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JavaScript

import Cartesian2 from "../Core/Cartesian2.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartesian4 from "../Core/Cartesian4.js";
import Color from "../Core/Color.js";
import defined from "../Core/defined.js";
import DeveloperError from "../Core/DeveloperError.js";
import Matrix2 from "../Core/Matrix2.js";
import Matrix3 from "../Core/Matrix3.js";
import Matrix4 from "../Core/Matrix4.js";
import RuntimeError from "../Core/RuntimeError.js";
/**
* @private
* @constructor
*/
function createUniform(gl, activeUniform, uniformName, location) {
switch (activeUniform.type) {
case gl.FLOAT:
return new UniformFloat(gl, activeUniform, uniformName, location);
case gl.FLOAT_VEC2:
return new UniformFloatVec2(gl, activeUniform, uniformName, location);
case gl.FLOAT_VEC3:
return new UniformFloatVec3(gl, activeUniform, uniformName, location);
case gl.FLOAT_VEC4:
return new UniformFloatVec4(gl, activeUniform, uniformName, location);
case gl.SAMPLER_2D:
case gl.SAMPLER_CUBE:
return new UniformSampler(gl, activeUniform, uniformName, location);
case gl.INT:
case gl.BOOL:
return new UniformInt(gl, activeUniform, uniformName, location);
case gl.INT_VEC2:
case gl.BOOL_VEC2:
return new UniformIntVec2(gl, activeUniform, uniformName, location);
case gl.INT_VEC3:
case gl.BOOL_VEC3:
return new UniformIntVec3(gl, activeUniform, uniformName, location);
case gl.INT_VEC4:
case gl.BOOL_VEC4:
return new UniformIntVec4(gl, activeUniform, uniformName, location);
case gl.FLOAT_MAT2:
return new UniformMat2(gl, activeUniform, uniformName, location);
case gl.FLOAT_MAT3:
return new UniformMat3(gl, activeUniform, uniformName, location);
case gl.FLOAT_MAT4:
return new UniformMat4(gl, activeUniform, uniformName, location);
default:
throw new RuntimeError(
"Unrecognized uniform type: " +
activeUniform.type +
' for uniform "' +
uniformName +
'".'
);
}
}
/**
* @private
* @constructor
*/
function UniformFloat(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = 0.0;
this._gl = gl;
this._location = location;
}
UniformFloat.prototype.set = function () {
if (this.value !== this._value) {
this._value = this.value;
this._gl.uniform1f(this._location, this.value);
}
};
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformFloatVec2(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = new Cartesian2();
this._gl = gl;
this._location = location;
}
UniformFloatVec2.prototype.set = function () {
var v = this.value;
if (!Cartesian2.equals(v, this._value)) {
Cartesian2.clone(v, this._value);
this._gl.uniform2f(this._location, v.x, v.y);
}
};
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformFloatVec3(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = undefined;
this._gl = gl;
this._location = location;
}
UniformFloatVec3.prototype.set = function () {
var v = this.value;
if (defined(v.red)) {
if (!Color.equals(v, this._value)) {
this._value = Color.clone(v, this._value);
this._gl.uniform3f(this._location, v.red, v.green, v.blue);
}
} else if (defined(v.x)) {
if (!Cartesian3.equals(v, this._value)) {
this._value = Cartesian3.clone(v, this._value);
this._gl.uniform3f(this._location, v.x, v.y, v.z);
}
} else {
//>>includeStart('debug', pragmas.debug);
throw new DeveloperError(
'Invalid vec3 value for uniform "' + this.name + '".'
);
//>>includeEnd('debug');
}
};
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformFloatVec4(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = undefined;
this._gl = gl;
this._location = location;
}
UniformFloatVec4.prototype.set = function () {
var v = this.value;
if (defined(v.red)) {
if (!Color.equals(v, this._value)) {
this._value = Color.clone(v, this._value);
this._gl.uniform4f(this._location, v.red, v.green, v.blue, v.alpha);
}
} else if (defined(v.x)) {
if (!Cartesian4.equals(v, this._value)) {
this._value = Cartesian4.clone(v, this._value);
this._gl.uniform4f(this._location, v.x, v.y, v.z, v.w);
}
} else {
//>>includeStart('debug', pragmas.debug);
throw new DeveloperError(
'Invalid vec4 value for uniform "' + this.name + '".'
);
//>>includeEnd('debug');
}
};
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformSampler(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._gl = gl;
this._location = location;
this.textureUnitIndex = undefined;
}
UniformSampler.prototype.set = function () {
var gl = this._gl;
gl.activeTexture(gl.TEXTURE0 + this.textureUnitIndex);
var v = this.value;
gl.bindTexture(v._target, v._texture);
};
UniformSampler.prototype._setSampler = function (textureUnitIndex) {
this.textureUnitIndex = textureUnitIndex;
this._gl.uniform1i(this._location, textureUnitIndex);
return textureUnitIndex + 1;
};
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformInt(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = 0.0;
this._gl = gl;
this._location = location;
}
UniformInt.prototype.set = function () {
if (this.value !== this._value) {
this._value = this.value;
this._gl.uniform1i(this._location, this.value);
}
};
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformIntVec2(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = new Cartesian2();
this._gl = gl;
this._location = location;
}
UniformIntVec2.prototype.set = function () {
var v = this.value;
if (!Cartesian2.equals(v, this._value)) {
Cartesian2.clone(v, this._value);
this._gl.uniform2i(this._location, v.x, v.y);
}
};
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformIntVec3(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = new Cartesian3();
this._gl = gl;
this._location = location;
}
UniformIntVec3.prototype.set = function () {
var v = this.value;
if (!Cartesian3.equals(v, this._value)) {
Cartesian3.clone(v, this._value);
this._gl.uniform3i(this._location, v.x, v.y, v.z);
}
};
///////////////////////////////////////////////////////////////////////////
/**
* @private
* @constructor
*/
function UniformIntVec4(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = new Cartesian4();
this._gl = gl;
this._location = location;
}
UniformIntVec4.prototype.set = function () {
var v = this.value;
if (!Cartesian4.equals(v, this._value)) {
Cartesian4.clone(v, this._value);
this._gl.uniform4i(this._location, v.x, v.y, v.z, v.w);
}
};
///////////////////////////////////////////////////////////////////////////
var scratchUniformArray = new Float32Array(4);
/**
* @private
* @constructor
*/
function UniformMat2(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = new Matrix2();
this._gl = gl;
this._location = location;
}
UniformMat2.prototype.set = function () {
if (!Matrix2.equalsArray(this.value, this._value, 0)) {
Matrix2.clone(this.value, this._value);
var array = Matrix2.toArray(this.value, scratchUniformArray);
this._gl.uniformMatrix2fv(this._location, false, array);
}
};
///////////////////////////////////////////////////////////////////////////
var scratchMat3Array = new Float32Array(9);
/**
* @private
* @constructor
*/
function UniformMat3(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = new Matrix3();
this._gl = gl;
this._location = location;
}
UniformMat3.prototype.set = function () {
if (!Matrix3.equalsArray(this.value, this._value, 0)) {
Matrix3.clone(this.value, this._value);
var array = Matrix3.toArray(this.value, scratchMat3Array);
this._gl.uniformMatrix3fv(this._location, false, array);
}
};
///////////////////////////////////////////////////////////////////////////
var scratchMat4Array = new Float32Array(16);
/**
* @private
* @constructor
*/
function UniformMat4(gl, activeUniform, uniformName, location) {
/**
* @type {String}
* @readonly
*/
this.name = uniformName;
this.value = undefined;
this._value = new Matrix4();
this._gl = gl;
this._location = location;
}
UniformMat4.prototype.set = function () {
if (!Matrix4.equalsArray(this.value, this._value, 0)) {
Matrix4.clone(this.value, this._value);
var array = Matrix4.toArray(this.value, scratchMat4Array);
this._gl.uniformMatrix4fv(this._location, false, array);
}
};
export default createUniform;