Commit 9272db0e authored by wjf's avatar wjf

增加webgl优化

parent ac74cb04
This diff is collapsed.
...@@ -386,7 +386,7 @@ export class Entity extends HashObject { ...@@ -386,7 +386,7 @@ export class Entity extends HashObject {
*/ */
getComponents(clazz: any): any[] { getComponents(clazz: any): any[] {
return this._components.filter((component: any) => { return this._components.filter((component: any) => {
return typeof clazz === 'string' ? component.constructor.__class__ === clazz : component instanceof clazz; return typeof clazz === 'string' ? component.constructor.name === clazz : component instanceof clazz;
}); });
} }
......
...@@ -3,8 +3,8 @@ ...@@ -3,8 +3,8 @@
*/ */
import HashObject from "./HashObject"; import HashObject from "./HashObject";
import {Entity, } from "./Entity"; import { Entity, } from "./Entity";
import {EngineConfig} from "../engine-config"; import { EngineConfig } from "../engine-config";
const interactiveMap = [ const interactiveMap = [
'_dealGlobalTouchBegin', '_dealGlobalTouchBegin',
...@@ -80,36 +80,36 @@ export class ScillaComponent extends HashObject { ...@@ -80,36 +80,36 @@ export class ScillaComponent extends HashObject {
/** /**
* 当组件生效时 * 当组件生效时
*/ */
onEnable(){ onEnable() {
} }
/** /**
* 当组件失效时 * 当组件失效时
*/ */
onDisable(){ onDisable() {
} }
$onUpdate(t) { $onUpdate(t) {
this.onUpdate(t); this.onUpdate(t);
if(!this._firstUpdate){ if (!this._firstUpdate) {
this.invokeDelayCallback(t); this.invokeDelayCallback(t);
} }
this._firstUpdate = false; this._firstUpdate = false;
} }
private invokeDelayCallback(t){ private invokeDelayCallback(t) {
const removed = []; const removed = [];
for (let i = 0, li = this.delayCallbacks.length; i < li; i++) { for (let i = 0, li = this.delayCallbacks.length; i < li; i++) {
let {callback, once} = this.delayCallbacks[i]; let { callback, once } = this.delayCallbacks[i];
if(once){ if (once) {
removed.push(i); removed.push(i);
} }
callback.call(this, t); callback.call(this, t);
} }
for(let item of removed){ for (let item of removed) {
this.delayCallbacks.splice(item, 1); this.delayCallbacks.splice(item, 1);
} }
} }
...@@ -149,14 +149,14 @@ export class ScillaComponent extends HashObject { ...@@ -149,14 +149,14 @@ export class ScillaComponent extends HashObject {
* @param key * @param key
* @param oldValue * @param oldValue
*/ */
protected onModify(value, key, oldValue){ protected onModify(value, key, oldValue) {
} }
private getDelayCallback(callback){ private getDelayCallback(callback) {
let result; let result;
for(let item of this.delayCallbacks){ for (let item of this.delayCallbacks) {
if(item.callback == callback){ if (item.callback == callback) {
result = item; result = item;
break; break;
} }
...@@ -172,14 +172,14 @@ export class ScillaComponent extends HashObject { ...@@ -172,14 +172,14 @@ export class ScillaComponent extends HashObject {
callOnNextTick(callback, once = true) { callOnNextTick(callback, once = true) {
const item = this.getDelayCallback(callback); const item = this.getDelayCallback(callback);
if (!item) { if (!item) {
this.delayCallbacks.push({callback, once}); this.delayCallbacks.push({ callback, once });
} }
} }
cancelOnNextTick(callback){ cancelOnNextTick(callback) {
const item = this.getDelayCallback(callback); const item = this.getDelayCallback(callback);
const index = this.delayCallbacks.indexOf(item); const index = this.delayCallbacks.indexOf(item);
if(index >= 0){ if (index >= 0) {
this.delayCallbacks.splice(index, 1); this.delayCallbacks.splice(index, 1);
} }
} }
...@@ -233,9 +233,15 @@ export class ScillaComponent extends HashObject { ...@@ -233,9 +233,15 @@ export class ScillaComponent extends HashObject {
onGlobalTouchEnd(e) { onGlobalTouchEnd(e) {
} }
private _transform;
get transform(){ get transform() {
return this.entity.getComponent('components/base/Transform'); if (!this._transform) {
this._transform = this.entity.getComponent('Transform');
return this._transform
} else {
return this._transform
}
// return this.entity.getComponent('Transform');
} }
/** /**
......
...@@ -4,7 +4,7 @@ ...@@ -4,7 +4,7 @@
import Bounds from "../support/Bounds"; import Bounds from "../support/Bounds";
import HashObject from "../core/HashObject"; import HashObject from "../core/HashObject";
import {createCanvas} from "./context/RenderContext"; // import {createCanvas} from "./context/RenderContext";
/** /**
* 纹理类 * 纹理类
...@@ -20,14 +20,36 @@ export default class Texture extends HashObject { ...@@ -20,14 +20,36 @@ export default class Texture extends HashObject {
this.bounds = new Bounds(); this.bounds = new Bounds();
} }
/**
* 原图img上的纹理坐标,归一处理,左上角顺时针开始
*/
uvs = [0, 65535, -1, -65536]
/** /**
* 设置图集中的坐标和尺寸 * 设置图集中的坐标和尺寸
* @param frame * @param frame
*/ */
setFrame(frame) { setFrame(frame) {
let {x, y, w, h} = frame; let { x, y, w, h } = frame;
this.bounds.setTo(x, y, w, h); this.bounds.setTo(x, y, w, h);
if (!this.img.complete && !(this.img instanceof HTMLCanvasElement)) return
let { width, height } = this.img;
var x0 = x / width;
var y0 = y / height;
var x1 = (x + w) / width;
var y1 = y / height;
var x2 = (x + w) / width;
var y2 = (y + h) / height;
var x3 = x / width;
var y3 = (y + h) / height;
this.uvs[0] = (((y0 * 65535) & 0xFFFF) << 16) | ((x0 * 65535) & 0xFFFF);
this.uvs[1] = (((y1 * 65535) & 0xFFFF) << 16) | ((x1 * 65535) & 0xFFFF);
this.uvs[2] = (((y2 * 65535) & 0xFFFF) << 16) | ((x2 * 65535) & 0xFFFF);
this.uvs[3] = (((y3 * 65535) & 0xFFFF) << 16) | ((x3 * 65535) & 0xFFFF);
} }
/** /**
...@@ -36,6 +58,12 @@ export default class Texture extends HashObject { ...@@ -36,6 +58,12 @@ export default class Texture extends HashObject {
*/ */
setImg(img) { setImg(img) {
this.img = img; this.img = img;
//暂时全放img
this.img._glTextures = {};
this.img._enabled = 0;
this.img._virtalBoundId = -1;
this.img.touched = 0;
} }
/** /**
...@@ -56,11 +84,11 @@ export default class Texture extends HashObject { ...@@ -56,11 +84,11 @@ export default class Texture extends HashObject {
* 产生一个缓存画布 * 产生一个缓存画布
*/ */
getCacheCanvas() { getCacheCanvas() {
const {width, height} = this.bounds; const { width, height } = this.bounds;
let canvas = this._cacheCanvas; let canvas = this._cacheCanvas;
if (!canvas) { if (!canvas) {
canvas = this._cacheCanvas = createCanvas(); canvas = this._cacheCanvas = document.createElement("canvas");
} }
canvas.width = width; canvas.width = width;
canvas.height = height; canvas.height = height;
...@@ -82,7 +110,7 @@ export default class Texture extends HashObject { ...@@ -82,7 +110,7 @@ export default class Texture extends HashObject {
* @param dh * @param dh
*/ */
drawToCanvas(context, dx = 0, dy = 0, sx?, sy?, dw?, dh?) { drawToCanvas(context, dx = 0, dy = 0, sx?, sy?, dw?, dh?) {
const {x, y, width, height} = this.bounds; const { x, y, width, height } = this.bounds;
context.drawImage(this.img, sx || x, sy || y, width, height, dx, dy, dw || width, dh || height); context.drawImage(this.img, sx || x, sy || y, width, height, dx, dy, dw || width, dh || height);
} }
...@@ -99,7 +127,7 @@ export default class Texture extends HashObject { ...@@ -99,7 +127,7 @@ export default class Texture extends HashObject {
/** /**
* 销毁缓存画布 * 销毁缓存画布
*/ */
destroyCacheCanvas(){ destroyCacheCanvas() {
this._cacheCanvas = null; this._cacheCanvas = null;
} }
} }
...@@ -112,7 +140,7 @@ export default class Texture extends HashObject { ...@@ -112,7 +140,7 @@ export default class Texture extends HashObject {
export function createTexture(img, frame?): Texture { export function createTexture(img, frame?): Texture {
const texture = new Texture(); const texture = new Texture();
texture.setImg(img); texture.setImg(img);
texture.setFrame(frame || {x: 0, y: 0, w: img.width, h: img.height}); texture.setFrame(frame || { x: 0, y: 0, w: img.width, h: img.height });
return texture; return texture;
} }
/**
* Created by rockyl on 2018/11/5.
*
* 渲染上下文
*/
import { updateScaleMode } from "./InteractContext";
import Bounds from "../../support/Bounds";
let _canvas, context, width, height;
let scaleX, scaleY, rotation = 0;
let _designWidth, _designHeight, _scaleMode, _modifyCanvasSize;
let shortcutCanvas;
let renderStyle = "canvas"
/**
* 缩放模式
*
* SHOW_ALL: 全可见
* FIXED_WIDTH: 宽度固定
* FIXED_HEIGHT: 高度固定
*/
export const ScaleMode = {
SHOW_ALL: 'showAll',
FIXED_WIDTH: 'fixedWidth',
FIXED_HEIGHT: 'fixedHeight',
};
/**
* 装配上下文
* @param options
*/
export function setupContext(options: any = {}) {
const { canvas, designWidth, designHeight, scaleMode = ScaleMode.SHOW_ALL, modifyCanvasSize = false } = options;
_designWidth = designWidth;
_designHeight = designHeight;
_scaleMode = scaleMode;
_modifyCanvasSize = modifyCanvasSize;
_canvas = canvas;
if (options.renderStyle == "webgl") {
renderStyle = "webgl"
//参数有需要时开放
var option = {
// alpha: true,
antialias: false,
// premultipliedAlpha: true,
stencil: true,
// preserveDrawingBuffer: false,
// powerPreference: false, //双显卡设备参数切换高性能,移动端暂时无用
}
context = canvas.getContext('webgl', option) ||
canvas.getContext('experimental-webgl', option);
if (!context) {
console.log("不支持webgl,回退canvas模式")
renderStyle = "canvas";
context = canvas.getContext('2d');
}
} else {
context = canvas.getContext('2d');
}
updateScaleModeSelf();
}
/**
* 获取渲染模式
*/
export function getRenderStyle() {
return renderStyle
}
/**
* 清空渲染上下文
*/
export function clear() {
context.setTransform(1, 0, 0, 1, 0, 0);
context.clearRect(0, 0, width, height);
}
/**
* 获取渲染上下文
*/
export function getContext() {
return context;
}
/**
* 获取舞台尺寸
*/
export function getStageSize() {
return {
width,
height,
}
}
/**
* 获取舞台缩放
*/
export function getStageScale() {
return {
x: scaleX,
y: scaleY,
}
}
/**
* 获取舞台中心
*/
export function getStageCenter() {
return {
x: width / 2,
y: height / 2,
}
}
/**
* 创建canvas
*/
export function createCanvas() {
return document.createElement('canvas');
}
interface ShortcutParams {
imgType: string;
zoomToDom?: boolean;
quality?: number;
bounds?: Bounds;
}
/**
* 截图
* @param type 目标格式 0:Image, 1:DataURL
* @param params
*/
export async function shortcut(type: number = 0, params: ShortcutParams) {
let targetImg;
if (params.bounds || params.zoomToDom) {
const dataUrl = _canvas.toDataURL('image/png');
const img = await dataUrlToImage(dataUrl);
targetImg = await shortcutWithSize(img, type, params.imgType, params.quality, params.bounds, params.zoomToDom ? scaleX : 1);
} else {
targetImg = _canvas.toDataURL(params.imgType, params.quality);
}
return targetImg;
}
function dataUrlToImage(dataUrl) {
return new Promise((resolve, reject) => {
const image = new Image();
image.onload = function () {
resolve(image);
};
image.onerror = function (e) {
reject(e);
};
image.src = dataUrl;
})
}
async function shortcutWithSize(img, type, imgType, quality?, bounds?: Bounds, scale = 1) {
if (!shortcutCanvas) {
shortcutCanvas = createCanvas();
}
const sx = bounds ? bounds.x || 0 : 0;
const sy = bounds ? bounds.y || 0 : 0;
const sw = bounds ? (bounds.width ? Math.min(bounds.width, width) : width) : width;
const sh = bounds ? (bounds.height ? Math.min(bounds.height, height) : height) : height;
const dw = sw * scale;
const dh = sh * scale;
shortcutCanvas.width = dw;
shortcutCanvas.height = dh;
const context = shortcutCanvas.getContext('2d');
context.drawImage(img, sx, sy, sw, sh, 0, 0, dw, dh);
const dataUrl = shortcutCanvas.toDataURL('image/' + imgType, quality);
switch (type) {
case 0:
return await dataUrlToImage(dataUrl);
case 1:
return dataUrl;
}
}
/**
* 更新缩放模式
*/
function updateScaleModeSelf() {
let parent = _canvas.parentElement;
let containerWidth = parent.clientWidth;
let containerHeight = parent.clientHeight;
const designWidth = _designWidth || containerWidth;
const designHeight = _designHeight || containerHeight;
scaleX = containerWidth / designWidth;
scaleY = containerHeight / designHeight;
switch (_scaleMode) {
case ScaleMode.SHOW_ALL:
width = designWidth;
height = designHeight;
break;
case ScaleMode.FIXED_WIDTH:
width = designWidth;
if (_modifyCanvasSize) {
height = designHeight;
} else {
height = containerHeight / scaleX;
}
scaleY = scaleX;
break;
case ScaleMode.FIXED_HEIGHT:
if (_modifyCanvasSize) {
width = designWidth;
} else {
width = containerWidth / scaleY;
}
height = designHeight;
scaleX = scaleY;
break;
}
updateScaleMode(scaleX, scaleY, rotation);
let styleWidth = _modifyCanvasSize ? designWidth * scaleX : containerWidth;
let styleHeight = _modifyCanvasSize ? designHeight * scaleY : containerHeight;
_canvas.width = width;
_canvas.height = height;
_canvas.style.display = 'block';
_canvas.style.width = styleWidth + 'px';
_canvas.style.height = styleHeight + 'px';
}
...@@ -6,10 +6,14 @@ export {ScillaComponent} from "./ScillaComponent"; ...@@ -6,10 +6,14 @@ export {ScillaComponent} from "./ScillaComponent";
export {Entity} from './Entity' export {Entity} from './Entity'
export {Scene} from './Scene' export {Scene} from './Scene'
export {ScillaEvent} from './ScillaEvent' export {ScillaEvent} from './ScillaEvent'
export {getContext, createCanvas, getStageSize, getStageScale, getStageCenter, shortcut, ScaleMode} from './context/RenderContext'; // export {getContext, createCanvas, getStageSize, getStageScale, getStageCenter, shortcut, ScaleMode} from './context/RenderContext';
export { getContext, getRenderStyle, createCanvas, getStageSize, getStageScale, getStageCenter, shortcut } from './context/RenderContextGL';
export {pagePosToCanvasPos, canvasPosToPagePos} from './context/InteractContext'; export {pagePosToCanvasPos, canvasPosToPagePos} from './context/InteractContext';
export * from './manager' export * from './manager'
export {default as Texture, createTexture} from './Texture' export {default as Texture, createTexture} from './Texture'
export * from './Sheet' export * from './Sheet'
export * from './FrameAnimation' export * from './FrameAnimation'
\ No newline at end of file
//导出webgl渲染器
export {default as WebGLRenderer} from "./webgl/WebGLRenderer";
\ No newline at end of file
...@@ -2,12 +2,13 @@ ...@@ -2,12 +2,13 @@
* Created by rockyl on 2018/11/23. * Created by rockyl on 2018/11/23.
*/ */
import {Entity, traverse, traversePostorder} from "./Entity"; import { Entity, traverse, traversePostorder } from "./Entity";
import {injectProp} from "../tools/utils"; import { injectProp } from "../tools/utils";
import {setupContext as setupInteractContext} from "./context/InteractContext"; import { setupContext as setupInteractContext } from "./context/InteractContext";
import {clear, ScaleMode, setupContext as setupRenderContext} from "./context/RenderContext"; // import {clear, ScaleMode, setupContext as setupRenderContext} from "./context/RenderContext";
import { clear, getRenderStyle, ScaleMode, setupContext as setupRenderContext } from "./context/RenderContextGL";
import './requestAnimationFrame'; import './requestAnimationFrame';
import WebglRenderer from "./webgl/WebGLRenderer";
/** /**
* 默认配置 * 默认配置
*/ */
...@@ -33,7 +34,7 @@ let lastFPS = 0; ...@@ -33,7 +34,7 @@ let lastFPS = 0;
export function setup(_options?) { export function setup(_options?) {
injectProp(options, _options); injectProp(options, _options);
const {canvas, designWidth, designHeight, scaleMode, modifyCanvasSize, touchEnabled} = options; const { canvas, designWidth, designHeight, scaleMode, modifyCanvasSize, touchEnabled,renderStyle } = options;
let canvasElement = typeof canvas == 'object' ? canvas : document.getElementById(canvas); let canvasElement = typeof canvas == 'object' ? canvas : document.getElementById(canvas);
...@@ -53,6 +54,7 @@ export function setup(_options?) { ...@@ -53,6 +54,7 @@ export function setup(_options?) {
designHeight, designHeight,
scaleMode, scaleMode,
modifyCanvasSize, modifyCanvasSize,
renderStyle
}); });
root = new Entity('root'); root = new Entity('root');
...@@ -103,7 +105,7 @@ export function getEntityPath(entity?: Entity): string { ...@@ -103,7 +105,7 @@ export function getEntityPath(entity?: Entity): string {
* 根据节点路径获取节点 * 根据节点路径获取节点
* @param path * @param path
*/ */
export function getEntityByPath(path?: string): Entity{ export function getEntityByPath(path?: string): Entity {
let target = root; let target = root;
if (path.length > 0) { if (path.length > 0) {
...@@ -166,12 +168,17 @@ function flush(tsNow): void { ...@@ -166,12 +168,17 @@ function flush(tsNow): void {
} }
const nextTicks = []; const nextTicks = [];
export function nextTick(func){ export function nextTick(func) {
nextTicks.push(func); nextTicks.push(func);
} }
function onFrameTick(tsNow) { function onFrameTick(tsNow) {
clear(); //循环前
if (getRenderStyle() == "webgl") {
WebglRenderer.ins.preRender();
} else {
clear();
}
const tsNow2 = Date.now(); const tsNow2 = Date.now();
lastFPS = Math.floor(1000 / (tsNow - tsLast)); lastFPS = Math.floor(1000 / (tsNow - tsLast));
tsLast = tsNow; tsLast = tsNow;
...@@ -188,10 +195,14 @@ function onFrameTick(tsNow) { ...@@ -188,10 +195,14 @@ function onFrameTick(tsNow) {
}); });
//const tsPass = Date.now() - tsNow; //const tsPass = Date.now() - tsNow;
while(nextTicks.length > 0){ while (nextTicks.length > 0) {
let func = nextTicks.shift(); let func = nextTicks.shift();
func(); func();
} }
//循环后
if (getRenderStyle() == "webgl") {
WebglRenderer.ins.postRender()
}
} }
/** /**
......
/**
* Base for a common object renderer that can be used as a system renderer plugin.
*
* @class
*/
export default class ObjectRenderer {
renderer
constructor(renderer) {
this.renderer = renderer
}
/**
* Starts the renderer and sets the shader
*
*/
start() {
// set the shader..
}
/**
* Stops the renderer
*
*/
stop() {
this.flush();
}
/**
* Stub method for rendering content and emptying the current batch.
*
*/
flush() {
// flush!
}
/**
* Renders an object
*
* @param {DisplayObject} object - The object to render.
*/
render(object) // eslint-disable-line no-unused-vars
{
// render the object
}
}
This diff is collapsed.
import mapWebGLBlendModesTo from './utils/mapWebGLBlendModesTo';
const BLEND = 0;
const DEPTH_TEST = 1;
const FRONT_FACE = 2;
const CULL_FACE = 3;
const BLEND_FUNC = 4;
/**
* A WebGL state machines
*
* @class
*/
export default class WebGLState {
activeState: Uint8Array;
defaultState: Uint8Array;
stackIndex: number;
stack: any[];
gl: any;
maxAttribs: any;
attribState: { tempAttribState: any[]; attribState: any[]; };
blendModes: any[];
nativeVaoExtension: any;
/**
* @param {WebGLRenderingContext} gl - The current WebGL rendering context
*/
constructor(gl) {
/**
* The current active state
*
* @member {Uint8Array}
*/
this.activeState = new Uint8Array(16);
/**
* The default state
*
* @member {Uint8Array}
*/
this.defaultState = new Uint8Array(16);
// default blend mode..
this.defaultState[0] = 1;
/**
* The current state index in the stack
*
* @member {number}
* @private
*/
this.stackIndex = 0;
/**
* The stack holding all the different states
*
* @member {Array<*>}
* @private
*/
this.stack = [];
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = gl;
this.maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
this.attribState = {
tempAttribState: new Array(this.maxAttribs),
attribState: new Array(this.maxAttribs),
};
this.blendModes = mapWebGLBlendModesTo(gl);
// check we have vao..
this.nativeVaoExtension = (
gl.getExtension('OES_vertex_array_object')
|| gl.getExtension('MOZ_OES_vertex_array_object')
|| gl.getExtension('WEBKIT_OES_vertex_array_object')
);
}
/**
* Pushes a new active state
*/
push() {
// next state..
let state = this.stack[this.stackIndex];
if (!state) {
state = this.stack[this.stackIndex] = new Uint8Array(16);
}
++this.stackIndex;
// copy state..
// set active state so we can force overrides of gl state
for (let i = 0; i < this.activeState.length; i++) {
state[i] = this.activeState[i];
}
}
/**
* Pops a state out
*/
pop() {
const state = this.stack[--this.stackIndex];
this.setState(state);
}
/**
* Sets the current state
*
* @param {*} state - The state to set.
*/
setState(state) {
this.setBlend(state[BLEND]);
this.setDepthTest(state[DEPTH_TEST]);
this.setFrontFace(state[FRONT_FACE]);
this.setCullFace(state[CULL_FACE]);
this.setBlendMode(state[BLEND_FUNC]);
}
/**
* Enables or disabled blending.
*
* @param {boolean} value - Turn on or off webgl blending.
*/
setBlend(value) {
value = value ? 1 : 0;
if (this.activeState[BLEND] === value) {
return;
}
this.activeState[BLEND] = value;
this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);
}
/**
* Sets the blend mode.
*
* @param {number} value - The blend mode to set to.
*/
setBlendMode(value) {
if (value === this.activeState[BLEND_FUNC]) {
return;
}
this.activeState[BLEND_FUNC] = value;
const mode = this.blendModes[value];
if (mode.length === 2) {
this.gl.blendFunc(mode[0], mode[1]);
}
else {
this.gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);
}
}
/**
* Sets whether to enable or disable depth test.
*
* @param {boolean} value - Turn on or off webgl depth testing.
*/
setDepthTest(value) {
value = value ? 1 : 0;
if (this.activeState[DEPTH_TEST] === value) {
return;
}
this.activeState[DEPTH_TEST] = value;
this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);
}
/**
* Sets whether to enable or disable cull face.
*
* @param {boolean} value - Turn on or off webgl cull face.
*/
setCullFace(value) {
value = value ? 1 : 0;
if (this.activeState[CULL_FACE] === value) {
return;
}
this.activeState[CULL_FACE] = value;
this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);
}
/**
* Sets the gl front face.
*
* @param {boolean} value - true is clockwise and false is counter-clockwise
*/
setFrontFace(value) {
value = value ? 1 : 0;
if (this.activeState[FRONT_FACE] === value) {
return;
}
this.activeState[FRONT_FACE] = value;
this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);
}
/**
* Disables all the vaos in use
*
*/
resetAttributes() {
for (let i = 0; i < this.attribState.tempAttribState.length; i++) {
this.attribState.tempAttribState[i] = 0;
}
for (let i = 0; i < this.attribState.attribState.length; i++) {
this.attribState.attribState[i] = 0;
}
// im going to assume one is always active for performance reasons.
for (let i = 1; i < this.maxAttribs; i++) {
this.gl.disableVertexAttribArray(i);
}
}
// used
/**
* Resets all the logic and disables the vaos
*/
resetToDefault() {
// unbind any VAO if they exist..
if (this.nativeVaoExtension) {
this.nativeVaoExtension.bindVertexArrayOES(null);
}
// reset all attributes..
this.resetAttributes();
// set active state so we can force overrides of gl state
for (let i = 0; i < this.activeState.length; ++i) {
this.activeState[i] = 32;
}
this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);
this.setState(this.defaultState);
}
}
/**
* Two Pi.
*
* @static
* @constant
* @memberof PIXI
* @type {number}
*/
export const PI_2 = Math.PI * 2;
/**
* Conversion factor for converting radians to degrees.
*
* @static
* @constant
* @memberof PIXI
* @type {number}
*/
export const RAD_TO_DEG = 180 / Math.PI;
/**
* Conversion factor for converting degrees to radians.
*
* @static
* @constant
* @memberof PIXI
* @type {number}
*/
export const DEG_TO_RAD = Math.PI / 180;
/**
* Constant to identify the Renderer Type.
*
* @static
* @constant
* @memberof PIXI
* @name RENDERER_TYPE
* @type {object}
* @property {number} UNKNOWN - Unknown render type.
* @property {number} WEBGL - WebGL render type.
* @property {number} CANVAS - Canvas render type.
*/
export const RENDERER_TYPE = {
UNKNOWN: 0,
WEBGL: 1,
CANVAS: 2,
};
/**
* Various blend modes supported by
*
* IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.
* Anything else will silently act like NORMAL.
*
* @static
* @constant
* @memberof PIXI
* @name BLEND_MODES
* @type {object}
* @property {number} NORMAL
* @property {number} ADD
* @property {number} MULTIPLY
* @property {number} SCREEN
* @property {number} OVERLAY
* @property {number} DARKEN
* @property {number} LIGHTEN
* @property {number} COLOR_DODGE
* @property {number} COLOR_BURN
* @property {number} HARD_LIGHT
* @property {number} SOFT_LIGHT
* @property {number} DIFFERENCE
* @property {number} EXCLUSION
* @property {number} HUE
* @property {number} SATURATION
* @property {number} COLOR
* @property {number} LUMINOSITY
*/
export const BLEND_MODES = {
NORMAL: 0,
ADD: 1,
MULTIPLY: 2,
SCREEN: 3,
OVERLAY: 4,
DARKEN: 5,
LIGHTEN: 6,
COLOR_DODGE: 7,
COLOR_BURN: 8,
HARD_LIGHT: 9,
SOFT_LIGHT: 10,
DIFFERENCE: 11,
EXCLUSION: 12,
HUE: 13,
SATURATION: 14,
COLOR: 15,
LUMINOSITY: 16,
NORMAL_NPM: 17,
ADD_NPM: 18,
SCREEN_NPM: 19,
};
/**
* Various webgl draw modes. These can be used to specify which GL drawMode to use
* under certain situations and renderers.
*
* @static
* @constant
* @memberof PIXI
* @name DRAW_MODES
* @type {object}
* @property {number} POINTS
* @property {number} LINES
* @property {number} LINE_LOOP
* @property {number} LINE_STRIP
* @property {number} TRIANGLES
* @property {number} TRIANGLE_STRIP
* @property {number} TRIANGLE_FAN
*/
export const DRAW_MODES = {
POINTS: 0,
LINES: 1,
LINE_LOOP: 2,
LINE_STRIP: 3,
TRIANGLES: 4,
TRIANGLE_STRIP: 5,
TRIANGLE_FAN: 6,
};
/**
* The scale modes that are supported by
*
* The {@link settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.
* It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.
*
* @static
* @constant
* @memberof PIXI
* @name SCALE_MODES
* @type {object}
* @property {number} LINEAR Smooth scaling
* @property {number} NEAREST Pixelating scaling
*/
export const SCALE_MODES = {
LINEAR: 0,
NEAREST: 1,
};
/**
* The wrap modes that are supported by
*
* The {@link settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.
* It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.
* If the texture is non power of two then clamp will be used regardless as webGL can
* only use REPEAT if the texture is po2.
*
* This property only affects WebGL.
*
* @static
* @constant
* @name WRAP_MODES
* @memberof PIXI
* @type {object}
* @property {number} CLAMP - The textures uvs are clamped
* @property {number} REPEAT - The texture uvs tile and repeat
* @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring
*/
export const WRAP_MODES = {
CLAMP: 0,
REPEAT: 1,
MIRRORED_REPEAT: 2,
};
/**
* The gc modes that are supported by
*
* The {@link settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO
* If set to GC_MODE, the renderer will occasionally check textures usage. If they are not
* used for a specified period of time they will be removed from the GPU. They will of course
* be uploaded again when they are required. This is a silent behind the scenes process that
* should ensure that the GPU does not get filled up.
*
* Handy for mobile devices!
* This property only affects WebGL.
*
* @static
* @constant
* @name GC_MODES
* @memberof PIXI
* @type {object}
* @property {number} AUTO - Garbage collection will happen periodically automatically
* @property {number} MANUAL - Garbage collection will need to be called manually
*/
export const GC_MODES = {
AUTO: 0,
MANUAL: 1,
};
/**
* Regexp for image type by extension.
*
* @static
* @constant
* @memberof PIXI
* @type {RegExp|string}
* @example `image.png`
*/
export const URL_FILE_EXTENSION = /\.(\w{3,4})(?:$|\?|#)/i;
/**
* Regexp for data URI.
* Based on: {@link https://github.com/ragingwind/data-uri-regex}
*
* @static
* @constant
* @name DATA_URI
* @memberof PIXI
* @type {RegExp|string}
* @example data:image/png;base64
*/
export const DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;charset=([\w-]+))?(?:;(base64))?,(.*)/i;
/**
* Regexp for SVG size.
*
* @static
* @constant
* @name SVG_SIZE
* @memberof PIXI
* @type {RegExp|string}
* @example &lt;svg width="100" height="100"&gt;&lt;/svg&gt;
*/
export const SVG_SIZE = /<svg[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len
/**
* Constants that identify shapes, mainly to prevent `instanceof` calls.
*
* @static
* @constant
* @name SHAPES
* @memberof PIXI
* @type {object}
* @property {number} POLY Polygon
* @property {number} RECT Rectangle
* @property {number} CIRC Circle
* @property {number} ELIP Ellipse
* @property {number} RREC Rounded Rectangle
*/
export const SHAPES = {
POLY: 0,
RECT: 1,
CIRC: 2,
ELIP: 3,
RREC: 4,
};
/**
* Constants that specify float precision in shaders.
*
* @static
* @constant
* @name PRECISION
* @memberof PIXI
* @type {object}
* @property {string} LOW='lowp'
* @property {string} MEDIUM='mediump'
* @property {string} HIGH='highp'
*/
export const PRECISION = {
LOW: 'lowp',
MEDIUM: 'mediump',
HIGH: 'highp',
};
/**
* Constants that specify the transform type.
*
* @static
* @constant
* @name TRANSFORM_MODE
* @memberof PIXI
* @type {object}
* @property {number} STATIC
* @property {number} DYNAMIC
*/
export const TRANSFORM_MODE = {
STATIC: 0,
DYNAMIC: 1,
};
/**
* Constants that define the type of gradient on text.
*
* @static
* @constant
* @name TEXT_GRADIENT
* @memberof PIXI
* @type {object}
* @property {number} LINEAR_VERTICAL Vertical gradient
* @property {number} LINEAR_HORIZONTAL Linear gradient
*/
export const TEXT_GRADIENT = {
LINEAR_VERTICAL: 0,
LINEAR_HORIZONTAL: 1,
};
/**
* Represents the update priorities used by internal PIXI classes when registered with
* the {@link ticker.Ticker} object. Higher priority items are updated first and lower
* priority items, such as render, should go later.
*
* @static
* @constant
* @name UPDATE_PRIORITY
* @memberof PIXI
* @type {object}
* @property {number} INTERACTION=50 Highest priority, used for {@link interaction.InteractionManager}
* @property {number} HIGH=25 High priority updating, {@link VideoBaseTexture} and {@link extras.AnimatedSprite}
* @property {number} NORMAL=0 Default priority for ticker events, see {@link ticker.Ticker#add}.
* @property {number} LOW=-25 Low priority used for {@link Application} rendering.
* @property {number} UTILITY=-50 Lowest priority used for {@link prepare.BasePrepare} utility.
*/
export const UPDATE_PRIORITY = {
INTERACTION: 50,
HIGH: 25,
NORMAL: 0,
LOW: -25,
UTILITY: -50,
};
export class BatchBuffer {
vertices: ArrayBuffer;
float32View: Float32Array;
uint32View: Uint32Array;
positions: any;
uvs: any;
colors: any;
/**
* @param {number} size - The size of the buffer in bytes.
*/
constructor(size) {
this.vertices = new ArrayBuffer(size);
/**
* View on the vertices as a Float32Array for positions
*
* @member {Float32Array}
*/
this.float32View = new Float32Array(this.vertices);
/**
* View on the vertices as a Uint32Array for uvs
*
* @member {Float32Array}
*/
this.uint32View = new Uint32Array(this.vertices);
}
/**
* Destroys the buffer.
*
*/
public destroy() {
this.vertices = null;
this.positions = null;
this.uvs = null;
this.colors = null;
}
}
var EMPTY_ARRAY_BUFFER = new ArrayBuffer(0);
/**
* Helper class to create a webGL buffer
*
* @class
* @memberof glCore
* @param gl {WebGLRenderingContext} The current WebGL rendering context
* @param type {gl.ARRAY_BUFFER | gl.ELEMENT_ARRAY_BUFFER} @mat
* @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data
* @param drawType {gl.STATIC_DRAW|gl.DYNAMIC_DRAW|gl.STREAM_DRAW}
*/
export class GLBuffer {
gl: any;
buffer: any;
type: any;
drawType: any;
data: ArrayBuffer;
_updateID: number;
constructor(gl, type?, data?, drawType?) {
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = gl;
/**
* The WebGL buffer, created upon instantiation
*
* @member {WebGLBuffer}
*/
this.buffer = gl.createBuffer();
/**
* The type of the buffer
*
* @member {gl.ARRAY_BUFFER|gl.ELEMENT_ARRAY_BUFFER}
*/
this.type = type || gl.ARRAY_BUFFER;
/**
* The draw type of the buffer
*
* @member {gl.STATIC_DRAW|gl.DYNAMIC_DRAW|gl.STREAM_DRAW}
*/
this.drawType = drawType || gl.STATIC_DRAW;
/**
* The data in the buffer, as a typed array
*
* @member {ArrayBuffer| SharedArrayBuffer|ArrayBufferView}
*/
this.data = EMPTY_ARRAY_BUFFER;
if (data) {
this.upload(data);
}
this._updateID = 0;
};
/**
* Uploads the buffer to the GPU
* @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data to upload
* @param offset {Number} if only a subset of the data should be uploaded, this is the amount of data to subtract
* @param dontBind {Boolean} whether to bind the buffer before uploading it
*/
public upload(data, offset?, dontBind?) {
// todo - needed?
if (!dontBind) this.bind();
var gl = this.gl;
data = data || this.data;
offset = offset || 0;
if (this.data.byteLength >= data.byteLength) {
gl.bufferSubData(this.type, offset, data);
}
else {
gl.bufferData(this.type, data, this.drawType);
}
this.data = data;
};
/**
* Binds the buffer
*
*/
public bind() {
var gl = this.gl;
gl.bindBuffer(this.type, this.buffer);
};
/**
* Destroys the buffer
*
*/
public destroy = function () {
this.gl.deleteBuffer(this.buffer);
};
public static createVertexBuffer(gl, data?, drawType?) {
return new GLBuffer(gl, gl.ARRAY_BUFFER, data, drawType);
};
public static createIndexBuffer(gl, data?, drawType?) {
return new GLBuffer(gl, gl.ELEMENT_ARRAY_BUFFER, data, drawType);
};
public static create(gl, type, data, drawType) {
return new GLBuffer(gl, type, data, drawType);
};
}
import { GLTexture } from './GLTexture';
/**
* Helper class to create a webGL Framebuffer
*
* @class
* @memberof glCore
* @param gl {WebGLRenderingContext} The current WebGL rendering context
* @param width {Number} the width of the drawing area of the frame buffer
* @param height {Number} the height of the drawing area of the frame buffer
*/
export class GLFramebuffer {
gl: any;
framebuffer: any;
stencil: any;
texture: any;
width: any;
height: any;
constructor(gl, width, height) {
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = gl;
/**
* The frame buffer
*
* @member {WebGLFramebuffer}
*/
this.framebuffer = gl.createFramebuffer();
/**
* The stencil buffer
*
* @member {WebGLRenderbuffer}
*/
this.stencil = null;
/**
* The stencil buffer
*
* @member {glCore.GLTexture}
*/
this.texture = null;
/**
* The width of the drawing area of the buffer
*
* @member {Number}
*/
this.width = width || 100;
/**
* The height of the drawing area of the buffer
*
* @member {Number}
*/
this.height = height || 100;
};
/**
* Adds a texture to the frame buffer
* @param texture {glCore.GLTexture}
*/
public enableTexture(texture) {
var gl = this.gl;
this.texture = texture || new GLTexture(gl);
this.texture.bind();
//gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
this.bind();
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture.texture, 0);
};
/**
* Initialises the stencil buffer
*/
public enableStencil() {
if (this.stencil) return;
var gl = this.gl;
this.stencil = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil);
// TODO.. this is depth AND stencil?
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.stencil);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, this.width, this.height);
};
/**
* Erases the drawing area and fills it with a colour
* @param r {Number} the red value of the clearing colour
* @param g {Number} the green value of the clearing colour
* @param b {Number} the blue value of the clearing colour
* @param a {Number} the alpha value of the clearing colour
*/
public clear(r, g, b, a) {
this.bind();
var gl = this.gl;
gl.clearColor(r, g, b, a);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
};
/**
* Binds the frame buffer to the WebGL context
*/
public bind() {
var gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
};
/**
* Unbinds the frame buffer to the WebGL context
*/
public unbind() {
var gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
};
/**
* Resizes the drawing area of the buffer to the given width and height
* @param width {Number} the new width
* @param height {Number} the new height
*/
public resize(width, height) {
var gl = this.gl;
this.width = width;
this.height = height;
if (this.texture) {
this.texture.uploadData(null, width, height);
}
if (this.stencil) {
// update the stencil buffer width and height
gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
}
};
/**
* Destroys this buffer
*/
public destroy() {
var gl = this.gl;
//TODO
if (this.texture) {
this.texture.destroy();
}
gl.deleteFramebuffer(this.framebuffer);
this.gl = null;
this.stencil = null;
this.texture = null;
};
/**
* Creates a frame buffer with a texture containing the given data
* @static
* @param gl {WebGLRenderingContext} The current WebGL rendering context
* @param width {Number} the width of the drawing area of the frame buffer
* @param height {Number} the height of the drawing area of the frame buffer
* @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data
*/
public static createRGBA(gl, width, height, data?) {
var texture = GLTexture.fromData(gl, null, width, height);
texture.enableNearestScaling();
texture.enableWrapClamp();
//now create the framebuffer object and attach the texture to it.
var fbo = new GLFramebuffer(gl, width, height);
fbo.enableTexture(texture);
//fbo.enableStencil(); // get this back on soon!
//fbo.enableStencil(); // get this back on soon!
fbo.unbind();
return fbo;
};
/**
* Creates a frame buffer with a texture containing the given data
* @static
* @param gl {WebGLRenderingContext} The current WebGL rendering context
* @param width {Number} the width of the drawing area of the frame buffer
* @param height {Number} the height of the drawing area of the frame buffer
* @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data
*/
public static createFloat32(gl, width, height, data) {
// create a new texture..
var texture = GLTexture.fromData(gl, data, width, height);
texture.enableNearestScaling();
texture.enableWrapClamp();
//now create the framebuffer object and attach the texture to it.
var fbo = new GLFramebuffer(gl, width, height);
fbo.enableTexture(texture);
fbo.unbind();
return fbo;
};
}
import { compileProgram } from './shader/compileProgram';
import { extractAttributes } from './shader/extractAttributes';
import { extractUniforms } from './shader/extractUniforms';
import { setPrecision } from './shader/setPrecision';
import { generateUniformAccessObject } from './shader/generateUniformAccessObject';
/**
* Helper class to create a webGL Shader
*
* @class
* @memberof glCore
* @param gl {WebGLRenderingContext}
* @param vertexSrc {string|string[]} The vertex shader source as an array of strings.
* @param fragmentSrc {string|string[]} The fragment shader source as an array of strings.
* @param precision {string} The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.
* @param attributeLocations {object} A key value pair showing which location eact attribute should sit eg {position:0, uvs:1}
*/
export class GLShader {
gl: any;
program: any;
attributes: {};
uniformData: {};
uniforms: { data: {}; };
constructor(gl, vertexSrc, fragmentSrc, precision?, attributeLocations?) {
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = gl;
if (precision) {
vertexSrc = setPrecision(vertexSrc, precision);
fragmentSrc = setPrecision(fragmentSrc, precision);
}
/**
* The shader program
*
* @member {WebGLProgram}
*/
// First compile the program..
this.program = compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations);
/**
* The attributes of the shader as an object containing the following properties
* {
* type,
* size,
* location,
* pointer
* }
* @member {Object}
*/
// next extract the attributes
this.attributes = extractAttributes(gl, this.program);
this.uniformData = extractUniforms(gl, this.program);
/**
* The uniforms of the shader as an object containing the following properties
* {
* gl,
* data
* }
* @member {Object}
*/
this.uniforms = generateUniformAccessObject(gl, this.uniformData);
};
/**
* Uses this shader
*
* @return {glCore.GLShader} Returns itself.
*/
public bind() {
this.gl.useProgram(this.program);
return this;
};
/**
* Destroys this shader
* TODO
*/
public destroy() {
this.attributes = null;
this.uniformData = null;
this.uniforms = null;
var gl = this.gl;
gl.deleteProgram(this.program);
};
}
/**
* Helper class to create a WebGL Texture
*
* @class
* @memberof glCore
* @param gl {WebGLRenderingContext} The current WebGL context
* @param width {number} the width of the texture
* @param height {number} the height of the texture
* @param format {number} the pixel format of the texture. defaults to gl.RGBA
* @param type {number} the gl type of the texture. defaults to gl.UNSIGNED_BYTE
*/
export class GLTexture {
gl: any;
texture: any;
mipmap: boolean;
premultiplyAlpha: boolean;
width: any;
height: any;
format: any;
type: any;
constructor(gl, width?, height?, format?, type?) {
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = gl;
/**
* The WebGL texture
*
* @member {WebGLTexture}
*/
this.texture = gl.createTexture();
/**
* If mipmapping was used for this texture, enable and disable with enableMipmap()
*
* @member {Boolean}
*/
// some settings..
this.mipmap = false;
/**
* Set to true to enable pre-multiplied alpha
*
* @member {Boolean}
*/
this.premultiplyAlpha = false;
/**
* The width of texture
*
* @member {Number}
*/
this.width = width || -1;
/**
* The height of texture
*
* @member {Number}
*/
this.height = height || -1;
/**
* The pixel format of the texture. defaults to gl.RGBA
*
* @member {Number}
*/
this.format = format || gl.RGBA;
/**
* The gl type of the texture. defaults to gl.UNSIGNED_BYTE
*
* @member {Number}
*/
this.type = type || gl.UNSIGNED_BYTE;
};
/**
* Uploads this texture to the GPU
* @param source {HTMLImageElement|ImageData|HTMLVideoElement} the source image of the texture
*/
public upload(source) {
this.bind();
var gl = this.gl;
//设置是否对纹理进行预乘透明通道
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha);
var newWidth = source.videoWidth || source.width;
var newHeight = source.videoHeight || source.height;
if (newHeight !== this.height || newWidth !== this.width) {
gl.texImage2D(gl.TEXTURE_2D, 0, this.format, this.format, this.type, source);
}
else {
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.format, this.type, source);
}
// if the source is a video, we need to use the videoWidth / videoHeight properties as width / height will be incorrect.
this.width = newWidth;
this.height = newHeight;
};
/**
* Use a data source and uploads this texture to the GPU
* @param data {TypedArray} the data to upload to the texture
* @param width {number} the new width of the texture
* @param height {number} the new height of the texture
*/
public uploadData = function (data, width, height) {
this.bind();
var gl = this.gl;
if (data instanceof Float32Array) {
if (!FLOATING_POINT_AVAILABLE) {
var ext = gl.getExtension("OES_texture_float");
if (ext) {
FLOATING_POINT_AVAILABLE = true;
}
else {
throw new Error('floating point textures not available');
}
}
this.type = gl.FLOAT;
}
else {
// TODO support for other types
this.type = this.type || gl.UNSIGNED_BYTE;
}
// what type of data?
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha);
if (width !== this.width || height !== this.height) {
gl.texImage2D(gl.TEXTURE_2D, 0, this.format, width, height, 0, this.format, this.type, data || null);
}
else {
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, this.format, this.type, data || null);
}
this.width = width;
this.height = height;
// texSubImage2D
};
/**
* Binds the texture
* @param location
*/
public bind(location?) {
var gl = this.gl;
if (location !== undefined) {
gl.activeTexture(gl.TEXTURE0 + location);
}
gl.bindTexture(gl.TEXTURE_2D, this.texture);
};
/**
* Unbinds the texture
*/
public unbind() {
var gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, null);
};
/**
* @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation
*/
public minFilter(linear) {
var gl = this.gl;
this.bind();
if (this.mipmap) {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
}
else {
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR : gl.NEAREST);
}
};
/**
* @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation
*/
public magFilter(linear) {
var gl = this.gl;
this.bind();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, linear ? gl.LINEAR : gl.NEAREST);
};
/**
* Enables mipmapping
*/
public enableMipmap() {
var gl = this.gl;
this.bind();
this.mipmap = true;
gl.generateMipmap(gl.TEXTURE_2D);
};
/**
* Enables linear filtering
*/
public enableLinearScaling() {
this.minFilter(true);
this.magFilter(true);
};
/**
* Enables nearest neighbour interpolation
*/
public enableNearestScaling() {
this.minFilter(false);
this.magFilter(false);
};
/**
* Enables clamping on the texture so WebGL will not repeat it
*/
public enableWrapClamp() {
var gl = this.gl;
this.bind();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
};
/**
* Enable tiling on the texture
*/
public enableWrapRepeat() {
var gl = this.gl;
this.bind();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
};
public enableWrapMirrorRepeat() {
var gl = this.gl;
this.bind();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
};
/**
* Destroys this texture
*/
public destroy() {
var gl = this.gl;
//TODO
gl.deleteTexture(this.texture);
};
/**
* @static
* @param gl {WebGLRenderingContext} The current WebGL context
* @param source {HTMLImageElement|ImageData} the source image of the texture
* @param premultiplyAlpha {Boolean} If we want to use pre-multiplied alpha
*/
public static fromSource(gl, source, premultiplyAlpha?) {
var texture = new GLTexture(gl);
texture.premultiplyAlpha = premultiplyAlpha || false;
texture.upload(source);
return texture;
};
/**
* @static
* @param gl {WebGLRenderingContext} The current WebGL context
* @param data {TypedArray} the data to upload to the texture
* @param width {number} the new width of the texture
* @param height {number} the new height of the texture
*/
public static fromData(gl, data, width, height) {
//console.log(data, width, height);
var texture = new GLTexture(gl);
texture.uploadData(data, width, height);
return texture;
};
}
var FLOATING_POINT_AVAILABLE = false;
// import GroupD8 from '../math/GroupD8';
/**
* A standard object to store the Uvs of a texture
*
* @class
* @private
*/
export class TextureUvs
{
x0: number;
y0: number;
x1: number;
y1: number;
x2: number;
y2: number;
x3: number;
y3: number;
uvsUint32: Uint32Array;
/**
*
*/
constructor()
{
this.x0 = 0;
this.y0 = 0;
this.x1 = 1;
this.y1 = 0;
this.x2 = 1;
this.y2 = 1;
this.x3 = 0;
this.y3 = 1;
this.uvsUint32 = new Uint32Array(4);
this.uvsUint32[0] = (((this.y0 * 65535) & 0xFFFF) << 16) | ((this.x0 * 65535) & 0xFFFF);
this.uvsUint32[1] = (((this.y1 * 65535) & 0xFFFF) << 16) | ((this.x1 * 65535) & 0xFFFF);
this.uvsUint32[2] = (((this.y2 * 65535) & 0xFFFF) << 16) | ((this.x2 * 65535) & 0xFFFF);
this.uvsUint32[3] = (((this.y3 * 65535) & 0xFFFF) << 16) | ((this.x3 * 65535) & 0xFFFF);
}
/**
* Sets the texture Uvs based on the given frame information.
*
* @private
* @param {Rectangle} frame - The frame of the texture
* @param {Rectangle} baseFrame - The base frame of the texture
* @param {number} rotate - Rotation of frame, see {@link GroupD8}
*/
set(frame, baseFrame, rotate?)
{
const tw = baseFrame.width;
const th = baseFrame.height;
// if (rotate)
// {
// // width and height div 2 div baseFrame size
// const w2 = frame.width / 2 / tw;
// const h2 = frame.height / 2 / th;
// // coordinates of center
// const cX = (frame.x / tw) + w2;
// const cY = (frame.y / th) + h2;
// rotate = GroupD8.add(rotate, GroupD8.NW); // NW is top-left corner
// this.x0 = cX + (w2 * GroupD8.uX(rotate));
// this.y0 = cY + (h2 * GroupD8.uY(rotate));
// rotate = GroupD8.add(rotate, 2); // rotate 90 degrees clockwise
// this.x1 = cX + (w2 * GroupD8.uX(rotate));
// this.y1 = cY + (h2 * GroupD8.uY(rotate));
// rotate = GroupD8.add(rotate, 2);
// this.x2 = cX + (w2 * GroupD8.uX(rotate));
// this.y2 = cY + (h2 * GroupD8.uY(rotate));
// rotate = GroupD8.add(rotate, 2);
// this.x3 = cX + (w2 * GroupD8.uX(rotate));
// this.y3 = cY + (h2 * GroupD8.uY(rotate));
// }
// else
// {
this.x0 = frame.x / tw;
this.y0 = frame.y / th;
this.x1 = (frame.x + frame.width) / tw;
this.y1 = frame.y / th;
this.x2 = (frame.x + frame.width) / tw;
this.y2 = (frame.y + frame.height) / th;
this.x3 = frame.x / tw;
this.y3 = (frame.y + frame.height) / th;
// }
this.uvsUint32[0] = (((this.y0 * 65535) & 0xFFFF) << 16) | ((this.x0 * 65535) & 0xFFFF);
this.uvsUint32[1] = (((this.y1 * 65535) & 0xFFFF) << 16) | ((this.x1 * 65535) & 0xFFFF);
this.uvsUint32[2] = (((this.y2 * 65535) & 0xFFFF) << 16) | ((this.x2 * 65535) & 0xFFFF);
this.uvsUint32[3] = (((this.y3 * 65535) & 0xFFFF) << 16) | ((this.x3 * 65535) & 0xFFFF);
}
}
// state object//
import { setVertexAttribArrays } from './setVertexAttribArrays';
/**
* Helper class to work with WebGL VertexArrayObjects (vaos)
* Only works if WebGL extensions are enabled (they usually are)
*
* @class
* @memberof glCore
* @param gl {WebGLRenderingContext} The current WebGL rendering context
*/
export class VertexArrayObject {
nativeVaoExtension: any;
nativeState: any;
nativeVao: any;
gl: any;
attributes: any[];
indexBuffer: any;
dirty: boolean;
constructor(gl, state) {
this.nativeVaoExtension = null;
if (!VertexArrayObject.FORCE_NATIVE) {
this.nativeVaoExtension = gl.getExtension('OES_vertex_array_object') ||
gl.getExtension('MOZ_OES_vertex_array_object') ||
gl.getExtension('WEBKIT_OES_vertex_array_object');
}
this.nativeState = state;
if (this.nativeVaoExtension) {
this.nativeVao = this.nativeVaoExtension.createVertexArrayOES();
var maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
// VAO - overwrite the state..
this.nativeState = {
tempAttribState: new Array(maxAttribs),
attribState: new Array(maxAttribs)
};
}
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = gl;
/**
* An array of attributes
*
* @member {Array}
*/
this.attributes = [];
/**
* @member {glCore.GLBuffer}
*/
this.indexBuffer = null;
/**
* A boolean flag
*
* @member {Boolean}
*/
this.dirty = false;
};
/**
* Binds the buffer
*/
public bind() {
if (this.nativeVao) {
this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao);
if (this.dirty) {
this.dirty = false;
this.activate();
return this;
}
if (this.indexBuffer) {
this.indexBuffer.bind();
}
}
else {
this.activate();
}
return this;
};
/**
* Unbinds the buffer
*/
public unbind() {
if (this.nativeVao) {
this.nativeVaoExtension.bindVertexArrayOES(null);
}
return this;
};
/**
* Uses this vao
*/
public activate() {
var gl = this.gl;
var lastBuffer = null;
for (var i = 0; i < this.attributes.length; i++) {
var attrib = this.attributes[i];
if (lastBuffer !== attrib.buffer) {
attrib.buffer.bind();
lastBuffer = attrib.buffer;
}
gl.vertexAttribPointer(attrib.attribute.location,
attrib.attribute.size,
attrib.type || gl.FLOAT,
attrib.normalized || false,
attrib.stride || 0,
attrib.start || 0);
}
setVertexAttribArrays(gl, this.attributes, this.nativeState);
if (this.indexBuffer) {
this.indexBuffer.bind();
}
return this;
};
/**
*
* @param buffer {gl.GLBuffer}
* @param attribute {*}
* @param type {String}
* @param normalized {Boolean}
* @param stride {Number}
* @param start {Number}
*/
public addAttribute(buffer, attribute, type?, normalized?, stride?, start?) {
this.attributes.push({
buffer: buffer,
attribute: attribute,
location: attribute.location,
type: type || this.gl.FLOAT,
normalized: normalized || false,
stride: stride || 0,
start: start || 0
});
this.dirty = true;
return this;
};
/**
*
* @param buffer {gl.GLBuffer}
*/
public addIndex(buffer/*, options*/) {
this.indexBuffer = buffer;
this.dirty = true;
return this;
};
/**
* Unbinds this vao and disables it
*/
public clear() {
// var gl = this.gl;
// TODO - should this function unbind after clear?
// for now, no but lets see what happens in the real world!
if (this.nativeVao) {
this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao);
}
this.attributes.length = 0;
this.indexBuffer = null;
return this;
};
/**
* @param type {Number}
* @param size {Number}
* @param start {Number}
*/
public draw(type, size?, start?) {
var gl = this.gl;
if (this.indexBuffer) {
gl.drawElements(type, size || this.indexBuffer.data.length, gl.UNSIGNED_SHORT, (start || 0) * 2);
}
else {
// TODO need a better way to calculate size..
gl.drawArrays(type, start || 0, size || this.getSize());
}
return this;
};
/**
* Destroy this vao
*/
public destroy() {
// lose references
this.gl = null;
this.indexBuffer = null;
this.attributes = null;
this.nativeState = null;
if (this.nativeVao) {
this.nativeVaoExtension.deleteVertexArrayOES(this.nativeVao);
}
this.nativeVaoExtension = null;
this.nativeVao = null;
};
public getSize() {
var attrib = this.attributes[0];
return attrib.buffer.data.length / ((attrib.stride / 4) || attrib.attribute.size);
};
/**
* Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!)
* If you find on older devices that things have gone a bit weird then set this to true.
*/
/**
* Lets the VAO know if you should use the WebGL extension or the native methods.
* Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!)
* If you find on older devices that things have gone a bit weird then set this to true.
* @static
* @property {Boolean} FORCE_NATIVE
*/
public static FORCE_NATIVE = false;
}
import { createContext } from './createContext';
const fragTemplate = [
'precision mediump float;',
'void main(void){',
'float test = 0.1;',
'%forloop%',
'gl_FragColor = vec4(0.0);',
'}',
].join('\n');
export function checkMaxIfStatmentsInShader(maxIfs, gl) {
const createTempContext = !gl;
// @if DEBUG
if (maxIfs === 0) {
throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');
}
// @endif
if (createTempContext) {
const tinyCanvas = document.createElement('canvas');
tinyCanvas.width = 1;
tinyCanvas.height = 1;
gl = createContext(tinyCanvas);
}
const shader = gl.createShader(gl.FRAGMENT_SHADER);
while (true) // eslint-disable-line no-constant-condition
{
const fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));
gl.shaderSource(shader, fragmentSrc);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
maxIfs = (maxIfs / 2) | 0;
}
else {
// valid!
break;
}
}
if (createTempContext) {
// get rid of context
if (gl.getExtension('WEBGL_lose_context')) {
gl.getExtension('WEBGL_lose_context').loseContext();
}
}
return maxIfs;
}
function generateIfTestSrc(maxIfs) {
let src = '';
for (let i = 0; i < maxIfs; ++i) {
if (i > 0) {
src += '\nelse ';
}
if (i < maxIfs - 1) {
src += `if(test == ${i}.0){}`;
}
}
return src;
}
/**
* Helper class to create a webGL Context
*
* @class
* @memberof glCore
* @param canvas {HTMLCanvasElement} the canvas element that we will get the context from
* @param options {Object} An options object that gets passed in to the canvas element containing the context attributes,
* see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext for the options available
* @return {WebGLRenderingContext} the WebGL context
*/
export function createContext(canvas, options?) {
var gl = canvas.getContext('webgl', options) ||
canvas.getContext('experimental-webgl', options);
if (!gl) {
// fail, not able to get a context
throw new Error('This browser does not support webGL. Try using the canvas renderer');
}
return gl;
};
\ No newline at end of file
/**
* Generic Mask Stack data structure
*
* @function createIndicesForQuads
* @private
* @param {number} size - Number of quads
* @return {Uint16Array} indices
*/
export function createIndicesForQuads(size)
{
// the total number of indices in our array, there are 6 points per quad.
const totalIndices = size * 6;
const indices = new Uint16Array(totalIndices);
// fill the indices with the quads to draw
for (let i = 0, j = 0; i < totalIndices; i += 6, j += 4)
{
indices[i + 0] = j + 0;
indices[i + 1] = j + 1;
indices[i + 2] = j + 2;
indices[i + 3] = j + 0;
indices[i + 4] = j + 2;
indices[i + 5] = j + 3;
}
return indices;
}
import { GLShader } from './GLShader';
//顶点着色器程序
const VSHADER_SOURCE =
" precision highp float;" +
"attribute vec2 aVertexPosition;" +
"attribute vec2 aTextureCoord;" +
"attribute vec4 aColor;" +
"attribute float aTextureId;" +
"uniform mat3 projectionMatrix;" +
"uniform mat3 modelMatrix;" +
"varying vec2 vTextureCoord;" +
"varying vec4 vColor;" +
"varying float vTextureId;" +
"void main(void){" +
"gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);" +
// "gl_Position = vec4((projectionMatrix *modelMatrix* vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);" +
"vTextureCoord = aTextureCoord;" +
"vTextureId = aTextureId;" +
"vColor = aColor;" +
"}";
const fragTemplate = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureId;',
'uniform sampler2D uSamplers[%count%];',
'void main(void){',
'vec4 color;',
'float textureId = floor(vTextureId+0.5);',
'%forloop%',
'gl_FragColor = color * vColor;',
'}',
].join('\n');
export function generateMultiTextureShader(gl, maxTextures) {
// const vertexSrc = readFileSync(join(__dirname, './texture.vert'), 'utf8');
let fragmentSrc = fragTemplate;
fragmentSrc = fragmentSrc.replace(/%count%/gi, maxTextures);
fragmentSrc = fragmentSrc.replace(/%forloop%/gi, generateSampleSrc(maxTextures));
// console.log(fragmentSrc)
const shader = new GLShader(gl, VSHADER_SOURCE, fragmentSrc);
const sampleValues = [];
for (let i = 0; i < maxTextures; i++) {
sampleValues[i] = i;
}
shader.bind();
shader.uniforms["uSamplers"] = sampleValues;
// console.log(fragmentSrc)
return shader;
}
function generateSampleSrc(maxTextures) {
let src = '';
src += '\n';
src += '\n';
for (let i = 0; i < maxTextures; i++) {
if (i > 0) {
src += '\nelse ';
}
if (i < maxTextures - 1) {
src += `if(textureId == ${i}.0)`;
}
src += '\n{';
src += `\n\tcolor = texture2D(uSamplers[${i}], vTextureCoord);`;
src += '\n}';
}
src += '\n';
src += '\n';
return src;
}
// export { default as GroupD8 } from './GroupD8';
export { GLTexture } from './GLTexture';
export { GLBuffer } from './GLBuffer';
export { VertexArrayObject } from './VertexArrayObject';
export { GLFramebuffer } from "./GLFramebuffer";
export { GLShader } from "./GLShader";
export { TextureUvs } from "./TextureUvs";
export { checkMaxIfStatmentsInShader } from "./checkMaxIfStatmentsInShader"
// var GL_MAP = {};
/**
* @param gl {WebGLRenderingContext} The current WebGL context
* @param attribs {*}
* @param state {*}
*/
export function setVertexAttribArrays(gl, attribs, state?) {
var i;
if (state) {
var tempAttribState = state.tempAttribState,
attribState = state.attribState;
for (i = 0; i < tempAttribState.length; i++) {
tempAttribState[i] = false;
}
// set the new attribs
for (i = 0; i < attribs.length; i++) {
tempAttribState[attribs[i].attribute.location] = true;
}
for (i = 0; i < attribState.length; i++) {
if (attribState[i] !== tempAttribState[i]) {
attribState[i] = tempAttribState[i];
if (state.attribState[i]) {
gl.enableVertexAttribArray(i);
}
else {
gl.disableVertexAttribArray(i);
}
}
}
}
else {
for (i = 0; i < attribs.length; i++) {
var attrib = attribs[i];
gl.enableVertexAttribArray(attrib.attribute.location);
}
}
};
\ No newline at end of file
/**
* @class
* @memberof glCore.shader
* @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}
* @param vertexSrc {string|string[]} The vertex shader source as an array of strings.
* @param fragmentSrc {string|string[]} The fragment shader source as an array of strings.
* @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations
* @return {WebGLProgram} the shader program
*/
export function compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations?) {
var glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);
var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);
var program = gl.createProgram();
gl.attachShader(program, glVertShader);
gl.attachShader(program, glFragShader);
// optionally, set the attributes manually for the program rather than letting WebGL decide..
if (attributeLocations) {
for (var i in attributeLocations) {
gl.bindAttribLocation(program, attributeLocations[i], i);
}
}
gl.linkProgram(program);
// if linking fails, then log and cleanup
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('Error: Could not initialize shader.');
console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS));
console.error('gl.getError()', gl.getError());
// if there is a program info log, log it
if (gl.getProgramInfoLog(program) !== '') {
console.warn('Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));
}
gl.deleteProgram(program);
program = null;
}
// clean up some shaders
gl.deleteShader(glVertShader);
gl.deleteShader(glFragShader);
return program;
};
/**
* @private
* @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}
* @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER
* @param vertexSrc {string|string[]} The vertex shader source as an array of strings.
* @return {WebGLShader} the shader
*/
var compileShader = function (gl, type, src) {
var shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
/**
* @class
* @memberof glCore.shader
* @param type {String} Type of value
* @param size {Number}
*/
export function defaultValue(type, size) {
switch (type) {
case 'float':
return 0;
case 'vec2':
return new Float32Array(2 * size);
case 'vec3':
return new Float32Array(3 * size);
case 'vec4':
return new Float32Array(4 * size);
case 'int':
case 'sampler2D':
return 0;
case 'ivec2':
return new Int32Array(2 * size);
case 'ivec3':
return new Int32Array(3 * size);
case 'ivec4':
return new Int32Array(4 * size);
case 'bool':
return false;
case 'bvec2':
return booleanArray(2 * size);
case 'bvec3':
return booleanArray(3 * size);
case 'bvec4':
return booleanArray(4 * size);
case 'mat2':
return new Float32Array([1, 0,
0, 1]);
case 'mat3':
return new Float32Array([1, 0, 0,
0, 1, 0,
0, 0, 1]);
case 'mat4':
return new Float32Array([1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1]);
}
};
var booleanArray = function (size) {
var array = new Array(size);
for (var i = 0; i < array.length; i++) {
array[i] = false;
}
return array;
};
import { mapType } from './mapType';
import { mapSize } from './mapSize';
/**
* Extracts the attributes
* @class
* @memberof glCore.shader
* @param gl {WebGLRenderingContext} The current WebGL rendering context
* @param program {WebGLProgram} The shader program to get the attributes from
* @return attributes {Object}
*/
export function extractAttributes(gl, program) {
var attributes = {};
var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
for (var i = 0; i < totalAttributes; i++) {
var attribData = gl.getActiveAttrib(program, i);
var type = mapType(gl, attribData.type);
attributes[attribData.name] = {
type: type,
size: mapSize(type),
location: gl.getAttribLocation(program, attribData.name),
//TODO - make an attribute object
pointer: function (type = gl.FLOAT, normalized = false, stride = 0, start = 0) {
// console.log(this.location)
gl.vertexAttribPointer(this.location, this.size, type, normalized, stride, start);
}
};
}
return attributes;
};
import { mapType } from './mapType';
import { defaultValue } from './defaultValue';
/**
* Extracts the uniforms
* @class
* @memberof glCore.shader
* @param gl {WebGLRenderingContext} The current WebGL rendering context
* @param program {WebGLProgram} The shader program to get the uniforms from
* @return uniforms {Object}
*/
export function extractUniforms(gl, program) {
var uniforms = {};
var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (var i = 0; i < totalUniforms; i++) {
var uniformData = gl.getActiveUniform(program, i);
var name = uniformData.name.replace(/\[.*?\]/, "");
var type = mapType(gl, uniformData.type);
uniforms[name] = {
type: type,
size: uniformData.size,
location: gl.getUniformLocation(program, name),
value: defaultValue(type, uniformData.size)
};
}
return uniforms;
};
/**
* Extracts the attributes
* @class
* @memberof glCore.shader
* @param gl {WebGLRenderingContext} The current WebGL rendering context
* @param uniforms {Array} @mat ?
* @return attributes {Object}
*/
export function generateUniformAccessObject(gl, uniformData) {
// this is the object we will be sending back.
// an object hierachy will be created for structs
var uniforms = { data: {} };
uniforms["gl"] = gl;
var uniformKeys = Object.keys(uniformData);
for (var i = 0; i < uniformKeys.length; i++) {
var fullName = uniformKeys[i];
var nameTokens = fullName.split('.');
var name = nameTokens[nameTokens.length - 1];
var uniformGroup = getUniformGroup(nameTokens, uniforms);
var uniform = uniformData[fullName];
uniformGroup.data[name] = uniform;
uniformGroup.gl = gl;
Object.defineProperty(uniformGroup, name, {
get: generateGetter(name),
set: generateSetter(name, uniform)
});
}
return uniforms;
};
var generateGetter = function (name) {
return function () {
return this.data[name].value;
};
};
var GLSL_SINGLE_SETTERS = {
float: function setSingleFloat(gl, location, value) { gl.uniform1f(location, value); },
vec2: function setSingleVec2(gl, location, value) { gl.uniform2f(location, value[0], value[1]); },
vec3: function setSingleVec3(gl, location, value) { gl.uniform3f(location, value[0], value[1], value[2]); },
vec4: function setSingleVec4(gl, location, value) { gl.uniform4f(location, value[0], value[1], value[2], value[3]); },
int: function setSingleInt(gl, location, value) { gl.uniform1i(location, value); },
ivec2: function setSingleIvec2(gl, location, value) { gl.uniform2i(location, value[0], value[1]); },
ivec3: function setSingleIvec3(gl, location, value) { gl.uniform3i(location, value[0], value[1], value[2]); },
ivec4: function setSingleIvec4(gl, location, value) { gl.uniform4i(location, value[0], value[1], value[2], value[3]); },
bool: function setSingleBool(gl, location, value) { gl.uniform1i(location, value); },
bvec2: function setSingleBvec2(gl, location, value) { gl.uniform2i(location, value[0], value[1]); },
bvec3: function setSingleBvec3(gl, location, value) { gl.uniform3i(location, value[0], value[1], value[2]); },
bvec4: function setSingleBvec4(gl, location, value) { gl.uniform4i(location, value[0], value[1], value[2], value[3]); },
mat2: function setSingleMat2(gl, location, value) { gl.uniformMatrix2fv(location, false, value); },
mat3: function setSingleMat3(gl, location, value) { gl.uniformMatrix3fv(location, false, value); },
mat4: function setSingleMat4(gl, location, value) { gl.uniformMatrix4fv(location, false, value); },
sampler2D: function setSingleSampler2D(gl, location, value) { gl.uniform1i(location, value); },
};
var GLSL_ARRAY_SETTERS = {
float: function setFloatArray(gl, location, value) { gl.uniform1fv(location, value); },
vec2: function setVec2Array(gl, location, value) { gl.uniform2fv(location, value); },
vec3: function setVec3Array(gl, location, value) { gl.uniform3fv(location, value); },
vec4: function setVec4Array(gl, location, value) { gl.uniform4fv(location, value); },
int: function setIntArray(gl, location, value) { gl.uniform1iv(location, value); },
ivec2: function setIvec2Array(gl, location, value) { gl.uniform2iv(location, value); },
ivec3: function setIvec3Array(gl, location, value) { gl.uniform3iv(location, value); },
ivec4: function setIvec4Array(gl, location, value) { gl.uniform4iv(location, value); },
bool: function setBoolArray(gl, location, value) { gl.uniform1iv(location, value); },
bvec2: function setBvec2Array(gl, location, value) { gl.uniform2iv(location, value); },
bvec3: function setBvec3Array(gl, location, value) { gl.uniform3iv(location, value); },
bvec4: function setBvec4Array(gl, location, value) { gl.uniform4iv(location, value); },
sampler2D: function setSampler2DArray(gl, location, value) { gl.uniform1iv(location, value); },
};
function generateSetter(name, uniform) {
return function (value) {
this.data[name].value = value;
var location = this.data[name].location;
if (uniform.size === 1) {
GLSL_SINGLE_SETTERS[uniform.type](this.gl, location, value);
}
else {
// glslSetArray(gl, location, type, value) {
GLSL_ARRAY_SETTERS[uniform.type](this.gl, location, value);
}
};
}
function getUniformGroup(nameTokens, uniform) {
var cur = uniform;
for (var i = 0; i < nameTokens.length - 1; i++) {
var o = cur[nameTokens[i]] || { data: {} };
cur[nameTokens[i]] = o;
cur = o;
}
return cur;
}
export { compileProgram } from './compileProgram';
export { defaultValue } from './defaultValue';
export { extractAttributes } from './extractAttributes';
export { extractUniforms } from './extractUniforms';
export { generateUniformAccessObject } from './generateUniformAccessObject';
export { setPrecision } from './setPrecision';
export { mapSize } from './mapSize';
export { mapType } from './mapType';
/**
* @class
* @memberof glCore.shader
* @param type {String}
* @return {Number}
*/
export function mapSize(type) {
return GLSL_TO_SIZE[type];
};
var GLSL_TO_SIZE = {
'float': 1,
'vec2': 2,
'vec3': 3,
'vec4': 4,
'int': 1,
'ivec2': 2,
'ivec3': 3,
'ivec4': 4,
'bool': 1,
'bvec2': 2,
'bvec3': 3,
'bvec4': 4,
'mat2': 4,
'mat3': 9,
'mat4': 16,
'sampler2D': 1
};
\ No newline at end of file
export function mapType(gl, type) {
if (!GL_TABLE) {
var typeNames = Object.keys(GL_TO_GLSL_TYPES);
GL_TABLE = {};
for (var i = 0; i < typeNames.length; ++i) {
var tn = typeNames[i];
GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];
}
}
return GL_TABLE[type];
};
var GL_TABLE = null;
var GL_TO_GLSL_TYPES = {
'FLOAT': 'float',
'FLOAT_VEC2': 'vec2',
'FLOAT_VEC3': 'vec3',
'FLOAT_VEC4': 'vec4',
'INT': 'int',
'INT_VEC2': 'ivec2',
'INT_VEC3': 'ivec3',
'INT_VEC4': 'ivec4',
'BOOL': 'bool',
'BOOL_VEC2': 'bvec2',
'BOOL_VEC3': 'bvec3',
'BOOL_VEC4': 'bvec4',
'FLOAT_MAT2': 'mat2',
'FLOAT_MAT3': 'mat3',
'FLOAT_MAT4': 'mat4',
'SAMPLER_2D': 'sampler2D'
};
/**
* Sets the float precision on the shader. If the precision is already present this function will do nothing
* @param {string} src the shader source
* @param {string} precision The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.
*
* @return {string} modified shader source
*/
export function setPrecision(src, precision) {
if (src.substring(0, 9) !== 'precision') {
return 'precision ' + precision + ' float;\n' + src;
}
return src;
};
\ No newline at end of file
// import AlphaMaskFilter from '../filters/spriteMask/SpriteMaskFilter';
/**
* @class
*/
export default class MaskManager {
renderer: any;
scissor: boolean;
scissorData: any;
scissorRenderTarget: any;
enableScissor: boolean;
/**
* @param {WebGLRenderer} renderer - The renderer this manager works for.
*/
constructor(renderer) {
this.renderer = renderer
// TODO - we don't need both!
this.scissor = false;
this.scissorData = null;
this.scissorRenderTarget = null;
this.enableScissor = true;
// this.alphaMaskPool = [];
// this.alphaMaskIndex = 0;
}
/**
* Applies the Mask and adds it to the current filter stack.
*
* @param {DisplayObject} target - Display Object to push the mask to
* @param {Sprite|Graphics} maskData - The masking data.
*/
pushMask(target, maskData) {
// TODO the root check means scissor rect will not
// be used on render textures more info here:
if (this.enableScissor
&& !this.scissor
&& this.renderer._activeRenderTarget.root
&& !this.renderer.stencilManager.stencilMaskStack.length
&& maskData.maskType == "aaaa") {//Scissor还有问题,再处理
const matrix = maskData.transform.getMatrix();
let rot = Math.atan2(matrix.b, matrix.a);
// use the nearest degree!
rot = Math.round(rot * (180 / Math.PI));
if (rot % 90) {
this.pushStencilMask(maskData);
}
else {
this.pushScissorMask(target, maskData);
}
}
else {
this.pushStencilMask(maskData);
}
}
/**
* Removes the last mask from the mask stack and doesn't return it.
*
* @param {DisplayObject} target - Display Object to pop the mask from
* @param {Sprite|Graphics} maskData - The masking data.
*/
popMask(target, maskData) {
if (this.enableScissor && !this.renderer.stencilManager.stencilMaskStack.length) {
this.popScissorMask(target, maskData);
}
else {
this.popStencilMask(target, maskData);
}
}
/**
* Applies the Mask and adds it to the current filter stack.
*
* @param {RenderTarget} target - Display Object to push the sprite mask to
* @param {Sprite} maskData - Sprite to be used as the mask
*/
// pushSpriteMask(target, maskData)
// {
// let alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];
// if (!alphaMaskFilter)
// {
// alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new AlphaMaskFilter(maskData)];
// }
// alphaMaskFilter[0].resolution = this.renderer.resolution;
// alphaMaskFilter[0].maskSprite = maskData;
// // TODO - may cause issues!
// target.filterArea = maskData.getBounds(true);
// this.renderer.filterManager.pushFilter(target, alphaMaskFilter);
// this.alphaMaskIndex++;
// }
/**
* Removes the last filter from the filter stack and doesn't return it.
*
*/
// popSpriteMask()
// {
// this.renderer.filterManager.popFilter();
// this.alphaMaskIndex--;
// }
/**
* Applies the Mask and adds it to the current filter stack.
*
* @param {Sprite|Graphics} maskData - The masking data.
*/
pushStencilMask(maskData) {
this.renderer.currentRenderer.stop();
this.renderer.stencilManager.pushStencil(maskData);
}
/**
* Removes the last filter from the filter stack and doesn't return it.
*
*/
popStencilMask(target, maskData) {
this.renderer.currentRenderer.stop();
this.renderer.stencilManager.popStencil();
}
/**
*
* @param {DisplayObject} target - Display Object to push the mask to
* @param {Graphics} maskData - The masking data.
*/
pushScissorMask(target, maskData) {
maskData.renderable = true;
const renderTarget = this.renderer._activeRenderTarget;
const bounds = maskData.scissorMaskBounds();
this.fit(bounds,renderTarget.size);
this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);
this.renderer.gl.scissor(
bounds.x,
(renderTarget.root ? renderTarget.size.height - bounds.y - bounds.height : bounds.y),
bounds.width,
bounds.height
);
this.scissorRenderTarget = renderTarget;
this.scissorData = maskData;
this.scissor = true;
}
/**
*
*
*/
popScissorMask(target, maskData) {
// this.scissorRenderTarget = null;
// this.scissorData = null;
this.scissor = false;
// must be scissor!
const gl = this.renderer.gl;
gl.disable(gl.SCISSOR_TEST);
}
destroy() {
}
fit(bounds,rectangle) {
if (bounds.x < rectangle.x) {
bounds.width += bounds.x;
if (bounds.width < 0) {
bounds.width = 0;
}
bounds.x = rectangle.x;
}
if (bounds.y < rectangle.y) {
bounds.height += bounds.y;
if (bounds.height < 0) {
bounds.height = 0;
}
bounds.y = rectangle.y;
}
if (bounds.x + bounds.width > rectangle.x + rectangle.width) {
bounds.width = rectangle.width - bounds.x;
if (bounds.width < 0) {
bounds.width = 0;
}
}
if (bounds.y + bounds.height > rectangle.y + rectangle.height) {
bounds.height = rectangle.height - bounds.y;
if (bounds.height < 0) {
bounds.height = 0;
}
}
}
}
/**
* @class
*/
export default class StencilManager {
renderer: any;
stencilMaskStack: any;
/**
* @param {WebGLRenderer} renderer - The renderer this manager works for.
*/
constructor(renderer) {
this.renderer = renderer
this.stencilMaskStack = null;
}
/**
* Changes the mask stack that is used by this manager.
*
* @param {Graphics[]} stencilMaskStack - The mask stack
*/
setMaskStack(stencilMaskStack) {
this.stencilMaskStack = stencilMaskStack;
const gl = this.renderer.gl;
if (stencilMaskStack.length === 0) {
gl.disable(gl.STENCIL_TEST);
}
else {
gl.enable(gl.STENCIL_TEST);
}
}
/**
* Applies the Mask and adds it to the current stencil stack. @alvin
*
* @param {Graphics} graphics - The mask
*/
pushStencil(graphics) {
this.renderer.setObjectRenderer(this.renderer.plugins.graphics);
this.renderer._activeRenderTarget.attachStencilBuffer();
const gl = this.renderer.gl;
const prevMaskCount = this.stencilMaskStack.length;
if (prevMaskCount === 0) {
gl.enable(gl.STENCIL_TEST);
}
this.stencilMaskStack.push(graphics);
// Increment the refference stencil value where the new mask overlaps with the old ones.
if(graphics.maskVisible){
//如果显示遮罩
gl.colorMask(true, true, true, true);
}else{
gl.colorMask(false, false, false, false);
}
// gl.colorMask(true, true, true, true);
gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask());
gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);
this.renderer.plugins.graphics.render(graphics);
this._useCurrent();
}
/**
* Removes the last mask from the stencil stack. @alvin
*/
popStencil() {
this.renderer.setObjectRenderer(this.renderer.plugins.graphics);
const gl = this.renderer.gl;
const graphics = this.stencilMaskStack.pop();
if (this.stencilMaskStack.length === 0) {
// the stack is empty!
gl.disable(gl.STENCIL_TEST);
gl.clear(gl.STENCIL_BUFFER_BIT);
gl.clearStencil(0);
}
else {
// Decrement the refference stencil value where the popped mask overlaps with the other ones
gl.colorMask(false, false, false, false);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);
this.renderer.plugins.graphics.render(graphics);
this._useCurrent();
}
}
/**
* Setup renderer to use the current stencil data.
*/
_useCurrent() {
const gl = this.renderer.gl;
gl.colorMask(true, true, true, true);
gl.stencilFunc(gl.EQUAL, this.stencilMaskStack.length, this._getBitwiseMask());
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
}
/**
* Fill 1s equal to the number of acitve stencil masks.
*
* @return {number} The bitwise mask.
*/
_getBitwiseMask() {
return (1 << this.stencilMaskStack.length) - 1;
}
/**
* Destroys the mask stack.
*
*/
destroy() {
this.renderer = null;
this.stencilMaskStack.stencilStack = null;
}
}
import { GC_MODES } from '../const';
import settings from '../settings';
/**
* TextureGarbageCollector. This class manages the GPU and ensures that it does not get clogged
* up with textures that are no longer being used.
*
* @class
* @memberof PIXI
*/
export default class TextureGarbageCollector {
renderer: any;
count: number;
checkCount: number;
maxIdle: number;
checkCountMax: number;
mode: number;
/**
* @param {WebGLRenderer} renderer - The renderer this manager works for.
*/
constructor(renderer) {
this.renderer = renderer;
this.count = 0;
this.checkCount = 0;
this.maxIdle = settings.GC_MAX_IDLE;
this.checkCountMax = settings.GC_MAX_CHECK_COUNT;
this.mode = settings.GC_MODE;
}
/**
* Checks to see when the last time a texture was used
* if the texture has not been used for a specified amount of time it will be removed from the GPU
*/
update() {
this.count++;
if (this.mode === GC_MODES.MANUAL) {
return;
}
this.checkCount++;
if (this.checkCount > this.checkCountMax) {
this.checkCount = 0;
this.run();
}
}
/**
* Checks to see when the last time a texture was used
* if the texture has not been used for a specified amount of time it will be removed from the GPU
*/
run() {
const tm = this.renderer.textureManager;
const managedTextures = tm._managedTextures;
let wasRemoved = false;
for (let i = 0; i < managedTextures.length; i++) {
const texture = managedTextures[i];
// only supports non generated textures at the moment!
if (!texture._glRenderTargets && this.count - texture.touched > this.maxIdle) {
tm.destroyTexture(texture, true);
managedTextures[i] = null;
wasRemoved = true;
}
}
if (wasRemoved) {
let j = 0;
for (let i = 0; i < managedTextures.length; i++) {
if (managedTextures[i] !== null) {
managedTextures[j++] = managedTextures[i];
}
}
managedTextures.length = j;
}
}
/**
* Removes all the textures within the specified displayObject and its children from the GPU
*
* @param {DisplayObject} displayObject - the displayObject to remove the textures from.
*/
unload(displayObject) {
const tm = this.renderer.textureManager;
// only destroy non generated textures
if (displayObject._texture && displayObject._texture._glRenderTargets) {
tm.destroyTexture(displayObject._texture, true);
}
for (let i = displayObject.children.length - 1; i >= 0; i--) {
this.unload(displayObject.children[i]);
}
}
}
import { GLTexture } from '../glCore';
import { WRAP_MODES, SCALE_MODES } from '../const';
import RenderTarget from '../utils/RenderTarget';
import removeItems from '../utils/removeItems';
import {isPow2} from "../utils"
/**
* Helper class to create a webGL Texture
*
* @class
*/
export default class TextureManager {
renderer: any;
gl: any;
_managedTextures: any[];
/**
* @param {WebGLRenderer} renderer - A reference to the current renderer
*/
constructor(renderer) {
/**
* A reference to the current renderer
*
* @member {PIXI.WebGLRenderer}
*/
this.renderer = renderer;
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = renderer.gl;
/**
* Track textures in the renderer so we can no longer listen to them on destruction.
*
* @member {Array<*>}
* @private
*/
this._managedTextures = [];
}
/**
* Binds a texture.
*
*/
bindTexture() {
// empty
}
/**
* Gets a texture.
*
*/
getTexture() {
// empty
}
/**
* Updates and/or Creates a WebGL texture for the renderer's context.
*
* @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to update
* @param {number} location - the location the texture will be bound to.
* @return {GLTexture} The gl texture.
*/
updateTexture(texture, location) {
// assume it good!
// texture = texture.baseTexture || texture;
const gl = this.gl;
const isRenderTexture = !!texture._glRenderTargets;
// if (!texture.hasLoaded) {
// return null;
// }
if(!texture.complete&&!(texture instanceof HTMLCanvasElement)){
return null;
}
const boundTextures = this.renderer.boundTextures;
// if the location is undefined then this may have been called by n event.
// this being the case the texture may already be bound to a slot. As a texture can only be bound once
// we need to find its current location if it exists.
if (location === undefined) {
location = 0;
// TODO maybe we can use texture bound ids later on...
// check if texture is already bound..
for (let i = 0; i < boundTextures.length; ++i) {
if (boundTextures[i] === texture) {
location = i;
break;
}
}
}
boundTextures[location] = texture;
gl.activeTexture(gl.TEXTURE0 + location);
let glTexture = texture._glTextures[this.renderer.CONTEXT_UID];
if (!glTexture) {
// if (isRenderTexture) {
// const renderTarget = new RenderTarget(
// this.gl,
// texture.width,
// texture.height,
// texture.scaleMode,
// texture.resolution
// );
// renderTarget.resize(texture.width, texture.height);
// texture._glRenderTargets[this.renderer.CONTEXT_UID] = renderTarget;
// glTexture = renderTarget.texture;
// }
// else {
glTexture = new GLTexture(this.gl, null, null, null, null);
glTexture.bind(location);
glTexture.premultiplyAlpha = true;//必设,否则带透明度的纹理渲染会出问题
// glTexture.upload(texture.source);
glTexture.upload(texture);
// }
texture._glTextures[this.renderer.CONTEXT_UID] = glTexture;
// texture.on('update', this.updateTexture, this);
// texture.on('dispose', this.destroyTexture, this);
this._managedTextures.push(texture);
if (isPow2(texture.width)&&isPow2(texture.height)) {
// if (texture.mipmap) {
// glTexture.enableMipmap();
// }
// if (texture.wrapMode === WRAP_MODES.CLAMP) {
// glTexture.enableWrapClamp();
// }
// else if (texture.wrapMode === WRAP_MODES.REPEAT) {
// glTexture.enableWrapRepeat();
// }
// else {
// glTexture.enableWrapMirrorRepeat();
// }
glTexture.enableMipmap();
glTexture.enableWrapClamp();
}
else {
glTexture.enableWrapClamp();
}
// if (texture.scaleMode === SCALE_MODES.NEAREST) {
// glTexture.enableNearestScaling();
// }
// else {
glTexture.enableLinearScaling();
// }
}
// the texture already exists so we only need to update it..
// else if (isRenderTexture) {
// texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height);
// }
else {
glTexture.upload(texture);
}
return glTexture;
}
/**
* Deletes the texture from WebGL
*
* @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to destroy
* @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager.
*/
destroyTexture(texture, skipRemove) {
texture = texture.baseTexture || texture;
if (!texture.hasLoaded) {
return;
}
const uid = this.renderer.CONTEXT_UID;
const glTextures = texture._glTextures;
const glRenderTargets = texture._glRenderTargets;
if (glTextures[uid]) {
this.renderer.unbindTexture(texture);
glTextures[uid].destroy();
// texture.off('update', this.updateTexture, this);
// texture.off('dispose', this.destroyTexture, this);
delete glTextures[uid];
if (!skipRemove) {
const i = this._managedTextures.indexOf(texture);
if (i !== -1) {
removeItems(this._managedTextures, i, 1);
}
}
}
if (glRenderTargets && glRenderTargets[uid]) {
glRenderTargets[uid].destroy();
delete glRenderTargets[uid];
}
}
/**
* Deletes all the textures from WebGL
*/
removeAll() {
// empty all the old gl textures as they are useless now
for (let i = 0; i < this._managedTextures.length; ++i) {
const texture = this._managedTextures[i];
if (texture._glTextures[this.renderer.CONTEXT_UID]) {
delete texture._glTextures[this.renderer.CONTEXT_UID];
}
}
}
/**
* Destroys this manager and removes all its textures
*/
destroy() {
// destroy managed textures
for (let i = 0; i < this._managedTextures.length; ++i) {
const texture = this._managedTextures[i];
this.destroyTexture(texture, true);
// texture.off('update', this.updateTexture, this);
// texture.off('dispose', this.destroyTexture, this);
}
this._managedTextures = null;
}
}
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import Shader from './Shader';
/**
* This shader is used to draw simple primitive shapes for {@link Graphics}.
*
* @class
* @extends Shader
*/
export default class PrimitiveShader extends Shader {
/**
* 注释掉的aColor暂时不需要,不考虑混色,简单粗暴颜色和透明度
* @param {WebGLRenderingContext} gl - The webgl shader manager this shader works for.
*/
constructor(gl) {
super(gl,
// vertex shader
[
'attribute vec2 aVertexPosition;',
// 'attribute vec4 aColor;',
'uniform mat3 translationMatrix;',
'uniform mat3 projectionMatrix;',
'uniform float alpha;',
'uniform vec3 tint;',
'varying vec4 vColor;',
'void main(void){',
' gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);',
// ' vColor = aColor * vec4(tint * alpha, alpha);',
'vColor = vec4(tint * alpha, alpha);',//考虑和vColor = vec4(tint,alpha)的区别
'}',
].join('\n'),
// fragment shader
[
'varying vec4 vColor;',
'void main(void){',
' gl_FragColor = vColor;',
// ' gl_FragColor = vec4(1.0,0.0,0.0,1.0);',
'}',
].join('\n')
);
}
}
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export default function canUploadSameBuffer() {
// Uploading the same buffer multiple times in a single frame can cause perf issues.
// Apparent on IOS so only check for that at the moment
// this check may become more complex if this issue pops up elsewhere.
const ios = !!navigator.platform && (/iPad|iPhone|iPod/).test(navigator.platform);
return !ios;
}
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export declare function checkMaxIfStatmentsInShader(maxIfs: any, gl: any): any;
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export declare function mapType(gl: any, type: any): any;
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