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| 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 | 20043x 20043x 1x 20821x 20821x 1x 21677x 21677x 13018x 21677x | /**
* A utility for dynamically-generating a GLSL struct.
*
* @alias ShaderStruct
* @constructor
*
* @see {@link ShaderBuilder}
* @param {string} name The name of the struct as it will appear in the shader.
* @example
* // Generate the struct:
* //
* // struct Attributes
* // {
* // vec3 position;
* // vec3 normal;
* // vec2 texCoord;
* // };
* const struct = new ShaderStruct("Attributes");
* struct.addField("vec3", "position");
* struct.addField("vec3", "normal");
* struct.addField("vec2", "texCoord");
* const generatedLines = struct.generateGlslLines();
*
* @private
*/
function ShaderStruct(name) {
this.name = name;
this.fields = [];
}
/**
* Add a field to the struct
* @param {string} type The type of the struct field
* @param {string} identifier The identifier of the struct field
*/
ShaderStruct.prototype.addField = function (type, identifier) {
const field = ` ${type} ${identifier};`;
this.fields.push(field);
};
/**
* Generate a list of lines of GLSL code for use with {@link ShaderBuilder}
* @return {string[]} The generated GLSL code.
*/
ShaderStruct.prototype.generateGlslLines = function () {
let fields = this.fields;
if (fields.length === 0) {
// GLSL requires structs to have at least one field
fields = [" float _empty;"];
}
return [].concat(`struct ${this.name}`, "{", fields, "};");
};
export default ShaderStruct;
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