| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637 | import Cartesian2 from "../Core/Cartesian2.js";import Cartesian3 from "../Core/Cartesian3.js";import Cartesian4 from "../Core/Cartesian4.js";import Color from "../Core/Color.js";import defined from "../Core/defined.js";import DeveloperError from "../Core/DeveloperError.js";import Matrix2 from "../Core/Matrix2.js";import Matrix3 from "../Core/Matrix3.js";import Matrix4 from "../Core/Matrix4.js";import RuntimeError from "../Core/RuntimeError.js";/** * @private * @constructor */function createUniformArray(gl, activeUniform, uniformName, locations) {  switch (activeUniform.type) {    case gl.FLOAT:      return new UniformArrayFloat(gl, activeUniform, uniformName, locations);    case gl.FLOAT_VEC2:      return new UniformArrayFloatVec2(        gl,        activeUniform,        uniformName,        locations      );    case gl.FLOAT_VEC3:      return new UniformArrayFloatVec3(        gl,        activeUniform,        uniformName,        locations      );    case gl.FLOAT_VEC4:      return new UniformArrayFloatVec4(        gl,        activeUniform,        uniformName,        locations      );    case gl.SAMPLER_2D:    case gl.SAMPLER_CUBE:      return new UniformArraySampler(gl, activeUniform, uniformName, locations);    case gl.INT:    case gl.BOOL:      return new UniformArrayInt(gl, activeUniform, uniformName, locations);    case gl.INT_VEC2:    case gl.BOOL_VEC2:      return new UniformArrayIntVec2(gl, activeUniform, uniformName, locations);    case gl.INT_VEC3:    case gl.BOOL_VEC3:      return new UniformArrayIntVec3(gl, activeUniform, uniformName, locations);    case gl.INT_VEC4:    case gl.BOOL_VEC4:      return new UniformArrayIntVec4(gl, activeUniform, uniformName, locations);    case gl.FLOAT_MAT2:      return new UniformArrayMat2(gl, activeUniform, uniformName, locations);    case gl.FLOAT_MAT3:      return new UniformArrayMat3(gl, activeUniform, uniformName, locations);    case gl.FLOAT_MAT4:      return new UniformArrayMat4(gl, activeUniform, uniformName, locations);    default:      throw new RuntimeError(        `Unrecognized uniform type: ${activeUniform.type} for uniform "${uniformName}".`      );  }}/** * @private * @constructor */function UniformArrayFloat(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Float32Array(length);  this._gl = gl;  this._location = locations[0];}UniformArrayFloat.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (v !== arraybuffer[i]) {      arraybuffer[i] = v;      changed = true;    }  }  if (changed) {    this._gl.uniform1fv(this._location, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayFloatVec2(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Float32Array(length * 2);  this._gl = gl;  this._location = locations[0];}UniformArrayFloatVec2.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  let j = 0;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (!Cartesian2.equalsArray(v, arraybuffer, j)) {      Cartesian2.pack(v, arraybuffer, j);      changed = true;    }    j += 2;  }  if (changed) {    this._gl.uniform2fv(this._location, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayFloatVec3(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Float32Array(length * 3);  this._gl = gl;  this._location = locations[0];}UniformArrayFloatVec3.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  let j = 0;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (defined(v.red)) {      if (        v.red !== arraybuffer[j] ||        v.green !== arraybuffer[j + 1] ||        v.blue !== arraybuffer[j + 2]      ) {        arraybuffer[j] = v.red;        arraybuffer[j + 1] = v.green;        arraybuffer[j + 2] = v.blue;        changed = true;      }    } else if (defined(v.x)) {      if (!Cartesian3.equalsArray(v, arraybuffer, j)) {        Cartesian3.pack(v, arraybuffer, j);        changed = true;      }    } else {      //>>includeStart('debug', pragmas.debug);      throw new DeveloperError("Invalid vec3 value.");      //>>includeEnd('debug');    }    j += 3;  }  if (changed) {    this._gl.uniform3fv(this._location, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayFloatVec4(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Float32Array(length * 4);  this._gl = gl;  this._location = locations[0];}UniformArrayFloatVec4.prototype.set = function () {  // PERFORMANCE_IDEA: if it is a common case that only a few elements  // in a uniform array change, we could use heuristics to determine  // when it is better to call uniform4f for each element that changed  // vs. call uniform4fv once to set the entire array.  This applies  // to all uniform array types, not just vec4.  We might not care  // once we have uniform buffers since that will be the fast path.  // PERFORMANCE_IDEA: Micro-optimization (I bet it works though):  // As soon as changed is true, break into a separate loop that  // does the copy without the equals check.  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  let j = 0;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (defined(v.red)) {      if (!Color.equalsArray(v, arraybuffer, j)) {        Color.pack(v, arraybuffer, j);        changed = true;      }    } else if (defined(v.x)) {      if (!Cartesian4.equalsArray(v, arraybuffer, j)) {        Cartesian4.pack(v, arraybuffer, j);        changed = true;      }    } else {      //>>includeStart('debug', pragmas.debug);      throw new DeveloperError("Invalid vec4 value.");      //>>includeEnd('debug');    }    j += 4;  }  if (changed) {    this._gl.uniform4fv(this._location, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArraySampler(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Float32Array(length);  this._gl = gl;  this._locations = locations;  this.textureUnitIndex = undefined;}UniformArraySampler.prototype.set = function () {  const gl = this._gl;  const textureUnitIndex = gl.TEXTURE0 + this.textureUnitIndex;  const value = this.value;  const length = value.length;  for (let i = 0; i < length; ++i) {    const v = value[i];    gl.activeTexture(textureUnitIndex + i);    gl.bindTexture(v._target, v._texture);  }};UniformArraySampler.prototype._setSampler = function (textureUnitIndex) {  this.textureUnitIndex = textureUnitIndex;  const locations = this._locations;  const length = locations.length;  for (let i = 0; i < length; ++i) {    const index = textureUnitIndex + i;    this._gl.uniform1i(locations[i], index);  }  return textureUnitIndex + length;};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayInt(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Int32Array(length);  this._gl = gl;  this._location = locations[0];}UniformArrayInt.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (v !== arraybuffer[i]) {      arraybuffer[i] = v;      changed = true;    }  }  if (changed) {    this._gl.uniform1iv(this._location, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayIntVec2(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Int32Array(length * 2);  this._gl = gl;  this._location = locations[0];}UniformArrayIntVec2.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  let j = 0;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (!Cartesian2.equalsArray(v, arraybuffer, j)) {      Cartesian2.pack(v, arraybuffer, j);      changed = true;    }    j += 2;  }  if (changed) {    this._gl.uniform2iv(this._location, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayIntVec3(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Int32Array(length * 3);  this._gl = gl;  this._location = locations[0];}UniformArrayIntVec3.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  let j = 0;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (!Cartesian3.equalsArray(v, arraybuffer, j)) {      Cartesian3.pack(v, arraybuffer, j);      changed = true;    }    j += 3;  }  if (changed) {    this._gl.uniform3iv(this._location, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayIntVec4(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Int32Array(length * 4);  this._gl = gl;  this._location = locations[0];}UniformArrayIntVec4.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  let j = 0;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (!Cartesian4.equalsArray(v, arraybuffer, j)) {      Cartesian4.pack(v, arraybuffer, j);      changed = true;    }    j += 4;  }  if (changed) {    this._gl.uniform4iv(this._location, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayMat2(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Float32Array(length * 4);  this._gl = gl;  this._location = locations[0];}UniformArrayMat2.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  let j = 0;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (!Matrix2.equalsArray(v, arraybuffer, j)) {      Matrix2.pack(v, arraybuffer, j);      changed = true;    }    j += 4;  }  if (changed) {    this._gl.uniformMatrix2fv(this._location, false, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayMat3(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Float32Array(length * 9);  this._gl = gl;  this._location = locations[0];}UniformArrayMat3.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  let j = 0;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (!Matrix3.equalsArray(v, arraybuffer, j)) {      Matrix3.pack(v, arraybuffer, j);      changed = true;    }    j += 9;  }  if (changed) {    this._gl.uniformMatrix3fv(this._location, false, arraybuffer);  }};////////////////////////////////////////////////////////////////////////////** * @private * @constructor */function UniformArrayMat4(gl, activeUniform, uniformName, locations) {  const length = locations.length;  /**   * @type {String}   * @readonly   */  this.name = uniformName;  this.value = new Array(length);  this._value = new Float32Array(length * 16);  this._gl = gl;  this._location = locations[0];}UniformArrayMat4.prototype.set = function () {  const value = this.value;  const length = value.length;  const arraybuffer = this._value;  let changed = false;  let j = 0;  for (let i = 0; i < length; ++i) {    const v = value[i];    if (!Matrix4.equalsArray(v, arraybuffer, j)) {      Matrix4.pack(v, arraybuffer, j);      changed = true;    }    j += 16;  }  if (changed) {    this._gl.uniformMatrix4fv(this._location, false, arraybuffer);  }};export default createUniformArray;
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