|
@@ -71,7 +71,7 @@ var arrayCacheI32 = [];
|
|
|
|
|
|
// Float32Array cache used for uploading Matrix4 uniform
|
|
|
|
|
|
-var mat4array = new Float32Array(16);
|
|
|
+var mat4array = new Float32Array( 16 );
|
|
|
|
|
|
// Flattening for arrays of vectors and matrices
|
|
|
|
|
@@ -137,8 +137,8 @@ function allocTexUnits( renderer, n ) {
|
|
|
|
|
|
// Single scalar
|
|
|
|
|
|
-function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
|
|
|
-function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }
|
|
|
+function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ) }
|
|
|
+function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ) }
|
|
|
|
|
|
// Single float vector (from flat array or THREE.VectorN)
|
|
|
|
|
@@ -184,17 +184,16 @@ function setValue3fm( gl, v ) {
|
|
|
function setValue4fm( gl, v ) {
|
|
|
|
|
|
if ( v.elements === undefined ) {
|
|
|
-
|
|
|
+
|
|
|
gl.uniformMatrix4fv( this.addr, false, v );
|
|
|
-
|
|
|
- }
|
|
|
- else {
|
|
|
-
|
|
|
- mat4array.set(v.elements);
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ mat4array.set( v.elements );
|
|
|
gl.uniformMatrix4fv( this.addr, false, mat4array );
|
|
|
-
|
|
|
+
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
}
|
|
|
|
|
|
// Single texture (2D / Cube)
|
|
@@ -217,9 +216,9 @@ function setValueT6( gl, v, renderer ) {
|
|
|
|
|
|
// Integer / Boolean vectors or arrays thereof (always flat arrays)
|
|
|
|
|
|
-function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
|
|
|
-function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
|
|
|
-function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }
|
|
|
+function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ) }
|
|
|
+function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ) }
|
|
|
+function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ) }
|
|
|
|
|
|
// Helper to pick the right setter for the singular case
|
|
|
|
|
@@ -250,8 +249,8 @@ function getSingularSetter( type ) {
|
|
|
|
|
|
// Array of scalars
|
|
|
|
|
|
-function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
|
|
|
-function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }
|
|
|
+function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ) }
|
|
|
+function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ) }
|
|
|
|
|
|
// Array of vectors (flat or from THREE classes)
|
|
|
|
|
@@ -383,7 +382,7 @@ function StructuredUniform( id ) {
|
|
|
|
|
|
}
|
|
|
|
|
|
-StructuredUniform.prototype.setValue = function( gl, value ) {
|
|
|
+StructuredUniform.prototype.setValue = function ( gl, value ) {
|
|
|
|
|
|
// Note: Don't need an extra 'renderer' parameter, since samplers
|
|
|
// are not allowed in structured uniforms.
|
|
@@ -429,7 +428,7 @@ function parseUniform( activeInfo, addr, container ) {
|
|
|
// reset RegExp object, because of the early exit of a previous run
|
|
|
RePathPart.lastIndex = 0;
|
|
|
|
|
|
- for (; ;) {
|
|
|
+ for ( ; ; ) {
|
|
|
|
|
|
var match = RePathPart.exec( path ),
|
|
|
matchEnd = RePathPart.lastIndex,
|
|
@@ -440,8 +439,8 @@ function parseUniform( activeInfo, addr, container ) {
|
|
|
|
|
|
if ( idIsIndex ) id = id | 0; // convert to integer
|
|
|
|
|
|
- if ( subscript === undefined ||
|
|
|
- subscript === '[' && matchEnd + 2 === pathLength ) {
|
|
|
+ if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
|
|
|
+
|
|
|
// bare name or "pure" bottom-level array "[0]" suffix
|
|
|
|
|
|
addUniform( container, subscript === undefined ?
|
|
@@ -451,10 +450,10 @@ function parseUniform( activeInfo, addr, container ) {
|
|
|
break;
|
|
|
|
|
|
} else {
|
|
|
+
|
|
|
// step into inner node / create it in case it doesn't exist
|
|
|
|
|
|
- var map = container.map,
|
|
|
- next = map[ id ];
|
|
|
+ var map = container.map, next = map[ id ];
|
|
|
|
|
|
if ( next === undefined ) {
|
|
|
|
|
@@ -493,7 +492,7 @@ function WebGLUniforms( gl, program, renderer ) {
|
|
|
|
|
|
}
|
|
|
|
|
|
-WebGLUniforms.prototype.setValue = function( gl, name, value ) {
|
|
|
+WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
|
|
|
|
|
|
var u = this.map[ name ];
|
|
|
|
|
@@ -501,7 +500,7 @@ WebGLUniforms.prototype.setValue = function( gl, name, value ) {
|
|
|
|
|
|
};
|
|
|
|
|
|
-WebGLUniforms.prototype.set = function( gl, object, name ) {
|
|
|
+WebGLUniforms.prototype.set = function ( gl, object, name ) {
|
|
|
|
|
|
var u = this.map[ name ];
|
|
|
|
|
@@ -509,7 +508,7 @@ WebGLUniforms.prototype.set = function( gl, object, name ) {
|
|
|
|
|
|
};
|
|
|
|
|
|
-WebGLUniforms.prototype.setOptional = function( gl, object, name ) {
|
|
|
+WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
|
|
|
|
|
|
var v = object[ name ];
|
|
|
|
|
@@ -520,7 +519,7 @@ WebGLUniforms.prototype.setOptional = function( gl, object, name ) {
|
|
|
|
|
|
// Static interface
|
|
|
|
|
|
-WebGLUniforms.upload = function( gl, seq, values, renderer ) {
|
|
|
+WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
|
|
|
|
|
|
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
|
|
|
|
|
@@ -528,8 +527,8 @@ WebGLUniforms.upload = function( gl, seq, values, renderer ) {
|
|
|
v = values[ u.id ];
|
|
|
|
|
|
if ( v.needsUpdate !== false ) {
|
|
|
- // note: always updating when .needsUpdate is undefined
|
|
|
|
|
|
+ // note: always updating when .needsUpdate is undefined
|
|
|
u.setValue( gl, v.value, renderer );
|
|
|
|
|
|
}
|
|
@@ -538,7 +537,7 @@ WebGLUniforms.upload = function( gl, seq, values, renderer ) {
|
|
|
|
|
|
};
|
|
|
|
|
|
-WebGLUniforms.seqWithValue = function( seq, values ) {
|
|
|
+WebGLUniforms.seqWithValue = function ( seq, values ) {
|
|
|
|
|
|
var r = [];
|
|
|
|