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- /*global define*/
- define([
- '../Core/defined',
- '../Core/defineProperties',
- '../Core/DeveloperError',
- '../Core/FeatureDetection',
- '../Core/Cartesian2',
- '../Core/Cartesian3',
- '../Core/Cartesian4',
- '../Core/Color',
- '../Core/Matrix2',
- '../Core/Matrix3',
- '../Core/Matrix4',
- '../Core/RuntimeError'
- ], function(
- defined,
- defineProperties,
- DeveloperError,
- FeatureDetection,
- Cartesian2,
- Cartesian3,
- Cartesian4,
- Color,
- Matrix2,
- Matrix3,
- Matrix4,
- RuntimeError) {
- "use strict";
- /*global console*/
- var scratchUniformMatrix2;
- var scratchUniformMatrix3;
- var scratchUniformMatrix4;
- if (FeatureDetection.supportsTypedArrays()) {
- scratchUniformMatrix2 = new Float32Array(4);
- scratchUniformMatrix3 = new Float32Array(9);
- scratchUniformMatrix4 = new Float32Array(16);
- }
- /**
- * @private
- */
- var UniformArray = function(gl, activeUniform, uniformName, locations) {
- this._gl = gl;
- this._activeUniform = activeUniform;
- this._uniformName = uniformName;
- this.value = new Array(locations.length);
- this._value = new Array(locations.length);
- this._locations = locations;
- /**
- * @private
- */
- this.textureUnitIndex = undefined;
- var set;
- switch (activeUniform.type) {
- case gl.FLOAT:
- set = this.setFloat;
- break;
- case gl.FLOAT_VEC2:
- set = this.setFloatVec2;
- break;
- case gl.FLOAT_VEC3:
- set = this.setFloatVec3;
- break;
- case gl.FLOAT_VEC4:
- set = this.setFloatVec4;
- break;
- case gl.SAMPLER_2D:
- case gl.SAMPLER_CUBE:
- set = this.setSampler;
- break;
- case gl.INT:
- case gl.BOOL:
- set = this.setInt;
- break;
- case gl.INT_VEC2:
- case gl.BOOL_VEC2:
- set = this.setIntVec2;
- break;
- case gl.INT_VEC3:
- case gl.BOOL_VEC3:
- set = this.setIntVec3;
- break;
- case gl.INT_VEC4:
- case gl.BOOL_VEC4:
- set = this.setIntVec4;
- break;
- case gl.FLOAT_MAT2:
- set = this.setMat2;
- break;
- case gl.FLOAT_MAT3:
- set = this.setMat3;
- break;
- case gl.FLOAT_MAT4:
- set = this.setMat4;
- break;
- default:
- throw new RuntimeError('Unrecognized uniform type: ' + activeUniform.type + ' for uniform "' + uniformName + '".');
- }
- this._set = set;
- if ((activeUniform.type === gl.SAMPLER_2D) || (activeUniform.type === gl.SAMPLER_CUBE)) {
- this._setSampler = function(textureUnitIndex) {
- this.textureUnitIndex = textureUnitIndex;
- var length = locations.length;
- for (var i = 0; i < length; ++i) {
- var index = textureUnitIndex + i;
- gl.uniform1i(locations[i], index);
- }
- return textureUnitIndex + length;
- };
- }
- };
- defineProperties(UniformArray.prototype, {
- name : {
- get : function() {
- return this._uniformName;
- }
- },
- datatype : {
- get : function() {
- return this._activeUniform.type;
- }
- }
- });
- UniformArray.prototype.setFloat = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (v !== _value[i]) {
- _value[i] = v;
- gl.uniform1f(locations[i], v);
- }
- }
- };
- UniformArray.prototype.setFloatVec2 = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (!Cartesian2.equals(v, _value[i])) {
- _value[i] = Cartesian2.clone(v, _value[i]);
- gl.uniform2f(locations[i], v.x, v.y);
- }
- }
- };
- UniformArray.prototype.setFloatVec3 = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (defined(v.red)) {
- if (!Color.equals(v, _value[i])) {
- _value[i] = Color.clone(v, _value[i]);
- gl.uniform3f(locations[i], v.red, v.green, v.blue);
- }
- } else if (defined(v.x)) {
- if (!Cartesian3.equals(v, _value[i])) {
- _value[i] = Cartesian3.clone(v, _value[i]);
- gl.uniform3f(locations[i], v.x, v.y, v.z);
- }
- } else {
- throw new DeveloperError('Invalid vec3 value.');
- }
- }
- };
- UniformArray.prototype.setFloatVec4 = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (defined(v.red)) {
- if (!Color.equals(v, _value[i])) {
- _value[i] = Color.clone(v, _value[i]);
- gl.uniform4f(locations[i], v.red, v.green, v.blue, v.alpha);
- }
- } else if (defined(v.x)) {
- if (!Cartesian4.equals(v, _value[i])) {
- _value[i] = Cartesian4.clone(v, _value[i]);
- gl.uniform4f(locations[i], v.x, v.y, v.z, v.w);
- }
- } else {
- throw new DeveloperError('Invalid vec4 value.');
- }
- }
- };
- UniformArray.prototype.setSampler = function() {
- var gl = this._gl;
- var locations = this._locations;
- var textureUnitIndex = gl.TEXTURE0 + this.textureUnitIndex;
- var value = this.value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- gl.activeTexture(textureUnitIndex + i);
- gl.bindTexture(v._target, v._texture);
- }
- };
- UniformArray.prototype.setInt = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (v !== _value[i]) {
- _value[i] = v;
- gl.uniform1i(locations[i], v);
- }
- }
- };
- UniformArray.prototype.setIntVec2 = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (!Cartesian2.equals(v, _value[i])) {
- _value[i] = Cartesian2.clone(v, _value[i]);
- gl.uniform2i(locations[i], v.x, v.y);
- }
- }
- };
- UniformArray.prototype.setIntVec3 = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (!Cartesian3.equals(v, _value[i])) {
- _value[i] = Cartesian3.clone(v, _value[i]);
- gl.uniform3i(locations[i], v.x, v.y, v.z);
- }
- }
- };
- UniformArray.prototype.setIntVec4 = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (!Cartesian4.equals(v, _value[i])) {
- _value[i] = Cartesian4.clone(v, _value[i]);
- gl.uniform4i(locations[i], v.x, v.y, v.z, v.w);
- }
- }
- };
- UniformArray.prototype.setMat2 = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (!Matrix2.equals(v, _value[i])) {
- _value[i] = Matrix2.clone(v, _value[i]);
- gl.uniformMatrix2fv(locations[i], false, Matrix2.toArray(v, scratchUniformMatrix2));
- }
- }
- };
- UniformArray.prototype.setMat3 = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (!Matrix3.equals(v, _value[i])) {
- _value[i] = Matrix3.clone(v, _value[i]);
- gl.uniformMatrix3fv(locations[i], false, Matrix3.toArray(value[i], scratchUniformMatrix3));
- }
- }
- };
- UniformArray.prototype.setMat4 = function() {
- var gl = this._gl;
- var locations = this._locations;
- var value = this.value;
- var _value = this._value;
- var length = value.length;
- for (var i = 0; i < length; ++i) {
- var v = value[i];
- if (!Matrix4.equals(v, _value[i])) {
- _value[i] = Matrix4.clone(v, _value[i]);
- gl.uniformMatrix4fv(locations[i], false, Matrix4.toArray(value[i], scratchUniformMatrix4));
- }
- }
- };
- return UniformArray;
- });
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