const GLSL_TO_SINGLE_SETTERS_CACHED = { float: `if(cacheValue !== value) { cacheValue.value = value; gl.uniform1f(location, value) }`, vec2: `if(cacheValue[0] !== value[0] || cacheValue[1] !== value[1]) { cacheValue[0] = value[0]; cacheValue[1] = value[1]; gl.uniform2f(location, value[0], value[1]) }`, vec3: `if(cacheValue[0] !== value[0] || cacheValue[1] !== value[1] || cacheValue[2] !== value[2]) { cacheValue[0] = value[0]; cacheValue[1] = value[1]; cacheValue[2] = value[2]; gl.uniform3f(location, value[0], value[1], value[2]) }`, vec4: 'gl.uniform4f(location, value[0], value[1], value[2], value[3])', int: 'gl.uniform1i(location, value)', ivec2: 'gl.uniform2i(location, value[0], value[1])', ivec3: 'gl.uniform3i(location, value[0], value[1], value[2])', ivec4: 'gl.uniform4i(location, value[0], value[1], value[2], value[3])', bool: 'gl.uniform1i(location, value)', bvec2: 'gl.uniform2i(location, value[0], value[1])', bvec3: 'gl.uniform3i(location, value[0], value[1], value[2])', bvec4: 'gl.uniform4i(location, value[0], value[1], value[2], value[3])', mat2: 'gl.uniformMatrix2fv(location, false, value)', mat3: 'gl.uniformMatrix3fv(location, false, value)', mat4: 'gl.uniformMatrix4fv(location, false, value)', sampler2D: 'uniform1i(location, value)', }; export default function generateUniformsSync(uniformData) { let textureCount = 1; let func = `var value = null; var cacheValue = null var gl = renderer.gl`; for (const i in uniformData) { const data = uniformData[i]; // TODO && uniformData[i].value !== 0 <-- do we still need this? if (data.type === 'float') { func += `\nif(uniformValues.${i} !== uniformData.${i}.value) { uniformData.${i}.value = uniformValues.${i} gl.uniform1f(uniformData.${i}.location, uniformValues.${i}) }\n`; } else if (data.type === 'sampler2D') { func += `\nif (uniformValues.${i}.baseTexture) { var location = renderer.bindTexture(uniformValues.${i}.baseTexture, ${textureCount++}, false); if(uniformData.${i}.value !== location) { uniformData.${i}.value = location; gl.uniform1i(uniformData.${i}.location, location);\n; // eslint-disable-line max-len } } else { uniformData.${i}.value = ${textureCount}; renderer.boundTextures[${textureCount}] = renderer.emptyTextures[${textureCount}]; gl.activeTexture(gl.TEXTURE0 + ${textureCount++}); uniformValues.${i}.bind(); }`; } else if (data.type === 'mat3') { func += `\nvalue = uniformValues.${i}; gl.uniformMatrix3fv(uniformData.${i}.location, false, (value.a === undefined) ? value : value.toArray(true));\n`; } else if (data.type === 'vec2') { // TODO - do we need both here? // maybe we can get away with only using points? func += `\ncacheValue = uniformData.${i}.value; value = uniformValues.${i}; if(value.x !== undefined) { if(cacheValue[0] !== value.x || cacheValue[1] !== value.y) { cacheValue[0] = value.x; cacheValue[1] = value.y; gl.uniform2f(uniformData.${i}.location, value.x, value.y); } } else { if(cacheValue[0] !== value[0] || cacheValue[1] !== value[1]) { cacheValue[0] = value[0]; cacheValue[1] = value[1]; gl.uniform2f(uniformData.${i}.location, value[0], value[1]); } }\n`; } else { const template = GLSL_TO_SINGLE_SETTERS_CACHED[data.type].replace('location', `uniformData.${i}.location`); func += `\ncacheValue = uniformData.${i}.value; value = uniformValues.${i}; ${template};\n`; } } // console.log(' --------------- ') // console.log(func); return new Function('uniformData', 'uniformValues', 'renderer', func); // eslint-disable-line no-new-func }