import { ExtensionType } from '../../../../extensions/Extensions.mjs'; import { BufferUsage } from '../../shared/buffer/const.mjs'; import { BUFFER_TYPE } from './const.mjs'; import { GlBuffer } from './GlBuffer.mjs'; "use strict"; class GlBufferSystem { /** * @param {Renderer} renderer - The renderer this System works for. */ constructor(renderer) { this._gpuBuffers = /* @__PURE__ */ Object.create(null); /** Cache keeping track of the base bound buffer bases */ this._boundBufferBases = /* @__PURE__ */ Object.create(null); this._renderer = renderer; } /** * @ignore */ destroy() { this._renderer = null; this._gl = null; this._gpuBuffers = null; this._boundBufferBases = null; } /** Sets up the renderer context and necessary buffers. */ contextChange() { this._gpuBuffers = /* @__PURE__ */ Object.create(null); this._gl = this._renderer.gl; } getGlBuffer(buffer) { return this._gpuBuffers[buffer.uid] || this.createGLBuffer(buffer); } /** * This binds specified buffer. On first run, it will create the webGL buffers for the context too * @param buffer - the buffer to bind to the renderer */ bind(buffer) { const { _gl: gl } = this; const glBuffer = this.getGlBuffer(buffer); gl.bindBuffer(glBuffer.type, glBuffer.buffer); } /** * Binds an uniform buffer to at the given index. * * A cache is used so a buffer will not be bound again if already bound. * @param buffer - the buffer to bind * @param index - the base index to bind it to. */ bindBufferBase(buffer, index) { const { _gl: gl } = this; if (this._boundBufferBases[index] !== buffer) { const glBuffer = this.getGlBuffer(buffer); this._boundBufferBases[index] = buffer; gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer); } } /** * Binds a buffer whilst also binding its range. * This will make the buffer start from the offset supplied rather than 0 when it is read. * @param buffer - the buffer to bind * @param index - the base index to bind at, defaults to 0 * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc */ bindBufferRange(buffer, index, offset) { const { _gl: gl } = this; offset = offset || 0; const glBuffer = this.getGlBuffer(buffer); gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256); } /** * Will ensure the data in the buffer is uploaded to the GPU. * @param {Buffer} buffer - the buffer to update */ updateBuffer(buffer) { const { _gl: gl } = this; const glBuffer = this.getGlBuffer(buffer); if (buffer._updateID === glBuffer.updateID) { return glBuffer; } glBuffer.updateID = buffer._updateID; gl.bindBuffer(glBuffer.type, glBuffer.buffer); const data = buffer.data; if (glBuffer.byteLength >= buffer.data.byteLength) { gl.bufferSubData(glBuffer.type, 0, data, 0, buffer._updateSize / data.BYTES_PER_ELEMENT); } else { const drawType = buffer.descriptor.usage & BufferUsage.STATIC ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; glBuffer.byteLength = data.byteLength; gl.bufferData(glBuffer.type, data, drawType); } return glBuffer; } /** dispose all WebGL resources of all managed buffers */ destroyAll() { const gl = this._gl; for (const id in this._gpuBuffers) { gl.deleteBuffer(this._gpuBuffers[id].buffer); } this._gpuBuffers = /* @__PURE__ */ Object.create(null); } /** * Disposes buffer * @param {Buffer} buffer - buffer with data * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray */ onBufferDestroy(buffer, contextLost) { const glBuffer = this._gpuBuffers[buffer.uid]; const gl = this._gl; if (!contextLost) { gl.deleteBuffer(glBuffer.buffer); } this._gpuBuffers[buffer.uid] = null; } /** * creates and attaches a GLBuffer object tied to the current context. * @param buffer * @protected */ createGLBuffer(buffer) { const { _gl: gl } = this; let type = BUFFER_TYPE.ARRAY_BUFFER; if (buffer.descriptor.usage & BufferUsage.INDEX) { type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER; } else if (buffer.descriptor.usage & BufferUsage.UNIFORM) { type = BUFFER_TYPE.UNIFORM_BUFFER; } const glBuffer = new GlBuffer(gl.createBuffer(), type); this._gpuBuffers[buffer.uid] = glBuffer; buffer.on("destroy", this.onBufferDestroy, this); return glBuffer; } } /** @ignore */ GlBufferSystem.extension = { type: [ ExtensionType.WebGLSystem ], name: "buffer" }; export { GlBufferSystem }; //# sourceMappingURL=GlBufferSystem.mjs.map