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import { mat2d, vec2 } from 'gl-matrix';
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import { getCombinations } from '../../../helper/get-combinations';
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import { last } from '../../../helper/last';
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import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
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import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
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import { IProgram } from './i-program';
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export class UniformArrayAutoScalingProgram implements IProgram {
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private programs: Array<{
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program: FragmentShaderOnlyProgram;
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values: Array<number>;
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}> = [];
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private current?: FragmentShaderOnlyProgram;
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private drawingRectangleBottomLeft = vec2.fromValues(0, 0);
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private drawingRectangleSize = vec2.fromValues(1, 1);
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constructor(
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private gl: WebGL2RenderingContext,
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shaderSources: [string, string],
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private descriptors: Array<IDrawableDescriptor>
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) {
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const names = descriptors.map((o) => o.countMacroName);
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for (const combination of getCombinations(
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descriptors.map((o) => o.shaderCombinationSteps)
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)) {
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this.createProgram(names, combination, shaderSources);
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}
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}
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public async initialize(): Promise<void> {
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await Promise.all(this.programs.map((p) => p.program.initialize()));
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}
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public bindAndSetUniforms(uniforms: { [name: string]: any }): void {
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const values = this.descriptors.map((d) =>
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uniforms[d.uniformName] ? uniforms[d.uniformName].length : 0
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);
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const closest = this.programs.find((p) => p.values.every((v, i) => v >= values[i]));
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this.current = closest ? closest.program : last(this.programs)?.program;
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if (closest) {
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this.descriptors.map((d, i) => {
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const difference = closest.values[i] - values[i];
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for (let i = 0; i < difference; i++) {
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d.empty.serializeToUniforms(uniforms, 0, mat2d.create());
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}
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});
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}
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this.current?.setDrawingRectangleUV(
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this.drawingRectangleBottomLeft,
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this.drawingRectangleSize
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);
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this.current?.bindAndSetUniforms(uniforms);
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}
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public setDrawingRectangleUV(bottomLeft: vec2, size: vec2) {
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this.drawingRectangleBottomLeft = bottomLeft;
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this.drawingRectangleSize = size;
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}
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public draw(): void {
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if (!this.current) {
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throw new Error('Method bindAndSetUniforms have not been called yet');
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}
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this.current.draw();
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}
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public delete(): void {
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this.programs.forEach((p) => p.program.delete());
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}
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private createProgram(
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names: Array<string>,
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combination: Array<number>,
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shaderSources: [string, string]
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): FragmentShaderOnlyProgram {
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const substitutions = {};
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names.forEach((v, i) => (substitutions[v] = combination[i].toString()));
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const program = new FragmentShaderOnlyProgram(this.gl, shaderSources, substitutions);
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this.programs.push({
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program,
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values: combination,
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});
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return program;
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}
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}
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