@babylonjs/core 5.0.4 → 5.3.0

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Files changed (139) hide show
  1. package/Audio/audioSceneComponent.d.ts +2 -0
  2. package/Audio/audioSceneComponent.js +9 -7
  3. package/Audio/audioSceneComponent.js.map +1 -1
  4. package/Behaviors/Meshes/pointerDragBehavior.js +1 -0
  5. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  6. package/Bones/skeleton.js +2 -0
  7. package/Bones/skeleton.js.map +1 -1
  8. package/Cameras/arcRotateCamera.d.ts +5 -0
  9. package/Cameras/arcRotateCamera.js +5 -0
  10. package/Cameras/arcRotateCamera.js.map +1 -1
  11. package/Cameras/camera.d.ts +5 -1
  12. package/Cameras/camera.js +7 -7
  13. package/Cameras/camera.js.map +1 -1
  14. package/Debug/debugLayer.d.ts +5 -0
  15. package/Debug/debugLayer.js +24 -0
  16. package/Debug/debugLayer.js.map +1 -1
  17. package/DeviceInput/Helpers/eventFactory.js +14 -3
  18. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  19. package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
  20. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  21. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js +2 -8
  22. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -1
  23. package/Engines/Processors/shaderCodeCursor.js +5 -0
  24. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  25. package/Engines/constants.d.ts +25 -1
  26. package/Engines/constants.js +25 -1
  27. package/Engines/constants.js.map +1 -1
  28. package/Engines/engine.d.ts +1 -1
  29. package/Engines/engine.js +2 -1
  30. package/Engines/engine.js.map +1 -1
  31. package/Engines/nativeEngine.d.ts +1 -1
  32. package/Engines/nativeEngine.js +7 -8
  33. package/Engines/nativeEngine.js.map +1 -1
  34. package/Engines/thinEngine.js +2 -2
  35. package/Engines/thinEngine.js.map +1 -1
  36. package/Engines/webgpuEngine.d.ts +4 -0
  37. package/Engines/webgpuEngine.js +2 -0
  38. package/Engines/webgpuEngine.js.map +1 -1
  39. package/Gizmos/axisScaleGizmo.js +3 -2
  40. package/Gizmos/axisScaleGizmo.js.map +1 -1
  41. package/Gizmos/boundingBoxGizmo.js +11 -11
  42. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  43. package/Gizmos/gizmo.d.ts +5 -0
  44. package/Gizmos/gizmo.js +11 -4
  45. package/Gizmos/gizmo.js.map +1 -1
  46. package/Gizmos/planeRotationGizmo.js +3 -3
  47. package/Gizmos/planeRotationGizmo.js.map +1 -1
  48. package/Inputs/scene.inputManager.js +7 -1
  49. package/Inputs/scene.inputManager.js.map +1 -1
  50. package/Lights/Shadows/shadowGenerator.d.ts +9 -0
  51. package/Lights/Shadows/shadowGenerator.js +25 -3
  52. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  53. package/Loading/Plugins/babylonFileLoader.js +10 -8
  54. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  55. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +4 -0
  56. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +19 -1
  57. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  58. package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +54 -0
  59. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +135 -0
  60. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -0
  61. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +4 -0
  62. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +42 -24
  63. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  64. package/Materials/PBR/index.d.ts +1 -0
  65. package/Materials/PBR/index.js +1 -0
  66. package/Materials/PBR/index.js.map +1 -1
  67. package/Materials/PBR/pbrBaseMaterial.d.ts +5 -0
  68. package/Materials/PBR/pbrBaseMaterial.js +2 -0
  69. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  70. package/Materials/PBR/pbrIridescenceConfiguration.d.ts +102 -0
  71. package/Materials/PBR/pbrIridescenceConfiguration.js +257 -0
  72. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -0
  73. package/Materials/Textures/Loaders/ktxTextureLoader.js +31 -0
  74. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  75. package/Materials/Textures/videoTexture.js +12 -12
  76. package/Materials/Textures/videoTexture.js.map +1 -1
  77. package/Materials/materialFlags.d.ts +6 -0
  78. package/Materials/materialFlags.js +18 -0
  79. package/Materials/materialFlags.js.map +1 -1
  80. package/Materials/materialPluginFactoryExport.d.ts +6 -0
  81. package/Materials/materialPluginFactoryExport.js +12 -0
  82. package/Materials/materialPluginFactoryExport.js.map +1 -1
  83. package/Materials/uniformBuffer.d.ts +2 -1
  84. package/Materials/uniformBuffer.js +2 -1
  85. package/Materials/uniformBuffer.js.map +1 -1
  86. package/Meshes/abstractMesh.d.ts +1 -1
  87. package/Meshes/abstractMesh.js +5 -2
  88. package/Meshes/abstractMesh.js.map +1 -1
  89. package/Meshes/mesh.d.ts +2 -2
  90. package/Meshes/mesh.js +11 -3
  91. package/Meshes/mesh.js.map +1 -1
  92. package/Misc/khronosTextureContainer.js +1 -1
  93. package/Misc/khronosTextureContainer.js.map +1 -1
  94. package/Misc/screenshotTools.js +6 -6
  95. package/Misc/screenshotTools.js.map +1 -1
  96. package/Physics/physicsImpostor.js +1 -1
  97. package/Physics/physicsImpostor.js.map +1 -1
  98. package/PostProcesses/volumetricLightScatteringPostProcess.js +6 -1
  99. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  100. package/Rendering/boundingBoxRenderer.js +4 -4
  101. package/Rendering/boundingBoxRenderer.js.map +1 -1
  102. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +1 -1
  103. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  104. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  105. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  106. package/Shaders/ShadersInclude/lightFragment.js +1 -1
  107. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  108. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  109. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  110. package/Shaders/ShadersInclude/pbrBlockIridescence.d.ts +5 -0
  111. package/Shaders/ShadersInclude/pbrBlockIridescence.js +9 -0
  112. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -0
  113. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  114. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  115. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
  116. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  117. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +1 -1
  118. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  119. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -1
  120. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  121. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
  122. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  123. package/Shaders/pbr.fragment.d.ts +1 -0
  124. package/Shaders/pbr.fragment.js +2 -1
  125. package/Shaders/pbr.fragment.js.map +1 -1
  126. package/Shaders/pbr.vertex.js +1 -1
  127. package/Shaders/pbr.vertex.js.map +1 -1
  128. package/Shaders/spriteMap.fragment.js +1 -1
  129. package/Shaders/spriteMap.fragment.js.map +1 -1
  130. package/XR/features/WebXRImageTracking.d.ts +0 -5
  131. package/XR/features/WebXRImageTracking.js +5 -8
  132. package/XR/features/WebXRImageTracking.js.map +1 -1
  133. package/XR/native/nativeXRFrame.d.ts +2 -1
  134. package/XR/native/nativeXRFrame.js +5 -1
  135. package/XR/native/nativeXRFrame.js.map +1 -1
  136. package/package.json +1 -1
  137. package/scene.d.ts +4 -0
  138. package/scene.js +4 -0
  139. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable, FloatArray } from \"../types\";\r\nimport type { IMatrixLike, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from \"../Maths/math.like\";\r\nimport type { Effect } from \"./effect\";\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport type { 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 * @param forceNoUniformBuffer define that this object must not rely on UBO objects\r\n */\r\n constructor(engine: ThinEngine, data?: number[], dynamic?: boolean, name?: string, forceNoUniformBuffer = false) {\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers || forceNoUniformBuffer;\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 * 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 * @param size\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 let 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 const oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n const diff = this._uniformLocationPointer - oldPointer;\r\n\r\n for (let 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 let 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 } 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 (let i = 0; i < size; i++) {\r\n data.push(0);\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 (let 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 (let 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 const 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 const 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 const 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 const 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 const 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 if (this._noUBO) {\r\n return;\r\n }\r\n\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 let 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 let changed = false;\r\n\r\n for (let 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 (let 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 const 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 let changed = false;\r\n let countToFour = 0;\r\n let baseStride = 0;\r\n for (let 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 (let 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 (let 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 (let 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 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 * Sets the current state of the class (_bufferIndex, _buffer) to point to the data buffer passed in parameter if this buffer is one of the buffers handled by the class (meaning if it can be found in the _buffers array)\r\n * This method is meant to be able to update a buffer at any time: just call setDataBuffer to set the class in the right state, call some updateXXX methods and then call udpate() => that will update the GPU buffer on the graphic card\r\n * @param dataBuffer buffer to look for\r\n * @returns true if the buffer has been found and the class internal state points to it, else false\r\n */\r\n public setDataBuffer(dataBuffer: DataBuffer): boolean {\r\n if (!this._buffers) {\r\n return this._buffer === dataBuffer;\r\n }\r\n\r\n for (let b = 0; b < this._buffers.length; ++b) {\r\n const buffer = this._buffers[b];\r\n if (buffer[0] === dataBuffer) {\r\n this._bufferIndex = b;\r\n this._buffer = dataBuffer;\r\n this._createBufferOnWrite = false;\r\n this._currentEffect = undefined as any;\r\n return true;\r\n }\r\n }\r\n\r\n return false;\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 const 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"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable, FloatArray } from \"../types\";\r\nimport type { IMatrixLike, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from \"../Maths/math.like\";\r\nimport type { Effect } from \"./effect\";\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport type { 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 * @param forceNoUniformBuffer define that this object must not rely on UBO objects\r\n */\r\n constructor(engine: ThinEngine, data?: number[], dynamic?: boolean, name?: string, forceNoUniformBuffer = false) {\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers || forceNoUniformBuffer;\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 * 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 * @param size\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 let 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 const oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n const diff = this._uniformLocationPointer - oldPointer;\r\n\r\n for (let 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 ! The addUniform function only handles types like float, vec2, vec3, vec4, mat4,\r\n * meaning size=1,2,3,4 or 16. It does not handle struct types.\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 let 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 } 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 (let i = 0; i < size; i++) {\r\n data.push(0);\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 (let 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 (let 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 const 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 const 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 const 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 const 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 const 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 if (this._noUBO) {\r\n return;\r\n }\r\n\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 let 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 let changed = false;\r\n\r\n for (let 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 (let 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 const 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 let changed = false;\r\n let countToFour = 0;\r\n let baseStride = 0;\r\n for (let 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 (let 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 (let 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 (let 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 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 * Sets the current state of the class (_bufferIndex, _buffer) to point to the data buffer passed in parameter if this buffer is one of the buffers handled by the class (meaning if it can be found in the _buffers array)\r\n * This method is meant to be able to update a buffer at any time: just call setDataBuffer to set the class in the right state, call some updateXXX methods and then call udpate() => that will update the GPU buffer on the graphic card\r\n * @param dataBuffer buffer to look for\r\n * @returns true if the buffer has been found and the class internal state points to it, else false\r\n */\r\n public setDataBuffer(dataBuffer: DataBuffer): boolean {\r\n if (!this._buffers) {\r\n return this._buffer === dataBuffer;\r\n }\r\n\r\n for (let b = 0; b < this._buffers.length; ++b) {\r\n const buffer = this._buffers[b];\r\n if (buffer[0] === dataBuffer) {\r\n this._bufferIndex = b;\r\n this._buffer = dataBuffer;\r\n this._createBufferOnWrite = false;\r\n this._currentEffect = undefined as any;\r\n return true;\r\n }\r\n }\r\n\r\n return false;\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 const 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"]}
@@ -782,7 +782,7 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
782
782
  * @param data defines the position data to apply the skeleton and morph to
783
783
  * @returns the position data
784
784
  */
785
- getPositionData(applySkeleton: boolean, applyMorph: boolean, data?: Nullable<FloatArray>): Nullable<FloatArray>;
785
+ getPositionData(applySkeleton?: boolean, applyMorph?: boolean, data?: Nullable<FloatArray>): Nullable<FloatArray>;
786
786
  /**
787
787
  * @param applySkeleton
788
788
  * @param applyMorph
@@ -1379,7 +1379,9 @@ var AbstractMesh = /** @class */ (function (_super) {
1379
1379
  * @returns the position data
1380
1380
  */
1381
1381
  AbstractMesh.prototype.getPositionData = function (applySkeleton, applyMorph, data) {
1382
- data = data !== null && data !== void 0 ? data : this.getVerticesData(VertexBuffer.PositionKind);
1382
+ if (applySkeleton === void 0) { applySkeleton = false; }
1383
+ if (applyMorph === void 0) { applyMorph = false; }
1384
+ data = data !== null && data !== void 0 ? data : Tools.Slice(this.getVerticesData(VertexBuffer.PositionKind));
1383
1385
  if (data && applyMorph && this.morphTargetManager) {
1384
1386
  var faceIndexCount = 0;
1385
1387
  var positionIndex = 0;
@@ -1466,8 +1468,9 @@ var AbstractMesh = /** @class */ (function (_super) {
1466
1468
  this._internalAbstractMeshDataInfo._positions[i] = ((_a = pos[i]) === null || _a === void 0 ? void 0 : _a.clone()) || new Vector3();
1467
1469
  }
1468
1470
  }
1471
+ return this.getPositionData(applySkeleton, applyMorph, data);
1469
1472
  }
1470
- return this.getPositionData(applySkeleton, applyMorph, data);
1473
+ return data;
1471
1474
  };
1472
1475
  /** @hidden */
1473
1476
  AbstractMesh.prototype._updateBoundingInfo = function () {