babylon.engine.ts 71 KB

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