thinEngine.ts 176 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374
  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 { BaseTexture } from '../Materials/Textures/baseTexture';
  27. import { IOfflineProvider } from '../Offline/IOfflineProvider';
  28. import { IEffectFallbacks } from '../Materials/iEffectFallbacks';
  29. import { IWebRequest } from '../Misc/interfaces/iWebRequest';
  30. import { CanvasGenerator } from '../Misc/canvasGenerator';
  31. import { PerformanceConfigurator } from './performanceConfigurator';
  32. declare type WebRequest = import("../Misc/webRequest").WebRequest;
  33. declare type LoadFileError = import("../Misc/fileTools").LoadFileError;
  34. declare type Observer<T> = import("../Misc/observable").Observer<T>;
  35. declare type VideoTexture = import("../Materials/Textures/videoTexture").VideoTexture;
  36. declare type RenderTargetTexture = import("../Materials/Textures/renderTargetTexture").RenderTargetTexture;
  37. declare type Texture = import("../Materials/Textures/texture").Texture;
  38. /**
  39. * Defines the interface used by objects working like Scene
  40. * @hidden
  41. */
  42. export interface ISceneLike {
  43. _addPendingData(data: any): void;
  44. _removePendingData(data: any): void;
  45. offlineProvider: IOfflineProvider;
  46. }
  47. /**
  48. * Keeps track of all the buffer info used in engine.
  49. */
  50. class BufferPointer {
  51. public active: boolean;
  52. public index: number;
  53. public size: number;
  54. public type: number;
  55. public normalized: boolean;
  56. public stride: number;
  57. public offset: number;
  58. public buffer: WebGLBuffer;
  59. }
  60. /** Interface defining initialization parameters for Engine class */
  61. export interface EngineOptions extends WebGLContextAttributes {
  62. /**
  63. * Defines if the engine should no exceed a specified device ratio
  64. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  65. */
  66. limitDeviceRatio?: number;
  67. /**
  68. * Defines if webvr should be enabled automatically
  69. * @see https://doc.babylonjs.com/how_to/webvr_camera
  70. */
  71. autoEnableWebVR?: boolean;
  72. /**
  73. * Defines if webgl2 should be turned off even if supported
  74. * @see https://doc.babylonjs.com/features/webgl2
  75. */
  76. disableWebGL2Support?: boolean;
  77. /**
  78. * Defines if webaudio should be initialized as well
  79. * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music
  80. */
  81. audioEngine?: boolean;
  82. /**
  83. * Defines if animations should run using a deterministic lock step
  84. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  85. */
  86. deterministicLockstep?: boolean;
  87. /** Defines the maximum steps to use with deterministic lock step mode */
  88. lockstepMaxSteps?: number;
  89. /** Defines the seconds between each deterministic lock step */
  90. timeStep?: number;
  91. /**
  92. * Defines that engine should ignore context lost events
  93. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  94. */
  95. doNotHandleContextLost?: boolean;
  96. /**
  97. * Defines that engine should ignore modifying touch action attribute and style
  98. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  99. */
  100. doNotHandleTouchAction?: boolean;
  101. /**
  102. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  103. */
  104. useHighPrecisionFloats?: boolean;
  105. /**
  106. * Make the canvas XR Compatible for XR sessions
  107. */
  108. xrCompatible?: boolean;
  109. /**
  110. * Make the matrix computations to be performed in 64 bits instead of 32 bits. False by default
  111. */
  112. useHighPrecisionMatrix?: boolean;
  113. }
  114. /**
  115. * The base engine class (root of all engines)
  116. */
  117. export class ThinEngine {
  118. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  119. public static ExceptionList = [
  120. { key: "Chrome\/63\.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  121. { key: "Firefox\/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  122. { key: "Firefox\/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  123. { key: "Chrome\/72.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
  124. { key: "Chrome\/73.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
  125. { key: "Chrome\/74.+?Mobile", capture: null, captureConstraint: null, targets: ["vao"] },
  126. { key: "Mac OS.+Chrome\/71", capture: null, captureConstraint: null, targets: ["vao"] },
  127. { key: "Mac OS.+Chrome\/72", capture: null, captureConstraint: null, targets: ["vao"] }
  128. ];
  129. /** @hidden */
  130. public static _TextureLoaders: IInternalTextureLoader[] = [];
  131. /**
  132. * Returns the current npm package of the sdk
  133. */
  134. // Not mixed with Version for tooling purpose.
  135. public static get NpmPackage(): string {
  136. return "babylonjs@4.2.0-alpha.27";
  137. }
  138. /**
  139. * Returns the current version of the framework
  140. */
  141. public static get Version(): string {
  142. return "4.2.0-alpha.27";
  143. }
  144. /**
  145. * Returns a string describing the current engine
  146. */
  147. public get description(): string {
  148. let description = "WebGL" + this.webGLVersion;
  149. if (this._caps.parallelShaderCompile) {
  150. description += " - Parallel shader compilation";
  151. }
  152. return description;
  153. }
  154. // Updatable statics so stick with vars here
  155. /**
  156. * Gets or sets the epsilon value used by collision engine
  157. */
  158. public static CollisionsEpsilon = 0.001;
  159. /**
  160. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  161. */
  162. public static get ShadersRepository(): string {
  163. return Effect.ShadersRepository;
  164. }
  165. public static set ShadersRepository(value: string) {
  166. Effect.ShadersRepository = value;
  167. }
  168. // Public members
  169. /** @hidden */
  170. public _shaderProcessor: IShaderProcessor;
  171. /**
  172. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  173. */
  174. public forcePOTTextures = false;
  175. /**
  176. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  177. */
  178. public isFullscreen = false;
  179. /**
  180. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  181. */
  182. public cullBackFaces = true;
  183. /**
  184. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  185. */
  186. public renderEvenInBackground = true;
  187. /**
  188. * Gets or sets a boolean indicating that cache can be kept between frames
  189. */
  190. public preventCacheWipeBetweenFrames = false;
  191. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  192. public validateShaderPrograms = false;
  193. /**
  194. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  195. * This can provide greater z depth for distant objects.
  196. */
  197. public useReverseDepthBuffer = false;
  198. // Uniform buffers list
  199. /**
  200. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  201. */
  202. public disableUniformBuffers = false;
  203. /** @hidden */
  204. public _uniformBuffers = new Array<UniformBuffer>();
  205. /**
  206. * Gets a boolean indicating that the engine supports uniform buffers
  207. * @see https://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  208. */
  209. public get supportsUniformBuffers(): boolean {
  210. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  211. }
  212. // Private Members
  213. /** @hidden */
  214. public _gl: WebGLRenderingContext;
  215. /** @hidden */
  216. public _webGLVersion = 1.0;
  217. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  218. protected _windowIsBackground = false;
  219. protected _creationOptions: EngineOptions;
  220. protected _highPrecisionShadersAllowed = true;
  221. /** @hidden */
  222. public get _shouldUseHighPrecisionShader(): boolean {
  223. return !!(this._caps.highPrecisionShaderSupported && this._highPrecisionShadersAllowed);
  224. }
  225. /**
  226. * Gets a boolean indicating that only power of 2 textures are supported
  227. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  228. */
  229. public get needPOTTextures(): boolean {
  230. return this._webGLVersion < 2 || this.forcePOTTextures;
  231. }
  232. /** @hidden */
  233. public _badOS = false;
  234. /** @hidden */
  235. public _badDesktopOS = false;
  236. private _hardwareScalingLevel: number;
  237. /** @hidden */
  238. public _caps: EngineCapabilities;
  239. private _isStencilEnable: boolean;
  240. private _glVersion: string;
  241. private _glRenderer: string;
  242. private _glVendor: string;
  243. /** @hidden */
  244. public _videoTextureSupported: boolean;
  245. protected _renderingQueueLaunched = false;
  246. protected _activeRenderLoops = new Array<() => void>();
  247. // Lost context
  248. /**
  249. * Observable signaled when a context lost event is raised
  250. */
  251. public onContextLostObservable = new Observable<ThinEngine>();
  252. /**
  253. * Observable signaled when a context restored event is raised
  254. */
  255. public onContextRestoredObservable = new Observable<ThinEngine>();
  256. private _onContextLost: (evt: Event) => void;
  257. private _onContextRestored: (evt: Event) => void;
  258. protected _contextWasLost = false;
  259. /** @hidden */
  260. public _doNotHandleContextLost = false;
  261. /**
  262. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  263. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  264. */
  265. public get doNotHandleContextLost(): boolean {
  266. return this._doNotHandleContextLost;
  267. }
  268. public set doNotHandleContextLost(value: boolean) {
  269. this._doNotHandleContextLost = value;
  270. }
  271. /**
  272. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  273. */
  274. public disableVertexArrayObjects = false;
  275. // States
  276. /** @hidden */
  277. protected _colorWrite = true;
  278. /** @hidden */
  279. protected _colorWriteChanged = true;
  280. /** @hidden */
  281. protected _depthCullingState = new DepthCullingState();
  282. /** @hidden */
  283. protected _stencilState = new StencilState();
  284. /** @hidden */
  285. public _alphaState = new AlphaState();
  286. /** @hidden */
  287. public _alphaMode = Constants.ALPHA_ADD;
  288. /** @hidden */
  289. public _alphaEquation = Constants.ALPHA_DISABLE;
  290. // Cache
  291. /** @hidden */
  292. public _internalTexturesCache = new Array<InternalTexture>();
  293. /** @hidden */
  294. protected _activeChannel = 0;
  295. private _currentTextureChannel = -1;
  296. /** @hidden */
  297. protected _boundTexturesCache: { [key: string]: Nullable<InternalTexture> } = {};
  298. /** @hidden */
  299. protected _currentEffect: Nullable<Effect>;
  300. /** @hidden */
  301. protected _currentProgram: Nullable<WebGLProgram>;
  302. private _compiledEffects: { [key: string]: Effect } = {};
  303. private _vertexAttribArraysEnabled: boolean[] = [];
  304. /** @hidden */
  305. protected _cachedViewport: Nullable<IViewportLike>;
  306. private _cachedVertexArrayObject: Nullable<WebGLVertexArrayObject>;
  307. /** @hidden */
  308. protected _cachedVertexBuffers: any;
  309. /** @hidden */
  310. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  311. /** @hidden */
  312. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  313. /** @hidden */
  314. public _currentRenderTarget: Nullable<InternalTexture>;
  315. private _uintIndicesCurrentlySet = false;
  316. protected _currentBoundBuffer = new Array<Nullable<WebGLBuffer>>();
  317. /** @hidden */
  318. public _currentFramebuffer: Nullable<WebGLFramebuffer> = null;
  319. /** @hidden */
  320. public _dummyFramebuffer: Nullable<WebGLFramebuffer> = null;
  321. private _currentBufferPointers = new Array<BufferPointer>();
  322. private _currentInstanceLocations = new Array<number>();
  323. private _currentInstanceBuffers = new Array<DataBuffer>();
  324. private _textureUnits: Int32Array;
  325. /** @hidden */
  326. public _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  327. /** @hidden */
  328. public _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  329. /** @hidden */
  330. public _boundRenderFunction: any;
  331. private _vaoRecordInProgress = false;
  332. private _mustWipeVertexAttributes = false;
  333. private _emptyTexture: Nullable<InternalTexture>;
  334. private _emptyCubeTexture: Nullable<InternalTexture>;
  335. private _emptyTexture3D: Nullable<InternalTexture>;
  336. private _emptyTexture2DArray: Nullable<InternalTexture>;
  337. /** @hidden */
  338. public _frameHandler: number;
  339. private _nextFreeTextureSlots = new Array<number>();
  340. private _maxSimultaneousTextures = 0;
  341. private _activeRequests = new Array<IFileRequest>();
  342. /** @hidden */
  343. public _transformTextureUrl: Nullable<(url: string) => string> = null;
  344. protected get _supportsHardwareTextureRescaling() {
  345. return false;
  346. }
  347. private _framebufferDimensionsObject: Nullable<{framebufferWidth: number, framebufferHeight: number}>;
  348. /**
  349. * sets the object from which width and height will be taken from when getting render width and height
  350. * Will fallback to the gl object
  351. * @param dimensions the framebuffer width and height that will be used.
  352. */
  353. public set framebufferDimensionsObject(dimensions: Nullable<{framebufferWidth: number, framebufferHeight: number}>) {
  354. this._framebufferDimensionsObject = dimensions;
  355. }
  356. /**
  357. * Gets the current viewport
  358. */
  359. public get currentViewport(): Nullable<IViewportLike> {
  360. return this._cachedViewport;
  361. }
  362. /**
  363. * Gets the default empty texture
  364. */
  365. public get emptyTexture(): InternalTexture {
  366. if (!this._emptyTexture) {
  367. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  368. }
  369. return this._emptyTexture;
  370. }
  371. /**
  372. * Gets the default empty 3D texture
  373. */
  374. public get emptyTexture3D(): InternalTexture {
  375. if (!this._emptyTexture3D) {
  376. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  377. }
  378. return this._emptyTexture3D;
  379. }
  380. /**
  381. * Gets the default empty 2D array texture
  382. */
  383. public get emptyTexture2DArray(): InternalTexture {
  384. if (!this._emptyTexture2DArray) {
  385. this._emptyTexture2DArray = this.createRawTexture2DArray(new Uint8Array(4), 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  386. }
  387. return this._emptyTexture2DArray;
  388. }
  389. /**
  390. * Gets the default empty cube texture
  391. */
  392. public get emptyCubeTexture(): InternalTexture {
  393. if (!this._emptyCubeTexture) {
  394. var faceData = new Uint8Array(4);
  395. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  396. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Constants.TEXTUREFORMAT_RGBA, Constants.TEXTURETYPE_UNSIGNED_INT, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);
  397. }
  398. return this._emptyCubeTexture;
  399. }
  400. /**
  401. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  402. */
  403. public readonly premultipliedAlpha: boolean = true;
  404. /**
  405. * Observable event triggered before each texture is initialized
  406. */
  407. public onBeforeTextureInitObservable = new Observable<Texture>();
  408. /**
  409. * Creates a new engine
  410. * @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
  411. * @param antialias defines enable antialiasing (default: false)
  412. * @param options defines further options to be sent to the getContext() function
  413. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  414. */
  415. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext | WebGL2RenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio: boolean = false) {
  416. let canvas: Nullable<HTMLCanvasElement> = null;
  417. if (!canvasOrContext) {
  418. return;
  419. }
  420. options = options || {};
  421. PerformanceConfigurator.SetMatrixPrecision(!!options.useHighPrecisionMatrix);
  422. if ((canvasOrContext as any).getContext) {
  423. canvas = <HTMLCanvasElement>canvasOrContext;
  424. this._renderingCanvas = canvas;
  425. if (antialias != null) {
  426. options.antialias = antialias;
  427. }
  428. if (options.deterministicLockstep === undefined) {
  429. options.deterministicLockstep = false;
  430. }
  431. if (options.lockstepMaxSteps === undefined) {
  432. options.lockstepMaxSteps = 4;
  433. }
  434. if (options.timeStep === undefined) {
  435. options.timeStep = 1 / 60;
  436. }
  437. if (options.preserveDrawingBuffer === undefined) {
  438. options.preserveDrawingBuffer = false;
  439. }
  440. if (options.audioEngine === undefined) {
  441. options.audioEngine = true;
  442. }
  443. if (options.stencil === undefined) {
  444. options.stencil = true;
  445. }
  446. if (options.premultipliedAlpha === false) {
  447. this.premultipliedAlpha = false;
  448. }
  449. if (options.xrCompatible === undefined) {
  450. options.xrCompatible = true;
  451. }
  452. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  453. // Exceptions
  454. if (navigator && navigator.userAgent) {
  455. let ua = navigator.userAgent;
  456. for (var exception of ThinEngine.ExceptionList) {
  457. let key = exception.key;
  458. let targets = exception.targets;
  459. let check = new RegExp(key);
  460. if (check.test(ua)) {
  461. if (exception.capture && exception.captureConstraint) {
  462. let capture = exception.capture;
  463. let constraint = exception.captureConstraint;
  464. let regex = new RegExp(capture);
  465. let matches = regex.exec(ua);
  466. if (matches && matches.length > 0) {
  467. let capturedValue = parseInt(matches[matches.length - 1]);
  468. if (capturedValue >= constraint) {
  469. continue;
  470. }
  471. }
  472. }
  473. for (var target of targets) {
  474. switch (target) {
  475. case "uniformBuffer":
  476. this.disableUniformBuffers = true;
  477. break;
  478. case "vao":
  479. this.disableVertexArrayObjects = true;
  480. break;
  481. }
  482. }
  483. }
  484. }
  485. }
  486. // Context lost
  487. if (!this._doNotHandleContextLost) {
  488. this._onContextLost = (evt: Event) => {
  489. evt.preventDefault();
  490. this._contextWasLost = true;
  491. Logger.Warn("WebGL context lost.");
  492. this.onContextLostObservable.notifyObservers(this);
  493. };
  494. this._onContextRestored = () => {
  495. // Adding a timeout to avoid race condition at browser level
  496. setTimeout(() => {
  497. // Rebuild gl context
  498. this._initGLContext();
  499. // Rebuild effects
  500. this._rebuildEffects();
  501. // Rebuild textures
  502. this._rebuildInternalTextures();
  503. // Rebuild buffers
  504. this._rebuildBuffers();
  505. // Cache
  506. this.wipeCaches(true);
  507. Logger.Warn("WebGL context successfully restored.");
  508. this.onContextRestoredObservable.notifyObservers(this);
  509. this._contextWasLost = false;
  510. }, 0);
  511. };
  512. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  513. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  514. options.powerPreference = "high-performance";
  515. }
  516. // GL
  517. if (!options.disableWebGL2Support) {
  518. try {
  519. this._gl = <any>(canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  520. if (this._gl) {
  521. this._webGLVersion = 2.0;
  522. // Prevent weird browsers to lie (yeah that happens!)
  523. if (!this._gl.deleteQuery) {
  524. this._webGLVersion = 1.0;
  525. }
  526. }
  527. } catch (e) {
  528. // Do nothing
  529. }
  530. }
  531. if (!this._gl) {
  532. if (!canvas) {
  533. throw new Error("The provided canvas is null or undefined.");
  534. }
  535. try {
  536. this._gl = <WebGLRenderingContext>(canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  537. } catch (e) {
  538. throw new Error("WebGL not supported");
  539. }
  540. }
  541. if (!this._gl) {
  542. throw new Error("WebGL not supported");
  543. }
  544. } else {
  545. this._gl = <WebGLRenderingContext>canvasOrContext;
  546. this._renderingCanvas = this._gl.canvas as HTMLCanvasElement;
  547. if (this._gl.renderbufferStorageMultisample) {
  548. this._webGLVersion = 2.0;
  549. }
  550. const attributes = this._gl.getContextAttributes();
  551. if (attributes) {
  552. options.stencil = attributes.stencil;
  553. }
  554. }
  555. // Ensures a consistent color space unpacking of textures cross browser.
  556. this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);
  557. if (options.useHighPrecisionFloats !== undefined) {
  558. this._highPrecisionShadersAllowed = options.useHighPrecisionFloats;
  559. }
  560. // Viewport
  561. const devicePixelRatio = DomManagement.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  562. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  563. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  564. this.resize();
  565. this._isStencilEnable = options.stencil ? true : false;
  566. this._initGLContext();
  567. // Prepare buffer pointers
  568. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  569. this._currentBufferPointers[i] = new BufferPointer();
  570. }
  571. // Shader processor
  572. if (this.webGLVersion > 1) {
  573. this._shaderProcessor = new WebGL2ShaderProcessor();
  574. }
  575. // Detect if we are running on a faulty buggy OS.
  576. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  577. // Detect if we are running on a faulty buggy desktop OS.
  578. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  579. this._creationOptions = options;
  580. console.log(`Babylon.js v${ThinEngine.Version} - ${this.description}`);
  581. }
  582. private _rebuildInternalTextures(): void {
  583. let currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  584. for (var internalTexture of currentState) {
  585. internalTexture._rebuild();
  586. }
  587. }
  588. private _rebuildEffects(): void {
  589. for (var key in this._compiledEffects) {
  590. let effect = <Effect>this._compiledEffects[key];
  591. effect._prepareEffect();
  592. }
  593. Effect.ResetCache();
  594. }
  595. /**
  596. * Gets a boolean indicating if all created effects are ready
  597. * @returns true if all effects are ready
  598. */
  599. public areAllEffectsReady(): boolean {
  600. for (var key in this._compiledEffects) {
  601. let effect = <Effect>this._compiledEffects[key];
  602. if (!effect.isReady()) {
  603. return false;
  604. }
  605. }
  606. return true;
  607. }
  608. protected _rebuildBuffers(): void {
  609. // Uniforms
  610. for (var uniformBuffer of this._uniformBuffers) {
  611. uniformBuffer._rebuild();
  612. }
  613. }
  614. protected _initGLContext(): void {
  615. // Caps
  616. this._caps = {
  617. maxTexturesImageUnits: this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS),
  618. maxCombinedTexturesImageUnits: this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),
  619. maxVertexTextureImageUnits: this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS),
  620. maxTextureSize: this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE),
  621. maxSamples: this._webGLVersion > 1 ? this._gl.getParameter(this._gl.MAX_SAMPLES) : 1,
  622. maxCubemapTextureSize: this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),
  623. maxRenderTextureSize: this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),
  624. maxVertexAttribs: this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS),
  625. maxVaryingVectors: this._gl.getParameter(this._gl.MAX_VARYING_VECTORS),
  626. maxFragmentUniformVectors: this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS),
  627. maxVertexUniformVectors: this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS),
  628. parallelShaderCompile: this._gl.getExtension('KHR_parallel_shader_compile'),
  629. standardDerivatives: this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null),
  630. maxAnisotropy: 1,
  631. astc: this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc'),
  632. s3tc: this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'),
  633. pvrtc: this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),
  634. etc1: this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1'),
  635. etc2: this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  636. this._gl.getExtension('WEBGL_compressed_texture_es3_0'), // also a requirement of OpenGL ES 3
  637. textureAnisotropicFilterExtension: this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic'),
  638. uintIndices: this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null,
  639. fragmentDepthSupported: this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null,
  640. highPrecisionShaderSupported: false,
  641. timerQuery: this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query"),
  642. canUseTimestampForTimerQuery: false,
  643. drawBuffersExtension: false,
  644. maxMSAASamples: 1,
  645. colorBufferFloat: this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float'),
  646. textureFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false,
  647. textureHalfFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false,
  648. textureHalfFloatRender: false,
  649. textureFloatLinearFiltering: false,
  650. textureFloatRender: false,
  651. textureHalfFloatLinearFiltering: false,
  652. vertexArrayObject: false,
  653. instancedArrays: false,
  654. textureLOD: (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false,
  655. blendMinMax: false,
  656. multiview: this._gl.getExtension('OVR_multiview2'),
  657. oculusMultiview: this._gl.getExtension('OCULUS_multiview'),
  658. depthTextureExtension: false
  659. };
  660. // Infos
  661. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  662. var rendererInfo: any = this._gl.getExtension("WEBGL_debug_renderer_info");
  663. if (rendererInfo != null) {
  664. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  665. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  666. }
  667. if (!this._glVendor) {
  668. this._glVendor = "Unknown vendor";
  669. }
  670. if (!this._glRenderer) {
  671. this._glRenderer = "Unknown renderer";
  672. }
  673. // Constants
  674. if (this._gl.HALF_FLOAT_OES !== 0x8D61) {
  675. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  676. }
  677. if (this._gl.RGBA16F !== 0x881A) {
  678. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  679. }
  680. if (this._gl.RGBA32F !== 0x8814) {
  681. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  682. }
  683. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  684. this._gl.DEPTH24_STENCIL8 = 35056;
  685. }
  686. // Extensions
  687. if (this._caps.timerQuery) {
  688. if (this._webGLVersion === 1) {
  689. this._gl.getQuery = (<any>this._caps.timerQuery).getQueryEXT.bind(this._caps.timerQuery);
  690. }
  691. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  692. }
  693. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  694. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  695. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  696. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  697. // Checks if some of the format renders first to allow the use of webgl inspector.
  698. if (this._webGLVersion > 1) {
  699. if (this._gl.HALF_FLOAT_OES !== 0x140B) {
  700. this._gl.HALF_FLOAT_OES = 0x140B;
  701. }
  702. }
  703. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  704. // Draw buffers
  705. if (this._webGLVersion > 1) {
  706. this._caps.drawBuffersExtension = true;
  707. this._caps.maxMSAASamples = this._gl.getParameter(this._gl.MAX_SAMPLES);
  708. } else {
  709. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  710. if (drawBuffersExtension !== null) {
  711. this._caps.drawBuffersExtension = true;
  712. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  713. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  714. for (var i = 0; i < 16; i++) {
  715. (<any>this._gl)["COLOR_ATTACHMENT" + i + "_WEBGL"] = (<any>drawBuffersExtension)["COLOR_ATTACHMENT" + i + "_WEBGL"];
  716. }
  717. }
  718. }
  719. // Depth Texture
  720. if (this._webGLVersion > 1) {
  721. this._caps.depthTextureExtension = true;
  722. } else {
  723. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  724. if (depthTextureExtension != null) {
  725. this._caps.depthTextureExtension = true;
  726. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  727. }
  728. }
  729. // Vertex array object
  730. if (this.disableVertexArrayObjects) {
  731. this._caps.vertexArrayObject = false;
  732. } else if (this._webGLVersion > 1) {
  733. this._caps.vertexArrayObject = true;
  734. } else {
  735. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  736. if (vertexArrayObjectExtension != null) {
  737. this._caps.vertexArrayObject = true;
  738. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  739. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  740. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  741. }
  742. }
  743. // Instances count
  744. if (this._webGLVersion > 1) {
  745. this._caps.instancedArrays = true;
  746. } else {
  747. var instanceExtension = <ANGLE_instanced_arrays>this._gl.getExtension('ANGLE_instanced_arrays');
  748. if (instanceExtension != null) {
  749. this._caps.instancedArrays = true;
  750. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  751. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  752. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  753. } else {
  754. this._caps.instancedArrays = false;
  755. }
  756. }
  757. if (this._gl.getShaderPrecisionFormat) {
  758. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  759. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  760. if (vertex_highp && fragment_highp) {
  761. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  762. }
  763. }
  764. if (this._webGLVersion > 1) {
  765. this._caps.blendMinMax = true;
  766. }
  767. else {
  768. const blendMinMaxExtension = this._gl.getExtension('EXT_blend_minmax');
  769. if (blendMinMaxExtension != null) {
  770. this._caps.blendMinMax = true;
  771. this._gl.MAX = blendMinMaxExtension.MAX_EXT;
  772. this._gl.MIN = blendMinMaxExtension.MIN_EXT;
  773. }
  774. }
  775. // Depth buffer
  776. this._depthCullingState.depthTest = true;
  777. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  778. this._depthCullingState.depthMask = true;
  779. // Texture maps
  780. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  781. for (let slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  782. this._nextFreeTextureSlots.push(slot);
  783. }
  784. }
  785. /**
  786. * Gets version of the current webGL context
  787. */
  788. public get webGLVersion(): number {
  789. return this._webGLVersion;
  790. }
  791. /**
  792. * Gets a string idenfifying the name of the class
  793. * @returns "Engine" string
  794. */
  795. public getClassName(): string {
  796. return "ThinEngine";
  797. }
  798. /**
  799. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  800. */
  801. public get isStencilEnable(): boolean {
  802. return this._isStencilEnable;
  803. }
  804. /** @hidden */
  805. public _prepareWorkingCanvas(): void {
  806. if (this._workingCanvas) {
  807. return;
  808. }
  809. this._workingCanvas = CanvasGenerator.CreateCanvas(1, 1);
  810. let context = this._workingCanvas.getContext("2d");
  811. if (context) {
  812. this._workingContext = context;
  813. }
  814. }
  815. /**
  816. * Reset the texture cache to empty state
  817. */
  818. public resetTextureCache() {
  819. for (var key in this._boundTexturesCache) {
  820. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  821. continue;
  822. }
  823. this._boundTexturesCache[key] = null;
  824. }
  825. this._currentTextureChannel = -1;
  826. }
  827. /**
  828. * Gets an object containing information about the current webGL context
  829. * @returns an object containing the vender, the renderer and the version of the current webGL context
  830. */
  831. public getGlInfo() {
  832. return {
  833. vendor: this._glVendor,
  834. renderer: this._glRenderer,
  835. version: this._glVersion
  836. };
  837. }
  838. /**
  839. * Defines the hardware scaling level.
  840. * By default the hardware scaling level is computed from the window device ratio.
  841. * 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.
  842. * @param level defines the level to use
  843. */
  844. public setHardwareScalingLevel(level: number): void {
  845. this._hardwareScalingLevel = level;
  846. this.resize();
  847. }
  848. /**
  849. * Gets the current hardware scaling level.
  850. * By default the hardware scaling level is computed from the window device ratio.
  851. * 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.
  852. * @returns a number indicating the current hardware scaling level
  853. */
  854. public getHardwareScalingLevel(): number {
  855. return this._hardwareScalingLevel;
  856. }
  857. /**
  858. * Gets the list of loaded textures
  859. * @returns an array containing all loaded textures
  860. */
  861. public getLoadedTexturesCache(): InternalTexture[] {
  862. return this._internalTexturesCache;
  863. }
  864. /**
  865. * Gets the object containing all engine capabilities
  866. * @returns the EngineCapabilities object
  867. */
  868. public getCaps(): EngineCapabilities {
  869. return this._caps;
  870. }
  871. /**
  872. * stop executing a render loop function and remove it from the execution array
  873. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  874. */
  875. public stopRenderLoop(renderFunction?: () => void): void {
  876. if (!renderFunction) {
  877. this._activeRenderLoops = [];
  878. return;
  879. }
  880. var index = this._activeRenderLoops.indexOf(renderFunction);
  881. if (index >= 0) {
  882. this._activeRenderLoops.splice(index, 1);
  883. }
  884. }
  885. /** @hidden */
  886. public _renderLoop(): void {
  887. if (!this._contextWasLost) {
  888. var shouldRender = true;
  889. if (!this.renderEvenInBackground && this._windowIsBackground) {
  890. shouldRender = false;
  891. }
  892. if (shouldRender) {
  893. // Start new frame
  894. this.beginFrame();
  895. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  896. var renderFunction = this._activeRenderLoops[index];
  897. renderFunction();
  898. }
  899. // Present
  900. this.endFrame();
  901. }
  902. }
  903. if (this._activeRenderLoops.length > 0) {
  904. this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());
  905. } else {
  906. this._renderingQueueLaunched = false;
  907. }
  908. }
  909. /**
  910. * Gets the HTML canvas attached with the current webGL context
  911. * @returns a HTML canvas
  912. */
  913. public getRenderingCanvas(): Nullable<HTMLCanvasElement> {
  914. return this._renderingCanvas;
  915. }
  916. /**
  917. * Gets host window
  918. * @returns the host window object
  919. */
  920. public getHostWindow(): Nullable<Window> {
  921. if (!DomManagement.IsWindowObjectExist()) {
  922. return null;
  923. }
  924. if (this._renderingCanvas && this._renderingCanvas.ownerDocument && this._renderingCanvas.ownerDocument.defaultView) {
  925. return this._renderingCanvas.ownerDocument.defaultView;
  926. }
  927. return window;
  928. }
  929. /**
  930. * Gets the current render width
  931. * @param useScreen defines if screen size must be used (or the current render target if any)
  932. * @returns a number defining the current render width
  933. */
  934. public getRenderWidth(useScreen = false): number {
  935. if (!useScreen && this._currentRenderTarget) {
  936. return this._currentRenderTarget.width;
  937. }
  938. return this._framebufferDimensionsObject ? this._framebufferDimensionsObject.framebufferWidth : this._gl.drawingBufferWidth;
  939. }
  940. /**
  941. * Gets the current render height
  942. * @param useScreen defines if screen size must be used (or the current render target if any)
  943. * @returns a number defining the current render height
  944. */
  945. public getRenderHeight(useScreen = false): number {
  946. if (!useScreen && this._currentRenderTarget) {
  947. return this._currentRenderTarget.height;
  948. }
  949. return this._framebufferDimensionsObject ? this._framebufferDimensionsObject.framebufferHeight : this._gl.drawingBufferHeight;
  950. }
  951. /**
  952. * Can be used to override the current requestAnimationFrame requester.
  953. * @hidden
  954. */
  955. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number {
  956. return ThinEngine.QueueNewFrame(bindedRenderFunction, requester);
  957. }
  958. /**
  959. * Register and execute a render loop. The engine can have more than one render function
  960. * @param renderFunction defines the function to continuously execute
  961. */
  962. public runRenderLoop(renderFunction: () => void): void {
  963. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  964. return;
  965. }
  966. this._activeRenderLoops.push(renderFunction);
  967. if (!this._renderingQueueLaunched) {
  968. this._renderingQueueLaunched = true;
  969. this._boundRenderFunction = this._renderLoop.bind(this);
  970. this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());
  971. }
  972. }
  973. /**
  974. * Clear the current render buffer or the current render target (if any is set up)
  975. * @param color defines the color to use
  976. * @param backBuffer defines if the back buffer must be cleared
  977. * @param depth defines if the depth buffer must be cleared
  978. * @param stencil defines if the stencil buffer must be cleared
  979. */
  980. public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil: boolean = false): void {
  981. this.applyStates();
  982. var mode = 0;
  983. if (backBuffer && color) {
  984. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  985. mode |= this._gl.COLOR_BUFFER_BIT;
  986. }
  987. if (depth) {
  988. if (this.useReverseDepthBuffer) {
  989. this._depthCullingState.depthFunc = this._gl.GREATER;
  990. this._gl.clearDepth(0.0);
  991. } else {
  992. this._gl.clearDepth(1.0);
  993. }
  994. mode |= this._gl.DEPTH_BUFFER_BIT;
  995. }
  996. if (stencil) {
  997. this._gl.clearStencil(0);
  998. mode |= this._gl.STENCIL_BUFFER_BIT;
  999. }
  1000. this._gl.clear(mode);
  1001. }
  1002. private _viewportCached = { x: 0, y: 0, z: 0, w: 0 };
  1003. /** @hidden */
  1004. public _viewport(x: number, y: number, width: number, height: number): void {
  1005. if (x !== this._viewportCached.x ||
  1006. y !== this._viewportCached.y ||
  1007. width !== this._viewportCached.z ||
  1008. height !== this._viewportCached.w) {
  1009. this._viewportCached.x = x;
  1010. this._viewportCached.y = y;
  1011. this._viewportCached.z = width;
  1012. this._viewportCached.w = height;
  1013. this._gl.viewport(x, y, width, height);
  1014. }
  1015. }
  1016. /**
  1017. * Set the WebGL's viewport
  1018. * @param viewport defines the viewport element to be used
  1019. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  1020. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  1021. */
  1022. public setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void {
  1023. var width = requiredWidth || this.getRenderWidth();
  1024. var height = requiredHeight || this.getRenderHeight();
  1025. var x = viewport.x || 0;
  1026. var y = viewport.y || 0;
  1027. this._cachedViewport = viewport;
  1028. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  1029. }
  1030. /**
  1031. * Begin a new frame
  1032. */
  1033. public beginFrame(): void {
  1034. }
  1035. /**
  1036. * Enf the current frame
  1037. */
  1038. public endFrame(): void {
  1039. // Force a flush in case we are using a bad OS.
  1040. if (this._badOS) {
  1041. this.flushFramebuffer();
  1042. }
  1043. }
  1044. /**
  1045. * Resize the view according to the canvas' size
  1046. */
  1047. public resize(): void {
  1048. let width: number;
  1049. let height: number;
  1050. if (DomManagement.IsWindowObjectExist()) {
  1051. width = this._renderingCanvas ? (this._renderingCanvas.clientWidth || this._renderingCanvas.width) : window.innerWidth;
  1052. height = this._renderingCanvas ? (this._renderingCanvas.clientHeight || this._renderingCanvas.height) : window.innerHeight;
  1053. } else {
  1054. width = this._renderingCanvas ? this._renderingCanvas.width : 100;
  1055. height = this._renderingCanvas ? this._renderingCanvas.height : 100;
  1056. }
  1057. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  1058. }
  1059. /**
  1060. * Force a specific size of the canvas
  1061. * @param width defines the new canvas' width
  1062. * @param height defines the new canvas' height
  1063. * @returns true if the size was changed
  1064. */
  1065. public setSize(width: number, height: number): boolean {
  1066. if (!this._renderingCanvas) {
  1067. return false;
  1068. }
  1069. width = width | 0;
  1070. height = height | 0;
  1071. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  1072. return false;
  1073. }
  1074. this._renderingCanvas.width = width;
  1075. this._renderingCanvas.height = height;
  1076. return true;
  1077. }
  1078. /**
  1079. * Binds the frame buffer to the specified texture.
  1080. * @param texture The texture to render to or null for the default canvas
  1081. * @param faceIndex The face of the texture to render to in case of cube texture
  1082. * @param requiredWidth The width of the target to render to
  1083. * @param requiredHeight The height of the target to render to
  1084. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  1085. * @param lodLevel defines the lod level to bind to the frame buffer
  1086. * @param layer defines the 2d array index to bind to frame buffer to
  1087. */
  1088. public bindFramebuffer(texture: InternalTexture, faceIndex: number = 0, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, lodLevel = 0, layer = 0): void {
  1089. if (this._currentRenderTarget) {
  1090. this.unBindFramebuffer(this._currentRenderTarget);
  1091. }
  1092. this._currentRenderTarget = texture;
  1093. this._bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  1094. const gl = this._gl;
  1095. if (texture.is2DArray) {
  1096. gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture._webGLTexture, lodLevel, layer);
  1097. }
  1098. else if (texture.isCube) {
  1099. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  1100. }
  1101. const depthStencilTexture = texture._depthStencilTexture;
  1102. if (depthStencilTexture) {
  1103. const attachment = (depthStencilTexture._generateStencilBuffer) ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  1104. if (texture.is2DArray) {
  1105. gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, depthStencilTexture._webGLTexture, lodLevel, layer);
  1106. }
  1107. else if (texture.isCube) {
  1108. gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  1109. }
  1110. else {
  1111. gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, lodLevel);
  1112. }
  1113. }
  1114. if (this._cachedViewport && !forceFullscreenViewport) {
  1115. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  1116. } else {
  1117. if (!requiredWidth) {
  1118. requiredWidth = texture.width;
  1119. if (lodLevel) {
  1120. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  1121. }
  1122. }
  1123. if (!requiredHeight) {
  1124. requiredHeight = texture.height;
  1125. if (lodLevel) {
  1126. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  1127. }
  1128. }
  1129. this._viewport(0, 0, requiredWidth, requiredHeight);
  1130. }
  1131. this.wipeCaches();
  1132. }
  1133. /** @hidden */
  1134. public _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>) {
  1135. if (this._currentFramebuffer !== framebuffer) {
  1136. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  1137. this._currentFramebuffer = framebuffer;
  1138. }
  1139. }
  1140. /**
  1141. * Unbind the current render target texture from the webGL context
  1142. * @param texture defines the render target texture to unbind
  1143. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  1144. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  1145. */
  1146. public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {
  1147. this._currentRenderTarget = null;
  1148. // If MSAA, we need to bitblt back to main texture
  1149. var gl = this._gl;
  1150. if (texture._MSAAFramebuffer) {
  1151. if (texture._textureArray) {
  1152. // This texture is part of a MRT texture, we need to treat all attachments
  1153. this.unBindMultiColorAttachmentFramebuffer(texture._textureArray!, disableGenerateMipMaps, onBeforeUnbind);
  1154. return;
  1155. }
  1156. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  1157. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  1158. gl.blitFramebuffer(0, 0, texture.width, texture.height,
  1159. 0, 0, texture.width, texture.height,
  1160. gl.COLOR_BUFFER_BIT, gl.NEAREST);
  1161. }
  1162. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  1163. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  1164. gl.generateMipmap(gl.TEXTURE_2D);
  1165. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  1166. }
  1167. if (onBeforeUnbind) {
  1168. if (texture._MSAAFramebuffer) {
  1169. // Bind the correct framebuffer
  1170. this._bindUnboundFramebuffer(texture._framebuffer);
  1171. }
  1172. onBeforeUnbind();
  1173. }
  1174. this._bindUnboundFramebuffer(null);
  1175. }
  1176. /**
  1177. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  1178. */
  1179. public flushFramebuffer(): void {
  1180. this._gl.flush();
  1181. }
  1182. /**
  1183. * Unbind the current render target and bind the default framebuffer
  1184. */
  1185. public restoreDefaultFramebuffer(): void {
  1186. if (this._currentRenderTarget) {
  1187. this.unBindFramebuffer(this._currentRenderTarget);
  1188. } else {
  1189. this._bindUnboundFramebuffer(null);
  1190. }
  1191. if (this._cachedViewport) {
  1192. this.setViewport(this._cachedViewport);
  1193. }
  1194. this.wipeCaches();
  1195. }
  1196. // VBOs
  1197. /** @hidden */
  1198. protected _resetVertexBufferBinding(): void {
  1199. this.bindArrayBuffer(null);
  1200. this._cachedVertexBuffers = null;
  1201. }
  1202. /**
  1203. * Creates a vertex buffer
  1204. * @param data the data for the vertex buffer
  1205. * @returns the new WebGL static buffer
  1206. */
  1207. public createVertexBuffer(data: DataArray): DataBuffer {
  1208. return this._createVertexBuffer(data, this._gl.STATIC_DRAW);
  1209. }
  1210. private _createVertexBuffer(data: DataArray, usage: number): DataBuffer {
  1211. var vbo = this._gl.createBuffer();
  1212. if (!vbo) {
  1213. throw new Error("Unable to create vertex buffer");
  1214. }
  1215. let dataBuffer = new WebGLDataBuffer(vbo);
  1216. this.bindArrayBuffer(dataBuffer);
  1217. if (data instanceof Array) {
  1218. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  1219. } else {
  1220. this._gl.bufferData(this._gl.ARRAY_BUFFER, <ArrayBuffer>data, this._gl.STATIC_DRAW);
  1221. }
  1222. this._resetVertexBufferBinding();
  1223. dataBuffer.references = 1;
  1224. return dataBuffer;
  1225. }
  1226. /**
  1227. * Creates a dynamic vertex buffer
  1228. * @param data the data for the dynamic vertex buffer
  1229. * @returns the new WebGL dynamic buffer
  1230. */
  1231. public createDynamicVertexBuffer(data: DataArray): DataBuffer {
  1232. return this._createVertexBuffer(data, this._gl.DYNAMIC_DRAW);
  1233. }
  1234. protected _resetIndexBufferBinding(): void {
  1235. this.bindIndexBuffer(null);
  1236. this._cachedIndexBuffer = null;
  1237. }
  1238. /**
  1239. * Creates a new index buffer
  1240. * @param indices defines the content of the index buffer
  1241. * @param updatable defines if the index buffer must be updatable
  1242. * @returns a new webGL buffer
  1243. */
  1244. public createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer {
  1245. var vbo = this._gl.createBuffer();
  1246. let dataBuffer = new WebGLDataBuffer(vbo!);
  1247. if (!vbo) {
  1248. throw new Error("Unable to create index buffer");
  1249. }
  1250. this.bindIndexBuffer(dataBuffer);
  1251. const data = this._normalizeIndexData(indices);
  1252. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, data, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  1253. this._resetIndexBufferBinding();
  1254. dataBuffer.references = 1;
  1255. dataBuffer.is32Bits = (data.BYTES_PER_ELEMENT === 4);
  1256. return dataBuffer;
  1257. }
  1258. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array {
  1259. if (indices instanceof Uint16Array) {
  1260. return indices;
  1261. }
  1262. // Check 32 bit support
  1263. if (this._caps.uintIndices) {
  1264. if (indices instanceof Uint32Array) {
  1265. return indices;
  1266. } else {
  1267. // number[] or Int32Array, check if 32 bit is necessary
  1268. for (var index = 0; index < indices.length; index++) {
  1269. if (indices[index] >= 65535) {
  1270. return new Uint32Array(indices);
  1271. }
  1272. }
  1273. return new Uint16Array(indices);
  1274. }
  1275. }
  1276. // No 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  1277. return new Uint16Array(indices);
  1278. }
  1279. /**
  1280. * Bind a webGL buffer to the webGL context
  1281. * @param buffer defines the buffer to bind
  1282. */
  1283. public bindArrayBuffer(buffer: Nullable<DataBuffer>): void {
  1284. if (!this._vaoRecordInProgress) {
  1285. this._unbindVertexArrayObject();
  1286. }
  1287. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  1288. }
  1289. /**
  1290. * Bind a specific block at a given index in a specific shader program
  1291. * @param pipelineContext defines the pipeline context to use
  1292. * @param blockName defines the block name
  1293. * @param index defines the index where to bind the block
  1294. */
  1295. public bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {
  1296. let program = (pipelineContext as WebGLPipelineContext).program!;
  1297. var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);
  1298. this._gl.uniformBlockBinding(program, uniformLocation, index);
  1299. }
  1300. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void {
  1301. if (!this._vaoRecordInProgress) {
  1302. this._unbindVertexArrayObject();
  1303. }
  1304. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  1305. }
  1306. private bindBuffer(buffer: Nullable<DataBuffer>, target: number): void {
  1307. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  1308. this._gl.bindBuffer(target, buffer ? buffer.underlyingResource : null);
  1309. this._currentBoundBuffer[target] = buffer;
  1310. }
  1311. }
  1312. /**
  1313. * update the bound buffer with the given data
  1314. * @param data defines the data to update
  1315. */
  1316. public updateArrayBuffer(data: Float32Array): void {
  1317. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  1318. }
  1319. private _vertexAttribPointer(buffer: DataBuffer, indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void {
  1320. var pointer = this._currentBufferPointers[indx];
  1321. var changed = false;
  1322. if (!pointer.active) {
  1323. changed = true;
  1324. pointer.active = true;
  1325. pointer.index = indx;
  1326. pointer.size = size;
  1327. pointer.type = type;
  1328. pointer.normalized = normalized;
  1329. pointer.stride = stride;
  1330. pointer.offset = offset;
  1331. pointer.buffer = buffer;
  1332. } else {
  1333. if (pointer.buffer !== buffer) { pointer.buffer = buffer; changed = true; }
  1334. if (pointer.size !== size) { pointer.size = size; changed = true; }
  1335. if (pointer.type !== type) { pointer.type = type; changed = true; }
  1336. if (pointer.normalized !== normalized) { pointer.normalized = normalized; changed = true; }
  1337. if (pointer.stride !== stride) { pointer.stride = stride; changed = true; }
  1338. if (pointer.offset !== offset) { pointer.offset = offset; changed = true; }
  1339. }
  1340. if (changed || this._vaoRecordInProgress) {
  1341. this.bindArrayBuffer(buffer);
  1342. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  1343. }
  1344. }
  1345. /** @hidden */
  1346. public _bindIndexBufferWithCache(indexBuffer: Nullable<DataBuffer>): void {
  1347. if (indexBuffer == null) {
  1348. return;
  1349. }
  1350. if (this._cachedIndexBuffer !== indexBuffer) {
  1351. this._cachedIndexBuffer = indexBuffer;
  1352. this.bindIndexBuffer(indexBuffer);
  1353. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  1354. }
  1355. }
  1356. private _bindVertexBuffersAttributes(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, effect: Effect): void {
  1357. var attributes = effect.getAttributesNames();
  1358. if (!this._vaoRecordInProgress) {
  1359. this._unbindVertexArrayObject();
  1360. }
  1361. this.unbindAllAttributes();
  1362. for (var index = 0; index < attributes.length; index++) {
  1363. var order = effect.getAttributeLocation(index);
  1364. if (order >= 0) {
  1365. var vertexBuffer = vertexBuffers[attributes[index]];
  1366. if (!vertexBuffer) {
  1367. continue;
  1368. }
  1369. this._gl.enableVertexAttribArray(order);
  1370. if (!this._vaoRecordInProgress) {
  1371. this._vertexAttribArraysEnabled[order] = true;
  1372. }
  1373. var buffer = vertexBuffer.getBuffer();
  1374. if (buffer) {
  1375. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  1376. if (vertexBuffer.getIsInstanced()) {
  1377. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  1378. if (!this._vaoRecordInProgress) {
  1379. this._currentInstanceLocations.push(order);
  1380. this._currentInstanceBuffers.push(buffer);
  1381. }
  1382. }
  1383. }
  1384. }
  1385. }
  1386. }
  1387. /**
  1388. * Records a vertex array object
  1389. * @see https://doc.babylonjs.com/features/webgl2#vertex-array-objects
  1390. * @param vertexBuffers defines the list of vertex buffers to store
  1391. * @param indexBuffer defines the index buffer to store
  1392. * @param effect defines the effect to store
  1393. * @returns the new vertex array object
  1394. */
  1395. public recordVertexArrayObject(vertexBuffers: { [key: string]: VertexBuffer; }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject {
  1396. var vao = this._gl.createVertexArray();
  1397. this._vaoRecordInProgress = true;
  1398. this._gl.bindVertexArray(vao);
  1399. this._mustWipeVertexAttributes = true;
  1400. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  1401. this.bindIndexBuffer(indexBuffer);
  1402. this._vaoRecordInProgress = false;
  1403. this._gl.bindVertexArray(null);
  1404. return vao;
  1405. }
  1406. /**
  1407. * Bind a specific vertex array object
  1408. * @see https://doc.babylonjs.com/features/webgl2#vertex-array-objects
  1409. * @param vertexArrayObject defines the vertex array object to bind
  1410. * @param indexBuffer defines the index buffer to bind
  1411. */
  1412. public bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void {
  1413. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  1414. this._cachedVertexArrayObject = vertexArrayObject;
  1415. this._gl.bindVertexArray(vertexArrayObject);
  1416. this._cachedVertexBuffers = null;
  1417. this._cachedIndexBuffer = null;
  1418. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  1419. this._mustWipeVertexAttributes = true;
  1420. }
  1421. }
  1422. /**
  1423. * Bind webGl buffers directly to the webGL context
  1424. * @param vertexBuffer defines the vertex buffer to bind
  1425. * @param indexBuffer defines the index buffer to bind
  1426. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  1427. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  1428. * @param effect defines the effect associated with the vertex buffer
  1429. */
  1430. public bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void {
  1431. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  1432. this._cachedVertexBuffers = vertexBuffer;
  1433. this._cachedEffectForVertexBuffers = effect;
  1434. let attributesCount = effect.getAttributesCount();
  1435. this._unbindVertexArrayObject();
  1436. this.unbindAllAttributes();
  1437. var offset = 0;
  1438. for (var index = 0; index < attributesCount; index++) {
  1439. if (index < vertexDeclaration.length) {
  1440. var order = effect.getAttributeLocation(index);
  1441. if (order >= 0) {
  1442. this._gl.enableVertexAttribArray(order);
  1443. this._vertexAttribArraysEnabled[order] = true;
  1444. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  1445. }
  1446. offset += vertexDeclaration[index] * 4;
  1447. }
  1448. }
  1449. }
  1450. this._bindIndexBufferWithCache(indexBuffer);
  1451. }
  1452. private _unbindVertexArrayObject(): void {
  1453. if (!this._cachedVertexArrayObject) {
  1454. return;
  1455. }
  1456. this._cachedVertexArrayObject = null;
  1457. this._gl.bindVertexArray(null);
  1458. }
  1459. /**
  1460. * Bind a list of vertex buffers to the webGL context
  1461. * @param vertexBuffers defines the list of vertex buffers to bind
  1462. * @param indexBuffer defines the index buffer to bind
  1463. * @param effect defines the effect associated with the vertex buffers
  1464. */
  1465. public bindBuffers(vertexBuffers: { [key: string]: Nullable<VertexBuffer> }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void {
  1466. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  1467. this._cachedVertexBuffers = vertexBuffers;
  1468. this._cachedEffectForVertexBuffers = effect;
  1469. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  1470. }
  1471. this._bindIndexBufferWithCache(indexBuffer);
  1472. }
  1473. /**
  1474. * Unbind all instance attributes
  1475. */
  1476. public unbindInstanceAttributes() {
  1477. var boundBuffer;
  1478. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  1479. var instancesBuffer = this._currentInstanceBuffers[i];
  1480. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  1481. boundBuffer = instancesBuffer;
  1482. this.bindArrayBuffer(instancesBuffer);
  1483. }
  1484. var offsetLocation = this._currentInstanceLocations[i];
  1485. this._gl.vertexAttribDivisor(offsetLocation, 0);
  1486. }
  1487. this._currentInstanceBuffers.length = 0;
  1488. this._currentInstanceLocations.length = 0;
  1489. }
  1490. /**
  1491. * Release and free the memory of a vertex array object
  1492. * @param vao defines the vertex array object to delete
  1493. */
  1494. public releaseVertexArrayObject(vao: WebGLVertexArrayObject) {
  1495. this._gl.deleteVertexArray(vao);
  1496. }
  1497. /** @hidden */
  1498. public _releaseBuffer(buffer: DataBuffer): boolean {
  1499. buffer.references--;
  1500. if (buffer.references === 0) {
  1501. this._deleteBuffer(buffer);
  1502. return true;
  1503. }
  1504. return false;
  1505. }
  1506. protected _deleteBuffer(buffer: DataBuffer): void {
  1507. this._gl.deleteBuffer(buffer.underlyingResource);
  1508. }
  1509. /**
  1510. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  1511. * @param instancesBuffer defines the webGL buffer to update and bind
  1512. * @param data defines the data to store in the buffer
  1513. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  1514. */
  1515. public updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void {
  1516. this.bindArrayBuffer(instancesBuffer);
  1517. if (data) {
  1518. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  1519. }
  1520. if ((<any>offsetLocations[0]).index !== undefined) {
  1521. this.bindInstancesBuffer(instancesBuffer, offsetLocations as any, true);
  1522. } else {
  1523. for (let index = 0; index < 4; index++) {
  1524. let offsetLocation = <number>offsetLocations[index];
  1525. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  1526. this._gl.enableVertexAttribArray(offsetLocation);
  1527. this._vertexAttribArraysEnabled[offsetLocation] = true;
  1528. }
  1529. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  1530. this._gl.vertexAttribDivisor(offsetLocation, 1);
  1531. this._currentInstanceLocations.push(offsetLocation);
  1532. this._currentInstanceBuffers.push(instancesBuffer);
  1533. }
  1534. }
  1535. }
  1536. /**
  1537. * Bind the content of a webGL buffer used with instantiation
  1538. * @param instancesBuffer defines the webGL buffer to bind
  1539. * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer
  1540. * @param computeStride defines Whether to compute the strides from the info or use the default 0
  1541. */
  1542. public bindInstancesBuffer(instancesBuffer: DataBuffer, attributesInfo: InstancingAttributeInfo[], computeStride = true): void {
  1543. this.bindArrayBuffer(instancesBuffer);
  1544. let stride = 0;
  1545. if (computeStride) {
  1546. for (let i = 0; i < attributesInfo.length; i++) {
  1547. let ai = attributesInfo[i];
  1548. stride += ai.attributeSize * 4;
  1549. }
  1550. }
  1551. for (let i = 0; i < attributesInfo.length; i++) {
  1552. let ai = attributesInfo[i];
  1553. if (ai.index === undefined) {
  1554. ai.index = this._currentEffect!.getAttributeLocationByName(ai.attributeName);
  1555. }
  1556. if (ai.index < 0) {
  1557. continue;
  1558. }
  1559. if (!this._vertexAttribArraysEnabled[ai.index]) {
  1560. this._gl.enableVertexAttribArray(ai.index);
  1561. this._vertexAttribArraysEnabled[ai.index] = true;
  1562. }
  1563. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attributeType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  1564. this._gl.vertexAttribDivisor(ai.index, ai.divisor === undefined ? 1 : ai.divisor);
  1565. this._currentInstanceLocations.push(ai.index);
  1566. this._currentInstanceBuffers.push(instancesBuffer);
  1567. }
  1568. }
  1569. /**
  1570. * Disable the instance attribute corresponding to the name in parameter
  1571. * @param name defines the name of the attribute to disable
  1572. */
  1573. public disableInstanceAttributeByName(name: string) {
  1574. if (!this._currentEffect) {
  1575. return;
  1576. }
  1577. const attributeLocation = this._currentEffect.getAttributeLocationByName(name);
  1578. this.disableInstanceAttribute(attributeLocation);
  1579. }
  1580. /**
  1581. * Disable the instance attribute corresponding to the location in parameter
  1582. * @param attributeLocation defines the attribute location of the attribute to disable
  1583. */
  1584. public disableInstanceAttribute(attributeLocation: number) {
  1585. let shouldClean = false;
  1586. let index: number;
  1587. while ((index = this._currentInstanceLocations.indexOf(attributeLocation)) !== -1) {
  1588. this._currentInstanceLocations.splice(index, 1);
  1589. this._currentInstanceBuffers.splice(index, 1);
  1590. shouldClean = true;
  1591. index = this._currentInstanceLocations.indexOf(attributeLocation);
  1592. }
  1593. if (shouldClean) {
  1594. this._gl.vertexAttribDivisor(attributeLocation, 0);
  1595. this.disableAttributeByIndex(attributeLocation);
  1596. }
  1597. }
  1598. /**
  1599. * Disable the attribute corresponding to the location in parameter
  1600. * @param attributeLocation defines the attribute location of the attribute to disable
  1601. */
  1602. public disableAttributeByIndex(attributeLocation: number) {
  1603. this._gl.disableVertexAttribArray(attributeLocation);
  1604. this._vertexAttribArraysEnabled[attributeLocation] = false;
  1605. this._currentBufferPointers[attributeLocation].active = false;
  1606. }
  1607. /**
  1608. * Send a draw order
  1609. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  1610. * @param indexStart defines the starting index
  1611. * @param indexCount defines the number of index to draw
  1612. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1613. */
  1614. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void {
  1615. this.drawElementsType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, indexStart, indexCount, instancesCount);
  1616. }
  1617. /**
  1618. * Draw a list of points
  1619. * @param verticesStart defines the index of first vertex to draw
  1620. * @param verticesCount defines the count of vertices to draw
  1621. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1622. */
  1623. public drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void {
  1624. this.drawArraysType(Constants.MATERIAL_PointFillMode, verticesStart, verticesCount, instancesCount);
  1625. }
  1626. /**
  1627. * Draw a list of unindexed primitives
  1628. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  1629. * @param verticesStart defines the index of first vertex to draw
  1630. * @param verticesCount defines the count of vertices to draw
  1631. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1632. */
  1633. public drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void {
  1634. this.drawArraysType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  1635. }
  1636. /**
  1637. * Draw a list of indexed primitives
  1638. * @param fillMode defines the primitive to use
  1639. * @param indexStart defines the starting index
  1640. * @param indexCount defines the number of index to draw
  1641. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1642. */
  1643. public drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {
  1644. // Apply states
  1645. this.applyStates();
  1646. this._reportDrawCall();
  1647. // Render
  1648. const drawMode = this._drawMode(fillMode);
  1649. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  1650. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  1651. if (instancesCount) {
  1652. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  1653. } else {
  1654. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  1655. }
  1656. }
  1657. /**
  1658. * Draw a list of unindexed primitives
  1659. * @param fillMode defines the primitive to use
  1660. * @param verticesStart defines the index of first vertex to draw
  1661. * @param verticesCount defines the count of vertices to draw
  1662. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  1663. */
  1664. public drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {
  1665. // Apply states
  1666. this.applyStates();
  1667. this._reportDrawCall();
  1668. const drawMode = this._drawMode(fillMode);
  1669. if (instancesCount) {
  1670. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  1671. } else {
  1672. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  1673. }
  1674. }
  1675. private _drawMode(fillMode: number): number {
  1676. switch (fillMode) {
  1677. // Triangle views
  1678. case Constants.MATERIAL_TriangleFillMode:
  1679. return this._gl.TRIANGLES;
  1680. case Constants.MATERIAL_PointFillMode:
  1681. return this._gl.POINTS;
  1682. case Constants.MATERIAL_WireFrameFillMode:
  1683. return this._gl.LINES;
  1684. // Draw modes
  1685. case Constants.MATERIAL_PointListDrawMode:
  1686. return this._gl.POINTS;
  1687. case Constants.MATERIAL_LineListDrawMode:
  1688. return this._gl.LINES;
  1689. case Constants.MATERIAL_LineLoopDrawMode:
  1690. return this._gl.LINE_LOOP;
  1691. case Constants.MATERIAL_LineStripDrawMode:
  1692. return this._gl.LINE_STRIP;
  1693. case Constants.MATERIAL_TriangleStripDrawMode:
  1694. return this._gl.TRIANGLE_STRIP;
  1695. case Constants.MATERIAL_TriangleFanDrawMode:
  1696. return this._gl.TRIANGLE_FAN;
  1697. default:
  1698. return this._gl.TRIANGLES;
  1699. }
  1700. }
  1701. /** @hidden */
  1702. protected _reportDrawCall() {
  1703. // Will be implemented by children
  1704. }
  1705. // Shaders
  1706. /** @hidden */
  1707. public _releaseEffect(effect: Effect): void {
  1708. if (this._compiledEffects[effect._key]) {
  1709. delete this._compiledEffects[effect._key];
  1710. this._deletePipelineContext(effect.getPipelineContext() as WebGLPipelineContext);
  1711. }
  1712. }
  1713. /** @hidden */
  1714. public _deletePipelineContext(pipelineContext: IPipelineContext): void {
  1715. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1716. if (webGLPipelineContext && webGLPipelineContext.program) {
  1717. webGLPipelineContext.program.__SPECTOR_rebuildProgram = null;
  1718. this._gl.deleteProgram(webGLPipelineContext.program);
  1719. }
  1720. }
  1721. /**
  1722. * Create a new effect (used to store vertex/fragment shaders)
  1723. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  1724. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  1725. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  1726. * @param samplers defines an array of string used to represent textures
  1727. * @param defines defines the string containing the defines to use to compile the shaders
  1728. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  1729. * @param onCompiled defines a function to call when the effect creation is successful
  1730. * @param onError defines a function to call when the effect creation has failed
  1731. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  1732. * @returns the new Effect
  1733. */
  1734. public createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string,
  1735. fallbacks?: IEffectFallbacks,
  1736. onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect {
  1737. var vertex = baseName.vertexElement || baseName.vertex || baseName.vertexToken || baseName;
  1738. var fragment = baseName.fragmentElement || baseName.fragment || baseName.fragmentToken || baseName;
  1739. var name = vertex + "+" + fragment + "@" + (defines ? defines : (<IEffectCreationOptions>attributesNamesOrOptions).defines);
  1740. if (this._compiledEffects[name]) {
  1741. var compiledEffect = <Effect>this._compiledEffects[name];
  1742. if (onCompiled && compiledEffect.isReady()) {
  1743. onCompiled(compiledEffect);
  1744. }
  1745. return compiledEffect;
  1746. }
  1747. var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  1748. effect._key = name;
  1749. this._compiledEffects[name] = effect;
  1750. return effect;
  1751. }
  1752. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion: string = ""): string {
  1753. return shaderVersion + (defines ? defines + "\n" : "") + source;
  1754. }
  1755. private _compileShader(source: string, type: string, defines: Nullable<string>, shaderVersion: string): WebGLShader {
  1756. return this._compileRawShader(ThinEngine._ConcatenateShader(source, defines, shaderVersion), type);
  1757. }
  1758. private _compileRawShader(source: string, type: string): WebGLShader {
  1759. var gl = this._gl;
  1760. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  1761. if (!shader) {
  1762. throw new Error("Something went wrong while compile the shader.");
  1763. }
  1764. gl.shaderSource(shader, source);
  1765. gl.compileShader(shader);
  1766. return shader;
  1767. }
  1768. /** @hidden */
  1769. public _getShaderSource(shader: WebGLShader): Nullable<string> {
  1770. return this._gl.getShaderSource(shader);
  1771. }
  1772. /**
  1773. * Directly creates a webGL program
  1774. * @param pipelineContext defines the pipeline context to attach to
  1775. * @param vertexCode defines the vertex shader code to use
  1776. * @param fragmentCode defines the fragment shader code to use
  1777. * @param context defines the webGL context to use (if not set, the current one will be used)
  1778. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  1779. * @returns the new webGL program
  1780. */
  1781. public createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  1782. context = context || this._gl;
  1783. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  1784. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  1785. return this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);
  1786. }
  1787. /**
  1788. * Creates a webGL program
  1789. * @param pipelineContext defines the pipeline context to attach to
  1790. * @param vertexCode defines the vertex shader code to use
  1791. * @param fragmentCode defines the fragment shader code to use
  1792. * @param defines defines the string containing the defines to use to compile the shaders
  1793. * @param context defines the webGL context to use (if not set, the current one will be used)
  1794. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  1795. * @returns the new webGL program
  1796. */
  1797. public createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  1798. context = context || this._gl;
  1799. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  1800. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  1801. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  1802. return this._createShaderProgram(pipelineContext as WebGLPipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);
  1803. }
  1804. /**
  1805. * Creates a new pipeline context
  1806. * @returns the new pipeline
  1807. */
  1808. public createPipelineContext(): IPipelineContext {
  1809. var pipelineContext = new WebGLPipelineContext();
  1810. pipelineContext.engine = this;
  1811. if (this._caps.parallelShaderCompile) {
  1812. pipelineContext.isParallelCompiled = true;
  1813. }
  1814. return pipelineContext;
  1815. }
  1816. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
  1817. var shaderProgram = context.createProgram();
  1818. pipelineContext.program = shaderProgram;
  1819. if (!shaderProgram) {
  1820. throw new Error("Unable to create program");
  1821. }
  1822. context.attachShader(shaderProgram, vertexShader);
  1823. context.attachShader(shaderProgram, fragmentShader);
  1824. context.linkProgram(shaderProgram);
  1825. pipelineContext.context = context;
  1826. pipelineContext.vertexShader = vertexShader;
  1827. pipelineContext.fragmentShader = fragmentShader;
  1828. if (!pipelineContext.isParallelCompiled) {
  1829. this._finalizePipelineContext(pipelineContext);
  1830. }
  1831. return shaderProgram;
  1832. }
  1833. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext) {
  1834. const context = pipelineContext.context!;
  1835. const vertexShader = pipelineContext.vertexShader!;
  1836. const fragmentShader = pipelineContext.fragmentShader!;
  1837. const program = pipelineContext.program!;
  1838. var linked = context.getProgramParameter(program, context.LINK_STATUS);
  1839. if (!linked) { // Get more info
  1840. // Vertex
  1841. if (!this._gl.getShaderParameter(vertexShader, this._gl.COMPILE_STATUS)) {
  1842. const log = this._gl.getShaderInfoLog(vertexShader);
  1843. if (log) {
  1844. pipelineContext.vertexCompilationError = log;
  1845. throw new Error("VERTEX SHADER " + log);
  1846. }
  1847. }
  1848. // Fragment
  1849. if (!this._gl.getShaderParameter(fragmentShader, this._gl.COMPILE_STATUS)) {
  1850. const log = this._gl.getShaderInfoLog(fragmentShader);
  1851. if (log) {
  1852. pipelineContext.fragmentCompilationError = log;
  1853. throw new Error("FRAGMENT SHADER " + log);
  1854. }
  1855. }
  1856. var error = context.getProgramInfoLog(program);
  1857. if (error) {
  1858. pipelineContext.programLinkError = error;
  1859. throw new Error(error);
  1860. }
  1861. }
  1862. if (this.validateShaderPrograms) {
  1863. context.validateProgram(program);
  1864. var validated = context.getProgramParameter(program, context.VALIDATE_STATUS);
  1865. if (!validated) {
  1866. var error = context.getProgramInfoLog(program);
  1867. if (error) {
  1868. pipelineContext.programValidationError = error;
  1869. throw new Error(error);
  1870. }
  1871. }
  1872. }
  1873. context.deleteShader(vertexShader);
  1874. context.deleteShader(fragmentShader);
  1875. pipelineContext.vertexShader = undefined;
  1876. pipelineContext.fragmentShader = undefined;
  1877. if (pipelineContext.onCompiled) {
  1878. pipelineContext.onCompiled();
  1879. pipelineContext.onCompiled = undefined;
  1880. }
  1881. }
  1882. /** @hidden */
  1883. public _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean,
  1884. rebuildRebind: any,
  1885. defines: Nullable<string>,
  1886. transformFeedbackVaryings: Nullable<string[]>) {
  1887. let webGLRenderingState = pipelineContext as WebGLPipelineContext;
  1888. if (createAsRaw) {
  1889. webGLRenderingState.program = this.createRawShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, undefined, transformFeedbackVaryings);
  1890. }
  1891. else {
  1892. webGLRenderingState.program = this.createShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, defines, undefined, transformFeedbackVaryings);
  1893. }
  1894. webGLRenderingState.program.__SPECTOR_rebuildProgram = rebuildRebind;
  1895. }
  1896. /** @hidden */
  1897. public _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean {
  1898. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1899. if (this._gl.getProgramParameter(webGLPipelineContext.program!, this._caps.parallelShaderCompile!.COMPLETION_STATUS_KHR)) {
  1900. this._finalizePipelineContext(webGLPipelineContext);
  1901. return true;
  1902. }
  1903. return false;
  1904. }
  1905. /** @hidden */
  1906. public _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {
  1907. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1908. if (!webGLPipelineContext.isParallelCompiled) {
  1909. action();
  1910. return;
  1911. }
  1912. let oldHandler = webGLPipelineContext.onCompiled;
  1913. if (oldHandler) {
  1914. webGLPipelineContext.onCompiled = () => {
  1915. oldHandler!();
  1916. action();
  1917. };
  1918. } else {
  1919. webGLPipelineContext.onCompiled = action;
  1920. }
  1921. }
  1922. /**
  1923. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  1924. * @param pipelineContext defines the pipeline context to use
  1925. * @param uniformsNames defines the list of uniform names
  1926. * @returns an array of webGL uniform locations
  1927. */
  1928. public getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[] {
  1929. var results = new Array<Nullable<WebGLUniformLocation>>();
  1930. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1931. for (var index = 0; index < uniformsNames.length; index++) {
  1932. results.push(this._gl.getUniformLocation(webGLPipelineContext.program!, uniformsNames[index]));
  1933. }
  1934. return results;
  1935. }
  1936. /**
  1937. * Gets the lsit of active attributes for a given webGL program
  1938. * @param pipelineContext defines the pipeline context to use
  1939. * @param attributesNames defines the list of attribute names to get
  1940. * @returns an array of indices indicating the offset of each attribute
  1941. */
  1942. public getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {
  1943. var results = [];
  1944. let webGLPipelineContext = pipelineContext as WebGLPipelineContext;
  1945. for (var index = 0; index < attributesNames.length; index++) {
  1946. try {
  1947. results.push(this._gl.getAttribLocation(webGLPipelineContext.program!, attributesNames[index]));
  1948. } catch (e) {
  1949. results.push(-1);
  1950. }
  1951. }
  1952. return results;
  1953. }
  1954. /**
  1955. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  1956. * @param effect defines the effect to activate
  1957. */
  1958. public enableEffect(effect: Nullable<Effect>): void {
  1959. if (!effect || effect === this._currentEffect) {
  1960. return;
  1961. }
  1962. // Use program
  1963. this.bindSamplers(effect);
  1964. this._currentEffect = effect;
  1965. if (effect.onBind) {
  1966. effect.onBind(effect);
  1967. }
  1968. if (effect._onBindObservable) {
  1969. effect._onBindObservable.notifyObservers(effect);
  1970. }
  1971. }
  1972. /**
  1973. * Set the value of an uniform to a number (int)
  1974. * @param uniform defines the webGL uniform location where to store the value
  1975. * @param value defines the int number to store
  1976. */
  1977. public setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void {
  1978. if (!uniform) {
  1979. return;
  1980. }
  1981. this._gl.uniform1i(uniform, value);
  1982. }
  1983. /**
  1984. * Set the value of an uniform to an array of int32
  1985. * @param uniform defines the webGL uniform location where to store the value
  1986. * @param array defines the array of int32 to store
  1987. */
  1988. public setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  1989. if (!uniform) {
  1990. return;
  1991. }
  1992. this._gl.uniform1iv(uniform, array);
  1993. }
  1994. /**
  1995. * Set the value of an uniform to an array of int32 (stored as vec2)
  1996. * @param uniform defines the webGL uniform location where to store the value
  1997. * @param array defines the array of int32 to store
  1998. */
  1999. public setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  2000. if (!uniform || array.length % 2 !== 0) {
  2001. return;
  2002. }
  2003. this._gl.uniform2iv(uniform, array);
  2004. }
  2005. /**
  2006. * Set the value of an uniform to an array of int32 (stored as vec3)
  2007. * @param uniform defines the webGL uniform location where to store the value
  2008. * @param array defines the array of int32 to store
  2009. */
  2010. public setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  2011. if (!uniform || array.length % 3 !== 0) {
  2012. return;
  2013. }
  2014. this._gl.uniform3iv(uniform, array);
  2015. }
  2016. /**
  2017. * Set the value of an uniform to an array of int32 (stored as vec4)
  2018. * @param uniform defines the webGL uniform location where to store the value
  2019. * @param array defines the array of int32 to store
  2020. */
  2021. public setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void {
  2022. if (!uniform || array.length % 4 !== 0) {
  2023. return;
  2024. }
  2025. this._gl.uniform4iv(uniform, array);
  2026. }
  2027. /**
  2028. * Set the value of an uniform to an array of number
  2029. * @param uniform defines the webGL uniform location where to store the value
  2030. * @param array defines the array of number to store
  2031. */
  2032. public setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2033. if (!uniform) {
  2034. return;
  2035. }
  2036. this._gl.uniform1fv(uniform, array);
  2037. }
  2038. /**
  2039. * Set the value of an uniform to an array of number (stored as vec2)
  2040. * @param uniform defines the webGL uniform location where to store the value
  2041. * @param array defines the array of number to store
  2042. */
  2043. public setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2044. if (!uniform || array.length % 2 !== 0) {
  2045. return;
  2046. }
  2047. this._gl.uniform2fv(uniform, <any>array);
  2048. }
  2049. /**
  2050. * Set the value of an uniform to an array of number (stored as vec3)
  2051. * @param uniform defines the webGL uniform location where to store the value
  2052. * @param array defines the array of number to store
  2053. */
  2054. public setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2055. if (!uniform || array.length % 3 !== 0) {
  2056. return;
  2057. }
  2058. this._gl.uniform3fv(uniform, <any>array);
  2059. }
  2060. /**
  2061. * Set the value of an uniform to an array of number (stored as vec4)
  2062. * @param uniform defines the webGL uniform location where to store the value
  2063. * @param array defines the array of number to store
  2064. */
  2065. public setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void {
  2066. if (!uniform || array.length % 4 !== 0) {
  2067. return;
  2068. }
  2069. this._gl.uniform4fv(uniform, <any>array);
  2070. }
  2071. /**
  2072. * Set the value of an uniform to an array of float32 (stored as matrices)
  2073. * @param uniform defines the webGL uniform location where to store the value
  2074. * @param matrices defines the array of float32 to store
  2075. */
  2076. public setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void {
  2077. if (!uniform) {
  2078. return;
  2079. }
  2080. this._gl.uniformMatrix4fv(uniform, false, matrices);
  2081. }
  2082. /**
  2083. * Set the value of an uniform to a matrix (3x3)
  2084. * @param uniform defines the webGL uniform location where to store the value
  2085. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  2086. */
  2087. public setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
  2088. if (!uniform) {
  2089. return;
  2090. }
  2091. this._gl.uniformMatrix3fv(uniform, false, matrix);
  2092. }
  2093. /**
  2094. * Set the value of an uniform to a matrix (2x2)
  2095. * @param uniform defines the webGL uniform location where to store the value
  2096. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  2097. */
  2098. public setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void {
  2099. if (!uniform) {
  2100. return;
  2101. }
  2102. this._gl.uniformMatrix2fv(uniform, false, matrix);
  2103. }
  2104. /**
  2105. * Set the value of an uniform to a number (float)
  2106. * @param uniform defines the webGL uniform location where to store the value
  2107. * @param value defines the float number to store
  2108. */
  2109. public setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void {
  2110. if (!uniform) {
  2111. return;
  2112. }
  2113. this._gl.uniform1f(uniform, value);
  2114. }
  2115. /**
  2116. * Set the value of an uniform to a vec2
  2117. * @param uniform defines the webGL uniform location where to store the value
  2118. * @param x defines the 1st component of the value
  2119. * @param y defines the 2nd component of the value
  2120. */
  2121. public setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void {
  2122. if (!uniform) {
  2123. return;
  2124. }
  2125. this._gl.uniform2f(uniform, x, y);
  2126. }
  2127. /**
  2128. * Set the value of an uniform to a vec3
  2129. * @param uniform defines the webGL uniform location where to store the value
  2130. * @param x defines the 1st component of the value
  2131. * @param y defines the 2nd component of the value
  2132. * @param z defines the 3rd component of the value
  2133. */
  2134. public setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void {
  2135. if (!uniform) {
  2136. return;
  2137. }
  2138. this._gl.uniform3f(uniform, x, y, z);
  2139. }
  2140. /**
  2141. * Set the value of an uniform to a vec4
  2142. * @param uniform defines the webGL uniform location where to store the value
  2143. * @param x defines the 1st component of the value
  2144. * @param y defines the 2nd component of the value
  2145. * @param z defines the 3rd component of the value
  2146. * @param w defines the 4th component of the value
  2147. */
  2148. public setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void {
  2149. if (!uniform) {
  2150. return;
  2151. }
  2152. this._gl.uniform4f(uniform, x, y, z, w);
  2153. }
  2154. // States
  2155. /**
  2156. * Apply all cached states (depth, culling, stencil and alpha)
  2157. */
  2158. public applyStates() {
  2159. this._depthCullingState.apply(this._gl);
  2160. this._stencilState.apply(this._gl);
  2161. this._alphaState.apply(this._gl);
  2162. if (this._colorWriteChanged) {
  2163. this._colorWriteChanged = false;
  2164. const enable = this._colorWrite;
  2165. this._gl.colorMask(enable, enable, enable, enable);
  2166. }
  2167. }
  2168. /**
  2169. * Enable or disable color writing
  2170. * @param enable defines the state to set
  2171. */
  2172. public setColorWrite(enable: boolean): void {
  2173. if (enable !== this._colorWrite) {
  2174. this._colorWriteChanged = true;
  2175. this._colorWrite = enable;
  2176. }
  2177. }
  2178. /**
  2179. * Gets a boolean indicating if color writing is enabled
  2180. * @returns the current color writing state
  2181. */
  2182. public getColorWrite(): boolean {
  2183. return this._colorWrite;
  2184. }
  2185. /**
  2186. * Gets the depth culling state manager
  2187. */
  2188. public get depthCullingState(): DepthCullingState {
  2189. return this._depthCullingState;
  2190. }
  2191. /**
  2192. * Gets the alpha state manager
  2193. */
  2194. public get alphaState(): AlphaState {
  2195. return this._alphaState;
  2196. }
  2197. /**
  2198. * Gets the stencil state manager
  2199. */
  2200. public get stencilState(): StencilState {
  2201. return this._stencilState;
  2202. }
  2203. // Textures
  2204. /**
  2205. * Clears the list of texture accessible through engine.
  2206. * This can help preventing texture load conflict due to name collision.
  2207. */
  2208. public clearInternalTexturesCache() {
  2209. this._internalTexturesCache = [];
  2210. }
  2211. /**
  2212. * Force the entire cache to be cleared
  2213. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  2214. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  2215. */
  2216. public wipeCaches(bruteForce?: boolean): void {
  2217. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  2218. return;
  2219. }
  2220. this._currentEffect = null;
  2221. this._viewportCached.x = 0;
  2222. this._viewportCached.y = 0;
  2223. this._viewportCached.z = 0;
  2224. this._viewportCached.w = 0;
  2225. // Done before in case we clean the attributes
  2226. this._unbindVertexArrayObject();
  2227. if (bruteForce) {
  2228. this._currentProgram = null;
  2229. this.resetTextureCache();
  2230. this._stencilState.reset();
  2231. this._depthCullingState.reset();
  2232. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  2233. this._alphaState.reset();
  2234. this._alphaMode = Constants.ALPHA_ADD;
  2235. this._alphaEquation = Constants.ALPHA_DISABLE;
  2236. this._colorWrite = true;
  2237. this._colorWriteChanged = true;
  2238. this._unpackFlipYCached = null;
  2239. this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);
  2240. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  2241. this._mustWipeVertexAttributes = true;
  2242. this.unbindAllAttributes();
  2243. }
  2244. this._resetVertexBufferBinding();
  2245. this._cachedIndexBuffer = null;
  2246. this._cachedEffectForVertexBuffers = null;
  2247. this.bindIndexBuffer(null);
  2248. }
  2249. /** @hidden */
  2250. public _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): { min: number; mag: number } {
  2251. var gl = this._gl;
  2252. var magFilter = gl.NEAREST;
  2253. var minFilter = gl.NEAREST;
  2254. switch (samplingMode) {
  2255. case Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST:
  2256. magFilter = gl.LINEAR;
  2257. if (generateMipMaps) {
  2258. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2259. } else {
  2260. minFilter = gl.LINEAR;
  2261. }
  2262. break;
  2263. case Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR:
  2264. magFilter = gl.LINEAR;
  2265. if (generateMipMaps) {
  2266. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2267. } else {
  2268. minFilter = gl.LINEAR;
  2269. }
  2270. break;
  2271. case Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR:
  2272. magFilter = gl.NEAREST;
  2273. if (generateMipMaps) {
  2274. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2275. } else {
  2276. minFilter = gl.NEAREST;
  2277. }
  2278. break;
  2279. case Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  2280. magFilter = gl.NEAREST;
  2281. if (generateMipMaps) {
  2282. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  2283. } else {
  2284. minFilter = gl.NEAREST;
  2285. }
  2286. break;
  2287. case Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  2288. magFilter = gl.NEAREST;
  2289. if (generateMipMaps) {
  2290. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2291. } else {
  2292. minFilter = gl.LINEAR;
  2293. }
  2294. break;
  2295. case Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  2296. magFilter = gl.NEAREST;
  2297. if (generateMipMaps) {
  2298. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2299. } else {
  2300. minFilter = gl.LINEAR;
  2301. }
  2302. break;
  2303. case Constants.TEXTURE_NEAREST_LINEAR:
  2304. magFilter = gl.NEAREST;
  2305. minFilter = gl.LINEAR;
  2306. break;
  2307. case Constants.TEXTURE_NEAREST_NEAREST:
  2308. magFilter = gl.NEAREST;
  2309. minFilter = gl.NEAREST;
  2310. break;
  2311. case Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  2312. magFilter = gl.LINEAR;
  2313. if (generateMipMaps) {
  2314. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  2315. } else {
  2316. minFilter = gl.NEAREST;
  2317. }
  2318. break;
  2319. case Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  2320. magFilter = gl.LINEAR;
  2321. if (generateMipMaps) {
  2322. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2323. } else {
  2324. minFilter = gl.NEAREST;
  2325. }
  2326. break;
  2327. case Constants.TEXTURE_LINEAR_LINEAR:
  2328. magFilter = gl.LINEAR;
  2329. minFilter = gl.LINEAR;
  2330. break;
  2331. case Constants.TEXTURE_LINEAR_NEAREST:
  2332. magFilter = gl.LINEAR;
  2333. minFilter = gl.NEAREST;
  2334. break;
  2335. }
  2336. return {
  2337. min: minFilter,
  2338. mag: magFilter
  2339. };
  2340. }
  2341. /** @hidden */
  2342. public _createTexture(): WebGLTexture {
  2343. let texture = this._gl.createTexture();
  2344. if (!texture) {
  2345. throw new Error("Unable to create texture");
  2346. }
  2347. return texture;
  2348. }
  2349. /**
  2350. * Usually called from Texture.ts.
  2351. * Passed information to create a WebGLTexture
  2352. * @param url defines a value which contains one of the following:
  2353. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  2354. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  2355. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  2356. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  2357. * @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)
  2358. * @param scene needed for loading to the correct scene
  2359. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  2360. * @param onLoad optional callback to be called upon successful completion
  2361. * @param onError optional callback to be called upon failure
  2362. * @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
  2363. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  2364. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  2365. * @param forcedExtension defines the extension to use to pick the right loader
  2366. * @param mimeType defines an optional mime type
  2367. * @returns a InternalTexture for assignment back into BABYLON.Texture
  2368. */
  2369. public createTexture(url: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,
  2370. onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,
  2371. buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null, fallback: Nullable<InternalTexture> = null, format: Nullable<number> = null,
  2372. forcedExtension: Nullable<string> = null, mimeType?: string): InternalTexture {
  2373. url = url || "";
  2374. const fromData = url.substr(0, 5) === "data:";
  2375. const fromBlob = url.substr(0, 5) === "blob:";
  2376. const isBase64 = fromData && url.indexOf(";base64,") !== -1;
  2377. let texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);
  2378. const originalUrl = url;
  2379. if (this._transformTextureUrl && !isBase64 && !fallback && !buffer) {
  2380. url = this._transformTextureUrl(url);
  2381. }
  2382. // establish the file extension, if possible
  2383. const lastDot = url.lastIndexOf('.');
  2384. const extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  2385. let loader: Nullable<IInternalTextureLoader> = null;
  2386. for (const availableLoader of ThinEngine._TextureLoaders) {
  2387. if (availableLoader.canLoad(extension, mimeType)) {
  2388. loader = availableLoader;
  2389. break;
  2390. }
  2391. }
  2392. if (scene) {
  2393. scene._addPendingData(texture);
  2394. }
  2395. texture.url = url;
  2396. texture.generateMipMaps = !noMipmap;
  2397. texture.samplingMode = samplingMode;
  2398. texture.invertY = invertY;
  2399. if (!this._doNotHandleContextLost) {
  2400. // Keep a link to the buffer only if we plan to handle context lost
  2401. texture._buffer = buffer;
  2402. }
  2403. let onLoadObserver: Nullable<Observer<InternalTexture>> = null;
  2404. if (onLoad && !fallback) {
  2405. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  2406. }
  2407. if (!fallback) { this._internalTexturesCache.push(texture); }
  2408. const onInternalError = (message?: string, exception?: any) => {
  2409. if (scene) {
  2410. scene._removePendingData(texture);
  2411. }
  2412. if (url === originalUrl) {
  2413. if (onLoadObserver) {
  2414. texture.onLoadedObservable.remove(onLoadObserver);
  2415. }
  2416. if (EngineStore.UseFallbackTexture) {
  2417. this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);
  2418. }
  2419. if (onError) {
  2420. onError((message || "Unknown error") + (EngineStore.UseFallbackTexture ? " - Fallback texture was used" : ""), exception);
  2421. }
  2422. }
  2423. else {
  2424. // fall back to the original url if the transformed url fails to load
  2425. Logger.Warn(`Failed to load ${url}, falling back to ${originalUrl}`);
  2426. this.createTexture(originalUrl, noMipmap, texture.invertY, scene, samplingMode, onLoad, onError, buffer, texture, format, forcedExtension, mimeType);
  2427. }
  2428. };
  2429. // processing for non-image formats
  2430. if (loader) {
  2431. const callback = (data: ArrayBufferView) => {
  2432. loader!.loadData(data, texture, (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed) => {
  2433. if (loadFailed) {
  2434. onInternalError("TextureLoader failed to load data");
  2435. } else {
  2436. this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, () => {
  2437. done();
  2438. return false;
  2439. }, samplingMode);
  2440. }
  2441. });
  2442. };
  2443. if (!buffer) {
  2444. this._loadFile(url, (data) => callback(new Uint8Array(data as ArrayBuffer)), undefined, scene ? scene.offlineProvider : undefined, true, (request?: IWebRequest, exception?: any) => {
  2445. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  2446. });
  2447. } else {
  2448. if (buffer instanceof ArrayBuffer) {
  2449. callback(new Uint8Array(buffer));
  2450. }
  2451. else if (ArrayBuffer.isView(buffer)) {
  2452. callback(buffer);
  2453. }
  2454. else {
  2455. if (onError) {
  2456. onError("Unable to load: only ArrayBuffer or ArrayBufferView is supported", null);
  2457. }
  2458. }
  2459. }
  2460. } else {
  2461. const onload = (img: HTMLImageElement | ImageBitmap) => {
  2462. if (fromBlob && !this._doNotHandleContextLost) {
  2463. // We need to store the image if we need to rebuild the texture
  2464. // in case of a webgl context lost
  2465. texture._buffer = img;
  2466. }
  2467. this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, (potWidth, potHeight, continuationCallback) => {
  2468. let gl = this._gl;
  2469. var isPot = (img.width === potWidth && img.height === potHeight);
  2470. let internalFormat = format ? this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  2471. if (isPot) {
  2472. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  2473. return false;
  2474. }
  2475. let maxTextureSize = this._caps.maxTextureSize;
  2476. if (img.width > maxTextureSize || img.height > maxTextureSize || !this._supportsHardwareTextureRescaling) {
  2477. this._prepareWorkingCanvas();
  2478. if (!this._workingCanvas || !this._workingContext) {
  2479. return false;
  2480. }
  2481. this._workingCanvas.width = potWidth;
  2482. this._workingCanvas.height = potHeight;
  2483. this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  2484. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, this._workingCanvas);
  2485. texture.width = potWidth;
  2486. texture.height = potHeight;
  2487. return false;
  2488. } else {
  2489. // Using shaders when possible to rescale because canvas.drawImage is lossy
  2490. let source = new InternalTexture(this, InternalTextureSource.Temp);
  2491. this._bindTextureDirectly(gl.TEXTURE_2D, source, true);
  2492. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  2493. this._rescaleTexture(source, texture, scene, internalFormat, () => {
  2494. this._releaseTexture(source);
  2495. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  2496. continuationCallback();
  2497. });
  2498. }
  2499. return true;
  2500. }, samplingMode);
  2501. };
  2502. if (!fromData || isBase64) {
  2503. if (buffer && ((<HTMLImageElement>buffer).decoding || (<ImageBitmap>buffer).close)) {
  2504. onload(<HTMLImageElement>buffer);
  2505. } else {
  2506. ThinEngine._FileToolsLoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);
  2507. }
  2508. }
  2509. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || ArrayBuffer.isView(buffer) || buffer instanceof Blob) {
  2510. ThinEngine._FileToolsLoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);
  2511. }
  2512. else if (buffer) {
  2513. onload(buffer);
  2514. }
  2515. }
  2516. return texture;
  2517. }
  2518. /**
  2519. * Loads an image as an HTMLImageElement.
  2520. * @param input url string, ArrayBuffer, or Blob to load
  2521. * @param onLoad callback called when the image successfully loads
  2522. * @param onError callback called when the image fails to load
  2523. * @param offlineProvider offline provider for caching
  2524. * @param mimeType optional mime type
  2525. * @returns the HTMLImageElement of the loaded image
  2526. * @hidden
  2527. */
  2528. public static _FileToolsLoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement> {
  2529. throw _DevTools.WarnImport("FileTools");
  2530. }
  2531. /**
  2532. * @hidden
  2533. */
  2534. public _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void {
  2535. }
  2536. /**
  2537. * Creates a raw texture
  2538. * @param data defines the data to store in the texture
  2539. * @param width defines the width of the texture
  2540. * @param height defines the height of the texture
  2541. * @param format defines the format of the data
  2542. * @param generateMipMaps defines if the engine should generate the mip levels
  2543. * @param invertY defines if data must be stored with Y axis inverted
  2544. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  2545. * @param compression defines the compression used (null by default)
  2546. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  2547. * @returns the raw texture inside an InternalTexture
  2548. */
  2549. 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 {
  2550. throw _DevTools.WarnImport("Engine.RawTexture");
  2551. }
  2552. /**
  2553. * Creates a new raw cube texture
  2554. * @param data defines the array of data to use to create each face
  2555. * @param size defines the size of the textures
  2556. * @param format defines the format of the data
  2557. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  2558. * @param generateMipMaps defines if the engine should generate the mip levels
  2559. * @param invertY defines if data must be stored with Y axis inverted
  2560. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  2561. * @param compression defines the compression used (null by default)
  2562. * @returns the cube texture as an InternalTexture
  2563. */
  2564. public createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number,
  2565. generateMipMaps: boolean, invertY: boolean, samplingMode: number,
  2566. compression: Nullable<string> = null): InternalTexture {
  2567. throw _DevTools.WarnImport("Engine.RawTexture");
  2568. }
  2569. /**
  2570. * Creates a new raw 3D texture
  2571. * @param data defines the data used to create the texture
  2572. * @param width defines the width of the texture
  2573. * @param height defines the height of the texture
  2574. * @param depth defines the depth of the texture
  2575. * @param format defines the format of the texture
  2576. * @param generateMipMaps defines if the engine must generate mip levels
  2577. * @param invertY defines if data must be stored with Y axis inverted
  2578. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  2579. * @param compression defines the compressed used (can be null)
  2580. * @param textureType defines the compressed used (can be null)
  2581. * @returns a new raw 3D texture (stored in an InternalTexture)
  2582. */
  2583. 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 {
  2584. throw _DevTools.WarnImport("Engine.RawTexture");
  2585. }
  2586. /**
  2587. * Creates a new raw 2D array texture
  2588. * @param data defines the data used to create the texture
  2589. * @param width defines the width of the texture
  2590. * @param height defines the height of the texture
  2591. * @param depth defines the number of layers of the texture
  2592. * @param format defines the format of the texture
  2593. * @param generateMipMaps defines if the engine must generate mip levels
  2594. * @param invertY defines if data must be stored with Y axis inverted
  2595. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  2596. * @param compression defines the compressed used (can be null)
  2597. * @param textureType defines the compressed used (can be null)
  2598. * @returns a new raw 2D array texture (stored in an InternalTexture)
  2599. */
  2600. 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 {
  2601. throw _DevTools.WarnImport("Engine.RawTexture");
  2602. }
  2603. private _unpackFlipYCached: Nullable<boolean> = null;
  2604. /**
  2605. * In case you are sharing the context with other applications, it might
  2606. * be interested to not cache the unpack flip y state to ensure a consistent
  2607. * value would be set.
  2608. */
  2609. public enableUnpackFlipYCached = true;
  2610. /** @hidden */
  2611. public _unpackFlipY(value: boolean): void {
  2612. if (this._unpackFlipYCached !== value) {
  2613. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  2614. if (this.enableUnpackFlipYCached) {
  2615. this._unpackFlipYCached = value;
  2616. }
  2617. }
  2618. }
  2619. /** @hidden */
  2620. public _getUnpackAlignement(): number {
  2621. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  2622. }
  2623. private _getTextureTarget(texture: InternalTexture): number {
  2624. if (texture.isCube) {
  2625. return this._gl.TEXTURE_CUBE_MAP;
  2626. } else if (texture.is3D) {
  2627. return this._gl.TEXTURE_3D;
  2628. } else if (texture.is2DArray || texture.isMultiview) {
  2629. return this._gl.TEXTURE_2D_ARRAY;
  2630. }
  2631. return this._gl.TEXTURE_2D;
  2632. }
  2633. /**
  2634. * Update the sampling mode of a given texture
  2635. * @param samplingMode defines the required sampling mode
  2636. * @param texture defines the texture to update
  2637. * @param generateMipMaps defines whether to generate mipmaps for the texture
  2638. */
  2639. public updateTextureSamplingMode(samplingMode: number, texture: InternalTexture, generateMipMaps: boolean = false): void {
  2640. const target = this._getTextureTarget(texture);
  2641. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps || generateMipMaps);
  2642. this._setTextureParameterInteger(target, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  2643. this._setTextureParameterInteger(target, this._gl.TEXTURE_MIN_FILTER, filters.min);
  2644. if (generateMipMaps) {
  2645. texture.generateMipMaps = true;
  2646. this._gl.generateMipmap(target);
  2647. }
  2648. this._bindTextureDirectly(target, null);
  2649. texture.samplingMode = samplingMode;
  2650. }
  2651. /**
  2652. * Update the sampling mode of a given texture
  2653. * @param texture defines the texture to update
  2654. * @param wrapU defines the texture wrap mode of the u coordinates
  2655. * @param wrapV defines the texture wrap mode of the v coordinates
  2656. * @param wrapR defines the texture wrap mode of the r coordinates
  2657. */
  2658. public updateTextureWrappingMode(texture: InternalTexture, wrapU: Nullable<number>, wrapV: Nullable<number> = null, wrapR: Nullable<number> = null): void {
  2659. const target = this._getTextureTarget(texture);
  2660. if (wrapU !== null) {
  2661. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(wrapU), texture);
  2662. texture._cachedWrapU = wrapU;
  2663. }
  2664. if (wrapV !== null) {
  2665. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(wrapV), texture);
  2666. texture._cachedWrapV = wrapV;
  2667. }
  2668. if ((texture.is2DArray || texture.is3D) && (wrapR !== null)) {
  2669. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(wrapR), texture);
  2670. texture._cachedWrapR = wrapR;
  2671. }
  2672. this._bindTextureDirectly(target, null);
  2673. }
  2674. /** @hidden */
  2675. public _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | { width: number, height: number, layers?: number }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void {
  2676. const width = (<{ width: number, height: number, layers?: number }>size).width || <number>size;
  2677. const height = (<{ width: number, height: number, layers?: number }>size).height || <number>size;
  2678. const layers = (<{ width: number, height: number, layers?: number }>size).layers || 0;
  2679. internalTexture.baseWidth = width;
  2680. internalTexture.baseHeight = height;
  2681. internalTexture.width = width;
  2682. internalTexture.height = height;
  2683. internalTexture.is2DArray = layers > 0;
  2684. internalTexture.depth = layers;
  2685. internalTexture.isReady = true;
  2686. internalTexture.samples = 1;
  2687. internalTexture.generateMipMaps = false;
  2688. internalTexture._generateDepthBuffer = true;
  2689. internalTexture._generateStencilBuffer = generateStencil;
  2690. internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;
  2691. internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_INT;
  2692. internalTexture._comparisonFunction = comparisonFunction;
  2693. const gl = this._gl;
  2694. const target = this._getTextureTarget(internalTexture);
  2695. const samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  2696. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  2697. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  2698. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  2699. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  2700. if (comparisonFunction === 0) {
  2701. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);
  2702. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  2703. }
  2704. else {
  2705. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  2706. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  2707. }
  2708. }
  2709. /** @hidden */
  2710. public _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex: number = 0, lod: number = 0) {
  2711. var gl = this._gl;
  2712. var target = gl.TEXTURE_2D;
  2713. if (texture.isCube) {
  2714. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  2715. }
  2716. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, <DataView>data);
  2717. }
  2718. /** @hidden */
  2719. public _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0, babylonInternalFormat?: number, useTextureWidthAndHeight = false): void {
  2720. var gl = this._gl;
  2721. var textureType = this._getWebGLTextureType(texture.type);
  2722. var format = this._getInternalFormat(texture.format);
  2723. var internalFormat = babylonInternalFormat === undefined ? this._getRGBABufferInternalSizedFormat(texture.type, texture.format) : this._getInternalFormat(babylonInternalFormat);
  2724. this._unpackFlipY(texture.invertY);
  2725. var target = gl.TEXTURE_2D;
  2726. if (texture.isCube) {
  2727. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  2728. }
  2729. const lodMaxWidth = Math.round(Math.log(texture.width) * Math.LOG2E);
  2730. const lodMaxHeight = Math.round(Math.log(texture.height) * Math.LOG2E);
  2731. const width = useTextureWidthAndHeight ? texture.width : Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  2732. const height = useTextureWidthAndHeight ? texture.height : Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  2733. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  2734. }
  2735. /**
  2736. * Update a portion of an internal texture
  2737. * @param texture defines the texture to update
  2738. * @param imageData defines the data to store into the texture
  2739. * @param xOffset defines the x coordinates of the update rectangle
  2740. * @param yOffset defines the y coordinates of the update rectangle
  2741. * @param width defines the width of the update rectangle
  2742. * @param height defines the height of the update rectangle
  2743. * @param faceIndex defines the face index if texture is a cube (0 by default)
  2744. * @param lod defines the lod level to update (0 by default)
  2745. */
  2746. public updateTextureData(texture: InternalTexture, imageData: ArrayBufferView, xOffset: number, yOffset: number, width: number, height: number, faceIndex: number = 0, lod: number = 0): void {
  2747. var gl = this._gl;
  2748. var textureType = this._getWebGLTextureType(texture.type);
  2749. var format = this._getInternalFormat(texture.format);
  2750. this._unpackFlipY(texture.invertY);
  2751. var target = gl.TEXTURE_2D;
  2752. if (texture.isCube) {
  2753. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  2754. }
  2755. gl.texSubImage2D(target, lod, xOffset, yOffset, width, height, format, textureType, imageData);
  2756. }
  2757. /** @hidden */
  2758. public _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {
  2759. var gl = this._gl;
  2760. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  2761. this._bindTextureDirectly(bindTarget, texture, true);
  2762. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  2763. this._bindTextureDirectly(bindTarget, null, true);
  2764. }
  2765. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void {
  2766. var gl = this._gl;
  2767. if (!gl) {
  2768. return;
  2769. }
  2770. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  2771. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  2772. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  2773. if (!noMipmap && !isCompressed) {
  2774. gl.generateMipmap(gl.TEXTURE_2D);
  2775. }
  2776. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  2777. // this.resetTextureCache();
  2778. if (scene) {
  2779. scene._removePendingData(texture);
  2780. }
  2781. texture.onLoadedObservable.notifyObservers(texture);
  2782. texture.onLoadedObservable.clear();
  2783. }
  2784. private _prepareWebGLTexture(texture: InternalTexture, scene: Nullable<ISceneLike>, width: number, height: number, invertY: boolean, noMipmap: boolean, isCompressed: boolean,
  2785. processFunction: (width: number, height: number, continuationCallback: () => void) => boolean, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): void {
  2786. var maxTextureSize = this.getCaps().maxTextureSize;
  2787. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, maxTextureSize) : width);
  2788. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, maxTextureSize) : height);
  2789. var gl = this._gl;
  2790. if (!gl) {
  2791. return;
  2792. }
  2793. if (!texture._webGLTexture) {
  2794. // this.resetTextureCache();
  2795. if (scene) {
  2796. scene._removePendingData(texture);
  2797. }
  2798. return;
  2799. }
  2800. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  2801. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  2802. texture.baseWidth = width;
  2803. texture.baseHeight = height;
  2804. texture.width = potWidth;
  2805. texture.height = potHeight;
  2806. texture.isReady = true;
  2807. if (processFunction(potWidth, potHeight, () => {
  2808. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  2809. })) {
  2810. // Returning as texture needs extra async steps
  2811. return;
  2812. }
  2813. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  2814. }
  2815. /** @hidden */
  2816. public _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples = 1): Nullable<WebGLRenderbuffer> {
  2817. var gl = this._gl;
  2818. // Create the depth/stencil buffer
  2819. if (generateStencilBuffer && generateDepthBuffer) {
  2820. return this._getDepthStencilBuffer(width, height, samples, gl.DEPTH_STENCIL, gl.DEPTH24_STENCIL8, gl.DEPTH_STENCIL_ATTACHMENT);
  2821. }
  2822. if (generateDepthBuffer) {
  2823. let depthFormat = gl.DEPTH_COMPONENT16;
  2824. if (this._webGLVersion > 1) {
  2825. depthFormat = gl.DEPTH_COMPONENT32F;
  2826. }
  2827. return this._getDepthStencilBuffer(width, height, samples, depthFormat, depthFormat, gl.DEPTH_ATTACHMENT);
  2828. }
  2829. if (generateStencilBuffer) {
  2830. return this._getDepthStencilBuffer(width, height, samples, gl.STENCIL_INDEX8, gl.STENCIL_INDEX8, gl.STENCIL_ATTACHMENT);
  2831. }
  2832. return null;
  2833. }
  2834. private _getDepthStencilBuffer = (width: number, height: number, samples: number, internalFormat: number, msInternalFormat: number, attachment: number) => {
  2835. var gl = this._gl;
  2836. const depthStencilBuffer = gl.createRenderbuffer();
  2837. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  2838. if (samples > 1 && gl.renderbufferStorageMultisample) {
  2839. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, msInternalFormat, width, height);
  2840. } else {
  2841. gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);
  2842. }
  2843. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthStencilBuffer);
  2844. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  2845. return depthStencilBuffer;
  2846. }
  2847. /** @hidden */
  2848. public _releaseFramebufferObjects(texture: InternalTexture): void {
  2849. var gl = this._gl;
  2850. if (texture._framebuffer) {
  2851. gl.deleteFramebuffer(texture._framebuffer);
  2852. texture._framebuffer = null;
  2853. }
  2854. if (texture._depthStencilBuffer) {
  2855. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  2856. texture._depthStencilBuffer = null;
  2857. }
  2858. if (texture._MSAAFramebuffer) {
  2859. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  2860. texture._MSAAFramebuffer = null;
  2861. }
  2862. if (texture._MSAARenderBuffer) {
  2863. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  2864. texture._MSAARenderBuffer = null;
  2865. }
  2866. }
  2867. /** @hidden */
  2868. public _releaseTexture(texture: InternalTexture): void {
  2869. this._releaseFramebufferObjects(texture);
  2870. this._deleteTexture(texture._webGLTexture);
  2871. // Unbind channels
  2872. this.unbindAllTextures();
  2873. var index = this._internalTexturesCache.indexOf(texture);
  2874. if (index !== -1) {
  2875. this._internalTexturesCache.splice(index, 1);
  2876. }
  2877. // Integrated fixed lod samplers.
  2878. if (texture._lodTextureHigh) {
  2879. texture._lodTextureHigh.dispose();
  2880. }
  2881. if (texture._lodTextureMid) {
  2882. texture._lodTextureMid.dispose();
  2883. }
  2884. if (texture._lodTextureLow) {
  2885. texture._lodTextureLow.dispose();
  2886. }
  2887. // Integrated irradiance map.
  2888. if (texture._irradianceTexture) {
  2889. texture._irradianceTexture.dispose();
  2890. }
  2891. }
  2892. protected _deleteTexture(texture: Nullable<WebGLTexture>): void {
  2893. this._gl.deleteTexture(texture);
  2894. }
  2895. protected _setProgram(program: WebGLProgram): void {
  2896. if (this._currentProgram !== program) {
  2897. this._gl.useProgram(program);
  2898. this._currentProgram = program;
  2899. }
  2900. }
  2901. protected _boundUniforms: { [key: number]: WebGLUniformLocation } = {};
  2902. /**
  2903. * Binds an effect to the webGL context
  2904. * @param effect defines the effect to bind
  2905. */
  2906. public bindSamplers(effect: Effect): void {
  2907. let webGLPipelineContext = effect.getPipelineContext() as WebGLPipelineContext;
  2908. this._setProgram(webGLPipelineContext.program!);
  2909. var samplers = effect.getSamplers();
  2910. for (var index = 0; index < samplers.length; index++) {
  2911. var uniform = effect.getUniform(samplers[index]);
  2912. if (uniform) {
  2913. this._boundUniforms[index] = uniform;
  2914. }
  2915. }
  2916. this._currentEffect = null;
  2917. }
  2918. private _activateCurrentTexture() {
  2919. if (this._currentTextureChannel !== this._activeChannel) {
  2920. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  2921. this._currentTextureChannel = this._activeChannel;
  2922. }
  2923. }
  2924. /** @hidden */
  2925. public _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate = false, force = false): boolean {
  2926. var wasPreviouslyBound = false;
  2927. let isTextureForRendering = texture && texture._associatedChannel > -1;
  2928. if (forTextureDataUpdate && isTextureForRendering) {
  2929. this._activeChannel = texture!._associatedChannel;
  2930. }
  2931. let currentTextureBound = this._boundTexturesCache[this._activeChannel];
  2932. if (currentTextureBound !== texture || force) {
  2933. this._activateCurrentTexture();
  2934. if (texture && texture.isMultiview) {
  2935. this._gl.bindTexture(target, texture ? texture._colorTextureArray : null);
  2936. } else {
  2937. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  2938. }
  2939. this._boundTexturesCache[this._activeChannel] = texture;
  2940. if (texture) {
  2941. texture._associatedChannel = this._activeChannel;
  2942. }
  2943. } else if (forTextureDataUpdate) {
  2944. wasPreviouslyBound = true;
  2945. this._activateCurrentTexture();
  2946. }
  2947. if (isTextureForRendering && !forTextureDataUpdate) {
  2948. this._bindSamplerUniformToChannel(texture!._associatedChannel, this._activeChannel);
  2949. }
  2950. return wasPreviouslyBound;
  2951. }
  2952. /** @hidden */
  2953. public _bindTexture(channel: number, texture: Nullable<InternalTexture>): void {
  2954. if (channel === undefined) {
  2955. return;
  2956. }
  2957. if (texture) {
  2958. texture._associatedChannel = channel;
  2959. }
  2960. this._activeChannel = channel;
  2961. const target = texture ? this._getTextureTarget(texture) : this._gl.TEXTURE_2D;
  2962. this._bindTextureDirectly(target, texture);
  2963. }
  2964. /**
  2965. * Unbind all textures from the webGL context
  2966. */
  2967. public unbindAllTextures(): void {
  2968. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  2969. this._activeChannel = channel;
  2970. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  2971. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  2972. if (this.webGLVersion > 1) {
  2973. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  2974. this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);
  2975. }
  2976. }
  2977. }
  2978. /**
  2979. * Sets a texture to the according uniform.
  2980. * @param channel The texture channel
  2981. * @param uniform The uniform to set
  2982. * @param texture The texture to apply
  2983. */
  2984. public setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void {
  2985. if (channel === undefined) {
  2986. return;
  2987. }
  2988. if (uniform) {
  2989. this._boundUniforms[channel] = uniform;
  2990. }
  2991. this._setTexture(channel, texture);
  2992. }
  2993. private _bindSamplerUniformToChannel(sourceSlot: number, destination: number) {
  2994. let uniform = this._boundUniforms[sourceSlot];
  2995. if (!uniform || uniform._currentState === destination) {
  2996. return;
  2997. }
  2998. this._gl.uniform1i(uniform, destination);
  2999. uniform._currentState = destination;
  3000. }
  3001. private _getTextureWrapMode(mode: number): number {
  3002. switch (mode) {
  3003. case Constants.TEXTURE_WRAP_ADDRESSMODE:
  3004. return this._gl.REPEAT;
  3005. case Constants.TEXTURE_CLAMP_ADDRESSMODE:
  3006. return this._gl.CLAMP_TO_EDGE;
  3007. case Constants.TEXTURE_MIRROR_ADDRESSMODE:
  3008. return this._gl.MIRRORED_REPEAT;
  3009. }
  3010. return this._gl.REPEAT;
  3011. }
  3012. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false): boolean {
  3013. // Not ready?
  3014. if (!texture) {
  3015. if (this._boundTexturesCache[channel] != null) {
  3016. this._activeChannel = channel;
  3017. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  3018. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  3019. if (this.webGLVersion > 1) {
  3020. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  3021. this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);
  3022. }
  3023. }
  3024. return false;
  3025. }
  3026. // Video
  3027. if ((<VideoTexture>texture).video) {
  3028. this._activeChannel = channel;
  3029. (<VideoTexture>texture).update();
  3030. } else if (texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  3031. texture.delayLoad();
  3032. return false;
  3033. }
  3034. let internalTexture: InternalTexture;
  3035. if (depthStencilTexture) {
  3036. internalTexture = (<RenderTargetTexture>texture).depthStencilTexture!;
  3037. }
  3038. else if (texture.isReady()) {
  3039. internalTexture = <InternalTexture>texture.getInternalTexture();
  3040. }
  3041. else if (texture.isCube) {
  3042. internalTexture = this.emptyCubeTexture;
  3043. }
  3044. else if (texture.is3D) {
  3045. internalTexture = this.emptyTexture3D;
  3046. }
  3047. else if (texture.is2DArray) {
  3048. internalTexture = this.emptyTexture2DArray;
  3049. }
  3050. else {
  3051. internalTexture = this.emptyTexture;
  3052. }
  3053. if (!isPartOfTextureArray && internalTexture) {
  3054. internalTexture._associatedChannel = channel;
  3055. }
  3056. let needToBind = true;
  3057. if (this._boundTexturesCache[channel] === internalTexture) {
  3058. if (!isPartOfTextureArray) {
  3059. this._bindSamplerUniformToChannel(internalTexture._associatedChannel, channel);
  3060. }
  3061. needToBind = false;
  3062. }
  3063. this._activeChannel = channel;
  3064. const target = this._getTextureTarget(internalTexture);
  3065. if (needToBind) {
  3066. this._bindTextureDirectly(target, internalTexture, isPartOfTextureArray);
  3067. }
  3068. if (internalTexture && !internalTexture.isMultiview) {
  3069. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  3070. if (internalTexture.isCube && internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  3071. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  3072. var textureWrapMode = (texture.coordinatesMode !== Constants.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Constants.TEXTURE_SKYBOX_MODE) ? Constants.TEXTURE_WRAP_ADDRESSMODE : Constants.TEXTURE_CLAMP_ADDRESSMODE;
  3073. texture.wrapU = textureWrapMode;
  3074. texture.wrapV = textureWrapMode;
  3075. }
  3076. if (internalTexture._cachedWrapU !== texture.wrapU) {
  3077. internalTexture._cachedWrapU = texture.wrapU;
  3078. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  3079. }
  3080. if (internalTexture._cachedWrapV !== texture.wrapV) {
  3081. internalTexture._cachedWrapV = texture.wrapV;
  3082. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  3083. }
  3084. if (internalTexture.is3D && internalTexture._cachedWrapR !== texture.wrapR) {
  3085. internalTexture._cachedWrapR = texture.wrapR;
  3086. this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  3087. }
  3088. this._setAnisotropicLevel(target, internalTexture, texture.anisotropicFilteringLevel);
  3089. }
  3090. return true;
  3091. }
  3092. /**
  3093. * Sets an array of texture to the webGL context
  3094. * @param channel defines the channel where the texture array must be set
  3095. * @param uniform defines the associated uniform location
  3096. * @param textures defines the array of textures to bind
  3097. */
  3098. public setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void {
  3099. if (channel === undefined || !uniform) {
  3100. return;
  3101. }
  3102. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  3103. this._textureUnits = new Int32Array(textures.length);
  3104. }
  3105. for (let i = 0; i < textures.length; i++) {
  3106. let texture = textures[i].getInternalTexture();
  3107. if (texture) {
  3108. this._textureUnits[i] = channel + i;
  3109. texture._associatedChannel = channel + i;
  3110. } else {
  3111. this._textureUnits[i] = -1;
  3112. }
  3113. }
  3114. this._gl.uniform1iv(uniform, this._textureUnits);
  3115. for (var index = 0; index < textures.length; index++) {
  3116. this._setTexture(this._textureUnits[index], textures[index], true);
  3117. }
  3118. }
  3119. /** @hidden */
  3120. public _setAnisotropicLevel(target: number, internalTexture: InternalTexture, anisotropicFilteringLevel: number) {
  3121. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  3122. if (internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  3123. && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  3124. && internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR) {
  3125. anisotropicFilteringLevel = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  3126. }
  3127. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== anisotropicFilteringLevel) {
  3128. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(anisotropicFilteringLevel, this._caps.maxAnisotropy), internalTexture);
  3129. internalTexture._cachedAnisotropicFilteringLevel = anisotropicFilteringLevel;
  3130. }
  3131. }
  3132. private _setTextureParameterFloat(target: number, parameter: number, value: number, texture: InternalTexture): void {
  3133. this._bindTextureDirectly(target, texture, true, true);
  3134. this._gl.texParameterf(target, parameter, value);
  3135. }
  3136. private _setTextureParameterInteger(target: number, parameter: number, value: number, texture?: InternalTexture) {
  3137. if (texture) {
  3138. this._bindTextureDirectly(target, texture, true, true);
  3139. }
  3140. this._gl.texParameteri(target, parameter, value);
  3141. }
  3142. /**
  3143. * Unbind all vertex attributes from the webGL context
  3144. */
  3145. public unbindAllAttributes() {
  3146. if (this._mustWipeVertexAttributes) {
  3147. this._mustWipeVertexAttributes = false;
  3148. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  3149. this.disableAttributeByIndex(i);
  3150. }
  3151. return;
  3152. }
  3153. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  3154. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  3155. continue;
  3156. }
  3157. this.disableAttributeByIndex(i);
  3158. }
  3159. }
  3160. /**
  3161. * 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
  3162. */
  3163. public releaseEffects() {
  3164. for (var name in this._compiledEffects) {
  3165. let webGLPipelineContext = this._compiledEffects[name].getPipelineContext() as WebGLPipelineContext;
  3166. this._deletePipelineContext(webGLPipelineContext);
  3167. }
  3168. this._compiledEffects = {};
  3169. }
  3170. /**
  3171. * Dispose and release all associated resources
  3172. */
  3173. public dispose(): void {
  3174. this.stopRenderLoop();
  3175. // Clear observables
  3176. if (this.onBeforeTextureInitObservable) {
  3177. this.onBeforeTextureInitObservable.clear();
  3178. }
  3179. // Empty texture
  3180. if (this._emptyTexture) {
  3181. this._releaseTexture(this._emptyTexture);
  3182. this._emptyTexture = null;
  3183. }
  3184. if (this._emptyCubeTexture) {
  3185. this._releaseTexture(this._emptyCubeTexture);
  3186. this._emptyCubeTexture = null;
  3187. }
  3188. if (this._dummyFramebuffer) {
  3189. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  3190. }
  3191. // Release effects
  3192. this.releaseEffects();
  3193. // Unbind
  3194. this.unbindAllAttributes();
  3195. this._boundUniforms = [];
  3196. // Events
  3197. if (DomManagement.IsWindowObjectExist()) {
  3198. if (this._renderingCanvas) {
  3199. if (!this._doNotHandleContextLost) {
  3200. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  3201. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  3202. }
  3203. }
  3204. }
  3205. this._workingCanvas = null;
  3206. this._workingContext = null;
  3207. this._currentBufferPointers = [];
  3208. this._renderingCanvas = null;
  3209. this._currentProgram = null;
  3210. this._boundRenderFunction = null;
  3211. Effect.ResetCache();
  3212. // Abort active requests
  3213. for (let request of this._activeRequests) {
  3214. request.abort();
  3215. }
  3216. }
  3217. /**
  3218. * Attach a new callback raised when context lost event is fired
  3219. * @param callback defines the callback to call
  3220. */
  3221. public attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void {
  3222. if (this._renderingCanvas) {
  3223. this._renderingCanvas.addEventListener("webglcontextlost", <any>callback, false);
  3224. }
  3225. }
  3226. /**
  3227. * Attach a new callback raised when context restored event is fired
  3228. * @param callback defines the callback to call
  3229. */
  3230. public attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void {
  3231. if (this._renderingCanvas) {
  3232. this._renderingCanvas.addEventListener("webglcontextrestored", <any>callback, false);
  3233. }
  3234. }
  3235. /**
  3236. * Get the current error code of the webGL context
  3237. * @returns the error code
  3238. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  3239. */
  3240. public getError(): number {
  3241. return this._gl.getError();
  3242. }
  3243. private _canRenderToFloatFramebuffer(): boolean {
  3244. if (this._webGLVersion > 1) {
  3245. return this._caps.colorBufferFloat;
  3246. }
  3247. return this._canRenderToFramebuffer(Constants.TEXTURETYPE_FLOAT);
  3248. }
  3249. private _canRenderToHalfFloatFramebuffer(): boolean {
  3250. if (this._webGLVersion > 1) {
  3251. return this._caps.colorBufferFloat;
  3252. }
  3253. return this._canRenderToFramebuffer(Constants.TEXTURETYPE_HALF_FLOAT);
  3254. }
  3255. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  3256. private _canRenderToFramebuffer(type: number): boolean {
  3257. let gl = this._gl;
  3258. //clear existing errors
  3259. while (gl.getError() !== gl.NO_ERROR) { }
  3260. let successful = true;
  3261. let texture = gl.createTexture();
  3262. gl.bindTexture(gl.TEXTURE_2D, texture);
  3263. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  3264. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  3265. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  3266. let fb = gl.createFramebuffer();
  3267. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  3268. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  3269. let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  3270. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  3271. successful = successful && (gl.getError() === gl.NO_ERROR);
  3272. //try render by clearing frame buffer's color buffer
  3273. if (successful) {
  3274. gl.clear(gl.COLOR_BUFFER_BIT);
  3275. successful = successful && (gl.getError() === gl.NO_ERROR);
  3276. }
  3277. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  3278. if (successful) {
  3279. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  3280. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3281. let readFormat = gl.RGBA;
  3282. let readType = gl.UNSIGNED_BYTE;
  3283. let buffer = new Uint8Array(4);
  3284. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  3285. successful = successful && (gl.getError() === gl.NO_ERROR);
  3286. }
  3287. //clean up
  3288. gl.deleteTexture(texture);
  3289. gl.deleteFramebuffer(fb);
  3290. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3291. //clear accumulated errors
  3292. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  3293. return successful;
  3294. }
  3295. /** @hidden */
  3296. public _getWebGLTextureType(type: number): number {
  3297. if (this._webGLVersion === 1) {
  3298. switch (type) {
  3299. case Constants.TEXTURETYPE_FLOAT:
  3300. return this._gl.FLOAT;
  3301. case Constants.TEXTURETYPE_HALF_FLOAT:
  3302. return this._gl.HALF_FLOAT_OES;
  3303. case Constants.TEXTURETYPE_UNSIGNED_BYTE:
  3304. return this._gl.UNSIGNED_BYTE;
  3305. case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  3306. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  3307. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  3308. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  3309. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  3310. return this._gl.UNSIGNED_SHORT_5_6_5;
  3311. }
  3312. return this._gl.UNSIGNED_BYTE;
  3313. }
  3314. switch (type) {
  3315. case Constants.TEXTURETYPE_BYTE:
  3316. return this._gl.BYTE;
  3317. case Constants.TEXTURETYPE_UNSIGNED_BYTE:
  3318. return this._gl.UNSIGNED_BYTE;
  3319. case Constants.TEXTURETYPE_SHORT:
  3320. return this._gl.SHORT;
  3321. case Constants.TEXTURETYPE_UNSIGNED_SHORT:
  3322. return this._gl.UNSIGNED_SHORT;
  3323. case Constants.TEXTURETYPE_INT:
  3324. return this._gl.INT;
  3325. case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  3326. return this._gl.UNSIGNED_INT;
  3327. case Constants.TEXTURETYPE_FLOAT:
  3328. return this._gl.FLOAT;
  3329. case Constants.TEXTURETYPE_HALF_FLOAT:
  3330. return this._gl.HALF_FLOAT;
  3331. case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  3332. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  3333. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  3334. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  3335. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  3336. return this._gl.UNSIGNED_SHORT_5_6_5;
  3337. case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  3338. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  3339. case Constants.TEXTURETYPE_UNSIGNED_INT_24_8:
  3340. return this._gl.UNSIGNED_INT_24_8;
  3341. case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  3342. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  3343. case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  3344. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  3345. case Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  3346. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  3347. }
  3348. return this._gl.UNSIGNED_BYTE;
  3349. }
  3350. /** @hidden */
  3351. public _getInternalFormat(format: number): number {
  3352. var internalFormat = this._gl.RGBA;
  3353. switch (format) {
  3354. case Constants.TEXTUREFORMAT_ALPHA:
  3355. internalFormat = this._gl.ALPHA;
  3356. break;
  3357. case Constants.TEXTUREFORMAT_LUMINANCE:
  3358. internalFormat = this._gl.LUMINANCE;
  3359. break;
  3360. case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
  3361. internalFormat = this._gl.LUMINANCE_ALPHA;
  3362. break;
  3363. case Constants.TEXTUREFORMAT_RED:
  3364. internalFormat = this._gl.RED;
  3365. break;
  3366. case Constants.TEXTUREFORMAT_RG:
  3367. internalFormat = this._gl.RG;
  3368. break;
  3369. case Constants.TEXTUREFORMAT_RGB:
  3370. internalFormat = this._gl.RGB;
  3371. break;
  3372. case Constants.TEXTUREFORMAT_RGBA:
  3373. internalFormat = this._gl.RGBA;
  3374. break;
  3375. }
  3376. if (this._webGLVersion > 1) {
  3377. switch (format) {
  3378. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3379. internalFormat = this._gl.RED_INTEGER;
  3380. break;
  3381. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3382. internalFormat = this._gl.RG_INTEGER;
  3383. break;
  3384. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3385. internalFormat = this._gl.RGB_INTEGER;
  3386. break;
  3387. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3388. internalFormat = this._gl.RGBA_INTEGER;
  3389. break;
  3390. }
  3391. }
  3392. return internalFormat;
  3393. }
  3394. /** @hidden */
  3395. public _getRGBABufferInternalSizedFormat(type: number, format?: number): number {
  3396. if (this._webGLVersion === 1) {
  3397. if (format !== undefined) {
  3398. switch (format) {
  3399. case Constants.TEXTUREFORMAT_ALPHA:
  3400. return this._gl.ALPHA;
  3401. case Constants.TEXTUREFORMAT_LUMINANCE:
  3402. return this._gl.LUMINANCE;
  3403. case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
  3404. return this._gl.LUMINANCE_ALPHA;
  3405. case Constants.TEXTUREFORMAT_RGB:
  3406. return this._gl.RGB;
  3407. }
  3408. }
  3409. return this._gl.RGBA;
  3410. }
  3411. switch (type) {
  3412. case Constants.TEXTURETYPE_BYTE:
  3413. switch (format) {
  3414. case Constants.TEXTUREFORMAT_RED:
  3415. return this._gl.R8_SNORM;
  3416. case Constants.TEXTUREFORMAT_RG:
  3417. return this._gl.RG8_SNORM;
  3418. case Constants.TEXTUREFORMAT_RGB:
  3419. return this._gl.RGB8_SNORM;
  3420. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3421. return this._gl.R8I;
  3422. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3423. return this._gl.RG8I;
  3424. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3425. return this._gl.RGB8I;
  3426. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3427. return this._gl.RGBA8I;
  3428. default:
  3429. return this._gl.RGBA8_SNORM;
  3430. }
  3431. case Constants.TEXTURETYPE_UNSIGNED_BYTE:
  3432. switch (format) {
  3433. case Constants.TEXTUREFORMAT_RED:
  3434. return this._gl.R8;
  3435. case Constants.TEXTUREFORMAT_RG:
  3436. return this._gl.RG8;
  3437. case Constants.TEXTUREFORMAT_RGB:
  3438. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  3439. case Constants.TEXTUREFORMAT_RGBA:
  3440. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  3441. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3442. return this._gl.R8UI;
  3443. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3444. return this._gl.RG8UI;
  3445. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3446. return this._gl.RGB8UI;
  3447. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3448. return this._gl.RGBA8UI;
  3449. case Constants.TEXTUREFORMAT_ALPHA:
  3450. return this._gl.ALPHA;
  3451. case Constants.TEXTUREFORMAT_LUMINANCE:
  3452. return this._gl.LUMINANCE;
  3453. case Constants.TEXTUREFORMAT_LUMINANCE_ALPHA:
  3454. return this._gl.LUMINANCE_ALPHA;
  3455. default:
  3456. return this._gl.RGBA8;
  3457. }
  3458. case Constants.TEXTURETYPE_SHORT:
  3459. switch (format) {
  3460. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3461. return this._gl.R16I;
  3462. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3463. return this._gl.RG16I;
  3464. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3465. return this._gl.RGB16I;
  3466. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3467. return this._gl.RGBA16I;
  3468. default:
  3469. return this._gl.RGBA16I;
  3470. }
  3471. case Constants.TEXTURETYPE_UNSIGNED_SHORT:
  3472. switch (format) {
  3473. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3474. return this._gl.R16UI;
  3475. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3476. return this._gl.RG16UI;
  3477. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3478. return this._gl.RGB16UI;
  3479. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3480. return this._gl.RGBA16UI;
  3481. default:
  3482. return this._gl.RGBA16UI;
  3483. }
  3484. case Constants.TEXTURETYPE_INT:
  3485. switch (format) {
  3486. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3487. return this._gl.R32I;
  3488. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3489. return this._gl.RG32I;
  3490. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3491. return this._gl.RGB32I;
  3492. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3493. return this._gl.RGBA32I;
  3494. default:
  3495. return this._gl.RGBA32I;
  3496. }
  3497. case Constants.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  3498. switch (format) {
  3499. case Constants.TEXTUREFORMAT_RED_INTEGER:
  3500. return this._gl.R32UI;
  3501. case Constants.TEXTUREFORMAT_RG_INTEGER:
  3502. return this._gl.RG32UI;
  3503. case Constants.TEXTUREFORMAT_RGB_INTEGER:
  3504. return this._gl.RGB32UI;
  3505. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3506. return this._gl.RGBA32UI;
  3507. default:
  3508. return this._gl.RGBA32UI;
  3509. }
  3510. case Constants.TEXTURETYPE_FLOAT:
  3511. switch (format) {
  3512. case Constants.TEXTUREFORMAT_RED:
  3513. return this._gl.R32F; // By default. Other possibility is R16F.
  3514. case Constants.TEXTUREFORMAT_RG:
  3515. return this._gl.RG32F; // By default. Other possibility is RG16F.
  3516. case Constants.TEXTUREFORMAT_RGB:
  3517. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  3518. case Constants.TEXTUREFORMAT_RGBA:
  3519. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  3520. default:
  3521. return this._gl.RGBA32F;
  3522. }
  3523. case Constants.TEXTURETYPE_HALF_FLOAT:
  3524. switch (format) {
  3525. case Constants.TEXTUREFORMAT_RED:
  3526. return this._gl.R16F;
  3527. case Constants.TEXTUREFORMAT_RG:
  3528. return this._gl.RG16F;
  3529. case Constants.TEXTUREFORMAT_RGB:
  3530. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  3531. case Constants.TEXTUREFORMAT_RGBA:
  3532. return this._gl.RGBA16F;
  3533. default:
  3534. return this._gl.RGBA16F;
  3535. }
  3536. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  3537. return this._gl.RGB565;
  3538. case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  3539. return this._gl.R11F_G11F_B10F;
  3540. case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  3541. return this._gl.RGB9_E5;
  3542. case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  3543. return this._gl.RGBA4;
  3544. case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  3545. return this._gl.RGB5_A1;
  3546. case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  3547. switch (format) {
  3548. case Constants.TEXTUREFORMAT_RGBA:
  3549. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  3550. case Constants.TEXTUREFORMAT_RGBA_INTEGER:
  3551. return this._gl.RGB10_A2UI;
  3552. default:
  3553. return this._gl.RGB10_A2;
  3554. }
  3555. }
  3556. return this._gl.RGBA8;
  3557. }
  3558. /** @hidden */
  3559. public _getRGBAMultiSampleBufferFormat(type: number): number {
  3560. if (type === Constants.TEXTURETYPE_FLOAT) {
  3561. return this._gl.RGBA32F;
  3562. }
  3563. else if (type === Constants.TEXTURETYPE_HALF_FLOAT) {
  3564. return this._gl.RGBA16F;
  3565. }
  3566. return this._gl.RGBA8;
  3567. }
  3568. /** @hidden */
  3569. public _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void,
  3570. offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest {
  3571. let request = ThinEngine._FileToolsLoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  3572. this._activeRequests.push(request);
  3573. request.onCompleteObservable.add((request) => {
  3574. this._activeRequests.splice(this._activeRequests.indexOf(request), 1);
  3575. });
  3576. return request;
  3577. }
  3578. /**
  3579. * Loads a file from a url
  3580. * @param url url to load
  3581. * @param onSuccess callback called when the file successfully loads
  3582. * @param onProgress callback called while file is loading (if the server supports this mode)
  3583. * @param offlineProvider defines the offline provider for caching
  3584. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  3585. * @param onError callback called when the file fails to load
  3586. * @returns a file request object
  3587. * @hidden
  3588. */
  3589. public static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest {
  3590. throw _DevTools.WarnImport("FileTools");
  3591. }
  3592. /**
  3593. * Reads pixels from the current frame buffer. Please note that this function can be slow
  3594. * @param x defines the x coordinate of the rectangle where pixels must be read
  3595. * @param y defines the y coordinate of the rectangle where pixels must be read
  3596. * @param width defines the width of the rectangle where pixels must be read
  3597. * @param height defines the height of the rectangle where pixels must be read
  3598. * @param hasAlpha defines whether the output should have alpha or not (defaults to true)
  3599. * @returns a Uint8Array containing RGBA colors
  3600. */
  3601. public readPixels(x: number, y: number, width: number, height: number, hasAlpha = true): Uint8Array {
  3602. const numChannels = hasAlpha ? 4 : 3;
  3603. const format = hasAlpha ? this._gl.RGBA : this._gl.RGB;
  3604. const data = new Uint8Array(height * width * numChannels);
  3605. this._gl.readPixels(x, y, width, height, format, this._gl.UNSIGNED_BYTE, data);
  3606. return data;
  3607. }
  3608. // Statics
  3609. private static _isSupported: Nullable<boolean> = null;
  3610. /**
  3611. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  3612. * @returns true if the engine can be created
  3613. * @ignorenaming
  3614. */
  3615. public static isSupported(): boolean {
  3616. if (this._isSupported === null) {
  3617. try {
  3618. var tempcanvas = CanvasGenerator.CreateCanvas(1, 1);
  3619. var gl = tempcanvas.getContext("webgl") || (tempcanvas as any).getContext("experimental-webgl");
  3620. this._isSupported = gl != null && !!window.WebGLRenderingContext;
  3621. } catch (e) {
  3622. this._isSupported = false;
  3623. }
  3624. }
  3625. return this._isSupported;
  3626. }
  3627. /**
  3628. * Find the next highest power of two.
  3629. * @param x Number to start search from.
  3630. * @return Next highest power of two.
  3631. */
  3632. public static CeilingPOT(x: number): number {
  3633. x--;
  3634. x |= x >> 1;
  3635. x |= x >> 2;
  3636. x |= x >> 4;
  3637. x |= x >> 8;
  3638. x |= x >> 16;
  3639. x++;
  3640. return x;
  3641. }
  3642. /**
  3643. * Find the next lowest power of two.
  3644. * @param x Number to start search from.
  3645. * @return Next lowest power of two.
  3646. */
  3647. public static FloorPOT(x: number): number {
  3648. x = x | (x >> 1);
  3649. x = x | (x >> 2);
  3650. x = x | (x >> 4);
  3651. x = x | (x >> 8);
  3652. x = x | (x >> 16);
  3653. return x - (x >> 1);
  3654. }
  3655. /**
  3656. * Find the nearest power of two.
  3657. * @param x Number to start search from.
  3658. * @return Next nearest power of two.
  3659. */
  3660. public static NearestPOT(x: number): number {
  3661. var c = ThinEngine.CeilingPOT(x);
  3662. var f = ThinEngine.FloorPOT(x);
  3663. return (c - x) > (x - f) ? f : c;
  3664. }
  3665. /**
  3666. * Get the closest exponent of two
  3667. * @param value defines the value to approximate
  3668. * @param max defines the maximum value to return
  3669. * @param mode defines how to define the closest value
  3670. * @returns closest exponent of two of the given value
  3671. */
  3672. public static GetExponentOfTwo(value: number, max: number, mode = Constants.SCALEMODE_NEAREST): number {
  3673. let pot;
  3674. switch (mode) {
  3675. case Constants.SCALEMODE_FLOOR:
  3676. pot = ThinEngine.FloorPOT(value);
  3677. break;
  3678. case Constants.SCALEMODE_NEAREST:
  3679. pot = ThinEngine.NearestPOT(value);
  3680. break;
  3681. case Constants.SCALEMODE_CEILING:
  3682. default:
  3683. pot = ThinEngine.CeilingPOT(value);
  3684. break;
  3685. }
  3686. return Math.min(pot, max);
  3687. }
  3688. /**
  3689. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  3690. * @param func - the function to be called
  3691. * @param requester - the object that will request the next frame. Falls back to window.
  3692. * @returns frame number
  3693. */
  3694. public static QueueNewFrame(func: () => void, requester?: any): number {
  3695. if (!DomManagement.IsWindowObjectExist()) {
  3696. if (typeof requestAnimationFrame !== "undefined") {
  3697. return requestAnimationFrame(func);
  3698. }
  3699. return setTimeout(func, 16);
  3700. }
  3701. if (!requester) {
  3702. requester = window;
  3703. }
  3704. if (requester.requestPostAnimationFrame) {
  3705. return requester.requestPostAnimationFrame(func);
  3706. }
  3707. else if (requester.requestAnimationFrame) {
  3708. return requester.requestAnimationFrame(func);
  3709. }
  3710. else if (requester.msRequestAnimationFrame) {
  3711. return requester.msRequestAnimationFrame(func);
  3712. }
  3713. else if (requester.webkitRequestAnimationFrame) {
  3714. return requester.webkitRequestAnimationFrame(func);
  3715. }
  3716. else if (requester.mozRequestAnimationFrame) {
  3717. return requester.mozRequestAnimationFrame(func);
  3718. }
  3719. else if (requester.oRequestAnimationFrame) {
  3720. return requester.oRequestAnimationFrame(func);
  3721. }
  3722. else {
  3723. return window.setTimeout(func, 16);
  3724. }
  3725. }
  3726. /**
  3727. * Gets host document
  3728. * @returns the host document object
  3729. */
  3730. public getHostDocument(): Nullable<Document> {
  3731. if (this._renderingCanvas && this._renderingCanvas.ownerDocument) {
  3732. return this._renderingCanvas.ownerDocument;
  3733. }
  3734. return document;
  3735. }
  3736. }