babylon.engine.ts 74 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 prepareWebGLTexture = (texture: WebGLTexture, gl: WebGLRenderingContext, scene: Scene, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean,
  219. processFunction: (width: number, height: number) => void, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) => {
  220. var engine = scene.getEngine();
  221. var potWidth = Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  222. var potHeight = Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  223. gl.bindTexture(gl.TEXTURE_2D, texture);
  224. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  225. processFunction(potWidth, potHeight);
  226. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  227. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  228. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  229. if (!noMipmap && !isCompressed) {
  230. gl.generateMipmap(gl.TEXTURE_2D);
  231. }
  232. gl.bindTexture(gl.TEXTURE_2D, null);
  233. engine._activeTexturesCache = [];
  234. texture._baseWidth = width;
  235. texture._baseHeight = height;
  236. texture._width = potWidth;
  237. texture._height = potHeight;
  238. texture.isReady = true;
  239. scene._removePendingData(texture);
  240. };
  241. // ANY
  242. var cascadeLoad = (rootUrl: string, index: number, loadedImages: HTMLImageElement[], scene,
  243. onfinish: (images: HTMLImageElement[]) => void, extensions: string[]) => {
  244. var img: HTMLImageElement;
  245. var onload = () => {
  246. loadedImages.push(img);
  247. scene._removePendingData(img);
  248. if (index != extensions.length - 1) {
  249. cascadeLoad(rootUrl, index + 1, loadedImages, scene, onfinish, extensions);
  250. } else {
  251. onfinish(loadedImages);
  252. }
  253. };
  254. var onerror = () => {
  255. scene._removePendingData(img);
  256. };
  257. img = BABYLON.Tools.LoadImage(rootUrl + extensions[index], onload, onerror, scene.database);
  258. scene._addPendingData(img);
  259. };
  260. export class EngineCapabilities {
  261. public maxTexturesImageUnits: number;
  262. public maxTextureSize: number;
  263. public maxCubemapTextureSize: number;
  264. public maxRenderTextureSize: number;
  265. public standardDerivatives: boolean;
  266. public s3tc;
  267. public textureFloat: boolean;
  268. public textureAnisotropicFilterExtension;
  269. public maxAnisotropy: number;
  270. public instancedArrays;
  271. }
  272. export class Engine {
  273. // Const statics
  274. private static _ALPHA_DISABLE = 0;
  275. private static _ALPHA_ADD = 1;
  276. private static _ALPHA_COMBINE = 2;
  277. private static _DELAYLOADSTATE_NONE = 0;
  278. private static _DELAYLOADSTATE_LOADED = 1;
  279. private static _DELAYLOADSTATE_LOADING = 2;
  280. private static _DELAYLOADSTATE_NOTLOADED = 4;
  281. public static get ALPHA_DISABLE(): number {
  282. return Engine._ALPHA_DISABLE;
  283. }
  284. public static get ALPHA_ADD(): number {
  285. return Engine._ALPHA_ADD;
  286. }
  287. public static get ALPHA_COMBINE(): number {
  288. return Engine._ALPHA_COMBINE;
  289. }
  290. public static get DELAYLOADSTATE_NONE(): number {
  291. return Engine._DELAYLOADSTATE_NONE;
  292. }
  293. public static get DELAYLOADSTATE_LOADED(): number {
  294. return Engine._DELAYLOADSTATE_LOADED;
  295. }
  296. public static get DELAYLOADSTATE_LOADING(): number {
  297. return Engine._DELAYLOADSTATE_LOADING;
  298. }
  299. public static get DELAYLOADSTATE_NOTLOADED(): number {
  300. return Engine._DELAYLOADSTATE_NOTLOADED;
  301. }
  302. public static get Version(): string {
  303. return "1.14.0";
  304. }
  305. // Updatable statics so stick with vars here
  306. public static Epsilon = 0.001;
  307. public static CollisionsEpsilon = 0.001;
  308. public static ShadersRepository = "Babylon/Shaders/";
  309. // Public members
  310. public isFullscreen = false;
  311. public isPointerLock = false;
  312. public forceWireframe = false;
  313. public cullBackFaces = true;
  314. public renderEvenInBackground = true;
  315. public scenes = new Array<Scene>();
  316. // Private Members
  317. private _gl: WebGLRenderingContext;
  318. private _renderingCanvas: HTMLCanvasElement;
  319. private _windowIsBackground = false;
  320. private _onBlur: () => void;
  321. private _onFocus: () => void;
  322. private _onFullscreenChange: () => void;
  323. private _onPointerLockChange: () => void;
  324. private _hardwareScalingLevel: number;
  325. private _caps: EngineCapabilities;
  326. private _pointerLockRequested: boolean;
  327. private _alphaTest: boolean;
  328. private _runningLoop = false;
  329. private _renderFunction: () => void;
  330. private _resizeLoadingUI: () => void;
  331. private _loadingDiv: HTMLDivElement;
  332. private _loadingTextDiv: HTMLDivElement;
  333. private _loadingDivBackgroundColor = "black";
  334. // States
  335. private _depthCullingState = new _DepthCullingState();
  336. private _alphaState = new _AlphaState();
  337. // Cache
  338. private _loadedTexturesCache = new Array<WebGLTexture>();
  339. public _activeTexturesCache = new Array<BaseTexture>();
  340. private _currentEffect: Effect;
  341. private _compiledEffects = {};
  342. private _vertexAttribArrays: boolean[];
  343. private _cachedViewport: Viewport;
  344. private _cachedVertexBuffers: any;
  345. private _cachedIndexBuffer: WebGLBuffer;
  346. private _cachedEffectForVertexBuffers: Effect;
  347. private _currentRenderTarget: WebGLTexture;
  348. private _canvasClientRect: ClientRect;
  349. private _workingCanvas: HTMLCanvasElement;
  350. private _workingContext: CanvasRenderingContext2D;
  351. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?) {
  352. this._renderingCanvas = canvas;
  353. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  354. options = options || {};
  355. options.antialias = antialias;
  356. // GL
  357. try {
  358. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  359. } catch (e) {
  360. throw new Error("WebGL not supported");
  361. }
  362. if (!this._gl) {
  363. throw new Error("WebGL not supported");
  364. }
  365. this._onBlur = () => {
  366. this._windowIsBackground = true;
  367. };
  368. this._onFocus = () => {
  369. this._windowIsBackground = false;
  370. };
  371. window.addEventListener("blur", this._onBlur);
  372. window.addEventListener("focus", this._onFocus);
  373. // Textures
  374. this._workingCanvas = document.createElement("canvas");
  375. this._workingContext = this._workingCanvas.getContext("2d");
  376. // Viewport
  377. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  378. this.resize();
  379. // Caps
  380. this._caps = new EngineCapabilities();
  381. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  382. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  383. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  384. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  385. // Extensions
  386. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  387. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  388. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  389. 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');
  390. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  391. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  392. // Depth buffer
  393. this.setDepthBuffer(true);
  394. this.setDepthFunctionToLessOrEqual();
  395. this.setDepthWrite(true);
  396. // Fullscreen
  397. this._onFullscreenChange = () => {
  398. if (document.fullscreen !== undefined) {
  399. this.isFullscreen = document.fullscreen;
  400. } else if (document.mozFullScreen !== undefined) {
  401. this.isFullscreen = document.mozFullScreen;
  402. } else if (document.webkitIsFullScreen !== undefined) {
  403. this.isFullscreen = document.webkitIsFullScreen;
  404. } else if (document.msIsFullScreen !== undefined) {
  405. this.isFullscreen = document.msIsFullScreen;
  406. }
  407. // Pointer lock
  408. if (this.isFullscreen && this._pointerLockRequested) {
  409. canvas.requestPointerLock = canvas.requestPointerLock ||
  410. canvas.msRequestPointerLock ||
  411. canvas.mozRequestPointerLock ||
  412. canvas.webkitRequestPointerLock;
  413. if (canvas.requestPointerLock) {
  414. canvas.requestPointerLock();
  415. }
  416. }
  417. };
  418. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  419. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  420. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  421. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  422. // Pointer lock
  423. this._onPointerLockChange = () => {
  424. this.isPointerLock = (document.mozPointerLockElement === canvas ||
  425. document.webkitPointerLockElement === canvas ||
  426. document.msPointerLockElement === canvas ||
  427. document.pointerLockElement === canvas
  428. );
  429. };
  430. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  431. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  432. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  433. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  434. }
  435. public getAspectRatio(camera: Camera): number {
  436. var viewport = camera.viewport;
  437. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  438. }
  439. public getRenderWidth(): number {
  440. if (this._currentRenderTarget) {
  441. return this._currentRenderTarget._width;
  442. }
  443. return this._renderingCanvas.width;
  444. }
  445. public getRenderHeight(): number {
  446. if (this._currentRenderTarget) {
  447. return this._currentRenderTarget._height;
  448. }
  449. return this._renderingCanvas.height;
  450. }
  451. public getRenderingCanvas(): HTMLCanvasElement {
  452. return this._renderingCanvas;
  453. }
  454. public getRenderingCanvasClientRect(): ClientRect {
  455. return this._renderingCanvas.getBoundingClientRect();
  456. }
  457. public setHardwareScalingLevel(level: number): void {
  458. this._hardwareScalingLevel = level;
  459. this.resize();
  460. }
  461. public getHardwareScalingLevel(): number {
  462. return this._hardwareScalingLevel;
  463. }
  464. public getLoadedTexturesCache(): WebGLTexture[] {
  465. return this._loadedTexturesCache;
  466. }
  467. public getCaps(): EngineCapabilities {
  468. return this._caps;
  469. }
  470. // Methods
  471. public setDepthFunctionToGreater(): void {
  472. this._depthCullingState.depthFunc = this._gl.GREATER;
  473. }
  474. public setDepthFunctionToGreaterOrEqual(): void {
  475. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  476. }
  477. public setDepthFunctionToLess(): void {
  478. this._depthCullingState.depthFunc = this._gl.LESS;
  479. }
  480. public setDepthFunctionToLessOrEqual(): void {
  481. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  482. }
  483. public stopRenderLoop(): void {
  484. this._renderFunction = null;
  485. this._runningLoop = false;
  486. }
  487. public _renderLoop(): void {
  488. var shouldRender = true;
  489. if (!this.renderEvenInBackground && this._windowIsBackground) {
  490. shouldRender = false;
  491. }
  492. if (shouldRender) {
  493. // Start new frame
  494. this.beginFrame();
  495. if (this._renderFunction) {
  496. this._renderFunction();
  497. }
  498. // Present
  499. this.endFrame();
  500. }
  501. if (this._runningLoop) {
  502. // Register new frame
  503. BABYLON.Tools.QueueNewFrame(() => {
  504. this._renderLoop();
  505. });
  506. }
  507. }
  508. public runRenderLoop(renderFunction: () => void): void {
  509. this._runningLoop = true;
  510. this._renderFunction = renderFunction;
  511. BABYLON.Tools.QueueNewFrame(() => {
  512. this._renderLoop();
  513. });
  514. }
  515. public switchFullscreen(requestPointerLock: boolean): void {
  516. if (this.isFullscreen) {
  517. BABYLON.Tools.ExitFullscreen();
  518. } else {
  519. this._pointerLockRequested = requestPointerLock;
  520. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  521. }
  522. }
  523. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void {
  524. this.applyStates();
  525. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  526. if (this._depthCullingState.depthMask) {
  527. this._gl.clearDepth(1.0);
  528. }
  529. var mode = 0;
  530. if (backBuffer)
  531. mode |= this._gl.COLOR_BUFFER_BIT;
  532. if (depthStencil && this._depthCullingState.depthMask)
  533. mode |= this._gl.DEPTH_BUFFER_BIT;
  534. this._gl.clear(mode);
  535. }
  536. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void {
  537. var width = requiredWidth || this._renderingCanvas.width;
  538. var height = requiredHeight || this._renderingCanvas.height;
  539. var x = viewport.x || 0;
  540. var y = viewport.y || 0;
  541. this._cachedViewport = viewport;
  542. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  543. }
  544. public setDirectViewport(x: number, y: number, width: number, height: number): void {
  545. this._cachedViewport = null;
  546. this._gl.viewport(x, y, width, height);
  547. }
  548. public beginFrame(): void {
  549. BABYLON.Tools._MeasureFps();
  550. }
  551. public endFrame(): void {
  552. this.flushFramebuffer();
  553. }
  554. public resize(): void {
  555. this._renderingCanvas.width = this._renderingCanvas.clientWidth / this._hardwareScalingLevel;
  556. this._renderingCanvas.height = this._renderingCanvas.clientHeight / this._hardwareScalingLevel;
  557. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  558. }
  559. public bindFramebuffer(texture: WebGLTexture): void {
  560. this._currentRenderTarget = texture;
  561. var gl = this._gl;
  562. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  563. this._gl.viewport(0, 0, texture._width, texture._height);
  564. this.wipeCaches();
  565. }
  566. public unBindFramebuffer(texture: WebGLTexture): void {
  567. this._currentRenderTarget = null;
  568. if (texture.generateMipMaps) {
  569. var gl = this._gl;
  570. gl.bindTexture(gl.TEXTURE_2D, texture);
  571. gl.generateMipmap(gl.TEXTURE_2D);
  572. gl.bindTexture(gl.TEXTURE_2D, null);
  573. }
  574. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  575. }
  576. public flushFramebuffer(): void {
  577. this._gl.flush();
  578. }
  579. public restoreDefaultFramebuffer(): void {
  580. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  581. this.setViewport(this._cachedViewport);
  582. this.wipeCaches();
  583. }
  584. // VBOs
  585. private _resetVertexBufferBinding(): void {
  586. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  587. this._cachedVertexBuffers = null;
  588. }
  589. public createVertexBuffer(vertices: number[]): WebGLBuffer {
  590. var vbo = this._gl.createBuffer();
  591. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  592. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  593. this._resetVertexBufferBinding();
  594. vbo.references = 1;
  595. return vbo;
  596. }
  597. public createDynamicVertexBuffer(capacity: number): WebGLBuffer {
  598. var vbo = this._gl.createBuffer();
  599. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  600. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  601. this._resetVertexBufferBinding();
  602. vbo.references = 1;
  603. return vbo;
  604. }
  605. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, length?: number): void {
  606. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  607. //if (length && length != vertices.length) {
  608. // this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(vertices, 0, length));
  609. //} else {
  610. if (vertices instanceof Float32Array) {
  611. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, vertices);
  612. } else {
  613. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(vertices));
  614. }
  615. // }
  616. this._resetVertexBufferBinding();
  617. }
  618. private _resetIndexBufferBinding(): void {
  619. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  620. this._cachedIndexBuffer = null;
  621. }
  622. public createIndexBuffer(indices: number[]): WebGLBuffer {
  623. var vbo = this._gl.createBuffer();
  624. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  625. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), this._gl.STATIC_DRAW);
  626. this._resetIndexBufferBinding();
  627. vbo.references = 1;
  628. return vbo;
  629. }
  630. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
  631. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  632. this._cachedVertexBuffers = vertexBuffer;
  633. this._cachedEffectForVertexBuffers = effect;
  634. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  635. var offset = 0;
  636. for (var index = 0; index < vertexDeclaration.length; index++) {
  637. var order = effect.getAttributeLocation(index);
  638. if (order >= 0) {
  639. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  640. }
  641. offset += vertexDeclaration[index] * 4;
  642. }
  643. }
  644. if (this._cachedIndexBuffer !== indexBuffer) {
  645. this._cachedIndexBuffer = indexBuffer;
  646. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  647. }
  648. }
  649. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void {
  650. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  651. this._cachedVertexBuffers = vertexBuffers;
  652. this._cachedEffectForVertexBuffers = effect;
  653. var attributes = effect.getAttributesNames();
  654. for (var index = 0; index < attributes.length; index++) {
  655. var order = effect.getAttributeLocation(index);
  656. if (order >= 0) {
  657. var vertexBuffer = vertexBuffers[attributes[index]];
  658. if (!vertexBuffer) {
  659. continue;
  660. }
  661. var stride = vertexBuffer.getStrideSize();
  662. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  663. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  664. }
  665. }
  666. }
  667. if (this._cachedIndexBuffer !== indexBuffer) {
  668. this._cachedIndexBuffer = indexBuffer;
  669. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  670. }
  671. }
  672. public _releaseBuffer(buffer: WebGLBuffer): boolean {
  673. buffer.references--;
  674. if (buffer.references === 0) {
  675. this._gl.deleteBuffer(buffer);
  676. return true;
  677. }
  678. return false;
  679. }
  680. public createInstancesBuffer(capacity: number): WebGLBuffer {
  681. var buffer = this._gl.createBuffer();
  682. buffer.capacity = capacity;
  683. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  684. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  685. return buffer;
  686. }
  687. public deleteInstancesBuffer(buffer: WebGLBuffer): void {
  688. this._gl.deleteBuffer(buffer);
  689. }
  690. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void {
  691. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  692. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  693. for (var index = 0; index < 4; index++) {
  694. var offsetLocation = offsetLocations[index];
  695. this._gl.enableVertexAttribArray(offsetLocation);
  696. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  697. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  698. }
  699. }
  700. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void {
  701. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  702. for (var index = 0; index < 4; index++) {
  703. var offsetLocation = offsetLocations[index];
  704. this._gl.disableVertexAttribArray(offsetLocation);
  705. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  706. }
  707. }
  708. public applyStates() {
  709. this._depthCullingState.apply(this._gl);
  710. this._alphaState.apply(this._gl);
  711. }
  712. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {
  713. // Apply states
  714. this.applyStates();
  715. // Render
  716. if (instancesCount) {
  717. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, this._gl.UNSIGNED_SHORT, indexStart * 2, instancesCount);
  718. return;
  719. }
  720. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, this._gl.UNSIGNED_SHORT, indexStart * 2);
  721. }
  722. // Shaders
  723. public _releaseEffect(effect: Effect): void {
  724. if (this._compiledEffects[effect._key]) {
  725. delete this._compiledEffects[effect._key];
  726. if (effect.getProgram()) {
  727. this._gl.deleteProgram(effect.getProgram());
  728. }
  729. }
  730. }
  731. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks,
  732. onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect {
  733. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  734. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  735. var name = vertex + "+" + fragment + "@" + defines;
  736. if (this._compiledEffects[name]) {
  737. return this._compiledEffects[name];
  738. }
  739. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  740. effect._key = name;
  741. this._compiledEffects[name] = effect;
  742. return effect;
  743. }
  744. public createEffectForParticles(fragmentName: string, uniformsNames: string[]= [], samplers: string[] = [], defines = "", fallbacks?: EffectFallbacks,
  745. onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect {
  746. return this.createEffect(
  747. {
  748. vertex: "particles",
  749. fragmentElement: fragmentName
  750. },
  751. ["position", "color", "options"],
  752. ["view", "projection"].concat(uniformsNames),
  753. ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  754. }
  755. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram {
  756. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  757. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  758. var shaderProgram = this._gl.createProgram();
  759. this._gl.attachShader(shaderProgram, vertexShader);
  760. this._gl.attachShader(shaderProgram, fragmentShader);
  761. this._gl.linkProgram(shaderProgram);
  762. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  763. if (!linked) {
  764. var error = this._gl.getProgramInfoLog(shaderProgram);
  765. if (error) {
  766. throw new Error(error);
  767. }
  768. }
  769. this._gl.deleteShader(vertexShader);
  770. this._gl.deleteShader(fragmentShader);
  771. return shaderProgram;
  772. }
  773. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[] {
  774. var results = [];
  775. for (var index = 0; index < uniformsNames.length; index++) {
  776. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  777. }
  778. return results;
  779. }
  780. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[] {
  781. var results = [];
  782. for (var index = 0; index < attributesNames.length; index++) {
  783. try {
  784. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  785. } catch (e) {
  786. results.push(-1);
  787. }
  788. }
  789. return results;
  790. }
  791. public enableEffect(effect: Effect): void {
  792. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  793. return;
  794. }
  795. this._vertexAttribArrays = this._vertexAttribArrays || [];
  796. // Use program
  797. this._gl.useProgram(effect.getProgram());
  798. for (var i in this._vertexAttribArrays) {
  799. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  800. continue;
  801. }
  802. this._vertexAttribArrays[i] = false;
  803. this._gl.disableVertexAttribArray(i);
  804. }
  805. var attributesCount = effect.getAttributesCount();
  806. for (var index = 0; index < attributesCount; index++) {
  807. // Attributes
  808. var order = effect.getAttributeLocation(index);
  809. if (order >= 0) {
  810. this._vertexAttribArrays[order] = true;
  811. this._gl.enableVertexAttribArray(order);
  812. }
  813. }
  814. this._currentEffect = effect;
  815. }
  816. public setArray(uniform: WebGLUniformLocation, array: number[]): void {
  817. if (!uniform)
  818. return;
  819. this._gl.uniform1fv(uniform, array);
  820. }
  821. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void {
  822. if (!uniform)
  823. return;
  824. this._gl.uniformMatrix4fv(uniform, false, matrices);
  825. }
  826. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void {
  827. if (!uniform)
  828. return;
  829. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  830. }
  831. public setFloat(uniform: WebGLUniformLocation, value: number): void {
  832. if (!uniform)
  833. return;
  834. this._gl.uniform1f(uniform, value);
  835. }
  836. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void {
  837. if (!uniform)
  838. return;
  839. this._gl.uniform2f(uniform, x, y);
  840. }
  841. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void {
  842. if (!uniform)
  843. return;
  844. this._gl.uniform3f(uniform, x, y, z);
  845. }
  846. public setBool(uniform: WebGLUniformLocation, bool: number): void {
  847. if (!uniform)
  848. return;
  849. this._gl.uniform1i(uniform, bool);
  850. }
  851. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void {
  852. if (!uniform)
  853. return;
  854. this._gl.uniform4f(uniform, x, y, z, w);
  855. }
  856. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void {
  857. if (!uniform)
  858. return;
  859. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  860. }
  861. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void {
  862. if (!uniform)
  863. return;
  864. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  865. }
  866. // States
  867. public setState(culling: boolean, force?: boolean): void {
  868. // Culling
  869. if (this._depthCullingState.cull !== culling || force) {
  870. if (culling) {
  871. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  872. this._depthCullingState.cull = true;
  873. } else {
  874. this._depthCullingState.cull = false;
  875. }
  876. }
  877. }
  878. public setDepthBuffer(enable: boolean): void {
  879. this._depthCullingState.depthTest = enable;
  880. }
  881. public getDepthWrite(): boolean {
  882. return this._depthCullingState.depthMask;
  883. }
  884. public setDepthWrite(enable: boolean): void {
  885. this._depthCullingState.depthMask = enable;
  886. }
  887. public setColorWrite(enable: boolean): void {
  888. this._gl.colorMask(enable, enable, enable, enable);
  889. }
  890. public setAlphaMode(mode: number): void {
  891. switch (mode) {
  892. case BABYLON.Engine.ALPHA_DISABLE:
  893. this.setDepthWrite(true);
  894. this._alphaState.alphaBlend = false;
  895. break;
  896. case BABYLON.Engine.ALPHA_COMBINE:
  897. this.setDepthWrite(false);
  898. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  899. this._alphaState.alphaBlend = true;
  900. break;
  901. case BABYLON.Engine.ALPHA_ADD:
  902. this.setDepthWrite(false);
  903. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  904. this._alphaState.alphaBlend = true;
  905. break;
  906. }
  907. }
  908. public setAlphaTesting(enable: boolean): void {
  909. this._alphaTest = enable;
  910. }
  911. public getAlphaTesting(): boolean {
  912. return this._alphaTest;
  913. }
  914. // Textures
  915. public wipeCaches(): void {
  916. this._activeTexturesCache = [];
  917. this._currentEffect = null;
  918. this._depthCullingState.reset();
  919. this._alphaState.reset();
  920. this._cachedVertexBuffers = null;
  921. this._cachedIndexBuffer = null;
  922. this._cachedEffectForVertexBuffers = null;
  923. }
  924. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void {
  925. var gl = this._gl;
  926. gl.bindTexture(gl.TEXTURE_2D, texture);
  927. var magFilter = gl.NEAREST;
  928. var minFilter = gl.NEAREST;
  929. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  930. magFilter = gl.LINEAR;
  931. minFilter = gl.LINEAR;
  932. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  933. magFilter = gl.LINEAR;
  934. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  935. }
  936. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  937. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  938. gl.bindTexture(gl.TEXTURE_2D, null);
  939. }
  940. <<<<<<< HEAD
  941. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, buffer: any = null): WebGLTexture {
  942. =======
  943. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, onLoad: () => void = null, onError: () => void = null): WebGLTexture {
  944. >>>>>>> 08f8d5bd302ffec3b0c263e3d9b3a73544899aa5
  945. var texture = this._gl.createTexture();
  946. var extension: string;
  947. var fromData: any = false;
  948. if (url.substr(0, 5) === "data:") {
  949. fromData = true;
  950. }
  951. if (!fromData)
  952. extension = url.substr(url.length - 4, 4).toLowerCase();
  953. else {
  954. var oldUrl = url;
  955. fromData = oldUrl.split(':');
  956. url = oldUrl;
  957. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  958. }
  959. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  960. var isTGA = (extension === ".tga");
  961. scene._addPendingData(texture);
  962. texture.url = url;
  963. texture.noMipmap = noMipmap;
  964. texture.references = 1;
  965. this._loadedTexturesCache.push(texture);
  966. var onerror = () => {
  967. scene._removePendingData(texture);
  968. if (onError) {
  969. onError();
  970. }
  971. };
  972. if (isTGA) {
  973. var callback = (arrayBuffer) => {
  974. var data = new Uint8Array(arrayBuffer);
  975. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  976. prepareWebGLTexture(texture, this._gl, scene, header.width, header.height, invertY, noMipmap, false, () => {
  977. Internals.TGATools.UploadContent(this._gl, data);
  978. if (onLoad) {
  979. onLoad();
  980. }
  981. }, samplingMode);
  982. <<<<<<< HEAD
  983. };
  984. if (!(fromData instanceof Array))
  985. BABYLON.Tools.LoadFile(url, arrayBuffer => {
  986. callback(arrayBuffer);
  987. }, null, scene.database, true);
  988. else
  989. callback(buffer);
  990. =======
  991. }, onerror, scene.database, true);
  992. >>>>>>> 08f8d5bd302ffec3b0c263e3d9b3a73544899aa5
  993. } else if (isDDS) {
  994. var callback = (data) => {
  995. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  996. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) == 1);
  997. prepareWebGLTexture(texture, this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, () => {
  998. Internals.DDSTools.UploadDDSLevels(this._gl, this.getCaps().s3tc, data, info, loadMipmap, 1);
  999. if (onLoad) {
  1000. onLoad();
  1001. }
  1002. }, samplingMode);
  1003. <<<<<<< HEAD
  1004. }
  1005. if (!(fromData instanceof Array))
  1006. BABYLON.Tools.LoadFile(url, data => {
  1007. callback(data);
  1008. }, null, scene.database, true);
  1009. else
  1010. callback(buffer);
  1011. =======
  1012. }, onerror, scene.database, true);
  1013. >>>>>>> 08f8d5bd302ffec3b0c263e3d9b3a73544899aa5
  1014. } else {
  1015. var onload = (img) => {
  1016. prepareWebGLTexture(texture, this._gl, scene, img.width, img.height, invertY, noMipmap, false, (potWidth, potHeight) => {
  1017. var isPot = (img.width == potWidth && img.height == potHeight);
  1018. if (!isPot) {
  1019. this._workingCanvas.width = potWidth;
  1020. this._workingCanvas.height = potHeight;
  1021. this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  1022. }
  1023. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, isPot ? img : this._workingCanvas);
  1024. if (onLoad) {
  1025. onLoad();
  1026. }
  1027. }, samplingMode);
  1028. };
  1029. if (!(fromData instanceof Array))
  1030. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  1031. else
  1032. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  1033. }
  1034. return texture;
  1035. }
  1036. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture {
  1037. var texture = this._gl.createTexture();
  1038. width = Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  1039. height = Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  1040. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1041. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  1042. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  1043. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  1044. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1045. this._activeTexturesCache = [];
  1046. texture._baseWidth = width;
  1047. texture._baseHeight = height;
  1048. texture._width = width;
  1049. texture._height = height;
  1050. texture.isReady = false;
  1051. texture.generateMipMaps = generateMipMaps;
  1052. texture.references = 1;
  1053. this._loadedTexturesCache.push(texture);
  1054. return texture;
  1055. }
  1056. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void {
  1057. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1058. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  1059. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  1060. if (texture.generateMipMaps) {
  1061. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1062. }
  1063. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1064. this._activeTexturesCache = [];
  1065. texture.isReady = true;
  1066. }
  1067. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void {
  1068. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1069. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
  1070. // Scale the video if it is a NPOT using the current working canvas
  1071. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  1072. if (!texture._workingCanvas) {
  1073. texture._workingCanvas = document.createElement("canvas");
  1074. texture._workingContext = texture._workingCanvas.getContext("2d");
  1075. texture._workingCanvas.width = texture._width;
  1076. texture._workingCanvas.height = texture._height;
  1077. }
  1078. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  1079. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  1080. } else {
  1081. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  1082. }
  1083. if (texture.generateMipMaps) {
  1084. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1085. }
  1086. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1087. this._activeTexturesCache = [];
  1088. texture.isReady = true;
  1089. }
  1090. public createRenderTargetTexture(size: any, options): WebGLTexture {
  1091. // old version had a "generateMipMaps" arg instead of options.
  1092. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
  1093. // in the same way, generateDepthBuffer is defaulted to true
  1094. var generateMipMaps = false;
  1095. var generateDepthBuffer = true;
  1096. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  1097. if (options !== undefined) {
  1098. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  1099. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  1100. if (options.samplingMode !== undefined) {
  1101. samplingMode = options.samplingMode;
  1102. }
  1103. }
  1104. var gl = this._gl;
  1105. var texture = gl.createTexture();
  1106. gl.bindTexture(gl.TEXTURE_2D, texture);
  1107. var width = size.width || size;
  1108. var height = size.height || size;
  1109. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  1110. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  1111. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  1112. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1113. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1114. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  1115. var depthBuffer: WebGLRenderbuffer;
  1116. // Create the depth buffer
  1117. if (generateDepthBuffer) {
  1118. depthBuffer = gl.createRenderbuffer();
  1119. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  1120. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  1121. }
  1122. // Create the framebuffer
  1123. var framebuffer = gl.createFramebuffer();
  1124. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  1125. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  1126. if (generateDepthBuffer) {
  1127. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  1128. }
  1129. // Unbind
  1130. gl.bindTexture(gl.TEXTURE_2D, null);
  1131. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  1132. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  1133. texture._framebuffer = framebuffer;
  1134. if (generateDepthBuffer) {
  1135. texture._depthBuffer = depthBuffer;
  1136. }
  1137. texture._width = width;
  1138. texture._height = height;
  1139. texture.isReady = true;
  1140. texture.generateMipMaps = generateMipMaps;
  1141. texture.references = 1;
  1142. this._activeTexturesCache = [];
  1143. this._loadedTexturesCache.push(texture);
  1144. return texture;
  1145. }
  1146. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture {
  1147. var gl = this._gl;
  1148. var texture = gl.createTexture();
  1149. texture.isCube = true;
  1150. texture.url = rootUrl;
  1151. texture.references = 1;
  1152. this._loadedTexturesCache.push(texture);
  1153. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  1154. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  1155. if (isDDS) {
  1156. BABYLON.Tools.LoadFile(rootUrl, data => {
  1157. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  1158. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  1159. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  1160. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  1161. Internals.DDSTools.UploadDDSLevels(this._gl, this.getCaps().s3tc, data, info, loadMipmap, 6);
  1162. if (!noMipmap && !info.isFourCC && info.mipmapCount == 1) {
  1163. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  1164. }
  1165. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  1166. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  1167. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1168. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1169. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  1170. this._activeTexturesCache = [];
  1171. texture._width = info.width;
  1172. texture._height = info.height;
  1173. texture.isReady = true;
  1174. }, null, null, true);
  1175. } else {
  1176. cascadeLoad(rootUrl, 0, [], scene, imgs => {
  1177. var width = Tools.GetExponantOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize);
  1178. var height = width;
  1179. this._workingCanvas.width = width;
  1180. this._workingCanvas.height = height;
  1181. var faces = [
  1182. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  1183. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  1184. ];
  1185. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  1186. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  1187. for (var index = 0; index < faces.length; index++) {
  1188. this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  1189. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._workingCanvas);
  1190. }
  1191. if (!noMipmap) {
  1192. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  1193. }
  1194. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  1195. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  1196. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1197. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1198. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  1199. this._activeTexturesCache = [];
  1200. texture._width = width;
  1201. texture._height = height;
  1202. texture.isReady = true;
  1203. }, extensions);
  1204. }
  1205. return texture;
  1206. }
  1207. public _releaseTexture(texture: WebGLTexture): void {
  1208. var gl = this._gl;
  1209. if (texture._framebuffer) {
  1210. gl.deleteFramebuffer(texture._framebuffer);
  1211. }
  1212. if (texture._depthBuffer) {
  1213. gl.deleteRenderbuffer(texture._depthBuffer);
  1214. }
  1215. gl.deleteTexture(texture);
  1216. // Unbind channels
  1217. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  1218. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1219. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1220. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  1221. this._activeTexturesCache[channel] = null;
  1222. }
  1223. var index = this._loadedTexturesCache.indexOf(texture);
  1224. if (index !== -1) {
  1225. this._loadedTexturesCache.splice(index, 1);
  1226. }
  1227. }
  1228. public bindSamplers(effect: Effect): void {
  1229. this._gl.useProgram(effect.getProgram());
  1230. var samplers = effect.getSamplers();
  1231. for (var index = 0; index < samplers.length; index++) {
  1232. var uniform = effect.getUniform(samplers[index]);
  1233. this._gl.uniform1i(uniform, index);
  1234. }
  1235. this._currentEffect = null;
  1236. }
  1237. public _bindTexture(channel: number, texture: WebGLTexture): void {
  1238. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1239. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1240. this._activeTexturesCache[channel] = null;
  1241. }
  1242. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void {
  1243. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  1244. }
  1245. public setTexture(channel: number, texture: BaseTexture): void {
  1246. if (channel < 0) {
  1247. return;
  1248. }
  1249. // Not ready?
  1250. if (!texture || !texture.isReady()) {
  1251. if (this._activeTexturesCache[channel] != null) {
  1252. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1253. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1254. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  1255. this._activeTexturesCache[channel] = null;
  1256. }
  1257. return;
  1258. }
  1259. // Video
  1260. if (texture instanceof BABYLON.VideoTexture) {
  1261. if ((<VideoTexture>texture).update()) {
  1262. this._activeTexturesCache[channel] = null;
  1263. }
  1264. } else if (texture.delayLoadState == BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  1265. texture.delayLoad();
  1266. return;
  1267. }
  1268. if (this._activeTexturesCache[channel] == texture) {
  1269. return;
  1270. }
  1271. this._activeTexturesCache[channel] = texture;
  1272. var internalTexture = texture.getInternalTexture();
  1273. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1274. if (internalTexture.isCube) {
  1275. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  1276. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  1277. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  1278. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  1279. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  1280. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  1281. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  1282. }
  1283. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  1284. } else {
  1285. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  1286. if (internalTexture._cachedWrapU !== texture.wrapU) {
  1287. internalTexture._cachedWrapU = texture.wrapU;
  1288. switch (texture.wrapU) {
  1289. case BABYLON.Texture.WRAP_ADDRESSMODE:
  1290. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  1291. break;
  1292. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  1293. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  1294. break;
  1295. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  1296. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  1297. break;
  1298. }
  1299. }
  1300. if (internalTexture._cachedWrapV !== texture.wrapV) {
  1301. internalTexture._cachedWrapV = texture.wrapV;
  1302. switch (texture.wrapV) {
  1303. case BABYLON.Texture.WRAP_ADDRESSMODE:
  1304. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  1305. break;
  1306. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  1307. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  1308. break;
  1309. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  1310. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  1311. break;
  1312. }
  1313. }
  1314. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  1315. }
  1316. }
  1317. public _setAnisotropicLevel(key: number, texture: BaseTexture) {
  1318. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  1319. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== texture.anisotropicFilteringLevel) {
  1320. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropicFilteringLevel, this._caps.maxAnisotropy));
  1321. texture._cachedAnisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  1322. }
  1323. }
  1324. public readPixels(x: number, y: number, width: number, height: number): Uint8Array {
  1325. var data = new Uint8Array(height * width * 4);
  1326. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  1327. return data;
  1328. }
  1329. // Dispose
  1330. public dispose(): void {
  1331. this.hideLoadingUI();
  1332. this.stopRenderLoop();
  1333. // Release scenes
  1334. while (this.scenes.length) {
  1335. this.scenes[0].dispose();
  1336. }
  1337. // Release effects
  1338. for (var name in this._compiledEffects) {
  1339. this._gl.deleteProgram(this._compiledEffects[name]._program);
  1340. }
  1341. // Unbind
  1342. for (var i in this._vertexAttribArrays) {
  1343. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  1344. continue;
  1345. }
  1346. this._gl.disableVertexAttribArray(i);
  1347. }
  1348. // Events
  1349. window.removeEventListener("blur", this._onBlur);
  1350. window.removeEventListener("focus", this._onFocus);
  1351. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  1352. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  1353. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  1354. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  1355. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  1356. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  1357. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  1358. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  1359. }
  1360. // Loading screen
  1361. public displayLoadingUI(): void {
  1362. this._loadingDiv = document.createElement("div");
  1363. this._loadingDiv.style.opacity = "0";
  1364. this._loadingDiv.style.transition = "opacity 1.5s ease";
  1365. // Loading text
  1366. this._loadingTextDiv = document.createElement("div");
  1367. this._loadingTextDiv.style.position = "absolute";
  1368. this._loadingTextDiv.style.left = "0";
  1369. this._loadingTextDiv.style.top = "50%";
  1370. this._loadingTextDiv.style.marginTop = "80px";
  1371. this._loadingTextDiv.style.width = "100%";
  1372. this._loadingTextDiv.style.height = "20px";
  1373. this._loadingTextDiv.style.fontFamily = "Arial";
  1374. this._loadingTextDiv.style.fontSize = "14px";
  1375. this._loadingTextDiv.style.color = "white";
  1376. this._loadingTextDiv.style.textAlign = "center";
  1377. this._loadingTextDiv.innerHTML = "Loading";
  1378. this._loadingDiv.appendChild(this._loadingTextDiv);
  1379. // Loading img
  1380. var imgBack = new Image();
  1381. 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==";
  1382. imgBack.style.position = "absolute";
  1383. imgBack.style.left = "50%";
  1384. imgBack.style.top = "50%";
  1385. imgBack.style.marginLeft = "-50px";
  1386. imgBack.style.marginTop = "-50px";
  1387. imgBack.style.transition = "transform 1.0s ease";
  1388. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  1389. var deg = 360;
  1390. var onTransitionEnd = () => {
  1391. deg += 360;
  1392. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  1393. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  1394. }
  1395. imgBack.addEventListener("transitionend", onTransitionEnd);
  1396. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  1397. this._loadingDiv.appendChild(imgBack);
  1398. // front image
  1399. var imgFront = new Image();
  1400. imgFront.src = "data:image/png;base64,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";
  1401. imgFront.style.position = "absolute";
  1402. imgFront.style.left = "50%";
  1403. imgFront.style.top = "50%";
  1404. imgFront.style.marginLeft = "-50px";
  1405. imgFront.style.marginTop = "-50px";
  1406. this._loadingDiv.appendChild(imgFront);
  1407. // Resize
  1408. this._resizeLoadingUI = () => {
  1409. var canvasRect = this.getRenderingCanvasClientRect();
  1410. this._loadingDiv.style.position = "absolute";
  1411. this._loadingDiv.style.left = canvasRect.left + "px";
  1412. this._loadingDiv.style.top = canvasRect.top + "px";
  1413. this._loadingDiv.style.width = canvasRect.width + "px";
  1414. this._loadingDiv.style.height = canvasRect.height + "px";
  1415. }
  1416. this._resizeLoadingUI();
  1417. window.addEventListener("resize", this._resizeLoadingUI);
  1418. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  1419. document.body.appendChild(this._loadingDiv);
  1420. setTimeout(() => {
  1421. this._loadingDiv.style.opacity = "1";
  1422. imgBack.style.transform = "rotateZ(360deg)";
  1423. imgBack.style.webkitTransform = "rotateZ(360deg)";
  1424. }, 0);
  1425. }
  1426. public set loadingUIText(text: string) {
  1427. if (!this._loadingDiv) {
  1428. return;
  1429. }
  1430. this._loadingTextDiv.innerHTML = text;
  1431. }
  1432. public get loadingUIBackgroundColor(): string {
  1433. return this._loadingDivBackgroundColor;
  1434. }
  1435. public set loadingUIBackgroundColor(color: string) {
  1436. this._loadingDivBackgroundColor = color;
  1437. if (!this._loadingDiv) {
  1438. return;
  1439. }
  1440. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  1441. }
  1442. public hideLoadingUI(): void {
  1443. if (!this._loadingDiv) {
  1444. return;
  1445. }
  1446. var onTransitionEnd = () => {
  1447. if (!this._loadingDiv) {
  1448. return;
  1449. }
  1450. document.body.removeChild(this._loadingDiv);
  1451. window.removeEventListener("resize", this._resizeLoadingUI);
  1452. this._loadingDiv = null;
  1453. }
  1454. this._loadingDiv.style.opacity = "0";
  1455. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  1456. }
  1457. // Statics
  1458. public static isSupported(): boolean {
  1459. try {
  1460. var tempcanvas = document.createElement("canvas");
  1461. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  1462. return gl != null && !!window.WebGLRenderingContext;
  1463. } catch (e) {
  1464. return false;
  1465. }
  1466. }
  1467. }
  1468. }