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645 lines
20 KiB
JavaScript
645 lines
20 KiB
JavaScript
import Cartesian2 from "../Core/Cartesian2.js";
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import Cartesian3 from "../Core/Cartesian3.js";
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import Cartesian4 from "../Core/Cartesian4.js";
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import combine from "../Core/combine.js";
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import ComponentDatatype from "../Core/ComponentDatatype.js";
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import defined from "../Core/defined.js";
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import destroyObject from "../Core/destroyObject.js";
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import DeveloperError from "../Core/DeveloperError.js";
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import PixelFormat from "../Core/PixelFormat.js";
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import ContextLimits from "../Renderer/ContextLimits.js";
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import PixelDatatype from "../Renderer/PixelDatatype.js";
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import Sampler from "../Renderer/Sampler.js";
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import Texture from "../Renderer/Texture.js";
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/**
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* Creates a texture to look up per instance attributes for batched primitives. For example, store each primitive's pick color in the texture.
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*
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* @alias BatchTable
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* @constructor
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* @private
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*
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* @param {Context} context The context in which the batch table is created.
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* @param {Object[]} attributes An array of objects describing a per instance attribute. Each object contains a datatype, components per attributes, whether it is normalized and a function name
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* to retrieve the value in the vertex shader.
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* @param {Number} numberOfInstances The number of instances in a batch table.
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*
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* @example
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* // create the batch table
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* var attributes = [{
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* functionName : 'getShow',
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* componentDatatype : ComponentDatatype.UNSIGNED_BYTE,
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* componentsPerAttribute : 1
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* }, {
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* functionName : 'getPickColor',
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* componentDatatype : ComponentDatatype.UNSIGNED_BYTE,
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* componentsPerAttribute : 4,
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* normalize : true
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* }];
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* var batchTable = new BatchTable(context, attributes, 5);
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*
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* // when creating the draw commands, update the uniform map and the vertex shader
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* vertexShaderSource = batchTable.getVertexShaderCallback()(vertexShaderSource);
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* var shaderProgram = ShaderProgram.fromCache({
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* // ...
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* vertexShaderSource : vertexShaderSource,
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* });
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*
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* drawCommand.shaderProgram = shaderProgram;
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* drawCommand.uniformMap = batchTable.getUniformMapCallback()(uniformMap);
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*
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* // use the attribute function names in the shader to retrieve the instance values
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* // ...
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* attribute float batchId;
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*
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* void main() {
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* // ...
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* float show = getShow(batchId);
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* vec3 pickColor = getPickColor(batchId);
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* // ...
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* }
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*/
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function BatchTable(context, attributes, numberOfInstances) {
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//>>includeStart('debug', pragmas.debug);
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if (!defined(context)) {
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throw new DeveloperError("context is required");
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}
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if (!defined(attributes)) {
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throw new DeveloperError("attributes is required");
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}
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if (!defined(numberOfInstances)) {
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throw new DeveloperError("numberOfInstances is required");
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}
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//>>includeEnd('debug');
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this._attributes = attributes;
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this._numberOfInstances = numberOfInstances;
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if (attributes.length === 0) {
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return;
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}
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// PERFORMANCE_IDEA: We may be able to arrange the attributes so they can be packing into fewer texels.
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// Right now, an attribute with one component uses an entire texel when 4 single component attributes can
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// be packed into a texel.
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//
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// Packing floats into unsigned byte textures makes the problem worse. A single component float attribute
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// will be packed into a single texel leaving 3 texels unused. 4 texels are reserved for each float attribute
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// regardless of how many components it has.
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var pixelDatatype = getDatatype(attributes);
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var textureFloatSupported = context.floatingPointTexture;
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var packFloats =
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pixelDatatype === PixelDatatype.FLOAT && !textureFloatSupported;
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var offsets = createOffsets(attributes, packFloats);
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var stride = getStride(offsets, attributes, packFloats);
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var maxNumberOfInstancesPerRow = Math.floor(
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ContextLimits.maximumTextureSize / stride
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);
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var instancesPerWidth = Math.min(
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numberOfInstances,
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maxNumberOfInstancesPerRow
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);
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var width = stride * instancesPerWidth;
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var height = Math.ceil(numberOfInstances / instancesPerWidth);
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var stepX = 1.0 / width;
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var centerX = stepX * 0.5;
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var stepY = 1.0 / height;
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var centerY = stepY * 0.5;
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this._textureDimensions = new Cartesian2(width, height);
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this._textureStep = new Cartesian4(stepX, centerX, stepY, centerY);
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this._pixelDatatype = !packFloats
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? pixelDatatype
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: PixelDatatype.UNSIGNED_BYTE;
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this._packFloats = packFloats;
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this._offsets = offsets;
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this._stride = stride;
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this._texture = undefined;
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var batchLength = 4 * width * height;
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this._batchValues =
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pixelDatatype === PixelDatatype.FLOAT && !packFloats
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? new Float32Array(batchLength)
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: new Uint8Array(batchLength);
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this._batchValuesDirty = false;
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}
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Object.defineProperties(BatchTable.prototype, {
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/**
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* The attribute descriptions.
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* @memberOf BatchTable.prototype
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* @type {Object[]}
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* @readonly
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*/
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attributes: {
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get: function () {
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return this._attributes;
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},
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},
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/**
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* The number of instances.
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* @memberOf BatchTable.prototype
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* @type {Number}
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* @readonly
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*/
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numberOfInstances: {
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get: function () {
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return this._numberOfInstances;
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},
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},
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});
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function getDatatype(attributes) {
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var foundFloatDatatype = false;
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var length = attributes.length;
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for (var i = 0; i < length; ++i) {
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if (attributes[i].componentDatatype !== ComponentDatatype.UNSIGNED_BYTE) {
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foundFloatDatatype = true;
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break;
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}
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}
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return foundFloatDatatype ? PixelDatatype.FLOAT : PixelDatatype.UNSIGNED_BYTE;
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}
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function getAttributeType(attributes, attributeIndex) {
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var componentsPerAttribute =
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attributes[attributeIndex].componentsPerAttribute;
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if (componentsPerAttribute === 2) {
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return Cartesian2;
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} else if (componentsPerAttribute === 3) {
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return Cartesian3;
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} else if (componentsPerAttribute === 4) {
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return Cartesian4;
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}
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return Number;
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}
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function createOffsets(attributes, packFloats) {
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var offsets = new Array(attributes.length);
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var currentOffset = 0;
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var attributesLength = attributes.length;
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for (var i = 0; i < attributesLength; ++i) {
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var attribute = attributes[i];
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var componentDatatype = attribute.componentDatatype;
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offsets[i] = currentOffset;
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if (componentDatatype !== ComponentDatatype.UNSIGNED_BYTE && packFloats) {
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currentOffset += 4;
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} else {
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++currentOffset;
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}
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}
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return offsets;
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}
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function getStride(offsets, attributes, packFloats) {
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var length = offsets.length;
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var lastOffset = offsets[length - 1];
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var lastAttribute = attributes[length - 1];
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var componentDatatype = lastAttribute.componentDatatype;
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if (componentDatatype !== ComponentDatatype.UNSIGNED_BYTE && packFloats) {
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return lastOffset + 4;
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}
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return lastOffset + 1;
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}
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var scratchPackedFloatCartesian4 = new Cartesian4();
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function getPackedFloat(array, index, result) {
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var packed = Cartesian4.unpack(array, index, scratchPackedFloatCartesian4);
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var x = Cartesian4.unpackFloat(packed);
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packed = Cartesian4.unpack(array, index + 4, scratchPackedFloatCartesian4);
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var y = Cartesian4.unpackFloat(packed);
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packed = Cartesian4.unpack(array, index + 8, scratchPackedFloatCartesian4);
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var z = Cartesian4.unpackFloat(packed);
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packed = Cartesian4.unpack(array, index + 12, scratchPackedFloatCartesian4);
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var w = Cartesian4.unpackFloat(packed);
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return Cartesian4.fromElements(x, y, z, w, result);
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}
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function setPackedAttribute(value, array, index) {
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var packed = Cartesian4.packFloat(value.x, scratchPackedFloatCartesian4);
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Cartesian4.pack(packed, array, index);
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packed = Cartesian4.packFloat(value.y, packed);
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Cartesian4.pack(packed, array, index + 4);
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packed = Cartesian4.packFloat(value.z, packed);
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Cartesian4.pack(packed, array, index + 8);
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packed = Cartesian4.packFloat(value.w, packed);
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Cartesian4.pack(packed, array, index + 12);
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}
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var scratchGetAttributeCartesian4 = new Cartesian4();
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/**
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* Gets the value of an attribute in the table.
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*
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* @param {Number} instanceIndex The index of the instance.
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* @param {Number} attributeIndex The index of the attribute.
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* @param {undefined|Cartesian2|Cartesian3|Cartesian4} [result] The object onto which to store the result. The type is dependent on the attribute's number of components.
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* @returns {Number|Cartesian2|Cartesian3|Cartesian4} The attribute value stored for the instance.
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*
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* @exception {DeveloperError} instanceIndex is out of range.
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* @exception {DeveloperError} attributeIndex is out of range.
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*/
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BatchTable.prototype.getBatchedAttribute = function (
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instanceIndex,
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attributeIndex,
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result
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) {
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//>>includeStart('debug', pragmas.debug);
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if (instanceIndex < 0 || instanceIndex >= this._numberOfInstances) {
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throw new DeveloperError("instanceIndex is out of range.");
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}
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if (attributeIndex < 0 || attributeIndex >= this._attributes.length) {
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throw new DeveloperError("attributeIndex is out of range");
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}
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//>>includeEnd('debug');
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var attributes = this._attributes;
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var offset = this._offsets[attributeIndex];
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var stride = this._stride;
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var index = 4 * stride * instanceIndex + 4 * offset;
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var value;
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if (
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this._packFloats &&
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attributes[attributeIndex].componentDatatype !== PixelDatatype.UNSIGNED_BYTE
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) {
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value = getPackedFloat(
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this._batchValues,
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index,
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scratchGetAttributeCartesian4
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);
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} else {
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value = Cartesian4.unpack(
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this._batchValues,
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index,
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scratchGetAttributeCartesian4
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);
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}
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var attributeType = getAttributeType(attributes, attributeIndex);
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if (defined(attributeType.fromCartesian4)) {
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return attributeType.fromCartesian4(value, result);
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} else if (defined(attributeType.clone)) {
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return attributeType.clone(value, result);
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}
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return value.x;
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};
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var setAttributeScratchValues = [
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undefined,
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undefined,
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new Cartesian2(),
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new Cartesian3(),
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new Cartesian4(),
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];
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var setAttributeScratchCartesian4 = new Cartesian4();
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/**
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* Sets the value of an attribute in the table.
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*
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* @param {Number} instanceIndex The index of the instance.
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* @param {Number} attributeIndex The index of the attribute.
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* @param {Number|Cartesian2|Cartesian3|Cartesian4} value The value to be stored in the table. The type of value will depend on the number of components of the attribute.
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*
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* @exception {DeveloperError} instanceIndex is out of range.
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* @exception {DeveloperError} attributeIndex is out of range.
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*/
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BatchTable.prototype.setBatchedAttribute = function (
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instanceIndex,
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attributeIndex,
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value
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) {
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//>>includeStart('debug', pragmas.debug);
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if (instanceIndex < 0 || instanceIndex >= this._numberOfInstances) {
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throw new DeveloperError("instanceIndex is out of range.");
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}
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if (attributeIndex < 0 || attributeIndex >= this._attributes.length) {
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throw new DeveloperError("attributeIndex is out of range");
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}
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if (!defined(value)) {
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throw new DeveloperError("value is required.");
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}
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//>>includeEnd('debug');
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var attributes = this._attributes;
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var result =
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setAttributeScratchValues[
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attributes[attributeIndex].componentsPerAttribute
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];
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var currentAttribute = this.getBatchedAttribute(
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instanceIndex,
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attributeIndex,
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result
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);
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var attributeType = getAttributeType(this._attributes, attributeIndex);
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var entriesEqual = defined(attributeType.equals)
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? attributeType.equals(currentAttribute, value)
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: currentAttribute === value;
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if (entriesEqual) {
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return;
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}
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var attributeValue = setAttributeScratchCartesian4;
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attributeValue.x = defined(value.x) ? value.x : value;
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attributeValue.y = defined(value.y) ? value.y : 0.0;
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attributeValue.z = defined(value.z) ? value.z : 0.0;
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attributeValue.w = defined(value.w) ? value.w : 0.0;
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var offset = this._offsets[attributeIndex];
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var stride = this._stride;
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var index = 4 * stride * instanceIndex + 4 * offset;
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if (
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this._packFloats &&
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attributes[attributeIndex].componentDatatype !== PixelDatatype.UNSIGNED_BYTE
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) {
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setPackedAttribute(attributeValue, this._batchValues, index);
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} else {
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Cartesian4.pack(attributeValue, this._batchValues, index);
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}
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this._batchValuesDirty = true;
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};
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function createTexture(batchTable, context) {
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var dimensions = batchTable._textureDimensions;
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batchTable._texture = new Texture({
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context: context,
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pixelFormat: PixelFormat.RGBA,
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pixelDatatype: batchTable._pixelDatatype,
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width: dimensions.x,
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height: dimensions.y,
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sampler: Sampler.NEAREST,
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flipY: false,
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});
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}
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function updateTexture(batchTable) {
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var dimensions = batchTable._textureDimensions;
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batchTable._texture.copyFrom({
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width: dimensions.x,
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height: dimensions.y,
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arrayBufferView: batchTable._batchValues,
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});
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}
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/**
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* Creates/updates the batch table texture.
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* @param {FrameState} frameState The frame state.
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*
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* @exception {RuntimeError} The floating point texture extension is required but not supported.
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*/
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BatchTable.prototype.update = function (frameState) {
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if (
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(defined(this._texture) && !this._batchValuesDirty) ||
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this._attributes.length === 0
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) {
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return;
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}
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this._batchValuesDirty = false;
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if (!defined(this._texture)) {
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createTexture(this, frameState.context);
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}
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updateTexture(this);
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};
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/**
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* Gets a function that will update a uniform map to contain values for looking up values in the batch table.
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*
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* @returns {BatchTable.updateUniformMapCallback} A callback for updating uniform maps.
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*/
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BatchTable.prototype.getUniformMapCallback = function () {
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var that = this;
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return function (uniformMap) {
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if (that._attributes.length === 0) {
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return uniformMap;
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}
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var batchUniformMap = {
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batchTexture: function () {
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return that._texture;
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},
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batchTextureDimensions: function () {
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return that._textureDimensions;
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},
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batchTextureStep: function () {
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return that._textureStep;
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},
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};
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return combine(uniformMap, batchUniformMap);
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};
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};
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function getGlslComputeSt(batchTable) {
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var stride = batchTable._stride;
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// GLSL batchId is zero-based: [0, numberOfInstances - 1]
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if (batchTable._textureDimensions.y === 1) {
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return (
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"uniform vec4 batchTextureStep; \n" +
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"vec2 computeSt(float batchId) \n" +
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"{ \n" +
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" float stepX = batchTextureStep.x; \n" +
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" float centerX = batchTextureStep.y; \n" +
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" float numberOfAttributes = float(" +
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stride +
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"); \n" +
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" return vec2(centerX + (batchId * numberOfAttributes * stepX), 0.5); \n" +
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"} \n"
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);
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}
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return (
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"uniform vec4 batchTextureStep; \n" +
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"uniform vec2 batchTextureDimensions; \n" +
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"vec2 computeSt(float batchId) \n" +
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"{ \n" +
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" float stepX = batchTextureStep.x; \n" +
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" float centerX = batchTextureStep.y; \n" +
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" float stepY = batchTextureStep.z; \n" +
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" float centerY = batchTextureStep.w; \n" +
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" float numberOfAttributes = float(" +
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stride +
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"); \n" +
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" float xId = mod(batchId * numberOfAttributes, batchTextureDimensions.x); \n" +
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" float yId = floor(batchId * numberOfAttributes / batchTextureDimensions.x); \n" +
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" return vec2(centerX + (xId * stepX), centerY + (yId * stepY)); \n" +
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"} \n"
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);
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}
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function getComponentType(componentsPerAttribute) {
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if (componentsPerAttribute === 1) {
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return "float";
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}
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return "vec" + componentsPerAttribute;
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}
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function getComponentSwizzle(componentsPerAttribute) {
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if (componentsPerAttribute === 1) {
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return ".x";
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} else if (componentsPerAttribute === 2) {
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return ".xy";
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} else if (componentsPerAttribute === 3) {
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return ".xyz";
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}
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return "";
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}
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function getGlslAttributeFunction(batchTable, attributeIndex) {
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var attributes = batchTable._attributes;
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var attribute = attributes[attributeIndex];
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var componentsPerAttribute = attribute.componentsPerAttribute;
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var functionName = attribute.functionName;
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var functionReturnType = getComponentType(componentsPerAttribute);
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var functionReturnValue = getComponentSwizzle(componentsPerAttribute);
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var offset = batchTable._offsets[attributeIndex];
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var glslFunction =
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functionReturnType +
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" " +
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functionName +
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"(float batchId) \n" +
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"{ \n" +
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" vec2 st = computeSt(batchId); \n" +
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" st.x += batchTextureStep.x * float(" +
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offset +
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"); \n";
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if (
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batchTable._packFloats &&
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attribute.componentDatatype !== PixelDatatype.UNSIGNED_BYTE
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) {
|
|
glslFunction +=
|
|
"vec4 textureValue; \n" +
|
|
"textureValue.x = czm_unpackFloat(texture2D(batchTexture, st)); \n" +
|
|
"textureValue.y = czm_unpackFloat(texture2D(batchTexture, st + vec2(batchTextureStep.x, 0.0))); \n" +
|
|
"textureValue.z = czm_unpackFloat(texture2D(batchTexture, st + vec2(batchTextureStep.x * 2.0, 0.0))); \n" +
|
|
"textureValue.w = czm_unpackFloat(texture2D(batchTexture, st + vec2(batchTextureStep.x * 3.0, 0.0))); \n";
|
|
} else {
|
|
glslFunction += " vec4 textureValue = texture2D(batchTexture, st); \n";
|
|
}
|
|
|
|
glslFunction +=
|
|
" " +
|
|
functionReturnType +
|
|
" value = textureValue" +
|
|
functionReturnValue +
|
|
"; \n";
|
|
|
|
if (
|
|
batchTable._pixelDatatype === PixelDatatype.UNSIGNED_BYTE &&
|
|
attribute.componentDatatype === ComponentDatatype.UNSIGNED_BYTE &&
|
|
!attribute.normalize
|
|
) {
|
|
glslFunction += "value *= 255.0; \n";
|
|
} else if (
|
|
batchTable._pixelDatatype === PixelDatatype.FLOAT &&
|
|
attribute.componentDatatype === ComponentDatatype.UNSIGNED_BYTE &&
|
|
attribute.normalize
|
|
) {
|
|
glslFunction += "value /= 255.0; \n";
|
|
}
|
|
|
|
glslFunction += " return value; \n" + "} \n";
|
|
return glslFunction;
|
|
}
|
|
|
|
/**
|
|
* Gets a function that will update a vertex shader to contain functions for looking up values in the batch table.
|
|
*
|
|
* @returns {BatchTable.updateVertexShaderSourceCallback} A callback for updating a vertex shader source.
|
|
*/
|
|
BatchTable.prototype.getVertexShaderCallback = function () {
|
|
var attributes = this._attributes;
|
|
if (attributes.length === 0) {
|
|
return function (source) {
|
|
return source;
|
|
};
|
|
}
|
|
|
|
var batchTableShader = "uniform highp sampler2D batchTexture; \n";
|
|
batchTableShader += getGlslComputeSt(this) + "\n";
|
|
|
|
var length = attributes.length;
|
|
for (var i = 0; i < length; ++i) {
|
|
batchTableShader += getGlslAttributeFunction(this, i);
|
|
}
|
|
|
|
return function (source) {
|
|
var mainIndex = source.indexOf("void main");
|
|
var beforeMain = source.substring(0, mainIndex);
|
|
var afterMain = source.substring(mainIndex);
|
|
return beforeMain + "\n" + batchTableShader + "\n" + afterMain;
|
|
};
|
|
};
|
|
|
|
/**
|
|
* Returns true if this object was destroyed; otherwise, false.
|
|
* <br /><br />
|
|
* If this object was destroyed, it should not be used; calling any function other than
|
|
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
|
|
*
|
|
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
|
|
*
|
|
* @see BatchTable#destroy
|
|
*/
|
|
BatchTable.prototype.isDestroyed = function () {
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
|
|
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
|
|
* <br /><br />
|
|
* Once an object is destroyed, it should not be used; calling any function other than
|
|
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
|
|
* assign the return value (<code>undefined</code>) to the object as done in the example.
|
|
*
|
|
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
|
*
|
|
* @see BatchTable#isDestroyed
|
|
*/
|
|
BatchTable.prototype.destroy = function () {
|
|
this._texture = this._texture && this._texture.destroy();
|
|
return destroyObject(this);
|
|
};
|
|
|
|
/**
|
|
* A callback for updating uniform maps.
|
|
* @callback BatchTable.updateUniformMapCallback
|
|
*
|
|
* @param {Object} uniformMap The uniform map.
|
|
* @returns {Object} The new uniform map with properties for retrieving values from the batch table.
|
|
*/
|
|
|
|
/**
|
|
* A callback for updating a vertex shader source.
|
|
* @callback BatchTable.updateVertexShaderSourceCallback
|
|
*
|
|
* @param {String} vertexShaderSource The vertex shader source.
|
|
* @returns {String} The new vertex shader source with the functions for retrieving batch table values injected.
|
|
*/
|
|
export default BatchTable;
|