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Class WebGLStrategyDataTexture

Hierarchy

  • WebGLStrategyDataTexture

Implements

Index

Constructors

Properties

__dataTextureUid: number = CGAPIResourceRepository.InvalidCGAPIResourceUid
__dataUBOUid: number = CGAPIResourceRepository.InvalidCGAPIResourceUid
__lastMaterial?: Material
__lastRenderPassTickCount: number = -1
__lastShader: number = CGAPIResourceRepository.InvalidCGAPIResourceUid
__latestPrimitivePositionAccessorVersions: number[] = []
__lightComponents?: LightComponent[]
__webglResourceRepository: WebGLResourceRepository = ...
_totalSizeOfGPUShaderDataStorageExceptMorphData: number = 0
__currentComponentSIDs?: VectorN
__globalDataRepository: GlobalDataRepository = ...
__isDebugOperationToDataTextureBufferDone: boolean = true
__shaderProgram: WebGLProgram

Accessors

  • get vertexShaderMethodDefinitions_dataTexture(): string

Methods

  • $render(): void
  • __createAndUpdateDataTexture(): void
  • __createAndUpdateUBO(): void
  • __getShaderProperty(materialTypeName: string, info: ShaderSemanticsInfo, propertyIndex: number, isGlobalData: boolean, isWebGL2: boolean): string
  • __isUboUse(): boolean
  • __setCurrentComponentSIDsForEachPrimitive(gl: WebGLRenderingContext, material: Material, shaderProgram: WebGLProgram): void
  • __setCurrentComponentSIDsForEachRenderPass(renderPass: RenderPass, displayIdx: number, isVRMainPass: boolean): void
  • attachGPUDataInner(gl: WebGLRenderingContext, shaderProgram: WebGLProgram): void
  • attachShaderProgram(material: Material): void
  • common_$prerender(): void
  • deleteDataTexture(): void
  • getOffsetOfTheOffsetVariableOfPropertyInShader(propertyIndex: number): void
  • isMeshSetup(mesh: Mesh): boolean
  • setupShaderProgramForMeshComponent(meshComponent: MeshComponent): void
  • dumpDataTextureBuffer(): void
  • getOffsetOfPropertyInShader(isGlobalData: boolean, propertyIndex: number, materialTypeName: string): number

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