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| /** | |
| * @author tschw | |
| * @author Mugen87 / https://github.com/Mugen87 | |
| * @author mrdoob / http://mrdoob.com/ | |
| * | |
| * Uniforms of a program. | |
| * Those form a tree structure with a special top-level container for the root, | |
| * which you get by calling 'new WebGLUniforms( gl, program )'. | |
| * | |
| * | |
| * Properties of inner nodes including the top-level container: | |
| * | |
| * .seq - array of nested uniforms | |
| * .map - nested uniforms by name | |
| * | |
| * | |
| * Methods of all nodes except the top-level container: | |
| * | |
| * .setValue( gl, value, [textures] ) | |
| * | |
| * uploads a uniform value(s) | |
| * the 'textures' parameter is needed for sampler uniforms | |
| * | |
| * | |
| * Static methods of the top-level container (textures factorizations): | |
| * | |
| * .upload( gl, seq, values, textures ) | |
| * | |
| * sets uniforms in 'seq' to 'values[id].value' | |
| * | |
| * .seqWithValue( seq, values ) : filteredSeq | |
| * | |
| * filters 'seq' entries with corresponding entry in values | |
| * | |
| * | |
| * Methods of the top-level container (textures factorizations): | |
| * | |
| * .setValue( gl, name, value, textures ) | |
| * | |
| * sets uniform with name 'name' to 'value' | |
| * | |
| * .setOptional( gl, obj, prop ) | |
| * | |
| * like .set for an optional property of the object | |
| * | |
| */ | |
| import { CubeTexture } from '../../textures/CubeTexture.js'; | |
| import { Texture } from '../../textures/Texture.js'; | |
| import { DataTexture2DArray } from '../../textures/DataTexture2DArray.js'; | |
| import { DataTexture3D } from '../../textures/DataTexture3D.js'; | |
| var emptyTexture = new Texture(); | |
| var emptyTexture2dArray = new DataTexture2DArray(); | |
| var emptyTexture3d = new DataTexture3D(); | |
| var emptyCubeTexture = new CubeTexture(); | |
| // --- Utilities --- | |
| // Array Caches (provide typed arrays for temporary by size) | |
| var arrayCacheF32 = []; | |
| var arrayCacheI32 = []; | |
| // Float32Array caches used for uploading Matrix uniforms | |
| var mat4array = new Float32Array( 16 ); | |
| var mat3array = new Float32Array( 9 ); | |
| var mat2array = new Float32Array( 4 ); | |
| // Flattening for arrays of vectors and matrices | |
| function flatten( array, nBlocks, blockSize ) { | |
| var firstElem = array[ 0 ]; | |
| if ( firstElem <= 0 || firstElem > 0 ) return array; | |
| // unoptimized: ! isNaN( firstElem ) | |
| // see http://jacksondunstan.com/articles/983 | |
| var n = nBlocks * blockSize, | |
| r = arrayCacheF32[ n ]; | |
| if ( r === undefined ) { | |
| r = new Float32Array( n ); | |
| arrayCacheF32[ n ] = r; | |
| } | |
| if ( nBlocks !== 0 ) { | |
| firstElem.toArray( r, 0 ); | |
| for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { | |
| offset += blockSize; | |
| array[ i ].toArray( r, offset ); | |
| } | |
| } | |
| return r; | |
| } | |
| function arraysEqual( a, b ) { | |
| if ( a.length !== b.length ) return false; | |
| for ( var i = 0, l = a.length; i < l; i ++ ) { | |
| if ( a[ i ] !== b[ i ] ) return false; | |
| } | |
| return true; | |
| } | |
| function copyArray( a, b ) { | |
| for ( var i = 0, l = b.length; i < l; i ++ ) { | |
| a[ i ] = b[ i ]; | |
| } | |
| } | |
| // Texture unit allocation | |
| function allocTexUnits( textures, n ) { | |
| var r = arrayCacheI32[ n ]; | |
| if ( r === undefined ) { | |
| r = new Int32Array( n ); | |
| arrayCacheI32[ n ] = r; | |
| } | |
| for ( var i = 0; i !== n; ++ i ) | |
| r[ i ] = textures.allocateTextureUnit(); | |
| return r; | |
| } | |
| // --- Setters --- | |
| // Note: Defining these methods externally, because they come in a bunch | |
| // and this way their names minify. | |
| // Single scalar | |
| function setValue1f( gl, v ) { | |
| var cache = this.cache; | |
| if ( cache[ 0 ] === v ) return; | |
| gl.uniform1f( this.addr, v ); | |
| cache[ 0 ] = v; | |
| } | |
| function setValue1i( gl, v ) { | |
| var cache = this.cache; | |
| if ( cache[ 0 ] === v ) return; | |
| gl.uniform1i( this.addr, v ); | |
| cache[ 0 ] = v; | |
| } | |
| // Single float vector (from flat array or THREE.VectorN) | |
| function setValue2fv( gl, v ) { | |
| var cache = this.cache; | |
| if ( v.x !== undefined ) { | |
| if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { | |
| gl.uniform2f( this.addr, v.x, v.y ); | |
| cache[ 0 ] = v.x; | |
| cache[ 1 ] = v.y; | |
| } | |
| } else { | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniform2fv( this.addr, v ); | |
| copyArray( cache, v ); | |
| } | |
| } | |
| function setValue3fv( gl, v ) { | |
| var cache = this.cache; | |
| if ( v.x !== undefined ) { | |
| if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { | |
| gl.uniform3f( this.addr, v.x, v.y, v.z ); | |
| cache[ 0 ] = v.x; | |
| cache[ 1 ] = v.y; | |
| cache[ 2 ] = v.z; | |
| } | |
| } else if ( v.r !== undefined ) { | |
| if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { | |
| gl.uniform3f( this.addr, v.r, v.g, v.b ); | |
| cache[ 0 ] = v.r; | |
| cache[ 1 ] = v.g; | |
| cache[ 2 ] = v.b; | |
| } | |
| } else { | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniform3fv( this.addr, v ); | |
| copyArray( cache, v ); | |
| } | |
| } | |
| function setValue4fv( gl, v ) { | |
| var cache = this.cache; | |
| if ( v.x !== undefined ) { | |
| if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { | |
| gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); | |
| cache[ 0 ] = v.x; | |
| cache[ 1 ] = v.y; | |
| cache[ 2 ] = v.z; | |
| cache[ 3 ] = v.w; | |
| } | |
| } else { | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniform4fv( this.addr, v ); | |
| copyArray( cache, v ); | |
| } | |
| } | |
| // Single matrix (from flat array or MatrixN) | |
| function setValue2fm( gl, v ) { | |
| var cache = this.cache; | |
| var elements = v.elements; | |
| if ( elements === undefined ) { | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniformMatrix2fv( this.addr, false, v ); | |
| copyArray( cache, v ); | |
| } else { | |
| if ( arraysEqual( cache, elements ) ) return; | |
| mat2array.set( elements ); | |
| gl.uniformMatrix2fv( this.addr, false, mat2array ); | |
| copyArray( cache, elements ); | |
| } | |
| } | |
| function setValue3fm( gl, v ) { | |
| var cache = this.cache; | |
| var elements = v.elements; | |
| if ( elements === undefined ) { | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniformMatrix3fv( this.addr, false, v ); | |
| copyArray( cache, v ); | |
| } else { | |
| if ( arraysEqual( cache, elements ) ) return; | |
| mat3array.set( elements ); | |
| gl.uniformMatrix3fv( this.addr, false, mat3array ); | |
| copyArray( cache, elements ); | |
| } | |
| } | |
| function setValue4fm( gl, v ) { | |
| var cache = this.cache; | |
| var elements = v.elements; | |
| if ( elements === undefined ) { | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniformMatrix4fv( this.addr, false, v ); | |
| copyArray( cache, v ); | |
| } else { | |
| if ( arraysEqual( cache, elements ) ) return; | |
| mat4array.set( elements ); | |
| gl.uniformMatrix4fv( this.addr, false, mat4array ); | |
| copyArray( cache, elements ); | |
| } | |
| } | |
| // Single texture (2D / Cube) | |
| function setValueT1( gl, v, textures ) { | |
| var cache = this.cache; | |
| var unit = textures.allocateTextureUnit(); | |
| if ( cache[ 0 ] !== unit ) { | |
| gl.uniform1i( this.addr, unit ); | |
| cache[ 0 ] = unit; | |
| } | |
| textures.safeSetTexture2D( v || emptyTexture, unit ); | |
| } | |
| function setValueT2DArray1( gl, v, textures ) { | |
| var cache = this.cache; | |
| var unit = textures.allocateTextureUnit(); | |
| if ( cache[ 0 ] !== unit ) { | |
| gl.uniform1i( this.addr, unit ); | |
| cache[ 0 ] = unit; | |
| } | |
| textures.setTexture2DArray( v || emptyTexture2dArray, unit ); | |
| } | |
| function setValueT3D1( gl, v, textures ) { | |
| var cache = this.cache; | |
| var unit = textures.allocateTextureUnit(); | |
| if ( cache[ 0 ] !== unit ) { | |
| gl.uniform1i( this.addr, unit ); | |
| cache[ 0 ] = unit; | |
| } | |
| textures.setTexture3D( v || emptyTexture3d, unit ); | |
| } | |
| function setValueT6( gl, v, textures ) { | |
| var cache = this.cache; | |
| var unit = textures.allocateTextureUnit(); | |
| if ( cache[ 0 ] !== unit ) { | |
| gl.uniform1i( this.addr, unit ); | |
| cache[ 0 ] = unit; | |
| } | |
| textures.safeSetTextureCube( v || emptyCubeTexture, unit ); | |
| } | |
| // Integer / Boolean vectors or arrays thereof (always flat arrays) | |
| function setValue2iv( gl, v ) { | |
| var cache = this.cache; | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniform2iv( this.addr, v ); | |
| copyArray( cache, v ); | |
| } | |
| function setValue3iv( gl, v ) { | |
| var cache = this.cache; | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniform3iv( this.addr, v ); | |
| copyArray( cache, v ); | |
| } | |
| function setValue4iv( gl, v ) { | |
| var cache = this.cache; | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniform4iv( this.addr, v ); | |
| copyArray( cache, v ); | |
| } | |
| // Helper to pick the right setter for the singular case | |
| function getSingularSetter( type ) { | |
| switch ( type ) { | |
| case 0x1406: return setValue1f; // FLOAT | |
| case 0x8b50: return setValue2fv; // _VEC2 | |
| case 0x8b51: return setValue3fv; // _VEC3 | |
| case 0x8b52: return setValue4fv; // _VEC4 | |
| case 0x8b5a: return setValue2fm; // _MAT2 | |
| case 0x8b5b: return setValue3fm; // _MAT3 | |
| case 0x8b5c: return setValue4fm; // _MAT4 | |
| case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES | |
| case 0x8b5f: return setValueT3D1; // SAMPLER_3D | |
| case 0x8b60: return setValueT6; // SAMPLER_CUBE | |
| case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY | |
| case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL | |
| case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 | |
| case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 | |
| case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 | |
| } | |
| } | |
| // Array of scalars | |
| function setValue1fv( gl, v ) { | |
| var cache = this.cache; | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniform1fv( this.addr, v ); | |
| copyArray( cache, v ); | |
| } | |
| function setValue1iv( gl, v ) { | |
| var cache = this.cache; | |
| if ( arraysEqual( cache, v ) ) return; | |
| gl.uniform1iv( this.addr, v ); | |
| copyArray( cache, v ); | |
| } | |
| // Array of vectors (flat or from THREE classes) | |
| function setValueV2a( gl, v ) { | |
| var cache = this.cache; | |
| var data = flatten( v, this.size, 2 ); | |
| if ( arraysEqual( cache, data ) ) return; | |
| gl.uniform2fv( this.addr, data ); | |
| this.updateCache( data ); | |
| } | |
| function setValueV3a( gl, v ) { | |
| var cache = this.cache; | |
| var data = flatten( v, this.size, 3 ); | |
| if ( arraysEqual( cache, data ) ) return; | |
| gl.uniform3fv( this.addr, data ); | |
| this.updateCache( data ); | |
| } | |
| function setValueV4a( gl, v ) { | |
| var cache = this.cache; | |
| var data = flatten( v, this.size, 4 ); | |
| if ( arraysEqual( cache, data ) ) return; | |
| gl.uniform4fv( this.addr, data ); | |
| this.updateCache( data ); | |
| } | |
| // Array of matrices (flat or from THREE clases) | |
| function setValueM2a( gl, v ) { | |
| var cache = this.cache; | |
| var data = flatten( v, this.size, 4 ); | |
| if ( arraysEqual( cache, data ) ) return; | |
| gl.uniformMatrix2fv( this.addr, false, data ); | |
| this.updateCache( data ); | |
| } | |
| function setValueM3a( gl, v ) { | |
| var cache = this.cache; | |
| var data = flatten( v, this.size, 9 ); | |
| if ( arraysEqual( cache, data ) ) return; | |
| gl.uniformMatrix3fv( this.addr, false, data ); | |
| this.updateCache( data ); | |
| } | |
| function setValueM4a( gl, v ) { | |
| var cache = this.cache; | |
| var data = flatten( v, this.size, 16 ); | |
| if ( arraysEqual( cache, data ) ) return; | |
| gl.uniformMatrix4fv( this.addr, false, data ); | |
| this.updateCache( data ); | |
| } | |
| // Array of textures (2D / Cube) | |
| function setValueT1a( gl, v, textures ) { | |
| var cache = this.cache; | |
| var n = v.length; | |
| var units = allocTexUnits( textures, n ); | |
| if ( arraysEqual( cache, units ) === false ) { | |
| gl.uniform1iv( this.addr, units ); | |
| copyArray( cache, units ); | |
| } | |
| for ( var i = 0; i !== n; ++ i ) { | |
| textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] ); | |
| } | |
| } | |
| function setValueT6a( gl, v, textures ) { | |
| var cache = this.cache; | |
| var n = v.length; | |
| var units = allocTexUnits( textures, n ); | |
| if ( arraysEqual( cache, units ) === false ) { | |
| gl.uniform1iv( this.addr, units ); | |
| copyArray( cache, units ); | |
| } | |
| for ( var i = 0; i !== n; ++ i ) { | |
| textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); | |
| } | |
| } | |
| // Helper to pick the right setter for a pure (bottom-level) array | |
| function getPureArraySetter( type ) { | |
| switch ( type ) { | |
| case 0x1406: return setValue1fv; // FLOAT | |
| case 0x8b50: return setValueV2a; // _VEC2 | |
| case 0x8b51: return setValueV3a; // _VEC3 | |
| case 0x8b52: return setValueV4a; // _VEC4 | |
| case 0x8b5a: return setValueM2a; // _MAT2 | |
| case 0x8b5b: return setValueM3a; // _MAT3 | |
| case 0x8b5c: return setValueM4a; // _MAT4 | |
| case 0x8b5e: return setValueT1a; // SAMPLER_2D | |
| case 0x8b60: return setValueT6a; // SAMPLER_CUBE | |
| case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL | |
| case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 | |
| case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 | |
| case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 | |
| } | |
| } | |
| // --- Uniform Classes --- | |
| function SingleUniform( id, activeInfo, addr ) { | |
| this.id = id; | |
| this.addr = addr; | |
| this.cache = []; | |
| this.setValue = getSingularSetter( activeInfo.type ); | |
| // this.path = activeInfo.name; // DEBUG | |
| } | |
| function PureArrayUniform( id, activeInfo, addr ) { | |
| this.id = id; | |
| this.addr = addr; | |
| this.cache = []; | |
| this.size = activeInfo.size; | |
| this.setValue = getPureArraySetter( activeInfo.type ); | |
| // this.path = activeInfo.name; // DEBUG | |
| } | |
| PureArrayUniform.prototype.updateCache = function ( data ) { | |
| var cache = this.cache; | |
| if ( data instanceof Float32Array && cache.length !== data.length ) { | |
| this.cache = new Float32Array( data.length ); | |
| } | |
| copyArray( cache, data ); | |
| }; | |
| function StructuredUniform( id ) { | |
| this.id = id; | |
| this.seq = []; | |
| this.map = {}; | |
| } | |
| StructuredUniform.prototype.setValue = function ( gl, value, textures ) { | |
| var seq = this.seq; | |
| for ( var i = 0, n = seq.length; i !== n; ++ i ) { | |
| var u = seq[ i ]; | |
| u.setValue( gl, value[ u.id ], textures ); | |
| } | |
| }; | |
| // --- Top-level --- | |
| // Parser - builds up the property tree from the path strings | |
| var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; | |
| // extracts | |
| // - the identifier (member name or array index) | |
| // - followed by an optional right bracket (found when array index) | |
| // - followed by an optional left bracket or dot (type of subscript) | |
| // | |
| // Note: These portions can be read in a non-overlapping fashion and | |
| // allow straightforward parsing of the hierarchy that WebGL encodes | |
| // in the uniform names. | |
| function addUniform( container, uniformObject ) { | |
| container.seq.push( uniformObject ); | |
| container.map[ uniformObject.id ] = uniformObject; | |
| } | |
| function parseUniform( activeInfo, addr, container ) { | |
| var path = activeInfo.name, | |
| pathLength = path.length; | |
| // reset RegExp object, because of the early exit of a previous run | |
| RePathPart.lastIndex = 0; | |
| while ( true ) { | |
| var match = RePathPart.exec( path ), | |
| matchEnd = RePathPart.lastIndex, | |
| id = match[ 1 ], | |
| idIsIndex = match[ 2 ] === ']', | |
| subscript = match[ 3 ]; | |
| if ( idIsIndex ) id = id | 0; // convert to integer | |
| if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { | |
| // bare name or "pure" bottom-level array "[0]" suffix | |
| addUniform( container, subscript === undefined ? | |
| new SingleUniform( id, activeInfo, addr ) : | |
| new PureArrayUniform( id, activeInfo, addr ) ); | |
| break; | |
| } else { | |
| // step into inner node / create it in case it doesn't exist | |
| var map = container.map, next = map[ id ]; | |
| if ( next === undefined ) { | |
| next = new StructuredUniform( id ); | |
| addUniform( container, next ); | |
| } | |
| container = next; | |
| } | |
| } | |
| } | |
| // Root Container | |
| function WebGLUniforms( gl, program ) { | |
| this.seq = []; | |
| this.map = {}; | |
| var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); | |
| for ( var i = 0; i < n; ++ i ) { | |
| var info = gl.getActiveUniform( program, i ), | |
| addr = gl.getUniformLocation( program, info.name ); | |
| parseUniform( info, addr, this ); | |
| } | |
| } | |
| WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) { | |
| var u = this.map[ name ]; | |
| if ( u !== undefined ) u.setValue( gl, value, textures ); | |
| }; | |
| WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { | |
| var v = object[ name ]; | |
| if ( v !== undefined ) this.setValue( gl, name, v ); | |
| }; | |
| // Static interface | |
| WebGLUniforms.upload = function ( gl, seq, values, textures ) { | |
| for ( var i = 0, n = seq.length; i !== n; ++ i ) { | |
| var u = seq[ i ], | |
| v = values[ u.id ]; | |
| if ( v.needsUpdate !== false ) { | |
| // note: always updating when .needsUpdate is undefined | |
| u.setValue( gl, v.value, textures ); | |
| } | |
| } | |
| }; | |
| WebGLUniforms.seqWithValue = function ( seq, values ) { | |
| var r = []; | |
| for ( var i = 0, n = seq.length; i !== n; ++ i ) { | |
| var u = seq[ i ]; | |
| if ( u.id in values ) r.push( u ); | |
| } | |
| return r; | |
| }; | |
| export { WebGLUniforms }; | |