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shadow-function

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ioing lib - shadow Function, worker Function

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/**************************************************************************** Copyright (c) 2016 Chukong Technologies Inc. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ var GlobalVertexBuffer = (function () { var VERTICES_SIZE = 888; var GlobalVertexBuffer = function (gl, byteLength) { // WebGL buffer this.gl = gl; this.vertexBuffer = gl.createBuffer(); this.size = VERTICES_SIZE; this.byteLength = byteLength || VERTICES_SIZE * 4 * cc.V3F_C4B_T2F_Quad.BYTES_PER_ELEMENT; // buffer data and views this.data = new ArrayBuffer(this.byteLength); this.dataArray = new Float32Array(this.data); // Init buffer data gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, this.dataArray, gl.DYNAMIC_DRAW); this._dirty = false; this._spaces = { 0: this.byteLength }; }; GlobalVertexBuffer.prototype = { constructor: GlobalVertexBuffer, allocBuffer: function (offset, size) { var space = this._spaces[offset]; if (space && space >= size) { // Remove the space delete this._spaces[offset]; if (space > size) { var newOffset = offset + size; this._spaces[newOffset] = space - size; } return true; } else { return false; } }, requestBuffer: function (size) { var key, offset, available; for (key in this._spaces) { offset = parseInt(key); available = this._spaces[key]; if (available >= size && this.allocBuffer(offset, size)) { return offset; } } return -1; }, freeBuffer: function (offset, size) { var spaces = this._spaces; var i, key, end; // Merge with previous space for (key in spaces) { i = parseInt(key); if (i > offset) { break; } if (i + spaces[key] >= offset) { size = size + offset - i; offset = i; break; } } end = offset + size; // Merge with next space if (this._spaces[end]) { size += this._spaces[end]; delete this._spaces[end]; } this._spaces[offset] = size; }, setDirty: function () { this._dirty = true; }, update: function () { if (this._dirty) { this.gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); // Note: Can memorize different dirty zones and update them separately, maybe faster this.gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.dataArray); this._dirty = false; } }, updateSubData: function (offset, dataArray) { this.gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); this.gl.bufferSubData(gl.ARRAY_BUFFER, offset, dataArray); }, destroy: function () { this.gl.deleteBuffer(this.vertexBuffer); this.data = null; this.positions = null; this.colors = null; this.texCoords = null; this.vertexBuffer = null; } }; return GlobalVertexBuffer; })();