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/**
* Hash map of GLSL data types to WebGL Uniform methods
* @ignore
*/
const fnHash = {
"bool" : "1i",
"int" : "1i",
"float" : "1f",
"vec2" : "2fv",
"vec3" : "3fv",
"vec4" : "4fv",
"bvec2" : "2iv",
"bvec3" : "3iv",
"bvec4" : "4iv",
"ivec2" : "2iv",
"ivec3" : "3iv",
"ivec4" : "4iv",
"mat2" : "Matrix2fv",
"mat3" : "Matrix3fv",
"mat4" : "Matrix4fv",
"sampler2D" : "1i"
};
/**
* @ignore
*/
export function extractUniforms(gl, shader) {
let uniforms = {},
uniRx = /uniform\s+(\w+)\s+(\w+)/g,
uniformsData = {},
descriptor = {},
locations = {},
match;
// Detect all uniform names and types
[ shader.vertex, shader.fragment ].forEach((shader) => {
while ((match = uniRx.exec(shader))) {
uniformsData[match[2]] = match[1];
}
});
// Get uniform references
Object.keys(uniformsData).forEach((name) => {
let type = uniformsData[name];
locations[name] = gl.getUniformLocation(shader.program, name);
descriptor[name] = {
"get" : (function (name) {
/*
* A getter for the uniform location
*/
return function () {
return locations[name];
};
})(name),
"set" : (function (name, type, fn) {
if (type.indexOf("mat") === 0) {
/*
* A generic setter for uniform matrices
*/
return function (val) {
gl[fn](locations[name], false, val);
};
}
else {
/*
* A generic setter for uniform vectors
*/
return function (val) {
let fnv = fn;
if (val.length && fn.slice(-1) !== "v") {
fnv += "v";
}
gl[fnv](locations[name], val);
};
}
})(name, type, "uniform" + fnHash[type])
};
});
Object.defineProperties(uniforms, descriptor);
return uniforms;
}