virtual-webgl/test/js/twgl-full.module.js
Gregg Tavares 3a287fb80c Try to emulate WebGL1 on WebGL2
Add some testing so we can see it works.
2022-03-29 23:43:54 -07:00

9660 lines
344 KiB
JavaScript

/* @license twgl.js 4.22.0 Copyright (c) 2015, Gregg Tavares All Rights Reserved.
Available via the MIT license.
see: http://github.com/greggman/twgl.js for details */
/*
* 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
*/
let 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) {
const 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) {
const 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);
const t1 = a[2] * b[0] - a[0] * b[2];
const 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$1(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) {
const dx = a[0] - b[0];
const dy = a[1] - b[1];
const 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) {
const dx = a[0] - b[0];
const dy = a[1] - b[1];
const 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);
const lenSq = a[0] * a[0] + a[1] * a[1] + a[2] * a[2];
const 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;
}
var v3 = /*#__PURE__*/Object.freeze({
__proto__: null,
add: add,
copy: copy,
create: create,
cross: cross,
distance: distance,
distanceSq: distanceSq,
divide: divide,
divScalar: divScalar,
dot: dot,
lerp: lerp,
lerpV: lerpV,
length: length$1,
lengthSq: lengthSq,
max: max,
min: min,
mulScalar: mulScalar,
multiply: multiply,
negate: negate,
normalize: normalize,
setDefaultType: setDefaultType,
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.
*/
/**
* 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
*/
let 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$1(ctor) {
const 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$1(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$1(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) {
let 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;
}
const m00 = m[0 * 4 + 0];
const m01 = m[0 * 4 + 1];
const m02 = m[0 * 4 + 2];
const m03 = m[0 * 4 + 3];
const m10 = m[1 * 4 + 0];
const m11 = m[1 * 4 + 1];
const m12 = m[1 * 4 + 2];
const m13 = m[1 * 4 + 3];
const m20 = m[2 * 4 + 0];
const m21 = m[2 * 4 + 1];
const m22 = m[2 * 4 + 2];
const m23 = m[2 * 4 + 3];
const m30 = m[3 * 4 + 0];
const m31 = m[3 * 4 + 1];
const m32 = m[3 * 4 + 2];
const 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);
const m00 = m[0 * 4 + 0];
const m01 = m[0 * 4 + 1];
const m02 = m[0 * 4 + 2];
const m03 = m[0 * 4 + 3];
const m10 = m[1 * 4 + 0];
const m11 = m[1 * 4 + 1];
const m12 = m[1 * 4 + 2];
const m13 = m[1 * 4 + 3];
const m20 = m[2 * 4 + 0];
const m21 = m[2 * 4 + 1];
const m22 = m[2 * 4 + 2];
const m23 = m[2 * 4 + 3];
const m30 = m[3 * 4 + 0];
const m31 = m[3 * 4 + 1];
const m32 = m[3 * 4 + 2];
const m33 = m[3 * 4 + 3];
const tmp_0 = m22 * m33;
const tmp_1 = m32 * m23;
const tmp_2 = m12 * m33;
const tmp_3 = m32 * m13;
const tmp_4 = m12 * m23;
const tmp_5 = m22 * m13;
const tmp_6 = m02 * m33;
const tmp_7 = m32 * m03;
const tmp_8 = m02 * m23;
const tmp_9 = m22 * m03;
const tmp_10 = m02 * m13;
const tmp_11 = m12 * m03;
const tmp_12 = m20 * m31;
const tmp_13 = m30 * m21;
const tmp_14 = m10 * m31;
const tmp_15 = m30 * m11;
const tmp_16 = m10 * m21;
const tmp_17 = m20 * m11;
const tmp_18 = m00 * m31;
const tmp_19 = m30 * m01;
const tmp_20 = m00 * m21;
const tmp_21 = m20 * m01;
const tmp_22 = m00 * m11;
const tmp_23 = m10 * m01;
const t0 = (tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31) -
(tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31);
const t1 = (tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31) -
(tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31);
const t2 = (tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31) -
(tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31);
const t3 = (tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21) -
(tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21);
const 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$1(a, b, dst) {
dst = dst || new MatType(16);
const a00 = a[0];
const a01 = a[1];
const a02 = a[2];
const a03 = a[3];
const a10 = a[ 4 + 0];
const a11 = a[ 4 + 1];
const a12 = a[ 4 + 2];
const a13 = a[ 4 + 3];
const a20 = a[ 8 + 0];
const a21 = a[ 8 + 1];
const a22 = a[ 8 + 2];
const a23 = a[ 8 + 3];
const a30 = a[12 + 0];
const a31 = a[12 + 1];
const a32 = a[12 + 2];
const a33 = a[12 + 3];
const b00 = b[0];
const b01 = b[1];
const b02 = b[2];
const b03 = b[3];
const b10 = b[ 4 + 0];
const b11 = b[ 4 + 1];
const b12 = b[ 4 + 2];
const b13 = b[ 4 + 3];
const b20 = b[ 8 + 0];
const b21 = b[ 8 + 1];
const b22 = b[ 8 + 2];
const b23 = b[ 8 + 3];
const b30 = b[12 + 0];
const b31 = b[12 + 1];
const b32 = b[12 + 2];
const 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 || 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 || create();
const 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$1(a, dst);
}
const 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);
const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);
const 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);
const dx = (right - left);
const dy = (top - bottom);
const 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;
}
let xAxis;
let yAxis;
let 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 || create();
yAxis = yAxis || create();
zAxis = zAxis || create();
normalize(
subtract(eye, target, zAxis), zAxis);
normalize(cross(up, zAxis, xAxis), xAxis);
normalize(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);
const v0 = v[0];
const v1 = v[1];
const v2 = v[2];
const m00 = m[0];
const m01 = m[1];
const m02 = m[2];
const m03 = m[3];
const m10 = m[1 * 4 + 0];
const m11 = m[1 * 4 + 1];
const m12 = m[1 * 4 + 2];
const m13 = m[1 * 4 + 3];
const m20 = m[2 * 4 + 0];
const m21 = m[2 * 4 + 1];
const m22 = m[2 * 4 + 2];
const m23 = m[2 * 4 + 3];
const m30 = m[3 * 4 + 0];
const m31 = m[3 * 4 + 1];
const m32 = m[3 * 4 + 2];
const 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);
const c = Math.cos(angleInRadians);
const 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);
const m10 = m[4];
const m11 = m[5];
const m12 = m[6];
const m13 = m[7];
const m20 = m[8];
const m21 = m[9];
const m22 = m[10];
const m23 = m[11];
const c = Math.cos(angleInRadians);
const 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);
const c = Math.cos(angleInRadians);
const 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);
const m00 = m[0 * 4 + 0];
const m01 = m[0 * 4 + 1];
const m02 = m[0 * 4 + 2];
const m03 = m[0 * 4 + 3];
const m20 = m[2 * 4 + 0];
const m21 = m[2 * 4 + 1];
const m22 = m[2 * 4 + 2];
const m23 = m[2 * 4 + 3];
const c = Math.cos(angleInRadians);
const 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);
const c = Math.cos(angleInRadians);
const 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);
const m00 = m[0 * 4 + 0];
const m01 = m[0 * 4 + 1];
const m02 = m[0 * 4 + 2];
const m03 = m[0 * 4 + 3];
const m10 = m[1 * 4 + 0];
const m11 = m[1 * 4 + 1];
const m12 = m[1 * 4 + 2];
const m13 = m[1 * 4 + 3];
const c = Math.cos(angleInRadians);
const 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);
let x = axis[0];
let y = axis[1];
let z = axis[2];
const n = Math.sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
const xx = x * x;
const yy = y * y;
const zz = z * z;
const c = Math.cos(angleInRadians);
const s = Math.sin(angleInRadians);
const 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);
let x = axis[0];
let y = axis[1];
let z = axis[2];
const n = Math.sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
const xx = x * x;
const yy = y * y;
const zz = z * z;
const c = Math.cos(angleInRadians);
const s = Math.sin(angleInRadians);
const oneMinusCosine = 1 - c;
const r00 = xx + (1 - xx) * c;
const r01 = x * y * oneMinusCosine + z * s;
const r02 = x * z * oneMinusCosine - y * s;
const r10 = x * y * oneMinusCosine - z * s;
const r11 = yy + (1 - yy) * c;
const r12 = y * z * oneMinusCosine + x * s;
const r20 = x * z * oneMinusCosine + y * s;
const r21 = y * z * oneMinusCosine - x * s;
const r22 = zz + (1 - zz) * c;
const m00 = m[0];
const m01 = m[1];
const m02 = m[2];
const m03 = m[3];
const m10 = m[4];
const m11 = m[5];
const m12 = m[6];
const m13 = m[7];
const m20 = m[8];
const m21 = m[9];
const m22 = m[10];
const 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);
const v0 = v[0];
const v1 = v[1];
const 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 || create();
const v0 = v[0];
const v1 = v[1];
const v2 = v[2];
const 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 || create();
const v0 = v[0];
const v1 = v[1];
const 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 || create();
const mi = inverse(m);
const v0 = v[0];
const v1 = v[1];
const 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;
}
var m4 = /*#__PURE__*/Object.freeze({
__proto__: null,
axisRotate: axisRotate,
axisRotation: axisRotation,
copy: copy$1,
frustum: frustum,
getAxis: getAxis,
getTranslation: getTranslation,
identity: identity,
inverse: inverse,
lookAt: lookAt,
multiply: multiply$1,
negate: negate$1,
ortho: ortho,
perspective: perspective,
rotateX: rotateX,
rotateY: rotateY,
rotateZ: rotateZ,
rotationX: rotationX,
rotationY: rotationY,
rotationZ: rotationZ,
scale: scale,
scaling: scaling,
setAxis: setAxis,
setDefaultType: setDefaultType$1,
setTranslation: setTranslation,
transformDirection: transformDirection,
transformNormal: transformNormal,
transformPoint: transformPoint,
translate: translate,
translation: translation,
transpose: transpose
});
/*
* 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.
*/
/* DataType */
const BYTE = 0x1400;
const UNSIGNED_BYTE = 0x1401;
const SHORT = 0x1402;
const UNSIGNED_SHORT = 0x1403;
const INT = 0x1404;
const UNSIGNED_INT = 0x1405;
const FLOAT = 0x1406;
const UNSIGNED_SHORT_4_4_4_4 = 0x8033;
const UNSIGNED_SHORT_5_5_5_1 = 0x8034;
const UNSIGNED_SHORT_5_6_5 = 0x8363;
const HALF_FLOAT = 0x140B;
const UNSIGNED_INT_2_10_10_10_REV = 0x8368;
const UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B;
const UNSIGNED_INT_5_9_9_9_REV = 0x8C3E;
const FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD;
const UNSIGNED_INT_24_8 = 0x84FA;
const glTypeToTypedArray = {};
{
const 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) {
const CTOR = glTypeToTypedArray[type];
if (!CTOR) {
throw new Error('unknown gl type');
}
return CTOR;
}
const 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;
};
var typedarrays = /*#__PURE__*/Object.freeze({
__proto__: null,
getGLTypeForTypedArray: getGLTypeForTypedArray,
getGLTypeForTypedArrayType: getGLTypeForTypedArrayType,
getTypedArrayTypeForGLType: getTypedArrayTypeForGLType,
isArrayBuffer: isArrayBuffer
});
/*
* 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) {
const 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(...args) {
console.error(...args);
}
function warn(...args) {
console.warn(...args);
}
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;
}
/*
* 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.
*/
const STATIC_DRAW = 0x88e4;
const ARRAY_BUFFER = 0x8892;
const ELEMENT_ARRAY_BUFFER = 0x8893;
const BUFFER_SIZE = 0x8764;
const BYTE$1 = 0x1400;
const UNSIGNED_BYTE$1 = 0x1401;
const SHORT$1 = 0x1402;
const UNSIGNED_SHORT$1 = 0x1403;
const INT$1 = 0x1404;
const UNSIGNED_INT$1 = 0x1405;
const FLOAT$1 = 0x1406;
const 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) {
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 (isBuffer(gl, typedArray)) {
return typedArray;
}
type = type || ARRAY_BUFFER;
const 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;
}
const texcoordRE = /coord|texture/i;
const colorRE = /color|colour/i;
function guessNumComponentsFromName(name, length) {
let 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 '${name}'. Tried ${numComponents} but ${length} values is not evenly divisible by ${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 (isArrayBuffer(array)) {
return array;
}
if (isArrayBuffer(array.data)) {
return array.data;
}
if (Array.isArray(array)) {
array = {
data: array,
};
}
let 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) {
const attribs = {};
Object.keys(arrays).forEach(function(arrayName) {
if (!isIndices(arrayName)) {
const array = arrays[arrayName];
const attribName = array.attrib || array.name || array.attribName || (defaults.attribPrefix + arrayName);
if (array.value) {
if (!Array.isArray(array.value) && !isArrayBuffer(array.value)) {
throw new Error('array.value is not array or typedarray');
}
attribs[attribName] = {
value: array.value,
};
} else {
let buffer;
let type;
let normalization;
let 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") {
const numValues = array.data || array;
const arrayType = array.type || Float32Array;
const numBytes = numValues * arrayType.BYTES_PER_ELEMENT;
type = 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 {
const typedArray = makeTypedArray(array, arrayName);
buffer = createBufferFromTypedArray(gl, typedArray, undefined, array.drawType);
type = 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$1) return 1; // eslint-disable-line
if (type === UNSIGNED_BYTE$1) return 1; // eslint-disable-line
if (type === SHORT$1) return 2; // eslint-disable-line
if (type === UNSIGNED_SHORT$1) return 2; // eslint-disable-line
if (type === INT$1) return 4; // eslint-disable-line
if (type === UNSIGNED_INT$1) return 4; // eslint-disable-line
if (type === FLOAT$1) return 4; // eslint-disable-line
return 0;
}
// Tries to get the number of elements from a set of arrays.
const positionKeys = ['position', 'positions', 'a_position'];
function getNumElementsFromNonIndexedArrays(arrays) {
let key;
let 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];
}
const array = arrays[key];
const length = getArray(array).length;
const numComponents = getNumComponents(array, key);
const numElements = length / numComponents;
if (length % numComponents > 0) {
throw new Error(`numComponents ${numComponents} not correct for length ${length}`);
}
return numElements;
}
function getNumElementsFromAttributes(gl, attribs) {
let key;
let 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];
}
const attrib = attribs[key];
gl.bindBuffer(ARRAY_BUFFER, attrib.buffer);
const numBytes = gl.getBufferParameter(ARRAY_BUFFER, BUFFER_SIZE);
gl.bindBuffer(ARRAY_BUFFER, null);
const bytesPerValue = getBytesPerValueForGLType(gl, attrib.type);
const totalElements = numBytes / bytesPerValue;
const numComponents = attrib.numComponents || attrib.size;
// TODO: check stride
const numElements = totalElements / numComponents;
if (numElements % 1 !== 0) {
throw new Error(`numComponents ${numComponents} not correct for length ${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) {
const newAttribs = createAttribsFromArrays(gl, arrays);
const bufferInfo = Object.assign({}, srcBufferInfo ? srcBufferInfo : {});
bufferInfo.attribs = Object.assign({}, srcBufferInfo ? srcBufferInfo.attribs : {}, newAttribs);
const indices = arrays.indices;
if (indices) {
const newIndices = makeTypedArray(indices, "indices");
bufferInfo.indices = createBufferFromTypedArray(gl, newIndices, ELEMENT_ARRAY_BUFFER);
bufferInfo.numElements = newIndices.length;
bufferInfo.elementType = 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) {
const type = arrayName === "indices" ? ELEMENT_ARRAY_BUFFER : ARRAY_BUFFER;
const 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) {
const 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 = getGLTypeForTypedArray(makeTypedArray(arrays.indices));
} else {
buffers.numElements = getNumElementsFromNonIndexedArrays(arrays);
}
return buffers;
}
var attributes = /*#__PURE__*/Object.freeze({
__proto__: null,
createAttribsFromArrays: createAttribsFromArrays,
createBuffersFromArrays: createBuffersFromArrays,
createBufferFromArray: createBufferFromArray,
createBufferFromTypedArray: createBufferFromTypedArray,
createBufferInfoFromArrays: createBufferInfoFromArrays,
setAttribInfoBufferFromArray: setAttribInfoBufferFromArray,
setAttributePrefix: setAttributePrefix,
setAttributeDefaults_: setDefaults,
getNumComponents_: getNumComponents,
getArray_: getArray
});
/*
* 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.
*/
const getArray$1 = getArray; // eslint-disable-line
const getNumComponents$1 = 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) {
let cursor = 0;
typedArray.push = function() {
for (let ii = 0; ii < arguments.length; ++ii) {
const value = arguments[ii];
if (value instanceof Array || isArrayBuffer(value)) {
for (let 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() {
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) {
const 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) {
const indices = vertices.indices;
const newVertices = {};
const numElements = indices.length;
function expandToUnindexed(channel) {
const srcBuffer = vertices[channel];
const numComponents = srcBuffer.numComponents;
const dstBuffer = createAugmentedTypedArray(numComponents, numElements, srcBuffer.constructor);
for (let ii = 0; ii < numElements; ++ii) {
const ndx = indices[ii];
const offset = ndx * numComponents;
for (let 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');
}
const normals = vertices.normal;
const numNormals = normals.length;
for (let ii = 0; ii < numNormals; ii += 9) {
// pull out the 3 normals for this triangle
const nax = normals[ii + 0];
const nay = normals[ii + 1];
const naz = normals[ii + 2];
const nbx = normals[ii + 3];
const nby = normals[ii + 4];
const nbz = normals[ii + 5];
const ncx = normals[ii + 6];
const ncy = normals[ii + 7];
const ncz = normals[ii + 8];
// add them
let nx = nax + nbx + ncx;
let ny = nay + nby + ncy;
let nz = naz + nbz + ncz;
// normalize them
const 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) {
const len = array.length;
const tmp = new Float32Array(3);
for (let 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$1(mi, v, dst) {
dst = dst || create();
const v0 = v[0];
const v1 = v[1];
const 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, 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, inverse(matrix), transformNormal$1);
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, 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) {
const 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 || identity();
const numVertices = (subdivisionsWidth + 1) * (subdivisionsDepth + 1);
const positions = createAugmentedTypedArray(3, numVertices);
const normals = createAugmentedTypedArray(3, numVertices);
const texcoords = createAugmentedTypedArray(2, numVertices);
for (let z = 0; z <= subdivisionsDepth; z++) {
for (let x = 0; x <= subdivisionsWidth; x++) {
const u = x / subdivisionsWidth;
const 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);
}
}
const numVertsAcross = subdivisionsWidth + 1;
const indices = createAugmentedTypedArray(
3, subdivisionsWidth * subdivisionsDepth * 2, Uint16Array);
for (let z = 0; z < subdivisionsDepth; z++) { // eslint-disable-line
for (let 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);
}
}
const 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);
const latRange = opt_endLatitudeInRadians - opt_startLatitudeInRadians;
const 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.
const numVertices = (subdivisionsAxis + 1) * (subdivisionsHeight + 1);
const positions = createAugmentedTypedArray(3, numVertices);
const normals = createAugmentedTypedArray(3, numVertices);
const texcoords = createAugmentedTypedArray(2, numVertices);
// Generate the individual vertices in our vertex buffer.
for (let y = 0; y <= subdivisionsHeight; y++) {
for (let x = 0; x <= subdivisionsAxis; x++) {
// Generate a vertex based on its spherical coordinates
const u = x / subdivisionsAxis;
const v = y / subdivisionsHeight;
const theta = longRange * u + opt_startLongitudeInRadians;
const phi = latRange * v + opt_startLatitudeInRadians;
const sinTheta = Math.sin(theta);
const cosTheta = Math.cos(theta);
const sinPhi = Math.sin(phi);
const cosPhi = Math.cos(phi);
const ux = cosTheta * sinPhi;
const uy = cosPhi;
const uz = sinTheta * sinPhi;
positions.push(radius * ux, radius * uy, radius * uz);
normals.push(ux, uy, uz);
texcoords.push(1 - u, v);
}
}
const numVertsAround = subdivisionsAxis + 1;
const indices = createAugmentedTypedArray(3, subdivisionsAxis * subdivisionsHeight * 2, Uint16Array);
for (let x = 0; x < subdivisionsAxis; x++) { // eslint-disable-line
for (let y = 0; y < subdivisionsHeight; y++) { // eslint-disable-line
// Make triangle 1 of quad.
indices.push(
(y + 0) * numVertsAround + x,
(y + 0) * numVertsAround + x + 1,
(y + 1) * numVertsAround + x);
// Make triangle 2 of quad.
indices.push(
(y + 1) * numVertsAround + x,
(y + 0) * numVertsAround + x + 1,
(y + 1) * numVertsAround + x + 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
*/
const 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;
const k = size / 2;
const 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],
];
const faceNormals = [
[+1, +0, +0],
[-1, +0, +0],
[+0, +1, +0],
[+0, -1, +0],
[+0, +0, +1],
[+0, +0, -1],
];
const uvCoords = [
[1, 0],
[0, 0],
[0, 1],
[1, 1],
];
const numVertices = 6 * 4;
const positions = createAugmentedTypedArray(3, numVertices);
const normals = createAugmentedTypedArray(3, numVertices);
const texcoords = createAugmentedTypedArray(2 , numVertices);
const indices = createAugmentedTypedArray(3, 6 * 2, Uint16Array);
for (let f = 0; f < 6; ++f) {
const faceIndices = CUBE_FACE_INDICES[f];
for (let v = 0; v < 4; ++v) {
const position = cornerVertices[faceIndices[v]];
const normal = faceNormals[f];
const 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.
const 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');
}
const topCap = (opt_topCap === undefined) ? true : opt_topCap;
const bottomCap = (opt_bottomCap === undefined) ? true : opt_bottomCap;
const extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0);
const numVertices = (radialSubdivisions + 1) * (verticalSubdivisions + 1 + extra);
const positions = createAugmentedTypedArray(3, numVertices);
const normals = createAugmentedTypedArray(3, numVertices);
const texcoords = createAugmentedTypedArray(2, numVertices);
const indices = createAugmentedTypedArray(3, radialSubdivisions * (verticalSubdivisions + extra / 2) * 2, Uint16Array);
const vertsAroundEdge = radialSubdivisions + 1;
// The slant of the cone is constant across its surface
const slant = Math.atan2(bottomRadius - topRadius, height);
const cosSlant = Math.cos(slant);
const sinSlant = Math.sin(slant);
const start = topCap ? -2 : 0;
const end = verticalSubdivisions + (bottomCap ? 2 : 0);
for (let yy = start; yy <= end; ++yy) {
let v = yy / verticalSubdivisions;
let y = height * v;
let ringRadius;
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 (let ii = 0; ii < vertsAroundEdge; ++ii) {
const sin = Math.sin(ii * Math.PI * 2 / radialSubdivisions);
const cos = Math.cos(ii * Math.PI * 2 / radialSubdivisions);
positions.push(sin * ringRadius, y, cos * ringRadius);
if (yy < 0) {
normals.push(0, -1, 0);
} else if (yy > verticalSubdivisions) {
normals.push(0, 1, 0);
} else if (ringRadius === 0.0) {
normals.push(0, 0, 0);
} else {
normals.push(sin * cosSlant, sinSlant, cos * cosSlant);
}
texcoords.push((ii / radialSubdivisions), 1 - v);
}
}
for (let yy = 0; yy < verticalSubdivisions + extra; ++yy) { // eslint-disable-line
if (yy === 1 && topCap || yy === verticalSubdivisions + extra - 2 && bottomCap) {
continue;
}
for (let 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 || [];
const data = [];
for (let ii = 0; ii < rleData.length; ii += 4) {
const runLength = rleData[ii];
const element = rleData.slice(ii + 1, ii + 4);
element.push.apply(element, padding);
for (let 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() {
const 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,
];
const 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,
];
const 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,
]);
const 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]);
const numVerts = positions.length / 3;
const 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 (let 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;
const subdivisionsThick = 2;
const offsetRange = endOffset - startOffset;
const numVertices = (subdivisionsDown + 1) * 2 * (2 + subdivisionsThick);
const positions = createAugmentedTypedArray(3, numVertices);
const normals = createAugmentedTypedArray(3, numVertices);
const texcoords = createAugmentedTypedArray(2, numVertices);
function lerp(a, b, s) {
return a + (b - a) * s;
}
function createArc(arcRadius, x, normalMult, normalAdd, uMult, uAdd) {
for (let z = 0; z <= subdivisionsDown; z++) {
const uBack = x / (subdivisionsThick - 1);
const v = z / subdivisionsDown;
const xBack = (uBack - 0.5) * 2;
const angle = (startOffset + (v * offsetRange)) * Math.PI;
const s = Math.sin(angle);
const c = Math.cos(angle);
const radius = lerp(verticalRadius, arcRadius, s);
const px = xBack * thickness;
const py = c * verticalRadius;
const pz = s * radius;
positions.push(px, py, pz);
const n = add(multiply([0, s, c], normalMult), normalAdd);
normals.push(n);
texcoords.push(uBack * uMult + uAdd, v);
}
}
// Generate the individual vertices in our vertex buffer.
for (let x = 0; x < subdivisionsThick; x++) {
const 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.
const indices = createAugmentedTypedArray(3, (subdivisionsDown * 2) * (2 + subdivisionsThick), Uint16Array);
function createSurface(leftArcOffset, rightArcOffset) {
for (let 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);
}
}
const 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;
const range = endAngle - startAngle;
const radialParts = radialSubdivisions + 1;
const bodyParts = bodySubdivisions + 1;
const numVertices = radialParts * bodyParts;
const positions = createAugmentedTypedArray(3, numVertices);
const normals = createAugmentedTypedArray(3, numVertices);
const texcoords = createAugmentedTypedArray(2, numVertices);
const indices = createAugmentedTypedArray(3, (radialSubdivisions) * (bodySubdivisions) * 2, Uint16Array);
for (let slice = 0; slice < bodyParts; ++slice) {
const v = slice / bodySubdivisions;
const sliceAngle = v * Math.PI * 2;
const sliceSin = Math.sin(sliceAngle);
const ringRadius = radius + sliceSin * thickness;
const ny = Math.cos(sliceAngle);
const y = ny * thickness;
for (let ring = 0; ring < radialParts; ++ring) {
const u = ring / radialSubdivisions;
const ringAngle = startAngle + u * range;
const xSin = Math.sin(ringAngle);
const zCos = Math.cos(ringAngle);
const x = xSin * ringRadius;
const z = zCos * ringRadius;
const nx = xSin * sliceSin;
const nz = zCos * sliceSin;
positions.push(x, y, z);
normals.push(nx, ny, nz);
texcoords.push(u, 1 - v);
}
}
for (let slice = 0; slice < bodySubdivisions; ++slice) { // eslint-disable-line
for (let ring = 0; ring < radialSubdivisions; ++ring) { // eslint-disable-line
const nextRingIndex = 1 + ring;
const 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.
const numVertices = (divisions + 1) * (stacks + 1);
const positions = createAugmentedTypedArray(3, numVertices);
const normals = createAugmentedTypedArray(3, numVertices);
const texcoords = createAugmentedTypedArray(2, numVertices);
const indices = createAugmentedTypedArray(3, stacks * divisions * 2, Uint16Array);
let firstIndex = 0;
const radiusSpan = radius - innerRadius;
const pointsPerStack = divisions + 1;
// Build the disk one stack at a time.
for (let stack = 0; stack <= stacks; ++stack) {
const stackRadius = innerRadius + radiusSpan * Math.pow(stack / stacks, stackPower);
for (let i = 0; i <= divisions; ++i) {
const theta = 2.0 * Math.PI * i / divisions;
const x = stackRadius * Math.cos(theta);
const 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.
const a = firstIndex + (i + 1);
const b = firstIndex + i;
const c = firstIndex + i - pointsPerStack;
const 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 || {};
const numElements = vertices.position.numElements;
const vColors = createAugmentedTypedArray(4, numElements, Uint8Array);
const 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 (let 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
const numVertsPerColor = options.vertsPerColor || 3;
const numSets = numElements / numVertsPerColor;
for (let ii = 0; ii < numSets; ++ii) { // eslint-disable-line
const color = [rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3)];
for (let 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) {
const arrays = fn.apply(this, Array.prototype.slice.call(arguments, 1));
return 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) {
const arrays = fn.apply(null, Array.prototype.slice.call(arguments, 1));
return createBufferInfoFromArrays(gl, arrays);
};
}
const 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;
const length = src.length;
for (let 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) {
const arraySrc = getArray$1(srcArray);
const newArray = new arraySrc.constructor(length);
let 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,
};
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) {
const names = {};
let baseName;
// get names of all arrays.
// and numElements for each set of vertices
for (let ii = 0; ii < arrayOfArrays.length; ++ii) {
const arrays = arrayOfArrays[ii];
Object.keys(arrays).forEach(function(name) { // eslint-disable-line
if (!names[name]) {
names[name] = [];
}
if (!baseName && name !== 'indices') {
baseName = name;
}
const arrayInfo = arrays[name];
const numComponents = getNumComponents$1(arrayInfo, name);
const array = getArray$1(arrayInfo);
const numElements = array.length / numComponents;
names[name].push(numElements);
});
}
// compute length of combined array
// and return one for reference
function getLengthOfCombinedArrays(name) {
let length = 0;
let arraySpec;
for (let ii = 0; ii < arrayOfArrays.length; ++ii) {
const arrays = arrayOfArrays[ii];
const arrayInfo = arrays[name];
const array = getArray$1(arrayInfo);
length += array.length;
if (!arraySpec || arrayInfo.data) {
arraySpec = arrayInfo;
}
}
return {
length: length,
spec: arraySpec,
};
}
function copyArraysToNewArray(name, base, newArray) {
let baseIndex = 0;
let offset = 0;
for (let ii = 0; ii < arrayOfArrays.length; ++ii) {
const arrays = arrayOfArrays[ii];
const arrayInfo = arrays[name];
const array = getArray$1(arrayInfo);
if (name === 'indices') {
copyElements(array, newArray, offset, baseIndex);
baseIndex += base[ii];
} else {
copyElements(array, newArray, offset);
}
offset += array.length;
}
}
const base = names[baseName];
const newArrays = {};
Object.keys(names).forEach(function(name) {
const info = getLengthOfCombinedArrays(name);
const newArraySpec = createArrayOfSameType(info.spec, info.length);
copyArraysToNewArray(name, base, getArray$1(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) {
const newArrays = {};
Object.keys(arrays).forEach(function(name) {
const arraySpec = arrays[name];
const srcArray = getArray$1(arraySpec);
const newArraySpec = createArrayOfSameType(arraySpec, srcArray.length);
copyElements(srcArray, getArray$1(newArraySpec), 0);
newArrays[name] = newArraySpec;
});
return newArrays;
}
const create3DFBufferInfo = createBufferInfoFunc(create3DFVertices);
const create3DFBuffers = createBufferFunc(create3DFVertices);
const createCubeBufferInfo = createBufferInfoFunc(createCubeVertices);
const createCubeBuffers = createBufferFunc(createCubeVertices);
const createPlaneBufferInfo = createBufferInfoFunc(createPlaneVertices);
const createPlaneBuffers = createBufferFunc(createPlaneVertices);
const createSphereBufferInfo = createBufferInfoFunc(createSphereVertices);
const createSphereBuffers = createBufferFunc(createSphereVertices);
const createTruncatedConeBufferInfo = createBufferInfoFunc(createTruncatedConeVertices);
const createTruncatedConeBuffers = createBufferFunc(createTruncatedConeVertices);
const createXYQuadBufferInfo = createBufferInfoFunc(createXYQuadVertices);
const createXYQuadBuffers = createBufferFunc(createXYQuadVertices);
const createCrescentBufferInfo = createBufferInfoFunc(createCrescentVertices);
const createCrescentBuffers = createBufferFunc(createCrescentVertices);
const createCylinderBufferInfo = createBufferInfoFunc(createCylinderVertices);
const createCylinderBuffers = createBufferFunc(createCylinderVertices);
const createTorusBufferInfo = createBufferInfoFunc(createTorusVertices);
const createTorusBuffers = createBufferFunc(createTorusVertices);
const createDiscBufferInfo = createBufferInfoFunc(createDiscVertices);
const createDiscBuffers = createBufferFunc(createDiscVertices);
// these were mis-spelled until 4.12
const createCresentBufferInfo = createCrescentBufferInfo;
const createCresentBuffers = createCrescentBuffers;
const createCresentVertices = createCrescentVertices;
var primitives = /*#__PURE__*/Object.freeze({
__proto__: null,
create3DFBufferInfo: create3DFBufferInfo,
create3DFBuffers: create3DFBuffers,
create3DFVertices: create3DFVertices,
createAugmentedTypedArray: createAugmentedTypedArray,
createCubeBufferInfo: createCubeBufferInfo,
createCubeBuffers: createCubeBuffers,
createCubeVertices: createCubeVertices,
createPlaneBufferInfo: createPlaneBufferInfo,
createPlaneBuffers: createPlaneBuffers,
createPlaneVertices: createPlaneVertices,
createSphereBufferInfo: createSphereBufferInfo,
createSphereBuffers: createSphereBuffers,
createSphereVertices: createSphereVertices,
createTruncatedConeBufferInfo: createTruncatedConeBufferInfo,
createTruncatedConeBuffers: createTruncatedConeBuffers,
createTruncatedConeVertices: createTruncatedConeVertices,
createXYQuadBufferInfo: createXYQuadBufferInfo,
createXYQuadBuffers: createXYQuadBuffers,
createXYQuadVertices: createXYQuadVertices,
createCresentBufferInfo: createCresentBufferInfo,
createCresentBuffers: createCresentBuffers,
createCresentVertices: createCresentVertices,
createCrescentBufferInfo: createCrescentBufferInfo,
createCrescentBuffers: createCrescentBuffers,
createCrescentVertices: createCrescentVertices,
createCylinderBufferInfo: createCylinderBufferInfo,
createCylinderBuffers: createCylinderBuffers,
createCylinderVertices: createCylinderVertices,
createTorusBufferInfo: createTorusBufferInfo,
createTorusBuffers: createTorusBuffers,
createTorusVertices: createTorusVertices,
createDiscBufferInfo: createDiscBufferInfo,
createDiscBuffers: createDiscBuffers,
createDiscVertices: createDiscVertices,
deindexVertices: deindexVertices,
flattenNormals: flattenNormals,
makeRandomVertexColors: makeRandomVertexColors,
reorientDirections: reorientDirections,
reorientNormals: reorientNormals,
reorientPositions: reorientPositions,
reorientVertices: reorientVertices,
concatVertices: concatVertices,
duplicateVertices: duplicateVertices
});
/*
* 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
*/
const glEnumToString = (function() {
const haveEnumsForType = {};
const enums = {};
function addEnums(gl) {
const type = gl.constructor.name;
if (!haveEnumsForType[type]) {
for (const key in gl) {
if (typeof gl[key] === 'number') {
const existing = enums[gl[key]];
enums[gl[key]] = existing ? `${existing} | ${key}` : key;
}
}
haveEnumsForType[type] = true;
}
}
return function glEnumToString(gl, value) {
addEnums(gl);
return enums[value] || (typeof value === 'number' ? `0x${value.toString(16)}` : value);
};
}());
var utils = /*#__PURE__*/Object.freeze({
__proto__: null,
glEnumToString: glEnumToString,
isWebGL1: isWebGL1,
isWebGL2: isWebGL2
});
/*
* 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.
*/
const defaults$1 = {
textureColor: new Uint8Array([128, 192, 255, 255]),
textureOptions: {},
crossOrigin: undefined,
};
const isArrayBuffer$1 = isArrayBuffer;
// Should we make this on demand?
const getShared2DContext = function() {
let s_ctx;
return 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 */
const ALPHA = 0x1906;
const RGB = 0x1907;
const RGBA = 0x1908;
const LUMINANCE = 0x1909;
const LUMINANCE_ALPHA = 0x190A;
const DEPTH_COMPONENT = 0x1902;
const DEPTH_STENCIL = 0x84F9;
/* TextureWrapMode */
// const REPEAT = 0x2901;
// const MIRRORED_REPEAT = 0x8370;
const CLAMP_TO_EDGE = 0x812f;
/* TextureMagFilter */
const NEAREST = 0x2600;
const 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 */
const TEXTURE_2D = 0x0de1;
const TEXTURE_CUBE_MAP = 0x8513;
const TEXTURE_3D = 0x806f;
const TEXTURE_2D_ARRAY = 0x8c1a;
/* Cubemap Targets */
const TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;
const TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;
const TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;
const TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;
const TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;
const TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851a;
/* Texture Parameters */
const TEXTURE_MIN_FILTER = 0x2801;
const TEXTURE_MAG_FILTER = 0x2800;
const TEXTURE_WRAP_S = 0x2802;
const TEXTURE_WRAP_T = 0x2803;
const TEXTURE_WRAP_R = 0x8072;
const TEXTURE_MIN_LOD = 0x813a;
const TEXTURE_MAX_LOD = 0x813b;
const TEXTURE_BASE_LEVEL = 0x813c;
const TEXTURE_MAX_LEVEL = 0x813d;
/* Pixel store */
const UNPACK_ALIGNMENT = 0x0cf5;
const UNPACK_ROW_LENGTH = 0x0cf2;
const UNPACK_IMAGE_HEIGHT = 0x806e;
const UNPACK_SKIP_PIXELS = 0x0cf4;
const UNPACK_SKIP_ROWS = 0x0cf3;
const UNPACK_SKIP_IMAGES = 0x806d;
const UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;
const UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;
const UNPACK_FLIP_Y_WEBGL = 0x9240;
const R8 = 0x8229;
const R8_SNORM = 0x8F94;
const R16F = 0x822D;
const R32F = 0x822E;
const R8UI = 0x8232;
const R8I = 0x8231;
const RG16UI = 0x823A;
const RG16I = 0x8239;
const RG32UI = 0x823C;
const RG32I = 0x823B;
const RG8 = 0x822B;
const RG8_SNORM = 0x8F95;
const RG16F = 0x822F;
const RG32F = 0x8230;
const RG8UI = 0x8238;
const RG8I = 0x8237;
const R16UI = 0x8234;
const R16I = 0x8233;
const R32UI = 0x8236;
const R32I = 0x8235;
const RGB8 = 0x8051;
const SRGB8 = 0x8C41;
const RGB565 = 0x8D62;
const RGB8_SNORM = 0x8F96;
const R11F_G11F_B10F = 0x8C3A;
const RGB9_E5 = 0x8C3D;
const RGB16F = 0x881B;
const RGB32F = 0x8815;
const RGB8UI = 0x8D7D;
const RGB8I = 0x8D8F;
const RGB16UI = 0x8D77;
const RGB16I = 0x8D89;
const RGB32UI = 0x8D71;
const RGB32I = 0x8D83;
const RGBA8 = 0x8058;
const SRGB8_ALPHA8 = 0x8C43;
const RGBA8_SNORM = 0x8F97;
const RGB5_A1 = 0x8057;
const RGBA4 = 0x8056;
const RGB10_A2 = 0x8059;
const RGBA16F = 0x881A;
const RGBA32F = 0x8814;
const RGBA8UI = 0x8D7C;
const RGBA8I = 0x8D8E;
const RGB10_A2UI = 0x906F;
const RGBA16UI = 0x8D76;
const RGBA16I = 0x8D88;
const RGBA32I = 0x8D82;
const RGBA32UI = 0x8D70;
const DEPTH_COMPONENT16 = 0x81A5;
const DEPTH_COMPONENT24 = 0x81A6;
const DEPTH_COMPONENT32F = 0x8CAC;
const DEPTH32F_STENCIL8 = 0x8CAD;
const DEPTH24_STENCIL8 = 0x88F0;
/* DataType */
const BYTE$2 = 0x1400;
const UNSIGNED_BYTE$2 = 0x1401;
const SHORT$2 = 0x1402;
const UNSIGNED_SHORT$2 = 0x1403;
const INT$2 = 0x1404;
const UNSIGNED_INT$2 = 0x1405;
const FLOAT$2 = 0x1406;
const UNSIGNED_SHORT_4_4_4_4$1 = 0x8033;
const UNSIGNED_SHORT_5_5_5_1$1 = 0x8034;
const UNSIGNED_SHORT_5_6_5$1 = 0x8363;
const HALF_FLOAT$1 = 0x140B;
const HALF_FLOAT_OES = 0x8D61; // Thanks Khronos for making this different >:(
const UNSIGNED_INT_2_10_10_10_REV$1 = 0x8368;
const UNSIGNED_INT_10F_11F_11F_REV$1 = 0x8C3B;
const UNSIGNED_INT_5_9_9_9_REV$1 = 0x8C3E;
const FLOAT_32_UNSIGNED_INT_24_8_REV$1 = 0x8DAD;
const UNSIGNED_INT_24_8$1 = 0x84FA;
const RG = 0x8227;
const RG_INTEGER = 0x8228;
const RED = 0x1903;
const RED_INTEGER = 0x8D94;
const RGB_INTEGER = 0x8D98;
const RGBA_INTEGER = 0x8D99;
const formatInfo = {};
{
// NOTE: this is named `numColorComponents` vs `numComponents` so we can let Uglify mangle
// the name.
const 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
*/
let s_textureInternalFormatInfo;
function getTextureInternalFormatInfo(internalFormat) {
if (!s_textureInternalFormatInfo) {
// NOTE: these properties need unique names so we can let Uglify mangle the name.
const t = {};
// unsized formats
t[ALPHA] = { textureFormat: ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2], };
t[LUMINANCE] = { textureFormat: LUMINANCE, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2], };
t[LUMINANCE_ALPHA] = { textureFormat: LUMINANCE_ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [2, 4, 4, 8], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2], };
t[RGB] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 6, 6, 12, 2], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2, UNSIGNED_SHORT_5_6_5$1], };
t[RGBA] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 8, 8, 16, 2, 2], type: [UNSIGNED_BYTE$2, HALF_FLOAT$1, HALF_FLOAT_OES, FLOAT$2, UNSIGNED_SHORT_4_4_4_4$1, UNSIGNED_SHORT_5_5_5_1$1], };
t[DEPTH_COMPONENT] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [2, 4], type: [UNSIGNED_INT$2, UNSIGNED_SHORT$2], };
// sized formats
t[R8] = { textureFormat: RED, colorRenderable: true, textureFilterable: true, bytesPerElement: [1], type: [UNSIGNED_BYTE$2], };
t[R8_SNORM] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [1], type: [BYTE$2], };
t[R16F] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [4, 2], type: [FLOAT$2, HALF_FLOAT$1], };
t[R32F] = { textureFormat: RED, colorRenderable: false, textureFilterable: false, bytesPerElement: [4], type: [FLOAT$2], };
t[R8UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [UNSIGNED_BYTE$2], };
t[R8I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [BYTE$2], };
t[R16UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_SHORT$2], };
t[R16I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [SHORT$2], };
t[R32UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT$2], };
t[R32I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [INT$2], };
t[RG8] = { textureFormat: RG, colorRenderable: true, textureFilterable: true, bytesPerElement: [2], type: [UNSIGNED_BYTE$2], };
t[RG8_SNORM] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [2], type: [BYTE$2], };
t[RG16F] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [8, 4], type: [FLOAT$2, HALF_FLOAT$1], };
t[RG32F] = { textureFormat: RG, colorRenderable: false, textureFilterable: false, bytesPerElement: [8], type: [FLOAT$2], };
t[RG8UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_BYTE$2], };
t[RG8I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [BYTE$2], };
t[RG16UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_SHORT$2], };
t[RG16I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [SHORT$2], };
t[RG32UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_INT$2], };
t[RG32I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [INT$2], };
t[RGB8] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE$2], };
t[SRGB8] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE$2], };
t[RGB565] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 2], type: [UNSIGNED_BYTE$2, UNSIGNED_SHORT_5_6_5$1], };
t[RGB8_SNORM] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [BYTE$2], };
t[R11F_G11F_B10F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT$2, HALF_FLOAT$1, UNSIGNED_INT_10F_11F_11F_REV$1], };
t[RGB9_E5] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT$2, HALF_FLOAT$1, UNSIGNED_INT_5_9_9_9_REV$1], };
t[RGB16F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6], type: [FLOAT$2, HALF_FLOAT$1], };
t[RGB32F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [FLOAT$2], };
t[RGB8UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [UNSIGNED_BYTE$2], };
t[RGB8I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [BYTE$2], };
t[RGB16UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [UNSIGNED_SHORT$2], };
t[RGB16I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [SHORT$2], };
t[RGB32UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [UNSIGNED_INT$2], };
t[RGB32I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [INT$2], };
t[RGBA8] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE$2], };
t[SRGB8_ALPHA8] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE$2], };
t[RGBA8_SNORM] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [4], type: [BYTE$2], };
t[RGB5_A1] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2, 4], type: [UNSIGNED_BYTE$2, UNSIGNED_SHORT_5_5_5_1$1, UNSIGNED_INT_2_10_10_10_REV$1], };
t[RGBA4] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2], type: [UNSIGNED_BYTE$2, UNSIGNED_SHORT_4_4_4_4$1], };
t[RGB10_A2] = { textureFormat: RGBA, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV$1], };
t[RGBA16F] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: true, bytesPerElement: [16, 8], type: [FLOAT$2, HALF_FLOAT$1], };
t[RGBA32F] = { textureFormat: RGBA, colorRenderable: false, textureFilterable: false, bytesPerElement: [16], type: [FLOAT$2], };
t[RGBA8UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_BYTE$2], };
t[RGBA8I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [BYTE$2], };
t[RGB10_A2UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV$1], };
t[RGBA16UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_SHORT$2], };
t[RGBA16I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [SHORT$2], };
t[RGBA32I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [INT$2], };
t[RGBA32UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [UNSIGNED_INT$2], };
// Sized Internal
t[DEPTH_COMPONENT16] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [2, 4], type: [UNSIGNED_SHORT$2, UNSIGNED_INT$2], };
t[DEPTH_COMPONENT24] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT$2], };
t[DEPTH_COMPONENT32F] = { textureFormat: DEPTH_COMPONENT, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT$2], };
t[DEPTH24_STENCIL8] = { textureFormat: DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_24_8$1], };
t[DEPTH32F_STENCIL8] = { textureFormat: DEPTH_STENCIL, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT_32_UNSIGNED_INT_24_8_REV$1], };
Object.keys(t).forEach(function(internalFormat) {
const info = t[internalFormat];
info.bytesPerElementMap = {};
info.bytesPerElement.forEach(function(bytesPerElement, ndx) {
const 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) {
const info = getTextureInternalFormatInfo(internalFormat);
if (!info) {
throw "unknown internal format";
}
const 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) {
const 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 (!isWebGL2(gl)) {
return isPowerOf2(width) && isPowerOf2(height);
}
const 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) {
const 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) {
const 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$1(src)) {
return getGLTypeForTypedArray(src);
}
return defaultType || UNSIGNED_BYTE$2;
}
function guessDimensions(gl, target, width, height, numElements) {
if (numElements % 1 !== 0) {
throw "can't guess dimensions";
}
if (!width && !height) {
const 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$1.textureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);
}
function setDefaults$1(newDefaults) {
copyExistingProperties(newDefaults, defaults$1);
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
*/
/**
* Sets 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 setPackState(gl, options) {
if (options.colorspaceConversion !== undefined) {
gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, options.colorspaceConversion);
}
if (options.premultiplyAlpha !== undefined) {
gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, options.premultiplyAlpha);
}
if (options.flipY !== undefined) {
gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, options.flipY);
}
}
/**
* Set skip state to defaults
* @param {WebGLRenderingContext} gl the WebGLRenderingContext
* @private
*/
function setSkipStateToDefault(gl) {
gl.pixelStorei(UNPACK_ALIGNMENT, 4);
if (isWebGL2(gl)) {
gl.pixelStorei(UNPACK_ROW_LENGTH, 0);
gl.pixelStorei(UNPACK_IMAGE_HEIGHT, 0);
gl.pixelStorei(UNPACK_SKIP_PIXELS, 0);
gl.pixelStorei(UNPACK_SKIP_ROWS, 0);
gl.pixelStorei(UNPACK_SKIP_IMAGES, 0);
}
}
/**
* 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 || 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) {
const 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) {
const 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) {
const 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$1.textureColor;
if (isArrayBuffer$1(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$1.textureOptions;
internalFormat = internalFormat || RGBA;
const 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 {
const 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) {
const faces = getCubeFaceOrder(gl, options);
// work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :(
const 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$1.textureOptions;
const target = options.target || TEXTURE_2D;
const level = options.level || 0;
let width = element.width;
let height = element.height;
const internalFormat = options.internalFormat || options.format || RGBA;
const formatType = getFormatAndTypeForInternalFormat(internalFormat);
const format = options.format || formatType.format;
const type = options.type || formatType.type;
setPackState(gl, options);
gl.bindTexture(target, tex);
if (target === TEXTURE_CUBE_MAP) {
// guess the parts
const imgWidth = element.width;
const imgHeight = element.height;
let size;
let 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);
}
const ctx = getShared2DContext();
if (ctx) {
ctx.canvas.width = size;
ctx.canvas.height = size;
width = size;
height = size;
getCubeFacesWithNdx(gl, options).forEach(function(f) {
const xOffset = slices[f.ndx * 2 + 0] * size;
const 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) {
const xOffset = slices[f.ndx * 2 + 0] * size;
const 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) {
setPackState(gl, options);
gl.bindTexture(target, tex);
gl.texImage2D(f.face, level, internalFormat, format, type, imageBitmap);
if (shouldAutomaticallySetTextureFilteringForSize(options)) {
setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);
}
});
});
}
} else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
const smallest = Math.min(element.width, element.height);
const largest = Math.max(element.width, element.height);
const depth = largest / smallest;
if (depth % 1 !== 0) {
throw "can not compute 3D dimensions of element";
}
const xMult = element.width === largest ? 1 : 0;
const yMult = element.height === largest ? 1 : 0;
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 (let d = 0; d < depth; ++d) {
const srcX = d * smallest * xMult;
const 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);
}
setSkipStateToDefault(gl);
} else {
gl.texImage2D(target, level, internalFormat, format, type, element);
}
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
const a = document.createElement('a');
a.href = url;
return a.hostname === location.hostname &&
a.port === location.port &&
a.protocol === location.protocol;
} else {
const localOrigin = (new URL(location.href)).origin;
const 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;
let img;
crossOrigin = crossOrigin !== undefined ? crossOrigin : defaults$1.crossOrigin;
crossOrigin = setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin);
if (typeof Image !== 'undefined') {
img = new Image();
if (crossOrigin !== undefined) {
img.crossOrigin = crossOrigin;
}
const clearEventHandlers = function clearEventHandlers() {
img.removeEventListener('error', onError); // eslint-disable-line
img.removeEventListener('load', onLoad); // eslint-disable-line
img = null;
};
const onError = function onError() {
const msg = "couldn't load image: " + url;
error(msg);
callback(msg, img);
clearEventHandlers();
};
const 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') {
let err;
let bm;
const cb = function cb() {
callback(err, bm);
};
const 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$1.textureOptions;
const 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.
const color = make1Pixel(options.color);
if (target === TEXTURE_CUBE_MAP) {
for (let ii = 0; ii < 6; ++ii) {
gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE$2, color);
}
} else if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
gl.texImage3D(target, 0, RGBA, 1, 1, 1, 0, RGBA, UNSIGNED_BYTE$2, color);
} else {
gl.texImage2D(target, 0, RGBA, 1, 1, 0, RGBA, UNSIGNED_BYTE$2, 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$1.textureOptions;
setTextureTo1PixelColor(gl, tex, options);
// Because it's async we need to copy the options.
options = Object.assign({}, options);
const 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;
const urls = options.src;
if (urls.length !== 6) {
throw "there must be 6 urls for a cubemap";
}
const level = options.level || 0;
const internalFormat = options.internalFormat || options.format || RGBA;
const formatType = getFormatAndTypeForInternalFormat(internalFormat);
const format = options.format || formatType.format;
const type = options.type || UNSIGNED_BYTE$2;
const 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);
let numToLoad = 6;
const errors = [];
const faces = getCubeFaceOrder(gl, options);
let 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 {
setPackState(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().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);
}
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;
const urls = options.src;
const internalFormat = options.internalFormat || options.format || RGBA;
const formatType = getFormatAndTypeForInternalFormat(internalFormat);
const format = options.format || formatType.format;
const type = options.type || UNSIGNED_BYTE$2;
const 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);
let numToLoad = urls.length;
const errors = [];
let imgs; // eslint-disable-line
const level = options.level || 0;
let width = options.width;
let height = options.height;
const depth = urls.length;
let firstImage = true;
function uploadImg(slice) {
return function(err, img) {
--numToLoad;
if (err) {
errors.push(err);
} else {
setPackState(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 (let s = 0; s < depth; ++s) {
gl.texSubImage3D(target, level, 0, 0, s, width, height, 1, format, type, img);
}
} else {
let src = img;
let 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;
}
}
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$1.textureOptions;
const target = options.target || TEXTURE_2D;
gl.bindTexture(target, tex);
let width = options.width;
let height = options.height;
let depth = options.depth;
const level = options.level || 0;
const internalFormat = options.internalFormat || options.format || RGBA;
const formatType = getFormatAndTypeForInternalFormat(internalFormat);
const format = options.format || formatType.format;
const type = options.type || getTextureTypeForArrayType(gl, src, formatType.type);
if (!isArrayBuffer$1(src)) {
const Type = getTypedArrayTypeForGLType(type);
src = new Type(src);
} else if (src instanceof Uint8ClampedArray) {
src = new Uint8Array(src.buffer);
}
const bytesPerElement = getBytesPerElementForInternalFormat(internalFormat, type);
const numElements = src.byteLength / bytesPerElement; // TODO: check UNPACK_ALIGNMENT?
if (numElements % 1) {
throw "length wrong size for format: " + glEnumToString(gl, format);
}
let dimensions;
if (target === TEXTURE_3D || target === TEXTURE_2D_ARRAY) {
if (!width && !height && !depth) {
const 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;
}
setSkipStateToDefault(gl);
gl.pixelStorei(UNPACK_ALIGNMENT, options.unpackAlignment || 1);
setPackState(gl, options);
if (target === TEXTURE_CUBE_MAP) {
const elementsPerElement = bytesPerElement / src.BYTES_PER_ELEMENT;
const faceSize = numElements / 6 * elementsPerElement;
getCubeFacesWithNdx(gl, options).forEach(f => {
const offset = faceSize * f.ndx;
const 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);
}
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) {
const target = options.target || TEXTURE_2D;
gl.bindTexture(target, tex);
const level = options.level || 0;
const internalFormat = options.internalFormat || options.format || RGBA;
const formatType = getFormatAndTypeForInternalFormat(internalFormat);
const format = options.format || formatType.format;
const type = options.type || formatType.type;
setPackState(gl, options);
if (target === TEXTURE_CUBE_MAP) {
for (let 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);
}
}
/**
* Creates a texture based on the options passed in.
*
* Note: may reset UNPACK_ALIGNMENT, UNPACK_ROW_LENGTH, UNPACK_IMAGE_HEIGHT, UNPACK_SKIP_IMAGES
* UNPACK_SKIP_PIXELS, and UNPACK_SKIP_ROWS
*
* @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$1.textureOptions;
const tex = gl.createTexture();
const target = options.target || TEXTURE_2D;
let width = options.width || 1;
let height = options.height || 1;
const 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);
}
let 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$1(src) ||
(Array.isArray(src) && (
typeof src[0] === 'number' ||
Array.isArray(src[0]) ||
isArrayBuffer$1(src[0]))
)
) {
const 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 {
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;
const target = options.target || TEXTURE_2D;
gl.bindTexture(target, tex);
const level = options.level || 0;
const internalFormat = options.internalFormat || options.format || RGBA;
const formatType = getFormatAndTypeForInternalFormat(internalFormat);
const format = options.format || formatType.format;
let type;
const src = options.src;
if (!src) {
type = options.type || formatType.type;
} else if (isArrayBuffer$1(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 (let 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;
let numDownloading = 0;
const errors = [];
const textures = {};
const images = {};
function callCallbackIfReady() {
if (numDownloading === 0) {
setTimeout(function() {
callback(errors.length ? errors : undefined, textures, images);
}, 0);
}
}
Object.keys(textureOptions).forEach(function(name) {
const options = textureOptions[name];
let onLoadFn;
if (isAsyncSrc(options.src)) {
onLoadFn = function(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;
}
var textures = /*#__PURE__*/Object.freeze({
__proto__: null,
setTextureDefaults_: setDefaults$1,
createSampler: createSampler,
createSamplers: createSamplers,
setSamplerParameters: setSamplerParameters,
createTexture: createTexture,
setEmptyTexture: setEmptyTexture,
setTextureFromArray: setTextureFromArray,
loadTextureFromUrl: loadTextureFromUrl,
setTextureFromElement: setTextureFromElement,
setTextureFilteringForSize: setTextureFilteringForSize,
setTextureParameters: setTextureParameters,
setDefaultTextureColor: setDefaultTextureColor,
createTextures: createTextures,
resizeTexture: resizeTexture,
canGenerateMipmap: canGenerateMipmap,
canFilter: canFilter,
getNumComponentsForFormat: getNumComponentsForFormat,
getBytesPerElementForInternalFormat: getBytesPerElementForInternalFormat,
getFormatAndTypeForInternalFormat: getFormatAndTypeForInternalFormat
});
/*
* 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
*/
const error$1 = error;
const warn$1 = warn;
function getElementById(id) {
return (typeof document !== 'undefined' && document.getElementById)
? document.getElementById(id)
: null;
}
const TEXTURE0 = 0x84c0;
const DYNAMIC_DRAW = 0x88e8;
const ARRAY_BUFFER$1 = 0x8892;
const ELEMENT_ARRAY_BUFFER$1 = 0x8893;
const UNIFORM_BUFFER = 0x8a11;
const TRANSFORM_FEEDBACK_BUFFER = 0x8c8e;
const TRANSFORM_FEEDBACK = 0x8e22;
const COMPILE_STATUS = 0x8b81;
const LINK_STATUS = 0x8b82;
const FRAGMENT_SHADER = 0x8b30;
const VERTEX_SHADER = 0x8b31;
const SEPARATE_ATTRIBS = 0x8c8d;
const ACTIVE_UNIFORMS = 0x8b86;
const ACTIVE_ATTRIBUTES = 0x8b89;
const TRANSFORM_FEEDBACK_VARYINGS = 0x8c83;
const ACTIVE_UNIFORM_BLOCKS = 0x8a36;
const UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8a44;
const UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8a46;
const UNIFORM_BLOCK_DATA_SIZE = 0x8a40;
const UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8a43;
const FLOAT$3 = 0x1406;
const FLOAT_VEC2 = 0x8B50;
const FLOAT_VEC3 = 0x8B51;
const FLOAT_VEC4 = 0x8B52;
const INT$3 = 0x1404;
const INT_VEC2 = 0x8B53;
const INT_VEC3 = 0x8B54;
const INT_VEC4 = 0x8B55;
const BOOL = 0x8B56;
const BOOL_VEC2 = 0x8B57;
const BOOL_VEC3 = 0x8B58;
const BOOL_VEC4 = 0x8B59;
const FLOAT_MAT2 = 0x8B5A;
const FLOAT_MAT3 = 0x8B5B;
const FLOAT_MAT4 = 0x8B5C;
const SAMPLER_2D = 0x8B5E;
const SAMPLER_CUBE = 0x8B60;
const SAMPLER_3D = 0x8B5F;
const SAMPLER_2D_SHADOW = 0x8B62;
const FLOAT_MAT2x3 = 0x8B65;
const FLOAT_MAT2x4 = 0x8B66;
const FLOAT_MAT3x2 = 0x8B67;
const FLOAT_MAT3x4 = 0x8B68;
const FLOAT_MAT4x2 = 0x8B69;
const FLOAT_MAT4x3 = 0x8B6A;
const SAMPLER_2D_ARRAY = 0x8DC1;
const SAMPLER_2D_ARRAY_SHADOW = 0x8DC4;
const SAMPLER_CUBE_SHADOW = 0x8DC5;
const UNSIGNED_INT$3 = 0x1405;
const UNSIGNED_INT_VEC2 = 0x8DC6;
const UNSIGNED_INT_VEC3 = 0x8DC7;
const UNSIGNED_INT_VEC4 = 0x8DC8;
const INT_SAMPLER_2D = 0x8DCA;
const INT_SAMPLER_3D = 0x8DCB;
const INT_SAMPLER_CUBE = 0x8DCC;
const INT_SAMPLER_2D_ARRAY = 0x8DCF;
const UNSIGNED_INT_SAMPLER_2D = 0x8DD2;
const UNSIGNED_INT_SAMPLER_3D = 0x8DD3;
const UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4;
const UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7;
const TEXTURE_2D$1 = 0x0DE1;
const TEXTURE_CUBE_MAP$1 = 0x8513;
const TEXTURE_3D$1 = 0x806F;
const TEXTURE_2D_ARRAY$1 = 0x8C1A;
const 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) {
const bindPoint = getBindPointForSamplerType(gl, type);
return isWebGL2(gl) ? function(textureOrPair) {
let texture;
let sampler;
if (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) {
const bindPoint = getBindPointForSamplerType(gl, type);
const units = new Int32Array(size);
for (let ii = 0; ii < size; ++ii) {
units[ii] = unit + ii;
}
return isWebGL2(gl) ? function(textures) {
gl.uniform1iv(location, units);
textures.forEach(function(textureOrPair, index) {
gl.activeTexture(TEXTURE0 + units[index]);
let texture;
let sampler;
if (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$3] = { Type: Float32Array, size: 4, setter: floatSetter, arraySetter: floatArraySetter, };
typeMap[FLOAT_VEC2] = { Type: Float32Array, size: 8, setter: floatVec2Setter, cols: 2, };
typeMap[FLOAT_VEC3] = { Type: Float32Array, size: 12, setter: floatVec3Setter, cols: 3, };
typeMap[FLOAT_VEC4] = { Type: Float32Array, size: 16, setter: floatVec4Setter, cols: 4, };
typeMap[INT$3] = { Type: Int32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, };
typeMap[INT_VEC2] = { Type: Int32Array, size: 8, setter: intVec2Setter, cols: 2, };
typeMap[INT_VEC3] = { Type: Int32Array, size: 12, setter: intVec3Setter, cols: 3, };
typeMap[INT_VEC4] = { Type: Int32Array, size: 16, setter: intVec4Setter, cols: 4, };
typeMap[UNSIGNED_INT$3] = { Type: Uint32Array, size: 4, setter: uintSetter, arraySetter: uintArraySetter, };
typeMap[UNSIGNED_INT_VEC2] = { Type: Uint32Array, size: 8, setter: uintVec2Setter, cols: 2, };
typeMap[UNSIGNED_INT_VEC3] = { Type: Uint32Array, size: 12, setter: uintVec3Setter, cols: 3, };
typeMap[UNSIGNED_INT_VEC4] = { Type: Uint32Array, size: 16, setter: uintVec4Setter, cols: 4, };
typeMap[BOOL] = { Type: Uint32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, };
typeMap[BOOL_VEC2] = { Type: Uint32Array, size: 8, setter: intVec2Setter, cols: 2, };
typeMap[BOOL_VEC3] = { Type: Uint32Array, size: 12, setter: intVec3Setter, cols: 3, };
typeMap[BOOL_VEC4] = { Type: Uint32Array, size: 16, setter: intVec4Setter, cols: 4, };
typeMap[FLOAT_MAT2] = { Type: Float32Array, size: 32, setter: floatMat2Setter, rows: 2, cols: 2, };
typeMap[FLOAT_MAT3] = { Type: Float32Array, size: 48, setter: floatMat3Setter, rows: 3, cols: 3, };
typeMap[FLOAT_MAT4] = { Type: Float32Array, size: 64, setter: floatMat4Setter, rows: 4, cols: 4, };
typeMap[FLOAT_MAT2x3] = { Type: Float32Array, size: 32, setter: floatMat23Setter, rows: 2, cols: 3, };
typeMap[FLOAT_MAT2x4] = { Type: Float32Array, size: 32, setter: floatMat24Setter, rows: 2, cols: 4, };
typeMap[FLOAT_MAT3x2] = { Type: Float32Array, size: 48, setter: floatMat32Setter, rows: 3, cols: 2, };
typeMap[FLOAT_MAT3x4] = { Type: Float32Array, size: 48, setter: floatMat34Setter, rows: 3, cols: 4, };
typeMap[FLOAT_MAT4x2] = { Type: Float32Array, size: 64, setter: floatMat42Setter, rows: 4, cols: 2, };
typeMap[FLOAT_MAT4x3] = { Type: Float32Array, size: 64, setter: floatMat43Setter, rows: 4, cols: 3, };
typeMap[SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, };
typeMap[SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP$1, };
typeMap[SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D$1, };
typeMap[SAMPLER_2D_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, };
typeMap[SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY$1, };
typeMap[SAMPLER_2D_ARRAY_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY$1, };
typeMap[SAMPLER_CUBE_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP$1, };
typeMap[INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, };
typeMap[INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D$1, };
typeMap[INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP$1, };
typeMap[INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY$1, };
typeMap[UNSIGNED_INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, };
typeMap[UNSIGNED_INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D$1, };
typeMap[UNSIGNED_INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP$1, };
typeMap[UNSIGNED_INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY$1, };
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$1, b.buffer);
gl.enableVertexAttribArray(index);
gl.vertexAttribPointer(
index, b.numComponents || b.size, b.type || FLOAT$3, 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$1, b.buffer);
gl.enableVertexAttribArray(index);
gl.vertexAttribIPointer(
index, b.numComponents || b.size, b.type || INT$3, 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$1, b.buffer);
gl.enableVertexAttribArray(index);
gl.vertexAttribIPointer(
index, b.numComponents || b.size, b.type || UNSIGNED_INT$3, b.stride || 0, b.offset || 0);
if (b.divisor !== undefined) {
gl.vertexAttribDivisor(index, b.divisor);
}
}
};
}
function matAttribSetter(gl, index, typeInfo) {
const defaultSize = typeInfo.size;
const count = typeInfo.count;
return function(b) {
gl.bindBuffer(ARRAY_BUFFER$1, b.buffer);
const numComponents = b.size || b.numComponents || defaultSize;
const size = numComponents / count;
const type = b.type || FLOAT$3;
const typeInfo = typeMap[type];
const stride = typeInfo.size * numComponents;
const normalize = b.normalize || false;
const offset = b.offset || 0;
const rowOffset = stride / count;
for (let 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);
}
}
};
}
const attrTypeMap = {};
attrTypeMap[FLOAT$3] = { 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$3] = { 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$3] = { size: 4, setter: uintAttribSetter, };
attrTypeMap[UNSIGNED_INT_VEC2] = { size: 8, setter: uintAttribSetter, };
attrTypeMap[UNSIGNED_INT_VEC3] = { size: 12, setter: uintAttribSetter, };
attrTypeMap[UNSIGNED_INT_VEC4] = { size: 16, setter: uintAttribSetter, };
attrTypeMap[BOOL] = { size: 4, setter: intAttribSetter, };
attrTypeMap[BOOL_VEC2] = { size: 8, setter: intAttribSetter, };
attrTypeMap[BOOL_VEC3] = { size: 12, setter: intAttribSetter, };
attrTypeMap[BOOL_VEC4] = { size: 16, setter: intAttribSetter, };
attrTypeMap[FLOAT_MAT2] = { size: 4, setter: matAttribSetter, count: 2, };
attrTypeMap[FLOAT_MAT3] = { size: 9, setter: matAttribSetter, count: 3, };
attrTypeMap[FLOAT_MAT4] = { size: 16, setter: matAttribSetter, count: 4, };
const errorRE = /ERROR:\s*\d+:(\d+)/gi;
function addLineNumbersWithError(src, log = '', lineOffset = 0) {
// Note: Error message formats are not defined by any spec so this may or may not work.
const matches = [...log.matchAll(errorRE)];
const lineNoToErrorMap = new Map(matches.map((m, ndx) => {
const lineNo = parseInt(m[1]);
const next = matches[ndx + 1];
const end = next ? next.index : log.length;
const msg = log.substring(m.index, end);
return [lineNo - 1, msg];
}));
return src.split('\n').map((line, lineNo) => {
const err = lineNoToErrorMap.get(lineNo);
return `${lineNo + 1 + lineOffset}: ${line}${err ? `\n\n^^^ ${err}` : ''}`;
}).join('\n');
}
/**
* Error Callback
* @callback ErrorCallback
* @param {string} msg error message.
* @param {number} [lineOffset] amount to add to line number
* @memberOf module:twgl
*/
const 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) {
const errFn = opt_errorCallback || error$1;
// Create the shader object
const shader = gl.createShader(shaderType);
// Remove the first end of line because WebGL 2.0 requires
// #version 300 es
// as the first line. No whitespace allowed before that line
// so
//
// <script>
// #version 300 es
// </script>
//
// Has one line before it which is invalid according to GLSL ES 3.00
//
let lineOffset = 0;
if (spaceRE.test(shaderSource)) {
lineOffset = 1;
shaderSource = shaderSource.replace(spaceRE, '');
}
// Load the shader source
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check the compile status
const compiled = gl.getShaderParameter(shader, COMPILE_STATUS);
if (!compiled) {
// Something went wrong during compilation; get the error
const lastError = gl.getShaderInfoLog(shader);
errFn(`${addLineNumbersWithError(shaderSource, lastError, lineOffset)}\nError compiling ${glEnumToString(gl, shaderType)}: ${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) {
let transformFeedbackVaryings;
let 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;
}
const opt = opt_attribs;
opt_errorCallback = opt.errorCallback;
opt_attribs = opt.attribLocations;
transformFeedbackVaryings = opt.transformFeedbackVaryings;
transformFeedbackMode = opt.transformFeedbackMode;
}
const options = {
errorCallback: opt_errorCallback || error$1,
transformFeedbackVaryings: transformFeedbackVaryings,
transformFeedbackMode: transformFeedbackMode,
};
if (opt_attribs) {
let 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;
}
const 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) {
const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);
const realShaders = [];
const newShaders = [];
for (let ndx = 0; ndx < shaders.length; ++ndx) {
let shader = shaders[ndx];
if (typeof (shader) === 'string') {
const elem = getElementById(shader);
const src = elem ? elem.text : shader;
let 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 (isShader(gl, shader)) {
realShaders.push(shader);
}
}
if (realShaders.length !== shaders.length) {
progOptions.errorCallback("not enough shaders for program");
deleteShaders(gl, newShaders);
return null;
}
const 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);
});
}
let 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
const linked = gl.getProgramParameter(program, LINK_STATUS);
if (!linked) {
// something went wrong with the link
const lastError = gl.getProgramInfoLog(program);
progOptions.errorCallback(`${
realShaders.map(shader => {
const src = addLineNumbersWithError(gl.getShaderSource(shader), '', 0);
const type = gl.getShaderParameter(shader, gl.SHADER_TYPE);
return `${glEnumToString(gl, type)}\n${src}}`;
}).join('\n')
}\nError 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) {
let shaderSource = "";
const shaderScript = getElementById(scriptId);
if (!shaderScript) {
throw new Error(`unknown script element: ${scriptId}`);
}
shaderSource = shaderScript.text;
const 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) {
const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);
const shaders = [];
for (let ii = 0; ii < shaderScriptIds.length; ++ii) {
const 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) {
const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);
const shaders = [];
for (let ii = 0; ii < shaderSources.length; ++ii) {
const 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) {
const name = info.name;
return name.startsWith("gl_") || name.startsWith("webgl_");
}
const tokenRE = /(\.|\[|]|\w+)/g;
const isDigit = s => s >= '0' && s <= '9';
function addSetterToUniformTree(fullPath, setter, node, uniformSetters) {
const tokens = fullPath.split(tokenRE).filter(s => s !== '');
let tokenNdx = 0;
let path = '';
for (;;) {
const token = tokens[tokenNdx++]; // has to be name or number
path += token;
const isArrayIndex = isDigit(token[0]);
const accessor = isArrayIndex
? parseInt(token)
: token;
if (isArrayIndex) {
path += tokens[tokenNdx++]; // skip ']'
}
const isLastToken = tokenNdx === tokens.length;
if (isLastToken) {
node[accessor] = setter;
break;
} else {
const token = tokens[tokenNdx++]; // has to be . or [
const isArray = token === '[';
const child = node[accessor] || (isArray ? [] : {});
node[accessor] = child;
node = child;
uniformSetters[path] = uniformSetters[path] || function(node) {
return function(value) {
setUniformTree(node, value);
};
}(child);
path += token;
}
}
}
/**
* 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) {
let 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, location) {
const isArray = uniformInfo.name.endsWith("[0]");
const type = uniformInfo.type;
const typeInfo = typeMap[type];
if (!typeInfo) {
throw new Error(`unknown type: 0x${type.toString(16)}`); // we should never get here.
}
let setter;
if (typeInfo.bindPoint) {
// it's a sampler
const 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;
}
const uniformSetters = {};
const uniformTree = {};
const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);
for (let ii = 0; ii < numUniforms; ++ii) {
const uniformInfo = gl.getActiveUniform(program, ii);
if (isBuiltIn(uniformInfo)) {
continue;
}
let name = uniformInfo.name;
// remove the array suffix.
if (name.endsWith("[0]")) {
name = name.substr(0, name.length - 3);
}
const location = gl.getUniformLocation(program, uniformInfo.name);
// the uniform will have no location if it's in a uniform block
if (location) {
const setter = createUniformSetter(program, uniformInfo, location);
uniformSetters[name] = setter;
addSetterToUniformTree(name, setter, uniformTree, uniformSetters);
}
}
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) {
const info = {};
const numVaryings = gl.getProgramParameter(program, TRANSFORM_FEEDBACK_VARYINGS);
for (let ii = 0; ii < numVaryings; ++ii) {
const 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 (const name in bufferInfo) {
const varying = transformFeedbackInfo[name];
if (varying) {
const 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) {
const 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 {string} name The name of the uniform
* @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) {
const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);
const uniformData = [];
const uniformIndices = [];
for (let ii = 0; ii < numUniforms; ++ii) {
uniformIndices.push(ii);
uniformData.push({});
const uniformInfo = gl.getActiveUniform(program, ii);
uniformData[ii].name = uniformInfo.name;
}
[
[ "UNIFORM_TYPE", "type" ],
[ "UNIFORM_SIZE", "size" ], // num elements
[ "UNIFORM_BLOCK_INDEX", "blockNdx" ],
[ "UNIFORM_OFFSET", "offset", ],
].forEach(function(pair) {
const pname = pair[0];
const key = pair[1];
gl.getActiveUniforms(program, uniformIndices, gl[pname]).forEach(function(value, ndx) {
uniformData[ndx][key] = value;
});
});
const blockSpecs = {};
const numUniformBlocks = gl.getProgramParameter(program, ACTIVE_UNIFORM_BLOCKS);
for (let ii = 0; ii < numUniformBlocks; ++ii) {
const name = gl.getActiveUniformBlockName(program, ii);
const blockSpec = {
index: gl.getUniformBlockIndex(program, name),
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,
};
}
const arraySuffixRE = /\[\d+\]\.$/; // better way to check?
const pad = (v, padding) => ((v + (padding - 1)) / padding | 0) * padding;
function createUniformBlockUniformSetter(view, isArray, rows, cols) {
if (isArray || rows) {
cols = cols || 1;
const numElements = view.length;
const totalRows = numElements / 4;
return function(value) {
let dst = 0;
let src = 0;
for (let row = 0; row < totalRows; ++row) {
for (let col = 0; col < cols; ++col) {
view[dst++] = value[src++];
}
dst += 4 - cols;
}
};
} else {
return function(value) {
if (value.length) {
view.set(value);
} else {
view[0] = value;
}
};
}
}
/**
* 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.
* @property {Object<string, function>} setters A setter for this uniform.
* The reason to use setters is elements of arrays are padded to vec4 sizes which
* means if you want to set an array of 4 floats you'd need to set 16 values
* (or set elements 0, 4, 8, 12). In other words
* `someBlockInfo.uniforms.some4FloatArrayUniform.set([0, , , , 1, , , , 2, , , , 3])`
* where as the setter handles just passing in [0, 1, 2, 3] either directly as in
* `someBlockInfo.setter.some4FloatArrayUniform.set([0, 1, 2, 3])` (not recommended)
* or via {@link module:twgl.setBlockUniforms}
* @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) {
const blockSpecs = uniformBlockSpec.blockSpecs;
const uniformData = uniformBlockSpec.uniformData;
const blockSpec = blockSpecs[blockName];
if (!blockSpec) {
warn$1("no uniform block object named:", blockName);
return {
name: blockName,
uniforms: {},
};
}
const array = new ArrayBuffer(blockSpec.size);
const buffer = gl.createBuffer();
const uniformBufferIndex = blockSpec.index;
gl.bindBuffer(UNIFORM_BUFFER, buffer);
gl.uniformBlockBinding(program, blockSpec.index, uniformBufferIndex);
let prefix = blockName + ".";
if (arraySuffixRE.test(prefix)) {
prefix = prefix.replace(arraySuffixRE, ".");
}
const uniforms = {};
const setters = {};
const setterTree = {};
blockSpec.uniformIndices.forEach(function(uniformNdx) {
const data = uniformData[uniformNdx];
let name = data.name;
if (name.startsWith(prefix)) {
name = name.substr(prefix.length);
}
const isArray = name.endsWith('[0]');
if (isArray) {
name = name.substr(0, name.length - 3);
}
const typeInfo = typeMap[data.type];
const Type = typeInfo.Type;
const byteLength = isArray
? pad(typeInfo.size, 16) * data.size
: typeInfo.size * data.size;
const uniformView = new Type(array, data.offset, byteLength / Type.BYTES_PER_ELEMENT);
uniforms[name] = uniformView;
// Note: I'm not sure what to do here. The original
// idea was to create TypedArray views into each part
// of the block. This is useful, for example if you have
// a block with { mat4: model; mat4 view; mat4 projection; }
// you'll get a Float32Array for each one suitable for
// passing to most JS math libraries including twgl's and glMatrix.js.
//
// But, if you have a an array of structures, especially if that
// array is large, you get a whole bunch of TypedArray views.
// Every one of them has overhead and switching between them all
// is probably a cache miss. In that case it would really be better
// to just have one view (asFloat) and have all the setters
// just reference the correct portion. But, then you can't easily
// treat a matrix, or a vec4, as a standalone thing like you can
// with all the views.
//
// Another problem with the views is they are not shared. With
// uniforms you have one set of setters. With UniformBlockInfo
// you have a set of setters *pre block instance*. That's because
// TypedArray views can't be mapped to different buffers.
//
// My gut right now is if you really want the speed and compactness
// then you should probably roll your own solution. TWGL's goal
// here is ease of use as AFAICT there is no simple generic efficient
// solution.
const setter = createUniformBlockUniformSetter(uniformView, isArray, typeInfo.rows, typeInfo.cols);
setters[name] = setter;
addSetterToUniformTree(name, setter, setterTree, setters);
});
return {
name: blockName,
array,
asFloat: new Float32Array(array), // for debugging
buffer,
uniforms,
setters,
};
}
/**
* 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) {
const uniformBlockSpec = programInfo.uniformBlockSpec || programInfo;
const blockSpec = uniformBlockSpec.blockSpecs[uniformBlockInfo.name];
if (blockSpec) {
const 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
*
* You can also fill out structure and array values either via
* shortcut. Example
*
* // -- in shader --
* struct Light {
* float intensity;
* vec4 color;
* float nearFar[2];
* };
* uniform Lights {
* Light lights[2];
* };
*
* // in JavaScript
*
* twgl.setBlockUniforms(someBlockInfo, {
* lights: [
* { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.1, 10] },
* { intensity: 2.0, color: [0, 0, 1, 1], nearFar[0.2, 15] },
* ],
* });
*
* or the more traditional way
*
* twgl.setBlockUniforms(someBlockInfo, {
* "lights[0].intensity": 5.0,
* "lights[0].color": [1, 0, 0, 1],
* "lights[0].nearFar": [0.1, 10],
* "lights[1].intensity": 2.0,
* "lights[1].color": [0, 0, 1, 1],
* "lights[1].nearFar": [0.2, 15],
* });
*
* You can also specify partial paths
*
* twgl.setBlockUniforms(someBlockInfo, {
* 'lights[1]': { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.2, 15] },
* });
*
* But you can not specify leaf array indices.
*
* twgl.setBlockUniforms(someBlockInfo, {
* 'lights[1].nearFar[1]': 15, // BAD! nearFar is a leaf
* 'lights[1].nearFar': [0.2, 15], // GOOD
* });
*
* **IMPORTANT!**, packing in a UniformBlock is unintuitive.
* For example the actual layout of `someVec3Array` above in memory
* is `1, 2, 3, unused, 4, 5, 6, unused`. twgl takes in 6 values
* as shown about and copies them, skipping the padding. This might
* be confusing if you're already familiar with Uniform blocks.
*
* If you want to deal with the padding yourself you can access the array
* buffer views directly. eg:
*
* someBlockInfo.someVec3Array.set([1, 2, 3, 0, 4, 5, 6, 0]);
*
* Any name that doesn't match will be ignored
* @memberOf module:twgl/programs
*/
function setBlockUniforms(uniformBlockInfo, values) {
const setters = uniformBlockInfo.setters;
for (const name in values) {
const setter = setters[name];
if (setter) {
const value = values[name];
setter(value);
}
}
}
function setUniformTree(tree, values) {
for (const name in values) {
const prop = tree[name];
if (typeof prop === 'function') {
prop(values[name]);
} else {
setUniformTree(tree[name], values[name]);
}
}
}
/**
* 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};
*
* You can also fill out structure and array values either via
* shortcut. Example
*
* // -- in shader --
* struct Light {
* float intensity;
* vec4 color;
* float nearFar[2];
* };
* uniform Light lights[2];
*
* // in JavaScript
*
* twgl.setUniforms(programInfo, {
* lights: [
* { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.1, 10] },
* { intensity: 2.0, color: [0, 0, 1, 1], nearFar[0.2, 15] },
* ],
* });
*
* or the more traditional way
*
* twgl.setUniforms(programInfo, {
* "lights[0].intensity": 5.0,
* "lights[0].color": [1, 0, 0, 1],
* "lights[0].nearFar": [0.1, 10],
* "lights[1].intensity": 2.0,
* "lights[1].color": [0, 0, 1, 1],
* "lights[1].nearFar": [0.2, 15],
* });
*
* You can also specify partial paths
*
* twgl.setUniforms(programInfo, {
* 'lights[1]': { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.2, 15] },
* });
*
* But you can not specify leaf array indices
*
* twgl.setUniforms(programInfo, {
* 'lights[1].nearFar[1]': 15, // BAD! nearFar is a leaf
* 'lights[1].nearFar': [0.2, 15], // GOOD
* });
*
* @memberOf module:twgl/programs
*/
function setUniforms(setters, ...args) { // eslint-disable-line
const actualSetters = setters.uniformSetters || setters;
const numArgs = args.length;
for (let aNdx = 0; aNdx < numArgs; ++aNdx) {
const values = args[aNdx];
if (Array.isArray(values)) {
const numValues = values.length;
for (let ii = 0; ii < numValues; ++ii) {
setUniforms(actualSetters, values[ii]);
}
} else {
for (const name in values) {
const 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
*/
const 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
*/
function createAttributeSetters(gl, program) {
const attribSetters = {
};
const numAttribs = gl.getProgramParameter(program, ACTIVE_ATTRIBUTES);
for (let ii = 0; ii < numAttribs; ++ii) {
const attribInfo = gl.getActiveAttrib(program, ii);
if (isBuiltIn(attribInfo)) {
continue;
}
const index = gl.getAttribLocation(program, attribInfo.name);
const typeInfo = attrTypeMap[attribInfo.type];
const 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 (const name in buffers) {
const 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$1, 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} [uniformBlockSpec] 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) {
const uniformSetters = createUniformSetters(gl, program);
const attribSetters = createAttributeSetters(gl, program);
const programInfo = {
program,
uniformSetters,
attribSetters,
};
if (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) {
const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);
let good = true;
shaderSources = shaderSources.map(function(source) {
// Lets assume if there is no \n it's an id
if (source.indexOf("\n") < 0) {
const script = getElementById(source);
if (!script) {
progOptions.errorCallback("no element with id: " + source);
good = false;
} else {
source = script.text;
}
}
return source;
});
if (!good) {
return null;
}
const program = createProgramFromSources(gl, shaderSources, progOptions);
if (!program) {
return null;
}
return createProgramInfoFromProgram(gl, program);
}
var programs = /*#__PURE__*/Object.freeze({
__proto__: null,
createAttributeSetters: createAttributeSetters,
createProgram: createProgram,
createProgramFromScripts: createProgramFromScripts,
createProgramFromSources: createProgramFromSources,
createProgramInfo: createProgramInfo,
createProgramInfoFromProgram: createProgramInfoFromProgram,
createUniformSetters: createUniformSetters,
createUniformBlockSpecFromProgram: createUniformBlockSpecFromProgram,
createUniformBlockInfoFromProgram: createUniformBlockInfoFromProgram,
createUniformBlockInfo: createUniformBlockInfo,
createTransformFeedback: createTransformFeedback,
createTransformFeedbackInfo: createTransformFeedbackInfo,
bindTransformFeedbackInfo: bindTransformFeedbackInfo,
setAttributes: setAttributes,
setBuffersAndAttributes: setBuffersAndAttributes,
setUniforms: setUniforms,
setUniformsAndBindTextures: setUniformsAndBindTextures,
setUniformBlock: setUniformBlock,
setBlockUniforms: setBlockUniforms,
bindUniformBlock: bindUniformBlock
});
/*
* 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.
*/
const TRIANGLES = 0x0004;
const UNSIGNED_SHORT$3 = 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;
const indices = bufferInfo.indices;
const elementType = bufferInfo.elementType;
const 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$3 : bufferInfo.elementType, offset, instanceCount);
} else {
gl.drawElements(type, numElements, elementType === undefined ? UNSIGNED_SHORT$3 : 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) {
let lastUsedProgramInfo = null;
let lastUsedBufferInfo = null;
objectsToDraw.forEach(function(object) {
if (object.active === false) {
return;
}
const programInfo = object.programInfo;
const bufferInfo = object.vertexArrayInfo || object.bufferInfo;
let bindBuffers = false;
const 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;
setBuffersAndAttributes(gl, programInfo, bufferInfo);
}
// Set the uniforms.
setUniforms(programInfo, object.uniforms);
// Draw
drawBufferInfo(gl, bufferInfo, type, object.count, object.offset, object.instanceCount);
});
if (lastUsedBufferInfo && lastUsedBufferInfo.vertexArrayObject) {
gl.bindVertexArray(null);
}
}
var draw = /*#__PURE__*/Object.freeze({
__proto__: null,
drawBufferInfo: drawBufferInfo,
drawObjectList: drawObjectList
});
/*
* 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.
*/
const FRAMEBUFFER = 0x8d40;
const RENDERBUFFER = 0x8d41;
const TEXTURE_2D$2 = 0x0de1;
const UNSIGNED_BYTE$3 = 0x1401;
/* PixelFormat */
const DEPTH_COMPONENT$1 = 0x1902;
const RGBA$1 = 0x1908;
const DEPTH_COMPONENT24$1 = 0x81a6;
const DEPTH_COMPONENT32F$1 = 0x8cac;
const DEPTH24_STENCIL8$1 = 0x88f0;
const DEPTH32F_STENCIL8$1 = 0x8cad;
/* Framebuffer Object. */
const RGBA4$1 = 0x8056;
const RGB5_A1$1 = 0x8057;
const RGB565$1 = 0x8D62;
const DEPTH_COMPONENT16$1 = 0x81A5;
const STENCIL_INDEX = 0x1901;
const STENCIL_INDEX8 = 0x8D48;
const DEPTH_STENCIL$1 = 0x84F9;
const COLOR_ATTACHMENT0 = 0x8CE0;
const DEPTH_ATTACHMENT = 0x8D00;
const STENCIL_ATTACHMENT = 0x8D20;
const DEPTH_STENCIL_ATTACHMENT = 0x821A;
/* TextureWrapMode */
const CLAMP_TO_EDGE$1 = 0x812F;
/* TextureMagFilter */
const LINEAR$1 = 0x2601;
/**
* 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} [attachmentPoint] 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} [samples] The number of samples. Default = 1
* @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 {(WebGLRenderbuffer | WebGLTexture)} [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
*/
const defaultAttachments = [
{ format: RGBA$1, type: UNSIGNED_BYTE$3, min: LINEAR$1, wrap: CLAMP_TO_EDGE$1, },
{ format: DEPTH_STENCIL$1, },
];
const attachmentsByFormat = {};
attachmentsByFormat[DEPTH_STENCIL$1] = DEPTH_STENCIL_ATTACHMENT;
attachmentsByFormat[STENCIL_INDEX] = STENCIL_ATTACHMENT;
attachmentsByFormat[STENCIL_INDEX8] = STENCIL_ATTACHMENT;
attachmentsByFormat[DEPTH_COMPONENT$1] = DEPTH_ATTACHMENT;
attachmentsByFormat[DEPTH_COMPONENT16$1] = DEPTH_ATTACHMENT;
attachmentsByFormat[DEPTH_COMPONENT24$1] = DEPTH_ATTACHMENT;
attachmentsByFormat[DEPTH_COMPONENT32F$1] = DEPTH_ATTACHMENT;
attachmentsByFormat[DEPTH24_STENCIL8$1] = DEPTH_STENCIL_ATTACHMENT;
attachmentsByFormat[DEPTH32F_STENCIL8$1] = DEPTH_STENCIL_ATTACHMENT;
function getAttachmentPointForFormat(format, internalFormat) {
return attachmentsByFormat[format] || attachmentsByFormat[internalFormat];
}
const renderbufferFormats = {};
renderbufferFormats[RGBA4$1] = true;
renderbufferFormats[RGB5_A1$1] = true;
renderbufferFormats[RGB565$1] = true;
renderbufferFormats[DEPTH_STENCIL$1] = true;
renderbufferFormats[DEPTH_COMPONENT16$1] = 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 {Array.<(WebGLRenderbuffer | WebGLTexture)>} attachments The created attachments in the same order as passed in to {@link module:twgl.createFramebufferInfo}.
* @property {number} width The width of the framebuffer and its attachments
* @property {number} height The width of the framebuffer and its attachments
* @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) {
const target = FRAMEBUFFER;
const fb = gl.createFramebuffer();
gl.bindFramebuffer(target, fb);
width = width || gl.drawingBufferWidth;
height = height || gl.drawingBufferHeight;
attachments = attachments || defaultAttachments;
let colorAttachmentCount = 0;
const framebufferInfo = {
framebuffer: fb,
attachments: [],
width: width,
height: height,
};
attachments.forEach(function(attachmentOptions) {
let attachment = attachmentOptions.attachment;
const samples = attachmentOptions.samples;
const format = attachmentOptions.format;
let attachmentPoint = attachmentOptions.attachmentPoint || getAttachmentPointForFormat(format, attachmentOptions.internalFormat);
if (!attachmentPoint) {
attachmentPoint = COLOR_ATTACHMENT0 + colorAttachmentCount++;
}
if (!attachment) {
if (samples !== undefined || isRenderbufferFormat(format)) {
attachment = gl.createRenderbuffer();
gl.bindRenderbuffer(RENDERBUFFER, attachment);
if (samples > 1) {
gl.renderbufferStorageMultisample(RENDERBUFFER, samples, format, width, height);
} else {
gl.renderbufferStorage(RENDERBUFFER, format, width, height);
}
} else {
const textureOptions = Object.assign({}, attachmentOptions);
textureOptions.width = width;
textureOptions.height = height;
if (textureOptions.auto === undefined) {
textureOptions.auto = false;
textureOptions.min = textureOptions.min || textureOptions.minMag || LINEAR$1;
textureOptions.mag = textureOptions.mag || textureOptions.minMag || LINEAR$1;
textureOptions.wrapS = textureOptions.wrapS || textureOptions.wrap || CLAMP_TO_EDGE$1;
textureOptions.wrapT = textureOptions.wrapT || textureOptions.wrap || CLAMP_TO_EDGE$1;
}
attachment = createTexture(gl, textureOptions);
}
}
if (isRenderbuffer(gl, attachment)) {
gl.framebufferRenderbuffer(target, attachmentPoint, RENDERBUFFER, attachment);
} else if (isTexture(gl, attachment)) {
if (attachmentOptions.layer !== undefined) {
gl.framebufferTextureLayer(
target,
attachmentPoint,
attachment,
attachmentOptions.level || 0,
attachmentOptions.layer);
} else {
gl.framebufferTexture2D(
target,
attachmentPoint,
attachmentOptions.target || TEXTURE_2D$2,
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) {
const attachment = framebufferInfo.attachments[ndx];
const format = attachmentOptions.format;
const samples = attachmentOptions.samples;
if (samples !== undefined || isRenderbuffer(gl, attachment)) {
gl.bindRenderbuffer(RENDERBUFFER, attachment);
if (samples > 1) {
gl.renderbufferStorageMultisample(RENDERBUFFER, samples, format, width, height);
} else {
gl.renderbufferStorage(RENDERBUFFER, format, width, height);
}
} else if (isTexture(gl, attachment)) {
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);
}
}
var framebuffers = /*#__PURE__*/Object.freeze({
__proto__: null,
bindFramebufferInfo: bindFramebufferInfo,
createFramebufferInfo: createFramebufferInfo,
resizeFramebufferInfo: resizeFramebufferInfo
});
/*
* 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
*/
const ELEMENT_ARRAY_BUFFER$2 = 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) {
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
if (!programInfos.length) {
programInfos = [programInfos];
}
programInfos.forEach(function(programInfo) {
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) {
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
setAttributes(setters, attribs);
if (indices) {
gl.bindBuffer(ELEMENT_ARRAY_BUFFER$2, 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);
}
var vertexArrays = /*#__PURE__*/Object.freeze({
__proto__: null,
createVertexArrayInfo: createVertexArrayInfo,
createVAOAndSetAttributes: createVAOAndSetAttributes,
createVAOFromBufferInfo: createVAOFromBufferInfo
});
/*
* 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.
*/
const defaults$2 = {
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$2(newDefaults) {
copyExistingProperties(newDefaults, defaults$2);
setDefaults(newDefaults); // eslint-disable-line
setDefaults$1(newDefaults); // eslint-disable-line
}
const prefixRE = /^(.*?)_/;
function addExtensionToContext(gl, extensionName) {
glEnumToString(gl, 0);
const ext = gl.getExtension(extensionName);
if (ext) {
const enums = {};
const fnSuffix = prefixRE.exec(extensionName)[1];
const enumSuffix = '_' + fnSuffix;
for (const key in ext) {
const value = ext[key];
const isFunc = typeof (value) === 'function';
const suffix = isFunc ? fnSuffix : enumSuffix;
let 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) {
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,
};
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.
*
*/
const 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 (let 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) {
const names = ["webgl", "experimental-webgl"];
let context = null;
for (let ii = 0; ii < names.length; ++ii) {
context = canvas.getContext(names[ii], opt_attribs);
if (context) {
if (defaults$2.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) {
const 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) {
const names = ["webgl2", "webgl", "experimental-webgl"];
let context = null;
for (let ii = 0; ii < names.length; ++ii) {
context = canvas.getContext(names[ii], opt_attribs);
if (context) {
if (defaults$2.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) {
const 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);
const width = canvas.clientWidth * multiplier | 0;
const height = canvas.clientHeight * multiplier | 0;
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
return true;
}
return false;
}
export { addExtensionsToContext, attributes, bindFramebufferInfo, bindTransformFeedbackInfo, bindUniformBlock, canFilter, canGenerateMipmap, createAttribsFromArrays, createAttributeSetters, createBufferFromArray, createBufferFromTypedArray, createBufferInfoFromArrays, createBuffersFromArrays, createFramebufferInfo, createProgram, createProgramFromScripts, createProgramFromSources, createProgramInfo, createProgramInfoFromProgram, createSampler, createSamplers, createTexture, createTextures, createTransformFeedback, createTransformFeedbackInfo, createUniformBlockInfo, createUniformBlockInfoFromProgram, createUniformBlockSpecFromProgram, createUniformSetters, createVAOAndSetAttributes, createVAOFromBufferInfo, createVertexArrayInfo, draw, drawBufferInfo, drawObjectList, framebuffers, getArray as getArray_, getBytesPerElementForInternalFormat, getContext, getFormatAndTypeForInternalFormat, getGLTypeForTypedArray, getGLTypeForTypedArrayType, getNumComponentsForFormat, getNumComponents as getNumComponents_, getTypedArrayTypeForGLType, getWebGLContext, glEnumToString, isArrayBuffer, isWebGL1, isWebGL2, loadTextureFromUrl, m4, primitives, programs, resizeCanvasToDisplaySize, resizeFramebufferInfo, resizeTexture, setAttribInfoBufferFromArray, setDefaults as setAttributeDefaults_, setAttributePrefix, setAttributes, setBlockUniforms, setBuffersAndAttributes, setDefaultTextureColor, setDefaults$2 as setDefaults, setEmptyTexture, setSamplerParameters, setDefaults$1 as setTextureDefaults_, setTextureFilteringForSize, setTextureFromArray, setTextureFromElement, setTextureParameters, setUniformBlock, setUniforms, setUniformsAndBindTextures, textures, typedarrays, utils, v3, vertexArrays };