@lightningtv/renderer
Version:
Lightning 3 Renderer
1,325 lines (1,236 loc) • 31.8 kB
text/typescript
/* eslint-disable @typescript-eslint/no-unsafe-return */
/* eslint-disable @typescript-eslint/no-explicit-any */
/* eslint-disable @typescript-eslint/no-unsafe-argument */
import { assertTruthy } from '../../utils.js';
import { isWebGl2 } from '../renderers/webgl/internal/WebGlUtils.js';
/**
* Optimized WebGL Context Wrapper
*
* @remarks
* This class contains the subset of the WebGLRenderingContext & WebGL2RenderingContext
* API that is used by the renderer. Select high volume WebGL methods include
* caching optimizations to avoid making WebGL calls if the state is already set
* to the desired value.
*
* While most methods contained are direct passthroughs to the WebGL context,
* some methods combine multiple WebGL calls into one for convenience, modify
* arguments to be more convenient, or are replaced by more specific methods.
*
* Not all methods are optimized. Only methods that are called frequently
* and/or have a high cost are optimized.
*
* A subset of GLenum constants are also exposed as properties on this class
* for convenience.
*/
export class WebGlContextWrapper {
//#region Cached WebGL State
private activeTextureUnit = 0;
private texture2dUnits: Array<WebGLTexture | null>;
private texture2dParams: WeakMap<
WebGLTexture,
Record<number, number | undefined>
> = new WeakMap();
private scissorEnabled;
private scissorX: number;
private scissorY: number;
private scissorWidth: number;
private scissorHeight: number;
private blendEnabled;
private blendSrcRgb: number;
private blendDstRgb: number;
private blendSrcAlpha: number;
private blendDstAlpha: number;
private boundArrayBuffer: WebGLBuffer | null;
private boundElementArrayBuffer: WebGLBuffer | null;
private curProgram: WebGLProgram | null;
//#endregion Cached WebGL State
//#region Canvas
public readonly canvas;
//#endregion Canvas
//#region WebGL Enums
public readonly MAX_RENDERBUFFER_SIZE;
public readonly MAX_TEXTURE_SIZE;
public readonly MAX_VIEWPORT_DIMS;
public readonly MAX_VERTEX_TEXTURE_IMAGE_UNITS;
public readonly MAX_TEXTURE_IMAGE_UNITS;
public readonly MAX_COMBINED_TEXTURE_IMAGE_UNITS;
public readonly MAX_VERTEX_ATTRIBS;
public readonly MAX_VARYING_VECTORS;
public readonly MAX_VERTEX_UNIFORM_VECTORS;
public readonly MAX_FRAGMENT_UNIFORM_VECTORS;
public readonly TEXTURE_MAG_FILTER;
public readonly TEXTURE_MIN_FILTER;
public readonly TEXTURE_WRAP_S;
public readonly TEXTURE_WRAP_T;
public readonly LINEAR;
public readonly CLAMP_TO_EDGE;
public readonly RGB;
public readonly RGBA;
public readonly UNSIGNED_BYTE;
public readonly UNPACK_PREMULTIPLY_ALPHA_WEBGL;
public readonly UNPACK_FLIP_Y_WEBGL;
public readonly FLOAT;
public readonly TRIANGLES;
public readonly UNSIGNED_SHORT;
public readonly ONE;
public readonly ONE_MINUS_SRC_ALPHA;
public readonly VERTEX_SHADER;
public readonly FRAGMENT_SHADER;
public readonly STATIC_DRAW;
public readonly COMPILE_STATUS;
public readonly LINK_STATUS;
public readonly DYNAMIC_DRAW;
public readonly COLOR_ATTACHMENT0;
public readonly INVALID_ENUM: number;
public readonly INVALID_OPERATION: number;
//#endregion WebGL Enums
constructor(private gl: WebGLRenderingContext | WebGL2RenderingContext) {
// The following code extracts the current state of the WebGL context
// to our local JavaScript cached version of it. This is so we can
// avoid making WebGL calls if we don't need to.
// We could assume that the WebGL context is in a default state, but
// in the future we may want to support restoring a broken WebGL context
// and this will help with that.
this.activeTextureUnit =
(gl.getParameter(gl.ACTIVE_TEXTURE) as number) - gl.TEXTURE0;
const maxTextureUnits = gl.getParameter(
gl.MAX_TEXTURE_IMAGE_UNITS,
) as number;
// save current texture units
this.texture2dUnits = new Array<undefined>(maxTextureUnits)
.fill(undefined)
.map((_, i) => {
this.activeTexture(i);
return gl.getParameter(gl.TEXTURE_BINDING_2D) as WebGLTexture;
});
// restore active texture unit
this.activeTexture(this.activeTextureUnit);
this.scissorEnabled = gl.isEnabled(gl.SCISSOR_TEST);
const scissorBox = gl.getParameter(gl.SCISSOR_BOX) as [
number,
number,
number,
number,
];
this.scissorX = scissorBox[0];
this.scissorY = scissorBox[1];
this.scissorWidth = scissorBox[2];
this.scissorHeight = scissorBox[3];
this.blendEnabled = gl.isEnabled(gl.BLEND);
this.blendSrcRgb = gl.getParameter(gl.BLEND_SRC_RGB) as number;
this.blendDstRgb = gl.getParameter(gl.BLEND_DST_RGB) as number;
this.blendSrcAlpha = gl.getParameter(gl.BLEND_SRC_ALPHA) as number;
this.blendDstAlpha = gl.getParameter(gl.BLEND_DST_ALPHA) as number;
this.boundArrayBuffer = gl.getParameter(
gl.ARRAY_BUFFER_BINDING,
) as WebGLBuffer;
this.boundElementArrayBuffer = gl.getParameter(
gl.ELEMENT_ARRAY_BUFFER_BINDING,
) as WebGLBuffer;
this.curProgram = gl.getParameter(
gl.CURRENT_PROGRAM,
) as WebGLProgram | null;
this.canvas = gl.canvas;
// Extract GLenums
this.MAX_RENDERBUFFER_SIZE = gl.MAX_RENDERBUFFER_SIZE;
this.MAX_TEXTURE_SIZE = gl.MAX_TEXTURE_SIZE;
this.MAX_VIEWPORT_DIMS = gl.MAX_VIEWPORT_DIMS;
this.MAX_VERTEX_TEXTURE_IMAGE_UNITS = gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS;
this.MAX_TEXTURE_IMAGE_UNITS = gl.MAX_TEXTURE_IMAGE_UNITS;
this.MAX_COMBINED_TEXTURE_IMAGE_UNITS = gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS;
this.MAX_VERTEX_ATTRIBS = gl.MAX_VERTEX_ATTRIBS;
this.MAX_VARYING_VECTORS = gl.MAX_VARYING_VECTORS;
this.MAX_VERTEX_UNIFORM_VECTORS = gl.MAX_VERTEX_UNIFORM_VECTORS;
this.MAX_FRAGMENT_UNIFORM_VECTORS = gl.MAX_FRAGMENT_UNIFORM_VECTORS;
this.TEXTURE_MAG_FILTER = gl.TEXTURE_MAG_FILTER;
this.TEXTURE_MIN_FILTER = gl.TEXTURE_MIN_FILTER;
this.TEXTURE_WRAP_S = gl.TEXTURE_WRAP_S;
this.TEXTURE_WRAP_T = gl.TEXTURE_WRAP_T;
this.LINEAR = gl.LINEAR;
this.CLAMP_TO_EDGE = gl.CLAMP_TO_EDGE;
this.RGB = gl.RGB;
this.RGBA = gl.RGBA;
this.UNSIGNED_BYTE = gl.UNSIGNED_BYTE;
this.UNPACK_PREMULTIPLY_ALPHA_WEBGL = gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL;
this.UNPACK_FLIP_Y_WEBGL = gl.UNPACK_FLIP_Y_WEBGL;
this.FLOAT = gl.FLOAT;
this.TRIANGLES = gl.TRIANGLES;
this.UNSIGNED_SHORT = gl.UNSIGNED_SHORT;
this.ONE = gl.ONE;
this.ONE_MINUS_SRC_ALPHA = gl.ONE_MINUS_SRC_ALPHA;
this.MAX_VERTEX_TEXTURE_IMAGE_UNITS = gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS;
this.TRIANGLES = gl.TRIANGLES;
this.UNSIGNED_SHORT = gl.UNSIGNED_SHORT;
this.VERTEX_SHADER = gl.VERTEX_SHADER;
this.FRAGMENT_SHADER = gl.FRAGMENT_SHADER;
this.STATIC_DRAW = gl.STATIC_DRAW;
this.COMPILE_STATUS = gl.COMPILE_STATUS;
this.LINK_STATUS = gl.LINK_STATUS;
this.DYNAMIC_DRAW = gl.DYNAMIC_DRAW;
this.COLOR_ATTACHMENT0 = gl.COLOR_ATTACHMENT0;
this.INVALID_ENUM = gl.INVALID_ENUM;
this.INVALID_OPERATION = gl.INVALID_OPERATION;
}
/**
* Returns true if the WebGL context is WebGL2
*
* @returns
*/
isWebGl2() {
return isWebGl2(this.gl);
}
/**
* ```
* gl.activeTexture(textureUnit + gl.TEXTURE0);
* ```
*
* @remarks
* **WebGL Difference**: `textureUnit` is based from 0, not `gl.TEXTURE0`.
*
* @param textureUnit
*/
activeTexture(textureUnit: number) {
if (this.activeTextureUnit !== textureUnit) {
this.gl.activeTexture(textureUnit + this.gl.TEXTURE0);
this.activeTextureUnit = textureUnit;
}
}
/**
* ```
* gl.bindTexture(gl.TEXTURE_2D, texture);
* ```
* @remarks
* **WebGL Difference**: Bind target is always `gl.TEXTURE_2D`
*
* @param texture
*/
bindTexture(texture: WebGLTexture | null) {
if (this.texture2dUnits[this.activeTextureUnit] === texture) {
return;
}
this.texture2dUnits[this.activeTextureUnit] = texture;
this.gl.bindTexture(this.gl.TEXTURE_2D, texture);
}
private _getActiveTexture(): WebGLTexture | null {
return this.texture2dUnits[this.activeTextureUnit]!;
}
/**
* ```
* gl.texParameteri(gl.TEXTURE_2D, pname, param);
* ```
* @remarks
* **WebGL Difference**: Bind target is always `gl.TEXTURE_2D`
*
* @param pname
* @param param
* @returns
*/
texParameteri(pname: number, param: number) {
const activeTexture = this._getActiveTexture();
if (!activeTexture) {
throw new Error('No active texture');
}
let textureParams = this.texture2dParams.get(activeTexture);
if (!textureParams) {
textureParams = {};
this.texture2dParams.set(activeTexture, textureParams);
}
if (textureParams[pname] === param) {
return;
}
textureParams[pname] = param;
this.gl.texParameteri(this.gl.TEXTURE_2D, pname, param);
}
/**
* ```
* gl.texImage2D(
* gl.TEXTURE_2D,
* level,
* internalFormat,
* width,
* height,
* border,
* format,
* type,
* pixels,
* );
* ```
* @remarks
* **WebGL Difference**: Bind target is always `gl.TEXTURE_2D`
*
* @param level
* @param internalFormat
* @param width
* @param height
* @param border
* @param format
* @param type
* @param pixels
*/
texImage2D(
level: GLint,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
pixels: ArrayBufferView | null,
): void;
texImage2D(
level: GLint,
internalformat: GLint,
format: GLenum,
type: GLenum,
source: TexImageSource | Uint8Array,
): void;
texImage2D(
level: any,
internalFormat: any,
widthOrFormat: any,
heightOrType: any,
borderOrSource: any,
format?: any,
type?: any,
pixels?: any,
) {
if (format) {
this.gl.texImage2D(
this.gl.TEXTURE_2D,
level,
internalFormat,
widthOrFormat,
heightOrType,
borderOrSource,
format,
type,
pixels,
);
} else {
this.gl.texImage2D(
this.gl.TEXTURE_2D,
level,
internalFormat,
widthOrFormat,
heightOrType,
borderOrSource,
);
}
}
/**
* ```
* gl.compressedTexImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, border, data);
* ```
*
* @remarks
* **WebGL Difference**: Bind target is always `gl.TEXTURE_2D`
*/
compressedTexImage2D(
level: GLint,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
border: GLint,
data?: ArrayBufferView,
): void {
this.gl.compressedTexImage2D(
this.gl.TEXTURE_2D,
level,
internalformat,
width,
height,
border,
data as ArrayBufferView,
);
}
/**
* ```
* gl.pixelStorei(pname, param);
* ```
*
* @param pname
* @param param
*/
pixelStorei(pname: GLenum, param: GLint | GLboolean) {
this.gl.pixelStorei(pname, param);
}
/**
* ```
* gl.generateMipmap(gl.TEXTURE_2D);
* ```
*
* @remarks
* **WebGL Difference**: Bind target is always `gl.TEXTURE_2D`
*/
generateMipmap() {
this.gl.generateMipmap(this.gl.TEXTURE_2D);
}
/**
* ```
* gl.createTexture();
* ```
*
* @returns
*/
createTexture() {
return this.gl.createTexture();
}
/**
* ```
* gl.deleteTexture(texture);
* ```
*
* @param texture
*/
deleteTexture(texture: WebGLTexture | null) {
if (texture) {
this.texture2dParams.delete(texture);
}
this.gl.deleteTexture(texture);
}
/**
* ```
* gl.deleteFramebuffer(framebuffer);
*
* @param framebuffer
*/
deleteFramebuffer(framebuffer: WebGLFramebuffer | null) {
this.gl.deleteFramebuffer(framebuffer);
}
/**
* ```
* gl.viewport(x, y, width, height);
* ```
*/
viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei) {
this.gl.viewport(x, y, width, height);
}
/**
* ```
* gl.clearColor(red, green, blue, alpha);
* ```
*
* @param red
* @param green
* @param blue
* @param alpha
*/
clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) {
this.gl.clearColor(red, green, blue, alpha);
}
/**
* ```
* gl["enable"|"disable"](gl.SCISSOR_TEST);
* ```
* @param enable
*/
setScissorTest(enable: boolean) {
if (enable === this.scissorEnabled) {
return;
}
if (enable) {
this.gl.enable(this.gl.SCISSOR_TEST);
} else {
this.gl.disable(this.gl.SCISSOR_TEST);
}
this.scissorEnabled = enable;
}
/**
* ```
* gl.scissor(x, y, width, height);
* ```
*
* @param x
* @param y
* @param width
* @param height
*/
scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei) {
if (
x !== this.scissorX ||
y !== this.scissorY ||
width !== this.scissorWidth ||
height !== this.scissorHeight
) {
this.gl.scissor(x, y, width, height);
this.scissorX = x;
this.scissorY = y;
this.scissorWidth = width;
this.scissorHeight = height;
}
}
/**
* ```
* gl["enable"|"disable"](gl.BLEND);
* ```
*
* @param blend
* @returns
*/
setBlend(blend: boolean) {
if (blend === this.blendEnabled) {
return;
}
if (blend) {
this.gl.enable(this.gl.BLEND);
} else {
this.gl.disable(this.gl.BLEND);
}
this.blendEnabled = blend;
}
/**
* ```
* gl.blendFunc(src, dst);
* ```
*
* @param src
* @param dst
*/
blendFunc(src: GLenum, dst: GLenum) {
if (
src !== this.blendSrcRgb ||
dst !== this.blendDstRgb ||
src !== this.blendSrcAlpha ||
dst !== this.blendDstAlpha
) {
this.gl.blendFunc(src, dst);
this.blendSrcRgb = src;
this.blendDstRgb = dst;
this.blendSrcAlpha = src;
this.blendDstAlpha = dst;
}
}
/**
* ```
* gl.createBuffer();
* ```
*
* @returns
*/
createBuffer() {
return this.gl.createBuffer();
}
/**
* ```
* gl.createFramebuffer();
* ```
* @returns
*/
createFramebuffer() {
return this.gl.createFramebuffer();
}
/**
* ```
* gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
* ```
*
* @param framebuffer
*/
bindFramebuffer(framebuffer: WebGLFramebuffer | null) {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, framebuffer);
}
/**
* ```
* gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
* ```
* @remarks
* **WebGL Difference**: Bind target is always `gl.FRAMEBUFFER` and textarget is always `gl.TEXTURE_2D`
*/
framebufferTexture2D(
attachment: GLenum,
texture: WebGLTexture | null,
level: GLint,
) {
const gl = this.gl;
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
attachment,
gl.TEXTURE_2D,
texture,
level,
);
}
/**
* ```
* gl.clear(gl.COLOR_BUFFER_BIT);
* ```
*
* @remarks
* **WebGL Difference**: Clear mask is always `gl.COLOR_BUFFER_BIT`
*/
clear() {
this.gl.clear(this.gl.COLOR_BUFFER_BIT);
}
/**
* ```
* gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
* gl.bufferData(gl.ARRAY_BUFFER, data, usage);
* ```
*
* @remarks
* **WebGL Combo**: `gl.bindBuffer` and `gl.bufferData` are combined into one function.
*
* @param buffer
* @param data
* @param usage
*/
arrayBufferData(
buffer: WebGLBuffer | null,
data: ArrayBufferView,
usage: GLenum,
) {
if (this.boundArrayBuffer !== buffer) {
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);
this.boundArrayBuffer = buffer;
}
this.gl.bufferData(this.gl.ARRAY_BUFFER, data, usage);
}
/**
* ```
* gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
* gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, usage);
* ```
* @remarks
* **WebGL Combo**: `gl.bindBuffer` and `gl.bufferData` are combined into one function.
*
* @param buffer
* @param data
* @param usage
*/
elementArrayBufferData(
buffer: WebGLBuffer | null,
data: ArrayBufferView,
usage: GLenum,
) {
if (this.boundElementArrayBuffer !== buffer) {
this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, buffer);
this.boundElementArrayBuffer = buffer;
}
this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, data, usage);
}
/**
* ```
* gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
* gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
* ```
*
* @remarks
* **WebGL Combo**: `gl.bindBuffer` and `gl.vertexAttribPointer` are combined into one function.
*
* @param buffer
* @param index
* @param size
* @param type
* @param normalized
* @param stride
* @param offset
*/
vertexAttribPointer(
buffer: WebGLBuffer,
index: GLuint,
size: GLint,
type: GLenum,
normalized: GLboolean,
stride: GLsizei,
offset: GLintptr,
) {
if (this.boundArrayBuffer !== buffer) {
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);
this.boundArrayBuffer = buffer;
}
this.gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
}
/**
* Returns object with Attribute names as key and numbers as location values
*
* @param program
* @returns object with numbers
*/
getUniformLocations(program: WebGLProgram): Record<string, number> {
const gl = this.gl;
const length = gl.getProgramParameter(
program,
gl.ACTIVE_UNIFORMS,
) as number;
const result = {} as Record<string, number>;
for (let i = 0; i < length; i++) {
const { name } = gl.getActiveUniform(program, i) as WebGLActiveInfo;
result[name] = i;
}
return result;
}
/**
* Returns object with Attribute names as key and numbers as location values
* @param program
* @returns object with numbers
*/
getAttributeLocations(program: WebGLProgram): Record<string, number> {
const gl = this.gl;
const length = gl.getProgramParameter(
program,
gl.ACTIVE_ATTRIBUTES,
) as number;
const result = {} as Record<string, number>;
for (let i = 0; i < length; i++) {
const { name } = gl.getActiveAttrib(program, i) as WebGLActiveInfo;
result[name] = i;
}
return result;
}
/**
* ```
* gl.useProgram(program);
* ```
*
* @param program
* @returns
*/
useProgram(program: WebGLProgram | null) {
if (this.curProgram === program) {
return;
}
this.gl.useProgram(program);
this.curProgram = program;
}
/**
* Sets the value of a single float uniform variable.
*
* @param location - The location of the uniform variable.
* @param v0 - The value to set.
*/
uniform1f(location: string, v0: number) {
this.gl.uniform1f(
this.gl.getUniformLocation(this.curProgram!, location),
v0,
);
}
/**
* Sets the value of a float array uniform variable.
*
* @param location - The location of the uniform variable.
* @param value - The array of values to set.
*/
uniform1fv(location: string, value: Float32Array) {
this.gl.uniform1fv(
this.gl.getUniformLocation(this.curProgram!, location),
value,
);
}
/**
* Sets the value of a single integer uniform variable.
*
* @param location - The location of the uniform variable.
* @param v0 - The value to set.
*/
uniform1i(location: string, v0: number) {
this.gl.uniform1i(
this.gl.getUniformLocation(this.curProgram!, location),
v0,
);
}
/**
* Sets the value of an integer array uniform variable.
*
* @param location - The location of the uniform variable.
* @param value - The array of values to set.
*/
uniform1iv(location: string, value: Int32Array) {
this.gl.uniform1iv(
this.gl.getUniformLocation(this.curProgram!, location),
value,
);
}
/**
* Sets the value of a vec2 uniform variable.
*
* @param location - The location of the uniform variable.
* @param v0 - The first component of the vector.
* @param v1 - The second component of the vector.
*/
uniform2f(location: string, v0: number, v1: number) {
this.gl.uniform2f(
this.gl.getUniformLocation(this.curProgram!, location),
v0,
v1,
);
}
/**
* Sets the value of a vec2 array uniform variable.
*
* @param location - The location of the uniform variable.
* @param value - The array of vec2 values to set.
*/
uniform2fv(location: string, value: Float32Array) {
this.gl.uniform2fv(
this.gl.getUniformLocation(this.curProgram!, location),
value,
);
}
/**
* Sets the value of a ivec2 uniform variable.
*
* @param location - The location of the uniform variable.
* @param v0 - The first component of the vector.
* @param v1 - The second component of the vector.
*/
uniform2i(location: string, v0: number, v1: number) {
this.gl.uniform2i(
this.gl.getUniformLocation(this.curProgram!, location),
v0,
v1,
);
}
/**
* Sets the value of an ivec2 array uniform variable.
*
* @param location - The location of the uniform variable.
* @param value - The array of ivec2 values to set.
*/
uniform2iv(location: string, value: Int32Array) {
this.gl.uniform2iv(
this.gl.getUniformLocation(this.curProgram!, location),
value,
);
}
/**
* Sets the value of a vec3 uniform variable.
*
* @param location - The location of the uniform variable.
* @param v0 - The first component of the vector.
* @param v1 - The second component of the vector.
* @param v2 - The third component of the vector.
*/
uniform3f(location: string, v0: number, v1: number, v2: number) {
this.gl.uniform3f(
this.gl.getUniformLocation(this.curProgram!, location),
v0,
v1,
v2,
);
}
/**
* Sets the value of a vec3 array uniform variable.
*
* @param location - The location of the uniform variable.
* @param value - The array of vec3 values to set.
*/
uniform3fv(location: string, value: Float32Array) {
this.gl.uniform3fv(
this.gl.getUniformLocation(this.curProgram!, location),
value,
);
}
/**
* Sets the value of a ivec3 uniform variable.
*
* @param location - The location of the uniform variable.
* @param v0 - The first component of the vector.
* @param v1 - The second component of the vector.
* @param v2 - The third component of the vector.
*/
uniform3i(location: string, v0: number, v1: number, v2: number) {
this.gl.uniform3i(
this.gl.getUniformLocation(this.curProgram!, location),
v0,
v1,
v2,
);
}
/**
* Sets the value of an ivec3 array uniform variable.
*
* @param location - The location of the uniform variable.
* @param value - The array of ivec3 values to set.
*/
uniform3iv(location: string, value: Int32Array) {
this.gl.uniform3iv(
this.gl.getUniformLocation(this.curProgram!, location),
value,
);
}
/**
* Sets the value of a vec4 uniform variable.
*
* @param location - The location of the uniform variable.
* @param v0 - The first component of the vector.
* @param v1 - The second component of the vector.
* @param v2 - The third component of the vector.
* @param v3 - The fourth component of the vector.
*/
uniform4f(location: string, v0: number, v1: number, v2: number, v3: number) {
this.gl.uniform4f(
this.gl.getUniformLocation(this.curProgram!, location),
v0,
v1,
v2,
v3,
);
}
/**
* Sets the value of a vec4 array uniform variable.
*
* @param location - The location of the uniform variable.
* @param value - The array of vec4 values to set.
*/
uniform4fv(location: string, value: Float32Array) {
this.gl.uniform4fv(
this.gl.getUniformLocation(this.curProgram!, location),
value,
);
}
/**
* Sets the value of a ivec4 uniform variable.
*
* @param location - The location of the uniform variable.
* @param v0 - The first component of the vector.
* @param v1 - The second component of the vector.
* @param v2 - The third component of the vector.
* @param v3 - The fourth component of the vector.
*/
uniform4i(location: string, v0: number, v1: number, v2: number, v3: number) {
this.gl.uniform4i(
this.gl.getUniformLocation(this.curProgram!, location),
v0,
v1,
v2,
v3,
);
}
/**
* Sets the value of an ivec4 array uniform variable.
*
* @param location - The location of the uniform variable.
* @param value - The array of ivec4 values to set.
*/
uniform4iv(location: string, value: Int32Array) {
this.gl.uniform4iv(
this.gl.getUniformLocation(this.curProgram!, location),
value,
);
}
/**
* Sets the value of a mat2 uniform variable.
*
* @param location - The location of the uniform variable.
* @param transpose - Whether to transpose the matrix.
* @param value - The array of mat2 values to set.
*/
uniformMatrix2fv(location: string, value: Float32Array) {
this.gl.uniformMatrix2fv(
this.gl.getUniformLocation(this.curProgram!, location),
false,
value,
);
}
/**
* Sets the value of a mat2 uniform variable.
* @param location - The location of the uniform variable.
* @param value - The array of mat2 values to set.
*/
uniformMatrix3fv(location: string, value: Float32Array) {
this.gl.uniformMatrix3fv(
this.gl.getUniformLocation(this.curProgram!, location),
false,
value,
);
}
/**
* Sets the value of a mat4 uniform variable.
* @param location - The location of the uniform variable.
* @param value - The array of mat4 values to set.
*/
uniformMatrix4fv(location: string, value: Float32Array) {
this.gl.uniformMatrix4fv(
this.gl.getUniformLocation(this.curProgram!, location),
false,
value,
);
}
/**
* ```
* gl.getParameter(pname);
* ```
*
* @param pname
* @returns
*/
getParameter(pname: GLenum): any {
return this.gl.getParameter(pname);
}
/**
* ```
* gl.drawElements(mode, count, type, offset);
* ```
*
* @param mode
* @param count
* @param type
* @param offset
*/
drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr) {
this.gl.drawElements(mode, count, type, offset);
}
/**
* ```
* gl.drawArrays(mode, first, count);
* ```
*
* @param name
* @returns
*/
getExtension(name: string) {
return this.gl.getExtension(name);
}
/**
* ```
* gl.getError(type);
* ```
*
* @returns
*/
getError() {
return this.gl.getError();
}
/**
* ```
* gl.createVertexArray();
* ```
*
* @returns
*/
createVertexArray() {
if (this.gl instanceof WebGL2RenderingContext) {
return this.gl.createVertexArray();
}
return undefined;
}
/**
* ```
* gl.bindVertexArray(vertexArray);
* ```
*
* @param vertexArray
*/
bindVertexArray(vertexArray: WebGLVertexArrayObject | null) {
if (this.gl instanceof WebGL2RenderingContext) {
this.gl.bindVertexArray(vertexArray);
}
}
/**
* ```
* gl.getAttribLocation(program, name);
* ```
*
* @param program
* @param name
* @returns
*/
getAttribLocation(program: WebGLProgram, name: string) {
return this.gl.getAttribLocation(program, name);
}
/**
* ```
* gl.getUniformLocation(program, name);
* ```
*
* @param program
* @param name
* @returns
*/
getUniformLocation(program: WebGLProgram, name: string) {
return this.gl.getUniformLocation(program, name);
}
/**
* ```
* gl.enableVertexAttribArray(index);
* ```
*
* @param index
*/
enableVertexAttribArray(index: number) {
this.gl.enableVertexAttribArray(index);
}
/**
* ```
* gl.disableVertexAttribArray(index);
* ```
*
* @param index
*/
disableVertexAttribArray(index: number) {
this.gl.disableVertexAttribArray(index);
}
/**
* ```
* gl.createShader(type);
* ```
*
* @param type
* @returns
*/
createShader(type: number) {
return this.gl.createShader(type);
}
/**
* ```
* gl.compileShader(shader);
* ```
*
* @param shader
* @returns
*/
compileShader(shader: WebGLShader) {
this.gl.compileShader(shader);
}
/**
* ```
* gl.attachShader(program, shader);
* ```
*
* @param program
* @param shader
*/
attachShader(program: WebGLProgram, shader: WebGLShader) {
this.gl.attachShader(program, shader);
}
/**
* ```
* gl.linkProgram(program);
* ```
*
* @param program
*/
linkProgram(program: WebGLProgram) {
this.gl.linkProgram(program);
}
/**
* ```
* gl.deleteProgram(shader);
* ```
*
* @param shader
*/
deleteProgram(shader: WebGLProgram) {
this.gl.deleteProgram(shader);
}
/**
* ```
* gl.getShaderParameter(shader, pname);
* ```
*
* @param shader
* @param pname
*/
getShaderParameter(shader: WebGLShader, pname: GLenum) {
return this.gl.getShaderParameter(shader, pname);
}
/**
* ```
* gl.getShaderInfoLog(shader);
* ```
*
* @param shader
*/
getShaderInfoLog(shader: WebGLShader) {
return this.gl.getShaderInfoLog(shader);
}
/**
* ```
* gl.createProgram();
* ```
*
* @returns
*/
createProgram() {
return this.gl.createProgram();
}
/**
* ```
* gl.getProgramParameter(program, pname);
* ```
*
* @param program
* @param pname
* @returns
*/
getProgramParameter(program: WebGLProgram, pname: GLenum) {
return this.gl.getProgramParameter(program, pname);
}
/**
* ```
* gl.getProgramInfoLog(program);
* ```
*
* @param program
* @returns
*/
getProgramInfoLog(program: WebGLProgram) {
return this.gl.getProgramInfoLog(program);
}
/**
* ```
* gl.shaderSource(shader, source);
* ```
*
* @param shader
* @param source
*/
shaderSource(shader: WebGLShader, source: string) {
this.gl.shaderSource(shader, source);
}
/**
* ```
* gl.deleteShader(shader);
* ```
*
* @param shader
*/
deleteShader(shader: WebGLShader) {
this.gl.deleteShader(shader);
}
}
// prettier-ignore
type IsUniformMethod<MethodName, MethodType> = MethodName extends `uniform${string}`
?
MethodType extends (location: WebGLUniformLocation | null, ...args: any[]) => void
? true
: false
: false;
// prettier-ignore
export type UniformMethodMap = {
[Key in keyof WebGLRenderingContext as IsUniformMethod<Key, WebGLRenderingContext[Key]> extends true ? Key : never]: WebGLRenderingContext[Key] extends (
location: WebGLUniformLocation | null,
...args: infer T
) => void
? T
: never;
};
/**
* Compare two arrays for equality.
*
* @remarks
* This function will not try to compare nested arrays or Float32Arrays and
* instead will always return false when they are encountered.
*
* @param a
* @param b
* @returns
*/
export function compareArrays<T>(a: T[], b: T[]): boolean {
if (a.length !== b.length) {
return false;
}
let result = false;
for (let i = 0; i < a.length; i++) {
if (Array.isArray(a[i]) || a[i] instanceof Float32Array) {
result = false;
break;
}
if (a[i] !== b[i]) {
result = false;
break;
}
result = true;
}
return result;
}