@spiffcommerce/preview 3.6.2-rc.5 → 3.6.2-rc.7

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.
Files changed (526) hide show
  1. package/dist/_tslib.esm.js +33 -0
  2. package/dist/animation.esm.js +1364 -0
  3. package/dist/assetCache.esm.js +6 -0
  4. package/dist/blurPostProcess.esm.js +327 -0
  5. package/dist/bumpVertex.esm.js +497 -0
  6. package/dist/compatibilityOptions.esm.js +68 -0
  7. package/dist/configuration.esm.js +121 -0
  8. package/dist/core.esm.js +8135 -0
  9. package/dist/dynamicTexture.esm.js +105 -0
  10. package/dist/easing.esm.js +130 -0
  11. package/dist/effectFallbacks.esm.js +378 -0
  12. package/dist/engine.esm.js +25504 -0
  13. package/dist/glbLoaderExtensions.esm.js +690 -0
  14. package/dist/glowLayer.esm.js +1621 -0
  15. package/dist/glowLayerManager.esm.js +50 -0
  16. package/dist/guid.esm.js +21 -0
  17. package/dist/hdrFilteringFunctions.esm.js +816 -0
  18. package/dist/helperFunctions.esm.js +5145 -0
  19. package/dist/index.esm.js +38 -11
  20. package/dist/material.esm.js +115 -0
  21. package/dist/math.axis.esm.js +35 -0
  22. package/dist/math.color.esm.js +1661 -0
  23. package/dist/math.path.esm.js +15 -0
  24. package/dist/math.size.esm.js +137 -0
  25. package/dist/mesh.esm.js +11170 -0
  26. package/dist/modelContainer.esm.js +1895 -0
  27. package/dist/node.esm.js +795 -0
  28. package/dist/pbrBRDFFunctions.esm.js +122 -2
  29. package/dist/pbrMaterial.esm.js +8747 -0
  30. package/dist/productAnimations.esm.js +182 -0
  31. package/dist/productCamera.esm.js +14 -0
  32. package/dist/renderConstants.esm.js +116 -0
  33. package/dist/renderingPipeline.esm.js +18 -0
  34. package/dist/sceneLoaderFlags.esm.js +51 -0
  35. package/dist/types.esm.js +30 -0
  36. package/dist/variants.esm.js +16 -0
  37. package/dist/webRequest.esm.js +7777 -0
  38. package/package.json +6 -5
  39. package/dist/index.umd.js +0 -10010
  40. package/dist/lib/assetCache.esm.js +0 -21
  41. package/dist/lib/configuration.esm.js +0 -98
  42. package/dist/lib/core.esm.js +0 -417
  43. package/dist/lib/dynamicTexture.esm.js +0 -51
  44. package/dist/lib/glbLoaderExtensions.esm.js +0 -137
  45. package/dist/lib/glowLayerManager.esm.js +0 -19
  46. package/dist/lib/guid.esm.js +0 -7
  47. package/dist/lib/material.esm.js +0 -50
  48. package/dist/lib/modelContainer.esm.js +0 -351
  49. package/dist/lib/productAnimations.esm.js +0 -123
  50. package/dist/lib/productCamera.esm.js +0 -113
  51. package/dist/lib/renderConstants.esm.js +0 -103
  52. package/dist/lib/renderingPipeline.esm.js +0 -99
  53. package/dist/lib/types.esm.js +0 -5
  54. package/dist/lib/variants.esm.js +0 -112
  55. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +0 -41
  56. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +0 -122
  57. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +0 -59
  58. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +0 -335
  59. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +0 -193
  60. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +0 -354
  61. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +0 -478
  62. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +0 -866
  63. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +0 -18
  64. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +0 -470
  65. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +0 -7
  66. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +0 -21
  67. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +0 -93
  68. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +0 -281
  69. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +0 -568
  70. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +0 -117
  71. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +0 -145
  72. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +0 -93
  73. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +0 -295
  74. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +0 -701
  75. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +0 -478
  76. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +0 -433
  77. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +0 -18
  78. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +0 -67
  79. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +0 -191
  80. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +0 -93
  81. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +0 -119
  82. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +0 -119
  83. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +0 -108
  84. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +0 -114
  85. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +0 -249
  86. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +0 -103
  87. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +0 -589
  88. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +0 -37
  89. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +0 -686
  90. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +0 -147
  91. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +0 -236
  92. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +0 -66
  93. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +0 -214
  94. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +0 -8
  95. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +0 -9
  96. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +0 -59
  97. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +0 -6
  98. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +0 -174
  99. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +0 -159
  100. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +0 -114
  101. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +0 -37
  102. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +0 -23
  103. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +0 -106
  104. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +0 -118
  105. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +0 -46
  106. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +0 -50
  107. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +0 -354
  108. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +0 -101
  109. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +0 -103
  110. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +0 -11
  111. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +0 -14
  112. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +0 -111
  113. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +0 -109
  114. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +0 -76
  115. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +0 -69
  116. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +0 -15
  117. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +0 -29
  118. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +0 -85
  119. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +0 -9
  120. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +0 -36
  121. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +0 -13
  122. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +0 -9
  123. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +0 -88
  124. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +0 -14
  125. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +0 -44
  126. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +0 -31
  127. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +0 -9
  128. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +0 -230
  129. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +0 -30
  130. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +0 -34
  131. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +0 -388
  132. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +0 -87
  133. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +0 -16
  134. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +0 -254
  135. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +0 -1120
  136. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +0 -23
  137. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +0 -697
  138. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +0 -22
  139. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +0 -273
  140. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +0 -36
  141. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +0 -2921
  142. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +0 -13
  143. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +0 -41
  144. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +0 -63
  145. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +0 -8
  146. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +0 -418
  147. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +0 -437
  148. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +0 -141
  149. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +0 -343
  150. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +0 -396
  151. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +0 -224
  152. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +0 -92
  153. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +0 -476
  154. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +0 -30
  155. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +0 -153
  156. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +0 -196
  157. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +0 -287
  158. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +0 -551
  159. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +0 -48
  160. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +0 -112
  161. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +0 -48
  162. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +0 -568
  163. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +0 -139
  164. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +0 -97
  165. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +0 -496
  166. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +0 -106
  167. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +0 -270
  168. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +0 -103
  169. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +0 -53
  170. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +0 -51
  171. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +0 -81
  172. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +0 -542
  173. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +0 -23
  174. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +0 -244
  175. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +0 -134
  176. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +0 -89
  177. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +0 -175
  178. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +0 -150
  179. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +0 -17
  180. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +0 -138
  181. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +0 -223
  182. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +0 -58
  183. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +0 -156
  184. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +0 -53
  185. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +0 -605
  186. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +0 -421
  187. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +0 -101
  188. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +0 -170
  189. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +0 -28
  190. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +0 -397
  191. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +0 -22
  192. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +0 -890
  193. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +0 -73
  194. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +0 -132
  195. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +0 -428
  196. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +0 -90
  197. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +0 -906
  198. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +0 -161
  199. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +0 -226
  200. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +0 -501
  201. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +0 -226
  202. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +0 -7
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  204. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +0 -145
  205. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +0 -164
  206. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +0 -38
  207. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +0 -48
  208. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +0 -7
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  210. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +0 -934
  211. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +0 -541
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  237. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +0 -111
  238. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/hdr.esm.js +0 -122
  239. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/panoramaToCubemap.esm.js +0 -78
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@@ -1,541 +0,0 @@
1
- import { Logger as o } from "../Misc/logger.esm.js";
2
- import { Tools as _ } from "../Misc/tools.esm.js";
3
- import "../Engines/Extensions/engine.uniformBuffer.esm.js";
4
- class i {
5
- /**
6
- * Instantiates a new Uniform buffer objects.
7
- *
8
- * Handles blocks of uniform on the GPU.
9
- *
10
- * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.
11
- *
12
- * For more information, please refer to :
13
- * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
14
- * @param engine Define the engine the buffer is associated with
15
- * @param data Define the data contained in the buffer
16
- * @param dynamic Define if the buffer is updatable
17
- * @param name to assign to the buffer (debugging purpose)
18
- * @param forceNoUniformBuffer define that this object must not rely on UBO objects
19
- */
20
- constructor(e, t, r, f, s = !1) {
21
- this._valueCache = {}, this._engine = e, this._noUBO = !e.supportsUniformBuffers || s, this._dynamic = r, this._name = f ?? "no-name", this._data = t || [], this._uniformLocations = {}, this._uniformSizes = {}, this._uniformArraySizes = {}, this._uniformLocationPointer = 0, this._needSync = !1, this._engine._features.trackUbosInFrame && (this._buffers = [], this._bufferIndex = -1, this._createBufferOnWrite = !1, this._currentFrameId = 0), this._noUBO ? (this.updateMatrix3x3 = this._updateMatrix3x3ForEffect, this.updateMatrix2x2 = this._updateMatrix2x2ForEffect, this.updateFloat = this._updateFloatForEffect, this.updateFloat2 = this._updateFloat2ForEffect, this.updateFloat3 = this._updateFloat3ForEffect, this.updateFloat4 = this._updateFloat4ForEffect, this.updateFloatArray = this._updateFloatArrayForEffect, this.updateArray = this._updateArrayForEffect, this.updateIntArray = this._updateIntArrayForEffect, this.updateUIntArray = this._updateUIntArrayForEffect, this.updateMatrix = this._updateMatrixForEffect, this.updateMatrices = this._updateMatricesForEffect, this.updateVector3 = this._updateVector3ForEffect, this.updateVector4 = this._updateVector4ForEffect, this.updateColor3 = this._updateColor3ForEffect, this.updateColor4 = this._updateColor4ForEffect, this.updateDirectColor4 = this._updateDirectColor4ForEffect, this.updateInt = this._updateIntForEffect, this.updateInt2 = this._updateInt2ForEffect, this.updateInt3 = this._updateInt3ForEffect, this.updateInt4 = this._updateInt4ForEffect, this.updateUInt = this._updateUIntForEffect, this.updateUInt2 = this._updateUInt2ForEffect, this.updateUInt3 = this._updateUInt3ForEffect, this.updateUInt4 = this._updateUInt4ForEffect) : (this._engine._uniformBuffers.push(this), this.updateMatrix3x3 = this._updateMatrix3x3ForUniform, this.updateMatrix2x2 = this._updateMatrix2x2ForUniform, this.updateFloat = this._updateFloatForUniform, this.updateFloat2 = this._updateFloat2ForUniform, this.updateFloat3 = this._updateFloat3ForUniform, this.updateFloat4 = this._updateFloat4ForUniform, this.updateFloatArray = this._updateFloatArrayForUniform, this.updateArray = this._updateArrayForUniform, this.updateIntArray = this._updateIntArrayForUniform, this.updateUIntArray = this._updateUIntArrayForUniform, this.updateMatrix = this._updateMatrixForUniform, this.updateMatrices = this._updateMatricesForUniform, this.updateVector3 = this._updateVector3ForUniform, this.updateVector4 = this._updateVector4ForUniform, this.updateColor3 = this._updateColor3ForUniform, this.updateColor4 = this._updateColor4ForUniform, this.updateDirectColor4 = this._updateDirectColor4ForUniform, this.updateInt = this._updateIntForUniform, this.updateInt2 = this._updateInt2ForUniform, this.updateInt3 = this._updateInt3ForUniform, this.updateInt4 = this._updateInt4ForUniform, this.updateUInt = this._updateUIntForUniform, this.updateUInt2 = this._updateUInt2ForUniform, this.updateUInt3 = this._updateUInt3ForUniform, this.updateUInt4 = this._updateUInt4ForUniform);
22
- }
23
- /**
24
- * Indicates if the buffer is using the WebGL2 UBO implementation,
25
- * or just falling back on setUniformXXX calls.
26
- */
27
- get useUbo() {
28
- return !this._noUBO;
29
- }
30
- /**
31
- * Indicates if the WebGL underlying uniform buffer is in sync
32
- * with the javascript cache data.
33
- */
34
- get isSync() {
35
- return !this._needSync;
36
- }
37
- /**
38
- * Indicates if the WebGL underlying uniform buffer is dynamic.
39
- * Also, a dynamic UniformBuffer will disable cache verification and always
40
- * update the underlying WebGL uniform buffer to the GPU.
41
- * @returns if Dynamic, otherwise false
42
- */
43
- isDynamic() {
44
- return this._dynamic !== void 0;
45
- }
46
- /**
47
- * The data cache on JS side.
48
- * @returns the underlying data as a float array
49
- */
50
- getData() {
51
- return this._bufferData;
52
- }
53
- /**
54
- * The underlying WebGL Uniform buffer.
55
- * @returns the webgl buffer
56
- */
57
- getBuffer() {
58
- return this._buffer;
59
- }
60
- /**
61
- * std140 layout specifies how to align data within an UBO structure.
62
- * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
63
- * for specs.
64
- * @param size
65
- */
66
- _fillAlignment(e) {
67
- let t;
68
- if (e <= 2 ? t = e : t = 4, this._uniformLocationPointer % t !== 0) {
69
- const r = this._uniformLocationPointer;
70
- this._uniformLocationPointer += t - this._uniformLocationPointer % t;
71
- const f = this._uniformLocationPointer - r;
72
- for (let s = 0; s < f; s++)
73
- this._data.push(0);
74
- }
75
- }
76
- /**
77
- * Adds an uniform in the buffer.
78
- * Warning : the subsequents calls of this function must be in the same order as declared in the shader
79
- * for the layout to be correct ! The addUniform function only handles types like float, vec2, vec3, vec4, mat4,
80
- * meaning size=1,2,3,4 or 16. It does not handle struct types.
81
- * @param name Name of the uniform, as used in the uniform block in the shader.
82
- * @param size Data size, or data directly.
83
- * @param arraySize The number of elements in the array, 0 if not an array.
84
- */
85
- addUniform(e, t, r = 0) {
86
- if (this._noUBO || this._uniformLocations[e] !== void 0)
87
- return;
88
- let f;
89
- if (r > 0) {
90
- if (t instanceof Array)
91
- throw "addUniform should not be use with Array in UBO: " + e;
92
- if (this._fillAlignment(4), this._uniformArraySizes[e] = { strideSize: t, arraySize: r }, t == 16)
93
- t = t * r;
94
- else {
95
- const a = (4 - t) * r;
96
- t = t * r + a;
97
- }
98
- f = [];
99
- for (let s = 0; s < t; s++)
100
- f.push(0);
101
- } else {
102
- if (t instanceof Array)
103
- f = t, t = f.length;
104
- else {
105
- t = t, f = [];
106
- for (let s = 0; s < t; s++)
107
- f.push(0);
108
- }
109
- this._fillAlignment(t);
110
- }
111
- this._uniformSizes[e] = t, this._uniformLocations[e] = this._uniformLocationPointer, this._uniformLocationPointer += t;
112
- for (let s = 0; s < t; s++)
113
- this._data.push(f[s]);
114
- this._needSync = !0;
115
- }
116
- /**
117
- * Adds a Matrix 4x4 to the uniform buffer.
118
- * @param name Name of the uniform, as used in the uniform block in the shader.
119
- * @param mat A 4x4 matrix.
120
- */
121
- addMatrix(e, t) {
122
- this.addUniform(e, Array.prototype.slice.call(t.toArray()));
123
- }
124
- /**
125
- * Adds a vec2 to the uniform buffer.
126
- * @param name Name of the uniform, as used in the uniform block in the shader.
127
- * @param x Define the x component value of the vec2
128
- * @param y Define the y component value of the vec2
129
- */
130
- addFloat2(e, t, r) {
131
- const f = [t, r];
132
- this.addUniform(e, f);
133
- }
134
- /**
135
- * Adds a vec3 to the uniform buffer.
136
- * @param name Name of the uniform, as used in the uniform block in the shader.
137
- * @param x Define the x component value of the vec3
138
- * @param y Define the y component value of the vec3
139
- * @param z Define the z component value of the vec3
140
- */
141
- addFloat3(e, t, r, f) {
142
- const s = [t, r, f];
143
- this.addUniform(e, s);
144
- }
145
- /**
146
- * Adds a vec3 to the uniform buffer.
147
- * @param name Name of the uniform, as used in the uniform block in the shader.
148
- * @param color Define the vec3 from a Color
149
- */
150
- addColor3(e, t) {
151
- const r = [t.r, t.g, t.b];
152
- this.addUniform(e, r);
153
- }
154
- /**
155
- * Adds a vec4 to the uniform buffer.
156
- * @param name Name of the uniform, as used in the uniform block in the shader.
157
- * @param color Define the rgb components from a Color
158
- * @param alpha Define the a component of the vec4
159
- */
160
- addColor4(e, t, r) {
161
- const f = [t.r, t.g, t.b, r];
162
- this.addUniform(e, f);
163
- }
164
- /**
165
- * Adds a vec3 to the uniform buffer.
166
- * @param name Name of the uniform, as used in the uniform block in the shader.
167
- * @param vector Define the vec3 components from a Vector
168
- */
169
- addVector3(e, t) {
170
- const r = [t.x, t.y, t.z];
171
- this.addUniform(e, r);
172
- }
173
- /**
174
- * Adds a Matrix 3x3 to the uniform buffer.
175
- * @param name Name of the uniform, as used in the uniform block in the shader.
176
- */
177
- addMatrix3x3(e) {
178
- this.addUniform(e, 12);
179
- }
180
- /**
181
- * Adds a Matrix 2x2 to the uniform buffer.
182
- * @param name Name of the uniform, as used in the uniform block in the shader.
183
- */
184
- addMatrix2x2(e) {
185
- this.addUniform(e, 8);
186
- }
187
- /**
188
- * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
189
- */
190
- create() {
191
- this._noUBO || this._buffer || (this._fillAlignment(4), this._bufferData = new Float32Array(this._data), this._rebuild(), this._needSync = !0);
192
- }
193
- /** @internal */
194
- _rebuild() {
195
- this._noUBO || !this._bufferData || (this._dynamic ? this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData) : this._buffer = this._engine.createUniformBuffer(this._bufferData), this._engine._features.trackUbosInFrame && (this._buffers.push([this._buffer, this._engine._features.checkUbosContentBeforeUpload ? this._bufferData.slice() : void 0]), this._bufferIndex = this._buffers.length - 1, this._createBufferOnWrite = !1));
196
- }
197
- /** @internal */
198
- get _numBuffers() {
199
- return this._buffers.length;
200
- }
201
- /** @internal */
202
- get _indexBuffer() {
203
- return this._bufferIndex;
204
- }
205
- /** Gets the name of this buffer */
206
- get name() {
207
- return this._name;
208
- }
209
- /** Gets the current effect */
210
- get currentEffect() {
211
- return this._currentEffect;
212
- }
213
- _buffersEqual(e, t) {
214
- for (let r = 0; r < e.length; ++r)
215
- if (e[r] !== t[r])
216
- return !1;
217
- return !0;
218
- }
219
- _copyBuffer(e, t) {
220
- for (let r = 0; r < e.length; ++r)
221
- t[r] = e[r];
222
- }
223
- /**
224
- * Updates the WebGL Uniform Buffer on the GPU.
225
- * If the `dynamic` flag is set to true, no cache comparison is done.
226
- * Otherwise, the buffer will be updated only if the cache differs.
227
- */
228
- update() {
229
- if (!this._noUBO) {
230
- if (this.bindUniformBuffer(), !this._buffer) {
231
- this.create();
232
- return;
233
- }
234
- if (!this._dynamic && !this._needSync) {
235
- this._createBufferOnWrite = this._engine._features.trackUbosInFrame;
236
- return;
237
- }
238
- if (this._buffers && this._buffers.length > 1 && this._buffers[this._bufferIndex][1])
239
- if (this._buffersEqual(this._bufferData, this._buffers[this._bufferIndex][1])) {
240
- this._needSync = !1, this._createBufferOnWrite = this._engine._features.trackUbosInFrame;
241
- return;
242
- } else
243
- this._copyBuffer(this._bufferData, this._buffers[this._bufferIndex][1]);
244
- this._engine.updateUniformBuffer(this._buffer, this._bufferData), this._engine._features._collectUbosUpdatedInFrame && (i._UpdatedUbosInFrame[this._name] || (i._UpdatedUbosInFrame[this._name] = 0), i._UpdatedUbosInFrame[this._name]++), this._needSync = !1, this._createBufferOnWrite = this._engine._features.trackUbosInFrame;
245
- }
246
- }
247
- _createNewBuffer() {
248
- this._bufferIndex + 1 < this._buffers.length ? (this._bufferIndex++, this._buffer = this._buffers[this._bufferIndex][0], this._createBufferOnWrite = !1, this._needSync = !0) : this._rebuild();
249
- }
250
- _checkNewFrame() {
251
- this._engine._features.trackUbosInFrame && this._currentFrameId !== this._engine.frameId && (this._currentFrameId = this._engine.frameId, this._createBufferOnWrite = !1, this._buffers && this._buffers.length > 0 ? (this._needSync = this._bufferIndex !== 0, this._bufferIndex = 0, this._buffer = this._buffers[this._bufferIndex][0]) : this._bufferIndex = -1);
252
- }
253
- /**
254
- * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
255
- * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
256
- * @param data Define the flattened data
257
- * @param size Define the size of the data.
258
- */
259
- updateUniform(e, t, r) {
260
- this._checkNewFrame();
261
- let f = this._uniformLocations[e];
262
- if (f === void 0) {
263
- if (this._buffer) {
264
- o.Error("Cannot add an uniform after UBO has been created.");
265
- return;
266
- }
267
- this.addUniform(e, r), f = this._uniformLocations[e];
268
- }
269
- if (this._buffer || this.create(), this._dynamic)
270
- for (let s = 0; s < r; s++)
271
- this._bufferData[f + s] = t[s];
272
- else {
273
- let s = !1;
274
- for (let a = 0; a < r; a++)
275
- (r === 16 && !this._engine._features.uniformBufferHardCheckMatrix || this._bufferData[f + a] !== _.FloatRound(t[a])) && (s = !0, this._createBufferOnWrite && this._createNewBuffer(), this._bufferData[f + a] = t[a]);
276
- this._needSync = this._needSync || s;
277
- }
278
- }
279
- /**
280
- * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
281
- * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
282
- * @param data Define the flattened data
283
- * @param size Define the size of the data.
284
- */
285
- updateUniformArray(e, t, r) {
286
- this._checkNewFrame();
287
- const f = this._uniformLocations[e];
288
- if (f === void 0) {
289
- o.Error("Cannot add an uniform Array dynamically. Please, add it using addUniform and make sure that uniform buffers are supported by the current engine.");
290
- return;
291
- }
292
- this._buffer || this.create();
293
- const s = this._uniformArraySizes[e];
294
- if (this._dynamic)
295
- for (let a = 0; a < r; a++)
296
- this._bufferData[f + a] = t[a];
297
- else {
298
- let a = !1, n = 0, u = 0;
299
- for (let h = 0; h < r; h++)
300
- if (this._bufferData[f + u * 4 + n] !== _.FloatRound(t[h]) && (a = !0, this._createBufferOnWrite && this._createNewBuffer(), this._bufferData[f + u * 4 + n] = t[h]), n++, n === s.strideSize) {
301
- for (; n < 4; n++)
302
- this._bufferData[f + u * 4 + n] = 0;
303
- n = 0, u++;
304
- }
305
- this._needSync = this._needSync || a;
306
- }
307
- }
308
- _cacheMatrix(e, t) {
309
- this._checkNewFrame();
310
- const r = this._valueCache[e], f = t.updateFlag;
311
- return r !== void 0 && r === f ? !1 : (this._valueCache[e] = f, !0);
312
- }
313
- // Update methods
314
- _updateMatrix3x3ForUniform(e, t) {
315
- for (let r = 0; r < 3; r++)
316
- i._TempBuffer[r * 4] = t[r * 3], i._TempBuffer[r * 4 + 1] = t[r * 3 + 1], i._TempBuffer[r * 4 + 2] = t[r * 3 + 2], i._TempBuffer[r * 4 + 3] = 0;
317
- this.updateUniform(e, i._TempBuffer, 12);
318
- }
319
- _updateMatrix3x3ForEffect(e, t) {
320
- this._currentEffect.setMatrix3x3(e, t);
321
- }
322
- _updateMatrix2x2ForEffect(e, t) {
323
- this._currentEffect.setMatrix2x2(e, t);
324
- }
325
- _updateMatrix2x2ForUniform(e, t) {
326
- for (let r = 0; r < 2; r++)
327
- i._TempBuffer[r * 4] = t[r * 2], i._TempBuffer[r * 4 + 1] = t[r * 2 + 1], i._TempBuffer[r * 4 + 2] = 0, i._TempBuffer[r * 4 + 3] = 0;
328
- this.updateUniform(e, i._TempBuffer, 8);
329
- }
330
- _updateFloatForEffect(e, t) {
331
- this._currentEffect.setFloat(e, t);
332
- }
333
- _updateFloatForUniform(e, t) {
334
- i._TempBuffer[0] = t, this.updateUniform(e, i._TempBuffer, 1);
335
- }
336
- _updateFloat2ForEffect(e, t, r, f = "") {
337
- this._currentEffect.setFloat2(e + f, t, r);
338
- }
339
- _updateFloat2ForUniform(e, t, r) {
340
- i._TempBuffer[0] = t, i._TempBuffer[1] = r, this.updateUniform(e, i._TempBuffer, 2);
341
- }
342
- _updateFloat3ForEffect(e, t, r, f, s = "") {
343
- this._currentEffect.setFloat3(e + s, t, r, f);
344
- }
345
- _updateFloat3ForUniform(e, t, r, f) {
346
- i._TempBuffer[0] = t, i._TempBuffer[1] = r, i._TempBuffer[2] = f, this.updateUniform(e, i._TempBuffer, 3);
347
- }
348
- _updateFloat4ForEffect(e, t, r, f, s, a = "") {
349
- this._currentEffect.setFloat4(e + a, t, r, f, s);
350
- }
351
- _updateFloat4ForUniform(e, t, r, f, s) {
352
- i._TempBuffer[0] = t, i._TempBuffer[1] = r, i._TempBuffer[2] = f, i._TempBuffer[3] = s, this.updateUniform(e, i._TempBuffer, 4);
353
- }
354
- _updateFloatArrayForEffect(e, t) {
355
- this._currentEffect.setFloatArray(e, t);
356
- }
357
- _updateFloatArrayForUniform(e, t) {
358
- this.updateUniformArray(e, t, t.length);
359
- }
360
- _updateArrayForEffect(e, t) {
361
- this._currentEffect.setArray(e, t);
362
- }
363
- _updateArrayForUniform(e, t) {
364
- this.updateUniformArray(e, t, t.length);
365
- }
366
- _updateIntArrayForEffect(e, t) {
367
- this._currentEffect.setIntArray(e, t);
368
- }
369
- _updateIntArrayForUniform(e, t) {
370
- i._TempBufferInt32View.set(t), this.updateUniformArray(e, i._TempBuffer, t.length);
371
- }
372
- _updateUIntArrayForEffect(e, t) {
373
- this._currentEffect.setUIntArray(e, t);
374
- }
375
- _updateUIntArrayForUniform(e, t) {
376
- i._TempBufferUInt32View.set(t), this.updateUniformArray(e, i._TempBuffer, t.length);
377
- }
378
- _updateMatrixForEffect(e, t) {
379
- this._currentEffect.setMatrix(e, t);
380
- }
381
- _updateMatrixForUniform(e, t) {
382
- this._cacheMatrix(e, t) && this.updateUniform(e, t.toArray(), 16);
383
- }
384
- _updateMatricesForEffect(e, t) {
385
- this._currentEffect.setMatrices(e, t);
386
- }
387
- _updateMatricesForUniform(e, t) {
388
- this.updateUniform(e, t, t.length);
389
- }
390
- _updateVector3ForEffect(e, t) {
391
- this._currentEffect.setVector3(e, t);
392
- }
393
- _updateVector3ForUniform(e, t) {
394
- i._TempBuffer[0] = t.x, i._TempBuffer[1] = t.y, i._TempBuffer[2] = t.z, this.updateUniform(e, i._TempBuffer, 3);
395
- }
396
- _updateVector4ForEffect(e, t) {
397
- this._currentEffect.setVector4(e, t);
398
- }
399
- _updateVector4ForUniform(e, t) {
400
- i._TempBuffer[0] = t.x, i._TempBuffer[1] = t.y, i._TempBuffer[2] = t.z, i._TempBuffer[3] = t.w, this.updateUniform(e, i._TempBuffer, 4);
401
- }
402
- _updateColor3ForEffect(e, t, r = "") {
403
- this._currentEffect.setColor3(e + r, t);
404
- }
405
- _updateColor3ForUniform(e, t) {
406
- i._TempBuffer[0] = t.r, i._TempBuffer[1] = t.g, i._TempBuffer[2] = t.b, this.updateUniform(e, i._TempBuffer, 3);
407
- }
408
- _updateColor4ForEffect(e, t, r, f = "") {
409
- this._currentEffect.setColor4(e + f, t, r);
410
- }
411
- _updateDirectColor4ForEffect(e, t, r = "") {
412
- this._currentEffect.setDirectColor4(e + r, t);
413
- }
414
- _updateColor4ForUniform(e, t, r) {
415
- i._TempBuffer[0] = t.r, i._TempBuffer[1] = t.g, i._TempBuffer[2] = t.b, i._TempBuffer[3] = r, this.updateUniform(e, i._TempBuffer, 4);
416
- }
417
- _updateDirectColor4ForUniform(e, t) {
418
- i._TempBuffer[0] = t.r, i._TempBuffer[1] = t.g, i._TempBuffer[2] = t.b, i._TempBuffer[3] = t.a, this.updateUniform(e, i._TempBuffer, 4);
419
- }
420
- _updateIntForEffect(e, t, r = "") {
421
- this._currentEffect.setInt(e + r, t);
422
- }
423
- _updateIntForUniform(e, t) {
424
- i._TempBufferInt32View[0] = t, this.updateUniform(e, i._TempBuffer, 1);
425
- }
426
- _updateInt2ForEffect(e, t, r, f = "") {
427
- this._currentEffect.setInt2(e + f, t, r);
428
- }
429
- _updateInt2ForUniform(e, t, r) {
430
- i._TempBufferInt32View[0] = t, i._TempBufferInt32View[1] = r, this.updateUniform(e, i._TempBuffer, 2);
431
- }
432
- _updateInt3ForEffect(e, t, r, f, s = "") {
433
- this._currentEffect.setInt3(e + s, t, r, f);
434
- }
435
- _updateInt3ForUniform(e, t, r, f) {
436
- i._TempBufferInt32View[0] = t, i._TempBufferInt32View[1] = r, i._TempBufferInt32View[2] = f, this.updateUniform(e, i._TempBuffer, 3);
437
- }
438
- _updateInt4ForEffect(e, t, r, f, s, a = "") {
439
- this._currentEffect.setInt4(e + a, t, r, f, s);
440
- }
441
- _updateInt4ForUniform(e, t, r, f, s) {
442
- i._TempBufferInt32View[0] = t, i._TempBufferInt32View[1] = r, i._TempBufferInt32View[2] = f, i._TempBufferInt32View[3] = s, this.updateUniform(e, i._TempBuffer, 4);
443
- }
444
- _updateUIntForEffect(e, t, r = "") {
445
- this._currentEffect.setUInt(e + r, t);
446
- }
447
- _updateUIntForUniform(e, t) {
448
- i._TempBufferUInt32View[0] = t, this.updateUniform(e, i._TempBuffer, 1);
449
- }
450
- _updateUInt2ForEffect(e, t, r, f = "") {
451
- this._currentEffect.setUInt2(e + f, t, r);
452
- }
453
- _updateUInt2ForUniform(e, t, r) {
454
- i._TempBufferUInt32View[0] = t, i._TempBufferUInt32View[1] = r, this.updateUniform(e, i._TempBuffer, 2);
455
- }
456
- _updateUInt3ForEffect(e, t, r, f, s = "") {
457
- this._currentEffect.setUInt3(e + s, t, r, f);
458
- }
459
- _updateUInt3ForUniform(e, t, r, f) {
460
- i._TempBufferUInt32View[0] = t, i._TempBufferUInt32View[1] = r, i._TempBufferUInt32View[2] = f, this.updateUniform(e, i._TempBuffer, 3);
461
- }
462
- _updateUInt4ForEffect(e, t, r, f, s, a = "") {
463
- this._currentEffect.setUInt4(e + a, t, r, f, s);
464
- }
465
- _updateUInt4ForUniform(e, t, r, f, s) {
466
- i._TempBufferUInt32View[0] = t, i._TempBufferUInt32View[1] = r, i._TempBufferUInt32View[2] = f, i._TempBufferUInt32View[3] = s, this.updateUniform(e, i._TempBuffer, 4);
467
- }
468
- /**
469
- * Sets a sampler uniform on the effect.
470
- * @param name Define the name of the sampler.
471
- * @param texture Define the texture to set in the sampler
472
- */
473
- setTexture(e, t) {
474
- this._currentEffect.setTexture(e, t);
475
- }
476
- /**
477
- * Directly updates the value of the uniform in the cache AND on the GPU.
478
- * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
479
- * @param data Define the flattened data
480
- */
481
- updateUniformDirectly(e, t) {
482
- this.updateUniform(e, t, t.length), this.update();
483
- }
484
- /**
485
- * Associates an effect to this uniform buffer
486
- * @param effect Define the effect to associate the buffer to
487
- * @param name Name of the uniform block in the shader.
488
- */
489
- bindToEffect(e, t) {
490
- this._currentEffect = e, this._currentEffectName = t;
491
- }
492
- /**
493
- * Binds the current (GPU) buffer to the effect
494
- */
495
- bindUniformBuffer() {
496
- !this._noUBO && this._buffer && this._currentEffect && this._currentEffect.bindUniformBuffer(this._buffer, this._currentEffectName);
497
- }
498
- /**
499
- * Dissociates the current effect from this uniform buffer
500
- */
501
- unbindEffect() {
502
- this._currentEffect = void 0, this._currentEffectName = void 0;
503
- }
504
- /**
505
- * 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)
506
- * 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
507
- * @param dataBuffer buffer to look for
508
- * @returns true if the buffer has been found and the class internal state points to it, else false
509
- */
510
- setDataBuffer(e) {
511
- if (!this._buffers)
512
- return this._buffer === e;
513
- for (let t = 0; t < this._buffers.length; ++t)
514
- if (this._buffers[t][0] === e)
515
- return this._bufferIndex = t, this._buffer = e, this._createBufferOnWrite = !1, this._currentEffect = void 0, !0;
516
- return !1;
517
- }
518
- /**
519
- * Disposes the uniform buffer.
520
- */
521
- dispose() {
522
- if (this._noUBO)
523
- return;
524
- const e = this._engine._uniformBuffers, t = e.indexOf(this);
525
- if (t !== -1 && (e[t] = e[e.length - 1], e.pop()), this._engine._features.trackUbosInFrame && this._buffers)
526
- for (let r = 0; r < this._buffers.length; ++r) {
527
- const f = this._buffers[r][0];
528
- this._engine._releaseBuffer(f);
529
- }
530
- else
531
- this._buffer && this._engine._releaseBuffer(this._buffer) && (this._buffer = null);
532
- }
533
- }
534
- i._UpdatedUbosInFrame = {};
535
- i._MAX_UNIFORM_SIZE = 256;
536
- i._TempBuffer = new Float32Array(i._MAX_UNIFORM_SIZE);
537
- i._TempBufferInt32View = new Int32Array(i._TempBuffer.buffer);
538
- i._TempBufferUInt32View = new Uint32Array(i._TempBuffer.buffer);
539
- export {
540
- i as UniformBuffer
541
- };
@@ -1,19 +0,0 @@
1
- import { Vector3 as O } from "./math.vector.esm.js";
2
- var n;
3
- (function(L) {
4
- L[L.LOCAL = 0] = "LOCAL", L[L.WORLD = 1] = "WORLD", L[L.BONE = 2] = "BONE";
5
- })(n || (n = {}));
6
- class f {
7
- }
8
- f.X = new O(1, 0, 0);
9
- f.Y = new O(0, 1, 0);
10
- f.Z = new O(0, 0, 1);
11
- var s;
12
- (function(L) {
13
- L[L.X = 0] = "X", L[L.Y = 1] = "Y", L[L.Z = 2] = "Z";
14
- })(s || (s = {}));
15
- export {
16
- f as Axis,
17
- s as Coordinate,
18
- n as Space
19
- };