sdf-2d/src/graphics/graphics-library/helper/load-uniform.ts
2020-10-14 15:18:13 +02:00

147 lines
3.5 KiB
TypeScript

import { mat3, vec2, vec3, vec4 } from 'gl-matrix';
import { UniversalRenderingContext } from '../universal-rendering-context';
/** @internal */
const loaderMat3 = mat3.create();
/** @internal */
const converters: Map<
GLenum,
(gl: UniversalRenderingContext, value: any, location: WebGLUniformLocation) => void
> = new Map();
converters.set(WebGLRenderingContext.SAMPLER_2D, (gl, v, l) => gl.uniform1i(l, v));
converters.set(WebGLRenderingContext.INT, (gl, v: number | Array<number>, l) => {
if (v instanceof Array) {
if (v.length == 0) {
return;
}
gl.uniform1iv(l, new Int32Array(v));
} else {
gl.uniform1i(l, v);
}
});
converters.set(WebGLRenderingContext.BOOL, (gl, v: boolean | Array<boolean>, l) => {
if (v instanceof Array) {
if (v.length == 0) {
return;
}
gl.uniform1iv(l, new Int32Array(v.map((b) => +b)));
} else {
gl.uniform1i(l, +v);
}
});
converters.set(
WebGLRenderingContext.FLOAT,
(gl, v: number | Array<number> | Float32Array, l) => {
if (v instanceof Array || v instanceof Float32Array) {
if (v.length == 0) {
return;
}
gl.uniform1fv(l, new Float32Array(v));
} else {
gl.uniform1f(l, v);
}
}
);
converters.set(
WebGLRenderingContext.FLOAT_VEC2,
(gl, v: vec2 | Array<vec2> | Float32Array, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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(
WebGLRenderingContext.FLOAT_VEC3,
(gl, v: vec3 | Array<vec3> | Float32Array, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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(
WebGLRenderingContext.FLOAT_VEC4,
(gl, v: vec4 | Array<vec4> | Float32Array, l) => {
if (v.length == 0) {
return;
}
if (v[0] instanceof Array || v[0] instanceof Float32Array) {
const result = new Float32Array(v.length * 4);
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];
result[3 * i + 3] = (v[i] as Array<number>)[3];
}
gl.uniform4fv(l, result);
} else {
gl.uniform4fv(l, v as vec4);
}
}
);
converters.set(WebGLRenderingContext.FLOAT_MAT3, (gl, v, l) => {
if (gl.isWebGL2) {
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
} else {
gl.uniformMatrix3fv(
l,
false,
mat3.transpose(mat3.create(), mat3.fromMat2d(loaderMat3, v))
);
}
});
/** @internal */
export const loadUniform = (
gl: UniversalRenderingContext,
value: any,
type: GLenum,
location: WebGLUniformLocation
): any => {
{
if (!converters.has(type)) {
throw new Error(`Unimplemented webgl type: ${type}`);
}
converters.get(type)!(gl, value, location);
}
};