shadow-function
Version:
ioing lib - shadow Function, worker Function
139 lines (115 loc) • 4.34 kB
JavaScript
/****************************************************************************
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;
})();