Manual class transform
This commit is contained in:
+26
-26
@@ -18,36 +18,36 @@ const BufferUsage = {
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* @param {number=} opt_usage Usage.
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* @struct
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*/
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const WebGLBuffer = function(opt_arr, opt_usage) {
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class WebGLBuffer {
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constructor(opt_arr, opt_usage) {
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/**
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* @private
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* @type {Array.<number>}
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*/
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this.arr_ = opt_arr !== undefined ? opt_arr : [];
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/**
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* @private
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* @type {Array.<number>}
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*/
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this.arr_ = opt_arr !== undefined ? opt_arr : [];
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/**
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* @private
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* @type {number}
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*/
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this.usage_ = opt_usage !== undefined ? opt_usage : BufferUsage.STATIC_DRAW;
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/**
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* @private
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* @type {number}
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*/
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this.usage_ = opt_usage !== undefined ? opt_usage : BufferUsage.STATIC_DRAW;
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};
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}
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/**
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* @return {Array.<number>} Array.
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*/
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getArray() {
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return this.arr_;
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}
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/**
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* @return {Array.<number>} Array.
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*/
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WebGLBuffer.prototype.getArray = function() {
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return this.arr_;
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};
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/**
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* @return {number} Usage.
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*/
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WebGLBuffer.prototype.getUsage = function() {
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return this.usage_;
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};
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/**
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* @return {number} Usage.
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*/
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getUsage() {
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return this.usage_;
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}
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}
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export default WebGLBuffer;
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+261
-271
@@ -27,295 +27,285 @@ import ContextEventType from '../webgl/ContextEventType.js';
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* @param {HTMLCanvasElement} canvas Canvas.
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* @param {WebGLRenderingContext} gl GL.
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*/
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const WebGLContext = function(canvas, gl) {
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class WebGLContext {
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constructor(canvas, gl) {
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/**
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* @private
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* @type {HTMLCanvasElement}
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*/
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this.canvas_ = canvas;
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/**
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* @private
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* @type {HTMLCanvasElement}
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*/
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this.canvas_ = canvas;
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/**
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* @private
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* @type {WebGLRenderingContext}
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*/
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this.gl_ = gl;
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/**
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* @private
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* @type {WebGLRenderingContext}
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*/
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this.gl_ = gl;
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/**
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* @private
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* @type {!Object.<string, module:ol/webgl/Context~BufferCacheEntry>}
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*/
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this.bufferCache_ = {};
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/**
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* @private
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* @type {!Object.<string, module:ol/webgl/Context~BufferCacheEntry>}
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*/
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this.bufferCache_ = {};
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/**
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* @private
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* @type {!Object.<string, WebGLShader>}
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*/
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this.shaderCache_ = {};
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/**
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* @private
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* @type {!Object.<string, WebGLShader>}
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*/
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this.shaderCache_ = {};
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/**
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* @private
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* @type {!Object.<string, WebGLProgram>}
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*/
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this.programCache_ = {};
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/**
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* @private
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* @type {!Object.<string, WebGLProgram>}
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*/
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this.programCache_ = {};
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/**
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* @private
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* @type {WebGLProgram}
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*/
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this.currentProgram_ = null;
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/**
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* @private
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* @type {WebGLProgram}
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*/
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this.currentProgram_ = null;
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/**
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* @private
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* @type {WebGLFramebuffer}
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*/
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this.hitDetectionFramebuffer_ = null;
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/**
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* @private
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* @type {WebGLFramebuffer}
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*/
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this.hitDetectionFramebuffer_ = null;
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/**
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* @private
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* @type {WebGLTexture}
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*/
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this.hitDetectionTexture_ = null;
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/**
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* @private
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* @type {WebGLTexture}
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*/
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this.hitDetectionTexture_ = null;
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/**
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* @private
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* @type {WebGLRenderbuffer}
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*/
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this.hitDetectionRenderbuffer_ = null;
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/**
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* @private
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* @type {WebGLRenderbuffer}
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*/
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this.hitDetectionRenderbuffer_ = null;
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/**
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* @type {boolean}
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*/
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this.hasOESElementIndexUint = includes(WEBGL_EXTENSIONS, 'OES_element_index_uint');
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/**
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* @type {boolean}
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*/
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this.hasOESElementIndexUint = includes(WEBGL_EXTENSIONS, 'OES_element_index_uint');
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// use the OES_element_index_uint extension if available
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if (this.hasOESElementIndexUint) {
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gl.getExtension('OES_element_index_uint');
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}
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listen(this.canvas_, ContextEventType.LOST,
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this.handleWebGLContextLost, this);
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listen(this.canvas_, ContextEventType.RESTORED,
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this.handleWebGLContextRestored, this);
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// use the OES_element_index_uint extension if available
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if (this.hasOESElementIndexUint) {
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gl.getExtension('OES_element_index_uint');
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}
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listen(this.canvas_, ContextEventType.LOST,
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this.handleWebGLContextLost, this);
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listen(this.canvas_, ContextEventType.RESTORED,
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this.handleWebGLContextRestored, this);
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/**
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* Just bind the buffer if it's in the cache. Otherwise create
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* the WebGL buffer, bind it, populate it, and add an entry to
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* the cache.
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* @param {number} target Target.
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* @param {module:ol/webgl/Buffer} buf Buffer.
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*/
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bindBuffer(target, buf) {
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const gl = this.getGL();
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const arr = buf.getArray();
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const bufferKey = String(getUid(buf));
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if (bufferKey in this.bufferCache_) {
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const bufferCacheEntry = this.bufferCache_[bufferKey];
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gl.bindBuffer(target, bufferCacheEntry.buffer);
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} else {
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const buffer = gl.createBuffer();
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gl.bindBuffer(target, buffer);
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let /** @type {ArrayBufferView} */ arrayBuffer;
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if (target == ARRAY_BUFFER) {
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arrayBuffer = new Float32Array(arr);
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} else if (target == ELEMENT_ARRAY_BUFFER) {
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arrayBuffer = this.hasOESElementIndexUint ?
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new Uint32Array(arr) : new Uint16Array(arr);
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}
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gl.bufferData(target, arrayBuffer, buf.getUsage());
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this.bufferCache_[bufferKey] = {
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buf: buf,
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buffer: buffer
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};
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}
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}
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};
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/**
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* @param {module:ol/webgl/Buffer} buf Buffer.
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*/
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deleteBuffer(buf) {
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const gl = this.getGL();
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const bufferKey = String(getUid(buf));
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const bufferCacheEntry = this.bufferCache_[bufferKey];
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if (!gl.isContextLost()) {
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gl.deleteBuffer(bufferCacheEntry.buffer);
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}
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delete this.bufferCache_[bufferKey];
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}
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/**
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* @inheritDoc
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*/
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disposeInternal() {
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unlistenAll(this.canvas_);
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const gl = this.getGL();
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if (!gl.isContextLost()) {
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for (const key in this.bufferCache_) {
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gl.deleteBuffer(this.bufferCache_[key].buffer);
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}
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for (const key in this.programCache_) {
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gl.deleteProgram(this.programCache_[key]);
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}
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for (const key in this.shaderCache_) {
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gl.deleteShader(this.shaderCache_[key]);
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}
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// delete objects for hit-detection
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gl.deleteFramebuffer(this.hitDetectionFramebuffer_);
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gl.deleteRenderbuffer(this.hitDetectionRenderbuffer_);
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gl.deleteTexture(this.hitDetectionTexture_);
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}
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}
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/**
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* @return {HTMLCanvasElement} Canvas.
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*/
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getCanvas() {
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return this.canvas_;
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}
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/**
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* Get the WebGL rendering context
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* @return {WebGLRenderingContext} The rendering context.
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* @api
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*/
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getGL() {
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return this.gl_;
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}
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/**
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* Get the frame buffer for hit detection.
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* @return {WebGLFramebuffer} The hit detection frame buffer.
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*/
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getHitDetectionFramebuffer() {
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if (!this.hitDetectionFramebuffer_) {
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this.initHitDetectionFramebuffer_();
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}
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return this.hitDetectionFramebuffer_;
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}
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/**
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* Get shader from the cache if it's in the cache. Otherwise, create
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* the WebGL shader, compile it, and add entry to cache.
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* @param {module:ol/webgl/Shader} shaderObject Shader object.
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* @return {WebGLShader} Shader.
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*/
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getShader(shaderObject) {
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const shaderKey = String(getUid(shaderObject));
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if (shaderKey in this.shaderCache_) {
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return this.shaderCache_[shaderKey];
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} else {
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const gl = this.getGL();
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const shader = gl.createShader(shaderObject.getType());
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gl.shaderSource(shader, shaderObject.getSource());
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gl.compileShader(shader);
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this.shaderCache_[shaderKey] = shader;
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return shader;
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}
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}
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/**
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* Get the program from the cache if it's in the cache. Otherwise create
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* the WebGL program, attach the shaders to it, and add an entry to the
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* cache.
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* @param {module:ol/webgl/Fragment} fragmentShaderObject Fragment shader.
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* @param {module:ol/webgl/Vertex} vertexShaderObject Vertex shader.
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* @return {WebGLProgram} Program.
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*/
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getProgram(fragmentShaderObject, vertexShaderObject) {
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const programKey = getUid(fragmentShaderObject) + '/' + getUid(vertexShaderObject);
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if (programKey in this.programCache_) {
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return this.programCache_[programKey];
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} else {
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const gl = this.getGL();
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const program = gl.createProgram();
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gl.attachShader(program, this.getShader(fragmentShaderObject));
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gl.attachShader(program, this.getShader(vertexShaderObject));
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gl.linkProgram(program);
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this.programCache_[programKey] = program;
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return program;
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}
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}
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/**
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* FIXME empty description for jsdoc
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*/
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handleWebGLContextLost() {
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clear(this.bufferCache_);
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clear(this.shaderCache_);
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clear(this.programCache_);
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this.currentProgram_ = null;
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this.hitDetectionFramebuffer_ = null;
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this.hitDetectionTexture_ = null;
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this.hitDetectionRenderbuffer_ = null;
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}
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/**
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* FIXME empty description for jsdoc
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*/
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handleWebGLContextRestored() {
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}
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/**
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* Creates a 1x1 pixel framebuffer for the hit-detection.
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* @private
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*/
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initHitDetectionFramebuffer_() {
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const gl = this.gl_;
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const framebuffer = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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const texture = createEmptyTexture(gl, 1, 1);
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const renderbuffer = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
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gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 1, 1);
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gl.framebufferTexture2D(
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gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT,
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gl.RENDERBUFFER, renderbuffer);
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.bindRenderbuffer(gl.RENDERBUFFER, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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this.hitDetectionFramebuffer_ = framebuffer;
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this.hitDetectionTexture_ = texture;
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this.hitDetectionRenderbuffer_ = renderbuffer;
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}
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/**
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* Use a program. If the program is already in use, this will return `false`.
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* @param {WebGLProgram} program Program.
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* @return {boolean} Changed.
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* @api
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*/
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useProgram(program) {
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if (program == this.currentProgram_) {
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return false;
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} else {
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const gl = this.getGL();
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gl.useProgram(program);
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this.currentProgram_ = program;
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return true;
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}
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}
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}
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inherits(WebGLContext, Disposable);
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/**
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* Just bind the buffer if it's in the cache. Otherwise create
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* the WebGL buffer, bind it, populate it, and add an entry to
|
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* the cache.
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* @param {number} target Target.
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* @param {module:ol/webgl/Buffer} buf Buffer.
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*/
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WebGLContext.prototype.bindBuffer = function(target, buf) {
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const gl = this.getGL();
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const arr = buf.getArray();
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const bufferKey = String(getUid(buf));
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if (bufferKey in this.bufferCache_) {
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const bufferCacheEntry = this.bufferCache_[bufferKey];
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gl.bindBuffer(target, bufferCacheEntry.buffer);
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} else {
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const buffer = gl.createBuffer();
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gl.bindBuffer(target, buffer);
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let /** @type {ArrayBufferView} */ arrayBuffer;
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if (target == ARRAY_BUFFER) {
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arrayBuffer = new Float32Array(arr);
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} else if (target == ELEMENT_ARRAY_BUFFER) {
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arrayBuffer = this.hasOESElementIndexUint ?
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new Uint32Array(arr) : new Uint16Array(arr);
|
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}
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gl.bufferData(target, arrayBuffer, buf.getUsage());
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this.bufferCache_[bufferKey] = {
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buf: buf,
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buffer: buffer
|
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};
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}
|
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};
|
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|
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|
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/**
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* @param {module:ol/webgl/Buffer} buf Buffer.
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*/
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WebGLContext.prototype.deleteBuffer = function(buf) {
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const gl = this.getGL();
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const bufferKey = String(getUid(buf));
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const bufferCacheEntry = this.bufferCache_[bufferKey];
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if (!gl.isContextLost()) {
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gl.deleteBuffer(bufferCacheEntry.buffer);
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}
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delete this.bufferCache_[bufferKey];
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};
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/**
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* @inheritDoc
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*/
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WebGLContext.prototype.disposeInternal = function() {
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unlistenAll(this.canvas_);
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const gl = this.getGL();
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if (!gl.isContextLost()) {
|
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for (const key in this.bufferCache_) {
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gl.deleteBuffer(this.bufferCache_[key].buffer);
|
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}
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for (const key in this.programCache_) {
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gl.deleteProgram(this.programCache_[key]);
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}
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for (const key in this.shaderCache_) {
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gl.deleteShader(this.shaderCache_[key]);
|
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}
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// delete objects for hit-detection
|
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gl.deleteFramebuffer(this.hitDetectionFramebuffer_);
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gl.deleteRenderbuffer(this.hitDetectionRenderbuffer_);
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gl.deleteTexture(this.hitDetectionTexture_);
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}
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};
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/**
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* @return {HTMLCanvasElement} Canvas.
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||||
*/
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WebGLContext.prototype.getCanvas = function() {
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return this.canvas_;
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};
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|
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/**
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* Get the WebGL rendering context
|
||||
* @return {WebGLRenderingContext} The rendering context.
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||||
* @api
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*/
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WebGLContext.prototype.getGL = function() {
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return this.gl_;
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};
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/**
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* Get the frame buffer for hit detection.
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* @return {WebGLFramebuffer} The hit detection frame buffer.
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*/
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WebGLContext.prototype.getHitDetectionFramebuffer = function() {
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if (!this.hitDetectionFramebuffer_) {
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this.initHitDetectionFramebuffer_();
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}
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return this.hitDetectionFramebuffer_;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Get shader from the cache if it's in the cache. Otherwise, create
|
||||
* the WebGL shader, compile it, and add entry to cache.
|
||||
* @param {module:ol/webgl/Shader} shaderObject Shader object.
|
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* @return {WebGLShader} Shader.
|
||||
*/
|
||||
WebGLContext.prototype.getShader = function(shaderObject) {
|
||||
const shaderKey = String(getUid(shaderObject));
|
||||
if (shaderKey in this.shaderCache_) {
|
||||
return this.shaderCache_[shaderKey];
|
||||
} else {
|
||||
const gl = this.getGL();
|
||||
const shader = gl.createShader(shaderObject.getType());
|
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gl.shaderSource(shader, shaderObject.getSource());
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||||
gl.compileShader(shader);
|
||||
this.shaderCache_[shaderKey] = shader;
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return shader;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Get the program from the cache if it's in the cache. Otherwise create
|
||||
* the WebGL program, attach the shaders to it, and add an entry to the
|
||||
* cache.
|
||||
* @param {module:ol/webgl/Fragment} fragmentShaderObject Fragment shader.
|
||||
* @param {module:ol/webgl/Vertex} vertexShaderObject Vertex shader.
|
||||
* @return {WebGLProgram} Program.
|
||||
*/
|
||||
WebGLContext.prototype.getProgram = function(fragmentShaderObject, vertexShaderObject) {
|
||||
const programKey = getUid(fragmentShaderObject) + '/' + getUid(vertexShaderObject);
|
||||
if (programKey in this.programCache_) {
|
||||
return this.programCache_[programKey];
|
||||
} else {
|
||||
const gl = this.getGL();
|
||||
const program = gl.createProgram();
|
||||
gl.attachShader(program, this.getShader(fragmentShaderObject));
|
||||
gl.attachShader(program, this.getShader(vertexShaderObject));
|
||||
gl.linkProgram(program);
|
||||
this.programCache_[programKey] = program;
|
||||
return program;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* FIXME empty description for jsdoc
|
||||
*/
|
||||
WebGLContext.prototype.handleWebGLContextLost = function() {
|
||||
clear(this.bufferCache_);
|
||||
clear(this.shaderCache_);
|
||||
clear(this.programCache_);
|
||||
this.currentProgram_ = null;
|
||||
this.hitDetectionFramebuffer_ = null;
|
||||
this.hitDetectionTexture_ = null;
|
||||
this.hitDetectionRenderbuffer_ = null;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* FIXME empty description for jsdoc
|
||||
*/
|
||||
WebGLContext.prototype.handleWebGLContextRestored = function() {
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Creates a 1x1 pixel framebuffer for the hit-detection.
|
||||
* @private
|
||||
*/
|
||||
WebGLContext.prototype.initHitDetectionFramebuffer_ = function() {
|
||||
const gl = this.gl_;
|
||||
const framebuffer = gl.createFramebuffer();
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
|
||||
|
||||
const texture = createEmptyTexture(gl, 1, 1);
|
||||
const renderbuffer = gl.createRenderbuffer();
|
||||
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
|
||||
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 1, 1);
|
||||
gl.framebufferTexture2D(
|
||||
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
||||
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT,
|
||||
gl.RENDERBUFFER, renderbuffer);
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, null);
|
||||
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
|
||||
this.hitDetectionFramebuffer_ = framebuffer;
|
||||
this.hitDetectionTexture_ = texture;
|
||||
this.hitDetectionRenderbuffer_ = renderbuffer;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Use a program. If the program is already in use, this will return `false`.
|
||||
* @param {WebGLProgram} program Program.
|
||||
* @return {boolean} Changed.
|
||||
* @api
|
||||
*/
|
||||
WebGLContext.prototype.useProgram = function(program) {
|
||||
if (program == this.currentProgram_) {
|
||||
return false;
|
||||
} else {
|
||||
const gl = this.getGL();
|
||||
gl.useProgram(program);
|
||||
this.currentProgram_ = program;
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* @param {WebGLRenderingContext} gl WebGL rendering context.
|
||||
* @param {number=} opt_wrapS wrapS.
|
||||
|
||||
@@ -11,17 +11,20 @@ import WebGLShader from '../webgl/Shader.js';
|
||||
* @param {string} source Source.
|
||||
* @struct
|
||||
*/
|
||||
const WebGLFragment = function(source) {
|
||||
WebGLShader.call(this, source);
|
||||
};
|
||||
class WebGLFragment {
|
||||
constructor(source) {
|
||||
WebGLShader.call(this, source);
|
||||
}
|
||||
|
||||
/**
|
||||
* @inheritDoc
|
||||
*/
|
||||
getType() {
|
||||
return FRAGMENT_SHADER;
|
||||
}
|
||||
}
|
||||
|
||||
inherits(WebGLFragment, WebGLShader);
|
||||
|
||||
|
||||
/**
|
||||
* @inheritDoc
|
||||
*/
|
||||
WebGLFragment.prototype.getType = function() {
|
||||
return FRAGMENT_SHADER;
|
||||
};
|
||||
export default WebGLFragment;
|
||||
|
||||
+20
-20
@@ -9,30 +9,30 @@ import {FALSE} from '../functions.js';
|
||||
* @param {string} source Source.
|
||||
* @struct
|
||||
*/
|
||||
const WebGLShader = function(source) {
|
||||
class WebGLShader {
|
||||
constructor(source) {
|
||||
|
||||
/**
|
||||
* @private
|
||||
* @type {string}
|
||||
*/
|
||||
this.source_ = source;
|
||||
/**
|
||||
* @private
|
||||
* @type {string}
|
||||
*/
|
||||
this.source_ = source;
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @abstract
|
||||
* @return {number} Type.
|
||||
*/
|
||||
getType() {}
|
||||
|
||||
/**
|
||||
* @abstract
|
||||
* @return {number} Type.
|
||||
*/
|
||||
WebGLShader.prototype.getType = function() {};
|
||||
|
||||
|
||||
/**
|
||||
* @return {string} Source.
|
||||
*/
|
||||
WebGLShader.prototype.getSource = function() {
|
||||
return this.source_;
|
||||
};
|
||||
/**
|
||||
* @return {string} Source.
|
||||
*/
|
||||
getSource() {
|
||||
return this.source_;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
|
||||
+12
-9
@@ -11,17 +11,20 @@ import WebGLShader from '../webgl/Shader.js';
|
||||
* @param {string} source Source.
|
||||
* @struct
|
||||
*/
|
||||
const WebGLVertex = function(source) {
|
||||
WebGLShader.call(this, source);
|
||||
};
|
||||
class WebGLVertex {
|
||||
constructor(source) {
|
||||
WebGLShader.call(this, source);
|
||||
}
|
||||
|
||||
/**
|
||||
* @inheritDoc
|
||||
*/
|
||||
getType() {
|
||||
return VERTEX_SHADER;
|
||||
}
|
||||
}
|
||||
|
||||
inherits(WebGLVertex, WebGLShader);
|
||||
|
||||
|
||||
/**
|
||||
* @inheritDoc
|
||||
*/
|
||||
WebGLVertex.prototype.getType = function() {
|
||||
return VERTEX_SHADER;
|
||||
};
|
||||
export default WebGLVertex;
|
||||
|
||||
@@ -12,23 +12,28 @@ import {DEBUG as DEBUG_WEBGL} from '../../../../webgl.js';
|
||||
* @param {WebGLProgram} program Program.
|
||||
* @struct
|
||||
*/
|
||||
const Locations = function(gl, program) {
|
||||
{{#uniforms}}
|
||||
class Locations {
|
||||
|
||||
/**
|
||||
* @type {WebGLUniformLocation}
|
||||
*/
|
||||
this.{{originalName}} = gl.getUniformLocation(
|
||||
program, DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}');
|
||||
{{/uniforms}}
|
||||
{{#attributes}}
|
||||
constructor(gl, program) {
|
||||
{{#uniforms}}
|
||||
|
||||
/**
|
||||
* @type {number}
|
||||
*/
|
||||
this.{{originalName}} = gl.getAttribLocation(
|
||||
program, DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}');
|
||||
{{/attributes}}
|
||||
};
|
||||
/**
|
||||
* @type {WebGLUniformLocation}
|
||||
*/
|
||||
this.{{originalName}} = gl.getUniformLocation(
|
||||
program, DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}');
|
||||
{{/uniforms}}
|
||||
{{#attributes}}
|
||||
|
||||
/**
|
||||
* @type {number}
|
||||
*/
|
||||
this.{{originalName}} = gl.getAttribLocation(
|
||||
program, DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}');
|
||||
{{/attributes}}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export default Locations;
|
||||
|
||||
Reference in New Issue
Block a user