1 | 'use strict'
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2 |
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3 | exports.uniforms = runtimeUniforms
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4 | exports.attributes = runtimeAttributes
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5 |
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6 | var GL_TO_GLSL_TYPES = {
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7 | 'FLOAT': 'float',
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8 | 'FLOAT_VEC2': 'vec2',
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9 | 'FLOAT_VEC3': 'vec3',
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10 | 'FLOAT_VEC4': 'vec4',
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11 | 'INT': 'int',
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12 | 'INT_VEC2': 'ivec2',
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13 | 'INT_VEC3': 'ivec3',
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14 | 'INT_VEC4': 'ivec4',
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15 | 'BOOL': 'bool',
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16 | 'BOOL_VEC2': 'bvec2',
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17 | 'BOOL_VEC3': 'bvec3',
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18 | 'BOOL_VEC4': 'bvec4',
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19 | 'FLOAT_MAT2': 'mat2',
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20 | 'FLOAT_MAT3': 'mat3',
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21 | 'FLOAT_MAT4': 'mat4',
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22 | 'SAMPLER_2D': 'sampler2D',
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23 | 'SAMPLER_CUBE':'samplerCube'
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24 | }
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25 |
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26 | var GL_TABLE = null
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27 |
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28 | function getType(gl, type) {
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29 | if(!GL_TABLE) {
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30 | var typeNames = Object.keys(GL_TO_GLSL_TYPES)
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31 | GL_TABLE = {}
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32 | for(var i=0; i<typeNames.length; ++i) {
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33 | var tn = typeNames[i]
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34 | GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]
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35 | }
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36 | }
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37 | return GL_TABLE[type]
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38 | }
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39 |
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40 | function runtimeUniforms(gl, program) {
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41 | var numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS)
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42 | var result = []
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43 | for(var i=0; i<numUniforms; ++i) {
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44 | var info = gl.getActiveUniform(program, i)
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45 | if(info) {
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46 | var type = getType(gl, info.type)
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47 | if(info.size > 1) {
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48 | for(var j=0; j<info.size; ++j) {
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49 | result.push({
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50 | name: info.name.replace('[0]', '[' + j + ']'),
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51 | type: type
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52 | })
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53 | }
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54 | } else {
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55 | result.push({
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56 | name: info.name,
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57 | type: type
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58 | })
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59 | }
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60 | }
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61 | }
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62 | return result
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63 | }
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64 |
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65 | function runtimeAttributes(gl, program) {
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66 | var numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES)
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67 | var result = []
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68 | for(var i=0; i<numAttributes; ++i) {
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69 | var info = gl.getActiveAttrib(program, i)
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70 | if(info) {
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71 | result.push({
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72 | name: info.name,
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73 | type: getType(gl, info.type)
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74 | })
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75 | }
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76 | }
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77 | return result
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78 | }
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