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cables_dev/cables/src/core/cgl/cgl_shader_uniform.js


import CgUniform from "../cg/cg_uniform.js";
import { Port } from "../core_port.js";

/**
 * Shader uniforms
 *
 * types:
 * <pre>
 * f    - float
 * 2f   - vec2
 * 3f   - vec3
 * 4f   - vec4
 * i    - integer
 * t    - texture
 * m4   - mat4, 4x4 float matrix
 * f[]  - array of floats
 * 2f[] - array of float vec2
 * 3f[] - array of float vec3
 * 4f[] - array of float vec4
 * </pre>
 *
 * @namespace external:CGL
 * @class
 * @param {Shader} shader
 * @param {String} [type=f]
 * @param {String} name
 * @param {Number|Port} value  can be a Number,Matrix or Port
 * @example
 * // bind float uniform called myfloat and initialize with value 1.0
 * const unir=new CGL.Uniform(shader,'f','myfloat',1.0);
 * unir.setValue(1.0);
 *
 * // bind float uniform called myfloat and automatically set it to input port value
 * const myPort=op.inFloat("input");
 * const pv=new CGL.Uniform(shader,'f','myfloat',myPort);
 *
 */


// export const Uniform(__shader, __type, __name, _value, _port2, _port3, _port4, _structUniformName, _structName, _propertyName)

class Uniform extends CgUniform
{
    constructor(__shader, __type, __name, _value, _port2, _port3, _port4, _structUniformName, _structName, _propertyName)
    {
        super(__shader, __type, __name, _value, _port2, _port3, _port4, _structUniformName, _structName, _propertyName);
        this._loc = -1;
        this._cgl = __shader._cgl;
    }

    get name()
    {
        return this._name;
    }

    copy(newShader)
    {
        const uni = new Uniform(newShader, this._type, this._name, this._value, this._port2, this._port3, this._port4, this._structUniformName, this._structName, this._propertyName);
        uni.shaderType = this.shaderType;
        return uni;
    }

    /**
     * returns type as glsl type string. e.g. 'f' returns 'float'
     * @function getGlslTypeString
     * @memberof Uniform
     * @instance
     * @return {string} type as string
     */
    getGlslTypeString()
    {
        return Uniform.glslTypeString(this._type);
    }

    _isValidLoc()
    {
        return this._loc != -1;// && this._loc != null;
    }

    resetLoc()
    {
        this._loc = -1;
        this.needsUpdate = true;
    }

    bindTextures() {}

    getLoc()
    {
        return this._loc;
    }

    updateFromPort4f()
    {
        this._value[0] = this._port.get();
        this._value[1] = this._port2.get();
        this._value[2] = this._port3.get();
        this._value[3] = this._port4.get();
        this.setValue(this._value);
    }

    updateFromPort3f()
    {
        this._value[0] = this._port.get();
        this._value[1] = this._port2.get();
        this._value[2] = this._port3.get();
        this.setValue(this._value);
    }

    updateFromPort2f()
    {
        this._value[0] = this._port.get();
        this._value[1] = this._port2.get();
        this.setValue(this._value);
    }

    updateFromPort()
    {
        this.setValue(this._port.get());
    }

    updateValueF()
    {
        if (!this._isValidLoc()) this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
        else this.needsUpdate = false;

        this._shader.getCgl().gl.uniform1f(this._loc, this._value);
        this._cgl.profileData.profileUniformCount++;
    }

    setValueF(v)
    {
        if (v != this._value)
        {
            this.needsUpdate = true;
            this._value = v;
        }
    }

    updateValueI()
    {
        if (!this._isValidLoc()) this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
        else this.needsUpdate = false;

        this._shader.getCgl().gl.uniform1i(this._loc, this._value);
        this._cgl.profileData.profileUniformCount++;
    }

    updateValue2I()
    {
        if (!this._value) return;

        if (!this._isValidLoc())
        {
            this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
            this._cgl.profileData.profileShaderGetUniform++;
            this._cgl.profileData.profileShaderGetUniformName = this._name;
        }

        this._shader.getCgl().gl.uniform2i(this._loc, this._value[0], this._value[1]);

        this.needsUpdate = false;
        this._cgl.profileData.profileUniformCount++;
    }

    updateValue3I()
    {
        if (!this._value) return;
        if (!this._isValidLoc())
        {
            this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
            this._cgl.profileData.profileShaderGetUniform++;
            this._cgl.profileData.profileShaderGetUniformName = this._name;
        }

        this._shader.getCgl().gl.uniform3i(this._loc, this._value[0], this._value[1], this._value[2]);
        this.needsUpdate = false;
        this._cgl.profileData.profileUniformCount++;
    }

    updateValue4I()
    {
        if (!this._isValidLoc())
        {
            this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
            this._cgl.profileData.profileShaderGetUniform++;
            this._cgl.profileData.profileShaderGetUniformName = this._name;
        }
        this._shader.getCgl().gl.uniform4i(this._loc, this._value[0], this._value[1], this._value[2], this._value[3]);
        this._cgl.profileData.profileUniformCount++;
    }

    setValueI(v)
    {
        if (v != this._value)
        {
            this.needsUpdate = true;
            this._value = v;
        }
    }

    setValue2I(v)
    {
        if (!v) return;
        if (!this._oldValue)
        {
            this._oldValue = [v[0] - 1, 1];
            this.needsUpdate = true;
        }
        else if (v[0] != this._oldValue[0] || v[1] != this._oldValue[1])
        {
            this._oldValue[0] = v[0];
            this._oldValue[1] = v[1];
            this.needsUpdate = true;
        }

        this._value = v;
    }

    setValue3I(v)
    {
        if (!v) return;
        if (!this._oldValue)
        {
            this._oldValue = [v[0] - 1, 1, 2];
            this.needsUpdate = true;
        }
        else if (v[0] != this._oldValue[0] || v[1] != this._oldValue[1] || v[2] != this._oldValue[2])
        {
            this._oldValue[0] = v[0];
            this._oldValue[1] = v[1];
            this._oldValue[2] = v[2];
            this.needsUpdate = true;
        }

        this._value = v;
    }

    setValue4I(v)
    {
        this.needsUpdate = true;
        this._value = v || vec4.create();
    }

    updateValueBool()
    {
        if (!this._isValidLoc()) this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
        else this.needsUpdate = false;
        this._shader.getCgl().gl.uniform1i(this._loc, this._value ? 1 : 0);

        this._cgl.profileData.profileUniformCount++;
    }

    setValueBool(v)
    {
        if (v != this._value)
        {
            this.needsUpdate = true;
            this._value = v;
        }
    }

    setValueArray4F(v)
    {
        this.needsUpdate = true;
        this._value = v;
    }

    updateValueArray4F()
    {
        if (!this._isValidLoc()) this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
        else this.needsUpdate = false;

        if (!this._value) return;
        this._shader.getCgl().gl.uniform4fv(this._loc, this._value);
        this._cgl.profileData.profileUniformCount++;
    }

    setValueArray3F(v)
    {
        this.needsUpdate = true;
        this._value = v;
    }

    updateValueArray3F()
    {
        if (!this._isValidLoc()) this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
        else this.needsUpdate = false;

        if (!this._value) return;
        this._shader.getCgl().gl.uniform3fv(this._loc, this._value);
        this._cgl.profileData.profileUniformCount++;
    }

    setValueArray2F(v)
    {
        this.needsUpdate = true;
        this._value = v;
    }

    updateValueArray2F()
    {
        if (!this._isValidLoc()) this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
        else this.needsUpdate = false;

        if (!this._value) return;
        this._shader.getCgl().gl.uniform2fv(this._loc, this._value);
        this._cgl.profileData.profileUniformCount++;
    }

    setValueArrayF(v)
    {
        this.needsUpdate = true;
        this._value = v;
    }

    updateValueArrayF()
    {
        if (!this._isValidLoc()) this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
        else this.needsUpdate = false;

        if (!this._value) return;
        this._shader.getCgl().gl.uniform1fv(this._loc, this._value);
        this._cgl.profileData.profileUniformCount++;
    }

    setValueArrayT(v)
    {
        this.needsUpdate = true;
        this._value = v;
    }


    updateValue3F()
    {
        if (!this._value) return;
        if (!this._isValidLoc())
        {
            this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
            this._cgl.profileData.profileShaderGetUniform++;
            this._cgl.profileData.profileShaderGetUniformName = this._name;
        }

        this._shader.getCgl().gl.uniform3f(this._loc, this._value[0], this._value[1], this._value[2]);
        this.needsUpdate = false;
        this._cgl.profileData.profileUniformCount++;
    }

    setValue3F(v)
    {
        if (!v) return;
        if (!this._oldValue)
        {
            this._oldValue = [v[0] - 1, 1, 2];
            this.needsUpdate = true;
        }
        else if (v[0] != this._oldValue[0] || v[1] != this._oldValue[1] || v[2] != this._oldValue[2])
        {
            this._oldValue[0] = v[0];
            this._oldValue[1] = v[1];
            this._oldValue[2] = v[2];
            this.needsUpdate = true;
        }

        this._value = v;
    }

    updateValue2F()
    {
        if (!this._value) return;

        if (!this._isValidLoc())
        {
            this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
            this._cgl.profileData.profileShaderGetUniform++;
            this._cgl.profileData.profileShaderGetUniformName = this._name;
        }

        this._shader.getCgl().gl.uniform2f(this._loc, this._value[0], this._value[1]);
        this.needsUpdate = false;
        this._cgl.profileData.profileUniformCount++;
    }

    setValue2F(v)
    {
        if (!v) return;
        if (!this._oldValue)
        {
            this._oldValue = [v[0] - 1, 1];
            this.needsUpdate = true;
        }
        else if (v[0] != this._oldValue[0] || v[1] != this._oldValue[1])
        {
            this._oldValue[0] = v[0];
            this._oldValue[1] = v[1];
            this.needsUpdate = true;
        }
        this._value = v;
    }

    updateValue4F()
    {
        if (!this._isValidLoc())
        {
            this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
            this._cgl.profileData.profileShaderGetUniform++;
            this._cgl.profileData.profileShaderGetUniformName = this._name;
        }

        if (!this._value)
        {
            this._log.warn("no value for uniform", this._name, this);
            this._value = [0, 0, 0, 0];
        }

        this.needsUpdate = false;
        this._shader.getCgl().gl.uniform4f(this._loc, this._value[0], this._value[1], this._value[2], this._value[3]);
        this._cgl.profileData.profileUniformCount++;
    }

    setValue4F(v)
    {
        if (typeof this.value == "number") this.value = vec4.create(); // this should not be needed, but somehow it crashes with some shadermods

        if (!v) return;
        if (!this._oldValue)
        {
            this._oldValue = [v[0] - 1, 1, 2, 3];
            this.needsUpdate = true;
        }
        else if (v[0] != this._oldValue[0] || v[1] != this._oldValue[1] || v[2] != this._oldValue[2] || v[3] != this._oldValue[3])
        {
            this._oldValue[0] = v[0];
            this._oldValue[1] = v[1];
            this._oldValue[2] = v[2];
            this.needsUpdate = true;
        }

        this._value = v;
    }

    updateValueM4()
    {
        if (!this._isValidLoc())
        {
            this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
            this._cgl.profileData.profileShaderGetUniform++;
            this._cgl.profileData.profileShaderGetUniformName = this._name;
        }
        if (!this._value || this._value.length % 16 != 0) return console.log("this.name", this._name, this._value);

        this._shader.getCgl().gl.uniformMatrix4fv(this._loc, false, this._value);
        this._cgl.profileData.profileUniformCount++;
    }

    setValueM4(v)
    {
        this.needsUpdate = true;
        this._value = v || mat4.create();
    }

    updateValueArrayT()
    {
        if (!this._isValidLoc()) this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
        else this.needsUpdate = false;

        if (!this._value) return;
        this._shader.getCgl().gl.uniform1iv(this._loc, this._value);
        this._cgl.profileData.profileUniformCount++;
    }

    updateValueT()
    {
        if (!this._isValidLoc())
        {
            this._loc = this._shader.getCgl().gl.getUniformLocation(this._shader.getProgram(), this._name);
            this._cgl.profileData.profileShaderGetUniform++;
            this._cgl.profileData.profileShaderGetUniformName = this._name;
        }

        this._cgl.profileData.profileUniformCount++;
        this._shader.getCgl().gl.uniform1i(this._loc, this._value);
        this.needsUpdate = false;
    }

    setValueT(v)
    {
        this.needsUpdate = true;
        this._value = v;
    }
}


Uniform.glslTypeString = (t) =>
{
    if (t == "f") return "float";
    if (t == "b") return "bool";
    if (t == "i") return "int";
    if (t == "2i") return "ivec2";
    if (t == "2f") return "vec2";
    if (t == "3f") return "vec3";
    if (t == "4f") return "vec4";
    if (t == "m4") return "mat4";

    if (t == "t") return "sampler2D";
    if (t == "tc") return "samplerCube";

    if (t == "3f[]") return null; // ignore this for now...
    if (t == "m4[]") return null; // ignore this for now...
    if (t == "f[]") return null; // ignore this for now...

    console.warn("[CGL UNIFORM] unknown glsl type string ", t);
};


/**
 * @function setValue
 * @memberof Uniform
 * @instance
 * @param {Number|Array|Matrix|Texture} value
 */

export { Uniform };