'use strict'; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } var WebGLFunctionNode = require('../web-gl/function-node'); var DECODE32_ENCODE32 = /decode32\(\s+encode32\(/g; var ENCODE32_DECODE32 = /encode32\(\s+decode32\(/g; /** * @class WebGL2FunctionNode * * @desc [INTERNAL] Takes in a function node, and does all the AST voodoo required to generate its respective webGL code. * * @extends WebGLFunctionNode * * @returns the converted webGL function string * */ module.exports = function (_WebGLFunctionNode) { _inherits(WebGL2FunctionNode, _WebGLFunctionNode); function WebGL2FunctionNode() { _classCallCheck(this, WebGL2FunctionNode); return _possibleConstructorReturn(this, (WebGL2FunctionNode.__proto__ || Object.getPrototypeOf(WebGL2FunctionNode)).apply(this, arguments)); } _createClass(WebGL2FunctionNode, [{ key: 'generate', value: function generate() { if (this.debug) { console.log(this); } if (this.prototypeOnly) { return this.astFunctionPrototype(this.getJsAST(), []).join('').trim(); } else { this.functionStringArray = this.astGeneric(this.getJsAST(), []); } this.functionString = webGlRegexOptimize(this.functionStringArray.join('').trim()); return this.functionString; } /** * @memberOf WebGL2FunctionNode# * @function * @name astIdentifierExpression * * @desc Parses the abstract syntax tree for *identifier* expression * * @param {Object} idtNode - An ast Node * @param {Array} retArr - return array string * * @returns {Array} the append retArr */ }, { key: 'astIdentifierExpression', value: function astIdentifierExpression(idtNode, retArr) { if (idtNode.type !== 'Identifier') { throw this.astErrorOutput('IdentifierExpression - not an Identifier', idtNode); } // do we need to cast addressing vales to float? var castFloat = !this.isState('in-get-call-parameters'); switch (idtNode.name) { case 'gpu_threadX': castFloat && retArr.push('float('); retArr.push('threadId.x'); castFloat && retArr.push(')'); break; case 'gpu_threadY': castFloat && retArr.push('float('); retArr.push('threadId.y'); castFloat && retArr.push(')'); break; case 'gpu_threadZ': castFloat && retArr.push('float('); retArr.push('threadId.z'); castFloat && retArr.push(')'); break; case 'gpu_outputX': retArr.push('uOutputDim.x'); break; case 'gpu_outputY': retArr.push('uOutputDim.y'); break; case 'gpu_outputZ': retArr.push('uOutputDim.z'); break; case 'Infinity': retArr.push('intBitsToFloat(2139095039)'); break; default: var userParamName = this.getUserParamName(idtNode.name); if (userParamName !== null) { this.pushParameter(retArr, 'user_' + userParamName); } else { this.pushParameter(retArr, 'user_' + idtNode.name); } } return retArr; } }]); return WebGL2FunctionNode; }(WebGLFunctionNode); /** * @ignore * @function * @name webgl_regex_optimize * * @desc [INTERNAL] Takes the near final webgl function string, and do regex search and replacments. * For voodoo optimize out the following: * * - decode32(encode32(
* - encode32(decode32(
* * @param {String} inStr - The webGl function String * */ function webGlRegexOptimize(inStr) { return inStr.replace(DECODE32_ENCODE32, '((').replace(ENCODE32_DECODE32, '(('); }