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import Color from '../style-spec/util/color';
import type Context from '../gl/context';
export type UniformValues<Us: Object>
= $Exact<$ObjMap<Us, <V>(u: Uniform<V>) => V>>;
export type UniformLocations = {[_: string]: WebGLUniformLocation};
class Uniform<T> {
gl: WebGLRenderingContext;
location: ?WebGLUniformLocation;
current: T;
constructor(context: Context, location: WebGLUniformLocation) {
this.gl = context.gl;
this.location = location;
}
+set: (v: T) => void;
}
class Uniform1i extends Uniform<number> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = 0;
}
set(v: number): void {
if (this.current !== v) {
this.current = v;
this.gl.uniform1i(this.location, v);
}
}
}
class Uniform1f extends Uniform<number> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = 0;
}
set(v: number): void {
if (this.current !== v) {
this.current = v;
this.gl.uniform1f(this.location, v);
}
}
}
class Uniform2f extends Uniform<[number, number]> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = [0, 0];
}
set(v: [number, number]): void {
if (v[0] !== this.current[0] || v[1] !== this.current[1]) {
this.current = v;
this.gl.uniform2f(this.location, v[0], v[1]);
}
}
}
class Uniform3f extends Uniform<[number, number, number]> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = [0, 0, 0];
}
set(v: [number, number, number]): void {
if (v[0] !== this.current[0] || v[1] !== this.current[1] || v[2] !== this.current[2]) {
this.current = v;
this.gl.uniform3f(this.location, v[0], v[1], v[2]);
}
}
}
class Uniform4f extends Uniform<[number, number, number, number]> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = [0, 0, 0, 0];
}
set(v: [number, number, number, number]): void {
if (v[0] !== this.current[0] || v[1] !== this.current[1] ||
v[2] !== this.current[2] || v[3] !== this.current[3]) {
this.current = v;
this.gl.uniform4f(this.location, v[0], v[1], v[2], v[3]);
}
}
}
class UniformColor extends Uniform<Color> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = Color.transparent;
}
set(v: Color): void {
if (v.r !== this.current.r || v.g !== this.current.g ||
v.b !== this.current.b || v.a !== this.current.a) {
this.current = v;
this.gl.uniform4f(this.location, v.r, v.g, v.b, v.a);
}
}
}
const emptyMat4 = new Float32Array(16);
class UniformMatrix4f extends Uniform<Float32Array> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = emptyMat4;
}
set(v: Float32Array): void {
// The vast majority of matrix comparisons that will trip this set
// happen at i=12 or i=0, so we check those first to avoid lots of
// unnecessary iteration:
if (v[12] !== this.current[12] || v[0] !== this.current[0]) {
this.current = v;
this.gl.uniformMatrix4fv(this.location, false, v);
return;
}
for (let i = 1; i < 16; i++) {
if (v[i] !== this.current[i]) {
this.current = v;
this.gl.uniformMatrix4fv(this.location, false, v);
break;
}
}
}
}
export {
Uniform,
Uniform1i,
Uniform1f,
Uniform2f,
Uniform3f,
Uniform4f,
UniformColor,
UniformMatrix4f
};
export type UniformBindings = {[_: string]: Uniform<any>};
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