@babylonjs/core 5.0.0-alpha.60 → 5.0.0-alpha.61
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +20 -0
- package/Animations/animation.js +57 -8
- package/Animations/animation.js.map +1 -1
- package/Animations/animationKey.d.ts +4 -0
- package/Animations/animationKey.js +4 -0
- package/Animations/animationKey.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +130 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +134 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -0
- package/BakedVertexAnimation/index.d.ts +2 -0
- package/BakedVertexAnimation/index.js +3 -0
- package/BakedVertexAnimation/index.js.map +1 -0
- package/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js +155 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -0
- package/Behaviors/Cameras/framingBehavior.d.ts +5 -0
- package/Behaviors/Cameras/framingBehavior.js +8 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/bone.d.ts +3 -1
- package/Bones/bone.js +4 -1
- package/Bones/bone.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +4 -6
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +4 -4
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/camera.js +7 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/boundingBox.d.ts +4 -0
- package/Culling/boundingBox.js +8 -0
- package/Culling/boundingBox.js.map +1 -1
- package/Debug/physicsViewer.js +1 -1
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +2 -2
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.d.ts +6 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +16 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.js.map +1 -1
- package/DeviceInput/Implementations/webDeviceInputSystem.js +1 -1
- package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
- package/DeviceInput/deviceInputSystem.js +6 -1
- package/DeviceInput/deviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +17 -6
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +19 -3
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +13 -0
- package/Engines/WebGPU/webgpuBundleList.js +27 -0
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +4 -0
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +6 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +6 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +27 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +107 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -2
- package/Engines/WebGPU/webgpuTextureHelper.js +41 -18
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +2 -0
- package/Engines/constants.js +2 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +12 -1
- package/Engines/engine.js +33 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +2 -0
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/index.d.ts +1 -0
- package/Engines/index.js +1 -0
- package/Engines/index.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +0 -11
- package/Engines/thinEngine.js +12 -40
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +6 -6
- package/Engines/webgpuEngine.js +26 -67
- package/Engines/webgpuEngine.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +3 -3
- package/Helpers/sceneHelpers.js +1 -2
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +12 -14
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +13 -1
- package/Layers/effectLayer.js +115 -65
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +2 -1
- package/Layers/highlightLayer.js +6 -3
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +14 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +4 -0
- package/Lights/Shadows/shadowGenerator.js +31 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +7 -1
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +17 -4
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -0
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +10 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +31 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
- package/Materials/Node/Blocks/Fragment/index.js +1 -0
- package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +41 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +130 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +15 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +4 -4
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.d.ts +39 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js +107 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +8 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +34 -2
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +2 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.js +11 -4
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +11 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +18 -3
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.d.ts +9 -0
- package/Materials/Textures/hdrCubeTexture.js +21 -5
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +2 -0
- package/Materials/Textures/mirrorTexture.js +13 -0
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +16 -1
- package/Materials/imageProcessingConfiguration.js +31 -0
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/materialHelper.d.ts +15 -1
- package/Materials/materialHelper.js +40 -3
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/pushMaterial.d.ts +2 -2
- package/Materials/pushMaterial.js +7 -3
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +6 -5
- package/Materials/shaderMaterial.js +58 -28
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +7 -7
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -0
- package/Materials/standardMaterial.js +11 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -2
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.color.d.ts +20 -0
- package/Maths/math.color.js +45 -2
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.vector.d.ts +2 -1
- package/Maths/math.vector.js +14 -3
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +1 -1
- package/Meshes/Builders/boxBuilder.js +1 -0
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.d.ts +17 -17
- package/Meshes/Builders/cylinderBuilder.js +1 -0
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.d.ts +1 -1
- package/Meshes/Builders/discBuilder.js +1 -0
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +8 -8
- package/Meshes/Builders/groundBuilder.js +2 -0
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/hemisphereBuilder.d.ts +4 -4
- package/Meshes/Builders/hemisphereBuilder.js +1 -0
- package/Meshes/Builders/hemisphereBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.d.ts +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +1 -0
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.d.ts +1 -1
- package/Meshes/Builders/planeBuilder.js +1 -0
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.d.ts +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +1 -0
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.d.ts +1 -1
- package/Meshes/Builders/sphereBuilder.js +1 -0
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.d.ts +8 -8
- package/Meshes/Builders/torusBuilder.js +1 -0
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.d.ts +11 -11
- package/Meshes/Builders/torusKnotBuilder.js +1 -0
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +22 -2
- package/Meshes/abstractMesh.js +55 -6
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +3 -0
- package/Meshes/geometry.js +13 -5
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/linesMesh.d.ts +0 -2
- package/Meshes/linesMesh.js +3 -35
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +4 -4
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +6 -5
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +8 -8
- package/Meshes/transformNode.js +25 -17
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/basis.d.ts +2 -2
- package/Misc/basis.js +19 -4
- package/Misc/basis.js.map +1 -1
- package/Misc/sceneSerializer.js +0 -3
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/tools.d.ts +2 -4
- package/Misc/tools.js +6 -10
- package/Misc/tools.js.map +1 -1
- package/Particles/particleSystem.js +19 -16
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +29 -5
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +10 -8
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +1 -0
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.d.ts +2 -0
- package/Probes/reflectionProbe.js +21 -0
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/boundingBoxRenderer.d.ts +3 -0
- package/Rendering/boundingBoxRenderer.js +49 -14
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +1 -1
- package/Rendering/depthRenderer.js +2 -2
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +3 -1
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +0 -2
- package/Rendering/geometryBufferRenderer.js +13 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
- package/Shaders/ShadersInclude/bakedVertexAnimation.js +7 -0
- package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
- package/Shaders/background.fragment.js +1 -1
- package/Shaders/background.fragment.js.map +1 -1
- package/Shaders/background.vertex.d.ts +2 -0
- package/Shaders/background.vertex.js +3 -1
- package/Shaders/background.vertex.js.map +1 -1
- package/Shaders/color.vertex.d.ts +2 -0
- package/Shaders/color.vertex.js +3 -1
- package/Shaders/color.vertex.js.map +1 -1
- package/Shaders/default.vertex.d.ts +2 -0
- package/Shaders/default.vertex.js +3 -1
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/depth.vertex.d.ts +2 -0
- package/Shaders/depth.vertex.js +3 -1
- package/Shaders/depth.vertex.js.map +1 -1
- package/Shaders/geometry.vertex.d.ts +2 -0
- package/Shaders/geometry.vertex.js +3 -1
- package/Shaders/geometry.vertex.js.map +1 -1
- package/Shaders/glowMapGeneration.vertex.d.ts +2 -0
- package/Shaders/glowMapGeneration.vertex.js +3 -1
- package/Shaders/glowMapGeneration.vertex.js.map +1 -1
- package/Shaders/outline.vertex.d.ts +2 -0
- package/Shaders/outline.vertex.js +3 -1
- package/Shaders/outline.vertex.js.map +1 -1
- package/Shaders/pbr.vertex.d.ts +2 -0
- package/Shaders/pbr.vertex.js +3 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Shaders/shadowMap.vertex.d.ts +2 -0
- package/Shaders/shadowMap.vertex.js +3 -1
- package/Shaders/shadowMap.vertex.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.d.ts +2 -0
- package/Shaders/volumetricLightScatteringPass.vertex.js +3 -1
- package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +7 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -0
- package/XR/features/WebXRNearInteraction.d.ts +1 -0
- package/XR/features/WebXRNearInteraction.js +2 -0
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/node.d.ts +30 -1
- package/node.js +12 -0
- package/node.js.map +1 -1
- package/package.json +43 -1
- package/scene.d.ts +10 -0
- package/scene.js +27 -0
- package/scene.js.map +1 -1
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{ Logger } from \"../Misc/logger\";\r\nimport { Nullable, FloatArray } from \"../types\";\r\nimport { IMatrixLike, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from \"../Maths/math.like\";\r\nimport { Effect } from \"./effect\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { DataBuffer } from '../Buffers/dataBuffer';\r\nimport { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Tools } from \"../Misc/tools\";\r\n\r\nimport \"../Engines/Extensions/engine.uniformBuffer\";\r\n\r\n/**\r\n * Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n */\r\nexport class UniformBuffer {\r\n /** @hidden */\r\n public static _updatedUbosInFrame: { [name: string]: number } = {};\r\n\r\n private _engine: ThinEngine;\r\n private _buffer: Nullable<DataBuffer>;\r\n private _buffers: Array<[DataBuffer, Float32Array | undefined]>;\r\n private _bufferIndex: number;\r\n private _createBufferOnWrite: boolean;\r\n private _data: number[];\r\n private _bufferData: Float32Array;\r\n private _dynamic?: boolean;\r\n private _uniformLocations: { [key: string]: number };\r\n private _uniformSizes: { [key: string]: number };\r\n private _uniformArraySizes: { [key: string]: { strideSize: number, arraySize: number } };\r\n private _uniformLocationPointer: number;\r\n private _needSync: boolean;\r\n private _noUBO: boolean;\r\n private _currentEffect: Effect;\r\n private _currentEffectName: string;\r\n private _name: string;\r\n private _currentFrameId: number;\r\n\r\n // Pool for avoiding memory leaks\r\n private static _MAX_UNIFORM_SIZE = 256;\r\n private static _tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);\r\n private static _tempBufferInt32View = new Uint32Array(UniformBuffer._tempBuffer.buffer);\r\n\r\n /**\r\n * Lambda to Update a 3x3 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix3x3: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a 2x2 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix2x2: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a single float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat: (name: string, x: number) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update an array of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloatArray: (name: string, array: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateArray: (name: string, array: number[]) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateIntArray: (name: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a 4x4 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix: (name: string, mat: IMatrixLike) => void;\r\n\r\n /**\r\n * Lambda to Update an array of 4x4 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrices: (name: string, mat: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector3: (name: string, vector: IVector3Like) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector4: (name: string, vector: IVector4Like) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor3: (name: string, color: IColor3Like, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor4: (name: string, color: IColor3Like, alpha: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateDirectColor4: (name: string, color: IColor4Like, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a int a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt: (name: string, x: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Instantiates a new Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n * @param engine Define the engine the buffer is associated with\r\n * @param data Define the data contained in the buffer\r\n * @param dynamic Define if the buffer is updatable\r\n * @param name to assign to the buffer (debugging purpose)\r\n */\r\n constructor(engine: ThinEngine, data?: number[], dynamic?: boolean, name?: string) {\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers;\r\n this._dynamic = dynamic;\r\n this._name = name ?? \"no-name\";\r\n\r\n this._data = data || [];\r\n\r\n this._uniformLocations = {};\r\n this._uniformSizes = {};\r\n this._uniformArraySizes = {};\r\n this._uniformLocationPointer = 0;\r\n this._needSync = false;\r\n\r\n if (this._engine._features.trackUbosInFrame) {\r\n this._buffers = [];\r\n this._bufferIndex = -1;\r\n this._createBufferOnWrite = false;\r\n this._currentFrameId = 0;\r\n }\r\n\r\n if (this._noUBO) {\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;\r\n this.updateFloat = this._updateFloatForEffect;\r\n this.updateFloat2 = this._updateFloat2ForEffect;\r\n this.updateFloat3 = this._updateFloat3ForEffect;\r\n this.updateFloat4 = this._updateFloat4ForEffect;\r\n this.updateFloatArray = this._updateFloatArrayForEffect;\r\n this.updateArray = this._updateArrayForEffect;\r\n this.updateIntArray = this._updateIntArrayForEffect;\r\n this.updateMatrix = this._updateMatrixForEffect;\r\n this.updateMatrices = this._updateMatricesForEffect;\r\n this.updateVector3 = this._updateVector3ForEffect;\r\n this.updateVector4 = this._updateVector4ForEffect;\r\n this.updateColor3 = this._updateColor3ForEffect;\r\n this.updateColor4 = this._updateColor4ForEffect;\r\n this.updateDirectColor4 = this._updateDirectColor4ForEffect;\r\n this.updateInt = this._updateIntForEffect;\r\n this.updateInt2 = this._updateInt2ForEffect;\r\n this.updateInt3 = this._updateInt3ForEffect;\r\n this.updateInt4 = this._updateInt4ForEffect;\r\n } else {\r\n this._engine._uniformBuffers.push(this);\r\n\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;\r\n this.updateFloat = this._updateFloatForUniform;\r\n this.updateFloat2 = this._updateFloat2ForUniform;\r\n this.updateFloat3 = this._updateFloat3ForUniform;\r\n this.updateFloat4 = this._updateFloat4ForUniform;\r\n this.updateFloatArray = this._updateFloatArrayForUniform;\r\n this.updateArray = this._updateArrayForUniform;\r\n this.updateIntArray = this._updateIntArrayForUniform;\r\n this.updateMatrix = this._updateMatrixForUniform;\r\n this.updateMatrices = this._updateMatricesForUniform;\r\n this.updateVector3 = this._updateVector3ForUniform;\r\n this.updateVector4 = this._updateVector4ForUniform;\r\n this.updateColor3 = this._updateColor3ForUniform;\r\n this.updateColor4 = this._updateColor4ForUniform;\r\n this.updateDirectColor4 = this._updateDirectColor4ForUniform;\r\n this.updateInt = this._updateIntForUniform;\r\n this.updateInt2 = this._updateInt2ForUniform;\r\n this.updateInt3 = this._updateInt3ForUniform;\r\n this.updateInt4 = this._updateInt4ForUniform;\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Indicates if the buffer is using the WebGL2 UBO implementation,\r\n * or just falling back on setUniformXXX calls.\r\n */\r\n public get useUbo(): boolean {\r\n return !this._noUBO;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is in sync\r\n * with the javascript cache data.\r\n */\r\n public get isSync(): boolean {\r\n return !this._needSync;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is dynamic.\r\n * Also, a dynamic UniformBuffer will disable cache verification and always\r\n * update the underlying WebGL uniform buffer to the GPU.\r\n * @returns if Dynamic, otherwise false\r\n */\r\n public isDynamic(): boolean {\r\n return this._dynamic !== undefined;\r\n }\r\n\r\n /**\r\n * The data cache on JS side.\r\n * @returns the underlying data as a float array\r\n */\r\n public getData(): Float32Array {\r\n return this._bufferData;\r\n }\r\n\r\n /**\r\n * The underlying WebGL Uniform buffer.\r\n * @returns the webgl buffer\r\n */\r\n public getBuffer(): Nullable<DataBuffer> {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * std140 layout specifies how to align data within an UBO structure.\r\n * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159\r\n * for specs.\r\n */\r\n private _fillAlignment(size: number) {\r\n // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components\r\n // and 4x4 matrices\r\n // TODO : change if other types are used\r\n\r\n var alignment;\r\n if (size <= 2) {\r\n alignment = size;\r\n } else {\r\n alignment = 4;\r\n }\r\n\r\n if ((this._uniformLocationPointer % alignment) !== 0) {\r\n var oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n var diff = this._uniformLocationPointer - oldPointer;\r\n\r\n for (var i = 0; i < diff; i++) {\r\n this._data.push(0);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds an uniform in the buffer.\r\n * Warning : the subsequents calls of this function must be in the same order as declared in the shader\r\n * for the layout to be correct !\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param size Data size, or data directly.\r\n * @param arraySize The number of elements in the array, 0 if not an array.\r\n */\r\n public addUniform(name: string, size: number | number[], arraySize = 0) {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n if (this._uniformLocations[name] !== undefined) {\r\n // Already existing uniform\r\n return;\r\n }\r\n // This function must be called in the order of the shader layout !\r\n // size can be the size of the uniform, or data directly\r\n var data;\r\n\r\n // std140 FTW...\r\n if (arraySize > 0) {\r\n if (size instanceof Array) {\r\n throw \"addUniform should not be use with Array in UBO: \" + name;\r\n }\r\n\r\n this._fillAlignment(4);\r\n\r\n this._uniformArraySizes[name] = { strideSize: size, arraySize };\r\n if (size == 16) {\r\n size = size * arraySize;\r\n }\r\n else {\r\n const perElementPadding = 4 - size;\r\n const totalPadding = perElementPadding * arraySize;\r\n size = size * arraySize + totalPadding;\r\n }\r\n\r\n data = [];\r\n // Fill with zeros\r\n for (var i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n else {\r\n if (size instanceof Array) {\r\n data = size;\r\n size = data.length;\r\n } else {\r\n size = <number>size;\r\n data = [];\r\n\r\n // Fill with zeros\r\n for (var i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n this._fillAlignment(<number>size);\r\n }\r\n\r\n this._uniformSizes[name] = <number>size;\r\n this._uniformLocations[name] = this._uniformLocationPointer;\r\n this._uniformLocationPointer += <number>size;\r\n\r\n for (var i = 0; i < size; i++) {\r\n this._data.push(data[i]);\r\n }\r\n\r\n this._needSync = true;\r\n }\r\n\r\n /**\r\n * Adds a Matrix 4x4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param mat A 4x4 matrix.\r\n */\r\n public addMatrix(name: string, mat: IMatrixLike) {\r\n this.addUniform(name, Array.prototype.slice.call(mat.toArray()));\r\n }\r\n\r\n /**\r\n * Adds a vec2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec2\r\n * @param y Define the y component value of the vec2\r\n */\r\n public addFloat2(name: string, x: number, y: number) {\r\n var temp = [x, y];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec3\r\n * @param y Define the y component value of the vec3\r\n * @param z Define the z component value of the vec3\r\n */\r\n public addFloat3(name: string, x: number, y: number, z: number) {\r\n var temp = [x, y, z];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the vec3 from a Color\r\n */\r\n public addColor3(name: string, color: IColor3Like) {\r\n var temp = [color.r, color.g, color.b];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the rgb components from a Color\r\n * @param alpha Define the a component of the vec4\r\n */\r\n public addColor4(name: string, color: IColor3Like, alpha: number) {\r\n var temp = [color.r, color.g, color.b, alpha];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param vector Define the vec3 components from a Vector\r\n */\r\n public addVector3(name: string, vector: IVector3Like) {\r\n var temp = [vector.x, vector.y, vector.z];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 3x3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix3x3(name: string) {\r\n this.addUniform(name, 12);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 2x2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix2x2(name: string) {\r\n this.addUniform(name, 8);\r\n }\r\n\r\n /**\r\n * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.\r\n */\r\n public create(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._buffer) {\r\n return; // nothing to do\r\n }\r\n\r\n // See spec, alignment must be filled as a vec4\r\n this._fillAlignment(4);\r\n this._bufferData = new Float32Array(this._data);\r\n\r\n this._rebuild();\r\n\r\n this._needSync = true;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this._noUBO || !this._bufferData) {\r\n return;\r\n }\r\n\r\n if (this._dynamic) {\r\n this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);\r\n } else {\r\n this._buffer = this._engine.createUniformBuffer(this._bufferData);\r\n }\r\n\r\n if (this._engine._features.trackUbosInFrame) {\r\n this._buffers.push([this._buffer, this._engine._features.checkUbosContentBeforeUpload ? this._bufferData.slice() : undefined]);\r\n this._bufferIndex = this._buffers.length - 1;\r\n this._createBufferOnWrite = false;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public get _numBuffers(): number {\r\n return this._buffers.length;\r\n }\r\n\r\n /** @hidden */\r\n public get _indexBuffer(): number {\r\n return this._bufferIndex;\r\n }\r\n\r\n /** Gets the name of this buffer */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n private _buffersEqual(buf1: Float32Array, buf2: Float32Array): boolean {\r\n for (let i = 0; i < buf1.length; ++i) {\r\n if (buf1[i] !== buf2[i]) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n private _copyBuffer(src: Float32Array, dst: Float32Array): void {\r\n for (let i = 0; i < src.length; ++i) {\r\n dst[i] = src[i];\r\n }\r\n }\r\n\r\n /**\r\n * Updates the WebGL Uniform Buffer on the GPU.\r\n * If the `dynamic` flag is set to true, no cache comparison is done.\r\n * Otherwise, the buffer will be updated only if the cache differs.\r\n */\r\n public update(): void {\r\n this.bindUniformBuffer();\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n return;\r\n }\r\n\r\n if (!this._dynamic && !this._needSync) {\r\n this._createBufferOnWrite = this._engine._features.trackUbosInFrame;\r\n return;\r\n }\r\n\r\n if (this._buffers?.[this._bufferIndex][1]) {\r\n if (this._buffersEqual(this._bufferData, this._buffers[this._bufferIndex][1]!)) {\r\n this._needSync = false;\r\n this._createBufferOnWrite = this._engine._features.trackUbosInFrame;\r\n return;\r\n } else {\r\n this._copyBuffer(this._bufferData, this._buffers[this._bufferIndex][1]!);\r\n }\r\n }\r\n\r\n this._engine.updateUniformBuffer(this._buffer, this._bufferData);\r\n\r\n if (this._engine._features._collectUbosUpdatedInFrame) {\r\n if (!UniformBuffer._updatedUbosInFrame[this._name]) {\r\n UniformBuffer._updatedUbosInFrame[this._name] = 0;\r\n }\r\n UniformBuffer._updatedUbosInFrame[this._name]++;\r\n }\r\n\r\n this._needSync = false;\r\n this._createBufferOnWrite = this._engine._features.trackUbosInFrame;\r\n }\r\n\r\n private _createNewBuffer() {\r\n if (this._bufferIndex + 1 < this._buffers.length) {\r\n this._bufferIndex++;\r\n this._buffer = this._buffers[this._bufferIndex][0];\r\n this._createBufferOnWrite = false;\r\n this._needSync = true;\r\n } else {\r\n this._rebuild();\r\n }\r\n }\r\n\r\n private _checkNewFrame(): void {\r\n if (this._engine._features.trackUbosInFrame && this._currentFrameId !== this._engine.frameId) {\r\n this._currentFrameId = this._engine.frameId;\r\n this._createBufferOnWrite = false;\r\n if (this._buffers && this._buffers.length > 0) {\r\n this._needSync = this._bufferIndex !== 0;\r\n this._bufferIndex = 0;\r\n this._buffer = this._buffers[this._bufferIndex][0];\r\n } else {\r\n this._bufferIndex = -1;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n public updateUniform(uniformName: string, data: FloatArray, size: number) {\r\n this._checkNewFrame();\r\n\r\n var location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n if (this._buffer) {\r\n // Cannot add an uniform if the buffer is already created\r\n Logger.Error(\"Cannot add an uniform after UBO has been created.\");\r\n return;\r\n }\r\n this.addUniform(uniformName, size);\r\n location = this._uniformLocations[uniformName];\r\n }\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n var changed = false;\r\n\r\n for (var i = 0; i < size; i++) {\r\n // We are checking the matrix cache before calling updateUniform so we do not need to check it here\r\n // Hence the test for size === 16 to simply commit the matrix values\r\n if ((size === 16 && !this._engine._features.uniformBufferHardCheckMatrix) || this._bufferData[location + i] !== Tools.FloatRound(data[i])) {\r\n changed = true;\r\n if (this._createBufferOnWrite) {\r\n this._createNewBuffer();\r\n }\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n\r\n this._needSync = this._needSync || changed;\r\n } else {\r\n // No cache for dynamic\r\n for (var i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n public updateUniformArray(uniformName: string, data: FloatArray, size: number) {\r\n this._checkNewFrame();\r\n\r\n var location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n Logger.Error(\"Cannot add an uniform Array dynamically. Please, add it using addUniform.\");\r\n return;\r\n }\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n\r\n const arraySizes = this._uniformArraySizes[uniformName];\r\n\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n var changed = false;\r\n let countToFour = 0;\r\n let baseStride = 0;\r\n for (var i = 0; i < size; i++) {\r\n if (this._bufferData[location + baseStride * 4 + countToFour] !== Tools.FloatRound(data[i])) {\r\n changed = true;\r\n if (this._createBufferOnWrite) {\r\n this._createNewBuffer();\r\n }\r\n this._bufferData[location + baseStride * 4 + countToFour] = data[i];\r\n }\r\n countToFour++;\r\n if (countToFour === arraySizes.strideSize) {\r\n for (; countToFour < 4; countToFour++) {\r\n this._bufferData[location + baseStride * 4 + countToFour] = 0;\r\n }\r\n countToFour = 0;\r\n baseStride++;\r\n }\r\n }\r\n\r\n this._needSync = this._needSync || changed;\r\n } else {\r\n // No cache for dynamic\r\n for (var i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n }\r\n\r\n // Matrix cache\r\n private _valueCache: { [key: string]: number } = {};\r\n private _cacheMatrix(name: string, matrix: IMatrixLike): boolean {\r\n this._checkNewFrame();\r\n\r\n const cache = this._valueCache[name];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[name] = flag;\r\n return true;\r\n }\r\n\r\n // Update methods\r\n\r\n private _updateMatrix3x3ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 3; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 12);\r\n }\r\n\r\n private _updateMatrix3x3ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix3x3(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix2x2(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 2; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 8);\r\n }\r\n\r\n private _updateFloatForEffect(name: string, x: number) {\r\n this._currentEffect.setFloat(name, x);\r\n }\r\n\r\n private _updateFloatForUniform(name: string, x: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 1);\r\n }\r\n\r\n private _updateFloat2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setFloat2(name + suffix, x, y);\r\n }\r\n\r\n private _updateFloat2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 2);\r\n }\r\n\r\n private _updateFloat3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setFloat3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateFloat3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n\r\n }\r\n\r\n private _updateFloat4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setFloat4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateFloat4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n UniformBuffer._tempBuffer[3] = w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateFloatArrayForEffect(name: string, array: Float32Array) {\r\n this._currentEffect.setFloatArray(name, array);\r\n }\r\n\r\n private _updateFloatArrayForUniform(name: string, array: Float32Array) {\r\n this.updateUniformArray(name, array, array.length);\r\n }\r\n\r\n private _updateArrayForEffect(name: string, array: number[]) {\r\n this._currentEffect.setArray(name, array);\r\n }\r\n\r\n private _updateArrayForUniform(name: string, array: number[]) {\r\n this.updateUniformArray(name, array, array.length);\r\n }\r\n\r\n private _updateIntArrayForEffect(name: string, array: Int32Array) {\r\n this._currentEffect.setIntArray(name, array);\r\n }\r\n\r\n private _updateIntArrayForUniform(name: string, array: Int32Array) {\r\n UniformBuffer._tempBufferInt32View.set(array);\r\n this.updateUniformArray(name, UniformBuffer._tempBuffer, array.length);\r\n }\r\n\r\n private _updateMatrixForEffect(name: string, mat: IMatrixLike) {\r\n this._currentEffect.setMatrix(name, mat);\r\n }\r\n\r\n private _updateMatrixForUniform(name: string, mat: IMatrixLike) {\r\n if (this._cacheMatrix(name, mat)) {\r\n this.updateUniform(name, <any>mat.toArray(), 16);\r\n }\r\n }\r\n\r\n private _updateMatricesForEffect(name: string, mat: Float32Array) {\r\n this._currentEffect.setMatrices(name, mat);\r\n }\r\n\r\n private _updateMatricesForUniform(name: string, mat: Float32Array) {\r\n this.updateUniform(name, mat, mat.length);\r\n }\r\n\r\n private _updateVector3ForEffect(name: string, vector: IVector3Like) {\r\n this._currentEffect.setVector3(name, vector);\r\n }\r\n\r\n private _updateVector3ForUniform(name: string, vector: IVector3Like) {\r\n UniformBuffer._tempBuffer[0] = vector.x;\r\n UniformBuffer._tempBuffer[1] = vector.y;\r\n UniformBuffer._tempBuffer[2] = vector.z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n }\r\n\r\n private _updateVector4ForEffect(name: string, vector: IVector4Like) {\r\n this._currentEffect.setVector4(name, vector);\r\n }\r\n\r\n private _updateVector4ForUniform(name: string, vector: IVector4Like) {\r\n UniformBuffer._tempBuffer[0] = vector.x;\r\n UniformBuffer._tempBuffer[1] = vector.y;\r\n UniformBuffer._tempBuffer[2] = vector.z;\r\n UniformBuffer._tempBuffer[3] = vector.w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateColor3ForEffect(name: string, color: IColor3Like, suffix = \"\") {\r\n this._currentEffect.setColor3(name + suffix, color);\r\n }\r\n\r\n private _updateColor3ForUniform(name: string, color: IColor3Like) {\r\n UniformBuffer._tempBuffer[0] = color.r;\r\n UniformBuffer._tempBuffer[1] = color.g;\r\n UniformBuffer._tempBuffer[2] = color.b;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n }\r\n\r\n private _updateColor4ForEffect(name: string, color: IColor3Like, alpha: number, suffix = \"\") {\r\n this._currentEffect.setColor4(name + suffix, color, alpha);\r\n }\r\n\r\n private _updateDirectColor4ForEffect(name: string, color: IColor4Like, suffix = \"\") {\r\n this._currentEffect.setDirectColor4(name + suffix, color);\r\n }\r\n\r\n private _updateColor4ForUniform(name: string, color: IColor3Like, alpha: number) {\r\n UniformBuffer._tempBuffer[0] = color.r;\r\n UniformBuffer._tempBuffer[1] = color.g;\r\n UniformBuffer._tempBuffer[2] = color.b;\r\n UniformBuffer._tempBuffer[3] = alpha;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateDirectColor4ForUniform(name: string, color: IColor4Like) {\r\n UniformBuffer._tempBuffer[0] = color.r;\r\n UniformBuffer._tempBuffer[1] = color.g;\r\n UniformBuffer._tempBuffer[2] = color.b;\r\n UniformBuffer._tempBuffer[3] = color.a;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateIntForEffect(name: string, x: number, suffix = \"\") {\r\n this._currentEffect.setInt(name + suffix, x);\r\n }\r\n\r\n private _updateIntForUniform(name: string, x: number) {\r\n UniformBuffer._tempBufferInt32View[0] = x;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 1);\r\n }\r\n\r\n private _updateInt2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setInt2(name + suffix, x, y);\r\n }\r\n\r\n private _updateInt2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._tempBufferInt32View[0] = x;\r\n UniformBuffer._tempBufferInt32View[1] = y;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 2);\r\n }\r\n\r\n private _updateInt3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setInt3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateInt3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._tempBufferInt32View[0] = x;\r\n UniformBuffer._tempBufferInt32View[1] = y;\r\n UniformBuffer._tempBufferInt32View[2] = z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n }\r\n\r\n private _updateInt4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setInt4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateInt4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._tempBufferInt32View[0] = x;\r\n UniformBuffer._tempBufferInt32View[1] = y;\r\n UniformBuffer._tempBufferInt32View[2] = z;\r\n UniformBuffer._tempBufferInt32View[3] = w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the texture to set in the sampler\r\n */\r\n public setTexture(name: string, texture: Nullable<ThinTexture>) {\r\n this._currentEffect.setTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Directly updates the value of the uniform in the cache AND on the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n */\r\n public updateUniformDirectly(uniformName: string, data: FloatArray) {\r\n this.updateUniform(uniformName, data, data.length);\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * Associates an effect to this uniform buffer\r\n * @param effect Define the effect to associate the buffer to\r\n * @param name Name of the uniform block in the shader.\r\n */\r\n public bindToEffect(effect: Effect, name: string): void {\r\n this._currentEffect = effect;\r\n this._currentEffectName = name;\r\n }\r\n\r\n /**\r\n * Binds the current (GPU) buffer to the effect\r\n */\r\n public bindUniformBuffer(): void {\r\n if (!this._noUBO && this._buffer && this._currentEffect) {\r\n this._currentEffect.bindUniformBuffer(this._buffer, this._currentEffectName);\r\n }\r\n }\r\n\r\n /**\r\n * Dissociates the current effect from this uniform buffer\r\n */\r\n public unbindEffect(): void {\r\n this._currentEffect = undefined as any;\r\n this._currentEffectName = undefined as any;\r\n }\r\n\r\n /**\r\n * Disposes the uniform buffer.\r\n */\r\n public dispose(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n const uniformBuffers = this._engine._uniformBuffers;\r\n let index = uniformBuffers.indexOf(this);\r\n\r\n if (index !== -1) {\r\n uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];\r\n uniformBuffers.pop();\r\n }\r\n\r\n if (this._engine._features.trackUbosInFrame && this._buffers) {\r\n for (let i = 0; i < this._buffers.length; ++i) {\r\n const buffer = this._buffers[i][0];\r\n this._engine._releaseBuffer(buffer!);\r\n }\r\n } else if (this._buffer && this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n }\r\n}\r\n"]}
|
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1
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+
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{ Logger } from \"../Misc/logger\";\r\nimport { Nullable, FloatArray } from \"../types\";\r\nimport { IMatrixLike, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from \"../Maths/math.like\";\r\nimport { Effect } from \"./effect\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { DataBuffer } from '../Buffers/dataBuffer';\r\nimport { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Tools } from \"../Misc/tools\";\r\n\r\nimport \"../Engines/Extensions/engine.uniformBuffer\";\r\n\r\n/**\r\n * Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n */\r\nexport class UniformBuffer {\r\n /** @hidden */\r\n public static _updatedUbosInFrame: { [name: string]: number } = {};\r\n\r\n private _engine: ThinEngine;\r\n private _buffer: Nullable<DataBuffer>;\r\n private _buffers: Array<[DataBuffer, Float32Array | undefined]>;\r\n private _bufferIndex: number;\r\n private _createBufferOnWrite: boolean;\r\n private _data: number[];\r\n private _bufferData: Float32Array;\r\n private _dynamic?: boolean;\r\n private _uniformLocations: { [key: string]: number };\r\n private _uniformSizes: { [key: string]: number };\r\n private _uniformArraySizes: { [key: string]: { strideSize: number, arraySize: number } };\r\n private _uniformLocationPointer: number;\r\n private _needSync: boolean;\r\n private _noUBO: boolean;\r\n private _currentEffect: Effect;\r\n private _currentEffectName: string;\r\n private _name: string;\r\n private _currentFrameId: number;\r\n\r\n // Pool for avoiding memory leaks\r\n private static _MAX_UNIFORM_SIZE = 256;\r\n private static _tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);\r\n private static _tempBufferInt32View = new Uint32Array(UniformBuffer._tempBuffer.buffer);\r\n\r\n /**\r\n * Lambda to Update a 3x3 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix3x3: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a 2x2 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix2x2: (name: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a single float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat: (name: string, x: number) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update an array of float in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateFloatArray: (name: string, array: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateArray: (name: string, array: number[]) => void;\r\n\r\n /**\r\n * Lambda to Update an array of number in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateIntArray: (name: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Lambda to Update a 4x4 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrix: (name: string, mat: IMatrixLike) => void;\r\n\r\n /**\r\n * Lambda to Update an array of 4x4 Matrix in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateMatrices: (name: string, mat: Float32Array) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector3: (name: string, vector: IVector3Like) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Vector in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateVector4: (name: string, vector: IVector4Like) => void;\r\n\r\n /**\r\n * Lambda to Update vec3 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor3: (name: string, color: IColor3Like, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateColor4: (name: string, color: IColor3Like, alpha: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update vec4 of float from a Color in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateDirectColor4: (name: string, color: IColor4Like, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a int a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt: (name: string, x: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec2 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt2: (name: string, x: number, y: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec3 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt3: (name: string, x: number, y: number, z: number, suffix?: string) => void;\r\n\r\n /**\r\n * Lambda to Update a vec4 of int in a uniform buffer.\r\n * This is dynamic to allow compat with webgl 1 and 2.\r\n * You will need to pass the name of the uniform as well as the value.\r\n */\r\n public updateInt4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;\r\n\r\n /**\r\n * Instantiates a new Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n * @param engine Define the engine the buffer is associated with\r\n * @param data Define the data contained in the buffer\r\n * @param dynamic Define if the buffer is updatable\r\n * @param name to assign to the buffer (debugging purpose)\r\n */\r\n constructor(engine: ThinEngine, data?: number[], dynamic?: boolean, name?: string) {\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers;\r\n this._dynamic = dynamic;\r\n this._name = name ?? \"no-name\";\r\n\r\n this._data = data || [];\r\n\r\n this._uniformLocations = {};\r\n this._uniformSizes = {};\r\n this._uniformArraySizes = {};\r\n this._uniformLocationPointer = 0;\r\n this._needSync = false;\r\n\r\n if (this._engine._features.trackUbosInFrame) {\r\n this._buffers = [];\r\n this._bufferIndex = -1;\r\n this._createBufferOnWrite = false;\r\n this._currentFrameId = 0;\r\n }\r\n\r\n if (this._noUBO) {\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;\r\n this.updateFloat = this._updateFloatForEffect;\r\n this.updateFloat2 = this._updateFloat2ForEffect;\r\n this.updateFloat3 = this._updateFloat3ForEffect;\r\n this.updateFloat4 = this._updateFloat4ForEffect;\r\n this.updateFloatArray = this._updateFloatArrayForEffect;\r\n this.updateArray = this._updateArrayForEffect;\r\n this.updateIntArray = this._updateIntArrayForEffect;\r\n this.updateMatrix = this._updateMatrixForEffect;\r\n this.updateMatrices = this._updateMatricesForEffect;\r\n this.updateVector3 = this._updateVector3ForEffect;\r\n this.updateVector4 = this._updateVector4ForEffect;\r\n this.updateColor3 = this._updateColor3ForEffect;\r\n this.updateColor4 = this._updateColor4ForEffect;\r\n this.updateDirectColor4 = this._updateDirectColor4ForEffect;\r\n this.updateInt = this._updateIntForEffect;\r\n this.updateInt2 = this._updateInt2ForEffect;\r\n this.updateInt3 = this._updateInt3ForEffect;\r\n this.updateInt4 = this._updateInt4ForEffect;\r\n } else {\r\n this._engine._uniformBuffers.push(this);\r\n\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;\r\n this.updateFloat = this._updateFloatForUniform;\r\n this.updateFloat2 = this._updateFloat2ForUniform;\r\n this.updateFloat3 = this._updateFloat3ForUniform;\r\n this.updateFloat4 = this._updateFloat4ForUniform;\r\n this.updateFloatArray = this._updateFloatArrayForUniform;\r\n this.updateArray = this._updateArrayForUniform;\r\n this.updateIntArray = this._updateIntArrayForUniform;\r\n this.updateMatrix = this._updateMatrixForUniform;\r\n this.updateMatrices = this._updateMatricesForUniform;\r\n this.updateVector3 = this._updateVector3ForUniform;\r\n this.updateVector4 = this._updateVector4ForUniform;\r\n this.updateColor3 = this._updateColor3ForUniform;\r\n this.updateColor4 = this._updateColor4ForUniform;\r\n this.updateDirectColor4 = this._updateDirectColor4ForUniform;\r\n this.updateInt = this._updateIntForUniform;\r\n this.updateInt2 = this._updateInt2ForUniform;\r\n this.updateInt3 = this._updateInt3ForUniform;\r\n this.updateInt4 = this._updateInt4ForUniform;\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Indicates if the buffer is using the WebGL2 UBO implementation,\r\n * or just falling back on setUniformXXX calls.\r\n */\r\n public get useUbo(): boolean {\r\n return !this._noUBO;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is in sync\r\n * with the javascript cache data.\r\n */\r\n public get isSync(): boolean {\r\n return !this._needSync;\r\n }\r\n\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is dynamic.\r\n * Also, a dynamic UniformBuffer will disable cache verification and always\r\n * update the underlying WebGL uniform buffer to the GPU.\r\n * @returns if Dynamic, otherwise false\r\n */\r\n public isDynamic(): boolean {\r\n return this._dynamic !== undefined;\r\n }\r\n\r\n /**\r\n * The data cache on JS side.\r\n * @returns the underlying data as a float array\r\n */\r\n public getData(): Float32Array {\r\n return this._bufferData;\r\n }\r\n\r\n /**\r\n * The underlying WebGL Uniform buffer.\r\n * @returns the webgl buffer\r\n */\r\n public getBuffer(): Nullable<DataBuffer> {\r\n return this._buffer;\r\n }\r\n\r\n /**\r\n * std140 layout specifies how to align data within an UBO structure.\r\n * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159\r\n * for specs.\r\n */\r\n private _fillAlignment(size: number) {\r\n // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components\r\n // and 4x4 matrices\r\n // TODO : change if other types are used\r\n\r\n var alignment;\r\n if (size <= 2) {\r\n alignment = size;\r\n } else {\r\n alignment = 4;\r\n }\r\n\r\n if ((this._uniformLocationPointer % alignment) !== 0) {\r\n var oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n var diff = this._uniformLocationPointer - oldPointer;\r\n\r\n for (var i = 0; i < diff; i++) {\r\n this._data.push(0);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds an uniform in the buffer.\r\n * Warning : the subsequents calls of this function must be in the same order as declared in the shader\r\n * for the layout to be correct !\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param size Data size, or data directly.\r\n * @param arraySize The number of elements in the array, 0 if not an array.\r\n */\r\n public addUniform(name: string, size: number | number[], arraySize = 0) {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n if (this._uniformLocations[name] !== undefined) {\r\n // Already existing uniform\r\n return;\r\n }\r\n // This function must be called in the order of the shader layout !\r\n // size can be the size of the uniform, or data directly\r\n var data;\r\n\r\n // std140 FTW...\r\n if (arraySize > 0) {\r\n if (size instanceof Array) {\r\n throw \"addUniform should not be use with Array in UBO: \" + name;\r\n }\r\n\r\n this._fillAlignment(4);\r\n\r\n this._uniformArraySizes[name] = { strideSize: size, arraySize };\r\n if (size == 16) {\r\n size = size * arraySize;\r\n }\r\n else {\r\n const perElementPadding = 4 - size;\r\n const totalPadding = perElementPadding * arraySize;\r\n size = size * arraySize + totalPadding;\r\n }\r\n\r\n data = [];\r\n // Fill with zeros\r\n for (var i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n else {\r\n if (size instanceof Array) {\r\n data = size;\r\n size = data.length;\r\n } else {\r\n size = <number>size;\r\n data = [];\r\n\r\n // Fill with zeros\r\n for (var i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n this._fillAlignment(<number>size);\r\n }\r\n\r\n this._uniformSizes[name] = <number>size;\r\n this._uniformLocations[name] = this._uniformLocationPointer;\r\n this._uniformLocationPointer += <number>size;\r\n\r\n for (var i = 0; i < size; i++) {\r\n this._data.push(data[i]);\r\n }\r\n\r\n this._needSync = true;\r\n }\r\n\r\n /**\r\n * Adds a Matrix 4x4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param mat A 4x4 matrix.\r\n */\r\n public addMatrix(name: string, mat: IMatrixLike) {\r\n this.addUniform(name, Array.prototype.slice.call(mat.toArray()));\r\n }\r\n\r\n /**\r\n * Adds a vec2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec2\r\n * @param y Define the y component value of the vec2\r\n */\r\n public addFloat2(name: string, x: number, y: number) {\r\n var temp = [x, y];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec3\r\n * @param y Define the y component value of the vec3\r\n * @param z Define the z component value of the vec3\r\n */\r\n public addFloat3(name: string, x: number, y: number, z: number) {\r\n var temp = [x, y, z];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the vec3 from a Color\r\n */\r\n public addColor3(name: string, color: IColor3Like) {\r\n var temp = [color.r, color.g, color.b];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the rgb components from a Color\r\n * @param alpha Define the a component of the vec4\r\n */\r\n public addColor4(name: string, color: IColor3Like, alpha: number) {\r\n var temp = [color.r, color.g, color.b, alpha];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param vector Define the vec3 components from a Vector\r\n */\r\n public addVector3(name: string, vector: IVector3Like) {\r\n var temp = [vector.x, vector.y, vector.z];\r\n this.addUniform(name, temp);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 3x3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix3x3(name: string) {\r\n this.addUniform(name, 12);\r\n }\r\n\r\n /**\r\n * Adds a Matrix 2x2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n public addMatrix2x2(name: string) {\r\n this.addUniform(name, 8);\r\n }\r\n\r\n /**\r\n * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.\r\n */\r\n public create(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._buffer) {\r\n return; // nothing to do\r\n }\r\n\r\n // See spec, alignment must be filled as a vec4\r\n this._fillAlignment(4);\r\n this._bufferData = new Float32Array(this._data);\r\n\r\n this._rebuild();\r\n\r\n this._needSync = true;\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n if (this._noUBO || !this._bufferData) {\r\n return;\r\n }\r\n\r\n if (this._dynamic) {\r\n this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);\r\n } else {\r\n this._buffer = this._engine.createUniformBuffer(this._bufferData);\r\n }\r\n\r\n if (this._engine._features.trackUbosInFrame) {\r\n this._buffers.push([this._buffer, this._engine._features.checkUbosContentBeforeUpload ? this._bufferData.slice() : undefined]);\r\n this._bufferIndex = this._buffers.length - 1;\r\n this._createBufferOnWrite = false;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public get _numBuffers(): number {\r\n return this._buffers.length;\r\n }\r\n\r\n /** @hidden */\r\n public get _indexBuffer(): number {\r\n return this._bufferIndex;\r\n }\r\n\r\n /** Gets the name of this buffer */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n private _buffersEqual(buf1: Float32Array, buf2: Float32Array): boolean {\r\n for (let i = 0; i < buf1.length; ++i) {\r\n if (buf1[i] !== buf2[i]) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n private _copyBuffer(src: Float32Array, dst: Float32Array): void {\r\n for (let i = 0; i < src.length; ++i) {\r\n dst[i] = src[i];\r\n }\r\n }\r\n\r\n /**\r\n * Updates the WebGL Uniform Buffer on the GPU.\r\n * If the `dynamic` flag is set to true, no cache comparison is done.\r\n * Otherwise, the buffer will be updated only if the cache differs.\r\n */\r\n public update(): void {\r\n this.bindUniformBuffer();\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n return;\r\n }\r\n\r\n if (!this._dynamic && !this._needSync) {\r\n this._createBufferOnWrite = this._engine._features.trackUbosInFrame;\r\n return;\r\n }\r\n\r\n if (this._buffers && this._buffers.length > 1 && this._buffers[this._bufferIndex][1]) {\r\n if (this._buffersEqual(this._bufferData, this._buffers[this._bufferIndex][1]!)) {\r\n this._needSync = false;\r\n this._createBufferOnWrite = this._engine._features.trackUbosInFrame;\r\n return;\r\n } else {\r\n this._copyBuffer(this._bufferData, this._buffers[this._bufferIndex][1]!);\r\n }\r\n }\r\n\r\n this._engine.updateUniformBuffer(this._buffer, this._bufferData);\r\n\r\n if (this._engine._features._collectUbosUpdatedInFrame) {\r\n if (!UniformBuffer._updatedUbosInFrame[this._name]) {\r\n UniformBuffer._updatedUbosInFrame[this._name] = 0;\r\n }\r\n UniformBuffer._updatedUbosInFrame[this._name]++;\r\n }\r\n\r\n this._needSync = false;\r\n this._createBufferOnWrite = this._engine._features.trackUbosInFrame;\r\n }\r\n\r\n private _createNewBuffer() {\r\n if (this._bufferIndex + 1 < this._buffers.length) {\r\n this._bufferIndex++;\r\n this._buffer = this._buffers[this._bufferIndex][0];\r\n this._createBufferOnWrite = false;\r\n this._needSync = true;\r\n } else {\r\n this._rebuild();\r\n }\r\n }\r\n\r\n private _checkNewFrame(): void {\r\n if (this._engine._features.trackUbosInFrame && this._currentFrameId !== this._engine.frameId) {\r\n this._currentFrameId = this._engine.frameId;\r\n this._createBufferOnWrite = false;\r\n if (this._buffers && this._buffers.length > 0) {\r\n this._needSync = this._bufferIndex !== 0;\r\n this._bufferIndex = 0;\r\n this._buffer = this._buffers[this._bufferIndex][0];\r\n } else {\r\n this._bufferIndex = -1;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n public updateUniform(uniformName: string, data: FloatArray, size: number) {\r\n this._checkNewFrame();\r\n\r\n var location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n if (this._buffer) {\r\n // Cannot add an uniform if the buffer is already created\r\n Logger.Error(\"Cannot add an uniform after UBO has been created.\");\r\n return;\r\n }\r\n this.addUniform(uniformName, size);\r\n location = this._uniformLocations[uniformName];\r\n }\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n var changed = false;\r\n\r\n for (var i = 0; i < size; i++) {\r\n // We are checking the matrix cache before calling updateUniform so we do not need to check it here\r\n // Hence the test for size === 16 to simply commit the matrix values\r\n if ((size === 16 && !this._engine._features.uniformBufferHardCheckMatrix) || this._bufferData[location + i] !== Tools.FloatRound(data[i])) {\r\n changed = true;\r\n if (this._createBufferOnWrite) {\r\n this._createNewBuffer();\r\n }\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n\r\n this._needSync = this._needSync || changed;\r\n } else {\r\n // No cache for dynamic\r\n for (var i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n public updateUniformArray(uniformName: string, data: FloatArray, size: number) {\r\n this._checkNewFrame();\r\n\r\n var location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n Logger.Error(\"Cannot add an uniform Array dynamically. Please, add it using addUniform.\");\r\n return;\r\n }\r\n\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n\r\n const arraySizes = this._uniformArraySizes[uniformName];\r\n\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n var changed = false;\r\n let countToFour = 0;\r\n let baseStride = 0;\r\n for (var i = 0; i < size; i++) {\r\n if (this._bufferData[location + baseStride * 4 + countToFour] !== Tools.FloatRound(data[i])) {\r\n changed = true;\r\n if (this._createBufferOnWrite) {\r\n this._createNewBuffer();\r\n }\r\n this._bufferData[location + baseStride * 4 + countToFour] = data[i];\r\n }\r\n countToFour++;\r\n if (countToFour === arraySizes.strideSize) {\r\n for (; countToFour < 4; countToFour++) {\r\n this._bufferData[location + baseStride * 4 + countToFour] = 0;\r\n }\r\n countToFour = 0;\r\n baseStride++;\r\n }\r\n }\r\n\r\n this._needSync = this._needSync || changed;\r\n } else {\r\n // No cache for dynamic\r\n for (var i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n }\r\n\r\n // Matrix cache\r\n private _valueCache: { [key: string]: number } = {};\r\n private _cacheMatrix(name: string, matrix: IMatrixLike): boolean {\r\n this._checkNewFrame();\r\n\r\n const cache = this._valueCache[name];\r\n const flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n\r\n this._valueCache[name] = flag;\r\n return true;\r\n }\r\n\r\n // Update methods\r\n\r\n private _updateMatrix3x3ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 3; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 12);\r\n }\r\n\r\n private _updateMatrix3x3ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix3x3(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForEffect(name: string, matrix: Float32Array): void {\r\n this._currentEffect.setMatrix2x2(name, matrix);\r\n }\r\n\r\n private _updateMatrix2x2ForUniform(name: string, matrix: Float32Array): void {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 2; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 8);\r\n }\r\n\r\n private _updateFloatForEffect(name: string, x: number) {\r\n this._currentEffect.setFloat(name, x);\r\n }\r\n\r\n private _updateFloatForUniform(name: string, x: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 1);\r\n }\r\n\r\n private _updateFloat2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setFloat2(name + suffix, x, y);\r\n }\r\n\r\n private _updateFloat2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 2);\r\n }\r\n\r\n private _updateFloat3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setFloat3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateFloat3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n\r\n }\r\n\r\n private _updateFloat4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setFloat4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateFloat4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n UniformBuffer._tempBuffer[3] = w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateFloatArrayForEffect(name: string, array: Float32Array) {\r\n this._currentEffect.setFloatArray(name, array);\r\n }\r\n\r\n private _updateFloatArrayForUniform(name: string, array: Float32Array) {\r\n this.updateUniformArray(name, array, array.length);\r\n }\r\n\r\n private _updateArrayForEffect(name: string, array: number[]) {\r\n this._currentEffect.setArray(name, array);\r\n }\r\n\r\n private _updateArrayForUniform(name: string, array: number[]) {\r\n this.updateUniformArray(name, array, array.length);\r\n }\r\n\r\n private _updateIntArrayForEffect(name: string, array: Int32Array) {\r\n this._currentEffect.setIntArray(name, array);\r\n }\r\n\r\n private _updateIntArrayForUniform(name: string, array: Int32Array) {\r\n UniformBuffer._tempBufferInt32View.set(array);\r\n this.updateUniformArray(name, UniformBuffer._tempBuffer, array.length);\r\n }\r\n\r\n private _updateMatrixForEffect(name: string, mat: IMatrixLike) {\r\n this._currentEffect.setMatrix(name, mat);\r\n }\r\n\r\n private _updateMatrixForUniform(name: string, mat: IMatrixLike) {\r\n if (this._cacheMatrix(name, mat)) {\r\n this.updateUniform(name, <any>mat.toArray(), 16);\r\n }\r\n }\r\n\r\n private _updateMatricesForEffect(name: string, mat: Float32Array) {\r\n this._currentEffect.setMatrices(name, mat);\r\n }\r\n\r\n private _updateMatricesForUniform(name: string, mat: Float32Array) {\r\n this.updateUniform(name, mat, mat.length);\r\n }\r\n\r\n private _updateVector3ForEffect(name: string, vector: IVector3Like) {\r\n this._currentEffect.setVector3(name, vector);\r\n }\r\n\r\n private _updateVector3ForUniform(name: string, vector: IVector3Like) {\r\n UniformBuffer._tempBuffer[0] = vector.x;\r\n UniformBuffer._tempBuffer[1] = vector.y;\r\n UniformBuffer._tempBuffer[2] = vector.z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n }\r\n\r\n private _updateVector4ForEffect(name: string, vector: IVector4Like) {\r\n this._currentEffect.setVector4(name, vector);\r\n }\r\n\r\n private _updateVector4ForUniform(name: string, vector: IVector4Like) {\r\n UniformBuffer._tempBuffer[0] = vector.x;\r\n UniformBuffer._tempBuffer[1] = vector.y;\r\n UniformBuffer._tempBuffer[2] = vector.z;\r\n UniformBuffer._tempBuffer[3] = vector.w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateColor3ForEffect(name: string, color: IColor3Like, suffix = \"\") {\r\n this._currentEffect.setColor3(name + suffix, color);\r\n }\r\n\r\n private _updateColor3ForUniform(name: string, color: IColor3Like) {\r\n UniformBuffer._tempBuffer[0] = color.r;\r\n UniformBuffer._tempBuffer[1] = color.g;\r\n UniformBuffer._tempBuffer[2] = color.b;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n }\r\n\r\n private _updateColor4ForEffect(name: string, color: IColor3Like, alpha: number, suffix = \"\") {\r\n this._currentEffect.setColor4(name + suffix, color, alpha);\r\n }\r\n\r\n private _updateDirectColor4ForEffect(name: string, color: IColor4Like, suffix = \"\") {\r\n this._currentEffect.setDirectColor4(name + suffix, color);\r\n }\r\n\r\n private _updateColor4ForUniform(name: string, color: IColor3Like, alpha: number) {\r\n UniformBuffer._tempBuffer[0] = color.r;\r\n UniformBuffer._tempBuffer[1] = color.g;\r\n UniformBuffer._tempBuffer[2] = color.b;\r\n UniformBuffer._tempBuffer[3] = alpha;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateDirectColor4ForUniform(name: string, color: IColor4Like) {\r\n UniformBuffer._tempBuffer[0] = color.r;\r\n UniformBuffer._tempBuffer[1] = color.g;\r\n UniformBuffer._tempBuffer[2] = color.b;\r\n UniformBuffer._tempBuffer[3] = color.a;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n private _updateIntForEffect(name: string, x: number, suffix = \"\") {\r\n this._currentEffect.setInt(name + suffix, x);\r\n }\r\n\r\n private _updateIntForUniform(name: string, x: number) {\r\n UniformBuffer._tempBufferInt32View[0] = x;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 1);\r\n }\r\n\r\n private _updateInt2ForEffect(name: string, x: number, y: number, suffix = \"\") {\r\n this._currentEffect.setInt2(name + suffix, x, y);\r\n }\r\n\r\n private _updateInt2ForUniform(name: string, x: number, y: number) {\r\n UniformBuffer._tempBufferInt32View[0] = x;\r\n UniformBuffer._tempBufferInt32View[1] = y;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 2);\r\n }\r\n\r\n private _updateInt3ForEffect(name: string, x: number, y: number, z: number, suffix = \"\") {\r\n this._currentEffect.setInt3(name + suffix, x, y, z);\r\n }\r\n\r\n private _updateInt3ForUniform(name: string, x: number, y: number, z: number) {\r\n UniformBuffer._tempBufferInt32View[0] = x;\r\n UniformBuffer._tempBufferInt32View[1] = y;\r\n UniformBuffer._tempBufferInt32View[2] = z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n }\r\n\r\n private _updateInt4ForEffect(name: string, x: number, y: number, z: number, w: number, suffix = \"\") {\r\n this._currentEffect.setInt4(name + suffix, x, y, z, w);\r\n }\r\n\r\n private _updateInt4ForUniform(name: string, x: number, y: number, z: number, w: number) {\r\n UniformBuffer._tempBufferInt32View[0] = x;\r\n UniformBuffer._tempBufferInt32View[1] = y;\r\n UniformBuffer._tempBufferInt32View[2] = z;\r\n UniformBuffer._tempBufferInt32View[3] = w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n }\r\n\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the texture to set in the sampler\r\n */\r\n public setTexture(name: string, texture: Nullable<ThinTexture>) {\r\n this._currentEffect.setTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Directly updates the value of the uniform in the cache AND on the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n */\r\n public updateUniformDirectly(uniformName: string, data: FloatArray) {\r\n this.updateUniform(uniformName, data, data.length);\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * Associates an effect to this uniform buffer\r\n * @param effect Define the effect to associate the buffer to\r\n * @param name Name of the uniform block in the shader.\r\n */\r\n public bindToEffect(effect: Effect, name: string): void {\r\n this._currentEffect = effect;\r\n this._currentEffectName = name;\r\n }\r\n\r\n /**\r\n * Binds the current (GPU) buffer to the effect\r\n */\r\n public bindUniformBuffer(): void {\r\n if (!this._noUBO && this._buffer && this._currentEffect) {\r\n this._currentEffect.bindUniformBuffer(this._buffer, this._currentEffectName);\r\n }\r\n }\r\n\r\n /**\r\n * Dissociates the current effect from this uniform buffer\r\n */\r\n public unbindEffect(): void {\r\n this._currentEffect = undefined as any;\r\n this._currentEffectName = undefined as any;\r\n }\r\n\r\n /**\r\n * Disposes the uniform buffer.\r\n */\r\n public dispose(): void {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n\r\n const uniformBuffers = this._engine._uniformBuffers;\r\n let index = uniformBuffers.indexOf(this);\r\n\r\n if (index !== -1) {\r\n uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];\r\n uniformBuffers.pop();\r\n }\r\n\r\n if (this._engine._features.trackUbosInFrame && this._buffers) {\r\n for (let i = 0; i < this._buffers.length; ++i) {\r\n const buffer = this._buffers[i][0];\r\n this._engine._releaseBuffer(buffer!);\r\n }\r\n } else if (this._buffer && this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n }\r\n}\r\n"]}
|
package/Maths/math.color.d.ts
CHANGED
|
@@ -277,6 +277,16 @@ export declare class Color3 {
|
|
|
277
277
|
* @param result defines the Color3 object where to store the result
|
|
278
278
|
*/
|
|
279
279
|
static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
|
|
280
|
+
/**
|
|
281
|
+
* Returns a new Color3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
|
|
282
|
+
* @param value1 defines the first control point
|
|
283
|
+
* @param tangent1 defines the first tangent Color3
|
|
284
|
+
* @param value2 defines the second control point
|
|
285
|
+
* @param tangent2 defines the second tangent Color3
|
|
286
|
+
* @param amount defines the amount on the interpolation spline (between 0 and 1)
|
|
287
|
+
* @returns the new Color3
|
|
288
|
+
*/
|
|
289
|
+
static Hermite(value1: DeepImmutable<Color3>, tangent1: DeepImmutable<Color3>, value2: DeepImmutable<Color3>, tangent2: DeepImmutable<Color3>, amount: number): Color3;
|
|
280
290
|
/**
|
|
281
291
|
* Returns a new Color3 which is the 1st derivative of the Hermite spline defined by the colors "value1", "value2", "tangent1", "tangent2".
|
|
282
292
|
* @param value1 defines the first control point
|
|
@@ -586,6 +596,16 @@ export declare class Color4 {
|
|
|
586
596
|
* @param result defines the Color4 object where to store data
|
|
587
597
|
*/
|
|
588
598
|
static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
|
|
599
|
+
/**
|
|
600
|
+
* Interpolate between two Color4 using Hermite interpolation
|
|
601
|
+
* @param value1 defines first Color4
|
|
602
|
+
* @param tangent1 defines the incoming tangent
|
|
603
|
+
* @param value2 defines second Color4
|
|
604
|
+
* @param tangent2 defines the outgoing tangent
|
|
605
|
+
* @param amount defines the target Color4
|
|
606
|
+
* @returns the new interpolated Color4
|
|
607
|
+
*/
|
|
608
|
+
static Hermite(value1: DeepImmutable<Color4>, tangent1: DeepImmutable<Color4>, value2: DeepImmutable<Color4>, tangent2: DeepImmutable<Color4>, amount: number): Color4;
|
|
589
609
|
/**
|
|
590
610
|
* Returns a new Color4 which is the 1st derivative of the Hermite spline defined by the colors "value1", "value2", "tangent1", "tangent2".
|
|
591
611
|
* @param value1 defines the first control point
|
package/Maths/math.color.js
CHANGED
|
@@ -478,6 +478,27 @@ var Color3 = /** @class */ (function () {
|
|
|
478
478
|
result.g = left.g + ((right.g - left.g) * amount);
|
|
479
479
|
result.b = left.b + ((right.b - left.b) * amount);
|
|
480
480
|
};
|
|
481
|
+
/**
|
|
482
|
+
* Returns a new Color3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
|
|
483
|
+
* @param value1 defines the first control point
|
|
484
|
+
* @param tangent1 defines the first tangent Color3
|
|
485
|
+
* @param value2 defines the second control point
|
|
486
|
+
* @param tangent2 defines the second tangent Color3
|
|
487
|
+
* @param amount defines the amount on the interpolation spline (between 0 and 1)
|
|
488
|
+
* @returns the new Color3
|
|
489
|
+
*/
|
|
490
|
+
Color3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
|
|
491
|
+
var squared = amount * amount;
|
|
492
|
+
var cubed = amount * squared;
|
|
493
|
+
var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
|
|
494
|
+
var part2 = (-2.0 * cubed) + (3.0 * squared);
|
|
495
|
+
var part3 = (cubed - (2.0 * squared)) + amount;
|
|
496
|
+
var part4 = cubed - squared;
|
|
497
|
+
var r = (((value1.r * part1) + (value2.r * part2)) + (tangent1.r * part3)) + (tangent2.r * part4);
|
|
498
|
+
var g = (((value1.g * part1) + (value2.g * part2)) + (tangent1.g * part3)) + (tangent2.g * part4);
|
|
499
|
+
var b = (((value1.b * part1) + (value2.b * part2)) + (tangent1.b * part3)) + (tangent2.b * part4);
|
|
500
|
+
return new Color3(r, g, b);
|
|
501
|
+
};
|
|
481
502
|
/**
|
|
482
503
|
* Returns a new Color3 which is the 1st derivative of the Hermite spline defined by the colors "value1", "value2", "tangent1", "tangent2".
|
|
483
504
|
* @param value1 defines the first control point
|
|
@@ -904,13 +925,13 @@ var Color4 = /** @class */ (function () {
|
|
|
904
925
|
* @returns a new Color4 object
|
|
905
926
|
*/
|
|
906
927
|
Color4.FromHexString = function (hex) {
|
|
907
|
-
if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
|
|
928
|
+
if (hex.substring(0, 1) !== "#" || (hex.length !== 9 && hex.length !== 7)) {
|
|
908
929
|
return new Color4(0.0, 0.0, 0.0, 0.0);
|
|
909
930
|
}
|
|
910
931
|
var r = parseInt(hex.substring(1, 3), 16);
|
|
911
932
|
var g = parseInt(hex.substring(3, 5), 16);
|
|
912
933
|
var b = parseInt(hex.substring(5, 7), 16);
|
|
913
|
-
var a = parseInt(hex.substring(7, 9), 16);
|
|
934
|
+
var a = hex.length === 9 ? parseInt(hex.substring(7, 9), 16) : 255;
|
|
914
935
|
return Color4.FromInts(r, g, b, a);
|
|
915
936
|
};
|
|
916
937
|
/**
|
|
@@ -938,6 +959,28 @@ var Color4 = /** @class */ (function () {
|
|
|
938
959
|
result.b = left.b + (right.b - left.b) * amount;
|
|
939
960
|
result.a = left.a + (right.a - left.a) * amount;
|
|
940
961
|
};
|
|
962
|
+
/**
|
|
963
|
+
* Interpolate between two Color4 using Hermite interpolation
|
|
964
|
+
* @param value1 defines first Color4
|
|
965
|
+
* @param tangent1 defines the incoming tangent
|
|
966
|
+
* @param value2 defines second Color4
|
|
967
|
+
* @param tangent2 defines the outgoing tangent
|
|
968
|
+
* @param amount defines the target Color4
|
|
969
|
+
* @returns the new interpolated Color4
|
|
970
|
+
*/
|
|
971
|
+
Color4.Hermite = function (value1, tangent1, value2, tangent2, amount) {
|
|
972
|
+
var squared = amount * amount;
|
|
973
|
+
var cubed = amount * squared;
|
|
974
|
+
var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
|
|
975
|
+
var part2 = (-2.0 * cubed) + (3.0 * squared);
|
|
976
|
+
var part3 = (cubed - (2.0 * squared)) + amount;
|
|
977
|
+
var part4 = cubed - squared;
|
|
978
|
+
var r = (((value1.r * part1) + (value2.r * part2)) + (tangent1.r * part3)) + (tangent2.r * part4);
|
|
979
|
+
var g = (((value1.g * part1) + (value2.g * part2)) + (tangent1.g * part3)) + (tangent2.g * part4);
|
|
980
|
+
var b = (((value1.b * part1) + (value2.b * part2)) + (tangent1.b * part3)) + (tangent2.b * part4);
|
|
981
|
+
var a = (((value1.a * part1) + (value2.a * part2)) + (tangent1.a * part3)) + (tangent2.a * part4);
|
|
982
|
+
return new Color4(r, g, b, a);
|
|
983
|
+
};
|
|
941
984
|
/**
|
|
942
985
|
* Returns a new Color4 which is the 1st derivative of the Hermite spline defined by the colors "value1", "value2", "tangent1", "tangent2".
|
|
943
986
|
* @param value1 defines the first control point
|