import * as shaders from "../shaders/billboard/billboard";
import {spliceTypedArray} from "../utils/shared";
import type {TypedArray} from "../utils/shared";
import {EntityCollection} from "./EntityCollection";
import {Planet} from "../scene/Planet";
import {Renderer} from "../renderer/Renderer";
import {LOCK_FREE} from "./LabelWorker";
import {Vec3} from "../math/Vec3";
import {Vec4} from "../math/Vec4";
import type {WebGLBufferExt} from "../webgl/Handler";
import {BaseBillboard} from "./BaseBillboard";
const PICKINGCOLOR_BUFFER = 0;
const POSITION_BUFFER = 1;
const SIZE_BUFFER = 2;
const OFFSET_BUFFER = 3;
const RGBA_BUFFER = 4;
const ROTATION_BUFFER = 5;
const TEXCOORD_BUFFER = 6;
const VERTEX_BUFFER = 7;
/**
* @class BaseBillboardHandler
*/
class BaseBillboardHandler {
static __counter__: number = 0;
public __id: number;
/**
* Picking rendering option.
* @public
* @type {boolean}
*/
public pickingEnabled: boolean;
public _entityCollection: EntityCollection;
protected _renderer: Renderer | null;
protected _billboards: BaseBillboard[];
protected _positionHighBuffer: WebGLBufferExt | null;
protected _positionLowBuffer: WebGLBufferExt | null;
protected _sizeBuffer: WebGLBufferExt | null;
protected _offsetBuffer: WebGLBufferExt | null;
protected _rgbaBuffer: WebGLBufferExt | null;
protected _rotationBuffer: WebGLBufferExt | null;
protected _texCoordBuffer: WebGLBufferExt | null;
protected _vertexBuffer: WebGLBufferExt | null;
protected _texCoordArr: Float32Array;
protected _vertexArr: Float32Array;
protected _positionHighArr: Float32Array;
protected _positionLowArr: Float32Array;
protected _sizeArr: Float32Array;
protected _offsetArr: Float32Array;
protected _rgbaArr: Float32Array;
protected _rotationArr: Float32Array;
protected _pickingColorBuffer: WebGLBufferExt | null;
protected _pickingColorArr: Float32Array;
protected _buffersUpdateCallbacks: Function[];
protected _changedBuffers: boolean[];
constructor(entityCollection: EntityCollection) {
this.__id = BaseBillboardHandler.__counter__++;
this.pickingEnabled = true;
this._entityCollection = entityCollection;
this._renderer = null;
this._billboards = [];
this._positionHighBuffer = null;
this._positionLowBuffer = null;
this._sizeBuffer = null;
this._offsetBuffer = null;
this._rgbaBuffer = null;
this._rotationBuffer = null;
this._texCoordBuffer = null;
this._vertexBuffer = null;
this._pickingColorBuffer = null;
this._texCoordArr = new Float32Array([]);
this._vertexArr = new Float32Array([]);
this._positionHighArr = new Float32Array([]);
this._positionLowArr = new Float32Array([]);
this._sizeArr = new Float32Array([]);
this._offsetArr = new Float32Array([]);
this._rgbaArr = new Float32Array([]);
this._rotationArr = new Float32Array([]);
this._pickingColorArr = new Float32Array([]);
this._buffersUpdateCallbacks = [];
this._buffersUpdateCallbacks[PICKINGCOLOR_BUFFER] = this.createPickingColorBuffer;
this._buffersUpdateCallbacks[POSITION_BUFFER] = this.createPositionBuffer;
this._buffersUpdateCallbacks[SIZE_BUFFER] = this.createSizeBuffer;
this._buffersUpdateCallbacks[OFFSET_BUFFER] = this.createOffsetBuffer;
this._buffersUpdateCallbacks[RGBA_BUFFER] = this.createRgbaBuffer;
this._buffersUpdateCallbacks[ROTATION_BUFFER] = this.createRotationBuffer;
this._buffersUpdateCallbacks[TEXCOORD_BUFFER] = this.createTexCoordBuffer;
this._buffersUpdateCallbacks[VERTEX_BUFFER] = this.createVertexBuffer;
this._changedBuffers = new Array(this._buffersUpdateCallbacks.length);
}
public isEqual(handler: BaseBillboardHandler) {
return handler && (handler.__id === this.__id);
}
static concArr(dest: number[], curr: number[]) {
for (let i = 0; i < curr.length; i++) {
dest.push(curr[i]);
}
}
public initProgram() {
if (this._renderer && this._renderer.handler) {
if (!this._renderer.handler.programs.billboard) {
this._renderer.handler.addProgram(shaders.billboard_screen());
}
if (!this._renderer.handler.programs.billboardPicking) {
this._renderer.handler.addProgram(shaders.billboardPicking());
}
}
}
public setRenderer(renderer: Renderer) {
this._renderer = renderer;
this.initProgram();
}
public refresh() {
let i = this._changedBuffers.length;
while (i--) {
this._changedBuffers[i] = true;
}
}
protected _removeBillboards() {
let i = this._billboards.length;
while (i--) {
let bi = this._billboards[i];
bi._handlerIndex = -1;
bi._handler = null;
bi._isReady = false;
bi._lockId = LOCK_FREE;
}
this._billboards.length = 0;
this._billboards = [];
}
public clear() {
// @ts-ignore
this._texCoordArr = null;
// @ts-ignore
this._vertexArr = null;
// @ts-ignore
this._positionHighArr = null;
// @ts-ignore
this._positionLowArr = null;
// @ts-ignore
this._sizeArr = null;
// @ts-ignore
this._offsetArr = null;
// @ts-ignore
this._rgbaArr = null;
// @ts-ignore
this._rotationArr = null;
// @ts-ignore
this._pickingColorArr = null;
this._texCoordArr = new Float32Array([]);
this._vertexArr = new Float32Array([]);
this._positionHighArr = new Float32Array([]);
this._positionLowArr = new Float32Array([]);
this._sizeArr = new Float32Array([]);
this._offsetArr = new Float32Array([]);
this._rgbaArr = new Float32Array([]);
this._rotationArr = new Float32Array([]);
this._pickingColorArr = new Float32Array([]);
this._removeBillboards();
this._deleteBuffers();
this.refresh();
}
protected _deleteBuffers() {
if (this._renderer) {
let gl = this._renderer.handler.gl!;
gl.deleteBuffer(this._positionHighBuffer as WebGLBuffer);
gl.deleteBuffer(this._positionLowBuffer as WebGLBuffer);
gl.deleteBuffer(this._sizeBuffer as WebGLBuffer);
gl.deleteBuffer(this._offsetBuffer as WebGLBuffer);
gl.deleteBuffer(this._rgbaBuffer as WebGLBuffer);
gl.deleteBuffer(this._rotationBuffer as WebGLBuffer);
gl.deleteBuffer(this._vertexBuffer as WebGLBuffer);
gl.deleteBuffer(this._texCoordBuffer as WebGLBuffer);
gl.deleteBuffer(this._pickingColorBuffer as WebGLBuffer);
}
this._positionHighBuffer = null;
this._positionLowBuffer = null;
this._sizeBuffer = null;
this._offsetBuffer = null;
this._rgbaBuffer = null;
this._rotationBuffer = null;
this._vertexBuffer = null;
this._texCoordBuffer = null;
this._pickingColorBuffer = null;
}
public update() {
if (this._renderer) {
let i = this._changedBuffers.length;
while (i--) {
if (this._changedBuffers[i]) {
this._buffersUpdateCallbacks[i].call(this);
this._changedBuffers[i] = false;
}
}
}
}
public add(billboard: BaseBillboard) {
if (billboard._handlerIndex == -1) {
billboard._isReady = true;
billboard._handler = this;
billboard._handlerIndex = this._billboards.length;
this._billboards.push(billboard);
}
}
protected _displayPASS() {
let r = this._renderer!;
let h = r.handler;
h.programs.billboard.activate();
let sh = h.programs.billboard._program;
let sha = sh.attributes,
shu = sh.uniforms;
let gl = h.gl!,
ec = this._entityCollection;
gl.disable(gl.CULL_FACE);
gl.uniform1f(shu.depthOffset, ec.polygonOffsetUnits);
gl.uniform1i(shu.u_texture, 0);
gl.uniformMatrix4fv(shu.viewMatrix, false, r.activeCamera!.getViewMatrix());
gl.uniformMatrix4fv(shu.projectionMatrix, false, r.activeCamera!.getProjectionMatrix());
gl.uniform3fv(shu.eyePositionHigh, r.activeCamera!.eyeHigh);
gl.uniform3fv(shu.eyePositionLow, r.activeCamera!.eyeLow);
gl.uniform3fv(shu.uScaleByDistance, ec.scaleByDistance);
gl.uniform1f(shu.opacity, ec._fadingOpacity);
gl.bindBuffer(gl.ARRAY_BUFFER, this._texCoordBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_texCoord, this._texCoordBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_vertices, this._vertexBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._positionHighBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_positionsHigh, this._positionHighBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._positionLowBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_positionsLow, this._positionLowBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._rgbaBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_rgba, this._rgbaBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._sizeBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_size, this._sizeBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._offsetBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_offset, this._offsetBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.uniform1f(shu.planetRadius, (ec.renderNode as Planet)._planetRadius2 || 0);
gl.uniform2fv(shu.viewport, [h.canvas!.clientWidth, h.canvas!.clientHeight]);
gl.bindBuffer(gl.ARRAY_BUFFER, this._rotationBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_rotation, this._rotationBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, this._vertexBuffer!.numItems);
gl.enable(gl.CULL_FACE);
}
protected _pickingPASS() {
let r = this._renderer!;
let h = r.handler;
h.programs.billboardPicking.activate();
let sh = h.programs.billboardPicking._program;
let sha = sh.attributes,
shu = sh.uniforms;
let gl = h.gl!,
ec = this._entityCollection;
gl.disable(gl.CULL_FACE);
gl.uniform1f(shu.depthOffset, ec.polygonOffsetUnits);
gl.uniformMatrix4fv(shu.viewMatrix, false, r.activeCamera!.getViewMatrix());
gl.uniformMatrix4fv(shu.projectionMatrix, false, r.activeCamera!.getProjectionMatrix());
gl.uniform3fv(shu.eyePositionHigh, r.activeCamera!.eyeHigh);
gl.uniform3fv(shu.eyePositionLow, r.activeCamera!.eyeLow);
gl.uniform3fv(shu.uScaleByDistance, ec.scaleByDistance);
gl.uniform1f(shu.opacity, ec._fadingOpacity);
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_vertices, this._vertexBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._positionHighBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_positionsHigh, this._positionHighBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._positionLowBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_positionsLow, this._positionLowBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._pickingColorBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_rgba, this._pickingColorBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._sizeBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_size, this._sizeBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this._offsetBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_offset, this._offsetBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.uniform1f(shu.planetRadius, (ec.renderNode as Planet)._planetRadius2 || 0);
gl.uniform2fv(shu.viewport, [h.canvas!.clientWidth, h.canvas!.clientHeight]);
gl.bindBuffer(gl.ARRAY_BUFFER, this._rotationBuffer as WebGLBuffer);
gl.vertexAttribPointer(sha.a_rotation, this._rotationBuffer!.itemSize, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, this._vertexBuffer!.numItems);
gl.enable(gl.CULL_FACE);
}
public draw() {
if (this._billboards.length) {
this.update();
this._displayPASS();
}
}
public drawPicking() {
if (this._billboards.length && this.pickingEnabled) {
this._pickingPASS();
}
}
public reindexBillboardsArray(startIndex: number) {
let b = this._billboards;
for (let i = startIndex; i < b.length; i++) {
b[i]._handlerIndex = i;
}
}
protected _removeBillboard(billboard: BaseBillboard) {
let bi = billboard._handlerIndex;
this._billboards.splice(bi, 1);
let i = bi * 24;
this._rgbaArr = spliceTypedArray(this._rgbaArr, i, 24) as Float32Array;
i = bi * 18;
this._positionHighArr = spliceTypedArray(this._positionHighArr, i, 18) as Float32Array;
this._positionLowArr = spliceTypedArray(this._positionLowArr, i, 18) as Float32Array;
this._offsetArr = spliceTypedArray(this._offsetArr, i, 18) as Float32Array;
//this._alignedAxisArr = spliceTypedArray(this._alignedAxisArr, i, 18) as Float32Array;
this._pickingColorArr = spliceTypedArray(this._pickingColorArr, i, 18) as Float32Array;
i = bi * 12;
this._vertexArr = spliceTypedArray(this._vertexArr, i, 12) as Float32Array;
this._sizeArr = spliceTypedArray(this._sizeArr, i, 12) as Float32Array;
this._texCoordArr = spliceTypedArray(this._texCoordArr, i, 12) as Float32Array;
i = bi * 6;
this._rotationArr = spliceTypedArray(this._rotationArr, i, 6) as Float32Array;
this.reindexBillboardsArray(bi);
this.refresh();
billboard._handlerIndex = -1;
billboard._handler = null;
billboard._isReady = false;
billboard._lockId = LOCK_FREE;
}
public setAlignedAxisArr(index: number, alignedAxis: Vec3) {
//...
}
public remove(billboard: BaseBillboard) {
if (billboard._handler) {
if (billboard._isReady && this.__id === billboard._handler.__id) {
this._removeBillboard(billboard);
} else {
billboard._handler = null;
}
}
}
public setPositionArr(index: number, positionHigh: Vec3, positionLow: Vec3) {
let i = index * 18;
// High
let a = this._positionHighArr,
x = positionHigh.x,
y = positionHigh.y,
z = positionHigh.z;
a[i] = x;
a[i + 1] = y;
a[i + 2] = z;
a[i + 3] = x;
a[i + 4] = y;
a[i + 5] = z;
a[i + 6] = x;
a[i + 7] = y;
a[i + 8] = z;
a[i + 9] = x;
a[i + 10] = y;
a[i + 11] = z;
a[i + 12] = x;
a[i + 13] = y;
a[i + 14] = z;
a[i + 15] = x;
a[i + 16] = y;
a[i + 17] = z;
// Low
a = this._positionLowArr;
x = positionLow.x;
y = positionLow.y;
z = positionLow.z;
a[i] = x;
a[i + 1] = y;
a[i + 2] = z;
a[i + 3] = x;
a[i + 4] = y;
a[i + 5] = z;
a[i + 6] = x;
a[i + 7] = y;
a[i + 8] = z;
a[i + 9] = x;
a[i + 10] = y;
a[i + 11] = z;
a[i + 12] = x;
a[i + 13] = y;
a[i + 14] = z;
a[i + 15] = x;
a[i + 16] = y;
a[i + 17] = z;
this._changedBuffers[POSITION_BUFFER] = true;
}
public setPickingColorArr(index: number, color: Vec3) {
let i = index * 18;
let a = this._pickingColorArr,
x = color.x / 255,
y = color.y / 255,
z = color.z / 255;
a[i] = x;
a[i + 1] = y;
a[i + 2] = z;
a[i + 3] = x;
a[i + 4] = y;
a[i + 5] = z;
a[i + 6] = x;
a[i + 7] = y;
a[i + 8] = z;
a[i + 9] = x;
a[i + 10] = y;
a[i + 11] = z;
a[i + 12] = x;
a[i + 13] = y;
a[i + 14] = z;
a[i + 15] = x;
a[i + 16] = y;
a[i + 17] = z;
this._changedBuffers[PICKINGCOLOR_BUFFER] = true;
}
public setSizeArr(index: number, width: number, height: number) {
let i = index * 12;
let a = this._sizeArr,
x = width,
y = height;
a[i] = x;
a[i + 1] = y;
a[i + 2] = x;
a[i + 3] = y;
a[i + 4] = x;
a[i + 5] = y;
a[i + 6] = x;
a[i + 7] = y;
a[i + 8] = x;
a[i + 9] = y;
a[i + 10] = x;
a[i + 11] = y;
this._changedBuffers[SIZE_BUFFER] = true;
}
public setOffsetArr(index: number, offset: Vec3) {
let i = index * 18;
let a = this._offsetArr,
x = offset.x,
y = offset.y,
z = offset.z;
a[i] = x;
a[i + 1] = y;
a[i + 2] = z;
a[i + 3] = x;
a[i + 4] = y;
a[i + 5] = z;
a[i + 6] = x;
a[i + 7] = y;
a[i + 8] = z;
a[i + 9] = x;
a[i + 10] = y;
a[i + 11] = z;
a[i + 12] = x;
a[i + 13] = y;
a[i + 14] = z;
a[i + 15] = x;
a[i + 16] = y;
a[i + 17] = z;
this._changedBuffers[OFFSET_BUFFER] = true;
}
public setRgbaArr(index: number, rgba: Vec4) {
let i = index * 24;
let a = this._rgbaArr,
x = rgba.x,
y = rgba.y,
z = rgba.z,
w = rgba.w;
a[i] = x;
a[i + 1] = y;
a[i + 2] = z;
a[i + 3] = w;
a[i + 4] = x;
a[i + 5] = y;
a[i + 6] = z;
a[i + 7] = w;
a[i + 8] = x;
a[i + 9] = y;
a[i + 10] = z;
a[i + 11] = w;
a[i + 12] = x;
a[i + 13] = y;
a[i + 14] = z;
a[i + 15] = w;
a[i + 16] = x;
a[i + 17] = y;
a[i + 18] = z;
a[i + 19] = w;
a[i + 20] = x;
a[i + 21] = y;
a[i + 22] = z;
a[i + 23] = w;
this._changedBuffers[RGBA_BUFFER] = true;
}
public setRotationArr(index: number, rotation: number) {
let i = index * 6;
let a = this._rotationArr;
a[i] = rotation;
a[i + 1] = rotation;
a[i + 2] = rotation;
a[i + 3] = rotation;
a[i + 4] = rotation;
a[i + 5] = rotation;
this._changedBuffers[ROTATION_BUFFER] = true;
}
public setTexCoordArr(index: number, tcoordArr: number[] | TypedArray) {
let i = index * 12;
let a = this._texCoordArr;
a[i] = tcoordArr[0];
a[i + 1] = tcoordArr[1];
a[i + 2] = tcoordArr[2];
a[i + 3] = tcoordArr[3];
a[i + 4] = tcoordArr[4];
a[i + 5] = tcoordArr[5];
a[i + 6] = tcoordArr[6];
a[i + 7] = tcoordArr[7];
a[i + 8] = tcoordArr[8];
a[i + 9] = tcoordArr[9];
a[i + 10] = tcoordArr[10];
a[i + 11] = tcoordArr[11];
this._changedBuffers[TEXCOORD_BUFFER] = true;
}
public setVisibility(index: number, visibility: boolean) {
let vArr: number[];
if (visibility) {
vArr = [-0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5];
} else {
vArr = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
}
this.setVertexArr(index, vArr);
}
public setVertexArr(index: number, vertexArr: number[] | Float32Array) {
let i = index * 12;
let a = this._vertexArr;
a[i] = vertexArr[0];
a[i + 1] = vertexArr[1];
a[i + 2] = vertexArr[2];
a[i + 3] = vertexArr[3];
a[i + 4] = vertexArr[4];
a[i + 5] = vertexArr[5];
a[i + 6] = vertexArr[6];
a[i + 7] = vertexArr[7];
a[i + 8] = vertexArr[8];
a[i + 9] = vertexArr[9];
a[i + 10] = vertexArr[10];
a[i + 11] = vertexArr[11];
this._changedBuffers[VERTEX_BUFFER] = true;
}
public createPositionBuffer() {
let h = this._renderer!.handler,
numItems = this._positionHighArr.length / 3;
if (!this._positionHighBuffer || this._positionHighBuffer.numItems !== numItems) {
h.gl!.deleteBuffer(this._positionHighBuffer as WebGLBuffer);
h.gl!.deleteBuffer(this._positionLowBuffer as WebGLBuffer);
this._positionHighBuffer = h.createStreamArrayBuffer(3, numItems);
this._positionLowBuffer = h.createStreamArrayBuffer(3, numItems);
}
h.setStreamArrayBuffer(this._positionHighBuffer!, this._positionHighArr);
h.setStreamArrayBuffer(this._positionLowBuffer!, this._positionLowArr);
}
public createSizeBuffer() {
let h = this._renderer!.handler;
h.gl!.deleteBuffer(this._sizeBuffer as WebGLBuffer);
this._sizeBuffer = h.createArrayBuffer(this._sizeArr, 2, this._sizeArr.length / 2);
}
public createOffsetBuffer() {
let h = this._renderer!.handler;
h.gl!.deleteBuffer(this._offsetBuffer as WebGLBuffer);
this._offsetBuffer = h.createArrayBuffer(this._offsetArr, 3, this._offsetArr.length / 3);
}
createRgbaBuffer() {
let h = this._renderer!.handler;
h.gl!.deleteBuffer(this._rgbaBuffer as WebGLBuffer);
this._rgbaBuffer = h.createArrayBuffer(this._rgbaArr, 4, this._rgbaArr.length / 4);
}
public createRotationBuffer() {
let h = this._renderer!.handler;
if (!this._rotationBuffer || this._rotationBuffer.numItems !== this._rotationArr.length) {
h.gl!.deleteBuffer(this._rotationBuffer as WebGLBuffer);
this._rotationBuffer = h.createStreamArrayBuffer(1, this._rotationArr.length);
}
h.setStreamArrayBuffer(this._rotationBuffer, this._rotationArr);
}
public createVertexBuffer() {
let h = this._renderer!.handler;
h.gl!.deleteBuffer(this._vertexBuffer as WebGLBuffer);
this._vertexBuffer = h.createArrayBuffer(this._vertexArr, 2, this._vertexArr.length / 2);
}
public createTexCoordBuffer() {
let h = this._renderer!.handler;
h.gl!.deleteBuffer(this._texCoordBuffer as WebGLBuffer);
this._texCoordBuffer = h.createArrayBuffer(this._texCoordArr, 2, this._texCoordArr.length / 2);
}
//createAlignedAxisBuffer() {
// var h = this._renderer.handler;
// h.gl.deleteBuffer(this._alignedAxisBuffer);
// this._alignedAxisBuffer = h.createArrayBuffer(
// this._alignedAxisArr,
// 3,
// this._alignedAxisArr.length / 3
// );
//}
public createPickingColorBuffer() {
let h = this._renderer!.handler;
h.gl!.deleteBuffer(this._pickingColorBuffer as WebGLBuffer);
this._pickingColorBuffer = h.createArrayBuffer(this._pickingColorArr, 3, this._pickingColorArr.length / 3);
}
public refreshTexCoordsArr() {
}
}
export {BaseBillboardHandler};