class WebGLBufferRenderer { constructor( backend ) { this.gl = backend.gl; this.extensions = backend.extensions; this.info = backend.renderer.info; this.mode = null; this.index = 0; this.type = null; this.object = null; } render( start, count ) { const { gl, mode, object, type, info, index } = this; if ( index !== 0 ) { gl.drawElements( mode, count, type, start ); } else { gl.drawArrays( mode, start, count ); } info.update( object, count, mode, 1 ); } renderInstances( start, count, primcount ) { const { gl, mode, type, index, object, info } = this; if ( primcount === 0 ) return; if ( index !== 0 ) { gl.drawElementsInstanced( mode, count, type, start, primcount ); } else { gl.drawArraysInstanced( mode, start, count, primcount ); } info.update( object, count, mode, primcount ); } renderMultiDraw( starts, counts, drawCount ) { const { extensions, mode, object, info } = this; if ( drawCount === 0 ) return; const extension = extensions.get( 'WEBGL_multi_draw' ); if ( extension === null ) { for ( let i = 0; i < drawCount; i ++ ) { this.render( starts[ i ], counts[ i ] ); } } else { if ( this.index !== 0 ) { extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount ); } else { extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount ); } let elementCount = 0; for ( let i = 0; i < drawCount; i ++ ) { elementCount += counts[ i ]; } info.update( object, elementCount, mode, 1 ); } } renderMultiDrawInstances( starts, counts, drawCount, primcount ) { const { extensions, mode, object, info } = this; if ( drawCount === 0 ) return; const extension = extensions.get( 'WEBGL_multi_draw' ); if ( extension === null ) { for ( let i = 0; i < drawCount; i ++ ) { this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] ); } } else { if ( this.index !== 0 ) { extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount ); } else { extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount ); } let elementCount = 0; for ( let i = 0; i < drawCount; i ++ ) { elementCount += counts[ i ]; } for ( let i = 0; i < primcount.length; i ++ ) { info.update( object, elementCount, mode, primcount[ i ] ); } } } // } export { WebGLBufferRenderer };