This repository has been archived by the owner on Aug 23, 2021. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathgloo2.js
879 lines (831 loc) · 35.5 KB
/
gloo2.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
/* Do not edit, autogenerated by flexx.pyscript */
var _pyfunc_add = function (a, b) { // nargs: 2
if (Array.isArray(a) && Array.isArray(b)) {
return a.concat(b);
} return a + b;
};
var _pyfunc_all = function (x) { // nargs: 1
for (var i=0; i<x.length; i++) {
if (!_pyfunc_truthy(x[i])){return false;}
} return true;
};
var _pyfunc_contains = function contains (a, b) { // nargs: 2
if (b == null) {
} else if (Array.isArray(b)) {
for (var i=0; i<b.length; i++) {if (_pyfunc_equals(a, b[i]))
return true;}
return false;
} else if (b.constructor === Object) {
for (var k in b) {if (a == k) return true;}
return false;
} else if (b.constructor == String) {
return b.indexOf(a) >= 0;
} var e = Error('Not a container: ' + b); e.name='TypeError'; throw e;
};
var _pyfunc_equals = function equals (a, b) { // nargs: 2
if (a == null || b == null) {
} else if (Array.isArray(a) && Array.isArray(b)) {
var i = 0, iseq = a.length == b.length;
while (iseq && i < a.length) {iseq = equals(a[i], b[i]); i+=1;}
return iseq;
} else if (a.constructor === Object && b.constructor === Object) {
var akeys = Object.keys(a), bkeys = Object.keys(b);
akeys.sort(); bkeys.sort();
var i=0, k, iseq = equals(akeys, bkeys);
while (iseq && i < akeys.length) {k=akeys[i]; iseq = equals(a[k], b[k]); i+=1;}
return iseq;
} return a == b;
};
var _pyfunc_instantiate = function (ob, args) { // nargs: 2
if ((typeof ob === "undefined") ||
(typeof window !== "undefined" && window === ob) ||
(typeof global !== "undefined" && global === ob))
{throw "Class constructor is called as a function.";}
for (var name in ob) {
if (Object[name] === undefined &&
typeof ob[name] === 'function' && !ob[name].nobind) {
ob[name] = ob[name].bind(ob);
}
}
if (ob.__init__) {
ob.__init__.apply(ob, args);
}
};
var _pyfunc_mult = function (a, b) { // nargs: 2
if ((typeof a === 'number') + (typeof b === 'number') === 1) {
if (a.constructor === String) return _pymeth_repeat.call(a, b);
if (b.constructor === String) return _pymeth_repeat.call(b, a);
if (Array.isArray(b)) {var t=a; a=b; b=t;}
if (Array.isArray(a)) {
var res = []; for (var i=0; i<b; i++) res = res.concat(a);
return res;
}
} return a * b;
};
var _pyfunc_range = function (start, end, step) {
var i, res = [];
var val = start;
var n = (end - start) / step;
for (i=0; i<n; i++) {
res.push(val);
val += step;
}
return res;
};
var _pyfunc_truthy = function (v) {
if (v === null || typeof v !== "object") {return v;}
else if (v.length !== undefined) {return v.length ? v : false;}
else if (v.byteLength !== undefined) {return v.byteLength ? v : false;}
else if (v.constructor !== Object) {return true;}
else {return Object.getOwnPropertyNames(v).length ? v : false;}
};
var _pymeth_append = function (x) { // nargs: 1
if (!Array.isArray(this)) return this.append.apply(this, arguments);
this.push(x);
};
var _pymeth_get = function (key, d) { // nargs: 1 2
if (this.constructor !== Object) return this.get.apply(this, arguments);
if (this[key] !== undefined) {return this[key];}
else if (d !== undefined) {return d;}
else {return null;}
};
var _pymeth_keys = function () { // nargs: 0
if (typeof this['keys'] === 'function') return this.keys.apply(this, arguments);
return Object.keys(this);
};
var _pymeth_lstrip = function (chars) { // nargs: 0 1
if (this.constructor !== String) return this.lstrip.apply(this, arguments);
chars = (chars === undefined) ? ' \t\r\n' : chars;
for (var i=0; i<this.length; i++) {
if (chars.indexOf(this[i]) < 0) return this.slice(i);
} return '';
};
var _pymeth_remove = function (x) { // nargs: 1
if (!Array.isArray(this)) return this.remove.apply(this, arguments);
for (var i=0; i<this.length; i++) {
if (_pyfunc_equals(this[i], x)) {this.splice(i, 1); return;}
}
var e = Error(x); e.name='ValueError'; throw e;
};
var _pymeth_repeat = function(count) { // nargs: 0
if (this.repeat) return this.repeat(count);
if (count < 1) return '';
var result = '', pattern = this.valueOf();
while (count > 1) {
if (count & 1) result += pattern;
count >>= 1, pattern += pattern;
}
return result + pattern;
};
var _pymeth_startswith = function (x) { // nargs: 1
if (this.constructor !== String) return this.startswith.apply(this, arguments);
return this.indexOf(x) == 0;
};
var Buffer, GlooObject, IndexBuffer, Program, Texture2D, Texture3DLike, VertexBuffer, __version__, check_error, console;
// PyScript module for gloo2.js - lightweight object oriented GL.
{ /* if this_is_js() */
console = window.console;
}
__version__ = "0.3";
check_error = function (gl, when) {
var e, err, err_3, errors, msg, stub1_seq, stub2_itr;
when = (when === undefined) ? "periodic check": when;
// Check this from time to time to detect GL errors.
//
// Parameters
// ----------
// when : str
// Shown in the exception to help the developer determine when
// this check was done.
errors = [];
while (true) {
err = gl.getError();
if ((_pyfunc_equals(err, gl.NO_ERROR) || (_pyfunc_truthy(errors) && _pyfunc_equals(err, errors[errors.length -1])))) {
break;
}
_pymeth_append.call(errors, err);
}
if (errors.length) {
msg = "";
stub1_seq = errors;
if ((typeof stub1_seq === "object") && (!Array.isArray(stub1_seq))) {
stub1_seq = Object.keys(stub1_seq);
}
for (stub2_itr = 0; stub2_itr < stub1_seq.length; stub2_itr += 1) {
e = stub1_seq[stub2_itr];
msg=_pyfunc_add(msg, e)
}
err_3 = new Error('RuntimeError:' + ("OpenGL got errors (" + when + "): " + msg + "")); err_3.name = "RuntimeError"; throw err_3;
}
return null;
};
GlooObject = function () {
// Abstract base class for all Gloo classes.
_pyfunc_instantiate(this, arguments);
}
GlooObject.prototype._base_class = Object;
GlooObject.prototype._class_name = "GlooObject";
GlooObject.prototype.__init__ = function (gl) {
// Init by passing the webgl context object.
this._gl = gl;
this.handle = null;
this._create();
if (!(this.handle !== null)) {throw "AssertionError: " + "this.handle !== null";}
return null;
};
GlooObject.prototype._create = function () {
var err_2;
err_2 = new Error('NotImplementedError:' + ""); err_2.name = "NotImplementedError"; throw err_2;
return null;
};
Program = function () {
// The program is the central component to connect gloo objects and shaders.
_pyfunc_instantiate(this, arguments);
}
Program.prototype = Object.create(GlooObject.prototype);
Program.prototype._base_class = GlooObject.prototype;
Program.prototype._class_name = "Program";
Program.prototype.UTYPEMAP = {"float": "uniform1fv", "vec2": "uniform2fv", "vec3": "uniform3fv", "vec4": "uniform4fv", "int": "uniform1iv", "ivec2": "uniform2iv", "ivec3": "uniform3iv", "ivec4": "uniform4iv", "bool": "uniform1iv", "bvec2": "uniform2iv", "bvec3": "uniform3iv", "bvec4": "uniform4iv", "mat2": "uniformMatrix2fv", "mat3": "uniformMatrix3fv", "mat4": "uniformMatrix4fv", "sampler1D": "uniform1i", "sampler2D": "uniform1i", "sampler3D": "uniform1i"};
Program.prototype.ATYPEMAP = {"float": "vertexAttrib1f", "vec2": "vertexAttrib2f", "vec3": "vertexAttrib3f", "vec4": "vertexAttrib4f"};
Program.prototype.ATYPEINFO = {"float": [1, 5126], "vec2": [2, 5126], "vec3": [3, 5126], "vec4": [4, 5126]};
Program.prototype._create = function () {
this.handle = this._gl.createProgram();
this.locations = {};
this._unset_variables = [];
this._validated = false;
this._samplers = {};
this._attributes = {};
this._known_invalid = [];
return null;
};
Program.prototype.delete = function () {
// Delete the program.
this._gl.deleteProgram(this.handle);
return null;
};
Program.prototype.activate = function () {
// Activate the program.
this._gl.useProgram(this.handle);
return null;
};
Program.prototype.deactivate = function () {
// Disable the program.
this._gl.useProgram(0);
return null;
};
Program.prototype.set_shaders = function (vert, frag) {
var code, err_3, err_4, errors, frag_handle, gl, handle, i, status, stub3_, tmp, type_, vert_handle;
// Set GLSL code for the vertex and fragment shader.
//
// This function takes care of setting the shading code and
// compiling+linking it into a working program object that is ready
// to use.
//
// Parameters
// ----------
// vert : str
// GLSL code for the vertex shader.
// frag : str
// GLSL code for the fragment shader.
gl = this._gl;
this._linked = false;
vert_handle = gl.createShader(gl.VERTEX_SHADER);
frag_handle = gl.createShader(gl.FRAGMENT_SHADER);
tmp = [[vert, vert_handle, "vertex"], [frag, frag_handle, "fragment"]];
for (i = 0; i < 2; i += 1) {
stub3_ = tmp[i];
code = stub3_[0];handle = stub3_[1];type_ = stub3_[2];
gl.shaderSource(handle, code);
gl.compileShader(handle);
status = gl.getShaderParameter(handle, gl.COMPILE_STATUS);
if ((!_pyfunc_truthy(status))) {
errors = gl.getShaderInfoLog(handle);
err_4 = new Error('RuntimeError:' + (_pyfunc_add((("errors in " + type_) + " shader:\n"), errors))); err_4.name = "RuntimeError"; throw err_4;
}
}
gl.attachShader(this.handle, vert_handle);
gl.attachShader(this.handle, frag_handle);
gl.linkProgram(this.handle);
if ((!_pyfunc_truthy(gl.getProgramParameter(this.handle, gl.LINK_STATUS)))) {
err_3 = new Error('RuntimeError:' + ("Program link error:\n" + gl.getProgramInfoLog(this.handle))); err_3.name = "RuntimeError"; throw err_3;
}
this._unset_variables = this._get_active_attributes_and_uniforms();
gl.detachShader(this.handle, vert_handle);
gl.detachShader(this.handle, frag_handle);
gl.deleteShader(vert_handle);
gl.deleteShader(frag_handle);
this._known_invalid = [];
this._linked = true;
return null;
};
Program.prototype._get_active_attributes_and_uniforms = function () {
var attributes, ca, container, count, cu, getActive, getLocation, gl, i, info, j, m, name, regex, stub4_, stub5_seq, stub6_itr, uniforms, x;
// Retrieve active attributes and uniforms to be able to check that
// all uniforms/attributes are set by the user.
gl = this._gl;
this.locations = {};
regex = new window.RegExp("(\\w+)\\s*(\\[(\\d+)\\])\\s*");
cu = gl.getProgramParameter(this.handle, gl.ACTIVE_UNIFORMS);
ca = gl.getProgramParameter(this.handle, gl.ACTIVE_ATTRIBUTES);
attributes = [];
uniforms = [];
stub5_seq = [[attributes, ca, gl.getActiveAttrib, gl.getAttribLocation], [uniforms, cu, gl.getActiveUniform, gl.getUniformLocation]];
if ((typeof stub5_seq === "object") && (!Array.isArray(stub5_seq))) {
stub5_seq = Object.keys(stub5_seq);
}
for (stub6_itr = 0; stub6_itr < stub5_seq.length; stub6_itr += 1) {
x = stub5_seq[stub6_itr];
stub4_ = x;
container = stub4_[0];count = stub4_[1];getActive = stub4_[2];getLocation = stub4_[3];
for (i = 0; i < count; i += 1) {
info = getActive.call(gl, this.handle, i);
name = info.name;
m = name.match(regex);
if (_pyfunc_truthy(m)) {
name = m[1];
for (j = 0; j < info.size; j += 1) {
_pymeth_append.call(container, (["" + name + "[" + j + "]", info.type]));
}
} else {
_pymeth_append.call(container, [name, info.type]);
}
this.locations[name] = getLocation.call(gl, this.handle, name);
}
}
return _pyfunc_add(((function list_comprehenson () {var res = [];var v, iter0, i0;iter0 = attributes;if ((typeof iter0 === "object") && (!Array.isArray(iter0))) {iter0 = Object.keys(iter0);}for (i0=0; i0<iter0.length; i0++) {v = iter0[i0];{res.push(v[0]);}}return res;}).apply(this)), ((function list_comprehenson () {var res = [];var v, iter0, i0;iter0 = uniforms;if ((typeof iter0 === "object") && (!Array.isArray(iter0))) {iter0 = Object.keys(iter0);}for (i0=0; i0<iter0.length; i0++) {v = iter0[i0];{res.push(v[0]);}}return res;}).apply(this)));
};
Program.prototype.set_texture = function (name, value) {
var err_3, handle, unit;
// Set a texture sampler.
//
// A texture is a 2 dimensional grid of colors/intensities that
// can be applied to a face (or used for other means by providing
// a regular grid of data).
//
// Parameters
// ----------
// name : str
// The name by which the texture is known in the GLSL code.
// value : Texture2D
// The gloo Texture2D object to bind.
if ((!_pyfunc_truthy(this._linked))) {
err_3 = new Error('RuntimeError:' + "Cannot set uniform when program has no code"); err_3.name = "RuntimeError"; throw err_3;
}
handle = _pymeth_get.call(this.locations, name, (-1));
if (_pyfunc_truthy(handle < 0)) {
if ((!_pyfunc_contains(name, this._known_invalid))) {
_pymeth_append.call(this._known_invalid, name);
console.log("Variable " + name + " is not an active texture");
}
return null;
}
if (_pyfunc_contains(name, this._unset_variables)) {
_pymeth_remove.call(this._unset_variables, name);
}
this.activate();
if (true) {
unit = _pymeth_keys.call(this._samplers).length;
if (_pyfunc_contains(name, this._samplers)) {
unit = this._samplers[name][this._samplers[name].length -1];
}
this._samplers[name] = [value._target, value.handle, unit];
this._gl.uniform1i(handle, unit);
}
return null;
};
Program.prototype.set_uniform = function (name, type_, value) {
var a_type, count, err_3, funcname, handle, j, name_;
// Set a uniform value.
//
// A uniform is a value that is global to both the vertex and
// fragment shader.
//
// Parameters
// ----------
// name : str
// The name by which the uniform is known in the GLSL code.
// type_ : str
// The type of the uniform, e.g. 'float', 'vec2', etc.
// value : list of scalars
// The value for the uniform. Should be a list even for type float.
if ((!_pyfunc_truthy(this._linked))) {
err_3 = new Error('RuntimeError:' + "Cannot set uniform when program has no code"); err_3.name = "RuntimeError"; throw err_3;
}
handle = _pymeth_get.call(this.locations, name, (-1));
if (_pyfunc_truthy(handle < 0)) {
if ((!_pyfunc_contains(name, this._known_invalid))) {
_pymeth_append.call(this._known_invalid, name);
console.log("Variable " + name + " is not an active uniform");
}
return null;
}
if (_pyfunc_contains(name, this._unset_variables)) {
_pymeth_remove.call(this._unset_variables, name);
}
count = 1;
if ((!_pymeth_startswith.call(type_, "mat"))) {
a_type = _pymeth_get.call({"int": "float", "bool": "float"}, type_, _pymeth_lstrip.call(type_, "ib"));
count = Math.floor(value.length/(this.ATYPEINFO[a_type][0]));
}
if (_pyfunc_truthy(count > 1)) {
for (j = 0; j < count; j += 1) {
if ((_pyfunc_contains(("" + name + "[" + j + "]"), this._unset_variables))) {
name_ = "" + name + "[" + j + "]";
if (_pyfunc_contains(name_, this._unset_variables)) {
_pymeth_remove.call(this._unset_variables, name_);
}
}
}
}
funcname = this.UTYPEMAP[type_];
this.activate();
if (_pymeth_startswith.call(type_, "mat")) {
this._gl[funcname](handle, false, value);
} else {
this._gl[funcname](handle, value);
}
return null;
};
Program.prototype.set_attribute = function (name, type_, value, stride, offset) {
var args, err_3, funcname, gtype, handle, is_vbo, size, stub7_;
stride = (stride === undefined) ? 0: stride;
offset = (offset === undefined) ? 0: offset;
// Set an attribute value.
//
// An attribute represents per-vertex data and can only be used
// in the vertex shader.
//
// Parameters
// ----------
// name : str
// The name by which the attribute is known in the GLSL code.
// type_ : str
// The type of the attribute, e.g. 'float', 'vec2', etc.
// value : VertexBuffer, array
// If value is a VertexBuffer, it is used (with stride and offset)
// for the vertex data. If value is an array, its used to set
// the value of all vertices (similar to a uniform).
// stide : int, default 0
// The stride to "sample" the vertex data inside the buffer. Unless
// multiple vertex data are packed into a single buffer, this should
// be zero.
// offset : int, default 0
// The offset to "sample" the vertex data inside the buffer. Unless
// multiple vertex data are packed into a single buffer, or only
// a part of the data must be used, this should probably be zero.
if ((!_pyfunc_truthy(this._linked))) {
err_3 = new Error('RuntimeError:' + "Cannot set attribute when program has no code"); err_3.name = "RuntimeError"; throw err_3;
}
is_vbo = value instanceof VertexBuffer;
handle = _pymeth_get.call(this.locations, name, (-1));
if (_pyfunc_truthy(handle < 0)) {
if ((!_pyfunc_contains(name, this._known_invalid))) {
_pymeth_append.call(this._known_invalid, name);
if ((_pyfunc_truthy(is_vbo) && _pyfunc_truthy(offset > 0))) {
} else {
console.log("Variable " + name + " is not an active attribute");
}
}
return null;
}
if (_pyfunc_contains(name, this._unset_variables)) {
_pymeth_remove.call(this._unset_variables, name);
}
this.activate();
if ((!_pyfunc_truthy(is_vbo))) {
funcname = this.ATYPEMAP[type_];
this._attributes[name] = [0, handle, funcname, value];
} else {
stub7_ = this.ATYPEINFO[type_];
size = stub7_[0];gtype = stub7_[1];
funcname = "vertexAttribPointer";
args = [size, gtype, this._gl.FALSE, stride, offset];
this._attributes[name] = [value.handle, handle, funcname, args];
}
return null;
};
Program.prototype._pre_draw = function () {
var args, attr_handle, funcname, stub10_, stub11_seq, stub8_, stub9_seq, tex_handle, tex_target, unit, vbo_handle, x;
// Prepare for drawing.
this.activate();
stub9_seq = this._samplers;
for (x in stub9_seq) {
if (!stub9_seq.hasOwnProperty(x)){ continue; }
x = stub9_seq[x];
stub8_ = x;
tex_target = stub8_[0];tex_handle = stub8_[1];unit = stub8_[2];
this._gl.activeTexture(_pyfunc_add(this._gl.TEXTURE0, unit));
this._gl.bindTexture(tex_target, tex_handle);
}
stub11_seq = this._attributes;
for (x in stub11_seq) {
if (!stub11_seq.hasOwnProperty(x)){ continue; }
x = stub11_seq[x];
stub10_ = x;
vbo_handle = stub10_[0];attr_handle = stub10_[1];funcname = stub10_[2];args = stub10_[3];
if (_pyfunc_truthy(vbo_handle)) {
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo_handle);
this._gl.enableVertexAttribArray(attr_handle);
this._gl[funcname].apply(this._gl, [].concat([attr_handle], args));
} else {
this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
this._gl.disableVertexAttribArray(attr_handle);
this._gl[funcname].apply(this._gl, [].concat([attr_handle], args));
}
}
if ((!_pyfunc_truthy(this._validated))) {
this._validated = true;
this._validate();
}
return null;
};
Program.prototype._validate = function () {
var err_3;
if (this._unset_variables.length) {
console.log("Program has unset variables: " + this._unset_variables + "");
}
this._gl.validateProgram(this.handle);
if ((!_pyfunc_truthy(this._gl.getProgramParameter(this.handle, this._gl.VALIDATE_STATUS)))) {
console.log(this._gl.getProgramInfoLog(this.handle));
err_3 = new Error('RuntimeError:' + "Program validation error"); err_3.name = "RuntimeError"; throw err_3;
}
return null;
};
Program.prototype.draw = function (mode, selection) {
var count, err_3, first, gtype, stub12_;
// Draw the current visualization defined by the program.
//
// Parameters
// ----------
// mode : GL enum
// Can be POINTS, LINES, LINE_LOOP, LINE_STRIP, LINE_FAN, TRIANGLES
// selection : 2-element tuple or IndexBuffer
// The selection to draw, specified either as (first, count) or an
// IndexBuffer object.
if ((!_pyfunc_truthy(this._linked))) {
err_3 = new Error('RuntimeError:' + "Cannot draw program if code has not been set"); err_3.name = "RuntimeError"; throw err_3;
}
check_error(this._gl, "before draw");
if (_pyfunc_truthy(selection instanceof IndexBuffer)) {
this._pre_draw();
selection.activate();
count = selection._buffer_size / 2;
gtype = this._gl.UNSIGNED_SHORT;
this._gl.drawElements(mode, count, gtype, 0);
selection.deactivate();
} else {
stub12_ = selection;
first = stub12_[0];count = stub12_[1];
if (_pyfunc_truthy(count)) {
this._pre_draw();
this._gl.drawArrays(mode, first, count);
}
}
check_error(this._gl, "after draw");
return null;
};
Buffer = function () {
// Base buffer class for vertex data or index data.
_pyfunc_instantiate(this, arguments);
}
Buffer.prototype = Object.create(GlooObject.prototype);
Buffer.prototype._base_class = GlooObject.prototype;
Buffer.prototype._class_name = "Buffer";
Buffer.prototype._target = null;
Buffer.prototype._usage = 35048;
Buffer.prototype._create = function () {
this.handle = this._gl.createBuffer();
this._buffer_size = 0;
return null;
};
Buffer.prototype.delete = function () {
// Delete the buffer.
this._gl.deleteBuffer(this.handle);
return null;
};
Buffer.prototype.activate = function () {
// Activete the buffer.
this._gl.bindBuffer(this._target, this.handle);
return null;
};
Buffer.prototype.deactivate = function () {
// Disable the buffer.
this._gl.bindBuffer(this._target, null);
return null;
};
Buffer.prototype.set_size = function (nbytes) {
// Set the size of the buffer in bytes.
//
// Parameters
// ----------
// nbytes : int
// The number of bytes that the buffer needs to hold.
if ((!_pyfunc_equals(nbytes, this._buffer_size))) {
this.activate();
this._gl.bufferData(this._target, nbytes, this._usage);
this._buffer_size = nbytes;
}
return null;
};
Buffer.prototype.set_data = function (offset, data) {
// Set the buffer data.
//
// Parameters
// ----------
// offset : int
// The offset in bytes for the new data.
// data : typed array
// The data to upload.
this.activate();
this._gl.bufferSubData(this._target, offset, data);
return null;
};
VertexBuffer = function () {
// A buffer for vertex data.
_pyfunc_instantiate(this, arguments);
}
VertexBuffer.prototype = Object.create(Buffer.prototype);
VertexBuffer.prototype._base_class = Buffer.prototype;
VertexBuffer.prototype._class_name = "VertexBuffer";
VertexBuffer.prototype._target = 34962;
IndexBuffer = function () {
// A buffer for index data.
_pyfunc_instantiate(this, arguments);
}
IndexBuffer.prototype = Object.create(Buffer.prototype);
IndexBuffer.prototype._base_class = Buffer.prototype;
IndexBuffer.prototype._class_name = "IndexBuffer";
IndexBuffer.prototype._target = 34963;
Texture2D = function () {
// A 2 dimensional regular grid.
_pyfunc_instantiate(this, arguments);
}
Texture2D.prototype = Object.create(GlooObject.prototype);
Texture2D.prototype._base_class = GlooObject.prototype;
Texture2D.prototype._class_name = "Texture2D";
Texture2D.prototype._target = 3553;
Texture2D.prototype._types = {"Int8Array": 5120, "Uint8Array": 5121, "Int16Array": 5122, "Uint16Array": 5123, "Int32Array": 5124, "Uint32Array": 5125, "Float32Array": 5126};
Texture2D.prototype._create = function () {
this.handle = this._gl.createTexture();
this._shape_format = null;
return null;
};
Texture2D.prototype.delete = function () {
// Delete the texture.
this._gl.deleteTexture(this.handle);
return null;
};
Texture2D.prototype.activate = function () {
// Activate the texture.
this._gl.bindTexture(this._target, this.handle);
return null;
};
Texture2D.prototype.deactivate = function () {
// Disable the texture.
this._gl.bindTexture(this._target, 0);
return null;
};
Texture2D.prototype._get_alignment = function (width) {
var alignment, alignments, stub13_seq, stub14_itr;
// Determines a textures byte alignment. If the width isn't a
// power of 2 we need to adjust the byte alignment of the image.
// The image height is unimportant.
//
// www.opengl.org/wiki/Common_Mistakes#Texture_upload_and_pixel_reads
alignments = [4, 8, 2, 1];
stub13_seq = alignments;
if ((typeof stub13_seq === "object") && (!Array.isArray(stub13_seq))) {
stub13_seq = Object.keys(stub13_seq);
}
for (stub14_itr = 0; stub14_itr < stub13_seq.length; stub14_itr += 1) {
alignment = stub13_seq[stub14_itr];
if ((_pyfunc_equals((width % alignment), 0))) {
return alignment;
}
}
return null;
};
Texture2D.prototype.set_wrapping = function (wrap_s, wrap_t) {
// Set the texture wrapping mode.
//
// Parameters
// ----------
// wrap_s : GL enum
// The mode to wrap the x dimension. Valid values are REPEAT
// CLAMP_TO_EDGE MIRRORED_REPEAT
// wrap_t : GL enum
// The mode to wrap the y dimension. Same options as for wrap_s.
this.activate();
this._gl.texParameterf(this._target, this._gl.TEXTURE_WRAP_S, wrap_s);
this._gl.texParameterf(this._target, this._gl.TEXTURE_WRAP_T, wrap_t);
return null;
};
Texture2D.prototype.set_interpolation = function (min, mag) {
// Set the texture interpolation mode
//
// Parameters
// ----------
// min : GL enum
// The interpolation mode when minifying (i.e. zoomed out). Valid
// values are LINEAR and NEAREST.
// max : GL enum
// The interpolation mode when magnifying (i.e. zoomed in). Valid
// values are LINEAR, NEAREST, NEAREST_MIPMAP_NEAREST,
// LINEAR_MIPMAP_NEAREST, NEAREST_MIPMAP_LINEAR, LINEAR_MIPMAP_LINEAR.
this.activate();
this._gl.texParameterf(this._target, this._gl.TEXTURE_MIN_FILTER, min);
this._gl.texParameterf(this._target, this._gl.TEXTURE_MAG_FILTER, mag);
return null;
};
Texture2D.prototype.set_size = function (shape, format) {
var height, stub15_, width;
// Set the size of the 2D texture.
//
// Parameters
// ----------
// shape : tuple of ints
// The shape of the data to upload
// format : GL enum
// The format of the texture data. Can be LUMINANCE, LUMINANCE_ALPHA,
// RGB, and RGBA.
stub15_ = shape;
height = stub15_[0];width = stub15_[1];
if ((!_pyfunc_equals([height, width, format], this._shape_format))) {
this._shape_format = [height, width, format];
this.activate();
this._gl.texImage2D(this._target, 0, format, width, height, 0, format, this._gl.UNSIGNED_BYTE, null);
}
this.u_shape = [height, width];
return null;
};
Texture2D.prototype.set_data = function (offset, shape, data) {
var _, alignment, err_3, format, gtype, height, stub16_, stub17_, width, x, y;
// Set the 2D texture data.
//
// Parameters
// ----------
// offset : tuple of ints
// Offset in pixels for each dimension.
// shape : tuple of ints
// The shape of the data to upload
// data : typed array
// The actual pixel data. Can be of any type, but on the GPU the
// dat is stored in 8 bit precision.
if (_pyfunc_equals(shape.length, 2)) {
shape = [shape[0], shape[1], 1];
}
this.activate();
format = this._shape_format[2];
stub16_ = shape;
height = stub16_[0];width = stub16_[1];_ = stub16_[2];
stub17_ = offset;
y = stub17_[0];x = stub17_[1];
gtype = _pymeth_get.call(this._types, data.constructor.name, null);
if ((gtype === null)) {
err_3 = new Error('ValueError:' + ("Type " + data.constructor.name + " not allowed for texture")); err_3.name = "ValueError"; throw err_3;
}
alignment = this._get_alignment(_pyfunc_mult(shape[shape.length -2], shape[shape.length -1]));
if ((!_pyfunc_equals(alignment, 4))) {
this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, alignment);
}
this._gl.texSubImage2D(this._target, 0, x, y, width, height, format, gtype, data);
if ((!_pyfunc_equals(alignment, 4))) {
this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 4);
}
return null;
};
Texture3DLike = function () {
// A 2D texture with support to simulate a 3D texture.
//
// To use this class, use set_size() and set_data() as if it was a 3D
// texture. Add the GLSL_SAMPLE_NEAREST or GLSL_SAMPLE_LINEAR to the
// shader to add the sample3D() function that can be used instead of
// texture2D(). This function needs ``shape`` and ``tiles`` arguments
// which can be set via uniforms, using the ``u_shape`` and ``u_tiles``
// attributes of this object.
_pyfunc_instantiate(this, arguments);
}
Texture3DLike.prototype = Object.create(Texture2D.prototype);
Texture3DLike.prototype._base_class = Texture2D.prototype;
Texture3DLike.prototype._class_name = "Texture3DLike";
Texture3DLike.prototype.GLSL_SAMPLE_NEAREST = "\n vec4 sample3D(sampler2D tex, vec3 texcoord, vec3 shape, vec2 tiles) {\n shape.xyz = shape.zyx; // silly row-major convention\n float nrows = tiles.y, ncols = tiles.x;\n // Don't let adjacent frames be interpolated into this one\n texcoord.x = min(texcoord.x * shape.x, shape.x - 0.5);\n texcoord.x = max(0.5, texcoord.x) / shape.x;\n texcoord.y = min(texcoord.y * shape.y, shape.y - 0.5);\n texcoord.y = max(0.5, texcoord.y) / shape.y;\n\n float zindex = floor(texcoord.z * shape.z);\n\n // Do a lookup in the 2D texture\n float u = (mod(zindex, ncols) + texcoord.x) / ncols;\n float v = (floor(zindex / ncols) + texcoord.y) / nrows;\n\n return texture2D(tex, vec2(u,v));\n }\n ";
Texture3DLike.prototype.GLSL_SAMPLE_LINEAR = "\n vec4 sample3D(sampler2D tex, vec3 texcoord, vec3 shape, vec2 tiles) {\n shape.xyz = shape.zyx; // silly row-major convention\n float nrows = tiles.y, ncols = tiles.x;\n // Don't let adjacent frames be interpolated into this one\n texcoord.x = min(texcoord.x * shape.x, shape.x - 0.5);\n texcoord.x = max(0.5, texcoord.x) / shape.x;\n texcoord.y = min(texcoord.y * shape.y, shape.y - 0.5);\n texcoord.y = max(0.5, texcoord.y) / shape.y;\n\n float z = texcoord.z * shape.z;\n float zindex1 = floor(z);\n float u1 = (mod(zindex1, ncols) + texcoord.x) / ncols;\n float v1 = (floor(zindex1 / ncols) + texcoord.y) / nrows;\n\n float zindex2 = zindex1 + 1.0;\n float u2 = (mod(zindex2, ncols) + texcoord.x) / ncols;\n float v2 = (floor(zindex2 / ncols) + texcoord.y) / nrows;\n\n vec4 s1 = texture2D(tex, vec2(u1, v1));\n vec4 s2 = texture2D(tex, vec2(u2, v2));\n\n return s1 * (zindex2 - z) + s2 * (z - zindex1);\n }\n ";
Texture3DLike.prototype._get_tile_info = function (shape) {
var err_3, max_size, ncols, nrows;
max_size = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
nrows = Math.floor(max_size/shape[1]);
nrows = Math.min(nrows, shape[0]);
ncols = window.Math.ceil(shape[0] / nrows);
if (_pyfunc_truthy(_pyfunc_mult(ncols, shape[2]) > max_size)) {
err_3 = new Error('RuntimeError:' + ("Cannot fit 3D data with shape " + shape + " onto simulated 2D texture.")); err_3.name = "RuntimeError"; throw err_3;
}
return [nrows, ncols];
};
Texture3DLike.prototype.set_size = function (shape, format) {
var ncols, nrows, sim_shape, stub18_;
// Set the size of the 3D texture.
//
// Parameters
// ----------
// shape : tuple of ints
// The shape of the data to upload
// format : GL enum
// The format of the texture data. Can be LUMINANCE, LUMINANCE_ALPHA,
// RGB, and RGBA.
stub18_ = this._get_tile_info(shape);
nrows = stub18_[0];ncols = stub18_[1];
sim_shape = [_pyfunc_mult(shape[1], nrows), _pyfunc_mult(shape[2], ncols)];
Texture3DLike.prototype._base_class.set_size.call(this, sim_shape, format);
this.u_shape = [shape[0], shape[1], shape[2]];
this.u_tiles = [ncols, nrows];
return null;
};
Texture3DLike.prototype.set_data = function (offset, shape, data) {
var Type, col, elements_per_tile, err_3, ncols, nrows, row, sim_shape, stub19_, stub20_, tile, z, zeros;
// Set the 3D texture data.
//
// Parameters
// ----------
// offset : tuple of ints
// Offset in pixels for each dimension.
// shape : tuple of ints
// The shape of the data to upload
// data : typed array
// The actual pixel data. Can be of any type, but on the GPU the
// dat is stored in 8 bit precision.
if (_pyfunc_equals(shape.length, 3)) {
shape = [shape[0], shape[1], shape[2], 1];
}
if ((!(_pyfunc_all(((function list_comprehenson () {var res = [];var i, iter0, i0;iter0 = offset;if ((typeof iter0 === "object") && (!Array.isArray(iter0))) {iter0 = Object.keys(iter0);}for (i0=0; i0<iter0.length; i0++) {i = iter0[i0];{res.push(_pyfunc_equals(i, 0));}}return res;}).apply(this)))))) {
err_3 = new Error('ValueError:' + "Texture3DLike does not support nonzero offset (for now)"); err_3.name = "ValueError"; throw err_3;
}
stub19_ = this._get_tile_info(shape);
nrows = stub19_[0];ncols = stub19_[1];
sim_shape = [_pyfunc_mult(shape[1], nrows), _pyfunc_mult(shape[2], ncols), shape[3]];
if (_pyfunc_equals(ncols, 1)) {
Texture3DLike.prototype._base_class.set_data.call(this, [0, 0], sim_shape, data);
} else {
Type = data.constructor;
zeros = new Type(_pyfunc_mult(_pyfunc_mult(sim_shape[0], sim_shape[1]), sim_shape[2]));
Texture3DLike.prototype._base_class.set_data.call(this, [0, 0], sim_shape, zeros);
for (z = 0; z < shape[0]; z += 1) {
stub20_ = [Math.floor(z/ncols), z % ncols];
row = stub20_[0];col = stub20_[1];
elements_per_tile = Math.floor(data.length/shape[0]);
tile = data.slice(_pyfunc_mult(z, elements_per_tile),_pyfunc_mult((z + 1), elements_per_tile));
Texture3DLike.prototype._base_class.set_data.call(this, [_pyfunc_mult(row, shape[1]), _pyfunc_mult(col, shape[2])], shape.slice(1), tile);
}
}
return null;
};
module.exports = {
"Buffer": Buffer,
"GlooObject": GlooObject,
"IndexBuffer": IndexBuffer,
"Program": Program,
"Texture2D": Texture2D,
"Texture3DLike": Texture3DLike,
"VertexBuffer": VertexBuffer,
"check_error": check_error,
"console": console
};