thinEngine.ts 170 KB

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  1. import { EngineStore } from './engineStore';
  2. import { IInternalTextureLoader } from '../Materials/Textures/internalTextureLoader';
  3. import { Effect, IEffectCreationOptions } from '../Materials/effect';
  4. import { _DevTools } from '../Misc/devTools';
  5. import { IShaderProcessor } from './Processors/iShaderProcessor';
  6. import { UniformBuffer } from '../Materials/uniformBuffer';
  7. import { Nullable, DataArray, IndicesArray } from '../types';
  8. import { EngineCapabilities } from './engineCapabilities';
  9. import { Observable } from '../Misc/observable';
  10. import { DepthCullingState } from '../States/depthCullingState';
  11. import { StencilState } from '../States/stencilState';
  12. import { AlphaState } from '../States/alphaCullingState';
  13. import { Constants } from './constants';
  14. import { InternalTexture, InternalTextureSource } from '../Materials/Textures/internalTexture';
  15. import { IViewportLike, IColor4Like } from '../Maths/math.like';
  16. import { DataBuffer } from '../Meshes/dataBuffer';
  17. import { IFileRequest } from '../Misc/fileRequest';
  18. import { Logger } from '../Misc/logger';
  19. import { DomManagement } from '../Misc/domManagement';
  20. import { WebGL2ShaderProcessor } from './WebGL/webGL2ShaderProcessors';
  21. import { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';
  22. import { IPipelineContext } from './IPipelineContext';
  23. import { WebGLPipelineContext } from './WebGL/webGLPipelineContext';
  24. import { VertexBuffer } from '../Meshes/buffer';
  25. import { InstancingAttributeInfo } from './instancingAttributeInfo';
  26. import { FileTools } from '../Misc/fileTools';
  27. import { BaseTexture } from '../Materials/Textures/baseTexture';
  28. import { IOfflineProvider } from '../Offline/IOfflineProvider';
  29. import { IEffectFallbacks } from '../Materials/iEffectFallbacks';
  30. import { IWebRequest } from '../Misc/interfaces/iWebRequest';
  31. import { CanvasGenerator } from '../Misc/canvasGenerator';
  32. declare type Observer<T> = import("../Misc/observable").Observer<T>;
  33. declare type VideoTexture = import("../Materials/Textures/videoTexture").VideoTexture;
  34. declare type RenderTargetTexture = import("../Materials/Textures/renderTargetTexture").RenderTargetTexture;
  35. declare type Texture = import("../Materials/Textures/texture").Texture;
  36. /**
  37. * Defines the interface used by objects working like Scene
  38. * @hidden
  39. */
  40. interface ISceneLike {
  41. _addPendingData(data: any): void;
  42. _removePendingData(data: any): void;
  43. offlineProvider: IOfflineProvider;
  44. }
  45. /**
  46. * Keeps track of all the buffer info used in engine.
  47. */
  48. class BufferPointer {
  49. public active: boolean;
  50. public index: number;
  51. public size: number;
  52. public type: number;
  53. public normalized: boolean;
  54. public stride: number;
  55. public offset: number;
  56. public buffer: WebGLBuffer;
  57. }
  58. /** Interface defining initialization parameters for Engine class */
  59. export interface EngineOptions extends WebGLContextAttributes {
  60. /**
  61. * Defines if the engine should no exceed a specified device ratio
  62. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  63. */
  64. limitDeviceRatio?: number;
  65. /**
  66. * Defines if webvr should be enabled automatically
  67. * @see http://doc.babylonjs.com/how_to/webvr_camera
  68. */
  69. autoEnableWebVR?: boolean;
  70. /**
  71. * Defines if webgl2 should be turned off even if supported
  72. * @see http://doc.babylonjs.com/features/webgl2
  73. */
  74. disableWebGL2Support?: boolean;
  75. /**
  76. * Defines if webaudio should be initialized as well
  77. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  78. */
  79. audioEngine?: boolean;
  80. /**
  81. * Defines if animations should run using a deterministic lock step
  82. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  83. */
  84. deterministicLockstep?: boolean;
  85. /** Defines the maximum steps to use with deterministic lock step mode */
  86. lockstepMaxSteps?: number;
  87. /** Defines the seconds between each deterministic lock step */
  88. timeStep?: number;
  89. /**
  90. * Defines that engine should ignore context lost events
  91. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  92. */
  93. doNotHandleContextLost?: boolean;
  94. /**
  95. * Defines that engine should ignore modifying touch action attribute and style
  96. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  97. */
  98. doNotHandleTouchAction?: boolean;
  99. /**
  100. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  101. */
  102. useHighPrecisionFloats?: boolean;
  103. }
  104. /**
  105. * The base engine class (root of all engines)
  106. */
  107. export class ThinEngine {
  108. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  109. public static ExceptionList = [
  110. { key: "Chrome\/63\.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  111. { key: "Firefox\/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  112. { key: "Firefox\/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  113. { key: "Chrome\/72.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
  114. { key: "Chrome\/73.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
  115. { key: "Chrome\/74.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
  116. { key: "Mac OS.+Chrome\/71", capture: null, captureConstraint: null, targets: ["vao"] },
  117. { key: "Mac OS.+Chrome\/72", capture: null, captureConstraint: null, targets: ["vao"] }
  118. ];
  119. /** @hidden */
  120. public static _TextureLoaders: IInternalTextureLoader[] = [];
  121. /**
  122. * Returns the current npm package of the sdk
  123. */
  124. // Not mixed with Version for tooling purpose.
  125. public static get NpmPackage(): string {
  126. return "babylonjs@4.1.0-beta.6";
  127. }
  128. /**
  129. * Returns the current version of the framework
  130. */
  131. public static get Version(): string {
  132. return "4.1.0-beta.6";
  133. }
  134. /**
  135. * Returns a string describing the current engine
  136. */
  137. public get description(): string {
  138. let description = "WebGL" + this.webGLVersion;
  139. if (this._caps.parallelShaderCompile) {
  140. description += " - Parallel shader compilation";
  141. }
  142. return description;
  143. }
  144. // Updatable statics so stick with vars here
  145. /**
  146. * Gets or sets the epsilon value used by collision engine
  147. */
  148. public static CollisionsEpsilon = 0.001;
  149. /**
  150. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  151. */
  152. public static get ShadersRepository(): string {
  153. return Effect.ShadersRepository;
  154. }
  155. public static set ShadersRepository(value: string) {
  156. Effect.ShadersRepository = value;
  157. }
  158. /**
  159. * Gets or sets the textures that the engine should not attempt to load as compressed
  160. */
  161. protected _excludedCompressedTextures: string[] = [];
  162. /**
  163. * Filters the compressed texture formats to only include
  164. * files that are not included in the skippable list
  165. *
  166. * @param url the current extension
  167. * @param textureFormatInUse the current compressed texture format
  168. * @returns "format" string
  169. */
  170. public excludedCompressedTextureFormats(url: Nullable<string>, textureFormatInUse: Nullable<string>): Nullable<string> {
  171. const skipCompression = (): boolean => {
  172. return this._excludedCompressedTextures.some((entry) => {
  173. const strRegExPattern: string = '\\b' + entry + '\\b';
  174. return (url && (url === entry || url.match(new RegExp(strRegExPattern, 'g'))));
  175. });
  176. };
  177. return skipCompression() ? null : textureFormatInUse;
  178. }
  179. // Public members
  180. /** @hidden */
  181. public _shaderProcessor: IShaderProcessor;
  182. /**
  183. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  184. */
  185. public forcePOTTextures = false;
  186. /**
  187. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  188. */
  189. public isFullscreen = false;
  190. /**
  191. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  192. */
  193. public cullBackFaces = true;
  194. /**
  195. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  196. */
  197. public renderEvenInBackground = true;
  198. /**
  199. * Gets or sets a boolean indicating that cache can be kept between frames
  200. */
  201. public preventCacheWipeBetweenFrames = false;
  202. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  203. public validateShaderPrograms = false;
  204. /**
  205. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  206. * This can provide greater z depth for distant objects.
  207. */
  208. public useReverseDepthBuffer = false;
  209. // Uniform buffers list
  210. /**
  211. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  212. */
  213. public disableUniformBuffers = false;
  214. /** @hidden */
  215. public _uniformBuffers = new Array<UniformBuffer>();
  216. /**
  217. * Gets a boolean indicating that the engine supports uniform buffers
  218. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  219. */
  220. public get supportsUniformBuffers(): boolean {
  221. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  222. }
  223. // Private Members
  224. /** @hidden */
  225. public _gl: WebGLRenderingContext;
  226. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  227. protected _windowIsBackground = false;
  228. protected _webGLVersion = 1.0;
  229. protected _creationOptions: EngineOptions;
  230. protected _highPrecisionShadersAllowed = true;
  231. /** @hidden */
  232. public get _shouldUseHighPrecisionShader(): boolean {
  233. return !!(this._caps.highPrecisionShaderSupported && this._highPrecisionShadersAllowed);
  234. }
  235. /**
  236. * Gets a boolean indicating that only power of 2 textures are supported
  237. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  238. */
  239. public get needPOTTextures(): boolean {
  240. return this._webGLVersion < 2 || this.forcePOTTextures;
  241. }
  242. /** @hidden */
  243. public _badOS = false;
  244. /** @hidden */
  245. public _badDesktopOS = false;
  246. private _hardwareScalingLevel: number;
  247. /** @hidden */
  248. public _caps: EngineCapabilities;
  249. private _isStencilEnable: boolean;
  250. private _glVersion: string;
  251. private _glRenderer: string;
  252. private _glVendor: string;
  253. /** @hidden */
  254. public _videoTextureSupported: boolean;
  255. protected _renderingQueueLaunched = false;
  256. protected _activeRenderLoops = new Array<() => void>();
  257. // Lost context
  258. /**
  259. * Observable signaled when a context lost event is raised
  260. */
  261. public onContextLostObservable = new Observable<ThinEngine>();
  262. /**
  263. * Observable signaled when a context restored event is raised
  264. */
  265. public onContextRestoredObservable = new Observable<ThinEngine>();
  266. private _onContextLost: (evt: Event) => void;
  267. private _onContextRestored: (evt: Event) => void;
  268. protected _contextWasLost = false;
  269. /** @hidden */
  270. public _doNotHandleContextLost = false;
  271. /**
  272. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  273. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  274. */
  275. public get doNotHandleContextLost(): boolean {
  276. return this._doNotHandleContextLost;
  277. }
  278. public set doNotHandleContextLost(value: boolean) {
  279. this._doNotHandleContextLost = value;
  280. }
  281. /**
  282. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  283. */
  284. public disableVertexArrayObjects = false;
  285. // States
  286. /** @hidden */
  287. protected _colorWrite = true;
  288. /** @hidden */
  289. protected _colorWriteChanged = true;
  290. /** @hidden */
  291. protected _depthCullingState = new DepthCullingState();
  292. /** @hidden */
  293. protected _stencilState = new StencilState();
  294. /** @hidden */
  295. public _alphaState = new AlphaState();
  296. /** @hidden */
  297. public _alphaMode = Constants.ALPHA_ADD;
  298. /** @hidden */
  299. public _alphaEquation = Constants.ALPHA_DISABLE;
  300. // Cache
  301. /** @hidden */
  302. public _internalTexturesCache = new Array<InternalTexture>();
  303. /** @hidden */
  304. protected _activeChannel = 0;
  305. private _currentTextureChannel = -1;
  306. /** @hidden */
  307. protected _boundTexturesCache: { [key: string]: Nullable<InternalTexture> } = {};
  308. /** @hidden */
  309. protected _currentEffect: Nullable<Effect>;
  310. /** @hidden */
  311. protected _currentProgram: Nullable<WebGLProgram>;
  312. private _compiledEffects: { [key: string]: Effect } = {};
  313. private _vertexAttribArraysEnabled: boolean[] = [];
  314. /** @hidden */
  315. protected _cachedViewport: Nullable<IViewportLike>;
  316. private _cachedVertexArrayObject: Nullable<WebGLVertexArrayObject>;
  317. /** @hidden */
  318. protected _cachedVertexBuffers: any;
  319. /** @hidden */
  320. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  321. /** @hidden */
  322. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  323. /** @hidden */
  324. public _currentRenderTarget: Nullable<InternalTexture>;
  325. private _uintIndicesCurrentlySet = false;
  326. protected _currentBoundBuffer = new Array<Nullable<WebGLBuffer>>();
  327. /** @hidden */
  328. protected _currentFramebuffer: Nullable<WebGLFramebuffer> = null;
  329. private _currentBufferPointers = new Array<BufferPointer>();
  330. private _currentInstanceLocations = new Array<number>();
  331. private _currentInstanceBuffers = new Array<DataBuffer>();
  332. private _textureUnits: Int32Array;
  333. /** @hidden */
  334. public _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  335. /** @hidden */
  336. public _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  337. /** @hidden */
  338. public _boundRenderFunction: any;
  339. private _vaoRecordInProgress = false;
  340. private _mustWipeVertexAttributes = false;
  341. private _emptyTexture: Nullable<InternalTexture>;
  342. private _emptyCubeTexture: Nullable<InternalTexture>;
  343. private _emptyTexture3D: Nullable<InternalTexture>;
  344. private _emptyTexture2DArray: Nullable<InternalTexture>;
  345. /** @hidden */
  346. public _frameHandler: number;
  347. private _nextFreeTextureSlots = new Array<number>();
  348. private _maxSimultaneousTextures = 0;
  349. private _activeRequests = new Array<IFileRequest>();
  350. // Hardware supported Compressed Textures
  351. protected _texturesSupported = new Array<string>();
  352. /** @hidden */
  353. public _textureFormatInUse: Nullable<string>;
  354. protected get _supportsHardwareTextureRescaling() {
  355. return false;
  356. }
  357. /**
  358. * Gets the list of texture formats supported
  359. */
  360. public get texturesSupported(): Array<string> {
  361. return this._texturesSupported;
  362. }
  363. /**
  364. * Gets the list of texture formats in use
  365. */
  366. public get textureFormatInUse(): Nullable<string> {
  367. return this._textureFormatInUse;
  368. }
  369. /**
  370. * Gets the current viewport
  371. */
  372. public get currentViewport(): Nullable<IViewportLike> {
  373. return this._cachedViewport;
  374. }
  375. /**
  376. * Gets the default empty texture
  377. */
  378. public get emptyTexture(): InternalTexture {
  379. if (!this._emptyTexture) {
  380. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  381. }
  382. return this._emptyTexture;
  383. }
  384. /**
  385. * Gets the default empty 3D texture
  386. */
  387. public get emptyTexture3D(): InternalTexture {
  388. if (!this._emptyTexture3D) {
  389. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  390. }
  391. return this._emptyTexture3D;
  392. }
  393. /**
  394. * Gets the default empty 2D array texture
  395. */
  396. public get emptyTexture2DArray(): InternalTexture {
  397. if (!this._emptyTexture2DArray) {
  398. this._emptyTexture2DArray = this.createRawTexture2DArray(new Uint8Array(4), 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  399. }
  400. return this._emptyTexture2DArray;
  401. }
  402. /**
  403. * Gets the default empty cube texture
  404. */
  405. public get emptyCubeTexture(): InternalTexture {
  406. if (!this._emptyCubeTexture) {
  407. var faceData = new Uint8Array(4);
  408. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  409. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Constants.TEXTUREFORMAT_RGBA, Constants.TEXTURETYPE_UNSIGNED_INT, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  410. }
  411. return this._emptyCubeTexture;
  412. }
  413. /**
  414. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  415. */
  416. public readonly premultipliedAlpha: boolean = true;
  417. /**
  418. * Observable event triggered before each texture is initialized
  419. */
  420. public onBeforeTextureInitObservable = new Observable<Texture>();
  421. /**
  422. * Creates a new engine
  423. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  424. * @param antialias defines enable antialiasing (default: false)
  425. * @param options defines further options to be sent to the getContext() function
  426. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  427. */
  428. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio: boolean = false) {
  429. let canvas: Nullable<HTMLCanvasElement> = null;
  430. if (!canvasOrContext) {
  431. return;
  432. }
  433. options = options || {};
  434. if ((<HTMLCanvasElement>canvasOrContext).getContext) {
  435. canvas = <HTMLCanvasElement>canvasOrContext;
  436. this._renderingCanvas = canvas;
  437. if (antialias != null) {
  438. options.antialias = antialias;
  439. }
  440. if (options.deterministicLockstep === undefined) {
  441. options.deterministicLockstep = false;
  442. }
  443. if (options.lockstepMaxSteps === undefined) {
  444. options.lockstepMaxSteps = 4;
  445. }
  446. if (options.timeStep === undefined) {
  447. options.timeStep = 1 / 60;
  448. }
  449. if (options.preserveDrawingBuffer === undefined) {
  450. options.preserveDrawingBuffer = false;
  451. }
  452. if (options.audioEngine === undefined) {
  453. options.audioEngine = true;
  454. }
  455. if (options.stencil === undefined) {
  456. options.stencil = true;
  457. }
  458. if (options.premultipliedAlpha === false) {
  459. this.premultipliedAlpha = false;
  460. }
  461. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  462. // Exceptions
  463. if (navigator && navigator.userAgent) {
  464. let ua = navigator.userAgent;
  465. for (var exception of ThinEngine.ExceptionList) {
  466. let key = exception.key;
  467. let targets = exception.targets;
  468. let check = new RegExp(key);
  469. if (check.test(ua)) {
  470. if (exception.capture && exception.captureConstraint) {
  471. let capture = exception.capture;
  472. let constraint = exception.captureConstraint;
  473. let regex = new RegExp(capture);
  474. let matches = regex.exec(ua);
  475. if (matches && matches.length > 0) {
  476. let capturedValue = parseInt(matches[matches.length - 1]);
  477. if (capturedValue >= constraint) {
  478. continue;
  479. }
  480. }
  481. }
  482. for (var target of targets) {
  483. switch (target) {
  484. case "uniformBuffer":
  485. this.disableUniformBuffers = true;
  486. break;
  487. case "vao":
  488. this.disableVertexArrayObjects = true;
  489. break;
  490. }
  491. }
  492. }
  493. }
  494. }
  495. // Context lost
  496. if (!this._doNotHandleContextLost) {
  497. this._onContextLost = (evt: Event) => {
  498. evt.preventDefault();
  499. this._contextWasLost = true;
  500. Logger.Warn("WebGL context lost.");
  501. this.onContextLostObservable.notifyObservers(this);
  502. };
  503. this._onContextRestored = () => {
  504. // Adding a timeout to avoid race condition at browser level
  505. setTimeout(() => {
  506. // Rebuild gl context
  507. this._initGLContext();
  508. // Rebuild effects
  509. this._rebuildEffects();
  510. // Rebuild textures
  511. this._rebuildInternalTextures();
  512. // Rebuild buffers
  513. this._rebuildBuffers();
  514. // Cache
  515. this.wipeCaches(true);
  516. Logger.Warn("WebGL context successfully restored.");
  517. this.onContextRestoredObservable.notifyObservers(this);
  518. this._contextWasLost = false;
  519. }, 0);
  520. };
  521. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  522. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  523. options.powerPreference = "high-performance";
  524. }
  525. // GL
  526. if (!options.disableWebGL2Support) {
  527. try {
  528. this._gl = <any>(canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  529. if (this._gl) {
  530. this._webGLVersion = 2.0;
  531. // Prevent weird browsers to lie :-)
  532. if (!this._gl.deleteQuery) {
  533. this._webGLVersion = 1.0;
  534. }
  535. }
  536. } catch (e) {
  537. // Do nothing
  538. }
  539. }
  540. if (!this._gl) {
  541. if (!canvas) {
  542. throw new Error("The provided canvas is null or undefined.");
  543. }
  544. try {
  545. this._gl = <WebGLRenderingContext>(canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  546. } catch (e) {
  547. throw new Error("WebGL not supported");
  548. }
  549. }
  550. if (!this._gl) {
  551. throw new Error("WebGL not supported");
  552. }
  553. } else {
  554. this._gl = <WebGLRenderingContext>canvasOrContext;
  555. this._renderingCanvas = this._gl.canvas as HTMLCanvasElement;
  556. if (this._gl.renderbufferStorageMultisample) {
  557. this._webGLVersion = 2.0;
  558. }
  559. const attributes = this._gl.getContextAttributes();
  560. if (attributes) {
  561. options.stencil = attributes.stencil;
  562. }
  563. }
  564. // Ensures a consistent color space unpacking of textures cross browser.
  565. this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);
  566. if (options.useHighPrecisionFloats !== undefined) {
  567. this._highPrecisionShadersAllowed = options.useHighPrecisionFloats;
  568. }
  569. // Viewport
  570. const devicePixelRatio = DomManagement.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  571. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  572. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  573. this.resize();
  574. this._isStencilEnable = options.stencil ? true : false;
  575. this._initGLContext();
  576. // Prepare buffer pointers
  577. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  578. this._currentBufferPointers[i] = new BufferPointer();
  579. }
  580. // Shader processor
  581. if (this.webGLVersion > 1) {
  582. this._shaderProcessor = new WebGL2ShaderProcessor();
  583. }
  584. // Detect if we are running on a faulty buggy OS.
  585. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  586. // Detect if we are running on a faulty buggy desktop OS.
  587. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  588. this._creationOptions = options;
  589. console.log(`Babylon.js v${ThinEngine.Version} - ${this.description}`);
  590. }
  591. private _rebuildInternalTextures(): void {
  592. let currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  593. for (var internalTexture of currentState) {
  594. internalTexture._rebuild();
  595. }
  596. }
  597. private _rebuildEffects(): void {
  598. for (var key in this._compiledEffects) {
  599. let effect = <Effect>this._compiledEffects[key];
  600. effect._prepareEffect();
  601. }
  602. Effect.ResetCache();
  603. }
  604. /**
  605. * Gets a boolean indicating if all created effects are ready
  606. * @returns true if all effects are ready
  607. */
  608. public areAllEffectsReady(): boolean {
  609. for (var key in this._compiledEffects) {
  610. let effect = <Effect>this._compiledEffects[key];
  611. if (!effect.isReady()) {
  612. return false;
  613. }
  614. }
  615. return true;
  616. }
  617. protected _rebuildBuffers(): void {
  618. // Uniforms
  619. for (var uniformBuffer of this._uniformBuffers) {
  620. uniformBuffer._rebuild();
  621. }
  622. }
  623. private _initGLContext(): void {
  624. // Caps
  625. this._caps = {
  626. maxTexturesImageUnits: this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS),
  627. maxCombinedTexturesImageUnits: this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),
  628. maxVertexTextureImageUnits: this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS),
  629. maxTextureSize: this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE),
  630. maxSamples: this._webGLVersion > 1 ? this._gl.getParameter(this._gl.MAX_SAMPLES) : 1,
  631. maxCubemapTextureSize: this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),
  632. maxRenderTextureSize: this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),
  633. maxVertexAttribs: this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS),
  634. maxVaryingVectors: this._gl.getParameter(this._gl.MAX_VARYING_VECTORS),
  635. maxFragmentUniformVectors: this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS),
  636. maxVertexUniformVectors: this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS),
  637. parallelShaderCompile: this._gl.getExtension('KHR_parallel_shader_compile'),
  638. standardDerivatives: this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null),
  639. maxAnisotropy: 1,
  640. astc: this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc'),
  641. s3tc: this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'),
  642. pvrtc: this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),
  643. etc1: this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1'),
  644. etc2: this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  645. this._gl.getExtension('WEBGL_compressed_texture_es3_0'), // also a requirement of OpenGL ES 3
  646. textureAnisotropicFilterExtension: this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic'),
  647. uintIndices: this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null,
  648. fragmentDepthSupported: this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null,
  649. highPrecisionShaderSupported: false,
  650. timerQuery: this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query"),
  651. canUseTimestampForTimerQuery: false,
  652. drawBuffersExtension: false,
  653. maxMSAASamples: 1,
  654. colorBufferFloat: this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float'),
  655. textureFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false,
  656. textureHalfFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false,
  657. textureHalfFloatRender: false,
  658. textureFloatLinearFiltering: false,
  659. textureFloatRender: false,
  660. textureHalfFloatLinearFiltering: false,
  661. vertexArrayObject: false,
  662. instancedArrays: false,
  663. textureLOD: (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false,
  664. blendMinMax: false,
  665. multiview: this._gl.getExtension('OVR_multiview2'),
  666. oculusMultiview: this._gl.getExtension('OCULUS_multiview'),
  667. depthTextureExtension: false
  668. };
  669. // Infos
  670. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  671. var rendererInfo: any = this._gl.getExtension("WEBGL_debug_renderer_info");
  672. if (rendererInfo != null) {
  673. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  674. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  675. }
  676. if (!this._glVendor) {
  677. this._glVendor = "Unknown vendor";
  678. }
  679. if (!this._glRenderer) {
  680. this._glRenderer = "Unknown renderer";
  681. }
  682. // Constants
  683. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  684. if (this._gl.RGBA16F !== 0x881A) {
  685. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  686. }
  687. if (this._gl.RGBA32F !== 0x8814) {
  688. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  689. }
  690. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  691. this._gl.DEPTH24_STENCIL8 = 35056;
  692. }
  693. // Extensions
  694. if (this._caps.timerQuery) {
  695. if (this._webGLVersion === 1) {
  696. this._gl.getQuery = (<any>this._caps.timerQuery).getQueryEXT.bind(this._caps.timerQuery);
  697. }
  698. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  699. }
  700. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  701. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  702. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  703. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  704. // Checks if some of the format renders first to allow the use of webgl inspector.
  705. if (this._webGLVersion > 1) {
  706. this._gl.HALF_FLOAT_OES = 0x140B;
  707. }
  708. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  709. // Draw buffers
  710. if (this._webGLVersion > 1) {
  711. this._caps.drawBuffersExtension = true;
  712. this._caps.maxMSAASamples = this._gl.getParameter(this._gl.MAX_SAMPLES);
  713. } else {
  714. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  715. if (drawBuffersExtension !== null) {
  716. this._caps.drawBuffersExtension = true;
  717. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  718. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  719. for (var i = 0; i < 16; i++) {
  720. (<any>this._gl)["COLOR_ATTACHMENT" + i + "_WEBGL"] = (<any>drawBuffersExtension)["COLOR_ATTACHMENT" + i + "_WEBGL"];
  721. }
  722. }
  723. }
  724. // Depth Texture
  725. if (this._webGLVersion > 1) {
  726. this._caps.depthTextureExtension = true;
  727. } else {
  728. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  729. if (depthTextureExtension != null) {
  730. this._caps.depthTextureExtension = true;
  731. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  732. }
  733. }
  734. // Vertex array object
  735. if (this.disableVertexArrayObjects) {
  736. this._caps.vertexArrayObject = false;
  737. } else if (this._webGLVersion > 1) {
  738. this._caps.vertexArrayObject = true;
  739. } else {
  740. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  741. if (vertexArrayObjectExtension != null) {
  742. this._caps.vertexArrayObject = true;
  743. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  744. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  745. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  746. }
  747. }
  748. // Instances count
  749. if (this._webGLVersion > 1) {
  750. this._caps.instancedArrays = true;
  751. } else {
  752. var instanceExtension = <ANGLE_instanced_arrays>this._gl.getExtension('ANGLE_instanced_arrays');
  753. if (instanceExtension != null) {
  754. this._caps.instancedArrays = true;
  755. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  756. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  757. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  758. } else {
  759. this._caps.instancedArrays = false;
  760. }
  761. }
  762. // Intelligently add supported compressed formats in order to check for.
  763. // Check for ASTC support first as it is most powerful and to be very cross platform.
  764. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  765. // Likely no hardware which supports both PVR & DXT, so order matters little.
  766. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  767. if (this._caps.astc) { this.texturesSupported.push('-astc.ktx'); }
  768. if (this._caps.s3tc) { this.texturesSupported.push('-dxt.ktx'); }
  769. if (this._caps.pvrtc) { this.texturesSupported.push('-pvrtc.ktx'); }
  770. if (this._caps.etc2) { this.texturesSupported.push('-etc2.ktx'); }
  771. if (this._caps.etc1) { this.texturesSupported.push('-etc1.ktx'); }
  772. if (this._gl.getShaderPrecisionFormat) {
  773. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  774. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  775. if (vertex_highp && fragment_highp) {
  776. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  777. }
  778. }
  779. if (this._webGLVersion > 1) {
  780. this._caps.blendMinMax = true;
  781. }
  782. else {
  783. const blendMinMaxExtension = this._gl.getExtension('EXT_blend_minmax');
  784. if (blendMinMaxExtension != null) {
  785. this._caps.blendMinMax = true;
  786. this._gl.MAX = blendMinMaxExtension.MAX_EXT;
  787. this._gl.MIN = blendMinMaxExtension.MIN_EXT;
  788. }
  789. }
  790. // Depth buffer
  791. this._depthCullingState.depthTest = true;
  792. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  793. this._depthCullingState.depthMask = true;
  794. // Texture maps
  795. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  796. for (let slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  797. this._nextFreeTextureSlots.push(slot);
  798. }
  799. }
  800. /**
  801. * Gets version of the current webGL context
  802. */
  803. public get webGLVersion(): number {
  804. return this._webGLVersion;
  805. }
  806. /**
  807. * Gets a string idenfifying the name of the class
  808. * @returns "Engine" string
  809. */
  810. public getClassName(): string {
  811. return "ThinEngine";
  812. }
  813. /**
  814. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  815. */
  816. public get isStencilEnable(): boolean {
  817. return this._isStencilEnable;
  818. }
  819. /** @hidden */
  820. public _prepareWorkingCanvas(): void {
  821. if (this._workingCanvas) {
  822. return;
  823. }
  824. this._workingCanvas = CanvasGenerator.CreateCanvas(1, 1);
  825. let context = this._workingCanvas.getContext("2d");
  826. if (context) {
  827. this._workingContext = context;
  828. }
  829. }
  830. /**
  831. * Reset the texture cache to empty state
  832. */
  833. public resetTextureCache() {
  834. for (var key in this._boundTexturesCache) {
  835. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  836. continue;
  837. }
  838. this._boundTexturesCache[key] = null;
  839. }
  840. this._currentTextureChannel = -1;
  841. }
  842. /**
  843. * Gets an object containing information about the current webGL context
  844. * @returns an object containing the vender, the renderer and the version of the current webGL context
  845. */
  846. public getGlInfo() {
  847. return {
  848. vendor: this._glVendor,
  849. renderer: this._glRenderer,
  850. version: this._glVersion
  851. };
  852. }
  853. /**
  854. * Defines the hardware scaling level.
  855. * By default the hardware scaling level is computed from the window device ratio.
  856. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  857. * @param level defines the level to use
  858. */
  859. public setHardwareScalingLevel(level: number): void {
  860. this._hardwareScalingLevel = level;
  861. this.resize();
  862. }
  863. /**
  864. * Gets the current hardware scaling level.
  865. * By default the hardware scaling level is computed from the window device ratio.
  866. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  867. * @returns a number indicating the current hardware scaling level
  868. */
  869. public getHardwareScalingLevel(): number {
  870. return this._hardwareScalingLevel;
  871. }
  872. /**
  873. * Gets the list of loaded textures
  874. * @returns an array containing all loaded textures
  875. */
  876. public getLoadedTexturesCache(): InternalTexture[] {
  877. return this._internalTexturesCache;
  878. }
  879. /**
  880. * Gets the object containing all engine capabilities
  881. * @returns the EngineCapabilities object
  882. */
  883. public getCaps(): EngineCapabilities {
  884. return this._caps;
  885. }
  886. /**
  887. * stop executing a render loop function and remove it from the execution array
  888. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  889. */
  890. public stopRenderLoop(renderFunction?: () => void): void {
  891. if (!renderFunction) {
  892. this._activeRenderLoops = [];
  893. return;
  894. }
  895. var index = this._activeRenderLoops.indexOf(renderFunction);
  896. if (index >= 0) {
  897. this._activeRenderLoops.splice(index, 1);
  898. }
  899. }
  900. /** @hidden */
  901. public _renderLoop(): void {
  902. if (!this._contextWasLost) {
  903. var shouldRender = true;
  904. if (!this.renderEvenInBackground && this._windowIsBackground) {
  905. shouldRender = false;
  906. }
  907. if (shouldRender) {
  908. // Start new frame
  909. this.beginFrame();
  910. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  911. var renderFunction = this._activeRenderLoops[index];
  912. renderFunction();
  913. }
  914. // Present
  915. this.endFrame();
  916. }
  917. }
  918. if (this._activeRenderLoops.length > 0) {
  919. this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());
  920. } else {
  921. this._renderingQueueLaunched = false;
  922. }
  923. }
  924. /**
  925. * Gets the HTML canvas attached with the current webGL context
  926. * @returns a HTML canvas
  927. */
  928. public getRenderingCanvas(): Nullable<HTMLCanvasElement> {
  929. return this._renderingCanvas;
  930. }
  931. /**
  932. * Gets host window
  933. * @returns the host window object
  934. */
  935. public getHostWindow(): Nullable<Window> {
  936. if (!DomManagement.IsWindowObjectExist()) {
  937. return null;
  938. }
  939. if (this._renderingCanvas && this._renderingCanvas.ownerDocument && this._renderingCanvas.ownerDocument.defaultView) {
  940. return this._renderingCanvas.ownerDocument.defaultView;
  941. }
  942. return window;
  943. }
  944. /**
  945. * Gets the current render width
  946. * @param useScreen defines if screen size must be used (or the current render target if any)
  947. * @returns a number defining the current render width
  948. */
  949. public getRenderWidth(useScreen = false): number {
  950. if (!useScreen && this._currentRenderTarget) {
  951. return this._currentRenderTarget.width;
  952. }
  953. return this._gl.drawingBufferWidth;
  954. }
  955. /**
  956. * Gets the current render height
  957. * @param useScreen defines if screen size must be used (or the current render target if any)
  958. * @returns a number defining the current render height
  959. */
  960. public getRenderHeight(useScreen = false): number {
  961. if (!useScreen && this._currentRenderTarget) {
  962. return this._currentRenderTarget.height;
  963. }
  964. return this._gl.drawingBufferHeight;
  965. }
  966. /**
  967. * Can be used to override the current requestAnimationFrame requester.
  968. * @hidden
  969. */
  970. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number {
  971. return ThinEngine.QueueNewFrame(bindedRenderFunction, requester);
  972. }
  973. /**
  974. * Register and execute a render loop. The engine can have more than one render function
  975. * @param renderFunction defines the function to continuously execute
  976. */
  977. public runRenderLoop(renderFunction: () => void): void {
  978. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  979. return;
  980. }
  981. this._activeRenderLoops.push(renderFunction);
  982. if (!this._renderingQueueLaunched) {
  983. this._renderingQueueLaunched = true;
  984. this._boundRenderFunction = this._renderLoop.bind(this);
  985. this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());
  986. }
  987. }
  988. /**
  989. * Clear the current render buffer or the current render target (if any is set up)
  990. * @param color defines the color to use
  991. * @param backBuffer defines if the back buffer must be cleared
  992. * @param depth defines if the depth buffer must be cleared
  993. * @param stencil defines if the stencil buffer must be cleared
  994. */
  995. public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {
  996. this.applyStates();
  997. var mode = 0;
  998. if (backBuffer && color) {
  999. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  1000. mode |= this._gl.COLOR_BUFFER_BIT;
  1001. }
  1002. if (depth) {
  1003. if (this.useReverseDepthBuffer) {
  1004. this._depthCullingState.depthFunc = this._gl.GREATER;
  1005. this._gl.clearDepth(0.0);
  1006. } else {
  1007. this._gl.clearDepth(1.0);
  1008. }
  1009. mode |= this._gl.DEPTH_BUFFER_BIT;
  1010. }
  1011. if (stencil) {
  1012. this._gl.clearStencil(0);
  1013. mode |= this._gl.STENCIL_BUFFER_BIT;
  1014. }
  1015. this._gl.clear(mode);
  1016. }
  1017. private _viewportCached = { x: 0, y: 0, z: 0, w: 0 };
  1018. /** @hidden */
  1019. public _viewport(x: number, y: number, width: number, height: number): void {
  1020. if (x !== this._viewportCached.x ||
  1021. y !== this._viewportCached.y ||
  1022. width !== this._viewportCached.z ||
  1023. height !== this._viewportCached.w) {
  1024. this._viewportCached.x = x;
  1025. this._viewportCached.y = y;
  1026. this._viewportCached.z = width;
  1027. this._viewportCached.w = height;
  1028. this._gl.viewport(x, y, width, height);
  1029. }
  1030. }
  1031. /**
  1032. * Set the WebGL's viewport
  1033. * @param viewport defines the viewport element to be used
  1034. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  1035. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  1036. */
  1037. public setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void {
  1038. var width = requiredWidth || this.getRenderWidth();
  1039. var height = requiredHeight || this.getRenderHeight();
  1040. var x = viewport.x || 0;
  1041. var y = viewport.y || 0;
  1042. this._cachedViewport = viewport;
  1043. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  1044. }
  1045. /**
  1046. * Begin a new frame
  1047. */
  1048. public beginFrame(): void {
  1049. }
  1050. /**
  1051. * Enf the current frame
  1052. */
  1053. public endFrame(): void {
  1054. // Force a flush in case we are using a bad OS.
  1055. if (this._badOS) {
  1056. this.flushFramebuffer();
  1057. }
  1058. }
  1059. /**
  1060. * Resize the view according to the canvas' size
  1061. */
  1062. public resize(): void {
  1063. let width: number;
  1064. let height: number;
  1065. if (DomManagement.IsWindowObjectExist()) {
  1066. width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  1067. height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  1068. } else {
  1069. width = this._renderingCanvas ? this._renderingCanvas.width : 100;
  1070. height = this._renderingCanvas ? this._renderingCanvas.height : 100;
  1071. }
  1072. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  1073. }
  1074. /**
  1075. * Force a specific size of the canvas
  1076. * @param width defines the new canvas' width
  1077. * @param height defines the new canvas' height
  1078. */
  1079. public setSize(width: number, height: number): void {
  1080. if (!this._renderingCanvas) {
  1081. return;
  1082. }
  1083. width = width | 0;
  1084. height = height | 0;
  1085. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  1086. return;
  1087. }
  1088. this._renderingCanvas.width = width;
  1089. this._renderingCanvas.height = height;
  1090. }
  1091. /**
  1092. * Binds the frame buffer to the specified texture.
  1093. * @param texture The texture to render to or null for the default canvas
  1094. * @param faceIndex The face of the texture to render to in case of cube texture
  1095. * @param requiredWidth The width of the target to render to
  1096. * @param requiredHeight The height of the target to render to
  1097. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  1098. * @param depthStencilTexture The depth stencil texture to use to render
  1099. * @param lodLevel defines le lod level to bind to the frame buffer
  1100. */
  1101. public bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel = 0): void {
  1102. if (this._currentRenderTarget) {
  1103. this.unBindFramebuffer(this._currentRenderTarget);
  1104. }
  1105. this._currentRenderTarget = texture;
  1106. this._bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  1107. var gl = this._gl;
  1108. if (texture.isCube) {
  1109. if (faceIndex === undefined) {
  1110. faceIndex = 0;
  1111. }
  1112. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  1113. if (depthStencilTexture) {
  1114. if (depthStencilTexture._generateStencilBuffer) {
  1115. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  1116. }
  1117. else {
  1118. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  1119. }
  1120. }
  1121. }
  1122. if (this._cachedViewport && !forceFullscreenViewport) {
  1123. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  1124. } else {
  1125. if (!requiredWidth) {
  1126. requiredWidth = texture.width;
  1127. if (lodLevel) {
  1128. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  1129. }
  1130. }
  1131. if (!requiredHeight) {
  1132. requiredHeight = texture.height;
  1133. if (lodLevel) {
  1134. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  1135. }
  1136. }
  1137. this._viewport(0, 0, requiredWidth, requiredHeight);
  1138. }
  1139. this.wipeCaches();
  1140. }
  1141. /** @hidden */
  1142. public _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>) {
  1143. if (this._currentFramebuffer !== framebuffer) {
  1144. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  1145. this._currentFramebuffer = framebuffer;
  1146. }
  1147. }
  1148. /**
  1149. * Unbind the current render target texture from the webGL context
  1150. * @param texture defines the render target texture to unbind
  1151. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  1152. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  1153. */
  1154. public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {
  1155. this._currentRenderTarget = null;
  1156. // If MSAA, we need to bitblt back to main texture
  1157. var gl = this._gl;
  1158. if (texture._MSAAFramebuffer) {
  1159. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  1160. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  1161. gl.blitFramebuffer(0, 0, texture.width, texture.height,
  1162. 0, 0, texture.width, texture.height,
  1163. gl.COLOR_BUFFER_BIT, gl.NEAREST);
  1164. }
  1165. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  1166. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  1167. gl.generateMipmap(gl.TEXTURE_2D);
  1168. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  1169. }
  1170. if (onBeforeUnbind) {
  1171. if (texture._MSAAFramebuffer) {
  1172. // Bind the correct framebuffer
  1173. this._bindUnboundFramebuffer(texture._framebuffer);
  1174. }
  1175. onBeforeUnbind();
  1176. }
  1177. this._bindUnboundFramebuffer(null);
  1178. }
  1179. /**
  1180. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  1181. */
  1182. public flushFramebuffer(): void {
  1183. this._gl.flush();
  1184. }
  1185. /**
  1186. * Unbind the current render target and bind the default framebuffer
  1187. */
  1188. public restoreDefaultFramebuffer(): void {
  1189. if (this._currentRenderTarget) {
  1190. this.unBindFramebuffer(this._currentRenderTarget);
  1191. } else {
  1192. this._bindUnboundFramebuffer(null);
  1193. }
  1194. if (this._cachedViewport) {
  1195. this.setViewport(this._cachedViewport);
  1196. }
  1197. this.wipeCaches();
  1198. }
  1199. // VBOs
  1200. /** @hidden */
  1201. protected _resetVertexBufferBinding(): void {
  1202. this.bindArrayBuffer(null);
  1203. this._cachedVertexBuffers = null;
  1204. }
  1205. /**
  1206. * Creates a vertex buffer
  1207. * @param data the data for the vertex buffer
  1208. * @returns the new WebGL static buffer
  1209. */
  1210. public createVertexBuffer(data: DataArray): DataBuffer {
  1211. return this._createVertexBuffer(data, this._gl.STATIC_DRAW);
  1212. }
  1213. private _createVertexBuffer(data: DataArray, usage: number): DataBuffer {
  1214. var vbo = this._gl.createBuffer();
  1215. if (!vbo) {
  1216. throw new Error("Unable to create vertex buffer");
  1217. }
  1218. let dataBuffer = new WebGLDataBuffer(vbo);
  1219. this.bindArrayBuffer(dataBuffer);
  1220. if (data instanceof Array) {
  1221. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  1222. } else {
  1223. this._gl.bufferData(this._gl.ARRAY_BUFFER, <ArrayBuffer>data, this._gl.STATIC_DRAW);
  1224. }
  1225. this._resetVertexBufferBinding();
  1226. dataBuffer.references = 1;
  1227. return dataBuffer;
  1228. }
  1229. /**
  1230. * Creates a dynamic vertex buffer
  1231. * @param data the data for the dynamic vertex buffer
  1232. * @returns the new WebGL dynamic buffer
  1233. */
  1234. public createDynamicVertexBuffer(data: DataArray): DataBuffer {
  1235. return this._createVertexBuffer(data, this._gl.DYNAMIC_DRAW);
  1236. }
  1237. protected _resetIndexBufferBinding(): void {
  1238. this.bindIndexBuffer(null);
  1239. this._cachedIndexBuffer = null;
  1240. }
  1241. /**
  1242. * Creates a new index buffer
  1243. * @param indices defines the content of the index buffer
  1244. * @param updatable defines if the index buffer must be updatable
  1245. * @returns a new webGL buffer
  1246. */
  1247. public createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer {
  1248. var vbo = this._gl.createBuffer();
  1249. let dataBuffer = new WebGLDataBuffer(vbo!);
  1250. if (!vbo) {
  1251. throw new Error("Unable to create index buffer");
  1252. }
  1253. this.bindIndexBuffer(dataBuffer);
  1254. const data = this._normalizeIndexData(indices);
  1255. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, data, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  1256. this._resetIndexBufferBinding();
  1257. dataBuffer.references = 1;
  1258. dataBuffer.is32Bits = (data.BYTES_PER_ELEMENT === 4);
  1259. return dataBuffer;
  1260. }
  1261. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array {
  1262. if (indices instanceof Uint16Array) {
  1263. return indices;
  1264. }
  1265. // Check 32 bit support
  1266. if (this._caps.uintIndices) {
  1267. if (indices instanceof Uint32Array) {
  1268. return indices;
  1269. } else {
  1270. // number[] or Int32Array, check if 32 bit is necessary
  1271. for (var index = 0; index < indices.length; index++) {
  1272. if (indices[index] >= 65535) {
  1273. return new Uint32Array(indices);
  1274. }
  1275. }
  1276. return new Uint16Array(indices);
  1277. }
  1278. }
  1279. // No 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  1280. return new Uint16Array(indices);
  1281. }
  1282. /**
  1283. * Bind a webGL buffer to the webGL context
  1284. * @param buffer defines the buffer to bind
  1285. */
  1286. public bindArrayBuffer(buffer: Nullable<DataBuffer>): void {
  1287. if (!this._vaoRecordInProgress) {
  1288. this._unbindVertexArrayObject();
  1289. }
  1290. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  1291. }
  1292. /**
  1293. * Bind a specific block at a given index in a specific shader program
  1294. * @param pipelineContext defines the pipeline context to use
  1295. * @param blockName defines the block name
  1296. * @param index defines the index where to bind the block
  1297. */
  1298. public bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {
  1299. let program = (pipelineContext as WebGLPipelineContext).program!;
  1300. var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);
  1301. this._gl.uniformBlockBinding(program, uniformLocation, index);
  1302. }
  1303. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void {
  1304. if (!this._vaoRecordInProgress) {
  1305. this._unbindVertexArrayObject();
  1306. }
  1307. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  1308. }
  1309. private bindBuffer(buffer: Nullable<DataBuffer>, target: number): void {
  1310. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  1311. this._gl.bindBuffer(target, buffer ? buffer.underlyingResource : null);
  1312. this._currentBoundBuffer[target] = buffer;
  1313. }
  1314. }
  1315. /**
  1316. * update the bound buffer with the given data
  1317. * @param data defines the data to update
  1318. */
  1319. public updateArrayBuffer(data: Float32Array): void {
  1320. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  1321. }
  1322. private _vertexAttribPointer(buffer: DataBuffer, indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void {
  1323. var pointer = this._currentBufferPointers[indx];
  1324. var changed = false;
  1325. if (!pointer.active) {
  1326. changed = true;
  1327. pointer.active = true;
  1328. pointer.index = indx;
  1329. pointer.size = size;
  1330. pointer.type = type;
  1331. pointer.normalized = normalized;
  1332. pointer.stride = stride;
  1333. pointer.offset = offset;
  1334. pointer.buffer = buffer;
  1335. } else {
  1336. if (pointer.buffer !== buffer) { pointer.buffer = buffer; changed = true; }
  1337. if (pointer.size !== size) { pointer.size = size; changed = true; }
  1338. if (pointer.type !== type) { pointer.type = type; changed = true; }
  1339. if (pointer.normalized !== normalized) { pointer.normalized = normalized; changed = true; }
  1340. if (pointer.stride !== stride) { pointer.stride = stride; changed = true; }
  1341. if (pointer.offset !== offset) { pointer.offset = offset; changed = true; }
  1342. }
  1343. if (changed || this._vaoRecordInProgress) {
  1344. this.bindArrayBuffer(buffer);
  1345. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  1346. }
  1347. }
  1348. private _bindIndexBufferWithCache(indexBuffer: Nullable<DataBuffer>): void {
  1349. if (indexBuffer == null) {
  1350. return;
  1351. }
  1352. if (this._cachedIndexBuffer !== indexBuffer) {
  1353. this._cachedIndexBuffer = indexBuffer;
  1354. this.bindIndexBuffer(indexBuffer);
  1355. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  1356. }
  1357. }
  1358. private _bindVertexBuffersAttributes(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, effect: Effect): void {
  1359. var attributes = effect.getAttributesNames();
  1360. if (!this._vaoRecordInProgress) {
  1361. this._unbindVertexArrayObject();
  1362. }
  1363. this.unbindAllAttributes();
  1364. for (var index = 0; index < attributes.length; index++) {
  1365. var order = effect.getAttributeLocation(index);
  1366. if (order >= 0) {
  1367. var vertexBuffer = vertexBuffers[attributes[index]];
  1368. if (!vertexBuffer) {
  1369. continue;
  1370. }
  1371. this._gl.enableVertexAttribArray(order);
  1372. if (!this._vaoRecordInProgress) {
  1373. this._vertexAttribArraysEnabled[order] = true;
  1374. }
  1375. var buffer = vertexBuffer.getBuffer();
  1376. if (buffer) {
  1377. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  1378. if (vertexBuffer.getIsInstanced()) {
  1379. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  1380. if (!this._vaoRecordInProgress) {
  1381. this._currentInstanceLocations.push(order);
  1382. this._currentInstanceBuffers.push(buffer);
  1383. }
  1384. }
  1385. }
  1386. }
  1387. }
  1388. }
  1389. /**
  1390. * Records a vertex array object
  1391. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  1392. * @param vertexBuffers defines the list of vertex buffers to store
  1393. * @param indexBuffer defines the index buffer to store
  1394. * @param effect defines the effect to store
  1395. * @returns the new vertex array object
  1396. */
  1397. public recordVertexArrayObject(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject {
  1398. var vao = this._gl.createVertexArray();
  1399. this._vaoRecordInProgress = true;
  1400. this._gl.bindVertexArray(vao);
  1401. this._mustWipeVertexAttributes = true;
  1402. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  1403. this.bindIndexBuffer(indexBuffer);
  1404. this._vaoRecordInProgress = false;
  1405. this._gl.bindVertexArray(null);
  1406. return vao;
  1407. }
  1408. /**
  1409. * Bind a specific vertex array object
  1410. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  1411. * @param vertexArrayObject defines the vertex array object to bind
  1412. * @param indexBuffer defines the index buffer to bind
  1413. */
  1414. public bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void {
  1415. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  1416. this._cachedVertexArrayObject = vertexArrayObject;
  1417. this._gl.bindVertexArray(vertexArrayObject);
  1418. this._cachedVertexBuffers = null;
  1419. this._cachedIndexBuffer = null;
  1420. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  1421. this._mustWipeVertexAttributes = true;
  1422. }
  1423. }
  1424. /**
  1425. * Bind webGl buffers directly to the webGL context
  1426. * @param vertexBuffer defines the vertex buffer to bind
  1427. * @param indexBuffer defines the index buffer to bind
  1428. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  1429. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  1430. * @param effect defines the effect associated with the vertex buffer
  1431. */
  1432. public bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
  1433. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  1434. this._cachedVertexBuffers = vertexBuffer;
  1435. this._cachedEffectForVertexBuffers = effect;
  1436. let attributesCount = effect.getAttributesCount();
  1437. this._unbindVertexArrayObject();
  1438. this.unbindAllAttributes();
  1439. var offset = 0;
  1440. for (var index = 0; index < attributesCount; index++) {
  1441. if (index < vertexDeclaration.length) {
  1442. var order = effect.getAttributeLocation(index);
  1443. if (order >= 0) {
  1444. this._gl.enableVertexAttribArray(order);
  1445. this._vertexAttribArraysEnabled[order] = true;
  1446. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  1447. }
  1448. offset += vertexDeclaration[index] * 4;
  1449. }
  1450. }
  1451. }
  1452. this._bindIndexBufferWithCache(indexBuffer);
  1453. }
  1454. private _unbindVertexArrayObject(): void {
  1455. if (!this._cachedVertexArrayObject) {
  1456. return;
  1457. }
  1458. this._cachedVertexArrayObject = null;
  1459. this._gl.bindVertexArray(null);
  1460. }
  1461. /**
  1462. * Bind a list of vertex buffers to the webGL context
  1463. * @param vertexBuffers defines the list of vertex buffers to bind
  1464. * @param indexBuffer defines the index buffer to bind
  1465. * @param effect defines the effect associated with the vertex buffers
  1466. */
  1467. public bindBuffers(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void {
  1468. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  1469. this._cachedVertexBuffers = vertexBuffers;
  1470. this._cachedEffectForVertexBuffers = effect;
  1471. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  1472. }
  1473. this._bindIndexBufferWithCache(indexBuffer);
  1474. }
  1475. /**
  1476. * Unbind all instance attributes
  1477. */
  1478. public unbindInstanceAttributes() {
  1479. var boundBuffer;
  1480. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  1481. var instancesBuffer = this._currentInstanceBuffers[i];
  1482. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  1483. boundBuffer = instancesBuffer;
  1484. this.bindArrayBuffer(instancesBuffer);
  1485. }
  1486. var offsetLocation = this._currentInstanceLocations[i];
  1487. this._gl.vertexAttribDivisor(offsetLocation, 0);
  1488. }
  1489. this._currentInstanceBuffers.length = 0;
  1490. this._currentInstanceLocations.length = 0;
  1491. }
  1492. /**
  1493. * Release and free the memory of a vertex array object
  1494. * @param vao defines the vertex array object to delete
  1495. */
  1496. public releaseVertexArrayObject(vao: WebGLVertexArrayObject) {
  1497. this._gl.deleteVertexArray(vao);
  1498. }
  1499. /** @hidden */
  1500. public _releaseBuffer(buffer: DataBuffer): boolean {
  1501. buffer.references--;
  1502. if (buffer.references === 0) {
  1503. this._deleteBuffer(buffer);
  1504. return true;
  1505. }
  1506. return false;
  1507. }
  1508. protected _deleteBuffer(buffer: DataBuffer): void {
  1509. this._gl.deleteBuffer(buffer.underlyingResource);
  1510. }
  1511. /**
  1512. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  1513. * @param instancesBuffer defines the webGL buffer to update and bind
  1514. * @param data defines the data to store in the buffer
  1515. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  1516. */
  1517. public updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void {
  1518. this.bindArrayBuffer(instancesBuffer);
  1519. if (data) {
  1520. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  1521. }
  1522. if ((<any>offsetLocations[0]).index !== undefined) {
  1523. this.bindInstancesBuffer(instancesBuffer, offsetLocations as any, true);
  1524. } else {
  1525. for (let index = 0; index < 4; index++) {
  1526. let offsetLocation = <number>offsetLocations[index];
  1527. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  1528. this._gl.enableVertexAttribArray(offsetLocation);
  1529. this._vertexAttribArraysEnabled[offsetLocation] = true;
  1530. }
  1531. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  1532. this._gl.vertexAttribDivisor(offsetLocation, 1);
  1533. this._currentInstanceLocations.push(offsetLocation);
  1534. this._currentInstanceBuffers.push(instancesBuffer);
  1535. }
  1536. }
  1537. }
  1538. /**
  1539. * Bind the content of a webGL buffer used with instanciation
  1540. * @param instancesBuffer defines the webGL buffer to bind
  1541. * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer
  1542. * @param computeStride defines Wether to compute the strides from the info or use the default 0
  1543. */
  1544. public bindInstancesBuffer(instancesBuffer: DataBuffer, attributesInfo: InstancingAttributeInfo[], computeStride = true): void {
  1545. this.bindArrayBuffer(instancesBuffer);
  1546. let stride = 0;
  1547. if (computeStride) {
  1548. for (let i = 0; i < attributesInfo.length; i++) {
  1549. let ai = attributesInfo[i];
  1550. stride += ai.attributeSize * 4;
  1551. }
  1552. }
  1553. for (let i = 0; i < attributesInfo.length; i++) {
  1554. let ai = attributesInfo[i];
  1555. if (ai.index === undefined) {
  1556. ai.index = this._currentEffect!.getAttributeLocationByName(ai.attributeName);
  1557. }
  1558. if (!this._vertexAttribArraysEnabled[ai.index]) {
  1559. this._gl.enableVertexAttribArray(ai.index);
  1560. this._vertexAttribArraysEnabled[ai.index] = true;
  1561. }
  1562. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attributeType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  1563. this._gl.vertexAttribDivisor(ai.index, ai.divisor === undefined ? 1 : ai.divisor);
  1564. this._currentInstanceLocations.push(ai.index);
  1565. this._currentInstanceBuffers.push(instancesBuffer);
  1566. }
  1567. }
  1568. /**
  1569. * Disable the instance attribute corresponding to the name in parameter
  1570. * @param name defines the name of the attribute to disable
  1571. */
  1572. public disableInstanceAttributeByName(name: string) {
  1573. if (!this._currentEffect) {
  1574. return;
  1575. }
  1576. const attributeLocation = this._currentEffect.getAttributeLocationByName(name);
  1577. this.disableInstanceAttribute(attributeLocation);
  1578. }
  1579. /**
  1580. * Disable the instance attribute corresponding to the location in parameter
  1581. * @param attributeLocation defines the attribute location of the attribute to disable
  1582. */
  1583. public disableInstanceAttribute(attributeLocation: number) {
  1584. let shouldClean = false;
  1585. let index: number;
  1586. while ((index = this._currentInstanceLocations.indexOf(attributeLocation)) !== -1) {
  1587. this._currentInstanceLocations.splice(index, 1);
  1588. this._currentInstanceBuffers.splice(index, 1);
  1589. shouldClean = true;
  1590. index = this._currentInstanceLocations.indexOf(attributeLocation);
  1591. }
  1592. if (shouldClean) {
  1593. this._gl.vertexAttribDivisor(attributeLocation, 0);
  1594. this.disableAttributeByIndex(attributeLocation);
  1595. }
  1596. }
  1597. /**
  1598. * Disable the attribute corresponding to the location in parameter
  1599. * @param attributeLocation defines the attribute location of the attribute to disable
  1600. */
  1601. public disableAttributeByIndex(attributeLocation: number) {
  1602. this._gl.disableVertexAttribArray(attributeLocation);
  1603. this._vertexAttribArraysEnabled[attributeLocation] = false;
  1604. this._currentBufferPointers[attributeLocation].active = false;
  1605. }
  1606. /**
  1607. * Send a draw order
  1608. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  1609. * @param indexStart defines the starting index
  1610. * @param indexCount defines the number of index to draw
  1611. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1612. */
  1613. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {
  1614. this.drawElementsType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, indexStart, indexCount, instancesCount);
  1615. }
  1616. /**
  1617. * Draw a list of points
  1618. * @param verticesStart defines the index of first vertex to draw
  1619. * @param verticesCount defines the count of vertices to draw
  1620. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1621. */
  1622. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void {
  1623. this.drawArraysType(Constants.MATERIAL_PointFillMode, verticesStart, verticesCount, instancesCount);
  1624. }
  1625. /**
  1626. * Draw a list of unindexed primitives
  1627. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  1628. * @param verticesStart defines the index of first vertex to draw
  1629. * @param verticesCount defines the count of vertices to draw
  1630. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1631. */
  1632. public drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void {
  1633. this.drawArraysType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  1634. }
  1635. /**
  1636. * Draw a list of indexed primitives
  1637. * @param fillMode defines the primitive to use
  1638. * @param indexStart defines the starting index
  1639. * @param indexCount defines the number of index to draw
  1640. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1641. */
  1642. public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {
  1643. // Apply states
  1644. this.applyStates();
  1645. this._reportDrawCall();
  1646. // Render
  1647. const drawMode = this._drawMode(fillMode);
  1648. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  1649. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  1650. if (instancesCount) {
  1651. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  1652. } else {
  1653. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  1654. }
  1655. }
  1656. /**
  1657. * Draw a list of unindexed primitives
  1658. * @param fillMode defines the primitive to use
  1659. * @param verticesStart defines the index of first vertex to draw
  1660. * @param verticesCount defines the count of vertices to draw
  1661. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1662. */
  1663. public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {
  1664. // Apply states
  1665. this.applyStates();
  1666. this._reportDrawCall();
  1667. const drawMode = this._drawMode(fillMode);
  1668. if (instancesCount) {
  1669. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  1670. } else {
  1671. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  1672. }
  1673. }
  1674. private _drawMode(fillMode: number): number {
  1675. switch (fillMode) {
  1676. // Triangle views
  1677. case Constants.MATERIAL_TriangleFillMode:
  1678. return this._gl.TRIANGLES;
  1679. case Constants.MATERIAL_PointFillMode:
  1680. return this._gl.POINTS;
  1681. case Constants.MATERIAL_WireFrameFillMode:
  1682. return this._gl.LINES;
  1683. // Draw modes
  1684. case Constants.MATERIAL_PointListDrawMode:
  1685. return this._gl.POINTS;
  1686. case Constants.MATERIAL_LineListDrawMode:
  1687. return this._gl.LINES;
  1688. case Constants.MATERIAL_LineLoopDrawMode:
  1689. return this._gl.LINE_LOOP;
  1690. case Constants.MATERIAL_LineStripDrawMode:
  1691. return this._gl.LINE_STRIP;
  1692. case Constants.MATERIAL_TriangleStripDrawMode:
  1693. return this._gl.TRIANGLE_STRIP;
  1694. case Constants.MATERIAL_TriangleFanDrawMode:
  1695. return this._gl.TRIANGLE_FAN;
  1696. default:
  1697. return this._gl.TRIANGLES;
  1698. }
  1699. }
  1700. /** @hidden */
  1701. protected _reportDrawCall() {
  1702. // Will be implemented by children
  1703. }
  1704. // Shaders
  1705. /** @hidden */
  1706. public _releaseEffect(effect: Effect): void {
  1707. if (this._compiledEffects[effect._key]) {
  1708. delete this._compiledEffects[effect._key];
  1709. this._deletePipelineContext(effect.getPipelineContext() as WebGLPipelineContext);
  1710. }
  1711. }
  1712. /** @hidden */
  1713. public _deletePipelineContext(pipelineContext: IPipelineContext): void {
  1714. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1715. if (webGLPipelineContext && webGLPipelineContext.program) {
  1716. webGLPipelineContext.program.__SPECTOR_rebuildProgram = null;
  1717. this._gl.deleteProgram(webGLPipelineContext.program);
  1718. }
  1719. }
  1720. /**
  1721. * Create a new effect (used to store vertex/fragment shaders)
  1722. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  1723. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  1724. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  1725. * @param samplers defines an array of string used to represent textures
  1726. * @param defines defines the string containing the defines to use to compile the shaders
  1727. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  1728. * @param onCompiled defines a function to call when the effect creation is successful
  1729. * @param onError defines a function to call when the effect creation has failed
  1730. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  1731. * @returns the new Effect
  1732. */
  1733. public createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string,
  1734. fallbacks?: IEffectFallbacks,
  1735. onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect {
  1736. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  1737. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  1738. var name = vertex + "+" + fragment + "@" + (defines ? defines : (<IEffectCreationOptions>attributesNamesOrOptions).defines);
  1739. if (this._compiledEffects[name]) {
  1740. var compiledEffect = <Effect>this._compiledEffects[name];
  1741. if (onCompiled && compiledEffect.isReady()) {
  1742. onCompiled(compiledEffect);
  1743. }
  1744. return compiledEffect;
  1745. }
  1746. var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  1747. effect._key = name;
  1748. this._compiledEffects[name] = effect;
  1749. return effect;
  1750. }
  1751. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion: string = ""): string {
  1752. return shaderVersion + (defines ? defines + "\n" : "") + source;
  1753. }
  1754. private _compileShader(source: string, type: string, defines: Nullable<string>, shaderVersion: string): WebGLShader {
  1755. return this._compileRawShader(ThinEngine._ConcatenateShader(source, defines, shaderVersion), type);
  1756. }
  1757. private _compileRawShader(source: string, type: string): WebGLShader {
  1758. var gl = this._gl;
  1759. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  1760. if (!shader) {
  1761. throw new Error("Something went wrong while compile the shader.");
  1762. }
  1763. gl.shaderSource(shader, source);
  1764. gl.compileShader(shader);
  1765. return shader;
  1766. }
  1767. /**
  1768. * Directly creates a webGL program
  1769. * @param pipelineContext defines the pipeline context to attach to
  1770. * @param vertexCode defines the vertex shader code to use
  1771. * @param fragmentCode defines the fragment shader code to use
  1772. * @param context defines the webGL context to use (if not set, the current one will be used)
  1773. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  1774. * @returns the new webGL program
  1775. */
  1776. public createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  1777. context = context || this._gl;
  1778. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  1779. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  1780. return this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);
  1781. }
  1782. /**
  1783. * Creates a webGL program
  1784. * @param pipelineContext defines the pipeline context to attach to
  1785. * @param vertexCode defines the vertex shader code to use
  1786. * @param fragmentCode defines the fragment shader code to use
  1787. * @param defines defines the string containing the defines to use to compile the shaders
  1788. * @param context defines the webGL context to use (if not set, the current one will be used)
  1789. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  1790. * @returns the new webGL program
  1791. */
  1792. public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  1793. context = context || this._gl;
  1794. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  1795. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  1796. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  1797. return this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);
  1798. }
  1799. /**
  1800. * Creates a new pipeline context
  1801. * @returns the new pipeline
  1802. */
  1803. public createPipelineContext(): IPipelineContext {
  1804. var pipelineContext = new WebGLPipelineContext();
  1805. pipelineContext.engine = this;
  1806. if (this._caps.parallelShaderCompile) {
  1807. pipelineContext.isParallelCompiled = true;
  1808. }
  1809. return pipelineContext;
  1810. }
  1811. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  1812. var shaderProgram = context.createProgram();
  1813. pipelineContext.program = shaderProgram;
  1814. if (!shaderProgram) {
  1815. throw new Error("Unable to create program");
  1816. }
  1817. context.attachShader(shaderProgram, vertexShader);
  1818. context.attachShader(shaderProgram, fragmentShader);
  1819. context.linkProgram(shaderProgram);
  1820. pipelineContext.context = context;
  1821. pipelineContext.vertexShader = vertexShader;
  1822. pipelineContext.fragmentShader = fragmentShader;
  1823. if (!pipelineContext.isParallelCompiled) {
  1824. this._finalizePipelineContext(pipelineContext);
  1825. }
  1826. return shaderProgram;
  1827. }
  1828. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext) {
  1829. const context = pipelineContext.context!;
  1830. const vertexShader = pipelineContext.vertexShader!;
  1831. const fragmentShader = pipelineContext.fragmentShader!;
  1832. const program = pipelineContext.program!;
  1833. var linked = context.getProgramParameter(program, context.LINK_STATUS);
  1834. if (!linked) { // Get more info
  1835. // Vertex
  1836. if (!this._gl.getShaderParameter(vertexShader, this._gl.COMPILE_STATUS)) {
  1837. let log = this._gl.getShaderInfoLog(vertexShader);
  1838. if (log) {
  1839. throw new Error("VERTEX SHADER " + log);
  1840. }
  1841. }
  1842. // Fragment
  1843. if (!this._gl.getShaderParameter(fragmentShader, this._gl.COMPILE_STATUS)) {
  1844. let log = this._gl.getShaderInfoLog(fragmentShader);
  1845. if (log) {
  1846. throw new Error("FRAGMENT SHADER " + log);
  1847. }
  1848. }
  1849. var error = context.getProgramInfoLog(program);
  1850. if (error) {
  1851. throw new Error(error);
  1852. }
  1853. }
  1854. if (this.validateShaderPrograms) {
  1855. context.validateProgram(program);
  1856. var validated = context.getProgramParameter(program, context.VALIDATE_STATUS);
  1857. if (!validated) {
  1858. var error = context.getProgramInfoLog(program);
  1859. if (error) {
  1860. throw new Error(error);
  1861. }
  1862. }
  1863. }
  1864. context.deleteShader(vertexShader);
  1865. context.deleteShader(fragmentShader);
  1866. pipelineContext.vertexShader = undefined;
  1867. pipelineContext.fragmentShader = undefined;
  1868. if (pipelineContext.onCompiled) {
  1869. pipelineContext.onCompiled();
  1870. pipelineContext.onCompiled = undefined;
  1871. }
  1872. }
  1873. /** @hidden */
  1874. public _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean,
  1875. rebuildRebind: any,
  1876. defines: Nullable<string>,
  1877. transformFeedbackVaryings: Nullable<string[]>) {
  1878. let webGLRenderingState = pipelineContext as WebGLPipelineContext;
  1879. if (createAsRaw) {
  1880. webGLRenderingState.program = this.createRawShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, undefined, transformFeedbackVaryings);
  1881. }
  1882. else {
  1883. webGLRenderingState.program = this.createShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, defines, undefined, transformFeedbackVaryings);
  1884. }
  1885. webGLRenderingState.program.__SPECTOR_rebuildProgram = rebuildRebind;
  1886. }
  1887. /** @hidden */
  1888. public _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean {
  1889. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1890. if (this._gl.getProgramParameter(webGLPipelineContext.program!, this._caps.parallelShaderCompile!.COMPLETION_STATUS_KHR)) {
  1891. this._finalizePipelineContext(webGLPipelineContext);
  1892. return true;
  1893. }
  1894. return false;
  1895. }
  1896. /** @hidden */
  1897. public _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {
  1898. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1899. if (!webGLPipelineContext.isParallelCompiled) {
  1900. action();
  1901. return;
  1902. }
  1903. let oldHandler = webGLPipelineContext.onCompiled;
  1904. if (oldHandler) {
  1905. webGLPipelineContext.onCompiled = () => {
  1906. oldHandler!();
  1907. action();
  1908. };
  1909. } else {
  1910. webGLPipelineContext.onCompiled = action;
  1911. }
  1912. }
  1913. /**
  1914. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  1915. * @param pipelineContext defines the pipeline context to use
  1916. * @param uniformsNames defines the list of uniform names
  1917. * @returns an array of webGL uniform locations
  1918. */
  1919. public getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[] {
  1920. var results = new Array<Nullable<WebGLUniformLocation>>();
  1921. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1922. for (var index = 0; index < uniformsNames.length; index++) {
  1923. results.push(this._gl.getUniformLocation(webGLPipelineContext.program!, uniformsNames[index]));
  1924. }
  1925. return results;
  1926. }
  1927. /**
  1928. * Gets the lsit of active attributes for a given webGL program
  1929. * @param pipelineContext defines the pipeline context to use
  1930. * @param attributesNames defines the list of attribute names to get
  1931. * @returns an array of indices indicating the offset of each attribute
  1932. */
  1933. public getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {
  1934. var results = [];
  1935. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1936. for (var index = 0; index < attributesNames.length; index++) {
  1937. try {
  1938. results.push(this._gl.getAttribLocation(webGLPipelineContext.program!, attributesNames[index]));
  1939. } catch (e) {
  1940. results.push(-1);
  1941. }
  1942. }
  1943. return results;
  1944. }
  1945. /**
  1946. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  1947. * @param effect defines the effect to activate
  1948. */
  1949. public enableEffect(effect: Nullable<Effect>): void {
  1950. if (!effect || effect === this._currentEffect) {
  1951. return;
  1952. }
  1953. // Use program
  1954. this.bindSamplers(effect);
  1955. this._currentEffect = effect;
  1956. if (effect.onBind) {
  1957. effect.onBind(effect);
  1958. }
  1959. if (effect._onBindObservable) {
  1960. effect._onBindObservable.notifyObservers(effect);
  1961. }
  1962. }
  1963. /**
  1964. * Set the value of an uniform to a number (int)
  1965. * @param uniform defines the webGL uniform location where to store the value
  1966. * @param value defines the int number to store
  1967. */
  1968. public setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void {
  1969. if (!uniform) {
  1970. return;
  1971. }
  1972. this._gl.uniform1i(uniform, value);
  1973. }
  1974. /**
  1975. * Set the value of an uniform to an array of int32
  1976. * @param uniform defines the webGL uniform location where to store the value
  1977. * @param array defines the array of int32 to store
  1978. */
  1979. public setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  1980. if (!uniform) {
  1981. return;
  1982. }
  1983. this._gl.uniform1iv(uniform, array);
  1984. }
  1985. /**
  1986. * Set the value of an uniform to an array of int32 (stored as vec2)
  1987. * @param uniform defines the webGL uniform location where to store the value
  1988. * @param array defines the array of int32 to store
  1989. */
  1990. public setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  1991. if (!uniform || array.length % 2 !== 0) {
  1992. return;
  1993. }
  1994. this._gl.uniform2iv(uniform, array);
  1995. }
  1996. /**
  1997. * Set the value of an uniform to an array of int32 (stored as vec3)
  1998. * @param uniform defines the webGL uniform location where to store the value
  1999. * @param array defines the array of int32 to store
  2000. */
  2001. public setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  2002. if (!uniform || array.length % 3 !== 0) {
  2003. return;
  2004. }
  2005. this._gl.uniform3iv(uniform, array);
  2006. }
  2007. /**
  2008. * Set the value of an uniform to an array of int32 (stored as vec4)
  2009. * @param uniform defines the webGL uniform location where to store the value
  2010. * @param array defines the array of int32 to store
  2011. */
  2012. public setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  2013. if (!uniform || array.length % 4 !== 0) {
  2014. return;
  2015. }
  2016. this._gl.uniform4iv(uniform, array);
  2017. }
  2018. /**
  2019. * Set the value of an uniform to an array of number
  2020. * @param uniform defines the webGL uniform location where to store the value
  2021. * @param array defines the array of number to store
  2022. */
  2023. public setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2024. if (!uniform) {
  2025. return;
  2026. }
  2027. this._gl.uniform1fv(uniform, array);
  2028. }
  2029. /**
  2030. * Set the value of an uniform to an array of number (stored as vec2)
  2031. * @param uniform defines the webGL uniform location where to store the value
  2032. * @param array defines the array of number to store
  2033. */
  2034. public setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2035. if (!uniform || array.length % 2 !== 0) {
  2036. return;
  2037. }
  2038. this._gl.uniform2fv(uniform, <any>array);
  2039. }
  2040. /**
  2041. * Set the value of an uniform to an array of number (stored as vec3)
  2042. * @param uniform defines the webGL uniform location where to store the value
  2043. * @param array defines the array of number to store
  2044. */
  2045. public setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2046. if (!uniform || array.length % 3 !== 0) {
  2047. return;
  2048. }
  2049. this._gl.uniform3fv(uniform, <any>array);
  2050. }
  2051. /**
  2052. * Set the value of an uniform to an array of number (stored as vec4)
  2053. * @param uniform defines the webGL uniform location where to store the value
  2054. * @param array defines the array of number to store
  2055. */
  2056. public setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2057. if (!uniform || array.length % 4 !== 0) {
  2058. return;
  2059. }
  2060. this._gl.uniform4fv(uniform, <any>array);
  2061. }
  2062. /**
  2063. * Set the value of an uniform to an array of float32 (stored as matrices)
  2064. * @param uniform defines the webGL uniform location where to store the value
  2065. * @param matrices defines the array of float32 to store
  2066. */
  2067. public setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void {
  2068. if (!uniform) {
  2069. return;
  2070. }
  2071. this._gl.uniformMatrix4fv(uniform, false, matrices);
  2072. }
  2073. /**
  2074. * Set the value of an uniform to a matrix (3x3)
  2075. * @param uniform defines the webGL uniform location where to store the value
  2076. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  2077. */
  2078. public setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
  2079. if (!uniform) {
  2080. return;
  2081. }
  2082. this._gl.uniformMatrix3fv(uniform, false, matrix);
  2083. }
  2084. /**
  2085. * Set the value of an uniform to a matrix (2x2)
  2086. * @param uniform defines the webGL uniform location where to store the value
  2087. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  2088. */
  2089. public setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
  2090. if (!uniform) {
  2091. return;
  2092. }
  2093. this._gl.uniformMatrix2fv(uniform, false, matrix);
  2094. }
  2095. /**
  2096. * Set the value of an uniform to a number (float)
  2097. * @param uniform defines the webGL uniform location where to store the value
  2098. * @param value defines the float number to store
  2099. */
  2100. public setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void {
  2101. if (!uniform) {
  2102. return;
  2103. }
  2104. this._gl.uniform1f(uniform, value);
  2105. }
  2106. /**
  2107. * Set the value of an uniform to a vec2
  2108. * @param uniform defines the webGL uniform location where to store the value
  2109. * @param x defines the 1st component of the value
  2110. * @param y defines the 2nd component of the value
  2111. */
  2112. public setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void {
  2113. if (!uniform) {
  2114. return;
  2115. }
  2116. this._gl.uniform2f(uniform, x, y);
  2117. }
  2118. /**
  2119. * Set the value of an uniform to a vec3
  2120. * @param uniform defines the webGL uniform location where to store the value
  2121. * @param x defines the 1st component of the value
  2122. * @param y defines the 2nd component of the value
  2123. * @param z defines the 3rd component of the value
  2124. */
  2125. public setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void {
  2126. if (!uniform) {
  2127. return;
  2128. }
  2129. this._gl.uniform3f(uniform, x, y, z);
  2130. }
  2131. /**
  2132. * Set the value of an uniform to a vec4
  2133. * @param uniform defines the webGL uniform location where to store the value
  2134. * @param x defines the 1st component of the value
  2135. * @param y defines the 2nd component of the value
  2136. * @param z defines the 3rd component of the value
  2137. * @param w defines the 4th component of the value
  2138. */
  2139. public setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void {
  2140. if (!uniform) {
  2141. return;
  2142. }
  2143. this._gl.uniform4f(uniform, x, y, z, w);
  2144. }
  2145. // States
  2146. /**
  2147. * Apply all cached states (depth, culling, stencil and alpha)
  2148. */
  2149. public applyStates() {
  2150. this._depthCullingState.apply(this._gl);
  2151. this._stencilState.apply(this._gl);
  2152. this._alphaState.apply(this._gl);
  2153. if (this._colorWriteChanged) {
  2154. this._colorWriteChanged = false;
  2155. const enable = this._colorWrite;
  2156. this._gl.colorMask(enable, enable, enable, enable);
  2157. }
  2158. }
  2159. /**
  2160. * Enable or disable color writing
  2161. * @param enable defines the state to set
  2162. */
  2163. public setColorWrite(enable: boolean): void {
  2164. if (enable !== this._colorWrite) {
  2165. this._colorWriteChanged = true;
  2166. this._colorWrite = enable;
  2167. }
  2168. }
  2169. /**
  2170. * Gets a boolean indicating if color writing is enabled
  2171. * @returns the current color writing state
  2172. */
  2173. public getColorWrite(): boolean {
  2174. return this._colorWrite;
  2175. }
  2176. /**
  2177. * Gets the depth culling state manager
  2178. */
  2179. public get depthCullingState(): DepthCullingState {
  2180. return this._depthCullingState;
  2181. }
  2182. /**
  2183. * Gets the alpha state manager
  2184. */
  2185. public get alphaState(): AlphaState {
  2186. return this._alphaState;
  2187. }
  2188. /**
  2189. * Gets the stencil state manager
  2190. */
  2191. public get stencilState(): StencilState {
  2192. return this._stencilState;
  2193. }
  2194. // Textures
  2195. /**
  2196. * Clears the list of texture accessible through engine.
  2197. * This can help preventing texture load conflict due to name collision.
  2198. */
  2199. public clearInternalTexturesCache() {
  2200. this._internalTexturesCache = [];
  2201. }
  2202. /**
  2203. * Force the entire cache to be cleared
  2204. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  2205. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  2206. */
  2207. public wipeCaches(bruteForce?: boolean): void {
  2208. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  2209. return;
  2210. }
  2211. this._currentEffect = null;
  2212. this._viewportCached.x = 0;
  2213. this._viewportCached.y = 0;
  2214. this._viewportCached.z = 0;
  2215. this._viewportCached.w = 0;
  2216. if (bruteForce) {
  2217. this.resetTextureCache();
  2218. this._currentProgram = null;
  2219. this._stencilState.reset();
  2220. this._depthCullingState.reset();
  2221. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  2222. this._alphaState.reset();
  2223. this._colorWrite = true;
  2224. this._colorWriteChanged = true;
  2225. this._unpackFlipYCached = null;
  2226. this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);
  2227. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  2228. }
  2229. this._resetVertexBufferBinding();
  2230. this._cachedIndexBuffer = null;
  2231. this._cachedEffectForVertexBuffers = null;
  2232. this._unbindVertexArrayObject();
  2233. this.bindIndexBuffer(null);
  2234. }
  2235. /** @hidden */
  2236. public _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): { min: number; mag: number } {
  2237. var gl = this._gl;
  2238. var magFilter = gl.NEAREST;
  2239. var minFilter = gl.NEAREST;
  2240. switch (samplingMode) {
  2241. case Constants.TEXTURE_BILINEAR_SAMPLINGMODE:
  2242. magFilter = gl.LINEAR;
  2243. if (generateMipMaps) {
  2244. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2245. } else {
  2246. minFilter = gl.LINEAR;
  2247. }
  2248. break;
  2249. case Constants.TEXTURE_TRILINEAR_SAMPLINGMODE:
  2250. magFilter = gl.LINEAR;
  2251. if (generateMipMaps) {
  2252. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2253. } else {
  2254. minFilter = gl.LINEAR;
  2255. }
  2256. break;
  2257. case Constants.TEXTURE_NEAREST_SAMPLINGMODE:
  2258. magFilter = gl.NEAREST;
  2259. if (generateMipMaps) {
  2260. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2261. } else {
  2262. minFilter = gl.NEAREST;
  2263. }
  2264. break;
  2265. case Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  2266. magFilter = gl.NEAREST;
  2267. if (generateMipMaps) {
  2268. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  2269. } else {
  2270. minFilter = gl.NEAREST;
  2271. }
  2272. break;
  2273. case Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  2274. magFilter = gl.NEAREST;
  2275. if (generateMipMaps) {
  2276. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2277. } else {
  2278. minFilter = gl.LINEAR;
  2279. }
  2280. break;
  2281. case Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  2282. magFilter = gl.NEAREST;
  2283. if (generateMipMaps) {
  2284. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2285. } else {
  2286. minFilter = gl.LINEAR;
  2287. }
  2288. break;
  2289. case Constants.TEXTURE_NEAREST_LINEAR:
  2290. magFilter = gl.NEAREST;
  2291. minFilter = gl.LINEAR;
  2292. break;
  2293. case Constants.TEXTURE_NEAREST_NEAREST:
  2294. magFilter = gl.NEAREST;
  2295. minFilter = gl.NEAREST;
  2296. break;
  2297. case Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  2298. magFilter = gl.LINEAR;
  2299. if (generateMipMaps) {
  2300. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  2301. } else {
  2302. minFilter = gl.NEAREST;
  2303. }
  2304. break;
  2305. case Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  2306. magFilter = gl.LINEAR;
  2307. if (generateMipMaps) {
  2308. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2309. } else {
  2310. minFilter = gl.NEAREST;
  2311. }
  2312. break;
  2313. case Constants.TEXTURE_LINEAR_LINEAR:
  2314. magFilter = gl.LINEAR;
  2315. minFilter = gl.LINEAR;
  2316. break;
  2317. case Constants.TEXTURE_LINEAR_NEAREST:
  2318. magFilter = gl.LINEAR;
  2319. minFilter = gl.NEAREST;
  2320. break;
  2321. }
  2322. return {
  2323. min: minFilter,
  2324. mag: magFilter
  2325. };
  2326. }
  2327. /** @hidden */
  2328. public _createTexture(): WebGLTexture {
  2329. let texture = this._gl.createTexture();
  2330. if (!texture) {
  2331. throw new Error("Unable to create texture");
  2332. }
  2333. return texture;
  2334. }
  2335. /**
  2336. * Usually called from Texture.ts.
  2337. * Passed information to create a WebGLTexture
  2338. * @param urlArg defines a value which contains one of the following:
  2339. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  2340. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  2341. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  2342. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  2343. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  2344. * @param scene needed for loading to the correct scene
  2345. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  2346. * @param onLoad optional callback to be called upon successful completion
  2347. * @param onError optional callback to be called upon failure
  2348. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  2349. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  2350. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  2351. * @param forcedExtension defines the extension to use to pick the right loader
  2352. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  2353. * @param mimeType defines an optional mime type
  2354. * @returns a InternalTexture for assignment back into BABYLON.Texture
  2355. */
  2356. public createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,
  2357. onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,
  2358. buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null, fallback: Nullable<InternalTexture> = null, format: Nullable<number> = null,
  2359. forcedExtension: Nullable<string> = null, excludeLoaders: Array<IInternalTextureLoader> = [], mimeType?: string): InternalTexture {
  2360. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  2361. var fromData = url.substr(0, 5) === "data:";
  2362. var fromBlob = url.substr(0, 5) === "blob:";
  2363. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  2364. let texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);
  2365. // establish the file extension, if possible
  2366. var lastDot = url.lastIndexOf('.');
  2367. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  2368. const filteredFormat: Nullable<string> = this.excludedCompressedTextureFormats(url, this._textureFormatInUse);
  2369. let loader: Nullable<IInternalTextureLoader> = null;
  2370. for (let availableLoader of ThinEngine._TextureLoaders) {
  2371. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, filteredFormat, fallback, isBase64, buffer ? true : false)) {
  2372. loader = availableLoader;
  2373. break;
  2374. }
  2375. }
  2376. if (loader) {
  2377. url = loader.transformUrl(url, filteredFormat);
  2378. }
  2379. if (scene) {
  2380. scene._addPendingData(texture);
  2381. }
  2382. texture.url = url;
  2383. texture.generateMipMaps = !noMipmap;
  2384. texture.samplingMode = samplingMode;
  2385. texture.invertY = invertY;
  2386. if (!this._doNotHandleContextLost) {
  2387. // Keep a link to the buffer only if we plan to handle context lost
  2388. texture._buffer = buffer;
  2389. }
  2390. let onLoadObserver: Nullable<Observer<InternalTexture>> = null;
  2391. if (onLoad && !fallback) {
  2392. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  2393. }
  2394. if (!fallback) { this._internalTexturesCache.push(texture); }
  2395. let onInternalError = (message?: string, exception?: any) => {
  2396. if (scene) {
  2397. scene._removePendingData(texture);
  2398. }
  2399. let customFallback = false;
  2400. if (loader) {
  2401. const fallbackUrl = loader.getFallbackTextureUrl(url, this._textureFormatInUse);
  2402. if (fallbackUrl) {
  2403. // Add Back
  2404. customFallback = true;
  2405. excludeLoaders.push(loader);
  2406. this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  2407. return;
  2408. }
  2409. }
  2410. if (!customFallback) {
  2411. if (onLoadObserver) {
  2412. texture.onLoadedObservable.remove(onLoadObserver);
  2413. }
  2414. if (EngineStore.UseFallbackTexture) {
  2415. this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);
  2416. return;
  2417. }
  2418. }
  2419. if (onError) {
  2420. onError(message || "Unknown error", exception);
  2421. }
  2422. };
  2423. // processing for non-image formats
  2424. if (loader) {
  2425. var callback = (data: string | ArrayBuffer) => {
  2426. loader!.loadData(data as ArrayBuffer, texture, (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed) => {
  2427. if (loadFailed) {
  2428. onInternalError("TextureLoader failed to load data");
  2429. } else {
  2430. this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, () => {
  2431. done();
  2432. return false;
  2433. }, samplingMode);
  2434. }
  2435. });
  2436. };
  2437. if (!buffer) {
  2438. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, (request?: IWebRequest, exception?: any) => {
  2439. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  2440. });
  2441. } else {
  2442. //callback(buffer as ArrayBuffer);
  2443. if (buffer instanceof ArrayBuffer) {
  2444. callback(buffer);
  2445. }
  2446. else {
  2447. if (onError) {
  2448. onError("Unable to load: only ArrayBuffer supported here", null);
  2449. }
  2450. }
  2451. }
  2452. } else {
  2453. var onload = (img: HTMLImageElement | ImageBitmap) => {
  2454. if (fromBlob && !this._doNotHandleContextLost) {
  2455. // We need to store the image if we need to rebuild the texture
  2456. // in case of a webgl context lost
  2457. texture._buffer = img;
  2458. }
  2459. this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, (potWidth, potHeight, continuationCallback) => {
  2460. let gl = this._gl;
  2461. var isPot = (img.width === potWidth && img.height === potHeight);
  2462. let internalFormat = format ? this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  2463. if (isPot) {
  2464. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  2465. return false;
  2466. }
  2467. let maxTextureSize = this._caps.maxTextureSize;
  2468. if (img.width > maxTextureSize || img.height > maxTextureSize || !this._supportsHardwareTextureRescaling) {
  2469. this._prepareWorkingCanvas();
  2470. if (!this._workingCanvas || !this._workingContext) {
  2471. return false;
  2472. }
  2473. this._workingCanvas.width = potWidth;
  2474. this._workingCanvas.height = potHeight;
  2475. this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  2476. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, this._workingCanvas);
  2477. texture.width = potWidth;
  2478. texture.height = potHeight;
  2479. return false;
  2480. } else {
  2481. // Using shaders when possible to rescale because canvas.drawImage is lossy
  2482. let source = new InternalTexture(this, InternalTextureSource.Temp);
  2483. this._bindTextureDirectly(gl.TEXTURE_2D, source, true);
  2484. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  2485. this._rescaleTexture(source, texture, scene, internalFormat, () => {
  2486. this._releaseTexture(source);
  2487. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  2488. continuationCallback();
  2489. });
  2490. }
  2491. return true;
  2492. }, samplingMode);
  2493. };
  2494. if (!fromData || isBase64) {
  2495. if (buffer && ((<HTMLImageElement>buffer).decoding || (<ImageBitmap>buffer).close)) {
  2496. onload(<HTMLImageElement>buffer);
  2497. } else {
  2498. FileTools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);
  2499. }
  2500. }
  2501. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || ArrayBuffer.isView(buffer) || buffer instanceof Blob) {
  2502. FileTools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);
  2503. }
  2504. else if (buffer) {
  2505. onload(<HTMLImageElement>buffer);
  2506. }
  2507. }
  2508. return texture;
  2509. }
  2510. /**
  2511. * @hidden
  2512. */
  2513. public _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void {
  2514. }
  2515. /**
  2516. * Creates a raw texture
  2517. * @param data defines the data to store in the texture
  2518. * @param width defines the width of the texture
  2519. * @param height defines the height of the texture
  2520. * @param format defines the format of the data
  2521. * @param generateMipMaps defines if the engine should generate the mip levels
  2522. * @param invertY defines if data must be stored with Y axis inverted
  2523. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  2524. * @param compression defines the compression used (null by default)
  2525. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  2526. * @returns the raw texture inside an InternalTexture
  2527. */
  2528. public createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {
  2529. throw _DevTools.WarnImport("Engine.RawTexture");
  2530. }
  2531. /**
  2532. * Creates a new raw cube texture
  2533. * @param data defines the array of data to use to create each face
  2534. * @param size defines the size of the textures
  2535. * @param format defines the format of the data
  2536. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  2537. * @param generateMipMaps defines if the engine should generate the mip levels
  2538. * @param invertY defines if data must be stored with Y axis inverted
  2539. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  2540. * @param compression defines the compression used (null by default)
  2541. * @returns the cube texture as an InternalTexture
  2542. */
  2543. public createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number,
  2544. generateMipMaps: boolean, invertY: boolean, samplingMode: number,
  2545. compression: Nullable<string> = null): InternalTexture {
  2546. throw _DevTools.WarnImport("Engine.RawTexture");
  2547. }
  2548. /**
  2549. * Creates a new raw 3D texture
  2550. * @param data defines the data used to create the texture
  2551. * @param width defines the width of the texture
  2552. * @param height defines the height of the texture
  2553. * @param depth defines the depth of the texture
  2554. * @param format defines the format of the texture
  2555. * @param generateMipMaps defines if the engine must generate mip levels
  2556. * @param invertY defines if data must be stored with Y axis inverted
  2557. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  2558. * @param compression defines the compressed used (can be null)
  2559. * @param textureType defines the compressed used (can be null)
  2560. * @returns a new raw 3D texture (stored in an InternalTexture)
  2561. */
  2562. public createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, textureType = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {
  2563. throw _DevTools.WarnImport("Engine.RawTexture");
  2564. }
  2565. /**
  2566. * Creates a new raw 2D array texture
  2567. * @param data defines the data used to create the texture
  2568. * @param width defines the width of the texture
  2569. * @param height defines the height of the texture
  2570. * @param depth defines the number of layers of the texture
  2571. * @param format defines the format of the texture
  2572. * @param generateMipMaps defines if the engine must generate mip levels
  2573. * @param invertY defines if data must be stored with Y axis inverted
  2574. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  2575. * @param compression defines the compressed used (can be null)
  2576. * @param textureType defines the compressed used (can be null)
  2577. * @returns a new raw 2D array texture (stored in an InternalTexture)
  2578. */
  2579. public createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, textureType = Constants.TEXTURETYPE_UNSIGNED_INT): InternalTexture {
  2580. throw _DevTools.WarnImport("Engine.RawTexture");
  2581. }
  2582. private _unpackFlipYCached: Nullable<boolean> = null;
  2583. /**
  2584. * In case you are sharing the context with other applications, it might
  2585. * be interested to not cache the unpack flip y state to ensure a consistent
  2586. * value would be set.
  2587. */
  2588. public enableUnpackFlipYCached = true;
  2589. /** @hidden */
  2590. public _unpackFlipY(value: boolean): void {
  2591. if (this._unpackFlipYCached !== value) {
  2592. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  2593. if (this.enableUnpackFlipYCached) {
  2594. this._unpackFlipYCached = value;
  2595. }
  2596. }
  2597. }
  2598. /** @hidden */
  2599. public _getUnpackAlignement(): number {
  2600. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  2601. }
  2602. /**
  2603. * Update the sampling mode of a given texture
  2604. * @param samplingMode defines the required sampling mode
  2605. * @param texture defines the texture to update
  2606. */
  2607. public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void {
  2608. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  2609. var target = this._gl.TEXTURE_2D;
  2610. if (texture.isCube) {
  2611. target = this._gl.TEXTURE_CUBE_MAP;
  2612. } else if (texture.is3D) {
  2613. target = this._gl.TEXTURE_3D;
  2614. } else if (texture.is2DArray) {
  2615. target = this._gl.TEXTURE_2D_ARRAY;
  2616. }
  2617. this._setTextureParameterInteger(target, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  2618. this._setTextureParameterInteger(target, this._gl.TEXTURE_MIN_FILTER, filters.min);
  2619. this._bindTextureDirectly(target, null);
  2620. texture.samplingMode = samplingMode;
  2621. }
  2622. /** @hidden */
  2623. public _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | { width: number, height: number }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void {
  2624. var width = (<{ width: number, height: number }>size).width || <number>size;
  2625. var height = (<{ width: number, height: number }>size).height || <number>size;
  2626. internalTexture.baseWidth = width;
  2627. internalTexture.baseHeight = height;
  2628. internalTexture.width = width;
  2629. internalTexture.height = height;
  2630. internalTexture.isReady = true;
  2631. internalTexture.samples = 1;
  2632. internalTexture.generateMipMaps = false;
  2633. internalTexture._generateDepthBuffer = true;
  2634. internalTexture._generateStencilBuffer = generateStencil;
  2635. internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;
  2636. internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_INT;
  2637. internalTexture._comparisonFunction = comparisonFunction;
  2638. var gl = this._gl;
  2639. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  2640. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  2641. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  2642. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  2643. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  2644. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  2645. if (comparisonFunction === 0) {
  2646. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);
  2647. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  2648. }
  2649. else {
  2650. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  2651. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  2652. }
  2653. }
  2654. /** @hidden */
  2655. public _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex: number = 0, lod: number = 0) {
  2656. var gl = this._gl;
  2657. var target = gl.TEXTURE_2D;
  2658. if (texture.isCube) {
  2659. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  2660. }
  2661. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, <DataView>data);
  2662. }
  2663. /** @hidden */
  2664. public _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0, babylonInternalFormat?: number, useTextureWidthAndHeight = false): void {
  2665. var gl = this._gl;
  2666. var textureType = this._getWebGLTextureType(texture.type);
  2667. var format = this._getInternalFormat(texture.format);
  2668. var internalFormat = babylonInternalFormat === undefined ? this._getRGBABufferInternalSizedFormat(texture.type, format) : this._getInternalFormat(babylonInternalFormat);
  2669. this._unpackFlipY(texture.invertY);
  2670. var target = gl.TEXTURE_2D;
  2671. if (texture.isCube) {
  2672. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  2673. }
  2674. const lodMaxWidth = Math.round(Math.log(texture.width) * Math.LOG2E);
  2675. const lodMaxHeight = Math.round(Math.log(texture.height) * Math.LOG2E);
  2676. const width = useTextureWidthAndHeight ? texture.width : Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  2677. const height = useTextureWidthAndHeight ? texture.height : Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  2678. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  2679. }
  2680. /** @hidden */
  2681. public _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {
  2682. var gl = this._gl;
  2683. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  2684. this._bindTextureDirectly(bindTarget, texture, true);
  2685. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  2686. this._bindTextureDirectly(bindTarget, null, true);
  2687. }
  2688. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void {
  2689. var gl = this._gl;
  2690. if (!gl) {
  2691. return;
  2692. }
  2693. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  2694. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  2695. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  2696. if (!noMipmap && !isCompressed) {
  2697. gl.generateMipmap(gl.TEXTURE_2D);
  2698. }
  2699. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  2700. // this.resetTextureCache();
  2701. if (scene) {
  2702. scene._removePendingData(texture);
  2703. }
  2704. texture.onLoadedObservable.notifyObservers(texture);
  2705. texture.onLoadedObservable.clear();
  2706. }
  2707. private _prepareWebGLTexture(texture: InternalTexture, scene: Nullable<ISceneLike>, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean,
  2708. processFunction: (width: number, height: number, continuationCallback: () => void) => boolean, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): void {
  2709. var maxTextureSize = this.getCaps().maxTextureSize;
  2710. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, maxTextureSize) : width);
  2711. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, maxTextureSize) : height);
  2712. var gl = this._gl;
  2713. if (!gl) {
  2714. return;
  2715. }
  2716. if (!texture._webGLTexture) {
  2717. // this.resetTextureCache();
  2718. if (scene) {
  2719. scene._removePendingData(texture);
  2720. }
  2721. return;
  2722. }
  2723. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  2724. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  2725. texture.baseWidth = width;
  2726. texture.baseHeight = height;
  2727. texture.width = potWidth;
  2728. texture.height = potHeight;
  2729. texture.isReady = true;
  2730. if (processFunction(potWidth, potHeight, () => {
  2731. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  2732. })) {
  2733. // Returning as texture needs extra async steps
  2734. return;
  2735. }
  2736. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  2737. }
  2738. /** @hidden */
  2739. public _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples = 1): Nullable<WebGLRenderbuffer> {
  2740. var gl = this._gl;
  2741. // Create the depth/stencil buffer
  2742. if (generateStencilBuffer && generateDepthBuffer) {
  2743. return this._getDepthStencilBuffer(width, height, samples, gl.DEPTH_STENCIL, gl.DEPTH24_STENCIL8, gl.DEPTH_STENCIL_ATTACHMENT);
  2744. }
  2745. if (generateDepthBuffer) {
  2746. return this._getDepthStencilBuffer(width, height, samples, gl.DEPTH_COMPONENT16, gl.DEPTH_COMPONENT16, gl.DEPTH_ATTACHMENT);
  2747. }
  2748. if (generateStencilBuffer) {
  2749. return this._getDepthStencilBuffer(width, height, samples, gl.STENCIL_INDEX8, gl.STENCIL_INDEX8, gl.STENCIL_ATTACHMENT);
  2750. }
  2751. return null;
  2752. }
  2753. private _getDepthStencilBuffer = (width: number, height: number, samples: number, internalFormat: number, msInternalFormat: number, attachment: number) => {
  2754. var gl = this._gl;
  2755. const depthStencilBuffer = gl.createRenderbuffer();
  2756. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  2757. if (samples > 1) {
  2758. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, msInternalFormat, width, height);
  2759. } else {
  2760. gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);
  2761. }
  2762. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthStencilBuffer);
  2763. return depthStencilBuffer;
  2764. }
  2765. /** @hidden */
  2766. public _releaseFramebufferObjects(texture: InternalTexture): void {
  2767. var gl = this._gl;
  2768. if (texture._framebuffer) {
  2769. gl.deleteFramebuffer(texture._framebuffer);
  2770. texture._framebuffer = null;
  2771. }
  2772. if (texture._depthStencilBuffer) {
  2773. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  2774. texture._depthStencilBuffer = null;
  2775. }
  2776. if (texture._MSAAFramebuffer) {
  2777. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  2778. texture._MSAAFramebuffer = null;
  2779. }
  2780. if (texture._MSAARenderBuffer) {
  2781. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  2782. texture._MSAARenderBuffer = null;
  2783. }
  2784. }
  2785. /** @hidden */
  2786. public _releaseTexture(texture: InternalTexture): void {
  2787. this._releaseFramebufferObjects(texture);
  2788. this._deleteTexture(texture._webGLTexture);
  2789. // Unbind channels
  2790. this.unbindAllTextures();
  2791. var index = this._internalTexturesCache.indexOf(texture);
  2792. if (index !== -1) {
  2793. this._internalTexturesCache.splice(index, 1);
  2794. }
  2795. // Integrated fixed lod samplers.
  2796. if (texture._lodTextureHigh) {
  2797. texture._lodTextureHigh.dispose();
  2798. }
  2799. if (texture._lodTextureMid) {
  2800. texture._lodTextureMid.dispose();
  2801. }
  2802. if (texture._lodTextureLow) {
  2803. texture._lodTextureLow.dispose();
  2804. }
  2805. // Integrated irradiance map.
  2806. if (texture._irradianceTexture) {
  2807. texture._irradianceTexture.dispose();
  2808. }
  2809. }
  2810. protected _deleteTexture(texture: Nullable<WebGLTexture>): void {
  2811. this._gl.deleteTexture(texture);
  2812. }
  2813. protected _setProgram(program: WebGLProgram): void {
  2814. if (this._currentProgram !== program) {
  2815. this._gl.useProgram(program);
  2816. this._currentProgram = program;
  2817. }
  2818. }
  2819. protected _boundUniforms: { [key: number]: WebGLUniformLocation } = {};
  2820. /**
  2821. * Binds an effect to the webGL context
  2822. * @param effect defines the effect to bind
  2823. */
  2824. public bindSamplers(effect: Effect): void {
  2825. let webGLPipelineContext = effect.getPipelineContext() as WebGLPipelineContext;
  2826. this._setProgram(webGLPipelineContext.program!);
  2827. var samplers = effect.getSamplers();
  2828. for (var index = 0; index < samplers.length; index++) {
  2829. var uniform = effect.getUniform(samplers[index]);
  2830. if (uniform) {
  2831. this._boundUniforms[index] = uniform;
  2832. }
  2833. }
  2834. this._currentEffect = null;
  2835. }
  2836. private _activateCurrentTexture() {
  2837. if (this._currentTextureChannel !== this._activeChannel) {
  2838. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  2839. this._currentTextureChannel = this._activeChannel;
  2840. }
  2841. }
  2842. /** @hidden */
  2843. public _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate = false, force = false): boolean {
  2844. var wasPreviouslyBound = false;
  2845. let isTextureForRendering = texture && texture._associatedChannel > -1;
  2846. if (forTextureDataUpdate && isTextureForRendering) {
  2847. this._activeChannel = texture!._associatedChannel;
  2848. }
  2849. let currentTextureBound = this._boundTexturesCache[this._activeChannel];
  2850. if (currentTextureBound !== texture || force) {
  2851. this._activateCurrentTexture();
  2852. if (texture && texture.isMultiview) {
  2853. this._gl.bindTexture(target, texture ? texture._colorTextureArray : null);
  2854. } else {
  2855. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  2856. }
  2857. this._boundTexturesCache[this._activeChannel] = texture;
  2858. if (texture) {
  2859. texture._associatedChannel = this._activeChannel;
  2860. }
  2861. } else if (forTextureDataUpdate) {
  2862. wasPreviouslyBound = true;
  2863. this._activateCurrentTexture();
  2864. }
  2865. if (isTextureForRendering && !forTextureDataUpdate) {
  2866. this._bindSamplerUniformToChannel(texture!._associatedChannel, this._activeChannel);
  2867. }
  2868. return wasPreviouslyBound;
  2869. }
  2870. /** @hidden */
  2871. public _bindTexture(channel: number, texture: Nullable<InternalTexture>): void {
  2872. if (channel === undefined) {
  2873. return;
  2874. }
  2875. if (texture) {
  2876. texture._associatedChannel = channel;
  2877. }
  2878. this._activeChannel = channel;
  2879. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  2880. }
  2881. /**
  2882. * Unbind all textures from the webGL context
  2883. */
  2884. public unbindAllTextures(): void {
  2885. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  2886. this._activeChannel = channel;
  2887. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  2888. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  2889. if (this.webGLVersion > 1) {
  2890. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  2891. this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);
  2892. }
  2893. }
  2894. }
  2895. /**
  2896. * Sets a texture to the according uniform.
  2897. * @param channel The texture channel
  2898. * @param uniform The uniform to set
  2899. * @param texture The texture to apply
  2900. */
  2901. public setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void {
  2902. if (channel === undefined) {
  2903. return;
  2904. }
  2905. if (uniform) {
  2906. this._boundUniforms[channel] = uniform;
  2907. }
  2908. this._setTexture(channel, texture);
  2909. }
  2910. private _bindSamplerUniformToChannel(sourceSlot: number, destination: number) {
  2911. let uniform = this._boundUniforms[sourceSlot];
  2912. if (!uniform || uniform._currentState === destination) {
  2913. return;
  2914. }
  2915. this._gl.uniform1i(uniform, destination);
  2916. uniform._currentState = destination;
  2917. }
  2918. private _getTextureWrapMode(mode: number): number {
  2919. switch (mode) {
  2920. case Constants.TEXTURE_WRAP_ADDRESSMODE:
  2921. return this._gl.REPEAT;
  2922. case Constants.TEXTURE_CLAMP_ADDRESSMODE:
  2923. return this._gl.CLAMP_TO_EDGE;
  2924. case Constants.TEXTURE_MIRROR_ADDRESSMODE:
  2925. return this._gl.MIRRORED_REPEAT;
  2926. }
  2927. return this._gl.REPEAT;
  2928. }
  2929. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false): boolean {
  2930. // Not ready?
  2931. if (!texture) {
  2932. if (this._boundTexturesCache[channel] != null) {
  2933. this._activeChannel = channel;
  2934. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  2935. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  2936. if (this.webGLVersion > 1) {
  2937. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  2938. this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);
  2939. }
  2940. }
  2941. return false;
  2942. }
  2943. // Video
  2944. if ((<VideoTexture>texture).video) {
  2945. this._activeChannel = channel;
  2946. (<VideoTexture>texture).update();
  2947. } else if (texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  2948. texture.delayLoad();
  2949. return false;
  2950. }
  2951. let internalTexture: InternalTexture;
  2952. if (depthStencilTexture) {
  2953. internalTexture = (<RenderTargetTexture>texture).depthStencilTexture!;
  2954. }
  2955. else if (texture.isReady()) {
  2956. internalTexture = <InternalTexture>texture.getInternalTexture();
  2957. }
  2958. else if (texture.isCube) {
  2959. internalTexture = this.emptyCubeTexture;
  2960. }
  2961. else if (texture.is3D) {
  2962. internalTexture = this.emptyTexture3D;
  2963. }
  2964. else if (texture.is2DArray) {
  2965. internalTexture = this.emptyTexture2DArray;
  2966. }
  2967. else {
  2968. internalTexture = this.emptyTexture;
  2969. }
  2970. if (!isPartOfTextureArray && internalTexture) {
  2971. internalTexture._associatedChannel = channel;
  2972. }
  2973. let needToBind = true;
  2974. if (this._boundTexturesCache[channel] === internalTexture) {
  2975. if (!isPartOfTextureArray) {
  2976. this._bindSamplerUniformToChannel(internalTexture._associatedChannel, channel);
  2977. }
  2978. needToBind = false;
  2979. }
  2980. this._activeChannel = channel;
  2981. if (internalTexture && internalTexture.isMultiview) {
  2982. if (needToBind) {
  2983. this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, internalTexture, isPartOfTextureArray);
  2984. }
  2985. } else if (internalTexture && (internalTexture.is3D || internalTexture.is2DArray)) {
  2986. let is3D = internalTexture.is3D;
  2987. let target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;
  2988. if (needToBind) {
  2989. this._bindTextureDirectly(target, internalTexture, isPartOfTextureArray);
  2990. }
  2991. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  2992. internalTexture._cachedWrapU = texture.wrapU;
  2993. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  2994. }
  2995. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  2996. internalTexture._cachedWrapV = texture.wrapV;
  2997. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  2998. }
  2999. if (is3D && internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  3000. internalTexture._cachedWrapR = texture.wrapR;
  3001. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  3002. }
  3003. this._setAnisotropicLevel(target, texture);
  3004. } else if (internalTexture && internalTexture.isCube) {
  3005. if (needToBind) {
  3006. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  3007. }
  3008. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  3009. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  3010. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  3011. var textureWrapMode = (texture.coordinatesMode !== Constants.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Constants.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  3012. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  3013. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  3014. }
  3015. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  3016. } else {
  3017. if (needToBind) {
  3018. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  3019. }
  3020. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  3021. internalTexture._cachedWrapU = texture.wrapU;
  3022. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  3023. }
  3024. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  3025. internalTexture._cachedWrapV = texture.wrapV;
  3026. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  3027. }
  3028. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  3029. }
  3030. return true;
  3031. }
  3032. /**
  3033. * Sets an array of texture to the webGL context
  3034. * @param channel defines the channel where the texture array must be set
  3035. * @param uniform defines the associated uniform location
  3036. * @param textures defines the array of textures to bind
  3037. */
  3038. public setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void {
  3039. if (channel === undefined || !uniform) {
  3040. return;
  3041. }
  3042. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  3043. this._textureUnits = new Int32Array(textures.length);
  3044. }
  3045. for (let i = 0; i < textures.length; i++) {
  3046. let texture = textures[i].getInternalTexture();
  3047. if (texture) {
  3048. this._textureUnits[i] = channel + i;
  3049. texture._associatedChannel = channel + i;
  3050. } else {
  3051. this._textureUnits[i] = -1;
  3052. }
  3053. }
  3054. this._gl.uniform1iv(uniform, this._textureUnits);
  3055. for (var index = 0; index < textures.length; index++) {
  3056. this._setTexture(this._textureUnits[index], textures[index], true);
  3057. }
  3058. }
  3059. /** @hidden */
  3060. public _setAnisotropicLevel(target: number, texture: BaseTexture) {
  3061. var internalTexture = texture.getInternalTexture();
  3062. if (!internalTexture) {
  3063. return;
  3064. }
  3065. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  3066. var value = texture.anisotropicFilteringLevel;
  3067. if (internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  3068. && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  3069. && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR) {
  3070. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  3071. }
  3072. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  3073. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  3074. internalTexture._cachedAnisotropicFilteringLevel = value;
  3075. }
  3076. }
  3077. private _setTextureParameterFloat(target: number, parameter: number, value: number, texture: InternalTexture): void {
  3078. this._bindTextureDirectly(target, texture, true, true);
  3079. this._gl.texParameterf(target, parameter, value);
  3080. }
  3081. private _setTextureParameterInteger(target: number, parameter: number, value: number, texture?: InternalTexture) {
  3082. if (texture) {
  3083. this._bindTextureDirectly(target, texture, true, true);
  3084. }
  3085. this._gl.texParameteri(target, parameter, value);
  3086. }
  3087. /**
  3088. * Unbind all vertex attributes from the webGL context
  3089. */
  3090. public unbindAllAttributes() {
  3091. if (this._mustWipeVertexAttributes) {
  3092. this._mustWipeVertexAttributes = false;
  3093. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  3094. this.disableAttributeByIndex(i);
  3095. }
  3096. return;
  3097. }
  3098. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  3099. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  3100. continue;
  3101. }
  3102. this.disableAttributeByIndex(i);
  3103. }
  3104. }
  3105. /**
  3106. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  3107. */
  3108. public releaseEffects() {
  3109. for (var name in this._compiledEffects) {
  3110. let webGLPipelineContext = this._compiledEffects[name].getPipelineContext() as WebGLPipelineContext;
  3111. this._deletePipelineContext(webGLPipelineContext);
  3112. }
  3113. this._compiledEffects = {};
  3114. }
  3115. /**
  3116. * Dispose and release all associated resources
  3117. */
  3118. public dispose(): void {
  3119. this.stopRenderLoop();
  3120. // Clear observables
  3121. if (this.onBeforeTextureInitObservable) {
  3122. this.onBeforeTextureInitObservable.clear();
  3123. }
  3124. // Empty texture
  3125. if (this._emptyTexture) {
  3126. this._releaseTexture(this._emptyTexture);
  3127. this._emptyTexture = null;
  3128. }
  3129. if (this._emptyCubeTexture) {
  3130. this._releaseTexture(this._emptyCubeTexture);
  3131. this._emptyCubeTexture = null;
  3132. }
  3133. // Release effects
  3134. this.releaseEffects();
  3135. // Unbind
  3136. this.unbindAllAttributes();
  3137. this._boundUniforms = [];
  3138. // Events
  3139. if (DomManagement.IsWindowObjectExist()) {
  3140. if (this._renderingCanvas) {
  3141. if (!this._doNotHandleContextLost) {
  3142. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  3143. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  3144. }
  3145. }
  3146. }
  3147. this._workingCanvas = null;
  3148. this._workingContext = null;
  3149. this._currentBufferPointers = [];
  3150. this._renderingCanvas = null;
  3151. this._currentProgram = null;
  3152. this._boundRenderFunction = null;
  3153. Effect.ResetCache();
  3154. // Abort active requests
  3155. for (let request of this._activeRequests) {
  3156. request.abort();
  3157. }
  3158. }
  3159. /**
  3160. * Attach a new callback raised when context lost event is fired
  3161. * @param callback defines the callback to call
  3162. */
  3163. public attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void {
  3164. if (this._renderingCanvas) {
  3165. this._renderingCanvas.addEventListener("webglcontextlost", <any>callback, false);
  3166. }
  3167. }
  3168. /**
  3169. * Attach a new callback raised when context restored event is fired
  3170. * @param callback defines the callback to call
  3171. */
  3172. public attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void {
  3173. if (this._renderingCanvas) {
  3174. this._renderingCanvas.addEventListener("webglcontextrestored", <any>callback, false);
  3175. }
  3176. }
  3177. /**
  3178. * Get the current error code of the webGL context
  3179. * @returns the error code
  3180. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  3181. */
  3182. public getError(): number {
  3183. return this._gl.getError();
  3184. }
  3185. private _canRenderToFloatFramebuffer(): boolean {
  3186. if (this._webGLVersion > 1) {
  3187. return this._caps.colorBufferFloat;
  3188. }
  3189. return this._canRenderToFramebuffer(Constants.TEXTURETYPE_FLOAT);
  3190. }
  3191. private _canRenderToHalfFloatFramebuffer(): boolean {
  3192. if (this._webGLVersion > 1) {
  3193. return this._caps.colorBufferFloat;
  3194. }
  3195. return this._canRenderToFramebuffer(Constants.TEXTURETYPE_HALF_FLOAT);
  3196. }
  3197. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  3198. private _canRenderToFramebuffer(type: number): boolean {
  3199. let gl = this._gl;
  3200. //clear existing errors
  3201. while (gl.getError() !== gl.NO_ERROR) { }
  3202. let successful = true;
  3203. let texture = gl.createTexture();
  3204. gl.bindTexture(gl.TEXTURE_2D, texture);
  3205. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  3206. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  3207. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  3208. let fb = gl.createFramebuffer();
  3209. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  3210. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  3211. let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  3212. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  3213. successful = successful && (gl.getError() === gl.NO_ERROR);
  3214. //try render by clearing frame buffer's color buffer
  3215. if (successful) {
  3216. gl.clear(gl.COLOR_BUFFER_BIT);
  3217. successful = successful && (gl.getError() === gl.NO_ERROR);
  3218. }
  3219. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  3220. if (successful) {
  3221. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  3222. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3223. let readFormat = gl.RGBA;
  3224. let readType = gl.UNSIGNED_BYTE;
  3225. let buffer = new Uint8Array(4);
  3226. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  3227. successful = successful && (gl.getError() === gl.NO_ERROR);
  3228. }
  3229. //clean up
  3230. gl.deleteTexture(texture);
  3231. gl.deleteFramebuffer(fb);
  3232. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3233. //clear accumulated errors
  3234. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  3235. return successful;
  3236. }
  3237. /** @hidden */
  3238. public _getWebGLTextureType(type: number): number {
  3239. if (this._webGLVersion === 1) {
  3240. switch (type) {
  3241. case Constants.TEXTURETYPE_FLOAT:
  3242. return this._gl.FLOAT;
  3243. case Constants.TEXTURETYPE_HALF_FLOAT:
  3244. return this._gl.HALF_FLOAT_OES;
  3245. case Constants.TEXTURETYPE_UNSIGNED_BYTE:
  3246. return this._gl.UNSIGNED_BYTE;
  3247. case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  3248. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  3249. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  3250. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  3251. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  3252. return this._gl.UNSIGNED_SHORT_5_6_5;
  3253. }
  3254. return this._gl.UNSIGNED_BYTE;
  3255. }
  3256. switch (type) {
  3257. case Constants.TEXTURETYPE_BYTE:
  3258. return this._gl.BYTE;
  3259. case Constants.TEXTURETYPE_UNSIGNED_BYTE:
  3260. return this._gl.UNSIGNED_BYTE;
  3261. case Constants.TEXTURETYPE_SHORT:
  3262. return this._gl.SHORT;
  3263. case Constants.TEXTURETYPE_UNSIGNED_SHORT:
  3264. return this._gl.UNSIGNED_SHORT;
  3265. case Constants.TEXTURETYPE_INT:
  3266. return this._gl.INT;
  3267. case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  3268. return this._gl.UNSIGNED_INT;
  3269. case Constants.TEXTURETYPE_FLOAT:
  3270. return this._gl.FLOAT;
  3271. case Constants.TEXTURETYPE_HALF_FLOAT:
  3272. return this._gl.HALF_FLOAT;
  3273. case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  3274. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  3275. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  3276. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  3277. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  3278. return this._gl.UNSIGNED_SHORT_5_6_5;
  3279. case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  3280. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  3281. case Constants.TEXTURETYPE_UNSIGNED_INT_24_8:
  3282. return this._gl.UNSIGNED_INT_24_8;
  3283. case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  3284. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  3285. case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  3286. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  3287. case Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  3288. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  3289. }
  3290. return this._gl.UNSIGNED_BYTE;
  3291. }
  3292. /** @hidden */
  3293. public _getInternalFormat(format: number): number {
  3294. var internalFormat = this._gl.RGBA;
  3295. switch (format) {
  3296. case Constants.TEXTUREFORMAT_ALPHA:
  3297. internalFormat = this._gl.ALPHA;
  3298. break;
  3299. case Constants.TEXTUREFORMAT_LUMINANCE:
  3300. internalFormat = this._gl.LUMINANCE;
  3301. break;
  3302. case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
  3303. internalFormat = this._gl.LUMINANCE_ALPHA;
  3304. break;
  3305. case Constants.TEXTUREFORMAT_RED:
  3306. internalFormat = this._gl.RED;
  3307. break;
  3308. case Constants.TEXTUREFORMAT_RG:
  3309. internalFormat = this._gl.RG;
  3310. break;
  3311. case Constants.TEXTUREFORMAT_RGB:
  3312. internalFormat = this._gl.RGB;
  3313. break;
  3314. case Constants.TEXTUREFORMAT_RGBA:
  3315. internalFormat = this._gl.RGBA;
  3316. break;
  3317. }
  3318. if (this._webGLVersion > 1) {
  3319. switch (format) {
  3320. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3321. internalFormat = this._gl.RED_INTEGER;
  3322. break;
  3323. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3324. internalFormat = this._gl.RG_INTEGER;
  3325. break;
  3326. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3327. internalFormat = this._gl.RGB_INTEGER;
  3328. break;
  3329. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3330. internalFormat = this._gl.RGBA_INTEGER;
  3331. break;
  3332. }
  3333. }
  3334. return internalFormat;
  3335. }
  3336. /** @hidden */
  3337. public _getRGBABufferInternalSizedFormat(type: number, format?: number): number {
  3338. if (this._webGLVersion === 1) {
  3339. if (format !== undefined) {
  3340. switch (format) {
  3341. case Constants.TEXTUREFORMAT_ALPHA:
  3342. return this._gl.ALPHA;
  3343. case Constants.TEXTUREFORMAT_LUMINANCE:
  3344. return this._gl.LUMINANCE;
  3345. case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
  3346. return this._gl.LUMINANCE_ALPHA;
  3347. }
  3348. }
  3349. return this._gl.RGBA;
  3350. }
  3351. switch (type) {
  3352. case Constants.TEXTURETYPE_BYTE:
  3353. switch (format) {
  3354. case Constants.TEXTUREFORMAT_RED:
  3355. return this._gl.R8_SNORM;
  3356. case Constants.TEXTUREFORMAT_RG:
  3357. return this._gl.RG8_SNORM;
  3358. case Constants.TEXTUREFORMAT_RGB:
  3359. return this._gl.RGB8_SNORM;
  3360. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3361. return this._gl.R8I;
  3362. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3363. return this._gl.RG8I;
  3364. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3365. return this._gl.RGB8I;
  3366. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3367. return this._gl.RGBA8I;
  3368. default:
  3369. return this._gl.RGBA8_SNORM;
  3370. }
  3371. case Constants.TEXTURETYPE_UNSIGNED_BYTE:
  3372. switch (format) {
  3373. case Constants.TEXTUREFORMAT_RED:
  3374. return this._gl.R8;
  3375. case Constants.TEXTUREFORMAT_RG:
  3376. return this._gl.RG8;
  3377. case Constants.TEXTUREFORMAT_RGB:
  3378. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  3379. case Constants.TEXTUREFORMAT_RGBA:
  3380. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  3381. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3382. return this._gl.R8UI;
  3383. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3384. return this._gl.RG8UI;
  3385. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3386. return this._gl.RGB8UI;
  3387. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3388. return this._gl.RGBA8UI;
  3389. case Constants.TEXTUREFORMAT_ALPHA:
  3390. return this._gl.ALPHA;
  3391. case Constants.TEXTUREFORMAT_LUMINANCE:
  3392. return this._gl.LUMINANCE;
  3393. case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
  3394. return this._gl.LUMINANCE_ALPHA;
  3395. default:
  3396. return this._gl.RGBA8;
  3397. }
  3398. case Constants.TEXTURETYPE_SHORT:
  3399. switch (format) {
  3400. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3401. return this._gl.R16I;
  3402. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3403. return this._gl.RG16I;
  3404. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3405. return this._gl.RGB16I;
  3406. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3407. return this._gl.RGBA16I;
  3408. default:
  3409. return this._gl.RGBA16I;
  3410. }
  3411. case Constants.TEXTURETYPE_UNSIGNED_SHORT:
  3412. switch (format) {
  3413. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3414. return this._gl.R16UI;
  3415. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3416. return this._gl.RG16UI;
  3417. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3418. return this._gl.RGB16UI;
  3419. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3420. return this._gl.RGBA16UI;
  3421. default:
  3422. return this._gl.RGBA16UI;
  3423. }
  3424. case Constants.TEXTURETYPE_INT:
  3425. switch (format) {
  3426. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3427. return this._gl.R32I;
  3428. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3429. return this._gl.RG32I;
  3430. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3431. return this._gl.RGB32I;
  3432. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3433. return this._gl.RGBA32I;
  3434. default:
  3435. return this._gl.RGBA32I;
  3436. }
  3437. case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  3438. switch (format) {
  3439. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3440. return this._gl.R32UI;
  3441. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3442. return this._gl.RG32UI;
  3443. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3444. return this._gl.RGB32UI;
  3445. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3446. return this._gl.RGBA32UI;
  3447. default:
  3448. return this._gl.RGBA32UI;
  3449. }
  3450. case Constants.TEXTURETYPE_FLOAT:
  3451. switch (format) {
  3452. case Constants.TEXTUREFORMAT_RED:
  3453. return this._gl.R32F; // By default. Other possibility is R16F.
  3454. case Constants.TEXTUREFORMAT_RG:
  3455. return this._gl.RG32F; // By default. Other possibility is RG16F.
  3456. case Constants.TEXTUREFORMAT_RGB:
  3457. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  3458. case Constants.TEXTUREFORMAT_RGBA:
  3459. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  3460. default:
  3461. return this._gl.RGBA32F;
  3462. }
  3463. case Constants.TEXTURETYPE_HALF_FLOAT:
  3464. switch (format) {
  3465. case Constants.TEXTUREFORMAT_RED:
  3466. return this._gl.R16F;
  3467. case Constants.TEXTUREFORMAT_RG:
  3468. return this._gl.RG16F;
  3469. case Constants.TEXTUREFORMAT_RGB:
  3470. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  3471. case Constants.TEXTUREFORMAT_RGBA:
  3472. return this._gl.RGBA16F;
  3473. default:
  3474. return this._gl.RGBA16F;
  3475. }
  3476. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  3477. return this._gl.RGB565;
  3478. case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  3479. return this._gl.R11F_G11F_B10F;
  3480. case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  3481. return this._gl.RGB9_E5;
  3482. case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  3483. return this._gl.RGBA4;
  3484. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  3485. return this._gl.RGB5_A1;
  3486. case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  3487. switch (format) {
  3488. case Constants.TEXTUREFORMAT_RGBA:
  3489. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  3490. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3491. return this._gl.RGB10_A2UI;
  3492. default:
  3493. return this._gl.RGB10_A2;
  3494. }
  3495. }
  3496. return this._gl.RGBA8;
  3497. }
  3498. /** @hidden */
  3499. public _getRGBAMultiSampleBufferFormat(type: number): number {
  3500. if (type === Constants.TEXTURETYPE_FLOAT) {
  3501. return this._gl.RGBA32F;
  3502. }
  3503. else if (type === Constants.TEXTURETYPE_HALF_FLOAT) {
  3504. return this._gl.RGBA16F;
  3505. }
  3506. return this._gl.RGBA8;
  3507. }
  3508. /** @hidden */
  3509. public _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void,
  3510. offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest {
  3511. let request = FileTools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  3512. this._activeRequests.push(request);
  3513. request.onCompleteObservable.add((request) => {
  3514. this._activeRequests.splice(this._activeRequests.indexOf(request), 1);
  3515. });
  3516. return request;
  3517. }
  3518. // Statics
  3519. /**
  3520. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  3521. * @returns true if the engine can be created
  3522. * @ignorenaming
  3523. */
  3524. public static isSupported(): boolean {
  3525. try {
  3526. var tempcanvas = CanvasGenerator.CreateCanvas(1, 1);
  3527. var gl = tempcanvas.getContext("webgl") || (tempcanvas as any).getContext("experimental-webgl");
  3528. return gl != null && !!window.WebGLRenderingContext;
  3529. } catch (e) {
  3530. return false;
  3531. }
  3532. }
  3533. /**
  3534. * Find the next highest power of two.
  3535. * @param x Number to start search from.
  3536. * @return Next highest power of two.
  3537. */
  3538. public static CeilingPOT(x: number): number {
  3539. x--;
  3540. x |= x >> 1;
  3541. x |= x >> 2;
  3542. x |= x >> 4;
  3543. x |= x >> 8;
  3544. x |= x >> 16;
  3545. x++;
  3546. return x;
  3547. }
  3548. /**
  3549. * Find the next lowest power of two.
  3550. * @param x Number to start search from.
  3551. * @return Next lowest power of two.
  3552. */
  3553. public static FloorPOT(x: number): number {
  3554. x = x | (x >> 1);
  3555. x = x | (x >> 2);
  3556. x = x | (x >> 4);
  3557. x = x | (x >> 8);
  3558. x = x | (x >> 16);
  3559. return x - (x >> 1);
  3560. }
  3561. /**
  3562. * Find the nearest power of two.
  3563. * @param x Number to start search from.
  3564. * @return Next nearest power of two.
  3565. */
  3566. public static NearestPOT(x: number): number {
  3567. var c = ThinEngine.CeilingPOT(x);
  3568. var f = ThinEngine.FloorPOT(x);
  3569. return (c - x) > (x - f) ? f : c;
  3570. }
  3571. /**
  3572. * Get the closest exponent of two
  3573. * @param value defines the value to approximate
  3574. * @param max defines the maximum value to return
  3575. * @param mode defines how to define the closest value
  3576. * @returns closest exponent of two of the given value
  3577. */
  3578. public static GetExponentOfTwo(value: number, max: number, mode = Constants.SCALEMODE_NEAREST): number {
  3579. let pot;
  3580. switch (mode) {
  3581. case Constants.SCALEMODE_FLOOR:
  3582. pot = ThinEngine.FloorPOT(value);
  3583. break;
  3584. case Constants.SCALEMODE_NEAREST:
  3585. pot = ThinEngine.NearestPOT(value);
  3586. break;
  3587. case Constants.SCALEMODE_CEILING:
  3588. default:
  3589. pot = ThinEngine.CeilingPOT(value);
  3590. break;
  3591. }
  3592. return Math.min(pot, max);
  3593. }
  3594. /**
  3595. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  3596. * @param func - the function to be called
  3597. * @param requester - the object that will request the next frame. Falls back to window.
  3598. * @returns frame number
  3599. */
  3600. public static QueueNewFrame(func: () => void, requester?: any): number {
  3601. if (!DomManagement.IsWindowObjectExist()) {
  3602. if (typeof requestAnimationFrame !== "undefined") {
  3603. return requestAnimationFrame(func);
  3604. }
  3605. return setTimeout(func, 16);
  3606. }
  3607. if (!requester) {
  3608. requester = window;
  3609. }
  3610. if (requester.requestAnimationFrame) {
  3611. return requester.requestAnimationFrame(func);
  3612. }
  3613. else if (requester.msRequestAnimationFrame) {
  3614. return requester.msRequestAnimationFrame(func);
  3615. }
  3616. else if (requester.webkitRequestAnimationFrame) {
  3617. return requester.webkitRequestAnimationFrame(func);
  3618. }
  3619. else if (requester.mozRequestAnimationFrame) {
  3620. return requester.mozRequestAnimationFrame(func);
  3621. }
  3622. else if (requester.oRequestAnimationFrame) {
  3623. return requester.oRequestAnimationFrame(func);
  3624. }
  3625. else {
  3626. return window.setTimeout(func, 16);
  3627. }
  3628. }
  3629. /**
  3630. * Gets host document
  3631. * @returns the host document object
  3632. */
  3633. public getHostDocument(): Document {
  3634. if (this._renderingCanvas && this._renderingCanvas.ownerDocument) {
  3635. return this._renderingCanvas.ownerDocument;
  3636. }
  3637. return document;
  3638. }
  3639. }