UniformArray.js 10 KB

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  1. /*global define*/
  2. define([
  3. '../Core/defined',
  4. '../Core/defineProperties',
  5. '../Core/DeveloperError',
  6. '../Core/FeatureDetection',
  7. '../Core/Cartesian2',
  8. '../Core/Cartesian3',
  9. '../Core/Cartesian4',
  10. '../Core/Color',
  11. '../Core/Matrix2',
  12. '../Core/Matrix3',
  13. '../Core/Matrix4',
  14. '../Core/RuntimeError'
  15. ], function(
  16. defined,
  17. defineProperties,
  18. DeveloperError,
  19. FeatureDetection,
  20. Cartesian2,
  21. Cartesian3,
  22. Cartesian4,
  23. Color,
  24. Matrix2,
  25. Matrix3,
  26. Matrix4,
  27. RuntimeError) {
  28. "use strict";
  29. /*global console*/
  30. var scratchUniformMatrix2;
  31. var scratchUniformMatrix3;
  32. var scratchUniformMatrix4;
  33. if (FeatureDetection.supportsTypedArrays()) {
  34. scratchUniformMatrix2 = new Float32Array(4);
  35. scratchUniformMatrix3 = new Float32Array(9);
  36. scratchUniformMatrix4 = new Float32Array(16);
  37. }
  38. /**
  39. * @private
  40. */
  41. var UniformArray = function(gl, activeUniform, uniformName, locations) {
  42. this._gl = gl;
  43. this._activeUniform = activeUniform;
  44. this._uniformName = uniformName;
  45. this.value = new Array(locations.length);
  46. this._value = new Array(locations.length);
  47. this._locations = locations;
  48. /**
  49. * @private
  50. */
  51. this.textureUnitIndex = undefined;
  52. var set;
  53. switch (activeUniform.type) {
  54. case gl.FLOAT:
  55. set = this.setFloat;
  56. break;
  57. case gl.FLOAT_VEC2:
  58. set = this.setFloatVec2;
  59. break;
  60. case gl.FLOAT_VEC3:
  61. set = this.setFloatVec3;
  62. break;
  63. case gl.FLOAT_VEC4:
  64. set = this.setFloatVec4;
  65. break;
  66. case gl.SAMPLER_2D:
  67. case gl.SAMPLER_CUBE:
  68. set = this.setSampler;
  69. break;
  70. case gl.INT:
  71. case gl.BOOL:
  72. set = this.setInt;
  73. break;
  74. case gl.INT_VEC2:
  75. case gl.BOOL_VEC2:
  76. set = this.setIntVec2;
  77. break;
  78. case gl.INT_VEC3:
  79. case gl.BOOL_VEC3:
  80. set = this.setIntVec3;
  81. break;
  82. case gl.INT_VEC4:
  83. case gl.BOOL_VEC4:
  84. set = this.setIntVec4;
  85. break;
  86. case gl.FLOAT_MAT2:
  87. set = this.setMat2;
  88. break;
  89. case gl.FLOAT_MAT3:
  90. set = this.setMat3;
  91. break;
  92. case gl.FLOAT_MAT4:
  93. set = this.setMat4;
  94. break;
  95. default:
  96. throw new RuntimeError('Unrecognized uniform type: ' + activeUniform.type + ' for uniform "' + uniformName + '".');
  97. }
  98. this._set = set;
  99. if ((activeUniform.type === gl.SAMPLER_2D) || (activeUniform.type === gl.SAMPLER_CUBE)) {
  100. this._setSampler = function(textureUnitIndex) {
  101. this.textureUnitIndex = textureUnitIndex;
  102. var length = locations.length;
  103. for (var i = 0; i < length; ++i) {
  104. var index = textureUnitIndex + i;
  105. gl.uniform1i(locations[i], index);
  106. }
  107. return textureUnitIndex + length;
  108. };
  109. }
  110. };
  111. defineProperties(UniformArray.prototype, {
  112. name : {
  113. get : function() {
  114. return this._uniformName;
  115. }
  116. },
  117. datatype : {
  118. get : function() {
  119. return this._activeUniform.type;
  120. }
  121. }
  122. });
  123. UniformArray.prototype.setFloat = function() {
  124. var gl = this._gl;
  125. var locations = this._locations;
  126. var value = this.value;
  127. var _value = this._value;
  128. var length = value.length;
  129. for (var i = 0; i < length; ++i) {
  130. var v = value[i];
  131. if (v !== _value[i]) {
  132. _value[i] = v;
  133. gl.uniform1f(locations[i], v);
  134. }
  135. }
  136. };
  137. UniformArray.prototype.setFloatVec2 = function() {
  138. var gl = this._gl;
  139. var locations = this._locations;
  140. var value = this.value;
  141. var _value = this._value;
  142. var length = value.length;
  143. for (var i = 0; i < length; ++i) {
  144. var v = value[i];
  145. if (!Cartesian2.equals(v, _value[i])) {
  146. _value[i] = Cartesian2.clone(v, _value[i]);
  147. gl.uniform2f(locations[i], v.x, v.y);
  148. }
  149. }
  150. };
  151. UniformArray.prototype.setFloatVec3 = function() {
  152. var gl = this._gl;
  153. var locations = this._locations;
  154. var value = this.value;
  155. var _value = this._value;
  156. var length = value.length;
  157. for (var i = 0; i < length; ++i) {
  158. var v = value[i];
  159. if (defined(v.red)) {
  160. if (!Color.equals(v, _value[i])) {
  161. _value[i] = Color.clone(v, _value[i]);
  162. gl.uniform3f(locations[i], v.red, v.green, v.blue);
  163. }
  164. } else if (defined(v.x)) {
  165. if (!Cartesian3.equals(v, _value[i])) {
  166. _value[i] = Cartesian3.clone(v, _value[i]);
  167. gl.uniform3f(locations[i], v.x, v.y, v.z);
  168. }
  169. } else {
  170. throw new DeveloperError('Invalid vec3 value.');
  171. }
  172. }
  173. };
  174. UniformArray.prototype.setFloatVec4 = function() {
  175. var gl = this._gl;
  176. var locations = this._locations;
  177. var value = this.value;
  178. var _value = this._value;
  179. var length = value.length;
  180. for (var i = 0; i < length; ++i) {
  181. var v = value[i];
  182. if (defined(v.red)) {
  183. if (!Color.equals(v, _value[i])) {
  184. _value[i] = Color.clone(v, _value[i]);
  185. gl.uniform4f(locations[i], v.red, v.green, v.blue, v.alpha);
  186. }
  187. } else if (defined(v.x)) {
  188. if (!Cartesian4.equals(v, _value[i])) {
  189. _value[i] = Cartesian4.clone(v, _value[i]);
  190. gl.uniform4f(locations[i], v.x, v.y, v.z, v.w);
  191. }
  192. } else {
  193. throw new DeveloperError('Invalid vec4 value.');
  194. }
  195. }
  196. };
  197. UniformArray.prototype.setSampler = function() {
  198. var gl = this._gl;
  199. var locations = this._locations;
  200. var textureUnitIndex = gl.TEXTURE0 + this.textureUnitIndex;
  201. var value = this.value;
  202. var length = value.length;
  203. for (var i = 0; i < length; ++i) {
  204. var v = value[i];
  205. gl.activeTexture(textureUnitIndex + i);
  206. gl.bindTexture(v._target, v._texture);
  207. }
  208. };
  209. UniformArray.prototype.setInt = function() {
  210. var gl = this._gl;
  211. var locations = this._locations;
  212. var value = this.value;
  213. var _value = this._value;
  214. var length = value.length;
  215. for (var i = 0; i < length; ++i) {
  216. var v = value[i];
  217. if (v !== _value[i]) {
  218. _value[i] = v;
  219. gl.uniform1i(locations[i], v);
  220. }
  221. }
  222. };
  223. UniformArray.prototype.setIntVec2 = function() {
  224. var gl = this._gl;
  225. var locations = this._locations;
  226. var value = this.value;
  227. var _value = this._value;
  228. var length = value.length;
  229. for (var i = 0; i < length; ++i) {
  230. var v = value[i];
  231. if (!Cartesian2.equals(v, _value[i])) {
  232. _value[i] = Cartesian2.clone(v, _value[i]);
  233. gl.uniform2i(locations[i], v.x, v.y);
  234. }
  235. }
  236. };
  237. UniformArray.prototype.setIntVec3 = function() {
  238. var gl = this._gl;
  239. var locations = this._locations;
  240. var value = this.value;
  241. var _value = this._value;
  242. var length = value.length;
  243. for (var i = 0; i < length; ++i) {
  244. var v = value[i];
  245. if (!Cartesian3.equals(v, _value[i])) {
  246. _value[i] = Cartesian3.clone(v, _value[i]);
  247. gl.uniform3i(locations[i], v.x, v.y, v.z);
  248. }
  249. }
  250. };
  251. UniformArray.prototype.setIntVec4 = function() {
  252. var gl = this._gl;
  253. var locations = this._locations;
  254. var value = this.value;
  255. var _value = this._value;
  256. var length = value.length;
  257. for (var i = 0; i < length; ++i) {
  258. var v = value[i];
  259. if (!Cartesian4.equals(v, _value[i])) {
  260. _value[i] = Cartesian4.clone(v, _value[i]);
  261. gl.uniform4i(locations[i], v.x, v.y, v.z, v.w);
  262. }
  263. }
  264. };
  265. UniformArray.prototype.setMat2 = function() {
  266. var gl = this._gl;
  267. var locations = this._locations;
  268. var value = this.value;
  269. var _value = this._value;
  270. var length = value.length;
  271. for (var i = 0; i < length; ++i) {
  272. var v = value[i];
  273. if (!Matrix2.equals(v, _value[i])) {
  274. _value[i] = Matrix2.clone(v, _value[i]);
  275. gl.uniformMatrix2fv(locations[i], false, Matrix2.toArray(v, scratchUniformMatrix2));
  276. }
  277. }
  278. };
  279. UniformArray.prototype.setMat3 = function() {
  280. var gl = this._gl;
  281. var locations = this._locations;
  282. var value = this.value;
  283. var _value = this._value;
  284. var length = value.length;
  285. for (var i = 0; i < length; ++i) {
  286. var v = value[i];
  287. if (!Matrix3.equals(v, _value[i])) {
  288. _value[i] = Matrix3.clone(v, _value[i]);
  289. gl.uniformMatrix3fv(locations[i], false, Matrix3.toArray(value[i], scratchUniformMatrix3));
  290. }
  291. }
  292. };
  293. UniformArray.prototype.setMat4 = function() {
  294. var gl = this._gl;
  295. var locations = this._locations;
  296. var value = this.value;
  297. var _value = this._value;
  298. var length = value.length;
  299. for (var i = 0; i < length; ++i) {
  300. var v = value[i];
  301. if (!Matrix4.equals(v, _value[i])) {
  302. _value[i] = Matrix4.clone(v, _value[i]);
  303. gl.uniformMatrix4fv(locations[i], false, Matrix4.toArray(value[i], scratchUniformMatrix4));
  304. }
  305. }
  306. };
  307. return UniformArray;
  308. });