MCP 3D Printer Server
by DMontgomery40
Verified
/**
* 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 )'.
*
*
* 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, [textures] )
*
* uploads a uniform value(s)
* the 'textures' parameter is needed for sampler uniforms
*
*
* Static methods of the top-level container (textures factorizations):
*
* .upload( gl, seq, values, textures )
*
* 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 (textures factorizations):
*
* .setValue( gl, name, value, textures )
*
* sets uniform with name 'name' to 'value'
*
* .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 { DataArrayTexture } from '../../textures/DataArrayTexture.js';
import { Data3DTexture } from '../../textures/Data3DTexture.js';
import { DepthTexture } from '../../textures/DepthTexture.js';
import { LessEqualCompare } from '../../constants.js';
const emptyTexture = /*@__PURE__*/ new Texture();
const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );
const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();
const empty3dTexture = /*@__PURE__*/ new Data3DTexture();
const emptyCubeTexture = /*@__PURE__*/ new CubeTexture();
// --- Utilities ---
// Array Caches (provide typed arrays for temporary by size)
const arrayCacheF32 = [];
const arrayCacheI32 = [];
// Float32Array caches used for uploading Matrix uniforms
const mat4array = new Float32Array( 16 );
const mat3array = new Float32Array( 9 );
const mat2array = new Float32Array( 4 );
// Flattening for arrays of vectors and matrices
function flatten( array, nBlocks, blockSize ) {
const firstElem = array[ 0 ];
if ( firstElem <= 0 || firstElem > 0 ) return array;
// unoptimized: ! isNaN( firstElem )
// see http://jacksondunstan.com/articles/983
const n = nBlocks * blockSize;
let r = arrayCacheF32[ n ];
if ( r === undefined ) {
r = new Float32Array( n );
arrayCacheF32[ n ] = r;
}
if ( nBlocks !== 0 ) {
firstElem.toArray( r, 0 );
for ( let 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 ( let i = 0, l = a.length; i < l; i ++ ) {
if ( a[ i ] !== b[ i ] ) return false;
}
return true;
}
function copyArray( a, b ) {
for ( let i = 0, l = b.length; i < l; i ++ ) {
a[ i ] = b[ i ];
}
}
// Texture unit allocation
function allocTexUnits( textures, n ) {
let r = arrayCacheI32[ n ];
if ( r === undefined ) {
r = new Int32Array( n );
arrayCacheI32[ n ] = r;
}
for ( let i = 0; i !== n; ++ i ) {
r[ i ] = textures.allocateTextureUnit();
}
return r;
}
// --- Setters ---
// Note: Defining these methods externally, because they come in a bunch
// and this way their names minify.
// Single scalar
function setValueV1f( gl, v ) {
const cache = this.cache;
if ( cache[ 0 ] === v ) return;
gl.uniform1f( this.addr, v );
cache[ 0 ] = v;
}
// Single float vector (from flat array or THREE.VectorN)
function setValueV2f( gl, v ) {
const 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 setValueV3f( gl, v ) {
const 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 setValueV4f( gl, v ) {
const 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 THREE.MatrixN)
function setValueM2( gl, v ) {
const cache = this.cache;
const 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 setValueM3( gl, v ) {
const cache = this.cache;
const 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 setValueM4( gl, v ) {
const cache = this.cache;
const 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 integer / boolean
function setValueV1i( gl, v ) {
const cache = this.cache;
if ( cache[ 0 ] === v ) return;
gl.uniform1i( this.addr, v );
cache[ 0 ] = v;
}
// Single integer / boolean vector (from flat array or THREE.VectorN)
function setValueV2i( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
gl.uniform2i( this.addr, v.x, v.y );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform2iv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV3i( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
gl.uniform3i( this.addr, v.x, v.y, v.z );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
cache[ 2 ] = v.z;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform3iv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV4i( gl, v ) {
const 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.uniform4i( 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.uniform4iv( this.addr, v );
copyArray( cache, v );
}
}
// Single unsigned integer
function setValueV1ui( gl, v ) {
const cache = this.cache;
if ( cache[ 0 ] === v ) return;
gl.uniform1ui( this.addr, v );
cache[ 0 ] = v;
}
// Single unsigned integer vector (from flat array or THREE.VectorN)
function setValueV2ui( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
gl.uniform2ui( this.addr, v.x, v.y );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform2uiv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV3ui( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
gl.uniform3ui( this.addr, v.x, v.y, v.z );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
cache[ 2 ] = v.z;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform3uiv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV4ui( gl, v ) {
const 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.uniform4ui( 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.uniform4uiv( this.addr, v );
copyArray( cache, v );
}
}
// Single texture (2D / Cube)
function setValueT1( gl, v, textures ) {
const cache = this.cache;
const unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit );
cache[ 0 ] = unit;
}
let emptyTexture2D;
if ( this.type === gl.SAMPLER_2D_SHADOW ) {
emptyShadowTexture.compareFunction = LessEqualCompare; // #28670
emptyTexture2D = emptyShadowTexture;
} else {
emptyTexture2D = emptyTexture;
}
textures.setTexture2D( v || emptyTexture2D, unit );
}
function setValueT3D1( gl, v, textures ) {
const cache = this.cache;
const unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit );
cache[ 0 ] = unit;
}
textures.setTexture3D( v || empty3dTexture, unit );
}
function setValueT6( gl, v, textures ) {
const cache = this.cache;
const unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit );
cache[ 0 ] = unit;
}
textures.setTextureCube( v || emptyCubeTexture, unit );
}
function setValueT2DArray1( gl, v, textures ) {
const cache = this.cache;
const unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit );
cache[ 0 ] = unit;
}
textures.setTexture2DArray( v || emptyArrayTexture, unit );
}
// Helper to pick the right setter for the singular case
function getSingularSetter( type ) {
switch ( type ) {
case 0x1406: return setValueV1f; // FLOAT
case 0x8b50: return setValueV2f; // _VEC2
case 0x8b51: return setValueV3f; // _VEC3
case 0x8b52: return setValueV4f; // _VEC4
case 0x8b5a: return setValueM2; // _MAT2
case 0x8b5b: return setValueM3; // _MAT3
case 0x8b5c: return setValueM4; // _MAT4
case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
case 0x1405: return setValueV1ui; // UINT
case 0x8dc6: return setValueV2ui; // _VEC2
case 0x8dc7: return setValueV3ui; // _VEC3
case 0x8dc8: return setValueV4ui; // _VEC4
case 0x8b5e: // SAMPLER_2D
case 0x8d66: // SAMPLER_EXTERNAL_OES
case 0x8dca: // INT_SAMPLER_2D
case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
case 0x8b62: // SAMPLER_2D_SHADOW
return setValueT1;
case 0x8b5f: // SAMPLER_3D
case 0x8dcb: // INT_SAMPLER_3D
case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
return setValueT3D1;
case 0x8b60: // SAMPLER_CUBE
case 0x8dcc: // INT_SAMPLER_CUBE
case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
case 0x8dc5: // SAMPLER_CUBE_SHADOW
return setValueT6;
case 0x8dc1: // SAMPLER_2D_ARRAY
case 0x8dcf: // INT_SAMPLER_2D_ARRAY
case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
return setValueT2DArray1;
}
}
// Array of scalars
function setValueV1fArray( gl, v ) {
gl.uniform1fv( this.addr, v );
}
// Array of vectors (from flat array or array of THREE.VectorN)
function setValueV2fArray( gl, v ) {
const data = flatten( v, this.size, 2 );
gl.uniform2fv( this.addr, data );
}
function setValueV3fArray( gl, v ) {
const data = flatten( v, this.size, 3 );
gl.uniform3fv( this.addr, data );
}
function setValueV4fArray( gl, v ) {
const data = flatten( v, this.size, 4 );
gl.uniform4fv( this.addr, data );
}
// Array of matrices (from flat array or array of THREE.MatrixN)
function setValueM2Array( gl, v ) {
const data = flatten( v, this.size, 4 );
gl.uniformMatrix2fv( this.addr, false, data );
}
function setValueM3Array( gl, v ) {
const data = flatten( v, this.size, 9 );
gl.uniformMatrix3fv( this.addr, false, data );
}
function setValueM4Array( gl, v ) {
const data = flatten( v, this.size, 16 );
gl.uniformMatrix4fv( this.addr, false, data );
}
// Array of integer / boolean
function setValueV1iArray( gl, v ) {
gl.uniform1iv( this.addr, v );
}
// Array of integer / boolean vectors (from flat array)
function setValueV2iArray( gl, v ) {
gl.uniform2iv( this.addr, v );
}
function setValueV3iArray( gl, v ) {
gl.uniform3iv( this.addr, v );
}
function setValueV4iArray( gl, v ) {
gl.uniform4iv( this.addr, v );
}
// Array of unsigned integer
function setValueV1uiArray( gl, v ) {
gl.uniform1uiv( this.addr, v );
}
// Array of unsigned integer vectors (from flat array)
function setValueV2uiArray( gl, v ) {
gl.uniform2uiv( this.addr, v );
}
function setValueV3uiArray( gl, v ) {
gl.uniform3uiv( this.addr, v );
}
function setValueV4uiArray( gl, v ) {
gl.uniform4uiv( this.addr, v );
}
// Array of textures (2D / 3D / Cube / 2DArray)
function setValueT1Array( gl, v, textures ) {
const cache = this.cache;
const n = v.length;
const units = allocTexUnits( textures, n );
if ( ! arraysEqual( cache, units ) ) {
gl.uniform1iv( this.addr, units );
copyArray( cache, units );
}
for ( let i = 0; i !== n; ++ i ) {
textures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
}
}
function setValueT3DArray( gl, v, textures ) {
const cache = this.cache;
const n = v.length;
const units = allocTexUnits( textures, n );
if ( ! arraysEqual( cache, units ) ) {
gl.uniform1iv( this.addr, units );
copyArray( cache, units );
}
for ( let i = 0; i !== n; ++ i ) {
textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );
}
}
function setValueT6Array( gl, v, textures ) {
const cache = this.cache;
const n = v.length;
const units = allocTexUnits( textures, n );
if ( ! arraysEqual( cache, units ) ) {
gl.uniform1iv( this.addr, units );
copyArray( cache, units );
}
for ( let i = 0; i !== n; ++ i ) {
textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
}
}
function setValueT2DArrayArray( gl, v, textures ) {
const cache = this.cache;
const n = v.length;
const units = allocTexUnits( textures, n );
if ( ! arraysEqual( cache, units ) ) {
gl.uniform1iv( this.addr, units );
copyArray( cache, units );
}
for ( let i = 0; i !== n; ++ i ) {
textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );
}
}
// Helper to pick the right setter for a pure (bottom-level) array
function getPureArraySetter( type ) {
switch ( type ) {
case 0x1406: return setValueV1fArray; // FLOAT
case 0x8b50: return setValueV2fArray; // _VEC2
case 0x8b51: return setValueV3fArray; // _VEC3
case 0x8b52: return setValueV4fArray; // _VEC4
case 0x8b5a: return setValueM2Array; // _MAT2
case 0x8b5b: return setValueM3Array; // _MAT3
case 0x8b5c: return setValueM4Array; // _MAT4
case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
case 0x1405: return setValueV1uiArray; // UINT
case 0x8dc6: return setValueV2uiArray; // _VEC2
case 0x8dc7: return setValueV3uiArray; // _VEC3
case 0x8dc8: return setValueV4uiArray; // _VEC4
case 0x8b5e: // SAMPLER_2D
case 0x8d66: // SAMPLER_EXTERNAL_OES
case 0x8dca: // INT_SAMPLER_2D
case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
case 0x8b62: // SAMPLER_2D_SHADOW
return setValueT1Array;
case 0x8b5f: // SAMPLER_3D
case 0x8dcb: // INT_SAMPLER_3D
case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
return setValueT3DArray;
case 0x8b60: // SAMPLER_CUBE
case 0x8dcc: // INT_SAMPLER_CUBE
case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
case 0x8dc5: // SAMPLER_CUBE_SHADOW
return setValueT6Array;
case 0x8dc1: // SAMPLER_2D_ARRAY
case 0x8dcf: // INT_SAMPLER_2D_ARRAY
case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
return setValueT2DArrayArray;
}
}
// --- Uniform Classes ---
class SingleUniform {
constructor( id, activeInfo, addr ) {
this.id = id;
this.addr = addr;
this.cache = [];
this.type = activeInfo.type;
this.setValue = getSingularSetter( activeInfo.type );
// this.path = activeInfo.name; // DEBUG
}
}
class PureArrayUniform {
constructor( id, activeInfo, addr ) {
this.id = id;
this.addr = addr;
this.cache = [];
this.type = activeInfo.type;
this.size = activeInfo.size;
this.setValue = getPureArraySetter( activeInfo.type );
// this.path = activeInfo.name; // DEBUG
}
}
class StructuredUniform {
constructor( id ) {
this.id = id;
this.seq = [];
this.map = {};
}
setValue( gl, value, textures ) {
const seq = this.seq;
for ( let i = 0, n = seq.length; i !== n; ++ i ) {
const u = seq[ i ];
u.setValue( gl, value[ u.id ], textures );
}
}
}
// --- Top-level ---
// Parser - builds up the property tree from the path strings
const RePathPart = /(\w+)(\])?(\[|\.)?/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 ) {
const path = activeInfo.name,
pathLength = path.length;
// reset RegExp object, because of the early exit of a previous run
RePathPart.lastIndex = 0;
while ( true ) {
const match = RePathPart.exec( path ),
matchEnd = RePathPart.lastIndex;
let id = match[ 1 ];
const 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
const map = container.map;
let next = map[ id ];
if ( next === undefined ) {
next = new StructuredUniform( id );
addUniform( container, next );
}
container = next;
}
}
}
// Root Container
class WebGLUniforms {
constructor( gl, program ) {
this.seq = [];
this.map = {};
const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
for ( let i = 0; i < n; ++ i ) {
const info = gl.getActiveUniform( program, i ),
addr = gl.getUniformLocation( program, info.name );
parseUniform( info, addr, this );
}
}
setValue( gl, name, value, textures ) {
const u = this.map[ name ];
if ( u !== undefined ) u.setValue( gl, value, textures );
}
setOptional( gl, object, name ) {
const v = object[ name ];
if ( v !== undefined ) this.setValue( gl, name, v );
}
static upload( gl, seq, values, textures ) {
for ( let i = 0, n = seq.length; i !== n; ++ i ) {
const u = seq[ i ],
v = values[ u.id ];
if ( v.needsUpdate !== false ) {
// note: always updating when .needsUpdate is undefined
u.setValue( gl, v.value, textures );
}
}
}
static seqWithValue( seq, values ) {
const r = [];
for ( let i = 0, n = seq.length; i !== n; ++ i ) {
const u = seq[ i ];
if ( u.id in values ) r.push( u );
}
return r;
}
}
export { WebGLUniforms };