@luma.gl/webgl 8.6.0-alpha.1 → 8.6.0-alpha.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (651) hide show
  1. package/dist/api/device2.d.ts +52 -0
  2. package/dist/api/device2.d.ts.map +1 -0
  3. package/dist/api/device2.js +23 -0
  4. package/dist/api/device2.js.map +1 -0
  5. package/dist/classes/accessor.js +2 -2
  6. package/dist/classes/accessor.js.map +1 -1
  7. package/dist/classes/accessor.ts.disabled +1 -1
  8. package/dist/classes/clear.d.ts +3 -2
  9. package/dist/classes/clear.d.ts.map +1 -1
  10. package/dist/classes/clear.js +7 -4
  11. package/dist/classes/clear.js.map +1 -1
  12. package/dist/classes/copy-and-blit.d.ts +18 -1
  13. package/dist/classes/copy-and-blit.d.ts.map +1 -1
  14. package/dist/classes/copy-and-blit.js +30 -25
  15. package/dist/classes/copy-and-blit.js.map +1 -1
  16. package/dist/classes/framebuffer.d.ts +10 -1
  17. package/dist/classes/framebuffer.d.ts.map +1 -1
  18. package/dist/classes/framebuffer.js +15 -15
  19. package/dist/classes/framebuffer.js.map +1 -1
  20. package/dist/classes/program-configuration.d.ts +2 -2
  21. package/dist/classes/program-configuration.d.ts.map +1 -1
  22. package/dist/classes/program-configuration.js +1 -1
  23. package/dist/classes/program-configuration.js.map +1 -1
  24. package/dist/classes/program.d.ts +6 -6
  25. package/dist/classes/program.d.ts.map +1 -1
  26. package/dist/classes/program.js +11 -9
  27. package/dist/classes/program.js.map +1 -1
  28. package/dist/classes/query.d.ts.map +1 -1
  29. package/dist/classes/query.js +6 -5
  30. package/dist/classes/query.js.map +1 -1
  31. package/dist/classes/renderbuffer-formats.js +1 -1
  32. package/dist/classes/renderbuffer-formats.js.map +1 -1
  33. package/dist/classes/renderbuffer.d.ts.map +1 -1
  34. package/dist/classes/renderbuffer.js +4 -3
  35. package/dist/classes/renderbuffer.js.map +1 -1
  36. package/dist/classes/texture-2d.d.ts +4 -3
  37. package/dist/classes/texture-2d.d.ts.map +1 -1
  38. package/dist/classes/texture-2d.js +5 -8
  39. package/dist/classes/texture-2d.js.map +1 -1
  40. package/dist/classes/texture-3d.d.ts +3 -2
  41. package/dist/classes/texture-3d.d.ts.map +1 -1
  42. package/dist/classes/texture-3d.js +15 -6
  43. package/dist/classes/texture-3d.js.map +1 -1
  44. package/dist/classes/texture-cube.d.ts +2 -1
  45. package/dist/classes/texture-cube.d.ts.map +1 -1
  46. package/dist/classes/texture-cube.js +3 -4
  47. package/dist/classes/texture-cube.js.map +1 -1
  48. package/dist/classes/texture-formats.js +1 -1
  49. package/dist/classes/texture-formats.js.map +1 -1
  50. package/dist/classes/texture.d.ts +14 -9
  51. package/dist/classes/texture.d.ts.map +1 -1
  52. package/dist/classes/texture.js +19 -18
  53. package/dist/classes/texture.js.map +1 -1
  54. package/dist/classes/transform-feedback.d.ts.map +1 -1
  55. package/dist/classes/transform-feedback.js +5 -4
  56. package/dist/classes/transform-feedback.js.map +1 -1
  57. package/dist/classes/uniform-buffer-layout.js +1 -1
  58. package/dist/classes/uniform-buffer-layout.js.map +1 -1
  59. package/dist/classes/uniforms.d.ts +0 -1
  60. package/dist/classes/uniforms.d.ts.map +1 -1
  61. package/dist/classes/uniforms.js +1 -2
  62. package/dist/classes/uniforms.js.map +1 -1
  63. package/dist/classes/vertex-array-object.d.ts +1 -1
  64. package/dist/classes/vertex-array-object.d.ts.map +1 -1
  65. package/dist/classes/vertex-array-object.js +8 -9
  66. package/dist/classes/vertex-array-object.js.map +1 -1
  67. package/dist/classes/vertex-array.d.ts +1 -1
  68. package/dist/classes/vertex-array.d.ts.map +1 -1
  69. package/dist/classes/vertex-array.js +1 -2
  70. package/dist/classes/vertex-array.js.map +1 -1
  71. package/dist/classes/webgl-buffer.d.ts +2 -0
  72. package/dist/classes/webgl-buffer.d.ts.map +1 -1
  73. package/dist/classes/webgl-buffer.js +8 -5
  74. package/dist/classes/webgl-buffer.js.map +1 -1
  75. package/dist/classes/webgl-resource.d.ts +6 -4
  76. package/dist/classes/webgl-resource.d.ts.map +1 -1
  77. package/dist/classes/webgl-resource.js +12 -8
  78. package/dist/classes/webgl-resource.js.map +1 -1
  79. package/dist/classes/webgl-shader.d.ts +3 -1
  80. package/dist/classes/webgl-shader.d.ts.map +1 -1
  81. package/dist/classes/webgl-shader.js +7 -4
  82. package/dist/classes/webgl-shader.js.map +1 -1
  83. package/dist/context/context/context-state.d.ts +18 -0
  84. package/dist/context/context/context-state.d.ts.map +1 -0
  85. package/dist/context/context/context-state.js +26 -0
  86. package/dist/context/context/context-state.js.map +1 -0
  87. package/dist/context/context/create-context.d.ts +40 -0
  88. package/dist/context/context/create-context.d.ts.map +1 -0
  89. package/dist/context/context/create-context.js +37 -0
  90. package/dist/context/context/create-context.js.map +1 -0
  91. package/dist/context/context/device-pixels.d.ts +25 -0
  92. package/dist/context/context/device-pixels.d.ts.map +1 -0
  93. package/dist/context/context/device-pixels.js +98 -0
  94. package/dist/context/context/device-pixels.js.map +1 -0
  95. package/dist/context/context/get-canvas.d.ts +13 -0
  96. package/dist/context/context/get-canvas.d.ts.map +1 -0
  97. package/dist/context/context/get-canvas.js +31 -0
  98. package/dist/context/context/get-canvas.js.map +1 -0
  99. package/dist/context/context/resize-context.d.ts +20 -0
  100. package/dist/context/context/resize-context.d.ts.map +1 -0
  101. package/dist/context/context/resize-context.js +15 -0
  102. package/dist/context/context/resize-context.js.map +1 -0
  103. package/dist/context/context/webgl-checks.d.ts +13 -0
  104. package/dist/context/context/webgl-checks.d.ts.map +1 -0
  105. package/dist/context/context/webgl-checks.js +34 -0
  106. package/dist/context/context/webgl-checks.js.map +1 -0
  107. package/dist/context/parameters/unified-parameter-api.d.ts +30 -0
  108. package/dist/context/parameters/unified-parameter-api.d.ts.map +1 -0
  109. package/dist/context/parameters/unified-parameter-api.js +65 -0
  110. package/dist/context/parameters/unified-parameter-api.js.map +1 -0
  111. package/dist/context/parameters/webgl-parameter-tables.d.ts +169 -0
  112. package/dist/context/parameters/webgl-parameter-tables.d.ts.map +1 -0
  113. package/dist/context/parameters/webgl-parameter-tables.js +445 -0
  114. package/dist/context/parameters/webgl-parameter-tables.js.map +1 -0
  115. package/dist/context/parameters/webgl-parameters.d.ts +144 -0
  116. package/dist/context/parameters/webgl-parameters.d.ts.map +1 -0
  117. package/dist/context/parameters/webgl-parameters.js +2 -0
  118. package/dist/context/parameters/webgl-parameters.js.map +1 -0
  119. package/dist/context/polyfill/get-parameter-polyfill.d.ts +2 -0
  120. package/dist/context/polyfill/get-parameter-polyfill.d.ts.map +1 -0
  121. package/dist/context/polyfill/get-parameter-polyfill.js +91 -0
  122. package/dist/context/polyfill/get-parameter-polyfill.js.map +1 -0
  123. package/dist/context/polyfill/polyfill-context.d.ts +5 -0
  124. package/dist/context/polyfill/polyfill-context.d.ts.map +1 -0
  125. package/dist/context/polyfill/polyfill-context.js +91 -0
  126. package/dist/context/polyfill/polyfill-context.js.map +1 -0
  127. package/dist/context/polyfill/polyfill-table.d.ts +48 -0
  128. package/dist/context/polyfill/polyfill-table.d.ts.map +1 -0
  129. package/dist/context/polyfill/polyfill-table.js +160 -0
  130. package/dist/context/polyfill/polyfill-table.js.map +1 -0
  131. package/dist/context/polyfill/polyfill-vertex-array-object.d.ts +2 -0
  132. package/dist/context/polyfill/polyfill-vertex-array-object.d.ts.map +1 -0
  133. package/dist/context/polyfill/polyfill-vertex-array-object.js +335 -0
  134. package/dist/context/polyfill/polyfill-vertex-array-object.js.map +1 -0
  135. package/dist/context/state-tracker/deep-array-equal.d.ts +3 -0
  136. package/dist/context/state-tracker/deep-array-equal.d.ts.map +1 -0
  137. package/dist/context/state-tracker/deep-array-equal.js +21 -0
  138. package/dist/context/state-tracker/deep-array-equal.js.map +1 -0
  139. package/dist/context/state-tracker/track-context-state.d.ts +22 -0
  140. package/dist/context/state-tracker/track-context-state.d.ts.map +1 -0
  141. package/dist/context/state-tracker/track-context-state.js +169 -0
  142. package/dist/context/state-tracker/track-context-state.js.map +1 -0
  143. package/dist/context/state-tracker/with-parameters.d.ts +13 -0
  144. package/dist/context/state-tracker/with-parameters.d.ts.map +1 -0
  145. package/dist/context/state-tracker/with-parameters.js +36 -0
  146. package/dist/context/state-tracker/with-parameters.js.map +1 -0
  147. package/dist/debug/debug-uniforms.js +1 -1
  148. package/dist/debug/debug-uniforms.js.map +1 -1
  149. package/dist/debug/debug-vertex-array.js +2 -2
  150. package/dist/debug/debug-vertex-array.js.map +1 -1
  151. package/dist/device/check-glsl-extension.d.ts +4 -0
  152. package/dist/device/check-glsl-extension.d.ts.map +1 -0
  153. package/dist/device/check-glsl-extension.js +22 -0
  154. package/dist/device/check-glsl-extension.js.map +1 -0
  155. package/dist/device/device-features.d.ts +12 -0
  156. package/dist/device/device-features.d.ts.map +1 -0
  157. package/dist/device/device-features.js +123 -0
  158. package/dist/device/device-features.js.map +1 -0
  159. package/dist/device/device-limits.d.ts +51 -0
  160. package/dist/device/device-limits.d.ts.map +1 -0
  161. package/dist/device/device-limits.js +90 -0
  162. package/dist/device/device-limits.js.map +1 -0
  163. package/dist/device/get-device-info.d.ts +4 -0
  164. package/dist/device/get-device-info.d.ts.map +1 -0
  165. package/dist/device/get-device-info.js +44 -0
  166. package/dist/device/get-device-info.js.map +1 -0
  167. package/dist/device/webgl-device.d.ts +111 -0
  168. package/dist/device/webgl-device.d.ts.map +1 -0
  169. package/dist/device/webgl-device.js +208 -0
  170. package/dist/device/webgl-device.js.map +1 -0
  171. package/dist/es5/api/device2.js +42 -0
  172. package/dist/es5/api/device2.js.map +1 -0
  173. package/dist/es5/bundle.js +1 -1
  174. package/dist/es5/bundle.js.map +1 -1
  175. package/dist/es5/classes/accessor.js +104 -74
  176. package/dist/es5/classes/accessor.js.map +1 -1
  177. package/dist/es5/classes/accessor.ts.disabled +1 -1
  178. package/dist/es5/classes/clear.js +55 -34
  179. package/dist/es5/classes/clear.js.map +1 -1
  180. package/dist/es5/classes/copy-and-blit.js +175 -156
  181. package/dist/es5/classes/copy-and-blit.js.map +1 -1
  182. package/dist/es5/classes/framebuffer.js +647 -518
  183. package/dist/es5/classes/framebuffer.js.map +1 -1
  184. package/dist/es5/classes/program-configuration.js +138 -121
  185. package/dist/es5/classes/program-configuration.js.map +1 -1
  186. package/dist/es5/classes/program.js +368 -292
  187. package/dist/es5/classes/program.js.map +1 -1
  188. package/dist/es5/classes/query.js +172 -107
  189. package/dist/es5/classes/query.js.map +1 -1
  190. package/dist/es5/classes/renderbuffer-formats.js +126 -164
  191. package/dist/es5/classes/renderbuffer-formats.js.map +1 -1
  192. package/dist/es5/classes/renderbuffer.js +151 -98
  193. package/dist/es5/classes/renderbuffer.js.map +1 -1
  194. package/dist/es5/classes/texture-2d.js +44 -17
  195. package/dist/es5/classes/texture-2d.js.map +1 -1
  196. package/dist/es5/classes/texture-3d.js +107 -48
  197. package/dist/es5/classes/texture-3d.js.map +1 -1
  198. package/dist/es5/classes/texture-cube.js +169 -110
  199. package/dist/es5/classes/texture-cube.js.map +1 -1
  200. package/dist/es5/classes/texture-formats.js +42 -71
  201. package/dist/es5/classes/texture-formats.js.map +1 -1
  202. package/dist/es5/classes/texture.js +780 -665
  203. package/dist/es5/classes/texture.js.map +1 -1
  204. package/dist/es5/classes/transform-feedback.js +206 -150
  205. package/dist/es5/classes/transform-feedback.js.map +1 -1
  206. package/dist/es5/classes/uniform-buffer-layout.js +103 -89
  207. package/dist/es5/classes/uniform-buffer-layout.js.map +1 -1
  208. package/dist/es5/classes/uniforms.js +39 -80
  209. package/dist/es5/classes/uniforms.js.map +1 -1
  210. package/dist/es5/classes/vertex-array-object.js +268 -209
  211. package/dist/es5/classes/vertex-array-object.js.map +1 -1
  212. package/dist/es5/classes/vertex-array.js +348 -303
  213. package/dist/es5/classes/vertex-array.js.map +1 -1
  214. package/dist/es5/classes/webgl-buffer.js +374 -303
  215. package/dist/es5/classes/webgl-buffer.js.map +1 -1
  216. package/dist/es5/classes/webgl-resource.js +231 -161
  217. package/dist/es5/classes/webgl-resource.js.map +1 -1
  218. package/dist/es5/classes/webgl-shader.js +230 -134
  219. package/dist/es5/classes/webgl-shader.js.map +1 -1
  220. package/dist/es5/context/context/context-state.js +31 -0
  221. package/dist/es5/context/context/context-state.js.map +1 -0
  222. package/dist/es5/context/context/create-context.js +57 -0
  223. package/dist/es5/context/context/create-context.js.map +1 -0
  224. package/dist/es5/context/context/device-pixels.js +115 -0
  225. package/dist/es5/context/context/device-pixels.js.map +1 -0
  226. package/dist/es5/context/context/get-canvas.js +40 -0
  227. package/dist/es5/context/context/get-canvas.js.map +1 -0
  228. package/dist/es5/context/context/resize-context.js +23 -0
  229. package/dist/es5/context/context/resize-context.js.map +1 -0
  230. package/dist/es5/context/context/webgl-checks.js +54 -0
  231. package/dist/es5/context/context/webgl-checks.js.map +1 -0
  232. package/dist/es5/context/parameters/unified-parameter-api.js +95 -0
  233. package/dist/es5/context/parameters/unified-parameter-api.js.map +1 -0
  234. package/dist/es5/context/parameters/webgl-parameter-tables.js +392 -0
  235. package/dist/es5/context/parameters/webgl-parameter-tables.js.map +1 -0
  236. package/dist/es5/context/parameters/webgl-parameters.js +6 -0
  237. package/dist/es5/context/parameters/webgl-parameters.js.map +1 -0
  238. package/dist/es5/context/polyfill/get-parameter-polyfill.js +81 -0
  239. package/dist/es5/context/polyfill/get-parameter-polyfill.js.map +1 -0
  240. package/dist/es5/context/polyfill/polyfill-context.js +134 -0
  241. package/dist/es5/context/polyfill/polyfill-context.js.map +1 -0
  242. package/dist/es5/context/polyfill/polyfill-table.js +166 -0
  243. package/dist/es5/context/polyfill/polyfill-table.js.map +1 -0
  244. package/dist/es5/context/polyfill/polyfill-vertex-array-object.js +341 -0
  245. package/dist/es5/context/polyfill/polyfill-vertex-array-object.js.map +1 -0
  246. package/dist/es5/context/state-tracker/deep-array-equal.js +28 -0
  247. package/dist/es5/context/state-tracker/deep-array-equal.js.map +1 -0
  248. package/dist/es5/context/state-tracker/track-context-state.js +196 -0
  249. package/dist/es5/context/state-tracker/track-context-state.js.map +1 -0
  250. package/dist/es5/context/state-tracker/with-parameters.js +44 -0
  251. package/dist/es5/context/state-tracker/with-parameters.js.map +1 -0
  252. package/dist/es5/debug/debug-program-configuration.js +48 -20
  253. package/dist/es5/debug/debug-program-configuration.js.map +1 -1
  254. package/dist/es5/debug/debug-uniforms.js +110 -70
  255. package/dist/es5/debug/debug-uniforms.js.map +1 -1
  256. package/dist/es5/debug/debug-vertex-array.js +49 -54
  257. package/dist/es5/debug/debug-vertex-array.js.map +1 -1
  258. package/dist/es5/device/check-glsl-extension.js +33 -0
  259. package/dist/es5/device/check-glsl-extension.js.map +1 -0
  260. package/dist/es5/device/device-features.js +152 -0
  261. package/dist/es5/device/device-features.js.map +1 -0
  262. package/dist/es5/device/device-limits.js +64 -0
  263. package/dist/es5/device/device-limits.js.map +1 -0
  264. package/dist/es5/device/get-device-info.js +55 -0
  265. package/dist/es5/device/get-device-info.js.map +1 -0
  266. package/dist/es5/device/webgl-device.js +279 -0
  267. package/dist/es5/device/webgl-device.js.map +1 -0
  268. package/dist/es5/index.js +179 -189
  269. package/dist/es5/index.js.map +1 -1
  270. package/dist/es5/init.js +18 -14
  271. package/dist/es5/init.js.map +1 -1
  272. package/dist/es5/webgl-utils/attribute-utils.js +74 -87
  273. package/dist/es5/webgl-utils/attribute-utils.js.map +1 -1
  274. package/dist/es5/webgl-utils/constants-to-keys.js +7 -7
  275. package/dist/es5/webgl-utils/constants-to-keys.js.map +1 -1
  276. package/dist/es5/webgl-utils/format-utils.js +4 -4
  277. package/dist/es5/webgl-utils/format-utils.js.map +1 -1
  278. package/dist/es5/webgl-utils/get-error.js +18 -18
  279. package/dist/es5/webgl-utils/get-error.js.map +1 -1
  280. package/dist/es5/webgl-utils/index.js +10 -10
  281. package/dist/es5/webgl-utils/is-old-ie.js +16 -0
  282. package/dist/es5/webgl-utils/is-old-ie.js.map +1 -0
  283. package/dist/es5/webgl-utils/parse-shader-compiler-log.js +53 -25
  284. package/dist/es5/webgl-utils/parse-shader-compiler-log.js.map +1 -1
  285. package/dist/es5/webgl-utils/texture-utils.js +32 -36
  286. package/dist/es5/webgl-utils/texture-utils.js.map +1 -1
  287. package/dist/es5/webgl-utils/typed-array-utils.js +33 -32
  288. package/dist/es5/webgl-utils/typed-array-utils.js.map +1 -1
  289. package/dist/es5/webgl-utils/webgl-info.ts.disabled +135 -0
  290. package/dist/esm/api/device2.js +23 -0
  291. package/dist/esm/api/device2.js.map +1 -0
  292. package/dist/esm/classes/accessor.js +2 -2
  293. package/dist/esm/classes/accessor.js.map +1 -1
  294. package/dist/esm/classes/accessor.ts.disabled +1 -1
  295. package/dist/esm/classes/clear.js +7 -4
  296. package/dist/esm/classes/clear.js.map +1 -1
  297. package/dist/esm/classes/copy-and-blit.js +30 -25
  298. package/dist/esm/classes/copy-and-blit.js.map +1 -1
  299. package/dist/esm/classes/framebuffer.js +15 -15
  300. package/dist/esm/classes/framebuffer.js.map +1 -1
  301. package/dist/esm/classes/program-configuration.js +1 -1
  302. package/dist/esm/classes/program-configuration.js.map +1 -1
  303. package/dist/esm/classes/program.js +11 -9
  304. package/dist/esm/classes/program.js.map +1 -1
  305. package/dist/esm/classes/query.js +6 -5
  306. package/dist/esm/classes/query.js.map +1 -1
  307. package/dist/esm/classes/renderbuffer-formats.js +1 -1
  308. package/dist/esm/classes/renderbuffer-formats.js.map +1 -1
  309. package/dist/esm/classes/renderbuffer.js +4 -3
  310. package/dist/esm/classes/renderbuffer.js.map +1 -1
  311. package/dist/esm/classes/texture-2d.js +5 -8
  312. package/dist/esm/classes/texture-2d.js.map +1 -1
  313. package/dist/esm/classes/texture-3d.js +15 -6
  314. package/dist/esm/classes/texture-3d.js.map +1 -1
  315. package/dist/esm/classes/texture-cube.js +3 -4
  316. package/dist/esm/classes/texture-cube.js.map +1 -1
  317. package/dist/esm/classes/texture-formats.js +1 -1
  318. package/dist/esm/classes/texture-formats.js.map +1 -1
  319. package/dist/esm/classes/texture.js +19 -18
  320. package/dist/esm/classes/texture.js.map +1 -1
  321. package/dist/esm/classes/transform-feedback.js +5 -4
  322. package/dist/esm/classes/transform-feedback.js.map +1 -1
  323. package/dist/esm/classes/uniform-buffer-layout.js +1 -1
  324. package/dist/esm/classes/uniform-buffer-layout.js.map +1 -1
  325. package/dist/esm/classes/uniforms.js +1 -2
  326. package/dist/esm/classes/uniforms.js.map +1 -1
  327. package/dist/esm/classes/vertex-array-object.js +8 -9
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24
 
12
- const ERR_ARGUMENT = 'UniformBufferLayout illegal argument';
13
- const GL_FLOAT = 0x1406;
14
- const GL_INT = 0x1404;
15
- const GL_UNSIGNED_INT = 0x1405;
25
+ var UniformBufferLayout = function () {
26
+ function UniformBufferLayout(layout) {
27
+ var _this$typedArray;
16
28
 
17
- class UniformBufferLayout {
18
- constructor(layout) {
29
+ (0, _classCallCheck2.default)(this, UniformBufferLayout);
19
30
  this.layout = {};
20
31
  this.size = 0;
21
32
 
22
- for (const key in layout) {
33
+ for (var key in layout) {
23
34
  this._addUniform(key, layout[key]);
24
35
  }
25
36
 
26
37
  this.size += (4 - this.size % 4) % 4;
27
- const data = new Float32Array(this.size);
28
- this.typedArray = {
29
- [GL_FLOAT]: data,
30
- [GL_INT]: new Int32Array(data.buffer),
31
- [GL_UNSIGNED_INT]: new Uint32Array(data.buffer)
32
- };
33
- }
34
-
35
- getBytes() {
36
- return this.size * 4;
38
+ var data = new Float32Array(this.size);
39
+ this.typedArray = (_this$typedArray = {}, (0, _defineProperty2.default)(_this$typedArray, GL_FLOAT, data), (0, _defineProperty2.default)(_this$typedArray, GL_INT, new Int32Array(data.buffer)), (0, _defineProperty2.default)(_this$typedArray, GL_UNSIGNED_INT, new Uint32Array(data.buffer)), _this$typedArray);
37
40
  }
38
41
 
39
- getData() {
40
- return this.typedArray[GL_FLOAT];
41
- }
42
-
43
- getSubData(index) {
44
- let data;
45
- let offset;
46
-
47
- if (index === undefined) {
48
- data = this.data;
49
- offset = 0;
50
- } else {
51
- const begin = this.offsets[index];
52
- const end = begin + this.sizes[index];
53
- data = this.data.subarray(begin, end);
54
- offset = begin * 4;
42
+ (0, _createClass2.default)(UniformBufferLayout, [{
43
+ key: "getBytes",
44
+ value: function getBytes() {
45
+ return this.size * 4;
55
46
  }
56
-
57
- return {
58
- data,
59
- offset
60
- };
61
- }
62
-
63
- setUniforms(values) {
64
- for (const key in values) {
65
- this._setValue(key, values[key]);
47
+ }, {
48
+ key: "getData",
49
+ value: function getData() {
50
+ return this.typedArray[GL_FLOAT];
66
51
  }
67
-
68
- return this;
69
- }
70
-
71
- _setValue(key, value) {
72
- const layout = this.layout[key];
73
- (0, _utils.assert)(layout, 'UniformLayoutStd140 illegal argument');
74
- const typedArray = this.typedArray[layout.type];
75
-
76
- if (layout.size === 1) {
77
- typedArray[layout.offset] = value;
78
- } else {
79
- typedArray.set(value, layout.offset);
52
+ }, {
53
+ key: "getSubData",
54
+ value: function getSubData(index) {
55
+ var data;
56
+ var offset;
57
+
58
+ if (index === undefined) {
59
+ data = this.data;
60
+ offset = 0;
61
+ } else {
62
+ var begin = this.offsets[index];
63
+ var end = begin + this.sizes[index];
64
+ data = this.data.subarray(begin, end);
65
+ offset = begin * 4;
66
+ }
67
+
68
+ return {
69
+ data: data,
70
+ offset: offset
71
+ };
80
72
  }
81
- }
82
-
83
- _addUniform(key, uniformType) {
84
- const typeAndComponents = (0, _attributeUtils.decomposeCompositeGLType)(uniformType);
85
- (0, _utils.assert)(typeAndComponents, ERR_ARGUMENT);
86
- const {
87
- type,
88
- components: count
89
- } = typeAndComponents;
90
- this.size = this._alignTo(this.size, count);
91
- const offset = this.size;
92
- this.size += count;
93
- this.layout[key] = {
94
- type,
95
- size: count,
96
- offset
97
- };
98
- }
99
-
100
- _alignTo(size, count) {
101
- switch (count) {
102
- case 1:
103
- return size;
104
-
105
- case 2:
106
- return size + size % 2;
107
-
108
- default:
109
- return size + (4 - size % 4) % 4;
73
+ }, {
74
+ key: "setUniforms",
75
+ value: function setUniforms(values) {
76
+ for (var key in values) {
77
+ this._setValue(key, values[key]);
78
+ }
79
+
80
+ return this;
110
81
  }
111
- }
112
-
113
- }
82
+ }, {
83
+ key: "_setValue",
84
+ value: function _setValue(key, value) {
85
+ var layout = this.layout[key];
86
+ (0, _api.assert)(layout, 'UniformLayoutStd140 illegal argument');
87
+ var typedArray = this.typedArray[layout.type];
88
+
89
+ if (layout.size === 1) {
90
+ typedArray[layout.offset] = value;
91
+ } else {
92
+ typedArray.set(value, layout.offset);
93
+ }
94
+ }
95
+ }, {
96
+ key: "_addUniform",
97
+ value: function _addUniform(key, uniformType) {
98
+ var typeAndComponents = (0, _attributeUtils.decomposeCompositeGLType)(uniformType);
99
+ (0, _api.assert)(typeAndComponents, ERR_ARGUMENT);
100
+ var type = typeAndComponents.type,
101
+ count = typeAndComponents.components;
102
+ this.size = this._alignTo(this.size, count);
103
+ var offset = this.size;
104
+ this.size += count;
105
+ this.layout[key] = {
106
+ type: type,
107
+ size: count,
108
+ offset: offset
109
+ };
110
+ }
111
+ }, {
112
+ key: "_alignTo",
113
+ value: function _alignTo(size, count) {
114
+ switch (count) {
115
+ case 1:
116
+ return size;
117
+
118
+ case 2:
119
+ return size + size % 2;
120
+
121
+ default:
122
+ return size + (4 - size % 4) % 4;
123
+ }
124
+ }
125
+ }]);
126
+ return UniformBufferLayout;
127
+ }();
114
128
 
115
129
  exports.default = UniformBufferLayout;
116
130
  //# sourceMappingURL=uniform-buffer-layout.js.map
@@ -1 +1 @@
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these will \"collapse\" during minification\nconst GL_FLOAT = 0x1406;\nconst GL_INT = 0x1404;\nconst GL_UNSIGNED_INT = 0x1405;\n\n/**\n * Std140 layout for uniforms\n */\n export default class UniformBufferLayout {\n constructor(layout) {\n this.layout = {};\n this.size = 0;\n\n // Add layout (type, size and offset) definitions for each uniform in the layout\n for (const key in layout) {\n this._addUniform(key, layout[key]);\n }\n\n this.size += (4 - (this.size % 4)) % 4;\n\n // Allocate three typed arrays pointing at same memory\n const data = new Float32Array(this.size);\n this.typedArray = {\n [GL_FLOAT]: data,\n [GL_INT]: new Int32Array(data.buffer),\n [GL_UNSIGNED_INT]: new Uint32Array(data.buffer)\n };\n }\n\n // Get number of bytes needed for buffer allocation\n getBytes(): number {\n return this.size * 4;\n }\n\n // Get the current data as Float32Array, for bufferSubData\n getData() {\n return this.typedArray[GL_FLOAT];\n }\n\n // Get offset and data for one object (for bufferSubData)\n getSubData(index): {\n data: any;\n offset: any;\n } {\n let data;\n let offset;\n if (index === undefined) {\n data = this.data;\n offset = 0;\n } else {\n const begin = this.offsets[index];\n const end = begin + this.sizes[index];\n data = this.data.subarray(begin, end);\n offset = begin * 4;\n }\n return {data, offset};\n }\n\n // Set a map of values\n setUniforms(values) {\n for (const key in values) {\n this._setValue(key, values[key]);\n }\n return this;\n }\n\n _setValue(key, value) {\n const layout = this.layout[key];\n assert(layout, 'UniformLayoutStd140 illegal argument');\n const typedArray = this.typedArray[layout.type];\n if (layout.size === 1) {\n // single value -> just set it\n typedArray[layout.offset] = value;\n } else {\n // vector/matrix -> copy the supplied (typed) array, starting from offset\n typedArray.set(value, layout.offset);\n }\n }\n\n _addUniform(key, uniformType) {\n const typeAndComponents = decomposeCompositeGLType(uniformType);\n assert(typeAndComponents, ERR_ARGUMENT);\n const {type, components: count} = typeAndComponents;\n\n // First, align (bump) current offset to an even multiple of current object (1, 2, 4)\n this.size = this._alignTo(this.size, count);\n // Use the aligned size as the offset of the current uniform.\n const offset = this.size;\n // Then, add our object's padded size ((1, 2, multiple of 4) to the current offset\n this.size += count;\n\n this.layout[key] = {type, size: count, offset};\n }\n\n // Align offset to 1, 2 or 4 elements (4, 8 or 16 bytes)\n _alignTo(size, count) {\n switch (count) {\n case 1:\n return size; // Pad upwards to even multiple of 2\n case 2:\n return size + (size % 2); // Pad upwards to even multiple of 2\n default:\n return size + ((4 - (size % 4)) % 4); // Pad upwards to even multiple of 4\n }\n }\n}\n"],"file":"uniform-buffer-layout.js"}
1
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these will \"collapse\" during minification\nconst GL_FLOAT = 0x1406;\nconst GL_INT = 0x1404;\nconst GL_UNSIGNED_INT = 0x1405;\n\n/**\n * Std140 layout for uniforms\n */\n export default class UniformBufferLayout {\n constructor(layout) {\n this.layout = {};\n this.size = 0;\n\n // Add layout (type, size and offset) definitions for each uniform in the layout\n for (const key in layout) {\n this._addUniform(key, layout[key]);\n }\n\n this.size += (4 - (this.size % 4)) % 4;\n\n // Allocate three typed arrays pointing at same memory\n const data = new Float32Array(this.size);\n this.typedArray = {\n [GL_FLOAT]: data,\n [GL_INT]: new Int32Array(data.buffer),\n [GL_UNSIGNED_INT]: new Uint32Array(data.buffer)\n };\n }\n\n // Get number of bytes needed for buffer allocation\n getBytes(): number {\n return this.size * 4;\n }\n\n // Get the current data as Float32Array, for bufferSubData\n getData() {\n return this.typedArray[GL_FLOAT];\n }\n\n // Get offset and data for one object (for bufferSubData)\n getSubData(index): {\n data: any;\n offset: any;\n } {\n let data;\n let offset;\n if (index === undefined) {\n data = this.data;\n offset = 0;\n } else {\n const begin = this.offsets[index];\n const end = begin + this.sizes[index];\n data = this.data.subarray(begin, end);\n offset = begin * 4;\n }\n return {data, offset};\n }\n\n // Set a map of values\n setUniforms(values) {\n for (const key in values) {\n this._setValue(key, values[key]);\n }\n return this;\n }\n\n _setValue(key, value) {\n const layout = this.layout[key];\n assert(layout, 'UniformLayoutStd140 illegal argument');\n const typedArray = this.typedArray[layout.type];\n if (layout.size === 1) {\n // single value -> just set it\n typedArray[layout.offset] = value;\n } else {\n // vector/matrix -> copy the supplied (typed) array, starting from offset\n typedArray.set(value, layout.offset);\n }\n }\n\n _addUniform(key, uniformType) {\n const typeAndComponents = decomposeCompositeGLType(uniformType);\n assert(typeAndComponents, ERR_ARGUMENT);\n const {type, components: count} = typeAndComponents;\n\n // First, align (bump) current offset to an even multiple of current object (1, 2, 4)\n this.size = this._alignTo(this.size, count);\n // Use the aligned size as the offset of the current uniform.\n const offset = this.size;\n // Then, add our object's padded size ((1, 2, multiple of 4) to the current offset\n this.size += count;\n\n this.layout[key] = {type, size: count, offset};\n }\n\n // Align offset to 1, 2 or 4 elements (4, 8 or 16 bytes)\n _alignTo(size, count) {\n switch (count) {\n case 1:\n return size; // Pad upwards to even multiple of 2\n case 2:\n return size + (size % 2); // Pad upwards to even multiple of 2\n default:\n return size + ((4 - (size % 4)) % 4); // Pad upwards to even multiple of 4\n }\n }\n}\n"],"file":"uniform-buffer-layout.js"}
@@ -10,9 +10,11 @@ exports.parseUniformName = parseUniformName;
10
10
  exports.checkUniformValues = checkUniformValues;
11
11
  exports.copyUniform = copyUniform;
12
12
 
13
- var _constants = _interopRequireDefault(require("@luma.gl/constants"));
13
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
14
+
15
+ var _api = require("@luma.gl/api");
14
16
 
15
- var _gltools = require("@luma.gl/gltools");
17
+ var _constants = _interopRequireDefault(require("@luma.gl/constants"));
16
18
 
17
19
  var _framebuffer = _interopRequireDefault(require("./framebuffer"));
18
20
 
@@ -20,59 +22,16 @@ var _renderbuffer = _interopRequireDefault(require("./renderbuffer"));
20
22
 
21
23
  var _texture = _interopRequireDefault(require("./texture"));
22
24
 
23
- var _utils = require("../utils");
24
-
25
- const UNIFORM_SETTERS = {
26
- [_constants.default.FLOAT]: getArraySetter.bind(null, 'uniform1fv', toFloatArray, 1, setVectorUniform),
27
- [_constants.default.FLOAT_VEC2]: getArraySetter.bind(null, 'uniform2fv', toFloatArray, 2, setVectorUniform),
28
- [_constants.default.FLOAT_VEC3]: getArraySetter.bind(null, 'uniform3fv', toFloatArray, 3, setVectorUniform),
29
- [_constants.default.FLOAT_VEC4]: getArraySetter.bind(null, 'uniform4fv', toFloatArray, 4, setVectorUniform),
30
- [_constants.default.INT]: getArraySetter.bind(null, 'uniform1iv', toIntArray, 1, setVectorUniform),
31
- [_constants.default.INT_VEC2]: getArraySetter.bind(null, 'uniform2iv', toIntArray, 2, setVectorUniform),
32
- [_constants.default.INT_VEC3]: getArraySetter.bind(null, 'uniform3iv', toIntArray, 3, setVectorUniform),
33
- [_constants.default.INT_VEC4]: getArraySetter.bind(null, 'uniform4iv', toIntArray, 4, setVectorUniform),
34
- [_constants.default.BOOL]: getArraySetter.bind(null, 'uniform1iv', toIntArray, 1, setVectorUniform),
35
- [_constants.default.BOOL_VEC2]: getArraySetter.bind(null, 'uniform2iv', toIntArray, 2, setVectorUniform),
36
- [_constants.default.BOOL_VEC3]: getArraySetter.bind(null, 'uniform3iv', toIntArray, 3, setVectorUniform),
37
- [_constants.default.BOOL_VEC4]: getArraySetter.bind(null, 'uniform4iv', toIntArray, 4, setVectorUniform),
38
- [_constants.default.FLOAT_MAT2]: getArraySetter.bind(null, 'uniformMatrix2fv', toFloatArray, 4, setMatrixUniform),
39
- [_constants.default.FLOAT_MAT3]: getArraySetter.bind(null, 'uniformMatrix3fv', toFloatArray, 9, setMatrixUniform),
40
- [_constants.default.FLOAT_MAT4]: getArraySetter.bind(null, 'uniformMatrix4fv', toFloatArray, 16, setMatrixUniform),
41
- [_constants.default.SAMPLER_2D]: getSamplerSetter,
42
- [_constants.default.SAMPLER_CUBE]: getSamplerSetter,
43
- [_constants.default.UNSIGNED_INT]: getArraySetter.bind(null, 'uniform1uiv', toUIntArray, 1, setVectorUniform),
44
- [_constants.default.UNSIGNED_INT_VEC2]: getArraySetter.bind(null, 'uniform2uiv', toUIntArray, 2, setVectorUniform),
45
- [_constants.default.UNSIGNED_INT_VEC3]: getArraySetter.bind(null, 'uniform3uiv', toUIntArray, 3, setVectorUniform),
46
- [_constants.default.UNSIGNED_INT_VEC4]: getArraySetter.bind(null, 'uniform4uiv', toUIntArray, 4, setVectorUniform),
47
- [_constants.default.FLOAT_MAT2x3]: getArraySetter.bind(null, 'uniformMatrix2x3fv', toFloatArray, 6, setMatrixUniform),
48
- [_constants.default.FLOAT_MAT2x4]: getArraySetter.bind(null, 'uniformMatrix2x4fv', toFloatArray, 8, setMatrixUniform),
49
- [_constants.default.FLOAT_MAT3x2]: getArraySetter.bind(null, 'uniformMatrix3x2fv', toFloatArray, 6, setMatrixUniform),
50
- [_constants.default.FLOAT_MAT3x4]: getArraySetter.bind(null, 'uniformMatrix3x4fv', toFloatArray, 12, setMatrixUniform),
51
- [_constants.default.FLOAT_MAT4x2]: getArraySetter.bind(null, 'uniformMatrix4x2fv', toFloatArray, 8, setMatrixUniform),
52
- [_constants.default.FLOAT_MAT4x3]: getArraySetter.bind(null, 'uniformMatrix4x3fv', toFloatArray, 12, setMatrixUniform),
53
- [_constants.default.SAMPLER_2D]: getSamplerSetter,
54
- [_constants.default.SAMPLER_CUBE]: getSamplerSetter,
55
- [_constants.default.SAMPLER_3D]: getSamplerSetter,
56
- [_constants.default.SAMPLER_2D_SHADOW]: getSamplerSetter,
57
- [_constants.default.SAMPLER_2D_ARRAY]: getSamplerSetter,
58
- [_constants.default.SAMPLER_2D_ARRAY_SHADOW]: getSamplerSetter,
59
- [_constants.default.SAMPLER_CUBE_SHADOW]: getSamplerSetter,
60
- [_constants.default.INT_SAMPLER_2D]: getSamplerSetter,
61
- [_constants.default.INT_SAMPLER_3D]: getSamplerSetter,
62
- [_constants.default.INT_SAMPLER_CUBE]: getSamplerSetter,
63
- [_constants.default.INT_SAMPLER_2D_ARRAY]: getSamplerSetter,
64
- [_constants.default.UNSIGNED_INT_SAMPLER_2D]: getSamplerSetter,
65
- [_constants.default.UNSIGNED_INT_SAMPLER_3D]: getSamplerSetter,
66
- [_constants.default.UNSIGNED_INT_SAMPLER_CUBE]: getSamplerSetter,
67
- [_constants.default.UNSIGNED_INT_SAMPLER_2D_ARRAY]: getSamplerSetter
68
- };
69
- const FLOAT_ARRAY = {};
70
- const INT_ARRAY = {};
71
- const UINT_ARRAY = {};
72
- const array1 = [0];
25
+ var _UNIFORM_SETTERS;
26
+
27
+ var UNIFORM_SETTERS = (_UNIFORM_SETTERS = {}, (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT, getArraySetter.bind(null, 'uniform1fv', toFloatArray, 1, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_VEC2, getArraySetter.bind(null, 'uniform2fv', toFloatArray, 2, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_VEC3, getArraySetter.bind(null, 'uniform3fv', toFloatArray, 3, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_VEC4, getArraySetter.bind(null, 'uniform4fv', toFloatArray, 4, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.INT, getArraySetter.bind(null, 'uniform1iv', toIntArray, 1, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.INT_VEC2, getArraySetter.bind(null, 'uniform2iv', toIntArray, 2, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.INT_VEC3, getArraySetter.bind(null, 'uniform3iv', toIntArray, 3, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.INT_VEC4, getArraySetter.bind(null, 'uniform4iv', toIntArray, 4, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.BOOL, getArraySetter.bind(null, 'uniform1iv', toIntArray, 1, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.BOOL_VEC2, getArraySetter.bind(null, 'uniform2iv', toIntArray, 2, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.BOOL_VEC3, getArraySetter.bind(null, 'uniform3iv', toIntArray, 3, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.BOOL_VEC4, getArraySetter.bind(null, 'uniform4iv', toIntArray, 4, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_MAT2, getArraySetter.bind(null, 'uniformMatrix2fv', toFloatArray, 4, setMatrixUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_MAT3, getArraySetter.bind(null, 'uniformMatrix3fv', toFloatArray, 9, setMatrixUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_MAT4, getArraySetter.bind(null, 'uniformMatrix4fv', toFloatArray, 16, setMatrixUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.SAMPLER_2D, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.SAMPLER_CUBE, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.UNSIGNED_INT, getArraySetter.bind(null, 'uniform1uiv', toUIntArray, 1, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.UNSIGNED_INT_VEC2, getArraySetter.bind(null, 'uniform2uiv', toUIntArray, 2, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.UNSIGNED_INT_VEC3, getArraySetter.bind(null, 'uniform3uiv', toUIntArray, 3, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.UNSIGNED_INT_VEC4, getArraySetter.bind(null, 'uniform4uiv', toUIntArray, 4, setVectorUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_MAT2x3, getArraySetter.bind(null, 'uniformMatrix2x3fv', toFloatArray, 6, setMatrixUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_MAT2x4, getArraySetter.bind(null, 'uniformMatrix2x4fv', toFloatArray, 8, setMatrixUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_MAT3x2, getArraySetter.bind(null, 'uniformMatrix3x2fv', toFloatArray, 6, setMatrixUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_MAT3x4, getArraySetter.bind(null, 'uniformMatrix3x4fv', toFloatArray, 12, setMatrixUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_MAT4x2, getArraySetter.bind(null, 'uniformMatrix4x2fv', toFloatArray, 8, setMatrixUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.FLOAT_MAT4x3, getArraySetter.bind(null, 'uniformMatrix4x3fv', toFloatArray, 12, setMatrixUniform)), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.SAMPLER_2D, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.SAMPLER_CUBE, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.SAMPLER_3D, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.SAMPLER_2D_SHADOW, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.SAMPLER_2D_ARRAY, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.SAMPLER_2D_ARRAY_SHADOW, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.SAMPLER_CUBE_SHADOW, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.INT_SAMPLER_2D, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.INT_SAMPLER_3D, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.INT_SAMPLER_CUBE, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.INT_SAMPLER_2D_ARRAY, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.UNSIGNED_INT_SAMPLER_2D, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.UNSIGNED_INT_SAMPLER_3D, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.UNSIGNED_INT_SAMPLER_CUBE, getSamplerSetter), (0, _defineProperty2.default)(_UNIFORM_SETTERS, _constants.default.UNSIGNED_INT_SAMPLER_2D_ARRAY, getSamplerSetter), _UNIFORM_SETTERS);
28
+ var FLOAT_ARRAY = {};
29
+ var INT_ARRAY = {};
30
+ var UINT_ARRAY = {};
31
+ var array1 = [0];
73
32
 
74
33
  function getUniformSetter(gl, location, info) {
75
- const setter = UNIFORM_SETTERS[info.type];
34
+ var setter = UNIFORM_SETTERS[info.type];
76
35
 
77
36
  if (!setter) {
78
37
  throw new Error("Unknown GLSL uniform type ".concat(info.type));
@@ -84,14 +43,14 @@ function getUniformSetter(gl, location, info) {
84
43
  function parseUniformName(name) {
85
44
  if (name[name.length - 1] !== ']') {
86
45
  return {
87
- name,
46
+ name: name,
88
47
  length: 1,
89
48
  isArray: false
90
49
  };
91
50
  }
92
51
 
93
- const UNIFORM_NAME_REGEXP = /([^[]*)(\[[0-9]+\])?/;
94
- const matches = name.match(UNIFORM_NAME_REGEXP);
52
+ var UNIFORM_NAME_REGEXP = /([^[]*)(\[[0-9]+\])?/;
53
+ var matches = name.match(UNIFORM_NAME_REGEXP);
95
54
 
96
55
  if (!matches || matches.length < 2) {
97
56
  throw new Error("Failed to parse GLSL uniform name ".concat(name));
@@ -105,14 +64,14 @@ function parseUniformName(name) {
105
64
  }
106
65
 
107
66
  function checkUniformValues(uniforms, source, uniformMap) {
108
- for (const uniformName in uniforms) {
109
- const value = uniforms[uniformName];
110
- const shouldCheck = !uniformMap || Boolean(uniformMap[uniformName]);
67
+ for (var _uniformName in uniforms) {
68
+ var value = uniforms[_uniformName];
69
+ var shouldCheck = !uniformMap || Boolean(uniformMap[_uniformName]);
111
70
 
112
71
  if (shouldCheck && !checkUniformValue(value)) {
113
72
  source = source ? "".concat(source, " ") : '';
114
- console.error("".concat(source, " Bad uniform ").concat(uniformName), value);
115
- throw new Error("".concat(source, " Bad uniform ").concat(uniformName));
73
+ console.error("".concat(source, " Bad uniform ").concat(_uniformName), value);
74
+ throw new Error("".concat(source, " Bad uniform ").concat(_uniformName));
116
75
  }
117
76
  }
118
77
 
@@ -122,9 +81,9 @@ function checkUniformValues(uniforms, source, uniformMap) {
122
81
  function copyUniform(uniforms, key, value) {
123
82
  if (Array.isArray(value) || ArrayBuffer.isView(value)) {
124
83
  if (uniforms[key]) {
125
- const dest = uniforms[key];
84
+ var dest = uniforms[key];
126
85
 
127
- for (let i = 0, len = value.length; i < len; ++i) {
86
+ for (var i = 0, len = value.length; i < len; ++i) {
128
87
  dest[i] = value[i];
129
88
  }
130
89
  } else {
@@ -160,9 +119,9 @@ function checkUniformArray(value) {
160
119
  return false;
161
120
  }
162
121
 
163
- const checkLength = Math.min(value.length, 16);
122
+ var checkLength = Math.min(value.length, 16);
164
123
 
165
- for (let i = 0; i < checkLength; ++i) {
124
+ for (var i = 0; i < checkLength; ++i) {
166
125
  if (!Number.isFinite(value[i])) {
167
126
  return false;
168
127
  }
@@ -172,9 +131,9 @@ function checkUniformArray(value) {
172
131
  }
173
132
 
174
133
  function getSamplerSetter() {
175
- let cache = null;
176
- return (gl, location, value) => {
177
- const update = cache !== value;
134
+ var cache = null;
135
+ return function (gl, location, value) {
136
+ var update = cache !== value;
178
137
 
179
138
  if (update) {
180
139
  gl.uniform1i(location, value);
@@ -186,21 +145,21 @@ function getSamplerSetter() {
186
145
  }
187
146
 
188
147
  function getArraySetter(functionName, toArray, size, uniformSetter) {
189
- let cache = null;
190
- let cacheLength = null;
191
- return (gl, location, value) => {
192
- const arrayValue = toArray(value, size);
193
- const length = arrayValue.length;
194
- let update = false;
148
+ var cache = null;
149
+ var cacheLength = null;
150
+ return function (gl, location, value) {
151
+ var arrayValue = toArray(value, size);
152
+ var length = arrayValue.length;
153
+ var update = false;
195
154
 
196
155
  if (cache === null) {
197
156
  cache = new Float32Array(length);
198
157
  cacheLength = length;
199
158
  update = true;
200
159
  } else {
201
- (0, _utils.assert)(cacheLength === length, 'Uniform length cannot change.');
160
+ (0, _api.assert)(cacheLength === length, 'Uniform length cannot change.');
202
161
 
203
- for (let i = 0; i < length; ++i) {
162
+ for (var i = 0; i < length; ++i) {
204
163
  if (arrayValue[i] !== cache[i]) {
205
164
  update = true;
206
165
  break;
@@ -235,24 +194,24 @@ function toTypedArray(value, uniformLength, Type, cache) {
235
194
  value = array1;
236
195
  }
237
196
 
238
- const length = value.length;
197
+ var length = value.length;
239
198
 
240
199
  if (length % uniformLength) {
241
- _gltools.log.warn("Uniform size should be multiples of ".concat(uniformLength), value)();
200
+ _api.log.warn("Uniform size should be multiples of ".concat(uniformLength), value)();
242
201
  }
243
202
 
244
203
  if (value instanceof Type) {
245
204
  return value;
246
205
  }
247
206
 
248
- let result = cache[length];
207
+ var result = cache[length];
249
208
 
250
209
  if (!result) {
251
210
  result = new Type(length);
252
211
  cache[length] = result;
253
212
  }
254
213
 
255
- for (let i = 0; i < length; i++) {
214
+ for (var i = 0; i < length; i++) {
256
215
  result[i] = value[i];
257
216
  }
258
217
 
@@ -1 +1 @@
1
- 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@typedef {import('./uniforms')} types */\n\nimport GL from '@luma.gl/constants';\nimport {log} from '@luma.gl/gltools';\nimport {Matrix4} from '@math.gl/core';\n\nimport Framebuffer from './framebuffer';\nimport Renderbuffer from './renderbuffer';\nimport Texture from './texture';\nimport {assert} from '../utils';\n\ntype NumberUniformInfo = {\n type: 'number'\n value: number\n min: number\n max: number\n}\n\ntype BooleanUniformInfo = {\n type: 'boolean'\n value: boolean\n}\n\ntype ArrayUniformInfo = {\n type: 'array'\n value: Array<any>\n}\n\ntype ObjectUniformInfo = {\n type: 'object'\n value: Object\n}\n\ntype UniformInfo = NumberUniformInfo |\n BooleanUniformInfo |\n ArrayUniformInfo |\n ObjectUniformInfo\n\n// https://luma.gl/docs/developer-guide/shader-modules#getuniforms\ntype UniformsOptions = {\n [uniformName: string]: UniformInfo\n}\n\ntype Uniform = UniformInfo |\n Buffer | (() => Buffer) | Framebuffer |\n Texture |\n Matrix4 | // TODO: which other math.gl classes?\n number | [number, number] | [number, number, number] | [number, number, number, number]\n\ntype Uniforms = {\n [uniformName: string]: Uniform\n}\n\nconst UNIFORM_SETTERS = {\n // WEBGL1\n\n /* eslint-disable max-len */\n [GL.FLOAT]: getArraySetter.bind(null, 'uniform1fv', toFloatArray, 1, setVectorUniform),\n [GL.FLOAT_VEC2]: getArraySetter.bind(null, 'uniform2fv', toFloatArray, 2, setVectorUniform),\n [GL.FLOAT_VEC3]: getArraySetter.bind(null, 'uniform3fv', toFloatArray, 3, setVectorUniform),\n [GL.FLOAT_VEC4]: getArraySetter.bind(null, 'uniform4fv', toFloatArray, 4, setVectorUniform),\n\n [GL.INT]: getArraySetter.bind(null, 'uniform1iv', toIntArray, 1, setVectorUniform),\n [GL.INT_VEC2]: getArraySetter.bind(null, 'uniform2iv', toIntArray, 2, setVectorUniform),\n [GL.INT_VEC3]: getArraySetter.bind(null, 'uniform3iv', toIntArray, 3, setVectorUniform),\n [GL.INT_VEC4]: getArraySetter.bind(null, 'uniform4iv', toIntArray, 4, setVectorUniform),\n\n [GL.BOOL]: getArraySetter.bind(null, 'uniform1iv', toIntArray, 1, setVectorUniform),\n [GL.BOOL_VEC2]: getArraySetter.bind(null, 'uniform2iv', toIntArray, 2, setVectorUniform),\n [GL.BOOL_VEC3]: getArraySetter.bind(null, 'uniform3iv', toIntArray, 3, setVectorUniform),\n [GL.BOOL_VEC4]: getArraySetter.bind(null, 'uniform4iv', toIntArray, 4, setVectorUniform),\n\n // uniformMatrix(false): don't transpose the matrix\n [GL.FLOAT_MAT2]: getArraySetter.bind(null, 'uniformMatrix2fv', toFloatArray, 4, setMatrixUniform),\n [GL.FLOAT_MAT3]: getArraySetter.bind(null, 'uniformMatrix3fv', toFloatArray, 9, setMatrixUniform),\n [GL.FLOAT_MAT4]: getArraySetter.bind(\n null,\n 'uniformMatrix4fv',\n toFloatArray,\n 16,\n setMatrixUniform\n ),\n\n [GL.SAMPLER_2D]: getSamplerSetter,\n [GL.SAMPLER_CUBE]: getSamplerSetter,\n\n // WEBGL2 - unsigned integers, irregular matrices, additional texture samplers\n\n [GL.UNSIGNED_INT]: getArraySetter.bind(null, 'uniform1uiv', toUIntArray, 1, setVectorUniform),\n [GL.UNSIGNED_INT_VEC2]: getArraySetter.bind(\n null,\n 'uniform2uiv',\n toUIntArray,\n 2,\n setVectorUniform\n ),\n [GL.UNSIGNED_INT_VEC3]: getArraySetter.bind(\n null,\n 'uniform3uiv',\n toUIntArray,\n 3,\n setVectorUniform\n ),\n [GL.UNSIGNED_INT_VEC4]: getArraySetter.bind(\n null,\n 'uniform4uiv',\n toUIntArray,\n 4,\n setVectorUniform\n ),\n\n // uniformMatrix(false): don't transpose the matrix\n [GL.FLOAT_MAT2x3]: getArraySetter.bind(\n null,\n 'uniformMatrix2x3fv',\n toFloatArray,\n 6,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT2x4]: getArraySetter.bind(\n null,\n 'uniformMatrix2x4fv',\n toFloatArray,\n 8,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT3x2]: getArraySetter.bind(\n null,\n 'uniformMatrix3x2fv',\n toFloatArray,\n 6,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT3x4]: getArraySetter.bind(\n null,\n 'uniformMatrix3x4fv',\n toFloatArray,\n 12,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT4x2]: getArraySetter.bind(\n null,\n 'uniformMatrix4x2fv',\n toFloatArray,\n 8,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT4x3]: getArraySetter.bind(\n null,\n 'uniformMatrix4x3fv',\n toFloatArray,\n 12,\n setMatrixUniform\n ),\n\n [GL.SAMPLER_2D]: getSamplerSetter,\n [GL.SAMPLER_CUBE]: getSamplerSetter,\n\n [GL.SAMPLER_3D]: getSamplerSetter,\n [GL.SAMPLER_2D_SHADOW]: getSamplerSetter,\n [GL.SAMPLER_2D_ARRAY]: getSamplerSetter,\n [GL.SAMPLER_2D_ARRAY_SHADOW]: getSamplerSetter,\n [GL.SAMPLER_CUBE_SHADOW]: getSamplerSetter,\n [GL.INT_SAMPLER_2D]: getSamplerSetter,\n [GL.INT_SAMPLER_3D]: getSamplerSetter,\n [GL.INT_SAMPLER_CUBE]: getSamplerSetter,\n [GL.INT_SAMPLER_2D_ARRAY]: getSamplerSetter,\n [GL.UNSIGNED_INT_SAMPLER_2D]: getSamplerSetter,\n [GL.UNSIGNED_INT_SAMPLER_3D]: getSamplerSetter,\n [GL.UNSIGNED_INT_SAMPLER_CUBE]: getSamplerSetter,\n [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: getSamplerSetter\n /* eslint-enable max-len */\n};\n\n// Pre-allocated typed arrays for temporary conversion\nconst FLOAT_ARRAY = {};\nconst INT_ARRAY = {};\nconst UINT_ARRAY = {};\n\nconst array1 = [0];\n\n// PUBLIC API\n\n/** Returns a Magic Uniform Setter */\nexport function getUniformSetter(gl: WebGLRenderingContext, location: number, info: UniformInfo): any {\n const setter = UNIFORM_SETTERS[info.type];\n if (!setter) {\n throw new Error(`Unknown GLSL uniform type ${info.type}`);\n }\n\n // NOTE(Tarek): This construction is the ensure\n // separate caches for all setters.\n return setter().bind(null, gl, location);\n}\n\nexport function parseUniformName(name: string): {name: string; isArray: boolean, length: number} {\n // Shortcut to avoid redundant or bad matches\n if (name[name.length - 1] !== ']') {\n return {\n name,\n length: 1,\n isArray: false\n };\n }\n\n // if array name then clean the array brackets\n const UNIFORM_NAME_REGEXP = /([^[]*)(\\[[0-9]+\\])?/;\n const matches = name.match(UNIFORM_NAME_REGEXP);\n if (!matches || matches.length < 2) {\n throw new Error(`Failed to parse GLSL uniform name ${name}`);\n }\n\n return {\n name: matches[1],\n length: Number(matches[2]) || 1,\n isArray: Boolean(matches[2])\n };\n}\n\n// To facilitate early detection of e.g. undefined values in JavaScript\n\n// Basic checks of uniform values (with or without knowledge of program)\n\n/**\n * Basic checks of uniform values (with or without knowledge of program)\n * To facilitate early detection of e.g. undefined values in JavaScript\n */\n export function checkUniformValues(uniforms: object, source?: string, uniformMap?: object): boolean {\n for (const uniformName in uniforms) {\n const value = uniforms[uniformName];\n const shouldCheck = !uniformMap || Boolean(uniformMap[uniformName]);\n if (shouldCheck && !checkUniformValue(value)) {\n // Add space to source\n source = source ? `${source} ` : '';\n // Value could be unprintable so write the object on console\n console.error(`${source} Bad uniform ${uniformName}`, value); // eslint-disable-line\n /* eslint-enable no-console */\n throw new Error(`${source} Bad uniform ${uniformName}`);\n }\n }\n return true;\n}\n\n /**\n * Creates a copy of the uniform\n */\nexport function copyUniform(uniforms: object, key: string, value: any): void {\n if (Array.isArray(value) || ArrayBuffer.isView(value)) {\n if (uniforms[key]) {\n const dest = uniforms[key];\n // @ts-ignore\n for (let i = 0, len = value.length; i < len; ++i) {\n dest[i] = value[i];\n }\n } else {\n // @ts-ignore\n uniforms[key] = value.slice();\n }\n } else {\n uniforms[key] = value;\n }\n}\n\n// HELPERS\n\n// TODO use type information during validation\nfunction checkUniformValue(value) {\n if (Array.isArray(value) || ArrayBuffer.isView(value)) {\n return checkUniformArray(value);\n }\n\n // Check if single value is a number\n if (isFinite(value)) {\n return true;\n } else if (value === true || value === false) {\n return true;\n } else if (value instanceof Texture) {\n return true;\n } else if (value instanceof Renderbuffer) {\n return true;\n } else if (value instanceof Framebuffer) {\n return Boolean(value.texture);\n }\n return false;\n}\n\n\nfunction checkUniformArray(value) {\n // Check that every element in array is a number, and at least 1 element\n if (value.length === 0) {\n return false;\n }\n\n const checkLength = Math.min(value.length, 16);\n\n for (let i = 0; i < checkLength; ++i) {\n if (!Number.isFinite(value[i])) {\n return false;\n }\n }\n\n return true;\n}\n\n// NOTE(Tarek): Setters maintain a cache\n// of the previously set value, and\n// avoid resetting it if it's the same.\nfunction getSamplerSetter() {\n let cache = null;\n return (gl, location, value) => {\n const update = cache !== value;\n if (update) {\n gl.uniform1i(location, value);\n cache = value;\n }\n\n return update;\n };\n}\n\nfunction getArraySetter(functionName, toArray, size, uniformSetter) {\n let cache = null;\n let cacheLength = null;\n return (gl, location, value) => {\n const arrayValue = toArray(value, size);\n const length = arrayValue.length;\n let update = false;\n if (cache === null) {\n cache = new Float32Array(length);\n cacheLength = length;\n update = true;\n } else {\n assert(cacheLength === length, 'Uniform length cannot change.');\n for (let i = 0; i < length; ++i) {\n if (arrayValue[i] !== cache[i]) {\n update = true;\n break;\n }\n }\n }\n if (update) {\n uniformSetter(gl, functionName, location, arrayValue);\n cache.set(arrayValue);\n }\n\n return update;\n };\n}\n\nfunction setVectorUniform(gl, functionName, location, value) {\n gl[functionName](location, value);\n}\n\nfunction setMatrixUniform(gl, functionName, location, value) {\n gl[functionName](location, false, value);\n}\n\n// Functions to ensure the type of uniform values\n// This is done because uniform*v functions\n// are extremely slow when consuming JS arrays directly.\n\nfunction toTypedArray(value, uniformLength, Type, cache) {\n // convert boolean uniforms to Number\n if (uniformLength === 1 && typeof value === 'boolean') {\n value = value ? 1 : 0;\n }\n if (Number.isFinite(value)) {\n array1[0] = value;\n value = array1;\n }\n const length = value.length;\n if (length % uniformLength) {\n log.warn(`Uniform size should be multiples of ${uniformLength}`, value)();\n }\n\n if (value instanceof Type) {\n return value;\n }\n let result = cache[length];\n if (!result) {\n result = new Type(length);\n cache[length] = result;\n }\n for (let i = 0; i < length; i++) {\n result[i] = value[i];\n }\n return result;\n}\n\nfunction toFloatArray(value, uniformLength) {\n return toTypedArray(value, uniformLength, Float32Array, FLOAT_ARRAY);\n}\n\nfunction toIntArray(value, uniformLength) {\n return toTypedArray(value, uniformLength, Int32Array, INT_ARRAY);\n}\n\nfunction toUIntArray(value, uniformLength) {\n return toTypedArray(value, uniformLength, Uint32Array, UINT_ARRAY);\n}\n"],"file":"uniforms.js"}
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{log, assert} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {Matrix4} from '@math.gl/core';\n\nimport Framebuffer from './framebuffer';\nimport Renderbuffer from './renderbuffer';\nimport Texture from './texture';\n\ntype NumberUniformInfo = {\n type: 'number'\n value: number\n min: number\n max: number\n}\n\ntype BooleanUniformInfo = {\n type: 'boolean'\n value: boolean\n}\n\ntype ArrayUniformInfo = {\n type: 'array'\n value: Array<any>\n}\n\ntype ObjectUniformInfo = {\n type: 'object'\n value: Object\n}\n\ntype UniformInfo = NumberUniformInfo |\n BooleanUniformInfo |\n ArrayUniformInfo |\n ObjectUniformInfo\n\n// https://luma.gl/docs/developer-guide/shader-modules#getuniforms\ntype UniformsOptions = {\n [uniformName: string]: UniformInfo\n}\n\ntype Uniform = UniformInfo |\n Buffer | (() => Buffer) | Framebuffer |\n Texture |\n Matrix4 | // TODO: which other math.gl classes?\n number | [number, number] | [number, number, number] | [number, number, number, number]\n\ntype Uniforms = {\n [uniformName: string]: Uniform\n}\n\nconst UNIFORM_SETTERS = {\n // WEBGL1\n\n [GL.FLOAT]: getArraySetter.bind(null, 'uniform1fv', toFloatArray, 1, setVectorUniform),\n [GL.FLOAT_VEC2]: getArraySetter.bind(null, 'uniform2fv', toFloatArray, 2, setVectorUniform),\n [GL.FLOAT_VEC3]: getArraySetter.bind(null, 'uniform3fv', toFloatArray, 3, setVectorUniform),\n [GL.FLOAT_VEC4]: getArraySetter.bind(null, 'uniform4fv', toFloatArray, 4, setVectorUniform),\n\n [GL.INT]: getArraySetter.bind(null, 'uniform1iv', toIntArray, 1, setVectorUniform),\n [GL.INT_VEC2]: getArraySetter.bind(null, 'uniform2iv', toIntArray, 2, setVectorUniform),\n [GL.INT_VEC3]: getArraySetter.bind(null, 'uniform3iv', toIntArray, 3, setVectorUniform),\n [GL.INT_VEC4]: getArraySetter.bind(null, 'uniform4iv', toIntArray, 4, setVectorUniform),\n\n [GL.BOOL]: getArraySetter.bind(null, 'uniform1iv', toIntArray, 1, setVectorUniform),\n [GL.BOOL_VEC2]: getArraySetter.bind(null, 'uniform2iv', toIntArray, 2, setVectorUniform),\n [GL.BOOL_VEC3]: getArraySetter.bind(null, 'uniform3iv', toIntArray, 3, setVectorUniform),\n [GL.BOOL_VEC4]: getArraySetter.bind(null, 'uniform4iv', toIntArray, 4, setVectorUniform),\n\n // uniformMatrix(false): don't transpose the matrix\n [GL.FLOAT_MAT2]: getArraySetter.bind(null, 'uniformMatrix2fv', toFloatArray, 4, setMatrixUniform),\n [GL.FLOAT_MAT3]: getArraySetter.bind(null, 'uniformMatrix3fv', toFloatArray, 9, setMatrixUniform),\n [GL.FLOAT_MAT4]: getArraySetter.bind(\n null,\n 'uniformMatrix4fv',\n toFloatArray,\n 16,\n setMatrixUniform\n ),\n\n [GL.SAMPLER_2D]: getSamplerSetter,\n [GL.SAMPLER_CUBE]: getSamplerSetter,\n\n // WEBGL2 - unsigned integers, irregular matrices, additional texture samplers\n\n [GL.UNSIGNED_INT]: getArraySetter.bind(null, 'uniform1uiv', toUIntArray, 1, setVectorUniform),\n [GL.UNSIGNED_INT_VEC2]: getArraySetter.bind(\n null,\n 'uniform2uiv',\n toUIntArray,\n 2,\n setVectorUniform\n ),\n [GL.UNSIGNED_INT_VEC3]: getArraySetter.bind(\n null,\n 'uniform3uiv',\n toUIntArray,\n 3,\n setVectorUniform\n ),\n [GL.UNSIGNED_INT_VEC4]: getArraySetter.bind(\n null,\n 'uniform4uiv',\n toUIntArray,\n 4,\n setVectorUniform\n ),\n\n // uniformMatrix(false): don't transpose the matrix\n [GL.FLOAT_MAT2x3]: getArraySetter.bind(\n null,\n 'uniformMatrix2x3fv',\n toFloatArray,\n 6,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT2x4]: getArraySetter.bind(\n null,\n 'uniformMatrix2x4fv',\n toFloatArray,\n 8,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT3x2]: getArraySetter.bind(\n null,\n 'uniformMatrix3x2fv',\n toFloatArray,\n 6,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT3x4]: getArraySetter.bind(\n null,\n 'uniformMatrix3x4fv',\n toFloatArray,\n 12,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT4x2]: getArraySetter.bind(\n null,\n 'uniformMatrix4x2fv',\n toFloatArray,\n 8,\n setMatrixUniform\n ),\n [GL.FLOAT_MAT4x3]: getArraySetter.bind(\n null,\n 'uniformMatrix4x3fv',\n toFloatArray,\n 12,\n setMatrixUniform\n ),\n\n [GL.SAMPLER_2D]: getSamplerSetter,\n [GL.SAMPLER_CUBE]: getSamplerSetter,\n\n [GL.SAMPLER_3D]: getSamplerSetter,\n [GL.SAMPLER_2D_SHADOW]: getSamplerSetter,\n [GL.SAMPLER_2D_ARRAY]: getSamplerSetter,\n [GL.SAMPLER_2D_ARRAY_SHADOW]: getSamplerSetter,\n [GL.SAMPLER_CUBE_SHADOW]: getSamplerSetter,\n [GL.INT_SAMPLER_2D]: getSamplerSetter,\n [GL.INT_SAMPLER_3D]: getSamplerSetter,\n [GL.INT_SAMPLER_CUBE]: getSamplerSetter,\n [GL.INT_SAMPLER_2D_ARRAY]: getSamplerSetter,\n [GL.UNSIGNED_INT_SAMPLER_2D]: getSamplerSetter,\n [GL.UNSIGNED_INT_SAMPLER_3D]: getSamplerSetter,\n [GL.UNSIGNED_INT_SAMPLER_CUBE]: getSamplerSetter,\n [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: getSamplerSetter\n};\n\n// Pre-allocated typed arrays for temporary conversion\nconst FLOAT_ARRAY = {};\nconst INT_ARRAY = {};\nconst UINT_ARRAY = {};\n\nconst array1 = [0];\n\n// PUBLIC API\n\n/** Returns a Magic Uniform Setter */\nexport function getUniformSetter(gl: WebGLRenderingContext, location: number, info: UniformInfo): any {\n const setter = UNIFORM_SETTERS[info.type];\n if (!setter) {\n throw new Error(`Unknown GLSL uniform type ${info.type}`);\n }\n\n // NOTE(Tarek): This construction is the ensure\n // separate caches for all setters.\n return setter().bind(null, gl, location);\n}\n\nexport function parseUniformName(name: string): {name: string; isArray: boolean, length: number} {\n // Shortcut to avoid redundant or bad matches\n if (name[name.length - 1] !== ']') {\n return {\n name,\n length: 1,\n isArray: false\n };\n }\n\n // if array name then clean the array brackets\n const UNIFORM_NAME_REGEXP = /([^[]*)(\\[[0-9]+\\])?/;\n const matches = name.match(UNIFORM_NAME_REGEXP);\n if (!matches || matches.length < 2) {\n throw new Error(`Failed to parse GLSL uniform name ${name}`);\n }\n\n return {\n name: matches[1],\n length: Number(matches[2]) || 1,\n isArray: Boolean(matches[2])\n };\n}\n\n// To facilitate early detection of e.g. undefined values in JavaScript\n\n// Basic checks of uniform values (with or without knowledge of program)\n\n/**\n * Basic checks of uniform values (with or without knowledge of program)\n * To facilitate early detection of e.g. undefined values in JavaScript\n */\n export function checkUniformValues(uniforms: object, source?: string, uniformMap?: object): boolean {\n for (const uniformName in uniforms) {\n const value = uniforms[uniformName];\n const shouldCheck = !uniformMap || Boolean(uniformMap[uniformName]);\n if (shouldCheck && !checkUniformValue(value)) {\n // Add space to source\n source = source ? `${source} ` : '';\n // Value could be unprintable so write the object on console\n console.error(`${source} Bad uniform ${uniformName}`, value); // eslint-disable-line no-console\n throw new Error(`${source} Bad uniform ${uniformName}`);\n }\n }\n return true;\n}\n\n /**\n * Creates a copy of the uniform\n */\nexport function copyUniform(uniforms: object, key: string, value: any): void {\n if (Array.isArray(value) || ArrayBuffer.isView(value)) {\n if (uniforms[key]) {\n const dest = uniforms[key];\n // @ts-expect-error\n for (let i = 0, len = value.length; i < len; ++i) {\n dest[i] = value[i];\n }\n } else {\n // @ts-expect-error\n uniforms[key] = value.slice();\n }\n } else {\n uniforms[key] = value;\n }\n}\n\n// HELPERS\n\n// TODO use type information during validation\nfunction checkUniformValue(value) {\n if (Array.isArray(value) || ArrayBuffer.isView(value)) {\n return checkUniformArray(value);\n }\n\n // Check if single value is a number\n if (isFinite(value)) {\n return true;\n } else if (value === true || value === false) {\n return true;\n } else if (value instanceof Texture) {\n return true;\n } else if (value instanceof Renderbuffer) {\n return true;\n } else if (value instanceof Framebuffer) {\n return Boolean(value.texture);\n }\n return false;\n}\n\n\nfunction checkUniformArray(value) {\n // Check that every element in array is a number, and at least 1 element\n if (value.length === 0) {\n return false;\n }\n\n const checkLength = Math.min(value.length, 16);\n\n for (let i = 0; i < checkLength; ++i) {\n if (!Number.isFinite(value[i])) {\n return false;\n }\n }\n\n return true;\n}\n\n// NOTE(Tarek): Setters maintain a cache\n// of the previously set value, and\n// avoid resetting it if it's the same.\nfunction getSamplerSetter() {\n let cache = null;\n return (gl, location, value) => {\n const update = cache !== value;\n if (update) {\n gl.uniform1i(location, value);\n cache = value;\n }\n\n return update;\n };\n}\n\nfunction getArraySetter(functionName, toArray, size, uniformSetter) {\n let cache = null;\n let cacheLength = null;\n return (gl, location, value) => {\n const arrayValue = toArray(value, size);\n const length = arrayValue.length;\n let update = false;\n if (cache === null) {\n cache = new Float32Array(length);\n cacheLength = length;\n update = true;\n } else {\n assert(cacheLength === length, 'Uniform length cannot change.');\n for (let i = 0; i < length; ++i) {\n if (arrayValue[i] !== cache[i]) {\n update = true;\n break;\n }\n }\n }\n if (update) {\n uniformSetter(gl, functionName, location, arrayValue);\n cache.set(arrayValue);\n }\n\n return update;\n };\n}\n\nfunction setVectorUniform(gl, functionName, location, value) {\n gl[functionName](location, value);\n}\n\nfunction setMatrixUniform(gl, functionName, location, value) {\n gl[functionName](location, false, value);\n}\n\n// Functions to ensure the type of uniform values\n// This is done because uniform*v functions\n// are extremely slow when consuming JS arrays directly.\n\nfunction toTypedArray(value, uniformLength, Type, cache) {\n // convert boolean uniforms to Number\n if (uniformLength === 1 && typeof value === 'boolean') {\n value = value ? 1 : 0;\n }\n if (Number.isFinite(value)) {\n array1[0] = value;\n value = array1;\n }\n const length = value.length;\n if (length % uniformLength) {\n log.warn(`Uniform size should be multiples of ${uniformLength}`, value)();\n }\n\n if (value instanceof Type) {\n return value;\n }\n let result = cache[length];\n if (!result) {\n result = new Type(length);\n cache[length] = result;\n }\n for (let i = 0; i < length; i++) {\n result[i] = value[i];\n }\n return result;\n}\n\nfunction toFloatArray(value, uniformLength) {\n return toTypedArray(value, uniformLength, Float32Array, FLOAT_ARRAY);\n}\n\nfunction toIntArray(value, uniformLength) {\n return toTypedArray(value, uniformLength, Int32Array, INT_ARRAY);\n}\n\nfunction toUIntArray(value, uniformLength) {\n return toTypedArray(value, uniformLength, Uint32Array, UINT_ARRAY);\n}\n"],"file":"uniforms.js"}