/** * @author tschw * @author Mugen87 / https://github.com/Mugen87 * @author mrdoob / http://mrdoob.com/ * * Uniforms of a program. * Those form a tree structure with a special top-level container for the root, * which you get by calling 'new WebGLUniforms( gl, program, renderer )'. * * * Properties of inner nodes including the top-level container: * * .seq - array of nested uniforms * .map - nested uniforms by name * * * Methods of all nodes except the top-level container: * * .setValue( gl, value, [renderer] ) * * uploads a uniform value(s) * the 'renderer' parameter is needed for sampler uniforms * * * Static methods of the top-level container (renderer factorizations): * * .upload( gl, seq, values, renderer ) * * sets uniforms in 'seq' to 'values[id].value' * * .seqWithValue( seq, values ) : filteredSeq * * filters 'seq' entries with corresponding entry in values * * * Methods of the top-level container (renderer factorizations): * * .setValue( gl, name, value ) * * sets uniform with name 'name' to 'value' * * .set( gl, obj, prop ) * * sets uniform from object and property with same name than uniform * * .setOptional( gl, obj, prop ) * * like .set for an optional property of the object * */ import { CubeTexture } from '../../textures/CubeTexture.js'; import { Texture } from '../../textures/Texture.js'; import { DataTexture3D } from '../../textures/DataTexture3D.js'; var emptyTexture = new Texture(); var emptyTexture3d = new DataTexture3D(); var emptyCubeTexture = new CubeTexture(); // --- Base for inner nodes (including the root) --- function UniformContainer() { this.seq = []; this.map = {}; } // --- Utilities --- // Array Caches (provide typed arrays for temporary by size) var arrayCacheF32 = []; var arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms var mat4array = new Float32Array( 16 ); var mat3array = new Float32Array( 9 ); var mat2array = new Float32Array( 4 ); // Flattening for arrays of vectors and matrices function flatten( array, nBlocks, blockSize ) { var firstElem = array[ 0 ]; if ( firstElem <= 0 || firstElem > 0 ) return array; // unoptimized: ! isNaN( firstElem ) // see http://jacksondunstan.com/articles/983 var n = nBlocks * blockSize, r = arrayCacheF32[ n ]; if ( r === undefined ) { r = new Float32Array( n ); arrayCacheF32[ n ] = r; } if ( nBlocks !== 0 ) { firstElem.toArray( r, 0 ); for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { offset += blockSize; array[ i ].toArray( r, offset ); } } return r; } function arraysEqual( a, b ) { if ( a.length !== b.length ) return false; for ( var i = 0, l = a.length; i < l; i ++ ) { if ( a[ i ] !== b[ i ] ) return false; } return true; } function copyArray( a, b ) { for ( var i = 0, l = b.length; i < l; i ++ ) { a[ i ] = b[ i ]; } } // Texture unit allocation function allocTexUnits( renderer, n ) { var r = arrayCacheI32[ n ]; if ( r === undefined ) { r = new Int32Array( n ); arrayCacheI32[ n ] = r; } for ( var i = 0; i !== n; ++ i ) r[ i ] = renderer.allocTextureUnit(); return r; } // --- Setters --- // Note: Defining these methods externally, because they come in a bunch // and this way their names minify. // Single scalar function setValue1f( gl, v ) { var cache = this.cache; if ( cache[ 0 ] === v ) return; gl.uniform1f( this.addr, v ); cache[ 0 ] = v; } function setValue1i( gl, v ) { var cache = this.cache; if ( cache[ 0 ] === v ) return; gl.uniform1i( this.addr, v ); cache[ 0 ] = v; } // Single float vector (from flat array or THREE.VectorN) function setValue2fv( gl, v ) { var cache = this.cache; if ( v.x !== undefined ) { if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { gl.uniform2f( this.addr, v.x, v.y ); cache[ 0 ] = v.x; cache[ 1 ] = v.y; } } else { if ( arraysEqual( cache, v ) ) return; gl.uniform2fv( this.addr, v ); copyArray( cache, v ); } } function setValue3fv( gl, v ) { var cache = this.cache; if ( v.x !== undefined ) { if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { gl.uniform3f( this.addr, v.x, v.y, v.z ); cache[ 0 ] = v.x; cache[ 1 ] = v.y; cache[ 2 ] = v.z; } } else if ( v.r !== undefined ) { if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { gl.uniform3f( this.addr, v.r, v.g, v.b ); cache[ 0 ] = v.r; cache[ 1 ] = v.g; cache[ 2 ] = v.b; } } else { if ( arraysEqual( cache, v ) ) return; gl.uniform3fv( this.addr, v ); copyArray( cache, v ); } } function setValue4fv( gl, v ) { var cache = this.cache; if ( v.x !== undefined ) { if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); cache[ 0 ] = v.x; cache[ 1 ] = v.y; cache[ 2 ] = v.z; cache[ 3 ] = v.w; } } else { if ( arraysEqual( cache, v ) ) return; gl.uniform4fv( this.addr, v ); copyArray( cache, v ); } } // Single matrix (from flat array or MatrixN) function setValue2fm( gl, v ) { var cache = this.cache; var elements = v.elements; if ( elements === undefined ) { if ( arraysEqual( cache, v ) ) return; gl.uniformMatrix2fv( this.addr, false, v ); copyArray( cache, v ); } else { if ( arraysEqual( cache, elements ) ) return; mat2array.set( elements ); gl.uniformMatrix2fv( this.addr, false, mat2array ); copyArray( cache, elements ); } } function setValue3fm( gl, v ) { var cache = this.cache; var elements = v.elements; if ( elements === undefined ) { if ( arraysEqual( cache, v ) ) return; gl.uniformMatrix3fv( this.addr, false, v ); copyArray( cache, v ); } else { if ( arraysEqual( cache, elements ) ) return; mat3array.set( elements ); gl.uniformMatrix3fv( this.addr, false, mat3array ); copyArray( cache, elements ); } } function setValue4fm( gl, v ) { var cache = this.cache; var elements = v.elements; if ( elements === undefined ) { if ( arraysEqual( cache, v ) ) return; gl.uniformMatrix4fv( this.addr, false, v ); copyArray( cache, v ); } else { if ( arraysEqual( cache, elements ) ) return; mat4array.set( elements ); gl.uniformMatrix4fv( this.addr, false, mat4array ); copyArray( cache, elements ); } } // Single texture (2D / Cube) function setValueT1( gl, v, renderer ) { var cache = this.cache; var unit = renderer.allocTextureUnit(); if ( cache[ 0 ] !== unit ) { gl.uniform1i( this.addr, unit ); cache[ 0 ] = unit; } renderer.setTexture2D( v || emptyTexture, unit ); } function setValueT3D1( gl, v, renderer ) { var cache = this.cache; var unit = renderer.allocTextureUnit(); if ( cache[ 0 ] !== unit ) { gl.uniform1i( this.addr, unit ); cache[ 0 ] = unit; } renderer.setTexture3D( v || emptyTexture3d, unit ); } function setValueT6( gl, v, renderer ) { var cache = this.cache; var unit = renderer.allocTextureUnit(); if ( cache[ 0 ] !== unit ) { gl.uniform1i( this.addr, unit ); cache[ 0 ] = unit; } renderer.setTextureCube( v || emptyCubeTexture, unit ); } // Integer / Boolean vectors or arrays thereof (always flat arrays) function setValue2iv( gl, v ) { var cache = this.cache; if ( arraysEqual( cache, v ) ) return; gl.uniform2iv( this.addr, v ); copyArray( cache, v ); } function setValue3iv( gl, v ) { var cache = this.cache; if ( arraysEqual( cache, v ) ) return; gl.uniform3iv( this.addr, v ); copyArray( cache, v ); } function setValue4iv( gl, v ) { var cache = this.cache; if ( arraysEqual( cache, v ) ) return; gl.uniform4iv( this.addr, v ); copyArray( cache, v ); } // Helper to pick the right setter for the singular case function getSingularSetter( type ) { switch ( type ) { case 0x1406: return setValue1f; // FLOAT case 0x8b50: return setValue2fv; // _VEC2 case 0x8b51: return setValue3fv; // _VEC3 case 0x8b52: return setValue4fv; // _VEC4 case 0x8b5a: return setValue2fm; // _MAT2 case 0x8b5b: return setValue3fm; // _MAT3 case 0x8b5c: return setValue4fm; // _MAT4 case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES case 0x8B5F: return setValueT3D1; // SAMPLER_3D case 0x8b60: return setValueT6; // SAMPLER_CUBE case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 } } // Array of scalars function setValue1fv( gl, v ) { var cache = this.cache; if ( arraysEqual( cache, v ) ) return; gl.uniform1fv( this.addr, v ); copyArray( cache, v ); } function setValue1iv( gl, v ) { var cache = this.cache; if ( arraysEqual( cache, v ) ) return; gl.uniform1iv( this.addr, v ); copyArray( cache, v ); } // Array of vectors (flat or from THREE classes) function setValueV2a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 2 ); if ( arraysEqual( cache, data ) ) return; gl.uniform2fv( this.addr, data ); this.updateCache( data ); } function setValueV3a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 3 ); if ( arraysEqual( cache, data ) ) return; gl.uniform3fv( this.addr, data ); this.updateCache( data ); } function setValueV4a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 4 ); if ( arraysEqual( cache, data ) ) return; gl.uniform4fv( this.addr, data ); this.updateCache( data ); } // Array of matrices (flat or from THREE clases) function setValueM2a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 4 ); if ( arraysEqual( cache, data ) ) return; gl.uniformMatrix2fv( this.addr, false, data ); this.updateCache( data ); } function setValueM3a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 9 ); if ( arraysEqual( cache, data ) ) return; gl.uniformMatrix3fv( this.addr, false, data ); this.updateCache( data ); } function setValueM4a( gl, v ) { var cache = this.cache; var data = flatten( v, this.size, 16 ); if ( arraysEqual( cache, data ) ) return; gl.uniformMatrix4fv( this.addr, false, data ); this.updateCache( data ); } // Array of textures (2D / Cube) function setValueT1a( gl, v, renderer ) { var cache = this.cache; var n = v.length; var units = allocTexUnits( renderer, n ); if ( arraysEqual( cache, units ) === false ) { gl.uniform1iv( this.addr, units ); copyArray( cache, units ); } for ( var i = 0; i !== n; ++ i ) { renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); } } function setValueT6a( gl, v, renderer ) { var cache = this.cache; var n = v.length; var units = allocTexUnits( renderer, n ); if ( arraysEqual( cache, units ) === false ) { gl.uniform1iv( this.addr, units ); copyArray( cache, units ); } for ( var i = 0; i !== n; ++ i ) { renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); } } // Helper to pick the right setter for a pure (bottom-level) array function getPureArraySetter( type ) { switch ( type ) { case 0x1406: return setValue1fv; // FLOAT case 0x8b50: return setValueV2a; // _VEC2 case 0x8b51: return setValueV3a; // _VEC3 case 0x8b52: return setValueV4a; // _VEC4 case 0x8b5a: return setValueM2a; // _MAT2 case 0x8b5b: return setValueM3a; // _MAT3 case 0x8b5c: return setValueM4a; // _MAT4 case 0x8b5e: return setValueT1a; // SAMPLER_2D case 0x8b60: return setValueT6a; // SAMPLER_CUBE case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 } } // --- Uniform Classes --- function SingleUniform( id, activeInfo, addr ) { this.id = id; this.addr = addr; this.cache = []; this.setValue = getSingularSetter( activeInfo.type ); // this.path = activeInfo.name; // DEBUG } function PureArrayUniform( id, activeInfo, addr ) { this.id = id; this.addr = addr; this.cache = []; this.size = activeInfo.size; this.setValue = getPureArraySetter( activeInfo.type ); // this.path = activeInfo.name; // DEBUG } PureArrayUniform.prototype.updateCache = function ( data ) { var cache = this.cache; if ( data instanceof Float32Array && cache.length !== data.length ) { this.cache = new Float32Array( data.length ); } copyArray( cache, data ); }; function StructuredUniform( id ) { this.id = id; UniformContainer.call( this ); // mix-in } StructuredUniform.prototype.setValue = function ( gl, value, renderer ) { var seq = this.seq; for ( var i = 0, n = seq.length; i !== n; ++ i ) { var u = seq[ i ]; u.setValue( gl, value[ u.id ], renderer ); } }; // --- Top-level --- // Parser - builds up the property tree from the path strings var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; // extracts // - the identifier (member name or array index) // - followed by an optional right bracket (found when array index) // - followed by an optional left bracket or dot (type of subscript) // // Note: These portions can be read in a non-overlapping fashion and // allow straightforward parsing of the hierarchy that WebGL encodes // in the uniform names. function addUniform( container, uniformObject ) { container.seq.push( uniformObject ); container.map[ uniformObject.id ] = uniformObject; } function parseUniform( activeInfo, addr, container ) { var path = activeInfo.name, pathLength = path.length; // reset RegExp object, because of the early exit of a previous run RePathPart.lastIndex = 0; while ( true ) { var match = RePathPart.exec( path ), matchEnd = RePathPart.lastIndex, id = match[ 1 ], idIsIndex = match[ 2 ] === ']', subscript = match[ 3 ]; if ( idIsIndex ) id = id | 0; // convert to integer if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { // bare name or "pure" bottom-level array "[0]" suffix addUniform( container, subscript === undefined ? new SingleUniform( id, activeInfo, addr ) : new PureArrayUniform( id, activeInfo, addr ) ); break; } else { // step into inner node / create it in case it doesn't exist var map = container.map, next = map[ id ]; if ( next === undefined ) { next = new StructuredUniform( id ); addUniform( container, next ); } container = next; } } } // Root Container function WebGLUniforms( gl, program, renderer ) { UniformContainer.call( this ); this.renderer = renderer; var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); for ( var i = 0; i < n; ++ i ) { var info = gl.getActiveUniform( program, i ), addr = gl.getUniformLocation( program, info.name ); parseUniform( info, addr, this ); } } WebGLUniforms.prototype.setValue = function ( gl, name, value ) { var u = this.map[ name ]; if ( u !== undefined ) u.setValue( gl, value, this.renderer ); }; WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { var v = object[ name ]; if ( v !== undefined ) this.setValue( gl, name, v ); }; // Static interface WebGLUniforms.upload = function ( gl, seq, values, renderer ) { for ( var i = 0, n = seq.length; i !== n; ++ i ) { var u = seq[ i ], v = values[ u.id ]; if ( v.needsUpdate !== false ) { // note: always updating when .needsUpdate is undefined u.setValue( gl, v.value, renderer ); } } }; WebGLUniforms.seqWithValue = function ( seq, values ) { var r = []; for ( var i = 0, n = seq.length; i !== n; ++ i ) { var u = seq[ i ]; if ( u.id in values ) r.push( u ); } return r; }; export { WebGLUniforms };