Source: Renderer/createUniform.js

/*global define*/
define([
        '../Core/Cartesian2',
        '../Core/Cartesian3',
        '../Core/Cartesian4',
        '../Core/Color',
        '../Core/defined',
        '../Core/DeveloperError',
        '../Core/Matrix2',
        '../Core/Matrix3',
        '../Core/Matrix4',
        '../Core/RuntimeError'
    ], function(
        Cartesian2,
        Cartesian3,
        Cartesian4,
        Color,
        defined,
        DeveloperError,
        Matrix2,
        Matrix3,
        Matrix4,
        RuntimeError) {
    'use strict';

    /**
     * @private
     */
    function createUniform(gl, activeUniform, uniformName, location) {
        switch (activeUniform.type) {
            case gl.FLOAT:
                return new UniformFloat(gl, activeUniform, uniformName, location);
            case gl.FLOAT_VEC2:
                return new UniformFloatVec2(gl, activeUniform, uniformName, location);
            case gl.FLOAT_VEC3:
                return new UniformFloatVec3(gl, activeUniform, uniformName, location);
            case gl.FLOAT_VEC4:
                return new UniformFloatVec4(gl, activeUniform, uniformName, location);
            case gl.SAMPLER_2D:
            case gl.SAMPLER_CUBE:
                return new UniformSampler(gl, activeUniform, uniformName, location);
            case gl.INT:
            case gl.BOOL:
                return new UniformInt(gl, activeUniform, uniformName, location);
            case gl.INT_VEC2:
            case gl.BOOL_VEC2:
                return new UniformIntVec2(gl, activeUniform, uniformName, location);
            case gl.INT_VEC3:
            case gl.BOOL_VEC3:
                return new UniformIntVec3(gl, activeUniform, uniformName, location);
            case gl.INT_VEC4:
            case gl.BOOL_VEC4:
                return new UniformIntVec4(gl, activeUniform, uniformName, location);
            case gl.FLOAT_MAT2:
                return new UniformMat2(gl, activeUniform, uniformName, location);
            case gl.FLOAT_MAT3:
                return new UniformMat3(gl, activeUniform, uniformName, location);
            case gl.FLOAT_MAT4:
                return new UniformMat4(gl, activeUniform, uniformName, location);
            default:
                throw new RuntimeError('Unrecognized uniform type: ' + activeUniform.type + ' for uniform "' + uniformName + '".');
        }
    }

    function UniformFloat(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = 0.0;

        this._gl = gl;
        this._location = location;
    }

    UniformFloat.prototype.set = function() {
        if (this.value !== this._value) {
            this._value = this.value;
            this._gl.uniform1f(this._location, this.value);
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformFloatVec2(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = new Cartesian2();

        this._gl = gl;
        this._location = location;
    }

    UniformFloatVec2.prototype.set = function() {
        var v = this.value;
        if (!Cartesian2.equals(v, this._value)) {
            Cartesian2.clone(v, this._value);
            this._gl.uniform2f(this._location, v.x, v.y);
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformFloatVec3(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = undefined;

        this._gl = gl;
        this._location = location;
    }

    UniformFloatVec3.prototype.set = function() {
        var v = this.value;

        if (defined(v.red)) {
            if (!Color.equals(v, this._value)) {
                this._value = Color.clone(v, this._value);
                this._gl.uniform3f(this._location, v.red, v.green, v.blue);
            }
        } else if (defined(v.x)) {
            if (!Cartesian3.equals(v, this._value)) {
                this._value = Cartesian3.clone(v, this._value);
                this._gl.uniform3f(this._location, v.x, v.y, v.z);
            }
        } else {
            //>>includeStart('debug', pragmas.debug);
            throw new DeveloperError('Invalid vec3 value for uniform "' + this._activethis.name + '".');
            //>>includeEnd('debug');
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformFloatVec4(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = undefined;

        this._gl = gl;
        this._location = location;
    }

    UniformFloatVec4.prototype.set = function() {
        var v = this.value;

        if (defined(v.red)) {
            if (!Color.equals(v, this._value)) {
                this._value = Color.clone(v, this._value);
                this._gl.uniform4f(this._location, v.red, v.green, v.blue, v.alpha);
            }
        } else if (defined(v.x)) {
            if (!Cartesian4.equals(v, this._value)) {
                this._value = Cartesian4.clone(v, this._value);
                this._gl.uniform4f(this._location, v.x, v.y, v.z, v.w);
            }
        } else {
            //>>includeStart('debug', pragmas.debug);
            throw new DeveloperError('Invalid vec4 value for uniform "' + this._activethis.name + '".');
            //>>includeEnd('debug');
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformSampler(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;

        this._gl = gl;
        this._location = location;

        this.textureUnitIndex = undefined;
    }

    UniformSampler.prototype.set = function() {
        var gl = this._gl;
        gl.activeTexture(gl.TEXTURE0 + this.textureUnitIndex);

        var v = this.value;
        gl.bindTexture(v._target, v._texture);
    };

    UniformSampler.prototype._setSampler = function(textureUnitIndex) {
        this.textureUnitIndex = textureUnitIndex;
        this._gl.uniform1i(this._location, textureUnitIndex);
        return textureUnitIndex + 1;
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformInt(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = 0.0;

        this._gl = gl;
        this._location = location;
    }

    UniformInt.prototype.set = function() {
        if (this.value !== this._value) {
            this._value = this.value;
            this._gl.uniform1i(this._location, this.value);
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformIntVec2(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = new Cartesian2();

        this._gl = gl;
        this._location = location;
    }

    UniformIntVec2.prototype.set = function() {
        var v = this.value;
        if (!Cartesian2.equals(v, this._value)) {
            Cartesian2.clone(v, this._value);
            this._gl.uniform2i(this._location, v.x, v.y);
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformIntVec3(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = new Cartesian3();

        this._gl = gl;
        this._location = location;
    }

    UniformIntVec3.prototype.set = function() {
        var v = this.value;
        if (!Cartesian3.equals(v, this._value)) {
            Cartesian3.clone(v, this._value);
            this._gl.uniform3i(this._location, v.x, v.y, v.z);
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformIntVec4(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = new Cartesian4();

        this._gl = gl;
        this._location = location;
    }

    UniformIntVec4.prototype.set = function() {
        var v = this.value;
        if (!Cartesian4.equals(v, this._value)) {
            Cartesian4.clone(v, this._value);
            this._gl.uniform4i(this._location, v.x, v.y, v.z, v.w);
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformMat2(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = new Float32Array(4);

        this._gl = gl;
        this._location = location;
    }

    UniformMat2.prototype.set = function() {
        if (!Matrix2.equalsArray(this.value, this._value, 0)) {
            Matrix2.toArray(this.value, this._value);
            this._gl.uniformMatrix2fv(this._location, false, this._value);
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformMat3(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = new Float32Array(9);

        this._gl = gl;
        this._location = location;
    }

    UniformMat3.prototype.set = function() {
        if (!Matrix3.equalsArray(this.value, this._value, 0)) {
            Matrix3.toArray(this.value, this._value);
            this._gl.uniformMatrix3fv(this._location, false, this._value);
        }
    };

    ///////////////////////////////////////////////////////////////////////////

    function UniformMat4(gl, activeUniform, uniformName, location) {
        /**
         * @readonly
         */
        this.name = uniformName;

        this.value = undefined;
        this._value = new Float32Array(16);

        this._gl = gl;
        this._location = location;
    }

    UniformMat4.prototype.set = function() {
        if (!Matrix4.equalsArray(this.value, this._value, 0)) {
            Matrix4.toArray(this.value, this._value);
            this._gl.uniformMatrix4fv(this._location, false, this._value);
        }
    };

    return createUniform;
});