gl-shader
Version:
WebGL shader wrapper
284 lines (255 loc) • 5.99 kB
JavaScript
module.exports = createAttributeWrapper
var GLError = require("./GLError")
function ShaderAttribute(
gl
, wrapper
, index
, locations
, dimension
, constFunc) {
this._gl = gl
this._wrapper = wrapper
this._index = index
this._locations = locations
this._dimension = dimension
this._constFunc = constFunc
}
var proto = ShaderAttribute.prototype
proto.pointer = function setAttribPointer(
type
, normalized
, stride
, offset) {
var self = this
var gl = self._gl
var location = self._locations[self._index]
gl.vertexAttribPointer(
location
, self._dimension
, type || gl.FLOAT
, !!normalized
, stride || 0
, offset || 0)
gl.enableVertexAttribArray(location)
}
proto.set = function(x0, x1, x2, x3) {
return this._constFunc(this._locations[this._index], x0, x1, x2, x3)
}
Object.defineProperty(proto, 'location', {
get: function() {
return this._locations[this._index]
}
, set: function(v) {
if(v !== this._locations[this._index]) {
this._locations[this._index] = v|0
this._wrapper.program = null
}
return v|0
}
})
var allFns = [
function (gl, v, x0) {
if (x0.length === undefined) {
return gl.vertexAttrib1f(v, x0)
} else {
return gl.vertexAttrib1fv(v, x0)
}
},
function (gl, v, x0, x1) {
if (x0.length === undefined) {
return gl.vertexAttrib2f(v, x0, x1)
} else {
return gl.vertexAttrib2fv(v, x0)
}
},
function (gl, v, x0, x1, x2) {
if (x0.length === undefined) {
return gl.vertexAttrib3f(v, x0, x1, x2)
} else {
return gl.vertexAttrib3fv(v, x0)
}
},
function (gl, v, x0, x1, x2, x3) {
if (x0.length === undefined) {
return gl.vertexAttrib4f(v, x0, x1, x2, x3)
} else {
return gl.vertexAttrib4fv(v, x0)
}
}
]
//Adds a vector attribute to obj
function addVectorAttribute(
gl
, wrapper
, index
, locations
, dimension
, obj
, name) {
var constFunc = allFns[dimension]
//Create attribute wrapper
var attr = new ShaderAttribute(
gl
, wrapper
, index
, locations
, dimension
, constFunc)
//Create accessor
Object.defineProperty(obj, name, {
set: function(x) {
gl.disableVertexAttribArray(locations[index])
constFunc(gl, locations[index], x)
return x
}
, get: function() {
return attr
}
, enumerable: true
})
}
function addMatrixAttribute(
gl
, wrapper
, index
, locations
, dimension
, obj
, name) {
var parts = new Array(dimension)
var attrs = new Array(dimension)
for(var i=0; i<dimension; ++i) {
addVectorAttribute(
gl
, wrapper
, index[i]
, locations
, dimension
, parts
, i)
attrs[i] = parts[i]
}
Object.defineProperty(parts, 'location', {
set: function(v) {
if(Array.isArray(v)) {
for(var i=0; i<dimension; ++i) {
attrs[i].location = v[i]
}
} else {
for(var i=0; i<dimension; ++i) {
attrs[i].location = v + i
}
}
return v
}
, get: function() {
var result = new Array(dimension)
for(var i=0; i<dimension; ++i) {
result[i] = locations[index[i]]
}
return result
}
, enumerable: true
})
parts.pointer = function(type, normalized, stride, offset) {
type = type || gl.FLOAT
normalized = !!normalized
stride = stride || (dimension * dimension)
offset = offset || 0
for(var i=0; i<dimension; ++i) {
var location = locations[index[i]]
gl.vertexAttribPointer(
location
, dimension
, type
, normalized
, stride
, offset + i * dimension)
gl.enableVertexAttribArray(location)
}
}
var scratch = new Array(dimension)
var vertexAttrib = gl['vertexAttrib' + dimension + 'fv']
Object.defineProperty(obj, name, {
set: function(x) {
for(var i=0; i<dimension; ++i) {
var loc = locations[index[i]]
gl.disableVertexAttribArray(loc)
if(Array.isArray(x[0])) {
vertexAttrib.call(gl, loc, x[i])
} else {
for(var j=0; j<dimension; ++j) {
scratch[j] = x[dimension*i + j]
}
vertexAttrib.call(gl, loc, scratch)
}
}
return x
}
, get: function() {
return parts
}
, enumerable: true
})
}
//Create shims for attributes
function createAttributeWrapper(
gl
, wrapper
, attributes
, locations) {
var obj = {}
for(var i=0, n=attributes.length; i<n; ++i) {
var a = attributes[i]
var name = a.name
var type = a.type
var locs = a.locations
switch(type) {
case 'bool':
case 'int':
case 'float':
addVectorAttribute(
gl
, wrapper
, locs[0]
, locations
, 1
, obj
, name)
break
default:
if(type.indexOf('vec') >= 0) {
var d = type.charCodeAt(type.length-1) - 48
if(d < 2 || d > 4) {
throw new GLError('', 'Invalid data type for attribute ' + name + ': ' + type)
}
addVectorAttribute(
gl
, wrapper
, locs[0]
, locations
, d
, obj
, name)
} else if(type.indexOf('mat') >= 0) {
var d = type.charCodeAt(type.length-1) - 48
if(d < 2 || d > 4) {
throw new GLError('', 'Invalid data type for attribute ' + name + ': ' + type)
}
addMatrixAttribute(
gl
, wrapper
, locs
, locations
, d
, obj
, name)
} else {
throw new GLError('', 'Unknown data type for attribute ' + name + ': ' + type)
}
break
}
}
return obj
}