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113 lines
3.0 KiB
JavaScript

import Queue from "../Core/Queue.js";
/**
* @private
*/
function ModelLoadResources() {
this.initialized = false;
this.resourcesParsed = false;
this.vertexBuffersToCreate = new Queue();
this.indexBuffersToCreate = new Queue();
this.buffers = {};
this.pendingBufferLoads = 0;
this.programsToCreate = new Queue();
this.shaders = {};
this.pendingShaderLoads = 0;
this.texturesToCreate = new Queue();
this.pendingTextureLoads = 0;
this.texturesToCreateFromBufferView = new Queue();
this.pendingBufferViewToImage = 0;
this.createSamplers = true;
this.createSkins = true;
this.createRuntimeAnimations = true;
this.createVertexArrays = true;
this.createRenderStates = true;
this.createUniformMaps = true;
this.createRuntimeNodes = true;
this.createdBufferViews = {};
this.primitivesToDecode = new Queue();
this.activeDecodingTasks = 0;
this.pendingDecodingCache = false;
this.skinnedNodesIds = [];
}
/**
* This function differs from the normal subarray function
* because it takes offset and length, rather than begin and end.
* @private
*/
function getSubarray(array, offset, length) {
return array.subarray(offset, offset + length);
}
ModelLoadResources.prototype.getBuffer = function (bufferView) {
return getSubarray(
this.buffers[bufferView.buffer],
bufferView.byteOffset,
bufferView.byteLength
);
};
ModelLoadResources.prototype.finishedPendingBufferLoads = function () {
return this.pendingBufferLoads === 0;
};
ModelLoadResources.prototype.finishedBuffersCreation = function () {
return (
this.pendingBufferLoads === 0 &&
this.vertexBuffersToCreate.length === 0 &&
this.indexBuffersToCreate.length === 0
);
};
ModelLoadResources.prototype.finishedProgramCreation = function () {
return this.pendingShaderLoads === 0 && this.programsToCreate.length === 0;
};
ModelLoadResources.prototype.finishedTextureCreation = function () {
var finishedPendingLoads = this.pendingTextureLoads === 0;
var finishedResourceCreation =
this.texturesToCreate.length === 0 &&
this.texturesToCreateFromBufferView.length === 0;
return finishedPendingLoads && finishedResourceCreation;
};
ModelLoadResources.prototype.finishedEverythingButTextureCreation = function () {
var finishedPendingLoads =
this.pendingBufferLoads === 0 && this.pendingShaderLoads === 0;
var finishedResourceCreation =
this.vertexBuffersToCreate.length === 0 &&
this.indexBuffersToCreate.length === 0 &&
this.programsToCreate.length === 0 &&
this.pendingBufferViewToImage === 0;
return (
this.finishedDecoding() && finishedPendingLoads && finishedResourceCreation
);
};
ModelLoadResources.prototype.finishedDecoding = function () {
return (
this.primitivesToDecode.length === 0 &&
this.activeDecodingTasks === 0 &&
!this.pendingDecodingCache
);
};
ModelLoadResources.prototype.finished = function () {
return (
this.finishedDecoding() &&
this.finishedTextureCreation() &&
this.finishedEverythingButTextureCreation()
);
};
export default ModelLoadResources;