import { Uint16BufferAttribute, Uint32BufferAttribute } from '../../core/BufferAttribute.js'; import { arrayNeedsUint32 } from '../../utils.js'; function WebGLGeometries( gl, attributes, info, bindingStates ) { const geometries = {}; const wireframeAttributes = new WeakMap(); function onGeometryDispose( event ) { const geometry = event.target; if ( geometry.index !== null ) { attributes.remove( geometry.index ); } for ( const name in geometry.attributes ) { attributes.remove( geometry.attributes[ name ] ); } for ( const name in geometry.morphAttributes ) { const array = geometry.morphAttributes[ name ]; for ( let i = 0, l = array.length; i < l; i ++ ) { attributes.remove( array[ i ] ); } } geometry.removeEventListener( 'dispose', onGeometryDispose ); delete geometries[ geometry.id ]; const attribute = wireframeAttributes.get( geometry ); if ( attribute ) { attributes.remove( attribute ); wireframeAttributes.delete( geometry ); } bindingStates.releaseStatesOfGeometry( geometry ); if ( geometry.isInstancedBufferGeometry === true ) { delete geometry._maxInstanceCount; } // info.memory.geometries --; } function get( object, geometry ) { if ( geometries[ geometry.id ] === true ) return geometry; geometry.addEventListener( 'dispose', onGeometryDispose ); geometries[ geometry.id ] = true; info.memory.geometries ++; return geometry; } function update( geometry ) { const geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates. for ( const name in geometryAttributes ) { attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); } // morph targets const morphAttributes = geometry.morphAttributes; for ( const name in morphAttributes ) { const array = morphAttributes[ name ]; for ( let i = 0, l = array.length; i < l; i ++ ) { attributes.update( array[ i ], gl.ARRAY_BUFFER ); } } } function updateWireframeAttribute( geometry ) { const indices = []; const geometryIndex = geometry.index; const geometryPosition = geometry.attributes.position; let version = 0; if ( geometryIndex !== null ) { const array = geometryIndex.array; version = geometryIndex.version; for ( let i = 0, l = array.length; i < l; i += 3 ) { const a = array[ i + 0 ]; const b = array[ i + 1 ]; const c = array[ i + 2 ]; indices.push( a, b, b, c, c, a ); } } else if ( geometryPosition !== undefined ) { const array = geometryPosition.array; version = geometryPosition.version; for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { const a = i + 0; const b = i + 1; const c = i + 2; indices.push( a, b, b, c, c, a ); } } else { return; } const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates // const previousAttribute = wireframeAttributes.get( geometry ); if ( previousAttribute ) attributes.remove( previousAttribute ); // wireframeAttributes.set( geometry, attribute ); } function getWireframeAttribute( geometry ) { const currentAttribute = wireframeAttributes.get( geometry ); if ( currentAttribute ) { const geometryIndex = geometry.index; if ( geometryIndex !== null ) { // if the attribute is obsolete, create a new one if ( currentAttribute.version < geometryIndex.version ) { updateWireframeAttribute( geometry ); } } } else { updateWireframeAttribute( geometry ); } return wireframeAttributes.get( geometry ); } return { get: get, update: update, getWireframeAttribute: getWireframeAttribute }; } export { WebGLGeometries };