cables_dev/cables/src/core/cgl/cgl_mesh.js
import { Logger } from "cables-shared-client";
import { Uniform } from "./cgl_shader_uniform.js";
import { CONSTANTS } from "./constants.js";
const MESH = {};
MESH.lastMesh = null;
/**
* webgl renderable 3d object
* @class
* @namespace external:CGL
* @hideconstructor
* @param {Context} _cgl cgl
* @param {Geometry} __geom geometry
* @param {Number} _options glPrimitive
* @example
* const cgl=this._cgl
* const mesh=new CGL.Mesh(cgl, geometry);
*
* function render()
* {
* mesh.render(cgl.getShader());
* }
*/
const Mesh = function (_cgl, __geom, _options)
{
this._cgl = _cgl;
let options = _options || {};
if (CABLES.UTILS.isNumeric(options))options = { "glPrimitive": _options }; // old constructor fallback...
this._log = new Logger("cgl_mesh");
this._bufVertexAttrib = null;
this._bufVerticesIndizes = this._cgl.gl.createBuffer();
this._indexType = this._cgl.gl.UNSIGNED_SHORT;
this._attributes = [];
this._attribLocs = {};
this._geom = null;
this._lastShader = null;
this._numInstances = 0;
this._glPrimitive = options.glPrimitive;
this.opId = options.opId || "";
this._preWireframeGeom = null;
this.addVertexNumbers = false;
this._name = "unknown";
this.feedBackAttributes = [];
this.setGeom(__geom);
this._feedBacks = [];
this._feedBacksChanged = false;
this._transformFeedBackLoc = -1;
this._lastAttrUpdate = 0;
this.memFreed = false;
this._cgl.profileData.addHeavyEvent("mesh constructed", this._name);
this._queryExt = null;
Object.defineProperty(this, "numInstances", {
get()
{
return this._numInstances;
},
set(v)
{
this.setNumInstances(v);
},
});
};
Mesh.prototype.freeMem = function ()
{
this.memFreed = true;
for (let i = 0; i < this._attributes.length; i++)
{
this._attributes[i].floatArray = null;
}
};
/**
* @function updateVertices
* @memberof Mesh
* @instance
* @description update vertices only from a geometry
* @param {Geometry} geom
*/
Mesh.prototype.updateVertices = function (geom)
{
this.setAttribute(CONSTANTS.SHADER.SHADERVAR_VERTEX_POSITION, geom.vertices, 3);
this._numVerts = geom.vertices.length / 3;
};
Mesh.prototype.setAttributePointer = function (attrName, name, stride, offset)
{
for (let i = 0; i < this._attributes.length; i++)
{
if (this._attributes[i].name == attrName)
{
if (!this._attributes[i].pointer) this._attributes[i].pointer = [];
this._attributes[i].pointer.push(
{
"loc": -1,
"name": name,
"stride": stride,
"offset": offset,
"instanced": attrName == CONSTANTS.SHADER.SHADERVAR_INSTANCE_MMATRIX,
}
);
}
}
};
Mesh.prototype.getAttribute = function (name)
{
for (let i = 0; i < this._attributes.length; i++) if (this._attributes[i].name == name) return this._attributes[i];
};
Mesh.prototype.setAttributeRange = function (attr, array, start, end)
{
if (!attr) return;
if (!start && !end) return;
if (!attr.name)
{
this._log.stack("no attrname?!");
}
this._cgl.gl.bindBuffer(this._cgl.gl.ARRAY_BUFFER, attr.buffer);
this._cgl.profileData.profileMeshAttributes += (end - start) || 0;
this._cgl.profileData.profileSingleMeshAttribute[this._name] = this._cgl.profileData.profileSingleMeshAttribute[this._name] || 0;
this._cgl.profileData.profileSingleMeshAttribute[this._name] += (end - start) || 0;
if (attr.numItems < array.length / attr.itemSize)
{
this._resizeAttr(array, attr);
}
if (end > array.length)
{
if (CABLES.platform.isDevEnv())
this._log.log(this._cgl.canvas.id + " " + attr.name + " buffersubdata out of bounds ?", array.length, end, start, attr);
// end = array.length - 1;
return;
}
if (this._cgl.glVersion == 1) this._cgl.gl.bufferSubData(this._cgl.gl.ARRAY_BUFFER, 0, array); // probably slow/ maybe create and array with only changed size ??
else this._cgl.gl.bufferSubData(this._cgl.gl.ARRAY_BUFFER, start * 4, array, start, (end - start));
};
Mesh.prototype._resizeAttr = function (array, attr)
{
if (attr.buffer)
this._cgl.gl.deleteBuffer(attr.buffer);
attr.buffer = this._cgl.gl.createBuffer();
this._cgl.gl.bindBuffer(this._cgl.gl.ARRAY_BUFFER, attr.buffer);
this._bufferArray(array, attr);
attr.numItems = array.length / attr.itemSize;// numItems;
};
Mesh.prototype._bufferArray = function (array, attr)
{
let floatArray = attr.floatArray || null;
if (!array) return;
if (this._cgl.debugOneFrame)
{
console.log("_bufferArray", array.length, attr.name); // eslint-disable-line
}
if (!(array instanceof Float32Array))
{
if (attr && floatArray && floatArray.length == array.length)
{
floatArray.set(array);
// floatArray = floatArray;
}
else
{
floatArray = new Float32Array(array);
if (this._cgl.debugOneFrame)
{
console.log("_bufferArray create new float32array", array.length, attr.name); // eslint-disable-line
}
if (array.length > 10000)
{
this._cgl.profileData.profileNonTypedAttrib++;
this._cgl.profileData.profileNonTypedAttribNames = "(" + this._name + ":" + attr.name + ")";
}
}
}
else floatArray = array;
attr.arrayLength = floatArray.length;
attr.floatArray = null;// floatArray;
this._cgl.gl.bufferData(this._cgl.gl.ARRAY_BUFFER, floatArray, this._cgl.gl.DYNAMIC_DRAW);
};
/**
* @function setAttribute
* @description update attribute
* @memberof Mesh
* @instance
* @param {String} attribute name
* @param {Array} data
* @param {Number} itemSize
* @param {Object} options
*/
Mesh.prototype.addAttribute = Mesh.prototype.updateAttribute = Mesh.prototype.setAttribute = function (name, array, itemSize, options)
{
if (!array)
{
this._log.error("mesh addAttribute - no array given! " + name);
throw new Error();
}
let cb = null;
let instanced = false;
let i = 0;
const numItems = array.length / itemSize;
this._cgl.profileData.profileMeshAttributes += numItems || 0;
if (typeof options == "function")
{
cb = options;
}
if (typeof options == "object")
{
if (options.cb) cb = options.cb;
if (options.instanced) instanced = options.instanced;
}
if (name == CONSTANTS.SHADER.SHADERVAR_INSTANCE_MMATRIX) instanced = true;
for (i = 0; i < this._attributes.length; i++)
{
const attr = this._attributes[i];
if (attr.name == name)
{
if (attr.numItems === numItems)
{
}
else
{
// this._log.log("wrong buffer size", this._geom.name, attr.name, attr.numItems, numItems);
this._resizeAttr(array, attr);
}
this._cgl.gl.bindBuffer(this._cgl.gl.ARRAY_BUFFER, attr.buffer);
this._bufferArray(array, attr);
return attr;
}
}
// create new buffer...
const buffer = this._cgl.gl.createBuffer();
this._cgl.gl.bindBuffer(this._cgl.gl.ARRAY_BUFFER, buffer);
// this._cgl.gl.bufferData(this._cgl.gl.ARRAY_BUFFER, floatArray, this._cgl.gl.DYNAMIC_DRAW);
let type = this._cgl.gl.FLOAT;
if (options && options.type) type = options.type;
const attr = {
"buffer": buffer,
"name": name,
"cb": cb,
"itemSize": itemSize,
"numItems": numItems,
"startItem": 0,
"instanced": instanced,
"type": type
};
this._bufferArray(array, attr);
if (name == CONSTANTS.SHADER.SHADERVAR_VERTEX_POSITION) this._bufVertexAttrib = attr;
this._attributes.push(attr);
this._attribLocs = {};
return attr;
};
Mesh.prototype.getAttributes = function ()
{
return this._attributes;
};
/**
* @function updateTexCoords
* @description update texture coordinates only from a geometry
* @memberof Mesh
* @instance
* @param {Geometry} geom
*/
Mesh.prototype.updateTexCoords = function (geom)
{
if (geom.texCoords && geom.texCoords.length > 0)
{
this.setAttribute(CONSTANTS.SHADER.SHADERVAR_VERTEX_TEXCOORD, geom.texCoords, 2);
}
else
{
const tcBuff = new Float32Array(Math.round((geom.vertices.length / 3) * 2));
this.setAttribute(CONSTANTS.SHADER.SHADERVAR_VERTEX_TEXCOORD, tcBuff, 2);
}
};
/**
* @function updateNormals
* @description update normals only from a geometry
* @memberof Mesh
* @instance
* @param {Geometry} geom
*/
Mesh.prototype.updateNormals = function (geom)
{
if (geom.vertexNormals && geom.vertexNormals.length > 0)
{
this.setAttribute(CONSTANTS.SHADER.SHADERVAR_VERTEX_NORMAL, geom.vertexNormals, 3);
}
else
{
const tcBuff = new Float32Array(Math.round((geom.vertices.length)));
this.setAttribute(CONSTANTS.SHADER.SHADERVAR_VERTEX_NORMAL, tcBuff, 3);
}
};
Mesh.prototype._setVertexNumbers = function (arr)
{
if (!this._verticesNumbers || this._verticesNumbers.length != this._numVerts || arr)
{
if (arr) this._verticesNumbers = arr;
else
{
this._verticesNumbers = new Float32Array(this._numVerts);
for (let i = 0; i < this._numVerts; i++) this._verticesNumbers[i] = i;
}
this.setAttribute(CONSTANTS.SHADER.SHADERVAR_VERTEX_NUMBER, this._verticesNumbers, 1, (attr, geom, shader) =>
{
if (!shader.uniformNumVertices) shader.uniformNumVertices = new Uniform(shader, "f", "numVertices", this._numVerts);
shader.uniformNumVertices.setValue(this._numVerts);
// console.log("this._numVerts", this._numVerts, attr, shader.uniformNumVertices);
});
}
};
/**
* @function setVertexIndices
* @description update vertex indices / faces
* @memberof Mesh
* @instance
* @param {array} vertIndices
*/
Mesh.prototype.setVertexIndices = function (vertIndices)
{
if (!this._bufVerticesIndizes)
{
this._log.warn("no bufVerticesIndizes: " + this._name);
return;
}
if (vertIndices.length > 0)
{
if (vertIndices instanceof Float32Array) this._log.warn("vertIndices float32Array: " + this._name);
for (let i = 0; i < vertIndices.length; i++)
{
if (vertIndices[i] >= this._numVerts)
{
this._log.warn("invalid index in " + this._name, i, vertIndices[i]);
return;
}
}
this._cgl.gl.bindBuffer(this._cgl.gl.ELEMENT_ARRAY_BUFFER, this._bufVerticesIndizes);
// todo cache this ?
// if(!this.vertIndicesTyped || this.vertIndicesTyped.length!=this._geom.verticesIndices.length)
if (vertIndices.length > 65535)
{
this.vertIndicesTyped = new Uint32Array(vertIndices);
this._indexType = this._cgl.gl.UNSIGNED_INT;
}
else
if (vertIndices instanceof Uint32Array)
{
this.vertIndicesTyped = vertIndices;
this._indexType = this._cgl.gl.UNSIGNED_INT;
}
else
if (!(vertIndices instanceof Uint16Array))
{
this.vertIndicesTyped = new Uint16Array(vertIndices);
this._indexType = this._cgl.gl.UNSIGNED_SHORT;
}
else this.vertIndicesTyped = vertIndices;
this._cgl.gl.bufferData(this._cgl.gl.ELEMENT_ARRAY_BUFFER, this.vertIndicesTyped, this._cgl.gl.DYNAMIC_DRAW);
this._bufVerticesIndizes.itemSize = 1;
this._bufVerticesIndizes.numItems = vertIndices.length;
}
else this._bufVerticesIndizes.numItems = 0;
};
/**
* @function setGeom
* @memberof Mesh
* @instance
* @description set geometry for mesh
* @param {Geometry} geom
* @param {boolean} removeRef
*/
Mesh.prototype.setGeom = function (geom, removeRef)
{
this._geom = geom;
if (geom.glPrimitive != null) this._glPrimitive = geom.glPrimitive;
if (this._geom && this._geom.name) this._name = "mesh " + this._geom.name;
MESH.lastMesh = null;
this._cgl.profileData.profileMeshSetGeom++;
this._disposeAttributes();
this.updateVertices(this._geom);
this.setVertexIndices(this._geom.verticesIndices);
if (this.addVertexNumbers) this._setVertexNumbers();
const geomAttribs = this._geom.getAttributes();
const attribAssoc = {
"texCoords": CONSTANTS.SHADER.SHADERVAR_VERTEX_TEXCOORD,
"vertexNormals": CONSTANTS.SHADER.SHADERVAR_VERTEX_NORMAL,
"vertexColors": CONSTANTS.SHADER.SHADERVAR_VERTEX_COLOR,
"tangents": "attrTangent",
"biTangents": "attrBiTangent",
};
for (const index in geomAttribs)
if (geomAttribs[index].data && geomAttribs[index].data.length)
this.setAttribute(attribAssoc[index] || index, geomAttribs[index].data, geomAttribs[index].itemSize);
if (removeRef)
{
this._geom = null;
}
};
Mesh.prototype._preBind = function (shader)
{
for (let i = 0; i < this._attributes.length; i++)
if (this._attributes[i].cb)
this._attributes[i].cb(this._attributes[i], this._geom, shader);
};
Mesh.prototype._checkAttrLengths = function ()
{
if (this.memFreed) return;
// check length
for (let i = 0; i < this._attributes.length; i++)
{
if (this._attributes[i].arrayLength / this._attributes[i].itemSize < this._attributes[0].arrayLength / this._attributes[0].itemSize)
{
let name = "unknown";
if (this._geom)name = this._geom.name;
// this._log.warn(
// name + ": " + this._attributes[i].name +
// " wrong attr length. is:", this._attributes[i].arrayLength / this._attributes[i].itemSize,
// " should be:", this._attributes[0].arrayLength / this._attributes[0].itemSize,
// );
}
}
};
Mesh.prototype._bind = function (shader)
{
if (!shader.isValid()) return;
let attrLocs = [];
if (this._attribLocs[shader.id]) attrLocs = this._attribLocs[shader.id];
else this._attribLocs[shader.id] = attrLocs;
this._lastShader = shader;
if (shader.lastCompile > this._lastAttrUpdate || attrLocs.length != this._attributes.length)
{
this._lastAttrUpdate = shader.lastCompile;
for (let i = 0; i < this._attributes.length; i++) attrLocs[i] = -1;
}
for (let i = 0; i < this._attributes.length; i++)
{
const attribute = this._attributes[i];
if (attrLocs[i] == -1)
{
if (attribute._attrLocationLastShaderTime != shader.lastCompile)
{
attribute._attrLocationLastShaderTime = shader.lastCompile;
attrLocs[i] = this._cgl.glGetAttribLocation(shader.getProgram(), attribute.name);
// this._log.log('attribloc',attribute.name,attrLocs[i]);
this._cgl.profileData.profileAttrLoc++;
}
}
if (attrLocs[i] != -1)
{
this._cgl.gl.enableVertexAttribArray(attrLocs[i]);
this._cgl.gl.bindBuffer(this._cgl.gl.ARRAY_BUFFER, attribute.buffer);
if (attribute.instanced)
{
// todo: easier way to fill mat4 attribs...
if (attribute.itemSize <= 4)
{
if (!attribute.itemSize || attribute.itemSize == 0) this._log.warn("instanced attrib itemsize error", this._geom.name, attribute);
this._cgl.gl.vertexAttribPointer(attrLocs[i], attribute.itemSize, attribute.type, false, attribute.itemSize * 4, 0);
this._cgl.gl.vertexAttribDivisor(attrLocs[i], 1);
}
else if (attribute.itemSize == 16)
{
const stride = 16 * 4;
this._cgl.gl.vertexAttribPointer(attrLocs[i], 4, attribute.type, false, stride, 0);
this._cgl.gl.enableVertexAttribArray(attrLocs[i] + 1);
this._cgl.gl.vertexAttribPointer(attrLocs[i] + 1, 4, attribute.type, false, stride, 4 * 4 * 1);
this._cgl.gl.enableVertexAttribArray(attrLocs[i] + 2);
this._cgl.gl.vertexAttribPointer(attrLocs[i] + 2, 4, attribute.type, false, stride, 4 * 4 * 2);
this._cgl.gl.enableVertexAttribArray(attrLocs[i] + 3);
this._cgl.gl.vertexAttribPointer(attrLocs[i] + 3, 4, attribute.type, false, stride, 4 * 4 * 3);
this._cgl.gl.vertexAttribDivisor(attrLocs[i], 1);
this._cgl.gl.vertexAttribDivisor(attrLocs[i] + 1, 1);
this._cgl.gl.vertexAttribDivisor(attrLocs[i] + 2, 1);
this._cgl.gl.vertexAttribDivisor(attrLocs[i] + 3, 1);
}
else
{
this._log.warn("unknown instance attrib size", attribute.name);
}
}
else
{
if (!attribute.itemSize || attribute.itemSize == 0) this._log.warn("attrib itemsize error", this._name, attribute);
this._cgl.gl.vertexAttribPointer(attrLocs[i], attribute.itemSize, attribute.type, false, attribute.itemSize * 4, 0);
if (attribute.pointer)
{
for (let ip = 0; ip < attribute.pointer.length; ip++)
{
const pointer = attribute.pointer[ip];
if (pointer.loc == -1)
pointer.loc = this._cgl.glGetAttribLocation(shader.getProgram(), pointer.name);
this._cgl.profileData.profileAttrLoc++;
this._cgl.gl.enableVertexAttribArray(pointer.loc);
this._cgl.gl.vertexAttribPointer(pointer.loc, attribute.itemSize, attribute.type, false, pointer.stride, pointer.offset);
}
}
if (this.bindFeedback) this.bindFeedback(attribute);
}
}
}
if (this._bufVerticesIndizes && this._bufVerticesIndizes.numItems !== 0) this._cgl.gl.bindBuffer(this._cgl.gl.ELEMENT_ARRAY_BUFFER, this._bufVerticesIndizes);
};
Mesh.prototype.unBind = function ()
{
const shader = this._lastShader;
this._lastShader = null;
if (!shader) return;
let attrLocs = [];
if (this._attribLocs[shader.id]) attrLocs = this._attribLocs[shader.id];
else this._attribLocs[shader.id] = attrLocs;
MESH.lastMesh = null;
for (let i = 0; i < this._attributes.length; i++)
{
if (this._attributes[i].instanced)
{
// todo: easier way to fill mat4 attribs...
if (this._attributes[i].itemSize <= 4)
{
if (attrLocs[i] != -1) this._cgl.gl.vertexAttribDivisor(attrLocs[i], 0);
if (attrLocs[i] >= 0) this._cgl.gl.disableVertexAttribArray(attrLocs[i]);
}
else
{
this._cgl.gl.vertexAttribDivisor(attrLocs[i], 0);
this._cgl.gl.vertexAttribDivisor(attrLocs[i] + 1, 0);
this._cgl.gl.vertexAttribDivisor(attrLocs[i] + 2, 0);
this._cgl.gl.vertexAttribDivisor(attrLocs[i] + 3, 0);
this._cgl.gl.disableVertexAttribArray(attrLocs[i] + 1);
this._cgl.gl.disableVertexAttribArray(attrLocs[i] + 2);
this._cgl.gl.disableVertexAttribArray(attrLocs[i] + 3);
}
}
if (attrLocs[i] != -1) this._cgl.gl.disableVertexAttribArray(attrLocs[i]);
}
};
Mesh.prototype.meshChanged = function ()
{
return this._cgl.lastMesh && this._cgl.lastMesh != this;
};
Mesh.prototype.printDebug = function (shader)
{
console.log("--attributes");
for (let i = 0; i < this._attributes.length; i++)
{
console.log("attribute " + i + " " + this._attributes[i].name);
}
};
Mesh.prototype.setNumVertices = function (num)
{
this._bufVertexAttrib.numItems = num;
};
Mesh.prototype.getNumVertices = function ()
{
return this._bufVertexAttrib.numItems;
};
/**
* @function render
* @memberof Mesh
* @instance
* @description draw mesh to screen
* @param {Shader} shader
*/
Mesh.prototype.render = function (shader)
{
// TODO: enable/disablevertex only if the mesh has changed... think drawing 10000x the same mesh
if (!shader || !shader.isValid() || this._cgl.aborted) return;
this._checkAttrLengths();
if (this._geom)
{
if (this._preWireframeGeom && !shader.wireframe && !this._geom.isIndexed())
{
this.setGeom(this._preWireframeGeom);
this._preWireframeGeom = null;
// console.log("remove prewireframe geom");
}
if (shader.wireframe)
{
let changed = false;
if (this._geom.isIndexed())
{
if (!this._preWireframeGeom)
{
this._preWireframeGeom = this._geom;
this._geom = this._geom.copy();
}
this._geom.unIndex();
changed = true;
}
if (!this._geom.getAttribute("attrBarycentric"))
{
if (!this._preWireframeGeom)
{
this._preWireframeGeom = this._geom;
this._geom = this._geom.copy();
}
changed = true;
this._geom.calcBarycentric();
}
if (changed) this.setGeom(this._geom);
}
// if (shader.wireframe)
// console.log(shader.wireframe, this._geom.isIndexed());
}
let needsBind = false;
if (MESH.lastMesh != this)
{
if (MESH.lastMesh) MESH.lastMesh.unBind();
needsBind = true;
}
// var needsBind=false;
// {
// needsBind=true;
// }
if (needsBind) this._preBind(shader);
if (!shader.bind()) return;
// if(needsBind)
this._bind(shader);
if (this.addVertexNumbers) this._setVertexNumbers();
MESH.lastMesh = this;
let prim = this._cgl.gl.TRIANGLES;
if (this._glPrimitive !== undefined) prim = this._glPrimitive;
if (shader.glPrimitive !== null) prim = shader.glPrimitive;
let elementDiv = 1;
let doQuery = this._cgl.profileData.doProfileGlQuery;
let queryStarted = false;
if (doQuery)
{
let id = this._name + " - " + shader.getName() + " #" + shader.id;
if (this._numInstances) id += " instanced " + this._numInstances + "x";
let queryProfilerData = this._cgl.profileData.glQueryData[id];
if (!queryProfilerData) queryProfilerData = { "id": id, "num": 0 };
if (shader.opId)queryProfilerData.shaderOp = shader.opId;
if (this.opId)queryProfilerData.meshOp = this.opId;
this._cgl.profileData.glQueryData[id] = queryProfilerData;
if (!this._queryExt && this._queryExt !== false) this._queryExt = this._cgl.enableExtension("EXT_disjoint_timer_query_webgl2") || false;
if (this._queryExt)
{
if (queryProfilerData._drawQuery)
{
const available = this._cgl.gl.getQueryParameter(queryProfilerData._drawQuery, this._cgl.gl.QUERY_RESULT_AVAILABLE);
if (available)
{
const elapsedNanos = this._cgl.gl.getQueryParameter(queryProfilerData._drawQuery, this._cgl.gl.QUERY_RESULT);
const currentTimeGPU = elapsedNanos / 1000000;
queryProfilerData._times = queryProfilerData._times || 0;
queryProfilerData._times += currentTimeGPU;
queryProfilerData._numcount++;
queryProfilerData.when = performance.now();
queryProfilerData._drawQuery = null;
queryProfilerData.queryStarted = false;
}
}
if (!queryProfilerData.queryStarted)
{
queryProfilerData._drawQuery = this._cgl.gl.createQuery();
this._cgl.gl.beginQuery(this._queryExt.TIME_ELAPSED_EXT, queryProfilerData._drawQuery);
queryStarted = queryProfilerData.queryStarted = true;
}
}
}
if (this.hasFeedbacks && this.hasFeedbacks()) this.drawFeedbacks(shader, prim);
else if (!this._bufVerticesIndizes || this._bufVerticesIndizes.numItems === 0)
{
// for (let i = 0; i < this._attributes.length; i++)
// {
// if (this._attributes[i].arrayLength / this._attributes[i].itemSize != this._bufVertexAttrib.floatArray.length / 3)
// {
// this._log.warn("attrib buffer length wrong! ", this._attributes[i].name, this._attributes[i].arrayLength / this._attributes[i].itemSize, this._bufVertexAttrib.floatArray.length / 3, this._attributes[i].itemSize);
// // this._log.log(this);
// // debugger;
// return;
// }
// }
if (prim == this._cgl.gl.TRIANGLES)elementDiv = 3;
if (this._numInstances === 0) this._cgl.gl.drawArrays(prim, this._bufVertexAttrib.startItem, this._bufVertexAttrib.numItems - this._bufVertexAttrib.startItem);
else this._cgl.gl.drawArraysInstanced(prim, this._bufVertexAttrib.startItem, this._bufVertexAttrib.numItems, this._numInstances);
}
else
{
if (prim == this._cgl.gl.TRIANGLES)elementDiv = 3;
if (this._numInstances === 0)
{
// console.log("la", this._bufVerticesIndizes.numItems);
this._cgl.gl.drawElements(prim, this._bufVerticesIndizes.numItems, this._indexType, 0);
}
else
{
this._cgl.gl.drawElementsInstanced(prim, this._bufVerticesIndizes.numItems, this._indexType, 0, this._numInstances);
}
}
if (this._cgl.debugOneFrame && this._cgl.gl.getError() != this._cgl.gl.NO_ERROR)
{
this._log.error("mesh draw gl error");
this._log.error("mesh", this);
this._log.error("shader", shader);
const attribNames = [];
for (let i = 0; i < this._cgl.gl.getProgramParameter(shader.getProgram(), this._cgl.gl.ACTIVE_ATTRIBUTES); i++)
{
const name = this._cgl.gl.getActiveAttrib(shader.getProgram(), i).name;
this._log.error("attrib ", name);
}
}
this._cgl.profileData.profileMeshNumElements += (this._bufVertexAttrib.numItems / elementDiv) * (this._numInstances || 1);
this._cgl.profileData.profileMeshDraw++;
if (doQuery && queryStarted)
{
this._cgl.gl.endQuery(this._queryExt.TIME_ELAPSED_EXT);
}
this._cgl.printError("mesh render " + this._name);
this.unBind();
};
Mesh.prototype.setNumInstances = function (n)
{
n = Math.max(0, n);
if (this._numInstances != n)
{
this._numInstances = n;
const indexArr = new Float32Array(n);
for (let i = 0; i < n; i++) indexArr[i] = i;
this.setAttribute(CONSTANTS.SHADER.SHADERVAR_INSTANCE_INDEX, indexArr, 1, { "instanced": true });
}
};
Mesh.prototype._disposeAttributes = function ()
{
if (!this._attributes) return;
for (let i = 0; i < this._attributes.length; i++)
{
if (this._attributes[i].buffer)
{
this._cgl.gl.deleteBuffer(this._attributes[i].buffer);
this._attributes[i].buffer = null;
}
}
this._attributes.length = 0;
};
Mesh.prototype.dispose = function ()
{
if (this._bufVertexAttrib && this._bufVertexAttrib.buffer) this._cgl.gl.deleteBuffer(this._bufVertexAttrib.buffer);
if (this._bufVerticesIndizes) this._cgl.gl.deleteBuffer(this._bufVerticesIndizes);
this._bufVerticesIndizes = null;
this._disposeAttributes();
};
export { Mesh, MESH };