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schmelczerandras 2020-09-15 10:08:16 +02:00
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import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
const loaderMat3 = mat3.create();
export const loadUniform = (
gl: WebGL2RenderingContext,
value: any,
type: GLenum,
location: WebGLUniformLocation
): any => {
const converters: Map<
GLenum,
(gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void
> = new Map();
{
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
if (v instanceof Array) {
if (v.length == 0) {
return;
}
gl.uniform1fv(l, new Float32Array(v));
} else {
gl.uniform1f(l, v);
}
});
converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array) {
const result = new Float32Array(v.length * 2);
for (let i = 0; i < v.length; i++) {
result[2 * i] = (v[i] as Array<number>).x;
result[2 * i + 1] = (v[i] as Array<number>).y;
}
gl.uniform2fv(l, result);
} else {
gl.uniform2fv(l, v as vec2);
}
});
converters.set(
WebGL2RenderingContext.FLOAT_VEC3,
(gl, v: ReadonlyVec3 | Array<vec3>, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array) {
const result = new Float32Array(v.length * 3);
for (let i = 0; i < v.length; i++) {
result[3 * i] = (v[i] as Array<number>)[0];
result[3 * i + 1] = (v[i] as Array<number>)[1];
result[3 * i + 2] = (v[i] as Array<number>)[2];
}
gl.uniform3fv(l, result);
} else {
gl.uniform3fv(l, v as vec3);
}
}
);
converters.set(WebGL2RenderingContext.FLOAT_MAT3, (gl, v, l) => {
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
});
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
if (!converters.has(type)) {
throw new Error(`Unimplemented webgl type: ${type}`);
}
converters.get(type)!(gl, value, location);
}
};