencil fails
  1601. * @returns a number defining stencil operation to use when stencil fails
  1602. */
  1603. public getStencilOperationFail(): number {
  1604. return this._stencilState.stencilOpStencilFail;
  1605. }
  1606. /**
  1607. * Gets the current stencil operation when depth fails
  1608. * @returns a number defining stencil operation to use when depth fails
  1609. */
  1610. public getStencilOperationDepthFail(): number {
  1611. return this._stencilState.stencilOpDepthFail;
  1612. }
  1613. /**
  1614. * Gets the current stencil operation when stencil passes
  1615. * @returns a number defining stencil operation to use when stencil passes
  1616. */
  1617. public getStencilOperationPass(): number {
  1618. return this._stencilState.stencilOpStencilDepthPass;
  1619. }
  1620. /**
  1621. * Sets the stencil operation to use when stencil fails
  1622. * @param operation defines the stencil operation to use when stencil fails
  1623. */
  1624. public setStencilOperationFail(operation: number): void {
  1625. this._stencilState.stencilOpStencilFail = operation;
  1626. }
  1627. /**
  1628. * Sets the stencil operation to use when depth fails
  1629. * @param operation defines the stencil operation to use when depth fails
  1630. */
  1631. public setStencilOperationDepthFail(operation: number): void {
  1632. this._stencilState.stencilOpDepthFail = operation;
  1633. }
  1634. /**
  1635. * Sets the stencil operation to use when stencil passes
  1636. * @param operation defines the stencil operation to use when stencil passes
  1637. */
  1638. public setStencilOperationPass(operation: number): void {
  1639. this._stencilState.stencilOpStencilDepthPass = operation;
  1640. }
  1641. /**
  1642. * Sets a boolean indicating if the dithering state is enabled or disabled
  1643. * @param value defines the dithering state
  1644. */
  1645. public setDitheringState(value: boolean): void {
  1646. if (value) {
  1647. this._gl.enable(this._gl.DITHER);
  1648. } else {
  1649. this._gl.disable(this._gl.DITHER);
  1650. }
  1651. }
  1652. /**
  1653. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  1654. * @param value defines the rasterizer state
  1655. */
  1656. public setRasterizerState(value: boolean): void {
  1657. if (value) {
  1658. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  1659. } else {
  1660. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  1661. }
  1662. }
  1663. /**
  1664. * stop executing a render loop function and remove it from the execution array
  1665. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  1666. */
  1667. public stopRenderLoop(renderFunction?: () => void): void {
  1668. if (!renderFunction) {
  1669. this._activeRenderLoops = [];
  1670. return;
  1671. }
  1672. var index = this._activeRenderLoops.indexOf(renderFunction);
  1673. if (index >= 0) {
  1674. this._activeRenderLoops.splice(index, 1);
  1675. }
  1676. }
  1677. /** @hidden */
  1678. public _renderLoop(): void {
  1679. if (!this._contextWasLost) {
  1680. var shouldRender = true;
  1681. if (!this.renderEvenInBackground && this._windowIsBackground) {
  1682. shouldRender = false;
  1683. }
  1684. if (shouldRender) {
  1685. // Start new frame
  1686. this.beginFrame();
  1687. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  1688. var renderFunction = this._activeRenderLoops[index];
  1689. renderFunction();
  1690. }
  1691. // Present
  1692. this.endFrame();
  1693. }
  1694. }
  1695. if (this._activeRenderLoops.length > 0) {
  1696. // Register new frame
  1697. if (this.customAnimationFrameRequester) {
  1698. this.customAnimationFrameRequester.requestID = Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  1699. this._frameHandler = this.customAnimationFrameRequester.requestID;
  1700. } else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  1701. this._frameHandler = Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  1702. } else {
  1703. this._frameHandler = Tools.QueueNewFrame(this._bindedRenderFunction);
  1704. }
  1705. } else {
  1706. this._renderingQueueLaunched = false;
  1707. }
  1708. }
  1709. /**
  1710. * Register and execute a render loop. The engine can have more than one render function
  1711. * @param renderFunction defines the function to continuously execute
  1712. */
  1713. public runRenderLoop(renderFunction: () => void): void {
  1714. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  1715. return;
  1716. }
  1717. this._activeRenderLoops.push(renderFunction);
  1718. if (!this._renderingQueueLaunched) {
  1719. this._renderingQueueLaunched = true;
  1720. this._bindedRenderFunction = this._renderLoop.bind(this);
  1721. this._frameHandler = Tools.QueueNewFrame(this._bindedRenderFunction);
  1722. }
  1723. }
  1724. /**
  1725. * Toggle full screen mode
  1726. * @param requestPointerLock defines if a pointer lock should be requested from the user
  1727. */
  1728. public switchFullscreen(requestPointerLock: boolean): void {
  1729. if (this.isFullscreen) {
  1730. this.exitFullscreen();
  1731. } else {
  1732. this.enterFullscreen(requestPointerLock);
  1733. }
  1734. }
  1735. /**
  1736. * Enters full screen mode
  1737. * @param requestPointerLock defines if a pointer lock should be requested from the user
  1738. */
  1739. public enterFullscreen(requestPointerLock: boolean): void {
  1740. if (!this.isFullscreen) {
  1741. this._pointerLockRequested = requestPointerLock;
  1742. if (this._renderingCanvas) {
  1743. Tools.RequestFullscreen(this._renderingCanvas);
  1744. }
  1745. }
  1746. }
  1747. /**
  1748. * Exits full screen mode
  1749. */
  1750. public exitFullscreen(): void {
  1751. if (this.isFullscreen) {
  1752. Tools.ExitFullscreen();
  1753. }
  1754. }
  1755. /**
  1756. * Clear the current render buffer or the current render target (if any is set up)
  1757. * @param color defines the color to use
  1758. * @param backBuffer defines if the back buffer must be cleared
  1759. * @param depth defines if the depth buffer must be cleared
  1760. * @param stencil defines if the stencil buffer must be cleared
  1761. */
  1762. public clear(color: Nullable<Color4>, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {
  1763. this.applyStates();
  1764. var mode = 0;
  1765. if (backBuffer && color) {
  1766. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  1767. mode |= this._gl.COLOR_BUFFER_BIT;
  1768. }
  1769. if (depth) {
  1770. this._gl.clearDepth(1.0);
  1771. mode |= this._gl.DEPTH_BUFFER_BIT;
  1772. }
  1773. if (stencil) {
  1774. this._gl.clearStencil(0);
  1775. mode |= this._gl.STENCIL_BUFFER_BIT;
  1776. }
  1777. this._gl.clear(mode);
  1778. }
  1779. /**
  1780. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  1781. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  1782. * @param y defines the y-coordinate of the corner of the clear rectangle
  1783. * @param width defines the width of the clear rectangle
  1784. * @param height defines the height of the clear rectangle
  1785. * @param clearColor defines the clear color
  1786. */
  1787. public scissorClear(x: number, y: number, width: number, height: number, clearColor: Color4): void {
  1788. this.enableScissor(x, y, width, height);
  1789. this.clear(clearColor, true, true, true);
  1790. this.disableScissor();
  1791. }
  1792. /**
  1793. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  1794. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  1795. * @param y defines the y-coordinate of the corner of the clear rectangle
  1796. * @param width defines the width of the clear rectangle
  1797. * @param height defines the height of the clear rectangle
  1798. */
  1799. public enableScissor(x: number, y: number, width: number, height: number): void {
  1800. let gl = this._gl;
  1801. // Change state
  1802. gl.enable(gl.SCISSOR_TEST);
  1803. gl.scissor(x, y, width, height);
  1804. }
  1805. /**
  1806. * Disable previously set scissor test rectangle
  1807. */
  1808. public disableScissor() {
  1809. let gl = this._gl;
  1810. gl.disable(gl.SCISSOR_TEST);
  1811. }
  1812. private _viewportCached = new Vector4(0, 0, 0, 0);
  1813. /** @hidden */
  1814. public _viewport(x: number, y: number, width: number, height: number): void {
  1815. if (x !== this._viewportCached.x ||
  1816. y !== this._viewportCached.y ||
  1817. width !== this._viewportCached.z ||
  1818. height !== this._viewportCached.w) {
  1819. this._viewportCached.x = x;
  1820. this._viewportCached.y = y;
  1821. this._viewportCached.z = width;
  1822. this._viewportCached.w = height;
  1823. this._gl.viewport(x, y, width, height);
  1824. }
  1825. }
  1826. /**
  1827. * Set the WebGL's viewport
  1828. * @param viewport defines the viewport element to be used
  1829. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  1830. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  1831. */
  1832. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void {
  1833. var width = requiredWidth || this.getRenderWidth();
  1834. var height = requiredHeight || this.getRenderHeight();
  1835. var x = viewport.x || 0;
  1836. var y = viewport.y || 0;
  1837. this._cachedViewport = viewport;
  1838. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  1839. }
  1840. /**
  1841. * Directly set the WebGL Viewport
  1842. * @param x defines the x coordinate of the viewport (in screen space)
  1843. * @param y defines the y coordinate of the viewport (in screen space)
  1844. * @param width defines the width of the viewport (in screen space)
  1845. * @param height defines the height of the viewport (in screen space)
  1846. * @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
  1847. */
  1848. public setDirectViewport(x: number, y: number, width: number, height: number): Nullable<Viewport> {
  1849. let currentViewport = this._cachedViewport;
  1850. this._cachedViewport = null;
  1851. this._viewport(x, y, width, height);
  1852. return currentViewport;
  1853. }
  1854. /**
  1855. * Begin a new frame
  1856. */
  1857. public beginFrame(): void {
  1858. this.onBeginFrameObservable.notifyObservers(this);
  1859. this._measureFps();
  1860. }
  1861. /**
  1862. * Enf the current frame
  1863. */
  1864. public endFrame(): void {
  1865. // Force a flush in case we are using a bad OS.
  1866. if (this._badOS) {
  1867. this.flushFramebuffer();
  1868. }
  1869. // Submit frame to the vr device, if enabled
  1870. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  1871. // TODO: We should only submit the frame if we read frameData successfully.
  1872. try {
  1873. this._vrDisplay.submitFrame();
  1874. } catch (e) {
  1875. Tools.Warn("webVR submitFrame has had an unexpected failure: " + e);
  1876. }
  1877. }
  1878. this.onEndFrameObservable.notifyObservers(this);
  1879. }
  1880. /**
  1881. * Resize the view according to the canvas' size
  1882. */
  1883. public resize(): void {
  1884. // We're not resizing the size of the canvas while in VR mode & presenting
  1885. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  1886. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  1887. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  1888. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  1889. }
  1890. }
  1891. /**
  1892. * Force a specific size of the canvas
  1893. * @param width defines the new canvas' width
  1894. * @param height defines the new canvas' height
  1895. */
  1896. public setSize(width: number, height: number): void {
  1897. if (!this._renderingCanvas) {
  1898. return;
  1899. }
  1900. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  1901. return;
  1902. }
  1903. this._renderingCanvas.width = width;
  1904. this._renderingCanvas.height = height;
  1905. for (var index = 0; index < this.scenes.length; index++) {
  1906. var scene = this.scenes[index];
  1907. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  1908. var cam = scene.cameras[camIndex];
  1909. cam._currentRenderId = 0;
  1910. }
  1911. }
  1912. if (this.onResizeObservable.hasObservers) {
  1913. this.onResizeObservable.notifyObservers(this);
  1914. }
  1915. }
  1916. // WebVR functions
  1917. /**
  1918. * Gets a boolean indicating if a webVR device was detected
  1919. * @returns true if a webVR device was detected
  1920. */
  1921. public isVRDevicePresent(): boolean {
  1922. return !!this._vrDisplay;
  1923. }
  1924. /**
  1925. * Gets the current webVR device
  1926. * @returns the current webVR device (or null)
  1927. */
  1928. public getVRDevice(): any {
  1929. return this._vrDisplay;
  1930. }
  1931. /**
  1932. * Initializes a webVR display and starts listening to display change events
  1933. * The onVRDisplayChangedObservable will be notified upon these changes
  1934. * @returns The onVRDisplayChangedObservable
  1935. */
  1936. public initWebVR(): Observable<IDisplayChangedEventArgs> {
  1937. this.initWebVRAsync();
  1938. return this.onVRDisplayChangedObservable;
  1939. }
  1940. /**
  1941. * Initializes a webVR display and starts listening to display change events
  1942. * The onVRDisplayChangedObservable will be notified upon these changes
  1943. * @returns A promise containing a VRDisplay and if vr is supported
  1944. */
  1945. public initWebVRAsync(): Promise<IDisplayChangedEventArgs> {
  1946. var notifyObservers = () => {
  1947. var eventArgs = {
  1948. vrDisplay: this._vrDisplay,
  1949. vrSupported: this._vrSupported
  1950. };
  1951. this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  1952. this._webVRInitPromise = new Promise((res) => { res(eventArgs); });
  1953. };
  1954. if (!this._onVrDisplayConnect) {
  1955. this._onVrDisplayConnect = (event) => {
  1956. this._vrDisplay = event.display;
  1957. notifyObservers();
  1958. };
  1959. this._onVrDisplayDisconnect = () => {
  1960. this._vrDisplay.cancelAnimationFrame(this._frameHandler);
  1961. this._vrDisplay = undefined;
  1962. this._frameHandler = Tools.QueueNewFrame(this._bindedRenderFunction);
  1963. notifyObservers();
  1964. };
  1965. this._onVrDisplayPresentChange = () => {
  1966. this._vrExclusivePointerMode = this._vrDisplay && this._vrDisplay.isPresenting;
  1967. };
  1968. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  1969. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  1970. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  1971. }
  1972. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  1973. this._webVRInitPromise.then(notifyObservers);
  1974. return this._webVRInitPromise;
  1975. }
  1976. /**
  1977. * Call this function to switch to webVR mode
  1978. * Will do nothing if webVR is not supported or if there is no webVR device
  1979. * @see http://doc.babylonjs.com/how_to/webvr_camera
  1980. */
  1981. public enableVR() {
  1982. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  1983. var onResolved = () => {
  1984. this.onVRRequestPresentComplete.notifyObservers(true);
  1985. this._onVRFullScreenTriggered();
  1986. };
  1987. var onRejected = () => {
  1988. this.onVRRequestPresentComplete.notifyObservers(false);
  1989. };
  1990. this.onVRRequestPresentStart.notifyObservers(this);
  1991. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  1992. }
  1993. }
  1994. /**
  1995. * Call this function to leave webVR mode
  1996. * Will do nothing if webVR is not supported or if there is no webVR device
  1997. * @see http://doc.babylonjs.com/how_to/webvr_camera
  1998. */
  1999. public disableVR() {
  2000. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  2001. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  2002. }
  2003. }
  2004. private _onVRFullScreenTriggered = () => {
  2005. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  2006. //get the old size before we change
  2007. this._oldSize = new Size(this.getRenderWidth(), this.getRenderHeight());
  2008. this._oldHardwareScaleFactor = this.getHardwareScalingLevel();
  2009. //get the width and height, change the render size
  2010. var leftEye = this._vrDisplay.getEyeParameters('left');
  2011. this.setHardwareScalingLevel(1);
  2012. this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  2013. } else {
  2014. this.setHardwareScalingLevel(this._oldHardwareScaleFactor);
  2015. this.setSize(this._oldSize.width, this._oldSize.height);
  2016. }
  2017. }
  2018. private _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs> {
  2019. return new Promise((res) => {
  2020. if (navigator.getVRDisplays) {
  2021. navigator.getVRDisplays().then((devices: Array<any>) => {
  2022. this._vrSupported = true;
  2023. // note that devices may actually be an empty array. This is fine;
  2024. // we expect this._vrDisplay to be undefined in this case.
  2025. this._vrDisplay = devices[0];
  2026. res({
  2027. vrDisplay: this._vrDisplay,
  2028. vrSupported: this._vrSupported
  2029. });
  2030. });
  2031. } else {
  2032. this._vrDisplay = undefined;
  2033. this._vrSupported = false;
  2034. res({
  2035. vrDisplay: this._vrDisplay,
  2036. vrSupported: this._vrSupported
  2037. });
  2038. }
  2039. });
  2040. }
  2041. /**
  2042. * Binds the frame buffer to the specified texture.
  2043. * @param texture The texture to render to or null for the default canvas
  2044. * @param faceIndex The face of the texture to render to in case of cube texture
  2045. * @param requiredWidth The width of the target to render to
  2046. * @param requiredHeight The height of the target to render to
  2047. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  2048. * @param depthStencilTexture The depth stencil texture to use to render
  2049. * @param lodLevel defines le lod level to bind to the frame buffer
  2050. */
  2051. public bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel = 0): void {
  2052. if (this._currentRenderTarget) {
  2053. this.unBindFramebuffer(this._currentRenderTarget);
  2054. }
  2055. this._currentRenderTarget = texture;
  2056. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  2057. var gl = this._gl;
  2058. if (texture.isCube) {
  2059. if (faceIndex === undefined) {
  2060. faceIndex = 0;
  2061. }
  2062. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  2063. if (depthStencilTexture) {
  2064. if (depthStencilTexture._generateStencilBuffer) {
  2065. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  2066. }
  2067. else {
  2068. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  2069. }
  2070. }
  2071. }
  2072. if (this._cachedViewport && !forceFullscreenViewport) {
  2073. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  2074. } else {
  2075. if (!requiredWidth) {
  2076. requiredWidth = texture.width;
  2077. if (lodLevel) {
  2078. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  2079. }
  2080. }
  2081. if (!requiredHeight) {
  2082. requiredHeight = texture.height;
  2083. if (lodLevel) {
  2084. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  2085. }
  2086. }
  2087. this._viewport(0, 0, requiredWidth, requiredHeight);
  2088. }
  2089. this.wipeCaches();
  2090. }
  2091. private bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>) {
  2092. if (this._currentFramebuffer !== framebuffer) {
  2093. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  2094. this._currentFramebuffer = framebuffer;
  2095. }
  2096. }
  2097. /**
  2098. * Unbind the current render target texture from the webGL context
  2099. * @param texture defines the render target texture to unbind
  2100. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  2101. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  2102. */
  2103. public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {
  2104. this._currentRenderTarget = null;
  2105. // If MSAA, we need to bitblt back to main texture
  2106. var gl = this._gl;
  2107. if (texture._MSAAFramebuffer) {
  2108. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  2109. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  2110. gl.blitFramebuffer(0, 0, texture.width, texture.height,
  2111. 0, 0, texture.width, texture.height,
  2112. gl.COLOR_BUFFER_BIT, gl.NEAREST);
  2113. }
  2114. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  2115. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  2116. gl.generateMipmap(gl.TEXTURE_2D);
  2117. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  2118. }
  2119. if (onBeforeUnbind) {
  2120. if (texture._MSAAFramebuffer) {
  2121. // Bind the correct framebuffer
  2122. this.bindUnboundFramebuffer(texture._framebuffer);
  2123. }
  2124. onBeforeUnbind();
  2125. }
  2126. this.bindUnboundFramebuffer(null);
  2127. }
  2128. /**
  2129. * Unbind a list of render target textures from the webGL context
  2130. * This is used only when drawBuffer extension or webGL2 are active
  2131. * @param textures defines the render target textures to unbind
  2132. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  2133. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  2134. */
  2135. public unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {
  2136. this._currentRenderTarget = null;
  2137. // If MSAA, we need to bitblt back to main texture
  2138. var gl = this._gl;
  2139. if (textures[0]._MSAAFramebuffer) {
  2140. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  2141. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  2142. var attachments = textures[0]._attachments;
  2143. if (!attachments) {
  2144. attachments = new Array(textures.length);
  2145. textures[0]._attachments = attachments;
  2146. }
  2147. for (var i = 0; i < textures.length; i++) {
  2148. var texture = textures[i];
  2149. for (var j = 0; j < attachments.length; j++) {
  2150. attachments[j] = gl.NONE;
  2151. }
  2152. attachments[i] = (<any>gl)[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  2153. gl.readBuffer(attachments[i]);
  2154. gl.drawBuffers(attachments);
  2155. gl.blitFramebuffer(0, 0, texture.width, texture.height,
  2156. 0, 0, texture.width, texture.height,
  2157. gl.COLOR_BUFFER_BIT, gl.NEAREST);
  2158. }
  2159. for (var i = 0; i < attachments.length; i++) {
  2160. attachments[i] = (<any>gl)[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  2161. }
  2162. gl.drawBuffers(attachments);
  2163. }
  2164. for (var i = 0; i < textures.length; i++) {
  2165. var texture = textures[i];
  2166. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  2167. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  2168. gl.generateMipmap(gl.TEXTURE_2D);
  2169. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  2170. }
  2171. }
  2172. if (onBeforeUnbind) {
  2173. if (textures[0]._MSAAFramebuffer) {
  2174. // Bind the correct framebuffer
  2175. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  2176. }
  2177. onBeforeUnbind();
  2178. }
  2179. this.bindUnboundFramebuffer(null);
  2180. }
  2181. /**
  2182. * Force the mipmap generation for the given render target texture
  2183. * @param texture defines the render target texture to use
  2184. */
  2185. public generateMipMapsForCubemap(texture: InternalTexture) {
  2186. if (texture.generateMipMaps) {
  2187. var gl = this._gl;
  2188. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  2189. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  2190. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  2191. }
  2192. }
  2193. /**
  2194. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  2195. */
  2196. public flushFramebuffer(): void {
  2197. this._gl.flush();
  2198. }
  2199. /**
  2200. * Unbind the current render target and bind the default framebuffer
  2201. */
  2202. public restoreDefaultFramebuffer(): void {
  2203. if (this._currentRenderTarget) {
  2204. this.unBindFramebuffer(this._currentRenderTarget);
  2205. } else {
  2206. this.bindUnboundFramebuffer(null);
  2207. }
  2208. if (this._cachedViewport) {
  2209. this.setViewport(this._cachedViewport);
  2210. }
  2211. this.wipeCaches();
  2212. }
  2213. // UBOs
  2214. /**
  2215. * Create an uniform buffer
  2216. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  2217. * @param elements defines the content of the uniform buffer
  2218. * @returns the webGL uniform buffer
  2219. */
  2220. public createUniformBuffer(elements: FloatArray): WebGLBuffer {
  2221. var ubo = this._gl.createBuffer();
  2222. if (!ubo) {
  2223. throw new Error("Unable to create uniform buffer");
  2224. }
  2225. this.bindUniformBuffer(ubo);
  2226. if (elements instanceof Float32Array) {
  2227. this._gl.bufferData(this._gl.UNIFORM_BUFFER, <Float32Array>elements, this._gl.STATIC_DRAW);
  2228. } else {
  2229. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(<number[]>elements), this._gl.STATIC_DRAW);
  2230. }
  2231. this.bindUniformBuffer(null);
  2232. ubo.references = 1;
  2233. return ubo;
  2234. }
  2235. /**
  2236. * Create a dynamic uniform buffer
  2237. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  2238. * @param elements defines the content of the uniform buffer
  2239. * @returns the webGL uniform buffer
  2240. */
  2241. public createDynamicUniformBuffer(elements: FloatArray): WebGLBuffer {
  2242. var ubo = this._gl.createBuffer();
  2243. if (!ubo) {
  2244. throw new Error("Unable to create dynamic uniform buffer");
  2245. }
  2246. this.bindUniformBuffer(ubo);
  2247. if (elements instanceof Float32Array) {
  2248. this._gl.bufferData(this._gl.UNIFORM_BUFFER, <Float32Array>elements, this._gl.DYNAMIC_DRAW);
  2249. } else {
  2250. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(<number[]>elements), this._gl.DYNAMIC_DRAW);
  2251. }
  2252. this.bindUniformBuffer(null);
  2253. ubo.references = 1;
  2254. return ubo;
  2255. }
  2256. /**
  2257. * Update an existing uniform buffer
  2258. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  2259. * @param uniformBuffer defines the target uniform buffer
  2260. * @param elements defines the content to update
  2261. * @param offset defines the offset in the uniform buffer where update should start
  2262. * @param count defines the size of the data to update
  2263. */
  2264. public updateUniformBuffer(uniformBuffer: WebGLBuffer, elements: FloatArray, offset?: number, count?: number): void {
  2265. this.bindUniformBuffer(uniformBuffer);
  2266. if (offset === undefined) {
  2267. offset = 0;
  2268. }
  2269. if (count === undefined) {
  2270. if (elements instanceof Float32Array) {
  2271. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, <Float32Array>elements);
  2272. } else {
  2273. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(<number[]>elements));
  2274. }
  2275. } else {
  2276. if (elements instanceof Float32Array) {
  2277. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, <Float32Array>elements.subarray(offset, offset + count));
  2278. } else {
  2279. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(<number[]>elements).subarray(offset, offset + count));
  2280. }
  2281. }
  2282. this.bindUniformBuffer(null);
  2283. }
  2284. // VBOs
  2285. private _resetVertexBufferBinding(): void {
  2286. this.bindArrayBuffer(null);
  2287. this._cachedVertexBuffers = null;
  2288. }
  2289. /**
  2290. * Creates a vertex buffer
  2291. * @param data the data for the vertex buffer
  2292. * @returns the new WebGL static buffer
  2293. */
  2294. public createVertexBuffer(data: DataArray): WebGLBuffer {
  2295. var vbo = this._gl.createBuffer();
  2296. if (!vbo) {
  2297. throw new Error("Unable to create vertex buffer");
  2298. }
  2299. this.bindArrayBuffer(vbo);
  2300. if (data instanceof Array) {
  2301. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  2302. } else {
  2303. this._gl.bufferData(this._gl.ARRAY_BUFFER, <ArrayBuffer>data, this._gl.STATIC_DRAW);
  2304. }
  2305. this._resetVertexBufferBinding();
  2306. vbo.references = 1;
  2307. return vbo;
  2308. }
  2309. /**
  2310. * Creates a dynamic vertex buffer
  2311. * @param data the data for the dynamic vertex buffer
  2312. * @returns the new WebGL dynamic buffer
  2313. */
  2314. public createDynamicVertexBuffer(data: DataArray): WebGLBuffer {
  2315. var vbo = this._gl.createBuffer();
  2316. if (!vbo) {
  2317. throw new Error("Unable to create dynamic vertex buffer");
  2318. }
  2319. this.bindArrayBuffer(vbo);
  2320. if (data instanceof Array) {
  2321. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  2322. } else {
  2323. this._gl.bufferData(this._gl.ARRAY_BUFFER, <ArrayBuffer>data, this._gl.DYNAMIC_DRAW);
  2324. }
  2325. this._resetVertexBufferBinding();
  2326. vbo.references = 1;
  2327. return vbo;
  2328. }
  2329. /**
  2330. * Update a dynamic index buffer
  2331. * @param indexBuffer defines the target index buffer
  2332. * @param indices defines the data to update
  2333. * @param offset defines the offset in the target index buffer where update should start
  2334. */
  2335. public updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset: number = 0): void {
  2336. // Force cache update
  2337. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  2338. this.bindIndexBuffer(indexBuffer);
  2339. var arrayBuffer;
  2340. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  2341. arrayBuffer = indices;
  2342. } else {
  2343. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  2344. }
  2345. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  2346. this._resetIndexBufferBinding();
  2347. }
  2348. /**
  2349. * Updates a dynamic vertex buffer.
  2350. * @param vertexBuffer the vertex buffer to update
  2351. * @param data the data used to update the vertex buffer
  2352. * @param byteOffset the byte offset of the data
  2353. * @param byteLength the byte length of the data
  2354. */
  2355. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {
  2356. this.bindArrayBuffer(vertexBuffer);
  2357. if (byteOffset === undefined) {
  2358. byteOffset = 0;
  2359. }
  2360. if (byteLength === undefined) {
  2361. if (data instanceof Array) {
  2362. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  2363. } else {
  2364. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, <ArrayBuffer>data);
  2365. }
  2366. } else {
  2367. if (data instanceof Array) {
  2368. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  2369. } else {
  2370. if (data instanceof ArrayBuffer) {
  2371. data = new Uint8Array(data, byteOffset, byteLength);
  2372. } else {
  2373. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  2374. }
  2375. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, <ArrayBuffer>data);
  2376. }
  2377. }
  2378. this._resetVertexBufferBinding();
  2379. }
  2380. private _resetIndexBufferBinding(): void {
  2381. this.bindIndexBuffer(null);
  2382. this._cachedIndexBuffer = null;
  2383. }
  2384. /**
  2385. * Creates a new index buffer
  2386. * @param indices defines the content of the index buffer
  2387. * @param updatable defines if the index buffer must be updatable
  2388. * @returns a new webGL buffer
  2389. */
  2390. public createIndexBuffer(indices: IndicesArray, updatable?: boolean): WebGLBuffer {
  2391. var vbo = this._gl.createBuffer();
  2392. if (!vbo) {
  2393. throw new Error("Unable to create index buffer");
  2394. }
  2395. this.bindIndexBuffer(vbo);
  2396. // Check for 32 bits indices
  2397. var arrayBuffer;
  2398. var need32Bits = false;
  2399. if (indices instanceof Uint16Array) {
  2400. arrayBuffer = indices;
  2401. } else {
  2402. //check 32 bit support
  2403. if (this._caps.uintIndices) {
  2404. if (indices instanceof Uint32Array) {
  2405. arrayBuffer = indices;
  2406. need32Bits = true;
  2407. } else {
  2408. //number[] or Int32Array, check if 32 bit is necessary
  2409. for (var index = 0; index < indices.length; index++) {
  2410. if (indices[index] > 65535) {
  2411. need32Bits = true;
  2412. break;
  2413. }
  2414. }
  2415. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  2416. }
  2417. } else {
  2418. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  2419. arrayBuffer = new Uint16Array(indices);
  2420. }
  2421. }
  2422. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  2423. this._resetIndexBufferBinding();
  2424. vbo.references = 1;
  2425. vbo.is32Bits = need32Bits;
  2426. return vbo;
  2427. }
  2428. /**
  2429. * Bind a webGL buffer to the webGL context
  2430. * @param buffer defines the buffer to bind
  2431. */
  2432. public bindArrayBuffer(buffer: Nullable<WebGLBuffer>): void {
  2433. if (!this._vaoRecordInProgress) {
  2434. this._unbindVertexArrayObject();
  2435. }
  2436. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  2437. }
  2438. /**
  2439. * Bind an uniform buffer to the current webGL context
  2440. * @param buffer defines the buffer to bind
  2441. */
  2442. public bindUniformBuffer(buffer: Nullable<WebGLBuffer>): void {
  2443. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  2444. }
  2445. /**
  2446. * Bind a buffer to the current webGL context at a given location
  2447. * @param buffer defines the buffer to bind
  2448. * @param location defines the index where to bind the buffer
  2449. */
  2450. public bindUniformBufferBase(buffer: WebGLBuffer, location: number): void {
  2451. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  2452. }
  2453. /**
  2454. * Bind a specific block at a given index in a specific shader program
  2455. * @param shaderProgram defines the shader program
  2456. * @param blockName defines the block name
  2457. * @param index defines the index where to bind the block
  2458. */
  2459. public bindUniformBlock(shaderProgram: WebGLProgram, blockName: string, index: number): void {
  2460. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  2461. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  2462. }
  2463. private bindIndexBuffer(buffer: Nullable<WebGLBuffer>): void {
  2464. if (!this._vaoRecordInProgress) {
  2465. this._unbindVertexArrayObject();
  2466. }
  2467. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  2468. }
  2469. private bindBuffer(buffer: Nullable<WebGLBuffer>, target: number): void {
  2470. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  2471. this._gl.bindBuffer(target, buffer);
  2472. this._currentBoundBuffer[target] = buffer;
  2473. }
  2474. }
  2475. /**
  2476. * update the bound buffer with the given data
  2477. * @param data defines the data to update
  2478. */
  2479. public updateArrayBuffer(data: Float32Array): void {
  2480. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  2481. }
  2482. private _vertexAttribPointer(buffer: WebGLBuffer, indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void {
  2483. var pointer = this._currentBufferPointers[indx];
  2484. var changed = false;
  2485. if (!pointer.active) {
  2486. changed = true;
  2487. pointer.active = true;
  2488. pointer.index = indx;
  2489. pointer.size = size;
  2490. pointer.type = type;
  2491. pointer.normalized = normalized;
  2492. pointer.stride = stride;
  2493. pointer.offset = offset;
  2494. pointer.buffer = buffer;
  2495. } else {
  2496. if (pointer.buffer !== buffer) { pointer.buffer = buffer; changed = true; }
  2497. if (pointer.size !== size) { pointer.size = size; changed = true; }
  2498. if (pointer.type !== type) { pointer.type = type; changed = true; }
  2499. if (pointer.normalized !== normalized) { pointer.normalized = normalized; changed = true; }
  2500. if (pointer.stride !== stride) { pointer.stride = stride; changed = true; }
  2501. if (pointer.offset !== offset) { pointer.offset = offset; changed = true; }
  2502. }
  2503. if (changed || this._vaoRecordInProgress) {
  2504. this.bindArrayBuffer(buffer);
  2505. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  2506. }
  2507. }
  2508. private _bindIndexBufferWithCache(indexBuffer: Nullable<WebGLBuffer>): void {
  2509. if (indexBuffer == null) {
  2510. return;
  2511. }
  2512. if (this._cachedIndexBuffer !== indexBuffer) {
  2513. this._cachedIndexBuffer = indexBuffer;
  2514. this.bindIndexBuffer(indexBuffer);
  2515. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  2516. }
  2517. }
  2518. private _bindVertexBuffersAttributes(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, effect: Effect): void {
  2519. var attributes = effect.getAttributesNames();
  2520. if (!this._vaoRecordInProgress) {
  2521. this._unbindVertexArrayObject();
  2522. }
  2523. this.unbindAllAttributes();
  2524. for (var index = 0; index < attributes.length; index++) {
  2525. var order = effect.getAttributeLocation(index);
  2526. if (order >= 0) {
  2527. var vertexBuffer = vertexBuffers[attributes[index]];
  2528. if (!vertexBuffer) {
  2529. continue;
  2530. }
  2531. this._gl.enableVertexAttribArray(order);
  2532. if (!this._vaoRecordInProgress) {
  2533. this._vertexAttribArraysEnabled[order] = true;
  2534. }
  2535. var buffer = vertexBuffer.getBuffer();
  2536. if (buffer) {
  2537. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  2538. if (vertexBuffer.getIsInstanced()) {
  2539. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  2540. if (!this._vaoRecordInProgress) {
  2541. this._currentInstanceLocations.push(order);
  2542. this._currentInstanceBuffers.push(buffer);
  2543. }
  2544. }
  2545. }
  2546. }
  2547. }
  2548. }
  2549. /**
  2550. * Records a vertex array object
  2551. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  2552. * @param vertexBuffers defines the list of vertex buffers to store
  2553. * @param indexBuffer defines the index buffer to store
  2554. * @param effect defines the effect to store
  2555. * @returns the new vertex array object
  2556. */
  2557. public recordVertexArrayObject(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: Nullable<WebGLBuffer>, effect: Effect): WebGLVertexArrayObject {
  2558. var vao = this._gl.createVertexArray();
  2559. this._vaoRecordInProgress = true;
  2560. this._gl.bindVertexArray(vao);
  2561. this._mustWipeVertexAttributes = true;
  2562. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  2563. this.bindIndexBuffer(indexBuffer);
  2564. this._vaoRecordInProgress = false;
  2565. this._gl.bindVertexArray(null);
  2566. return vao;
  2567. }
  2568. /**
  2569. * Bind a specific vertex array object
  2570. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  2571. * @param vertexArrayObject defines the vertex array object to bind
  2572. * @param indexBuffer defines the index buffer to bind
  2573. */
  2574. public bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<WebGLBuffer>): void {
  2575. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  2576. this._cachedVertexArrayObject = vertexArrayObject;
  2577. this._gl.bindVertexArray(vertexArrayObject);
  2578. this._cachedVertexBuffers = null;
  2579. this._cachedIndexBuffer = null;
  2580. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  2581. this._mustWipeVertexAttributes = true;
  2582. }
  2583. }
  2584. /**
  2585. * Bind webGl buffers directly to the webGL context
  2586. * @param vertexBuffer defines the vertex buffer to bind
  2587. * @param indexBuffer defines the index buffer to bind
  2588. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  2589. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  2590. * @param effect defines the effect associated with the vertex buffer
  2591. */
  2592. public bindBuffersDirectly(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
  2593. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  2594. this._cachedVertexBuffers = vertexBuffer;
  2595. this._cachedEffectForVertexBuffers = effect;
  2596. let attributesCount = effect.getAttributesCount();
  2597. this._unbindVertexArrayObject();
  2598. this.unbindAllAttributes();
  2599. var offset = 0;
  2600. for (var index = 0; index < attributesCount; index++) {
  2601. if (index < vertexDeclaration.length) {
  2602. var order = effect.getAttributeLocation(index);
  2603. if (order >= 0) {
  2604. this._gl.enableVertexAttribArray(order);
  2605. this._vertexAttribArraysEnabled[order] = true;
  2606. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  2607. }
  2608. offset += vertexDeclaration[index] * 4;
  2609. }
  2610. }
  2611. }
  2612. this._bindIndexBufferWithCache(indexBuffer);
  2613. }
  2614. private _unbindVertexArrayObject(): void {
  2615. if (!this._cachedVertexArrayObject) {
  2616. return;
  2617. }
  2618. this._cachedVertexArrayObject = null;
  2619. this._gl.bindVertexArray(null);
  2620. }
  2621. /**
  2622. * Bind a list of vertex buffers to the webGL context
  2623. * @param vertexBuffers defines the list of vertex buffers to bind
  2624. * @param indexBuffer defines the index buffer to bind
  2625. * @param effect defines the effect associated with the vertex buffers
  2626. */
  2627. public bindBuffers(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, indexBuffer: Nullable<WebGLBuffer>, effect: Effect): void {
  2628. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  2629. this._cachedVertexBuffers = vertexBuffers;
  2630. this._cachedEffectForVertexBuffers = effect;
  2631. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  2632. }
  2633. this._bindIndexBufferWithCache(indexBuffer);
  2634. }
  2635. /**
  2636. * Unbind all instance attributes
  2637. */
  2638. public unbindInstanceAttributes() {
  2639. var boundBuffer;
  2640. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  2641. var instancesBuffer = this._currentInstanceBuffers[i];
  2642. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  2643. boundBuffer = instancesBuffer;
  2644. this.bindArrayBuffer(instancesBuffer);
  2645. }
  2646. var offsetLocation = this._currentInstanceLocations[i];
  2647. this._gl.vertexAttribDivisor(offsetLocation, 0);
  2648. }
  2649. this._currentInstanceBuffers.length = 0;
  2650. this._currentInstanceLocations.length = 0;
  2651. }
  2652. /**
  2653. * Release and free the memory of a vertex array object
  2654. * @param vao defines the vertex array object to delete
  2655. */
  2656. public releaseVertexArrayObject(vao: WebGLVertexArrayObject) {
  2657. this._gl.deleteVertexArray(vao);
  2658. }
  2659. /** @hidden */
  2660. public _releaseBuffer(buffer: WebGLBuffer): boolean {
  2661. buffer.references--;
  2662. if (buffer.references === 0) {
  2663. this._gl.deleteBuffer(buffer);
  2664. return true;
  2665. }
  2666. return false;
  2667. }
  2668. /**
  2669. * Creates a webGL buffer to use with instanciation
  2670. * @param capacity defines the size of the buffer
  2671. * @returns the webGL buffer
  2672. */
  2673. public createInstancesBuffer(capacity: number): WebGLBuffer {
  2674. var buffer = this._gl.createBuffer();
  2675. if (!buffer) {
  2676. throw new Error("Unable to create instance buffer");
  2677. }
  2678. buffer.capacity = capacity;
  2679. this.bindArrayBuffer(buffer);
  2680. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  2681. return buffer;
  2682. }
  2683. /**
  2684. * Delete a webGL buffer used with instanciation
  2685. * @param buffer defines the webGL buffer to delete
  2686. */
  2687. public deleteInstancesBuffer(buffer: WebGLBuffer): void {
  2688. this._gl.deleteBuffer(buffer);
  2689. }
  2690. /**
  2691. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  2692. * @param instancesBuffer defines the webGL buffer to update and bind
  2693. * @param data defines the data to store in the buffer
  2694. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  2695. */
  2696. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void {
  2697. this.bindArrayBuffer(instancesBuffer);
  2698. if (data) {
  2699. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  2700. }
  2701. if ((<any>offsetLocations[0]).index !== undefined) {
  2702. let stride = 0;
  2703. for (let i = 0; i < offsetLocations.length; i++) {
  2704. let ai = <InstancingAttributeInfo>offsetLocations[i];
  2705. stride += ai.attributeSize * 4;
  2706. }
  2707. for (let i = 0; i < offsetLocations.length; i++) {
  2708. let ai = <InstancingAttributeInfo>offsetLocations[i];
  2709. if (!this._vertexAttribArraysEnabled[ai.index]) {
  2710. this._gl.enableVertexAttribArray(ai.index);
  2711. this._vertexAttribArraysEnabled[ai.index] = true;
  2712. }
  2713. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  2714. this._gl.vertexAttribDivisor(ai.index, 1);
  2715. this._currentInstanceLocations.push(ai.index);
  2716. this._currentInstanceBuffers.push(instancesBuffer);
  2717. }
  2718. } else {
  2719. for (let index = 0; index < 4; index++) {
  2720. let offsetLocation = <number>offsetLocations[index];
  2721. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  2722. this._gl.enableVertexAttribArray(offsetLocation);
  2723. this._vertexAttribArraysEnabled[offsetLocation] = true;
  2724. }
  2725. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  2726. this._gl.vertexAttribDivisor(offsetLocation, 1);
  2727. this._currentInstanceLocations.push(offsetLocation);
  2728. this._currentInstanceBuffers.push(instancesBuffer);
  2729. }
  2730. }
  2731. }
  2732. /**
  2733. * Apply all cached states (depth, culling, stencil and alpha)
  2734. */
  2735. public applyStates() {
  2736. this._depthCullingState.apply(this._gl);
  2737. this._stencilState.apply(this._gl);
  2738. this._alphaState.apply(this._gl);
  2739. }
  2740. /**
  2741. * Send a draw order
  2742. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  2743. * @param indexStart defines the starting index
  2744. * @param indexCount defines the number of index to draw
  2745. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  2746. */
  2747. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {
  2748. this.drawElementsType(useTriangles ? Material.TriangleFillMode : Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  2749. }
  2750. /**
  2751. * Draw a list of points
  2752. * @param verticesStart defines the index of first vertex to draw
  2753. * @param verticesCount defines the count of vertices to draw
  2754. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  2755. */
  2756. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void {
  2757. this.drawArraysType(Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  2758. }
  2759. /**
  2760. * Draw a list of unindexed primitives
  2761. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  2762. * @param verticesStart defines the index of first vertex to draw
  2763. * @param verticesCount defines the count of vertices to draw
  2764. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  2765. */
  2766. public drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void {
  2767. this.drawArraysType(useTriangles ? Material.TriangleFillMode : Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  2768. }
  2769. /**
  2770. * Draw a list of indexed primitives
  2771. * @param fillMode defines the primitive to use
  2772. * @param indexStart defines the starting index
  2773. * @param indexCount defines the number of index to draw
  2774. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  2775. */
  2776. public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {
  2777. // Apply states
  2778. this.applyStates();
  2779. this._drawCalls.addCount(1, false);
  2780. // Render
  2781. const drawMode = this._drawMode(fillMode);
  2782. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  2783. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  2784. if (instancesCount) {
  2785. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  2786. } else {
  2787. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  2788. }
  2789. }
  2790. /**
  2791. * Draw a list of unindexed primitives
  2792. * @param fillMode defines the primitive to use
  2793. * @param verticesStart defines the index of first vertex to draw
  2794. * @param verticesCount defines the count of vertices to draw
  2795. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  2796. */
  2797. public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {
  2798. // Apply states
  2799. this.applyStates();
  2800. this._drawCalls.addCount(1, false);
  2801. const drawMode = this._drawMode(fillMode);
  2802. if (instancesCount) {
  2803. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  2804. } else {
  2805. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  2806. }
  2807. }
  2808. private _drawMode(fillMode: number): number {
  2809. switch (fillMode) {
  2810. // Triangle views
  2811. case Material.TriangleFillMode:
  2812. return this._gl.TRIANGLES;
  2813. case Material.PointFillMode:
  2814. return this._gl.POINTS;
  2815. case Material.WireFrameFillMode:
  2816. return this._gl.LINES;
  2817. // Draw modes
  2818. case Material.PointListDrawMode:
  2819. return this._gl.POINTS;
  2820. case Material.LineListDrawMode:
  2821. return this._gl.LINES;
  2822. case Material.LineLoopDrawMode:
  2823. return this._gl.LINE_LOOP;
  2824. case Material.LineStripDrawMode:
  2825. return this._gl.LINE_STRIP;
  2826. case Material.TriangleStripDrawMode:
  2827. return this._gl.TRIANGLE_STRIP;
  2828. case Material.TriangleFanDrawMode:
  2829. return this._gl.TRIANGLE_FAN;
  2830. default:
  2831. return this._gl.TRIANGLES;
  2832. }
  2833. }
  2834. // Shaders
  2835. /** @hidden */
  2836. public _releaseEffect(effect: Effect): void {
  2837. if (this._compiledEffects[effect._key]) {
  2838. delete this._compiledEffects[effect._key];
  2839. this._deleteProgram(effect.getProgram());
  2840. }
  2841. }
  2842. /** @hidden */
  2843. public _deleteProgram(program: WebGLProgram): void {
  2844. if (program) {
  2845. program.__SPECTOR_rebuildProgram = null;
  2846. if (program.transformFeedback) {
  2847. this.deleteTransformFeedback(program.transformFeedback);
  2848. program.transformFeedback = null;
  2849. }
  2850. this._gl.deleteProgram(program);
  2851. }
  2852. }
  2853. /**
  2854. * Create a new effect (used to store vertex/fragment shaders)
  2855. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  2856. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  2857. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  2858. * @param samplers defines an array of string used to represent textures
  2859. * @param defines defines the string containing the defines to use to compile the shaders
  2860. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  2861. * @param onCompiled defines a function to call when the effect creation is successful
  2862. * @param onError defines a function to call when the effect creation has failed
  2863. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  2864. * @returns the new Effect
  2865. */
  2866. public createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks,
  2867. onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void, indexParameters?: any): Effect {
  2868. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  2869. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  2870. var name = vertex + "+" + fragment + "@" + (defines ? defines : (<EffectCreationOptions>attributesNamesOrOptions).defines);
  2871. if (this._compiledEffects[name]) {
  2872. var compiledEffect = <Effect>this._compiledEffects[name];
  2873. if (onCompiled && compiledEffect.isReady()) {
  2874. onCompiled(compiledEffect);
  2875. }
  2876. return compiledEffect;
  2877. }
  2878. var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  2879. effect._key = name;
  2880. this._compiledEffects[name] = effect;
  2881. return effect;
  2882. }
  2883. private _compileShader(source: string, type: string, defines: Nullable<string>, shaderVersion: string): WebGLShader {
  2884. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  2885. }
  2886. private _compileRawShader(source: string, type: string): WebGLShader {
  2887. var gl = this._gl;
  2888. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  2889. if (!shader) {
  2890. throw new Error("Something went wrong while compile the shader.");
  2891. }
  2892. gl.shaderSource(shader, source);
  2893. gl.compileShader(shader);
  2894. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  2895. let log = gl.getShaderInfoLog(shader);
  2896. if (log) {
  2897. throw new Error(log);
  2898. }
  2899. }
  2900. return shader;
  2901. }
  2902. /**
  2903. * Directly creates a webGL program
  2904. * @param vertexCode defines the vertex shader code to use
  2905. * @param fragmentCode defines the fragment shader code to use
  2906. * @param context defines the webGL context to use (if not set, the current one will be used)
  2907. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  2908. * @returns the new webGL program
  2909. */
  2910. public createRawShaderProgram(vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  2911. context = context || this._gl;
  2912. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  2913. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  2914. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  2915. }
  2916. /**
  2917. * Creates a webGL program
  2918. * @param vertexCode defines the vertex shader code to use
  2919. * @param fragmentCode defines the fragment shader code to use
  2920. * @param defines defines the string containing the defines to use to compile the shaders
  2921. * @param context defines the webGL context to use (if not set, the current one will be used)
  2922. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  2923. * @returns the new webGL program
  2924. */
  2925. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  2926. context = context || this._gl;
  2927. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  2928. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  2929. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  2930. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  2931. let program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  2932. this.onAfterShaderCompilationObservable.notifyObservers(this);
  2933. return program;
  2934. }
  2935. private _createShaderProgram(vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  2936. var shaderProgram = context.createProgram();
  2937. if (!shaderProgram) {
  2938. throw new Error("Unable to create program");
  2939. }
  2940. context.attachShader(shaderProgram, vertexShader);
  2941. context.attachShader(shaderProgram, fragmentShader);
  2942. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  2943. let transformFeedback = this.createTransformFeedback();
  2944. this.bindTransformFeedback(transformFeedback);
  2945. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  2946. shaderProgram.transformFeedback = transformFeedback;
  2947. }
  2948. context.linkProgram(shaderProgram);
  2949. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  2950. this.bindTransformFeedback(null);
  2951. }
  2952. shaderProgram.context = context;
  2953. shaderProgram.vertexShader = vertexShader;
  2954. shaderProgram.fragmentShader = fragmentShader;
  2955. if (!this._caps.parallelShaderCompile) {
  2956. this._finalizeProgram(shaderProgram);
  2957. } else {
  2958. shaderProgram.isParallelCompiled = true;
  2959. }
  2960. return shaderProgram;
  2961. }
  2962. private _finalizeProgram(shaderProgram: WebGLProgram) {
  2963. const context = shaderProgram.context!;
  2964. const vertexShader = shaderProgram.vertexShader!;
  2965. const fragmentShader = shaderProgram.fragmentShader!;
  2966. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  2967. if (!linked) {
  2968. var error = context.getProgramInfoLog(shaderProgram);
  2969. if (error) {
  2970. throw new Error(error);
  2971. }
  2972. }
  2973. if (this.validateShaderPrograms) {
  2974. context.validateProgram(shaderProgram);
  2975. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  2976. if (!validated) {
  2977. var error = context.getProgramInfoLog(shaderProgram);
  2978. if (error) {
  2979. throw new Error(error);
  2980. }
  2981. }
  2982. }
  2983. context.deleteShader(vertexShader);
  2984. context.deleteShader(fragmentShader);
  2985. shaderProgram.context = undefined;
  2986. shaderProgram.vertexShader = undefined;
  2987. shaderProgram.fragmentShader = undefined;
  2988. if (shaderProgram.onCompiled) {
  2989. shaderProgram.onCompiled();
  2990. shaderProgram.onCompiled = undefined;
  2991. }
  2992. }
  2993. /** @hidden */
  2994. public _isProgramCompiled(shaderProgram: WebGLProgram): boolean {
  2995. if (!shaderProgram.isParallelCompiled) {
  2996. return true;
  2997. }
  2998. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  2999. this._finalizeProgram(shaderProgram);
  3000. return true;
  3001. }
  3002. return false;
  3003. }
  3004. /** @hidden */
  3005. public _executeWhenProgramIsCompiled(shaderProgram: WebGLProgram, action: () => void) {
  3006. if (!shaderProgram.isParallelCompiled) {
  3007. action();
  3008. return;
  3009. }
  3010. shaderProgram.onCompiled = action;
  3011. }
  3012. /**
  3013. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  3014. * @param shaderProgram defines the webGL program to use
  3015. * @param uniformsNames defines the list of uniform names
  3016. * @returns an array of webGL uniform locations
  3017. */
  3018. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): Nullable<WebGLUniformLocation>[] {
  3019. var results = new Array<Nullable<WebGLUniformLocation>>();
  3020. for (var index = 0; index < uniformsNames.length; index++) {
  3021. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  3022. }
  3023. return results;
  3024. }
  3025. /**
  3026. * Gets the lsit of active attributes for a given webGL program
  3027. * @param shaderProgram defines the webGL program to use
  3028. * @param attributesNames defines the list of attribute names to get
  3029. * @returns an array of indices indicating the offset of each attribute
  3030. */
  3031. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[] {
  3032. var results = [];
  3033. for (var index = 0; index < attributesNames.length; index++) {
  3034. try {
  3035. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  3036. } catch (e) {
  3037. results.push(-1);
  3038. }
  3039. }
  3040. return results;
  3041. }
  3042. /**
  3043. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  3044. * @param effect defines the effect to activate
  3045. */
  3046. public enableEffect(effect: Nullable<Effect>): void {
  3047. if (!effect || effect === this._currentEffect) {
  3048. return;
  3049. }
  3050. // Use program
  3051. this.bindSamplers(effect);
  3052. this._currentEffect = effect;
  3053. if (effect.onBind) {
  3054. effect.onBind(effect);
  3055. }
  3056. if (effect._onBindObservable) {
  3057. effect._onBindObservable.notifyObservers(effect);
  3058. }
  3059. }
  3060. /**
  3061. * Set the value of an uniform to an array of int32
  3062. * @param uniform defines the webGL uniform location where to store the value
  3063. * @param array defines the array of int32 to store
  3064. */
  3065. public setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  3066. if (!uniform) {
  3067. return;
  3068. }
  3069. this._gl.uniform1iv(uniform, array);
  3070. }
  3071. /**
  3072. * Set the value of an uniform to an array of int32 (stored as vec2)
  3073. * @param uniform defines the webGL uniform location where to store the value
  3074. * @param array defines the array of int32 to store
  3075. */
  3076. public setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  3077. if (!uniform || array.length % 2 !== 0) {
  3078. return;
  3079. }
  3080. this._gl.uniform2iv(uniform, array);
  3081. }
  3082. /**
  3083. * Set the value of an uniform to an array of int32 (stored as vec3)
  3084. * @param uniform defines the webGL uniform location where to store the value
  3085. * @param array defines the array of int32 to store
  3086. */
  3087. public setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  3088. if (!uniform || array.length % 3 !== 0) {
  3089. return;
  3090. }
  3091. this._gl.uniform3iv(uniform, array);
  3092. }
  3093. /**
  3094. * Set the value of an uniform to an array of int32 (stored as vec4)
  3095. * @param uniform defines the webGL uniform location where to store the value
  3096. * @param array defines the array of int32 to store
  3097. */
  3098. public setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  3099. if (!uniform || array.length % 4 !== 0) {
  3100. return;
  3101. }
  3102. this._gl.uniform4iv(uniform, array);
  3103. }
  3104. /**
  3105. * Set the value of an uniform to an array of float32
  3106. * @param uniform defines the webGL uniform location where to store the value
  3107. * @param array defines the array of float32 to store
  3108. */
  3109. public setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void {
  3110. if (!uniform) {
  3111. return;
  3112. }
  3113. this._gl.uniform1fv(uniform, array);
  3114. }
  3115. /**
  3116. * Set the value of an uniform to an array of float32 (stored as vec2)
  3117. * @param uniform defines the webGL uniform location where to store the value
  3118. * @param array defines the array of float32 to store
  3119. */
  3120. public setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void {
  3121. if (!uniform || array.length % 2 !== 0) {
  3122. return;
  3123. }
  3124. this._gl.uniform2fv(uniform, array);
  3125. }
  3126. /**
  3127. * Set the value of an uniform to an array of float32 (stored as vec3)
  3128. * @param uniform defines the webGL uniform location where to store the value
  3129. * @param array defines the array of float32 to store
  3130. */
  3131. public setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void {
  3132. if (!uniform || array.length % 3 !== 0) {
  3133. return;
  3134. }
  3135. this._gl.uniform3fv(uniform, array);
  3136. }
  3137. /**
  3138. * Set the value of an uniform to an array of float32 (stored as vec4)
  3139. * @param uniform defines the webGL uniform location where to store the value
  3140. * @param array defines the array of float32 to store
  3141. */
  3142. public setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void {
  3143. if (!uniform || array.length % 4 !== 0) {
  3144. return;
  3145. }
  3146. this._gl.uniform4fv(uniform, array);
  3147. }
  3148. /**
  3149. * Set the value of an uniform to an array of number
  3150. * @param uniform defines the webGL uniform location where to store the value
  3151. * @param array defines the array of number to store
  3152. */
  3153. public setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void {
  3154. if (!uniform) {
  3155. return;
  3156. }
  3157. this._gl.uniform1fv(uniform, <any>array);
  3158. }
  3159. /**
  3160. * Set the value of an uniform to an array of number (stored as vec2)
  3161. * @param uniform defines the webGL uniform location where to store the value
  3162. * @param array defines the array of number to store
  3163. */
  3164. public setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void {
  3165. if (!uniform || array.length % 2 !== 0) {
  3166. return;
  3167. }
  3168. this._gl.uniform2fv(uniform, <any>array);
  3169. }
  3170. /**
  3171. * Set the value of an uniform to an array of number (stored as vec3)
  3172. * @param uniform defines the webGL uniform location where to store the value
  3173. * @param array defines the array of number to store
  3174. */
  3175. public setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void {
  3176. if (!uniform || array.length % 3 !== 0) {
  3177. return;
  3178. }
  3179. this._gl.uniform3fv(uniform, <any>array);
  3180. }
  3181. /**
  3182. * Set the value of an uniform to an array of number (stored as vec4)
  3183. * @param uniform defines the webGL uniform location where to store the value
  3184. * @param array defines the array of number to store
  3185. */
  3186. public setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void {
  3187. if (!uniform || array.length % 4 !== 0) {
  3188. return;
  3189. }
  3190. this._gl.uniform4fv(uniform, <any>array);
  3191. }
  3192. /**
  3193. * Set the value of an uniform to an array of float32 (stored as matrices)
  3194. * @param uniform defines the webGL uniform location where to store the value
  3195. * @param matrices defines the array of float32 to store
  3196. */
  3197. public setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void {
  3198. if (!uniform) {
  3199. return;
  3200. }
  3201. this._gl.uniformMatrix4fv(uniform, false, matrices);
  3202. }
  3203. /**
  3204. * Set the value of an uniform to a matrix
  3205. * @param uniform defines the webGL uniform location where to store the value
  3206. * @param matrix defines the matrix to store
  3207. */
  3208. public setMatrix(uniform: Nullable<WebGLUniformLocation>, matrix: Matrix): void {
  3209. if (!uniform) {
  3210. return;
  3211. }
  3212. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray() as Float32Array);
  3213. }
  3214. /**
  3215. * Set the value of an uniform to a matrix (3x3)
  3216. * @param uniform defines the webGL uniform location where to store the value
  3217. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  3218. */
  3219. public setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
  3220. if (!uniform) {
  3221. return;
  3222. }
  3223. this._gl.uniformMatrix3fv(uniform, false, matrix);
  3224. }
  3225. /**
  3226. * Set the value of an uniform to a matrix (2x2)
  3227. * @param uniform defines the webGL uniform location where to store the value
  3228. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  3229. */
  3230. public setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
  3231. if (!uniform) {
  3232. return;
  3233. }
  3234. this._gl.uniformMatrix2fv(uniform, false, matrix);
  3235. }
  3236. /**
  3237. * Set the value of an uniform to a number (int)
  3238. * @param uniform defines the webGL uniform location where to store the value
  3239. * @param value defines the int number to store
  3240. */
  3241. public setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void {
  3242. if (!uniform) {
  3243. return;
  3244. }
  3245. this._gl.uniform1i(uniform, value);
  3246. }
  3247. /**
  3248. * Set the value of an uniform to a number (float)
  3249. * @param uniform defines the webGL uniform location where to store the value
  3250. * @param value defines the float number to store
  3251. */
  3252. public setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void {
  3253. if (!uniform) {
  3254. return;
  3255. }
  3256. this._gl.uniform1f(uniform, value);
  3257. }
  3258. /**
  3259. * Set the value of an uniform to a vec2
  3260. * @param uniform defines the webGL uniform location where to store the value
  3261. * @param x defines the 1st component of the value
  3262. * @param y defines the 2nd component of the value
  3263. */
  3264. public setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void {
  3265. if (!uniform) {
  3266. return;
  3267. }
  3268. this._gl.uniform2f(uniform, x, y);
  3269. }
  3270. /**
  3271. * Set the value of an uniform to a vec3
  3272. * @param uniform defines the webGL uniform location where to store the value
  3273. * @param x defines the 1st component of the value
  3274. * @param y defines the 2nd component of the value
  3275. * @param z defines the 3rd component of the value
  3276. */
  3277. public setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void {
  3278. if (!uniform) {
  3279. return;
  3280. }
  3281. this._gl.uniform3f(uniform, x, y, z);
  3282. }
  3283. /**
  3284. * Set the value of an uniform to a boolean
  3285. * @param uniform defines the webGL uniform location where to store the value
  3286. * @param bool defines the boolean to store
  3287. */
  3288. public setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void {
  3289. if (!uniform) {
  3290. return;
  3291. }
  3292. this._gl.uniform1i(uniform, bool);
  3293. }
  3294. /**
  3295. * Set the value of an uniform to a vec4
  3296. * @param uniform defines the webGL uniform location where to store the value
  3297. * @param x defines the 1st component of the value
  3298. * @param y defines the 2nd component of the value
  3299. * @param z defines the 3rd component of the value
  3300. * @param w defines the 4th component of the value
  3301. */
  3302. public setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void {
  3303. if (!uniform) {
  3304. return;
  3305. }
  3306. this._gl.uniform4f(uniform, x, y, z, w);
  3307. }
  3308. /**
  3309. * Set the value of an uniform to a Color3
  3310. * @param uniform defines the webGL uniform location where to store the value
  3311. * @param color3 defines the color to store
  3312. */
  3313. public setColor3(uniform: Nullable<WebGLUniformLocation>, color3: Color3): void {
  3314. if (!uniform) {
  3315. return;
  3316. }
  3317. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  3318. }
  3319. /**
  3320. * Set the value of an uniform to a Color3 and an alpha value
  3321. * @param uniform defines the webGL uniform location where to store the value
  3322. * @param color3 defines the color to store
  3323. * @param alpha defines the alpha component to store
  3324. */
  3325. public setColor4(uniform: Nullable<WebGLUniformLocation>, color3: Color3, alpha: number): void {
  3326. if (!uniform) {
  3327. return;
  3328. }
  3329. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  3330. }
  3331. /**
  3332. * Sets a Color4 on a uniform variable
  3333. * @param uniform defines the uniform location
  3334. * @param color4 defines the value to be set
  3335. */
  3336. public setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: Color4): void {
  3337. if (!uniform) {
  3338. return;
  3339. }
  3340. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  3341. }
  3342. // States
  3343. /**
  3344. * Set various states to the webGL context
  3345. * @param culling defines backface culling state
  3346. * @param zOffset defines the value to apply to zOffset (0 by default)
  3347. * @param force defines if states must be applied even if cache is up to date
  3348. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  3349. */
  3350. public setState(culling: boolean, zOffset: number = 0, force?: boolean, reverseSide = false): void {
  3351. // Culling
  3352. if (this._depthCullingState.cull !== culling || force) {
  3353. this._depthCullingState.cull = culling;
  3354. }
  3355. // Cull face
  3356. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  3357. if (this._depthCullingState.cullFace !== cullFace || force) {
  3358. this._depthCullingState.cullFace = cullFace;
  3359. }
  3360. // Z offset
  3361. this.setZOffset(zOffset);
  3362. // Front face
  3363. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  3364. if (this._depthCullingState.frontFace !== frontFace || force) {
  3365. this._depthCullingState.frontFace = frontFace;
  3366. }
  3367. }
  3368. /**
  3369. * Set the z offset to apply to current rendering
  3370. * @param value defines the offset to apply
  3371. */
  3372. public setZOffset(value: number): void {
  3373. this._depthCullingState.zOffset = value;
  3374. }
  3375. /**
  3376. * Gets the current value of the zOffset
  3377. * @returns the current zOffset state
  3378. */
  3379. public getZOffset(): number {
  3380. return this._depthCullingState.zOffset;
  3381. }
  3382. /**
  3383. * Enable or disable depth buffering
  3384. * @param enable defines the state to set
  3385. */
  3386. public setDepthBuffer(enable: boolean): void {
  3387. this._depthCullingState.depthTest = enable;
  3388. }
  3389. /**
  3390. * Gets a boolean indicating if depth writing is enabled
  3391. * @returns the current depth writing state
  3392. */
  3393. public getDepthWrite(): boolean {
  3394. return this._depthCullingState.depthMask;
  3395. }
  3396. /**
  3397. * Enable or disable depth writing
  3398. * @param enable defines the state to set
  3399. */
  3400. public setDepthWrite(enable: boolean): void {
  3401. this._depthCullingState.depthMask = enable;
  3402. }
  3403. /**
  3404. * Enable or disable color writing
  3405. * @param enable defines the state to set
  3406. */
  3407. public setColorWrite(enable: boolean): void {
  3408. this._gl.colorMask(enable, enable, enable, enable);
  3409. this._colorWrite = enable;
  3410. }
  3411. /**
  3412. * Gets a boolean indicating if color writing is enabled
  3413. * @returns the current color writing state
  3414. */
  3415. public getColorWrite(): boolean {
  3416. return this._colorWrite;
  3417. }
  3418. /**
  3419. * Sets alpha constants used by some alpha blending modes
  3420. * @param r defines the red component
  3421. * @param g defines the green component
  3422. * @param b defines the blue component
  3423. * @param a defines the alpha component
  3424. */
  3425. public setAlphaConstants(r: number, g: number, b: number, a: number) {
  3426. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  3427. }
  3428. /**
  3429. * Sets the current alpha mode
  3430. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  3431. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  3432. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  3433. */
  3434. public setAlphaMode(mode: number, noDepthWriteChange: boolean = false): void {
  3435. if (this._alphaMode === mode) {
  3436. return;
  3437. }
  3438. switch (mode) {
  3439. case Engine.ALPHA_DISABLE:
  3440. this._alphaState.alphaBlend = false;
  3441. break;
  3442. case Engine.ALPHA_PREMULTIPLIED:
  3443. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  3444. this._alphaState.alphaBlend = true;
  3445. break;
  3446. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  3447. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  3448. this._alphaState.alphaBlend = true;
  3449. break;
  3450. case Engine.ALPHA_COMBINE:
  3451. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  3452. this._alphaState.alphaBlend = true;
  3453. break;
  3454. case Engine.ALPHA_ONEONE:
  3455. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  3456. this._alphaState.alphaBlend = true;
  3457. break;
  3458. case Engine.ALPHA_ADD:
  3459. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  3460. this._alphaState.alphaBlend = true;
  3461. break;
  3462. case Engine.ALPHA_SUBTRACT:
  3463. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  3464. this._alphaState.alphaBlend = true;
  3465. break;
  3466. case Engine.ALPHA_MULTIPLY:
  3467. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  3468. this._alphaState.alphaBlend = true;
  3469. break;
  3470. case Engine.ALPHA_MAXIMIZED:
  3471. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  3472. this._alphaState.alphaBlend = true;
  3473. break;
  3474. case Engine.ALPHA_INTERPOLATE:
  3475. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  3476. this._alphaState.alphaBlend = true;
  3477. break;
  3478. case Engine.ALPHA_SCREENMODE:
  3479. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  3480. this._alphaState.alphaBlend = true;
  3481. break;
  3482. }
  3483. if (!noDepthWriteChange) {
  3484. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  3485. }
  3486. this._alphaMode = mode;
  3487. }
  3488. /**
  3489. * Gets the current alpha mode
  3490. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  3491. * @returns the current alpha mode
  3492. */
  3493. public getAlphaMode(): number {
  3494. return this._alphaMode;
  3495. }
  3496. // Textures
  3497. /**
  3498. * Clears the list of texture accessible through engine.
  3499. * This can help preventing texture load conflict due to name collision.
  3500. */
  3501. public clearInternalTexturesCache() {
  3502. this._internalTexturesCache = [];
  3503. }
  3504. /**
  3505. * Force the entire cache to be cleared
  3506. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  3507. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  3508. */
  3509. public wipeCaches(bruteForce?: boolean): void {
  3510. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  3511. return;
  3512. }
  3513. this._currentEffect = null;
  3514. this._viewportCached.x = 0;
  3515. this._viewportCached.y = 0;
  3516. this._viewportCached.z = 0;
  3517. this._viewportCached.w = 0;
  3518. if (bruteForce) {
  3519. this.resetTextureCache();
  3520. this._currentProgram = null;
  3521. this._stencilState.reset();
  3522. this._depthCullingState.reset();
  3523. this.setDepthFunctionToLessOrEqual();
  3524. this._alphaState.reset();
  3525. this._unpackFlipYCached = null;
  3526. }
  3527. this._resetVertexBufferBinding();
  3528. this._cachedIndexBuffer = null;
  3529. this._cachedEffectForVertexBuffers = null;
  3530. this._unbindVertexArrayObject();
  3531. this.bindIndexBuffer(null);
  3532. }
  3533. /**
  3534. * Set the compressed texture format to use, based on the formats you have, and the formats
  3535. * supported by the hardware / browser.
  3536. *
  3537. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  3538. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  3539. * to API arguments needed to compressed textures. This puts the burden on the container
  3540. * generator to house the arcane code for determining these for current & future formats.
  3541. *
  3542. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  3543. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  3544. *
  3545. * Note: The result of this call is not taken into account when a texture is base64.
  3546. *
  3547. * @param formatsAvailable defines the list of those format families you have created
  3548. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  3549. *
  3550. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  3551. * @returns The extension selected.
  3552. */
  3553. public setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string> {
  3554. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  3555. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  3556. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  3557. return this._textureFormatInUse = this._texturesSupported[i];
  3558. }
  3559. }
  3560. }
  3561. // actively set format to nothing, to allow this to be called more than once
  3562. // and possibly fail the 2nd time
  3563. this._textureFormatInUse = null;
  3564. return null;
  3565. }
  3566. private _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): { min: number; mag: number } {
  3567. var gl = this._gl;
  3568. var magFilter = gl.NEAREST;
  3569. var minFilter = gl.NEAREST;
  3570. switch (samplingMode) {
  3571. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  3572. magFilter = gl.LINEAR;
  3573. if (generateMipMaps) {
  3574. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  3575. } else {
  3576. minFilter = gl.LINEAR;
  3577. }
  3578. break;
  3579. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  3580. magFilter = gl.LINEAR;
  3581. if (generateMipMaps) {
  3582. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  3583. } else {
  3584. minFilter = gl.LINEAR;
  3585. }
  3586. break;
  3587. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  3588. magFilter = gl.NEAREST;
  3589. if (generateMipMaps) {
  3590. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  3591. } else {
  3592. minFilter = gl.NEAREST;
  3593. }
  3594. break;
  3595. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  3596. magFilter = gl.NEAREST;
  3597. if (generateMipMaps) {
  3598. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  3599. } else {
  3600. minFilter = gl.NEAREST;
  3601. }
  3602. break;
  3603. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  3604. magFilter = gl.NEAREST;
  3605. if (generateMipMaps) {
  3606. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  3607. } else {
  3608. minFilter = gl.LINEAR;
  3609. }
  3610. break;
  3611. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  3612. magFilter = gl.NEAREST;
  3613. if (generateMipMaps) {
  3614. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  3615. } else {
  3616. minFilter = gl.LINEAR;
  3617. }
  3618. break;
  3619. case Engine.TEXTURE_NEAREST_LINEAR:
  3620. magFilter = gl.NEAREST;
  3621. minFilter = gl.LINEAR;
  3622. break;
  3623. case Engine.TEXTURE_NEAREST_NEAREST:
  3624. magFilter = gl.NEAREST;
  3625. minFilter = gl.NEAREST;
  3626. break;
  3627. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  3628. magFilter = gl.LINEAR;
  3629. if (generateMipMaps) {
  3630. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  3631. } else {
  3632. minFilter = gl.NEAREST;
  3633. }
  3634. break;
  3635. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  3636. magFilter = gl.LINEAR;
  3637. if (generateMipMaps) {
  3638. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  3639. } else {
  3640. minFilter = gl.NEAREST;
  3641. }
  3642. break;
  3643. case Engine.TEXTURE_LINEAR_LINEAR:
  3644. magFilter = gl.LINEAR;
  3645. minFilter = gl.LINEAR;
  3646. break;
  3647. case Engine.TEXTURE_LINEAR_NEAREST:
  3648. magFilter = gl.LINEAR;
  3649. minFilter = gl.NEAREST;
  3650. break;
  3651. }
  3652. return {
  3653. min: minFilter,
  3654. mag: magFilter
  3655. };
  3656. }
  3657. private _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>,
  3658. onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null) {
  3659. var img: HTMLImageElement;
  3660. var onload = () => {
  3661. loadedImages[index] = img;
  3662. (<any>loadedImages)._internalCount++;
  3663. if (scene) {
  3664. scene._removePendingData(img);
  3665. }
  3666. if ((<any>loadedImages)._internalCount === 6) {
  3667. onfinish(loadedImages);
  3668. }
  3669. };
  3670. var onerror = (message?: string, exception?: any) => {
  3671. if (scene) {
  3672. scene._removePendingData(img);
  3673. }
  3674. if (onErrorCallBack) {
  3675. onErrorCallBack(message, exception);
  3676. }
  3677. };
  3678. img = Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  3679. if (scene) {
  3680. scene._addPendingData(img);
  3681. }
  3682. }
  3683. private _cascadeLoadImgs(scene: Nullable<Scene>,
  3684. onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void> = null) {
  3685. var loadedImages: HTMLImageElement[] = [];
  3686. (<any>loadedImages)._internalCount = 0;
  3687. for (let index = 0; index < 6; index++) {
  3688. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  3689. }
  3690. }
  3691. /** @hidden */
  3692. public _createTexture(): WebGLTexture {
  3693. let texture = this._gl.createTexture();
  3694. if (!texture) {
  3695. throw new Error("Unable to create texture");
  3696. }
  3697. return texture;
  3698. }
  3699. /**
  3700. * Usually called from Texture.ts.
  3701. * Passed information to create a WebGLTexture
  3702. * @param urlArg defines a value which contains one of the following:
  3703. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  3704. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  3705. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  3706. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  3707. * @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)
  3708. * @param scene needed for loading to the correct scene
  3709. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  3710. * @param onLoad optional callback to be called upon successful completion
  3711. * @param onError optional callback to be called upon failure
  3712. * @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
  3713. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  3714. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  3715. * @param forcedExtension defines the extension to use to pick the right loader
  3716. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  3717. * @returns a InternalTexture for assignment back into BABYLON.Texture
  3718. */
  3719. public createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode: number = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE,
  3720. onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,
  3721. buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob> = null, fallback: Nullable<InternalTexture> = null, format: Nullable<number> = null,
  3722. forcedExtension: Nullable<string> = null, excludeLoaders: Array<IInternalTextureLoader> = []): InternalTexture {
  3723. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  3724. var fromData = url.substr(0, 5) === "data:";
  3725. var fromBlob = url.substr(0, 5) === "blob:";
  3726. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  3727. let texture = fallback ? fallback : new InternalTexture(this, InternalTexture.DATASOURCE_URL);
  3728. // establish the file extension, if possible
  3729. var lastDot = url.lastIndexOf('.');
  3730. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  3731. let loader: Nullable<IInternalTextureLoader> = null;
  3732. for (let availableLoader of Engine._TextureLoaders) {
  3733. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  3734. loader = availableLoader;
  3735. break;
  3736. }
  3737. }
  3738. if (loader) {
  3739. url = loader.transformUrl(url, this._textureFormatInUse);
  3740. }
  3741. if (scene) {
  3742. scene._addPendingData(texture);
  3743. }
  3744. texture.url = url;
  3745. texture.generateMipMaps = !noMipmap;
  3746. texture.samplingMode = samplingMode;
  3747. texture.invertY = invertY;
  3748. if (!this._doNotHandleContextLost) {
  3749. // Keep a link to the buffer only if we plan to handle context lost
  3750. texture._buffer = buffer;
  3751. }
  3752. let onLoadObserver: Nullable<Observer<InternalTexture>> = null;
  3753. if (onLoad && !fallback) {
  3754. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  3755. }
  3756. if (!fallback) { this._internalTexturesCache.push(texture); }
  3757. let onInternalError = (message?: string, exception?: any) => {
  3758. if (scene) {
  3759. scene._removePendingData(texture);
  3760. }
  3761. let customFallback = false;
  3762. if (loader) {
  3763. const fallbackUrl = loader.getFallbackTextureUrl(url, this._textureFormatInUse);
  3764. if (fallbackUrl) {
  3765. // Add Back
  3766. customFallback = true;
  3767. excludeLoaders.push(loader);
  3768. Tools.Warn((loader.constructor as any).name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  3769. this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, null, buffer, texture, undefined, undefined, excludeLoaders);
  3770. }
  3771. }
  3772. if (!customFallback) {
  3773. if (onLoadObserver) {
  3774. texture.onLoadedObservable.remove(onLoadObserver);
  3775. }
  3776. if (Tools.UseFallbackTexture) {
  3777. this.createTexture(Tools.fallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, null, buffer, texture);
  3778. }
  3779. }
  3780. if (onError) {
  3781. onError(message || "Unknown error", exception);
  3782. }
  3783. };
  3784. // processing for non-image formats
  3785. if (loader) {
  3786. var callback = (data: string | ArrayBuffer) => {
  3787. loader!.loadData(data as ArrayBuffer, texture, (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed) => {
  3788. if (loadFailed) {
  3789. onInternalError("TextureLoader failed to load data");
  3790. } else {
  3791. this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, () => {
  3792. done();
  3793. return false;
  3794. }, samplingMode);
  3795. }
  3796. });
  3797. };
  3798. if (!buffer) {
  3799. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, (request?: WebRequest, exception?: any) => {
  3800. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  3801. });
  3802. } else {
  3803. callback(buffer as ArrayBuffer);
  3804. }
  3805. } else {
  3806. var onload = (img: HTMLImageElement) => {
  3807. if (fromBlob && !this._doNotHandleContextLost) {
  3808. // We need to store the image if we need to rebuild the texture
  3809. // in case of a webgl context lost
  3810. texture._buffer = img;
  3811. }
  3812. this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, (potWidth, potHeight, continuationCallback) => {
  3813. let gl = this._gl;
  3814. var isPot = (img.width === potWidth && img.height === potHeight);
  3815. let internalFormat = format ? this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  3816. if (isPot) {
  3817. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  3818. return false;
  3819. }
  3820. let maxTextureSize = this._caps.maxTextureSize;
  3821. if (img.width > maxTextureSize || img.height > maxTextureSize || Engine._RescalePostProcessFactory === null) {
  3822. this._prepareWorkingCanvas();
  3823. if (!this._workingCanvas || !this._workingContext) {
  3824. return false;
  3825. }
  3826. this._workingCanvas.width = potWidth;
  3827. this._workingCanvas.height = potHeight;
  3828. this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  3829. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, this._workingCanvas);
  3830. texture.width = potWidth;
  3831. texture.height = potHeight;
  3832. return false;
  3833. } else {
  3834. // Using shaders when possible to rescale because canvas.drawImage is lossy
  3835. let source = new InternalTexture(this, InternalTexture.DATASOURCE_TEMP);
  3836. this._bindTextureDirectly(gl.TEXTURE_2D, source, true);
  3837. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  3838. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  3839. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  3840. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3841. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3842. this._rescaleTexture(source, texture, scene, internalFormat, () => {
  3843. this._releaseTexture(source);
  3844. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  3845. continuationCallback();
  3846. });
  3847. }
  3848. return true;
  3849. }, samplingMode);
  3850. };
  3851. if (!fromData || isBase64) {
  3852. if (buffer instanceof HTMLImageElement) {
  3853. onload(buffer);
  3854. } else {
  3855. Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  3856. }
  3857. }
  3858. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  3859. Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  3860. }
  3861. else {
  3862. onload(<HTMLImageElement>buffer);
  3863. }
  3864. }
  3865. return texture;
  3866. }
  3867. private _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void {
  3868. let rtt = this.createRenderTargetTexture({
  3869. width: destination.width,
  3870. height: destination.height,
  3871. }, {
  3872. generateMipMaps: false,
  3873. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  3874. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  3875. generateDepthBuffer: false,
  3876. generateStencilBuffer: false
  3877. }
  3878. );
  3879. if (!this._rescalePostProcess && Engine._RescalePostProcessFactory) {
  3880. this._rescalePostProcess = Engine._RescalePostProcessFactory(this);
  3881. }
  3882. this._rescalePostProcess.getEffect().executeWhenCompiled(() => {
  3883. this._rescalePostProcess.onApply = function(effect) {
  3884. effect._bindTexture("textureSampler", source);
  3885. };
  3886. let hostingScene = scene;
  3887. if (!hostingScene) {
  3888. hostingScene = this.scenes[this.scenes.length - 1];
  3889. }
  3890. hostingScene.postProcessManager.directRender([this._rescalePostProcess], rtt, true);
  3891. this._bindTextureDirectly(this._gl.TEXTURE_2D, destination, true);
  3892. this._gl.copyTexImage2D(this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  3893. this.unBindFramebuffer(rtt);
  3894. this._releaseTexture(rtt);
  3895. if (onComplete) {
  3896. onComplete();
  3897. }
  3898. });
  3899. }
  3900. /**
  3901. * Update a raw texture
  3902. * @param texture defines the texture to update
  3903. * @param data defines the data to store in the texture
  3904. * @param format defines the format of the data
  3905. * @param invertY defines if data must be stored with Y axis inverted
  3906. * @param compression defines the compression used (null by default)
  3907. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  3908. */
  3909. public updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string> = null, type = Engine.TEXTURETYPE_UNSIGNED_INT): void {
  3910. if (!texture) {
  3911. return;
  3912. }
  3913. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  3914. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  3915. // babylon's internalFormat but gl's texImage2D format
  3916. var internalFormat = this._getInternalFormat(format);
  3917. var textureType = this._getWebGLTextureType(type);
  3918. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  3919. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  3920. if (!this._doNotHandleContextLost) {
  3921. texture._bufferView = data;
  3922. texture.format = format;
  3923. texture.type = type;
  3924. texture.invertY = invertY;
  3925. texture._compression = compression;
  3926. }
  3927. if (texture.width % 4 !== 0) {
  3928. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  3929. }
  3930. if (compression && data) {
  3931. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, 0, <DataView>data);
  3932. } else {
  3933. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  3934. }
  3935. if (texture.generateMipMaps) {
  3936. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3937. }
  3938. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  3939. // this.resetTextureCache();
  3940. texture.isReady = true;
  3941. }
  3942. /**
  3943. * Creates a raw texture
  3944. * @param data defines the data to store in the texture
  3945. * @param width defines the width of the texture
  3946. * @param height defines the height of the texture
  3947. * @param format defines the format of the data
  3948. * @param generateMipMaps defines if the engine should generate the mip levels
  3949. * @param invertY defines if data must be stored with Y axis inverted
  3950. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  3951. * @param compression defines the compression used (null by default)
  3952. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  3953. * @returns the raw texture inside an InternalTexture
  3954. */
  3955. 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 {
  3956. var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RAW);
  3957. texture.baseWidth = width;
  3958. texture.baseHeight = height;
  3959. texture.width = width;
  3960. texture.height = height;
  3961. texture.format = format;
  3962. texture.generateMipMaps = generateMipMaps;
  3963. texture.samplingMode = samplingMode;
  3964. texture.invertY = invertY;
  3965. texture._compression = compression;
  3966. texture.type = type;
  3967. if (!this._doNotHandleContextLost) {
  3968. texture._bufferView = data;
  3969. }
  3970. this.updateRawTexture(texture, data, format, invertY, compression, type);
  3971. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  3972. // Filters
  3973. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  3974. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  3975. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  3976. if (generateMipMaps) {
  3977. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3978. }
  3979. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  3980. this._internalTexturesCache.push(texture);
  3981. return texture;
  3982. }
  3983. private _unpackFlipYCached: Nullable<boolean> = null;
  3984. /**
  3985. * In case you are sharing the context with other applications, it might
  3986. * be interested to not cache the unpack flip y state to ensure a consistent
  3987. * value would be set.
  3988. */
  3989. public enableUnpackFlipYCached = true;
  3990. /** @hidden */
  3991. public _unpackFlipY(value: boolean): void {
  3992. if (this._unpackFlipYCached !== value) {
  3993. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  3994. if (this.enableUnpackFlipYCached) {
  3995. this._unpackFlipYCached = value;
  3996. }
  3997. }
  3998. }
  3999. /** @hidden */
  4000. public _getUnpackAlignement(): number {
  4001. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  4002. }
  4003. /**
  4004. * Creates a dynamic texture
  4005. * @param width defines the width of the texture
  4006. * @param height defines the height of the texture
  4007. * @param generateMipMaps defines if the engine should generate the mip levels
  4008. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  4009. * @returns the dynamic texture inside an InternalTexture
  4010. */
  4011. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture {
  4012. var texture = new InternalTexture(this, InternalTexture.DATASOURCE_DYNAMIC);
  4013. texture.baseWidth = width;
  4014. texture.baseHeight = height;
  4015. if (generateMipMaps) {
  4016. width = this.needPOTTextures ? Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  4017. height = this.needPOTTextures ? Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  4018. }
  4019. // this.resetTextureCache();
  4020. texture.width = width;
  4021. texture.height = height;
  4022. texture.isReady = false;
  4023. texture.generateMipMaps = generateMipMaps;
  4024. texture.samplingMode = samplingMode;
  4025. this.updateTextureSamplingMode(samplingMode, texture);
  4026. this._internalTexturesCache.push(texture);
  4027. return texture;
  4028. }
  4029. /**
  4030. * Update the sampling mode of a given texture
  4031. * @param samplingMode defines the required sampling mode
  4032. * @param texture defines the texture to update
  4033. */
  4034. public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void {
  4035. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  4036. if (texture.isCube) {
  4037. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  4038. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  4039. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  4040. } else if (texture.is3D) {
  4041. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  4042. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  4043. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  4044. } else {
  4045. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  4046. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  4047. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  4048. }
  4049. texture.samplingMode = samplingMode;
  4050. }
  4051. /**
  4052. * Update the content of a dynamic texture
  4053. * @param texture defines the texture to update
  4054. * @param canvas defines the canvas containing the source
  4055. * @param invertY defines if data must be stored with Y axis inverted
  4056. * @param premulAlpha defines if alpha is stored as premultiplied
  4057. * @param format defines the format of the data
  4058. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  4059. */
  4060. public updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha: boolean = false, format?: number, forceBindTexture: boolean = false): void {
  4061. if (!texture) {
  4062. return;
  4063. }
  4064. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  4065. this._unpackFlipY(invertY);
  4066. if (premulAlpha) {
  4067. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  4068. }
  4069. let internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  4070. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  4071. if (texture.generateMipMaps) {
  4072. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  4073. }
  4074. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  4075. if (premulAlpha) {
  4076. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  4077. }
  4078. texture.isReady = true;
  4079. }
  4080. /**
  4081. * Update a video texture
  4082. * @param texture defines the texture to update
  4083. * @param video defines the video element to use
  4084. * @param invertY defines if data must be stored with Y axis inverted
  4085. */
  4086. public updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void {
  4087. if (!texture || texture._isDisabled) {
  4088. return;
  4089. }
  4090. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  4091. this._unpackFlipY(!invertY); // Video are upside down by default
  4092. try {
  4093. // Testing video texture support
  4094. if (this._videoTextureSupported === undefined) {
  4095. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  4096. if (this._gl.getError() !== 0) {
  4097. this._videoTextureSupported = false;
  4098. } else {
  4099. this._videoTextureSupported = true;
  4100. }
  4101. }
  4102. // Copy video through the current working canvas if video texture is not supported
  4103. if (!this._videoTextureSupported) {
  4104. if (!texture._workingCanvas) {
  4105. texture._workingCanvas = document.createElement("canvas");
  4106. let context = texture._workingCanvas.getContext("2d");
  4107. if (!context) {
  4108. throw new Error("Unable to get 2d context");
  4109. }
  4110. texture._workingContext = context;
  4111. texture._workingCanvas.width = texture.width;
  4112. texture._workingCanvas.height = texture.height;
  4113. }
  4114. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  4115. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  4116. } else {
  4117. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  4118. }
  4119. if (texture.generateMipMaps) {
  4120. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  4121. }
  4122. if (!wasPreviouslyBound) {
  4123. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  4124. }
  4125. // this.resetTextureCache();
  4126. texture.isReady = true;
  4127. } catch (ex) {
  4128. // Something unexpected
  4129. // Let's disable the texture
  4130. texture._isDisabled = true;
  4131. }
  4132. }
  4133. /**
  4134. * Updates a depth texture Comparison Mode and Function.
  4135. * If the comparison Function is equal to 0, the mode will be set to none.
  4136. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  4137. * @param texture The texture to set the comparison function for
  4138. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  4139. */
  4140. public updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void {
  4141. if (this.webGLVersion === 1) {
  4142. Logger.Error("WebGL 1 does not support texture comparison.");
  4143. return;
  4144. }
  4145. var gl = this._gl;
  4146. if (texture.isCube) {
  4147. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  4148. if (comparisonFunction === 0) {
  4149. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  4150. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  4151. }
  4152. else {
  4153. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  4154. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  4155. }
  4156. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  4157. } else {
  4158. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  4159. if (comparisonFunction === 0) {
  4160. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  4161. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  4162. }
  4163. else {
  4164. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  4165. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  4166. }
  4167. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  4168. }
  4169. texture._comparisonFunction = comparisonFunction;
  4170. }
  4171. private _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | { width: number, height: number }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void {
  4172. var width = (<{ width: number, height: number }>size).width || <number>size;
  4173. var height = (<{ width: number, height: number }>size).height || <number>size;
  4174. internalTexture.baseWidth = width;
  4175. internalTexture.baseHeight = height;
  4176. internalTexture.width = width;
  4177. internalTexture.height = height;
  4178. internalTexture.isReady = true;
  4179. internalTexture.samples = 1;
  4180. internalTexture.generateMipMaps = false;
  4181. internalTexture._generateDepthBuffer = true;
  4182. internalTexture._generateStencilBuffer = generateStencil;
  4183. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  4184. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  4185. internalTexture._comparisonFunction = comparisonFunction;
  4186. var gl = this._gl;
  4187. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  4188. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  4189. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  4190. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  4191. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  4192. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  4193. if (comparisonFunction === 0) {
  4194. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  4195. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  4196. }
  4197. else {
  4198. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  4199. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  4200. }
  4201. }
  4202. /**
  4203. * Creates a depth stencil texture.
  4204. * This is only available in WebGL 2 or with the depth texture extension available.
  4205. * @param size The size of face edge in the texture.
  4206. * @param options The options defining the texture.
  4207. * @returns The texture
  4208. */
  4209. public createDepthStencilTexture(size: number | { width: number, height: number }, options: DepthTextureCreationOptions): InternalTexture {
  4210. if (options.isCube) {
  4211. let width = (<{ width: number, height: number }>size).width || <number>size;
  4212. return this._createDepthStencilCubeTexture(width, options);
  4213. }
  4214. else {
  4215. return this._createDepthStencilTexture(size, options);
  4216. }
  4217. }
  4218. /**
  4219. * Creates a depth stencil texture.
  4220. * This is only available in WebGL 2 or with the depth texture extension available.
  4221. * @param size The size of face edge in the texture.
  4222. * @param options The options defining the texture.
  4223. * @returns The texture
  4224. */
  4225. private _createDepthStencilTexture(size: number | { width: number, height: number }, options: DepthTextureCreationOptions): InternalTexture {
  4226. var internalTexture = new InternalTexture(this, InternalTexture.DATASOURCE_DEPTHTEXTURE);
  4227. if (!this._caps.depthTextureExtension) {
  4228. Logger.Error("Depth texture is not supported by your browser or hardware.");
  4229. return internalTexture;
  4230. }
  4231. var internalOptions = {
  4232. bilinearFiltering: false,
  4233. comparisonFunction: 0,
  4234. generateStencil: false,
  4235. ...options
  4236. };
  4237. var gl = this._gl;
  4238. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  4239. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  4240. if (this.webGLVersion > 1) {
  4241. if (internalOptions.generateStencil) {
  4242. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  4243. }
  4244. else {
  4245. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  4246. }
  4247. }
  4248. else {
  4249. if (internalOptions.generateStencil) {
  4250. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  4251. }
  4252. else {
  4253. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  4254. }
  4255. }
  4256. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  4257. return internalTexture;
  4258. }
  4259. /**
  4260. * Creates a depth stencil cube texture.
  4261. * This is only available in WebGL 2.
  4262. * @param size The size of face edge in the cube texture.
  4263. * @param options The options defining the cube texture.
  4264. * @returns The cube texture
  4265. */
  4266. private _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture {
  4267. var internalTexture = new InternalTexture(this, InternalTexture.DATASOURCE_UNKNOWN);
  4268. internalTexture.isCube = true;
  4269. if (this.webGLVersion === 1) {
  4270. Logger.Error("Depth cube texture is not supported by WebGL 1.");
  4271. return internalTexture;
  4272. }
  4273. var internalOptions = {
  4274. bilinearFiltering: false,
  4275. comparisonFunction: 0,
  4276. generateStencil: false,
  4277. ...options
  4278. };
  4279. var gl = this._gl;
  4280. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  4281. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  4282. // Create the depth/stencil buffer
  4283. for (var face = 0; face < 6; face++) {
  4284. if (internalOptions.generateStencil) {
  4285. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  4286. }
  4287. else {
  4288. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  4289. }
  4290. }
  4291. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  4292. return internalTexture;
  4293. }
  4294. /**
  4295. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  4296. * @param renderTarget The render target to set the frame buffer for
  4297. */
  4298. public setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void {
  4299. // Create the framebuffer
  4300. var internalTexture = renderTarget.getInternalTexture();
  4301. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  4302. return;
  4303. }
  4304. var gl = this._gl;
  4305. var depthStencilTexture = renderTarget.depthStencilTexture;
  4306. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  4307. if (depthStencilTexture.isCube) {
  4308. if (depthStencilTexture._generateStencilBuffer) {
  4309. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  4310. }
  4311. else {
  4312. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  4313. }
  4314. }
  4315. else {
  4316. if (depthStencilTexture._generateStencilBuffer) {
  4317. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  4318. }
  4319. else {
  4320. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  4321. }
  4322. }
  4323. this.bindUnboundFramebuffer(null);
  4324. }
  4325. /**
  4326. * Creates a new render target texture
  4327. * @param size defines the size of the texture
  4328. * @param options defines the options used to create the texture
  4329. * @returns a new render target texture stored in an InternalTexture
  4330. */
  4331. public createRenderTargetTexture(size: number | { width: number, height: number }, options: boolean | RenderTargetCreationOptions): InternalTexture {
  4332. let fullOptions = new RenderTargetCreationOptions();
  4333. if (options !== undefined && typeof options === "object") {
  4334. fullOptions.generateMipMaps = options.generateMipMaps;
  4335. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  4336. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  4337. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  4338. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  4339. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  4340. } else {
  4341. fullOptions.generateMipMaps = <boolean>options;
  4342. fullOptions.generateDepthBuffer = true;
  4343. fullOptions.generateStencilBuffer = false;
  4344. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  4345. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  4346. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  4347. }
  4348. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  4349. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  4350. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  4351. }
  4352. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  4353. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  4354. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  4355. }
  4356. var gl = this._gl;
  4357. var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RENDERTARGET);
  4358. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  4359. var width = (<{ width: number, height: number }>size).width || <number>size;
  4360. var height = (<{ width: number, height: number }>size).height || <number>size;
  4361. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  4362. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  4363. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  4364. Logger.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  4365. }
  4366. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  4367. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  4368. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  4369. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  4370. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  4371. // Create the framebuffer
  4372. var currentFrameBuffer = this._currentFramebuffer;
  4373. var framebuffer = gl.createFramebuffer();
  4374. this.bindUnboundFramebuffer(framebuffer);
  4375. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  4376. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  4377. if (fullOptions.generateMipMaps) {
  4378. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  4379. }
  4380. // Unbind
  4381. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  4382. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  4383. this.bindUnboundFramebuffer(currentFrameBuffer);
  4384. texture._framebuffer = framebuffer;
  4385. texture.baseWidth = width;
  4386. texture.baseHeight = height;
  4387. texture.width = width;
  4388. texture.height = height;
  4389. texture.isReady = true;
  4390. texture.samples = 1;
  4391. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  4392. texture.samplingMode = fullOptions.samplingMode;
  4393. texture.type = fullOptions.type;
  4394. texture.format = fullOptions.format;
  4395. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  4396. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  4397. // this.resetTextureCache();
  4398. this._internalTexturesCache.push(texture);
  4399. return texture;
  4400. }
  4401. /**
  4402. * Create a multi render target texture
  4403. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  4404. * @param size defines the size of the texture
  4405. * @param options defines the creation options
  4406. * @returns the cube texture as an InternalTexture
  4407. */
  4408. public createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[] {
  4409. var generateMipMaps = false;
  4410. var generateDepthBuffer = true;
  4411. var generateStencilBuffer = false;
  4412. var generateDepthTexture = false;
  4413. var textureCount = 1;
  4414. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  4415. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  4416. var types = new Array<number>();
  4417. var samplingModes = new Array<number>();
  4418. if (options !== undefined) {
  4419. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  4420. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  4421. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  4422. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  4423. textureCount = options.textureCount || 1;
  4424. if (options.types) {
  4425. types = options.types;
  4426. }
  4427. if (options.samplingModes) {
  4428. samplingModes = options.samplingModes;
  4429. }
  4430. }
  4431. var gl = this._gl;
  4432. // Create the framebuffer
  4433. var framebuffer = gl.createFramebuffer();
  4434. this.bindUnboundFramebuffer(framebuffer);
  4435. var width = size.width || size;
  4436. var height = size.height || size;
  4437. var textures = [];
  4438. var attachments = [];
  4439. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  4440. for (var i = 0; i < textureCount; i++) {
  4441. var samplingMode = samplingModes[i] || defaultSamplingMode;
  4442. var type = types[i] || defaultType;
  4443. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  4444. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  4445. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  4446. }
  4447. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  4448. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  4449. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  4450. }
  4451. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  4452. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  4453. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  4454. Logger.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  4455. }
  4456. var texture = new InternalTexture(this, InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  4457. var attachment = (<any>gl)[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  4458. textures.push(texture);
  4459. attachments.push(attachment);
  4460. gl.activeTexture((<any>gl)["TEXTURE" + i]);
  4461. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  4462. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  4463. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  4464. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  4465. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  4466. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  4467. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  4468. if (generateMipMaps) {
  4469. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  4470. }
  4471. // Unbind
  4472. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  4473. texture._framebuffer = framebuffer;
  4474. texture._depthStencilBuffer = depthStencilBuffer;
  4475. texture.baseWidth = width;
  4476. texture.baseHeight = height;
  4477. texture.width = width;
  4478. texture.height = height;
  4479. texture.isReady = true;
  4480. texture.samples = 1;
  4481. texture.generateMipMaps = generateMipMaps;
  4482. texture.samplingMode = samplingMode;
  4483. texture.type = type;
  4484. texture._generateDepthBuffer = generateDepthBuffer;
  4485. texture._generateStencilBuffer = generateStencilBuffer;
  4486. texture._attachments = attachments;
  4487. this._internalTexturesCache.push(texture);
  4488. }
  4489. if (generateDepthTexture && this._caps.depthTextureExtension) {
  4490. // Depth texture
  4491. var depthTexture = new InternalTexture(this, InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  4492. gl.activeTexture(gl.TEXTURE0);
  4493. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  4494. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  4495. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  4496. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  4497. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  4498. gl.texImage2D(
  4499. gl.TEXTURE_2D,
  4500. 0,
  4501. this.webGLVersion < 2 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16,
  4502. width,
  4503. height,
  4504. 0,
  4505. gl.DEPTH_COMPONENT,
  4506. gl.UNSIGNED_SHORT,
  4507. null
  4508. );
  4509. gl.framebufferTexture2D(
  4510. gl.FRAMEBUFFER,
  4511. gl.DEPTH_ATTACHMENT,
  4512. gl.TEXTURE_2D,
  4513. depthTexture._webGLTexture,
  4514. 0
  4515. );
  4516. depthTexture._framebuffer = framebuffer;
  4517. depthTexture.baseWidth = width;
  4518. depthTexture.baseHeight = height;
  4519. depthTexture.width = width;
  4520. depthTexture.height = height;
  4521. depthTexture.isReady = true;
  4522. depthTexture.samples = 1;
  4523. depthTexture.generateMipMaps = generateMipMaps;
  4524. depthTexture.samplingMode = gl.NEAREST;
  4525. depthTexture._generateDepthBuffer = generateDepthBuffer;
  4526. depthTexture._generateStencilBuffer = generateStencilBuffer;
  4527. textures.push(depthTexture);
  4528. this._internalTexturesCache.push(depthTexture);
  4529. }
  4530. gl.drawBuffers(attachments);
  4531. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  4532. this.bindUnboundFramebuffer(null);
  4533. this.resetTextureCache();
  4534. return textures;
  4535. }
  4536. private _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples = 1): Nullable<WebGLRenderbuffer> {
  4537. var depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;
  4538. var gl = this._gl;
  4539. // Create the depth/stencil buffer
  4540. if (generateStencilBuffer) {
  4541. depthStencilBuffer = gl.createRenderbuffer();
  4542. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  4543. if (samples > 1) {
  4544. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  4545. } else {
  4546. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  4547. }
  4548. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  4549. }
  4550. else if (generateDepthBuffer) {
  4551. depthStencilBuffer = gl.createRenderbuffer();
  4552. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  4553. if (samples > 1) {
  4554. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  4555. } else {
  4556. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  4557. }
  4558. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  4559. }
  4560. return depthStencilBuffer;
  4561. }
  4562. /**
  4563. * Updates the sample count of a render target texture
  4564. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  4565. * @param texture defines the texture to update
  4566. * @param samples defines the sample count to set
  4567. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  4568. */
  4569. public updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number {
  4570. if (this.webGLVersion < 2 || !texture) {
  4571. return 1;
  4572. }
  4573. if (texture.samples === samples) {
  4574. return samples;
  4575. }
  4576. var gl = this._gl;
  4577. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  4578. // Dispose previous render buffers
  4579. if (texture._depthStencilBuffer) {
  4580. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  4581. texture._depthStencilBuffer = null;
  4582. }
  4583. if (texture._MSAAFramebuffer) {
  4584. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  4585. texture._MSAAFramebuffer = null;
  4586. }
  4587. if (texture._MSAARenderBuffer) {
  4588. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  4589. texture._MSAARenderBuffer = null;
  4590. }
  4591. if (samples > 1) {
  4592. let framebuffer = gl.createFramebuffer();
  4593. if (!framebuffer) {
  4594. throw new Error("Unable to create multi sampled framebuffer");
  4595. }
  4596. texture._MSAAFramebuffer = framebuffer;
  4597. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  4598. var colorRenderbuffer = gl.createRenderbuffer();
  4599. if (!colorRenderbuffer) {
  4600. throw new Error("Unable to create multi sampled framebuffer");
  4601. }
  4602. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  4603. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  4604. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  4605. texture._MSAARenderBuffer = colorRenderbuffer;
  4606. } else {
  4607. this.bindUnboundFramebuffer(texture._framebuffer);
  4608. }
  4609. texture.samples = samples;
  4610. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  4611. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  4612. this.bindUnboundFramebuffer(null);
  4613. return samples;
  4614. }
  4615. /**
  4616. * Update the sample count for a given multiple render target texture
  4617. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  4618. * @param textures defines the textures to update
  4619. * @param samples defines the sample count to set
  4620. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  4621. */
  4622. public updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number {
  4623. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  4624. return 1;
  4625. }
  4626. if (textures[0].samples === samples) {
  4627. return samples;
  4628. }
  4629. var gl = this._gl;
  4630. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  4631. // Dispose previous render buffers
  4632. if (textures[0]._depthStencilBuffer) {
  4633. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  4634. textures[0]._depthStencilBuffer = null;
  4635. }
  4636. if (textures[0]._MSAAFramebuffer) {
  4637. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  4638. textures[0]._MSAAFramebuffer = null;
  4639. }
  4640. for (var i = 0; i < textures.length; i++) {
  4641. if (textures[i]._MSAARenderBuffer) {
  4642. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  4643. textures[i]._MSAARenderBuffer = null;
  4644. }
  4645. }
  4646. if (samples > 1) {
  4647. let framebuffer = gl.createFramebuffer();
  4648. if (!framebuffer) {
  4649. throw new Error("Unable to create multi sampled framebuffer");
  4650. }
  4651. this.bindUnboundFramebuffer(framebuffer);
  4652. let depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  4653. var attachments = [];
  4654. for (var i = 0; i < textures.length; i++) {
  4655. var texture = textures[i];
  4656. var attachment = (<any>gl)[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  4657. var colorRenderbuffer = gl.createRenderbuffer();
  4658. if (!colorRenderbuffer) {
  4659. throw new Error("Unable to create multi sampled framebuffer");
  4660. }
  4661. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  4662. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  4663. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  4664. texture._MSAAFramebuffer = framebuffer;
  4665. texture._MSAARenderBuffer = colorRenderbuffer;
  4666. texture.samples = samples;
  4667. texture._depthStencilBuffer = depthStencilBuffer;
  4668. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  4669. attachments.push(attachment);
  4670. }
  4671. gl.drawBuffers(attachments);
  4672. } else {
  4673. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  4674. }
  4675. this.bindUnboundFramebuffer(null);
  4676. return samples;
  4677. }
  4678. /** @hidden */
  4679. public _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex: number = 0, lod: number = 0) {
  4680. var gl = this._gl;
  4681. var target = gl.TEXTURE_2D;
  4682. if (texture.isCube) {
  4683. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  4684. }
  4685. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, <DataView>data);
  4686. }
  4687. /** @hidden */
  4688. public _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {
  4689. var gl = this._gl;
  4690. var textureType = this._getWebGLTextureType(texture.type);
  4691. var format = this._getInternalFormat(texture.format);
  4692. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  4693. this._unpackFlipY(texture.invertY);
  4694. var target = gl.TEXTURE_2D;
  4695. if (texture.isCube) {
  4696. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  4697. }
  4698. const lodMaxWidth = Math.round(Scalar.Log2(texture.width));
  4699. const lodMaxHeight = Math.round(Scalar.Log2(texture.height));
  4700. const width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  4701. const height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  4702. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  4703. }
  4704. /** @hidden */
  4705. public _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {
  4706. var gl = this._gl;
  4707. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  4708. this._bindTextureDirectly(bindTarget, texture, true);
  4709. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  4710. this._bindTextureDirectly(bindTarget, null, true);
  4711. }
  4712. /** @hidden */
  4713. public _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex: number = 0, lod: number = 0) {
  4714. var gl = this._gl;
  4715. var textureType = this._getWebGLTextureType(texture.type);
  4716. var format = this._getInternalFormat(texture.format);
  4717. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  4718. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  4719. this._bindTextureDirectly(bindTarget, texture, true);
  4720. this._unpackFlipY(texture.invertY);
  4721. var target = gl.TEXTURE_2D;
  4722. if (texture.isCube) {
  4723. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  4724. }
  4725. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  4726. this._bindTextureDirectly(bindTarget, null, true);
  4727. }
  4728. /**
  4729. * Creates a new render target cube texture
  4730. * @param size defines the size of the texture
  4731. * @param options defines the options used to create the texture
  4732. * @returns a new render target cube texture stored in an InternalTexture
  4733. */
  4734. public createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture {
  4735. let fullOptions = {
  4736. generateMipMaps: true,
  4737. generateDepthBuffer: true,
  4738. generateStencilBuffer: false,
  4739. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  4740. samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE,
  4741. format: Engine.TEXTUREFORMAT_RGBA,
  4742. ...options
  4743. };
  4744. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  4745. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  4746. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  4747. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  4748. }
  4749. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  4750. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  4751. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  4752. }
  4753. var gl = this._gl;
  4754. var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RENDERTARGET);
  4755. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  4756. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  4757. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  4758. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  4759. Logger.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  4760. }
  4761. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  4762. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  4763. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  4764. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  4765. for (var face = 0; face < 6; face++) {
  4766. gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), size, size, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  4767. }
  4768. // Create the framebuffer
  4769. var framebuffer = gl.createFramebuffer();
  4770. this.bindUnboundFramebuffer(framebuffer);
  4771. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  4772. // MipMaps
  4773. if (fullOptions.generateMipMaps) {
  4774. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  4775. }
  4776. // Unbind
  4777. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  4778. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  4779. this.bindUnboundFramebuffer(null);
  4780. texture._framebuffer = framebuffer;
  4781. texture.width = size;
  4782. texture.height = size;
  4783. texture.isReady = true;
  4784. texture.isCube = true;
  4785. texture.samples = 1;
  4786. texture.generateMipMaps = fullOptions.generateMipMaps;
  4787. texture.samplingMode = fullOptions.samplingMode;
  4788. texture.type = fullOptions.type;
  4789. texture.format = fullOptions.format;
  4790. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  4791. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  4792. this._internalTexturesCache.push(texture);
  4793. return texture;
  4794. }
  4795. /**
  4796. * Creates a cube texture
  4797. * @param rootUrl defines the url where the files to load is located
  4798. * @param scene defines the current scene
  4799. * @param files defines the list of files to load (1 per face)
  4800. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  4801. * @param onLoad defines an optional callback raised when the texture is loaded
  4802. * @param onError defines an optional callback raised if there is an issue to load the texture
  4803. * @param format defines the format of the data
  4804. * @param forcedExtension defines the extension to use to pick the right loader
  4805. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  4806. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  4807. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  4808. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  4809. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  4810. * @returns the cube texture as an InternalTexture
  4811. */
  4812. public createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad: Nullable<(data?: any) => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null, format?: number, forcedExtension: any = null, createPolynomials = false, lodScale: number = 0, lodOffset: number = 0, fallback: Nullable<InternalTexture> = null, excludeLoaders: Array<IInternalTextureLoader> = []): InternalTexture {
  4813. var gl = this._gl;
  4814. var texture = fallback ? fallback : new InternalTexture(this, InternalTexture.DATASOURCE_CUBE);
  4815. texture.isCube = true;
  4816. texture.url = rootUrl;
  4817. texture.generateMipMaps = !noMipmap;
  4818. texture._lodGenerationScale = lodScale;
  4819. texture._lodGenerationOffset = lodOffset;
  4820. if (!this._doNotHandleContextLost) {
  4821. texture._extension = forcedExtension;
  4822. texture._files = files;
  4823. }
  4824. var lastDot = rootUrl.lastIndexOf('.');
  4825. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  4826. let loader: Nullable<IInternalTextureLoader> = null;
  4827. for (let availableLoader of Engine._TextureLoaders) {
  4828. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  4829. loader = availableLoader;
  4830. break;
  4831. }
  4832. }
  4833. let onInternalError = (request?: WebRequest, exception?: any) => {
  4834. if (loader) {
  4835. const fallbackUrl = loader.getFallbackTextureUrl(texture.url, this._textureFormatInUse);
  4836. Logger.Warn((loader.constructor as any).name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  4837. if (fallbackUrl) {
  4838. excludeLoaders.push(loader);
  4839. this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  4840. return;
  4841. }
  4842. }
  4843. if (onError && request) {
  4844. onError(request.status + " " + request.statusText, exception);
  4845. }
  4846. };
  4847. if (loader) {
  4848. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  4849. const onloaddata = (data: any) => {
  4850. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  4851. loader!.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  4852. };
  4853. if (files && files.length === 6) {
  4854. if (loader.supportCascades) {
  4855. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  4856. }
  4857. else if (onError) {
  4858. onError("Textures type does not support cascades.");
  4859. }
  4860. }
  4861. else {
  4862. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  4863. }
  4864. }
  4865. else {
  4866. if (!files) {
  4867. throw new Error("Cannot load cubemap because files were not defined");
  4868. }
  4869. this._cascadeLoadImgs(scene, (imgs) => {
  4870. var width = this.needPOTTextures ? Tools.GetExponentOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize) : imgs[0].width;
  4871. var height = width;
  4872. this._prepareWorkingCanvas();
  4873. if (!this._workingCanvas || !this._workingContext) {
  4874. return;
  4875. }
  4876. this._workingCanvas.width = width;
  4877. this._workingCanvas.height = height;
  4878. var faces = [
  4879. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  4880. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  4881. ];
  4882. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  4883. this._unpackFlipY(false);
  4884. let internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  4885. for (var index = 0; index < faces.length; index++) {
  4886. if (imgs[index].width !== width || imgs[index].height !== height) {
  4887. this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  4888. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, this._workingCanvas);
  4889. } else {
  4890. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, imgs[index]);
  4891. }
  4892. }
  4893. if (!noMipmap) {
  4894. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  4895. }
  4896. this._setCubeMapTextureParams(!noMipmap);
  4897. texture.width = width;
  4898. texture.height = height;
  4899. texture.isReady = true;
  4900. if (format) {
  4901. texture.format = format;
  4902. }
  4903. texture.onLoadedObservable.notifyObservers(texture);
  4904. texture.onLoadedObservable.clear();
  4905. if (onLoad) {
  4906. onLoad();
  4907. }
  4908. }, files, onError);
  4909. }
  4910. this._internalTexturesCache.push(texture);
  4911. return texture;
  4912. }
  4913. /**
  4914. * @hidden
  4915. */
  4916. public _setCubeMapTextureParams(loadMipmap: boolean): void {
  4917. var gl = this._gl;
  4918. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  4919. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  4920. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  4921. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  4922. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  4923. // this.resetTextureCache();
  4924. }
  4925. /**
  4926. * Update a raw cube texture
  4927. * @param texture defines the texture to udpdate
  4928. * @param data defines the data to store
  4929. * @param format defines the data format
  4930. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  4931. * @param invertY defines if data must be stored with Y axis inverted
  4932. * @param compression defines the compression used (null by default)
  4933. * @param level defines which level of the texture to update
  4934. */
  4935. public updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string> = null, level = 0): void {
  4936. texture._bufferViewArray = data;
  4937. texture.format = format;
  4938. texture.type = type;
  4939. texture.invertY = invertY;
  4940. texture._compression = compression;
  4941. var gl = this._gl;
  4942. var textureType = this._getWebGLTextureType(type);
  4943. var internalFormat = this._getInternalFormat(format);
  4944. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  4945. var needConversion = false;
  4946. if (internalFormat === gl.RGB) {
  4947. internalFormat = gl.RGBA;
  4948. needConversion = true;
  4949. }
  4950. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  4951. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  4952. if (texture.width % 4 !== 0) {
  4953. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  4954. }
  4955. // Data are known to be in +X +Y +Z -X -Y -Z
  4956. for (let faceIndex = 0; faceIndex < 6; faceIndex++) {
  4957. let faceData = data[faceIndex];
  4958. if (compression) {
  4959. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (<any>(this.getCaps().s3tc))[compression], texture.width, texture.height, 0, <DataView>faceData);
  4960. } else {
  4961. if (needConversion) {
  4962. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  4963. }
  4964. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  4965. }
  4966. }
  4967. var isPot = !this.needPOTTextures || (Tools.IsExponentOfTwo(texture.width) && Tools.IsExponentOfTwo(texture.height));
  4968. if (isPot && texture.generateMipMaps && level === 0) {
  4969. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  4970. }
  4971. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  4972. // this.resetTextureCache();
  4973. texture.isReady = true;
  4974. }
  4975. /**
  4976. * Creates a new raw cube texture
  4977. * @param data defines the array of data to use to create each face
  4978. * @param size defines the size of the textures
  4979. * @param format defines the format of the data
  4980. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  4981. * @param generateMipMaps defines if the engine should generate the mip levels
  4982. * @param invertY defines if data must be stored with Y axis inverted
  4983. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  4984. * @param compression defines the compression used (null by default)
  4985. * @returns the cube texture as an InternalTexture
  4986. */
  4987. public createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number,
  4988. generateMipMaps: boolean, invertY: boolean, samplingMode: number,
  4989. compression: Nullable<string> = null): InternalTexture {
  4990. var gl = this._gl;
  4991. var texture = new InternalTexture(this, InternalTexture.DATASOURCE_CUBERAW);
  4992. texture.isCube = true;
  4993. texture.format = format;
  4994. texture.type = type;
  4995. if (!this._doNotHandleContextLost) {
  4996. texture._bufferViewArray = data;
  4997. }
  4998. var textureType = this._getWebGLTextureType(type);
  4999. var internalFormat = this._getInternalFormat(format);
  5000. if (internalFormat === gl.RGB) {
  5001. internalFormat = gl.RGBA;
  5002. }
  5003. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  5004. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  5005. generateMipMaps = false;
  5006. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  5007. Logger.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  5008. }
  5009. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  5010. generateMipMaps = false;
  5011. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  5012. Logger.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  5013. }
  5014. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  5015. generateMipMaps = false;
  5016. Logger.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  5017. }
  5018. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  5019. generateMipMaps = false;
  5020. Logger.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  5021. }
  5022. var width = size;
  5023. var height = width;
  5024. texture.width = width;
  5025. texture.height = height;
  5026. // Double check on POT to generate Mips.
  5027. var isPot = !this.needPOTTextures || (Tools.IsExponentOfTwo(texture.width) && Tools.IsExponentOfTwo(texture.height));
  5028. if (!isPot) {
  5029. generateMipMaps = false;
  5030. }
  5031. // Upload data if needed. The texture won't be ready until then.
  5032. if (data) {
  5033. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  5034. }
  5035. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  5036. // Filters
  5037. if (data && generateMipMaps) {
  5038. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  5039. }
  5040. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  5041. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  5042. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  5043. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  5044. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  5045. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  5046. texture.generateMipMaps = generateMipMaps;
  5047. return texture;
  5048. }
  5049. /**
  5050. * Creates a new raw cube texture from a specified url
  5051. * @param url defines the url where the data is located
  5052. * @param scene defines the current scene
  5053. * @param size defines the size of the textures
  5054. * @param format defines the format of the data
  5055. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  5056. * @param noMipmap defines if the engine should avoid generating the mip levels
  5057. * @param callback defines a callback used to extract texture data from loaded data
  5058. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  5059. * @param onLoad defines a callback called when texture is loaded
  5060. * @param onError defines a callback called if there is an error
  5061. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  5062. * @param invertY defines if data must be stored with Y axis inverted
  5063. * @returns the cube texture as an InternalTexture
  5064. */
  5065. public createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean,
  5066. callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,
  5067. mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>,
  5068. onLoad: Nullable<() => void> = null,
  5069. onError: Nullable<(message?: string, exception?: any) => void> = null,
  5070. samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE,
  5071. invertY = false): InternalTexture {
  5072. var gl = this._gl;
  5073. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  5074. scene._addPendingData(texture);
  5075. texture.url = url;
  5076. this._internalTexturesCache.push(texture);
  5077. var onerror = (request?: WebRequest, exception?: any) => {
  5078. scene._removePendingData(texture);
  5079. if (onError && request) {
  5080. onError(request.status + " " + request.statusText, exception);
  5081. }
  5082. };
  5083. var internalCallback = (data: any) => {
  5084. var width = texture.width;
  5085. var faceDataArrays = callback(data);
  5086. if (!faceDataArrays) {
  5087. return;
  5088. }
  5089. if (mipmapGenerator) {
  5090. var textureType = this._getWebGLTextureType(type);
  5091. var internalFormat = this._getInternalFormat(format);
  5092. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  5093. var needConversion = false;
  5094. if (internalFormat === gl.RGB) {
  5095. internalFormat = gl.RGBA;
  5096. needConversion = true;
  5097. }
  5098. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  5099. this._unpackFlipY(false);
  5100. var mipData = mipmapGenerator(faceDataArrays);
  5101. for (var level = 0; level < mipData.length; level++) {
  5102. var mipSize = width >> level;
  5103. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  5104. let mipFaceData = mipData[level][faceIndex];
  5105. if (needConversion) {
  5106. mipFaceData = this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  5107. }
  5108. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  5109. }
  5110. }
  5111. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  5112. }
  5113. else {
  5114. this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  5115. }
  5116. texture.isReady = true;
  5117. // this.resetTextureCache();
  5118. scene._removePendingData(texture);
  5119. if (onLoad) {
  5120. onLoad();
  5121. }
  5122. };
  5123. this._loadFile(url, (data) => {
  5124. internalCallback(data);
  5125. }, undefined, scene.offlineProvider, true, onerror);
  5126. return texture;
  5127. }
  5128. /**
  5129. * Update a raw 3D texture
  5130. * @param texture defines the texture to update
  5131. * @param data defines the data to store
  5132. * @param format defines the data format
  5133. * @param invertY defines if data must be stored with Y axis inverted
  5134. * @param compression defines the used compression (can be null)
  5135. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  5136. */
  5137. public updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string> = null, textureType = Engine.TEXTURETYPE_UNSIGNED_INT): void {
  5138. var internalType = this._getWebGLTextureType(textureType);
  5139. var internalFormat = this._getInternalFormat(format);
  5140. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  5141. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  5142. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  5143. if (!this._doNotHandleContextLost) {
  5144. texture._bufferView = data;
  5145. texture.format = format;
  5146. texture.invertY = invertY;
  5147. texture._compression = compression;
  5148. }
  5149. if (texture.width % 4 !== 0) {
  5150. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  5151. }
  5152. if (compression && data) {
  5153. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, texture.depth, 0, data);
  5154. } else {
  5155. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  5156. }
  5157. if (texture.generateMipMaps) {
  5158. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  5159. }
  5160. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  5161. // this.resetTextureCache();
  5162. texture.isReady = true;
  5163. }
  5164. /**
  5165. * Creates a new raw 3D texture
  5166. * @param data defines the data used to create the texture
  5167. * @param width defines the width of the texture
  5168. * @param height defines the height of the texture
  5169. * @param depth defines the depth of the texture
  5170. * @param format defines the format of the texture
  5171. * @param generateMipMaps defines if the engine must generate mip levels
  5172. * @param invertY defines if data must be stored with Y axis inverted
  5173. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  5174. * @param compression defines the compressed used (can be null)
  5175. * @param textureType defines the compressed used (can be null)
  5176. * @returns a new raw 3D texture (stored in an InternalTexture)
  5177. */
  5178. 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 {
  5179. var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RAW3D);
  5180. texture.baseWidth = width;
  5181. texture.baseHeight = height;
  5182. texture.baseDepth = depth;
  5183. texture.width = width;
  5184. texture.height = height;
  5185. texture.depth = depth;
  5186. texture.format = format;
  5187. texture.type = textureType;
  5188. texture.generateMipMaps = generateMipMaps;
  5189. texture.samplingMode = samplingMode;
  5190. texture.is3D = true;
  5191. if (!this._doNotHandleContextLost) {
  5192. texture._bufferView = data;
  5193. }
  5194. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  5195. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  5196. // Filters
  5197. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  5198. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  5199. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  5200. if (generateMipMaps) {
  5201. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  5202. }
  5203. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  5204. this._internalTexturesCache.push(texture);
  5205. return texture;
  5206. }
  5207. private _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void {
  5208. var gl = this._gl;
  5209. if (!gl) {
  5210. return;
  5211. }
  5212. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  5213. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  5214. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  5215. if (!noMipmap && !isCompressed) {
  5216. gl.generateMipmap(gl.TEXTURE_2D);
  5217. }
  5218. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  5219. // this.resetTextureCache();
  5220. if (scene) {
  5221. scene._removePendingData(texture);
  5222. }
  5223. texture.onLoadedObservable.notifyObservers(texture);
  5224. texture.onLoadedObservable.clear();
  5225. }
  5226. private _prepareWebGLTexture(texture: InternalTexture, scene: Nullable<Scene>, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean,
  5227. processFunction: (width: number, height: number, continuationCallback: () => void) => boolean, samplingMode: number = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE): void {
  5228. var maxTextureSize = this.getCaps().maxTextureSize;
  5229. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  5230. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  5231. var gl = this._gl;
  5232. if (!gl) {
  5233. return;
  5234. }
  5235. if (!texture._webGLTexture) {
  5236. // this.resetTextureCache();
  5237. if (scene) {
  5238. scene._removePendingData(texture);
  5239. }
  5240. return;
  5241. }
  5242. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  5243. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  5244. texture.baseWidth = width;
  5245. texture.baseHeight = height;
  5246. texture.width = potWidth;
  5247. texture.height = potHeight;
  5248. texture.isReady = true;
  5249. if (processFunction(potWidth, potHeight, () => {
  5250. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  5251. })) {
  5252. // Returning as texture needs extra async steps
  5253. return;
  5254. }
  5255. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  5256. }
  5257. private _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {
  5258. // Create new RGBA data container.
  5259. var rgbaData: any;
  5260. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  5261. rgbaData = new Float32Array(width * height * 4);
  5262. }
  5263. else {
  5264. rgbaData = new Uint32Array(width * height * 4);
  5265. }
  5266. // Convert each pixel.
  5267. for (let x = 0; x < width; x++) {
  5268. for (let y = 0; y < height; y++) {
  5269. let index = (y * width + x) * 3;
  5270. let newIndex = (y * width + x) * 4;
  5271. // Map Old Value to new value.
  5272. rgbaData[newIndex + 0] = rgbData[index + 0];
  5273. rgbaData[newIndex + 1] = rgbData[index + 1];
  5274. rgbaData[newIndex + 2] = rgbData[index + 2];
  5275. // Add fully opaque alpha channel.
  5276. rgbaData[newIndex + 3] = 1;
  5277. }
  5278. }
  5279. return rgbaData;
  5280. }
  5281. /** @hidden */
  5282. public _releaseFramebufferObjects(texture: InternalTexture): void {
  5283. var gl = this._gl;
  5284. if (texture._framebuffer) {
  5285. gl.deleteFramebuffer(texture._framebuffer);
  5286. texture._framebuffer = null;
  5287. }
  5288. if (texture._depthStencilBuffer) {
  5289. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  5290. texture._depthStencilBuffer = null;
  5291. }
  5292. if (texture._MSAAFramebuffer) {
  5293. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  5294. texture._MSAAFramebuffer = null;
  5295. }
  5296. if (texture._MSAARenderBuffer) {
  5297. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  5298. texture._MSAARenderBuffer = null;
  5299. }
  5300. }
  5301. /** @hidden */
  5302. public _releaseTexture(texture: InternalTexture): void {
  5303. var gl = this._gl;
  5304. this._releaseFramebufferObjects(texture);
  5305. gl.deleteTexture(texture._webGLTexture);
  5306. // Unbind channels
  5307. this.unbindAllTextures();
  5308. var index = this._internalTexturesCache.indexOf(texture);
  5309. if (index !== -1) {
  5310. this._internalTexturesCache.splice(index, 1);
  5311. }
  5312. // Integrated fixed lod samplers.
  5313. if (texture._lodTextureHigh) {
  5314. texture._lodTextureHigh.dispose();
  5315. }
  5316. if (texture._lodTextureMid) {
  5317. texture._lodTextureMid.dispose();
  5318. }
  5319. if (texture._lodTextureLow) {
  5320. texture._lodTextureLow.dispose();
  5321. }
  5322. // Set output texture of post process to null if the texture has been released/disposed
  5323. this.scenes.forEach((scene) => {
  5324. scene.postProcesses.forEach((postProcess) => {
  5325. if (postProcess._outputTexture == texture) {
  5326. postProcess._outputTexture = null;
  5327. }
  5328. });
  5329. scene.cameras.forEach((camera) => {
  5330. camera._postProcesses.forEach((postProcess) => {
  5331. if (postProcess) {
  5332. if (postProcess._outputTexture == texture) {
  5333. postProcess._outputTexture = null;
  5334. }
  5335. }
  5336. });
  5337. });
  5338. });
  5339. }
  5340. private setProgram(program: WebGLProgram): void {
  5341. if (this._currentProgram !== program) {
  5342. this._gl.useProgram(program);
  5343. this._currentProgram = program;
  5344. }
  5345. }
  5346. private _boundUniforms: { [key: number]: WebGLUniformLocation } = {};
  5347. /**
  5348. * Binds an effect to the webGL context
  5349. * @param effect defines the effect to bind
  5350. */
  5351. public bindSamplers(effect: Effect): void {
  5352. this.setProgram(effect.getProgram());
  5353. var samplers = effect.getSamplers();
  5354. for (var index = 0; index < samplers.length; index++) {
  5355. var uniform = effect.getUniform(samplers[index]);
  5356. if (uniform) {
  5357. this._boundUniforms[index] = uniform;
  5358. }
  5359. }
  5360. this._currentEffect = null;
  5361. }
  5362. private _moveBoundTextureOnTop(internalTexture: InternalTexture): void {
  5363. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  5364. return;
  5365. }
  5366. // Remove
  5367. this._linkTrackers(internalTexture.previous, internalTexture.next);
  5368. // Bind last to it
  5369. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  5370. // Bind to dummy
  5371. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  5372. }
  5373. private _getCorrectTextureChannel(channel: number, internalTexture: Nullable<InternalTexture>): number {
  5374. if (!internalTexture) {
  5375. return -1;
  5376. }
  5377. internalTexture._initialSlot = channel;
  5378. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  5379. if (channel !== internalTexture._designatedSlot) {
  5380. this._textureCollisions.addCount(1, false);
  5381. }
  5382. } else {
  5383. if (channel !== internalTexture._designatedSlot) {
  5384. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  5385. return internalTexture._designatedSlot;
  5386. } else {
  5387. // No slot for this texture, let's pick a new one (if we find a free slot)
  5388. if (this._nextFreeTextureSlots.length) {
  5389. return this._nextFreeTextureSlots[0];
  5390. }
  5391. // We need to recycle the oldest bound texture, sorry.
  5392. this._textureCollisions.addCount(1, false);
  5393. return this._removeDesignatedSlot(<InternalTexture>this._firstBoundInternalTextureTracker.next);
  5394. }
  5395. }
  5396. }
  5397. return channel;
  5398. }
  5399. private _linkTrackers(previous: Nullable<IInternalTextureTracker>, next: Nullable<IInternalTextureTracker>) {
  5400. previous!.next = next;
  5401. next!.previous = previous;
  5402. }
  5403. private _removeDesignatedSlot(internalTexture: InternalTexture): number {
  5404. let currentSlot = internalTexture._designatedSlot;
  5405. if (currentSlot === -1) {
  5406. return -1;
  5407. }
  5408. internalTexture._designatedSlot = -1;
  5409. if (this.disableTextureBindingOptimization) {
  5410. return -1;
  5411. }
  5412. // Remove from bound list
  5413. this._linkTrackers(internalTexture.previous, internalTexture.next);
  5414. // Free the slot
  5415. this._boundTexturesCache[currentSlot] = null;
  5416. this._nextFreeTextureSlots.push(currentSlot);
  5417. return currentSlot;
  5418. }
  5419. private _activateCurrentTexture() {
  5420. if (this._currentTextureChannel !== this._activeChannel) {
  5421. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  5422. this._currentTextureChannel = this._activeChannel;
  5423. }
  5424. }
  5425. /** @hidden */
  5426. public _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate = false, force = false): boolean {
  5427. var wasPreviouslyBound = false;
  5428. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  5429. this._activeChannel = texture._designatedSlot;
  5430. }
  5431. let currentTextureBound = this._boundTexturesCache[this._activeChannel];
  5432. let isTextureForRendering = texture && texture._initialSlot > -1;
  5433. if (currentTextureBound !== texture || force) {
  5434. if (currentTextureBound) {
  5435. this._removeDesignatedSlot(currentTextureBound);
  5436. }
  5437. this._activateCurrentTexture();
  5438. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  5439. this._boundTexturesCache[this._activeChannel] = texture;
  5440. if (texture) {
  5441. if (!this.disableTextureBindingOptimization) {
  5442. let slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  5443. if (slotIndex > -1) {
  5444. this._nextFreeTextureSlots.splice(slotIndex, 1);
  5445. }
  5446. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  5447. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  5448. }
  5449. texture._designatedSlot = this._activeChannel;
  5450. }
  5451. } else if (forTextureDataUpdate) {
  5452. wasPreviouslyBound = true;
  5453. this._activateCurrentTexture();
  5454. }
  5455. if (isTextureForRendering && !forTextureDataUpdate) {
  5456. this._bindSamplerUniformToChannel(texture!._initialSlot, this._activeChannel);
  5457. }
  5458. return wasPreviouslyBound;
  5459. }
  5460. /** @hidden */
  5461. public _bindTexture(channel: number, texture: Nullable<InternalTexture>): void {
  5462. if (channel < 0) {
  5463. return;
  5464. }
  5465. if (texture) {
  5466. channel = this._getCorrectTextureChannel(channel, texture);
  5467. }
  5468. this._activeChannel = channel;
  5469. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  5470. }
  5471. /**
  5472. * Sets a texture to the webGL context from a postprocess
  5473. * @param channel defines the channel to use
  5474. * @param postProcess defines the source postprocess
  5475. */
  5476. public setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void {
  5477. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  5478. }
  5479. /**
  5480. * Binds the output of the passed in post process to the texture channel specified
  5481. * @param channel The channel the texture should be bound to
  5482. * @param postProcess The post process which's output should be bound
  5483. */
  5484. public setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void {
  5485. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  5486. }
  5487. /**
  5488. * Unbind all textures from the webGL context
  5489. */
  5490. public unbindAllTextures(): void {
  5491. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  5492. this._activeChannel = channel;
  5493. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  5494. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  5495. if (this.webGLVersion > 1) {
  5496. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  5497. }
  5498. }
  5499. }
  5500. /**
  5501. * Sets a texture to the according uniform.
  5502. * @param channel The texture channel
  5503. * @param uniform The uniform to set
  5504. * @param texture The texture to apply
  5505. */
  5506. public setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void {
  5507. if (channel < 0) {
  5508. return;
  5509. }
  5510. if (uniform) {
  5511. this._boundUniforms[channel] = uniform;
  5512. }
  5513. this._setTexture(channel, texture);
  5514. }
  5515. /**
  5516. * Sets a depth stencil texture from a render target to the according uniform.
  5517. * @param channel The texture channel
  5518. * @param uniform The uniform to set
  5519. * @param texture The render target texture containing the depth stencil texture to apply
  5520. */
  5521. public setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void {
  5522. if (channel < 0) {
  5523. return;
  5524. }
  5525. if (uniform) {
  5526. this._boundUniforms[channel] = uniform;
  5527. }
  5528. if (!texture || !texture.depthStencilTexture) {
  5529. this._setTexture(channel, null);
  5530. }
  5531. else {
  5532. this._setTexture(channel, texture, false, true);
  5533. }
  5534. }
  5535. private _bindSamplerUniformToChannel(sourceSlot: number, destination: number) {
  5536. let uniform = this._boundUniforms[sourceSlot];
  5537. if (uniform._currentState === destination) {
  5538. return;
  5539. }
  5540. this._gl.uniform1i(uniform, destination);
  5541. uniform._currentState = destination;
  5542. }
  5543. private _getTextureWrapMode(mode: number): number {
  5544. switch (mode) {
  5545. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  5546. return this._gl.REPEAT;
  5547. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  5548. return this._gl.CLAMP_TO_EDGE;
  5549. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  5550. return this._gl.MIRRORED_REPEAT;
  5551. }
  5552. return this._gl.REPEAT;
  5553. }
  5554. private _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false): boolean {
  5555. // Not ready?
  5556. if (!texture) {
  5557. if (this._boundTexturesCache[channel] != null) {
  5558. this._activeChannel = channel;
  5559. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  5560. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  5561. if (this.webGLVersion > 1) {
  5562. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  5563. }
  5564. }
  5565. return false;
  5566. }
  5567. // Video
  5568. if ((<VideoTexture>texture).video) {
  5569. this._activeChannel = channel;
  5570. (<VideoTexture>texture).update();
  5571. } else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  5572. texture.delayLoad();
  5573. return false;
  5574. }
  5575. let internalTexture: InternalTexture;
  5576. if (depthStencilTexture) {
  5577. internalTexture = (<RenderTargetTexture>texture).depthStencilTexture!;
  5578. }
  5579. else if (texture.isReady()) {
  5580. internalTexture = <InternalTexture>texture.getInternalTexture();
  5581. }
  5582. else if (texture.isCube) {
  5583. internalTexture = this.emptyCubeTexture;
  5584. }
  5585. else if (texture.is3D) {
  5586. internalTexture = this.emptyTexture3D;
  5587. }
  5588. else {
  5589. internalTexture = this.emptyTexture;
  5590. }
  5591. if (!isPartOfTextureArray) {
  5592. channel = this._getCorrectTextureChannel(channel, internalTexture);
  5593. }
  5594. let needToBind = true;
  5595. if (this._boundTexturesCache[channel] === internalTexture) {
  5596. this._moveBoundTextureOnTop(internalTexture);
  5597. if (!isPartOfTextureArray) {
  5598. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  5599. }
  5600. needToBind = false;
  5601. }
  5602. this._activeChannel = channel;
  5603. if (internalTexture && internalTexture.is3D) {
  5604. if (needToBind) {
  5605. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  5606. }
  5607. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  5608. internalTexture._cachedWrapU = texture.wrapU;
  5609. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  5610. }
  5611. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  5612. internalTexture._cachedWrapV = texture.wrapV;
  5613. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  5614. }
  5615. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  5616. internalTexture._cachedWrapR = texture.wrapR;
  5617. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  5618. }
  5619. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  5620. }
  5621. else if (internalTexture && internalTexture.isCube) {
  5622. if (needToBind) {
  5623. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  5624. }
  5625. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  5626. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  5627. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  5628. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  5629. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  5630. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  5631. }
  5632. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  5633. } else {
  5634. if (needToBind) {
  5635. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  5636. }
  5637. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  5638. internalTexture._cachedWrapU = texture.wrapU;
  5639. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  5640. }
  5641. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  5642. internalTexture._cachedWrapV = texture.wrapV;
  5643. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  5644. }
  5645. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  5646. }
  5647. return true;
  5648. }
  5649. /**
  5650. * Sets an array of texture to the webGL context
  5651. * @param channel defines the channel where the texture array must be set
  5652. * @param uniform defines the associated uniform location
  5653. * @param textures defines the array of textures to bind
  5654. */
  5655. public setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void {
  5656. if (channel < 0 || !uniform) {
  5657. return;
  5658. }
  5659. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  5660. this._textureUnits = new Int32Array(textures.length);
  5661. }
  5662. for (let i = 0; i < textures.length; i++) {
  5663. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  5664. }
  5665. this._gl.uniform1iv(uniform, this._textureUnits);
  5666. for (var index = 0; index < textures.length; index++) {
  5667. this._setTexture(this._textureUnits[index], textures[index], true);
  5668. }
  5669. }
  5670. /** @hidden */
  5671. public _setAnisotropicLevel(target: number, texture: BaseTexture) {
  5672. var internalTexture = texture.getInternalTexture();
  5673. if (!internalTexture) {
  5674. return;
  5675. }
  5676. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  5677. var value = texture.anisotropicFilteringLevel;
  5678. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  5679. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  5680. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  5681. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  5682. }
  5683. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  5684. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  5685. internalTexture._cachedAnisotropicFilteringLevel = value;
  5686. }
  5687. }
  5688. private _setTextureParameterFloat(target: number, parameter: number, value: number, texture: InternalTexture): void {
  5689. this._bindTextureDirectly(target, texture, true, true);
  5690. this._gl.texParameterf(target, parameter, value);
  5691. }
  5692. private _setTextureParameterInteger(target: number, parameter: number, value: number, texture?: InternalTexture) {
  5693. if (texture) {
  5694. this._bindTextureDirectly(target, texture, true, true);
  5695. }
  5696. this._gl.texParameteri(target, parameter, value);
  5697. }
  5698. /**
  5699. * Reads pixels from the current frame buffer. Please note that this function can be slow
  5700. * @param x defines the x coordinate of the rectangle where pixels must be read
  5701. * @param y defines the y coordinate of the rectangle where pixels must be read
  5702. * @param width defines the width of the rectangle where pixels must be read
  5703. * @param height defines the height of the rectangle where pixels must be read
  5704. * @returns a Uint8Array containing RGBA colors
  5705. */
  5706. public readPixels(x: number, y: number, width: number, height: number): Uint8Array {
  5707. var data = new Uint8Array(height * width * 4);
  5708. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  5709. return data;
  5710. }
  5711. /**
  5712. * Add an externaly attached data from its key.
  5713. * This method call will fail and return false, if such key already exists.
  5714. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  5715. * @param key the unique key that identifies the data
  5716. * @param data the data object to associate to the key for this Engine instance
  5717. * @return true if no such key were already present and the data was added successfully, false otherwise
  5718. */
  5719. public addExternalData<T>(key: string, data: T): boolean {
  5720. if (!this._externalData) {
  5721. this._externalData = new StringDictionary<Object>();
  5722. }
  5723. return this._externalData.add(key, data);
  5724. }
  5725. /**
  5726. * Get an externaly attached data from its key
  5727. * @param key the unique key that identifies the data
  5728. * @return the associated data, if present (can be null), or undefined if not present
  5729. */
  5730. public getExternalData<T>(key: string): T {
  5731. if (!this._externalData) {
  5732. this._externalData = new StringDictionary<Object>();
  5733. }
  5734. return <T>this._externalData.get(key);
  5735. }
  5736. /**
  5737. * Get an externaly attached data from its key, create it using a factory if it's not already present
  5738. * @param key the unique key that identifies the data
  5739. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  5740. * @return the associated data, can be null if the factory returned null.
  5741. */
  5742. public getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T {
  5743. if (!this._externalData) {
  5744. this._externalData = new StringDictionary<Object>();
  5745. }
  5746. return <T>this._externalData.getOrAddWithFactory(key, factory);
  5747. }
  5748. /**
  5749. * Remove an externaly attached data from the Engine instance
  5750. * @param key the unique key that identifies the data
  5751. * @return true if the data was successfully removed, false if it doesn't exist
  5752. */
  5753. public removeExternalData(key: string): boolean {
  5754. if (!this._externalData) {
  5755. this._externalData = new StringDictionary<Object>();
  5756. }
  5757. return this._externalData.remove(key);
  5758. }
  5759. /**
  5760. * Unbind all vertex attributes from the webGL context
  5761. */
  5762. public unbindAllAttributes() {
  5763. if (this._mustWipeVertexAttributes) {
  5764. this._mustWipeVertexAttributes = false;
  5765. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  5766. this._gl.disableVertexAttribArray(i);
  5767. this._vertexAttribArraysEnabled[i] = false;
  5768. this._currentBufferPointers[i].active = false;
  5769. }
  5770. return;
  5771. }
  5772. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  5773. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  5774. continue;
  5775. }
  5776. this._gl.disableVertexAttribArray(i);
  5777. this._vertexAttribArraysEnabled[i] = false;
  5778. this._currentBufferPointers[i].active = false;
  5779. }
  5780. }
  5781. /**
  5782. * 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
  5783. */
  5784. public releaseEffects() {
  5785. for (var name in this._compiledEffects) {
  5786. this._deleteProgram(this._compiledEffects[name]._program);
  5787. }
  5788. this._compiledEffects = {};
  5789. }
  5790. /**
  5791. * Dispose and release all associated resources
  5792. */
  5793. public dispose(): void {
  5794. this.hideLoadingUI();
  5795. this.stopRenderLoop();
  5796. this.onNewSceneAddedObservable.clear();
  5797. // Release postProcesses
  5798. while (this.postProcesses.length) {
  5799. this.postProcesses[0].dispose();
  5800. }
  5801. // Empty texture
  5802. if (this._emptyTexture) {
  5803. this._releaseTexture(this._emptyTexture);
  5804. this._emptyTexture = null;
  5805. }
  5806. if (this._emptyCubeTexture) {
  5807. this._releaseTexture(this._emptyCubeTexture);
  5808. this._emptyCubeTexture = null;
  5809. }
  5810. // Rescale PP
  5811. if (this._rescalePostProcess) {
  5812. this._rescalePostProcess.dispose();
  5813. }
  5814. // Release scenes
  5815. while (this.scenes.length) {
  5816. this.scenes[0].dispose();
  5817. }
  5818. // Release audio engine
  5819. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  5820. Engine.audioEngine.dispose();
  5821. }
  5822. // Release effects
  5823. this.releaseEffects();
  5824. // Unbind
  5825. this.unbindAllAttributes();
  5826. this._boundUniforms = [];
  5827. if (this._dummyFramebuffer) {
  5828. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  5829. }
  5830. //WebVR
  5831. this.disableVR();
  5832. // Events
  5833. if (DomManagement.IsWindowObjectExist()) {
  5834. window.removeEventListener("blur", this._onBlur);
  5835. window.removeEventListener("focus", this._onFocus);
  5836. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  5837. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  5838. if (this._renderingCanvas) {
  5839. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  5840. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  5841. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  5842. if (!this._doNotHandleContextLost) {
  5843. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  5844. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  5845. }
  5846. }
  5847. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  5848. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  5849. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  5850. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  5851. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  5852. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  5853. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  5854. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  5855. if (this._onVrDisplayConnect) {
  5856. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  5857. if (this._onVrDisplayDisconnect) {
  5858. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  5859. }
  5860. if (this._onVrDisplayPresentChange) {
  5861. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  5862. }
  5863. this._onVrDisplayConnect = null;
  5864. this._onVrDisplayDisconnect = null;
  5865. }
  5866. }
  5867. // Remove from Instances
  5868. var index = Engine.Instances.indexOf(this);
  5869. if (index >= 0) {
  5870. Engine.Instances.splice(index, 1);
  5871. }
  5872. this._workingCanvas = null;
  5873. this._workingContext = null;
  5874. this._currentBufferPointers = [];
  5875. this._renderingCanvas = null;
  5876. this._currentProgram = null;
  5877. this._bindedRenderFunction = null;
  5878. this.onResizeObservable.clear();
  5879. this.onCanvasBlurObservable.clear();
  5880. this.onCanvasFocusObservable.clear();
  5881. this.onCanvasPointerOutObservable.clear();
  5882. this.onBeginFrameObservable.clear();
  5883. this.onEndFrameObservable.clear();
  5884. Effect.ResetCache();
  5885. // Abort active requests
  5886. for (let request of this._activeRequests) {
  5887. request.abort();
  5888. }
  5889. }
  5890. // Loading screen
  5891. /**
  5892. * Display the loading screen
  5893. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  5894. */
  5895. public displayLoadingUI(): void {
  5896. if (!DomManagement.IsWindowObjectExist()) {
  5897. return;
  5898. }
  5899. const loadingScreen = this.loadingScreen;
  5900. if (loadingScreen) {
  5901. loadingScreen.displayLoadingUI();
  5902. }
  5903. }
  5904. /**
  5905. * Hide the loading screen
  5906. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  5907. */
  5908. public hideLoadingUI(): void {
  5909. if (!DomManagement.IsWindowObjectExist()) {
  5910. return;
  5911. }
  5912. const loadingScreen = this.loadingScreen;
  5913. if (loadingScreen) {
  5914. loadingScreen.hideLoadingUI();
  5915. }
  5916. }
  5917. /**
  5918. * Gets the current loading screen object
  5919. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  5920. */
  5921. public get loadingScreen(): ILoadingScreen {
  5922. if (!this._loadingScreen && this._renderingCanvas) {
  5923. this._loadingScreen = Engine.DefaultLoadingScreenFactory(this._renderingCanvas);
  5924. }
  5925. return this._loadingScreen;
  5926. }
  5927. /**
  5928. * Sets the current loading screen object
  5929. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  5930. */
  5931. public set loadingScreen(loadingScreen: ILoadingScreen) {
  5932. this._loadingScreen = loadingScreen;
  5933. }
  5934. /**
  5935. * Sets the current loading screen text
  5936. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  5937. */
  5938. public set loadingUIText(text: string) {
  5939. this.loadingScreen.loadingUIText = text;
  5940. }
  5941. /**
  5942. * Sets the current loading screen background color
  5943. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  5944. */
  5945. public set loadingUIBackgroundColor(color: string) {
  5946. this.loadingScreen.loadingUIBackgroundColor = color;
  5947. }
  5948. /**
  5949. * Attach a new callback raised when context lost event is fired
  5950. * @param callback defines the callback to call
  5951. */
  5952. public attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void {
  5953. if (this._renderingCanvas) {
  5954. this._renderingCanvas.addEventListener("webglcontextlost", <any>callback, false);
  5955. }
  5956. }
  5957. /**
  5958. * Attach a new callback raised when context restored event is fired
  5959. * @param callback defines the callback to call
  5960. */
  5961. public attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void {
  5962. if (this._renderingCanvas) {
  5963. this._renderingCanvas.addEventListener("webglcontextrestored", <any>callback, false);
  5964. }
  5965. }
  5966. /**
  5967. * Gets the source code of the vertex shader associated with a specific webGL program
  5968. * @param program defines the program to use
  5969. * @returns a string containing the source code of the vertex shader associated with the program
  5970. */
  5971. public getVertexShaderSource(program: WebGLProgram): Nullable<string> {
  5972. var shaders = this._gl.getAttachedShaders(program);
  5973. if (!shaders) {
  5974. return null;
  5975. }
  5976. return this._gl.getShaderSource(shaders[0]);
  5977. }
  5978. /**
  5979. * Gets the source code of the fragment shader associated with a specific webGL program
  5980. * @param program defines the program to use
  5981. * @returns a string containing the source code of the fragment shader associated with the program
  5982. */
  5983. public getFragmentShaderSource(program: WebGLProgram): Nullable<string> {
  5984. var shaders = this._gl.getAttachedShaders(program);
  5985. if (!shaders) {
  5986. return null;
  5987. }
  5988. return this._gl.getShaderSource(shaders[1]);
  5989. }
  5990. /**
  5991. * Get the current error code of the webGL context
  5992. * @returns the error code
  5993. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  5994. */
  5995. public getError(): number {
  5996. return this._gl.getError();
  5997. }
  5998. // FPS
  5999. /**
  6000. * Gets the current framerate
  6001. * @returns a number representing the framerate
  6002. */
  6003. public getFps(): number {
  6004. return this._fps;
  6005. }
  6006. /**
  6007. * Gets the time spent between current and previous frame
  6008. * @returns a number representing the delta time in ms
  6009. */
  6010. public getDeltaTime(): number {
  6011. return this._deltaTime;
  6012. }
  6013. private _measureFps(): void {
  6014. this._performanceMonitor.sampleFrame();
  6015. this._fps = this._performanceMonitor.averageFPS;
  6016. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  6017. }
  6018. /** @hidden */
  6019. public _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex = -1, level = 0, buffer: Nullable<ArrayBufferView> = null): ArrayBufferView {
  6020. let gl = this._gl;
  6021. if (!this._dummyFramebuffer) {
  6022. let dummy = gl.createFramebuffer();
  6023. if (!dummy) {
  6024. throw new Error("Unable to create dummy framebuffer");
  6025. }
  6026. this._dummyFramebuffer = dummy;
  6027. }
  6028. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  6029. if (faceIndex > -1) {
  6030. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  6031. } else {
  6032. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  6033. }
  6034. let readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  6035. switch (readType) {
  6036. case gl.UNSIGNED_BYTE:
  6037. if (!buffer) {
  6038. buffer = new Uint8Array(4 * width * height);
  6039. }
  6040. readType = gl.UNSIGNED_BYTE;
  6041. break;
  6042. default:
  6043. if (!buffer) {
  6044. buffer = new Float32Array(4 * width * height);
  6045. }
  6046. readType = gl.FLOAT;
  6047. break;
  6048. }
  6049. gl.readPixels(0, 0, width, height, gl.RGBA, readType, <DataView>buffer);
  6050. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  6051. return buffer;
  6052. }
  6053. private _canRenderToFloatFramebuffer(): boolean {
  6054. if (this._webGLVersion > 1) {
  6055. return this._caps.colorBufferFloat;
  6056. }
  6057. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  6058. }
  6059. private _canRenderToHalfFloatFramebuffer(): boolean {
  6060. if (this._webGLVersion > 1) {
  6061. return this._caps.colorBufferFloat;
  6062. }
  6063. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  6064. }
  6065. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  6066. private _canRenderToFramebuffer(type: number): boolean {
  6067. let gl = this._gl;
  6068. //clear existing errors
  6069. while (gl.getError() !== gl.NO_ERROR) { }
  6070. let successful = true;
  6071. let texture = gl.createTexture();
  6072. gl.bindTexture(gl.TEXTURE_2D, texture);
  6073. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  6074. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  6075. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  6076. let fb = gl.createFramebuffer();
  6077. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  6078. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  6079. let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  6080. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  6081. successful = successful && (gl.getError() === gl.NO_ERROR);
  6082. //try render by clearing frame buffer's color buffer
  6083. if (successful) {
  6084. gl.clear(gl.COLOR_BUFFER_BIT);
  6085. successful = successful && (gl.getError() === gl.NO_ERROR);
  6086. }
  6087. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  6088. if (successful) {
  6089. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  6090. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  6091. let readFormat = gl.RGBA;
  6092. let readType = gl.UNSIGNED_BYTE;
  6093. let buffer = new Uint8Array(4);
  6094. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  6095. successful = successful && (gl.getError() === gl.NO_ERROR);
  6096. }
  6097. //clean up
  6098. gl.deleteTexture(texture);
  6099. gl.deleteFramebuffer(fb);
  6100. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  6101. //clear accumulated errors
  6102. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  6103. return successful;
  6104. }
  6105. /** @hidden */
  6106. public _getWebGLTextureType(type: number): number {
  6107. if (this._webGLVersion === 1) {
  6108. switch (type) {
  6109. case Engine.TEXTURETYPE_FLOAT:
  6110. return this._gl.FLOAT;
  6111. case Engine.TEXTURETYPE_HALF_FLOAT:
  6112. return this._gl.HALF_FLOAT_OES;
  6113. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  6114. return this._gl.UNSIGNED_BYTE;
  6115. }
  6116. return this._gl.UNSIGNED_BYTE;
  6117. }
  6118. switch (type) {
  6119. case Engine.TEXTURETYPE_BYTE:
  6120. return this._gl.BYTE;
  6121. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  6122. return this._gl.UNSIGNED_BYTE;
  6123. case Engine.TEXTURETYPE_SHORT:
  6124. return this._gl.SHORT;
  6125. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  6126. return this._gl.UNSIGNED_SHORT;
  6127. case Engine.TEXTURETYPE_INT:
  6128. return this._gl.INT;
  6129. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  6130. return this._gl.UNSIGNED_INT;
  6131. case Engine.TEXTURETYPE_FLOAT:
  6132. return this._gl.FLOAT;
  6133. case Engine.TEXTURETYPE_HALF_FLOAT:
  6134. return this._gl.HALF_FLOAT;
  6135. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  6136. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  6137. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  6138. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  6139. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  6140. return this._gl.UNSIGNED_SHORT_5_6_5;
  6141. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  6142. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  6143. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  6144. return this._gl.UNSIGNED_INT_24_8;
  6145. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  6146. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  6147. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  6148. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  6149. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  6150. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  6151. }
  6152. return this._gl.UNSIGNED_BYTE;
  6153. }
  6154. private _getInternalFormat(format: number): number {
  6155. var internalFormat = this._gl.RGBA;
  6156. switch (format) {
  6157. case Engine.TEXTUREFORMAT_ALPHA:
  6158. internalFormat = this._gl.ALPHA;
  6159. break;
  6160. case Engine.TEXTUREFORMAT_LUMINANCE:
  6161. internalFormat = this._gl.LUMINANCE;
  6162. break;
  6163. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  6164. internalFormat = this._gl.LUMINANCE_ALPHA;
  6165. break;
  6166. case Engine.TEXTUREFORMAT_RED:
  6167. internalFormat = this._gl.RED;
  6168. break;
  6169. case Engine.TEXTUREFORMAT_RG:
  6170. internalFormat = this._gl.RG;
  6171. break;
  6172. case Engine.TEXTUREFORMAT_RGB:
  6173. internalFormat = this._gl.RGB;
  6174. break;
  6175. case Engine.TEXTUREFORMAT_RGBA:
  6176. internalFormat = this._gl.RGBA;
  6177. break;
  6178. }
  6179. if (this._webGLVersion > 1) {
  6180. switch (format) {
  6181. case Engine.TEXTUREFORMAT_RED_INTEGER:
  6182. internalFormat = this._gl.RED_INTEGER;
  6183. break;
  6184. case Engine.TEXTUREFORMAT_RG_INTEGER:
  6185. internalFormat = this._gl.RG_INTEGER;
  6186. break;
  6187. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  6188. internalFormat = this._gl.RGB_INTEGER;
  6189. break;
  6190. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  6191. internalFormat = this._gl.RGBA_INTEGER;
  6192. break;
  6193. }
  6194. }
  6195. return internalFormat;
  6196. }
  6197. /** @hidden */
  6198. public _getRGBABufferInternalSizedFormat(type: number, format?: number): number {
  6199. if (this._webGLVersion === 1) {
  6200. if (format !== undefined) {
  6201. switch (format) {
  6202. case Engine.TEXTUREFORMAT_ALPHA:
  6203. return this._gl.ALPHA;
  6204. case Engine.TEXTUREFORMAT_LUMINANCE:
  6205. return this._gl.LUMINANCE;
  6206. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  6207. return this._gl.LUMINANCE_ALPHA;
  6208. }
  6209. }
  6210. return this._gl.RGBA;
  6211. }
  6212. switch (type) {
  6213. case Engine.TEXTURETYPE_BYTE:
  6214. switch (format) {
  6215. case Engine.TEXTUREFORMAT_RED:
  6216. return this._gl.R8_SNORM;
  6217. case Engine.TEXTUREFORMAT_RG:
  6218. return this._gl.RG8_SNORM;
  6219. case Engine.TEXTUREFORMAT_RGB:
  6220. return this._gl.RGB8_SNORM;
  6221. case Engine.TEXTUREFORMAT_RED_INTEGER:
  6222. return this._gl.R8I;
  6223. case Engine.TEXTUREFORMAT_RG_INTEGER:
  6224. return this._gl.RG8I;
  6225. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  6226. return this._gl.RGB8I;
  6227. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  6228. return this._gl.RGBA8I;
  6229. default:
  6230. return this._gl.RGBA8_SNORM;
  6231. }
  6232. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  6233. switch (format) {
  6234. case Engine.TEXTUREFORMAT_RED:
  6235. return this._gl.R8;
  6236. case Engine.TEXTUREFORMAT_RG:
  6237. return this._gl.RG8;
  6238. case Engine.TEXTUREFORMAT_RGB:
  6239. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  6240. case Engine.TEXTUREFORMAT_RGBA:
  6241. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  6242. case Engine.TEXTUREFORMAT_RED_INTEGER:
  6243. return this._gl.R8UI;
  6244. case Engine.TEXTUREFORMAT_RG_INTEGER:
  6245. return this._gl.RG8UI;
  6246. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  6247. return this._gl.RGB8UI;
  6248. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  6249. return this._gl.RGBA8UI;
  6250. default:
  6251. return this._gl.RGBA8;
  6252. }
  6253. case Engine.TEXTURETYPE_SHORT:
  6254. switch (format) {
  6255. case Engine.TEXTUREFORMAT_RED_INTEGER:
  6256. return this._gl.R16I;
  6257. case Engine.TEXTUREFORMAT_RG_INTEGER:
  6258. return this._gl.RG16I;
  6259. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  6260. return this._gl.RGB16I;
  6261. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  6262. return this._gl.RGBA16I;
  6263. default:
  6264. return this._gl.RGBA16I;
  6265. }
  6266. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  6267. switch (format) {
  6268. case Engine.TEXTUREFORMAT_RED_INTEGER:
  6269. return this._gl.R16UI;
  6270. case Engine.TEXTUREFORMAT_RG_INTEGER:
  6271. return this._gl.RG16UI;
  6272. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  6273. return this._gl.RGB16UI;
  6274. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  6275. return this._gl.RGBA16UI;
  6276. default:
  6277. return this._gl.RGBA16UI;
  6278. }
  6279. case Engine.TEXTURETYPE_INT:
  6280. switch (format) {
  6281. case Engine.TEXTUREFORMAT_RED_INTEGER:
  6282. return this._gl.R32I;
  6283. case Engine.TEXTUREFORMAT_RG_INTEGER:
  6284. return this._gl.RG32I;
  6285. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  6286. return this._gl.RGB32I;
  6287. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  6288. return this._gl.RGBA32I;
  6289. default:
  6290. return this._gl.RGBA32I;
  6291. }
  6292. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  6293. switch (format) {
  6294. case Engine.TEXTUREFORMAT_RED_INTEGER:
  6295. return this._gl.R32UI;
  6296. case Engine.TEXTUREFORMAT_RG_INTEGER:
  6297. return this._gl.RG32UI;
  6298. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  6299. return this._gl.RGB32UI;
  6300. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  6301. return this._gl.RGBA32UI;
  6302. default:
  6303. return this._gl.RGBA32UI;
  6304. }
  6305. case Engine.TEXTURETYPE_FLOAT:
  6306. switch (format) {
  6307. case Engine.TEXTUREFORMAT_RED:
  6308. return this._gl.R32F; // By default. Other possibility is R16F.
  6309. case Engine.TEXTUREFORMAT_RG:
  6310. return this._gl.RG32F; // By default. Other possibility is RG16F.
  6311. case Engine.TEXTUREFORMAT_RGB:
  6312. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  6313. case Engine.TEXTUREFORMAT_RGBA:
  6314. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  6315. default:
  6316. return this._gl.RGBA32F;
  6317. }
  6318. case Engine.TEXTURETYPE_HALF_FLOAT:
  6319. switch (format) {
  6320. case Engine.TEXTUREFORMAT_RED:
  6321. return this._gl.R16F;
  6322. case Engine.TEXTUREFORMAT_RG:
  6323. return this._gl.RG16F;
  6324. case Engine.TEXTUREFORMAT_RGB:
  6325. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  6326. case Engine.TEXTUREFORMAT_RGBA:
  6327. return this._gl.RGBA16F;
  6328. default:
  6329. return this._gl.RGBA16F;
  6330. }
  6331. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  6332. return this._gl.RGB565;
  6333. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  6334. return this._gl.R11F_G11F_B10F;
  6335. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  6336. return this._gl.RGB9_E5;
  6337. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  6338. return this._gl.RGBA4;
  6339. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  6340. return this._gl.RGB5_A1;
  6341. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  6342. switch (format) {
  6343. case Engine.TEXTUREFORMAT_RGBA:
  6344. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  6345. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  6346. return this._gl.RGB10_A2UI;
  6347. default:
  6348. return this._gl.RGB10_A2;
  6349. }
  6350. }
  6351. return this._gl.RGBA8;
  6352. }
  6353. /** @hidden */
  6354. public _getRGBAMultiSampleBufferFormat(type: number): number {
  6355. if (type === Engine.TEXTURETYPE_FLOAT) {
  6356. return this._gl.RGBA32F;
  6357. }
  6358. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  6359. return this._gl.RGBA16F;
  6360. }
  6361. return this._gl.RGBA8;
  6362. }
  6363. /** @hidden */
  6364. 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 {
  6365. let request = Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  6366. this._activeRequests.push(request);
  6367. request.onCompleteObservable.add((request) => {
  6368. this._activeRequests.splice(this._activeRequests.indexOf(request), 1);
  6369. });
  6370. return request;
  6371. }
  6372. /** @hidden */
  6373. public _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer> {
  6374. return new Promise((resolve, reject) => {
  6375. this._loadFile(url, (data) => {
  6376. resolve(data);
  6377. }, undefined, offlineProvider, useArrayBuffer, (request, exception) => {
  6378. reject(exception);
  6379. });
  6380. });
  6381. }
  6382. private _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void> = null): void {
  6383. var onload = (data: string | ArrayBuffer) => {
  6384. loadedFiles[index] = data;
  6385. (<any>loadedFiles)._internalCount++;
  6386. if ((<any>loadedFiles)._internalCount === 6) {
  6387. onfinish(loadedFiles);
  6388. }
  6389. };
  6390. const onerror = (request?: WebRequest, exception?: any) => {
  6391. if (onErrorCallBack && request) {
  6392. onErrorCallBack(request.status + " " + request.statusText, exception);
  6393. }
  6394. };
  6395. this._loadFile(url, onload, undefined, undefined, true, onerror);
  6396. }
  6397. private _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void> = null): void {
  6398. var loadedFiles: (string | ArrayBuffer)[] = [];
  6399. (<any>loadedFiles)._internalCount = 0;
  6400. for (let index = 0; index < 6; index++) {
  6401. this._partialLoadFile(files[index], index, loadedFiles, onfinish, onError);
  6402. }
  6403. }
  6404. // Statics
  6405. /**
  6406. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  6407. * @returns true if the engine can be created
  6408. * @ignorenaming
  6409. */
  6410. public static isSupported(): boolean {
  6411. try {
  6412. var tempcanvas = document.createElement("canvas");
  6413. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  6414. return gl != null && !!window.WebGLRenderingContext;
  6415. } catch (e) {
  6416. return false;
  6417. }
  6418. }
  6419. }