这是indexloc提供的服务,不要输入任何密码
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2 changes: 1 addition & 1 deletion package.json
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
{
"name": "vgl",
"description": "VTK for the Web.",
"version": "0.3.8",
"version": "0.3.9",
"license": "Apache-2.0",
"repository": {
"type": "git",
Expand Down
73 changes: 35 additions & 38 deletions vgl.js
Original file line number Diff line number Diff line change
Expand Up @@ -104,7 +104,7 @@ if (!Math.log2) {
};
}

vgl.version = '0.3.8';
vgl.version = '0.3.9';

//////////////////////////////////////////////////////////////////////////////
/**
Expand Down Expand Up @@ -8836,7 +8836,7 @@ vgl.uniform = function (type, name) {
'use strict';

if (!(this instanceof vgl.uniform)) {
return new vgl.uniform();
return new vgl.uniform(type, name);
}

this.getTypeNumberOfComponents = function (type) {
Expand Down Expand Up @@ -8919,25 +8919,9 @@ vgl.uniform = function (type, name) {
*/
/////////////////////////////////////////////////////////////////////////////
this.set = function (value) {
var i = 0;
if (m_dataArray.length === 16) {
for (i = 0; i < 16; i += 1) {
m_dataArray[i] = value[i];
}
} else if (m_dataArray.length === 9) {
for (i = 0; i < 9; i += 1) {
m_dataArray[i] = value[i];
}
} else if (m_dataArray.length === 4) {
for (i = 0; i < 4; i += 1) {
m_dataArray[i] = value[i];
}
} else if (m_dataArray.length === 3) {
for (i = 0; i < 3; i += 1) {
m_dataArray[i] = value[i];
}
} else if (m_dataArray.length === 2) {
for (i = 0; i < 2; i += 1) {
var i = 0, lendata = m_dataArray.length;
if (lendata !== 1) {
for (i = 0; i < lendata; i += 1) {
m_dataArray[i] = value[i];
}
} else {
Expand All @@ -8953,10 +8937,6 @@ vgl.uniform = function (type, name) {
*/
/////////////////////////////////////////////////////////////////////////////
this.callGL = function (renderState, location) {
if (this.m_numberElements < 1) {
return;
}

switch (m_type) {
case vgl.GL.BOOL:
case vgl.GL.INT:
Expand All @@ -8965,12 +8945,24 @@ vgl.uniform = function (type, name) {
case vgl.GL.FLOAT:
renderState.m_context.uniform1fv(location, m_dataArray);
break;
case vgl.GL.BOOL_VEC2:
case vgl.GL.INT_VEC2:
renderState.m_context.uniform2iv(location, m_dataArray);
break;
case vgl.GL.FLOAT_VEC2:
renderState.m_context.uniform2fv(location, m_dataArray);
break;
case vgl.GL.BOOL_VEC3:
case vgl.GL.INT_VEC3:
renderState.m_context.uniform3iv(location, m_dataArray);
break;
case vgl.GL.FLOAT_VEC3:
renderState.m_context.uniform3fv(location, m_dataArray);
break;
case vgl.GL.BOOL_VEC4:
case vgl.GL.INT_VEC4:
renderState.m_context.uniform4iv(location, m_dataArray);
break;
case vgl.GL.FLOAT_VEC4:
renderState.m_context.uniform4fv(location, m_dataArray);
break;
Expand All @@ -8996,8 +8988,8 @@ vgl.uniform = function (type, name) {
*/
/////////////////////////////////////////////////////////////////////////////
this.update = function (renderState, program) {
renderState = renderState; /* unused parameter */
program = program; /* unused parameter */
void renderState; /* unused parameter */
void program; /* unused parameter */
// Should be implemented by the derived class
};

Expand All @@ -9019,7 +9011,7 @@ vgl.modelViewUniform = function (name) {
return new vgl.modelViewUniform(name);
}

if (name.length === 0) {
if (!name) {
name = 'modelViewMatrix';
}

Expand All @@ -9036,7 +9028,7 @@ vgl.modelViewUniform = function (name) {
*/
/////////////////////////////////////////////////////////////////////////////
this.update = function (renderState, program) {
program = program; /* unused parameter */
void program; /* unused parameter */
this.set(renderState.m_modelViewMatrix);
};

Expand All @@ -9061,7 +9053,7 @@ vgl.modelViewOriginUniform = function (name, origin) {
return new vgl.modelViewOriginUniform(name, origin);
}

if (name.length === 0) {
if (!name) {
name = 'modelViewMatrix';
}
origin = origin || [0, 0, 0];
Expand Down Expand Up @@ -9094,18 +9086,23 @@ vgl.modelViewOriginUniform = function (name, origin) {
*/
/////////////////////////////////////////////////////////////////////////////
this.update = function (renderState, program) {
program = program; /* unused parameter */
var view = mat4.create();
mat4.translate(view, renderState.m_modelViewMatrix, m_origin);
void program; /* unused parameter */
var view = renderState.m_modelViewMatrix;
if (renderState.m_modelViewAlignment) {
/* adjust alignment before origin. Otherwise, a changing origin can
* affect the rounding choice and result in a 1 pixe jitter. */
var align = renderState.m_modelViewAlignment;
/* Don't modify the orignal matrix. If we are in an environment where
* you can't slice an Float32Array, switch to a regular array */
view = view.slice ? view.slice() : Array.prototype.slice.call(view);
/* view[12] and view[13] are the x and y offsets. align.round is the
* units-per-pixel, and align.dx and .dy are either 0 or half the size of
* a unit-per-pixel. The alignment guarantees that the texels are
* aligned with screen pixels. */
view[12] = Math.round(view[12] / align.roundx) * align.roundx + align.dx;
view[13] = Math.round(view[13] / align.roundy) * align.roundy + align.dy;
}
view = mat4.translate(mat4.create(), view, m_origin);
this.set(view);
};

Expand All @@ -9129,7 +9126,7 @@ vgl.projectionUniform = function (name) {
return new vgl.projectionUniform(name);
}

if (name.length === 0) {
if (!name) {
name = 'projectionMatrix';
}

Expand All @@ -9146,7 +9143,7 @@ vgl.projectionUniform = function (name) {
*/
/////////////////////////////////////////////////////////////////////////////
this.update = function (renderState, program) {
program = program; /* unused parameter */
void program; /* unused parameter */
this.set(renderState.m_projectionMatrix);
};

Expand All @@ -9171,7 +9168,7 @@ vgl.floatUniform = function (name, value) {
return new vgl.floatUniform(name, value);
}

if (name.length === 0) {
if (!name) {
name = 'floatUniform';
}

Expand Down Expand Up @@ -9199,7 +9196,7 @@ vgl.normalMatrixUniform = function (name) {
return new vgl.normalMatrixUniform(name);
}

if (name.length === 0) {
if (!name) {
name = 'normalMatrix';
}

Expand All @@ -9216,7 +9213,7 @@ vgl.normalMatrixUniform = function (name) {
*/
/////////////////////////////////////////////////////////////////////////////
this.update = function (renderState, program) {
program = program; /* unused parameter */
void program; /* unused parameter */
this.set(renderState.m_normalMatrix);
};

Expand Down
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