@babylonjs/core 5.22.1 → 5.24.0
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/Actions/abstractActionManager.d.ts +6 -6
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/actionManager.d.ts +5 -5
- package/Actions/actionManager.js +5 -5
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.js +2 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +137 -139
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +3 -3
- package/Animations/animationGroup.js +3 -3
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.js +6 -7
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +2 -1
- package/Audio/sound.js +21 -9
- package/Audio/sound.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/bone.d.ts +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.js +11 -5
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +3 -22
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +1 -11
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +3 -3
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -4
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +3 -3
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +1 -1
- package/Cameras/arcRotateCamera.js +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +2 -2
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +1 -1
- package/Cameras/freeCamera.js +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +1 -1
- package/Cameras/gamepadCamera.js +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +1 -1
- package/Cameras/targetCamera.js +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +1 -1
- package/Cameras/universalCamera.js +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +1 -1
- package/Cameras/virtualJoysticksCamera.js +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Culling/boundingBox.d.ts +2 -2
- package/Culling/boundingBox.js +2 -2
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/ray.d.ts +1 -1
- package/Culling/ray.js +1 -1
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +20 -2
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +8 -10
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +2 -2
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/ICanvas.d.ts +11 -0
- package/Engines/ICanvas.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +29 -19
- package/Engines/WebGL/webGLPipelineContext.js +99 -311
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/engine.d.ts +2 -2
- package/Engines/engine.js +2 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -2
- package/Engines/nativeEngine.js +2 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +1 -0
- package/Engines/renderTargetWrapper.js +5 -2
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +6 -5
- package/Engines/thinEngine.js +11 -7
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +4 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/clipboardEvents.d.ts +1 -1
- package/Events/clipboardEvents.js +1 -1
- package/Events/clipboardEvents.js.map +1 -1
- package/Events/deviceInputEvents.d.ts +11 -4
- package/Events/deviceInputEvents.js.map +1 -1
- package/Gamepads/Controllers/windowsMotionController.d.ts +1 -1
- package/Gamepads/Controllers/windowsMotionController.js +1 -1
- package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +4 -0
- package/Gizmos/boundingBoxGizmo.js +6 -0
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -4
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +3 -3
- package/Layers/effectLayer.js +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +3 -3
- package/Layers/glowLayer.js +2 -2
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +3 -3
- package/Layers/highlightLayer.js +2 -2
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/directionalLight.d.ts +2 -2
- package/Lights/directionalLight.js +2 -2
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +3 -3
- package/Lights/hemisphericLight.js +3 -3
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +2 -2
- package/Lights/light.js +2 -2
- package/Lights/light.js.map +1 -1
- package/Lights/lightConstants.d.ts +1 -1
- package/Lights/lightConstants.js +1 -1
- package/Lights/lightConstants.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +3 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.d.ts +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +4 -0
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +5 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +4 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.js +9 -3
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -9
- package/Materials/Textures/Procedurals/proceduralTexture.js +9 -9
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/colorGradingTexture.d.ts +1 -1
- package/Materials/Textures/colorGradingTexture.js +1 -1
- package/Materials/Textures/colorGradingTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -2
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/rawCubeTexture.d.ts +1 -1
- package/Materials/Textures/rawCubeTexture.js +1 -1
- package/Materials/Textures/rawCubeTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +3 -5
- package/Materials/Textures/renderTargetTexture.js +19 -19
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/colorCurves.d.ts +3 -3
- package/Materials/colorCurves.js +3 -3
- package/Materials/colorCurves.js.map +1 -1
- package/Materials/effect.d.ts +27 -27
- package/Materials/effect.js +22 -288
- package/Materials/effect.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +4 -4
- package/Materials/imageProcessingConfiguration.js +4 -4
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +25 -25
- package/Materials/shaderMaterial.js +25 -25
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +4 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/index.d.ts +1 -0
- package/Maths/index.js +1 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.functions.d.ts +2 -2
- package/Maths/math.functions.js +2 -2
- package/Maths/math.functions.js.map +1 -1
- package/Maths/math.polar.d.ts +77 -0
- package/Maths/math.polar.js +114 -0
- package/Maths/math.polar.js.map +1 -0
- package/Maths/math.scalar.d.ts +2 -2
- package/Maths/math.scalar.js +2 -2
- package/Maths/math.scalar.js.map +1 -1
- package/Maths/math.vector.d.ts +13 -12
- package/Maths/math.vector.js +13 -12
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +1 -1
- package/Meshes/abstractMesh.js +13 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +3 -3
- package/Meshes/geometry.js +3 -3
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.d.ts +5 -4
- package/Meshes/groundMesh.js +5 -4
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +1 -1
- package/Meshes/instancedMesh.js +1 -1
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +3 -3
- package/Meshes/mesh.js +7 -3
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/subMesh.d.ts +1 -1
- package/Meshes/subMesh.js +1 -1
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.d.ts +1 -1
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.js +6 -0
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +2 -2
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -2
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.d.ts +3 -3
- package/Misc/HighDynamicRange/hdr.js +3 -3
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
- package/Misc/arrayTools.d.ts +13 -12
- package/Misc/arrayTools.js +70 -39
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/assetsManager.d.ts +3 -3
- package/Misc/assetsManager.js +3 -3
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/basis.js +17 -3
- package/Misc/basis.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +4 -4
- package/Misc/environmentTextureTools.js +5 -5
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/fileTools.d.ts +3 -3
- package/Misc/fileTools.js +19 -12
- package/Misc/fileTools.js.map +1 -1
- package/Misc/logger.js +1 -1
- package/Misc/logger.js.map +1 -1
- package/Misc/observable.d.ts +1 -1
- package/Misc/observable.js +1 -1
- package/Misc/observable.js.map +1 -1
- package/Misc/performanceMonitor.d.ts +3 -3
- package/Misc/performanceMonitor.js +3 -3
- package/Misc/performanceMonitor.js.map +1 -1
- package/Misc/rgbdTextureTools.d.ts +1 -1
- package/Misc/rgbdTextureTools.js +1 -1
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +7 -7
- package/Misc/sceneOptimizer.js +7 -7
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/stringDictionary.d.ts +6 -6
- package/Misc/stringDictionary.js +6 -6
- package/Misc/stringDictionary.js.map +1 -1
- package/Misc/textureTools.d.ts +4 -4
- package/Misc/textureTools.js +4 -4
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.d.ts +6 -6
- package/Misc/tools.js +6 -6
- package/Misc/tools.js.map +1 -1
- package/Misc/videoRecorder.d.ts +1 -1
- package/Misc/videoRecorder.js +1 -1
- package/Misc/videoRecorder.js.map +1 -1
- package/Offline/database.js +3 -3
- package/Offline/database.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +1 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +1 -1
- package/Particles/gpuParticleSystem.js +1 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +1 -1
- package/Particles/particleSystem.js +1 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +4 -0
- package/Particles/solidParticleSystem.js +25 -3
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +1 -1
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/Plugins/oimoJSPlugin.js +1 -1
- package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
- package/Physics/physicsEngineComponent.d.ts +1 -1
- package/Physics/physicsEngineComponent.js +1 -1
- package/Physics/physicsEngineComponent.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +3 -3
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +3 -3
- package/PostProcesses/blurPostProcess.js +3 -3
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +3 -3
- package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -3
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +1 -0
- package/Rendering/depthPeelingRenderer.js +32 -5
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.d.ts +2 -2
- package/Rendering/edgesRenderer.js +1 -1
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +4 -2
- package/Rendering/geometryBufferRenderer.js +5 -3
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/geometryBufferRendererSceneComponent.d.ts +2 -1
- package/Rendering/geometryBufferRendererSceneComponent.js +3 -2
- package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +11 -3
- package/Rendering/prePassRenderer.js +18 -3
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.d.ts +2 -2
- package/Rendering/subSurfaceConfiguration.js +2 -2
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Sprites/spriteSceneComponent.js +4 -1
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
- package/XR/features/WebXRControllerTeleportation.js +24 -19
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.d.ts +2 -2
- package/XR/motionController/webXRAbstractMotionController.js +2 -2
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/motionController/webXRControllerComponent.d.ts +1 -1
- package/XR/motionController/webXRControllerComponent.js +1 -1
- package/XR/motionController/webXRControllerComponent.js.map +1 -1
- package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
- package/XR/motionController/webXRMotionControllerManager.js +3 -3
- package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
- package/node.d.ts +4 -4
- package/node.js +3 -3
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/readme.md +0 -4
- package/scene.d.ts +80 -63
- package/scene.js +92 -46
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +1 -1
- package/sceneComponent.js.map +1 -1
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/**
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setInt(uniformName, value) {
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if (this.engine.setInt(this._uniforms[uniformName], value)) {
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|
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*/
|
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|
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setInt2(uniformName, x, y) {
|
|
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|
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|
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|
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|
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}
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}
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/**
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|
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|
|
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|
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|
|
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|
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|
|
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|
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|
|
194
|
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*/
|
|
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|
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setInt3(uniformName, x, y, z) {
|
|
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|
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|
|
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|
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|
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}
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}
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/**
|
|
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|
|
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|
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|
|
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|
|
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|
|
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|
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|
|
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|
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|
|
209
|
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*/
|
|
210
|
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setInt4(uniformName, x, y, z, w) {
|
|
211
|
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if (this._cacheFloat4(uniformName, x, y, z, w)) {
|
|
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|
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if (!this.engine.setInt4(this._uniforms[uniformName], x, y, z, w)) {
|
|
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|
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|
|
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|
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}
|
|
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|
-
}
|
|
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|
-
}
|
|
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|
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/**
|
|
218
|
-
* Sets an int array on a uniform variable.
|
|
219
|
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|
|
220
|
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* @param array array to be set.
|
|
221
|
-
*/
|
|
222
|
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setIntArray(uniformName, array) {
|
|
223
|
-
this._valueCache[uniformName] = null;
|
|
224
|
-
this.engine.setIntArray(this._uniforms[uniformName], array);
|
|
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|
-
}
|
|
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|
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/**
|
|
227
|
-
* Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
|
|
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|
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* @param uniformName Name of the variable.
|
|
229
|
-
* @param array array to be set.
|
|
230
|
-
*/
|
|
231
|
-
setIntArray2(uniformName, array) {
|
|
232
|
-
this._valueCache[uniformName] = null;
|
|
233
|
-
this.engine.setIntArray2(this._uniforms[uniformName], array);
|
|
234
|
-
}
|
|
235
|
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/**
|
|
236
|
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* Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
|
|
237
|
-
* @param uniformName Name of the variable.
|
|
238
|
-
* @param array array to be set.
|
|
239
|
-
*/
|
|
240
|
-
setIntArray3(uniformName, array) {
|
|
241
|
-
this._valueCache[uniformName] = null;
|
|
242
|
-
this.engine.setIntArray3(this._uniforms[uniformName], array);
|
|
243
|
-
}
|
|
244
|
-
/**
|
|
245
|
-
* Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
|
|
246
|
-
* @param uniformName Name of the variable.
|
|
247
|
-
* @param array array to be set.
|
|
248
|
-
*/
|
|
249
|
-
setIntArray4(uniformName, array) {
|
|
250
|
-
this._valueCache[uniformName] = null;
|
|
251
|
-
this.engine.setIntArray4(this._uniforms[uniformName], array);
|
|
252
|
-
}
|
|
253
|
-
/**
|
|
254
|
-
* Sets an array on a uniform variable.
|
|
255
|
-
* @param uniformName Name of the variable.
|
|
256
|
-
* @param array array to be set.
|
|
257
|
-
*/
|
|
258
|
-
setArray(uniformName, array) {
|
|
259
|
-
this._valueCache[uniformName] = null;
|
|
260
|
-
this.engine.setArray(this._uniforms[uniformName], array);
|
|
261
|
-
}
|
|
262
|
-
/**
|
|
263
|
-
* Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
|
|
264
|
-
* @param uniformName Name of the variable.
|
|
265
|
-
* @param array array to be set.
|
|
266
|
-
*/
|
|
267
|
-
setArray2(uniformName, array) {
|
|
268
|
-
this._valueCache[uniformName] = null;
|
|
269
|
-
this.engine.setArray2(this._uniforms[uniformName], array);
|
|
270
|
-
}
|
|
271
|
-
/**
|
|
272
|
-
* Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
|
|
273
|
-
* @param uniformName Name of the variable.
|
|
274
|
-
* @param array array to be set.
|
|
275
|
-
* @returns this effect.
|
|
276
|
-
*/
|
|
277
|
-
setArray3(uniformName, array) {
|
|
278
|
-
this._valueCache[uniformName] = null;
|
|
279
|
-
this.engine.setArray3(this._uniforms[uniformName], array);
|
|
280
|
-
}
|
|
281
|
-
/**
|
|
282
|
-
* Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
|
|
283
|
-
* @param uniformName Name of the variable.
|
|
284
|
-
* @param array array to be set.
|
|
285
|
-
*/
|
|
286
|
-
setArray4(uniformName, array) {
|
|
287
|
-
this._valueCache[uniformName] = null;
|
|
288
|
-
this.engine.setArray4(this._uniforms[uniformName], array);
|
|
289
|
-
}
|
|
290
|
-
/**
|
|
291
|
-
* Sets matrices on a uniform variable.
|
|
292
|
-
* @param uniformName Name of the variable.
|
|
293
|
-
* @param matrices matrices to be set.
|
|
294
|
-
*/
|
|
295
|
-
setMatrices(uniformName, matrices) {
|
|
296
|
-
if (!matrices) {
|
|
297
|
-
return;
|
|
298
|
-
}
|
|
299
|
-
this._valueCache[uniformName] = null;
|
|
300
|
-
this.engine.setMatrices(this._uniforms[uniformName], matrices);
|
|
192
|
+
return this._cacheFloatN(uniformName, x, y, z, w);
|
|
301
193
|
}
|
|
302
194
|
/**
|
|
303
195
|
* Sets matrix on a uniform variable.
|
|
@@ -311,63 +203,13 @@ export class WebGLPipelineContext {
|
|
|
311
203
|
}
|
|
312
204
|
}
|
|
313
205
|
}
|
|
314
|
-
/**
|
|
315
|
-
* Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
|
|
316
|
-
* @param uniformName Name of the variable.
|
|
317
|
-
* @param matrix matrix to be set.
|
|
318
|
-
*/
|
|
319
|
-
setMatrix3x3(uniformName, matrix) {
|
|
320
|
-
this._valueCache[uniformName] = null;
|
|
321
|
-
this.engine.setMatrix3x3(this._uniforms[uniformName], matrix);
|
|
322
|
-
}
|
|
323
|
-
/**
|
|
324
|
-
* Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)
|
|
325
|
-
* @param uniformName Name of the variable.
|
|
326
|
-
* @param matrix matrix to be set.
|
|
327
|
-
*/
|
|
328
|
-
setMatrix2x2(uniformName, matrix) {
|
|
329
|
-
this._valueCache[uniformName] = null;
|
|
330
|
-
this.engine.setMatrix2x2(this._uniforms[uniformName], matrix);
|
|
331
|
-
}
|
|
332
|
-
/**
|
|
333
|
-
* Sets a float on a uniform variable.
|
|
334
|
-
* @param uniformName Name of the variable.
|
|
335
|
-
* @param value value to be set.
|
|
336
|
-
* @returns this effect.
|
|
337
|
-
*/
|
|
338
|
-
setFloat(uniformName, value) {
|
|
339
|
-
const cache = this._valueCache[uniformName];
|
|
340
|
-
if (cache !== undefined && cache === value) {
|
|
341
|
-
return;
|
|
342
|
-
}
|
|
343
|
-
if (this.engine.setFloat(this._uniforms[uniformName], value)) {
|
|
344
|
-
this._valueCache[uniformName] = value;
|
|
345
|
-
}
|
|
346
|
-
}
|
|
347
206
|
/**
|
|
348
207
|
* Sets a Vector2 on a uniform variable.
|
|
349
208
|
* @param uniformName Name of the variable.
|
|
350
209
|
* @param vector2 vector2 to be set.
|
|
351
210
|
*/
|
|
352
211
|
setVector2(uniformName, vector2) {
|
|
353
|
-
|
|
354
|
-
if (!this.engine.setFloat2(this._uniforms[uniformName], vector2.x, vector2.y)) {
|
|
355
|
-
this._valueCache[uniformName] = null;
|
|
356
|
-
}
|
|
357
|
-
}
|
|
358
|
-
}
|
|
359
|
-
/**
|
|
360
|
-
* Sets a float2 on a uniform variable.
|
|
361
|
-
* @param uniformName Name of the variable.
|
|
362
|
-
* @param x First float in float2.
|
|
363
|
-
* @param y Second float in float2.
|
|
364
|
-
*/
|
|
365
|
-
setFloat2(uniformName, x, y) {
|
|
366
|
-
if (this._cacheFloat2(uniformName, x, y)) {
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-
if (!this.engine.setFloat2(this._uniforms[uniformName], x, y)) {
|
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this._valueCache[uniformName] = null;
|
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369
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-
}
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}
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+
this.setFloat2(uniformName, vector2.x, vector2.y);
|
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213
|
}
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372
214
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/**
|
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373
215
|
* Sets a Vector3 on a uniform variable.
|
|
@@ -375,25 +217,7 @@ export class WebGLPipelineContext {
|
|
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375
217
|
* @param vector3 Value to be set.
|
|
376
218
|
*/
|
|
377
219
|
setVector3(uniformName, vector3) {
|
|
378
|
-
|
|
379
|
-
if (!this.engine.setFloat3(this._uniforms[uniformName], vector3.x, vector3.y, vector3.z)) {
|
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380
|
-
this._valueCache[uniformName] = null;
|
|
381
|
-
}
|
|
382
|
-
}
|
|
383
|
-
}
|
|
384
|
-
/**
|
|
385
|
-
* Sets a float3 on a uniform variable.
|
|
386
|
-
* @param uniformName Name of the variable.
|
|
387
|
-
* @param x First float in float3.
|
|
388
|
-
* @param y Second float in float3.
|
|
389
|
-
* @param z Third float in float3.
|
|
390
|
-
*/
|
|
391
|
-
setFloat3(uniformName, x, y, z) {
|
|
392
|
-
if (this._cacheFloat3(uniformName, x, y, z)) {
|
|
393
|
-
if (!this.engine.setFloat3(this._uniforms[uniformName], x, y, z)) {
|
|
394
|
-
this._valueCache[uniformName] = null;
|
|
395
|
-
}
|
|
396
|
-
}
|
|
220
|
+
this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);
|
|
397
221
|
}
|
|
398
222
|
/**
|
|
399
223
|
* Sets a Vector4 on a uniform variable.
|
|
@@ -401,11 +225,7 @@ export class WebGLPipelineContext {
|
|
|
401
225
|
* @param vector4 Value to be set.
|
|
402
226
|
*/
|
|
403
227
|
setVector4(uniformName, vector4) {
|
|
404
|
-
|
|
405
|
-
if (!this.engine.setFloat4(this._uniforms[uniformName], vector4.x, vector4.y, vector4.z, vector4.w)) {
|
|
406
|
-
this._valueCache[uniformName] = null;
|
|
407
|
-
}
|
|
408
|
-
}
|
|
228
|
+
this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);
|
|
409
229
|
}
|
|
410
230
|
/**
|
|
411
231
|
* Sets a Quaternion on a uniform variable.
|
|
@@ -413,27 +233,7 @@ export class WebGLPipelineContext {
|
|
|
413
233
|
* @param quaternion Value to be set.
|
|
414
234
|
*/
|
|
415
235
|
setQuaternion(uniformName, quaternion) {
|
|
416
|
-
|
|
417
|
-
if (!this.engine.setFloat4(this._uniforms[uniformName], quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {
|
|
418
|
-
this._valueCache[uniformName] = null;
|
|
419
|
-
}
|
|
420
|
-
}
|
|
421
|
-
}
|
|
422
|
-
/**
|
|
423
|
-
* Sets a float4 on a uniform variable.
|
|
424
|
-
* @param uniformName Name of the variable.
|
|
425
|
-
* @param x First float in float4.
|
|
426
|
-
* @param y Second float in float4.
|
|
427
|
-
* @param z Third float in float4.
|
|
428
|
-
* @param w Fourth float in float4.
|
|
429
|
-
* @returns this effect.
|
|
430
|
-
*/
|
|
431
|
-
setFloat4(uniformName, x, y, z, w) {
|
|
432
|
-
if (this._cacheFloat4(uniformName, x, y, z, w)) {
|
|
433
|
-
if (!this.engine.setFloat4(this._uniforms[uniformName], x, y, z, w)) {
|
|
434
|
-
this._valueCache[uniformName] = null;
|
|
435
|
-
}
|
|
436
|
-
}
|
|
236
|
+
this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);
|
|
437
237
|
}
|
|
438
238
|
/**
|
|
439
239
|
* Sets a Color3 on a uniform variable.
|
|
@@ -441,11 +241,7 @@ export class WebGLPipelineContext {
|
|
|
441
241
|
* @param color3 Value to be set.
|
|
442
242
|
*/
|
|
443
243
|
setColor3(uniformName, color3) {
|
|
444
|
-
|
|
445
|
-
if (!this.engine.setFloat3(this._uniforms[uniformName], color3.r, color3.g, color3.b)) {
|
|
446
|
-
this._valueCache[uniformName] = null;
|
|
447
|
-
}
|
|
448
|
-
}
|
|
244
|
+
this.setFloat3(uniformName, color3.r, color3.g, color3.b);
|
|
449
245
|
}
|
|
450
246
|
/**
|
|
451
247
|
* Sets a Color4 on a uniform variable.
|
|
@@ -454,11 +250,7 @@ export class WebGLPipelineContext {
|
|
|
454
250
|
* @param alpha Alpha value to be set.
|
|
455
251
|
*/
|
|
456
252
|
setColor4(uniformName, color3, alpha) {
|
|
457
|
-
|
|
458
|
-
if (!this.engine.setFloat4(this._uniforms[uniformName], color3.r, color3.g, color3.b, alpha)) {
|
|
459
|
-
this._valueCache[uniformName] = null;
|
|
460
|
-
}
|
|
461
|
-
}
|
|
253
|
+
this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
|
|
462
254
|
}
|
|
463
255
|
/**
|
|
464
256
|
* Sets a Color4 on a uniform variable
|
|
@@ -466,11 +258,7 @@ export class WebGLPipelineContext {
|
|
|
466
258
|
* @param color4 defines the value to be set
|
|
467
259
|
*/
|
|
468
260
|
setDirectColor4(uniformName, color4) {
|
|
469
|
-
|
|
470
|
-
if (!this.engine.setFloat4(this._uniforms[uniformName], color4.r, color4.g, color4.b, color4.a)) {
|
|
471
|
-
this._valueCache[uniformName] = null;
|
|
472
|
-
}
|
|
473
|
-
}
|
|
261
|
+
this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);
|
|
474
262
|
}
|
|
475
263
|
_getVertexShaderCode() {
|
|
476
264
|
return this.vertexShader ? this.engine._getShaderSource(this.vertexShader) : null;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @hidden */\r\nexport class WebGLPipelineContext implements IPipelineContext {\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n public engine: ThinEngine;\r\n public program: Nullable<WebGLProgram>;\r\n public context?: WebGLRenderingContext;\r\n public vertexShader?: WebGLShader;\r\n public fragmentShader?: WebGLShader;\r\n public isParallelCompiled: boolean;\r\n public onCompiled?: () => void;\r\n public transformFeedback?: WebGLTransformFeedback | null;\r\n\r\n public vertexCompilationError: Nullable<string> = null;\r\n public fragmentCompilationError: Nullable<string> = null;\r\n public programLinkError: Nullable<string> = null;\r\n public programValidationError: Nullable<string> = null;\r\n\r\n public get isAsync() {\r\n return this.isParallelCompiled;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this.engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param matrix\r\n * @hidden\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\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[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param x\r\n * @param y\r\n * @hidden\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 2) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param x\r\n * @param y\r\n * @param z\r\n * @hidden\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 3) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param x\r\n * @param y\r\n * @param z\r\n * @param w\r\n * @hidden\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n let cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 4) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this.engine.setInt(this._uniforms[uniformName], value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this.engine.setInt2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this.engine.setInt3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this.engine.setInt4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setIntArray(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setIntArray2(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setIntArray3(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4(uniformName: string, array: Int32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setIntArray4(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setArray(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setArray2(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setArray3(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4(uniformName: string, array: number[]): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setArray4(this._uniforms[uniformName], array);\r\n }\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices(uniformName: string, matrices: Float32Array): void {\r\n if (!matrices) {\r\n return;\r\n }\r\n\r\n this._valueCache[uniformName] = null;\r\n this.engine.setMatrices(this._uniforms[uniformName], matrices);\r\n }\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this.engine.setMatrices(this._uniforms[uniformName], matrix.toArray() as Float32Array)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setMatrix3x3(this._uniforms[uniformName], matrix);\r\n }\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2(uniformName: string, matrix: Float32Array): void {\r\n this._valueCache[uniformName] = null;\r\n this.engine.setMatrix2x2(this._uniforms[uniformName], matrix);\r\n }\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat(uniformName: string, value: number): void {\r\n const cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return;\r\n }\r\n\r\n if (this.engine.setFloat(this._uniforms[uniformName], value)) {\r\n this._valueCache[uniformName] = value;\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n if (!this.engine.setFloat2(this._uniforms[uniformName], vector2.x, vector2.y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2(uniformName: string, x: number, y: number): void {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n if (!this.engine.setFloat2(this._uniforms[uniformName], x, y)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n if (!this.engine.setFloat3(this._uniforms[uniformName], vector3.x, vector3.y, vector3.z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3(uniformName: string, x: number, y: number, z: number): void {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n if (!this.engine.setFloat3(this._uniforms[uniformName], x, y, z)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n if (!this.engine.setFloat4(this._uniforms[uniformName], vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n if (this._cacheFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n if (!this.engine.setFloat4(this._uniforms[uniformName], quaternion.x, quaternion.y, quaternion.z, quaternion.w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n if (!this.engine.setFloat4(this._uniforms[uniformName], x, y, z, w)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n if (!this.engine.setFloat3(this._uniforms[uniformName], color3.r, color3.g, color3.b)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n if (!this.engine.setFloat4(this._uniforms[uniformName], color3.r, color3.g, color3.b, alpha)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n if (!this.engine.setFloat4(this._uniforms[uniformName], color4.r, color4.g, color4.b, color4.a)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.vertexShader ? this.engine._getShaderSource(this.vertexShader) : null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.fragmentShader ? this.engine._getShaderSource(this.fragmentShader) : null;\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { IPipelineContext } from \"../IPipelineContext\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from \"../../Maths/math.like\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\nconst floatNCache: string[] = [\r\n \"Int2\",\r\n \"Int\",\r\n \"Int3\",\r\n \"Int4\",\r\n \"Vector2\",\r\n \"Vector3\",\r\n \"Vector4\",\r\n \"Float2\",\r\n \"Float\",\r\n \"Float3\",\r\n \"Float4\",\r\n \"Quaternion\",\r\n \"Color3\",\r\n \"Color4\",\r\n \"DirectColor4\",\r\n];\r\n\r\n/** @hidden */\r\nexport class WebGLPipelineContext implements IPipelineContext {\r\n private _valueCache: { [key: string]: any } = {};\r\n private _uniforms: { [key: string]: Nullable<WebGLUniformLocation> };\r\n\r\n public engine: ThinEngine;\r\n public program: Nullable<WebGLProgram>;\r\n public context?: WebGLRenderingContext;\r\n public vertexShader?: WebGLShader;\r\n public fragmentShader?: WebGLShader;\r\n public isParallelCompiled: boolean;\r\n public onCompiled?: () => void;\r\n public transformFeedback?: WebGLTransformFeedback | null;\r\n\r\n public vertexCompilationError: Nullable<string> = null;\r\n public fragmentCompilationError: Nullable<string> = null;\r\n public programLinkError: Nullable<string> = null;\r\n public programValidationError: Nullable<string> = null;\r\n\r\n constructor() {\r\n const args: any[] = [];\r\n const prepareArray = function (this: WebGLPipelineContext) {\r\n args.length = 0;\r\n Array.prototype.push.apply(args, arguments);\r\n args[0] = this._uniforms[args[0]];\r\n };\r\n const proxyFunction: (functionName: string) => ((/*uniformName: string, ...payload: any[]*/) => void) | undefined = (functionName: string) => {\r\n const cacheFunction = floatNCache.includes(functionName.substring(3)) && \"FloatN\";\r\n if (cacheFunction) {\r\n const cacheFunc = this[`_cache${cacheFunction}` as Partial<keyof WebGLPipelineContext>];\r\n return function (this: WebGLPipelineContext /*uniformName: string, ...payload: any[]*/) {\r\n const func = this.engine[functionName as keyof ThinEngine];\r\n prepareArray.apply(this, arguments);\r\n if ((cacheFunc as Function).apply(this, arguments)) {\r\n if (!func.apply(this.engine, args)) {\r\n this._valueCache[arguments[0]] = null;\r\n }\r\n }\r\n };\r\n } else {\r\n return function (this: WebGLPipelineContext /*uniformName: string, ...payload: any[]*/) {\r\n const func = this.engine[functionName as keyof ThinEngine];\r\n prepareArray.apply(this, arguments);\r\n if (arguments[1] !== undefined) {\r\n this._valueCache[arguments[0]] = null;\r\n func.apply(this.engine, args);\r\n }\r\n };\r\n }\r\n };\r\n [\"Int?\", \"IntArray?\", \"Array?\", \"Float?\", \"Matrices\", \"Matrix3x3\", \"Matrix2x2\"].forEach((functionName) => {\r\n const name = `set${functionName}`;\r\n if (this[name as keyof this]) {\r\n return;\r\n }\r\n if (name.endsWith(\"?\")) {\r\n [\"\", 2, 3, 4].forEach((n) => {\r\n this[(name.slice(0, -1) + n) as keyof this] = this[(name.slice(0, -1) + n) as keyof this] || proxyFunction(name.slice(0, -1) + n)!.bind(this);\r\n });\r\n } else {\r\n this[name as keyof this] = this[name as keyof this] || proxyFunction(name)!.bind(this);\r\n }\r\n });\r\n }\r\n\r\n public get isAsync() {\r\n return this.isParallelCompiled;\r\n }\r\n\r\n public get isReady(): boolean {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\r\n }\r\n\r\n public _fillEffectInformation(\r\n effect: Effect,\r\n uniformBuffersNames: { [key: string]: number },\r\n uniformsNames: string[],\r\n uniforms: { [key: string]: Nullable<WebGLUniformLocation> },\r\n samplerList: string[],\r\n samplers: { [key: string]: number },\r\n attributesNames: string[],\r\n attributes: number[]\r\n ) {\r\n const engine = this.engine;\r\n if (engine.supportsUniformBuffers) {\r\n for (const name in uniformBuffersNames) {\r\n effect.bindUniformBlock(name, uniformBuffersNames[name]);\r\n }\r\n }\r\n\r\n const effectAvailableUniforms = this.engine.getUniforms(this, uniformsNames);\r\n effectAvailableUniforms.forEach((uniform, index) => {\r\n uniforms[uniformsNames[index]] = uniform;\r\n });\r\n this._uniforms = uniforms;\r\n\r\n let index: number;\r\n for (index = 0; index < samplerList.length; index++) {\r\n const sampler = effect.getUniform(samplerList[index]);\r\n if (sampler == null) {\r\n samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n\r\n samplerList.forEach((name, index) => {\r\n samplers[name] = index;\r\n });\r\n\r\n for (const attr of engine.getAttributes(this, attributesNames)) {\r\n attributes.push(attr);\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources.\r\n **/\r\n public dispose() {\r\n this._uniforms = {};\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param matrix\r\n * @hidden\r\n */\r\n public _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean {\r\n const cache = this._valueCache[uniformName];\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[uniformName] = flag;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param _uniformName\r\n * @param _x\r\n * @param _y\r\n * @param _z\r\n * @param _w\r\n * @hidden\r\n */\r\n public _cacheFloatN(_uniformName: string, _x: number, _y?: number, _z?: number, _w?: number): boolean {\r\n /**\r\n * arguments will be used to abstract the cache function.\r\n * arguments[0] is the uniform name. the rest are numbers.\r\n */\r\n let cache: number[] = this._valueCache[arguments[0]];\r\n if (!cache || cache.length !== arguments.length - 1) {\r\n cache = Array.prototype.slice.call(arguments, 1);\r\n this._valueCache[arguments[0]] = cache;\r\n return true;\r\n }\r\n\r\n let changed = false;\r\n for (let i = 0; i < cache.length; ++i) {\r\n if (cache[i] !== arguments[i + 1]) {\r\n cache[i] = arguments[i + 1];\r\n changed = true;\r\n }\r\n }\r\n return changed;\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param x\r\n * @param y\r\n * @hidden\r\n */\r\n public _cacheFloat2(uniformName: string, x: number, y: number): boolean {\r\n return this._cacheFloatN(uniformName, x, y);\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param x\r\n * @param y\r\n * @param z\r\n * @hidden\r\n */\r\n public _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean {\r\n return this._cacheFloatN(uniformName, x, y, z);\r\n }\r\n\r\n /**\r\n * @param uniformName\r\n * @param x\r\n * @param y\r\n * @param z\r\n * @param w\r\n * @hidden\r\n */\r\n public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean {\r\n return this._cacheFloatN(uniformName, x, y, z, w);\r\n }\r\n\r\n /**\r\n * Sets an integer value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n */\r\n public setInt: (uniformName: string, value: number) => void;\r\n\r\n /**\r\n * Sets a int2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int2.\r\n * @param y Second int in int2.\r\n */\r\n public setInt2: (uniformName: string, x: number, y: number) => void;\r\n\r\n /**\r\n * Sets a int3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int3.\r\n * @param y Second int in int3.\r\n * @param z Third int in int3.\r\n */\r\n public setInt3: (uniformName: string, x: number, y: number, z: number) => void;\r\n\r\n /**\r\n * Sets a int4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First int in int4.\r\n * @param y Second int in int4.\r\n * @param z Third int in int4.\r\n * @param w Fourth int in int4.\r\n */\r\n public setInt4: (uniformName: string, x: number, y: number, z: number, w: number) => void;\r\n\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray2: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray3: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setIntArray4: (uniformName: string, array: Int32Array) => void;\r\n\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray2: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n public setArray3: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n */\r\n public setArray4: (uniformName: string, array: number[]) => void;\r\n\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n */\r\n public setMatrices: (uniformName: string, matrices: Float32Array) => void;\r\n\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix(uniformName: string, matrix: IMatrixLike): void {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n if (!this.engine.setMatrices(this._uniforms[uniformName], matrix.toArray() as Float32Array)) {\r\n this._valueCache[uniformName] = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix3x3: (uniformName: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n */\r\n public setMatrix2x2: (uniformName: string, matrix: Float32Array) => void;\r\n\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n public setFloat: (uniformName: string, value: number) => void;\r\n\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n */\r\n public setVector2(uniformName: string, vector2: IVector2Like): void {\r\n this.setFloat2(uniformName, vector2.x, vector2.y);\r\n }\r\n\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n */\r\n public setFloat2: (uniformName: string, x: number, y: number) => void;\r\n\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n */\r\n public setVector3(uniformName: string, vector3: IVector3Like): void {\r\n this.setFloat3(uniformName, vector3.x, vector3.y, vector3.z);\r\n }\r\n\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n */\r\n public setFloat3: (uniformName: string, x: number, y: number, z: number) => void;\r\n\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n */\r\n public setVector4(uniformName: string, vector4: IVector4Like): void {\r\n this.setFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n\r\n /**\r\n * Sets a Quaternion on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param quaternion Value to be set.\r\n */\r\n public setQuaternion(uniformName: string, quaternion: IQuaternionLike): void {\r\n this.setFloat4(uniformName, quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n public setFloat4: (uniformName: string, x: number, y: number, z: number, w: number) => void;\r\n\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n */\r\n public setColor3(uniformName: string, color3: IColor3Like): void {\r\n this.setFloat3(uniformName, color3.r, color3.g, color3.b);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n */\r\n public setColor4(uniformName: string, color3: IColor3Like, alpha: number): void {\r\n this.setFloat4(uniformName, color3.r, color3.g, color3.b, alpha);\r\n }\r\n\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n */\r\n public setDirectColor4(uniformName: string, color4: IColor4Like): void {\r\n this.setFloat4(uniformName, color4.r, color4.g, color4.b, color4.a);\r\n }\r\n\r\n public _getVertexShaderCode(): string | null {\r\n return this.vertexShader ? this.engine._getShaderSource(this.vertexShader) : null;\r\n }\r\n\r\n public _getFragmentShaderCode(): string | null {\r\n return this.fragmentShader ? this.engine._getShaderSource(this.fragmentShader) : null;\r\n }\r\n}\r\n"]}
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@@ -41,7 +41,7 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
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super._shareDepth(renderTarget);
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const gl = this._context;
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const depthbuffer = this._depthStencilBuffer;
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const framebuffer = renderTarget._framebuffer;
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const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;
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if (renderTarget._depthStencilBuffer) {
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gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);
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}
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