twgl.js/examples/js/browserified-example.js
Gregg Tavares 07e932d04a build
2025-07-15 23:22:47 -07:00

10717 lines
390 KiB
JavaScript

(function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
/** echo * @license echo * while read i do echo * done echo
*/
!function(){var Color,K,PITHIRD,TWOPI,X,Y,Z,bezier,brewer,chroma,clip_rgb,colors,cos,css2rgb,hex2rgb,hsi2rgb,hsl2rgb,hsv2rgb,lab2lch,lab2rgb,lab_xyz,lch2lab,lch2rgb,limit,luminance,luminance_x,rgb2hex,rgb2hsi,rgb2hsl,rgb2hsv,rgb2lab,rgb2lch,rgb_xyz,root,type,unpack,xyz_lab,xyz_rgb,_ref;chroma=function(x,y,z,m){return new Color(x,y,z,m)};if(typeof module!=="undefined"&&module!==null&&module.exports!=null){module.exports=chroma}if(typeof define==="function"&&define.amd){define([],function(){return chroma})}else{root=typeof exports!=="undefined"&&exports!==null?exports:this;root.chroma=chroma}chroma.color=function(x,y,z,m){return new Color(x,y,z,m)};chroma.hsl=function(h,s,l,a){return new Color(h,s,l,a,"hsl")};chroma.hsv=function(h,s,v,a){return new Color(h,s,v,a,"hsv")};chroma.rgb=function(r,g,b,a){return new Color(r,g,b,a,"rgb")};chroma.hex=function(x){return new Color(x)};chroma.css=function(x){return new Color(x)};chroma.lab=function(l,a,b){return new Color(l,a,b,"lab")};chroma.lch=function(l,c,h){return new Color(l,c,h,"lch")};chroma.hsi=function(h,s,i){return new Color(h,s,i,"hsi")};chroma.gl=function(r,g,b,a){return new Color(r*255,g*255,b*255,a,"gl")};chroma.interpolate=function(a,b,f,m){if(a==null||b==null){return"#000"}if(type(a)==="string"){a=new Color(a)}if(type(b)==="string"){b=new Color(b)}return a.interpolate(f,b,m)};chroma.mix=chroma.interpolate;chroma.contrast=function(a,b){var l1,l2;if(type(a)==="string"){a=new Color(a)}if(type(b)==="string"){b=new Color(b)}l1=a.luminance();l2=b.luminance();if(l1>l2){return(l1+.05)/(l2+.05)}else{return(l2+.05)/(l1+.05)}};chroma.luminance=function(color){return chroma(color).luminance()};chroma._Color=Color;Color=function(){function Color(){var a,arg,args,m,me,me_rgb,x,y,z,_i,_len,_ref,_ref1,_ref2,_ref3,_ref4;me=this;args=[];for(_i=0,_len=arguments.length;_i<_len;_i++){arg=arguments[_i];if(arg!=null){args.push(arg)}}if(args.length===0){_ref=[255,0,255,1,"rgb"],x=_ref[0],y=_ref[1],z=_ref[2],a=_ref[3],m=_ref[4]}else if(type(args[0])==="array"){if(args[0].length===3){_ref1=args[0],x=_ref1[0],y=_ref1[1],z=_ref1[2];a=1}else if(args[0].length===4){_ref2=args[0],x=_ref2[0],y=_ref2[1],z=_ref2[2],a=_ref2[3]}else{throw"unknown input argument"}m=(_ref3=args[1])!=null?_ref3:"rgb"}else if(type(args[0])==="string"){x=args[0];m="hex"}else if(type(args[0])==="object"){_ref4=args[0]._rgb,x=_ref4[0],y=_ref4[1],z=_ref4[2],a=_ref4[3];m="rgb"}else if(args.length>=3){x=args[0];y=args[1];z=args[2]}if(args.length===3){m="rgb";a=1}else if(args.length===4){if(type(args[3])==="string"){m=args[3];a=1}else if(type(args[3])==="number"){m="rgb";a=args[3]}}else if(args.length===5){a=args[3];m=args[4]}if(a==null){a=1}if(m==="rgb"){me._rgb=[x,y,z,a]}else if(m==="gl"){me._rgb=[x*255,y*255,z*255,a]}else if(m==="hsl"){me._rgb=hsl2rgb(x,y,z);me._rgb[3]=a}else if(m==="hsv"){me._rgb=hsv2rgb(x,y,z);me._rgb[3]=a}else if(m==="hex"){me._rgb=hex2rgb(x)}else if(m==="lab"){me._rgb=lab2rgb(x,y,z);me._rgb[3]=a}else if(m==="lch"){me._rgb=lch2rgb(x,y,z);me._rgb[3]=a}else if(m==="hsi"){me._rgb=hsi2rgb(x,y,z);me._rgb[3]=a}me_rgb=clip_rgb(me._rgb)}Color.prototype.rgb=function(){return this._rgb.slice(0,3)};Color.prototype.rgba=function(){return this._rgb};Color.prototype.hex=function(){return rgb2hex(this._rgb)};Color.prototype.toString=function(){return this.name()};Color.prototype.hsl=function(){return rgb2hsl(this._rgb)};Color.prototype.hsv=function(){return rgb2hsv(this._rgb)};Color.prototype.lab=function(){return rgb2lab(this._rgb)};Color.prototype.lch=function(){return rgb2lch(this._rgb)};Color.prototype.hsi=function(){return rgb2hsi(this._rgb)};Color.prototype.gl=function(){return[this._rgb[0]/255,this._rgb[1]/255,this._rgb[2]/255,this._rgb[3]]};Color.prototype.luminance=function(lum,mode){var cur_lum,eps,max_iter,test;if(mode==null){mode="rgb"}if(!arguments.length){return luminance(this._rgb)}if(lum===0){this._rgb=[0,0,0,this._rgb[3]]}if(lum===1){this._rgb=[255,255,255,this._rgb[3]]}cur_lum=luminance(this._rgb);eps=1e-7;max_iter=20;test=function(l,h){var lm,m;m=l.interpolate(.5,h,mode);lm=m.luminance();if(Math.abs(lum-lm)<eps||!max_iter--){return m}if(lm>lum){return test(l,m)}return test(m,h)};this._rgb=(cur_lum>lum?test(new Color("black"),this):test(this,new Color("white"))).rgba();return this};Color.prototype.name=function(){var h,k;h=this.hex();for(k in chroma.colors){if(h===chroma.colors[k]){return k}}return h};Color.prototype.alpha=function(alpha){if(arguments.length){this._rgb[3]=alpha;return this}return this._rgb[3]};Color.prototype.css=function(mode){var hsl,me,rgb,rnd;if(mode==null){mode="rgb"}me=this;rgb=me._rgb;if(mode.length===3&&rgb[3]<1){mode+="a"}if(mode==="rgb"){return mode+"("+rgb.slice(0,3).map(Math.round).join(",")+")"}else if(mode==="rgba"){return mode+"("+rgb.slice(0,3).map(Math.round).join(",")+","+rgb[3]+")"}else if(mode==="hsl"||mode==="hsla"){hsl=me.hsl();rnd=function(a){return Math.round(a*100)/100};hsl[0]=rnd(hsl[0]);hsl[1]=rnd(hsl[1]*100)+"%";hsl[2]=rnd(hsl[2]*100)+"%";if(mode.length===4){hsl[3]=rgb[3]}return mode+"("+hsl.join(",")+")"}};Color.prototype.interpolate=function(f,col,m){var dh,hue,hue0,hue1,lbv,lbv0,lbv1,me,res,sat,sat0,sat1,xyz0,xyz1;me=this;if(m==null){m="rgb"}if(type(col)==="string"){col=new Color(col)}if(m==="hsl"||m==="hsv"||m==="lch"||m==="hsi"){if(m==="hsl"){xyz0=me.hsl();xyz1=col.hsl()}else if(m==="hsv"){xyz0=me.hsv();xyz1=col.hsv()}else if(m==="hsi"){xyz0=me.hsi();xyz1=col.hsi()}else if(m==="lch"){xyz0=me.lch();xyz1=col.lch()}if(m.substr(0,1)==="h"){hue0=xyz0[0],sat0=xyz0[1],lbv0=xyz0[2];hue1=xyz1[0],sat1=xyz1[1],lbv1=xyz1[2]}else{lbv0=xyz0[0],sat0=xyz0[1],hue0=xyz0[2];lbv1=xyz1[0],sat1=xyz1[1],hue1=xyz1[2]}if(!isNaN(hue0)&&!isNaN(hue1)){if(hue1>hue0&&hue1-hue0>180){dh=hue1-(hue0+360)}else if(hue1<hue0&&hue0-hue1>180){dh=hue1+360-hue0}else{dh=hue1-hue0}hue=hue0+f*dh}else if(!isNaN(hue0)){hue=hue0;if((lbv1===1||lbv1===0)&&m!=="hsv"){sat=sat0}}else if(!isNaN(hue1)){hue=hue1;if((lbv0===1||lbv0===0)&&m!=="hsv"){sat=sat1}}else{hue=Number.NaN}if(sat==null){sat=sat0+f*(sat1-sat0)}lbv=lbv0+f*(lbv1-lbv0);if(m.substr(0,1)==="h"){res=new Color(hue,sat,lbv,m)}else{res=new Color(lbv,sat,hue,m)}}else if(m==="rgb"){xyz0=me._rgb;xyz1=col._rgb;res=new Color(xyz0[0]+f*(xyz1[0]-xyz0[0]),xyz0[1]+f*(xyz1[1]-xyz0[1]),xyz0[2]+f*(xyz1[2]-xyz0[2]),m)}else if(m==="lab"){xyz0=me.lab();xyz1=col.lab();res=new Color(xyz0[0]+f*(xyz1[0]-xyz0[0]),xyz0[1]+f*(xyz1[1]-xyz0[1]),xyz0[2]+f*(xyz1[2]-xyz0[2]),m)}else{throw"color mode "+m+" is not supported"}res.alpha(me.alpha()+f*(col.alpha()-me.alpha()));return res};Color.prototype.premultiply=function(){var a,rgb;rgb=this.rgb();a=this.alpha();return chroma(rgb[0]*a,rgb[1]*a,rgb[2]*a,a)};Color.prototype.darken=function(amount){var lch,me;if(amount==null){amount=20}me=this;lch=me.lch();lch[0]-=amount;return chroma.lch(lch).alpha(me.alpha())};Color.prototype.darker=function(amount){return this.darken(amount)};Color.prototype.brighten=function(amount){if(amount==null){amount=20}return this.darken(-amount)};Color.prototype.brighter=function(amount){return this.brighten(amount)};Color.prototype.saturate=function(amount){var lch,me;if(amount==null){amount=20}me=this;lch=me.lch();lch[1]+=amount;return chroma.lch(lch).alpha(me.alpha())};Color.prototype.desaturate=function(amount){if(amount==null){amount=20}return this.saturate(-amount)};return Color}();clip_rgb=function(rgb){var i;for(i in rgb){if(i<3){if(rgb[i]<0){rgb[i]=0}if(rgb[i]>255){rgb[i]=255}}else if(i===3){if(rgb[i]<0){rgb[i]=0}if(rgb[i]>1){rgb[i]=1}}}return rgb};css2rgb=function(css){var hsl,i,m,rgb,_i,_j,_k,_l;css=css.toLowerCase();if(chroma.colors!=null&&chroma.colors[css]){return hex2rgb(chroma.colors[css])}if(m=css.match(/rgb\(\s*(\-?\d+),\s*(\-?\d+)\s*,\s*(\-?\d+)\s*\)/)){rgb=m.slice(1,4);for(i=_i=0;_i<=2;i=++_i){rgb[i]=+rgb[i]}rgb[3]=1}else if(m=css.match(/rgba\(\s*(\-?\d+),\s*(\-?\d+)\s*,\s*(\-?\d+)\s*,\s*([01]|[01]?\.\d+)\)/)){rgb=m.slice(1,5);for(i=_j=0;_j<=3;i=++_j){rgb[i]=+rgb[i]}}else if(m=css.match(/rgb\(\s*(\-?\d+(?:\.\d+)?)%,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*\)/)){rgb=m.slice(1,4);for(i=_k=0;_k<=2;i=++_k){rgb[i]=Math.round(rgb[i]*2.55)}rgb[3]=1}else if(m=css.match(/rgba\(\s*(\-?\d+(?:\.\d+)?)%,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*([01]|[01]?\.\d+)\)/)){rgb=m.slice(1,5);for(i=_l=0;_l<=2;i=++_l){rgb[i]=Math.round(rgb[i]*2.55)}rgb[3]=+rgb[3]}else if(m=css.match(/hsl\(\s*(\-?\d+(?:\.\d+)?),\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*\)/)){hsl=m.slice(1,4);hsl[1]*=.01;hsl[2]*=.01;rgb=hsl2rgb(hsl);rgb[3]=1}else if(m=css.match(/hsla\(\s*(\-?\d+(?:\.\d+)?),\s*(\-?\d+(?:\.\d+)?)%\s*,\s*(\-?\d+(?:\.\d+)?)%\s*,\s*([01]|[01]?\.\d+)\)/)){hsl=m.slice(1,4);hsl[1]*=.01;hsl[2]*=.01;rgb=hsl2rgb(hsl);rgb[3]=+m[4]}return rgb};hex2rgb=function(hex){var a,b,g,r,rgb,u;if(hex.match(/^#?([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$/)){if(hex.length===4||hex.length===7){hex=hex.substr(1)}if(hex.length===3){hex=hex.split("");hex=hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2]}u=parseInt(hex,16);r=u>>16;g=u>>8&255;b=u&255;return[r,g,b,1]}if(hex.match(/^#?([A-Fa-f0-9]{8})$/)){if(hex.length===9){hex=hex.substr(1)}u=parseInt(hex,16);r=u>>24&255;g=u>>16&255;b=u>>8&255;a=u&255;return[r,g,b,a]}if(rgb=css2rgb(hex)){return rgb}throw"unknown color: "+hex};hsi2rgb=function(h,s,i){var b,g,r,_ref;_ref=unpack(arguments),h=_ref[0],s=_ref[1],i=_ref[2];h/=360;if(h<1/3){b=(1-s)/3;r=(1+s*cos(TWOPI*h)/cos(PITHIRD-TWOPI*h))/3;g=1-(b+r)}else if(h<2/3){h-=1/3;r=(1-s)/3;g=(1+s*cos(TWOPI*h)/cos(PITHIRD-TWOPI*h))/3;b=1-(r+g)}else{h-=2/3;g=(1-s)/3;b=(1+s*cos(TWOPI*h)/cos(PITHIRD-TWOPI*h))/3;r=1-(g+b)}r=limit(i*r*3);g=limit(i*g*3);b=limit(i*b*3);return[r*255,g*255,b*255]};hsl2rgb=function(){var b,c,g,h,i,l,r,s,t1,t2,t3,_i,_ref,_ref1;_ref=unpack(arguments),h=_ref[0],s=_ref[1],l=_ref[2];if(s===0){r=g=b=l*255}else{t3=[0,0,0];c=[0,0,0];t2=l<.5?l*(1+s):l+s-l*s;t1=2*l-t2;h/=360;t3[0]=h+1/3;t3[1]=h;t3[2]=h-1/3;for(i=_i=0;_i<=2;i=++_i){if(t3[i]<0){t3[i]+=1}if(t3[i]>1){t3[i]-=1}if(6*t3[i]<1){c[i]=t1+(t2-t1)*6*t3[i]}else if(2*t3[i]<1){c[i]=t2}else if(3*t3[i]<2){c[i]=t1+(t2-t1)*(2/3-t3[i])*6}else{c[i]=t1}}_ref1=[Math.round(c[0]*255),Math.round(c[1]*255),Math.round(c[2]*255)],r=_ref1[0],g=_ref1[1],b=_ref1[2]}return[r,g,b]};hsv2rgb=function(){var b,f,g,h,i,p,q,r,s,t,v,_ref,_ref1,_ref2,_ref3,_ref4,_ref5,_ref6;_ref=unpack(arguments),h=_ref[0],s=_ref[1],v=_ref[2];v*=255;if(s===0){r=g=b=v}else{if(h===360){h=0}if(h>360){h-=360}if(h<0){h+=360}h/=60;i=Math.floor(h);f=h-i;p=v*(1-s);q=v*(1-s*f);t=v*(1-s*(1-f));switch(i){case 0:_ref1=[v,t,p],r=_ref1[0],g=_ref1[1],b=_ref1[2];break;case 1:_ref2=[q,v,p],r=_ref2[0],g=_ref2[1],b=_ref2[2];break;case 2:_ref3=[p,v,t],r=_ref3[0],g=_ref3[1],b=_ref3[2];break;case 3:_ref4=[p,q,v],r=_ref4[0],g=_ref4[1],b=_ref4[2];break;case 4:_ref5=[t,p,v],r=_ref5[0],g=_ref5[1],b=_ref5[2];break;case 5:_ref6=[v,p,q],r=_ref6[0],g=_ref6[1],b=_ref6[2]}}r=Math.round(r);g=Math.round(g);b=Math.round(b);return[r,g,b]};K=18;X=.95047;Y=1;Z=1.08883;lab2lch=function(){var a,b,c,h,l,_ref;_ref=unpack(arguments),l=_ref[0],a=_ref[1],b=_ref[2];c=Math.sqrt(a*a+b*b);h=Math.atan2(b,a)/Math.PI*180;return[l,c,h]};lab2rgb=function(l,a,b){var g,r,x,y,z,_ref,_ref1;if(l!==void 0&&l.length===3){_ref=l,l=_ref[0],a=_ref[1],b=_ref[2]}if(l!==void 0&&l.length===3){_ref1=l,l=_ref1[0],a=_ref1[1],b=_ref1[2]}y=(l+16)/116;x=y+a/500;z=y-b/200;x=lab_xyz(x)*X;y=lab_xyz(y)*Y;z=lab_xyz(z)*Z;r=xyz_rgb(3.2404542*x-1.5371385*y-.4985314*z);g=xyz_rgb(-.969266*x+1.8760108*y+.041556*z);b=xyz_rgb(.0556434*x-.2040259*y+1.0572252*z);return[limit(r,0,255),limit(g,0,255),limit(b,0,255),1]};lab_xyz=function(x){if(x>.206893034){return x*x*x}else{return(x-4/29)/7.787037}};xyz_rgb=function(r){return Math.round(255*(r<=.00304?12.92*r:1.055*Math.pow(r,1/2.4)-.055))};lch2lab=function(){var c,h,l,_ref;_ref=unpack(arguments),l=_ref[0],c=_ref[1],h=_ref[2];h=h*Math.PI/180;return[l,Math.cos(h)*c,Math.sin(h)*c]};lch2rgb=function(l,c,h){var L,a,b,g,r,_ref,_ref1;_ref=lch2lab(l,c,h),L=_ref[0],a=_ref[1],b=_ref[2];_ref1=lab2rgb(L,a,b),r=_ref1[0],g=_ref1[1],b=_ref1[2];return[limit(r,0,255),limit(g,0,255),limit(b,0,255)]};luminance=function(r,g,b){var _ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];r=luminance_x(r);g=luminance_x(g);b=luminance_x(b);return.2126*r+.7152*g+.0722*b};luminance_x=function(x){x/=255;if(x<=.03928){return x/12.92}else{return Math.pow((x+.055)/1.055,2.4)}};rgb2hex=function(){var b,g,r,str,u,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];u=r<<16|g<<8|b;str="000000"+u.toString(16);return"#"+str.substr(str.length-6)};rgb2hsi=function(){var TWOPI,b,g,h,i,min,r,s,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];TWOPI=Math.PI*2;r/=255;g/=255;b/=255;min=Math.min(r,g,b);i=(r+g+b)/3;s=1-min/i;if(s===0){h=0}else{h=(r-g+(r-b))/2;h/=Math.sqrt((r-g)*(r-g)+(r-b)*(g-b));h=Math.acos(h);if(b>g){h=TWOPI-h}h/=TWOPI}return[h*360,s,i]};rgb2hsl=function(r,g,b){var h,l,max,min,s,_ref;if(r!==void 0&&r.length>=3){_ref=r,r=_ref[0],g=_ref[1],b=_ref[2]}r/=255;g/=255;b/=255;min=Math.min(r,g,b);max=Math.max(r,g,b);l=(max+min)/2;if(max===min){s=0;h=Number.NaN}else{s=l<.5?(max-min)/(max+min):(max-min)/(2-max-min)}if(r===max){h=(g-b)/(max-min)}else if(g===max){h=2+(b-r)/(max-min)}else if(b===max){h=4+(r-g)/(max-min)}h*=60;if(h<0){h+=360}return[h,s,l]};rgb2hsv=function(){var b,delta,g,h,max,min,r,s,v,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];min=Math.min(r,g,b);max=Math.max(r,g,b);delta=max-min;v=max/255;if(max===0){h=Number.NaN;s=0}else{s=delta/max;if(r===max){h=(g-b)/delta}if(g===max){h=2+(b-r)/delta}if(b===max){h=4+(r-g)/delta}h*=60;if(h<0){h+=360}}return[h,s,v]};rgb2lab=function(){var b,g,r,x,y,z,_ref;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];r=rgb_xyz(r);g=rgb_xyz(g);b=rgb_xyz(b);x=xyz_lab((.4124564*r+.3575761*g+.1804375*b)/X);y=xyz_lab((.2126729*r+.7151522*g+.072175*b)/Y);z=xyz_lab((.0193339*r+.119192*g+.9503041*b)/Z);return[116*y-16,500*(x-y),200*(y-z)]};rgb_xyz=function(r){if((r/=255)<=.04045){return r/12.92}else{return Math.pow((r+.055)/1.055,2.4)}};xyz_lab=function(x){if(x>.008856){return Math.pow(x,1/3)}else{return 7.787037*x+4/29}};rgb2lch=function(){var a,b,g,l,r,_ref,_ref1;_ref=unpack(arguments),r=_ref[0],g=_ref[1],b=_ref[2];_ref1=rgb2lab(r,g,b),l=_ref1[0],a=_ref1[1],b=_ref1[2];return lab2lch(l,a,b)};chroma.scale=function(colors,positions){var classifyValue,f,getClass,getColor,resetCache,setColors,setDomain,tmap,_colorCache,_colors,_correctLightness,_domain,_fixed,_max,_min,_mode,_nacol,_numClasses,_out,_pos,_spread;_mode="rgb";_nacol=chroma("#ccc");_spread=0;_fixed=false;_domain=[0,1];_colors=[];_out=false;_pos=[];_min=0;_max=1;_correctLightness=false;_numClasses=0;_colorCache={};setColors=function(colors,positions){var c,col,_i,_j,_ref,_ref1,_ref2;if(colors==null){colors=["#ddd","#222"]}if(colors!=null&&type(colors)==="string"&&((_ref=chroma.brewer)!=null?_ref[colors]:void 0)!=null){colors=chroma.brewer[colors]}if(type(colors)==="array"){colors=colors.slice(0);for(c=_i=0,_ref1=colors.length-1;0<=_ref1?_i<=_ref1:_i>=_ref1;c=0<=_ref1?++_i:--_i){col=colors[c];if(type(col)==="string"){colors[c]=chroma(col)}}if(positions!=null){_pos=positions}else{_pos=[];for(c=_j=0,_ref2=colors.length-1;0<=_ref2?_j<=_ref2:_j>=_ref2;c=0<=_ref2?++_j:--_j){_pos.push(c/(colors.length-1))}}}resetCache();return _colors=colors};setDomain=function(domain){if(domain==null){domain=[]}_domain=domain;_min=domain[0];_max=domain[domain.length-1];resetCache();if(domain.length===2){return _numClasses=0}else{return _numClasses=domain.length-1}};getClass=function(value){var i,n;if(_domain!=null){n=_domain.length-1;i=0;while(i<n&&value>=_domain[i]){i++}return i-1}return 0};tmap=function(t){return t};classifyValue=function(value){var i,maxc,minc,n,val;val=value;if(_domain.length>2){n=_domain.length-1;i=getClass(value);minc=_domain[0]+(_domain[1]-_domain[0])*(0+_spread*.5);maxc=_domain[n-1]+(_domain[n]-_domain[n-1])*(1-_spread*.5);val=_min+(_domain[i]+(_domain[i+1]-_domain[i])*.5-minc)/(maxc-minc)*(_max-_min)}return val};getColor=function(val,bypassMap){var c,col,f0,i,k,p,t,_i,_ref;if(bypassMap==null){bypassMap=false}if(isNaN(val)){return _nacol}if(!bypassMap){if(_domain.length>2){c=getClass(val);t=c/(_numClasses-1)}else{t=f0=_min!==_max?(val-_min)/(_max-_min):0;t=f0=(val-_min)/(_max-_min);t=Math.min(1,Math.max(0,t))}}else{t=val}if(!bypassMap){t=tmap(t)}k=Math.floor(t*1e4);if(_colorCache[k]){col=_colorCache[k]}else{if(type(_colors)==="array"){for(i=_i=0,_ref=_pos.length-1;0<=_ref?_i<=_ref:_i>=_ref;i=0<=_ref?++_i:--_i){p=_pos[i];if(t<=p){col=_colors[i];break}if(t>=p&&i===_pos.length-1){col=_colors[i];break}if(t>p&&t<_pos[i+1]){t=(t-p)/(_pos[i+1]-p);col=chroma.interpolate(_colors[i],_colors[i+1],t,_mode);break}}}else if(type(_colors)==="function"){col=_colors(t)}_colorCache[k]=col}return col};resetCache=function(){return _colorCache={}};setColors(colors,positions);f=function(v){var c;c=getColor(v);if(_out&&c[_out]){return c[_out]()}else{return c}};f.domain=function(domain,classes,mode,key){var d;if(mode==null){mode="e"}if(!arguments.length){return _domain}if(classes!=null){d=chroma.analyze(domain,key);if(classes===0){domain=[d.min,d.max]}else{domain=chroma.limits(d,mode,classes)}}setDomain(domain);return f};f.mode=function(_m){if(!arguments.length){return _mode}_mode=_m;resetCache();return f};f.range=function(colors,_pos){setColors(colors,_pos);return f};f.out=function(_o){_out=_o;return f};f.spread=function(val){if(!arguments.length){return _spread}_spread=val;return f};f.correctLightness=function(v){if(!arguments.length){return _correctLightness}_correctLightness=v;resetCache();if(_correctLightness){tmap=function(t){var L0,L1,L_actual,L_diff,L_ideal,max_iter,pol,t0,t1;L0=getColor(0,true).lab()[0];L1=getColor(1,true).lab()[0];pol=L0>L1;L_actual=getColor(t,true).lab()[0];L_ideal=L0+(L1-L0)*t;L_diff=L_actual-L_ideal;t0=0;t1=1;max_iter=20;while(Math.abs(L_diff)>.01&&max_iter-->0){!function(){if(pol){L_diff*=-1}if(L_diff<0){t0=t;t+=(t1-t)*.5}else{t1=t;t+=(t0-t)*.5}L_actual=getColor(t,true).lab()[0];return L_diff=L_actual-L_ideal}()}return t}}else{tmap=function(t){return t}}return f};f.colors=function(out){var i,samples,_i,_j,_len,_ref;if(out==null){out="hex"}colors=[];samples=[];if(_domain.length>2){for(i=_i=1,_ref=_domain.length;1<=_ref?_i<_ref:_i>_ref;i=1<=_ref?++_i:--_i){samples.push((_domain[i-1]+_domain[i])*.5)}}else{samples=_domain}for(_j=0,_len=samples.length;_j<_len;_j++){i=samples[_j];colors.push(f(i)[out]())}return colors};return f};if((_ref=chroma.scales)==null){chroma.scales={}}chroma.scales.cool=function(){return chroma.scale([chroma.hsl(180,1,.9),chroma.hsl(250,.7,.4)])};chroma.scales.hot=function(){return chroma.scale(["#000","#f00","#ff0","#fff"],[0,.25,.75,1]).mode("rgb")};chroma.analyze=function(data,key,filter){var add,k,r,val,visit,_i,_len;r={min:Number.MAX_VALUE,max:Number.MAX_VALUE*-1,sum:0,values:[],count:0};if(filter==null){filter=function(){return true}}add=function(val){if(val!=null&&!isNaN(val)){r.values.push(val);r.sum+=val;if(val<r.min){r.min=val}if(val>r.max){r.max=val}r.count+=1}};visit=function(val,k){if(filter(val,k)){if(key!=null&&type(key)==="function"){return add(key(val))}else if(key!=null&&type(key)==="string"||type(key)==="number"){return add(val[key])}else{return add(val)}}};if(type(data)==="array"){for(_i=0,_len=data.length;_i<_len;_i++){val=data[_i];visit(val)}}else{for(k in data){val=data[k];visit(val,k)}}r.domain=[r.min,r.max];r.limits=function(mode,num){return chroma.limits(r,mode,num)};return r};chroma.limits=function(data,mode,num){var assignments,best,centroids,cluster,clusterSizes,dist,i,j,kClusters,limits,max,max_log,min,min_log,mindist,n,nb_iters,newCentroids,p,pb,pr,repeat,sum,tmpKMeansBreaks,value,values,_i,_j,_k,_l,_m,_n,_o,_p,_q,_r,_ref1,_ref10,_ref11,_ref12,_ref13,_ref14,_ref15,_ref2,_ref3,_ref4,_ref5,_ref6,_ref7,_ref8,_ref9,_s,_t,_u,_v,_w;if(mode==null){mode="equal"}if(num==null){num=7}if(type(data)==="array"){data=chroma.analyze(data)}min=data.min;max=data.max;sum=data.sum;values=data.values.sort(function(a,b){return a-b});limits=[];if(mode.substr(0,1)==="c"){limits.push(min);limits.push(max)}if(mode.substr(0,1)==="e"){limits.push(min);for(i=_i=1,_ref1=num-1;1<=_ref1?_i<=_ref1:_i>=_ref1;i=1<=_ref1?++_i:--_i){limits.push(min+i/num*(max-min))}limits.push(max)}else if(mode.substr(0,1)==="l"){if(min<=0){throw"Logarithmic scales are only possible for values > 0"}min_log=Math.LOG10E*Math.log(min);max_log=Math.LOG10E*Math.log(max);limits.push(min);for(i=_j=1,_ref2=num-1;1<=_ref2?_j<=_ref2:_j>=_ref2;i=1<=_ref2?++_j:--_j){limits.push(Math.pow(10,min_log+i/num*(max_log-min_log)))}limits.push(max)}else if(mode.substr(0,1)==="q"){limits.push(min);for(i=_k=1,_ref3=num-1;1<=_ref3?_k<=_ref3:_k>=_ref3;i=1<=_ref3?++_k:--_k){p=values.length*i/num;pb=Math.floor(p);if(pb===p){limits.push(values[pb])}else{pr=p-pb;limits.push(values[pb]*pr+values[pb+1]*(1-pr))}}limits.push(max)}else if(mode.substr(0,1)==="k"){n=values.length;assignments=new Array(n);clusterSizes=new Array(num);repeat=true;nb_iters=0;centroids=null;centroids=[];centroids.push(min);for(i=_l=1,_ref4=num-1;1<=_ref4?_l<=_ref4:_l>=_ref4;i=1<=_ref4?++_l:--_l){centroids.push(min+i/num*(max-min))}centroids.push(max);while(repeat){for(j=_m=0,_ref5=num-1;0<=_ref5?_m<=_ref5:_m>=_ref5;j=0<=_ref5?++_m:--_m){clusterSizes[j]=0}for(i=_n=0,_ref6=n-1;0<=_ref6?_n<=_ref6:_n>=_ref6;i=0<=_ref6?++_n:--_n){value=values[i];mindist=Number.MAX_VALUE;for(j=_o=0,_ref7=num-1;0<=_ref7?_o<=_ref7:_o>=_ref7;j=0<=_ref7?++_o:--_o){dist=Math.abs(centroids[j]-value);if(dist<mindist){mindist=dist;best=j}}clusterSizes[best]++;assignments[i]=best}newCentroids=new Array(num);for(j=_p=0,_ref8=num-1;0<=_ref8?_p<=_ref8:_p>=_ref8;j=0<=_ref8?++_p:--_p){newCentroids[j]=null}for(i=_q=0,_ref9=n-1;0<=_ref9?_q<=_ref9:_q>=_ref9;i=0<=_ref9?++_q:--_q){cluster=assignments[i];if(newCentroids[cluster]===null){newCentroids[cluster]=values[i]}else{newCentroids[cluster]+=values[i]}}for(j=_r=0,_ref10=num-1;0<=_ref10?_r<=_ref10:_r>=_ref10;j=0<=_ref10?++_r:--_r){newCentroids[j]*=1/clusterSizes[j]}repeat=false;for(j=_s=0,_ref11=num-1;0<=_ref11?_s<=_ref11:_s>=_ref11;j=0<=_ref11?++_s:--_s){if(newCentroids[j]!==centroids[i]){repeat=true;break}}centroids=newCentroids;nb_iters++;if(nb_iters>200){repeat=false}}kClusters={};for(j=_t=0,_ref12=num-1;0<=_ref12?_t<=_ref12:_t>=_ref12;j=0<=_ref12?++_t:--_t){kClusters[j]=[]}for(i=_u=0,_ref13=n-1;0<=_ref13?_u<=_ref13:_u>=_ref13;i=0<=_ref13?++_u:--_u){cluster=assignments[i];kClusters[cluster].push(values[i])}tmpKMeansBreaks=[];for(j=_v=0,_ref14=num-1;0<=_ref14?_v<=_ref14:_v>=_ref14;j=0<=_ref14?++_v:--_v){tmpKMeansBreaks.push(kClusters[j][0]);tmpKMeansBreaks.push(kClusters[j][kClusters[j].length-1])}tmpKMeansBreaks=tmpKMeansBreaks.sort(function(a,b){return a-b});limits.push(tmpKMeansBreaks[0]);for(i=_w=1,_ref15=tmpKMeansBreaks.length-1;_w<=_ref15;i=_w+=2){if(!isNaN(tmpKMeansBreaks[i])){limits.push(tmpKMeansBreaks[i])}}}return limits};/**
ColorBrewer colors for chroma.js
Copyright (c) 2002 Cynthia Brewer, Mark Harrower, and The
Pennsylvania State University.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the License for the
specific language governing permissions and limitations under the License.
@preserve
*/
chroma.brewer=brewer={OrRd:["#fff7ec","#fee8c8","#fdd49e","#fdbb84","#fc8d59","#ef6548","#d7301f","#b30000","#7f0000"],PuBu:["#fff7fb","#ece7f2","#d0d1e6","#a6bddb","#74a9cf","#3690c0","#0570b0","#045a8d","#023858"],BuPu:["#f7fcfd","#e0ecf4","#bfd3e6","#9ebcda","#8c96c6","#8c6bb1","#88419d","#810f7c","#4d004b"],Oranges:["#fff5eb","#fee6ce","#fdd0a2","#fdae6b","#fd8d3c","#f16913","#d94801","#a63603","#7f2704"],BuGn:["#f7fcfd","#e5f5f9","#ccece6","#99d8c9","#66c2a4","#41ae76","#238b45","#006d2c","#00441b"],YlOrBr:["#ffffe5","#fff7bc","#fee391","#fec44f","#fe9929","#ec7014","#cc4c02","#993404","#662506"],YlGn:["#ffffe5","#f7fcb9","#d9f0a3","#addd8e","#78c679","#41ab5d","#238443","#006837","#004529"],Reds:["#fff5f0","#fee0d2","#fcbba1","#fc9272","#fb6a4a","#ef3b2c","#cb181d","#a50f15","#67000d"],RdPu:["#fff7f3","#fde0dd","#fcc5c0","#fa9fb5","#f768a1","#dd3497","#ae017e","#7a0177","#49006a"],Greens:["#f7fcf5","#e5f5e0","#c7e9c0","#a1d99b","#74c476","#41ab5d","#238b45","#006d2c","#00441b"],YlGnBu:["#ffffd9","#edf8b1","#c7e9b4","#7fcdbb","#41b6c4","#1d91c0","#225ea8","#253494","#081d58"],Purples:["#fcfbfd","#efedf5","#dadaeb","#bcbddc","#9e9ac8","#807dba","#6a51a3","#54278f","#3f007d"],GnBu:["#f7fcf0","#e0f3db","#ccebc5","#a8ddb5","#7bccc4","#4eb3d3","#2b8cbe","#0868ac","#084081"],Greys:["#ffffff","#f0f0f0","#d9d9d9","#bdbdbd","#969696","#737373","#525252","#252525","#000000"],YlOrRd:["#ffffcc","#ffeda0","#fed976","#feb24c","#fd8d3c","#fc4e2a","#e31a1c","#bd0026","#800026"],PuRd:["#f7f4f9","#e7e1ef","#d4b9da","#c994c7","#df65b0","#e7298a","#ce1256","#980043","#67001f"],Blues:["#f7fbff","#deebf7","#c6dbef","#9ecae1","#6baed6","#4292c6","#2171b5","#08519c","#08306b"],PuBuGn:["#fff7fb","#ece2f0","#d0d1e6","#a6bddb","#67a9cf","#3690c0","#02818a","#016c59","#014636"],Spectral:["#9e0142","#d53e4f","#f46d43","#fdae61","#fee08b","#ffffbf","#e6f598","#abdda4","#66c2a5","#3288bd","#5e4fa2"],RdYlGn:["#a50026","#d73027","#f46d43","#fdae61","#fee08b","#ffffbf","#d9ef8b","#a6d96a","#66bd63","#1a9850","#006837"],RdBu:["#67001f","#b2182b","#d6604d","#f4a582","#fddbc7","#f7f7f7","#d1e5f0","#92c5de","#4393c3","#2166ac","#053061"],PiYG:["#8e0152","#c51b7d","#de77ae","#f1b6da","#fde0ef","#f7f7f7","#e6f5d0","#b8e186","#7fbc41","#4d9221","#276419"],PRGn:["#40004b","#762a83","#9970ab","#c2a5cf","#e7d4e8","#f7f7f7","#d9f0d3","#a6dba0","#5aae61","#1b7837","#00441b"],RdYlBu:["#a50026","#d73027","#f46d43","#fdae61","#fee090","#ffffbf","#e0f3f8","#abd9e9","#74add1","#4575b4","#313695"],BrBG:["#543005","#8c510a","#bf812d","#dfc27d","#f6e8c3","#f5f5f5","#c7eae5","#80cdc1","#35978f","#01665e","#003c30"],RdGy:["#67001f","#b2182b","#d6604d","#f4a582","#fddbc7","#ffffff","#e0e0e0","#bababa","#878787","#4d4d4d","#1a1a1a"],PuOr:["#7f3b08","#b35806","#e08214","#fdb863","#fee0b6","#f7f7f7","#d8daeb","#b2abd2","#8073ac","#542788","#2d004b"],Set2:["#66c2a5","#fc8d62","#8da0cb","#e78ac3","#a6d854","#ffd92f","#e5c494","#b3b3b3"],Accent:["#7fc97f","#beaed4","#fdc086","#ffff99","#386cb0","#f0027f","#bf5b17","#666666"],Set1:["#e41a1c","#377eb8","#4daf4a","#984ea3","#ff7f00","#ffff33","#a65628","#f781bf","#999999"],Set3:["#8dd3c7","#ffffb3","#bebada","#fb8072","#80b1d3","#fdb462","#b3de69","#fccde5","#d9d9d9","#bc80bd","#ccebc5","#ffed6f"],Dark2:["#1b9e77","#d95f02","#7570b3","#e7298a","#66a61e","#e6ab02","#a6761d","#666666"],Paired:["#a6cee3","#1f78b4","#b2df8a","#33a02c","#fb9a99","#e31a1c","#fdbf6f","#ff7f00","#cab2d6","#6a3d9a","#ffff99","#b15928"],Pastel2:["#b3e2cd","#fdcdac","#cbd5e8","#f4cae4","#e6f5c9","#fff2ae","#f1e2cc","#cccccc"],Pastel1:["#fbb4ae","#b3cde3","#ccebc5","#decbe4","#fed9a6","#ffffcc","#e5d8bd","#fddaec","#f2f2f2"]};chroma.colors=colors={indigo:"#4b0082",gold:"#ffd700",hotpink:"#ff69b4",firebrick:"#b22222",indianred:"#cd5c5c",yellow:"#ffff00",mistyrose:"#ffe4e1",darkolivegreen:"#556b2f",olive:"#808000",darkseagreen:"#8fbc8f",pink:"#ffc0cb",tomato:"#ff6347",lightcoral:"#f08080",orangered:"#ff4500",navajowhite:"#ffdead",lime:"#00ff00",palegreen:"#98fb98",darkslategrey:"#2f4f4f",greenyellow:"#adff2f",burlywood:"#deb887",seashell:"#fff5ee",mediumspringgreen:"#00fa9a",fuchsia:"#ff00ff",papayawhip:"#ffefd5",blanchedalmond:"#ffebcd",chartreuse:"#7fff00",dimgray:"#696969",black:"#000000",peachpuff:"#ffdab9",springgreen:"#00ff7f",aquamarine:"#7fffd4",white:"#ffffff",orange:"#ffa500",lightsalmon:"#ffa07a",darkslategray:"#2f4f4f",brown:"#a52a2a",ivory:"#fffff0",dodgerblue:"#1e90ff",peru:"#cd853f",lawngreen:"#7cfc00",chocolate:"#d2691e",crimson:"#dc143c",forestgreen:"#228b22",darkgrey:"#a9a9a9",lightseagreen:"#20b2aa",cyan:"#00ffff",mintcream:"#f5fffa",silver:"#c0c0c0",antiquewhite:"#faebd7",mediumorchid:"#ba55d3",skyblue:"#87ceeb",gray:"#808080",darkturquoise:"#00ced1",goldenrod:"#daa520",darkgreen:"#006400",floralwhite:"#fffaf0",darkviolet:"#9400d3",darkgray:"#a9a9a9",moccasin:"#ffe4b5",saddlebrown:"#8b4513",grey:"#808080",darkslateblue:"#483d8b",lightskyblue:"#87cefa",lightpink:"#ffb6c1",mediumvioletred:"#c71585",slategrey:"#708090",red:"#ff000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classToType,name,_i,_len,_ref1;classToType={};_ref1="Boolean Number String Function Array Date RegExp Undefined Null".split(" ");for(_i=0,_len=_ref1.length;_i<_len;_i++){name=_ref1[_i];classToType["[object "+name+"]"]=name.toLowerCase()}return function(obj){var strType;strType=Object.prototype.toString.call(obj);return classToType[strType]||"object"}}();limit=function(x,min,max){if(min==null){min=0}if(max==null){max=1}if(x<min){x=min}if(x>max){x=max}return x};unpack=function(args){if(args.length>=3){return args}else{return args[0]}};TWOPI=Math.PI*2;PITHIRD=Math.PI/3;cos=Math.cos;bezier=function(colors){var I,I0,I1,c,lab0,lab1,lab2,lab3,_ref1,_ref2,_ref3;colors=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(chroma(c))}return _results}();if(colors.length===2){_ref1=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(c.lab())}return _results}(),lab0=_ref1[0],lab1=_ref1[1];I=function(t){var i,lab;lab=function(){var _i,_results;_results=[];for(i=_i=0;_i<=2;i=++_i){_results.push(lab0[i]+t*(lab1[i]-lab0[i]))}return _results}();return chroma.lab.apply(chroma,lab)}}else if(colors.length===3){_ref2=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(c.lab())}return _results}(),lab0=_ref2[0],lab1=_ref2[1],lab2=_ref2[2];I=function(t){var i,lab;lab=function(){var _i,_results;_results=[];for(i=_i=0;_i<=2;i=++_i){_results.push((1-t)*(1-t)*lab0[i]+2*(1-t)*t*lab1[i]+t*t*lab2[i])}return _results}();return chroma.lab.apply(chroma,lab)}}else if(colors.length===4){_ref3=function(){var _i,_len,_results;_results=[];for(_i=0,_len=colors.length;_i<_len;_i++){c=colors[_i];_results.push(c.lab())}return _results}(),lab0=_ref3[0],lab1=_ref3[1],lab2=_ref3[2],lab3=_ref3[3];I=function(t){var i,lab;lab=function(){var _i,_results;_results=[];for(i=_i=0;_i<=2;i=++_i){_results.push((1-t)*(1-t)*(1-t)*lab0[i]+3*(1-t)*(1-t)*t*lab1[i]+3*(1-t)*t*t*lab2[i]+t*t*t*lab3[i])}return _results}();return chroma.lab.apply(chroma,lab)}}else if(colors.length===5){I0=bezier(colors.slice(0,3));I1=bezier(colors.slice(2,5));I=function(t){if(t<.5){return I0(t*2)}else{return I1((t-.5)*2)}}}return I};chroma.interpolate.bezier=bezier}.call(this);
},{}],2:[function(require,module,exports){
/*!
* @license twgl.js 4.14.1 Copyright (c) 2015, Gregg Tavares All Rights Reserved.
* Available via the MIT license.
* see: http://github.com/greggman/twgl.js for details
*/
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory();
else if(typeof define === 'function' && define.amd)
define([], factory);
else if(typeof exports === 'object')
exports["twgl"] = factory();
else
root["twgl"] = factory();
})(typeof self !== 'undefined' ? self : this, function() {
return /******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/
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/******/ if(installedModules[moduleId]) {
/******/ return installedModules[moduleId].exports;
/******/ }
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ i: moduleId,
/******/ l: false,
/******/ exports: {}
/******/ };
/******/
/******/ // Execute the module function
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/******/
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/******/ module.l = true;
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/***/ "./src/attributes.js":
/*!***************************!*\
!*** ./src/attributes.js ***!
\***************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.createAttribsFromArrays = createAttribsFromArrays;
exports.createBuffersFromArrays = createBuffersFromArrays;
exports.createBufferFromArray = createBufferFromArray;
exports.createBufferFromTypedArray = createBufferFromTypedArray;
exports.createBufferInfoFromArrays = createBufferInfoFromArrays;
exports.setAttribInfoBufferFromArray = setAttribInfoBufferFromArray;
exports.setAttributePrefix = setAttributePrefix;
exports.setAttributeDefaults_ = setDefaults;
exports.getNumComponents_ = getNumComponents;
exports.getArray_ = getArray;
var typedArrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js"));
var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
var STATIC_DRAW = 0x88e4;
var ARRAY_BUFFER = 0x8892;
var ELEMENT_ARRAY_BUFFER = 0x8893;
var BUFFER_SIZE = 0x8764;
var BYTE = 0x1400;
var UNSIGNED_BYTE = 0x1401;
var SHORT = 0x1402;
var UNSIGNED_SHORT = 0x1403;
var INT = 0x1404;
var UNSIGNED_INT = 0x1405;
var FLOAT = 0x1406;
/**
* Low level attribute and buffer related functions
*
* You should generally not need to use these functions. They are provided
* for those cases where you're doing something out of the ordinary
* and you need lower level access.
*
* For backward compatibility they are available at both `twgl.attributes` and `twgl`
* itself
*
* See {@link module:twgl} for core functions
*
* @module twgl/attributes
*/
// make sure we don't see a global gl
var gl = undefined;
/* eslint-disable-line */
/* lgtm [js/unused-local-variable] */
var defaults = {
attribPrefix: ""
};
/**
* Sets the default attrib prefix
*
* When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`
* as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names.
*
* In other words I'll create arrays of geometry like this
*
* var arrays = {
* position: ...
* normal: ...
* texcoord: ...
* };
*
* But need those mapped to attributes and my attributes start with `a_`.
*
* @deprecated see {@link module:twgl.setDefaults}
* @param {string} prefix prefix for attribs
* @memberOf module:twgl/attributes
*/
function setAttributePrefix(prefix) {
defaults.attribPrefix = prefix;
}
function setDefaults(newDefaults) {
helper.copyExistingProperties(newDefaults, defaults);
}
function setBufferFromTypedArray(gl, type, buffer, array, drawType) {
gl.bindBuffer(type, buffer);
gl.bufferData(type, array, drawType || STATIC_DRAW);
}
/**
* Given typed array creates a WebGLBuffer and copies the typed array
* into it.
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView|WebGLBuffer} typedArray the typed array. Note: If a WebGLBuffer is passed in it will just be returned. No action will be taken
* @param {number} [type] the GL bind type for the buffer. Default = `gl.ARRAY_BUFFER`.
* @param {number} [drawType] the GL draw type for the buffer. Default = 'gl.STATIC_DRAW`.
* @return {WebGLBuffer} the created WebGLBuffer
* @memberOf module:twgl/attributes
*/
function createBufferFromTypedArray(gl, typedArray, type, drawType) {
if (helper.isBuffer(gl, typedArray)) {
return typedArray;
}
type = type || ARRAY_BUFFER;
var buffer = gl.createBuffer();
setBufferFromTypedArray(gl, type, buffer, typedArray, drawType);
return buffer;
}
function isIndices(name) {
return name === "indices";
} // This is really just a guess. Though I can't really imagine using
// anything else? Maybe for some compression?
function getNormalizationForTypedArray(typedArray) {
if (typedArray instanceof Int8Array) {
return true;
} // eslint-disable-line
if (typedArray instanceof Uint8Array) {
return true;
} // eslint-disable-line
return false;
} // This is really just a guess. Though I can't really imagine using
// anything else? Maybe for some compression?
function getNormalizationForTypedArrayType(typedArrayType) {
if (typedArrayType === Int8Array) {
return true;
} // eslint-disable-line
if (typedArrayType === Uint8Array) {
return true;
} // eslint-disable-line
return false;
}
function getArray(array) {
return array.length ? array : array.data;
}
var texcoordRE = /coord|texture/i;
var colorRE = /color|colour/i;
function guessNumComponentsFromName(name, length) {
var numComponents;
if (texcoordRE.test(name)) {
numComponents = 2;
} else if (colorRE.test(name)) {
numComponents = 4;
} else {
numComponents = 3; // position, normals, indices ...
}
if (length % numComponents > 0) {
throw new Error("Can not guess numComponents for attribute '".concat(name, "'. Tried ").concat(numComponents, " but ").concat(length, " values is not evenly divisible by ").concat(numComponents, ". You should specify it."));
}
return numComponents;
}
function getNumComponents(array, arrayName) {
return array.numComponents || array.size || guessNumComponentsFromName(arrayName, getArray(array).length);
}
function makeTypedArray(array, name) {
if (typedArrays.isArrayBuffer(array)) {
return array;
}
if (typedArrays.isArrayBuffer(array.data)) {
return array.data;
}
if (Array.isArray(array)) {
array = {
data: array
};
}
var Type = array.type;
if (!Type) {
if (isIndices(name)) {
Type = Uint16Array;
} else {
Type = Float32Array;
}
}
return new Type(array.data);
}
/**
* The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer
* for the attribute.
*
* @typedef {Object} AttribInfo
* @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be
* disabled and set to this constant value and all other values will be ignored.
* @property {number} [numComponents] the number of components for this attribute.
* @property {number} [size] synonym for `numComponents`.
* @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT`
* @property {boolean} [normalize] whether or not to normalize the data. Default = false
* @property {number} [offset] offset into buffer in bytes. Default = 0
* @property {number} [stride] the stride in bytes per element. Default = 0
* @property {number} [divisor] the divisor in instances. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor
* where as anything else = do call it with this value
* @property {WebGLBuffer} buffer the buffer that contains the data for this attribute
* @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW
* @memberOf module:twgl
*/
/**
* Use this type of array spec when TWGL can't guess the type or number of components of an array
* @typedef {Object} FullArraySpec
* @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be
* disabled and set to this constant value and all other values will be ignored.
* @property {(number|number[]|ArrayBufferView)} data The data of the array. A number alone becomes the number of elements of type.
* @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array.
* If `coord` is in the name assumes `numComponents = 2`.
* If `color` is in the name assumes `numComponents = 4`.
* otherwise assumes `numComponents = 3`
* @property {constructor} [type] type. This is only used if `data` is a JavaScript array. It is the constructor for the typedarray. (eg. `Uint8Array`).
* For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: Uint8Array, data: [255,0,255,255, ...], }`.
* @property {number} [size] synonym for `numComponents`.
* @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false.
* @property {number} [stride] stride for `vertexAttribPointer`. Default = 0
* @property {number} [offset] offset for `vertexAttribPointer`. Default = 0
* @property {number} [divisor] divisor for `vertexAttribDivisor`. Default = undefined. Note: undefined = don't call gl.vertexAttribDivisor
* where as anything else = do call it with this value
* @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the default attribPrefix.
* @property {string} [name] synonym for `attrib`.
* @property {string} [attribName] synonym for `attrib`.
* @property {WebGLBuffer} [buffer] Buffer to use for this attribute. This lets you use your own buffer
* but you will need to supply `numComponents` and `type`. You can effectively pass an `AttribInfo`
* to provide this. Example:
*
* const bufferInfo1 = twgl.createBufferInfoFromArrays(gl, {
* position: [1, 2, 3, ... ],
* });
* const bufferInfo2 = twgl.createBufferInfoFromArrays(gl, {
* position: bufferInfo1.attribs.position, // use the same buffer from bufferInfo1
* });
*
* @memberOf module:twgl
*/
/**
* An individual array in {@link module:twgl.Arrays}
*
* When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBufferView`
* the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will
* be `Float32Array`. If an ArraySpec is a number it's the number of floats for an empty (zeroed) buffer.
*
* @typedef {(number|number[]|ArrayBufferView|module:twgl.FullArraySpec)} ArraySpec
* @memberOf module:twgl
*/
/**
* This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your
* attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}.
*
* Bare JavaScript Arrays
*
* var arrays = {
* position: [-1, 1, 0],
* normal: [0, 1, 0],
* ...
* }
*
* Bare TypedArrays
*
* var arrays = {
* position: new Float32Array([-1, 1, 0]),
* color: new Uint8Array([255, 128, 64, 255]),
* ...
* }
*
* * Will guess at `numComponents` if not specified based on name.
*
* If `coord` is in the name assumes `numComponents = 2`
*
* If `color` is in the name assumes `numComponents = 4`
*
* otherwise assumes `numComponents = 3`
*
* Objects with various fields. See {@link module:twgl.FullArraySpec}.
*
* var arrays = {
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
* };
*
* @typedef {Object.<string, module:twgl.ArraySpec>} Arrays
* @memberOf module:twgl
*/
/**
* Creates a set of attribute data and WebGLBuffers from set of arrays
*
* Given
*
* var arrays = {
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
* color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, },
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
* };
*
* returns something like
*
* var attribs = {
* position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },
* texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },
* normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },
* color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, },
* };
*
* notes:
*
* * Arrays can take various forms
*
* Bare JavaScript Arrays
*
* var arrays = {
* position: [-1, 1, 0],
* normal: [0, 1, 0],
* ...
* }
*
* Bare TypedArrays
*
* var arrays = {
* position: new Float32Array([-1, 1, 0]),
* color: new Uint8Array([255, 128, 64, 255]),
* ...
* }
*
* * Will guess at `numComponents` if not specified based on name.
*
* If `coord` is in the name assumes `numComponents = 2`
*
* If `color` is in the name assumes `numComponents = 4`
*
* otherwise assumes `numComponents = 3`
*
* @param {WebGLRenderingContext} gl The webgl rendering context.
* @param {module:twgl.Arrays} arrays The arrays
* @param {module:twgl.BufferInfo} [srcBufferInfo] a BufferInfo to copy from
* This lets you share buffers. Any arrays you supply will override
* the buffers from srcBufferInfo.
* @return {Object.<string, module:twgl.AttribInfo>} the attribs
* @memberOf module:twgl/attributes
*/
function createAttribsFromArrays(gl, arrays) {
var attribs = {};
Object.keys(arrays).forEach(function (arrayName) {
if (!isIndices(arrayName)) {
var array = arrays[arrayName];
var attribName = array.attrib || array.name || array.attribName || defaults.attribPrefix + arrayName;
if (array.value) {
if (!Array.isArray(array.value) && !typedArrays.isArrayBuffer(array.value)) {
throw new Error('array.value is not array or typedarray');
}
attribs[attribName] = {
value: array.value
};
} else {
var buffer;
var type;
var normalization;
var numComponents;
if (array.buffer && array.buffer instanceof WebGLBuffer) {
buffer = array.buffer;
numComponents = array.numComponents || array.size;
type = array.type;
normalization = array.normalize;
} else if (typeof array === "number" || typeof array.data === "number") {
var numValues = array.data || array;
var arrayType = array.type || Float32Array;
var numBytes = numValues * arrayType.BYTES_PER_ELEMENT;
type = typedArrays.getGLTypeForTypedArrayType(arrayType);
normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArrayType(arrayType);
numComponents = array.numComponents || array.size || guessNumComponentsFromName(arrayName, numValues);
buffer = gl.createBuffer();
gl.bindBuffer(ARRAY_BUFFER, buffer);
gl.bufferData(ARRAY_BUFFER, numBytes, array.drawType || STATIC_DRAW);
} else {
var typedArray = makeTypedArray(array, arrayName);
buffer = createBufferFromTypedArray(gl, typedArray, undefined, array.drawType);
type = typedArrays.getGLTypeForTypedArray(typedArray);
normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArray(typedArray);
numComponents = getNumComponents(array, arrayName);
}
attribs[attribName] = {
buffer: buffer,
numComponents: numComponents,
type: type,
normalize: normalization,
stride: array.stride || 0,
offset: array.offset || 0,
divisor: array.divisor === undefined ? undefined : array.divisor,
drawType: array.drawType
};
}
}
});
gl.bindBuffer(ARRAY_BUFFER, null);
return attribs;
}
/**
* Sets the contents of a buffer attached to an attribInfo
*
* This is helper function to dynamically update a buffer.
*
* Let's say you make a bufferInfo
*
* var arrays = {
* position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),
* texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),
* normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),
* indices: new Uint16Array([0, 1, 2, 1, 2, 3]),
* };
* var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
*
* And you want to dynamically update the positions. You could do this
*
* // assuming arrays.position has already been updated with new data.
* twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position);
*
* @param {WebGLRenderingContext} gl
* @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix
* the name of the attribute will include the prefix.
* @param {ArraySpec} array Note: it is arguably inefficient to pass in anything but a typed array because anything
* else will have to be converted to a typed array before it can be used by WebGL. During init time that
* inefficiency is usually not important but if you're updating data dynamically best to be efficient.
* @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer
* not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView`
* for the portion of the array you want to use.
*
* var someArray = new Float32Array(1000); // an array with 1000 floats
* var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray
*
* Now you can pass `someSubArray` into setAttribInfoBufferFromArray`
* @memberOf module:twgl/attributes
*/
function setAttribInfoBufferFromArray(gl, attribInfo, array, offset) {
array = makeTypedArray(array);
if (offset !== undefined) {
gl.bindBuffer(ARRAY_BUFFER, attribInfo.buffer);
gl.bufferSubData(ARRAY_BUFFER, offset, array);
} else {
setBufferFromTypedArray(gl, ARRAY_BUFFER, attribInfo.buffer, array, attribInfo.drawType);
}
}
function getBytesPerValueForGLType(gl, type) {
if (type === BYTE) return 1; // eslint-disable-line
if (type === UNSIGNED_BYTE) return 1; // eslint-disable-line
if (type === SHORT) return 2; // eslint-disable-line
if (type === UNSIGNED_SHORT) return 2; // eslint-disable-line
if (type === INT) return 4; // eslint-disable-line
if (type === UNSIGNED_INT) return 4; // eslint-disable-line
if (type === FLOAT) return 4; // eslint-disable-line
return 0;
} // Tries to get the number of elements from a set of arrays.
var positionKeys = ['position', 'positions', 'a_position'];
function getNumElementsFromNonIndexedArrays(arrays) {
var key;
var ii;
for (ii = 0; ii < positionKeys.length; ++ii) {
key = positionKeys[ii];
if (key in arrays) {
break;
}
}
if (ii === positionKeys.length) {
key = Object.keys(arrays)[0];
}
var array = arrays[key];
var length = getArray(array).length;
var numComponents = getNumComponents(array, key);
var numElements = length / numComponents;
if (length % numComponents > 0) {
throw new Error("numComponents ".concat(numComponents, " not correct for length ").concat(length));
}
return numElements;
}
function getNumElementsFromAttributes(gl, attribs) {
var key;
var ii;
for (ii = 0; ii < positionKeys.length; ++ii) {
key = positionKeys[ii];
if (key in attribs) {
break;
}
key = defaults.attribPrefix + key;
if (key in attribs) {
break;
}
}
if (ii === positionKeys.length) {
key = Object.keys(attribs)[0];
}
var attrib = attribs[key];
gl.bindBuffer(ARRAY_BUFFER, attrib.buffer);
var numBytes = gl.getBufferParameter(ARRAY_BUFFER, BUFFER_SIZE);
gl.bindBuffer(ARRAY_BUFFER, null);
var bytesPerValue = getBytesPerValueForGLType(gl, attrib.type);
var totalElements = numBytes / bytesPerValue;
var numComponents = attrib.numComponents || attrib.size; // TODO: check stride
var numElements = totalElements / numComponents;
if (numElements % 1 !== 0) {
throw new Error("numComponents ".concat(numComponents, " not correct for length ").concat(length));
}
return numElements;
}
/**
* @typedef {Object} BufferInfo
* @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.
* @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc..
* @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist.
* @property {Object.<string, module:twgl.AttribInfo>} [attribs] The attribs appropriate to call `setAttributes`
* @memberOf module:twgl
*/
/**
* Creates a BufferInfo from an object of arrays.
*
* This can be passed to {@link module:twgl.setBuffersAndAttributes} and to
* {@link module:twgl:drawBufferInfo}.
*
* Given an object like
*
* var arrays = {
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
* normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },
* indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },
* };
*
* Creates an BufferInfo like this
*
* bufferInfo = {
* numElements: 4, // or whatever the number of elements is
* indices: WebGLBuffer, // this property will not exist if there are no indices
* attribs: {
* position: { buffer: WebGLBuffer, numComponents: 3, },
* normal: { buffer: WebGLBuffer, numComponents: 3, },
* texcoord: { buffer: WebGLBuffer, numComponents: 2, },
* },
* };
*
* The properties of arrays can be JavaScript arrays in which case the number of components
* will be guessed.
*
* var arrays = {
* position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0],
* texcoord: [0, 0, 0, 1, 1, 0, 1, 1],
* normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],
* indices: [0, 1, 2, 1, 2, 3],
* };
*
* They can also be TypedArrays
*
* var arrays = {
* position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),
* texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),
* normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),
* indices: new Uint16Array([0, 1, 2, 1, 2, 3]),
* };
*
* Or AugmentedTypedArrays
*
* var positions = createAugmentedTypedArray(3, 4);
* var texcoords = createAugmentedTypedArray(2, 4);
* var normals = createAugmentedTypedArray(3, 4);
* var indices = createAugmentedTypedArray(3, 2, Uint16Array);
*
* positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]);
* texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]);
* normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);
* indices.push([0, 1, 2, 1, 2, 3]);
*
* var arrays = {
* position: positions,
* texcoord: texcoords,
* normal: normals,
* indices: indices,
* };
*
* For the last example it is equivalent to
*
* var bufferInfo = {
* attribs: {
* position: { numComponents: 3, buffer: gl.createBuffer(), },
* texcoord: { numComponents: 2, buffer: gl.createBuffer(), },
* normal: { numComponents: 3, buffer: gl.createBuffer(), },
* },
* indices: gl.createBuffer(),
* numElements: 6,
* };
*
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.position.buffer);
* gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW);
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.texcoord.buffer);
* gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW);
* gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.normal.buffer);
* gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW);
* gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);
* gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW);
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {module:twgl.Arrays} arrays Your data
* @param {module:twgl.BufferInfo} [srcBufferInfo] An existing
* buffer info to start from. WebGLBuffers etc specified
* in the srcBufferInfo will be used in a new BufferInfo
* with any arrays specified overriding the ones in
* srcBufferInfo.
* @return {module:twgl.BufferInfo} A BufferInfo
* @memberOf module:twgl/attributes
*/
function createBufferInfoFromArrays(gl, arrays, srcBufferInfo) {
var newAttribs = createAttribsFromArrays(gl, arrays);
var bufferInfo = Object.assign({}, srcBufferInfo ? srcBufferInfo : {});
bufferInfo.attribs = Object.assign({}, srcBufferInfo ? srcBufferInfo.attribs : {}, newAttribs);
var indices = arrays.indices;
if (indices) {
var newIndices = makeTypedArray(indices, "indices");
bufferInfo.indices = createBufferFromTypedArray(gl, newIndices, ELEMENT_ARRAY_BUFFER);
bufferInfo.numElements = newIndices.length;
bufferInfo.elementType = typedArrays.getGLTypeForTypedArray(newIndices);
} else if (!bufferInfo.numElements) {
bufferInfo.numElements = getNumElementsFromAttributes(gl, bufferInfo.attribs);
}
return bufferInfo;
}
/**
* Creates a buffer from an array, typed array, or array spec
*
* Given something like this
*
* [1, 2, 3],
*
* or
*
* new Uint16Array([1,2,3]);
*
* or
*
* {
* data: [1, 2, 3],
* type: Uint8Array,
* }
*
* returns a WebGLBuffer that contains the given data.
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext.
* @param {module:twgl.ArraySpec} array an array, typed array, or array spec.
* @param {string} arrayName name of array. Used to guess the type if type can not be derived otherwise.
* @return {WebGLBuffer} a WebGLBuffer containing the data in array.
* @memberOf module:twgl/attributes
*/
function createBufferFromArray(gl, array, arrayName) {
var type = arrayName === "indices" ? ELEMENT_ARRAY_BUFFER : ARRAY_BUFFER;
var typedArray = makeTypedArray(array, arrayName);
return createBufferFromTypedArray(gl, typedArray, type);
}
/**
* Creates buffers from arrays or typed arrays
*
* Given something like this
*
* var arrays = {
* positions: [1, 2, 3],
* normals: [0, 0, 1],
* }
*
* returns something like
*
* buffers = {
* positions: WebGLBuffer,
* normals: WebGLBuffer,
* }
*
* If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER.
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext.
* @param {module:twgl.Arrays} arrays
* @return {Object<string, WebGLBuffer>} returns an object with one WebGLBuffer per array
* @memberOf module:twgl/attributes
*/
function createBuffersFromArrays(gl, arrays) {
var buffers = {};
Object.keys(arrays).forEach(function (key) {
buffers[key] = createBufferFromArray(gl, arrays[key], key);
}); // Ugh!
if (arrays.indices) {
buffers.numElements = arrays.indices.length;
buffers.elementType = typedArrays.getGLTypeForTypedArray(makeTypedArray(arrays.indices), 'indices');
} else {
buffers.numElements = getNumElementsFromNonIndexedArrays(arrays);
}
return buffers;
}
/***/ }),
/***/ "./src/draw.js":
/*!*********************!*\
!*** ./src/draw.js ***!
\*********************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.drawBufferInfo = drawBufferInfo;
exports.drawObjectList = drawObjectList;
var programs = _interopRequireWildcard(__webpack_require__(/*! ./programs.js */ "./src/programs.js"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
var TRIANGLES = 0x0004;
var UNSIGNED_SHORT = 0x1403;
/**
* Drawing related functions
*
* For backward compatibility they are available at both `twgl.draw` and `twgl`
* itself
*
* See {@link module:twgl} for core functions
*
* @module twgl/draw
*/
/**
* Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate
*
* normally you'd call `gl.drawElements` or `gl.drawArrays` yourself
* but calling this means if you switch from indexed data to non-indexed
* data you don't have to remember to update your draw call.
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} bufferInfo A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays} or
* a VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo}
* @param {number} [type] eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...). Defaults to `gl.TRIANGLES`
* @param {number} [count] An optional count. Defaults to bufferInfo.numElements
* @param {number} [offset] An optional offset. Defaults to 0.
* @param {number} [instanceCount] An optional instanceCount. if set then `drawArraysInstanced` or `drawElementsInstanced` will be called
* @memberOf module:twgl/draw
*/
function drawBufferInfo(gl, bufferInfo, type, count, offset, instanceCount) {
type = type === undefined ? TRIANGLES : type;
var indices = bufferInfo.indices;
var elementType = bufferInfo.elementType;
var numElements = count === undefined ? bufferInfo.numElements : count;
offset = offset === undefined ? 0 : offset;
if (elementType || indices) {
if (instanceCount !== undefined) {
gl.drawElementsInstanced(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset, instanceCount);
} else {
gl.drawElements(type, numElements, elementType === undefined ? UNSIGNED_SHORT : bufferInfo.elementType, offset);
}
} else {
if (instanceCount !== undefined) {
gl.drawArraysInstanced(type, offset, numElements, instanceCount);
} else {
gl.drawArrays(type, offset, numElements);
}
}
}
/**
* A DrawObject is useful for putting objects in to an array and passing them to {@link module:twgl.drawObjectList}.
*
* You need either a `BufferInfo` or a `VertexArrayInfo`.
*
* @typedef {Object} DrawObject
* @property {boolean} [active] whether or not to draw. Default = `true` (must be `false` to be not true). In other words `undefined` = `true`
* @property {number} [type] type to draw eg. `gl.TRIANGLES`, `gl.LINES`, etc...
* @property {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo}
* @property {module:twgl.BufferInfo} [bufferInfo] A BufferInfo as returned from {@link module:twgl.createBufferInfoFromArrays}
* @property {module:twgl.VertexArrayInfo} [vertexArrayInfo] A VertexArrayInfo as returned from {@link module:twgl.createVertexArrayInfo}
* @property {Object<string, ?>} uniforms The values for the uniforms.
* You can pass multiple objects by putting them in an array. For example
*
* var sharedUniforms = {
* u_fogNear: 10,
* u_projection: ...
* ...
* };
*
* var localUniforms = {
* u_world: ...
* u_diffuseColor: ...
* };
*
* var drawObj = {
* ...
* uniforms: [sharedUniforms, localUniforms],
* };
*
* @property {number} [offset] the offset to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to 0.
* @property {number} [count] the count to pass to `gl.drawArrays` or `gl.drawElements`. Defaults to bufferInfo.numElements.
* @property {number} [instanceCount] the number of instances. Defaults to undefined.
* @memberOf module:twgl
*/
/**
* Draws a list of objects
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {DrawObject[]} objectsToDraw an array of objects to draw.
* @memberOf module:twgl/draw
*/
function drawObjectList(gl, objectsToDraw) {
var lastUsedProgramInfo = null;
var lastUsedBufferInfo = null;
objectsToDraw.forEach(function (object) {
if (object.active === false) {
return;
}
var programInfo = object.programInfo;
var bufferInfo = object.vertexArrayInfo || object.bufferInfo;
var bindBuffers = false;
var type = object.type === undefined ? TRIANGLES : object.type;
if (programInfo !== lastUsedProgramInfo) {
lastUsedProgramInfo = programInfo;
gl.useProgram(programInfo.program); // We have to rebind buffers when changing programs because we
// only bind buffers the program uses. So if 2 programs use the same
// bufferInfo but the 1st one uses only positions the when the
// we switch to the 2nd one some of the attributes will not be on.
bindBuffers = true;
} // Setup all the needed attributes.
if (bindBuffers || bufferInfo !== lastUsedBufferInfo) {
if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject && !bufferInfo.vertexArrayObject) {
gl.bindVertexArray(null);
}
lastUsedBufferInfo = bufferInfo;
programs.setBuffersAndAttributes(gl, programInfo, bufferInfo);
} // Set the uniforms.
programs.setUniforms(programInfo, object.uniforms); // Draw
drawBufferInfo(gl, bufferInfo, type, object.count, object.offset, object.instanceCount);
});
if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject) {
gl.bindVertexArray(null);
}
}
/***/ }),
/***/ "./src/framebuffers.js":
/*!*****************************!*\
!*** ./src/framebuffers.js ***!
\*****************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.bindFramebufferInfo = bindFramebufferInfo;
exports.createFramebufferInfo = createFramebufferInfo;
exports.resizeFramebufferInfo = resizeFramebufferInfo;
var textures = _interopRequireWildcard(__webpack_require__(/*! ./textures.js */ "./src/textures.js"));
var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* Framebuffer related functions
*
* For backward compatibility they are available at both `twgl.framebuffer` and `twgl`
* itself
*
* See {@link module:twgl} for core functions
*
* @module twgl/framebuffers
*/
// make sure we don't see a global gl
var gl = undefined;
/* eslint-disable-line */
/* lgtm [js/unused-local-variable] */
var FRAMEBUFFER = 0x8d40;
var RENDERBUFFER = 0x8d41;
var TEXTURE_2D = 0x0de1;
var UNSIGNED_BYTE = 0x1401;
/* PixelFormat */
var DEPTH_COMPONENT = 0x1902;
var RGBA = 0x1908;
/* Framebuffer Object. */
var RGBA4 = 0x8056;
var RGB5_A1 = 0x8057;
var RGB565 = 0x8D62;
var DEPTH_COMPONENT16 = 0x81A5;
var STENCIL_INDEX = 0x1901;
var STENCIL_INDEX8 = 0x8D48;
var DEPTH_STENCIL = 0x84F9;
var COLOR_ATTACHMENT0 = 0x8CE0;
var DEPTH_ATTACHMENT = 0x8D00;
var STENCIL_ATTACHMENT = 0x8D20;
var DEPTH_STENCIL_ATTACHMENT = 0x821A;
/* TextureWrapMode */
var REPEAT = 0x2901; // eslint-disable-line
var CLAMP_TO_EDGE = 0x812F;
var MIRRORED_REPEAT = 0x8370; // eslint-disable-line
/* TextureMagFilter */
var NEAREST = 0x2600; // eslint-disable-line
var LINEAR = 0x2601;
/* TextureMinFilter */
var NEAREST_MIPMAP_NEAREST = 0x2700; // eslint-disable-line
var LINEAR_MIPMAP_NEAREST = 0x2701; // eslint-disable-line
var NEAREST_MIPMAP_LINEAR = 0x2702; // eslint-disable-line
var LINEAR_MIPMAP_LINEAR = 0x2703; // eslint-disable-line
/**
* The options for a framebuffer attachment.
*
* Note: For a `format` that is a texture include all the texture
* options from {@link module:twgl.TextureOptions} for example
* `min`, `mag`, `clamp`, etc... Note that unlike {@link module:twgl.TextureOptions}
* `auto` defaults to `false` for attachment textures but `min` and `mag` default
* to `gl.LINEAR` and `wrap` defaults to `CLAMP_TO_EDGE`
*
* @typedef {Object} AttachmentOptions
* @property {number} [attach] The attachment point. Defaults
* to `gl.COLOR_ATTACHMENT0 + ndx` unless type is a depth or stencil type
* then it's gl.DEPTH_ATTACHMENT or `gl.DEPTH_STENCIL_ATTACHMENT` depending
* on the format or attachment type.
* @property {number} [format] The format. If one of `gl.RGBA4`,
* `gl.RGB565`, `gl.RGB5_A1`, `gl.DEPTH_COMPONENT16`,
* `gl.STENCIL_INDEX8` or `gl.DEPTH_STENCIL` then will create a
* renderbuffer. Otherwise will create a texture. Default = `gl.RGBA`
* @property {number} [type] The type. Used for texture. Default = `gl.UNSIGNED_BYTE`.
* @property {number} [target] The texture target for `gl.framebufferTexture2D`.
* Defaults to `gl.TEXTURE_2D`. Set to appropriate face for cube maps.
* @property {number} [level] level for `gl.framebufferTexture2D`. Defaults to 0.
* @property {number} [layer] layer for `gl.framebufferTextureLayer`. Defaults to undefined.
* If set then `gl.framebufferTextureLayer` is called, if not then `gl.framebufferTexture2D`
* @property {WebGLObject} [attachment] An existing renderbuffer or texture.
* If provided will attach this Object. This allows you to share
* attachments across framebuffers.
* @memberOf module:twgl
* @mixes module:twgl.TextureOptions
*/
var defaultAttachments = [{
format: RGBA,
type: UNSIGNED_BYTE,
min: LINEAR,
wrap: CLAMP_TO_EDGE
}, {
format: DEPTH_STENCIL
}];
var attachmentsByFormat = {};
attachmentsByFormat[DEPTH_STENCIL] = DEPTH_STENCIL_ATTACHMENT;
attachmentsByFormat[STENCIL_INDEX] = STENCIL_ATTACHMENT;
attachmentsByFormat[STENCIL_INDEX8] = STENCIL_ATTACHMENT;
attachmentsByFormat[DEPTH_COMPONENT] = DEPTH_ATTACHMENT;
attachmentsByFormat[DEPTH_COMPONENT16] = DEPTH_ATTACHMENT;
function getAttachmentPointForFormat(format) {
return attachmentsByFormat[format];
}
var renderbufferFormats = {};
renderbufferFormats[RGBA4] = true;
renderbufferFormats[RGB5_A1] = true;
renderbufferFormats[RGB565] = true;
renderbufferFormats[DEPTH_STENCIL] = true;
renderbufferFormats[DEPTH_COMPONENT16] = true;
renderbufferFormats[STENCIL_INDEX] = true;
renderbufferFormats[STENCIL_INDEX8] = true;
function isRenderbufferFormat(format) {
return renderbufferFormats[format];
}
/**
* @typedef {Object} FramebufferInfo
* @property {WebGLFramebuffer} framebuffer The WebGLFramebuffer for this framebufferInfo
* @property {WebGLObject[]} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}.
* @memberOf module:twgl
*/
/**
* Creates a framebuffer and attachments.
*
* This returns a {@link module:twgl.FramebufferInfo} because it needs to return the attachments as well as the framebuffer.
*
* The simplest usage
*
* // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer
* const fbi = twgl.createFramebufferInfo(gl);
*
* More complex usage
*
* // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer
* const attachments = [
* { format: RGB565, mag: NEAREST },
* { format: STENCIL_INDEX8 },
* ]
* const fbi = twgl.createFramebufferInfo(gl, attachments);
*
* Passing in a specific size
*
* const width = 256;
* const height = 256;
* const fbi = twgl.createFramebufferInfo(gl, attachments, width, height);
*
* **Note!!** It is up to you to check if the framebuffer is renderable by calling `gl.checkFramebufferStatus`.
* [WebGL1 only guarantees 3 combinations of attachments work](https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.6).
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.AttachmentOptions[]} [attachments] which attachments to create. If not provided the default is a framebuffer with an
* `RGBA`, `UNSIGNED_BYTE` texture `COLOR_ATTACHMENT0` and a `DEPTH_STENCIL` renderbuffer `DEPTH_STENCIL_ATTACHMENT`.
* @param {number} [width] the width for the attachments. Default = size of drawingBuffer
* @param {number} [height] the height for the attachments. Default = size of drawingBuffer
* @return {module:twgl.FramebufferInfo} the framebuffer and attachments.
* @memberOf module:twgl/framebuffers
*/
function createFramebufferInfo(gl, attachments, width, height) {
var target = FRAMEBUFFER;
var fb = gl.createFramebuffer();
gl.bindFramebuffer(target, fb);
width = width || gl.drawingBufferWidth;
height = height || gl.drawingBufferHeight;
attachments = attachments || defaultAttachments;
var colorAttachmentCount = 0;
var framebufferInfo = {
framebuffer: fb,
attachments: [],
width: width,
height: height
};
attachments.forEach(function (attachmentOptions) {
var attachment = attachmentOptions.attachment;
var format = attachmentOptions.format;
var attachmentPoint = getAttachmentPointForFormat(format);
if (!attachmentPoint) {
attachmentPoint = COLOR_ATTACHMENT0 + colorAttachmentCount++;
}
if (!attachment) {
if (isRenderbufferFormat(format)) {
attachment = gl.createRenderbuffer();
gl.bindRenderbuffer(RENDERBUFFER, attachment);
gl.renderbufferStorage(RENDERBUFFER, format, width, height);
} else {
var textureOptions = Object.assign({}, attachmentOptions);
textureOptions.width = width;
textureOptions.height = height;
if (textureOptions.auto === undefined) {
textureOptions.auto = false;
textureOptions.min = textureOptions.min || textureOptions.minMag || LINEAR;
textureOptions.mag = textureOptions.mag || textureOptions.minMag || LINEAR;
textureOptions.wrapS = textureOptions.wrapS || textureOptions.wrap || CLAMP_TO_EDGE;
textureOptions.wrapT = textureOptions.wrapT || textureOptions.wrap || CLAMP_TO_EDGE;
}
attachment = textures.createTexture(gl, textureOptions);
}
}
if (helper.isRenderbuffer(gl, attachment)) {
gl.framebufferRenderbuffer(target, attachmentPoint, RENDERBUFFER, attachment);
} else if (helper.isTexture(gl, attachment)) {
if (attachmentOptions.layer !== undefined) {
gl.framebufferTextureLayer(target, attachmentPoint, attachment, attachmentOptions.level || 0, attachmentOptions.layer);
} else {
gl.framebufferTexture2D(target, attachmentPoint, attachmentOptions.texTarget || TEXTURE_2D, attachment, attachmentOptions.level || 0);
}
} else {
throw new Error('unknown attachment type');
}
framebufferInfo.attachments.push(attachment);
});
return framebufferInfo;
}
/**
* Resizes the attachments of a framebuffer.
*
* You need to pass in the same `attachments` as you passed in {@link module:twgl.createFramebufferInfo}
* because TWGL has no idea the format/type of each attachment.
*
* The simplest usage
*
* // create an RGBA/UNSIGNED_BYTE texture and DEPTH_STENCIL renderbuffer
* const fbi = twgl.createFramebufferInfo(gl);
*
* ...
*
* function render() {
* if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
* // resize the attachments
* twgl.resizeFramebufferInfo(gl, fbi);
* }
*
* More complex usage
*
* // create an RGB565 renderbuffer and a STENCIL_INDEX8 renderbuffer
* const attachments = [
* { format: RGB565, mag: NEAREST },
* { format: STENCIL_INDEX8 },
* ]
* const fbi = twgl.createFramebufferInfo(gl, attachments);
*
* ...
*
* function render() {
* if (twgl.resizeCanvasToDisplaySize(gl.canvas)) {
* // resize the attachments to match
* twgl.resizeFramebufferInfo(gl, fbi, attachments);
* }
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.FramebufferInfo} framebufferInfo a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}.
* @param {module:twgl.AttachmentOptions[]} [attachments] the same attachments options as passed to {@link module:twgl.createFramebufferInfo}.
* @param {number} [width] the width for the attachments. Default = size of drawingBuffer
* @param {number} [height] the height for the attachments. Default = size of drawingBuffer
* @memberOf module:twgl/framebuffers
*/
function resizeFramebufferInfo(gl, framebufferInfo, attachments, width, height) {
width = width || gl.drawingBufferWidth;
height = height || gl.drawingBufferHeight;
framebufferInfo.width = width;
framebufferInfo.height = height;
attachments = attachments || defaultAttachments;
attachments.forEach(function (attachmentOptions, ndx) {
var attachment = framebufferInfo.attachments[ndx];
var format = attachmentOptions.format;
if (helper.isRenderbuffer(gl, attachment)) {
gl.bindRenderbuffer(RENDERBUFFER, attachment);
gl.renderbufferStorage(RENDERBUFFER, format, width, height);
} else if (helper.isTexture(gl, attachment)) {
textures.resizeTexture(gl, attachment, attachmentOptions, width, height);
} else {
throw new Error('unknown attachment type');
}
});
}
/**
* Binds a framebuffer
*
* This function pretty much solely exists because I spent hours
* trying to figure out why something I wrote wasn't working only
* to realize I forget to set the viewport dimensions.
* My hope is this function will fix that.
*
* It is effectively the same as
*
* gl.bindFramebuffer(gl.FRAMEBUFFER, someFramebufferInfo.framebuffer);
* gl.viewport(0, 0, someFramebufferInfo.width, someFramebufferInfo.height);
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.FramebufferInfo|null} [framebufferInfo] a framebufferInfo as returned from {@link module:twgl.createFramebufferInfo}.
* If falsy will bind the canvas.
* @param {number} [target] The target. If not passed `gl.FRAMEBUFFER` will be used.
* @memberOf module:twgl/framebuffers
*/
function bindFramebufferInfo(gl, framebufferInfo, target) {
target = target || FRAMEBUFFER;
if (framebufferInfo) {
gl.bindFramebuffer(target, framebufferInfo.framebuffer);
gl.viewport(0, 0, framebufferInfo.width, framebufferInfo.height);
} else {
gl.bindFramebuffer(target, null);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
}
}
/***/ }),
/***/ "./src/helper.js":
/*!***********************!*\
!*** ./src/helper.js ***!
\***********************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.copyExistingProperties = copyExistingProperties;
exports.copyNamedProperties = copyNamedProperties;
exports.error = error;
exports.warn = warn;
exports.isBuffer = isBuffer;
exports.isRenderbuffer = isRenderbuffer;
exports.isShader = isShader;
exports.isTexture = isTexture;
exports.isSampler = isSampler;
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/* eslint no-console: "off" */
/**
* Copy named properties
*
* @param {string[]} names names of properties to copy
* @param {object} src object to copy properties from
* @param {object} dst object to copy properties to
* @private
*/
function copyNamedProperties(names, src, dst) {
names.forEach(function (name) {
var value = src[name];
if (value !== undefined) {
dst[name] = value;
}
});
}
/**
* Copies properties from source to dest only if a matching key is in dest
*
* @param {Object.<string, ?>} src the source
* @param {Object.<string, ?>} dst the dest
* @private
*/
function copyExistingProperties(src, dst) {
Object.keys(dst).forEach(function (key) {
if (dst.hasOwnProperty(key) && src.hasOwnProperty(key)) {
/* eslint no-prototype-builtins: 0 */
dst[key] = src[key];
}
});
}
function error() {
var _console;
(_console = console).error.apply(_console, arguments);
}
function warn() {
var _console2;
(_console2 = console).warn.apply(_console2, arguments);
}
function isBuffer(gl, t) {
return typeof WebGLBuffer !== 'undefined' && t instanceof WebGLBuffer;
}
function isRenderbuffer(gl, t) {
return typeof WebGLRenderbuffer !== 'undefined' && t instanceof WebGLRenderbuffer;
}
function isShader(gl, t) {
return typeof WebGLShader !== 'undefined' && t instanceof WebGLShader;
}
function isTexture(gl, t) {
return typeof WebGLTexture !== 'undefined' && t instanceof WebGLTexture;
}
function isSampler(gl, t) {
return typeof WebGLSampler !== 'undefined' && t instanceof WebGLSampler;
}
/***/ }),
/***/ "./src/m4.js":
/*!*******************!*\
!*** ./src/m4.js ***!
\*******************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.axisRotate = axisRotate;
exports.axisRotation = axisRotation;
exports.copy = copy;
exports.frustum = frustum;
exports.getAxis = getAxis;
exports.getTranslation = getTranslation;
exports.identity = identity;
exports.inverse = inverse;
exports.lookAt = lookAt;
exports.multiply = multiply;
exports.negate = negate;
exports.ortho = ortho;
exports.perspective = perspective;
exports.rotateX = rotateX;
exports.rotateY = rotateY;
exports.rotateZ = rotateZ;
exports.rotationX = rotationX;
exports.rotationY = rotationY;
exports.rotationZ = rotationZ;
exports.scale = scale;
exports.scaling = scaling;
exports.setAxis = setAxis;
exports.setDefaultType = setDefaultType;
exports.setTranslation = setTranslation;
exports.transformDirection = transformDirection;
exports.transformNormal = transformNormal;
exports.transformPoint = transformPoint;
exports.translate = translate;
exports.translation = translation;
exports.transpose = transpose;
var v3 = _interopRequireWildcard(__webpack_require__(/*! ./v3.js */ "./src/v3.js"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* 4x4 Matrix math math functions.
*
* Almost all functions take an optional `dst` argument. If it is not passed in the
* functions will create a new matrix. In other words you can do this
*
* const mat = m4.translation([1, 2, 3]); // Creates a new translation matrix
*
* or
*
* const mat = m4.create();
* m4.translation([1, 2, 3], mat); // Puts translation matrix in mat.
*
* The first style is often easier but depending on where it's used it generates garbage where
* as there is almost never allocation with the second style.
*
* It is always save to pass any matrix as the destination. So for example
*
* const mat = m4.identity();
* const trans = m4.translation([1, 2, 3]);
* m4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.
*
* @module twgl/m4
*/
var MatType = Float32Array;
/**
* A JavaScript array with 16 values or a Float32Array with 16 values.
* When created by the library will create the default type which is `Float32Array`
* but can be set by calling {@link module:twgl/m4.setDefaultType}.
* @typedef {(number[]|Float32Array)} Mat4
* @memberOf module:twgl/m4
*/
/**
* Sets the type this library creates for a Mat4
* @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`
* @return {constructor} previous constructor for Mat4
* @memberOf module:twgl/m4
*/
function setDefaultType(ctor) {
var oldType = MatType;
MatType = ctor;
return oldType;
}
/**
* Negates a matrix.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} -m.
* @memberOf module:twgl/m4
*/
function negate(m, dst) {
dst = dst || new MatType(16);
dst[0] = -m[0];
dst[1] = -m[1];
dst[2] = -m[2];
dst[3] = -m[3];
dst[4] = -m[4];
dst[5] = -m[5];
dst[6] = -m[6];
dst[7] = -m[7];
dst[8] = -m[8];
dst[9] = -m[9];
dst[10] = -m[10];
dst[11] = -m[11];
dst[12] = -m[12];
dst[13] = -m[13];
dst[14] = -m[14];
dst[15] = -m[15];
return dst;
}
/**
* Copies a matrix.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/m4.Mat4} [dst] The matrix. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} A copy of m.
* @memberOf module:twgl/m4
*/
function copy(m, dst) {
dst = dst || new MatType(16);
dst[0] = m[0];
dst[1] = m[1];
dst[2] = m[2];
dst[3] = m[3];
dst[4] = m[4];
dst[5] = m[5];
dst[6] = m[6];
dst[7] = m[7];
dst[8] = m[8];
dst[9] = m[9];
dst[10] = m[10];
dst[11] = m[11];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
return dst;
}
/**
* Creates an n-by-n identity matrix.
*
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} An n-by-n identity matrix.
* @memberOf module:twgl/m4
*/
function identity(dst) {
dst = dst || new MatType(16);
dst[0] = 1;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = 1;
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = 1;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Takes the transpose of a matrix.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The transpose of m.
* @memberOf module:twgl/m4
*/
function transpose(m, dst) {
dst = dst || new MatType(16);
if (dst === m) {
var t;
t = m[1];
m[1] = m[4];
m[4] = t;
t = m[2];
m[2] = m[8];
m[8] = t;
t = m[3];
m[3] = m[12];
m[12] = t;
t = m[6];
m[6] = m[9];
m[9] = t;
t = m[7];
m[7] = m[13];
m[13] = t;
t = m[11];
m[11] = m[14];
m[14] = t;
return dst;
}
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var m30 = m[3 * 4 + 0];
var m31 = m[3 * 4 + 1];
var m32 = m[3 * 4 + 2];
var m33 = m[3 * 4 + 3];
dst[0] = m00;
dst[1] = m10;
dst[2] = m20;
dst[3] = m30;
dst[4] = m01;
dst[5] = m11;
dst[6] = m21;
dst[7] = m31;
dst[8] = m02;
dst[9] = m12;
dst[10] = m22;
dst[11] = m32;
dst[12] = m03;
dst[13] = m13;
dst[14] = m23;
dst[15] = m33;
return dst;
}
/**
* Computes the inverse of a 4-by-4 matrix.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The inverse of m.
* @memberOf module:twgl/m4
*/
function inverse(m, dst) {
dst = dst || new MatType(16);
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var m30 = m[3 * 4 + 0];
var m31 = m[3 * 4 + 1];
var m32 = m[3 * 4 + 2];
var m33 = m[3 * 4 + 3];
var tmp_0 = m22 * m33;
var tmp_1 = m32 * m23;
var tmp_2 = m12 * m33;
var tmp_3 = m32 * m13;
var tmp_4 = m12 * m23;
var tmp_5 = m22 * m13;
var tmp_6 = m02 * m33;
var tmp_7 = m32 * m03;
var tmp_8 = m02 * m23;
var tmp_9 = m22 * m03;
var tmp_10 = m02 * m13;
var tmp_11 = m12 * m03;
var tmp_12 = m20 * m31;
var tmp_13 = m30 * m21;
var tmp_14 = m10 * m31;
var tmp_15 = m30 * m11;
var tmp_16 = m10 * m21;
var tmp_17 = m20 * m11;
var tmp_18 = m00 * m31;
var tmp_19 = m30 * m01;
var tmp_20 = m00 * m21;
var tmp_21 = m20 * m01;
var tmp_22 = m00 * m11;
var tmp_23 = m10 * m01;
var t0 = tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31 - (tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31);
var t1 = tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31 - (tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31);
var t2 = tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31 - (tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31);
var t3 = tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21 - (tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21);
var d = 1.0 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);
dst[0] = d * t0;
dst[1] = d * t1;
dst[2] = d * t2;
dst[3] = d * t3;
dst[4] = d * (tmp_1 * m10 + tmp_2 * m20 + tmp_5 * m30 - (tmp_0 * m10 + tmp_3 * m20 + tmp_4 * m30));
dst[5] = d * (tmp_0 * m00 + tmp_7 * m20 + tmp_8 * m30 - (tmp_1 * m00 + tmp_6 * m20 + tmp_9 * m30));
dst[6] = d * (tmp_3 * m00 + tmp_6 * m10 + tmp_11 * m30 - (tmp_2 * m00 + tmp_7 * m10 + tmp_10 * m30));
dst[7] = d * (tmp_4 * m00 + tmp_9 * m10 + tmp_10 * m20 - (tmp_5 * m00 + tmp_8 * m10 + tmp_11 * m20));
dst[8] = d * (tmp_12 * m13 + tmp_15 * m23 + tmp_16 * m33 - (tmp_13 * m13 + tmp_14 * m23 + tmp_17 * m33));
dst[9] = d * (tmp_13 * m03 + tmp_18 * m23 + tmp_21 * m33 - (tmp_12 * m03 + tmp_19 * m23 + tmp_20 * m33));
dst[10] = d * (tmp_14 * m03 + tmp_19 * m13 + tmp_22 * m33 - (tmp_15 * m03 + tmp_18 * m13 + tmp_23 * m33));
dst[11] = d * (tmp_17 * m03 + tmp_20 * m13 + tmp_23 * m23 - (tmp_16 * m03 + tmp_21 * m13 + tmp_22 * m23));
dst[12] = d * (tmp_14 * m22 + tmp_17 * m32 + tmp_13 * m12 - (tmp_16 * m32 + tmp_12 * m12 + tmp_15 * m22));
dst[13] = d * (tmp_20 * m32 + tmp_12 * m02 + tmp_19 * m22 - (tmp_18 * m22 + tmp_21 * m32 + tmp_13 * m02));
dst[14] = d * (tmp_18 * m12 + tmp_23 * m32 + tmp_15 * m02 - (tmp_22 * m32 + tmp_14 * m02 + tmp_19 * m12));
dst[15] = d * (tmp_22 * m22 + tmp_16 * m02 + tmp_21 * m12 - (tmp_20 * m12 + tmp_23 * m22 + tmp_17 * m02));
return dst;
}
/**
* Multiplies two 4-by-4 matrices with a on the left and b on the right
* @param {module:twgl/m4.Mat4} a The matrix on the left.
* @param {module:twgl/m4.Mat4} b The matrix on the right.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The matrix product of a and b.
* @memberOf module:twgl/m4
*/
function multiply(a, b, dst) {
dst = dst || new MatType(16);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4 + 0];
var a11 = a[4 + 1];
var a12 = a[4 + 2];
var a13 = a[4 + 3];
var a20 = a[8 + 0];
var a21 = a[8 + 1];
var a22 = a[8 + 2];
var a23 = a[8 + 3];
var a30 = a[12 + 0];
var a31 = a[12 + 1];
var a32 = a[12 + 2];
var a33 = a[12 + 3];
var b00 = b[0];
var b01 = b[1];
var b02 = b[2];
var b03 = b[3];
var b10 = b[4 + 0];
var b11 = b[4 + 1];
var b12 = b[4 + 2];
var b13 = b[4 + 3];
var b20 = b[8 + 0];
var b21 = b[8 + 1];
var b22 = b[8 + 2];
var b23 = b[8 + 3];
var b30 = b[12 + 0];
var b31 = b[12 + 1];
var b32 = b[12 + 2];
var b33 = b[12 + 3];
dst[0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;
dst[1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;
dst[2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;
dst[3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;
dst[4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;
dst[5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;
dst[6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;
dst[7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;
dst[8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;
dst[9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;
dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;
dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;
dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;
dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;
dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;
dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;
return dst;
}
/**
* Sets the translation component of a 4-by-4 matrix to the given
* vector.
* @param {module:twgl/m4.Mat4} a The matrix.
* @param {module:twgl/v3.Vec3} v The vector.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The matrix with translation set.
* @memberOf module:twgl/m4
*/
function setTranslation(a, v, dst) {
dst = dst || identity();
if (a !== dst) {
dst[0] = a[0];
dst[1] = a[1];
dst[2] = a[2];
dst[3] = a[3];
dst[4] = a[4];
dst[5] = a[5];
dst[6] = a[6];
dst[7] = a[7];
dst[8] = a[8];
dst[9] = a[9];
dst[10] = a[10];
dst[11] = a[11];
}
dst[12] = v[0];
dst[13] = v[1];
dst[14] = v[2];
dst[15] = 1;
return dst;
}
/**
* Returns the translation component of a 4-by-4 matrix as a vector with 3
* entries.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not passed a new one is created.
* @return {module:twgl/v3.Vec3} The translation component of m.
* @memberOf module:twgl/m4
*/
function getTranslation(m, dst) {
dst = dst || v3.create();
dst[0] = m[12];
dst[1] = m[13];
dst[2] = m[14];
return dst;
}
/**
* Returns an axis of a 4x4 matrix as a vector with 3 entries
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {number} axis The axis 0 = x, 1 = y, 2 = z;
* @return {module:twgl/v3.Vec3} [dst] vector.
* @return {module:twgl/v3.Vec3} The axis component of m.
* @memberOf module:twgl/m4
*/
function getAxis(m, axis, dst) {
dst = dst || v3.create();
var off = axis * 4;
dst[0] = m[off + 0];
dst[1] = m[off + 1];
dst[2] = m[off + 2];
return dst;
}
/**
* Sets an axis of a 4x4 matrix as a vector with 3 entries
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/v3.Vec3} v the axis vector
* @param {number} axis The axis 0 = x, 1 = y, 2 = z;
* @param {module:twgl/m4.Mat4} [dst] The matrix to set. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The matrix with axis set.
* @memberOf module:twgl/m4
*/
function setAxis(a, v, axis, dst) {
if (dst !== a) {
dst = copy(a, dst);
}
var off = axis * 4;
dst[off + 0] = v[0];
dst[off + 1] = v[1];
dst[off + 2] = v[2];
return dst;
}
/**
* Computes a 4-by-4 perspective transformation matrix given the angular height
* of the frustum, the aspect ratio, and the near and far clipping planes. The
* arguments define a frustum extending in the negative z direction. The given
* angle is the vertical angle of the frustum, and the horizontal angle is
* determined to produce the given aspect ratio. The arguments near and far are
* the distances to the near and far clipping planes. Note that near and far
* are not z coordinates, but rather they are distances along the negative
* z-axis. The matrix generated sends the viewing frustum to the unit box.
* We assume a unit box extending from -1 to 1 in the x and y dimensions and
* from 0 to 1 in the z dimension.
* @param {number} fieldOfViewYInRadians The camera angle from top to bottom (in radians).
* @param {number} aspect The aspect ratio width / height.
* @param {number} zNear The depth (negative z coordinate)
* of the near clipping plane.
* @param {number} zFar The depth (negative z coordinate)
* of the far clipping plane.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The perspective matrix.
* @memberOf module:twgl/m4
*/
function perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {
dst = dst || new MatType(16);
var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);
var rangeInv = 1.0 / (zNear - zFar);
dst[0] = f / aspect;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = f;
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = (zNear + zFar) * rangeInv;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = zNear * zFar * rangeInv * 2;
dst[15] = 0;
return dst;
}
/**
* Computes a 4-by-4 orthogonal transformation matrix given the left, right,
* bottom, and top dimensions of the near clipping plane as well as the
* near and far clipping plane distances.
* @param {number} left Left side of the near clipping plane viewport.
* @param {number} right Right side of the near clipping plane viewport.
* @param {number} bottom Bottom of the near clipping plane viewport.
* @param {number} top Top of the near clipping plane viewport.
* @param {number} near The depth (negative z coordinate)
* of the near clipping plane.
* @param {number} far The depth (negative z coordinate)
* of the far clipping plane.
* @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The perspective matrix.
* @memberOf module:twgl/m4
*/
function ortho(left, right, bottom, top, near, far, dst) {
dst = dst || new MatType(16);
dst[0] = 2 / (right - left);
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = 2 / (top - bottom);
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = 2 / (near - far);
dst[11] = 0;
dst[12] = (right + left) / (left - right);
dst[13] = (top + bottom) / (bottom - top);
dst[14] = (far + near) / (near - far);
dst[15] = 1;
return dst;
}
/**
* Computes a 4-by-4 perspective transformation matrix given the left, right,
* top, bottom, near and far clipping planes. The arguments define a frustum
* extending in the negative z direction. The arguments near and far are the
* distances to the near and far clipping planes. Note that near and far are not
* z coordinates, but rather they are distances along the negative z-axis. The
* matrix generated sends the viewing frustum to the unit box. We assume a unit
* box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z
* dimension.
* @param {number} left The x coordinate of the left plane of the box.
* @param {number} right The x coordinate of the right plane of the box.
* @param {number} bottom The y coordinate of the bottom plane of the box.
* @param {number} top The y coordinate of the right plane of the box.
* @param {number} near The negative z coordinate of the near plane of the box.
* @param {number} far The negative z coordinate of the far plane of the box.
* @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The perspective projection matrix.
* @memberOf module:twgl/m4
*/
function frustum(left, right, bottom, top, near, far, dst) {
dst = dst || new MatType(16);
var dx = right - left;
var dy = top - bottom;
var dz = near - far;
dst[0] = 2 * near / dx;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = 2 * near / dy;
dst[6] = 0;
dst[7] = 0;
dst[8] = (left + right) / dx;
dst[9] = (top + bottom) / dy;
dst[10] = far / dz;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = near * far / dz;
dst[15] = 0;
return dst;
}
var xAxis;
var yAxis;
var zAxis;
/**
* Computes a 4-by-4 look-at transformation.
*
* This is a matrix which positions the camera itself. If you want
* a view matrix (a matrix which moves things in front of the camera)
* take the inverse of this.
*
* @param {module:twgl/v3.Vec3} eye The position of the eye.
* @param {module:twgl/v3.Vec3} target The position meant to be viewed.
* @param {module:twgl/v3.Vec3} up A vector pointing up.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The look-at matrix.
* @memberOf module:twgl/m4
*/
function lookAt(eye, target, up, dst) {
dst = dst || new MatType(16);
xAxis = xAxis || v3.create();
yAxis = yAxis || v3.create();
zAxis = zAxis || v3.create();
v3.normalize(v3.subtract(eye, target, zAxis), zAxis);
v3.normalize(v3.cross(up, zAxis, xAxis), xAxis);
v3.normalize(v3.cross(zAxis, xAxis, yAxis), yAxis);
dst[0] = xAxis[0];
dst[1] = xAxis[1];
dst[2] = xAxis[2];
dst[3] = 0;
dst[4] = yAxis[0];
dst[5] = yAxis[1];
dst[6] = yAxis[2];
dst[7] = 0;
dst[8] = zAxis[0];
dst[9] = zAxis[1];
dst[10] = zAxis[2];
dst[11] = 0;
dst[12] = eye[0];
dst[13] = eye[1];
dst[14] = eye[2];
dst[15] = 1;
return dst;
}
/**
* Creates a 4-by-4 matrix which translates by the given vector v.
* @param {module:twgl/v3.Vec3} v The vector by
* which to translate.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The translation matrix.
* @memberOf module:twgl/m4
*/
function translation(v, dst) {
dst = dst || new MatType(16);
dst[0] = 1;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = 1;
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = 1;
dst[11] = 0;
dst[12] = v[0];
dst[13] = v[1];
dst[14] = v[2];
dst[15] = 1;
return dst;
}
/**
* Translates the given 4-by-4 matrix by the given vector v.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/v3.Vec3} v The vector by
* which to translate.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The translated matrix.
* @memberOf module:twgl/m4
*/
function translate(m, v, dst) {
dst = dst || new MatType(16);
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
var m00 = m[0];
var m01 = m[1];
var m02 = m[2];
var m03 = m[3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var m30 = m[3 * 4 + 0];
var m31 = m[3 * 4 + 1];
var m32 = m[3 * 4 + 2];
var m33 = m[3 * 4 + 3];
if (m !== dst) {
dst[0] = m00;
dst[1] = m01;
dst[2] = m02;
dst[3] = m03;
dst[4] = m10;
dst[5] = m11;
dst[6] = m12;
dst[7] = m13;
dst[8] = m20;
dst[9] = m21;
dst[10] = m22;
dst[11] = m23;
}
dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;
dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;
dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;
dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;
return dst;
}
/**
* Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The rotation matrix.
* @memberOf module:twgl/m4
*/
function rotationX(angleInRadians, dst) {
dst = dst || new MatType(16);
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[0] = 1;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = c;
dst[6] = s;
dst[7] = 0;
dst[8] = 0;
dst[9] = -s;
dst[10] = c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Rotates the given 4-by-4 matrix around the x-axis by the given
* angle.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The rotated matrix.
* @memberOf module:twgl/m4
*/
function rotateX(m, angleInRadians, dst) {
dst = dst || new MatType(16);
var m10 = m[4];
var m11 = m[5];
var m12 = m[6];
var m13 = m[7];
var m20 = m[8];
var m21 = m[9];
var m22 = m[10];
var m23 = m[11];
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[4] = c * m10 + s * m20;
dst[5] = c * m11 + s * m21;
dst[6] = c * m12 + s * m22;
dst[7] = c * m13 + s * m23;
dst[8] = c * m20 - s * m10;
dst[9] = c * m21 - s * m11;
dst[10] = c * m22 - s * m12;
dst[11] = c * m23 - s * m13;
if (m !== dst) {
dst[0] = m[0];
dst[1] = m[1];
dst[2] = m[2];
dst[3] = m[3];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The rotation matrix.
* @memberOf module:twgl/m4
*/
function rotationY(angleInRadians, dst) {
dst = dst || new MatType(16);
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[0] = c;
dst[1] = 0;
dst[2] = -s;
dst[3] = 0;
dst[4] = 0;
dst[5] = 1;
dst[6] = 0;
dst[7] = 0;
dst[8] = s;
dst[9] = 0;
dst[10] = c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Rotates the given 4-by-4 matrix around the y-axis by the given
* angle.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The rotated matrix.
* @memberOf module:twgl/m4
*/
function rotateY(m, angleInRadians, dst) {
dst = dst || new MatType(16);
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[0] = c * m00 - s * m20;
dst[1] = c * m01 - s * m21;
dst[2] = c * m02 - s * m22;
dst[3] = c * m03 - s * m23;
dst[8] = c * m20 + s * m00;
dst[9] = c * m21 + s * m01;
dst[10] = c * m22 + s * m02;
dst[11] = c * m23 + s * m03;
if (m !== dst) {
dst[4] = m[4];
dst[5] = m[5];
dst[6] = m[6];
dst[7] = m[7];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The rotation matrix.
* @memberOf module:twgl/m4
*/
function rotationZ(angleInRadians, dst) {
dst = dst || new MatType(16);
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[0] = c;
dst[1] = s;
dst[2] = 0;
dst[3] = 0;
dst[4] = -s;
dst[5] = c;
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = 1;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Rotates the given 4-by-4 matrix around the z-axis by the given
* angle.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The rotated matrix.
* @memberOf module:twgl/m4
*/
function rotateZ(m, angleInRadians, dst) {
dst = dst || new MatType(16);
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[0] = c * m00 + s * m10;
dst[1] = c * m01 + s * m11;
dst[2] = c * m02 + s * m12;
dst[3] = c * m03 + s * m13;
dst[4] = c * m10 - s * m00;
dst[5] = c * m11 - s * m01;
dst[6] = c * m12 - s * m02;
dst[7] = c * m13 - s * m03;
if (m !== dst) {
dst[8] = m[8];
dst[9] = m[9];
dst[10] = m[10];
dst[11] = m[11];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Creates a 4-by-4 matrix which rotates around the given axis by the given
* angle.
* @param {module:twgl/v3.Vec3} axis The axis
* about which to rotate.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} A matrix which rotates angle radians
* around the axis.
* @memberOf module:twgl/m4
*/
function axisRotation(axis, angleInRadians, dst) {
dst = dst || new MatType(16);
var x = axis[0];
var y = axis[1];
var z = axis[2];
var n = Math.sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
var xx = x * x;
var yy = y * y;
var zz = z * z;
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
var oneMinusCosine = 1 - c;
dst[0] = xx + (1 - xx) * c;
dst[1] = x * y * oneMinusCosine + z * s;
dst[2] = x * z * oneMinusCosine - y * s;
dst[3] = 0;
dst[4] = x * y * oneMinusCosine - z * s;
dst[5] = yy + (1 - yy) * c;
dst[6] = y * z * oneMinusCosine + x * s;
dst[7] = 0;
dst[8] = x * z * oneMinusCosine + y * s;
dst[9] = y * z * oneMinusCosine - x * s;
dst[10] = zz + (1 - zz) * c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Rotates the given 4-by-4 matrix around the given axis by the
* given angle.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/v3.Vec3} axis The axis
* about which to rotate.
* @param {number} angleInRadians The angle by which to rotate (in radians).
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The rotated matrix.
* @memberOf module:twgl/m4
*/
function axisRotate(m, axis, angleInRadians, dst) {
dst = dst || new MatType(16);
var x = axis[0];
var y = axis[1];
var z = axis[2];
var n = Math.sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
var xx = x * x;
var yy = y * y;
var zz = z * z;
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
var oneMinusCosine = 1 - c;
var r00 = xx + (1 - xx) * c;
var r01 = x * y * oneMinusCosine + z * s;
var r02 = x * z * oneMinusCosine - y * s;
var r10 = x * y * oneMinusCosine - z * s;
var r11 = yy + (1 - yy) * c;
var r12 = y * z * oneMinusCosine + x * s;
var r20 = x * z * oneMinusCosine + y * s;
var r21 = y * z * oneMinusCosine - x * s;
var r22 = zz + (1 - zz) * c;
var m00 = m[0];
var m01 = m[1];
var m02 = m[2];
var m03 = m[3];
var m10 = m[4];
var m11 = m[5];
var m12 = m[6];
var m13 = m[7];
var m20 = m[8];
var m21 = m[9];
var m22 = m[10];
var m23 = m[11];
dst[0] = r00 * m00 + r01 * m10 + r02 * m20;
dst[1] = r00 * m01 + r01 * m11 + r02 * m21;
dst[2] = r00 * m02 + r01 * m12 + r02 * m22;
dst[3] = r00 * m03 + r01 * m13 + r02 * m23;
dst[4] = r10 * m00 + r11 * m10 + r12 * m20;
dst[5] = r10 * m01 + r11 * m11 + r12 * m21;
dst[6] = r10 * m02 + r11 * m12 + r12 * m22;
dst[7] = r10 * m03 + r11 * m13 + r12 * m23;
dst[8] = r20 * m00 + r21 * m10 + r22 * m20;
dst[9] = r20 * m01 + r21 * m11 + r22 * m21;
dst[10] = r20 * m02 + r21 * m12 + r22 * m22;
dst[11] = r20 * m03 + r21 * m13 + r22 * m23;
if (m !== dst) {
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Creates a 4-by-4 matrix which scales in each dimension by an amount given by
* the corresponding entry in the given vector; assumes the vector has three
* entries.
* @param {module:twgl/v3.Vec3} v A vector of
* three entries specifying the factor by which to scale in each dimension.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The scaling matrix.
* @memberOf module:twgl/m4
*/
function scaling(v, dst) {
dst = dst || new MatType(16);
dst[0] = v[0];
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = v[1];
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = v[2];
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Scales the given 4-by-4 matrix in each dimension by an amount
* given by the corresponding entry in the given vector; assumes the vector has
* three entries.
* @param {module:twgl/m4.Mat4} m The matrix to be modified.
* @param {module:twgl/v3.Vec3} v A vector of three entries specifying the
* factor by which to scale in each dimension.
* @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
* @return {module:twgl/m4.Mat4} The scaled matrix.
* @memberOf module:twgl/m4
*/
function scale(m, v, dst) {
dst = dst || new MatType(16);
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
dst[0] = v0 * m[0 * 4 + 0];
dst[1] = v0 * m[0 * 4 + 1];
dst[2] = v0 * m[0 * 4 + 2];
dst[3] = v0 * m[0 * 4 + 3];
dst[4] = v1 * m[1 * 4 + 0];
dst[5] = v1 * m[1 * 4 + 1];
dst[6] = v1 * m[1 * 4 + 2];
dst[7] = v1 * m[1 * 4 + 3];
dst[8] = v2 * m[2 * 4 + 0];
dst[9] = v2 * m[2 * 4 + 1];
dst[10] = v2 * m[2 * 4 + 2];
dst[11] = v2 * m[2 * 4 + 3];
if (m !== dst) {
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Takes a 4-by-4 matrix and a vector with 3 entries,
* interprets the vector as a point, transforms that point by the matrix, and
* returns the result as a vector with 3 entries.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/v3.Vec3} v The point.
* @param {module:twgl/v3.Vec3} [dst] optional vec3 to store result. If not passed a new one is created.
* @return {module:twgl/v3.Vec3} The transformed point.
* @memberOf module:twgl/m4
*/
function transformPoint(m, v, dst) {
dst = dst || v3.create();
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
var d = v0 * m[0 * 4 + 3] + v1 * m[1 * 4 + 3] + v2 * m[2 * 4 + 3] + m[3 * 4 + 3];
dst[0] = (v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0] + m[3 * 4 + 0]) / d;
dst[1] = (v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1] + m[3 * 4 + 1]) / d;
dst[2] = (v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2] + m[3 * 4 + 2]) / d;
return dst;
}
/**
* Takes a 4-by-4 matrix and a vector with 3 entries, interprets the vector as a
* direction, transforms that direction by the matrix, and returns the result;
* assumes the transformation of 3-dimensional space represented by the matrix
* is parallel-preserving, i.e. any combination of rotation, scaling and
* translation, but not a perspective distortion. Returns a vector with 3
* entries.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/v3.Vec3} v The direction.
* @param {module:twgl/v3.Vec3} [dst] optional Vec3 to store result. If not passed a new one is created.
* @return {module:twgl/v3.Vec3} The transformed direction.
* @memberOf module:twgl/m4
*/
function transformDirection(m, v, dst) {
dst = dst || v3.create();
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];
dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];
dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];
return dst;
}
/**
* Takes a 4-by-4 matrix m and a vector v with 3 entries, interprets the vector
* as a normal to a surface, and computes a vector which is normal upon
* transforming that surface by the matrix. The effect of this function is the
* same as transforming v (as a direction) by the inverse-transpose of m. This
* function assumes the transformation of 3-dimensional space represented by the
* matrix is parallel-preserving, i.e. any combination of rotation, scaling and
* translation, but not a perspective distortion. Returns a vector with 3
* entries.
* @param {module:twgl/m4.Mat4} m The matrix.
* @param {module:twgl/v3.Vec3} v The normal.
* @param {module:twgl/v3.Vec3} [dst] The direction. If not passed a new one is created.
* @return {module:twgl/v3.Vec3} The transformed normal.
* @memberOf module:twgl/m4
*/
function transformNormal(m, v, dst) {
dst = dst || v3.create();
var mi = inverse(m);
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];
dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];
dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];
return dst;
}
/***/ }),
/***/ "./src/primitives.js":
/*!***************************!*\
!*** ./src/primitives.js ***!
\***************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.create3DFVertices = create3DFVertices;
exports.createAugmentedTypedArray = createAugmentedTypedArray;
exports.createCubeVertices = createCubeVertices;
exports.createPlaneVertices = createPlaneVertices;
exports.createSphereVertices = createSphereVertices;
exports.createTruncatedConeVertices = createTruncatedConeVertices;
exports.createXYQuadVertices = createXYQuadVertices;
exports.createCrescentVertices = createCrescentVertices;
exports.createCylinderVertices = createCylinderVertices;
exports.createTorusVertices = createTorusVertices;
exports.createDiscVertices = createDiscVertices;
exports.deindexVertices = deindexVertices;
exports.flattenNormals = flattenNormals;
exports.makeRandomVertexColors = makeRandomVertexColors;
exports.reorientDirections = reorientDirections;
exports.reorientNormals = reorientNormals;
exports.reorientPositions = reorientPositions;
exports.reorientVertices = reorientVertices;
exports.concatVertices = concatVertices;
exports.duplicateVertices = duplicateVertices;
exports.createDiscBuffers = exports.createDiscBufferInfo = exports.createTorusBuffers = exports.createTorusBufferInfo = exports.createCylinderBuffers = exports.createCylinderBufferInfo = exports.createCrescentBuffers = exports.createCrescentBufferInfo = exports.createCresentVertices = exports.createCresentBuffers = exports.createCresentBufferInfo = exports.createXYQuadBuffers = exports.createXYQuadBufferInfo = exports.createTruncatedConeBuffers = exports.createTruncatedConeBufferInfo = exports.createSphereBuffers = exports.createSphereBufferInfo = exports.createPlaneBuffers = exports.createPlaneBufferInfo = exports.createCubeBuffers = exports.createCubeBufferInfo = exports.create3DFBuffers = exports.create3DFBufferInfo = void 0;
var attributes = _interopRequireWildcard(__webpack_require__(/*! ./attributes.js */ "./src/attributes.js"));
var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js"));
var typedArrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js"));
var m4 = _interopRequireWildcard(__webpack_require__(/*! ./m4.js */ "./src/m4.js"));
var v3 = _interopRequireWildcard(__webpack_require__(/*! ./v3.js */ "./src/v3.js"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* Various functions to make simple primitives
*
* note: Most primitive functions come in 3 styles
*
* * `createSomeShapeBufferInfo`
*
* These functions are almost always the functions you want to call. They
* create vertices then make WebGLBuffers and create {@link module:twgl.AttribInfo}s
* returning a {@link module:twgl.BufferInfo} you can pass to {@link module:twgl.setBuffersAndAttributes}
* and {@link module:twgl.drawBufferInfo} etc...
*
* * `createSomeShapeBuffers`
*
* These create WebGLBuffers and put your data in them but nothing else.
* It's a shortcut to doing it yourself if you don't want to use
* the higher level functions.
*
* * `createSomeShapeVertices`
*
* These just create vertices, no buffers. This allows you to manipulate the vertices
* or add more data before generating a {@link module:twgl.BufferInfo}. Once you're finished
* manipulating the vertices call {@link module:twgl.createBufferInfoFromArrays}.
*
* example:
*
* const arrays = twgl.primitives.createPlaneArrays(1);
* twgl.primitives.reorientVertices(arrays, m4.rotationX(Math.PI * 0.5));
* const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
*
* @module twgl/primitives
*/
var getArray = attributes.getArray_; // eslint-disable-line
var getNumComponents = attributes.getNumComponents_; // eslint-disable-line
/**
* @typedef {(Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array)} TypedArray
*/
/**
* Add `push` to a typed array. It just keeps a 'cursor'
* and allows use to `push` values into the array so we
* don't have to manually compute offsets
* @param {TypedArray} typedArray TypedArray to augment
* @param {number} numComponents number of components.
* @private
*/
function augmentTypedArray(typedArray, numComponents) {
var cursor = 0;
typedArray.push = function () {
for (var ii = 0; ii < arguments.length; ++ii) {
var value = arguments[ii];
if (value instanceof Array || typedArrays.isArrayBuffer(value)) {
for (var jj = 0; jj < value.length; ++jj) {
typedArray[cursor++] = value[jj];
}
} else {
typedArray[cursor++] = value;
}
}
};
typedArray.reset = function (opt_index) {
cursor = opt_index || 0;
};
typedArray.numComponents = numComponents;
Object.defineProperty(typedArray, 'numElements', {
get: function get() {
return this.length / this.numComponents | 0;
}
});
return typedArray;
}
/**
* creates a typed array with a `push` function attached
* so that you can easily *push* values.
*
* `push` can take multiple arguments. If an argument is an array each element
* of the array will be added to the typed array.
*
* Example:
*
* const array = createAugmentedTypedArray(3, 2); // creates a Float32Array with 6 values
* array.push(1, 2, 3);
* array.push([4, 5, 6]);
* // array now contains [1, 2, 3, 4, 5, 6]
*
* Also has `numComponents` and `numElements` properties.
*
* @param {number} numComponents number of components
* @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`.
* @param {constructor} opt_type A constructor for the type. Default = `Float32Array`.
* @return {ArrayBufferView} A typed array.
* @memberOf module:twgl/primitives
*/
function createAugmentedTypedArray(numComponents, numElements, opt_type) {
var Type = opt_type || Float32Array;
return augmentTypedArray(new Type(numComponents * numElements), numComponents);
}
function allButIndices(name) {
return name !== "indices";
}
/**
* Given indexed vertices creates a new set of vertices un-indexed by expanding the indexed vertices.
* @param {Object.<string, TypedArray>} vertices The indexed vertices to deindex
* @return {Object.<string, TypedArray>} The deindexed vertices
* @memberOf module:twgl/primitives
*/
function deindexVertices(vertices) {
var indices = vertices.indices;
var newVertices = {};
var numElements = indices.length;
function expandToUnindexed(channel) {
var srcBuffer = vertices[channel];
var numComponents = srcBuffer.numComponents;
var dstBuffer = createAugmentedTypedArray(numComponents, numElements, srcBuffer.constructor);
for (var ii = 0; ii < numElements; ++ii) {
var ndx = indices[ii];
var offset = ndx * numComponents;
for (var jj = 0; jj < numComponents; ++jj) {
dstBuffer.push(srcBuffer[offset + jj]);
}
}
newVertices[channel] = dstBuffer;
}
Object.keys(vertices).filter(allButIndices).forEach(expandToUnindexed);
return newVertices;
}
/**
* flattens the normals of deindexed vertices in place.
* @param {Object.<string, TypedArray>} vertices The deindexed vertices who's normals to flatten
* @return {Object.<string, TypedArray>} The flattened vertices (same as was passed in)
* @memberOf module:twgl/primitives
*/
function flattenNormals(vertices) {
if (vertices.indices) {
throw new Error('can not flatten normals of indexed vertices. deindex them first');
}
var normals = vertices.normal;
var numNormals = normals.length;
for (var ii = 0; ii < numNormals; ii += 9) {
// pull out the 3 normals for this triangle
var nax = normals[ii + 0];
var nay = normals[ii + 1];
var naz = normals[ii + 2];
var nbx = normals[ii + 3];
var nby = normals[ii + 4];
var nbz = normals[ii + 5];
var ncx = normals[ii + 6];
var ncy = normals[ii + 7];
var ncz = normals[ii + 8]; // add them
var nx = nax + nbx + ncx;
var ny = nay + nby + ncy;
var nz = naz + nbz + ncz; // normalize them
var length = Math.sqrt(nx * nx + ny * ny + nz * nz);
nx /= length;
ny /= length;
nz /= length; // copy them back in
normals[ii + 0] = nx;
normals[ii + 1] = ny;
normals[ii + 2] = nz;
normals[ii + 3] = nx;
normals[ii + 4] = ny;
normals[ii + 5] = nz;
normals[ii + 6] = nx;
normals[ii + 7] = ny;
normals[ii + 8] = nz;
}
return vertices;
}
function applyFuncToV3Array(array, matrix, fn) {
var len = array.length;
var tmp = new Float32Array(3);
for (var ii = 0; ii < len; ii += 3) {
fn(matrix, [array[ii], array[ii + 1], array[ii + 2]], tmp);
array[ii] = tmp[0];
array[ii + 1] = tmp[1];
array[ii + 2] = tmp[2];
}
}
function transformNormal(mi, v, dst) {
dst = dst || v3.create();
var v0 = v[0];
var v1 = v[1];
var v2 = v[2];
dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];
dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];
dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];
return dst;
}
/**
* Reorients directions by the given matrix..
* @param {(number[]|TypedArray)} array The array. Assumes value floats per element.
* @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.
* @return {(number[]|TypedArray)} the same array that was passed in
* @memberOf module:twgl/primitives
*/
function reorientDirections(array, matrix) {
applyFuncToV3Array(array, matrix, m4.transformDirection);
return array;
}
/**
* Reorients normals by the inverse-transpose of the given
* matrix..
* @param {(number[]|TypedArray)} array The array. Assumes value floats per element.
* @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.
* @return {(number[]|TypedArray)} the same array that was passed in
* @memberOf module:twgl/primitives
*/
function reorientNormals(array, matrix) {
applyFuncToV3Array(array, m4.inverse(matrix), transformNormal);
return array;
}
/**
* Reorients positions by the given matrix. In other words, it
* multiplies each vertex by the given matrix.
* @param {(number[]|TypedArray)} array The array. Assumes value floats per element.
* @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.
* @return {(number[]|TypedArray)} the same array that was passed in
* @memberOf module:twgl/primitives
*/
function reorientPositions(array, matrix) {
applyFuncToV3Array(array, matrix, m4.transformPoint);
return array;
}
/**
* @typedef {(number[]|TypedArray)} NativeArrayOrTypedArray
*/
/**
* Reorients arrays by the given matrix. Assumes arrays have
* names that contains 'pos' could be reoriented as positions,
* 'binorm' or 'tan' as directions, and 'norm' as normals.
*
* @param {Object.<string, NativeArrayOrTypedArray>} arrays The vertices to reorient
* @param {module:twgl/m4.Mat4} matrix matrix to reorient by.
* @return {Object.<string, NativeArrayOrTypedArray>} same arrays that were passed in.
* @memberOf module:twgl/primitives
*/
function reorientVertices(arrays, matrix) {
Object.keys(arrays).forEach(function (name) {
var array = arrays[name];
if (name.indexOf("pos") >= 0) {
reorientPositions(array, matrix);
} else if (name.indexOf("tan") >= 0 || name.indexOf("binorm") >= 0) {
reorientDirections(array, matrix);
} else if (name.indexOf("norm") >= 0) {
reorientNormals(array, matrix);
}
});
return arrays;
}
/**
* Creates XY quad BufferInfo
*
* The default with no parameters will return a 2x2 quad with values from -1 to +1.
* If you want a unit quad with that goes from 0 to 1 you'd call it with
*
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);
*
* If you want a unit quad centered above 0,0 you'd call it with
*
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1
* @param {number} [xOffset] the amount to offset the quad in X
* @param {number} [yOffset] the amount to offset the quad in Y
* @return {Object.<string, WebGLBuffer>} the created XY Quad BufferInfo
* @memberOf module:twgl/primitives
* @function createXYQuadBuffers
*/
/**
* Creates XY quad Buffers
*
* The default with no parameters will return a 2x2 quad with values from -1 to +1.
* If you want a unit quad with that goes from 0 to 1 you'd call it with
*
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);
*
* If you want a unit quad centered above 0,0 you'd call it with
*
* twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1
* @param {number} [xOffset] the amount to offset the quad in X
* @param {number} [yOffset] the amount to offset the quad in Y
* @return {module:twgl.BufferInfo} the created XY Quad buffers
* @memberOf module:twgl/primitives
* @function createXYQuadBufferInfo
*/
/**
* Creates XY quad vertices
*
* The default with no parameters will return a 2x2 quad with values from -1 to +1.
* If you want a unit quad with that goes from 0 to 1 you'd call it with
*
* twgl.primitives.createXYQuadVertices(1, 0.5, 0.5);
*
* If you want a unit quad centered above 0,0 you'd call it with
*
* twgl.primitives.createXYQuadVertices(1, 0, 0.5);
*
* @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1
* @param {number} [xOffset] the amount to offset the quad in X
* @param {number} [yOffset] the amount to offset the quad in Y
* @return {Object.<string, TypedArray>} the created XY Quad vertices
* @memberOf module:twgl/primitives
*/
function createXYQuadVertices(size, xOffset, yOffset) {
size = size || 2;
xOffset = xOffset || 0;
yOffset = yOffset || 0;
size *= 0.5;
return {
position: {
numComponents: 2,
data: [xOffset + -1 * size, yOffset + -1 * size, xOffset + 1 * size, yOffset + -1 * size, xOffset + -1 * size, yOffset + 1 * size, xOffset + 1 * size, yOffset + 1 * size]
},
normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],
texcoord: [0, 0, 1, 0, 0, 1, 1, 1],
indices: [0, 1, 2, 2, 1, 3]
};
}
/**
* Creates XZ plane BufferInfo.
*
* The created plane has position, normal, and texcoord data
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [width] Width of the plane. Default = 1
* @param {number} [depth] Depth of the plane. Default = 1
* @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1
* @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1
* @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.
* @return {module:twgl.BufferInfo} The created plane BufferInfo.
* @memberOf module:twgl/primitives
* @function createPlaneBufferInfo
*/
/**
* Creates XZ plane buffers.
*
* The created plane has position, normal, and texcoord data
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [width] Width of the plane. Default = 1
* @param {number} [depth] Depth of the plane. Default = 1
* @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1
* @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1
* @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.
* @return {Object.<string, WebGLBuffer>} The created plane buffers.
* @memberOf module:twgl/primitives
* @function createPlaneBuffers
*/
/**
* Creates XZ plane vertices.
*
* The created plane has position, normal, and texcoord data
*
* @param {number} [width] Width of the plane. Default = 1
* @param {number} [depth] Depth of the plane. Default = 1
* @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1
* @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1
* @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.
* @return {Object.<string, TypedArray>} The created plane vertices.
* @memberOf module:twgl/primitives
*/
function createPlaneVertices(width, depth, subdivisionsWidth, subdivisionsDepth, matrix) {
width = width || 1;
depth = depth || 1;
subdivisionsWidth = subdivisionsWidth || 1;
subdivisionsDepth = subdivisionsDepth || 1;
matrix = matrix || m4.identity();
var numVertices = (subdivisionsWidth + 1) * (subdivisionsDepth + 1);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
for (var z = 0; z <= subdivisionsDepth; z++) {
for (var x = 0; x <= subdivisionsWidth; x++) {
var u = x / subdivisionsWidth;
var v = z / subdivisionsDepth;
positions.push(width * u - width * 0.5, 0, depth * v - depth * 0.5);
normals.push(0, 1, 0);
texcoords.push(u, v);
}
}
var numVertsAcross = subdivisionsWidth + 1;
var indices = createAugmentedTypedArray(3, subdivisionsWidth * subdivisionsDepth * 2, Uint16Array);
for (var _z = 0; _z < subdivisionsDepth; _z++) {
// eslint-disable-line
for (var _x = 0; _x < subdivisionsWidth; _x++) {
// eslint-disable-line
// Make triangle 1 of quad.
indices.push((_z + 0) * numVertsAcross + _x, (_z + 1) * numVertsAcross + _x, (_z + 0) * numVertsAcross + _x + 1); // Make triangle 2 of quad.
indices.push((_z + 1) * numVertsAcross + _x, (_z + 1) * numVertsAcross + _x + 1, (_z + 0) * numVertsAcross + _x + 1);
}
}
var arrays = reorientVertices({
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices
}, matrix);
return arrays;
}
/**
* Creates sphere BufferInfo.
*
* The created sphere has position, normal, and texcoord data
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius radius of the sphere.
* @param {number} subdivisionsAxis number of steps around the sphere.
* @param {number} subdivisionsHeight number of vertically on the sphere.
* @param {number} [opt_startLatitudeInRadians] where to start the
* top of the sphere. Default = 0.
* @param {number} [opt_endLatitudeInRadians] Where to end the
* bottom of the sphere. Default = Math.PI.
* @param {number} [opt_startLongitudeInRadians] where to start
* wrapping the sphere. Default = 0.
* @param {number} [opt_endLongitudeInRadians] where to end
* wrapping the sphere. Default = 2 * Math.PI.
* @return {module:twgl.BufferInfo} The created sphere BufferInfo.
* @memberOf module:twgl/primitives
* @function createSphereBufferInfo
*/
/**
* Creates sphere buffers.
*
* The created sphere has position, normal, and texcoord data
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius radius of the sphere.
* @param {number} subdivisionsAxis number of steps around the sphere.
* @param {number} subdivisionsHeight number of vertically on the sphere.
* @param {number} [opt_startLatitudeInRadians] where to start the
* top of the sphere. Default = 0.
* @param {number} [opt_endLatitudeInRadians] Where to end the
* bottom of the sphere. Default = Math.PI.
* @param {number} [opt_startLongitudeInRadians] where to start
* wrapping the sphere. Default = 0.
* @param {number} [opt_endLongitudeInRadians] where to end
* wrapping the sphere. Default = 2 * Math.PI.
* @return {Object.<string, WebGLBuffer>} The created sphere buffers.
* @memberOf module:twgl/primitives
* @function createSphereBuffers
*/
/**
* Creates sphere vertices.
*
* The created sphere has position, normal, and texcoord data
*
* @param {number} radius radius of the sphere.
* @param {number} subdivisionsAxis number of steps around the sphere.
* @param {number} subdivisionsHeight number of vertically on the sphere.
* @param {number} [opt_startLatitudeInRadians] where to start the
* top of the sphere. Default = 0.
* @param {number} [opt_endLatitudeInRadians] Where to end the
* bottom of the sphere. Default = Math.PI.
* @param {number} [opt_startLongitudeInRadians] where to start
* wrapping the sphere. Default = 0.
* @param {number} [opt_endLongitudeInRadians] where to end
* wrapping the sphere. Default = 2 * Math.PI.
* @return {Object.<string, TypedArray>} The created sphere vertices.
* @memberOf module:twgl/primitives
*/
function createSphereVertices(radius, subdivisionsAxis, subdivisionsHeight, opt_startLatitudeInRadians, opt_endLatitudeInRadians, opt_startLongitudeInRadians, opt_endLongitudeInRadians) {
if (subdivisionsAxis <= 0 || subdivisionsHeight <= 0) {
throw new Error('subdivisionAxis and subdivisionHeight must be > 0');
}
opt_startLatitudeInRadians = opt_startLatitudeInRadians || 0;
opt_endLatitudeInRadians = opt_endLatitudeInRadians || Math.PI;
opt_startLongitudeInRadians = opt_startLongitudeInRadians || 0;
opt_endLongitudeInRadians = opt_endLongitudeInRadians || Math.PI * 2;
var latRange = opt_endLatitudeInRadians - opt_startLatitudeInRadians;
var longRange = opt_endLongitudeInRadians - opt_startLongitudeInRadians; // We are going to generate our sphere by iterating through its
// spherical coordinates and generating 2 triangles for each quad on a
// ring of the sphere.
var numVertices = (subdivisionsAxis + 1) * (subdivisionsHeight + 1);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices); // Generate the individual vertices in our vertex buffer.
for (var y = 0; y <= subdivisionsHeight; y++) {
for (var x = 0; x <= subdivisionsAxis; x++) {
// Generate a vertex based on its spherical coordinates
var u = x / subdivisionsAxis;
var v = y / subdivisionsHeight;
var theta = longRange * u + opt_startLongitudeInRadians;
var phi = latRange * v + opt_startLatitudeInRadians;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
var sinPhi = Math.sin(phi);
var cosPhi = Math.cos(phi);
var ux = cosTheta * sinPhi;
var uy = cosPhi;
var uz = sinTheta * sinPhi;
positions.push(radius * ux, radius * uy, radius * uz);
normals.push(ux, uy, uz);
texcoords.push(1 - u, v);
}
}
var numVertsAround = subdivisionsAxis + 1;
var indices = createAugmentedTypedArray(3, subdivisionsAxis * subdivisionsHeight * 2, Uint16Array);
for (var _x2 = 0; _x2 < subdivisionsAxis; _x2++) {
// eslint-disable-line
for (var _y = 0; _y < subdivisionsHeight; _y++) {
// eslint-disable-line
// Make triangle 1 of quad.
indices.push((_y + 0) * numVertsAround + _x2, (_y + 0) * numVertsAround + _x2 + 1, (_y + 1) * numVertsAround + _x2); // Make triangle 2 of quad.
indices.push((_y + 1) * numVertsAround + _x2, (_y + 0) * numVertsAround + _x2 + 1, (_y + 1) * numVertsAround + _x2 + 1);
}
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices
};
}
/**
* Array of the indices of corners of each face of a cube.
* @type {Array.<number[]>}
* @private
*/
var CUBE_FACE_INDICES = [[3, 7, 5, 1], // right
[6, 2, 0, 4], // left
[6, 7, 3, 2], // ??
[0, 1, 5, 4], // ??
[7, 6, 4, 5], // front
[2, 3, 1, 0] // back
];
/**
* Creates a BufferInfo for a cube.
*
* The cube is created around the origin. (-size / 2, size / 2).
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [size] width, height and depth of the cube.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createCubeBufferInfo
*/
/**
* Creates the buffers and indices for a cube.
*
* The cube is created around the origin. (-size / 2, size / 2).
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} [size] width, height and depth of the cube.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createCubeBuffers
*/
/**
* Creates the vertices and indices for a cube.
*
* The cube is created around the origin. (-size / 2, size / 2).
*
* @param {number} [size] width, height and depth of the cube.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createCubeVertices(size) {
size = size || 1;
var k = size / 2;
var cornerVertices = [[-k, -k, -k], [+k, -k, -k], [-k, +k, -k], [+k, +k, -k], [-k, -k, +k], [+k, -k, +k], [-k, +k, +k], [+k, +k, +k]];
var faceNormals = [[+1, +0, +0], [-1, +0, +0], [+0, +1, +0], [+0, -1, +0], [+0, +0, +1], [+0, +0, -1]];
var uvCoords = [[1, 0], [0, 0], [0, 1], [1, 1]];
var numVertices = 6 * 4;
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
var indices = createAugmentedTypedArray(3, 6 * 2, Uint16Array);
for (var f = 0; f < 6; ++f) {
var faceIndices = CUBE_FACE_INDICES[f];
for (var v = 0; v < 4; ++v) {
var position = cornerVertices[faceIndices[v]];
var normal = faceNormals[f];
var uv = uvCoords[v]; // Each face needs all four vertices because the normals and texture
// coordinates are not all the same.
positions.push(position);
normals.push(normal);
texcoords.push(uv);
} // Two triangles make a square face.
var offset = 4 * f;
indices.push(offset + 0, offset + 1, offset + 2);
indices.push(offset + 0, offset + 2, offset + 3);
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices
};
}
/**
* Creates a BufferInfo for a truncated cone, which is like a cylinder
* except that it has different top and bottom radii. A truncated cone
* can also be used to create cylinders and regular cones. The
* truncated cone will be created centered about the origin, with the
* y axis as its vertical axis.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} bottomRadius Bottom radius of truncated cone.
* @param {number} topRadius Top radius of truncated cone.
* @param {number} height Height of truncated cone.
* @param {number} radialSubdivisions The number of subdivisions around the
* truncated cone.
* @param {number} verticalSubdivisions The number of subdivisions down the
* truncated cone.
* @param {boolean} [opt_topCap] Create top cap. Default = true.
* @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.
* @return {module:twgl.BufferInfo} The created cone BufferInfo.
* @memberOf module:twgl/primitives
* @function createTruncatedConeBufferInfo
*/
/**
* Creates buffers for a truncated cone, which is like a cylinder
* except that it has different top and bottom radii. A truncated cone
* can also be used to create cylinders and regular cones. The
* truncated cone will be created centered about the origin, with the
* y axis as its vertical axis.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} bottomRadius Bottom radius of truncated cone.
* @param {number} topRadius Top radius of truncated cone.
* @param {number} height Height of truncated cone.
* @param {number} radialSubdivisions The number of subdivisions around the
* truncated cone.
* @param {number} verticalSubdivisions The number of subdivisions down the
* truncated cone.
* @param {boolean} [opt_topCap] Create top cap. Default = true.
* @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.
* @return {Object.<string, WebGLBuffer>} The created cone buffers.
* @memberOf module:twgl/primitives
* @function createTruncatedConeBuffers
*/
/**
* Creates vertices for a truncated cone, which is like a cylinder
* except that it has different top and bottom radii. A truncated cone
* can also be used to create cylinders and regular cones. The
* truncated cone will be created centered about the origin, with the
* y axis as its vertical axis. .
*
* @param {number} bottomRadius Bottom radius of truncated cone.
* @param {number} topRadius Top radius of truncated cone.
* @param {number} height Height of truncated cone.
* @param {number} radialSubdivisions The number of subdivisions around the
* truncated cone.
* @param {number} verticalSubdivisions The number of subdivisions down the
* truncated cone.
* @param {boolean} [opt_topCap] Create top cap. Default = true.
* @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.
* @return {Object.<string, TypedArray>} The created cone vertices.
* @memberOf module:twgl/primitives
*/
function createTruncatedConeVertices(bottomRadius, topRadius, height, radialSubdivisions, verticalSubdivisions, opt_topCap, opt_bottomCap) {
if (radialSubdivisions < 3) {
throw new Error('radialSubdivisions must be 3 or greater');
}
if (verticalSubdivisions < 1) {
throw new Error('verticalSubdivisions must be 1 or greater');
}
var topCap = opt_topCap === undefined ? true : opt_topCap;
var bottomCap = opt_bottomCap === undefined ? true : opt_bottomCap;
var extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0);
var numVertices = (radialSubdivisions + 1) * (verticalSubdivisions + 1 + extra);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
var indices = createAugmentedTypedArray(3, radialSubdivisions * (verticalSubdivisions + extra) * 2, Uint16Array);
var vertsAroundEdge = radialSubdivisions + 1; // The slant of the cone is constant across its surface
var slant = Math.atan2(bottomRadius - topRadius, height);
var cosSlant = Math.cos(slant);
var sinSlant = Math.sin(slant);
var start = topCap ? -2 : 0;
var end = verticalSubdivisions + (bottomCap ? 2 : 0);
for (var yy = start; yy <= end; ++yy) {
var v = yy / verticalSubdivisions;
var y = height * v;
var ringRadius = void 0;
if (yy < 0) {
y = 0;
v = 1;
ringRadius = bottomRadius;
} else if (yy > verticalSubdivisions) {
y = height;
v = 1;
ringRadius = topRadius;
} else {
ringRadius = bottomRadius + (topRadius - bottomRadius) * (yy / verticalSubdivisions);
}
if (yy === -2 || yy === verticalSubdivisions + 2) {
ringRadius = 0;
v = 0;
}
y -= height / 2;
for (var ii = 0; ii < vertsAroundEdge; ++ii) {
var sin = Math.sin(ii * Math.PI * 2 / radialSubdivisions);
var cos = Math.cos(ii * Math.PI * 2 / radialSubdivisions);
positions.push(sin * ringRadius, y, cos * ringRadius);
normals.push(yy < 0 || yy > verticalSubdivisions ? 0 : sin * cosSlant, yy < 0 ? -1 : yy > verticalSubdivisions ? 1 : sinSlant, yy < 0 || yy > verticalSubdivisions ? 0 : cos * cosSlant);
texcoords.push(ii / radialSubdivisions, 1 - v);
}
}
for (var _yy = 0; _yy < verticalSubdivisions + extra; ++_yy) {
// eslint-disable-line
for (var _ii = 0; _ii < radialSubdivisions; ++_ii) {
// eslint-disable-line
indices.push(vertsAroundEdge * (_yy + 0) + 0 + _ii, vertsAroundEdge * (_yy + 0) + 1 + _ii, vertsAroundEdge * (_yy + 1) + 1 + _ii);
indices.push(vertsAroundEdge * (_yy + 0) + 0 + _ii, vertsAroundEdge * (_yy + 1) + 1 + _ii, vertsAroundEdge * (_yy + 1) + 0 + _ii);
}
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices
};
}
/**
* Expands RLE data
* @param {number[]} rleData data in format of run-length, x, y, z, run-length, x, y, z
* @param {number[]} [padding] value to add each entry with.
* @return {number[]} the expanded rleData
* @private
*/
function expandRLEData(rleData, padding) {
padding = padding || [];
var data = [];
for (var ii = 0; ii < rleData.length; ii += 4) {
var runLength = rleData[ii];
var element = rleData.slice(ii + 1, ii + 4);
element.push.apply(element, padding);
for (var jj = 0; jj < runLength; ++jj) {
data.push.apply(data, element);
}
}
return data;
}
/**
* Creates 3D 'F' BufferInfo.
* An 'F' is useful because you can easily tell which way it is oriented.
* The created 'F' has position, normal, texcoord, and color buffers.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function create3DFBufferInfo
*/
/**
* Creates 3D 'F' buffers.
* An 'F' is useful because you can easily tell which way it is oriented.
* The created 'F' has position, normal, texcoord, and color buffers.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function create3DFBuffers
*/
/**
* Creates 3D 'F' vertices.
* An 'F' is useful because you can easily tell which way it is oriented.
* The created 'F' has position, normal, texcoord, and color arrays.
*
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function create3DFVertices() {
var positions = [// left column front
0, 0, 0, 0, 150, 0, 30, 0, 0, 0, 150, 0, 30, 150, 0, 30, 0, 0, // top rung front
30, 0, 0, 30, 30, 0, 100, 0, 0, 30, 30, 0, 100, 30, 0, 100, 0, 0, // middle rung front
30, 60, 0, 30, 90, 0, 67, 60, 0, 30, 90, 0, 67, 90, 0, 67, 60, 0, // left column back
0, 0, 30, 30, 0, 30, 0, 150, 30, 0, 150, 30, 30, 0, 30, 30, 150, 30, // top rung back
30, 0, 30, 100, 0, 30, 30, 30, 30, 30, 30, 30, 100, 0, 30, 100, 30, 30, // middle rung back
30, 60, 30, 67, 60, 30, 30, 90, 30, 30, 90, 30, 67, 60, 30, 67, 90, 30, // top
0, 0, 0, 100, 0, 0, 100, 0, 30, 0, 0, 0, 100, 0, 30, 0, 0, 30, // top rung front
100, 0, 0, 100, 30, 0, 100, 30, 30, 100, 0, 0, 100, 30, 30, 100, 0, 30, // under top rung
30, 30, 0, 30, 30, 30, 100, 30, 30, 30, 30, 0, 100, 30, 30, 100, 30, 0, // between top rung and middle
30, 30, 0, 30, 60, 30, 30, 30, 30, 30, 30, 0, 30, 60, 0, 30, 60, 30, // top of middle rung
30, 60, 0, 67, 60, 30, 30, 60, 30, 30, 60, 0, 67, 60, 0, 67, 60, 30, // front of middle rung
67, 60, 0, 67, 90, 30, 67, 60, 30, 67, 60, 0, 67, 90, 0, 67, 90, 30, // bottom of middle rung.
30, 90, 0, 30, 90, 30, 67, 90, 30, 30, 90, 0, 67, 90, 30, 67, 90, 0, // front of bottom
30, 90, 0, 30, 150, 30, 30, 90, 30, 30, 90, 0, 30, 150, 0, 30, 150, 30, // bottom
0, 150, 0, 0, 150, 30, 30, 150, 30, 0, 150, 0, 30, 150, 30, 30, 150, 0, // left side
0, 0, 0, 0, 0, 30, 0, 150, 30, 0, 0, 0, 0, 150, 30, 0, 150, 0];
var texcoords = [// left column front
0.22, 0.19, 0.22, 0.79, 0.34, 0.19, 0.22, 0.79, 0.34, 0.79, 0.34, 0.19, // top rung front
0.34, 0.19, 0.34, 0.31, 0.62, 0.19, 0.34, 0.31, 0.62, 0.31, 0.62, 0.19, // middle rung front
0.34, 0.43, 0.34, 0.55, 0.49, 0.43, 0.34, 0.55, 0.49, 0.55, 0.49, 0.43, // left column back
0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, // top rung back
0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, // middle rung back
0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, // top
0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, // top rung front
0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, // under top rung
0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, // between top rung and middle
0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, // top of middle rung
0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, // front of middle rung
0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, // bottom of middle rung.
0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, // front of bottom
0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, // bottom
0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, // left side
0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0];
var normals = expandRLEData([// left column front
// top rung front
// middle rung front
18, 0, 0, 1, // left column back
// top rung back
// middle rung back
18, 0, 0, -1, // top
6, 0, 1, 0, // top rung front
6, 1, 0, 0, // under top rung
6, 0, -1, 0, // between top rung and middle
6, 1, 0, 0, // top of middle rung
6, 0, 1, 0, // front of middle rung
6, 1, 0, 0, // bottom of middle rung.
6, 0, -1, 0, // front of bottom
6, 1, 0, 0, // bottom
6, 0, -1, 0, // left side
6, -1, 0, 0]);
var colors = expandRLEData([// left column front
// top rung front
// middle rung front
18, 200, 70, 120, // left column back
// top rung back
// middle rung back
18, 80, 70, 200, // top
6, 70, 200, 210, // top rung front
6, 200, 200, 70, // under top rung
6, 210, 100, 70, // between top rung and middle
6, 210, 160, 70, // top of middle rung
6, 70, 180, 210, // front of middle rung
6, 100, 70, 210, // bottom of middle rung.
6, 76, 210, 100, // front of bottom
6, 140, 210, 80, // bottom
6, 90, 130, 110, // left side
6, 160, 160, 220], [255]);
var numVerts = positions.length / 3;
var arrays = {
position: createAugmentedTypedArray(3, numVerts),
texcoord: createAugmentedTypedArray(2, numVerts),
normal: createAugmentedTypedArray(3, numVerts),
color: createAugmentedTypedArray(4, numVerts, Uint8Array),
indices: createAugmentedTypedArray(3, numVerts / 3, Uint16Array)
};
arrays.position.push(positions);
arrays.texcoord.push(texcoords);
arrays.normal.push(normals);
arrays.color.push(colors);
for (var ii = 0; ii < numVerts; ++ii) {
arrays.indices.push(ii);
}
return arrays;
}
/**
* Creates crescent BufferInfo.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} verticalRadius The vertical radius of the crescent.
* @param {number} outerRadius The outer radius of the crescent.
* @param {number} innerRadius The inner radius of the crescent.
* @param {number} thickness The thickness of the crescent.
* @param {number} subdivisionsDown number of steps around the crescent.
* @param {number} [startOffset] Where to start arc. Default 0.
* @param {number} [endOffset] Where to end arg. Default 1.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createCresentBufferInfo
*/
/**
* Creates crescent buffers.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} verticalRadius The vertical radius of the crescent.
* @param {number} outerRadius The outer radius of the crescent.
* @param {number} innerRadius The inner radius of the crescent.
* @param {number} thickness The thickness of the crescent.
* @param {number} subdivisionsDown number of steps around the crescent.
* @param {number} [startOffset] Where to start arc. Default 0.
* @param {number} [endOffset] Where to end arg. Default 1.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createCresentBuffers
*/
/**
* Creates crescent vertices.
*
* @param {number} verticalRadius The vertical radius of the crescent.
* @param {number} outerRadius The outer radius of the crescent.
* @param {number} innerRadius The inner radius of the crescent.
* @param {number} thickness The thickness of the crescent.
* @param {number} subdivisionsDown number of steps around the crescent.
* @param {number} [startOffset] Where to start arc. Default 0.
* @param {number} [endOffset] Where to end arg. Default 1.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
* @function createCresentBuffers
*/
/**
* Creates crescent BufferInfo.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} verticalRadius The vertical radius of the crescent.
* @param {number} outerRadius The outer radius of the crescent.
* @param {number} innerRadius The inner radius of the crescent.
* @param {number} thickness The thickness of the crescent.
* @param {number} subdivisionsDown number of steps around the crescent.
* @param {number} [startOffset] Where to start arc. Default 0.
* @param {number} [endOffset] Where to end arg. Default 1.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createCrescentBufferInfo
*/
/**
* Creates crescent buffers.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} verticalRadius The vertical radius of the crescent.
* @param {number} outerRadius The outer radius of the crescent.
* @param {number} innerRadius The inner radius of the crescent.
* @param {number} thickness The thickness of the crescent.
* @param {number} subdivisionsDown number of steps around the crescent.
* @param {number} [startOffset] Where to start arc. Default 0.
* @param {number} [endOffset] Where to end arg. Default 1.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createCrescentBuffers
*/
/**
* Creates crescent vertices.
*
* @param {number} verticalRadius The vertical radius of the crescent.
* @param {number} outerRadius The outer radius of the crescent.
* @param {number} innerRadius The inner radius of the crescent.
* @param {number} thickness The thickness of the crescent.
* @param {number} subdivisionsDown number of steps around the crescent.
* @param {number} [startOffset] Where to start arc. Default 0.
* @param {number} [endOffset] Where to end arg. Default 1.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createCrescentVertices(verticalRadius, outerRadius, innerRadius, thickness, subdivisionsDown, startOffset, endOffset) {
if (subdivisionsDown <= 0) {
throw new Error('subdivisionDown must be > 0');
}
startOffset = startOffset || 0;
endOffset = endOffset || 1;
var subdivisionsThick = 2;
var offsetRange = endOffset - startOffset;
var numVertices = (subdivisionsDown + 1) * 2 * (2 + subdivisionsThick);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
function lerp(a, b, s) {
return a + (b - a) * s;
}
function createArc(arcRadius, x, normalMult, normalAdd, uMult, uAdd) {
for (var z = 0; z <= subdivisionsDown; z++) {
var uBack = x / (subdivisionsThick - 1);
var v = z / subdivisionsDown;
var xBack = (uBack - 0.5) * 2;
var angle = (startOffset + v * offsetRange) * Math.PI;
var s = Math.sin(angle);
var c = Math.cos(angle);
var radius = lerp(verticalRadius, arcRadius, s);
var px = xBack * thickness;
var py = c * verticalRadius;
var pz = s * radius;
positions.push(px, py, pz);
var n = v3.add(v3.multiply([0, s, c], normalMult), normalAdd);
normals.push(n);
texcoords.push(uBack * uMult + uAdd, v);
}
} // Generate the individual vertices in our vertex buffer.
for (var x = 0; x < subdivisionsThick; x++) {
var uBack = (x / (subdivisionsThick - 1) - 0.5) * 2;
createArc(outerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);
createArc(outerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 0);
createArc(innerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);
createArc(innerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 1);
} // Do outer surface.
var indices = createAugmentedTypedArray(3, subdivisionsDown * 2 * (2 + subdivisionsThick), Uint16Array);
function createSurface(leftArcOffset, rightArcOffset) {
for (var z = 0; z < subdivisionsDown; ++z) {
// Make triangle 1 of quad.
indices.push(leftArcOffset + z + 0, leftArcOffset + z + 1, rightArcOffset + z + 0); // Make triangle 2 of quad.
indices.push(leftArcOffset + z + 1, rightArcOffset + z + 1, rightArcOffset + z + 0);
}
}
var numVerticesDown = subdivisionsDown + 1; // front
createSurface(numVerticesDown * 0, numVerticesDown * 4); // right
createSurface(numVerticesDown * 5, numVerticesDown * 7); // back
createSurface(numVerticesDown * 6, numVerticesDown * 2); // left
createSurface(numVerticesDown * 3, numVerticesDown * 1);
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices
};
}
/**
* Creates cylinder BufferInfo. The cylinder will be created around the origin
* along the y-axis.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius Radius of cylinder.
* @param {number} height Height of cylinder.
* @param {number} radialSubdivisions The number of subdivisions around the cylinder.
* @param {number} verticalSubdivisions The number of subdivisions down the cylinder.
* @param {boolean} [topCap] Create top cap. Default = true.
* @param {boolean} [bottomCap] Create bottom cap. Default = true.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createCylinderBufferInfo
*/
/**
* Creates cylinder buffers. The cylinder will be created around the origin
* along the y-axis.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius Radius of cylinder.
* @param {number} height Height of cylinder.
* @param {number} radialSubdivisions The number of subdivisions around the cylinder.
* @param {number} verticalSubdivisions The number of subdivisions down the cylinder.
* @param {boolean} [topCap] Create top cap. Default = true.
* @param {boolean} [bottomCap] Create bottom cap. Default = true.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createCylinderBuffers
*/
/**
* Creates cylinder vertices. The cylinder will be created around the origin
* along the y-axis.
*
* @param {number} radius Radius of cylinder.
* @param {number} height Height of cylinder.
* @param {number} radialSubdivisions The number of subdivisions around the cylinder.
* @param {number} verticalSubdivisions The number of subdivisions down the cylinder.
* @param {boolean} [topCap] Create top cap. Default = true.
* @param {boolean} [bottomCap] Create bottom cap. Default = true.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createCylinderVertices(radius, height, radialSubdivisions, verticalSubdivisions, topCap, bottomCap) {
return createTruncatedConeVertices(radius, radius, height, radialSubdivisions, verticalSubdivisions, topCap, bottomCap);
}
/**
* Creates BufferInfo for a torus
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius radius of center of torus circle.
* @param {number} thickness radius of torus ring.
* @param {number} radialSubdivisions The number of subdivisions around the torus.
* @param {number} bodySubdivisions The number of subdivisions around the body torus.
* @param {boolean} [startAngle] start angle in radians. Default = 0.
* @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createTorusBufferInfo
*/
/**
* Creates buffers for a torus
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius radius of center of torus circle.
* @param {number} thickness radius of torus ring.
* @param {number} radialSubdivisions The number of subdivisions around the torus.
* @param {number} bodySubdivisions The number of subdivisions around the body torus.
* @param {boolean} [startAngle] start angle in radians. Default = 0.
* @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createTorusBuffers
*/
/**
* Creates vertices for a torus
*
* @param {number} radius radius of center of torus circle.
* @param {number} thickness radius of torus ring.
* @param {number} radialSubdivisions The number of subdivisions around the torus.
* @param {number} bodySubdivisions The number of subdivisions around the body torus.
* @param {boolean} [startAngle] start angle in radians. Default = 0.
* @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createTorusVertices(radius, thickness, radialSubdivisions, bodySubdivisions, startAngle, endAngle) {
if (radialSubdivisions < 3) {
throw new Error('radialSubdivisions must be 3 or greater');
}
if (bodySubdivisions < 3) {
throw new Error('verticalSubdivisions must be 3 or greater');
}
startAngle = startAngle || 0;
endAngle = endAngle || Math.PI * 2;
var range = endAngle - startAngle;
var radialParts = radialSubdivisions + 1;
var bodyParts = bodySubdivisions + 1;
var numVertices = radialParts * bodyParts;
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
var indices = createAugmentedTypedArray(3, radialSubdivisions * bodySubdivisions * 2, Uint16Array);
for (var slice = 0; slice < bodyParts; ++slice) {
var v = slice / bodySubdivisions;
var sliceAngle = v * Math.PI * 2;
var sliceSin = Math.sin(sliceAngle);
var ringRadius = radius + sliceSin * thickness;
var ny = Math.cos(sliceAngle);
var y = ny * thickness;
for (var ring = 0; ring < radialParts; ++ring) {
var u = ring / radialSubdivisions;
var ringAngle = startAngle + u * range;
var xSin = Math.sin(ringAngle);
var zCos = Math.cos(ringAngle);
var x = xSin * ringRadius;
var z = zCos * ringRadius;
var nx = xSin * sliceSin;
var nz = zCos * sliceSin;
positions.push(x, y, z);
normals.push(nx, ny, nz);
texcoords.push(u, 1 - v);
}
}
for (var _slice = 0; _slice < bodySubdivisions; ++_slice) {
// eslint-disable-line
for (var _ring = 0; _ring < radialSubdivisions; ++_ring) {
// eslint-disable-line
var nextRingIndex = 1 + _ring;
var nextSliceIndex = 1 + _slice;
indices.push(radialParts * _slice + _ring, radialParts * nextSliceIndex + _ring, radialParts * _slice + nextRingIndex);
indices.push(radialParts * nextSliceIndex + _ring, radialParts * nextSliceIndex + nextRingIndex, radialParts * _slice + nextRingIndex);
}
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices
};
}
/**
* Creates a disc BufferInfo. The disc will be in the xz plane, centered at
* the origin. When creating, at least 3 divisions, or pie
* pieces, need to be specified, otherwise the triangles making
* up the disc will be degenerate. You can also specify the
* number of radial pieces `stacks`. A value of 1 for
* stacks will give you a simple disc of pie pieces. If you
* want to create an annulus you can set `innerRadius` to a
* value > 0. Finally, `stackPower` allows you to have the widths
* increase or decrease as you move away from the center. This
* is particularly useful when using the disc as a ground plane
* with a fixed camera such that you don't need the resolution
* of small triangles near the perimeter. For example, a value
* of 2 will produce stacks whose outside radius increases with
* the square of the stack index. A value of 1 will give uniform
* stacks.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius Radius of the ground plane.
* @param {number} divisions Number of triangles in the ground plane (at least 3).
* @param {number} [stacks] Number of radial divisions (default=1).
* @param {number} [innerRadius] Default 0.
* @param {number} [stackPower] Power to raise stack size to for decreasing width.
* @return {module:twgl.BufferInfo} The created BufferInfo.
* @memberOf module:twgl/primitives
* @function createDiscBufferInfo
*/
/**
* Creates disc buffers. The disc will be in the xz plane, centered at
* the origin. When creating, at least 3 divisions, or pie
* pieces, need to be specified, otherwise the triangles making
* up the disc will be degenerate. You can also specify the
* number of radial pieces `stacks`. A value of 1 for
* stacks will give you a simple disc of pie pieces. If you
* want to create an annulus you can set `innerRadius` to a
* value > 0. Finally, `stackPower` allows you to have the widths
* increase or decrease as you move away from the center. This
* is particularly useful when using the disc as a ground plane
* with a fixed camera such that you don't need the resolution
* of small triangles near the perimeter. For example, a value
* of 2 will produce stacks whose outside radius increases with
* the square of the stack index. A value of 1 will give uniform
* stacks.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext.
* @param {number} radius Radius of the ground plane.
* @param {number} divisions Number of triangles in the ground plane (at least 3).
* @param {number} [stacks] Number of radial divisions (default=1).
* @param {number} [innerRadius] Default 0.
* @param {number} [stackPower] Power to raise stack size to for decreasing width.
* @return {Object.<string, WebGLBuffer>} The created buffers.
* @memberOf module:twgl/primitives
* @function createDiscBuffers
*/
/**
* Creates disc vertices. The disc will be in the xz plane, centered at
* the origin. When creating, at least 3 divisions, or pie
* pieces, need to be specified, otherwise the triangles making
* up the disc will be degenerate. You can also specify the
* number of radial pieces `stacks`. A value of 1 for
* stacks will give you a simple disc of pie pieces. If you
* want to create an annulus you can set `innerRadius` to a
* value > 0. Finally, `stackPower` allows you to have the widths
* increase or decrease as you move away from the center. This
* is particularly useful when using the disc as a ground plane
* with a fixed camera such that you don't need the resolution
* of small triangles near the perimeter. For example, a value
* of 2 will produce stacks whose outside radius increases with
* the square of the stack index. A value of 1 will give uniform
* stacks.
*
* @param {number} radius Radius of the ground plane.
* @param {number} divisions Number of triangles in the ground plane (at least 3).
* @param {number} [stacks] Number of radial divisions (default=1).
* @param {number} [innerRadius] Default 0.
* @param {number} [stackPower] Power to raise stack size to for decreasing width.
* @return {Object.<string, TypedArray>} The created vertices.
* @memberOf module:twgl/primitives
*/
function createDiscVertices(radius, divisions, stacks, innerRadius, stackPower) {
if (divisions < 3) {
throw new Error('divisions must be at least 3');
}
stacks = stacks ? stacks : 1;
stackPower = stackPower ? stackPower : 1;
innerRadius = innerRadius ? innerRadius : 0; // Note: We don't share the center vertex because that would
// mess up texture coordinates.
var numVertices = (divisions + 1) * (stacks + 1);
var positions = createAugmentedTypedArray(3, numVertices);
var normals = createAugmentedTypedArray(3, numVertices);
var texcoords = createAugmentedTypedArray(2, numVertices);
var indices = createAugmentedTypedArray(3, stacks * divisions * 2, Uint16Array);
var firstIndex = 0;
var radiusSpan = radius - innerRadius;
var pointsPerStack = divisions + 1; // Build the disk one stack at a time.
for (var stack = 0; stack <= stacks; ++stack) {
var stackRadius = innerRadius + radiusSpan * Math.pow(stack / stacks, stackPower);
for (var i = 0; i <= divisions; ++i) {
var theta = 2.0 * Math.PI * i / divisions;
var x = stackRadius * Math.cos(theta);
var z = stackRadius * Math.sin(theta);
positions.push(x, 0, z);
normals.push(0, 1, 0);
texcoords.push(1 - i / divisions, stack / stacks);
if (stack > 0 && i !== divisions) {
// a, b, c and d are the indices of the vertices of a quad. unless
// the current stack is the one closest to the center, in which case
// the vertices a and b connect to the center vertex.
var a = firstIndex + (i + 1);
var b = firstIndex + i;
var c = firstIndex + i - pointsPerStack;
var d = firstIndex + (i + 1) - pointsPerStack; // Make a quad of the vertices a, b, c, d.
indices.push(a, b, c);
indices.push(a, c, d);
}
}
firstIndex += divisions + 1;
}
return {
position: positions,
normal: normals,
texcoord: texcoords,
indices: indices
};
}
/**
* creates a random integer between 0 and range - 1 inclusive.
* @param {number} range
* @return {number} random value between 0 and range - 1 inclusive.
* @private
*/
function randInt(range) {
return Math.random() * range | 0;
}
/**
* Used to supply random colors
* @callback RandomColorFunc
* @param {number} ndx index of triangle/quad if unindexed or index of vertex if indexed
* @param {number} channel 0 = red, 1 = green, 2 = blue, 3 = alpha
* @return {number} a number from 0 to 255
* @memberOf module:twgl/primitives
*/
/**
* @typedef {Object} RandomVerticesOptions
* @property {number} [vertsPerColor] Defaults to 3 for non-indexed vertices
* @property {module:twgl/primitives.RandomColorFunc} [rand] A function to generate random numbers
* @memberOf module:twgl/primitives
*/
/**
* Creates an augmentedTypedArray of random vertex colors.
* If the vertices are indexed (have an indices array) then will
* just make random colors. Otherwise assumes they are triangles
* and makes one random color for every 3 vertices.
* @param {Object.<string, AugmentedTypedArray>} vertices Vertices as returned from one of the createXXXVertices functions.
* @param {module:twgl/primitives.RandomVerticesOptions} [options] options.
* @return {Object.<string, AugmentedTypedArray>} same vertices as passed in with `color` added.
* @memberOf module:twgl/primitives
*/
function makeRandomVertexColors(vertices, options) {
options = options || {};
var numElements = vertices.position.numElements;
var vColors = createAugmentedTypedArray(4, numElements, Uint8Array);
var rand = options.rand || function (ndx, channel) {
return channel < 3 ? randInt(256) : 255;
};
vertices.color = vColors;
if (vertices.indices) {
// just make random colors if index
for (var ii = 0; ii < numElements; ++ii) {
vColors.push(rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3));
}
} else {
// make random colors per triangle
var numVertsPerColor = options.vertsPerColor || 3;
var numSets = numElements / numVertsPerColor;
for (var _ii2 = 0; _ii2 < numSets; ++_ii2) {
// eslint-disable-line
var color = [rand(_ii2, 0), rand(_ii2, 1), rand(_ii2, 2), rand(_ii2, 3)];
for (var jj = 0; jj < numVertsPerColor; ++jj) {
vColors.push(color);
}
}
}
return vertices;
}
/**
* creates a function that calls fn to create vertices and then
* creates a buffers for them
* @private
*/
function createBufferFunc(fn) {
return function (gl) {
var arrays = fn.apply(this, Array.prototype.slice.call(arguments, 1));
return attributes.createBuffersFromArrays(gl, arrays);
};
}
/**
* creates a function that calls fn to create vertices and then
* creates a bufferInfo object for them
* @private
*/
function createBufferInfoFunc(fn) {
return function (gl) {
var arrays = fn.apply(null, Array.prototype.slice.call(arguments, 1));
return attributes.createBufferInfoFromArrays(gl, arrays);
};
}
var arraySpecPropertyNames = ["numComponents", "size", "type", "normalize", "stride", "offset", "attrib", "name", "attribName"];
/**
* Copy elements from one array to another
*
* @param {Array|TypedArray} src source array
* @param {Array|TypedArray} dst dest array
* @param {number} dstNdx index in dest to copy src
* @param {number} [offset] offset to add to copied values
* @private
*/
function copyElements(src, dst, dstNdx, offset) {
offset = offset || 0;
var length = src.length;
for (var ii = 0; ii < length; ++ii) {
dst[dstNdx + ii] = src[ii] + offset;
}
}
/**
* Creates an array of the same time
*
* @param {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} srcArray array who's type to copy
* @param {number} length size of new array
* @return {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} array with same type as srcArray
* @private
*/
function createArrayOfSameType(srcArray, length) {
var arraySrc = getArray(srcArray);
var newArray = new arraySrc.constructor(length);
var newArraySpec = newArray; // If it appears to have been augmented make new one augmented
if (arraySrc.numComponents && arraySrc.numElements) {
augmentTypedArray(newArray, arraySrc.numComponents);
} // If it was a full spec make new one a full spec
if (srcArray.data) {
newArraySpec = {
data: newArray
};
helper.copyNamedProperties(arraySpecPropertyNames, srcArray, newArraySpec);
}
return newArraySpec;
}
/**
* Concatenates sets of vertices
*
* Assumes the vertices match in composition. For example
* if one set of vertices has positions, normals, and indices
* all sets of vertices must have positions, normals, and indices
* and of the same type.
*
* Example:
*
* const cubeVertices = twgl.primitives.createCubeVertices(2);
* const sphereVertices = twgl.primitives.createSphereVertices(1, 10, 10);
* // move the sphere 2 units up
* twgl.primitives.reorientVertices(
* sphereVertices, twgl.m4.translation([0, 2, 0]));
* // merge the sphere with the cube
* const cubeSphereVertices = twgl.primitives.concatVertices(
* [cubeVertices, sphereVertices]);
* // turn them into WebGL buffers and attrib data
* const bufferInfo = twgl.createBufferInfoFromArrays(gl, cubeSphereVertices);
*
* @param {module:twgl.Arrays[]} arrays Array of arrays of vertices
* @return {module:twgl.Arrays} The concatenated vertices.
* @memberOf module:twgl/primitives
*/
function concatVertices(arrayOfArrays) {
var names = {};
var baseName; // get names of all arrays.
// and numElements for each set of vertices
var _loop = function _loop(ii) {
var arrays = arrayOfArrays[ii];
Object.keys(arrays).forEach(function (name) {
// eslint-disable-line
if (!names[name]) {
names[name] = [];
}
if (!baseName && name !== 'indices') {
baseName = name;
}
var arrayInfo = arrays[name];
var numComponents = getNumComponents(arrayInfo, name);
var array = getArray(arrayInfo);
var numElements = array.length / numComponents;
names[name].push(numElements);
});
};
for (var ii = 0; ii < arrayOfArrays.length; ++ii) {
_loop(ii);
} // compute length of combined array
// and return one for reference
function getLengthOfCombinedArrays(name) {
var length = 0;
var arraySpec;
for (var _ii3 = 0; _ii3 < arrayOfArrays.length; ++_ii3) {
var arrays = arrayOfArrays[_ii3];
var arrayInfo = arrays[name];
var array = getArray(arrayInfo);
length += array.length;
if (!arraySpec || arrayInfo.data) {
arraySpec = arrayInfo;
}
}
return {
length: length,
spec: arraySpec
};
}
function copyArraysToNewArray(name, base, newArray) {
var baseIndex = 0;
var offset = 0;
for (var _ii4 = 0; _ii4 < arrayOfArrays.length; ++_ii4) {
var arrays = arrayOfArrays[_ii4];
var arrayInfo = arrays[name];
var array = getArray(arrayInfo);
if (name === 'indices') {
copyElements(array, newArray, offset, baseIndex);
baseIndex += base[_ii4];
} else {
copyElements(array, newArray, offset);
}
offset += array.length;
}
}
var base = names[baseName];
var newArrays = {};
Object.keys(names).forEach(function (name) {
var info = getLengthOfCombinedArrays(name);
var newArraySpec = createArrayOfSameType(info.spec, info.length);
copyArraysToNewArray(name, base, getArray(newArraySpec));
newArrays[name] = newArraySpec;
});
return newArrays;
}
/**
* Creates a duplicate set of vertices
*
* This is useful for calling reorientVertices when you
* also want to keep the original available
*
* @param {module:twgl.Arrays} arrays of vertices
* @return {module:twgl.Arrays} The duplicated vertices.
* @memberOf module:twgl/primitives
*/
function duplicateVertices(arrays) {
var newArrays = {};
Object.keys(arrays).forEach(function (name) {
var arraySpec = arrays[name];
var srcArray = getArray(arraySpec);
var newArraySpec = createArrayOfSameType(arraySpec, srcArray.length);
copyElements(srcArray, getArray(newArraySpec), 0);
newArrays[name] = newArraySpec;
});
return newArrays;
}
var create3DFBufferInfo = createBufferInfoFunc(create3DFVertices);
exports.create3DFBufferInfo = create3DFBufferInfo;
var create3DFBuffers = createBufferFunc(create3DFVertices);
exports.create3DFBuffers = create3DFBuffers;
var createCubeBufferInfo = createBufferInfoFunc(createCubeVertices);
exports.createCubeBufferInfo = createCubeBufferInfo;
var createCubeBuffers = createBufferFunc(createCubeVertices);
exports.createCubeBuffers = createCubeBuffers;
var createPlaneBufferInfo = createBufferInfoFunc(createPlaneVertices);
exports.createPlaneBufferInfo = createPlaneBufferInfo;
var createPlaneBuffers = createBufferFunc(createPlaneVertices);
exports.createPlaneBuffers = createPlaneBuffers;
var createSphereBufferInfo = createBufferInfoFunc(createSphereVertices);
exports.createSphereBufferInfo = createSphereBufferInfo;
var createSphereBuffers = createBufferFunc(createSphereVertices);
exports.createSphereBuffers = createSphereBuffers;
var createTruncatedConeBufferInfo = createBufferInfoFunc(createTruncatedConeVertices);
exports.createTruncatedConeBufferInfo = createTruncatedConeBufferInfo;
var createTruncatedConeBuffers = createBufferFunc(createTruncatedConeVertices);
exports.createTruncatedConeBuffers = createTruncatedConeBuffers;
var createXYQuadBufferInfo = createBufferInfoFunc(createXYQuadVertices);
exports.createXYQuadBufferInfo = createXYQuadBufferInfo;
var createXYQuadBuffers = createBufferFunc(createXYQuadVertices);
exports.createXYQuadBuffers = createXYQuadBuffers;
var createCrescentBufferInfo = createBufferInfoFunc(createCrescentVertices);
exports.createCrescentBufferInfo = createCrescentBufferInfo;
var createCrescentBuffers = createBufferFunc(createCrescentVertices);
exports.createCrescentBuffers = createCrescentBuffers;
var createCylinderBufferInfo = createBufferInfoFunc(createCylinderVertices);
exports.createCylinderBufferInfo = createCylinderBufferInfo;
var createCylinderBuffers = createBufferFunc(createCylinderVertices);
exports.createCylinderBuffers = createCylinderBuffers;
var createTorusBufferInfo = createBufferInfoFunc(createTorusVertices);
exports.createTorusBufferInfo = createTorusBufferInfo;
var createTorusBuffers = createBufferFunc(createTorusVertices);
exports.createTorusBuffers = createTorusBuffers;
var createDiscBufferInfo = createBufferInfoFunc(createDiscVertices);
exports.createDiscBufferInfo = createDiscBufferInfo;
var createDiscBuffers = createBufferFunc(createDiscVertices); // these were mis-spelled until 4.12
exports.createDiscBuffers = createDiscBuffers;
var createCresentBufferInfo = createCrescentBufferInfo;
exports.createCresentBufferInfo = createCresentBufferInfo;
var createCresentBuffers = createCrescentBuffers;
exports.createCresentBuffers = createCresentBuffers;
var createCresentVertices = createCrescentVertices;
exports.createCresentVertices = createCresentVertices;
/***/ }),
/***/ "./src/programs.js":
/*!*************************!*\
!*** ./src/programs.js ***!
\*************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.createAttributeSetters = createAttributeSetters;
exports.createProgram = createProgram;
exports.createProgramFromScripts = createProgramFromScripts;
exports.createProgramFromSources = createProgramFromSources;
exports.createProgramInfo = createProgramInfo;
exports.createProgramInfoFromProgram = createProgramInfoFromProgram;
exports.createUniformSetters = createUniformSetters;
exports.createUniformBlockSpecFromProgram = createUniformBlockSpecFromProgram;
exports.createUniformBlockInfoFromProgram = createUniformBlockInfoFromProgram;
exports.createUniformBlockInfo = createUniformBlockInfo;
exports.createTransformFeedback = createTransformFeedback;
exports.createTransformFeedbackInfo = createTransformFeedbackInfo;
exports.bindTransformFeedbackInfo = bindTransformFeedbackInfo;
exports.setAttributes = setAttributes;
exports.setBuffersAndAttributes = setBuffersAndAttributes;
exports.setUniforms = setUniforms;
exports.setUniformBlock = setUniformBlock;
exports.setBlockUniforms = setBlockUniforms;
exports.bindUniformBlock = bindUniformBlock;
exports.setUniformsAndBindTextures = void 0;
var utils = _interopRequireWildcard(__webpack_require__(/*! ./utils.js */ "./src/utils.js"));
var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* Low level shader program related functions
*
* You should generally not need to use these functions. They are provided
* for those cases where you're doing something out of the ordinary
* and you need lower level access.
*
* For backward compatibility they are available at both `twgl.programs` and `twgl`
* itself
*
* See {@link module:twgl} for core functions
*
* @module twgl/programs
*/
var error = helper.error;
var warn = helper.warn;
function getElementById(id) {
return typeof document !== 'undefined' && document.getElementById ? document.getElementById(id) : null;
}
var TEXTURE0 = 0x84c0;
var DYNAMIC_DRAW = 0x88e8;
var ARRAY_BUFFER = 0x8892;
var ELEMENT_ARRAY_BUFFER = 0x8893;
var UNIFORM_BUFFER = 0x8a11;
var TRANSFORM_FEEDBACK_BUFFER = 0x8c8e;
var TRANSFORM_FEEDBACK = 0x8e22;
var COMPILE_STATUS = 0x8b81;
var LINK_STATUS = 0x8b82;
var FRAGMENT_SHADER = 0x8b30;
var VERTEX_SHADER = 0x8b31;
var SEPARATE_ATTRIBS = 0x8c8d;
var ACTIVE_UNIFORMS = 0x8b86;
var ACTIVE_ATTRIBUTES = 0x8b89;
var TRANSFORM_FEEDBACK_VARYINGS = 0x8c83;
var ACTIVE_UNIFORM_BLOCKS = 0x8a36;
var UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8a44;
var UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8a46;
var UNIFORM_BLOCK_DATA_SIZE = 0x8a40;
var UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8a43;
var FLOAT = 0x1406;
var FLOAT_VEC2 = 0x8B50;
var FLOAT_VEC3 = 0x8B51;
var FLOAT_VEC4 = 0x8B52;
var INT = 0x1404;
var INT_VEC2 = 0x8B53;
var INT_VEC3 = 0x8B54;
var INT_VEC4 = 0x8B55;
var BOOL = 0x8B56;
var BOOL_VEC2 = 0x8B57;
var BOOL_VEC3 = 0x8B58;
var BOOL_VEC4 = 0x8B59;
var FLOAT_MAT2 = 0x8B5A;
var FLOAT_MAT3 = 0x8B5B;
var FLOAT_MAT4 = 0x8B5C;
var SAMPLER_2D = 0x8B5E;
var SAMPLER_CUBE = 0x8B60;
var SAMPLER_3D = 0x8B5F;
var SAMPLER_2D_SHADOW = 0x8B62;
var FLOAT_MAT2x3 = 0x8B65;
var FLOAT_MAT2x4 = 0x8B66;
var FLOAT_MAT3x2 = 0x8B67;
var FLOAT_MAT3x4 = 0x8B68;
var FLOAT_MAT4x2 = 0x8B69;
var FLOAT_MAT4x3 = 0x8B6A;
var SAMPLER_2D_ARRAY = 0x8DC1;
var SAMPLER_2D_ARRAY_SHADOW = 0x8DC4;
var SAMPLER_CUBE_SHADOW = 0x8DC5;
var UNSIGNED_INT = 0x1405;
var UNSIGNED_INT_VEC2 = 0x8DC6;
var UNSIGNED_INT_VEC3 = 0x8DC7;
var UNSIGNED_INT_VEC4 = 0x8DC8;
var INT_SAMPLER_2D = 0x8DCA;
var INT_SAMPLER_3D = 0x8DCB;
var INT_SAMPLER_CUBE = 0x8DCC;
var INT_SAMPLER_2D_ARRAY = 0x8DCF;
var UNSIGNED_INT_SAMPLER_2D = 0x8DD2;
var UNSIGNED_INT_SAMPLER_3D = 0x8DD3;
var UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4;
var UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7;
var TEXTURE_2D = 0x0DE1;
var TEXTURE_CUBE_MAP = 0x8513;
var TEXTURE_3D = 0x806F;
var TEXTURE_2D_ARRAY = 0x8C1A;
var typeMap = {};
/**
* Returns the corresponding bind point for a given sampler type
*/
function getBindPointForSamplerType(gl, type) {
return typeMap[type].bindPoint;
} // This kind of sucks! If you could compose functions as in `var fn = gl[name];`
// this code could be a lot smaller but that is sadly really slow (T_T)
function floatSetter(gl, location) {
return function (v) {
gl.uniform1f(location, v);
};
}
function floatArraySetter(gl, location) {
return function (v) {
gl.uniform1fv(location, v);
};
}
function floatVec2Setter(gl, location) {
return function (v) {
gl.uniform2fv(location, v);
};
}
function floatVec3Setter(gl, location) {
return function (v) {
gl.uniform3fv(location, v);
};
}
function floatVec4Setter(gl, location) {
return function (v) {
gl.uniform4fv(location, v);
};
}
function intSetter(gl, location) {
return function (v) {
gl.uniform1i(location, v);
};
}
function intArraySetter(gl, location) {
return function (v) {
gl.uniform1iv(location, v);
};
}
function intVec2Setter(gl, location) {
return function (v) {
gl.uniform2iv(location, v);
};
}
function intVec3Setter(gl, location) {
return function (v) {
gl.uniform3iv(location, v);
};
}
function intVec4Setter(gl, location) {
return function (v) {
gl.uniform4iv(location, v);
};
}
function uintSetter(gl, location) {
return function (v) {
gl.uniform1ui(location, v);
};
}
function uintArraySetter(gl, location) {
return function (v) {
gl.uniform1uiv(location, v);
};
}
function uintVec2Setter(gl, location) {
return function (v) {
gl.uniform2uiv(location, v);
};
}
function uintVec3Setter(gl, location) {
return function (v) {
gl.uniform3uiv(location, v);
};
}
function uintVec4Setter(gl, location) {
return function (v) {
gl.uniform4uiv(location, v);
};
}
function floatMat2Setter(gl, location) {
return function (v) {
gl.uniformMatrix2fv(location, false, v);
};
}
function floatMat3Setter(gl, location) {
return function (v) {
gl.uniformMatrix3fv(location, false, v);
};
}
function floatMat4Setter(gl, location) {
return function (v) {
gl.uniformMatrix4fv(location, false, v);
};
}
function floatMat23Setter(gl, location) {
return function (v) {
gl.uniformMatrix2x3fv(location, false, v);
};
}
function floatMat32Setter(gl, location) {
return function (v) {
gl.uniformMatrix3x2fv(location, false, v);
};
}
function floatMat24Setter(gl, location) {
return function (v) {
gl.uniformMatrix2x4fv(location, false, v);
};
}
function floatMat42Setter(gl, location) {
return function (v) {
gl.uniformMatrix4x2fv(location, false, v);
};
}
function floatMat34Setter(gl, location) {
return function (v) {
gl.uniformMatrix3x4fv(location, false, v);
};
}
function floatMat43Setter(gl, location) {
return function (v) {
gl.uniformMatrix4x3fv(location, false, v);
};
}
function samplerSetter(gl, type, unit, location) {
var bindPoint = getBindPointForSamplerType(gl, type);
return utils.isWebGL2(gl) ? function (textureOrPair) {
var texture;
var sampler;
if (helper.isTexture(gl, textureOrPair)) {
texture = textureOrPair;
sampler = null;
} else {
texture = textureOrPair.texture;
sampler = textureOrPair.sampler;
}
gl.uniform1i(location, unit);
gl.activeTexture(TEXTURE0 + unit);
gl.bindTexture(bindPoint, texture);
gl.bindSampler(unit, sampler);
} : function (texture) {
gl.uniform1i(location, unit);
gl.activeTexture(TEXTURE0 + unit);
gl.bindTexture(bindPoint, texture);
};
}
function samplerArraySetter(gl, type, unit, location, size) {
var bindPoint = getBindPointForSamplerType(gl, type);
var units = new Int32Array(size);
for (var ii = 0; ii < size; ++ii) {
units[ii] = unit + ii;
}
return utils.isWebGL2(gl) ? function (textures) {
gl.uniform1iv(location, units);
textures.forEach(function (textureOrPair, index) {
gl.activeTexture(TEXTURE0 + units[index]);
var texture;
var sampler;
if (helper.isTexture(gl, textureOrPair)) {
texture = textureOrPair;
sampler = null;
} else {
texture = textureOrPair.texture;
sampler = textureOrPair.sampler;
}
gl.bindSampler(unit, sampler);
gl.bindTexture(bindPoint, texture);
});
} : function (textures) {
gl.uniform1iv(location, units);
textures.forEach(function (texture, index) {
gl.activeTexture(TEXTURE0 + units[index]);
gl.bindTexture(bindPoint, texture);
});
};
}
typeMap[FLOAT] = {
Type: Float32Array,
size: 4,
setter: floatSetter,
arraySetter: floatArraySetter
};
typeMap[FLOAT_VEC2] = {
Type: Float32Array,
size: 8,
setter: floatVec2Setter
};
typeMap[FLOAT_VEC3] = {
Type: Float32Array,
size: 12,
setter: floatVec3Setter
};
typeMap[FLOAT_VEC4] = {
Type: Float32Array,
size: 16,
setter: floatVec4Setter
};
typeMap[INT] = {
Type: Int32Array,
size: 4,
setter: intSetter,
arraySetter: intArraySetter
};
typeMap[INT_VEC2] = {
Type: Int32Array,
size: 8,
setter: intVec2Setter
};
typeMap[INT_VEC3] = {
Type: Int32Array,
size: 12,
setter: intVec3Setter
};
typeMap[INT_VEC4] = {
Type: Int32Array,
size: 16,
setter: intVec4Setter
};
typeMap[UNSIGNED_INT] = {
Type: Uint32Array,
size: 4,
setter: uintSetter,
arraySetter: uintArraySetter
};
typeMap[UNSIGNED_INT_VEC2] = {
Type: Uint32Array,
size: 8,
setter: uintVec2Setter
};
typeMap[UNSIGNED_INT_VEC3] = {
Type: Uint32Array,
size: 12,
setter: uintVec3Setter
};
typeMap[UNSIGNED_INT_VEC4] = {
Type: Uint32Array,
size: 16,
setter: uintVec4Setter
};
typeMap[BOOL] = {
Type: Uint32Array,
size: 4,
setter: intSetter,
arraySetter: intArraySetter
};
typeMap[BOOL_VEC2] = {
Type: Uint32Array,
size: 8,
setter: intVec2Setter
};
typeMap[BOOL_VEC3] = {
Type: Uint32Array,
size: 12,
setter: intVec3Setter
};
typeMap[BOOL_VEC4] = {
Type: Uint32Array,
size: 16,
setter: intVec4Setter
};
typeMap[FLOAT_MAT2] = {
Type: Float32Array,
size: 16,
setter: floatMat2Setter
};
typeMap[FLOAT_MAT3] = {
Type: Float32Array,
size: 36,
setter: floatMat3Setter
};
typeMap[FLOAT_MAT4] = {
Type: Float32Array,
size: 64,
setter: floatMat4Setter
};
typeMap[FLOAT_MAT2x3] = {
Type: Float32Array,
size: 24,
setter: floatMat23Setter
};
typeMap[FLOAT_MAT2x4] = {
Type: Float32Array,
size: 32,
setter: floatMat24Setter
};
typeMap[FLOAT_MAT3x2] = {
Type: Float32Array,
size: 24,
setter: floatMat32Setter
};
typeMap[FLOAT_MAT3x4] = {
Type: Float32Array,
size: 48,
setter: floatMat34Setter
};
typeMap[FLOAT_MAT4x2] = {
Type: Float32Array,
size: 32,
setter: floatMat42Setter
};
typeMap[FLOAT_MAT4x3] = {
Type: Float32Array,
size: 48,
setter: floatMat43Setter
};
typeMap[SAMPLER_2D] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_2D
};
typeMap[SAMPLER_CUBE] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_CUBE_MAP
};
typeMap[SAMPLER_3D] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_3D
};
typeMap[SAMPLER_2D_SHADOW] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_2D
};
typeMap[SAMPLER_2D_ARRAY] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_2D_ARRAY
};
typeMap[SAMPLER_2D_ARRAY_SHADOW] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_2D_ARRAY
};
typeMap[SAMPLER_CUBE_SHADOW] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_CUBE_MAP
};
typeMap[INT_SAMPLER_2D] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_2D
};
typeMap[INT_SAMPLER_3D] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_3D
};
typeMap[INT_SAMPLER_CUBE] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_CUBE_MAP
};
typeMap[INT_SAMPLER_2D_ARRAY] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_2D_ARRAY
};
typeMap[UNSIGNED_INT_SAMPLER_2D] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_2D
};
typeMap[UNSIGNED_INT_SAMPLER_3D] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_3D
};
typeMap[UNSIGNED_INT_SAMPLER_CUBE] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_CUBE_MAP
};
typeMap[UNSIGNED_INT_SAMPLER_2D_ARRAY] = {
Type: null,
size: 0,
setter: samplerSetter,
arraySetter: samplerArraySetter,
bindPoint: TEXTURE_2D_ARRAY
};
function floatAttribSetter(gl, index) {
return function (b) {
if (b.value) {
gl.disableVertexAttribArray(index);
switch (b.value.length) {
case 4:
gl.vertexAttrib4fv(index, b.value);
break;
case 3:
gl.vertexAttrib3fv(index, b.value);
break;
case 2:
gl.vertexAttrib2fv(index, b.value);
break;
case 1:
gl.vertexAttrib1fv(index, b.value);
break;
default:
throw new Error('the length of a float constant value must be between 1 and 4!');
}
} else {
gl.bindBuffer(ARRAY_BUFFER, b.buffer);
gl.enableVertexAttribArray(index);
gl.vertexAttribPointer(index, b.numComponents || b.size, b.type || FLOAT, b.normalize || false, b.stride || 0, b.offset || 0);
if (b.divisor !== undefined) {
gl.vertexAttribDivisor(index, b.divisor);
}
}
};
}
function intAttribSetter(gl, index) {
return function (b) {
if (b.value) {
gl.disableVertexAttribArray(index);
if (b.value.length === 4) {
gl.vertexAttrib4iv(index, b.value);
} else {
throw new Error('The length of an integer constant value must be 4!');
}
} else {
gl.bindBuffer(ARRAY_BUFFER, b.buffer);
gl.enableVertexAttribArray(index);
gl.vertexAttribIPointer(index, b.numComponents || b.size, b.type || INT, b.stride || 0, b.offset || 0);
if (b.divisor !== undefined) {
gl.vertexAttribDivisor(index, b.divisor);
}
}
};
}
function uintAttribSetter(gl, index) {
return function (b) {
if (b.value) {
gl.disableVertexAttribArray(index);
if (b.value.length === 4) {
gl.vertexAttrib4uiv(index, b.value);
} else {
throw new Error('The length of an unsigned integer constant value must be 4!');
}
} else {
gl.bindBuffer(ARRAY_BUFFER, b.buffer);
gl.enableVertexAttribArray(index);
gl.vertexAttribIPointer(index, b.numComponents || b.size, b.type || UNSIGNED_INT, b.stride || 0, b.offset || 0);
if (b.divisor !== undefined) {
gl.vertexAttribDivisor(index, b.divisor);
}
}
};
}
function matAttribSetter(gl, index, typeInfo) {
var defaultSize = typeInfo.size;
var count = typeInfo.count;
return function (b) {
gl.bindBuffer(ARRAY_BUFFER, b.buffer);
var numComponents = b.size || b.numComponents || defaultSize;
var size = numComponents / count;
var type = b.type || FLOAT;
var typeInfo = typeMap[type];
var stride = typeInfo.size * numComponents;
var normalize = b.normalize || false;
var offset = b.offset || 0;
var rowOffset = stride / count;
for (var i = 0; i < count; ++i) {
gl.enableVertexAttribArray(index + i);
gl.vertexAttribPointer(index + i, size, type, normalize, stride, offset + rowOffset * i);
if (b.divisor !== undefined) {
gl.vertexAttribDivisor(index + i, b.divisor);
}
}
};
}
var attrTypeMap = {};
attrTypeMap[FLOAT] = {
size: 4,
setter: floatAttribSetter
};
attrTypeMap[FLOAT_VEC2] = {
size: 8,
setter: floatAttribSetter
};
attrTypeMap[FLOAT_VEC3] = {
size: 12,
setter: floatAttribSetter
};
attrTypeMap[FLOAT_VEC4] = {
size: 16,
setter: floatAttribSetter
};
attrTypeMap[INT] = {
size: 4,
setter: intAttribSetter
};
attrTypeMap[INT_VEC2] = {
size: 8,
setter: intAttribSetter
};
attrTypeMap[INT_VEC3] = {
size: 12,
setter: intAttribSetter
};
attrTypeMap[INT_VEC4] = {
size: 16,
setter: intAttribSetter
};
attrTypeMap[UNSIGNED_INT] = {
size: 4,
setter: uintAttribSetter
};
attrTypeMap[UNSIGNED_INT_VEC2] = {
size: 8,
setter: uintAttribSetter
};
attrTypeMap[UNSIGNED_INT_VEC3] = {
size: 12,
setter: uintAttribSetter
};
attrTypeMap[UNSIGNED_INT_VEC4] = {
size: 16,
setter: uintAttribSetter
};
attrTypeMap[BOOL] = {
size: 4,
setter: intAttribSetter
};
attrTypeMap[BOOL_VEC2] = {
size: 8,
setter: intAttribSetter
};
attrTypeMap[BOOL_VEC3] = {
size: 12,
setter: intAttribSetter
};
attrTypeMap[BOOL_VEC4] = {
size: 16,
setter: intAttribSetter
};
attrTypeMap[FLOAT_MAT2] = {
size: 4,
setter: matAttribSetter,
count: 2
};
attrTypeMap[FLOAT_MAT3] = {
size: 9,
setter: matAttribSetter,
count: 3
};
attrTypeMap[FLOAT_MAT4] = {
size: 16,
setter: matAttribSetter,
count: 4
}; // make sure we don't see a global gl
var gl = undefined;
/* eslint-disable-line */
/* lgtm [js/unused-local-variable] */
/**
* Error Callback
* @callback ErrorCallback
* @param {string} msg error message.
* @param {number} [lineOffset] amount to add to line number
* @memberOf module:twgl
*/
function addLineNumbers(src, lineOffset) {
lineOffset = lineOffset || 0;
++lineOffset;
return src.split("\n").map(function (line, ndx) {
return ndx + lineOffset + ": " + line;
}).join("\n");
}
var spaceRE = /^[ \t]*\n/;
/**
* Loads a shader.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} shaderSource The shader source.
* @param {number} shaderType The type of shader.
* @param {module:twgl.ErrorCallback} opt_errorCallback callback for errors.
* @return {WebGLShader} The created shader.
* @private
*/
function loadShader(gl, shaderSource, shaderType, opt_errorCallback) {
var errFn = opt_errorCallback || error; // Create the shader object
var shader = gl.createShader(shaderType); // Remove the first end of line because WebGL 2.0 requires
// #version 300 es
// as the first line. No whitespace allowed before that line
// so
//
// <script>
// #version 300 es
// </script>
//
// Has one line before it which is invalid according to GLSL ES 3.00
//
var lineOffset = 0;
if (spaceRE.test(shaderSource)) {
lineOffset = 1;
shaderSource = shaderSource.replace(spaceRE, '');
} // Load the shader source
gl.shaderSource(shader, shaderSource); // Compile the shader
gl.compileShader(shader); // Check the compile status
var compiled = gl.getShaderParameter(shader, COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
var lastError = gl.getShaderInfoLog(shader);
errFn(addLineNumbers(shaderSource, lineOffset) + "\n*** Error compiling shader: " + lastError);
gl.deleteShader(shader);
return null;
}
return shader;
}
/**
* @typedef {Object} ProgramOptions
* @property {function(string)} [errorCallback] callback for errors
* @property {Object.<string,number>} [attribLocations] a attribute name to location map
* @property {(module:twgl.BufferInfo|Object.<string,module:twgl.AttribInfo>|string[])} [transformFeedbackVaryings] If passed
* a BufferInfo will use the attribs names inside. If passed an object of AttribInfos will use the names from that object. Otherwise
* you can pass an array of names.
* @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`.
* @memberOf module:twgl
*/
/**
* Gets the program options based on all these optional arguments
* @param {module:twgl.ProgramOptions|string[]} [opt_attribs] Options for the program or an array of attribs names. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {module:twgl.ProgramOptions} an instance of ProgramOptions based on the arguments passed in
* @private
*/
function getProgramOptions(opt_attribs, opt_locations, opt_errorCallback) {
var transformFeedbackVaryings;
var transformFeedbackMode;
if (typeof opt_locations === 'function') {
opt_errorCallback = opt_locations;
opt_locations = undefined;
}
if (typeof opt_attribs === 'function') {
opt_errorCallback = opt_attribs;
opt_attribs = undefined;
} else if (opt_attribs && !Array.isArray(opt_attribs)) {
// If we have an errorCallback we can just return this object
// Otherwise we need to construct one with default errorCallback
if (opt_attribs.errorCallback) {
return opt_attribs;
}
var opt = opt_attribs;
opt_errorCallback = opt.errorCallback;
opt_attribs = opt.attribLocations;
transformFeedbackVaryings = opt.transformFeedbackVaryings;
transformFeedbackMode = opt.transformFeedbackMode;
}
var options = {
errorCallback: opt_errorCallback || error,
transformFeedbackVaryings: transformFeedbackVaryings,
transformFeedbackMode: transformFeedbackMode
};
if (opt_attribs) {
var attribLocations = {};
if (Array.isArray(opt_attribs)) {
opt_attribs.forEach(function (attrib, ndx) {
attribLocations[attrib] = opt_locations ? opt_locations[ndx] : ndx;
});
} else {
attribLocations = opt_attribs;
}
options.attribLocations = attribLocations;
}
return options;
}
var defaultShaderType = ["VERTEX_SHADER", "FRAGMENT_SHADER"];
function getShaderTypeFromScriptType(gl, scriptType) {
if (scriptType.indexOf("frag") >= 0) {
return FRAGMENT_SHADER;
} else if (scriptType.indexOf("vert") >= 0) {
return VERTEX_SHADER;
}
return undefined;
}
function deleteShaders(gl, shaders) {
shaders.forEach(function (shader) {
gl.deleteShader(shader);
});
}
/**
* Creates a program, attaches (and/or compiles) shaders, binds attrib locations, links the
* program and calls useProgram.
*
* NOTE: There are 4 signatures for this function
*
* twgl.createProgram(gl, [vs, fs], options);
* twgl.createProgram(gl, [vs, fs], opt_errFunc);
* twgl.createProgram(gl, [vs, fs], opt_attribs, opt_errFunc);
* twgl.createProgram(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source
* @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {WebGLProgram?} the created program or null if error.
* @memberOf module:twgl/programs
*/
function createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {
var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);
var realShaders = [];
var newShaders = [];
for (var ndx = 0; ndx < shaders.length; ++ndx) {
var shader = shaders[ndx];
if (typeof shader === 'string') {
var elem = getElementById(shader);
var src = elem ? elem.text : shader;
var type = gl[defaultShaderType[ndx]];
if (elem && elem.type) {
type = getShaderTypeFromScriptType(gl, elem.type) || type;
}
shader = loadShader(gl, src, type, progOptions.errorCallback);
newShaders.push(shader);
}
if (helper.isShader(gl, shader)) {
realShaders.push(shader);
}
}
if (realShaders.length !== shaders.length) {
progOptions.errorCallback("not enough shaders for program");
deleteShaders(gl, newShaders);
return null;
}
var program = gl.createProgram();
realShaders.forEach(function (shader) {
gl.attachShader(program, shader);
});
if (progOptions.attribLocations) {
Object.keys(progOptions.attribLocations).forEach(function (attrib) {
gl.bindAttribLocation(program, progOptions.attribLocations[attrib], attrib);
});
}
var varyings = progOptions.transformFeedbackVaryings;
if (varyings) {
if (varyings.attribs) {
varyings = varyings.attribs;
}
if (!Array.isArray(varyings)) {
varyings = Object.keys(varyings);
}
gl.transformFeedbackVaryings(program, varyings, progOptions.transformFeedbackMode || SEPARATE_ATTRIBS);
}
gl.linkProgram(program); // Check the link status
var linked = gl.getProgramParameter(program, LINK_STATUS);
if (!linked) {
// something went wrong with the link
var lastError = gl.getProgramInfoLog(program);
progOptions.errorCallback("Error in program linking:" + lastError);
gl.deleteProgram(program);
deleteShaders(gl, newShaders);
return null;
}
return program;
}
/**
* Loads a shader from a script tag.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {string} scriptId The id of the script tag.
* @param {number} [opt_shaderType] The type of shader. If not passed in it will
* be derived from the type of the script tag.
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors.
* @return {WebGLShader?} The created shader or null if error.
* @private
*/
function createShaderFromScript(gl, scriptId, opt_shaderType, opt_errorCallback) {
var shaderSource = "";
var shaderScript = getElementById(scriptId);
if (!shaderScript) {
throw new Error("unknown script element: ".concat(scriptId));
}
shaderSource = shaderScript.text;
var shaderType = opt_shaderType || getShaderTypeFromScriptType(gl, shaderScript.type);
if (!shaderType) {
throw new Error('unknown shader type');
}
return loadShader(gl, shaderSource, shaderType, opt_errorCallback);
}
/**
* Creates a program from 2 script tags.
*
* NOTE: There are 4 signatures for this function
*
* twgl.createProgramFromScripts(gl, [vs, fs], opt_options);
* twgl.createProgramFromScripts(gl, [vs, fs], opt_errFunc);
* twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_errFunc);
* twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderScriptIds Array of ids of the script
* tags for the shaders. The first is assumed to be the
* vertex shader, the second the fragment shader.
* @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {WebGLProgram?} the created program or null if error.
* @memberOf module:twgl/programs
*/
function createProgramFromScripts(gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {
var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);
var shaders = [];
for (var ii = 0; ii < shaderScriptIds.length; ++ii) {
var shader = createShaderFromScript(gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], progOptions.errorCallback);
if (!shader) {
return null;
}
shaders.push(shader);
}
return createProgram(gl, shaders, progOptions);
}
/**
* Creates a program from 2 sources.
*
* NOTE: There are 4 signatures for this function
*
* twgl.createProgramFromSource(gl, [vs, fs], opt_options);
* twgl.createProgramFromSource(gl, [vs, fs], opt_errFunc);
* twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_errFunc);
* twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderSources Array of sources for the
* shaders. The first is assumed to be the vertex shader,
* the second the fragment shader.
* @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {WebGLProgram?} the created program or null if error.
* @memberOf module:twgl/programs
*/
function createProgramFromSources(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);
var shaders = [];
for (var ii = 0; ii < shaderSources.length; ++ii) {
var shader = loadShader(gl, shaderSources[ii], gl[defaultShaderType[ii]], progOptions.errorCallback);
if (!shader) {
return null;
}
shaders.push(shader);
}
return createProgram(gl, shaders, progOptions);
}
/**
* Returns true if attribute/uniform is a reserved/built in
*
* It makes no sense to me why GL returns these because it's
* illegal to call `gl.getUniformLocation` and `gl.getAttribLocation`
* with names that start with `gl_` (and `webgl_` in WebGL)
*
* I can only assume they are there because they might count
* when computing the number of uniforms/attributes used when you want to
* know if you are near the limit. That doesn't really make sense
* to me but the fact that these get returned are in the spec.
*
* @param {WebGLActiveInfo} info As returned from `gl.getActiveUniform` or
* `gl.getActiveAttrib`.
* @return {bool} true if it's reserved
* @private
*/
function isBuiltIn(info) {
var name = info.name;
return name.startsWith("gl_") || name.startsWith("webgl_");
}
/**
* Creates setter functions for all uniforms of a shader
* program.
*
* @see {@link module:twgl.setUniforms}
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {WebGLProgram} program the program to create setters for.
* @returns {Object.<string, function>} an object with a setter by name for each uniform
* @memberOf module:twgl/programs
*/
function createUniformSetters(gl, program) {
var textureUnit = 0;
/**
* Creates a setter for a uniform of the given program with it's
* location embedded in the setter.
* @param {WebGLProgram} program
* @param {WebGLUniformInfo} uniformInfo
* @returns {function} the created setter.
*/
function createUniformSetter(program, uniformInfo) {
var location = gl.getUniformLocation(program, uniformInfo.name);
var isArray = uniformInfo.size > 1 && uniformInfo.name.substr(-3) === "[0]";
var type = uniformInfo.type;
var typeInfo = typeMap[type];
if (!typeInfo) {
throw new Error("unknown type: 0x".concat(type.toString(16))); // we should never get here.
}
var setter;
if (typeInfo.bindPoint) {
// it's a sampler
var unit = textureUnit;
textureUnit += uniformInfo.size;
if (isArray) {
setter = typeInfo.arraySetter(gl, type, unit, location, uniformInfo.size);
} else {
setter = typeInfo.setter(gl, type, unit, location, uniformInfo.size);
}
} else {
if (typeInfo.arraySetter && isArray) {
setter = typeInfo.arraySetter(gl, location);
} else {
setter = typeInfo.setter(gl, location);
}
}
setter.location = location;
return setter;
}
var uniformSetters = {};
var numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);
for (var ii = 0; ii < numUniforms; ++ii) {
var uniformInfo = gl.getActiveUniform(program, ii);
if (isBuiltIn(uniformInfo)) {
continue;
}
var name = uniformInfo.name; // remove the array suffix.
if (name.substr(-3) === "[0]") {
name = name.substr(0, name.length - 3);
}
var setter = createUniformSetter(program, uniformInfo);
uniformSetters[name] = setter;
}
return uniformSetters;
}
/**
* @typedef {Object} TransformFeedbackInfo
* @property {number} index index of transform feedback
* @property {number} type GL type
* @property {number} size 1 - 4
* @memberOf module:twgl
*/
/**
* Create TransformFeedbackInfo for passing to bindTransformFeedbackInfo.
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {WebGLProgram} program an existing WebGLProgram.
* @return {Object<string, module:twgl.TransformFeedbackInfo>}
* @memberOf module:twgl
*/
function createTransformFeedbackInfo(gl, program) {
var info = {};
var numVaryings = gl.getProgramParameter(program, TRANSFORM_FEEDBACK_VARYINGS);
for (var ii = 0; ii < numVaryings; ++ii) {
var varying = gl.getTransformFeedbackVarying(program, ii);
info[varying.name] = {
index: ii,
type: varying.type,
size: varying.size
};
}
return info;
}
/**
* Binds buffers for transform feedback.
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {(module:twgl.ProgramInfo|Object<string, module:twgl.TransformFeedbackInfo>)} transformFeedbackInfo A ProgramInfo or TransformFeedbackInfo.
* @param {(module:twgl.BufferInfo|Object<string, module:twgl.AttribInfo>)} [bufferInfo] A BufferInfo or set of AttribInfos.
* @memberOf module:twgl
*/
function bindTransformFeedbackInfo(gl, transformFeedbackInfo, bufferInfo) {
if (transformFeedbackInfo.transformFeedbackInfo) {
transformFeedbackInfo = transformFeedbackInfo.transformFeedbackInfo;
}
if (bufferInfo.attribs) {
bufferInfo = bufferInfo.attribs;
}
for (var name in bufferInfo) {
var varying = transformFeedbackInfo[name];
if (varying) {
var buf = bufferInfo[name];
if (buf.offset) {
gl.bindBufferRange(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer, buf.offset, buf.size);
} else {
gl.bindBufferBase(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer);
}
}
}
}
/**
* Creates a transform feedback and sets the buffers
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo}
* @param {(module:twgl.BufferInfo|Object<string, module:twgl.AttribInfo>)} [bufferInfo] A BufferInfo or set of AttribInfos.
* @return {WebGLTransformFeedback} the created transform feedback
* @memberOf module:twgl
*/
function createTransformFeedback(gl, programInfo, bufferInfo) {
var tf = gl.createTransformFeedback();
gl.bindTransformFeedback(TRANSFORM_FEEDBACK, tf);
gl.useProgram(programInfo.program);
bindTransformFeedbackInfo(gl, programInfo, bufferInfo);
gl.bindTransformFeedback(TRANSFORM_FEEDBACK, null);
return tf;
}
/**
* @typedef {Object} UniformData
* @property {number} type The WebGL type enum for this uniform
* @property {number} size The number of elements for this uniform
* @property {number} blockNdx The block index this uniform appears in
* @property {number} offset The byte offset in the block for this uniform's value
* @memberOf module:twgl
*/
/**
* The specification for one UniformBlockObject
*
* @typedef {Object} BlockSpec
* @property {number} index The index of the block.
* @property {number} size The size in bytes needed for the block
* @property {number[]} uniformIndices The indices of the uniforms used by the block. These indices
* correspond to entries in a UniformData array in the {@link module:twgl.UniformBlockSpec}.
* @property {bool} usedByVertexShader Self explanatory
* @property {bool} usedByFragmentShader Self explanatory
* @property {bool} used Self explanatory
* @memberOf module:twgl
*/
/**
* A `UniformBlockSpec` represents the data needed to create and bind
* UniformBlockObjects for a given program
*
* @typedef {Object} UniformBlockSpec
* @property {Object.<string, module:twgl.BlockSpec> blockSpecs The BlockSpec for each block by block name
* @property {UniformData[]} uniformData An array of data for each uniform by uniform index.
* @memberOf module:twgl
*/
/**
* Creates a UniformBlockSpec for the given program.
*
* A UniformBlockSpec represents the data needed to create and bind
* UniformBlockObjects
*
* @param {WebGL2RenderingContext} gl A WebGL2 Rendering Context
* @param {WebGLProgram} program A WebGLProgram for a successfully linked program
* @return {module:twgl.UniformBlockSpec} The created UniformBlockSpec
* @memberOf module:twgl/programs
*/
function createUniformBlockSpecFromProgram(gl, program) {
var numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);
var uniformData = [];
var uniformIndices = [];
for (var ii = 0; ii < numUniforms; ++ii) {
uniformIndices.push(ii);
uniformData.push({});
var uniformInfo = gl.getActiveUniform(program, ii);
if (isBuiltIn(uniformInfo)) {
break;
} // REMOVE [0]?
uniformData[ii].name = uniformInfo.name;
}
[["UNIFORM_TYPE", "type"], ["UNIFORM_SIZE", "size"], // num elements
["UNIFORM_BLOCK_INDEX", "blockNdx"], ["UNIFORM_OFFSET", "offset"]].forEach(function (pair) {
var pname = pair[0];
var key = pair[1];
gl.getActiveUniforms(program, uniformIndices, gl[pname]).forEach(function (value, ndx) {
uniformData[ndx][key] = value;
});
});
var blockSpecs = {};
var numUniformBlocks = gl.getProgramParameter(program, ACTIVE_UNIFORM_BLOCKS);
for (var _ii = 0; _ii < numUniformBlocks; ++_ii) {
var name = gl.getActiveUniformBlockName(program, _ii);
var blockSpec = {
index: _ii,
usedByVertexShader: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),
usedByFragmentShader: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),
size: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_DATA_SIZE),
uniformIndices: gl.getActiveUniformBlockParameter(program, _ii, UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES)
};
blockSpec.used = blockSpec.usedByVertexShader || blockSpec.usedByFragmentShader;
blockSpecs[name] = blockSpec;
}
return {
blockSpecs: blockSpecs,
uniformData: uniformData
};
}
var arraySuffixRE = /\[\d+\]\.$/; // better way to check?
/**
* Represents a UniformBlockObject including an ArrayBuffer with all the uniform values
* and a corresponding WebGLBuffer to hold those values on the GPU
*
* @typedef {Object} UniformBlockInfo
* @property {string} name The name of the block
* @property {ArrayBuffer} array The array buffer that contains the uniform values
* @property {Float32Array} asFloat A float view on the array buffer. This is useful
* inspecting the contents of the buffer in the debugger.
* @property {WebGLBuffer} buffer A WebGL buffer that will hold a copy of the uniform values for rendering.
* @property {number} [offset] offset into buffer
* @property {Object.<string, ArrayBufferView>} uniforms A uniform name to ArrayBufferView map.
* each Uniform has a correctly typed `ArrayBufferView` into array at the correct offset
* and length of that uniform. So for example a float uniform would have a 1 float `Float32Array`
* view. A single mat4 would have a 16 element `Float32Array` view. An ivec2 would have an
* `Int32Array` view, etc.
* @memberOf module:twgl
*/
/**
* Creates a `UniformBlockInfo` for the specified block
*
* Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy
* `UniformBlockInfo` is returned**. This is because when debugging GLSL
* it is common to comment out large portions of a shader or for example set
* the final output to a constant. When that happens blocks get optimized out.
* If this function did not create dummy blocks your code would crash when debugging.
*
* @param {WebGL2RenderingContext} gl A WebGL2RenderingContext
* @param {WebGLProgram} program A WebGLProgram
* @param {module:twgl.UniformBlockSpec} uniformBlockSpec. A UniformBlockSpec as returned
* from {@link module:twgl.createUniformBlockSpecFromProgram}.
* @param {string} blockName The name of the block.
* @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo
* @memberOf module:twgl/programs
*/
function createUniformBlockInfoFromProgram(gl, program, uniformBlockSpec, blockName) {
var blockSpecs = uniformBlockSpec.blockSpecs;
var uniformData = uniformBlockSpec.uniformData;
var blockSpec = blockSpecs[blockName];
if (!blockSpec) {
warn("no uniform block object named:", blockName);
return {
name: blockName,
uniforms: {}
};
}
var array = new ArrayBuffer(blockSpec.size);
var buffer = gl.createBuffer();
var uniformBufferIndex = blockSpec.index;
gl.bindBuffer(UNIFORM_BUFFER, buffer);
gl.uniformBlockBinding(program, blockSpec.index, uniformBufferIndex);
var prefix = blockName + ".";
if (arraySuffixRE.test(prefix)) {
prefix = prefix.replace(arraySuffixRE, ".");
}
var uniforms = {};
blockSpec.uniformIndices.forEach(function (uniformNdx) {
var data = uniformData[uniformNdx];
var typeInfo = typeMap[data.type];
var Type = typeInfo.Type;
var length = data.size * typeInfo.size;
var name = data.name;
if (name.substr(0, prefix.length) === prefix) {
name = name.substr(prefix.length);
}
uniforms[name] = new Type(array, data.offset, length / Type.BYTES_PER_ELEMENT);
});
return {
name: blockName,
array: array,
asFloat: new Float32Array(array),
// for debugging
buffer: buffer,
uniforms: uniforms
};
}
/**
* Creates a `UniformBlockInfo` for the specified block
*
* Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy
* `UniformBlockInfo` is returned**. This is because when debugging GLSL
* it is common to comment out large portions of a shader or for example set
* the final output to a constant. When that happens blocks get optimized out.
* If this function did not create dummy blocks your code would crash when debugging.
*
* @param {WebGL2RenderingContext} gl A WebGL2RenderingContext
* @param {module:twgl.ProgramInfo} programInfo a `ProgramInfo`
* as returned from {@link module:twgl.createProgramInfo}
* @param {string} blockName The name of the block.
* @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo
* @memberOf module:twgl/programs
*/
function createUniformBlockInfo(gl, programInfo, blockName) {
return createUniformBlockInfoFromProgram(gl, programInfo.program, programInfo.uniformBlockSpec, blockName);
}
/**
* Binds a uniform block to the matching uniform block point.
* Matches by blocks by name so blocks must have the same name not just the same
* structure.
*
* If you have changed any values and you upload the values into the corresponding WebGLBuffer
* call {@link module:twgl.setUniformBlock} instead.
*
* @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.
* @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`
* as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as
* returned from {@link module:twgl.createUniformBlockSpecFromProgram}.
* @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from
* {@link module:twgl.createUniformBlockInfo}.
* @return {bool} true if buffer was bound. If the programInfo has no block with the same block name
* no buffer is bound.
* @memberOf module:twgl/programs
*/
function bindUniformBlock(gl, programInfo, uniformBlockInfo) {
var uniformBlockSpec = programInfo.uniformBlockSpec || programInfo;
var blockSpec = uniformBlockSpec.blockSpecs[uniformBlockInfo.name];
if (blockSpec) {
var bufferBindIndex = blockSpec.index;
gl.bindBufferRange(UNIFORM_BUFFER, bufferBindIndex, uniformBlockInfo.buffer, uniformBlockInfo.offset || 0, uniformBlockInfo.array.byteLength);
return true;
}
return false;
}
/**
* Uploads the current uniform values to the corresponding WebGLBuffer
* and binds that buffer to the program's corresponding bind point for the uniform block object.
*
* If you haven't changed any values and you only need to bind the uniform block object
* call {@link module:twgl.bindUniformBlock} instead.
*
* @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.
* @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`
* as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as
* returned from {@link module:twgl.createUniformBlockSpecFromProgram}.
* @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from
* {@link module:twgl.createUniformBlockInfo}.
* @memberOf module:twgl/programs
*/
function setUniformBlock(gl, programInfo, uniformBlockInfo) {
if (bindUniformBlock(gl, programInfo, uniformBlockInfo)) {
gl.bufferData(UNIFORM_BUFFER, uniformBlockInfo.array, DYNAMIC_DRAW);
}
}
/**
* Sets values of a uniform block object
*
* @param {module:twgl.UniformBlockInfo} uniformBlockInfo A UniformBlockInfo as returned by {@link module:twgl.createUniformBlockInfo}.
* @param {Object.<string, ?>} values A uniform name to value map where the value is correct for the given
* type of uniform. So for example given a block like
*
* uniform SomeBlock {
* float someFloat;
* vec2 someVec2;
* vec3 someVec3Array[2];
* int someInt;
* }
*
* You can set the values of the uniform block with
*
* twgl.setBlockUniforms(someBlockInfo, {
* someFloat: 12.3,
* someVec2: [1, 2],
* someVec3Array: [1, 2, 3, 4, 5, 6],
* someInt: 5,
* }
*
* Arrays can be JavaScript arrays or typed arrays
*
* Any name that doesn't match will be ignored
* @memberOf module:twgl/programs
*/
function setBlockUniforms(uniformBlockInfo, values) {
var uniforms = uniformBlockInfo.uniforms;
for (var name in values) {
var array = uniforms[name];
if (array) {
var value = values[name];
if (value.length) {
array.set(value);
} else {
array[0] = value;
}
}
}
}
/**
* Set uniforms and binds related textures.
*
* example:
*
* const programInfo = createProgramInfo(
* gl, ["some-vs", "some-fs"]);
*
* const tex1 = gl.createTexture();
* const tex2 = gl.createTexture();
*
* ... assume we setup the textures with data ...
*
* const uniforms = {
* u_someSampler: tex1,
* u_someOtherSampler: tex2,
* u_someColor: [1,0,0,1],
* u_somePosition: [0,1,1],
* u_someMatrix: [
* 1,0,0,0,
* 0,1,0,0,
* 0,0,1,0,
* 0,0,0,0,
* ],
* };
*
* gl.useProgram(program);
*
* This will automatically bind the textures AND set the
* uniforms.
*
* twgl.setUniforms(programInfo, uniforms);
*
* For the example above it is equivalent to
*
* var texUnit = 0;
* gl.activeTexture(gl.TEXTURE0 + texUnit);
* gl.bindTexture(gl.TEXTURE_2D, tex1);
* gl.uniform1i(u_someSamplerLocation, texUnit++);
* gl.activeTexture(gl.TEXTURE0 + texUnit);
* gl.bindTexture(gl.TEXTURE_2D, tex2);
* gl.uniform1i(u_someSamplerLocation, texUnit++);
* gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]);
* gl.uniform3fv(u_somePositionLocation, [0, 1, 1]);
* gl.uniformMatrix4fv(u_someMatrix, false, [
* 1,0,0,0,
* 0,1,0,0,
* 0,0,1,0,
* 0,0,0,0,
* ]);
*
* Note it is perfectly reasonable to call `setUniforms` multiple times. For example
*
* const uniforms = {
* u_someSampler: tex1,
* u_someOtherSampler: tex2,
* };
*
* const moreUniforms {
* u_someColor: [1,0,0,1],
* u_somePosition: [0,1,1],
* u_someMatrix: [
* 1,0,0,0,
* 0,1,0,0,
* 0,0,1,0,
* 0,0,0,0,
* ],
* };
*
* twgl.setUniforms(programInfo, uniforms);
* twgl.setUniforms(programInfo, moreUniforms);
*
* You can also add WebGLSamplers to uniform samplers as in
*
* const uniforms = {
* u_someSampler: {
* texture: someWebGLTexture,
* sampler: someWebGLSampler,
* },
* };
*
* In which case both the sampler and texture will be bound to the
* same unit.
*
* @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from
* `createUniformSetters`.
* @param {Object.<string, ?>} values an object with values for the
* uniforms.
* You can pass multiple objects by putting them in an array or by calling with more arguments.For example
*
* const sharedUniforms = {
* u_fogNear: 10,
* u_projection: ...
* ...
* };
*
* const localUniforms = {
* u_world: ...
* u_diffuseColor: ...
* };
*
* twgl.setUniforms(programInfo, sharedUniforms, localUniforms);
*
* // is the same as
*
* twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]);
*
* // is the same as
*
* twgl.setUniforms(programInfo, sharedUniforms);
* twgl.setUniforms(programInfo, localUniforms};
*
* @memberOf module:twgl/programs
*/
function setUniforms(setters, values) {
// eslint-disable-line
var actualSetters = setters.uniformSetters || setters;
var numArgs = arguments.length;
for (var aNdx = 1; aNdx < numArgs; ++aNdx) {
var _values = arguments[aNdx];
if (Array.isArray(_values)) {
var numValues = _values.length;
for (var ii = 0; ii < numValues; ++ii) {
setUniforms(actualSetters, _values[ii]);
}
} else {
for (var name in _values) {
var setter = actualSetters[name];
if (setter) {
setter(_values[name]);
}
}
}
}
}
/**
* Alias for `setUniforms`
* @function
* @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from
* `createUniformSetters`.
* @param {Object.<string, ?>} values an object with values for the
* @memberOf module:twgl/programs
*/
var setUniformsAndBindTextures = setUniforms;
/**
* Creates setter functions for all attributes of a shader
* program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes.
*
* @see {@link module:twgl.setAttributes} for example
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {WebGLProgram} program the program to create setters for.
* @return {Object.<string, function>} an object with a setter for each attribute by name.
* @memberOf module:twgl/programs
*/
exports.setUniformsAndBindTextures = setUniformsAndBindTextures;
function createAttributeSetters(gl, program) {
var attribSetters = {};
var numAttribs = gl.getProgramParameter(program, ACTIVE_ATTRIBUTES);
for (var ii = 0; ii < numAttribs; ++ii) {
var attribInfo = gl.getActiveAttrib(program, ii);
if (isBuiltIn(attribInfo)) {
continue;
}
var index = gl.getAttribLocation(program, attribInfo.name);
var typeInfo = attrTypeMap[attribInfo.type];
var setter = typeInfo.setter(gl, index, typeInfo);
setter.location = index;
attribSetters[attribInfo.name] = setter;
}
return attribSetters;
}
/**
* Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes})
*
* Example:
*
* const program = createProgramFromScripts(
* gl, ["some-vs", "some-fs");
*
* const attribSetters = createAttributeSetters(program);
*
* const positionBuffer = gl.createBuffer();
* const texcoordBuffer = gl.createBuffer();
*
* const attribs = {
* a_position: {buffer: positionBuffer, numComponents: 3},
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
* };
*
* gl.useProgram(program);
*
* This will automatically bind the buffers AND set the
* attributes.
*
* setAttributes(attribSetters, attribs);
*
* Properties of attribs. For each attrib you can add
* properties:
*
* * type: the type of data in the buffer. Default = gl.FLOAT
* * normalize: whether or not to normalize the data. Default = false
* * stride: the stride. Default = 0
* * offset: offset into the buffer. Default = 0
* * divisor: the divisor for instances. Default = undefined
*
* For example if you had 3 value float positions, 2 value
* float texcoord and 4 value uint8 colors you'd setup your
* attribs like this
*
* const attribs = {
* a_position: {buffer: positionBuffer, numComponents: 3},
* a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
* a_color: {
* buffer: colorBuffer,
* numComponents: 4,
* type: gl.UNSIGNED_BYTE,
* normalize: true,
* },
* };
*
* @param {Object.<string, function>} setters Attribute setters as returned from createAttributeSetters
* @param {Object.<string, module:twgl.AttribInfo>} buffers AttribInfos mapped by attribute name.
* @memberOf module:twgl/programs
* @deprecated use {@link module:twgl.setBuffersAndAttributes}
*/
function setAttributes(setters, buffers) {
for (var name in buffers) {
var setter = setters[name];
if (setter) {
setter(buffers[name]);
}
}
}
/**
* Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate
*
* Example:
*
* const programInfo = createProgramInfo(
* gl, ["some-vs", "some-fs");
*
* const arrays = {
* position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
* texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },
* };
*
* const bufferInfo = createBufferInfoFromArrays(gl, arrays);
*
* gl.useProgram(programInfo.program);
*
* This will automatically bind the buffers AND set the
* attributes.
*
* setBuffersAndAttributes(gl, programInfo, bufferInfo);
*
* For the example above it is equivalent to
*
* gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
* gl.enableVertexAttribArray(a_positionLocation);
* gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0);
* gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
* gl.enableVertexAttribArray(a_texcoordLocation);
* gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0);
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext.
* @param {(module:twgl.ProgramInfo|Object.<string, function>)} setters A `ProgramInfo` as returned from {@link module:twgl.createProgramInfo} or Attribute setters as returned from {@link module:twgl.createAttributeSetters}
* @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} buffers a `BufferInfo` as returned from {@link module:twgl.createBufferInfoFromArrays}.
* or a `VertexArrayInfo` as returned from {@link module:twgl.createVertexArrayInfo}
* @memberOf module:twgl/programs
*/
function setBuffersAndAttributes(gl, programInfo, buffers) {
if (buffers.vertexArrayObject) {
gl.bindVertexArray(buffers.vertexArrayObject);
} else {
setAttributes(programInfo.attribSetters || programInfo, buffers.attribs);
if (buffers.indices) {
gl.bindBuffer(ELEMENT_ARRAY_BUFFER, buffers.indices);
}
}
}
/**
* @typedef {Object} ProgramInfo
* @property {WebGLProgram} program A shader program
* @property {Object<string, function>} uniformSetters object of setters as returned from createUniformSetters,
* @property {Object<string, function>} attribSetters object of setters as returned from createAttribSetters,
* @property {module:twgl.UniformBlockSpec} [uniformBlockSpace] a uniform block spec for making UniformBlockInfos with createUniformBlockInfo etc..
* @property {Object<string, module:twgl.TransformFeedbackInfo>} [transformFeedbackInfo] info for transform feedbacks
* @memberOf module:twgl
*/
/**
* Creates a ProgramInfo from an existing program.
*
* A ProgramInfo contains
*
* programInfo = {
* program: WebGLProgram,
* uniformSetters: object of setters as returned from createUniformSetters,
* attribSetters: object of setters as returned from createAttribSetters,
* }
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {WebGLProgram} program an existing WebGLProgram.
* @return {module:twgl.ProgramInfo} The created ProgramInfo.
* @memberOf module:twgl/programs
*/
function createProgramInfoFromProgram(gl, program) {
var uniformSetters = createUniformSetters(gl, program);
var attribSetters = createAttributeSetters(gl, program);
var programInfo = {
program: program,
uniformSetters: uniformSetters,
attribSetters: attribSetters
};
if (utils.isWebGL2(gl)) {
programInfo.uniformBlockSpec = createUniformBlockSpecFromProgram(gl, program);
programInfo.transformFeedbackInfo = createTransformFeedbackInfo(gl, program);
}
return programInfo;
}
/**
* Creates a ProgramInfo from 2 sources.
*
* A ProgramInfo contains
*
* programInfo = {
* program: WebGLProgram,
* uniformSetters: object of setters as returned from createUniformSetters,
* attribSetters: object of setters as returned from createAttribSetters,
* }
*
* NOTE: There are 4 signatures for this function
*
* twgl.createProgramInfo(gl, [vs, fs], options);
* twgl.createProgramInfo(gl, [vs, fs], opt_errFunc);
* twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_errFunc);
* twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {string[]} shaderSources Array of sources for the
* shaders or ids. The first is assumed to be the vertex shader,
* the second the fragment shader.
* @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in
* @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.
* @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console
* on error. If you want something else pass an callback. It's passed an error message.
* @return {module:twgl.ProgramInfo?} The created ProgramInfo or null if it failed to link or compile
* @memberOf module:twgl/programs
*/
function createProgramInfo(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
var progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);
var good = true;
shaderSources = shaderSources.map(function (source) {
// Lets assume if there is no \n it's an id
if (source.indexOf("\n") < 0) {
var script = getElementById(source);
if (!script) {
progOptions.errorCallback("no element with id: " + source);
good = false;
} else {
source = script.text;
}
}
return source;
});
if (!good) {
return null;
}
var program = createProgramFromSources(gl, shaderSources, progOptions);
if (!program) {
return null;
}
return createProgramInfoFromProgram(gl, program);
}
/***/ }),
/***/ "./src/textures.js":
/*!*************************!*\
!*** ./src/textures.js ***!
\*************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.setTextureDefaults_ = setDefaults;
exports.createSampler = createSampler;
exports.createSamplers = createSamplers;
exports.setSamplerParameters = setSamplerParameters;
exports.createTexture = createTexture;
exports.setEmptyTexture = setEmptyTexture;
exports.setTextureFromArray = setTextureFromArray;
exports.loadTextureFromUrl = loadTextureFromUrl;
exports.setTextureFromElement = setTextureFromElement;
exports.setTextureFilteringForSize = setTextureFilteringForSize;
exports.setTextureParameters = setTextureParameters;
exports.setDefaultTextureColor = setDefaultTextureColor;
exports.createTextures = createTextures;
exports.resizeTexture = resizeTexture;
exports.canGenerateMipmap = canGenerateMipmap;
exports.canFilter = canFilter;
exports.getNumComponentsForFormat = getNumComponentsForFormat;
exports.getBytesPerElementForInternalFormat = getBytesPerElementForInternalFormat;
exports.getFormatAndTypeForInternalFormat = getFormatAndTypeForInternalFormat;
var utils = _interopRequireWildcard(__webpack_require__(/*! ./utils.js */ "./src/utils.js"));
var typedArrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js"));
var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* Low level texture related functions
*
* You should generally not need to use these functions. They are provided
* for those cases where you're doing something out of the ordinary
* and you need lower level access.
*
* For backward compatibility they are available at both `twgl.textures` and `twgl`
* itself
*
* See {@link module:twgl} for core functions
*
* @module twgl/textures
*/
// make sure we don't see a global gl
var gl = undefined;
/* eslint-disable-line */
/* lgtm [js/unused-local-variable] */
var defaults = {
textureColor: new Uint8Array([128, 192, 255, 255]),
textureOptions: {},
crossOrigin: undefined
};
var isArrayBuffer = typedArrays.isArrayBuffer; // Should we make this on demand?
var s_ctx;
function getShared2DContext() {
s_ctx = s_ctx || (typeof document !== 'undefined' && document.createElement ? document.createElement("canvas").getContext("2d") : null);
return s_ctx;
} // NOTE: Chrome supports 2D canvas in a Worker (behind flag as of v64 but
// not only does Firefox NOT support it but Firefox freezes immediately
// if you try to create one instead of just returning null and continuing.
// : (global.OffscreenCanvas && (new global.OffscreenCanvas(1, 1)).getContext("2d")); // OffscreenCanvas may not support 2d
// NOTE: We can maybe remove some of the need for the 2d canvas. In WebGL2
// we can use the various unpack settings. Otherwise we could try using
// the ability of an ImageBitmap to be cut. Unfortunately cutting an ImageBitmap
// is async and the current TWGL code expects a non-Async result though that
// might not be a problem. ImageBitmap though is not available in Edge or Safari
// as of 2018-01-02
/* PixelFormat */
var ALPHA = 0x1906;
var RGB = 0x1907;
var RGBA = 0x1908;
var LUMINANCE = 0x1909;
var LUMINANCE_ALPHA = 0x190A;
var DEPTH_COMPONENT = 0x1902;
var DEPTH_STENCIL = 0x84F9;
/* TextureWrapMode */
// const REPEAT = 0x2901;
// const MIRRORED_REPEAT = 0x8370;
var CLAMP_TO_EDGE = 0x812f;
/* TextureMagFilter */
var NEAREST = 0x2600;
var LINEAR = 0x2601;
/* TextureMinFilter */
// const NEAREST_MIPMAP_NEAREST = 0x2700;
// const LINEAR_MIPMAP_NEAREST = 0x2701;
// const NEAREST_MIPMAP_LINEAR = 0x2702;
// const LINEAR_MIPMAP_LINEAR = 0x2703;
/* Texture Target */
var TEXTURE_2D = 0x0de1;
var TEXTURE_CUBE_MAP = 0x8513;
var TEXTURE_3D = 0x806f;
var TEXTURE_2D_ARRAY = 0x8c1a;
/* Cubemap Targets */
var TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;
var TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;
var TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;
var TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;
var TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;
var TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851a;
/* Texture Parameters */
var TEXTURE_MIN_FILTER = 0x2801;
var TEXTURE_MAG_FILTER = 0x2800;
var TEXTURE_WRAP_S = 0x2802;
var TEXTURE_WRAP_T = 0x2803;
var TEXTURE_WRAP_R = 0x8072;
var TEXTURE_MIN_LOD = 0x813a;
var TEXTURE_MAX_LOD = 0x813b;
var TEXTURE_BASE_LEVEL = 0x813c;
var TEXTURE_MAX_LEVEL = 0x813d;
/* Pixel store */
var UNPACK_ALIGNMENT = 0x0cf5;
var UNPACK_ROW_LENGTH = 0x0cf2;
var UNPACK_IMAGE_HEIGHT = 0x806e;
var UNPACK_SKIP_PIXELS = 0x0cf4;
var UNPACK_SKIP_ROWS = 0x0cf3;
var UNPACK_SKIP_IMAGES = 0x806d;
var UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;
var UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;
var UNPACK_FLIP_Y_WEBGL = 0x9240;
var R8 = 0x8229;
var R8_SNORM = 0x8F94;
var R16F = 0x822D;
var R32F = 0x822E;
var R8UI = 0x8232;
var R8I = 0x8231;
var RG16UI = 0x823A;
var RG16I = 0x8239;
var RG32UI = 0x823C;
var RG32I = 0x823B;
var RG8 = 0x822B;
var RG8_SNORM = 0x8F95;
var RG16F = 0x822F;
var RG32F = 0x8230;
var RG8UI = 0x8238;
var RG8I = 0x8237;
var R16UI = 0x8234;
var R16I = 0x8233;
var R32UI = 0x8236;
var R32I = 0x8235;
var RGB8 = 0x8051;
var SRGB8 = 0x8C41;
var RGB565 = 0x8D62;
var RGB8_SNORM = 0x8F96;
var R11F_G11F_B10F = 0x8C3A;
var RGB9_E5 = 0x8C3D;
var RGB16F = 0x881B;
var RGB32F = 0x8815;
var RGB8UI = 0x8D7D;
var RGB8I = 0x8D8F;
var RGB16UI = 0x8D77;
var RGB16I = 0x8D89;
var RGB32UI = 0x8D71;
var RGB32I = 0x8D83;
var RGBA8 = 0x8058;
var SRGB8_ALPHA8 = 0x8C43;
var RGBA8_SNORM = 0x8F97;
var RGB5_A1 = 0x8057;
var RGBA4 = 0x8056;
var RGB10_A2 = 0x8059;
var RGBA16F = 0x881A;
var RGBA32F = 0x8814;
var RGBA8UI = 0x8D7C;
var RGBA8I = 0x8D8E;
var RGB10_A2UI = 0x906F;
var RGBA16UI = 0x8D76;
var RGBA16I = 0x8D88;
var RGBA32I = 0x8D82;
var RGBA32UI = 0x8D70;
var DEPTH_COMPONENT16 = 0x81A5;
var DEPTH_COMPONENT24 = 0x81A6;
var DEPTH_COMPONENT32F = 0x8CAC;
var DEPTH32F_STENCIL8 = 0x8CAD;
var DEPTH24_STENCIL8 = 0x88F0;
/* DataType */
var BYTE = 0x1400;
var UNSIGNED_BYTE = 0x1401;
var SHORT = 0x1402;
var UNSIGNED_SHORT = 0x1403;
var INT = 0x1404;
var UNSIGNED_INT = 0x1405;
var FLOAT = 0x1406;
var UNSIGNED_SHORT_4_4_4_4 = 0x8033;
var UNSIGNED_SHORT_5_5_5_1 = 0x8034;
var UNSIGNED_SHORT_5_6_5 = 0x8363;
var HALF_FLOAT = 0x140B;
var HALF_FLOAT_OES = 0x8D61; // Thanks Khronos for making this different >:(
var UNSIGNED_INT_2_10_10_10_REV = 0x8368;
var UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B;
var UNSIGNED_INT_5_9_9_9_REV = 0x8C3E;
var FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD;
var UNSIGNED_INT_24_8 = 0x84FA;
var RG = 0x8227;
var RG_INTEGER = 0x8228;
var RED = 0x1903;
var RED_INTEGER = 0x8D94;
var RGB_INTEGER = 0x8D98;
var RGBA_INTEGER = 0x8D99;
var formatInfo = {};
{
// NOTE: this is named `numColorComponents` vs `numComponents` so we can let Uglify mangle
// the name.
var f = formatInfo;
f[ALPHA] = {
numColorComponents: 1
};
f[LUMINANCE] = {
numColorComponents: 1
};
f[LUMINANCE_ALPHA] = {
numColorComponents: 2
};
f[RGB] = {
numColorComponents: 3
};
f[RGBA] = {
numColorComponents: 4
};
f[RED] = {
numColorComponents: 1
};
f[RED_INTEGER] = {
numColorComponents: 1
};
f[RG] = {
numColorComponents: 2
};
f[RG_INTEGER] = {
numColorComponents: 2
};
f[RGB] = {
numColorComponents: 3
};
f[RGB_INTEGER] = {
numColorComponents: 3
};
f[RGBA] = {
numColorComponents: 4
};
f[RGBA_INTEGER] = {
numColorComponents: 4
};
f[DEPTH_COMPONENT] = {
numColorComponents: 1
};
f[DEPTH_STENCIL] = {
numColorComponents: 2
};
}
/**
* @typedef {Object} TextureFormatDetails
* @property {number} textureFormat format to pass texImage2D and similar functions.
* @property {boolean} colorRenderable true if you can render to this format of texture.
* @property {boolean} textureFilterable true if you can filter the texture, false if you can ony use `NEAREST`.
* @property {number[]} type Array of possible types you can pass to texImage2D and similar function
* @property {Object.<number,number>} bytesPerElementMap A map of types to bytes per element
* @private
*/
var s_textureInternalFormatInfo;
function getTextureInternalFormatInfo(internalFormat) {
if (!s_textureInternalFormatInfo) {
// NOTE: these properties need unique names so we can let Uglify mangle the name.
var t = {}; // unsized formats
t[ALPHA] = {
textureFormat: ALPHA,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [1, 2, 2, 4],
type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT]
};
t[LUMINANCE] = {
textureFormat: LUMINANCE,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [1, 2, 2, 4],
type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT]
};
t[LUMINANCE_ALPHA] = {
textureFormat: LUMINANCE_ALPHA,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [2, 4, 4, 8],
type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT]
};
t[RGB] = {
textureFormat: RGB,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [3, 6, 6, 12, 2],
type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_5_6_5]
};
t[RGBA] = {
textureFormat: RGBA,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [4, 8, 8, 16, 2, 2],
type: [UNSIGNED_BYTE, HALF_FLOAT, HALF_FLOAT_OES, FLOAT, UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1]
}; // sized formats
t[R8] = {
textureFormat: RED,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [1],
type: [UNSIGNED_BYTE]
};
t[R8_SNORM] = {
textureFormat: RED,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [1],
type: [BYTE]
};
t[R16F] = {
textureFormat: RED,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [4, 2],
type: [FLOAT, HALF_FLOAT]
};
t[R32F] = {
textureFormat: RED,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [4],
type: [FLOAT]
};
t[R8UI] = {
textureFormat: RED_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [1],
type: [UNSIGNED_BYTE]
};
t[R8I] = {
textureFormat: RED_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [1],
type: [BYTE]
};
t[R16UI] = {
textureFormat: RED_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [2],
type: [UNSIGNED_SHORT]
};
t[R16I] = {
textureFormat: RED_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [2],
type: [SHORT]
};
t[R32UI] = {
textureFormat: RED_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [UNSIGNED_INT]
};
t[R32I] = {
textureFormat: RED_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [INT]
};
t[RG8] = {
textureFormat: RG,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [2],
type: [UNSIGNED_BYTE]
};
t[RG8_SNORM] = {
textureFormat: RG,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [2],
type: [BYTE]
};
t[RG16F] = {
textureFormat: RG,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [8, 4],
type: [FLOAT, HALF_FLOAT]
};
t[RG32F] = {
textureFormat: RG,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [8],
type: [FLOAT]
};
t[RG8UI] = {
textureFormat: RG_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [2],
type: [UNSIGNED_BYTE]
};
t[RG8I] = {
textureFormat: RG_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [2],
type: [BYTE]
};
t[RG16UI] = {
textureFormat: RG_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [UNSIGNED_SHORT]
};
t[RG16I] = {
textureFormat: RG_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [SHORT]
};
t[RG32UI] = {
textureFormat: RG_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [8],
type: [UNSIGNED_INT]
};
t[RG32I] = {
textureFormat: RG_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [8],
type: [INT]
};
t[RGB8] = {
textureFormat: RGB,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [3],
type: [UNSIGNED_BYTE]
};
t[SRGB8] = {
textureFormat: RGB,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [3],
type: [UNSIGNED_BYTE]
};
t[RGB565] = {
textureFormat: RGB,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [3, 2],
type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_6_5]
};
t[RGB8_SNORM] = {
textureFormat: RGB,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [3],
type: [BYTE]
};
t[R11F_G11F_B10F] = {
textureFormat: RGB,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [12, 6, 4],
type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_10F_11F_11F_REV]
};
t[RGB9_E5] = {
textureFormat: RGB,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [12, 6, 4],
type: [FLOAT, HALF_FLOAT, UNSIGNED_INT_5_9_9_9_REV]
};
t[RGB16F] = {
textureFormat: RGB,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [12, 6],
type: [FLOAT, HALF_FLOAT]
};
t[RGB32F] = {
textureFormat: RGB,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [12],
type: [FLOAT]
};
t[RGB8UI] = {
textureFormat: RGB_INTEGER,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [3],
type: [UNSIGNED_BYTE]
};
t[RGB8I] = {
textureFormat: RGB_INTEGER,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [3],
type: [BYTE]
};
t[RGB16UI] = {
textureFormat: RGB_INTEGER,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [6],
type: [UNSIGNED_SHORT]
};
t[RGB16I] = {
textureFormat: RGB_INTEGER,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [6],
type: [SHORT]
};
t[RGB32UI] = {
textureFormat: RGB_INTEGER,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [12],
type: [UNSIGNED_INT]
};
t[RGB32I] = {
textureFormat: RGB_INTEGER,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [12],
type: [INT]
};
t[RGBA8] = {
textureFormat: RGBA,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [4],
type: [UNSIGNED_BYTE]
};
t[SRGB8_ALPHA8] = {
textureFormat: RGBA,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [4],
type: [UNSIGNED_BYTE]
};
t[RGBA8_SNORM] = {
textureFormat: RGBA,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [4],
type: [BYTE]
};
t[RGB5_A1] = {
textureFormat: RGBA,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [4, 2, 4],
type: [UNSIGNED_BYTE, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_INT_2_10_10_10_REV]
};
t[RGBA4] = {
textureFormat: RGBA,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [4, 2],
type: [UNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4]
};
t[RGB10_A2] = {
textureFormat: RGBA,
colorRenderable: true,
textureFilterable: true,
bytesPerElement: [4],
type: [UNSIGNED_INT_2_10_10_10_REV]
};
t[RGBA16F] = {
textureFormat: RGBA,
colorRenderable: false,
textureFilterable: true,
bytesPerElement: [16, 8],
type: [FLOAT, HALF_FLOAT]
};
t[RGBA32F] = {
textureFormat: RGBA,
colorRenderable: false,
textureFilterable: false,
bytesPerElement: [16],
type: [FLOAT]
};
t[RGBA8UI] = {
textureFormat: RGBA_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [UNSIGNED_BYTE]
};
t[RGBA8I] = {
textureFormat: RGBA_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [BYTE]
};
t[RGB10_A2UI] = {
textureFormat: RGBA_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [UNSIGNED_INT_2_10_10_10_REV]
};
t[RGBA16UI] = {
textureFormat: RGBA_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [8],
type: [UNSIGNED_SHORT]
};
t[RGBA16I] = {
textureFormat: RGBA_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [8],
type: [SHORT]
};
t[RGBA32I] = {
textureFormat: RGBA_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [16],
type: [INT]
};
t[RGBA32UI] = {
textureFormat: RGBA_INTEGER,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [16],
type: [UNSIGNED_INT]
}; // Sized Internal
t[DEPTH_COMPONENT16] = {
textureFormat: DEPTH_COMPONENT,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [2, 4],
type: [UNSIGNED_SHORT, UNSIGNED_INT]
};
t[DEPTH_COMPONENT24] = {
textureFormat: DEPTH_COMPONENT,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [UNSIGNED_INT]
};
t[DEPTH_COMPONENT32F] = {
textureFormat: DEPTH_COMPONENT,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [FLOAT]
};
t[DEPTH24_STENCIL8] = {
textureFormat: DEPTH_STENCIL,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [UNSIGNED_INT_24_8]
};
t[DEPTH32F_STENCIL8] = {
textureFormat: DEPTH_STENCIL,
colorRenderable: true,
textureFilterable: false,
bytesPerElement: [4],
type: [FLOAT_32_UNSIGNED_INT_24_8_REV]
};
Object.keys(t).forEach(function (internalFormat) {
var info = t[internalFormat];
info.bytesPerElementMap = {};
info.bytesPerElement.forEach(function (bytesPerElement, ndx) {
var type = info.type[ndx];
info.bytesPerElementMap[type] = bytesPerElement;
});
});
s_textureInternalFormatInfo = t;
}
return s_textureInternalFormatInfo[internalFormat];
}
/**
* Gets the number of bytes per element for a given internalFormat / type
* @param {number} internalFormat The internalFormat parameter from texImage2D etc..
* @param {number} type The type parameter for texImage2D etc..
* @return {number} the number of bytes per element for the given internalFormat, type combo
* @memberOf module:twgl/textures
*/
function getBytesPerElementForInternalFormat(internalFormat, type) {
var info = getTextureInternalFormatInfo(internalFormat);
if (!info) {
throw "unknown internal format";
}
var bytesPerElement = info.bytesPerElementMap[type];
if (bytesPerElement === undefined) {
throw "unknown internal format";
}
return bytesPerElement;
}
/**
* Info related to a specific texture internalFormat as returned
* from {@link module:twgl/textures.getFormatAndTypeForInternalFormat}.
*
* @typedef {Object} TextureFormatInfo
* @property {number} format Format to pass to texImage2D and related functions
* @property {number} type Type to pass to texImage2D and related functions
* @memberOf module:twgl/textures
*/
/**
* Gets the format and type for a given internalFormat
*
* @param {number} internalFormat The internal format
* @return {module:twgl/textures.TextureFormatInfo} the corresponding format and type,
* @memberOf module:twgl/textures
*/
function getFormatAndTypeForInternalFormat(internalFormat) {
var info = getTextureInternalFormatInfo(internalFormat);
if (!info) {
throw "unknown internal format";
}
return {
format: info.textureFormat,
type: info.type[0]
};
}
/**
* Returns true if value is power of 2
* @param {number} value number to check.
* @return true if value is power of 2
* @private
*/
function isPowerOf2(value) {
return (value & value - 1) === 0;
}
/**
* Gets whether or not we can generate mips for the given
* internal format.
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {number} width The width parameter from texImage2D etc..
* @param {number} height The height parameter from texImage2D etc..
* @param {number} internalFormat The internalFormat parameter from texImage2D etc..
* @return {boolean} true if we can generate mips
* @memberOf module:twgl/textures
*/
function canGenerateMipmap(gl, width, height, internalFormat) {
if (!utils.isWebGL2(gl)) {
return isPowerOf2(width) && isPowerOf2(height);
}
var info = getTextureInternalFormatInfo(internalFormat);
if (!info) {
throw "unknown internal format";
}
return info.colorRenderable && info.textureFilterable;
}
/**
* Gets whether or not we can generate mips for the given format
* @param {number} internalFormat The internalFormat parameter from texImage2D etc..
* @return {boolean} true if we can generate mips
* @memberOf module:twgl/textures
*/
function canFilter(internalFormat) {
var info = getTextureInternalFormatInfo(internalFormat);
if (!info) {
throw "unknown internal format";
}
return info.textureFilterable;
}
/**
* Gets the number of components for a given image format.
* @param {number} format the format.
* @return {number} the number of components for the format.
* @memberOf module:twgl/textures
*/
function getNumComponentsForFormat(format) {
var info = formatInfo[format];
if (!info) {
throw "unknown format: " + format;
}
return info.numColorComponents;
}
/**
* Gets the texture type for a given array type.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @return {number} the gl texture type
* @private
*/
function getTextureTypeForArrayType(gl, src, defaultType) {
if (isArrayBuffer(src)) {
return typedArrays.getGLTypeForTypedArray(src);
}
return defaultType || UNSIGNED_BYTE;
}
function guessDimensions(gl, target, width, height, numElements) {
if (numElements % 1 !== 0) {
throw "can't guess dimensions";
}
if (!width && !height) {
var size = Math.sqrt(numElements / (target === TEXTURE_CUBE_MAP ? 6 : 1));
if (size % 1 === 0) {
width = size;
height = size;
} else {
width = numElements;
height = 1;
}
} else if (!height) {
height = numElements / width;
if (height % 1) {
throw "can't guess dimensions";
}
} else if (!width) {
width = numElements / height;
if (width % 1) {
throw "can't guess dimensions";
}
}
return {
width: width,
height: height
};
}
/**
* Sets the default texture color.
*
* The default texture color is used when loading textures from
* urls. Because the URL will be loaded async we'd like to be
* able to use the texture immediately. By putting a 1x1 pixel
* color in the texture we can start using the texture before
* the URL has loaded.
*
* @param {number[]} color Array of 4 values in the range 0 to 1
* @deprecated see {@link module:twgl.setDefaults}
* @memberOf module:twgl/textures
*/
function setDefaultTextureColor(color) {
defaults.textureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);
}
function setDefaults(newDefaults) {
helper.copyExistingProperties(newDefaults, defaults);
if (newDefaults.textureColor) {
setDefaultTextureColor(newDefaults.textureColor);
}
}
/**
* A function to generate the source for a texture.
* @callback TextureFunc
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {module:twgl.TextureOptions} options the texture options
* @return {*} Returns any of the things documented for `src` for {@link module:twgl.TextureOptions}.
* @memberOf module:twgl
*/
/**
* Texture options passed to most texture functions. Each function will use whatever options
* are appropriate for its needs. This lets you pass the same options to all functions.
*
* Note: A `TexImageSource` is defined in the WebGL spec as a `HTMLImageElement`, `HTMLVideoElement`,
* `HTMLCanvasElement`, `ImageBitmap`, or `ImageData`.
*
* @typedef {Object} TextureOptions
* @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`.
* @property {number} [level] the mip level to affect. Defaults to 0. Note, if set auto will be considered false unless explicitly set to true.
* @property {number} [width] the width of the texture. Only used if src is an array or typed array or null.
* @property {number} [height] the height of a texture. Only used if src is an array or typed array or null.
* @property {number} [depth] the depth of a texture. Only used if src is an array or type array or null and target is `TEXTURE_3D` .
* @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR`
* or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`.
* @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR`
* @property {number} [minMag] both the min and mag filter settings.
* @property {number} [internalFormat] internal format for texture. Defaults to `gl.RGBA`
* @property {number} [format] format for texture. Defaults to `gl.RGBA`.
* @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBufferView. If `src`
* is ArrayBufferView defaults to type that matches ArrayBufferView type.
* @property {number} [wrap] Texture wrapping for both S and T (and R if TEXTURE_3D or WebGLSampler). Defaults to `gl.REPEAT` for 2D unless src is WebGL1 and src not npot and `gl.CLAMP_TO_EDGE` for cube
* @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.
* @property {number} [wrapT] Texture wrapping for T. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.
* @property {number} [wrapR] Texture wrapping for R. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.
* @property {number} [minLod] TEXTURE_MIN_LOD setting
* @property {number} [maxLod] TEXTURE_MAX_LOD setting
* @property {number} [baseLevel] TEXTURE_BASE_LEVEL setting
* @property {number} [maxLevel] TEXTURE_MAX_LEVEL setting
* @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1.
* @property {number[]|ArrayBufferView} [color] Color to initialize this texture with if loading an image asynchronously.
* The default use a blue 1x1 pixel texture. You can set another default by calling `twgl.setDefaults`
* or you can set an individual texture's initial color by setting this property. Example: `[1, .5, .5, 1]` = pink
* @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is.
* This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override
* the current setting for specific textures.
* @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is.
* This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override
* the current setting for specific textures.
* @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is.
* This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override
* the current setting for specific textures.
* @property {boolean} [auto] If `undefined` or `true`, in WebGL1, texture filtering is set automatically for non-power of 2 images and
* mips are generated for power of 2 images. In WebGL2 mips are generated if they can be. Note: if `level` is set above
* then then `auto` is assumed to be `false` unless explicity set to `true`.
* @property {number[]} [cubeFaceOrder] The order that cube faces are pulled out of an img or set of images. The default is
*
* [gl.TEXTURE_CUBE_MAP_POSITIVE_X,
* gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
* gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
* gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
* gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
* gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]
*
* @property {(number[]|ArrayBufferView|TexImageSource|TexImageSource[]|string|string[]|module:twgl.TextureFunc)} [src] source for texture
*
* If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable
* 1x1 pixel texture will be returned immediately. The texture will be updated once the image has downloaded.
* If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3.
* The pieces will be uploaded in `cubeFaceOrder`
*
* If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_CUBE_MAP` then it must have 6 entries, one for each face of a cube map.
*
* If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_2D_ARRAY` then each entry is a slice of the a 2d array texture
* and will be scaled to the specified width and height OR to the size of the first image that loads.
*
* If `TexImageSource` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`,
* `HTMLCanvasElement`, `HTMLVideoElement`.
*
* If `number[]` or `ArrayBufferView` it's assumed to be data for a texture. If `width` or `height` is
* not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponents`
* where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided
* by 6. Then
*
* * If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer then width and height
* are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`.
*
* * If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`.
*
* If `number[]` will be converted to `type`.
*
* If `src` is a function it will be called with a `WebGLRenderingContext` and these options.
* Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement`
* an array etc...
*
* If `src` is undefined then an empty texture will be created of size `width` by `height`.
*
* @property {string} [crossOrigin] What to set the crossOrigin property of images when they are downloaded.
* default: undefined. Also see {@link module:twgl.setDefaults}.
*
* @memberOf module:twgl
*/
// NOTE: While querying GL is considered slow it's not remotely as slow
// as uploading a texture. On top of that you're unlikely to call this in
// a perf critical loop. Even if upload a texture every frame that's unlikely
// to be more than 1 or 2 textures a frame. In other words, the benefits of
// making the API easy to use outweigh any supposed perf benefits
//
// Also note I get that having one global of these is bad practice.
// As long as it's used correctly it means no garbage which probably
// doesn't matter when dealing with textures but old habits die hard.
var lastPackState = {};
/**
* Saves any packing state that will be set based on the options.
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @private
*/
function savePackState(gl, options) {
if (options.colorspaceConversion !== undefined) {
lastPackState.colorspaceConversion = gl.getParameter(UNPACK_COLORSPACE_CONVERSION_WEBGL);
gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, options.colorspaceConversion);
}
if (options.premultiplyAlpha !== undefined) {
lastPackState.premultiplyAlpha = gl.getParameter(UNPACK_PREMULTIPLY_ALPHA_WEBGL);
gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, options.premultiplyAlpha);
}
if (options.flipY !== undefined) {
lastPackState.flipY = gl.getParameter(UNPACK_FLIP_Y_WEBGL);
gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, options.flipY);
}
}
/**
* Restores any packing state that was set based on the options.
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @private
*/
function restorePackState(gl, options) {
if (options.colorspaceConversion !== undefined) {
gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, lastPackState.colorspaceConversion);
}
if (options.premultiplyAlpha !== undefined) {
gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, lastPackState.premultiplyAlpha);
}
if (options.flipY !== undefined) {
gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, lastPackState.flipY);
}
}
/**
* Saves state related to data size
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @private
*/
function saveSkipState(gl) {
lastPackState.unpackAlignment = gl.getParameter(UNPACK_ALIGNMENT);
if (utils.isWebGL2(gl)) {
lastPackState.unpackRowLength = gl.getParameter(UNPACK_ROW_LENGTH);
lastPackState.unpackImageHeight = gl.getParameter(UNPACK_IMAGE_HEIGHT);
lastPackState.unpackSkipPixels = gl.getParameter(UNPACK_SKIP_PIXELS);
lastPackState.unpackSkipRows = gl.getParameter(UNPACK_SKIP_ROWS);
lastPackState.unpackSkipImages = gl.getParameter(UNPACK_SKIP_IMAGES);
}
}
/**
* Restores state related to data size
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @private
*/
function restoreSkipState(gl) {
gl.pixelStorei(UNPACK_ALIGNMENT, lastPackState.unpackAlignment);
if (utils.isWebGL2(gl)) {
gl.pixelStorei(UNPACK_ROW_LENGTH, lastPackState.unpackRowLength);
gl.pixelStorei(UNPACK_IMAGE_HEIGHT, lastPackState.unpackImageHeight);
gl.pixelStorei(UNPACK_SKIP_PIXELS, lastPackState.unpackSkipPixels);
gl.pixelStorei(UNPACK_SKIP_ROWS, lastPackState.unpackSkipRows);
gl.pixelStorei(UNPACK_SKIP_IMAGES, lastPackState.unpackSkipImages);
}
}
/**
* Sets the parameters of a texture or sampler
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {number|WebGLSampler} target texture target or sampler
* @param {function()} parameteriFn texParameteri or samplerParameteri fn
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @private
*/
function setTextureSamplerParameters(gl, target, parameteriFn, options) {
if (options.minMag) {
parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.minMag);
parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.minMag);
}
if (options.min) {
parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.min);
}
if (options.mag) {
parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.mag);
}
if (options.wrap) {
parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrap);
parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrap);
if (target === TEXTURE_3D || helper.isSampler(gl, target)) {
parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrap);
}
}
if (options.wrapR) {
parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrapR);
}
if (options.wrapS) {
parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrapS);
}
if (options.wrapT) {
parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrapT);
}
if (options.minLod) {
parameteriFn.call(gl, target, TEXTURE_MIN_LOD, options.minLod);
}
if (options.maxLod) {
parameteriFn.call(gl, target, TEXTURE_MAX_LOD, options.maxLod);
}
if (options.baseLevel) {
parameteriFn.call(gl, target, TEXTURE_BASE_LEVEL, options.baseLevel);
}
if (options.maxLevel) {
parameteriFn.call(gl, target, TEXTURE_MAX_LEVEL, options.maxLevel);
}
}
/**
* Sets the texture parameters of a texture.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @memberOf module:twgl/textures
*/
function setTextureParameters(gl, tex, options) {
var target = options.target || TEXTURE_2D;
gl.bindTexture(target, tex);
setTextureSamplerParameters(gl, target, gl.texParameteri, options);
}
/**
* Sets the sampler parameters of a sampler.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLSampler} sampler the WebGLSampler to set parameters for
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @memberOf module:twgl/textures
*/
function setSamplerParameters(gl, sampler, options) {
setTextureSamplerParameters(gl, sampler, gl.samplerParameteri, options);
}
/**
* Creates a new sampler object and sets parameters.
*
* Example:
*
* const sampler = twgl.createSampler(gl, {
* minMag: gl.NEAREST, // sets both TEXTURE_MIN_FILTER and TEXTURE_MAG_FILTER
* wrap: gl.CLAMP_TO_NEAREST, // sets both TEXTURE_WRAP_S and TEXTURE_WRAP_T and TEXTURE_WRAP_R
* });
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {Object.<string,module:twgl.TextureOptions>} options A object of TextureOptions one per sampler.
* @return {Object.<string,WebGLSampler>} the created samplers by name
* @private
*/
function createSampler(gl, options) {
var sampler = gl.createSampler();
setSamplerParameters(gl, sampler, options);
return sampler;
}
/**
* Creates a multiple sampler objects and sets parameters on each.
*
* Example:
*
* const samplers = twgl.createSamplers(gl, {
* nearest: {
* minMag: gl.NEAREST,
* },
* nearestClampS: {
* minMag: gl.NEAREST,
* wrapS: gl.CLAMP_TO_NEAREST,
* },
* linear: {
* minMag: gl.LINEAR,
* },
* nearestClamp: {
* minMag: gl.NEAREST,
* wrap: gl.CLAMP_TO_EDGE,
* },
* linearClamp: {
* minMag: gl.LINEAR,
* wrap: gl.CLAMP_TO_EDGE,
* },
* linearClampT: {
* minMag: gl.LINEAR,
* wrapT: gl.CLAMP_TO_EDGE,
* },
* });
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set on the sampler
* @private
*/
function createSamplers(gl, samplerOptions) {
var samplers = {};
Object.keys(samplerOptions).forEach(function (name) {
samplers[name] = createSampler(gl, samplerOptions[name]);
});
return samplers;
}
/**
* Makes a 1x1 pixel
* If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`.
* @param {(number[]|ArrayBufferView)} [color] The color using 0-1 values
* @return {Uint8Array} Unit8Array with color.
* @private
*/
function make1Pixel(color) {
color = color || defaults.textureColor;
if (isArrayBuffer(color)) {
return color;
}
return new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);
}
/**
* Sets filtering or generates mips for texture based on width or height
* If width or height is not passed in uses `options.width` and//or `options.height`
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @param {number} [width] width of texture
* @param {number} [height] height of texture
* @param {number} [internalFormat] The internalFormat parameter from texImage2D etc..
* @memberOf module:twgl/textures
*/
function setTextureFilteringForSize(gl, tex, options, width, height, internalFormat) {
options = options || defaults.textureOptions;
internalFormat = internalFormat || RGBA;
var target = options.target || TEXTURE_2D;
width = width || options.width;
height = height || options.height;
gl.bindTexture(target, tex);
if (canGenerateMipmap(gl, width, height, internalFormat)) {
gl.generateMipmap(target);
} else {
var filtering = canFilter(internalFormat) ? LINEAR : NEAREST;
gl.texParameteri(target, TEXTURE_MIN_FILTER, filtering);
gl.texParameteri(target, TEXTURE_MAG_FILTER, filtering);
gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE);
gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE);
}
}
function shouldAutomaticallySetTextureFilteringForSize(options) {
return options.auto === true || options.auto === undefined && options.level === undefined;
}
/**
* Gets an array of cubemap face enums
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @return {number[]} cubemap face enums
* @private
*/
function getCubeFaceOrder(gl, options) {
options = options || {};
return options.cubeFaceOrder || [TEXTURE_CUBE_MAP_POSITIVE_X, TEXTURE_CUBE_MAP_NEGATIVE_X, TEXTURE_CUBE_MAP_POSITIVE_Y, TEXTURE_CUBE_MAP_NEGATIVE_Y, TEXTURE_CUBE_MAP_POSITIVE_Z, TEXTURE_CUBE_MAP_NEGATIVE_Z];
}
/**
* @typedef {Object} FaceInfo
* @property {number} face gl enum for texImage2D
* @property {number} ndx face index (0 - 5) into source data
* @ignore
*/
/**
* Gets an array of FaceInfos
* There's a bug in some NVidia drivers that will crash the driver if
* `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take
* the user's desired order from his faces to WebGL and make sure we
* do the faces in WebGL order
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundant but
* it's needed internally to sort the array of `ndx` properties by `face`.
* @private
*/
function getCubeFacesWithNdx(gl, options) {
var faces = getCubeFaceOrder(gl, options); // work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :(
var facesWithNdx = faces.map(function (face, ndx) {
return {
face: face,
ndx: ndx
};
});
facesWithNdx.sort(function (a, b) {
return a.face - b.face;
});
return facesWithNdx;
}
/**
* Set a texture from the contents of an element. Will also set
* texture filtering or generate mips based on the dimensions of the element
* unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will
* attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {HTMLElement} element a canvas, img, or video element.
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @memberOf module:twgl/textures
* @kind function
*/
function setTextureFromElement(gl, tex, element, options) {
options = options || defaults.textureOptions;
var target = options.target || TEXTURE_2D;
var level = options.level || 0;
var width = element.width;
var height = element.height;
var internalFormat = options.internalFormat || options.format || RGBA;
var formatType = getFormatAndTypeForInternalFormat(internalFormat);
var format = options.format || formatType.format;
var type = options.type || formatType.type;
savePackState(gl, options);
gl.bindTexture(target, tex);
if (target === TEXTURE_CUBE_MAP) {
// guess the parts
var imgWidth = element.width;
var imgHeight = element.height;
var size;
var slices;
if (imgWidth / 6 === imgHeight) {
// It's 6x1
size = imgHeight;
slices = [0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0];
} else if (imgHeight / 6 === imgWidth) {
// It's 1x6
size = imgWidth;
slices = [0, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5];
} else if (imgWidth / 3 === imgHeight / 2) {
// It's 3x2
size = imgWidth / 3;
slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1];
} else if (imgWidth / 2 === imgHeight / 3) {
// It's 2x3
size = imgWidth / 2;
slices = [0, 0, 1, 0, 0, 1, 1, 1, 0, 2, 1, 2];
} else {
throw "can't figure out cube map from element: " + (element.src ? element.src : element.nodeName);
}
var ctx = getShared2DContext();
if (ctx) {
ctx.canvas.width = size;
ctx.canvas.height = size;
width = size;
height = size;
getCubeFacesWithNdx(gl, options).forEach(function (f) {
var xOffset = slices[f.ndx * 2 + 0] * size;
var yOffset = slices[f.ndx * 2 + 1] * size;
ctx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size);
gl.texImage2D(f.face, level, internalFormat, format, type, ctx.canvas);
}); // Free up the canvas memory
ctx.canvas.width = 1;
ctx.canvas.height = 1;
} else if (typeof createImageBitmap !== 'undefined') {
// NOTE: It seems like we should prefer ImageBitmap because unlike canvas it's
// note lossy? (alpha is not premultiplied? although I'm not sure what
width = size;
height = size;
getCubeFacesWithNdx(gl, options).forEach(function (f) {
var xOffset = slices[f.ndx * 2 + 0] * size;
var yOffset = slices[f.ndx * 2 + 1] * size; // We can't easily use a default texture color here as it would have to match
// the type across all faces where as with a 2D one there's only one face
// so we're replacing everything all at once. It also has to be the correct size.
// On the other hand we need all faces to be the same size so as one face loads
// the rest match else the texture will be un-renderable.
gl.texImage2D(f.face, level, internalFormat, size, size, 0, format, type, null);
createImageBitmap(element, xOffset, yOffset, size, size, {
premultiplyAlpha: 'none',
colorSpaceConversion: 'none'
}).then(function (imageBitmap) {
savePackState(gl, options);
gl.bindTexture(target, tex);
gl.texImage2D(f.face, level, internalFormat, format, type, imageBitmap);
restorePackState(gl, options);
if (shouldAutomaticallySetTextureFilteringForSize(options)) {
setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);
}
});
});
}
} else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
var smallest = Math.min(element.width, element.height);
var largest = Math.max(element.width, element.height);
var depth = largest / smallest;
if (depth % 1 !== 0) {
throw "can not compute 3D dimensions of element";
}
var xMult = element.width === largest ? 1 : 0;
var yMult = element.height === largest ? 1 : 0;
saveSkipState(gl);
gl.pixelStorei(UNPACK_ALIGNMENT, 1);
gl.pixelStorei(UNPACK_ROW_LENGTH, element.width);
gl.pixelStorei(UNPACK_IMAGE_HEIGHT, 0);
gl.pixelStorei(UNPACK_SKIP_IMAGES, 0);
gl.texImage3D(target, level, internalFormat, smallest, smallest, smallest, 0, format, type, null);
for (var d = 0; d < depth; ++d) {
var srcX = d * smallest * xMult;
var srcY = d * smallest * yMult;
gl.pixelStorei(UNPACK_SKIP_PIXELS, srcX);
gl.pixelStorei(UNPACK_SKIP_ROWS, srcY);
gl.texSubImage3D(target, level, 0, 0, d, smallest, smallest, 1, format, type, element);
}
restoreSkipState(gl);
} else {
gl.texImage2D(target, level, internalFormat, format, type, element);
}
restorePackState(gl, options);
if (shouldAutomaticallySetTextureFilteringForSize(options)) {
setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);
}
setTextureParameters(gl, tex, options);
}
function noop() {}
/**
* Checks whether the url's origin is the same so that we can set the `crossOrigin`
* @param {string} url url to image
* @returns {boolean} true if the window's origin is the same as image's url
* @private
*/
function urlIsSameOrigin(url) {
if (typeof document !== 'undefined') {
// for IE really
var a = document.createElement('a');
a.href = url;
return a.hostname === location.hostname && a.port === location.port && a.protocol === location.protocol;
} else {
var localOrigin = new URL(location.href).origin;
var urlOrigin = new URL(url, location.href).origin;
return urlOrigin === localOrigin;
}
}
function setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin) {
return crossOrigin === undefined && !urlIsSameOrigin(url) ? 'anonymous' : crossOrigin;
}
/**
* Loads an image
* @param {string} url url to image
* @param {string} crossOrigin
* @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null
* if there was an error
* @return {HTMLImageElement} the image being loaded.
* @private
*/
function loadImage(url, crossOrigin, callback) {
callback = callback || noop;
var img;
crossOrigin = crossOrigin !== undefined ? crossOrigin : defaults.crossOrigin;
crossOrigin = setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin);
if (typeof Image !== 'undefined') {
img = new Image();
if (crossOrigin !== undefined) {
img.crossOrigin = crossOrigin;
}
var clearEventHandlers = function clearEventHandlers() {
img.removeEventListener('error', onError); // eslint-disable-line
img.removeEventListener('load', onLoad); // eslint-disable-line
img = null;
};
var onError = function onError() {
var msg = "couldn't load image: " + url;
helper.error(msg);
callback(msg, img);
clearEventHandlers();
};
var onLoad = function onLoad() {
callback(null, img);
clearEventHandlers();
};
img.addEventListener('error', onError);
img.addEventListener('load', onLoad);
img.src = url;
return img;
} else if (typeof ImageBitmap !== 'undefined') {
var err;
var bm;
var cb = function cb() {
callback(err, bm);
};
var options = {};
if (crossOrigin) {
options.mode = 'cors'; // TODO: not sure how to translate image.crossOrigin
}
fetch(url, options).then(function (response) {
if (!response.ok) {
throw response;
}
return response.blob();
}).then(function (blob) {
return createImageBitmap(blob, {
premultiplyAlpha: 'none',
colorSpaceConversion: 'none'
});
}).then(function (bitmap) {
// not sure if this works. We don't want
// to catch the user's error. So, call
// the callback in a timeout so we're
// not in this scope inside the promise.
bm = bitmap;
setTimeout(cb);
})["catch"](function (e) {
err = e;
setTimeout(cb);
});
img = null;
}
return img;
}
/**
* check if object is a TexImageSource
*
* @param {Object} obj Object to test
* @return {boolean} true if object is a TexImageSource
* @private
*/
function isTexImageSource(obj) {
return typeof ImageBitmap !== 'undefined' && obj instanceof ImageBitmap || typeof ImageData !== 'undefined' && obj instanceof ImageData || typeof HTMLElement !== 'undefined' && obj instanceof HTMLElement;
}
/**
* if obj is an TexImageSource then just
* uses it otherwise if obj is a string
* then load it first.
*
* @param {string|TexImageSource} obj
* @param {string} crossOrigin
* @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null
* if there was an error
* @private
*/
function loadAndUseImage(obj, crossOrigin, callback) {
if (isTexImageSource(obj)) {
setTimeout(function () {
callback(null, obj);
});
return obj;
}
return loadImage(obj, crossOrigin, callback);
}
/**
* Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set
* the default texture color is used which can be set by calling `setDefaultTextureColor`.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @memberOf module:twgl/textures
*/
function setTextureTo1PixelColor(gl, tex, options) {
options = options || defaults.textureOptions;
var target = options.target || TEXTURE_2D;
gl.bindTexture(target, tex);
if (options.color === false) {
return;
} // Assume it's a URL
// Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering.
var color = make1Pixel(options.color);
if (target === TEXTURE_CUBE_MAP) {
for (var ii = 0; ii < 6; ++ii) {
gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);
}
} else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
gl.texImage3D(target, 0, RGBA, 1, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);
} else {
gl.texImage2D(target, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE, color);
}
}
/**
* The src image(s) used to create a texture.
*
* When you call {@link module:twgl.createTexture} or {@link module:twgl.createTextures}
* you can pass in urls for images to load into the textures. If it's a single url
* then this will be a single HTMLImageElement. If it's an array of urls used for a cubemap
* this will be a corresponding array of images for the cubemap.
*
* @typedef {HTMLImageElement|HTMLImageElement[]} TextureSrc
* @memberOf module:twgl
*/
/**
* A callback for when an image finished downloading and been uploaded into a texture
* @callback TextureReadyCallback
* @param {*} err If truthy there was an error.
* @param {WebGLTexture} texture the texture.
* @param {module:twgl.TextureSrc} source image(s) used to as the src for the texture
* @memberOf module:twgl
*/
/**
* A callback for when all images have finished downloading and been uploaded into their respective textures
* @callback TexturesReadyCallback
* @param {*} err If truthy there was an error.
* @param {Object.<string, WebGLTexture>} textures the created textures by name. Same as returned by {@link module:twgl.createTextures}.
* @param {Object.<string, module:twgl.TextureSrc>} sources the image(s) used for the texture by name.
* @memberOf module:twgl
*/
/**
* A callback for when an image finished downloading and been uploaded into a texture
* @callback CubemapReadyCallback
* @param {*} err If truthy there was an error.
* @param {WebGLTexture} tex the texture.
* @param {HTMLImageElement[]} imgs the images for each face.
* @memberOf module:twgl
*/
/**
* A callback for when an image finished downloading and been uploaded into a texture
* @callback ThreeDReadyCallback
* @param {*} err If truthy there was an error.
* @param {WebGLTexture} tex the texture.
* @param {HTMLImageElement[]} imgs the images for each slice.
* @memberOf module:twgl
*/
/**
* Loads a texture from an image from a Url as specified in `options.src`
* If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is
* immediately useable. It will be updated with the contents of the image once the image has finished
* downloading. Filtering options will be set as appropriate for image unless `options.auto === false`.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will
* be non null if there was an error.
* @return {HTMLImageElement} the image being downloaded.
* @memberOf module:twgl/textures
*/
function loadTextureFromUrl(gl, tex, options, callback) {
callback = callback || noop;
options = options || defaults.textureOptions;
setTextureTo1PixelColor(gl, tex, options); // Because it's async we need to copy the options.
options = Object.assign({}, options);
var img = loadAndUseImage(options.src, options.crossOrigin, function (err, img) {
if (err) {
callback(err, tex, img);
} else {
setTextureFromElement(gl, tex, img, options);
callback(null, tex, img);
}
});
return img;
}
/**
* Loads a cubemap from 6 urls or TexImageSources as specified in `options.src`. Will set the cubemap to a 1x1 pixel color
* so that it is usable immediately unless `option.color === false`.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will
* be non null if there was an error.
* @memberOf module:twgl/textures
*/
function loadCubemapFromUrls(gl, tex, options, callback) {
callback = callback || noop;
var urls = options.src;
if (urls.length !== 6) {
throw "there must be 6 urls for a cubemap";
}
var level = options.level || 0;
var internalFormat = options.internalFormat || options.format || RGBA;
var formatType = getFormatAndTypeForInternalFormat(internalFormat);
var format = options.format || formatType.format;
var type = options.type || UNSIGNED_BYTE;
var target = options.target || TEXTURE_2D;
if (target !== TEXTURE_CUBE_MAP) {
throw "target must be TEXTURE_CUBE_MAP";
}
setTextureTo1PixelColor(gl, tex, options); // Because it's async we need to copy the options.
options = Object.assign({}, options);
var numToLoad = 6;
var errors = [];
var faces = getCubeFaceOrder(gl, options);
var imgs; // eslint-disable-line
function uploadImg(faceTarget) {
return function (err, img) {
--numToLoad;
if (err) {
errors.push(err);
} else {
if (img.width !== img.height) {
errors.push("cubemap face img is not a square: " + img.src);
} else {
savePackState(gl, options);
gl.bindTexture(target, tex); // So assuming this is the first image we now have one face that's img sized
// and 5 faces that are 1x1 pixel so size the other faces
if (numToLoad === 5) {
// use the default order
getCubeFaceOrder(gl).forEach(function (otherTarget) {
// Should we re-use the same face or a color?
gl.texImage2D(otherTarget, level, internalFormat, format, type, img);
});
} else {
gl.texImage2D(faceTarget, level, internalFormat, format, type, img);
}
restorePackState(gl, options);
if (shouldAutomaticallySetTextureFilteringForSize(options)) {
gl.generateMipmap(target);
}
}
}
if (numToLoad === 0) {
callback(errors.length ? errors : undefined, tex, imgs);
}
};
}
imgs = urls.map(function (url, ndx) {
return loadAndUseImage(url, options.crossOrigin, uploadImg(faces[ndx]));
});
}
/**
* Loads a 2d array or 3d texture from urls OR TexImageSources as specified in `options.src`.
* Will set the texture to a 1x1 pixel color
* so that it is usable immediately unless `option.color === false`.
*
* If the width and height is not specified the width and height of the first
* image loaded will be used. Note that since images are loaded async
* which image downloads first is unknown.
*
* If an image is not the same size as the width and height it will be scaled
* to that width and height.
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @param {module:twgl.ThreeDReadyCallback} [callback] A function to be called when all the images have finished loading. err will
* be non null if there was an error.
* @memberOf module:twgl/textures
*/
function loadSlicesFromUrls(gl, tex, options, callback) {
callback = callback || noop;
var urls = options.src;
var internalFormat = options.internalFormat || options.format || RGBA;
var formatType = getFormatAndTypeForInternalFormat(internalFormat);
var format = options.format || formatType.format;
var type = options.type || UNSIGNED_BYTE;
var target = options.target || TEXTURE_2D_ARRAY;
if (target !== TEXTURE_3D && target !== TEXTURE_2D_ARRAY) {
throw "target must be TEXTURE_3D or TEXTURE_2D_ARRAY";
}
setTextureTo1PixelColor(gl, tex, options); // Because it's async we need to copy the options.
options = Object.assign({}, options);
var numToLoad = urls.length;
var errors = [];
var imgs; // eslint-disable-line
var level = options.level || 0;
var width = options.width;
var height = options.height;
var depth = urls.length;
var firstImage = true;
function uploadImg(slice) {
return function (err, img) {
--numToLoad;
if (err) {
errors.push(err);
} else {
savePackState(gl, options);
gl.bindTexture(target, tex);
if (firstImage) {
firstImage = false;
width = options.width || img.width;
height = options.height || img.height;
gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null); // put it in every slice otherwise some slices will be 0,0,0,0
for (var s = 0; s < depth; ++s) {
gl.texSubImage3D(target, level, 0, 0, s, width, height, 1, format, type, img);
}
} else {
var src = img;
var ctx;
if (img.width !== width || img.height !== height) {
// Size the image to fix
ctx = getShared2DContext();
src = ctx.canvas;
ctx.canvas.width = width;
ctx.canvas.height = height;
ctx.drawImage(img, 0, 0, width, height);
}
gl.texSubImage3D(target, level, 0, 0, slice, width, height, 1, format, type, src); // free the canvas memory
if (ctx && src === ctx.canvas) {
ctx.canvas.width = 0;
ctx.canvas.height = 0;
}
}
restorePackState(gl, options);
if (shouldAutomaticallySetTextureFilteringForSize(options)) {
gl.generateMipmap(target);
}
}
if (numToLoad === 0) {
callback(errors.length ? errors : undefined, tex, imgs);
}
};
}
imgs = urls.map(function (url, ndx) {
return loadAndUseImage(url, options.crossOrigin, uploadImg(ndx));
});
}
/**
* Sets a texture from an array or typed array. If the width or height is not provided will attempt to
* guess the size. See {@link module:twgl.TextureOptions}.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {(number[]|ArrayBufferView)} src An array or typed arry with texture data.
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* This is often the same options you passed in when you created the texture.
* @memberOf module:twgl/textures
*/
function setTextureFromArray(gl, tex, src, options) {
options = options || defaults.textureOptions;
var target = options.target || TEXTURE_2D;
gl.bindTexture(target, tex);
var width = options.width;
var height = options.height;
var depth = options.depth;
var level = options.level || 0;
var internalFormat = options.internalFormat || options.format || RGBA;
var formatType = getFormatAndTypeForInternalFormat(internalFormat);
var format = options.format || formatType.format;
var type = options.type || getTextureTypeForArrayType(gl, src, formatType.type);
if (!isArrayBuffer(src)) {
var Type = typedArrays.getTypedArrayTypeForGLType(type);
src = new Type(src);
} else if (src instanceof Uint8ClampedArray) {
src = new Uint8Array(src.buffer);
}
var bytesPerElement = getBytesPerElementForInternalFormat(internalFormat, type);
var numElements = src.byteLength / bytesPerElement; // TODO: check UNPACK_ALIGNMENT?
if (numElements % 1) {
throw "length wrong size for format: " + utils.glEnumToString(gl, format);
}
var dimensions;
if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
if (!width && !height && !depth) {
var size = Math.cbrt(numElements);
if (size % 1 !== 0) {
throw "can't guess cube size of array of numElements: " + numElements;
}
width = size;
height = size;
depth = size;
} else if (width && (!height || !depth)) {
dimensions = guessDimensions(gl, target, height, depth, numElements / width);
height = dimensions.width;
depth = dimensions.height;
} else if (height && (!width || !depth)) {
dimensions = guessDimensions(gl, target, width, depth, numElements / height);
width = dimensions.width;
depth = dimensions.height;
} else {
dimensions = guessDimensions(gl, target, width, height, numElements / depth);
width = dimensions.width;
height = dimensions.height;
}
} else {
dimensions = guessDimensions(gl, target, width, height, numElements);
width = dimensions.width;
height = dimensions.height;
}
saveSkipState(gl);
gl.pixelStorei(UNPACK_ALIGNMENT, options.unpackAlignment || 1);
savePackState(gl, options);
if (target === TEXTURE_CUBE_MAP) {
var elementsPerElement = bytesPerElement / src.BYTES_PER_ELEMENT;
var faceSize = numElements / 6 * elementsPerElement;
getCubeFacesWithNdx(gl, options).forEach(function (f) {
var offset = faceSize * f.ndx;
var data = src.subarray(offset, offset + faceSize);
gl.texImage2D(f.face, level, internalFormat, width, height, 0, format, type, data);
});
} else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, src);
} else {
gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, src);
}
restorePackState(gl, options);
restoreSkipState(gl);
return {
width: width,
height: height,
depth: depth,
type: type
};
}
/**
* Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`.
* You must set `options.width` and `options.height`.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the WebGLTexture to set parameters for
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @memberOf module:twgl/textures
*/
function setEmptyTexture(gl, tex, options) {
var target = options.target || TEXTURE_2D;
gl.bindTexture(target, tex);
var level = options.level || 0;
var internalFormat = options.internalFormat || options.format || RGBA;
var formatType = getFormatAndTypeForInternalFormat(internalFormat);
var format = options.format || formatType.format;
var type = options.type || formatType.type;
savePackState(gl, options);
if (target === TEXTURE_CUBE_MAP) {
for (var ii = 0; ii < 6; ++ii) {
gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, options.width, options.height, 0, format, type, null);
}
} else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
gl.texImage3D(target, level, internalFormat, options.width, options.height, options.depth, 0, format, type, null);
} else {
gl.texImage2D(target, level, internalFormat, options.width, options.height, 0, format, type, null);
}
restorePackState(gl, options);
}
/**
* Creates a texture based on the options passed in.
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.
* @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture.
* @return {WebGLTexture} the created texture.
* @memberOf module:twgl/textures
*/
function createTexture(gl, options, callback) {
callback = callback || noop;
options = options || defaults.textureOptions;
var tex = gl.createTexture();
var target = options.target || TEXTURE_2D;
var width = options.width || 1;
var height = options.height || 1;
var internalFormat = options.internalFormat || RGBA;
gl.bindTexture(target, tex);
if (target === TEXTURE_CUBE_MAP) {
// this should have been the default for cubemaps :(
gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE);
gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE);
}
var src = options.src;
if (src) {
if (typeof src === "function") {
src = src(gl, options);
}
if (typeof src === "string") {
loadTextureFromUrl(gl, tex, options, callback);
} else if (isArrayBuffer(src) || Array.isArray(src) && (typeof src[0] === 'number' || Array.isArray(src[0]) || isArrayBuffer(src[0]))) {
var dimensions = setTextureFromArray(gl, tex, src, options);
width = dimensions.width;
height = dimensions.height;
} else if (Array.isArray(src) && (typeof src[0] === 'string' || isTexImageSource(src[0]))) {
if (target === TEXTURE_CUBE_MAP) {
loadCubemapFromUrls(gl, tex, options, callback);
} else {
loadSlicesFromUrls(gl, tex, options, callback);
}
} else if (isTexImageSource(src)) {
setTextureFromElement(gl, tex, src, options);
width = src.width;
height = src.height;
} else {
throw "unsupported src type";
}
} else {
setEmptyTexture(gl, tex, options);
}
if (shouldAutomaticallySetTextureFilteringForSize(options)) {
setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);
}
setTextureParameters(gl, tex, options);
return tex;
}
/**
* Resizes a texture based on the options passed in.
*
* Note: This is not a generic resize anything function.
* It's mostly used by {@link module:twgl.resizeFramebufferInfo}
* It will use `options.src` if it exists to try to determine a `type`
* otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided
* for the texture. Texture parameters will be set accordingly
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {WebGLTexture} tex the texture to resize
* @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.
* @param {number} [width] the new width. If not passed in will use `options.width`
* @param {number} [height] the new height. If not passed in will use `options.height`
* @param {number} [depth] the new depth. If not passed in will use `options.depth`
* @memberOf module:twgl/textures
*/
function resizeTexture(gl, tex, options, width, height, depth) {
width = width || options.width;
height = height || options.height;
depth = depth || options.depth;
var target = options.target || TEXTURE_2D;
gl.bindTexture(target, tex);
var level = options.level || 0;
var internalFormat = options.internalFormat || options.format || RGBA;
var formatType = getFormatAndTypeForInternalFormat(internalFormat);
var format = options.format || formatType.format;
var type;
var src = options.src;
if (!src) {
type = options.type || formatType.type;
} else if (isArrayBuffer(src) || Array.isArray(src) && typeof src[0] === 'number') {
type = options.type || getTextureTypeForArrayType(gl, src, formatType.type);
} else {
type = options.type || formatType.type;
}
if (target === TEXTURE_CUBE_MAP) {
for (var ii = 0; ii < 6; ++ii) {
gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, width, height, 0, format, type, null);
}
} else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null);
} else {
gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, null);
}
}
/**
* Check if a src is an async request.
* if src is a string we're going to download an image
* if src is an array of strings we're going to download cubemap images
* @param {*} src The src from a TextureOptions
* @returns {bool} true if src is async.
* @private
*/
function isAsyncSrc(src) {
return typeof src === 'string' || Array.isArray(src) && typeof src[0] === 'string';
}
/**
* Creates a bunch of textures based on the passed in options.
*
* Example:
*
* const textures = twgl.createTextures(gl, {
* // a power of 2 image
* hftIcon: { src: "images/hft-icon-16.png", mag: gl.NEAREST },
* // a non-power of 2 image
* clover: { src: "images/clover.jpg" },
* // From a canvas
* fromCanvas: { src: ctx.canvas },
* // A cubemap from 6 images
* yokohama: {
* target: gl.TEXTURE_CUBE_MAP,
* src: [
* 'images/yokohama/posx.jpg',
* 'images/yokohama/negx.jpg',
* 'images/yokohama/posy.jpg',
* 'images/yokohama/negy.jpg',
* 'images/yokohama/posz.jpg',
* 'images/yokohama/negz.jpg',
* ],
* },
* // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)
* goldengate: {
* target: gl.TEXTURE_CUBE_MAP,
* src: 'images/goldengate.jpg',
* },
* // A 2x2 pixel texture from a JavaScript array
* checker: {
* mag: gl.NEAREST,
* min: gl.LINEAR,
* src: [
* 255,255,255,255,
* 192,192,192,255,
* 192,192,192,255,
* 255,255,255,255,
* ],
* },
* // a 1x2 pixel texture from a typed array.
* stripe: {
* mag: gl.NEAREST,
* min: gl.LINEAR,
* format: gl.LUMINANCE,
* src: new Uint8Array([
* 255,
* 128,
* 255,
* 128,
* 255,
* 128,
* 255,
* 128,
* ]),
* width: 1,
* },
* });
*
* Now
*
* * `textures.hftIcon` will be a 2d texture
* * `textures.clover` will be a 2d texture
* * `textures.fromCanvas` will be a 2d texture
* * `textures.yohohama` will be a cubemap texture
* * `textures.goldengate` will be a cubemap texture
* * `textures.checker` will be a 2d texture
* * `textures.stripe` will be a 2d texture
*
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @param {Object.<string,module:twgl.TextureOptions>} options A object of TextureOptions one per texture.
* @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded.
* @return {Object.<string,WebGLTexture>} the created textures by name
* @memberOf module:twgl/textures
*/
function createTextures(gl, textureOptions, callback) {
callback = callback || noop;
var numDownloading = 0;
var errors = [];
var textures = {};
var images = {};
function callCallbackIfReady() {
if (numDownloading === 0) {
setTimeout(function () {
callback(errors.length ? errors : undefined, textures, images);
}, 0);
}
}
Object.keys(textureOptions).forEach(function (name) {
var options = textureOptions[name];
var onLoadFn;
if (isAsyncSrc(options.src)) {
onLoadFn = function onLoadFn(err, tex, img) {
images[name] = img;
--numDownloading;
if (err) {
errors.push(err);
}
callCallbackIfReady();
};
++numDownloading;
}
textures[name] = createTexture(gl, options, onLoadFn);
}); // queue the callback if there are no images to download.
// We do this because if your code is structured to wait for
// images to download but then you comment out all the async
// images your code would break.
callCallbackIfReady();
return textures;
}
/***/ }),
/***/ "./src/twgl-full.js":
/*!**************************!*\
!*** ./src/twgl-full.js ***!
\**************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
var _exportNames = {
m4: true,
v3: true,
primitives: true
};
exports.primitives = exports.v3 = exports.m4 = void 0;
var m4 = _interopRequireWildcard(__webpack_require__(/*! ./m4.js */ "./src/m4.js"));
exports.m4 = m4;
var v3 = _interopRequireWildcard(__webpack_require__(/*! ./v3.js */ "./src/v3.js"));
exports.v3 = v3;
var primitives = _interopRequireWildcard(__webpack_require__(/*! ./primitives.js */ "./src/primitives.js"));
exports.primitives = primitives;
var _twgl = __webpack_require__(/*! ./twgl.js */ "./src/twgl.js");
Object.keys(_twgl).forEach(function (key) {
if (key === "default" || key === "__esModule") return;
if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return;
exports[key] = _twgl[key];
});
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/***/ }),
/***/ "./src/twgl.js":
/*!*********************!*\
!*** ./src/twgl.js ***!
\*********************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
var _exportNames = {
addExtensionsToContext: true,
getContext: true,
getWebGLContext: true,
resizeCanvasToDisplaySize: true,
setDefaults: true,
attributes: true,
textures: true,
utils: true,
draw: true,
framebuffers: true,
programs: true,
typedarrays: true,
vertexArrays: true
};
exports.addExtensionsToContext = addExtensionsToContext;
exports.getContext = getContext;
exports.getWebGLContext = getWebGLContext;
exports.resizeCanvasToDisplaySize = resizeCanvasToDisplaySize;
exports.setDefaults = setDefaults;
exports.vertexArrays = exports.typedarrays = exports.programs = exports.framebuffers = exports.draw = exports.utils = exports.textures = exports.attributes = void 0;
var attributes = _interopRequireWildcard(__webpack_require__(/*! ./attributes.js */ "./src/attributes.js"));
exports.attributes = attributes;
Object.keys(attributes).forEach(function (key) {
if (key === "default" || key === "__esModule") return;
if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return;
exports[key] = attributes[key];
});
var textures = _interopRequireWildcard(__webpack_require__(/*! ./textures.js */ "./src/textures.js"));
exports.textures = textures;
Object.keys(textures).forEach(function (key) {
if (key === "default" || key === "__esModule") return;
if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return;
exports[key] = textures[key];
});
var helper = _interopRequireWildcard(__webpack_require__(/*! ./helper.js */ "./src/helper.js"));
var utils = _interopRequireWildcard(__webpack_require__(/*! ./utils.js */ "./src/utils.js"));
exports.utils = utils;
Object.keys(utils).forEach(function (key) {
if (key === "default" || key === "__esModule") return;
if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return;
exports[key] = utils[key];
});
var draw = _interopRequireWildcard(__webpack_require__(/*! ./draw.js */ "./src/draw.js"));
exports.draw = draw;
Object.keys(draw).forEach(function (key) {
if (key === "default" || key === "__esModule") return;
if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return;
exports[key] = draw[key];
});
var framebuffers = _interopRequireWildcard(__webpack_require__(/*! ./framebuffers.js */ "./src/framebuffers.js"));
exports.framebuffers = framebuffers;
Object.keys(framebuffers).forEach(function (key) {
if (key === "default" || key === "__esModule") return;
if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return;
exports[key] = framebuffers[key];
});
var programs = _interopRequireWildcard(__webpack_require__(/*! ./programs.js */ "./src/programs.js"));
exports.programs = programs;
Object.keys(programs).forEach(function (key) {
if (key === "default" || key === "__esModule") return;
if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return;
exports[key] = programs[key];
});
var typedarrays = _interopRequireWildcard(__webpack_require__(/*! ./typedarrays.js */ "./src/typedarrays.js"));
exports.typedarrays = typedarrays;
Object.keys(typedarrays).forEach(function (key) {
if (key === "default" || key === "__esModule") return;
if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return;
exports[key] = typedarrays[key];
});
var vertexArrays = _interopRequireWildcard(__webpack_require__(/*! ./vertex-arrays.js */ "./src/vertex-arrays.js"));
exports.vertexArrays = vertexArrays;
Object.keys(vertexArrays).forEach(function (key) {
if (key === "default" || key === "__esModule") return;
if (Object.prototype.hasOwnProperty.call(_exportNames, key)) return;
exports[key] = vertexArrays[key];
});
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* The main TWGL module.
*
* For most use cases you shouldn't need anything outside this module.
* Exceptions between the stuff added to twgl-full (v3, m4, primitives)
*
* @module twgl
* @borrows module:twgl/attributes.setAttribInfoBufferFromArray as setAttribInfoBufferFromArray
* @borrows module:twgl/attributes.createBufferInfoFromArrays as createBufferInfoFromArrays
* @borrows module:twgl/attributes.createVertexArrayInfo as createVertexArrayInfo
* @borrows module:twgl/draw.drawBufferInfo as drawBufferInfo
* @borrows module:twgl/draw.drawObjectList as drawObjectList
* @borrows module:twgl/framebuffers.createFramebufferInfo as createFramebufferInfo
* @borrows module:twgl/framebuffers.resizeFramebufferInfo as resizeFramebufferInfo
* @borrows module:twgl/framebuffers.bindFramebufferInfo as bindFramebufferInfo
* @borrows module:twgl/programs.createProgramInfo as createProgramInfo
* @borrows module:twgl/programs.createUniformBlockInfo as createUniformBlockInfo
* @borrows module:twgl/programs.bindUniformBlock as bindUniformBlock
* @borrows module:twgl/programs.setUniformBlock as setUniformBlock
* @borrows module:twgl/programs.setBlockUniforms as setBlockUniforms
* @borrows module:twgl/programs.setUniforms as setUniforms
* @borrows module:twgl/programs.setBuffersAndAttributes as setBuffersAndAttributes
* @borrows module:twgl/textures.setTextureFromArray as setTextureFromArray
* @borrows module:twgl/textures.createTexture as createTexture
* @borrows module:twgl/textures.resizeTexture as resizeTexture
* @borrows module:twgl/textures.createTextures as createTextures
*/
// make sure we don't see a global gl
var gl = undefined;
/* eslint-disable-line */
/* lgtm [js/unused-local-variable] */
var defaults = {
addExtensionsToContext: true
};
/**
* Various default settings for twgl.
*
* Note: You can call this any number of times. Example:
*
* twgl.setDefaults({ textureColor: [1, 0, 0, 1] });
* twgl.setDefaults({ attribPrefix: 'a_' });
*
* is equivalent to
*
* twgl.setDefaults({
* textureColor: [1, 0, 0, 1],
* attribPrefix: 'a_',
* });
*
* @typedef {Object} Defaults
* @property {string} [attribPrefix] The prefix to stick on attributes
*
* When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`
* as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names.
*
* In other words I'll create arrays of geometry like this
*
* const arrays = {
* position: ...
* normal: ...
* texcoord: ...
* };
*
* But need those mapped to attributes and my attributes start with `a_`.
*
* Default: `""`
*
* @property {number[]} [textureColor] Array of 4 values in the range 0 to 1
*
* The default texture color is used when loading textures from
* urls. Because the URL will be loaded async we'd like to be
* able to use the texture immediately. By putting a 1x1 pixel
* color in the texture we can start using the texture before
* the URL has loaded.
*
* Default: `[0.5, 0.75, 1, 1]`
*
* @property {string} [crossOrigin]
*
* If not undefined sets the crossOrigin attribute on images
* that twgl creates when downloading images for textures.
*
* Also see {@link module:twgl.TextureOptions}.
*
* @property {bool} [addExtensionsToContext]
*
* If true, then, when twgl will try to add any supported WebGL extensions
* directly to the context under their normal GL names. For example
* if ANGLE_instances_arrays exists then twgl would enable it,
* add the functions `vertexAttribDivisor`, `drawArraysInstanced`,
* `drawElementsInstanced`, and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR`
* to the `WebGLRenderingContext`.
*
* @memberOf module:twgl
*/
/**
* Sets various defaults for twgl.
*
* In the interest of terseness which is kind of the point
* of twgl I've integrated a few of the older functions here
*
* @param {module:twgl.Defaults} newDefaults The default settings.
* @memberOf module:twgl
*/
function setDefaults(newDefaults) {
helper.copyExistingProperties(newDefaults, defaults);
attributes.setAttributeDefaults_(newDefaults); // eslint-disable-line
textures.setTextureDefaults_(newDefaults); // eslint-disable-line
}
var prefixRE = /^(.*?)_/;
function addExtensionToContext(gl, extensionName) {
utils.glEnumToString(gl, 0);
var ext = gl.getExtension(extensionName);
if (ext) {
var enums = {};
var fnSuffix = prefixRE.exec(extensionName)[1];
var enumSuffix = '_' + fnSuffix;
for (var key in ext) {
var value = ext[key];
var isFunc = typeof value === 'function';
var suffix = isFunc ? fnSuffix : enumSuffix;
var name = key; // examples of where this is not true are WEBGL_compressed_texture_s3tc
// and WEBGL_compressed_texture_pvrtc
if (key.endsWith(suffix)) {
name = key.substring(0, key.length - suffix.length);
}
if (gl[name] !== undefined) {
if (!isFunc && gl[name] !== value) {
helper.warn(name, gl[name], value, key);
}
} else {
if (isFunc) {
gl[name] = function (origFn) {
return function () {
return origFn.apply(ext, arguments);
};
}(value);
} else {
gl[name] = value;
enums[name] = value;
}
}
} // pass the modified enums to glEnumToString
enums.constructor = {
name: ext.constructor.name
};
utils.glEnumToString(enums, 0);
}
return ext;
}
/*
* If you're wondering why the code doesn't just iterate
* over all extensions using `gl.getExtensions` is that it's possible
* some future extension is incompatible with this code. Rather than
* have thing suddenly break it seems better to manually add to this
* list.
*
*/
var supportedExtensions = ['ANGLE_instanced_arrays', 'EXT_blend_minmax', 'EXT_color_buffer_float', 'EXT_color_buffer_half_float', 'EXT_disjoint_timer_query', 'EXT_disjoint_timer_query_webgl2', 'EXT_frag_depth', 'EXT_sRGB', 'EXT_shader_texture_lod', 'EXT_texture_filter_anisotropic', 'OES_element_index_uint', 'OES_standard_derivatives', 'OES_texture_float', 'OES_texture_float_linear', 'OES_texture_half_float', 'OES_texture_half_float_linear', 'OES_vertex_array_object', 'WEBGL_color_buffer_float', 'WEBGL_compressed_texture_atc', 'WEBGL_compressed_texture_etc1', 'WEBGL_compressed_texture_pvrtc', 'WEBGL_compressed_texture_s3tc', 'WEBGL_compressed_texture_s3tc_srgb', 'WEBGL_depth_texture', 'WEBGL_draw_buffers'];
/**
* Attempts to enable all of the following extensions
* and add their functions and constants to the
* `WebGLRenderingContext` using their normal non-extension like names.
*
* ANGLE_instanced_arrays
* EXT_blend_minmax
* EXT_color_buffer_float
* EXT_color_buffer_half_float
* EXT_disjoint_timer_query
* EXT_disjoint_timer_query_webgl2
* EXT_frag_depth
* EXT_sRGB
* EXT_shader_texture_lod
* EXT_texture_filter_anisotropic
* OES_element_index_uint
* OES_standard_derivatives
* OES_texture_float
* OES_texture_float_linear
* OES_texture_half_float
* OES_texture_half_float_linear
* OES_vertex_array_object
* WEBGL_color_buffer_float
* WEBGL_compressed_texture_atc
* WEBGL_compressed_texture_etc1
* WEBGL_compressed_texture_pvrtc
* WEBGL_compressed_texture_s3tc
* WEBGL_compressed_texture_s3tc_srgb
* WEBGL_depth_texture
* WEBGL_draw_buffers
*
* For example if `ANGLE_instanced_arrays` exists then the functions
* `drawArraysInstanced`, `drawElementsInstanced`, `vertexAttribDivisor`
* and the constant `VERTEX_ATTRIB_ARRAY_DIVISOR` are added to the
* `WebGLRenderingContext`.
*
* Note that if you want to know if the extension exists you should
* probably call `gl.getExtension` for each extension. Alternatively
* you can check for the existence of the functions or constants that
* are expected to be added. For example
*
* if (gl.drawBuffers) {
* // Either WEBGL_draw_buffers was enabled OR you're running in WebGL2
* ....
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @memberOf module:twgl
*/
function addExtensionsToContext(gl) {
for (var ii = 0; ii < supportedExtensions.length; ++ii) {
addExtensionToContext(gl, supportedExtensions[ii]);
}
}
/**
* Creates a webgl context.
* @param {HTMLCanvasElement} canvas The canvas tag to get
* context from. If one is not passed in one will be
* created.
* @return {WebGLRenderingContext} The created context.
* @private
*/
function create3DContext(canvas, opt_attribs) {
var names = ["webgl", "experimental-webgl"];
var context = null;
for (var ii = 0; ii < names.length; ++ii) {
context = canvas.getContext(names[ii], opt_attribs);
if (context) {
if (defaults.addExtensionsToContext) {
addExtensionsToContext(context);
}
break;
}
}
return context;
}
/**
* Gets a WebGL1 context.
*
* Note: Will attempt to enable Vertex Array Objects
* and add WebGL2 entry points. (unless you first set defaults with
* `twgl.setDefaults({enableVertexArrayObjects: false})`;
*
* @param {HTMLCanvasElement} canvas a canvas element.
* @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes
* @return {WebGLRenderingContext} The created context.
* @memberOf module:twgl
*/
function getWebGLContext(canvas, opt_attribs) {
var gl = create3DContext(canvas, opt_attribs);
return gl;
}
/**
* Creates a webgl context.
*
* Will return a WebGL2 context if possible.
*
* You can check if it's WebGL2 with
*
* twgl.isWebGL2(gl);
*
* @param {HTMLCanvasElement} canvas The canvas tag to get
* context from. If one is not passed in one will be
* created.
* @return {WebGLRenderingContext} The created context.
*/
function createContext(canvas, opt_attribs) {
var names = ["webgl2", "webgl", "experimental-webgl"];
var context = null;
for (var ii = 0; ii < names.length; ++ii) {
context = canvas.getContext(names[ii], opt_attribs);
if (context) {
if (defaults.addExtensionsToContext) {
addExtensionsToContext(context);
}
break;
}
}
return context;
}
/**
* Gets a WebGL context. Will create a WebGL2 context if possible.
*
* You can check if it's WebGL2 with
*
* function isWebGL2(gl) {
* return gl.getParameter(gl.VERSION).indexOf("WebGL 2.0 ") == 0;
* }
*
* Note: For a WebGL1 context will attempt to enable Vertex Array Objects
* and add WebGL2 entry points. (unless you first set defaults with
* `twgl.setDefaults({enableVertexArrayObjects: false})`;
*
* @param {HTMLCanvasElement} canvas a canvas element.
* @param {WebGLContextAttributes} [opt_attribs] optional webgl context creation attributes
* @return {WebGLRenderingContext} The created context.
* @memberOf module:twgl
*/
function getContext(canvas, opt_attribs) {
var gl = createContext(canvas, opt_attribs);
return gl;
}
/**
* Resize a canvas to match the size it's displayed.
* @param {HTMLCanvasElement} canvas The canvas to resize.
* @param {number} [multiplier] So you can pass in `window.devicePixelRatio` or other scale value if you want to.
* @return {boolean} true if the canvas was resized.
* @memberOf module:twgl
*/
function resizeCanvasToDisplaySize(canvas, multiplier) {
multiplier = multiplier || 1;
multiplier = Math.max(0, multiplier);
var width = canvas.clientWidth * multiplier | 0;
var height = canvas.clientHeight * multiplier | 0;
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
return true;
}
return false;
}
/***/ }),
/***/ "./src/typedarrays.js":
/*!****************************!*\
!*** ./src/typedarrays.js ***!
\****************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.getGLTypeForTypedArray = getGLTypeForTypedArray;
exports.getGLTypeForTypedArrayType = getGLTypeForTypedArrayType;
exports.getTypedArrayTypeForGLType = getTypedArrayTypeForGLType;
exports.isArrayBuffer = void 0;
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* Low level shader typed array related functions
*
* You should generally not need to use these functions. They are provided
* for those cases where you're doing something out of the ordinary
* and you need lower level access.
*
* For backward compatibility they are available at both `twgl.typedArray` and `twgl`
* itself
*
* See {@link module:twgl} for core functions
*
* @module twgl/typedArray
*/
// make sure we don't see a global gl
var gl = undefined;
/* eslint-disable-line */
/* lgtm [js/unused-local-variable] */
/* DataType */
var BYTE = 0x1400;
var UNSIGNED_BYTE = 0x1401;
var SHORT = 0x1402;
var UNSIGNED_SHORT = 0x1403;
var INT = 0x1404;
var UNSIGNED_INT = 0x1405;
var FLOAT = 0x1406;
var UNSIGNED_SHORT_4_4_4_4 = 0x8033;
var UNSIGNED_SHORT_5_5_5_1 = 0x8034;
var UNSIGNED_SHORT_5_6_5 = 0x8363;
var HALF_FLOAT = 0x140B;
var UNSIGNED_INT_2_10_10_10_REV = 0x8368;
var UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B;
var UNSIGNED_INT_5_9_9_9_REV = 0x8C3E;
var FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD;
var UNSIGNED_INT_24_8 = 0x84FA;
var glTypeToTypedArray = {};
{
var tt = glTypeToTypedArray;
tt[BYTE] = Int8Array;
tt[UNSIGNED_BYTE] = Uint8Array;
tt[SHORT] = Int16Array;
tt[UNSIGNED_SHORT] = Uint16Array;
tt[INT] = Int32Array;
tt[UNSIGNED_INT] = Uint32Array;
tt[FLOAT] = Float32Array;
tt[UNSIGNED_SHORT_4_4_4_4] = Uint16Array;
tt[UNSIGNED_SHORT_5_5_5_1] = Uint16Array;
tt[UNSIGNED_SHORT_5_6_5] = Uint16Array;
tt[HALF_FLOAT] = Uint16Array;
tt[UNSIGNED_INT_2_10_10_10_REV] = Uint32Array;
tt[UNSIGNED_INT_10F_11F_11F_REV] = Uint32Array;
tt[UNSIGNED_INT_5_9_9_9_REV] = Uint32Array;
tt[FLOAT_32_UNSIGNED_INT_24_8_REV] = Uint32Array;
tt[UNSIGNED_INT_24_8] = Uint32Array;
}
/**
* Get the GL type for a typedArray
* @param {ArrayBufferView} typedArray a typedArray
* @return {number} the GL type for array. For example pass in an `Int8Array` and `gl.BYTE` will
* be returned. Pass in a `Uint32Array` and `gl.UNSIGNED_INT` will be returned
* @memberOf module:twgl/typedArray
*/
function getGLTypeForTypedArray(typedArray) {
if (typedArray instanceof Int8Array) {
return BYTE;
} // eslint-disable-line
if (typedArray instanceof Uint8Array) {
return UNSIGNED_BYTE;
} // eslint-disable-line
if (typedArray instanceof Uint8ClampedArray) {
return UNSIGNED_BYTE;
} // eslint-disable-line
if (typedArray instanceof Int16Array) {
return SHORT;
} // eslint-disable-line
if (typedArray instanceof Uint16Array) {
return UNSIGNED_SHORT;
} // eslint-disable-line
if (typedArray instanceof Int32Array) {
return INT;
} // eslint-disable-line
if (typedArray instanceof Uint32Array) {
return UNSIGNED_INT;
} // eslint-disable-line
if (typedArray instanceof Float32Array) {
return FLOAT;
} // eslint-disable-line
throw new Error('unsupported typed array type');
}
/**
* Get the GL type for a typedArray type
* @param {ArrayBufferView} typedArrayType a typedArray constructor
* @return {number} the GL type for type. For example pass in `Int8Array` and `gl.BYTE` will
* be returned. Pass in `Uint32Array` and `gl.UNSIGNED_INT` will be returned
* @memberOf module:twgl/typedArray
*/
function getGLTypeForTypedArrayType(typedArrayType) {
if (typedArrayType === Int8Array) {
return BYTE;
} // eslint-disable-line
if (typedArrayType === Uint8Array) {
return UNSIGNED_BYTE;
} // eslint-disable-line
if (typedArrayType === Uint8ClampedArray) {
return UNSIGNED_BYTE;
} // eslint-disable-line
if (typedArrayType === Int16Array) {
return SHORT;
} // eslint-disable-line
if (typedArrayType === Uint16Array) {
return UNSIGNED_SHORT;
} // eslint-disable-line
if (typedArrayType === Int32Array) {
return INT;
} // eslint-disable-line
if (typedArrayType === Uint32Array) {
return UNSIGNED_INT;
} // eslint-disable-line
if (typedArrayType === Float32Array) {
return FLOAT;
} // eslint-disable-line
throw new Error('unsupported typed array type');
}
/**
* Get the typed array constructor for a given GL type
* @param {number} type the GL type. (eg: `gl.UNSIGNED_INT`)
* @return {function} the constructor for a the corresponding typed array. (eg. `Uint32Array`).
* @memberOf module:twgl/typedArray
*/
function getTypedArrayTypeForGLType(type) {
var CTOR = glTypeToTypedArray[type];
if (!CTOR) {
throw new Error('unknown gl type');
}
return CTOR;
}
var isArrayBuffer = typeof SharedArrayBuffer !== 'undefined' ? function isArrayBufferOrSharedArrayBuffer(a) {
return a && a.buffer && (a.buffer instanceof ArrayBuffer || a.buffer instanceof SharedArrayBuffer);
} : function isArrayBuffer(a) {
return a && a.buffer && a.buffer instanceof ArrayBuffer;
};
exports.isArrayBuffer = isArrayBuffer;
/***/ }),
/***/ "./src/utils.js":
/*!**********************!*\
!*** ./src/utils.js ***!
\**********************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.isWebGL1 = isWebGL1;
exports.isWebGL2 = isWebGL2;
exports.glEnumToString = void 0;
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* Gets the gl version as a number
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @return {number} version of gl
* @private
*/
//function getVersionAsNumber(gl) {
// return parseFloat(gl.getParameter(gl.VERSION).substr(6));
//}
/**
* Check if context is WebGL 2.0
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @return {bool} true if it's WebGL 2.0
* @memberOf module:twgl
*/
function isWebGL2(gl) {
// This is the correct check but it's slow
// return gl.getParameter(gl.VERSION).indexOf("WebGL 2.0") === 0;
// This might also be the correct check but I'm assuming it's slow-ish
// return gl instanceof WebGL2RenderingContext;
return !!gl.texStorage2D;
}
/**
* Check if context is WebGL 1.0
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @return {bool} true if it's WebGL 1.0
* @memberOf module:twgl
*/
function isWebGL1(gl) {
// This is the correct check but it's slow
// const version = getVersionAsNumber(gl);
// return version <= 1.0 && version > 0.0; // because as of 2016/5 Edge returns 0.96
// This might also be the correct check but I'm assuming it's slow-ish
// return gl instanceof WebGLRenderingContext;
return !gl.texStorage2D;
}
/**
* Gets a string for WebGL enum
*
* Note: Several enums are the same. Without more
* context (which function) it's impossible to always
* give the correct enum. As it is, for matching values
* it gives all enums. Checking the WebGL2RenderingContext
* that means
*
* 0 = ZERO | POINT | NONE | NO_ERROR
* 1 = ONE | LINES | SYNC_FLUSH_COMMANDS_BIT
* 32777 = BLEND_EQUATION_RGB | BLEND_EQUATION_RGB
* 36662 = COPY_READ_BUFFER | COPY_READ_BUFFER_BINDING
* 36663 = COPY_WRITE_BUFFER | COPY_WRITE_BUFFER_BINDING
* 36006 = FRAMEBUFFER_BINDING | DRAW_FRAMEBUFFER_BINDING
*
* It's also not useful for bits really unless you pass in individual bits.
* In other words
*
* const bits = gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT;
* twgl.glEnumToString(gl, bits); // not going to work
*
* Note that some enums only exist on extensions. If you
* want them to show up you need to pass the extension at least
* once. For example
*
* const ext = gl.getExtension('WEBGL_compressed_texture_s3tc');
* if (ext) {
* twgl.glEnumToString(ext, 0); // just prime the function
*
* ..later..
*
* const internalFormat = ext.COMPRESSED_RGB_S3TC_DXT1_EXT;
* console.log(twgl.glEnumToString(gl, internalFormat));
*
* Notice I didn't have to pass the extension the second time. This means
* you can have place that generically gets an enum for texture formats for example.
* and as long as you primed the function with the extensions
*
* If you're using `twgl.addExtensionsToContext` to enable your extensions
* then twgl will automatically get the extension's enums.
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext or any extension object
* @param {number} value the value of the enum you want to look up.
* @return {string} enum string or hex value
* @memberOf module:twgl
* @function glEnumToString
*/
var glEnumToString = function () {
var haveEnumsForType = {};
var enums = {};
function addEnums(gl) {
var type = gl.constructor.name;
if (!haveEnumsForType[type]) {
for (var key in gl) {
if (typeof gl[key] === 'number') {
var existing = enums[gl[key]];
enums[gl[key]] = existing ? "".concat(existing, " | ").concat(key) : key;
}
}
haveEnumsForType[type] = true;
}
}
return function glEnumToString(gl, value) {
addEnums(gl);
return enums[value] || "0x" + value.toString(16);
};
}();
exports.glEnumToString = glEnumToString;
/***/ }),
/***/ "./src/v3.js":
/*!*******************!*\
!*** ./src/v3.js ***!
\*******************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.add = add;
exports.copy = copy;
exports.create = create;
exports.cross = cross;
exports.distance = distance;
exports.distanceSq = distanceSq;
exports.divide = divide;
exports.divScalar = divScalar;
exports.dot = dot;
exports.lerp = lerp;
exports.lerpV = lerpV;
exports.length = length;
exports.lengthSq = lengthSq;
exports.max = max;
exports.min = min;
exports.mulScalar = mulScalar;
exports.multiply = multiply;
exports.negate = negate;
exports.normalize = normalize;
exports.setDefaultType = setDefaultType;
exports.subtract = subtract;
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
*
* Vec3 math math functions.
*
* Almost all functions take an optional `dst` argument. If it is not passed in the
* functions will create a new Vec3. In other words you can do this
*
* var v = v3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.
*
* or
*
* var v = v3.create();
* v3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v
*
* The first style is often easier but depending on where it's used it generates garbage where
* as there is almost never allocation with the second style.
*
* It is always save to pass any vector as the destination. So for example
*
* v3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1
*
* @module twgl/v3
*/
var VecType = Float32Array;
/**
* A JavaScript array with 3 values or a Float32Array with 3 values.
* When created by the library will create the default type which is `Float32Array`
* but can be set by calling {@link module:twgl/v3.setDefaultType}.
* @typedef {(number[]|Float32Array)} Vec3
* @memberOf module:twgl/v3
*/
/**
* Sets the type this library creates for a Vec3
* @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`
* @return {constructor} previous constructor for Vec3
* @memberOf module:twgl/v3
*/
function setDefaultType(ctor) {
var oldType = VecType;
VecType = ctor;
return oldType;
}
/**
* Creates a vec3; may be called with x, y, z to set initial values.
* @param {number} [x] Initial x value.
* @param {number} [y] Initial y value.
* @param {number} [z] Initial z value.
* @return {module:twgl/v3.Vec3} the created vector
* @memberOf module:twgl/v3
*/
function create(x, y, z) {
var dst = new VecType(3);
if (x) {
dst[0] = x;
}
if (y) {
dst[1] = y;
}
if (z) {
dst[2] = z;
}
return dst;
}
/**
* Adds two vectors; assumes a and b have the same dimension.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} A vector tha tis the sum of a and b.
* @memberOf module:twgl/v3
*/
function add(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] + b[0];
dst[1] = a[1] + b[1];
dst[2] = a[2] + b[2];
return dst;
}
/**
* Subtracts two vectors.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} A vector that is the difference of a and b.
* @memberOf module:twgl/v3
*/
function subtract(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] - b[0];
dst[1] = a[1] - b[1];
dst[2] = a[2] - b[2];
return dst;
}
/**
* Performs linear interpolation on two vectors.
* Given vectors a and b and interpolation coefficient t, returns
* a + t * (b - a).
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {number} t Interpolation coefficient.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} The linear interpolated result.
* @memberOf module:twgl/v3
*/
function lerp(a, b, t, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] + t * (b[0] - a[0]);
dst[1] = a[1] + t * (b[1] - a[1]);
dst[2] = a[2] + t * (b[2] - a[2]);
return dst;
}
/**
* Performs linear interpolation on two vectors.
* Given vectors a and b and interpolation coefficient vector t, returns
* a + t * (b - a).
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} t Interpolation coefficients vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} the linear interpolated result.
* @memberOf module:twgl/v3
*/
function lerpV(a, b, t, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] + t[0] * (b[0] - a[0]);
dst[1] = a[1] + t[1] * (b[1] - a[1]);
dst[2] = a[2] + t[2] * (b[2] - a[2]);
return dst;
}
/**
* Return max values of two vectors.
* Given vectors a and b returns
* [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} The max components vector.
* @memberOf module:twgl/v3
*/
function max(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = Math.max(a[0], b[0]);
dst[1] = Math.max(a[1], b[1]);
dst[2] = Math.max(a[2], b[2]);
return dst;
}
/**
* Return min values of two vectors.
* Given vectors a and b returns
* [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} The min components vector.
* @memberOf module:twgl/v3
*/
function min(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = Math.min(a[0], b[0]);
dst[1] = Math.min(a[1], b[1]);
dst[2] = Math.min(a[2], b[2]);
return dst;
}
/**
* Multiplies a vector by a scalar.
* @param {module:twgl/v3.Vec3} v The vector.
* @param {number} k The scalar.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} The scaled vector.
* @memberOf module:twgl/v3
*/
function mulScalar(v, k, dst) {
dst = dst || new VecType(3);
dst[0] = v[0] * k;
dst[1] = v[1] * k;
dst[2] = v[2] * k;
return dst;
}
/**
* Divides a vector by a scalar.
* @param {module:twgl/v3.Vec3} v The vector.
* @param {number} k The scalar.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} The scaled vector.
* @memberOf module:twgl/v3
*/
function divScalar(v, k, dst) {
dst = dst || new VecType(3);
dst[0] = v[0] / k;
dst[1] = v[1] / k;
dst[2] = v[2] / k;
return dst;
}
/**
* Computes the cross product of two vectors; assumes both vectors have
* three entries.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} The vector of a cross b.
* @memberOf module:twgl/v3
*/
function cross(a, b, dst) {
dst = dst || new VecType(3);
var t1 = a[2] * b[0] - a[0] * b[2];
var t2 = a[0] * b[1] - a[1] * b[0];
dst[0] = a[1] * b[2] - a[2] * b[1];
dst[1] = t1;
dst[2] = t2;
return dst;
}
/**
* Computes the dot product of two vectors; assumes both vectors have
* three entries.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @return {number} dot product
* @memberOf module:twgl/v3
*/
function dot(a, b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
/**
* Computes the length of vector
* @param {module:twgl/v3.Vec3} v vector.
* @return {number} length of vector.
* @memberOf module:twgl/v3
*/
function length(v) {
return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
}
/**
* Computes the square of the length of vector
* @param {module:twgl/v3.Vec3} v vector.
* @return {number} square of the length of vector.
* @memberOf module:twgl/v3
*/
function lengthSq(v) {
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
}
/**
* Computes the distance between 2 points
* @param {module:twgl/v3.Vec3} a vector.
* @param {module:twgl/v3.Vec3} b vector.
* @return {number} distance between a and b
* @memberOf module:twgl/v3
*/
function distance(a, b) {
var dx = a[0] - b[0];
var dy = a[1] - b[1];
var dz = a[2] - b[2];
return Math.sqrt(dx * dx + dy * dy + dz * dz);
}
/**
* Computes the square of the distance between 2 points
* @param {module:twgl/v3.Vec3} a vector.
* @param {module:twgl/v3.Vec3} b vector.
* @return {number} square of the distance between a and b
* @memberOf module:twgl/v3
*/
function distanceSq(a, b) {
var dx = a[0] - b[0];
var dy = a[1] - b[1];
var dz = a[2] - b[2];
return dx * dx + dy * dy + dz * dz;
}
/**
* Divides a vector by its Euclidean length and returns the quotient.
* @param {module:twgl/v3.Vec3} a The vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} The normalized vector.
* @memberOf module:twgl/v3
*/
function normalize(a, dst) {
dst = dst || new VecType(3);
var lenSq = a[0] * a[0] + a[1] * a[1] + a[2] * a[2];
var len = Math.sqrt(lenSq);
if (len > 0.00001) {
dst[0] = a[0] / len;
dst[1] = a[1] / len;
dst[2] = a[2] / len;
} else {
dst[0] = 0;
dst[1] = 0;
dst[2] = 0;
}
return dst;
}
/**
* Negates a vector.
* @param {module:twgl/v3.Vec3} v The vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} -v.
* @memberOf module:twgl/v3
*/
function negate(v, dst) {
dst = dst || new VecType(3);
dst[0] = -v[0];
dst[1] = -v[1];
dst[2] = -v[2];
return dst;
}
/**
* Copies a vector.
* @param {module:twgl/v3.Vec3} v The vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} A copy of v.
* @memberOf module:twgl/v3
*/
function copy(v, dst) {
dst = dst || new VecType(3);
dst[0] = v[0];
dst[1] = v[1];
dst[2] = v[2];
return dst;
}
/**
* Multiplies a vector by another vector (component-wise); assumes a and
* b have the same length.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} The vector of products of entries of a and
* b.
* @memberOf module:twgl/v3
*/
function multiply(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] * b[0];
dst[1] = a[1] * b[1];
dst[2] = a[2] * b[2];
return dst;
}
/**
* Divides a vector by another vector (component-wise); assumes a and
* b have the same length.
* @param {module:twgl/v3.Vec3} a Operand vector.
* @param {module:twgl/v3.Vec3} b Operand vector.
* @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.
* @return {module:twgl/v3.Vec3} The vector of quotients of entries of a and
* b.
* @memberOf module:twgl/v3
*/
function divide(a, b, dst) {
dst = dst || new VecType(3);
dst[0] = a[0] / b[0];
dst[1] = a[1] / b[1];
dst[2] = a[2] / b[2];
return dst;
}
/***/ }),
/***/ "./src/vertex-arrays.js":
/*!******************************!*\
!*** ./src/vertex-arrays.js ***!
\******************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
exports.__esModule = true;
exports.createVertexArrayInfo = createVertexArrayInfo;
exports.createVAOAndSetAttributes = createVAOAndSetAttributes;
exports.createVAOFromBufferInfo = createVAOFromBufferInfo;
var programs = _interopRequireWildcard(__webpack_require__(/*! ./programs.js */ "./src/programs.js"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; if (obj != null) { var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* vertex array object related functions
*
* You should generally not need to use these functions. They are provided
* for those cases where you're doing something out of the ordinary
* and you need lower level access.
*
* For backward compatibility they are available at both `twgl.attributes` and `twgl`
* itself
*
* See {@link module:twgl} for core functions
*
* @module twgl/vertexArrays
*/
var ELEMENT_ARRAY_BUFFER = 0x8893;
/**
* @typedef {Object} VertexArrayInfo
* @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.
* @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc..
* @property {WebGLVertexArrayObject} [vertexArrayObject] a vertex array object
* @memberOf module:twgl
*/
/**
* Creates a VertexArrayInfo from a BufferInfo and one or more ProgramInfos
*
* This can be passed to {@link module:twgl.setBuffersAndAttributes} and to
* {@link module:twgl:drawBufferInfo}.
*
* > **IMPORTANT:** Vertex Array Objects are **not** a direct analog for a BufferInfo. Vertex Array Objects
* assign buffers to specific attributes at creation time. That means they can only be used with programs
* who's attributes use the same attribute locations for the same purposes.
*
* > Bind your attribute locations by passing an array of attribute names to {@link module:twgl.createProgramInfo}
* or use WebGL 2's GLSL ES 3's `layout(location = <num>)` to make sure locations match.
*
* also
*
* > **IMPORTANT:** After calling twgl.setBuffersAndAttribute with a BufferInfo that uses a Vertex Array Object
* that Vertex Array Object will be bound. That means **ANY MANIPULATION OF ELEMENT_ARRAY_BUFFER or ATTRIBUTES**
* will affect the Vertex Array Object state.
*
* > Call `gl.bindVertexArray(null)` to get back manipulating the global attributes and ELEMENT_ARRAY_BUFFER.
*
* @param {WebGLRenderingContext} gl A WebGLRenderingContext
* @param {module:twgl.ProgramInfo|module:twgl.ProgramInfo[]} programInfo a programInfo or array of programInfos
* @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc...
*
* You need to make sure every attribute that will be used is bound. So for example assume shader 1
* uses attributes A, B, C and shader 2 uses attributes A, B, D. If you only pass in the programInfo
* for shader 1 then only attributes A, B, and C will have their attributes set because TWGL doesn't
* now attribute D's location.
*
* So, you can pass in both shader 1 and shader 2's programInfo
*
* @return {module:twgl.VertexArrayInfo} The created VertexArrayInfo
*
* @memberOf module:twgl/vertexArrays
*/
function createVertexArrayInfo(gl, programInfos, bufferInfo) {
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
if (!programInfos.length) {
programInfos = [programInfos];
}
programInfos.forEach(function (programInfo) {
programs.setBuffersAndAttributes(gl, programInfo, bufferInfo);
});
gl.bindVertexArray(null);
return {
numElements: bufferInfo.numElements,
elementType: bufferInfo.elementType,
vertexArrayObject: vao
};
}
/**
* Creates a vertex array object and then sets the attributes on it
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
* @param {Object.<string, function>} setters Attribute setters as returned from createAttributeSetters
* @param {Object.<string, module:twgl.AttribInfo>} attribs AttribInfos mapped by attribute name.
* @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices
* @memberOf module:twgl/vertexArrays
*/
function createVAOAndSetAttributes(gl, setters, attribs, indices) {
var vao = gl.createVertexArray();
gl.bindVertexArray(vao);
programs.setAttributes(setters, attribs);
if (indices) {
gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indices);
} // We unbind this because otherwise any change to ELEMENT_ARRAY_BUFFER
// like when creating buffers for other stuff will mess up this VAO's binding
gl.bindVertexArray(null);
return vao;
}
/**
* Creates a vertex array object and then sets the attributes
* on it
*
* @param {WebGLRenderingContext} gl The WebGLRenderingContext
* to use.
* @param {Object.<string, function>| module:twgl.ProgramInfo} programInfo as returned from createProgramInfo or Attribute setters as returned from createAttributeSetters
* @param {module:twgl.BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc...
* @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices
* @memberOf module:twgl/vertexArrays
*/
function createVAOFromBufferInfo(gl, programInfo, bufferInfo) {
return createVAOAndSetAttributes(gl, programInfo.attribSetters || programInfo, bufferInfo.attribs, bufferInfo.indices);
}
/***/ })
/******/ });
});
},{}],3:[function(require,module,exports){
"use strict";
/* global require */
// this would be require('twgl') in a real example
const twgl = require('../../dist/7.x/twgl-full'); /* eslint-disable-line */
const chroma = require('../../3rdparty/chroma.min'); /* eslint-disable-line */
const m4 = twgl.m4;
const primitives = twgl.primitives;
twgl.setDefaults({attribPrefix: "a_"});
const gl = document.querySelector("#c").getContext("webgl");
const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
const shapes = [
primitives.createCubeBufferInfo(gl, 2),
primitives.createSphereBufferInfo(gl, 1, 24, 12),
primitives.createPlaneBufferInfo(gl, 2, 2),
primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
];
function rand(min, max) {
return min + Math.random() * (max - min);
}
// Shared values
const lightWorldPosition = [1, 8, -10];
const lightColor = [1, 1, 1, 1];
const camera = m4.identity();
const view = m4.identity();
const viewProjection = m4.identity();
const tex = twgl.createTexture(gl, {
min: gl.NEAREST,
mag: gl.NEAREST,
src: [
255, 255, 255, 255,
192, 192, 192, 255,
192, 192, 192, 255,
255, 255, 255, 255,
],
});
const objects = [];
const drawObjects = [];
const numObjects = 100;
const baseHue = rand(0, 360);
for (let ii = 0; ii < numObjects; ++ii) {
const uniforms = {
u_lightWorldPos: lightWorldPosition,
u_lightColor: lightColor,
u_diffuseMult: chroma.hsv((baseHue + rand(0, 60)) % 360, 0.4, 0.8).gl(),
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
u_viewInverse: camera,
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
};
drawObjects.push({
programInfo: programInfo,
bufferInfo: shapes[ii % shapes.length],
uniforms: uniforms,
});
objects.push({
translation: [rand(-10, 10), rand(-10, 10), rand(-10, 10)],
ySpeed: rand(0.1, 0.3),
zSpeed: rand(0.1, 0.3),
uniforms: uniforms,
});
}
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
const projection = m4.perspective(30 * Math.PI / 180, gl.canvas.clientWidth / gl.canvas.clientHeight, 0.5, 100);
const eye = [1, 4, -20];
const target = [0, 0, 0];
const up = [0, 1, 0];
m4.lookAt(eye, target, up, camera);
m4.inverse(camera, view);
m4.multiply(projection, view, viewProjection);
objects.forEach(function(obj) {
const uni = obj.uniforms;
const world = uni.u_world;
m4.identity(world);
m4.rotateY(world, time * obj.ySpeed, world);
m4.rotateZ(world, time * obj.zSpeed, world);
m4.translate(world, obj.translation, world);
m4.rotateX(world, time, world);
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
});
twgl.drawObjectList(gl, drawObjects);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
},{"../../3rdparty/chroma.min":1,"../../dist/7.x/twgl-full":2}]},{},[3]);