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* master: Transform refactor (#1221) dev-tools: Bump to 0.0.29 (#1232) v7.3.0-alpha.7 Transform: Fix update of Buffers and elementCount. (#1224) point docs to release branch (#1229) update website fonts (#1227)
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# BufferTransform | ||
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`BufferTransform` is an internal helper class for `Transform`, responsible for managing resources and state required for reading from and/or writing to `Buffer` objects. It auto creates `feedbackBufferes` when requested, creates `TransformFeedback` objects. Maintains all buffer bindings, when swapping is eanbled, two binding objects are created for easy switching of all WebGL resource binginds. | ||
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NOTE: In following sections 'buffer transform' is used to refer to 'reading from and/or writing to `Buffer` objects'. | ||
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## Constructor | ||
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### Transform(gl : WebGL2RenderingContext, props: Object) | ||
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* `gl` (`WebGLRenderingContext`) gl - context | ||
* `props` (`Object`, Optional) - contains following data. | ||
* `sourceBuffers` (`Object`, Optional) - key and value pairs, where key is the name of vertex shader attribute and value is the corresponding `Attribute`, `Buffer` or attribute descriptor object. | ||
* `feedbackBuffers` (`Object`, Optional) - key and value pairs, where key is the name of vertex shader varying and value is the corresponding `Buffer` object or buffer params object. If a buffer params object is specified, it will contain following fields, these can be used to capture data into the buffer at particular offset and size. | ||
* `buffer`=(Buffer) - Buffer object to be bound. | ||
* `byteOffset`=(Number, default: 0) - Byte offset that is used to start recording the data in the buffer. | ||
* `byteSize`=(Number, default: remaining buffer size) - Size in bytes that is used for recording the data. | ||
* `varyings` (`Array`, Optional) - Array of vertex shader varyings names. When not provided this can be deduced from `feedbackBuffers`. | ||
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NOTE: If only reading from `Buffer` objects, above optional props doesn't have to be supplied during construction, but can be supplied using `update` method. If writing to `Buffer` objects, either `varyings` or `feedbackBuffers` must be supplied. | ||
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## Methods (Model props) | ||
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### getDrawOptions(opts: Object) : Object | ||
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Returns resources required when performing `Model.draw()` options. | ||
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* `opts` (`Object`) - Any existing `opts.attributes` will be merged with new attributes. | ||
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Returns an Object : {attributes, transformFeedback}. | ||
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### updateModelProps(props: Object) : Object | ||
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Updates input `props` object with data required for buffer transform. | ||
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* `opts` (`Object`) - If writing to `Buffer` objects, `opts.varying` will be updated. | ||
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Returns updated object. | ||
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## Methods (Resource management) | ||
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### setupResources(opts: Object) | ||
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Sets up internal resources needed writing to buffers. | ||
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* `opts` (`Object`) - contains following data. | ||
* `model` (`Model`, Optional) - `Model` object that is used to perform draw operations. | ||
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### swap() | ||
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If `feedbackMap` is provided during construction, performs source and feedback buffers swap as per the `feedbackMap`. | ||
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### update(props: Object) | ||
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Updates buffer bindings for one or more source or feedback buffers. | ||
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* `props` (`Object`) - contains following data. | ||
* `sourceBuffers` (`Object`, Optional) - key and value pairs, where key is the name of vertex shader attribute and value is the corresponding `Attribute`, `Buffer` or attribute descriptor object. | ||
* `feedbackBuffers` (`Object`, Optional) - key and value pairs, where key is the name of vertex shader varying and value is the corresponding `Buffer` object or buffer params object. If a buffer params object is specified, it will contain following fields, these can be used to capture data into the buffer at particular offset and size. | ||
* `buffer`=(Buffer) - Buffer object to be bound. | ||
* `byteOffset`=(Number, default: 0) - Byte offset that is used to start recording the data in the buffer. | ||
* `byteSize`=(Number, default: remaining buffer size) - Size in bytes that is used for recording the data. | ||
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## Methods (Accessors) | ||
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### getBuffer(varyingName : String) : Buffer | ||
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Returns current feedback buffer corresponding to given varying name. | ||
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* `varyingName` (`String`) - varying name. | ||
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### getData([options : Object]) : ArrayBufferView | ||
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Reads and returns data from current feedback buffer corresponding to the given varying name. | ||
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* `options.varyingName` (`String`, Optional) - when specified, first checks if there is a corresponding feedback buffer, if so reads data from this buffer and returns. When not specified, there must be target texture and data is read from this texture and returned. |
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# TextureTransform | ||
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`TextureTransform` is an internal helper class for `Transform`, responsible for managing resources and state required for reading from and/or writing to `Texture` objects. It auto creates `Texture` objects when requested, creates `Framebuffer` objects. Maintains all texture bindings, when swapping is eanbled, two binding objects are created for easy switching of all WebGL resource binginds. | ||
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NOTE: In following sections 'texture transform' is used to refer to 'reading from and/or writing to `Texture` objects'. | ||
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## Constructor | ||
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### Transform(gl : WebGL2RenderingContext, props: Object) | ||
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* `gl` (`WebGLRenderingContext`) gl - context | ||
* `props` (`Object`, Optional) - contains following data. | ||
* `sourceTextures` (`Object`, Optional) - key and value pairs, where key is the name of vertex shader attribute and value is the corresponding `Texture` object. | ||
* `targetTexture` (`Texture`|`String`, Optional) - `Texture` object to which data to be written. When it is a `String`, it must be one of the source texture attributes name, a new texture object is cloned from it. | ||
* `targetTextureVarying` (`String`) : varying name used in vertex shader who's data should go into target texture. | ||
* `swapTexture` (`String`) : source texture attribute name, that is swapped with target texture every time `swap()` is called. | ||
* `fs` (`String`, Optional) - fragment shader string, when rendering to a texture, fragments can be processed using this custom shader, when not specified, pass through fragment shader will be used. | ||
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## Methods (Model props) | ||
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### getDrawOptions(opts: Object) : Object | ||
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Returns options required when performing `Model.draw()` options. | ||
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* `opts` (`Object`) - Any existing `opts.attributes` , `opts.parameters`, and `opts.uniforms` will be merged with new values. | ||
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Returns an Object : {attributes, framebuffer, uniforms, discard, parameters}. | ||
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### updateModelProps(props: Object) : Object | ||
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Updates input `props` object used to build `Model` object, with data required for texture transform. | ||
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* `props` (`Object`) - props for building `Model` object, it will updated with required options (`{vs, fs, modules, uniforms, inject}`) for texture transform. | ||
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Returns updated object. | ||
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## Methods (Resource management) | ||
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### swap() | ||
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If `swapTexture` is provided during construction, performs source and feedback buffers swap as per the `swapTexture` mapping. | ||
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### update(props: Object) | ||
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Updates bindings for source and target texture. | ||
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* `props` (`Object`) - contains following data. | ||
* `sourceTextures` (`Object`, Optional) - key and value pairs, where key is the name of vertex shader attribute and value is the corresponding `Texture` object. | ||
* `targetTexture` (`Texture`|`String`, Optional) - `Texture` object to which data to be written. When it is a `String`, it must be one of the source texture attributes name, a new texture object is cloned from it. | ||
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## Methods (Accessors) | ||
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### getTargetTexture() : Texture | ||
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Returns current target texture object. | ||
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### getData([options : Object]) : ArrayBufferView | ||
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Reads and returns data from current target texture. | ||
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* `options.packed` (Boolean, Optional, Default: false) - When true, data is packed to the actual size varyings. When false return array contains 4 values (R, G, B and A) for each element. Un-used element value will be 0 for R, G and B and 1 for A channel. | ||
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### getFramebuffer() : Framebuffer | ||
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Returns current `Framebuffer` object. |
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