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642 lines
14 KiB
JavaScript
642 lines
14 KiB
JavaScript
import Cartesian2 from "../Core/Cartesian2.js";
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import Cartesian3 from "../Core/Cartesian3.js";
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import Cartesian4 from "../Core/Cartesian4.js";
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import Color from "../Core/Color.js";
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import defined from "../Core/defined.js";
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import DeveloperError from "../Core/DeveloperError.js";
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import Matrix2 from "../Core/Matrix2.js";
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import Matrix3 from "../Core/Matrix3.js";
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import Matrix4 from "../Core/Matrix4.js";
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import RuntimeError from "../Core/RuntimeError.js";
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/**
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* @private
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* @constructor
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*/
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function createUniformArray(gl, activeUniform, uniformName, locations) {
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switch (activeUniform.type) {
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case gl.FLOAT:
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return new UniformArrayFloat(gl, activeUniform, uniformName, locations);
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case gl.FLOAT_VEC2:
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return new UniformArrayFloatVec2(
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gl,
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activeUniform,
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uniformName,
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locations
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);
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case gl.FLOAT_VEC3:
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return new UniformArrayFloatVec3(
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gl,
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activeUniform,
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uniformName,
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locations
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);
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case gl.FLOAT_VEC4:
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return new UniformArrayFloatVec4(
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gl,
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activeUniform,
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uniformName,
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locations
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);
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case gl.SAMPLER_2D:
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case gl.SAMPLER_CUBE:
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return new UniformArraySampler(gl, activeUniform, uniformName, locations);
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case gl.INT:
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case gl.BOOL:
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return new UniformArrayInt(gl, activeUniform, uniformName, locations);
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case gl.INT_VEC2:
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case gl.BOOL_VEC2:
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return new UniformArrayIntVec2(gl, activeUniform, uniformName, locations);
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case gl.INT_VEC3:
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case gl.BOOL_VEC3:
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return new UniformArrayIntVec3(gl, activeUniform, uniformName, locations);
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case gl.INT_VEC4:
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case gl.BOOL_VEC4:
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return new UniformArrayIntVec4(gl, activeUniform, uniformName, locations);
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case gl.FLOAT_MAT2:
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return new UniformArrayMat2(gl, activeUniform, uniformName, locations);
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case gl.FLOAT_MAT3:
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return new UniformArrayMat3(gl, activeUniform, uniformName, locations);
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case gl.FLOAT_MAT4:
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return new UniformArrayMat4(gl, activeUniform, uniformName, locations);
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default:
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throw new RuntimeError(
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"Unrecognized uniform type: " +
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activeUniform.type +
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' for uniform "' +
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uniformName +
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'".'
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);
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}
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}
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/**
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* @private
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* @constructor
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*/
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function UniformArrayFloat(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Float32Array(length);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayFloat.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (v !== arraybuffer[i]) {
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arraybuffer[i] = v;
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changed = true;
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}
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}
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if (changed) {
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this._gl.uniform1fv(this._location, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayFloatVec2(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Float32Array(length * 2);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayFloatVec2.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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var j = 0;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (!Cartesian2.equalsArray(v, arraybuffer, j)) {
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Cartesian2.pack(v, arraybuffer, j);
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changed = true;
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}
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j += 2;
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}
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if (changed) {
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this._gl.uniform2fv(this._location, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayFloatVec3(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Float32Array(length * 3);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayFloatVec3.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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var j = 0;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (defined(v.red)) {
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if (
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v.red !== arraybuffer[j] ||
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v.green !== arraybuffer[j + 1] ||
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v.blue !== arraybuffer[j + 2]
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) {
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arraybuffer[j] = v.red;
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arraybuffer[j + 1] = v.green;
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arraybuffer[j + 2] = v.blue;
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changed = true;
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}
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} else if (defined(v.x)) {
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if (!Cartesian3.equalsArray(v, arraybuffer, j)) {
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Cartesian3.pack(v, arraybuffer, j);
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changed = true;
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}
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} else {
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//>>includeStart('debug', pragmas.debug);
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throw new DeveloperError("Invalid vec3 value.");
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//>>includeEnd('debug');
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}
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j += 3;
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}
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if (changed) {
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this._gl.uniform3fv(this._location, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayFloatVec4(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Float32Array(length * 4);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayFloatVec4.prototype.set = function () {
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// PERFORMANCE_IDEA: if it is a common case that only a few elements
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// in a uniform array change, we could use heuristics to determine
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// when it is better to call uniform4f for each element that changed
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// vs. call uniform4fv once to set the entire array. This applies
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// to all uniform array types, not just vec4. We might not care
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// once we have uniform buffers since that will be the fast path.
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// PERFORMANCE_IDEA: Micro-optimization (I bet it works though):
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// As soon as changed is true, break into a separate loop that
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// does the copy without the equals check.
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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var j = 0;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (defined(v.red)) {
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if (!Color.equalsArray(v, arraybuffer, j)) {
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Color.pack(v, arraybuffer, j);
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changed = true;
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}
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} else if (defined(v.x)) {
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if (!Cartesian4.equalsArray(v, arraybuffer, j)) {
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Cartesian4.pack(v, arraybuffer, j);
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changed = true;
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}
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} else {
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//>>includeStart('debug', pragmas.debug);
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throw new DeveloperError("Invalid vec4 value.");
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//>>includeEnd('debug');
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}
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j += 4;
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}
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if (changed) {
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this._gl.uniform4fv(this._location, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArraySampler(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Float32Array(length);
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this._gl = gl;
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this._locations = locations;
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this.textureUnitIndex = undefined;
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}
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UniformArraySampler.prototype.set = function () {
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var gl = this._gl;
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var textureUnitIndex = gl.TEXTURE0 + this.textureUnitIndex;
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var value = this.value;
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var length = value.length;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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gl.activeTexture(textureUnitIndex + i);
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gl.bindTexture(v._target, v._texture);
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}
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};
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UniformArraySampler.prototype._setSampler = function (textureUnitIndex) {
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this.textureUnitIndex = textureUnitIndex;
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var locations = this._locations;
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var length = locations.length;
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for (var i = 0; i < length; ++i) {
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var index = textureUnitIndex + i;
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this._gl.uniform1i(locations[i], index);
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}
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return textureUnitIndex + length;
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayInt(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Int32Array(length);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayInt.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (v !== arraybuffer[i]) {
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arraybuffer[i] = v;
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changed = true;
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}
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}
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if (changed) {
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this._gl.uniform1iv(this._location, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayIntVec2(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Int32Array(length * 2);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayIntVec2.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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var j = 0;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (!Cartesian2.equalsArray(v, arraybuffer, j)) {
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Cartesian2.pack(v, arraybuffer, j);
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changed = true;
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}
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j += 2;
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}
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if (changed) {
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this._gl.uniform2iv(this._location, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayIntVec3(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Int32Array(length * 3);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayIntVec3.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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var j = 0;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (!Cartesian3.equalsArray(v, arraybuffer, j)) {
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Cartesian3.pack(v, arraybuffer, j);
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changed = true;
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}
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j += 3;
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}
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if (changed) {
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this._gl.uniform3iv(this._location, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayIntVec4(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Int32Array(length * 4);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayIntVec4.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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var j = 0;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (!Cartesian4.equalsArray(v, arraybuffer, j)) {
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Cartesian4.pack(v, arraybuffer, j);
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changed = true;
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}
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j += 4;
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}
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if (changed) {
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this._gl.uniform4iv(this._location, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayMat2(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Float32Array(length * 4);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayMat2.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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var j = 0;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (!Matrix2.equalsArray(v, arraybuffer, j)) {
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Matrix2.pack(v, arraybuffer, j);
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changed = true;
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}
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j += 4;
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}
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if (changed) {
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this._gl.uniformMatrix2fv(this._location, false, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayMat3(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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|
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Float32Array(length * 9);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayMat3.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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var j = 0;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (!Matrix3.equalsArray(v, arraybuffer, j)) {
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Matrix3.pack(v, arraybuffer, j);
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changed = true;
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}
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j += 9;
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}
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if (changed) {
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this._gl.uniformMatrix3fv(this._location, false, arraybuffer);
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}
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};
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///////////////////////////////////////////////////////////////////////////
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/**
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* @private
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* @constructor
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*/
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function UniformArrayMat4(gl, activeUniform, uniformName, locations) {
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var length = locations.length;
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|
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/**
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* @type {String}
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* @readonly
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*/
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this.name = uniformName;
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this.value = new Array(length);
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this._value = new Float32Array(length * 16);
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this._gl = gl;
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this._location = locations[0];
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}
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UniformArrayMat4.prototype.set = function () {
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var value = this.value;
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var length = value.length;
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var arraybuffer = this._value;
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var changed = false;
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var j = 0;
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for (var i = 0; i < length; ++i) {
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var v = value[i];
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if (!Matrix4.equalsArray(v, arraybuffer, j)) {
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Matrix4.pack(v, arraybuffer, j);
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changed = true;
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}
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j += 16;
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}
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if (changed) {
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this._gl.uniformMatrix4fv(this._location, false, arraybuffer);
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}
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};
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export default createUniformArray;
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