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uniform_binding.ts
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import {Color} from '@maplibre/maplibre-gl-style-spec';
import type {Context} from '../gl/context';
import {mat4, vec2, vec3, vec4} from 'gl-matrix';
type $ObjMap<T extends {}, F extends (v: any) => any> = {
[K in keyof T]: F extends (v: T[K]) => infer R ? R : never;
};
export type UniformValues<Us extends {}> = $ObjMap<Us, <V>(u: Uniform<V>) => V>;
export type UniformLocations = {[_: string]: WebGLUniformLocation};
/**
* @internal
* A base uniform abstract class
*/
abstract class Uniform<T> {
gl: WebGLRenderingContext|WebGL2RenderingContext;
location: WebGLUniformLocation;
current: T;
constructor(context: Context, location: WebGLUniformLocation) {
this.gl = context.gl;
this.location = location;
}
abstract 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<vec2> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = [0, 0];
}
set(v: vec2): 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<vec3> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = [0, 0, 0];
}
set(v: vec3): 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<vec4> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = [0, 0, 0, 0];
}
set(v: vec4): 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) as mat4;
class UniformMatrix4f extends Uniform<mat4> {
constructor(context: Context, location: WebGLUniformLocation) {
super(context, location);
this.current = emptyMat4;
}
set(v: mat4): 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
};
/**
* @internal
* A uniform bindings
*/
export type UniformBindings = {[_: string]: Uniform<any>};