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- module BABYLON {
- /** @hidden */
- export interface INativeEngineInterop {
- requestAnimationFrame(callback: () => void): void;
- createIndexBuffer(indices: ArrayBuffer, is32Bits: boolean): WebGLBuffer;
- bindIndexBuffer(buffer: WebGLBuffer) : void;
-
- createVertexBuffer(vertices: Float32Array): WebGLBuffer;
- bindVertexBuffer(buffer: WebGLBuffer, indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void;
- createProgram(vertexShader: string, fragmentShader: string): WebGLProgram;
- getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
- setProgram(program: WebGLProgram): void;
- setState(culling: boolean, zOffset: number, reverseSide: boolean): void;
- setMatrix(uniform: WebGLUniformLocation, matrix: Float32Array): void;
- setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
- setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
- setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
- setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
- setFloatArray(uniform: WebGLUniformLocation, array: Float32Array | number[]): void;
- setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array | number[]): void;
- setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array | number[]): void;
- setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array | number[]): void;
- setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
- setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
- setFloat(uniform: WebGLUniformLocation, value: number): void;
- setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
- setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
- setBool(uniform: WebGLUniformLocation, bool: number): void;
- setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
- drawIndexed(fillMode: number, indexStart: number, indexCount: number): void;
- draw(fillMode: number, vertexStart: number, vertexCount: number): void;
- clear(r: number, g: number, b: number, a: number, backBuffer: boolean, depth: boolean, stencil: boolean): void;
- }
- /** @hidden */
- declare var nativeEngineInterop: INativeEngineInterop;
- /** @hidden */
- export class NativeEngineWrapperOptions {
- public renderWidth = 1024;
- public renderHeight = 768;
- public textureSize = 512;
- public deterministicLockstep = false;
- public lockstepMaxSteps = 4;
- }
- /** @hidden */
- export class NativeEngineWrapper extends Engine {
- private _options: NativeEngineWrapperOptions;
- public isDeterministicLockStep(): boolean {
- return this._options.deterministicLockstep;
- }
- public getLockstepMaxSteps(): number {
- return this._options.lockstepMaxSteps;
- }
- public getHardwareScalingLevel(): number {
- return 1.0;
- }
- // INativeEngineInterop
- //
- public constructor(private readonly _interop: INativeEngineInterop = nativeEngineInterop, options: NativeEngineWrapperOptions = new NativeEngineWrapperOptions()) {
- super(null);
- if (options.deterministicLockstep === undefined) {
- options.deterministicLockstep = false;
- }
- if (options.lockstepMaxSteps === undefined) {
- options.lockstepMaxSteps = 4;
- }
- this._options = options;
- // Init caps
- // We consider we are on a webgl1 capable device
- this._caps = new EngineCapabilities();
- this._caps.maxTexturesImageUnits = 16;
- this._caps.maxVertexTextureImageUnits = 16;
- this._caps.maxTextureSize = 512;
- this._caps.maxCubemapTextureSize = 512;
- this._caps.maxRenderTextureSize = 512;
- this._caps.maxVertexAttribs = 16;
- this._caps.maxVaryingVectors = 16;
- this._caps.maxFragmentUniformVectors = 16;
- this._caps.maxVertexUniformVectors = 16;
- // Extensions
- this._caps.standardDerivatives = false;
- this._caps.astc = null;
- this._caps.s3tc = null;
- this._caps.pvrtc = null;
- this._caps.etc1 = null;
- this._caps.etc2 = null;
- this._caps.textureAnisotropicFilterExtension = null;
- this._caps.maxAnisotropy = 0;
- this._caps.uintIndices = false;
- this._caps.fragmentDepthSupported = false;
- this._caps.highPrecisionShaderSupported = true;
- this._caps.colorBufferFloat = false;
- this._caps.textureFloat = false;
- this._caps.textureFloatLinearFiltering = false;
- this._caps.textureFloatRender = false;
- this._caps.textureHalfFloat = false;
- this._caps.textureHalfFloatLinearFiltering = false;
- this._caps.textureHalfFloatRender = false;
- this._caps.textureLOD = false;
- this._caps.drawBuffersExtension = false;
- this._caps.depthTextureExtension = false;
- this._caps.vertexArrayObject = false;
- this._caps.instancedArrays = false;
- Tools.Log("Babylon.js null engine (v" + Engine.Version + ") launched");
- // Wrappers
- if (typeof URL === "undefined") {
- (<any>URL) = {
- createObjectURL: function () { },
- revokeObjectURL: function () { }
- }
- }
- if (typeof Blob === "undefined") {
- (<any>Blob) = function () { };
- }
- }
- /**
- * Can be used to override the current requestAnimationFrame requester.
- * @hidden
- */
- protected _queueNewFrame(bindedRenderFunction: any, requester: any): number {
- this._interop.requestAnimationFrame(bindedRenderFunction);
- return 0;
- }
- public clear(color: Color4, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {
- this._interop.clear(color.r, color.g, color.b, color.a, backBuffer, depth, stencil);
- }
- public createIndexBuffer(indices: IndicesArray): WebGLBuffer {
- var arrayBuffer: ArrayBuffer;
- var is32Bits;
- if (indices instanceof Uint16Array) {
- arrayBuffer = indices.buffer;
- is32Bits = false;
- } else if (indices instanceof Uint32Array) {
- arrayBuffer = indices.buffer;
- is32Bits = true;
- } else {
- arrayBuffer = new Uint32Array(indices).buffer;
- is32Bits = true;
- }
- const buffer = this._interop.createIndexBuffer(arrayBuffer, is32Bits);
- buffer.capacity = indices.length;
- buffer.references = 1;
- buffer.is32Bits = is32Bits;
- return buffer;
- }
- public createVertexBuffer(data: DataArray): WebGLBuffer {
- var floatArray: Float32Array;
- if (data instanceof Array ||
- data instanceof ArrayBuffer) {
- floatArray = new Float32Array(data);
- } else {
- floatArray = new Float32Array((<ArrayBufferView>data).buffer);
- }
- const buffer = this._interop.createVertexBuffer(floatArray);
- buffer.capacity = floatArray.length;
- buffer.references = 1;
- buffer.is32Bits = true;
- return buffer;
- }
- // BUFFERS.
- public bindBuffers(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: WebGLBuffer, effect: Effect): void {
- // Index
- if (indexBuffer) {
- this._interop.bindIndexBuffer(indexBuffer);
- }
- // Vertex
- var attributes = effect.getAttributesNames();
- for (var index = 0; index < attributes.length; index++) {
- var order = effect.getAttributeLocation(index);
- if (order >= 0) {
- var vertexBuffer = vertexBuffers[attributes[index]];
- if (!vertexBuffer) {
- continue;
- }
- var buffer = vertexBuffer.getBuffer();
- if (buffer) {
- this._interop.bindVertexBuffer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
- }
- }
- }
- }
-
- public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[] {
- var results = [];
- for (var index = 0; index < attributesNames.length; index++) {
- switch(attributesNames[index]) {
- case VertexBuffer.PositionKind:
- results.push(0);
- break;
- case VertexBuffer.NormalKind:
- results.push(1);
- break;
- // case VertexBuffer.ColorKind:
- // results.push(2);
- // break;
- default:
- results.push(-1);
- }
- }
- return results;
- }
- /**
- * Draw a list of indexed primitives
- * @param fillMode defines the primitive to use
- * @param indexStart defines the starting index
- * @param indexCount defines the number of index to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {
- // Apply states
- // this.applyStates();
- this._drawCalls.addCount(1, false);
- // Render
- //var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
-
- //var mult = this._uintIndicesCurrentlySet ? 4 : 2;
- // if (instancesCount) {
- // this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
- // } else {
- this._interop.drawIndexed(fillMode, indexStart, indexCount);
- // }
- }
- /**
- * Draw a list of unindexed primitives
- * @param fillMode defines the primitive to use
- * @param verticesStart defines the index of first vertex to draw
- * @param verticesCount defines the count of vertices to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {
- // Apply states
- // this.applyStates();
- this._drawCalls.addCount(1, false);
- // if (instancesCount) {
- // this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
- // } else {
- this._interop.draw(fillMode, verticesStart, verticesCount);
- // }
- }
- /**
- * Directly creates a webGL program
- * @param vertexCode defines the vertex shader code to use
- * @param fragmentCode defines the fragment shader code to use
- * @param context defines the webGL context to use (if not set, the current one will be used)
- * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
- * @returns the new webGL program
- */
- public createRawShaderProgram(vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
- return this._interop.createProgram(vertexCode, fragmentCode);
- }
- /**
- * Creates a webGL program
- * @param vertexCode defines the vertex shader code to use
- * @param fragmentCode defines the fragment shader code to use
- * @param defines defines the string containing the defines to use to compile the shaders
- * @param context defines the webGL context to use (if not set, the current one will be used)
- * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
- * @returns the new webGL program
- */
- public createShaderProgram(vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
- this.onBeforeShaderCompilationObservable.notifyObservers(this);
- var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
- var vertexCodeConcat = Engine._concatenateShader(vertexCode, defines, shaderVersion);
- var fragmentCodeConcat = Engine._concatenateShader(fragmentCode, defines, shaderVersion);
- var program = this.createRawShaderProgram(vertexCodeConcat, fragmentCodeConcat);
- program.transformFeedback = null;
- program.__SPECTOR_rebuildProgram = null;
- this.onAfterShaderCompilationObservable.notifyObservers(this);
- return program;
- }
- /**
- * Binds an effect to the webGL context
- * @param effect defines the effect to bind
- */
- public bindSamplers(effect: Effect): void {
- var program = effect.getProgram();
- if (this._currentProgram !== program) {
- this._interop.setProgram(effect.getProgram());
- this._currentProgram = program;
- }
- // var samplers = effect.getSamplers();
- // for (var index = 0; index < samplers.length; index++) {
- // var uniform = effect.getUniform(samplers[index]);
- // if (uniform) {
- // this._boundUniforms[index] = uniform;
- // }
- // }
- this._currentEffect = null;
- }
- public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[] {
- return this._interop.getUniforms(shaderProgram, uniformsNames);
- }
- public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void {
- if (!uniform)
- return;
- this._interop.setMatrix(uniform, matrix.toArray());
- }
- public getRenderWidth(useScreen = false): number {
- if (!useScreen && this._currentRenderTarget) {
- return this._currentRenderTarget.width;
- }
- return this._options.renderWidth;
- }
- public getRenderHeight(useScreen = false): number {
- if (!useScreen && this._currentRenderTarget) {
- return this._currentRenderTarget.height;
- }
- return this._options.renderHeight;
- }
- public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void {
- this._cachedViewport = viewport;
- }
- public setState(culling: boolean, zOffset: number = 0, force?: boolean, reverseSide = false): void {
- this._interop.setState(culling, zOffset, reverseSide);
- }
- public setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void {
- if (!uniform)
- return;
- this._interop.setIntArray(uniform, array);
- }
- public setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void {
- if (!uniform)
- return;
- this._interop.setIntArray2(uniform, array);
- }
- public setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void {
- if (!uniform)
- return;
- this._interop.setIntArray3(uniform, array);
- }
- public setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void {
- if (!uniform)
- return;
- this._interop.setIntArray4(uniform, array);
- }
- public setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void {
- if (!uniform)
- return;
- this._interop.setFloatArray(uniform, array);
- }
- public setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void {
- if (!uniform)
- return;
- this._interop.setFloatArray2(uniform, array);
- }
- public setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void {
- if (!uniform)
- return;
- this._interop.setFloatArray3(uniform, array);
- }
- public setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void {
- if (!uniform)
- return;
- this._interop.setFloatArray4(uniform, array);
- }
- public setArray(uniform: WebGLUniformLocation, array: number[]): void {
- if (!uniform)
- return;
- this._interop.setFloatArray(uniform, array);
- }
- public setArray2(uniform: WebGLUniformLocation, array: number[]): void {
- if (!uniform)
- return;
- this._interop.setFloatArray2(uniform, array);
- }
- public setArray3(uniform: WebGLUniformLocation, array: number[]): void {
- if (!uniform)
- return;
- this._interop.setFloatArray3(uniform, array);
- }
- public setArray4(uniform: WebGLUniformLocation, array: number[]): void {
- if (!uniform)
- return;
- this._interop.setFloatArray4(uniform, array);
- }
- public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void {
- if (!uniform)
- return;
- this._interop.setMatrix(uniform, matrices);
- }
- public setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void {
- if (!uniform)
- return;
- this._interop.setMatrix3x3(uniform, matrix);
- }
- public setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void {
- if (!uniform)
- return;
- this._interop.setMatrix2x2(uniform, matrix);
- }
- public setFloat(uniform: WebGLUniformLocation, value: number): void {
- if (!uniform)
- return;
- this._interop.setFloat(uniform, value);
- }
- public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void {
- if (!uniform)
- return;
- this._interop.setFloat2(uniform, x, y);
- }
- public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void {
- if (!uniform)
- return;
- this._interop.setFloat3(uniform, x, y, z);
- }
- public setBool(uniform: WebGLUniformLocation, bool: number): void {
- if (!uniform)
- return;
- this._interop.setBool(uniform, bool);
- }
- public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void {
- if (!uniform)
- return;
- this._interop.setFloat4(uniform, x, y, z, w);
- }
- public setColor3(uniform: WebGLUniformLocation, color3: Color3): void {
- if (!uniform)
- return;
- this._interop.setFloat3(uniform, color3.r, color3.g, color3.b);
- }
- public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void {
- if (!uniform)
- return;
- this._interop.setFloat4(uniform, color3.r, color3.g, color3.b, alpha);
- }
- public setAlphaMode(mode: number, noDepthWriteChange: boolean = false): void {
- if (this._alphaMode === mode) {
- return;
- }
- this._alphaState.alphaBlend = (mode !== Engine.ALPHA_DISABLE);
- if (!noDepthWriteChange) {
- this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
- }
- this._alphaMode = mode;
- }
- public wipeCaches(bruteForce?: boolean): void {
- if (this.preventCacheWipeBetweenFrames) {
- return;
- }
- this.resetTextureCache();
- this._currentEffect = null;
- if (bruteForce) {
- this._currentProgram = null;
- this._stencilState.reset();
- this._depthCullingState.reset();
- this._alphaState.reset();
- }
- this._cachedVertexBuffers = null;
- this._cachedIndexBuffer = null;
- this._cachedEffectForVertexBuffers = null;
- }
- public _createTexture(): WebGLTexture {
- return {};
- }
- public _releaseTexture(texture: InternalTexture): void {
- }
- public createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null, buffer: Nullable<ArrayBuffer | HTMLImageElement> = null, fallBack?: InternalTexture, format?: number): InternalTexture {
- var texture = new InternalTexture(this, InternalTexture.DATASOURCE_URL);
- var url = String(urlArg);
- texture.url = url;
- texture.generateMipMaps = !noMipmap;
- texture.samplingMode = samplingMode;
- texture.invertY = invertY;
- texture.baseWidth = this._options.textureSize;
- texture.baseHeight = this._options.textureSize;
- texture.width = this._options.textureSize;
- texture.height = this._options.textureSize;
- if (format) {
- texture.format = format;
- }
- texture.isReady = true;
- if (onLoad) {
- onLoad();
- }
- this._internalTexturesCache.push(texture);
- return texture;
- }
- public createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture {
- let fullOptions = new RenderTargetCreationOptions();
- if (options !== undefined && typeof options === "object") {
- fullOptions.generateMipMaps = options.generateMipMaps;
- fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
- fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
- fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
- fullOptions.samplingMode = options.samplingMode === undefined ? Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
- } else {
- fullOptions.generateMipMaps = <boolean>options;
- fullOptions.generateDepthBuffer = true;
- fullOptions.generateStencilBuffer = false;
- fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
- fullOptions.samplingMode = Texture.TRILINEAR_SAMPLINGMODE;
- }
- var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RENDERTARGET);
- var width = size.width || size;
- var height = size.height || size;
- texture._depthStencilBuffer = {};
- texture._framebuffer = {};
- texture.baseWidth = width;
- texture.baseHeight = height;
- texture.width = width;
- texture.height = height;
- texture.isReady = true;
- texture.samples = 1;
- texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
- texture.samplingMode = fullOptions.samplingMode;
- texture.type = fullOptions.type;
- texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
- texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
- this._internalTexturesCache.push(texture);
- return texture;
- }
- public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void {
- texture.samplingMode = samplingMode;
- }
- public bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void {
- if (this._currentRenderTarget) {
- this.unBindFramebuffer(this._currentRenderTarget);
- }
- this._currentRenderTarget = texture;
- this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
- if (this._cachedViewport && !forceFullscreenViewport) {
- this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
- }
- }
- public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {
- this._currentRenderTarget = null;
- if (onBeforeUnbind) {
- if (texture._MSAAFramebuffer) {
- this._currentFramebuffer = texture._framebuffer;
- }
- onBeforeUnbind();
- }
- this._currentFramebuffer = null;
- }
- public createDynamicVertexBuffer(vertices: FloatArray): WebGLBuffer {
- var vbo = {
- capacity: 1,
- references: 1,
- is32Bits: false
- }
- return vbo;
- }
- public updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset: number = 0): void {
- }
- /**
- * Updates a dynamic vertex buffer.
- * @param vertexBuffer the vertex buffer to update
- * @param data the data used to update the vertex buffer
- * @param byteOffset the byte offset of the data (optional)
- * @param byteLength the byte length of the data (optional)
- */
- public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void {
- }
- protected _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate = false, force = false): boolean {
- if (this._boundTexturesCache[this._activeChannel] !== texture) {
- this._boundTexturesCache[this._activeChannel] = texture;
- return false;
- } else {
- return true;
- }
- }
- public _bindTexture(channel: number, texture: InternalTexture): void {
- if (channel < 0) {
- return;
- }
- this._bindTextureDirectly(0, texture);
- }
- public _releaseBuffer(buffer: WebGLBuffer): boolean {
- buffer.references--;
- if (buffer.references === 0) {
- return true;
- }
- return false;
- }
- public releaseEffects() {
- }
- }
- }
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