@galacean/engine-core 1.2.0-beta.1 → 1.2.0-beta.3

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/dist/main.js CHANGED
@@ -627,7 +627,7 @@ var Utils = /*#__PURE__*/ function() {
627
627
  if (Utils.isBase64Url(relativeUrl)) {
628
628
  return relativeUrl;
629
629
  }
630
- return relativeUrl ? baseUrl.replace(/\/+$/, "") + "/" + relativeUrl.replace(/^\/+/, "") : baseUrl;
630
+ return relativeUrl ? new URL(relativeUrl, baseUrl).href : baseUrl;
631
631
  };
632
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  /**
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  * @internal
@@ -770,14 +770,6 @@ var Utils = /*#__PURE__*/ function() {
770
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  });
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  return result;
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  };
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- Utils._formatRelativePath = function _formatRelativePath(path) {
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- // For example input is "a/b", "/a/b", "./a/b", "./a/./b", "./a/../a/b", output is "a/b"
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- return path.split("/").filter(Boolean).reduce(function(acc, cur) {
776
- if (cur === "..") acc.pop();
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- else if (cur !== ".") acc.push(cur);
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- return acc;
779
- }, []).join("/");
780
- };
781
773
  Utils._insertionSort = function _insertionSort(a, from, to, compareFunc) {
782
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  for(var i = from + 1; i < to; i++){
783
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  var j = void 0;
@@ -1667,6 +1659,7 @@ exports.GLCapabilityType = void 0;
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  GLCapabilityType["colorBufferHalfFloat"] = "EXT_color_buffer_half_float";
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  GLCapabilityType["textureFilterAnisotropic"] = "EXT_texture_filter_anisotropic";
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  GLCapabilityType["blendMinMax"] = "EXT_blend_minmax";
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+ GLCapabilityType["fragDepth"] = "EXT_frag_depth";
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  GLCapabilityType["astc"] = "WEBGL_compressed_texture_astc";
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  GLCapabilityType["astc_webkit"] = "WEBKIT_WEBGL_compressed_texture_astc";
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  GLCapabilityType["etc"] = "WEBGL_compressed_texture_etc";
@@ -3430,23 +3423,34 @@ var ShaderFactory = /*#__PURE__*/ function() {
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  * @param shader - code
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3424
  * @param isFrag - Whether it is a fragment shader.
3432
3425
  * */ ShaderFactory.convertTo300 = function convertTo300(shader, isFrag) {
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- /** replace attribute and in */ shader = shader.replace(/\battribute\b/g, "in");
3434
3426
  shader = shader.replace(/\bvarying\b/g, isFrag ? "in" : "out");
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- /** replace api */ shader = shader.replace(/\btexture(2D|Cube)\b/g, "texture");
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- shader = shader.replace(/\btexture(2D|Cube)LodEXT\b/g, "textureLod");
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+ shader = shader.replace(/\btexture(2D|Cube)\b/g, "texture");
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+ shader = shader.replace(/\btexture2DProj\b/g, "textureProj");
3437
3429
  if (isFrag) {
3438
- var isMRT = /\bgl_FragData\[.+?\]/g.test(shader);
3439
- if (isMRT) {
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- shader = shader.replace(/\bgl_FragColor\b/g, "gl_FragData[0]");
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- var result = shader.match(/\bgl_FragData\[.+?\]/g);
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- shader = this._replaceMRTShader(shader, result);
3443
- } else {
3444
- shader = shader.replace(/void\s+?main\s*\(/g, "out vec4 glFragColor;\nvoid main(");
3445
- shader = shader.replace(/\bgl_FragColor\b/g, "glFragColor");
3430
+ shader = shader.replace(/\btexture(2D|Cube)LodEXT\b/g, "textureLod");
3431
+ shader = shader.replace(/\btexture(2D|Cube)GradEXT\b/g, "textureGrad");
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+ shader = shader.replace(/\btexture2DProjLodEXT\b/g, "textureProjLod");
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+ shader = shader.replace(/\btexture2DProjGradEXT\b/g, "textureProjGrad");
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+ shader = shader.replace(/\bgl_FragDepthEXT\b/g, "gl_FragDepth");
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+ if (!ShaderFactory._has300Output(shader)) {
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+ var isMRT = /\bgl_FragData\[.+?\]/g.test(shader);
3437
+ if (isMRT) {
3438
+ shader = shader.replace(/\bgl_FragColor\b/g, "gl_FragData[0]");
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+ var result = shader.match(/\bgl_FragData\[.+?\]/g);
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+ shader = this._replaceMRTShader(shader, result);
3441
+ } else {
3442
+ shader = shader.replace(/void\s+?main\s*\(/g, "out vec4 glFragColor;\nvoid main(");
3443
+ shader = shader.replace(/\bgl_FragColor\b/g, "glFragColor");
3444
+ }
3446
3445
  }
3446
+ } else {
3447
+ shader = shader.replace(/\battribute\b/g, "in");
3447
3448
  }
3448
3449
  return shader;
3449
3450
  };
3451
+ ShaderFactory._has300Output = function _has300Output(fragmentShader) {
3452
+ return ShaderFactory._has300OutInFragReg.test(fragmentShader);
3453
+ };
3450
3454
  ShaderFactory._replaceMRTShader = function _replaceMRTShader(shader, result) {
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3455
  var declaration = "";
3452
3456
  var mrtIndexSet = new Set();
@@ -3468,11 +3472,16 @@ var ShaderFactory = /*#__PURE__*/ function() {
3468
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  /** @internal */ ShaderFactory._shaderExtension = [
3469
3473
  "GL_EXT_shader_texture_lod",
3470
3474
  "GL_OES_standard_derivatives",
3471
- "GL_EXT_draw_buffers"
3475
+ "GL_EXT_draw_buffers",
3476
+ "GL_EXT_frag_depth"
3472
3477
  ].map(function(e) {
3473
3478
  return "#extension " + e + " : enable\n";
3474
3479
  }).join("");
3475
3480
  })();
3481
+ (function() {
3482
+ ShaderFactory._has300OutInFragReg = /\bout\s+(?:\w+\s+)?(?:vec4)\s+(?:\w+)\s*;/ // [layout(location = 0)] out [highp] vec4 [color];
3483
+ ;
3484
+ })();
3476
3485
 
3477
3486
  /**
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3487
  * Shader tag key.
@@ -3763,6 +3772,10 @@ var ShaderFactory = /*#__PURE__*/ function() {
3763
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  this.materialUniformBlock = new ShaderUniformBlock();
3764
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  this.otherUniformBlock = new ShaderUniformBlock();
3765
3774
  /** @internal */ this._uploadRenderCount = -1;
3775
+ /** @internal */ this._uploadSceneId = -1;
3776
+ /** @internal */ this._uploadCameraId = -1;
3777
+ /** @internal */ this._uploadRendererId = -1;
3778
+ /** @internal */ this._uploadMaterialId = -1;
3766
3779
  this.attributeLocation = Object.create(null);
3767
3780
  this._activeTextureUint = 0;
3768
3781
  this._engine = engine;
@@ -11444,10 +11457,8 @@ var Basic2DBatcher = /*#__PURE__*/ function() {
11444
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  var vertexStride = this.createVertexElements(vertexElements);
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  // vertices
11446
11459
  var vertexBuffer = this._vertexBuffers[index] = new Buffer(engine, exports.BufferBindFlag.VertexBuffer, MAX_VERTEX_COUNT * vertexStride, exports.BufferUsage.Dynamic);
11447
- vertexBuffer.isGCIgnored = true;
11448
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  // indices
11449
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  var indiceBuffer = this._indiceBuffers[index] = new Buffer(engine, exports.BufferBindFlag.IndexBuffer, MAX_VERTEX_COUNT * 6, exports.BufferUsage.Dynamic);
11450
- indiceBuffer.isGCIgnored = true;
11451
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  mesh.setVertexBufferBinding(vertexBuffer, vertexStride);
11452
11463
  mesh.setIndexBufferBinding(indiceBuffer, exports.IndexFormat.UInt16);
11453
11464
  mesh.setVertexElements(vertexElements);
@@ -15093,6 +15104,7 @@ var BaseMaterial = /*#__PURE__*/ function(Material1) {
15093
15104
  1
15094
15105
  ]); // left-top
15095
15106
  var blitMaterial = new Material(engine, Shader.find("blit"));
15107
+ blitMaterial._addReferCount(1);
15096
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  blitMaterial.renderState.depthState.enabled = false;
15097
15109
  blitMaterial.renderState.depthState.writeEnabled = false;
15098
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  this.blitMesh = this._createBlitMesh(engine, vertices);
@@ -15792,6 +15804,9 @@ var ComponentCloner = /*#__PURE__*/ function() {
15792
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  projectionParams.set(flipProjection ? -1 : 1, virtualCamera.nearClipPlane, virtualCamera.farClipPlane, 0);
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  shaderData.setVector4(RenderContext._cameraProjectionProperty, projectionParams);
15794
15806
  };
15807
+ _proto.garbageCollection = function garbageCollection() {
15808
+ this.camera = null;
15809
+ };
15795
15810
  return RenderContext;
15796
15811
  }();
15797
15812
  (function() {
@@ -19450,7 +19465,8 @@ __decorate([
19450
19465
  /** @internal */ this._upList = new DisorderedArray();
19451
19466
  /** @internal */ this._downList = new DisorderedArray();
19452
19467
  this._nativeEvents = [];
19453
- if (_instanceof(target, Window)) {
19468
+ // Temporary solution for mini program, window does not exist
19469
+ if (typeof Window !== "undefined" && _instanceof(target, Window)) {
19454
19470
  throw "Do not set window as target because window cannot listen to pointer leave event.";
19455
19471
  }
19456
19472
  this._engine = engine;
@@ -19924,66 +19940,85 @@ __decorate([
19924
19940
 
19925
19941
  /**
19926
19942
  * @internal
19927
- */ var ParticleBufferUtils = /*#__PURE__*/ function() {
19928
- function ParticleBufferUtils(engine) {
19929
- this.billboardVertexElement = new VertexElement(ParticleBillboardVertexAttribute.cornerTextureCoordinate, 0, exports.VertexElementFormat.Vector4, 0);
19930
- this.instanceVertexElements = [
19931
- new VertexElement(ParticleInstanceVertexAttribute.ShapePositionStartLifeTime, 0, exports.VertexElementFormat.Vector4, 1, 1),
19932
- new VertexElement(ParticleInstanceVertexAttribute.DirectionTime, 16, exports.VertexElementFormat.Vector4, 1, 1),
19933
- new VertexElement(ParticleInstanceVertexAttribute.StartColor, 32, exports.VertexElementFormat.Vector4, 1, 1),
19934
- new VertexElement(ParticleInstanceVertexAttribute.StartSize, 48, exports.VertexElementFormat.Vector3, 1, 1),
19935
- new VertexElement(ParticleInstanceVertexAttribute.StartRotation0, 60, exports.VertexElementFormat.Vector3, 1, 1),
19936
- new VertexElement(ParticleInstanceVertexAttribute.StartSpeed, 72, exports.VertexElementFormat.Float, 1, 1),
19937
- new VertexElement(ParticleInstanceVertexAttribute.Random0, 76, exports.VertexElementFormat.Vector4, 1, 1),
19938
- new VertexElement(ParticleInstanceVertexAttribute.Random1, 92, exports.VertexElementFormat.Vector4, 1, 1),
19939
- new VertexElement(ParticleInstanceVertexAttribute.SimulationWorldPosition, 108, exports.VertexElementFormat.Vector3, 1, 1),
19940
- new VertexElement(ParticleInstanceVertexAttribute.SimulationWorldRotation, 120, exports.VertexElementFormat.Vector4, 1, 1),
19941
- new VertexElement(ParticleInstanceVertexAttribute.SimulationUV, 136, exports.VertexElementFormat.Vector4, 1, 1)
19942
- ];
19943
- this.instanceVertexStride = 152;
19944
- this.instanceVertexFloatStride = this.instanceVertexStride / 4;
19945
- this.startLifeTimeOffset = 3;
19946
- this.timeOffset = 7;
19947
- this.simulationUVOffset = 34;
19948
- this.billboardIndexCount = 6;
19949
- var stride = 16;
19950
- var billboardGeometryBuffer = new Buffer(engine, exports.BufferBindFlag.VertexBuffer, stride * 4, exports.BufferUsage.Static, false);
19951
- this.billboardVertexBufferBinding = new VertexBufferBinding(billboardGeometryBuffer, stride);
19952
- var indexBuffer = new Buffer(engine, exports.BufferBindFlag.IndexBuffer, this.billboardIndexCount, exports.BufferUsage.Static, false);
19953
- this.billboardIndexBufferBinding = new IndexBufferBinding(indexBuffer, exports.IndexFormat.UInt8);
19954
- this.setBufferData();
19955
- }
19956
- var _proto = ParticleBufferUtils.prototype;
19957
- _proto.setBufferData = function setBufferData() {
19958
- this.billboardVertexBufferBinding.buffer.setData(new Float32Array([
19959
- -0.5,
19960
- -0.5,
19961
- 0,
19962
- 1,
19963
- 0.5,
19964
- -0.5,
19965
- 1,
19966
- 1,
19967
- 0.5,
19968
- 0.5,
19969
- 1,
19970
- 0,
19971
- -0.5,
19972
- 0.5,
19973
- 0,
19974
- 0
19975
- ]));
19976
- this.billboardIndexBufferBinding.buffer.setData(new Uint8Array([
19977
- 0,
19978
- 2,
19979
- 3,
19980
- 0,
19981
- 1,
19982
- 2
19983
- ]));
19984
- };
19985
- return ParticleBufferUtils;
19986
- }();
19943
+ */ var ParticleBufferUtils = function ParticleBufferUtils(engine) {
19944
+ this.billboardVertexElement = new VertexElement(ParticleBillboardVertexAttribute.cornerTextureCoordinate, 0, exports.VertexElementFormat.Vector4, 0);
19945
+ this.instanceVertexElements = [
19946
+ new VertexElement(ParticleInstanceVertexAttribute.ShapePositionStartLifeTime, 0, exports.VertexElementFormat.Vector4, 1, 1),
19947
+ new VertexElement(ParticleInstanceVertexAttribute.DirectionTime, 16, exports.VertexElementFormat.Vector4, 1, 1),
19948
+ new VertexElement(ParticleInstanceVertexAttribute.StartColor, 32, exports.VertexElementFormat.Vector4, 1, 1),
19949
+ new VertexElement(ParticleInstanceVertexAttribute.StartSize, 48, exports.VertexElementFormat.Vector3, 1, 1),
19950
+ new VertexElement(ParticleInstanceVertexAttribute.StartRotation0, 60, exports.VertexElementFormat.Vector3, 1, 1),
19951
+ new VertexElement(ParticleInstanceVertexAttribute.StartSpeed, 72, exports.VertexElementFormat.Float, 1, 1),
19952
+ new VertexElement(ParticleInstanceVertexAttribute.Random0, 76, exports.VertexElementFormat.Vector4, 1, 1),
19953
+ new VertexElement(ParticleInstanceVertexAttribute.Random1, 92, exports.VertexElementFormat.Vector4, 1, 1),
19954
+ new VertexElement(ParticleInstanceVertexAttribute.SimulationWorldPosition, 108, exports.VertexElementFormat.Vector3, 1, 1),
19955
+ new VertexElement(ParticleInstanceVertexAttribute.SimulationWorldRotation, 120, exports.VertexElementFormat.Vector4, 1, 1),
19956
+ new VertexElement(ParticleInstanceVertexAttribute.SimulationUV, 136, exports.VertexElementFormat.Vector4, 1, 1)
19957
+ ];
19958
+ this.instanceVertexStride = 152;
19959
+ this.instanceVertexFloatStride = this.instanceVertexStride / 4;
19960
+ this.startLifeTimeOffset = 3;
19961
+ this.timeOffset = 7;
19962
+ this.simulationUVOffset = 34;
19963
+ this.billboardIndexCount = 6;
19964
+ var stride = 16;
19965
+ var billboardGeometryBuffer = new Buffer(engine, exports.BufferBindFlag.VertexBuffer, stride * 4, exports.BufferUsage.Static, false);
19966
+ billboardGeometryBuffer.isGCIgnored = true;
19967
+ this.billboardVertexBufferBinding = new VertexBufferBinding(billboardGeometryBuffer, stride);
19968
+ var indexBuffer = new Buffer(engine, exports.BufferBindFlag.IndexBuffer, this.billboardIndexCount, exports.BufferUsage.Static, false);
19969
+ indexBuffer.isGCIgnored = true;
19970
+ this.billboardIndexBufferBinding = new IndexBufferBinding(indexBuffer, exports.IndexFormat.UInt8);
19971
+ var billboardGeometryData = new Float32Array([
19972
+ -0.5,
19973
+ -0.5,
19974
+ 0,
19975
+ 1,
19976
+ 0.5,
19977
+ -0.5,
19978
+ 1,
19979
+ 1,
19980
+ 0.5,
19981
+ 0.5,
19982
+ 1,
19983
+ 0,
19984
+ -0.5,
19985
+ 0.5,
19986
+ 0,
19987
+ 0
19988
+ ]);
19989
+ var indexData = new Uint8Array([
19990
+ 0,
19991
+ 2,
19992
+ 3,
19993
+ 0,
19994
+ 1,
19995
+ 2
19996
+ ]);
19997
+ billboardGeometryBuffer.setData(billboardGeometryData);
19998
+ indexBuffer.setData(indexData);
19999
+ // Register content restorer
20000
+ engine.resourceManager.addContentRestorer(new /*#__PURE__*/ (function(ContentRestorer) {
20001
+ _inherits(_class, ContentRestorer);
20002
+ function _class() {
20003
+ return ContentRestorer.call(this, billboardGeometryBuffer);
20004
+ }
20005
+ var _proto = _class.prototype;
20006
+ _proto.restoreContent = function restoreContent() {
20007
+ billboardGeometryBuffer.setData(billboardGeometryData);
20008
+ };
20009
+ return _class;
20010
+ }(ContentRestorer))());
20011
+ engine.resourceManager.addContentRestorer(new /*#__PURE__*/ (function(ContentRestorer) {
20012
+ _inherits(_class, ContentRestorer);
20013
+ function _class() {
20014
+ return ContentRestorer.call(this, indexBuffer);
20015
+ }
20016
+ var _proto = _class.prototype;
20017
+ _proto.restoreContent = function restoreContent() {
20018
+ };
20019
+ return _class;
20020
+ }(ContentRestorer))());
20021
+ };
19987
20022
 
19988
20023
  var blitFs = "#define GLSLIFY 1\nuniform mediump sampler2D renderer_BlitTexture;\n#ifdef HAS_TEX_LOD\nuniform float renderer_BlitMipLevel;\n#endif\nvarying vec2 v_uv;void main(){\n#ifdef HAS_TEX_LOD\ngl_FragColor=texture2DLodEXT(renderer_BlitTexture,v_uv,renderer_BlitMipLevel);\n#else\ngl_FragColor=texture2D(renderer_BlitTexture,v_uv);\n#endif\n}"; // eslint-disable-line
19989
20024
 
@@ -20685,7 +20720,6 @@ ShaderPool.init();
20685
20720
  resourceManager._restoreGraphicResources();
20686
20721
  console.log("Graphic resource restored.");
20687
20722
  // Restore resources content
20688
- this._particleBufferUtils.setBufferData();
20689
20723
  resourceManager._restoreResourcesContent().then(function() {
20690
20724
  console.log("Graphic resource content restored.\n\n" + "Device restored.");
20691
20725
  _this.dispatch("devicerestored", _this);
@@ -20700,6 +20734,7 @@ ShaderPool.init();
20700
20734
  this._spriteRenderDataPool.garbageCollection();
20701
20735
  this._spriteMaskRenderDataPool.garbageCollection();
20702
20736
  this._textRenderDataPool.garbageCollection();
20737
+ this._renderContext.garbageCollection();
20703
20738
  };
20704
20739
  _create_class(Engine, [
20705
20740
  {
@@ -21057,7 +21092,6 @@ ShaderPool.init();
21057
21092
  };
21058
21093
  _proto._createPlane = function _createPlane(engine) {
21059
21094
  var mesh = new ModelMesh(engine);
21060
- mesh.isGCIgnored = true;
21061
21095
  var indices = new Uint8Array([
21062
21096
  1,
21063
21097
  2,
@@ -23042,22 +23076,6 @@ __decorate([
23042
23076
  maskManager.postRender(renderer);
23043
23077
  }
23044
23078
  };
23045
- _proto.destroy = function destroy() {
23046
- this._batchedQueue = null;
23047
- var _this = this, meshes = _this._meshes, vertexBuffers = _this._vertexBuffers, indiceBuffers = _this._indiceBuffers;
23048
- for(var i = 0, n = meshes.length; i < n; ++i){
23049
- meshes[i].destroy();
23050
- }
23051
- this._meshes = null;
23052
- for(var i1 = 0, n1 = vertexBuffers.length; i1 < n1; ++i1){
23053
- vertexBuffers[i1].destroy();
23054
- }
23055
- this._vertexBuffers = null;
23056
- for(var i2 = 0, n2 = indiceBuffers.length; i2 < n2; ++i2){
23057
- indiceBuffers[i2].destroy();
23058
- }
23059
- this._indiceBuffers = null;
23060
- };
23061
23079
  return SpriteBatcher;
23062
23080
  }(Basic2DBatcher);
23063
23081
  (function() {
@@ -23083,11 +23101,10 @@ __decorate([
23083
23101
  if (elements.length === 0) {
23084
23102
  return;
23085
23103
  }
23086
- var engine = camera.engine, scene = camera.scene;
23104
+ var engine = camera.engine, cameraId = camera.instanceId, cameraData = camera.shaderData;
23105
+ var _camera_scene = camera.scene, sceneData = _camera_scene.shaderData, sceneId = _camera_scene.instanceId;
23087
23106
  var renderCount = engine._renderCount;
23088
23107
  var rhi = engine._hardwareRenderer;
23089
- var sceneData = scene.shaderData;
23090
- var cameraData = camera.shaderData;
23091
23108
  var pipelineStageKey = RenderContext.pipelineStageKey;
23092
23109
  var renderQueueType = this._renderQueueType;
23093
23110
  for(var i = 0, n = elements.length; i < n; i++){
@@ -23099,9 +23116,8 @@ __decorate([
23099
23116
  var primitive = data.primitive;
23100
23117
  var renderer = data.component;
23101
23118
  var material = data.material;
23102
- var rendererData = renderer.shaderData;
23103
- var materialData = material.shaderData;
23104
- var renderStates = material.renderStates;
23119
+ var rendererData = renderer.shaderData, rendererId = renderer.instanceId;
23120
+ var materialData = material.shaderData, materialId = material.instanceId, renderStates = material.renderStates;
23105
23121
  // union render global macro and material self macro.
23106
23122
  ShaderMacroCollection.unionCollection(renderer._globalShaderMacro, materialData._macroCollection, compileMacros);
23107
23123
  for(var j = 0, m = shaderPasses.length; j < m; j++){
@@ -23127,33 +23143,33 @@ __decorate([
23127
23143
  program.uploadAll(program.materialUniformBlock, materialData);
23128
23144
  // UnGroup textures should upload default value, texture uint maybe change by logic of texture bind.
23129
23145
  program.uploadUnGroupTextures();
23130
- program._uploadScene = scene;
23131
- program._uploadCamera = camera;
23132
- program._uploadRenderer = renderer;
23133
- program._uploadMaterial = material;
23146
+ program._uploadSceneId = sceneId;
23147
+ program._uploadCameraId = cameraId;
23148
+ program._uploadRendererId = rendererId;
23149
+ program._uploadMaterialId = materialId;
23134
23150
  program._uploadRenderCount = renderCount;
23135
23151
  } else {
23136
- if (program._uploadScene !== scene) {
23152
+ if (program._uploadSceneId !== sceneId) {
23137
23153
  program.uploadAll(program.sceneUniformBlock, sceneData);
23138
- program._uploadScene = scene;
23154
+ program._uploadSceneId = sceneId;
23139
23155
  } else if (switchProgram) {
23140
23156
  program.uploadTextures(program.sceneUniformBlock, sceneData);
23141
23157
  }
23142
- if (program._uploadCamera !== camera) {
23158
+ if (program._uploadCameraId !== cameraId) {
23143
23159
  program.uploadAll(program.cameraUniformBlock, cameraData);
23144
- program._uploadCamera = camera;
23160
+ program._uploadCameraId = cameraId;
23145
23161
  } else if (switchProgram) {
23146
23162
  program.uploadTextures(program.cameraUniformBlock, cameraData);
23147
23163
  }
23148
- if (program._uploadRenderer !== renderer) {
23164
+ if (program._uploadRendererId !== rendererId) {
23149
23165
  program.uploadAll(program.rendererUniformBlock, rendererData);
23150
- program._uploadRenderer = renderer;
23166
+ program._uploadRendererId = rendererId;
23151
23167
  } else if (switchProgram) {
23152
23168
  program.uploadTextures(program.rendererUniformBlock, rendererData);
23153
23169
  }
23154
- if (program._uploadMaterial !== material) {
23170
+ if (program._uploadMaterialId !== materialId) {
23155
23171
  program.uploadAll(program.materialUniformBlock, materialData);
23156
- program._uploadMaterial = material;
23172
+ program._uploadMaterialId = materialId;
23157
23173
  } else if (switchProgram) {
23158
23174
  program.uploadTextures(program.materialUniformBlock, materialData);
23159
23175
  }