babylon.engine.ts 81 KB

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  1. module BABYLON {
  2. export class _DepthCullingState {
  3. private _isDepthTestDirty = false;
  4. private _isDepthMaskDirty = false;
  5. private _isDepthFuncDirty = false;
  6. private _isCullFaceDirty = false;
  7. private _isCullDirty = false;
  8. private _depthTest: boolean;
  9. private _depthMask: boolean;
  10. private _depthFunc: number;
  11. private _cull: boolean;
  12. private _cullFace: number;
  13. public get isDirty(): boolean {
  14. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty;
  15. }
  16. public get cullFace(): number {
  17. return this._cullFace;
  18. }
  19. public set cullFace(value: number) {
  20. if (this._cullFace === value) {
  21. return;
  22. }
  23. this._cullFace = value;
  24. this._isCullFaceDirty = true;
  25. }
  26. public get cull() {
  27. return this._cull;
  28. }
  29. public set cull(value: boolean) {
  30. if (this._cull === value) {
  31. return;
  32. }
  33. this._cull = value;
  34. this._isCullDirty = true;
  35. }
  36. public get depthFunc(): number {
  37. return this._depthFunc;
  38. }
  39. public set depthFunc(value: number) {
  40. if (this._depthFunc === value) {
  41. return;
  42. }
  43. this._depthFunc = value;
  44. this._isDepthFuncDirty = true;
  45. }
  46. public get depthMask(): boolean {
  47. return this._depthMask;
  48. }
  49. public set depthMask(value: boolean) {
  50. if (this._depthMask === value) {
  51. return;
  52. }
  53. this._depthMask = value;
  54. this._isDepthMaskDirty = true;
  55. }
  56. public get depthTest(): boolean {
  57. return this._depthTest;
  58. }
  59. public set depthTest(value: boolean) {
  60. if (this._depthTest === value) {
  61. return;
  62. }
  63. this._depthTest = value;
  64. this._isDepthTestDirty = true;
  65. }
  66. public reset() {
  67. this._depthMask = true;
  68. this._depthTest = true;
  69. this._depthFunc = null;
  70. this._cull = null;
  71. this._cullFace = null;
  72. this._isDepthTestDirty = true;
  73. this._isDepthMaskDirty = true;
  74. this._isDepthFuncDirty = false;
  75. this._isCullFaceDirty = false;
  76. this._isCullDirty = false;
  77. }
  78. public apply(gl: WebGLRenderingContext) {
  79. if (!this.isDirty) {
  80. return;
  81. }
  82. // Cull
  83. if (this._isCullDirty) {
  84. if (this.cull === true) {
  85. gl.enable(gl.CULL_FACE);
  86. } else if (this.cull === false) {
  87. gl.disable(gl.CULL_FACE);
  88. }
  89. this._isCullDirty = false;
  90. }
  91. // Cull face
  92. if (this._isCullFaceDirty) {
  93. gl.cullFace(this.cullFace);
  94. this._isCullFaceDirty = false;
  95. }
  96. // Depth mask
  97. if (this._isDepthMaskDirty) {
  98. gl.depthMask(this.depthMask);
  99. this._isDepthMaskDirty = false;
  100. }
  101. // Depth test
  102. if (this._isDepthTestDirty) {
  103. if (this.depthTest === true) {
  104. gl.enable(gl.DEPTH_TEST);
  105. } else if (this.depthTest === false) {
  106. gl.disable(gl.DEPTH_TEST);
  107. }
  108. this._isDepthTestDirty = false;
  109. }
  110. // Depth func
  111. if (this._isDepthFuncDirty) {
  112. gl.depthFunc(this.depthFunc);
  113. this._isDepthFuncDirty = false;
  114. }
  115. }
  116. }
  117. export class _AlphaState {
  118. private _isAlphaBlendDirty = false;
  119. private _isBlendFunctionParametersDirty = false;
  120. private _alphaBlend = false;
  121. private _blendFunctionParameters = new Array<number>(4);
  122. public get isDirty(): boolean {
  123. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  124. }
  125. public get alphaBlend(): boolean {
  126. return this._alphaBlend;
  127. }
  128. public set alphaBlend(value: boolean) {
  129. if (this._alphaBlend === value) {
  130. return;
  131. }
  132. this._alphaBlend = value;
  133. this._isAlphaBlendDirty = true;
  134. }
  135. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void {
  136. if (
  137. this._blendFunctionParameters[0] === value0 &&
  138. this._blendFunctionParameters[1] === value1 &&
  139. this._blendFunctionParameters[2] === value2 &&
  140. this._blendFunctionParameters[3] === value3
  141. ) {
  142. return;
  143. }
  144. this._blendFunctionParameters[0] = value0;
  145. this._blendFunctionParameters[1] = value1;
  146. this._blendFunctionParameters[2] = value2;
  147. this._blendFunctionParameters[3] = value3;
  148. this._isBlendFunctionParametersDirty = true;
  149. }
  150. public reset() {
  151. this._alphaBlend = false;
  152. this._blendFunctionParameters[0] = null;
  153. this._blendFunctionParameters[1] = null;
  154. this._blendFunctionParameters[2] = null;
  155. this._blendFunctionParameters[3] = null;
  156. this._isAlphaBlendDirty = true;
  157. this._isBlendFunctionParametersDirty = false;
  158. }
  159. public apply(gl: WebGLRenderingContext) {
  160. if (!this.isDirty) {
  161. return;
  162. }
  163. // Alpha blend
  164. if (this._isAlphaBlendDirty) {
  165. if (this._alphaBlend === true) {
  166. gl.enable(gl.BLEND);
  167. } else if (this._alphaBlend === false) {
  168. gl.disable(gl.BLEND);
  169. }
  170. this._isAlphaBlendDirty = false;
  171. }
  172. // Alpha function
  173. if (this._isBlendFunctionParametersDirty) {
  174. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  175. this._isBlendFunctionParametersDirty = false;
  176. }
  177. }
  178. }
  179. var compileShader = (gl: WebGLRenderingContext, source: string, type: string, defines: string): WebGLShader => {
  180. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  181. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  182. gl.compileShader(shader);
  183. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  184. throw new Error(gl.getShaderInfoLog(shader));
  185. }
  186. return shader;
  187. };
  188. var getSamplingParameters = (samplingMode: number, generateMipMaps: boolean, gl: WebGLRenderingContext): { min: number; mag: number } => {
  189. var magFilter = gl.NEAREST;
  190. var minFilter = gl.NEAREST;
  191. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  192. magFilter = gl.LINEAR;
  193. if (generateMipMaps) {
  194. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  195. } else {
  196. minFilter = gl.LINEAR;
  197. }
  198. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  199. magFilter = gl.LINEAR;
  200. if (generateMipMaps) {
  201. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  202. } else {
  203. minFilter = gl.LINEAR;
  204. }
  205. } else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  206. magFilter = gl.NEAREST;
  207. if (generateMipMaps) {
  208. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  209. } else {
  210. minFilter = gl.NEAREST;
  211. }
  212. }
  213. return {
  214. min: minFilter,
  215. mag: magFilter
  216. }
  217. }
  218. var prepareWebGLTexture = (texture: WebGLTexture, gl: WebGLRenderingContext, scene: Scene, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean,
  219. processFunction: (width: number, height: number) => void, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) => {
  220. var engine = scene.getEngine();
  221. var potWidth = Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  222. var potHeight = Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  223. gl.bindTexture(gl.TEXTURE_2D, texture);
  224. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  225. processFunction(potWidth, potHeight);
  226. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  227. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  228. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  229. if (!noMipmap && !isCompressed) {
  230. gl.generateMipmap(gl.TEXTURE_2D);
  231. }
  232. gl.bindTexture(gl.TEXTURE_2D, null);
  233. engine._activeTexturesCache = [];
  234. texture._baseWidth = width;
  235. texture._baseHeight = height;
  236. texture._width = potWidth;
  237. texture._height = potHeight;
  238. texture.isReady = true;
  239. scene._removePendingData(texture);
  240. };
  241. var partialLoad = (url: string, index: number, loadedImages: any, scene,
  242. onfinish: (images: HTMLImageElement[]) => void) => {
  243. var img: HTMLImageElement;
  244. var onload = () => {
  245. loadedImages[index] = img;
  246. loadedImages._internalCount++;
  247. scene._removePendingData(img);
  248. if (loadedImages._internalCount == 6) {
  249. onfinish(loadedImages);
  250. }
  251. };
  252. var onerror = () => {
  253. scene._removePendingData(img);
  254. };
  255. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  256. scene._addPendingData(img);
  257. }
  258. var cascadeLoad = (rootUrl: string, scene,
  259. onfinish: (images: HTMLImageElement[]) => void, extensions: string[]) => {
  260. var loadedImages: any = [];
  261. loadedImages._internalCount = 0;
  262. for (var index = 0; index < 6; index++) {
  263. partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
  264. }
  265. };
  266. export class EngineCapabilities {
  267. public maxTexturesImageUnits: number;
  268. public maxTextureSize: number;
  269. public maxCubemapTextureSize: number;
  270. public maxRenderTextureSize: number;
  271. public standardDerivatives: boolean;
  272. public s3tc;
  273. public textureFloat: boolean;
  274. public textureAnisotropicFilterExtension;
  275. public maxAnisotropy: number;
  276. public instancedArrays;
  277. public uintIndices: boolean;
  278. }
  279. export class Engine {
  280. // Const statics
  281. private static _ALPHA_DISABLE = 0;
  282. private static _ALPHA_ADD = 1;
  283. private static _ALPHA_COMBINE = 2;
  284. private static _DELAYLOADSTATE_NONE = 0;
  285. private static _DELAYLOADSTATE_LOADED = 1;
  286. private static _DELAYLOADSTATE_LOADING = 2;
  287. private static _DELAYLOADSTATE_NOTLOADED = 4;
  288. private static _TEXTUREFORMAT_ALPHA = 0;
  289. private static _TEXTUREFORMAT_LUMINANCE = 1;
  290. private static _TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  291. private static _TEXTUREFORMAT_RGB = 4;
  292. private static _TEXTUREFORMAT_RGBA = 4;
  293. public static get ALPHA_DISABLE(): number {
  294. return Engine._ALPHA_DISABLE;
  295. }
  296. public static get ALPHA_ADD(): number {
  297. return Engine._ALPHA_ADD;
  298. }
  299. public static get ALPHA_COMBINE(): number {
  300. return Engine._ALPHA_COMBINE;
  301. }
  302. public static get DELAYLOADSTATE_NONE(): number {
  303. return Engine._DELAYLOADSTATE_NONE;
  304. }
  305. public static get DELAYLOADSTATE_LOADED(): number {
  306. return Engine._DELAYLOADSTATE_LOADED;
  307. }
  308. public static get DELAYLOADSTATE_LOADING(): number {
  309. return Engine._DELAYLOADSTATE_LOADING;
  310. }
  311. public static get DELAYLOADSTATE_NOTLOADED(): number {
  312. return Engine._DELAYLOADSTATE_NOTLOADED;
  313. }
  314. public static get TEXTUREFORMAT_ALPHA(): number {
  315. return Engine._TEXTUREFORMAT_ALPHA;
  316. }
  317. public static get TEXTUREFORMAT_LUMINANCE(): number {
  318. return Engine._TEXTUREFORMAT_LUMINANCE;
  319. }
  320. public static get TEXTUREFORMAT_LUMINANCE_ALPHA(): number {
  321. return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA;
  322. }
  323. public static get TEXTUREFORMAT_RGB(): number {
  324. return Engine._TEXTUREFORMAT_RGB;
  325. }
  326. public static get TEXTUREFORMAT_RGBA(): number {
  327. return Engine._TEXTUREFORMAT_RGBA;
  328. }
  329. public static get Version(): string {
  330. return "2.0.0";
  331. }
  332. // Updatable statics so stick with vars here
  333. public static Epsilon = 0.001;
  334. public static CollisionsEpsilon = 0.001;
  335. public static ShadersRepository = "Babylon/Shaders/";
  336. // Public members
  337. public isFullscreen = false;
  338. public isPointerLock = false;
  339. public cullBackFaces = true;
  340. public renderEvenInBackground = true;
  341. public scenes = new Array<Scene>();
  342. // Private Members
  343. private _gl: WebGLRenderingContext;
  344. private _renderingCanvas: HTMLCanvasElement;
  345. private _windowIsBackground = false;
  346. private _audioEngine: BABYLON.AudioEngine;
  347. private _onBlur: () => void;
  348. private _onFocus: () => void;
  349. private _onFullscreenChange: () => void;
  350. private _onPointerLockChange: () => void;
  351. private _hardwareScalingLevel: number;
  352. private _caps: EngineCapabilities;
  353. private _pointerLockRequested: boolean;
  354. private _alphaTest: boolean;
  355. private _resizeLoadingUI: () => void;
  356. private _loadingDiv: HTMLDivElement;
  357. private _loadingTextDiv: HTMLDivElement;
  358. private _loadingDivBackgroundColor = "black";
  359. private _drawCalls = 0;
  360. private _renderingQueueLaunched = false;
  361. private _activeRenderLoops = [];
  362. // FPS
  363. private fpsRange = 60;
  364. private previousFramesDuration = [];
  365. private fps = 60;
  366. private deltaTime = 0;
  367. // States
  368. private _depthCullingState = new _DepthCullingState();
  369. private _alphaState = new _AlphaState();
  370. private _alphaMode = Engine.ALPHA_DISABLE;
  371. // Cache
  372. private _loadedTexturesCache = new Array<WebGLTexture>();
  373. public _activeTexturesCache = new Array<BaseTexture>();
  374. private _currentEffect: Effect;
  375. private _compiledEffects = {};
  376. private _vertexAttribArrays: boolean[];
  377. private _cachedViewport: Viewport;
  378. private _cachedVertexBuffers: any;
  379. private _cachedIndexBuffer: WebGLBuffer;
  380. private _cachedEffectForVertexBuffers: Effect;
  381. private _currentRenderTarget: WebGLTexture;
  382. private _canvasClientRect: ClientRect;
  383. private _uintIndicesCurrentlySet = false;
  384. private _workingCanvas: HTMLCanvasElement;
  385. private _workingContext: CanvasRenderingContext2D;
  386. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?) {
  387. this._renderingCanvas = canvas;
  388. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  389. options = options || {};
  390. options.antialias = antialias;
  391. // GL
  392. try {
  393. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  394. } catch (e) {
  395. throw new Error("WebGL not supported");
  396. }
  397. if (!this._gl) {
  398. throw new Error("WebGL not supported");
  399. }
  400. this._onBlur = () => {
  401. this._windowIsBackground = true;
  402. };
  403. this._onFocus = () => {
  404. this._windowIsBackground = false;
  405. };
  406. window.addEventListener("blur", this._onBlur);
  407. window.addEventListener("focus", this._onFocus);
  408. // Textures
  409. this._workingCanvas = document.createElement("canvas");
  410. this._workingContext = this._workingCanvas.getContext("2d");
  411. // Viewport
  412. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  413. this.resize();
  414. // Caps
  415. this._caps = new EngineCapabilities();
  416. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  417. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  418. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  419. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  420. // Extensions
  421. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  422. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  423. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  424. this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic');
  425. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  426. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  427. this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
  428. // Depth buffer
  429. this.setDepthBuffer(true);
  430. this.setDepthFunctionToLessOrEqual();
  431. this.setDepthWrite(true);
  432. // Fullscreen
  433. this._onFullscreenChange = () => {
  434. if (document.fullscreen !== undefined) {
  435. this.isFullscreen = document.fullscreen;
  436. } else if (document.mozFullScreen !== undefined) {
  437. this.isFullscreen = document.mozFullScreen;
  438. } else if (document.webkitIsFullScreen !== undefined) {
  439. this.isFullscreen = document.webkitIsFullScreen;
  440. } else if (document.msIsFullScreen !== undefined) {
  441. this.isFullscreen = document.msIsFullScreen;
  442. }
  443. // Pointer lock
  444. if (this.isFullscreen && this._pointerLockRequested) {
  445. canvas.requestPointerLock = canvas.requestPointerLock ||
  446. canvas.msRequestPointerLock ||
  447. canvas.mozRequestPointerLock ||
  448. canvas.webkitRequestPointerLock;
  449. if (canvas.requestPointerLock) {
  450. canvas.requestPointerLock();
  451. }
  452. }
  453. };
  454. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  455. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  456. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  457. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  458. // Pointer lock
  459. this._onPointerLockChange = () => {
  460. this.isPointerLock = (document.mozPointerLockElement === canvas ||
  461. document.webkitPointerLockElement === canvas ||
  462. document.msPointerLockElement === canvas ||
  463. document.pointerLockElement === canvas
  464. );
  465. };
  466. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  467. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  468. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  469. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  470. this._audioEngine = new BABYLON.AudioEngine();
  471. Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
  472. }
  473. public getAudioEngine(): AudioEngine {
  474. return this._audioEngine;
  475. }
  476. public getAspectRatio(camera: Camera): number {
  477. var viewport = camera.viewport;
  478. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  479. }
  480. public getRenderWidth(): number {
  481. if (this._currentRenderTarget) {
  482. return this._currentRenderTarget._width;
  483. }
  484. return this._renderingCanvas.width;
  485. }
  486. public getRenderHeight(): number {
  487. if (this._currentRenderTarget) {
  488. return this._currentRenderTarget._height;
  489. }
  490. return this._renderingCanvas.height;
  491. }
  492. public getRenderingCanvas(): HTMLCanvasElement {
  493. return this._renderingCanvas;
  494. }
  495. public getRenderingCanvasClientRect(): ClientRect {
  496. return this._renderingCanvas.getBoundingClientRect();
  497. }
  498. public setHardwareScalingLevel(level: number): void {
  499. this._hardwareScalingLevel = level;
  500. this.resize();
  501. }
  502. public getHardwareScalingLevel(): number {
  503. return this._hardwareScalingLevel;
  504. }
  505. public getLoadedTexturesCache(): WebGLTexture[] {
  506. return this._loadedTexturesCache;
  507. }
  508. public getCaps(): EngineCapabilities {
  509. return this._caps;
  510. }
  511. public get drawCalls(): number {
  512. return this._drawCalls;
  513. }
  514. // Methods
  515. public resetDrawCalls(): void {
  516. this._drawCalls = 0;
  517. }
  518. public setDepthFunctionToGreater(): void {
  519. this._depthCullingState.depthFunc = this._gl.GREATER;
  520. }
  521. public setDepthFunctionToGreaterOrEqual(): void {
  522. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  523. }
  524. public setDepthFunctionToLess(): void {
  525. this._depthCullingState.depthFunc = this._gl.LESS;
  526. }
  527. public setDepthFunctionToLessOrEqual(): void {
  528. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  529. }
  530. public stopRenderLoop(renderFunction?: () => void): void {
  531. if (!renderFunction) {
  532. this._activeRenderLoops = [];
  533. return;
  534. }
  535. var index = this._activeRenderLoops.indexOf(renderFunction);
  536. if (index >= 0) {
  537. this._activeRenderLoops.splice(index, 1);
  538. }
  539. }
  540. public _renderLoop(): void {
  541. var shouldRender = true;
  542. if (!this.renderEvenInBackground && this._windowIsBackground) {
  543. shouldRender = false;
  544. }
  545. if (shouldRender) {
  546. // Start new frame
  547. this.beginFrame();
  548. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  549. var renderFunction = this._activeRenderLoops[index];
  550. renderFunction();
  551. }
  552. // Present
  553. this.endFrame();
  554. }
  555. if (this._activeRenderLoops.length > 0) {
  556. // Register new frame
  557. BABYLON.Tools.QueueNewFrame(() => {
  558. this._renderLoop();
  559. });
  560. } else {
  561. this._renderingQueueLaunched = false;
  562. }
  563. }
  564. public runRenderLoop(renderFunction: () => void): void {
  565. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  566. return;
  567. }
  568. this._activeRenderLoops.push(renderFunction);
  569. if (!this._renderingQueueLaunched) {
  570. this._renderingQueueLaunched = true;
  571. BABYLON.Tools.QueueNewFrame(() => {
  572. this._renderLoop();
  573. });
  574. }
  575. }
  576. public switchFullscreen(requestPointerLock: boolean): void {
  577. if (this.isFullscreen) {
  578. BABYLON.Tools.ExitFullscreen();
  579. } else {
  580. this._pointerLockRequested = requestPointerLock;
  581. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  582. }
  583. }
  584. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void {
  585. this.applyStates();
  586. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  587. if (this._depthCullingState.depthMask) {
  588. this._gl.clearDepth(1.0);
  589. }
  590. var mode = 0;
  591. if (backBuffer)
  592. mode |= this._gl.COLOR_BUFFER_BIT;
  593. if (depthStencil && this._depthCullingState.depthMask)
  594. mode |= this._gl.DEPTH_BUFFER_BIT;
  595. this._gl.clear(mode);
  596. }
  597. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void {
  598. var width = requiredWidth || this._renderingCanvas.width;
  599. var height = requiredHeight || this._renderingCanvas.height;
  600. var x = viewport.x || 0;
  601. var y = viewport.y || 0;
  602. this._cachedViewport = viewport;
  603. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  604. }
  605. public setDirectViewport(x: number, y: number, width: number, height: number): void {
  606. this._cachedViewport = null;
  607. this._gl.viewport(x, y, width, height);
  608. }
  609. public beginFrame(): void {
  610. this._measureFps();
  611. }
  612. public endFrame(): void {
  613. this.flushFramebuffer();
  614. }
  615. public resize(): void {
  616. this.setSize(this._renderingCanvas.clientWidth / this._hardwareScalingLevel, this._renderingCanvas.clientHeight / this._hardwareScalingLevel);
  617. }
  618. public setSize(width: number, height: number): void {
  619. this._renderingCanvas.width = width;
  620. this._renderingCanvas.height = height;
  621. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  622. }
  623. public bindFramebuffer(texture: WebGLTexture): void {
  624. this._currentRenderTarget = texture;
  625. var gl = this._gl;
  626. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  627. this._gl.viewport(0, 0, texture._width, texture._height);
  628. this.wipeCaches();
  629. }
  630. public unBindFramebuffer(texture: WebGLTexture): void {
  631. this._currentRenderTarget = null;
  632. if (texture.generateMipMaps) {
  633. var gl = this._gl;
  634. gl.bindTexture(gl.TEXTURE_2D, texture);
  635. gl.generateMipmap(gl.TEXTURE_2D);
  636. gl.bindTexture(gl.TEXTURE_2D, null);
  637. }
  638. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  639. }
  640. public flushFramebuffer(): void {
  641. // this._gl.flush();
  642. }
  643. public restoreDefaultFramebuffer(): void {
  644. this._currentRenderTarget = null;
  645. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  646. this.setViewport(this._cachedViewport);
  647. this.wipeCaches();
  648. }
  649. // VBOs
  650. private _resetVertexBufferBinding(): void {
  651. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  652. this._cachedVertexBuffers = null;
  653. }
  654. public createVertexBuffer(vertices: number[]): WebGLBuffer {
  655. var vbo = this._gl.createBuffer();
  656. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  657. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  658. this._resetVertexBufferBinding();
  659. vbo.references = 1;
  660. return vbo;
  661. }
  662. public createDynamicVertexBuffer(capacity: number): WebGLBuffer {
  663. var vbo = this._gl.createBuffer();
  664. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  665. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  666. this._resetVertexBufferBinding();
  667. vbo.references = 1;
  668. return vbo;
  669. }
  670. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void {
  671. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  672. if (offset === undefined) {
  673. offset = 0;
  674. }
  675. if (vertices instanceof Float32Array) {
  676. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices);
  677. } else {
  678. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices));
  679. }
  680. this._resetVertexBufferBinding();
  681. }
  682. private _resetIndexBufferBinding(): void {
  683. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  684. this._cachedIndexBuffer = null;
  685. }
  686. public createIndexBuffer(indices: number[]): WebGLBuffer {
  687. var vbo = this._gl.createBuffer();
  688. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  689. // Check for 32 bits indices
  690. var arrayBuffer;
  691. var need32Bits = false;
  692. if (this._caps.uintIndices) {
  693. for (var index = 0; index < indices.length; index++) {
  694. if (indices[index] > 65535) {
  695. need32Bits = true;
  696. break;
  697. }
  698. }
  699. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  700. } else {
  701. arrayBuffer = new Uint16Array(indices);
  702. }
  703. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
  704. this._resetIndexBufferBinding();
  705. vbo.references = 1;
  706. vbo.is32Bits = need32Bits;
  707. return vbo;
  708. }
  709. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
  710. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  711. this._cachedVertexBuffers = vertexBuffer;
  712. this._cachedEffectForVertexBuffers = effect;
  713. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  714. var offset = 0;
  715. for (var index = 0; index < vertexDeclaration.length; index++) {
  716. var order = effect.getAttributeLocation(index);
  717. if (order >= 0) {
  718. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  719. }
  720. offset += vertexDeclaration[index] * 4;
  721. }
  722. }
  723. if (this._cachedIndexBuffer !== indexBuffer) {
  724. this._cachedIndexBuffer = indexBuffer;
  725. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  726. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  727. }
  728. }
  729. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void {
  730. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  731. this._cachedVertexBuffers = vertexBuffers;
  732. this._cachedEffectForVertexBuffers = effect;
  733. var attributes = effect.getAttributesNames();
  734. for (var index = 0; index < attributes.length; index++) {
  735. var order = effect.getAttributeLocation(index);
  736. if (order >= 0) {
  737. var vertexBuffer = vertexBuffers[attributes[index]];
  738. if (!vertexBuffer) {
  739. continue;
  740. }
  741. var stride = vertexBuffer.getStrideSize();
  742. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  743. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  744. }
  745. }
  746. }
  747. if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
  748. this._cachedIndexBuffer = indexBuffer;
  749. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  750. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  751. }
  752. }
  753. public _releaseBuffer(buffer: WebGLBuffer): boolean {
  754. buffer.references--;
  755. if (buffer.references === 0) {
  756. this._gl.deleteBuffer(buffer);
  757. return true;
  758. }
  759. return false;
  760. }
  761. public createInstancesBuffer(capacity: number): WebGLBuffer {
  762. var buffer = this._gl.createBuffer();
  763. buffer.capacity = capacity;
  764. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  765. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  766. return buffer;
  767. }
  768. public deleteInstancesBuffer(buffer: WebGLBuffer): void {
  769. this._gl.deleteBuffer(buffer);
  770. }
  771. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void {
  772. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  773. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  774. for (var index = 0; index < 4; index++) {
  775. var offsetLocation = offsetLocations[index];
  776. this._gl.enableVertexAttribArray(offsetLocation);
  777. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  778. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  779. }
  780. }
  781. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void {
  782. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  783. for (var index = 0; index < 4; index++) {
  784. var offsetLocation = offsetLocations[index];
  785. this._gl.disableVertexAttribArray(offsetLocation);
  786. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  787. }
  788. }
  789. public applyStates() {
  790. this._depthCullingState.apply(this._gl);
  791. this._alphaState.apply(this._gl);
  792. }
  793. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {
  794. // Apply states
  795. this.applyStates();
  796. this._drawCalls++;
  797. // Render
  798. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  799. if (instancesCount) {
  800. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2, instancesCount);
  801. return;
  802. }
  803. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2);
  804. }
  805. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void {
  806. // Apply states
  807. this.applyStates();
  808. this._drawCalls++;
  809. if (instancesCount) {
  810. this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
  811. return;
  812. }
  813. this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
  814. }
  815. // Shaders
  816. public _releaseEffect(effect: Effect): void {
  817. if (this._compiledEffects[effect._key]) {
  818. delete this._compiledEffects[effect._key];
  819. if (effect.getProgram()) {
  820. this._gl.deleteProgram(effect.getProgram());
  821. }
  822. }
  823. }
  824. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks,
  825. onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect {
  826. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  827. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  828. var name = vertex + "+" + fragment + "@" + defines;
  829. if (this._compiledEffects[name]) {
  830. return this._compiledEffects[name];
  831. }
  832. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  833. effect._key = name;
  834. this._compiledEffects[name] = effect;
  835. return effect;
  836. }
  837. public createEffectForParticles(fragmentName: string, uniformsNames: string[]= [], samplers: string[]= [], defines = "", fallbacks?: EffectFallbacks,
  838. onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect {
  839. return this.createEffect(
  840. {
  841. vertex: "particles",
  842. fragmentElement: fragmentName
  843. },
  844. ["position", "color", "options"],
  845. ["view", "projection"].concat(uniformsNames),
  846. ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  847. }
  848. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram {
  849. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  850. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  851. var shaderProgram = this._gl.createProgram();
  852. this._gl.attachShader(shaderProgram, vertexShader);
  853. this._gl.attachShader(shaderProgram, fragmentShader);
  854. this._gl.linkProgram(shaderProgram);
  855. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  856. if (!linked) {
  857. var error = this._gl.getProgramInfoLog(shaderProgram);
  858. if (error) {
  859. throw new Error(error);
  860. }
  861. }
  862. this._gl.deleteShader(vertexShader);
  863. this._gl.deleteShader(fragmentShader);
  864. return shaderProgram;
  865. }
  866. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[] {
  867. var results = [];
  868. for (var index = 0; index < uniformsNames.length; index++) {
  869. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  870. }
  871. return results;
  872. }
  873. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[] {
  874. var results = [];
  875. for (var index = 0; index < attributesNames.length; index++) {
  876. try {
  877. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  878. } catch (e) {
  879. results.push(-1);
  880. }
  881. }
  882. return results;
  883. }
  884. public enableEffect(effect: Effect): void {
  885. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  886. if (effect && effect.onBind) {
  887. effect.onBind(effect);
  888. }
  889. return;
  890. }
  891. this._vertexAttribArrays = this._vertexAttribArrays || [];
  892. // Use program
  893. this._gl.useProgram(effect.getProgram());
  894. for (var i in this._vertexAttribArrays) {
  895. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  896. continue;
  897. }
  898. this._vertexAttribArrays[i] = false;
  899. this._gl.disableVertexAttribArray(i);
  900. }
  901. var attributesCount = effect.getAttributesCount();
  902. for (var index = 0; index < attributesCount; index++) {
  903. // Attributes
  904. var order = effect.getAttributeLocation(index);
  905. if (order >= 0) {
  906. this._vertexAttribArrays[order] = true;
  907. this._gl.enableVertexAttribArray(order);
  908. }
  909. }
  910. this._currentEffect = effect;
  911. if (effect.onBind) {
  912. effect.onBind(effect);
  913. }
  914. }
  915. public setArray(uniform: WebGLUniformLocation, array: number[]): void {
  916. if (!uniform)
  917. return;
  918. this._gl.uniform1fv(uniform, array);
  919. }
  920. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void {
  921. if (!uniform)
  922. return;
  923. this._gl.uniformMatrix4fv(uniform, false, matrices);
  924. }
  925. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void {
  926. if (!uniform)
  927. return;
  928. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  929. }
  930. public setFloat(uniform: WebGLUniformLocation, value: number): void {
  931. if (!uniform)
  932. return;
  933. this._gl.uniform1f(uniform, value);
  934. }
  935. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void {
  936. if (!uniform)
  937. return;
  938. this._gl.uniform2f(uniform, x, y);
  939. }
  940. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void {
  941. if (!uniform)
  942. return;
  943. this._gl.uniform3f(uniform, x, y, z);
  944. }
  945. public setBool(uniform: WebGLUniformLocation, bool: number): void {
  946. if (!uniform)
  947. return;
  948. this._gl.uniform1i(uniform, bool);
  949. }
  950. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void {
  951. if (!uniform)
  952. return;
  953. this._gl.uniform4f(uniform, x, y, z, w);
  954. }
  955. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void {
  956. if (!uniform)
  957. return;
  958. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  959. }
  960. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void {
  961. if (!uniform)
  962. return;
  963. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  964. }
  965. // States
  966. public setState(culling: boolean, force?: boolean): void {
  967. // Culling
  968. if (this._depthCullingState.cull !== culling || force) {
  969. if (culling) {
  970. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  971. this._depthCullingState.cull = true;
  972. } else {
  973. this._depthCullingState.cull = false;
  974. }
  975. }
  976. }
  977. public setDepthBuffer(enable: boolean): void {
  978. this._depthCullingState.depthTest = enable;
  979. }
  980. public getDepthWrite(): boolean {
  981. return this._depthCullingState.depthMask;
  982. }
  983. public setDepthWrite(enable: boolean): void {
  984. this._depthCullingState.depthMask = enable;
  985. }
  986. public setColorWrite(enable: boolean): void {
  987. this._gl.colorMask(enable, enable, enable, enable);
  988. }
  989. public setAlphaMode(mode: number): void {
  990. switch (mode) {
  991. case BABYLON.Engine.ALPHA_DISABLE:
  992. this.setDepthWrite(true);
  993. this._alphaState.alphaBlend = false;
  994. break;
  995. case BABYLON.Engine.ALPHA_COMBINE:
  996. this.setDepthWrite(false);
  997. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  998. this._alphaState.alphaBlend = true;
  999. break;
  1000. case BABYLON.Engine.ALPHA_ADD:
  1001. this.setDepthWrite(false);
  1002. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  1003. this._alphaState.alphaBlend = true;
  1004. break;
  1005. }
  1006. this._alphaMode = mode;
  1007. }
  1008. public getAlphaMode(): number {
  1009. return this._alphaMode;
  1010. }
  1011. public setAlphaTesting(enable: boolean): void {
  1012. this._alphaTest = enable;
  1013. }
  1014. public getAlphaTesting(): boolean {
  1015. return this._alphaTest;
  1016. }
  1017. // Textures
  1018. public wipeCaches(): void {
  1019. this._activeTexturesCache = [];
  1020. this._currentEffect = null;
  1021. this._depthCullingState.reset();
  1022. this._alphaState.reset();
  1023. this._cachedVertexBuffers = null;
  1024. this._cachedIndexBuffer = null;
  1025. this._cachedEffectForVertexBuffers = null;
  1026. }
  1027. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void {
  1028. var gl = this._gl;
  1029. gl.bindTexture(gl.TEXTURE_2D, texture);
  1030. var magFilter = gl.NEAREST;
  1031. var minFilter = gl.NEAREST;
  1032. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  1033. magFilter = gl.LINEAR;
  1034. minFilter = gl.LINEAR;
  1035. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  1036. magFilter = gl.LINEAR;
  1037. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  1038. }
  1039. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  1040. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  1041. gl.bindTexture(gl.TEXTURE_2D, null);
  1042. }
  1043. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, onLoad: () => void = null, onError: () => void = null, buffer: any = null): WebGLTexture {
  1044. var texture = this._gl.createTexture();
  1045. var extension: string;
  1046. var fromData: any = false;
  1047. if (url.substr(0, 5) === "data:") {
  1048. fromData = true;
  1049. }
  1050. if (!fromData)
  1051. extension = url.substr(url.length - 4, 4).toLowerCase();
  1052. else {
  1053. var oldUrl = url;
  1054. fromData = oldUrl.split(':');
  1055. url = oldUrl;
  1056. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  1057. }
  1058. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  1059. var isTGA = (extension === ".tga");
  1060. scene._addPendingData(texture);
  1061. texture.url = url;
  1062. texture.noMipmap = noMipmap;
  1063. texture.references = 1;
  1064. this._loadedTexturesCache.push(texture);
  1065. var onerror = () => {
  1066. scene._removePendingData(texture);
  1067. if (onError) {
  1068. onError();
  1069. }
  1070. };
  1071. if (isTGA) {
  1072. var callback = (arrayBuffer) => {
  1073. var data = new Uint8Array(arrayBuffer);
  1074. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  1075. prepareWebGLTexture(texture, this._gl, scene, header.width, header.height, invertY, noMipmap, false, () => {
  1076. Internals.TGATools.UploadContent(this._gl, data);
  1077. if (onLoad) {
  1078. onLoad();
  1079. }
  1080. }, samplingMode);
  1081. };
  1082. if (!(fromData instanceof Array))
  1083. BABYLON.Tools.LoadFile(url, arrayBuffer => {
  1084. callback(arrayBuffer);
  1085. }, onerror, scene.database, true);
  1086. else
  1087. callback(buffer);
  1088. } else if (isDDS) {
  1089. callback = (data) => {
  1090. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  1091. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) == 1);
  1092. prepareWebGLTexture(texture, this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, () => {
  1093. Internals.DDSTools.UploadDDSLevels(this._gl, this.getCaps().s3tc, data, info, loadMipmap, 1);
  1094. if (onLoad) {
  1095. onLoad();
  1096. }
  1097. }, samplingMode);
  1098. };
  1099. if (!(fromData instanceof Array))
  1100. BABYLON.Tools.LoadFile(url, data => {
  1101. callback(data);
  1102. }, onerror, scene.database, true);
  1103. else
  1104. callback(buffer);
  1105. } else {
  1106. var onload = (img) => {
  1107. prepareWebGLTexture(texture, this._gl, scene, img.width, img.height, invertY, noMipmap, false, (potWidth, potHeight) => {
  1108. var isPot = (img.width == potWidth && img.height == potHeight);
  1109. if (!isPot) {
  1110. this._workingCanvas.width = potWidth;
  1111. this._workingCanvas.height = potHeight;
  1112. this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  1113. }
  1114. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, isPot ? img : this._workingCanvas);
  1115. if (onLoad) {
  1116. onLoad();
  1117. }
  1118. }, samplingMode);
  1119. };
  1120. if (!(fromData instanceof Array))
  1121. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  1122. else
  1123. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  1124. }
  1125. return texture;
  1126. }
  1127. public createRawTexture(data: ArrayBufferView, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number): WebGLTexture {
  1128. var texture = this._gl.createTexture();
  1129. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1130. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  1131. // Format
  1132. var internalFormat = this._gl.RGBA;
  1133. switch (format) {
  1134. case Engine.TEXTUREFORMAT_ALPHA:
  1135. internalFormat = this._gl.ALPHA;
  1136. break;
  1137. case Engine.TEXTUREFORMAT_LUMINANCE:
  1138. internalFormat = this._gl.LUMINANCE;
  1139. break;
  1140. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  1141. internalFormat = this._gl.LUMINANCE_ALPHA;
  1142. break;
  1143. case Engine.TEXTUREFORMAT_RGB:
  1144. internalFormat = this._gl.RGB;
  1145. break;
  1146. case Engine.TEXTUREFORMAT_RGBA:
  1147. internalFormat = this._gl.RGBA;
  1148. break;
  1149. }
  1150. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, width, height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data);
  1151. if (generateMipMaps) {
  1152. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1153. }
  1154. // Filters
  1155. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  1156. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  1157. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  1158. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1159. this._activeTexturesCache = [];
  1160. texture._baseWidth = width;
  1161. texture._baseHeight = height;
  1162. texture._width = width;
  1163. texture._height = height;
  1164. texture.isReady = true;
  1165. texture.references = 1;
  1166. this._loadedTexturesCache.push(texture);
  1167. return texture;
  1168. }
  1169. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture {
  1170. var texture = this._gl.createTexture();
  1171. width = Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  1172. height = Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  1173. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1174. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  1175. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  1176. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  1177. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1178. this._activeTexturesCache = [];
  1179. texture._baseWidth = width;
  1180. texture._baseHeight = height;
  1181. texture._width = width;
  1182. texture._height = height;
  1183. texture.isReady = false;
  1184. texture.generateMipMaps = generateMipMaps;
  1185. texture.references = 1;
  1186. this._loadedTexturesCache.push(texture);
  1187. return texture;
  1188. }
  1189. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void {
  1190. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1191. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  1192. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  1193. if (texture.generateMipMaps) {
  1194. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1195. }
  1196. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1197. this._activeTexturesCache = [];
  1198. texture.isReady = true;
  1199. }
  1200. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void {
  1201. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1202. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
  1203. // Scale the video if it is a NPOT using the current working canvas
  1204. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  1205. if (!texture._workingCanvas) {
  1206. texture._workingCanvas = document.createElement("canvas");
  1207. texture._workingContext = texture._workingCanvas.getContext("2d");
  1208. texture._workingCanvas.width = texture._width;
  1209. texture._workingCanvas.height = texture._height;
  1210. }
  1211. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  1212. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  1213. } else {
  1214. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  1215. }
  1216. if (texture.generateMipMaps) {
  1217. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  1218. }
  1219. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1220. this._activeTexturesCache = [];
  1221. texture.isReady = true;
  1222. }
  1223. public createRenderTargetTexture(size: any, options): WebGLTexture {
  1224. // old version had a "generateMipMaps" arg instead of options.
  1225. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
  1226. // in the same way, generateDepthBuffer is defaulted to true
  1227. var generateMipMaps = false;
  1228. var generateDepthBuffer = true;
  1229. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  1230. if (options !== undefined) {
  1231. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  1232. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  1233. if (options.samplingMode !== undefined) {
  1234. samplingMode = options.samplingMode;
  1235. }
  1236. }
  1237. var gl = this._gl;
  1238. var texture = gl.createTexture();
  1239. gl.bindTexture(gl.TEXTURE_2D, texture);
  1240. var width = size.width || size;
  1241. var height = size.height || size;
  1242. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  1243. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  1244. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  1245. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1246. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1247. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  1248. var depthBuffer: WebGLRenderbuffer;
  1249. // Create the depth buffer
  1250. if (generateDepthBuffer) {
  1251. depthBuffer = gl.createRenderbuffer();
  1252. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  1253. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  1254. }
  1255. // Create the framebuffer
  1256. var framebuffer = gl.createFramebuffer();
  1257. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  1258. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  1259. if (generateDepthBuffer) {
  1260. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  1261. }
  1262. // Unbind
  1263. gl.bindTexture(gl.TEXTURE_2D, null);
  1264. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  1265. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  1266. texture._framebuffer = framebuffer;
  1267. if (generateDepthBuffer) {
  1268. texture._depthBuffer = depthBuffer;
  1269. }
  1270. texture._width = width;
  1271. texture._height = height;
  1272. texture.isReady = true;
  1273. texture.generateMipMaps = generateMipMaps;
  1274. texture.references = 1;
  1275. this._activeTexturesCache = [];
  1276. this._loadedTexturesCache.push(texture);
  1277. return texture;
  1278. }
  1279. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture {
  1280. var gl = this._gl;
  1281. var texture = gl.createTexture();
  1282. texture.isCube = true;
  1283. texture.url = rootUrl;
  1284. texture.references = 1;
  1285. this._loadedTexturesCache.push(texture);
  1286. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  1287. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  1288. if (isDDS) {
  1289. BABYLON.Tools.LoadFile(rootUrl, data => {
  1290. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  1291. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  1292. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  1293. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  1294. Internals.DDSTools.UploadDDSLevels(this._gl, this.getCaps().s3tc, data, info, loadMipmap, 6);
  1295. if (!noMipmap && !info.isFourCC && info.mipmapCount == 1) {
  1296. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  1297. }
  1298. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  1299. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  1300. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1301. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1302. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  1303. this._activeTexturesCache = [];
  1304. texture._width = info.width;
  1305. texture._height = info.height;
  1306. texture.isReady = true;
  1307. }, null, null, true);
  1308. } else {
  1309. cascadeLoad(rootUrl, scene, imgs => {
  1310. var width = Tools.GetExponantOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize);
  1311. var height = width;
  1312. this._workingCanvas.width = width;
  1313. this._workingCanvas.height = height;
  1314. var faces = [
  1315. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  1316. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  1317. ];
  1318. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  1319. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  1320. for (var index = 0; index < faces.length; index++) {
  1321. this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  1322. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._workingCanvas);
  1323. }
  1324. if (!noMipmap) {
  1325. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  1326. }
  1327. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  1328. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  1329. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  1330. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  1331. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  1332. this._activeTexturesCache = [];
  1333. texture._width = width;
  1334. texture._height = height;
  1335. texture.isReady = true;
  1336. }, extensions);
  1337. }
  1338. return texture;
  1339. }
  1340. public _releaseTexture(texture: WebGLTexture): void {
  1341. var gl = this._gl;
  1342. if (texture._framebuffer) {
  1343. gl.deleteFramebuffer(texture._framebuffer);
  1344. }
  1345. if (texture._depthBuffer) {
  1346. gl.deleteRenderbuffer(texture._depthBuffer);
  1347. }
  1348. gl.deleteTexture(texture);
  1349. // Unbind channels
  1350. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  1351. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1352. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1353. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  1354. this._activeTexturesCache[channel] = null;
  1355. }
  1356. var index = this._loadedTexturesCache.indexOf(texture);
  1357. if (index !== -1) {
  1358. this._loadedTexturesCache.splice(index, 1);
  1359. }
  1360. }
  1361. public bindSamplers(effect: Effect): void {
  1362. this._gl.useProgram(effect.getProgram());
  1363. var samplers = effect.getSamplers();
  1364. for (var index = 0; index < samplers.length; index++) {
  1365. var uniform = effect.getUniform(samplers[index]);
  1366. this._gl.uniform1i(uniform, index);
  1367. }
  1368. this._currentEffect = null;
  1369. }
  1370. public _bindTexture(channel: number, texture: WebGLTexture): void {
  1371. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1372. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  1373. this._activeTexturesCache[channel] = null;
  1374. }
  1375. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void {
  1376. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  1377. }
  1378. public setTexture(channel: number, texture: BaseTexture): void {
  1379. if (channel < 0) {
  1380. return;
  1381. }
  1382. // Not ready?
  1383. if (!texture || !texture.isReady()) {
  1384. if (this._activeTexturesCache[channel] != null) {
  1385. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1386. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  1387. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  1388. this._activeTexturesCache[channel] = null;
  1389. }
  1390. return;
  1391. }
  1392. // Video
  1393. if (texture instanceof BABYLON.VideoTexture) {
  1394. if ((<VideoTexture>texture).update()) {
  1395. this._activeTexturesCache[channel] = null;
  1396. }
  1397. } else if (texture.delayLoadState == BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  1398. texture.delayLoad();
  1399. return;
  1400. }
  1401. if (this._activeTexturesCache[channel] == texture) {
  1402. return;
  1403. }
  1404. this._activeTexturesCache[channel] = texture;
  1405. var internalTexture = texture.getInternalTexture();
  1406. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  1407. if (internalTexture.isCube) {
  1408. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  1409. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  1410. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  1411. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  1412. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  1413. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  1414. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  1415. }
  1416. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  1417. } else {
  1418. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  1419. if (internalTexture._cachedWrapU !== texture.wrapU) {
  1420. internalTexture._cachedWrapU = texture.wrapU;
  1421. switch (texture.wrapU) {
  1422. case BABYLON.Texture.WRAP_ADDRESSMODE:
  1423. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  1424. break;
  1425. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  1426. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  1427. break;
  1428. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  1429. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  1430. break;
  1431. }
  1432. }
  1433. if (internalTexture._cachedWrapV !== texture.wrapV) {
  1434. internalTexture._cachedWrapV = texture.wrapV;
  1435. switch (texture.wrapV) {
  1436. case BABYLON.Texture.WRAP_ADDRESSMODE:
  1437. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  1438. break;
  1439. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  1440. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  1441. break;
  1442. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  1443. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  1444. break;
  1445. }
  1446. }
  1447. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  1448. }
  1449. }
  1450. public _setAnisotropicLevel(key: number, texture: BaseTexture) {
  1451. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  1452. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== texture.anisotropicFilteringLevel) {
  1453. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropicFilteringLevel, this._caps.maxAnisotropy));
  1454. texture._cachedAnisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  1455. }
  1456. }
  1457. public readPixels(x: number, y: number, width: number, height: number): Uint8Array {
  1458. var data = new Uint8Array(height * width * 4);
  1459. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  1460. return data;
  1461. }
  1462. // Dispose
  1463. public dispose(): void {
  1464. this.hideLoadingUI();
  1465. this.stopRenderLoop();
  1466. // Release scenes
  1467. while (this.scenes.length) {
  1468. this.scenes[0].dispose();
  1469. }
  1470. // Release effects
  1471. for (var name in this._compiledEffects) {
  1472. this._gl.deleteProgram(this._compiledEffects[name]._program);
  1473. }
  1474. // Unbind
  1475. for (var i in this._vertexAttribArrays) {
  1476. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  1477. continue;
  1478. }
  1479. this._gl.disableVertexAttribArray(i);
  1480. }
  1481. // Events
  1482. window.removeEventListener("blur", this._onBlur);
  1483. window.removeEventListener("focus", this._onFocus);
  1484. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  1485. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  1486. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  1487. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  1488. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  1489. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  1490. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  1491. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  1492. }
  1493. // Loading screen
  1494. public displayLoadingUI(): void {
  1495. this._loadingDiv = document.createElement("div");
  1496. this._loadingDiv.style.opacity = "0";
  1497. this._loadingDiv.style.transition = "opacity 1.5s ease";
  1498. // Loading text
  1499. this._loadingTextDiv = document.createElement("div");
  1500. this._loadingTextDiv.style.position = "absolute";
  1501. this._loadingTextDiv.style.left = "0";
  1502. this._loadingTextDiv.style.top = "50%";
  1503. this._loadingTextDiv.style.marginTop = "80px";
  1504. this._loadingTextDiv.style.width = "100%";
  1505. this._loadingTextDiv.style.height = "20px";
  1506. this._loadingTextDiv.style.fontFamily = "Arial";
  1507. this._loadingTextDiv.style.fontSize = "14px";
  1508. this._loadingTextDiv.style.color = "white";
  1509. this._loadingTextDiv.style.textAlign = "center";
  1510. this._loadingTextDiv.innerHTML = "Loading";
  1511. this._loadingDiv.appendChild(this._loadingTextDiv);
  1512. // Loading img
  1513. var imgBack = new Image();
  1514. imgBack.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGQAAABkCAYAAABw4pVUAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuM4zml1AAAARbSURBVHhe7Z09aFNRFMc716kuLrq4FdyLq4Wi4CAoRQcR0UJBUBdRiuLSIYMo6CA4FF2sgw6CFAdFUOpSQYcWO4hD26UQCfXrIQrx/JJzw1OSWq3NPeL/B4Fy+0jg/HO+7j3vpUcI8b/Q39+/49ihfWdPHT94Yf/e3Se3bd263f8lus218TPn6vV6Ya8Wi/MzNRNmj18iusX9W1evmP1/EKNEIVG6CMbG6E3bt+fT++pHha8NoHdT72bLE8NDg7tGU64gLLndV4Wc4m8j/pS+vr4tGB/DT16v3Fyr8dvBe/jbit8BL0AES9LX1iPAz+BR/hFiLVCynj95dPzNy6fv3IZ/k4L3948Sq7FzYGBg4vLFGxitabuOFCbWNKGrMnbiUuo18KaV6tIHv6YtvL9/nOgE31jCktmrY7k6+/zhE4yP4Vf7hiNqh/BWWEl8mzDol4p22Lf7cIdvdUMEvv0Y2S9fE5S1hLzpqTsPkiep//gFGPnR3Yl7GL5p/xYFBrTwM+iXio3GqpwDGL5p/xYNIX7XG8Q6IJRgdIzf1KBBgafII7oMidhyQtVFaMA2Bt7il4huQRhaXphbcR2g4RXqBzKAGHiCCwGFVUAj/m/RTRDj29cvn10I0PZ3LghH5f4CL1EFlQmqqXK3jDDKFxmhQ3Yt6oQseUZGKmMnTpsOqc8o1F9kBOMjQlOLeqEeIyOc6JV6jYLJD/+XyIFvnzdgl9aXRQ5I2qZDK1SpospMqaoqON/wZZGDciLnMMiXRS7IF4hhqMTNTdk7CFu+LHLhR7BQqBvPDJUUQqCGvCMATHUgBmhWNgApmdOda9YpM+VwRYfuyyIXDK8hBlilNerLIheMZCKGwlUAyru6GlwOgPUbRxADdJ9FAChxXY864viyyEXqPxhc0M2TAfAbatSdRyHtXymhByEdRnE3ky+JnHAIhSA0h74kckETmHoQbSgGwJrCIRMEPSRIBCRIMAhZaYhaggQhJXUJEoRU9mofKwh+F22dLRRfEjlJM7w6KQwCoQpBOKTyJZETjmwRxKqtGV8SOSkNOGjKPQppBEgDDkFgpxdBVGkFgaYQQXRIFQSObk0P5ZFIpAZRHXsQ0r0hCluBWKkuvVbYCkQaCdL5ehBScudJP4yY+rLISdps1NBDEJKXMMmoSfggWC4ZQRR17oFYXph7hSiquIKQ+hJGTX1J5MYSPD/GVdNzsgLBwZVCVyAQAkF0ohiI/c1fS6tNXq9UfEnkhudmIQolsS+J3Hh/UtNDzQLhj42VKJFInqLwFYiUU5ToA+HdfI0JevUpQUAIn+vSz2lHIuUV/dJOIHhOY/IWVWGBIHQtzs88s9zyWBuTgcBLzGOmeNnfF/QslSDgMeQW85i3DOQxuipxAkCyZ8SIm4Omp+7MMlCB59j6sKZcMoM4iIEoeI2J9AKxrFobZx0v4vYInuHFS4J1GQRCAGaLEYQXfyMML5XSQgghhBBCCCH+cXp6vgNhKpSKX/XdOAAAAABJRU5ErkJggg==";
  1515. imgBack.style.position = "absolute";
  1516. imgBack.style.left = "50%";
  1517. imgBack.style.top = "50%";
  1518. imgBack.style.marginLeft = "-50px";
  1519. imgBack.style.marginTop = "-50px";
  1520. imgBack.style.transition = "transform 1.0s ease";
  1521. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  1522. var deg = 360;
  1523. var onTransitionEnd = () => {
  1524. deg += 360;
  1525. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  1526. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  1527. }
  1528. imgBack.addEventListener("transitionend", onTransitionEnd);
  1529. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  1530. this._loadingDiv.appendChild(imgBack);
  1531. // front image
  1532. var imgFront = new Image();
  1533. imgFront.src = "data:image/png;base64,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";
  1534. imgFront.style.position = "absolute";
  1535. imgFront.style.left = "50%";
  1536. imgFront.style.top = "50%";
  1537. imgFront.style.marginLeft = "-50px";
  1538. imgFront.style.marginTop = "-50px";
  1539. this._loadingDiv.appendChild(imgFront);
  1540. // Resize
  1541. this._resizeLoadingUI = () => {
  1542. var canvasRect = this.getRenderingCanvasClientRect();
  1543. this._loadingDiv.style.position = "absolute";
  1544. this._loadingDiv.style.left = canvasRect.left + "px";
  1545. this._loadingDiv.style.top = canvasRect.top + "px";
  1546. this._loadingDiv.style.width = canvasRect.width + "px";
  1547. this._loadingDiv.style.height = canvasRect.height + "px";
  1548. }
  1549. this._resizeLoadingUI();
  1550. window.addEventListener("resize", this._resizeLoadingUI);
  1551. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  1552. document.body.appendChild(this._loadingDiv);
  1553. setTimeout(() => {
  1554. this._loadingDiv.style.opacity = "1";
  1555. imgBack.style.transform = "rotateZ(360deg)";
  1556. imgBack.style.webkitTransform = "rotateZ(360deg)";
  1557. }, 0);
  1558. }
  1559. public set loadingUIText(text: string) {
  1560. if (!this._loadingDiv) {
  1561. return;
  1562. }
  1563. this._loadingTextDiv.innerHTML = text;
  1564. }
  1565. public get loadingUIBackgroundColor(): string {
  1566. return this._loadingDivBackgroundColor;
  1567. }
  1568. public set loadingUIBackgroundColor(color: string) {
  1569. this._loadingDivBackgroundColor = color;
  1570. if (!this._loadingDiv) {
  1571. return;
  1572. }
  1573. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  1574. }
  1575. public hideLoadingUI(): void {
  1576. if (!this._loadingDiv) {
  1577. return;
  1578. }
  1579. var onTransitionEnd = () => {
  1580. if (!this._loadingDiv) {
  1581. return;
  1582. }
  1583. document.body.removeChild(this._loadingDiv);
  1584. window.removeEventListener("resize", this._resizeLoadingUI);
  1585. this._loadingDiv = null;
  1586. }
  1587. this._loadingDiv.style.opacity = "0";
  1588. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  1589. }
  1590. // FPS
  1591. public getFps(): number {
  1592. return this.fps;
  1593. }
  1594. public getDeltaTime(): number {
  1595. return this.deltaTime;
  1596. }
  1597. private _measureFps(): void {
  1598. this.previousFramesDuration.push(Tools.Now);
  1599. var length = this.previousFramesDuration.length;
  1600. if (length >= 2) {
  1601. this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2];
  1602. }
  1603. if (length >= this.fpsRange) {
  1604. if (length > this.fpsRange) {
  1605. this.previousFramesDuration.splice(0, 1);
  1606. length = this.previousFramesDuration.length;
  1607. }
  1608. var sum = 0;
  1609. for (var id = 0; id < length - 1; id++) {
  1610. sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id];
  1611. }
  1612. this.fps = 1000.0 / (sum / (length - 1));
  1613. }
  1614. }
  1615. // Statics
  1616. public static isSupported(): boolean {
  1617. try {
  1618. // Avoid creating an unsized context for CocoonJS, since size determined on first creation. Is not resizable
  1619. if (navigator.isCocoonJS) {
  1620. return true;
  1621. }
  1622. var tempcanvas = document.createElement("canvas");
  1623. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  1624. return gl != null && !!window.WebGLRenderingContext;
  1625. } catch (e) {
  1626. return false;
  1627. }
  1628. }
  1629. }
  1630. }