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6 months ago
class WebGLBufferRenderer {
constructor( backend ) {
this.gl = backend.gl;
this.extensions = backend.extensions;
this.info = backend.renderer.info;
this.mode = null;
this.index = 0;
this.type = null;
this.object = null;
}
render( start, count ) {
const { gl, mode, object, type, info, index } = this;
if ( index !== 0 ) {
gl.drawElements( mode, count, type, start );
} else {
gl.drawArrays( mode, start, count );
}
info.update( object, count, mode, 1 );
}
renderInstances( start, count, primcount ) {
const { gl, mode, type, index, object, info } = this;
if ( primcount === 0 ) return;
if ( index !== 0 ) {
gl.drawElementsInstanced( mode, count, type, start, primcount );
} else {
gl.drawArraysInstanced( mode, start, count, primcount );
}
info.update( object, count, mode, primcount );
}
renderMultiDraw( starts, counts, drawCount ) {
const { extensions, mode, object, info } = this;
if ( drawCount === 0 ) return;
const extension = extensions.get( 'WEBGL_multi_draw' );
if ( extension === null ) {
for ( let i = 0; i < drawCount; i ++ ) {
this.render( starts[ i ], counts[ i ] );
}
} else {
if ( this.index !== 0 ) {
extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount );
} else {
extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );
}
let elementCount = 0;
for ( let i = 0; i < drawCount; i ++ ) {
elementCount += counts[ i ];
}
info.update( object, elementCount, mode, 1 );
}
}
renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
const { extensions, mode, object, info } = this;
if ( drawCount === 0 ) return;
const extension = extensions.get( 'WEBGL_multi_draw' );
if ( extension === null ) {
for ( let i = 0; i < drawCount; i ++ ) {
this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] );
}
} else {
if ( this.index !== 0 ) {
extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount );
} else {
extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );
}
let elementCount = 0;
for ( let i = 0; i < drawCount; i ++ ) {
elementCount += counts[ i ];
}
for ( let i = 0; i < primcount.length; i ++ ) {
info.update( object, elementCount, mode, primcount[ i ] );
}
}
}
//
}
export { WebGLBufferRenderer };